#include "common.h"
#ifdef RW_OPENGL
#ifdef EXTENDED_PIPELINES
#include "rpmatfx.h"
#include "main.h"
#include "RwHelper.h"
#include "Lights.h"
#include "Timecycle.h"
#include "FileMgr.h"
#include "Clock.h"
#include "Weather.h"
#include "TxdStore.h"
#include "Renderer.h"
#include "World.h"
#include "VisibilityPlugins.h"
#include "custompipes.h"
#ifndef LIBRW
#error "Need librw for EXTENDED_PIPELINES"
#endif
namespace CustomPipes {
static int32 u_viewVec;
static int32 u_rampStart;
static int32 u_rampEnd;
static int32 u_rimData;
static int32 u_lightMap;
static int32 u_eye;
static int32 u_reflProps;
static int32 u_specDir;
static int32 u_specColor;
static int32 u_amb;
static int32 u_emiss;
static int32 u_colorscale;
static int32 u_texMatrix;
static int32 u_shininess;
static int32 u_skyTop;
static int32 u_skyBot;
#define U(i) currentShader->uniformLocations[i]
/*
* Leeds & Neo Vehicle pipe
*/
rw::gl3::Shader *leedsVehicleShader_add;
rw::gl3::Shader *leedsVehicleShader_blend;
rw::gl3::Shader *leedsVehicleShader_mobile;
rw::gl3::Shader *neoVehicleShader;
static rw::RawMatrix normal2texcoord_flipU = {
{ -0.5f, 0.0f, 0.0f }, 0.0f,
{ 0.0f, -0.5f, 0.0f }, 0.0f,
{ 0.0f, 0.0f, 1.0f }, 0.0f,
{ 0.5f, 0.5f, 0.0f }, 1.0f
};
static void
uploadEnvMatrix(rw::Frame *frame)
{
using namespace rw;
using namespace rw::gl3;
Matrix invMat;
if(frame == nil)
frame = engine->currentCamera->getFrame();
// cache the matrix across multiple meshes
static RawMatrix envMtx;
// can't do it, frame matrix may change
// if(frame != lastEnvFrame){
// lastEnvFrame = frame;
{
Matrix tmp = *frame->getLTM();
// Now the weird part: we remove the camera pitch
tmp.at.z = 0.0f;
tmp.at = normalize(tmp.at);
tmp.right.x = -tmp.at.y;
tmp.right.y = tmp.at.x;
tmp.right.z = 0.0f;;
tmp.up.set(0.0f, 0.0f, 1.0f);
tmp.pos.set(0.0f, 0.0f, 0.0f);
tmp.flags = Matrix::TYPEORTHONORMAL;
RawMatrix invMtx;
Matrix::invert(&invMat, &tmp);
convMatrix(&invMtx, &invMat);
RawMatrix::mult(&envMtx, &invMtx, &normal2texcoord_flipU);
}
setUniform(u_texMatrix, &envMtx);
}
static void
leedsVehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
{
using namespace rw;
using namespace rw::gl3;
Material *m;
setWorldMatrix(atomic->getFrame()->getLTM());
lightingCB(atomic);
setupVertexInput(header);
InstanceData *inst = header->inst;
rw::int32 n = header->numMeshes;
if(gGlassCarsCheat)
leedsVehicleShader_blend->use();
else
leedsVehicleShader_add->use();
setTexture(1, EnvMapTex);
uploadEnvMatrix(nil);
SetRenderState(SRCBLEND, BLENDONE);
float colorscale[4];
colorscale[3] = 1.0f;
while(n--){
m = inst->material;
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
float coef = 0.0f;
if(RpMatFXMaterialGetEffects(m) == rpMATFXEFFECTENVMAP){
coef = CClock::ms_EnvMapTimeMultiplicator * RpMatFXMaterialGetEnvMapCoefficient(m)*0.5f;
if(gGlassCarsCheat)
coef = 1.0f;
}
glUniform1f(U(u_shininess), coef);
setMaterial(m->color, m->surfaceProps);
float cs = 1.0f;
// how does the PS2 handle this actually? probably scaled material color?
if(VehiclePipeSwitch == VEHICLEPIPE_PSP && m->texture)
cs = 2.0f;
colorscale[0] = colorscale[1] = colorscale[2] = cs;
glUniform4fv(U(u_colorscale), 1, colorscale);
setTexture(0, m->texture);
drawInst(header, inst);
inst++;
}
setTexture(1, nil);
SetRenderState(SRCBLEND, BLENDSRCALPHA);
teardownVertexInput(header);
}
void
uploadWorldLights(void)
{
using namespace rw;
using namespace rw::gl3;
RGBAf amb, emiss;
amb.red = CTimeCycle::GetAmbientRed();
amb.green = CTimeCycle::GetAmbientGreen();
amb.blue = CTimeCycle::GetAmbientBlue();
amb.alpha = 1.0f;
emiss = pAmbient->color;
glUniform4fv(U(CustomPipes::u_amb), 1, (float*)&amb);
glUniform4fv(U(CustomPipes::u_emiss), 1, (float*)&emiss);
}
static void
leedsVehicleRenderCB_mobile(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
{
using namespace rw;
using namespace rw::gl3;
Material *m;
setWorldMatrix(atomic->getFrame()->getLTM());
lightingCB(atomic);
setupVertexInput(header);
InstanceData *inst = header->inst;
rw::int32 n = header->numMeshes;
leedsVehicleShader_mobile->use();
uploadWorldLights();
RGBAf skyTop, skyBot;
skyTop.red = CTimeCycle::GetSkyTopRed()/255.0f;
skyTop.green = CTimeCycle::GetSkyTopGreen()/255.0f;
skyTop.blue = CTimeCycle::GetSkyTopBlue()/255.0f;
skyBot.red = CTimeCycle::GetSkyBottomRed()/255.0f;
skyBot.green = CTimeCycle::GetSkyBottomGreen()/255.0f;
skyBot.blue = CTimeCycle::GetSkyBottomBlue()/255.0f;
glUniform3fv(U(u_skyTop), 1, (float*)&skyTop);
glUniform3fv(U(u_skyBot), 1, (float*)&skyBot);
setTexture(1, EnvMapTex);
while(n--){
m = inst->material;
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
float coef = 0.0f;
if(RpMatFXMaterialGetEffects(m) == rpMATFXEFFECTENVMAP){
coef = CClock::ms_EnvMapTimeMultiplicator * RpMatFXMaterialGetEnvMapCoefficient(m)*0.5f;
if(gGlassCarsCheat)
coef = 1.0f;
}
glUniform1f(U(u_shininess), coef);
setMaterial(m->color, m->surfaceProps);
setTexture(0, m->texture);
drawInst(header, inst);
inst++;
}
setTexture(1, nil);
teardownVertexInput(header);
}
static void
uploadSpecLights(void)
{
using namespace rw::gl3;
rw::RGBAf colors[1 + NUMEXTRADIRECTIONALS];
struct {
rw::V3d dir;
float power;
} dirs[1 + NUMEXTRADIRECTIONALS];
memset(colors, 0, sizeof(colors));
memset(dirs, 0, sizeof(dirs));
for(int i = 0; i < 1+NUMEXTRADIRECTIONALS; i++)
dirs[i].power = 1.0f;
float power = Power.Get();
Color speccol = SpecColor.Get();
colors[0].red = speccol.r;
colors[0].green = speccol.g;
colors[0].blue = speccol.b;
dirs[0].dir = pDirect->getFrame()->getLTM()->at;
dirs[0].power = power;
for(int i = 0; i < NUMEXTRADIRECTIONALS; i++){
if(pExtraDirectionals[i]->getFlags() & rw::Light::LIGHTATOMICS){
colors[1+i] = pExtraDirectionals[i]->color;
dirs[1+i].dir = pExtraDirectionals[i]->getFrame()->getLTM()->at;
dirs[1+i].power = power*2.0f;
}
}
glUniform4fv(U(u_specDir), 1 + NUMEXTRADIRECTIONALS, (float*)&dirs);
glUniform4fv(U(u_specColor), 1 + NUMEXTRADIRECTIONALS, (float*)&colors);
}
static void
vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
{
using namespace rw;
using namespace rw::gl3;
// TODO: make this less of a kludge
if(VehiclePipeSwitch == VEHICLEPIPE_PSP || VehiclePipeSwitch == VEHICLEPIPE_PS2){
leedsVehicleRenderCB(atomic, header);
// matFXGlobals.pipelines[rw::platform]->render(atomic);
return;
}
if(VehiclePipeSwitch == VEHICLEPIPE_MOBILE){
leedsVehicleRenderCB_mobile(atomic, header);
return;
}
Material *m;
setWorldMatrix(atomic->getFrame()->getLTM());
lightingCB(atomic);
setupVertexInput(header);
InstanceData *inst = header->inst;
rw::int32 n = header->numMeshes;
neoVehicleShader->use();
V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
glUniform3fv(U(u_eye), 1, (float*)&eyePos);
uploadSpecLights();
float reflProps[4];
reflProps[0] = Fresnel.Get();
reflProps[1] = SpecColor.Get().a;
setTexture(1, EnvMapTex);
SetRenderState(SRCBLEND, BLENDONE);
while(n--){
m = inst->material;
setMaterial(m->color, m->surfaceProps);
setTexture(0, m->texture);
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
reflProps[2] = m->surfaceProps.specular * VehicleShininess;
reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity;
glUniform4fv(U(u_reflProps), 1, reflProps);
drawInst(header, inst);
inst++;
}
setTexture(1, nil);
SetRenderState(SRCBLEND, BLENDSRCALPHA);
teardownVertexInput(header);
}
void
CreateVehiclePipe(void)
{
using namespace rw;
using namespace rw::gl3;
// 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;
// fp = ReadTweakValueTable(fp, Fresnel);
// fp = ReadTweakValueTable(fp, Power);
// fp = ReadTweakValueTable(fp, DiffColor);
// fp = ReadTweakValueTable(fp, SpecColor);
// }
{
#include "shaders/obj/neoVehicle_frag.inc"
#include "shaders/obj/neoVehicle_vert.inc"
const char *vs[] = { shaderDecl, "#define DIRECTIONALS\n", header_vert_src, neoVehicle_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, neoVehicle_frag_src, nil };
neoVehicleShader = Shader::create(vs, fs);
assert(neoVehicleShader);
}
{
#include "shaders/obj/leedsDefault_vert.inc"
#include "shaders/obj/leedsDefault_frag.inc"
const char *vs[] = { shaderDecl, "#define ENVMAP\n#define DIRECTIONALS\n", header_vert_src, leedsDefault_vert_src, nil };
const char *fs_add[] = { shaderDecl, "#define PASS_ADD\n", header_frag_src, leedsDefault_frag_src, nil };
const char *fs_blend[] = { shaderDecl, "#define PASS_BLEND\n", header_frag_src, leedsDefault_frag_src, nil };
leedsVehicleShader_add = Shader::create(vs, fs_add);
assert(leedsVehicleShader_add);
leedsVehicleShader_blend = Shader::create(vs, fs_blend);
assert(leedsVehicleShader_blend);
}
{
#include "shaders/obj/leedsVehicle_mobile_frag.inc"
#include "shaders/obj/leedsVehicle_mobile_vert.inc"
const char *vs[] = { shaderDecl, "#define DIRECTIONALS\n", header_vert_src, leedsVehicle_mobile_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, leedsVehicle_mobile_frag_src, nil };
leedsVehicleShader_mobile = Shader::create(vs, fs);
assert(leedsVehicleShader_mobile);
}
rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
pipe->instanceCB = rw::gl3::defaultInstanceCB;
pipe->uninstanceCB = nil;
pipe->renderCB = vehicleRenderCB;
vehiclePipe = pipe;
}
void
DestroyVehiclePipe(void)
{
neoVehicleShader->destroy();
neoVehicleShader = nil;
leedsVehicleShader_add->destroy();
leedsVehicleShader_add = nil;
leedsVehicleShader_blend->destroy();
leedsVehicleShader_blend = nil;
leedsVehicleShader_mobile->destroy();
leedsVehicleShader_mobile = nil;
((rw::gl3::ObjPipeline*)vehiclePipe)->destroy();
vehiclePipe = nil;
}
/*
* Leeds World pipe
*/
rw::gl3::Shader *leedsWorldShader;
rw::gl3::Shader *leedsWorldShader_mobile;
static void
worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
{
using namespace rw;
using namespace rw::gl3;
Material *m;
setWorldMatrix(atomic->getFrame()->getLTM());
setupVertexInput(header);
InstanceData *inst = header->inst;
rw::int32 n = header->numMeshes;
if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_MOBILE)
CustomPipes::leedsWorldShader_mobile->use();
else
CustomPipes::leedsWorldShader->use();
uploadWorldLights();
float colorscale[4];
colorscale[3] = 1.0f;
while(n--){
m = inst->material;
float cs = 1.0f;
if(WorldPipeSwitch != WORLDPIPE_MOBILE && m->texture)
cs = 255/128.0f;
colorscale[0] = colorscale[1] = colorscale[2] = cs;
glUniform4fv(U(u_colorscale), 1, colorscale);
setTexture(0, m->texture);
rw::RGBA color = m->color;
#ifdef VIS_DISTANCE_ALPHA
color.alpha = (color.alpha * CVisibilityPlugins::GetObjectDistanceAlpha((RwObject*)atomic))/255.0f;
#endif
setMaterial(color, m->surfaceProps, CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 ? 0.5f : 1.0f);
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || color.alpha != 0xFF);
drawInst(header, inst);
inst++;
}
teardownVertexInput(header);
}
void
CreateWorldPipe(void)
{
using namespace rw;
using namespace rw::gl3;
// 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);
{
#include "shaders/obj/scale_frag.inc"
#include "shaders/obj/leedsBuilding_vert.inc"
#include "shaders/obj/leedsBuilding_mobile_vert.inc"
const char *vs[] = { shaderDecl, header_vert_src, leedsBuilding_vert_src, nil };
const char *vs_mobile[] = { shaderDecl, header_vert_src, leedsBuilding_mobile_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, scale_frag_src, nil };
leedsWorldShader = Shader::create(vs, fs);
assert(leedsWorldShader);
leedsWorldShader_mobile = Shader::create(vs_mobile, fs);
assert(leedsWorldShader_mobile);
}
rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
pipe->instanceCB = rw::gl3::defaultInstanceCB;
pipe->uninstanceCB = nil;
pipe->renderCB = worldRenderCB;
worldPipe = pipe;
}
void
DestroyWorldPipe(void)
{
leedsWorldShader->destroy();
leedsWorldShader = nil;
leedsWorldShader_mobile->destroy();
leedsWorldShader_mobile = nil;
((rw::gl3::ObjPipeline*)worldPipe)->destroy();
worldPipe = nil;
}
/*
* Neo Gloss pipe
*/
rw::gl3::Shader *neoGlossShader;
static void
glossRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
{
using namespace rw;
using namespace rw::gl3;
worldRenderCB(atomic, header);
if(!GlossEnable)
return;
Material *m;
setupVertexInput(header);
InstanceData *inst = header->inst;
rw::int32 n = header->numMeshes;
neoGlossShader->use();
V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
glUniform3fv(U(u_eye), 1, (float*)&eyePos);
glUniform4fv(U(u_reflProps), 1, (float*)&GlossMult);
SetRenderState(VERTEXALPHA, TRUE);
SetRenderState(SRCBLEND, BLENDONE);
SetRenderState(DESTBLEND, BLENDONE);
SetRenderState(ZWRITEENABLE, FALSE);
SetRenderState(ALPHATESTFUNC, ALPHAALWAYS);
while(n--){
m = inst->material;
RGBA color = { 255, 255, 255, m->color.alpha };
setMaterial(color, m->surfaceProps);
if(m->texture){
Texture *tex = GetGlossTex(m);
if(tex){
setTexture(0, tex);
drawInst(header, inst);
}
}
inst++;
}
SetRenderState(ZWRITEENABLE, TRUE);
SetRenderState(ALPHATESTFUNC, ALPHAGREATEREQUAL);
SetRenderState(SRCBLEND, BLENDSRCALPHA);
SetRenderState(DESTBLEND, BLENDINVSRCALPHA);
teardownVertexInput(header);
}
void
CreateGlossPipe(void)
{
using namespace rw;
using namespace rw::gl3;
{
#include "shaders/obj/neoGloss_frag.inc"
#include "shaders/obj/neoGloss_vert.inc"
const char *vs[] = { shaderDecl, header_vert_src, neoGloss_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, neoGloss_frag_src, nil };
neoGlossShader = Shader::create(vs, fs);
assert(neoGlossShader);
}
rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
pipe->instanceCB = rw::gl3::defaultInstanceCB;
pipe->uninstanceCB = nil;
pipe->renderCB = glossRenderCB;
glossPipe = pipe;
}
void
DestroyGlossPipe(void)
{
neoGlossShader->destroy();
neoGlossShader = nil;
((rw::gl3::ObjPipeline*)glossPipe)->destroy();
glossPipe = nil;
}
/*
* Neo Rim pipes
*/
rw::gl3::Shader *neoRimShader;
rw::gl3::Shader *neoRimSkinShader;
static void
uploadRimData(bool enable)
{
using namespace rw;
using namespace rw::gl3;
V3d viewVec = rw::engine->currentCamera->getFrame()->getLTM()->at;
glUniform3fv(U(u_viewVec), 1, (float*)&viewVec);
float rimData[4];
rimData[0] = Offset.Get();
rimData[1] = Scale.Get();
if(enable)
rimData[2] = Scaling.Get()*RimlightMult;
else
rimData[2] = 0.0f;
rimData[3] = 0.0f;
glUniform3fv(U(u_rimData), 1, rimData);
Color col = RampStart.Get();
glUniform4fv(U(u_rampStart), 1, (float*)&col);
col = RampEnd.Get();
glUniform4fv(U(u_rampEnd), 1, (float*)&col);
}
static void
rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
{
using namespace rw;
using namespace rw::gl3;
if(!RimlightEnable){
gl3::skinRenderCB(atomic, header);
return;
}
Material *m;
setWorldMatrix(atomic->getFrame()->getLTM());
lightingCB(atomic);
setupVertexInput(header);
InstanceData *inst = header->inst;
rw::int32 n = header->numMeshes;
neoRimSkinShader->use();
uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
uploadSkinMatrices(atomic);
while(n--){
m = inst->material;
setMaterial(m->color, m->surfaceProps);
setTexture(0, m->texture);
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
drawInst(header, inst);
inst++;
}
teardownVertexInput(header);
}
static void
rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
{
using namespace rw;
using namespace rw::gl3;
if(!RimlightEnable){
gl3::defaultRenderCB(atomic, header);
return;
}
Material *m;
setWorldMatrix(atomic->getFrame()->getLTM());
lightingCB(atomic);
setupVertexInput(header);
InstanceData *inst = header->inst;
rw::int32 n = header->numMeshes;
neoRimShader->use();
uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
while(n--){
m = inst->material;
setMaterial(m->color, m->surfaceProps);
setTexture(0, m->texture);
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
drawInst(header, inst);
inst++;
}
teardownVertexInput(header);
}
void
CreateRimLightPipes(void)
{
using namespace rw::gl3;
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;
fp = ReadTweakValueTable(fp, RampStart);
fp = ReadTweakValueTable(fp, RampEnd);
fp = ReadTweakValueTable(fp, Offset);
fp = ReadTweakValueTable(fp, Scale);
fp = ReadTweakValueTable(fp, Scaling);
}
{
#include "shaders/obj/simple_frag.inc"
#include "shaders/obj/neoRimSkin_vert.inc"
const char *vs[] = { shaderDecl, "#define DIRECTIONALS\n", header_vert_src, neoRimSkin_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
neoRimSkinShader = Shader::create(vs, fs);
assert(neoRimSkinShader);
}
{
#include "shaders/obj/simple_frag.inc"
#include "shaders/obj/neoRim_vert.inc"
const char *vs[] = { shaderDecl, "#define DIRECTIONALS\n", header_vert_src, neoRim_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
neoRimShader = Shader::create(vs, fs);
assert(neoRimShader);
}
rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
pipe->instanceCB = rw::gl3::defaultInstanceCB;
pipe->uninstanceCB = nil;
pipe->renderCB = rimRenderCB;
rimPipe = pipe;
pipe = rw::gl3::ObjPipeline::create();
pipe->instanceCB = rw::gl3::skinInstanceCB;
pipe->uninstanceCB = nil;
pipe->renderCB = rimSkinRenderCB;
rimSkinPipe = pipe;
}
void
DestroyRimLightPipes(void)
{
neoRimShader->destroy();
neoRimShader = nil;
neoRimSkinShader->destroy();
neoRimSkinShader = nil;
((rw::gl3::ObjPipeline*)rimPipe)->destroy();
rimPipe = nil;
((rw::gl3::ObjPipeline*)rimSkinPipe)->destroy();
rimSkinPipe = nil;
}
void
CustomPipeRegisterGL(void)
{
u_viewVec = rw::gl3::registerUniform("u_viewVec");
u_rampStart = rw::gl3::registerUniform("u_rampStart");
u_rampEnd = rw::gl3::registerUniform("u_rampEnd");
u_rimData = rw::gl3::registerUniform("u_rimData");
u_lightMap = rw::gl3::registerUniform("u_lightMap");
u_eye = rw::gl3::registerUniform("u_eye");
u_reflProps = rw::gl3::registerUniform("u_reflProps");
u_specDir = rw::gl3::registerUniform("u_specDir");
u_specColor = rw::gl3::registerUniform("u_specColor");
u_amb = rw::gl3::registerUniform("u_amb");
u_emiss = rw::gl3::registerUniform("u_emiss");
u_colorscale = rw::gl3::registerUniform("u_colorscale");
u_texMatrix = rw::gl3::registerUniform("u_texMatrix", rw::gl3::UNIFORM_MAT4);
u_shininess = rw::gl3::registerUniform("u_shininess");
u_skyTop = rw::gl3::registerUniform("u_skyTop");
u_skyBot = rw::gl3::registerUniform("u_skyBot");
}
}
#ifdef NEW_RENDERER
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);
bool setupDone = false;
bool defer = false;
building->matrix = *atomic->getFrame()->getLTM();
float colorscale[4];
InstanceData *inst = building->instHeader->inst;
for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
Material *m = inst->material;
if(m->texture == nil)
continue;
if(inst->vertexAlpha || m->color.alpha != 255 ||
IsTextureTransparent(m->texture)){
defer = true;
continue;
}
// alright we're rendering this atomic
if(!setupDone){
if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_MOBILE)
CustomPipes::leedsWorldShader_mobile->use();
else
CustomPipes::leedsWorldShader->use();
setWorldMatrix(&building->matrix);
setupVertexInput(building->instHeader);
CustomPipes::uploadWorldLights();
colorscale[3] = 1.0f;
setupDone = true;
}
setMaterial(m->color, m->surfaceProps, CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 ? 0.5f : 1.0f);
float cs = 1.0f;
if(CustomPipes::WorldPipeSwitch != CustomPipes::WORLDPIPE_MOBILE && m->texture)
cs = 255/128.0f;
colorscale[0] = colorscale[1] = colorscale[2] = cs;
glUniform4fv(U(CustomPipes::u_colorscale), 1, colorscale);
setTexture(0, m->texture);
drawInst(building->instHeader, inst);
}
teardownVertexInput(building->instHeader);
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;
if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_MOBILE)
CustomPipes::leedsWorldShader_mobile->use();
else
CustomPipes::leedsWorldShader->use();
CustomPipes::uploadWorldLights();
float colorscale[4];
colorscale[3] = 1.0f;
int i;
for(i = 0; i < numBlendInsts[pass]; i++){
BuildingInst *building = &blendInsts[pass][i];
setupVertexInput(building->instHeader);
setWorldMatrix(&building->matrix);
InstanceData *inst = building->instHeader->inst;
for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
Material *m = inst->material;
if(m->texture == nil)
continue;
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, CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 ? 0.5f : 1.0f);
float cs = 1.0f;
if(CustomPipes::WorldPipeSwitch != CustomPipes::WORLDPIPE_MOBILE && m->texture)
cs = 255/128.0f;
colorscale[0] = colorscale[1] = colorscale[2] = cs;
glUniform4fv(U(CustomPipes::u_colorscale), 1, colorscale);
setTexture(0, m->texture);
drawInst(building->instHeader, inst);
}
teardownVertexInput(building->instHeader);
}
}
}
#endif
#endif
#endif