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https://github.com/halpz/re3.git
synced 2025-07-17 09:28:16 +00:00
make game load all platform dffs
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@ -212,7 +212,7 @@ isSkinnedCb(RpAtomic *atomic, void *data)
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RpAtomic **pAtomic = (RpAtomic**)data;
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if(*pAtomic)
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return nil; // already found one
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if(RpSkinGeometryGetSkin(atomic->geometry))
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if(RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic)))
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*pAtomic = atomic; // we could just return nil here directly...
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return atomic;
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}
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@ -621,3 +621,70 @@ CameraCreate(RwInt32 width, RwInt32 height, RwBool zBuffer)
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WRAPPER void _TexturePoolsInitialise() { EAXJMP(0x598B10); }
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WRAPPER void _TexturePoolsShutdown() { EAXJMP(0x598B30); }
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#endif
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#ifdef LIBRW
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#include <rpmatfx.h>
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#include "VehicleModelInfo.h"
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int32
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findPlatform(rw::Atomic *a)
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{
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rw::Geometry *g = a->geometry;
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if(g->instData)
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return g->instData->platform;
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return 0;
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}
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// Game doesn't read atomic extensions so we never get any other than the default pipe,
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// but we need it for uninstancing
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void
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attachPipe(rw::Atomic *atomic)
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{
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if(RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic)))
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atomic->pipeline = rw::skinGlobals.pipelines[rw::platform];
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else{
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int fx = rpMATFXEFFECTNULL;
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RpGeometryForAllMaterials(RpAtomicGetGeometry(atomic), CVehicleModelInfo::GetMatFXEffectMaterialCB, &fx);
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if(fx != rpMATFXEFFECTNULL)
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RpMatFXAtomicEnableEffects(atomic);
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}
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}
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// Attach pipes for the platform we have native data for so we can uninstance
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void
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switchPipes(rw::Atomic *a, int32 platform)
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{
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if(a->pipeline && a->pipeline->platform != platform){
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uint32 plgid = a->pipeline->pluginID;
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switch(plgid){
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// assume default pipe won't be attached explicitly
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case rw::ID_SKIN:
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a->pipeline = rw::skinGlobals.pipelines[platform];
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break;
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case rw::ID_MATFX:
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a->pipeline = rw::matFXGlobals.pipelines[platform];
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break;
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}
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}
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}
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RpAtomic*
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ConvertPlatformAtomic(RpAtomic *atomic, void *data)
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{
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int32 driver = rw::platform;
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int32 platform = findPlatform(atomic);
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if(platform != 0 && platform != driver){
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attachPipe(atomic); // kludge
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rw::ObjPipeline *origPipe = atomic->pipeline;
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rw::platform = platform;
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switchPipes(atomic, rw::platform);
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if(atomic->geometry->flags & rw::Geometry::NATIVE)
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atomic->uninstance();
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// no ADC in this game
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//rw::ps2::unconvertADC(atomic->geometry);
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rw::platform = driver;
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atomic->pipeline = origPipe;
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}
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return atomic;
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}
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#endif
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@ -54,4 +54,6 @@ RwCamera *CameraCreate(RwInt32 width,
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void _TexturePoolsInitialise();
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void _TexturePoolsShutdown();
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void _TexturePoolsShutdown();
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RpAtomic *ConvertPlatformAtomic(RpAtomic *atomic, void *data);
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