first version of new renderer

This commit is contained in:
aap
2021-01-05 11:12:48 +01:00
parent 042e21115e
commit e6ef2f12de
11 changed files with 837 additions and 13 deletions

View File

@ -252,6 +252,7 @@ enum Config {
#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
#define SCREEN_DROPLETS // neo water droplets
#define NEW_RENDERER // leeds-like world rendering, needs librw
#endif
#ifndef EXTENDED_COLOURFILTER

View File

@ -121,6 +121,13 @@ bool gbPrintMemoryUsage;
#define FOUND_GAME_TO_LOAD b_FoundRecentSavedGameWantToLoad
#endif
#ifdef NEW_RENDERER
bool gbNewRenderer;
#define CLEARMODE (rwCAMERACLEARZ | rwCAMERACLEARSTENCIL)
#else
#define CLEARMODE (rwCAMERACLEARZ)
#endif
void
ValidateVersion()
{
@ -168,7 +175,7 @@ DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomR
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
#endif
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &TopColor.rwRGBA, rwCAMERACLEARZ);
RwCameraClear(Scene.camera, &TopColor.rwRGBA, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
return false;
@ -190,7 +197,7 @@ DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
#endif
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
return false;
@ -1160,9 +1167,126 @@ DisplayGameDebugText()
}
#endif
#ifdef NEW_RENDERER
bool gbRenderRoads = true;
bool gbRenderEverythingBarRoads = true;
//bool gbRenderFadingInUnderwaterEntities = true;
bool gbRenderFadingInEntities = true;
bool gbRenderWater = true;
bool gbRenderBoats = true;
bool gbRenderVehicles = true;
bool gbRenderWorld0 = true;
bool gbRenderWorld1 = true;
bool gbRenderWorld2 = true;
void
MattRenderScene(void)
{
// this calls CMattRenderer::Render
/// CWorld::AdvanceCurrentScanCode();
// CMattRenderer::ResetRenderStates
/// CRenderer::ClearForFrame(); // before ConstructRenderList
// CClock::CalcEnvMapTimeMultiplicator
if(gbRenderWater)
CRenderer::RenderWater(); // actually CMattRenderer::RenderWater
// CClock::ms_EnvMapTimeMultiplicator = 1.0f;
// cWorldStream::ClearDynamics
/// CRenderer::ConstructRenderList(); // before PreRender
if(gbRenderWorld0)
CRenderer::RenderWorld(0); // roads
// CMattRenderer::ResetRenderStates
/// CRenderer::PreRender(); // has to be called before BeginUpdate because of cutscene shadows
CCoronas::RenderReflections();
if(gbRenderWorld1)
CRenderer::RenderWorld(1); // opaque
if(gbRenderRoads)
CRenderer::RenderRoads();
CRenderer::RenderPeds();
if(gbRenderBoats)
CRenderer::RenderBoats();
//if(gbRenderFadingInUnderwaterEntities)
// CRenderer::RenderFadingInUnderwaterEntities();
if(gbRenderEverythingBarRoads)
CRenderer::RenderEverythingBarRoads();
// get env map here?
// moved this:
// CRenderer::RenderFadingInEntities();
}
void
RenderScene_new(void)
{
CClouds::Render();
DoRWRenderHorizon();
MattRenderScene();
DefinedState();
// CMattRenderer::ResetRenderStates
// moved CRenderer::RenderBoats to before transparent water
}
// TODO
bool FredIsInFirstPersonCam(void) { return false; }
void
RenderEffects_new(void)
{
CShadows::RenderStaticShadows();
// CRenderer::GenerateEnvironmentMap
CShadows::RenderStoredShadows();
CSkidmarks::Render();
CRubbish::Render();
// these aren't really effects
DefinedState();
if(FredIsInFirstPersonCam()){
DefinedState();
C3dMarkers::Render(); // normally rendered in CSpecialFX::Render()
if(gbRenderWorld2)
CRenderer::RenderWorld(2); // transparent
if(gbRenderVehicles)
CRenderer::RenderVehicles();
}else{
// flipped these two, seems to give the best result
if(gbRenderWorld2)
CRenderer::RenderWorld(2); // transparent
if(gbRenderVehicles)
CRenderer::RenderVehicles();
}
// better render these after transparent world
if(gbRenderFadingInEntities)
CRenderer::RenderFadingInEntities();
// actual effects here
CGlass::Render();
// CMattRenderer::ResetRenderStates
DefinedState();
CWeather::RenderRainStreaks();
// CWeather::AddSnow
CWaterCannons::Render();
CAntennas::Render();
CSpecialFX::Render();
CCoronas::Render();
CParticle::Render();
CPacManPickups::Render();
CWeaponEffects::Render();
CPointLights::RenderFogEffect();
CMovingThings::Render();
CRenderer::RenderFirstPersonVehicle();
}
#endif
void
RenderScene(void)
{
#ifdef NEW_RENDERER
if(gbNewRenderer){
RenderScene_new();
return;
}
#endif
CClouds::Render();
DoRWRenderHorizon();
CRenderer::RenderRoads();
@ -1195,6 +1319,12 @@ RenderDebugShit(void)
void
RenderEffects(void)
{
#ifdef NEW_RENDERER
if(gbNewRenderer){
RenderEffects_new();
return;
}
#endif
CGlass::Render();
CWaterCannons::Render();
CSpecialFX::Render();
@ -1390,6 +1520,12 @@ Idle(void *arg)
PUSH_MEMID(MEMID_RENDERLIST);
tbStartTimer(0, "CnstrRenderList");
#ifdef NEW_RENDERER
if(gbNewRenderer){
CWorld::AdvanceCurrentScanCode(); // don't think this is even necessary
CRenderer::ClearForFrame();
}
#endif
CRenderer::ConstructRenderList();
tbEndTimer("CnstrRenderList");
@ -1457,7 +1593,7 @@ Idle(void *arg)
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
#endif
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
goto popret;
}
@ -1523,7 +1659,7 @@ FrontendIdle(void)
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
#endif
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
return;
@ -1780,7 +1916,7 @@ void TheGame(void)
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
#endif
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
RsCameraBeginUpdate(Scene.camera);
}

View File

@ -48,3 +48,8 @@ void TheModelViewer(void);
void LoadINISettings();
void SaveINISettings();
#endif
#ifdef NEW_RENDERER
extern bool gbNewRenderer;
bool FredIsInFirstPersonCam(void);
#endif

View File

@ -558,6 +558,30 @@ DebugMenuPopulate(void)
DebugMenuAddVarBool8("Render", "Frame limiter", &FrontEndMenuManager.m_PrefsFrameLimiter, nil);
DebugMenuAddVarBool8("Render", "VSynch", &FrontEndMenuManager.m_PrefsVsync, nil);
DebugMenuAddVar("Render", "Max FPS", &RsGlobal.maxFPS, nil, 1, 1, 1000, nil);
#ifdef NEW_RENDERER
DebugMenuAddVarBool8("Render", "new renderer", &gbNewRenderer, nil);
extern bool gbRenderRoads;
extern bool gbRenderEverythingBarRoads;
//extern bool gbRenderFadingInUnderwaterEntities;
extern bool gbRenderFadingInEntities;
extern bool gbRenderWater;
extern bool gbRenderBoats;
extern bool gbRenderVehicles;
extern bool gbRenderWorld0;
extern bool gbRenderWorld1;
extern bool gbRenderWorld2;
DebugMenuAddVarBool8("Render", "gbRenderRoads", &gbRenderRoads, nil);
DebugMenuAddVarBool8("Render", "gbRenderEverythingBarRoads", &gbRenderEverythingBarRoads, nil);
// DebugMenuAddVarBool8("Render", "gbRenderFadingInUnderwaterEntities", &gbRenderFadingInUnderwaterEntities, nil);
DebugMenuAddVarBool8("Render", "gbRenderFadingInEntities", &gbRenderFadingInEntities, nil);
DebugMenuAddVarBool8("Render", "gbRenderWater", &gbRenderWater, nil);
DebugMenuAddVarBool8("Render", "gbRenderBoats", &gbRenderBoats, nil);
DebugMenuAddVarBool8("Render", "gbRenderVehicles", &gbRenderVehicles, nil);
DebugMenuAddVarBool8("Render", "gbRenderWorld0", &gbRenderWorld0, nil);
DebugMenuAddVarBool8("Render", "gbRenderWorld1", &gbRenderWorld1, nil);
DebugMenuAddVarBool8("Render", "gbRenderWorld2", &gbRenderWorld2, nil);
#endif
#ifdef EXTENDED_COLOURFILTER
static const char *filternames[] = { "None", "Simple", "Normal", "Mobile" };
e = DebugMenuAddVar("Render", "Colourfilter", &CPostFX::EffectSwitch, nil, 1, CPostFX::POSTFX_OFF, CPostFX::POSTFX_MOBILE, filternames);