fix new renderer

This commit is contained in:
aap
2021-02-28 19:07:32 +01:00
committed by Sergeanur
parent 77ca9c593f
commit c58d98a39e
7 changed files with 45 additions and 8 deletions

View File

@ -568,6 +568,7 @@ struct BuildingInst
{
rw::RawMatrix combinedMat;
rw::d3d9::InstanceDataHeader *instHeader;
uint32 cullMode;
uint8 fadeAlpha;
bool lighting;
};
@ -612,6 +613,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
assert(building->instHeader->platform == PLATFORM_D3D9);
building->fadeAlpha = 255;
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
building->cullMode = rw::GetRenderState(rw::CULLMODE);
rw::uint32 flags = atomic->geometry->flags;
bool setupDone = false;
@ -630,6 +632,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
// alright we're rendering this atomic
if(!setupDone){
rw::SetRenderState(rw::CULLMODE, building->cullMode);
setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
setIndices(building->instHeader->indexBuffer);
setVertexDeclaration(building->instHeader->vertexDeclaration);
@ -671,6 +674,7 @@ AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
assert(building->instHeader->platform == PLATFORM_D3D9);
building->fadeAlpha = fadeAlpha;
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
building->cullMode = rw::GetRenderState(rw::CULLMODE);
SetMatrix(building, atomic->getFrame()->getLTM());
numBlendInsts[pass]++;
}
@ -688,6 +692,7 @@ RenderBlendPass(int pass)
for(i = 0; i < numBlendInsts[pass]; i++){
BuildingInst *building = &blendInsts[pass][i];
rw::SetRenderState(rw::CULLMODE, building->cullMode);
setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
setIndices(building->instHeader->indexBuffer);
setVertexDeclaration(building->instHeader->vertexDeclaration);

View File

@ -595,6 +595,7 @@ struct BuildingInst
{
rw::Matrix matrix;
rw::gl3::InstanceDataHeader *instHeader;
uint32 cullMode;
uint8 fadeAlpha;
bool lighting;
};
@ -627,6 +628,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
assert(building->instHeader->platform == PLATFORM_GL3);
building->fadeAlpha = 255;
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
building->cullMode = rw::GetRenderState(rw::CULLMODE);
rw::uint32 flags = atomic->geometry->flags;
WorldLights lights;
@ -654,6 +656,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
// alright we're rendering this atomic
if(!setupDone){
rw::SetRenderState(rw::CULLMODE, building->cullMode);
defaultShader->use();
setWorldMatrix(&building->matrix);
setupVertexInput(building->instHeader);
@ -686,6 +689,7 @@ AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
assert(building->instHeader->platform == PLATFORM_GL3);
building->fadeAlpha = fadeAlpha;
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
building->cullMode = rw::GetRenderState(rw::CULLMODE);
building->matrix = *atomic->getFrame()->getLTM();
numBlendInsts[pass]++;
}
@ -706,6 +710,7 @@ RenderBlendPass(int pass)
for(i = 0; i < numBlendInsts[pass]; i++){
BuildingInst *building = &blendInsts[pass][i];
rw::SetRenderState(rw::CULLMODE, building->cullMode);
setupVertexInput(building->instHeader);
setWorldMatrix(&building->matrix);
if(building->lighting)