#if defined RW_D3D9 || defined RWLIBS
#define WITHD3D
#endif
#include "common.h"
#include <rpskin.h>
#include "RwHelper.h"
#include "Timecycle.h"
#include "skeleton.h"
#include "Debug.h"
#if !defined(FINAL) || defined(DEBUGMENU)
#include "rtcharse.h"
#endif
#ifndef FINAL
RtCharset *debugCharset;
#endif
#ifdef PS2_ALPHA_TEST
bool gPS2alphaTest = true;
#else
bool gPS2alphaTest = false;
#endif
bool gBackfaceCulling = true;
#if !defined(FINAL) || defined(DEBUGMENU)
static bool charsetOpen;
void OpenCharsetSafe()
{
if(!charsetOpen)
RtCharsetOpen();
charsetOpen = true;
}
#endif
void CreateDebugFont()
{
#ifndef FINAL
RwRGBA color = { 255, 255, 128, 255 };
RwRGBA colorbg = { 0, 0, 0, 0 };
OpenCharsetSafe();
debugCharset = RtCharsetCreate(&color, &colorbg);
#endif
}
void DestroyDebugFont()
{
#ifndef FINAL
RtCharsetDestroy(debugCharset);
RtCharsetClose();
charsetOpen = false;
#endif
}
void ObrsPrintfString(const char *str, short x, short y)
{
#ifndef FINAL
RtCharsetPrintBuffered(debugCharset, str, x*8, y*16, true);
#endif
}
void FlushObrsPrintfs()
{
#ifndef FINAL
RtCharsetBufferFlush();
#endif
}
void
DefinedState(void)
{
RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void*)rwTEXTUREADDRESSWRAP);
RwRenderStateSet(rwRENDERSTATETEXTUREPERSPECTIVE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD);
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATEALPHAPRIMITIVEBUFFER, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEBORDERCOLOR, (void*)RWRGBALONG(0, 0, 0, 255));
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEFOGCOLOR,
(void*)RWRGBALONG(CTimeCycle::GetFogRed(), CTimeCycle::GetFogGreen(), CTimeCycle::GetFogBlue(), 255));
RwRenderStateSet(rwRENDERSTATEFOGTYPE, (void*)rwFOGTYPELINEAR);
RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
#ifdef LIBRW
rw::SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAGREATEREQUAL);
rw::SetRenderState(rw::GSALPHATEST, gPS2alphaTest);
#else
// D3D stuff
RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);
#endif
SetAlphaRef(2);
}
void
SetAlphaRef(int ref)
{
#ifdef LIBRW
rw::SetRenderState(rw::ALPHATESTREF, ref+1);
#else
RwD3D8SetRenderState(D3DRS_ALPHAREF, ref);
#endif
}
void
SetCullMode(uint32 mode)
{
if(gBackfaceCulling)
RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)mode);
else
RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
}
RwFrame*
GetFirstFrameCallback(RwFrame *child, void *data)
{
*(RwFrame**)data = child;
return nil;
}
RwFrame*
GetFirstChild(RwFrame *frame)
{
RwFrame *child;
child = nil;
RwFrameForAllChildren(frame, GetFirstFrameCallback, &child);
return child;
}
RwObject*
GetFirstObjectCallback(RwObject *object, void *data)
{
*(RwObject**)data = object;
return nil;
}
RwObject*
GetFirstObject(RwFrame *frame)
{
RwObject *obj;
obj = nil;
RwFrameForAllObjects(frame, GetFirstObjectCallback, &obj);
return obj;
}
RpAtomic*
GetFirstAtomicCallback(RpAtomic *atm, void *data)
{
*(RpAtomic**)data = atm;
return nil;
}
RpAtomic*
GetFirstAtomic(RpClump *clump)
{
RpAtomic *atm;
atm = nil;
RpClumpForAllAtomics(clump, GetFirstAtomicCallback, &atm);
return atm;
}
RwTexture*
GetFirstTextureCallback(RwTexture *tex, void *data)
{
*(RwTexture**)data = tex;
return nil;
}
RwTexture*
GetFirstTexture(RwTexDictionary *txd)
{
RwTexture *tex;
tex = nil;
RwTexDictionaryForAllTextures(txd, GetFirstTextureCallback, &tex);
return tex;
}
#ifdef PED_SKIN
static RpAtomic*
isSkinnedCb(RpAtomic *atomic, void *data)
{
RpAtomic **pAtomic = (RpAtomic**)data;
if(*pAtomic)
return nil; // already found one
if(RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic)))
*pAtomic = atomic; // we could just return nil here directly...
return atomic;
}
RpAtomic*
IsClumpSkinned(RpClump *clump)
{
RpAtomic *atomic = nil;
RpClumpForAllAtomics(clump, isSkinnedCb, &atomic);
return atomic;
}
static RpAtomic*
GetAnimHierarchyCallback(RpAtomic *atomic, void *data)
{
*(RpHAnimHierarchy**)data = RpSkinAtomicGetHAnimHierarchy(atomic);
return nil;
}
RpHAnimHierarchy*
GetAnimHierarchyFromSkinClump(RpClump *clump)
{
RpHAnimHierarchy *hier = nil;
RpClumpForAllAtomics(clump, GetAnimHierarchyCallback, &hier);
return hier;
}
static RwFrame*
GetAnimHierarchyFromClumpCB(RwFrame *frame, void *data)
{
RpHAnimHierarchy *hier = RpHAnimFrameGetHierarchy(frame);
if(hier){
*(RpHAnimHierarchy**)data = hier;
return nil;
}
RwFrameForAllChildren(frame, GetAnimHierarchyFromClumpCB, data);
return frame;
}
RpHAnimHierarchy*
GetAnimHierarchyFromClump(RpClump *clump)
{
RpHAnimHierarchy *hier = nil;
RwFrameForAllChildren(RpClumpGetFrame(clump), GetAnimHierarchyFromClumpCB, &hier);
return hier;
}
RwFrame*
GetHierarchyFromChildNodesCB(RwFrame *frame, void *data)
{
RpHAnimHierarchy **pHier = (RpHAnimHierarchy**)data;
RpHAnimHierarchy *hier = RpHAnimFrameGetHierarchy(frame);
if(hier == nil)
RwFrameForAllChildren(frame, GetHierarchyFromChildNodesCB, &hier);
*pHier = hier;
return nil;
}
void
SkinGetBonePositionsToTable(RpClump *clump, RwV3d *boneTable)
{
int i, parent;
RpAtomic *atomic;
RpSkin *skin;
RpHAnimHierarchy *hier;
int numBones;
RwMatrix m, invmat;
int stack[32];
int sp;
if(boneTable == nil)
return;
// atomic = GetFirstAtomic(clump); // mobile, also VC
atomic = IsClumpSkinned(clump); // xbox, seems safer
assert(atomic);
skin = RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic));
assert(skin);
hier = GetAnimHierarchyFromSkinClump(clump);
assert(hier);
boneTable[0].x = 0.0f;
boneTable[0].y = 0.0f;
boneTable[0].z = 0.0f;
numBones = RpSkinGetNumBones(skin);
parent = 0;
sp = 0;
#ifdef FIX_BUGS
stack[0] = 0; // i think this is ok
#endif
for(i = 1; i < numBones; i++){
RwMatrixCopy(&m, &RpSkinGetSkinToBoneMatrices(skin)[i]);
RwMatrixInvert(&invmat, &m);
const RwMatrix *x = RpSkinGetSkinToBoneMatrices(skin);
RwV3dTransformPoints(&boneTable[i], &invmat.pos, 1, &x[parent]);
if(HIERNODEINFO(hier)[i].flags & rpHANIMPUSHPARENTMATRIX)
stack[++sp] = parent;
if(HIERNODEINFO(hier)[i].flags & rpHANIMPOPPARENTMATRIX)
parent = stack[sp--];
else
parent = i;
assert(parent >= 0 && parent < numBones);
}
}
RpHAnimAnimation*
HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier)
{
int i;
#ifdef FIX_BUGS
int numNodes = hier->numNodes*2; // you're supposed to have at least two KFs per node
#else
int numNodes = hier->numNodes;
#endif
RpHAnimAnimation *anim = RpHAnimAnimationCreate(rpHANIMSTDKEYFRAMETYPEID, numNodes, 0, 0.0f);
if(anim == nil)
return nil;
RpHAnimStdKeyFrame *frame;
for(i = 0; i < numNodes; i++){
frame = (RpHAnimStdKeyFrame*)HANIMFRAME(anim, i); // games uses struct size here, not safe
frame->q.real = 1.0f;
frame->q.imag.x = frame->q.imag.y = frame->q.imag.z = 0.0f;
frame->t.x = frame->t.y = frame->t.z = 0.0f;
#ifdef FIX_BUGS
// times are subtracted and divided giving NaNs
// so they can't both be 0
frame->time = i/hier->numNodes;
#else
frame->time = 0.0f;
#endif
frame->prevFrame = nil;
}
return anim;
}
void
RenderSkeleton(RpHAnimHierarchy *hier)
{
int i;
int sp;
int stack[32];
int par;
CVector p1, p2;
int numNodes = hier->numNodes;
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
p1 = mats[0].pos;
par = 0;
sp = 0;
stack[sp++] = par;
for(i = 1; i < numNodes; i++){
p1 = mats[par].pos;
p2 = mats[i].pos;
CDebug::AddLine(p1, p2, 0xFFFFFFFF, 0xFFFFFFFF);
if(HIERNODEINFO(hier)[i].flags & rpHANIMPUSHPARENTMATRIX)
stack[sp++] = par;
par = i;
if(HIERNODEINFO(hier)[i].flags & rpHANIMPOPPARENTMATRIX)
par = stack[--sp];
}
}
#endif
void
CameraSize(RwCamera * camera, RwRect * rect,
RwReal viewWindow, RwReal aspectRatio)
{
if (camera)
{
RwVideoMode videoMode;
RwRect r;
RwRect origSize = { 0, 0, 0, 0 }; // FIX just to make the compier happy
RwV2d vw;
RwEngineGetVideoModeInfo(&videoMode,
RwEngineGetCurrentVideoMode());
origSize.w = RwRasterGetWidth(RwCameraGetRaster(camera));
origSize.h = RwRasterGetHeight(RwCameraGetRaster(camera));
if (!rect)
{
if (videoMode.flags & rwVIDEOMODEEXCLUSIVE)
{
/* For full screen applications, resizing the camera just doesn't
* make sense, use the video mode size.
*/
r.x = r.y = 0;
r.w = videoMode.width;
r.h = videoMode.height;
rect = &r;
}
else
{
/*
rect not specified - reuse current values
*/
r.w = RwRasterGetWidth(RwCameraGetRaster(camera));
r.h = RwRasterGetHeight(RwCameraGetRaster(camera));
r.x = r.y = 0;
rect = &r;
}
}
if (( origSize.w != rect->w ) || ( origSize.h != rect->h ))
{
RwRaster *raster;
RwRaster *zRaster;
// BUG: game just changes camera raster's sizes, but this is a hack
#ifdef FIX_BUGS
/*
* Destroy rasters...
*/
raster = RwCameraGetRaster(camera);
if( raster )
{
RwRasterDestroy(raster);
camera->frameBuffer = nil;
}
zRaster = RwCameraGetZRaster(camera);
if( zRaster )
{
RwRasterDestroy(zRaster);
camera->zBuffer = nil;
}
/*
* Create new rasters...
*/
raster = RwRasterCreate(rect->w, rect->h, 0, rwRASTERTYPECAMERA);
zRaster = RwRasterCreate(rect->w, rect->h, 0, rwRASTERTYPEZBUFFER);
if( raster && zRaster )
{
RwCameraSetRaster(camera, raster);
RwCameraSetZRaster(camera, zRaster);
}
else
{
if( raster )
{
RwRasterDestroy(raster);
}
if( zRaster )
{
RwRasterDestroy(zRaster);
}
rect->x = origSize.x;
rect->y = origSize.y;
rect->w = origSize.w;
rect->h = origSize.h;
/*
* Use default values...
*/
raster =
RwRasterCreate(rect->w, rect->h, 0, rwRASTERTYPECAMERA);
zRaster =
RwRasterCreate(rect->w, rect->h, 0, rwRASTERTYPEZBUFFER);
RwCameraSetRaster(camera, raster);
RwCameraSetZRaster(camera, zRaster);
}
#else
raster = RwCameraGetRaster(camera);
zRaster = RwCameraGetZRaster(camera);
raster->width = zRaster->width = rect->w;
raster->height = zRaster->height = rect->h;
#endif
}
/* Figure out the view window */
if (videoMode.flags & rwVIDEOMODEEXCLUSIVE)
{
/* derive ratio from aspect ratio */
vw.x = viewWindow;
vw.y = viewWindow / aspectRatio;
}
else
{
/* derive from pixel ratios */
if (rect->w > rect->h)
{
vw.x = viewWindow;
vw.y = (rect->h * viewWindow) / rect->w;
}
else
{
vw.x = (rect->w * viewWindow) / rect->h;
vw.y = viewWindow;
}
}
RwCameraSetViewWindow(camera, &vw);
RsGlobal.width = rect->w;
RsGlobal.height = rect->h;
}
return;
}
void
CameraDestroy(RwCamera *camera)
{
RwRaster *raster, *tmpRaster;
RwFrame *frame;
if (camera)
{
frame = RwCameraGetFrame(camera);
if (frame)
{
RwFrameDestroy(frame);
}
raster = RwCameraGetRaster(camera);
if (raster)
{
tmpRaster = RwRasterGetParent(raster);
RwRasterDestroy(raster);
if ((tmpRaster != nil) && (tmpRaster != raster))
{
RwRasterDestroy(tmpRaster);
}
}
raster = RwCameraGetZRaster(camera);
if (raster)
{
tmpRaster = RwRasterGetParent(raster);
RwRasterDestroy(raster);
if ((tmpRaster != nil) && (tmpRaster != raster))
{
RwRasterDestroy(tmpRaster);
}
}
RwCameraDestroy(camera);
}
return;
}
RwCamera *
CameraCreate(RwInt32 width, RwInt32 height, RwBool zBuffer)
{
RwCamera *camera;
camera = RwCameraCreate();
if (camera)
{
RwCameraSetFrame(camera, RwFrameCreate());
RwCameraSetRaster(camera,
RwRasterCreate(0, 0, 0, rwRASTERTYPECAMERA));
if (zBuffer)
{
RwCameraSetZRaster(camera,
RwRasterCreate(0, 0, 0,
rwRASTERTYPEZBUFFER));
}
/* now check that everything is valid */
if (RwCameraGetFrame(camera) &&
RwCameraGetRaster(camera) &&
RwRasterGetParent(RwCameraGetRaster(camera)) &&
(!zBuffer || (RwCameraGetZRaster(camera) &&
RwRasterGetParent(RwCameraGetZRaster
(camera)))))
{
/* everything OK */
return (camera);
}
}
/* if we're here then an error must have occurred so clean up */
CameraDestroy(camera);
return (nil);
}
#ifdef LIBRW
#include <rpmatfx.h>
#include "VehicleModelInfo.h"
int32
findPlatform(rw::Atomic *a)
{
rw::Geometry *g = a->geometry;
if(g->instData)
return g->instData->platform;
return 0;
}
// in CVehicleModelInfo in VC
static RpMaterial*
GetMatFXEffectMaterialCB(RpMaterial *material, void *data)
{
if(RpMatFXMaterialGetEffects(material) == rpMATFXEFFECTNULL)
return material;
*(int*)data = RpMatFXMaterialGetEffects(material);
return nil;
}
// Game doesn't read atomic extensions so we never get any other than the default pipe,
// but we need it for uninstancing
void
attachPipe(rw::Atomic *atomic)
{
if(RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic)))
atomic->pipeline = rw::skinGlobals.pipelines[rw::platform];
else{
int fx = rpMATFXEFFECTNULL;
RpGeometryForAllMaterials(RpAtomicGetGeometry(atomic), GetMatFXEffectMaterialCB, &fx);
if(fx != rpMATFXEFFECTNULL)
RpMatFXAtomicEnableEffects(atomic);
}
}
// Attach pipes for the platform we have native data for so we can uninstance
void
switchPipes(rw::Atomic *a, int32 platform)
{
if(a->pipeline && a->pipeline->platform != platform){
uint32 plgid = a->pipeline->pluginID;
switch(plgid){
// assume default pipe won't be attached explicitly
case rw::ID_SKIN:
a->pipeline = rw::skinGlobals.pipelines[platform];
break;
case rw::ID_MATFX:
a->pipeline = rw::matFXGlobals.pipelines[platform];
break;
}
}
}
RpAtomic*
ConvertPlatformAtomic(RpAtomic *atomic, void *data)
{
int32 driver = rw::platform;
int32 platform = findPlatform(atomic);
if(platform != 0 && platform != driver){
attachPipe(atomic); // kludge
rw::ObjPipeline *origPipe = atomic->pipeline;
rw::platform = platform;
switchPipes(atomic, rw::platform);
if(atomic->geometry->flags & rw::Geometry::NATIVE)
atomic->uninstance();
// no ADC in this game
//rw::ps2::unconvertADC(atomic->geometry);
rw::platform = driver;
atomic->pipeline = origPipe;
}
return atomic;
}
#endif
#if defined(FIX_BUGS) && defined(GTA_PC)
RwUInt32 saved_alphafunc, saved_alpharef;
void
SetAlphaTest(RwUInt32 alpharef)
{
#ifdef LIBRW
saved_alphafunc = rw::GetRenderState(rw::ALPHATESTFUNC);
saved_alpharef = rw::GetRenderState(rw::ALPHATESTREF);
rw::SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAGREATEREQUAL);
rw::SetRenderState(rw::ALPHATESTREF, 0);
#else
RwD3D8GetRenderState(D3DRS_ALPHAFUNC, &saved_alphafunc);
RwD3D8GetRenderState(D3DRS_ALPHAREF, &saved_alpharef);
RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
RwD3D8SetRenderState(D3DRS_ALPHAREF, alpharef);
#endif
}
void
RestoreAlphaTest()
{
#ifdef LIBRW
rw::SetRenderState(rw::ALPHATESTFUNC, saved_alphafunc);
rw::SetRenderState(rw::ALPHATESTREF, saved_alpharef);
#else
RwD3D8SetRenderState(D3DRS_ALPHAFUNC, saved_alphafunc);
RwD3D8SetRenderState(D3DRS_ALPHAREF, saved_alpharef);
#endif
}
#endif