Merge remote-tracking branch 'upstream/miami' into miami

This commit is contained in:
Nikolay Korolev 2020-11-11 12:22:57 +03:00
commit a67d4c70d7
13 changed files with 886 additions and 46 deletions

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@ -246,6 +246,7 @@ enum Config {
#ifdef LIBRW #ifdef LIBRW
//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur) //#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo) //#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
//#define NEW_RENDERER // leeds-like world rendering, needs librw
#endif #endif
//#define MULTISAMPLING // adds MSAA option TODO //#define MULTISAMPLING // adds MSAA option TODO

View File

@ -107,6 +107,13 @@ void TheGame(void);
void DebugMenuPopulate(void); void DebugMenuPopulate(void);
#endif #endif
#ifdef NEW_RENDERER
bool gbNewRenderer;
#define CLEARMODE (rwCAMERACLEARZ | rwCAMERACLEARSTENCIL)
#else
#define CLEARMODE (rwCAMERACLEARZ)
#endif
void void
ValidateVersion() ValidateVersion()
{ {
@ -151,7 +158,7 @@ DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomR
CDraw::CalculateAspectRatio(); CDraw::CalculateAspectRatio();
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera); CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &TopColor.rwRGBA, rwCAMERACLEARZ); RwCameraClear(Scene.camera, &TopColor.rwRGBA, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera)) if(!RsCameraBeginUpdate(Scene.camera))
return false; return false;
@ -170,7 +177,7 @@ DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16
CDraw::CalculateAspectRatio(); CDraw::CalculateAspectRatio();
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera); CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera)) if(!RsCameraBeginUpdate(Scene.camera))
return false; return false;
@ -849,9 +856,130 @@ DisplayGameDebugText()
} }
#endif #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();
// CClock::CalcEnvMapTimeMultiplicator
CWaterLevel::RenderWater(); // actually CMattRenderer::RenderWater
// CClock::ms_EnvMapTimeMultiplicator = 1.0f;
// cWorldStream::ClearDynamics
CRenderer::ConstructRenderList();
if(gbRenderWorld0)
CRenderer::RenderWorld(0); // roads
// CMattRenderer::ResetRenderStates
CRenderer::PreRender();
CCoronas::RenderReflections();
if(gbRenderWorld1)
CRenderer::RenderWorld(1); // opaque
if(gbRenderRoads)
CRenderer::RenderRoads();
// not sure where to put these since LCS has no underwater entities
if(gbRenderBoats)
CRenderer::RenderBoats();
if(gbRenderFadingInUnderwaterEntities)
CRenderer::RenderFadingInUnderwaterEntities();
if(gbRenderWater)
CRenderer::RenderTransparentWater();
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 true; } // this seems to give the best result in all cases
void
RenderEffects_new(void)
{
CRenderer::RenderPeds();
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{
if(gbRenderVehicles)
CRenderer::RenderVehicles();
if(gbRenderWorld2)
CRenderer::RenderWorld(2); // transparent
}
// better render these after transparent world
if(gbRenderFadingInEntities)
CRenderer::RenderFadingInEntities();
// actual effects here
CGlass::Render();
// CMattRenderer::ResetRenderStates
DefinedState();
CCoronas::RenderSunReflection();
CWeather::RenderRainStreaks();
// CWeather::AddSnow
CWaterCannons::Render();
CAntennas::Render();
CSpecialFX::Render();
CRopes::Render();
CCoronas::Render();
CParticle::Render();
CPacManPickups::Render();
CWeaponEffects::Render();
CPointLights::RenderFogEffect();
CMovingThings::Render();
CRenderer::RenderFirstPersonVehicle();
}
#endif
void void
RenderScene(void) RenderScene(void)
{ {
#ifdef NEW_RENDERER
if(gbNewRenderer){
RenderScene_new();
return;
}
#endif
CClouds::Render(); CClouds::Render();
DoRWRenderHorizon(); DoRWRenderHorizon();
CRenderer::RenderRoads(); CRenderer::RenderRoads();
@ -885,6 +1013,12 @@ RenderDebugShit(void)
void void
RenderEffects(void) RenderEffects(void)
{ {
#ifdef NEW_RENDERER
if(gbNewRenderer){
RenderEffects_new();
return;
}
#endif
CGlass::Render(); CGlass::Render();
CWaterCannons::Render(); CWaterCannons::Render();
CSpecialFX::Render(); CSpecialFX::Render();
@ -1061,6 +1195,10 @@ Idle(void *arg)
pos.y = SCREEN_HEIGHT / 2.0f; pos.y = SCREEN_HEIGHT / 2.0f;
RsMouseSetPos(&pos); RsMouseSetPos(&pos);
#endif #endif
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
tbStartTimer(0, "CnstrRenderList"); tbStartTimer(0, "CnstrRenderList");
#ifdef PC_WATER #ifdef PC_WATER
CWaterLevel::PreCalcWaterGeometry(); CWaterLevel::PreCalcWaterGeometry();
@ -1071,6 +1209,7 @@ Idle(void *arg)
tbStartTimer(0, "PreRender"); tbStartTimer(0, "PreRender");
CRenderer::PreRender(); CRenderer::PreRender();
tbEndTimer("PreRender"); tbEndTimer("PreRender");
}
#ifdef FIX_BUGS #ifdef FIX_BUGS
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); // TODO: temp? this fixes OpenGL render but there should be a better place for this RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); // TODO: temp? this fixes OpenGL render but there should be a better place for this
@ -1125,7 +1264,7 @@ Idle(void *arg)
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO); CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
#endif #endif
CVisibilityPlugins::SetRenderWareCamera(Scene.camera); CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera)) if(!RsCameraBeginUpdate(Scene.camera))
return; return;
} }
@ -1174,7 +1313,7 @@ FrontendIdle(void)
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera); CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera)) if(!RsCameraBeginUpdate(Scene.camera))
return; return;
@ -1450,7 +1589,7 @@ void TheGame(void)
{ {
CameraSize(Scene.camera, NULL, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); CameraSize(Scene.camera, NULL, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera); CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if (!RsCameraBeginUpdate(Scene.camera)) if (!RsCameraBeginUpdate(Scene.camera))
break; break;
} }

View File

@ -38,3 +38,8 @@ void ResetLoadingScreenBar(void);
#ifndef MASTER #ifndef MASTER
void TheModelViewer(void); void TheModelViewer(void);
#endif #endif
#ifdef NEW_RENDERER
extern bool gbNewRenderer;
bool FredIsInFirstPersonCam(void);
#endif

View File

@ -422,6 +422,30 @@ DebugMenuPopulate(void)
DebugMenuAddVarBool8("Render", "Frame limiter", &FrontEndMenuManager.m_PrefsFrameLimiter, nil); DebugMenuAddVarBool8("Render", "Frame limiter", &FrontEndMenuManager.m_PrefsFrameLimiter, nil);
DebugMenuAddVarBool8("Render", "VSynch", &FrontEndMenuManager.m_PrefsVsync, nil); DebugMenuAddVarBool8("Render", "VSynch", &FrontEndMenuManager.m_PrefsVsync, nil);
DebugMenuAddVar("Render", "Max FPS", &RsGlobal.maxFPS, nil, 1, 1, 1000, 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 #ifdef EXTENDED_COLOURFILTER
static const char *filternames[] = { "None", "Simple", "Normal", "Mobile" }; static const char *filternames[] = { "None", "Simple", "Normal", "Mobile" };
e = DebugMenuAddVar("Render", "Colourfilter", &CPostFX::EffectSwitch, nil, 1, CPostFX::POSTFX_OFF, CPostFX::POSTFX_MOBILE, filternames); e = DebugMenuAddVar("Render", "Colourfilter", &CPostFX::EffectSwitch, nil, 1, CPostFX::POSTFX_OFF, CPostFX::POSTFX_MOBILE, filternames);

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@ -294,32 +294,13 @@ RwTextureAddressMode RwTextureGetAddressingV(const RwTexture *texture);
// TODO // TODO
void _rwD3D8TexDictionaryEnableRasterFormatConversion(bool enable) { } void _rwD3D8TexDictionaryEnableRasterFormatConversion(bool enable) { }
static rw::Raster*
ConvertTexRaster(rw::Raster *ras)
{
using namespace rw;
if(ras->platform == rw::platform)
return ras;
// compatible platforms
if(ras->platform == PLATFORM_D3D8 && rw::platform == PLATFORM_D3D9 ||
ras->platform == PLATFORM_D3D9 && rw::platform == PLATFORM_D3D8)
return ras;
Image *img = ras->toImage();
ras->destroy();
img->unpalettize();
ras = Raster::createFromImage(img);
img->destroy();
return ras;
}
// hack for reading native textures // hack for reading native textures
RwBool rwNativeTextureHackRead(RwStream *stream, RwTexture **tex, RwInt32 size) RwBool rwNativeTextureHackRead(RwStream *stream, RwTexture **tex, RwInt32 size)
{ {
*tex = Texture::streamReadNative(stream); *tex = Texture::streamReadNative(stream);
#ifdef LIBRW #ifdef LIBRW
(*tex)->raster = ConvertTexRaster((*tex)->raster); (*tex)->raster = rw::Raster::convertTexToCurrentPlatform((*tex)->raster);
#endif #endif
return *tex != nil; return *tex != nil;
} }
@ -796,6 +777,9 @@ RwBool RpWorldPluginAttach(void) {
registerNativeDataPlugin(); registerNativeDataPlugin();
registerAtomicRightsPlugin(); registerAtomicRightsPlugin();
registerMaterialRightsPlugin(); registerMaterialRightsPlugin();
// not sure if this goes here
rw::xbox::registerVertexFormatPlugin();
return true; return true;
} }

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@ -1,3 +1,4 @@
#define WITH_D3D
#include "common.h" #include "common.h"
#include "main.h" #include "main.h"
@ -6,6 +7,7 @@
#include "Treadable.h" #include "Treadable.h"
#include "Ped.h" #include "Ped.h"
#include "Vehicle.h" #include "Vehicle.h"
#include "Boat.h"
#include "Heli.h" #include "Heli.h"
#include "Bike.h" #include "Bike.h"
#include "Object.h" #include "Object.h"
@ -47,12 +49,27 @@ int32 CRenderer::ms_nNoOfVisibleEntities;
CEntity *CRenderer::ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES]; CEntity *CRenderer::ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES];
CEntity *CRenderer::ms_aInVisibleEntityPtrs[NUMINVISIBLEENTITIES]; CEntity *CRenderer::ms_aInVisibleEntityPtrs[NUMINVISIBLEENTITIES];
int32 CRenderer::ms_nNoOfInVisibleEntities; int32 CRenderer::ms_nNoOfInVisibleEntities;
#ifdef NEW_RENDERER
int32 CRenderer::ms_nNoOfVisibleVehicles;
CEntity *CRenderer::ms_aVisibleVehiclePtrs[NUMVISIBLEENTITIES];
int32 CRenderer::ms_nNoOfVisibleBuildings;
CEntity *CRenderer::ms_aVisibleBuildingPtrs[NUMVISIBLEENTITIES];
#endif
CVector CRenderer::ms_vecCameraPosition; CVector CRenderer::ms_vecCameraPosition;
CVehicle *CRenderer::m_pFirstPersonVehicle; CVehicle *CRenderer::m_pFirstPersonVehicle;
bool CRenderer::m_loadingPriority; bool CRenderer::m_loadingPriority;
float CRenderer::ms_lodDistScale = 1.2f; float CRenderer::ms_lodDistScale = 1.2f;
#ifdef FIX_BUGS
#define LOD_DISTANCE (300.0f*TheCamera.LODDistMultiplier)
#else
#define LOD_DISTANCE 300.0f
#endif
#define FADE_DISTANCE 20.0f
#define STREAM_DISTANCE 30.0f
void void
CRenderer::Init(void) CRenderer::Init(void)
{ {
@ -75,6 +92,20 @@ CRenderer::PreRender(void)
for(i = 0; i < ms_nNoOfVisibleEntities; i++) for(i = 0; i < ms_nNoOfVisibleEntities; i++)
ms_aVisibleEntityPtrs[i]->PreRender(); ms_aVisibleEntityPtrs[i]->PreRender();
#ifdef NEW_RENDERER
if(gbNewRenderer){
for(i = 0; i < ms_nNoOfVisibleVehicles; i++)
ms_aVisibleVehiclePtrs[i]->PreRender();
// How is this done with cWorldStream?
for(i = 0; i < ms_nNoOfVisibleBuildings; i++)
ms_aVisibleBuildingPtrs[i]->PreRender();
for(node = CVisibilityPlugins::m_alphaBuildingList.head.next;
node != &CVisibilityPlugins::m_alphaBuildingList.tail;
node = node->next)
((CEntity*)node->item.entity)->PreRender();
}
#endif
for (i = 0; i < ms_nNoOfInVisibleEntities; i++) { for (i = 0; i < ms_nNoOfInVisibleEntities; i++) {
#ifdef SQUEEZE_PERFORMANCE #ifdef SQUEEZE_PERFORMANCE
if (ms_aInVisibleEntityPtrs[i]->IsVehicle() && ((CVehicle*)ms_aInVisibleEntityPtrs[i])->IsHeli()) if (ms_aInVisibleEntityPtrs[i]->IsVehicle() && ((CVehicle*)ms_aInVisibleEntityPtrs[i])->IsHeli())
@ -230,7 +261,6 @@ CRenderer::RenderEverythingBarRoads(void)
{ {
int i; int i;
CEntity *e; CEntity *e;
CVector dist;
EntityInfo ei; EntityInfo ei;
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
@ -253,12 +283,10 @@ CRenderer::RenderEverythingBarRoads(void)
e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){ e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){
if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){ if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){
ei.ent = e; ei.ent = e;
dist = ms_vecCameraPosition - e->GetPosition(); ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
ei.sort = dist.MagnitudeSqr();
gSortedVehiclesAndPeds.InsertSorted(ei); gSortedVehiclesAndPeds.InsertSorted(ei);
}else{ }else{
dist = ms_vecCameraPosition - e->GetPosition(); if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, (ms_vecCameraPosition - e->GetPosition()).Magnitude())){
if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, dist.Magnitude())){
printf("Ran out of space in alpha entity list"); printf("Ran out of space in alpha entity list");
RenderOneNonRoad(e); RenderOneNonRoad(e);
} }
@ -277,6 +305,24 @@ CRenderer::RenderBoats(void)
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
SetCullMode(rwCULLMODECULLBACK); SetCullMode(rwCULLMODECULLBACK);
#ifdef NEW_RENDERER
int i;
CEntity *e;
EntityInfo ei;
if(gbNewRenderer){
gSortedVehiclesAndPeds.Clear();
// not the real thing
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
e = ms_aVisibleVehiclePtrs[i];
if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){
ei.ent = e;
ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
gSortedVehiclesAndPeds.InsertSorted(ei);
}
}
}
#endif
for(node = gSortedVehiclesAndPeds.tail.prev; for(node = gSortedVehiclesAndPeds.tail.prev;
node != &gSortedVehiclesAndPeds.head; node != &gSortedVehiclesAndPeds.head;
node = node->prev){ node = node->prev){
@ -285,6 +331,573 @@ CRenderer::RenderBoats(void)
} }
} }
#ifdef NEW_RENDERER
#ifndef LIBRW
#error "Need librw for EXTENDED_PIPELINES"
#endif
#include "WaterLevel.h"
enum {
// blend passes
PASS_NOZ, // no z-write
PASS_ADD, // additive
PASS_BLEND // normal blend
};
static RwRGBAReal black;
#ifdef RW_D3D9
struct BuildingInst
{
rw::RawMatrix combinedMat;
rw::d3d9::InstanceDataHeader *instHeader;
uint8 fadeAlpha;
bool lighting;
};
static BuildingInst blendInsts[3][2000];
static int numBlendInsts[3];
static void
SetStencilState(int state)
{
switch(state){
// disable stencil
case 0:
rw::d3d::setRenderState(D3DRS_STENCILENABLE, FALSE);
break;
// test against stencil
case 1:
rw::d3d::setRenderState(D3DRS_STENCILENABLE, TRUE);
rw::d3d::setRenderState(D3DRS_STENCILFUNC, D3DCMP_NOTEQUAL);
rw::d3d::setRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
rw::d3d::setRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
rw::d3d::setRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
rw::d3d::setRenderState(D3DRS_STENCILMASK, 0xFF);
rw::d3d::setRenderState(D3DRS_STENCILREF, 0xFF);
break;
// write to stencil
case 2:
rw::d3d::setRenderState(D3DRS_STENCILENABLE, TRUE);
rw::d3d::setRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
rw::d3d::setRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
rw::d3d::setRenderState(D3DRS_STENCILREF, 0xFF);
break;
}
}
static void
SetMatrix(BuildingInst *building, rw::Matrix *worldMat)
{
using namespace rw;
RawMatrix world, worldview;
Camera *cam = engine->currentCamera;
convMatrix(&world, worldMat);
RawMatrix::mult(&worldview, &world, &cam->devView);
RawMatrix::mult(&building->combinedMat, &worldview, &cam->devProj);
}
static bool
IsTextureTransparent(RwTexture *tex)
{
if(tex == nil || tex->raster == nil)
return false;
return PLUGINOFFSET(rw::d3d::D3dRaster, tex->raster, rw::d3d::nativeRasterOffset)->hasAlpha;
}
// Render all opaque meshes and put atomics that needs blending
// into the deferred list.
static void
AtomicFirstPass(RpAtomic *atomic, int pass)
{
using namespace rw;
using namespace rw::d3d;
using namespace rw::d3d9;
BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
atomic->getPipeline()->instance(atomic);
building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
assert(building->instHeader != nil);
assert(building->instHeader->platform == PLATFORM_D3D9);
building->fadeAlpha = 255;
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
bool setupDone = false;
bool defer = false;
SetMatrix(building, atomic->getFrame()->getLTM());
InstanceData *inst = building->instHeader->inst;
for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
Material *m = inst->material;
if(inst->vertexAlpha || m->color.alpha != 255 ||
IsTextureTransparent(m->texture)){
defer = true;
continue;
}
// alright we're rendering this atomic
if(!setupDone){
setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
setIndices(building->instHeader->indexBuffer);
setVertexDeclaration(building->instHeader->vertexDeclaration);
setVertexShader(default_amb_VS);
d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
if(building->lighting)
setAmbient(pAmbient->color);
else
setAmbient(black);
setupDone = true;
}
setMaterial(m->color, m->surfaceProps);
if(m->texture){
d3d::setTexture(0, m->texture);
setPixelShader(default_tex_PS);
}else
setPixelShader(default_PS);
drawInst(building->instHeader, inst);
}
if(defer)
numBlendInsts[pass]++;
}
static void
AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
{
using namespace rw;
using namespace rw::d3d;
using namespace rw::d3d9;
BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
atomic->getPipeline()->instance(atomic);
building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
assert(building->instHeader != nil);
assert(building->instHeader->platform == PLATFORM_D3D9);
building->fadeAlpha = fadeAlpha;
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
SetMatrix(building, atomic->getFrame()->getLTM());
numBlendInsts[pass]++;
}
static void
RenderBlendPass(int pass)
{
using namespace rw;
using namespace rw::d3d;
using namespace rw::d3d9;
setVertexShader(default_amb_VS);
int i;
for(i = 0; i < numBlendInsts[pass]; i++){
BuildingInst *building = &blendInsts[pass][i];
setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
setIndices(building->instHeader->indexBuffer);
setVertexDeclaration(building->instHeader->vertexDeclaration);
d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
if(building->lighting)
setAmbient(pAmbient->color);
else
setAmbient(black);
InstanceData *inst = building->instHeader->inst;
for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
Material *m = inst->material;
if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
continue; // already done this one
rw::RGBA color = m->color;
color.alpha = (color.alpha * building->fadeAlpha)/255;
setMaterial(color, m->surfaceProps);
if(m->texture){
d3d::setTexture(0, m->texture);
setPixelShader(default_tex_PS);
}else
setPixelShader(default_PS);
drawInst(building->instHeader, inst);
}
}
}
#endif
#ifdef RW_GL3
struct BuildingInst
{
rw::Matrix matrix;
rw::gl3::InstanceDataHeader *instHeader;
uint8 fadeAlpha;
bool lighting;
};
static BuildingInst blendInsts[3][2000];
static int numBlendInsts[3];
static void
SetStencilState(int state)
{
switch(state){
// disable stencil
case 0:
glDisable(GL_STENCIL_TEST);
break;
// test against stencil
case 1:
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_NOTEQUAL, 0xFF, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0xFF);
break;
// write to stencil
case 2:
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
break;
}
}
static bool
IsTextureTransparent(RwTexture *tex)
{
if(tex == nil || tex->raster == nil)
return false;
return PLUGINOFFSET(rw::gl3::Gl3Raster, tex->raster, rw::gl3::nativeRasterOffset)->hasAlpha;
}
// Render all opaque meshes and put atomics that needs blending
// into the deferred list.
static void
AtomicFirstPass(RpAtomic *atomic, int pass)
{
using namespace rw;
using namespace rw::gl3;
BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
atomic->getPipeline()->instance(atomic);
building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
assert(building->instHeader != nil);
assert(building->instHeader->platform == PLATFORM_GL3);
building->fadeAlpha = 255;
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
WorldLights lights;
lights.numAmbients = 1;
lights.numDirectionals = 0;
lights.numLocals = 0;
if(building->lighting)
lights.ambient = pAmbient->color;
else
lights.ambient = black;
bool setupDone = false;
bool defer = false;
building->matrix = *atomic->getFrame()->getLTM();
InstanceData *inst = building->instHeader->inst;
for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
Material *m = inst->material;
if(inst->vertexAlpha || m->color.alpha != 255 ||
IsTextureTransparent(m->texture)){
defer = true;
continue;
}
// alright we're rendering this atomic
if(!setupDone){
defaultShader->use();
setWorldMatrix(&building->matrix);
#ifdef RW_GL_USE_VAOS
glBindVertexArray(building->instHeader->vao);
#else
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
#endif
setLights(&lights);
setupDone = true;
}
setMaterial(m->color, m->surfaceProps);
setTexture(0, m->texture);
drawInst(building->instHeader, inst);
}
#ifndef RW_GL_USE_VAOS
disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
#endif
if(defer)
numBlendInsts[pass]++;
}
static void
AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
{
using namespace rw;
using namespace rw::gl3;
BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
atomic->getPipeline()->instance(atomic);
building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
assert(building->instHeader != nil);
assert(building->instHeader->platform == PLATFORM_GL3);
building->fadeAlpha = fadeAlpha;
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
building->matrix = *atomic->getFrame()->getLTM();
numBlendInsts[pass]++;
}
static void
RenderBlendPass(int pass)
{
using namespace rw;
using namespace rw::gl3;
defaultShader->use();
WorldLights lights;
lights.numAmbients = 1;
lights.numDirectionals = 0;
lights.numLocals = 0;
int i;
for(i = 0; i < numBlendInsts[pass]; i++){
BuildingInst *building = &blendInsts[pass][i];
#ifdef RW_GL_USE_VAOS
glBindVertexArray(building->instHeader->vao);
#else
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
#endif
setWorldMatrix(&building->matrix);
if(building->lighting)
lights.ambient = pAmbient->color;
else
lights.ambient = black;
setLights(&lights);
InstanceData *inst = building->instHeader->inst;
for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
Material *m = inst->material;
if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
continue; // already done this one
rw::RGBA color = m->color;
color.alpha = (color.alpha * building->fadeAlpha)/255;
setMaterial(color, m->surfaceProps);
setTexture(0, m->texture);
drawInst(building->instHeader, inst);
}
#ifndef RW_GL_USE_VAOS
disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
#endif
}
}
#endif
void
CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
{
if(ent->m_rwObject == nil)
return;
assert(RwObjectGetType(ent->m_rwObject) == rpATOMIC);
RpAtomic *atomic = (RpAtomic*)ent->m_rwObject;
CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->GetModelIndex());
ent->bImBeingRendered = true; // TODO: this seems wrong, but do we even need it?
int pass = PASS_BLEND;
if(mi->m_additive) // very questionable
pass = PASS_ADD;
if(mi->m_noZwrite)
pass = PASS_NOZ;
if(ent->bDistanceFade){
RpAtomic *lodatm;
float fadefactor;
uint32 alpha;
lodatm = mi->GetAtomicFromDistance(camdist - FADE_DISTANCE);
fadefactor = (mi->GetLargestLodDistance() - (camdist - FADE_DISTANCE))/FADE_DISTANCE;
if(fadefactor > 1.0f)
fadefactor = 1.0f;
alpha = mi->m_alpha * fadefactor;
if(alpha == 255)
AtomicFirstPass(atomic, pass);
else{
// not quite sure what this is about, do we have to do that?
RpGeometry *geo = RpAtomicGetGeometry(lodatm);
if(geo != RpAtomicGetGeometry(atomic))
RpAtomicSetGeometry(atomic, geo, rpATOMICSAMEBOUNDINGSPHERE);
AtomicFullyTransparent(atomic, pass, alpha);
}
}else
AtomicFirstPass(atomic, pass);
ent->bImBeingRendered = false; // TODO: this seems wrong, but do we even need it?
}
void
CRenderer::RenderWorld(int pass)
{
int i;
CEntity *e;
CLink<CVisibilityPlugins::AlphaObjectInfo> *node;
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
SetCullMode(rwCULLMODECULLBACK);
DeActivateDirectional();
SetAmbientColours();
// Temporary...have to figure out sorting better
switch(pass){
case 0:
// Roads
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
for(i = 0; i < ms_nNoOfVisibleBuildings; i++){
e = ms_aVisibleBuildingPtrs[i];
if(e->bIsBIGBuilding || IsRoad(e))
RenderOneBuilding(e);
}
for(node = CVisibilityPlugins::m_alphaBuildingList.tail.prev;
node != &CVisibilityPlugins::m_alphaBuildingList.head;
node = node->prev){
e = node->item.entity;
if(e->bIsBIGBuilding || IsRoad(e))
RenderOneBuilding(e, node->item.sort);
}
break;
case 1:
// Opaque
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
for(i = 0; i < ms_nNoOfVisibleBuildings; i++){
e = ms_aVisibleBuildingPtrs[i];
if(!(e->bIsBIGBuilding || IsRoad(e)))
RenderOneBuilding(e);
}
for(node = CVisibilityPlugins::m_alphaBuildingList.tail.prev;
node != &CVisibilityPlugins::m_alphaBuildingList.head;
node = node->prev){
e = node->item.entity;
if(!(e->bIsBIGBuilding || IsRoad(e)))
RenderOneBuilding(e, node->item.sort);
}
// Now we have iterated through all visible buildings (unsorted and sorted)
// and the transparency list is done.
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
RenderBlendPass(PASS_NOZ);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
break;
case 2:
// Transparent
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
RenderBlendPass(PASS_ADD);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RenderBlendPass(PASS_BLEND);
break;
}
}
void
CRenderer::RenderPeds(void)
{
int i;
CEntity *e;
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
e = ms_aVisibleVehiclePtrs[i];
if(e->IsPed())
RenderOneNonRoad(e);
}
}
void
CRenderer::RenderVehicles(void)
{
int i;
CEntity *e;
EntityInfo ei;
CLink<EntityInfo> *node;
// not the real thing
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
e = ms_aVisibleVehiclePtrs[i];
if(!e->IsVehicle())
continue;
if(PutIntoSortedVehicleList((CVehicle*)e))
continue; // boats handled elsewhere
ei.ent = e;
ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
gSortedVehiclesAndPeds.InsertSorted(ei);
}
for(node = gSortedVehiclesAndPeds.tail.prev;
node != &gSortedVehiclesAndPeds.head;
node = node->prev)
RenderOneNonRoad(node->item.ent);
}
void
CRenderer::RenderTransparentWater(void)
{
int i;
CEntity *e;
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
SetStencilState(2);
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
e = ms_aVisibleVehiclePtrs[i];
if(e->IsVehicle() && ((CVehicle*)e)->IsBoat())
((CBoat*)e)->RenderWaterOutPolys();
}
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
SetStencilState(1);
CWaterLevel::RenderTransparentWater();
SetStencilState(0);
}
void
CRenderer::ClearForFrame(void)
{
ms_nNoOfVisibleEntities = 0;
ms_nNoOfVisibleVehicles = 0;
ms_nNoOfVisibleBuildings = 0;
ms_nNoOfInVisibleEntities = 0;
gSortedVehiclesAndPeds.Clear();
numBlendInsts[PASS_NOZ] = 0;
numBlendInsts[PASS_ADD] = 0;
numBlendInsts[PASS_BLEND] = 0;
}
#endif
void void
CRenderer::RenderFadingInEntities(void) CRenderer::RenderFadingInEntities(void)
{ {
@ -327,14 +940,6 @@ enum Visbility
VIS_STREAMME VIS_STREAMME
}; };
#ifdef FIX_BUGS
#define LOD_DISTANCE (300.0f*TheCamera.LODDistMultiplier)
#else
#define LOD_DISTANCE 300.0f
#endif
#define FADE_DISTANCE 20.0f
#define STREAM_DISTANCE 30.0f
// Time Objects can be time culled if // Time Objects can be time culled if
// other == -1 || CModelInfo::GetModelInfo(other)->GetRwObject() // other == -1 || CModelInfo::GetModelInfo(other)->GetRwObject()
// i.e. we have to draw even at the wrong time if // i.e. we have to draw even at the wrong time if
@ -640,9 +1245,13 @@ void
CRenderer::ConstructRenderList(void) CRenderer::ConstructRenderList(void)
{ {
COcclusion::ProcessBeforeRendering(); COcclusion::ProcessBeforeRendering();
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
ms_nNoOfVisibleEntities = 0; ms_nNoOfVisibleEntities = 0;
ms_nNoOfInVisibleEntities = 0; ms_nNoOfInVisibleEntities = 0;
}
ms_vecCameraPosition = TheCamera.GetPosition(); ms_vecCameraPosition = TheCamera.GetPosition();
// TODO: blocked ranges, but unused // TODO: blocked ranges, but unused
ScanWorld(); ScanWorld();
@ -1041,6 +1650,20 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
} }
} }
void
CRenderer::InsertEntityIntoList(CEntity *ent)
{
#ifdef NEW_RENDERER
// TODO: there are more flags being checked here
if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
else if(gbNewRenderer && ent->IsBuilding())
ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
else
#endif
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
}
void void
CRenderer::ScanBigBuildingList(CPtrList &list) CRenderer::ScanBigBuildingList(CPtrList &list)
{ {
@ -1058,7 +1681,7 @@ CRenderer::ScanBigBuildingList(CPtrList &list)
vis = VIS_VISIBLE; vis = VIS_VISIBLE;
switch(vis){ switch(vis){
case VIS_VISIBLE: case VIS_VISIBLE:
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; InsertEntityIntoList(ent);
ent->bOffscreen = false; ent->bOffscreen = false;
break; break;
case VIS_STREAMME: case VIS_STREAMME:
@ -1089,7 +1712,7 @@ CRenderer::ScanSectorList(CPtrList *lists)
switch(SetupEntityVisibility(ent)){ switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE: case VIS_VISIBLE:
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; InsertEntityIntoList(ent);
break; break;
case VIS_INVISIBLE: case VIS_INVISIBLE:
if(!IsGlass(ent->GetModelIndex())) if(!IsGlass(ent->GetModelIndex()))
@ -1134,7 +1757,7 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists)
switch(SetupEntityVisibility(ent)){ switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE: case VIS_VISIBLE:
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; InsertEntityIntoList(ent);
break; break;
case VIS_INVISIBLE: case VIS_INVISIBLE:
if(!IsGlass(ent->GetModelIndex())) if(!IsGlass(ent->GetModelIndex()))
@ -1181,7 +1804,7 @@ CRenderer::ScanSectorList_Subway(CPtrList *lists)
ent->bOffscreen = false; ent->bOffscreen = false;
switch(SetupEntityVisibility(ent)){ switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE: case VIS_VISIBLE:
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; InsertEntityIntoList(ent);
break; break;
case VIS_OFFSCREEN: case VIS_OFFSCREEN:
ent->bOffscreen = true; ent->bOffscreen = true;

View File

@ -21,6 +21,13 @@ class CRenderer
static CEntity *ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES]; static CEntity *ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES];
static int32 ms_nNoOfInVisibleEntities; static int32 ms_nNoOfInVisibleEntities;
static CEntity *ms_aInVisibleEntityPtrs[NUMINVISIBLEENTITIES]; static CEntity *ms_aInVisibleEntityPtrs[NUMINVISIBLEENTITIES];
#ifdef NEW_RENDERER
static int32 ms_nNoOfVisibleVehicles;
static CEntity *ms_aVisibleVehiclePtrs[NUMVISIBLEENTITIES];
// for cWorldStream emulation
static int32 ms_nNoOfVisibleBuildings;
static CEntity *ms_aVisibleBuildingPtrs[NUMVISIBLEENTITIES];
#endif
static CVector ms_vecCameraPosition; static CVector ms_vecCameraPosition;
static CVehicle *m_pFirstPersonVehicle; static CVehicle *m_pFirstPersonVehicle;
@ -63,4 +70,15 @@ public:
static bool ShouldModelBeStreamed(CEntity *ent, const CVector &campos); static bool ShouldModelBeStreamed(CEntity *ent, const CVector &campos);
static void RemoveVehiclePedLights(CEntity *ent, bool reset); static void RemoveVehiclePedLights(CEntity *ent, bool reset);
#ifdef NEW_RENDERER
static void ClearForFrame(void);
static void RenderPeds(void);
static void RenderVehicles(void); // also renders peds in LCS
static void RenderOneBuilding(CEntity *ent, float camdist = 0.0f);
static void RenderWorld(int pass); // like cWorldStream::Render(int)
static void RenderTransparentWater(void); // keep-out polys and transparent water
#endif
static void InsertEntityIntoList(CEntity *ent);
}; };

View File

@ -169,6 +169,9 @@ CSpecialFX::Render(void)
CBrightLights::Render(); CBrightLights::Render();
CShinyTexts::Render(); CShinyTexts::Render();
CMoneyMessages::Render(); CMoneyMessages::Render();
#ifdef NEW_RENDERER
if(!(gbNewRenderer && FredIsInFirstPersonCam()))
#endif
C3dMarkers::Render(); C3dMarkers::Render();
} }

View File

@ -1,6 +1,7 @@
#include "common.h" #include "common.h"
#include "templates.h" #include "templates.h"
#include "main.h"
#include "Entity.h" #include "Entity.h"
#include "ModelInfo.h" #include "ModelInfo.h"
#include "Lights.h" #include "Lights.h"
@ -19,6 +20,9 @@ CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaList;
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaBoatAtomicList; CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaBoatAtomicList;
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaEntityList; CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaEntityList;
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaUnderwaterEntityList; CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaUnderwaterEntityList;
#ifdef NEW_RENDERER
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaBuildingList;
#endif
int32 CVisibilityPlugins::ms_atomicPluginOffset = -1; int32 CVisibilityPlugins::ms_atomicPluginOffset = -1;
int32 CVisibilityPlugins::ms_framePluginOffset = -1; int32 CVisibilityPlugins::ms_framePluginOffset = -1;
@ -59,6 +63,11 @@ CVisibilityPlugins::Initialise(void)
m_alphaUnderwaterEntityList.head.item.sort = 0.0f; m_alphaUnderwaterEntityList.head.item.sort = 0.0f;
m_alphaUnderwaterEntityList.tail.item.sort = 100000000.0f; m_alphaUnderwaterEntityList.tail.item.sort = 100000000.0f;
#ifdef NEW_RENDERER
m_alphaBuildingList.Init(NUMALPHAENTITYLIST);
m_alphaBuildingList.head.item.sort = 0.0f;
m_alphaBuildingList.tail.item.sort = 100000000.0f;
#endif
} }
void void
@ -68,6 +77,9 @@ CVisibilityPlugins::Shutdown(void)
m_alphaBoatAtomicList.Shutdown(); m_alphaBoatAtomicList.Shutdown();
m_alphaEntityList.Shutdown(); m_alphaEntityList.Shutdown();
m_alphaUnderwaterEntityList.Shutdown(); m_alphaUnderwaterEntityList.Shutdown();
#ifdef NEW_RENDERER
m_alphaBuildingList.Shutdown();
#endif
} }
void void
@ -76,6 +88,9 @@ CVisibilityPlugins::InitAlphaEntityList(void)
m_alphaEntityList.Clear(); m_alphaEntityList.Clear();
m_alphaBoatAtomicList.Clear(); m_alphaBoatAtomicList.Clear();
m_alphaUnderwaterEntityList.Clear(); m_alphaUnderwaterEntityList.Clear();
#ifdef NEW_RENDERER
m_alphaBuildingList.Clear();
#endif
} }
bool bool
@ -84,6 +99,10 @@ CVisibilityPlugins::InsertEntityIntoSortedList(CEntity *e, float dist)
AlphaObjectInfo item; AlphaObjectInfo item;
item.entity = e; item.entity = e;
item.sort = dist; item.sort = dist;
#ifdef NEW_RENDERER
if(gbNewRenderer && e->IsBuilding())
return !!m_alphaBuildingList.InsertSorted(item);
#endif
if(e->bUnderwater && m_alphaUnderwaterEntityList.InsertSorted(item)) if(e->bUnderwater && m_alphaUnderwaterEntityList.InsertSorted(item))
return true; return true;
return !!m_alphaEntityList.InsertSorted(item); return !!m_alphaEntityList.InsertSorted(item);
@ -308,7 +327,7 @@ CVisibilityPlugins::RenderFadingAtomic(RpAtomic *atomic, float camdist)
mi = GetAtomicModelInfo(atomic); mi = GetAtomicModelInfo(atomic);
lodatm = mi->GetAtomicFromDistance(camdist - FADE_DISTANCE); lodatm = mi->GetAtomicFromDistance(camdist - FADE_DISTANCE);
if(mi->m_additive) if(mi->m_additive)
AtomicDefaultRenderCallBack(atomic); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
fadefactor = (mi->GetLargestLodDistance() - (camdist - FADE_DISTANCE))/FADE_DISTANCE; fadefactor = (mi->GetLargestLodDistance() - (camdist - FADE_DISTANCE))/FADE_DISTANCE;
if(fadefactor > 1.0f) if(fadefactor > 1.0f)

View File

@ -24,6 +24,9 @@ public:
static CLinkList<AlphaObjectInfo> m_alphaBoatAtomicList; static CLinkList<AlphaObjectInfo> m_alphaBoatAtomicList;
static CLinkList<AlphaObjectInfo> m_alphaEntityList; static CLinkList<AlphaObjectInfo> m_alphaEntityList;
static CLinkList<AlphaObjectInfo> m_alphaUnderwaterEntityList; static CLinkList<AlphaObjectInfo> m_alphaUnderwaterEntityList;
#ifdef NEW_RENDERER
static CLinkList<AlphaObjectInfo> m_alphaBuildingList;
#endif
static RwCamera *ms_pCamera; static RwCamera *ms_pCamera;
static RwV3d *ms_pCameraPosn; static RwV3d *ms_pCameraPosn;
static float ms_cullCompsDist; static float ms_cullCompsDist;

View File

@ -1,5 +1,6 @@
#include "common.h" #include "common.h"
#include "main.h"
#include "General.h" #include "General.h"
#include "Timecycle.h" #include "Timecycle.h"
#include "Weather.h" #include "Weather.h"
@ -1100,6 +1101,15 @@ CBoat::Render()
m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 3000; m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 3000;
if (!CVehicle::bWheelsOnlyCheat) if (!CVehicle::bWheelsOnlyCheat)
CEntity::Render(); CEntity::Render();
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
RenderWaterOutPolys(); // not separate function in VC
}
void
CBoat::RenderWaterOutPolys(void)
{
if(GetModelIndex() == MI_SKIMMER) if(GetModelIndex() == MI_SKIMMER)
return; return;
KeepWaterOutIndices[0] = 0; KeepWaterOutIndices[0] = 0;
@ -1178,11 +1188,16 @@ CBoat::Render()
KeepWaterOutVertices[2].v = 1.0f; KeepWaterOutVertices[2].v = 1.0f;
KeepWaterOutVertices[3].u = 1.0f; KeepWaterOutVertices[3].u = 1.0f;
KeepWaterOutVertices[3].v = 1.0f; KeepWaterOutVertices[3].v = 1.0f;
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpWaterRaster); RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpWaterRaster);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
}
if (!CVehicle::bWheelsOnlyCheat && RwIm3DTransform(KeepWaterOutVertices, 4, GetMatrix().m_attachment, rwIM3D_VERTEXUV)) { if (!CVehicle::bWheelsOnlyCheat && RwIm3DTransform(KeepWaterOutVertices, 4, GetMatrix().m_attachment, rwIM3D_VERTEXUV)) {
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, KeepWaterOutIndices, 6); RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, KeepWaterOutIndices, 6);
RwIm3DEnd(); RwIm3DEnd();
@ -1209,10 +1224,15 @@ CBoat::Render()
RwIm3DEnd(); RwIm3DEnd();
} }
} }
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
} }
}
void void
CBoat::Teleport(CVector v) CBoat::Teleport(CVector v)

View File

@ -62,7 +62,8 @@ public:
virtual void GetComponentWorldPosition(int32 component, CVector &pos); virtual void GetComponentWorldPosition(int32 component, CVector &pos);
virtual bool IsComponentPresent(int32 component) { return true; } virtual bool IsComponentPresent(int32 component) { return true; }
virtual void BlowUpCar(CEntity *ent); virtual void BlowUpCar(CEntity *ent);
void RenderWaterOutPolys(void);
void ApplyWaterResistance(void); void ApplyWaterResistance(void);
void SetupModelNodes(); void SetupModelNodes();
void PruneWakeTrail(void); void PruneWakeTrail(void);

2
vendor/librw vendored

@ -1 +1 @@
Subproject commit 3e2080ad566ded9c44ecc3e0bbccc020dbb8f116 Subproject commit 7e80d45cdb6663f97d89ed443198ce6e37c4435e