diff options
Diffstat (limited to '')
-rw-r--r-- | src/extras/custompipes_gl.cpp | 184 |
1 files changed, 178 insertions, 6 deletions
diff --git a/src/extras/custompipes_gl.cpp b/src/extras/custompipes_gl.cpp index 861a831e..caf9eb27 100644 --- a/src/extras/custompipes_gl.cpp +++ b/src/extras/custompipes_gl.cpp @@ -1,8 +1,6 @@ #include "common.h" #ifdef RW_OPENGL -#ifdef EXTENDED_PIPELINES - #include "main.h" #include "RwHelper.h" #include "Lights.h" @@ -15,6 +13,8 @@ #include "World.h" #include "custompipes.h" +#ifdef EXTENDED_PIPELINES + #ifndef LIBRW #error "Need librw for EXTENDED_PIPELINES" #endif @@ -147,7 +147,7 @@ CreateVehiclePipe(void) using namespace rw; using namespace rw::gl3; - if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0) + if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0) printf("Error: couldn't open 'neo/carTweakingTable.dat'\n"); else{ char *fp = (char*)work_buff; @@ -264,7 +264,7 @@ CreateWorldPipe(void) using namespace rw; using namespace rw::gl3; - if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0) + if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0) printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n"); else ReadTweakValueTable((char*)work_buff, WorldLightmapBlend); @@ -332,7 +332,12 @@ glossRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos; glUniform3fv(U(u_eye), 1, (float*)&eyePos); - glUniform4fv(U(u_reflProps), 1, (float*)&GlossMult); + float reflProps[4]; + reflProps[0] = GlossMult; + reflProps[1] = 0.0f; + reflProps[2] = 0.0f; + reflProps[3] = 0.0f; + glUniform4fv(U(u_reflProps), 1, reflProps); SetRenderState(VERTEXALPHA, TRUE); SetRenderState(SRCBLEND, BLENDONE); @@ -533,7 +538,7 @@ CreateRimLightPipes(void) { using namespace rw::gl3; - if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0) + if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0) printf("Error: couldn't open 'neo/rimTweakingTable.dat'\n"); else{ char *fp = (char*)work_buff; @@ -614,4 +619,171 @@ CustomPipeRegisterGL(void) } #endif + +#ifdef NEW_RENDERER +#ifndef LIBRW +#error "Need librw for NEW_PIPELINES" +#endif + +namespace WorldRender +{ + +struct BuildingInst +{ + rw::Matrix matrix; + rw::gl3::InstanceDataHeader *instHeader; + uint8 fadeAlpha; + bool lighting; +}; +BuildingInst blendInsts[3][2000]; +int numBlendInsts[3]; + +static RwRGBAReal black; + +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. +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]++; +} + +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]++; +} + +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 + #endif |