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authoraap <aap@papnet.eu>2020-11-03 20:33:07 +0100
committeraap <aap@papnet.eu>2020-11-03 20:33:07 +0100
commit3c5bb4e8f34bebd14447a4166a24264a56e7ff3a (patch)
tree6d841c850a4c286d89612c232a4c82f5651b5200
parentMerge branch 'miami' of github.com:GTAmodding/re3 into miami (diff)
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-rw-r--r--src/core/config.h1
-rw-r--r--src/core/main.cpp134
-rw-r--r--src/core/main.h5
-rw-r--r--src/core/re3.cpp22
-rw-r--r--src/render/Renderer.cpp559
-rw-r--r--src/render/Renderer.h15
-rw-r--r--src/render/SpecialFX.cpp3
-rw-r--r--src/rw/VisibilityPlugins.cpp21
-rw-r--r--src/rw/VisibilityPlugins.h3
m---------vendor/librw0
10 files changed, 748 insertions, 15 deletions
diff --git a/src/core/config.h b/src/core/config.h
index ce77391c..01d63f89 100644
--- a/src/core/config.h
+++ b/src/core/config.h
@@ -245,6 +245,7 @@ enum Config {
//#define CUTSCENE_BORDERS_SWITCH
//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
+//#define NEW_RENDERER // leeds-like world rendering, needs librw
//#define MULTISAMPLING // adds MSAA option TODO
#ifdef LIBRW
diff --git a/src/core/main.cpp b/src/core/main.cpp
index 64b3a63f..0b3bb549 100644
--- a/src/core/main.cpp
+++ b/src/core/main.cpp
@@ -107,6 +107,10 @@ void TheGame(void);
void DebugMenuPopulate(void);
#endif
+#ifdef NEW_RENDERER
+bool gbNewRenderer;
+#endif
+
void
ValidateVersion()
{
@@ -849,9 +853,128 @@ DisplayGameDebugText()
}
#endif
+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;
+
+#ifdef NEW_RENDERER
+void
+MattRenderScene(void)
+{
+ // this calls CMattRenderer::Render
+ CWorld::AdvanceCurrentScanCode();
+ // CMattRenderer::ResetRenderStates
+ CRenderer::ClearForFrame();
+ // CClock::CalcEnvMapTimeMultiplicator
+if(gbRenderWater)
+ 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(gbRenderFadingInUnderwaterEntities)
+ CRenderer::RenderFadingInUnderwaterEntities();
+if(gbRenderWater)
+ CWaterLevel::RenderTransparentWater();
+
+if(gbRenderEverythingBarRoads)
+ CRenderer::RenderEverythingBarRoads();
+ // get env map here?
+ // moved this:
+ // CRenderer::RenderFadingInEntities();
+}
+
+void
+RenderScene_new(void)
+{
+ CClouds::Render();
+ DoRWRenderHorizon();
+
+ MattRenderScene();
+ DefinedState();
+ // CMattRenderer::ResetRenderStates
+if(gbRenderBoats)
+ CRenderer::RenderBoats();
+}
+
+// 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::RenderVehiclesAndPeds();
+ }else{
+if(gbRenderVehicles)
+ CRenderer::RenderVehiclesAndPeds();
+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
RenderScene(void)
{
+#ifdef NEW_RENDERER
+ if(gbNewRenderer){
+ RenderScene_new();
+ return;
+ }
+#endif
CClouds::Render();
DoRWRenderHorizon();
CRenderer::RenderRoads();
@@ -885,6 +1008,12 @@ RenderDebugShit(void)
void
RenderEffects(void)
{
+#ifdef NEW_RENDERER
+ if(gbNewRenderer){
+ RenderEffects_new();
+ return;
+ }
+#endif
CGlass::Render();
CWaterCannons::Render();
CSpecialFX::Render();
@@ -1061,6 +1190,10 @@ Idle(void *arg)
pos.y = SCREEN_HEIGHT / 2.0f;
RsMouseSetPos(&pos);
#endif
+#ifdef NEW_RENDERER
+ if(!gbNewRenderer)
+#endif
+{
tbStartTimer(0, "CnstrRenderList");
#ifdef PC_WATER
CWaterLevel::PreCalcWaterGeometry();
@@ -1071,6 +1204,7 @@ Idle(void *arg)
tbStartTimer(0, "PreRender");
CRenderer::PreRender();
tbEndTimer("PreRender");
+}
#ifdef FIX_BUGS
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); // TODO: temp? this fixes OpenGL render but there should be a better place for this
diff --git a/src/core/main.h b/src/core/main.h
index 8bf06c30..f428224e 100644
--- a/src/core/main.h
+++ b/src/core/main.h
@@ -38,3 +38,8 @@ void ResetLoadingScreenBar(void);
#ifndef MASTER
void TheModelViewer(void);
#endif
+
+#ifdef NEW_RENDERER
+extern bool gbNewRenderer;
+bool FredIsInFirstPersonCam(void);
+#endif
diff --git a/src/core/re3.cpp b/src/core/re3.cpp
index 318b1d47..d40ad728 100644
--- a/src/core/re3.cpp
+++ b/src/core/re3.cpp
@@ -422,6 +422,28 @@ 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);
+ 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);
+
#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);
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp
index 3b996b55..5ff5aa22 100644
--- a/src/render/Renderer.cpp
+++ b/src/render/Renderer.cpp
@@ -1,3 +1,4 @@
+#define WITH_D3D
#include "common.h"
#include "main.h"
@@ -47,12 +48,27 @@ int32 CRenderer::ms_nNoOfVisibleEntities;
CEntity *CRenderer::ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES];
CEntity *CRenderer::ms_aInVisibleEntityPtrs[NUMINVISIBLEENTITIES];
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;
CVehicle *CRenderer::m_pFirstPersonVehicle;
bool CRenderer::m_loadingPriority;
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
CRenderer::Init(void)
{
@@ -75,6 +91,20 @@ CRenderer::PreRender(void)
for(i = 0; i < ms_nNoOfVisibleEntities; i++)
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++) {
#ifdef SQUEEZE_PERFORMANCE
if (ms_aInVisibleEntityPtrs[i]->IsVehicle() && ((CVehicle*)ms_aInVisibleEntityPtrs[i])->IsHeli())
@@ -230,7 +260,6 @@ CRenderer::RenderEverythingBarRoads(void)
{
int i;
CEntity *e;
- CVector dist;
EntityInfo ei;
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
@@ -253,12 +282,10 @@ CRenderer::RenderEverythingBarRoads(void)
e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){
if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){
ei.ent = e;
- dist = ms_vecCameraPosition - e->GetPosition();
- ei.sort = dist.MagnitudeSqr();
+ ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
gSortedVehiclesAndPeds.InsertSorted(ei);
}else{
- dist = ms_vecCameraPosition - e->GetPosition();
- if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, dist.Magnitude())){
+ if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, (ms_vecCameraPosition - e->GetPosition()).Magnitude())){
printf("Ran out of space in alpha entity list");
RenderOneNonRoad(e);
}
@@ -277,6 +304,24 @@ CRenderer::RenderBoats(void)
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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;
node != &gSortedVehiclesAndPeds.head;
node = node->prev){
@@ -285,6 +330,464 @@ CRenderer::RenderBoats(void)
}
}
+#ifdef NEW_RENDERER
+#ifndef LIBRW
+#error "Need librw for EXTENDED_PIPELINES"
+#endif
+
+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
+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;
+ 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 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->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);
+ }
+ }
+}
+#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::RenderVehiclesAndPeds(void)
+{
+ int i;
+ CEntity *e;
+
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
+ //CVisibilityPlugins::InitAlphaEntityList(); // not safe yet
+
+ // not the real thing
+ for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
+ e = ms_aVisibleVehiclePtrs[i];
+ if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e))
+ continue;
+ RenderOneNonRoad(e);
+ }
+// RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
+}
+
+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
CRenderer::RenderFadingInEntities(void)
{
@@ -327,14 +830,6 @@ enum Visbility
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
// other == -1 || CModelInfo::GetModelInfo(other)->GetRwObject()
// i.e. we have to draw even at the wrong time if
@@ -640,9 +1135,13 @@ void
CRenderer::ConstructRenderList(void)
{
COcclusion::ProcessBeforeRendering();
-
+#ifdef NEW_RENDERER
+ if(!gbNewRenderer)
+#endif
+{
ms_nNoOfVisibleEntities = 0;
ms_nNoOfInVisibleEntities = 0;
+}
ms_vecCameraPosition = TheCamera.GetPosition();
// TODO: blocked ranges, but unused
ScanWorld();
@@ -1058,6 +1557,14 @@ CRenderer::ScanBigBuildingList(CPtrList &list)
vis = VIS_VISIBLE;
switch(vis){
case VIS_VISIBLE:
+#ifdef NEW_RENDERER
+ // TODO: this isn't quite right...
+ 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;
ent->bOffscreen = false;
break;
@@ -1089,6 +1596,14 @@ CRenderer::ScanSectorList(CPtrList *lists)
switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE:
+#ifdef NEW_RENDERER
+ // TODO: this isn't quite right...
+ 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;
break;
case VIS_INVISIBLE:
@@ -1134,6 +1649,14 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists)
switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE:
+#ifdef NEW_RENDERER
+ // TODO: this isn't quite right...
+ 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;
break;
case VIS_INVISIBLE:
@@ -1181,6 +1704,14 @@ CRenderer::ScanSectorList_Subway(CPtrList *lists)
ent->bOffscreen = false;
switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE:
+#ifdef NEW_RENDERER
+ // TODO: this isn't quite right...
+ 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;
break;
case VIS_OFFSCREEN:
diff --git a/src/render/Renderer.h b/src/render/Renderer.h
index e9f82078..814d3105 100644
--- a/src/render/Renderer.h
+++ b/src/render/Renderer.h
@@ -21,6 +21,13 @@ class CRenderer
static CEntity *ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES];
static int32 ms_nNoOfInVisibleEntities;
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 CVehicle *m_pFirstPersonVehicle;
@@ -63,4 +70,12 @@ public:
static bool ShouldModelBeStreamed(CEntity *ent, const CVector &campos);
static void RemoveVehiclePedLights(CEntity *ent, bool reset);
+
+
+#ifdef NEW_RENDERER
+ static void ClearForFrame(void);
+ static void RenderVehiclesAndPeds(void); // just called RenderVehicles in LCS
+ static void RenderOneBuilding(CEntity *ent, float camdist = 0.0f);
+ static void RenderWorld(int pass); // like cWorldStream::Render(int)
+#endif
};
diff --git a/src/render/SpecialFX.cpp b/src/render/SpecialFX.cpp
index 7864b0f0..7125bda8 100644
--- a/src/render/SpecialFX.cpp
+++ b/src/render/SpecialFX.cpp
@@ -169,6 +169,9 @@ CSpecialFX::Render(void)
CBrightLights::Render();
CShinyTexts::Render();
CMoneyMessages::Render();
+#ifdef NEW_RENDERER
+ if(!(gbNewRenderer && FredIsInFirstPersonCam()))
+#endif
C3dMarkers::Render();
}
diff --git a/src/rw/VisibilityPlugins.cpp b/src/rw/VisibilityPlugins.cpp
index 36a60117..c79cb52b 100644
--- a/src/rw/VisibilityPlugins.cpp
+++ b/src/rw/VisibilityPlugins.cpp
@@ -1,6 +1,7 @@
#include "common.h"
#include "templates.h"
+#include "main.h"
#include "Entity.h"
#include "ModelInfo.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_alphaEntityList;
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaUnderwaterEntityList;
+#ifdef NEW_RENDERER
+CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaBuildingList;
+#endif
int32 CVisibilityPlugins::ms_atomicPluginOffset = -1;
int32 CVisibilityPlugins::ms_framePluginOffset = -1;
@@ -59,6 +63,11 @@ CVisibilityPlugins::Initialise(void)
m_alphaUnderwaterEntityList.head.item.sort = 0.0f;
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
@@ -68,6 +77,9 @@ CVisibilityPlugins::Shutdown(void)
m_alphaBoatAtomicList.Shutdown();
m_alphaEntityList.Shutdown();
m_alphaUnderwaterEntityList.Shutdown();
+#ifdef NEW_RENDERER
+ m_alphaBuildingList.Shutdown();
+#endif
}
void
@@ -76,6 +88,9 @@ CVisibilityPlugins::InitAlphaEntityList(void)
m_alphaEntityList.Clear();
m_alphaBoatAtomicList.Clear();
m_alphaUnderwaterEntityList.Clear();
+#ifdef NEW_RENDERER
+ m_alphaBuildingList.Clear();
+#endif
}
bool
@@ -84,6 +99,10 @@ CVisibilityPlugins::InsertEntityIntoSortedList(CEntity *e, float dist)
AlphaObjectInfo item;
item.entity = e;
item.sort = dist;
+#ifdef NEW_RENDERER
+ if(gbNewRenderer && e->IsBuilding())
+ return !!m_alphaBuildingList.InsertSorted(item);
+#endif
if(e->bUnderwater && m_alphaUnderwaterEntityList.InsertSorted(item))
return true;
return !!m_alphaEntityList.InsertSorted(item);
@@ -308,7 +327,7 @@ CVisibilityPlugins::RenderFadingAtomic(RpAtomic *atomic, float camdist)
mi = GetAtomicModelInfo(atomic);
lodatm = mi->GetAtomicFromDistance(camdist - FADE_DISTANCE);
if(mi->m_additive)
- AtomicDefaultRenderCallBack(atomic);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
fadefactor = (mi->GetLargestLodDistance() - (camdist - FADE_DISTANCE))/FADE_DISTANCE;
if(fadefactor > 1.0f)
diff --git a/src/rw/VisibilityPlugins.h b/src/rw/VisibilityPlugins.h
index f277565d..03833c9c 100644
--- a/src/rw/VisibilityPlugins.h
+++ b/src/rw/VisibilityPlugins.h
@@ -24,6 +24,9 @@ public:
static CLinkList<AlphaObjectInfo> m_alphaBoatAtomicList;
static CLinkList<AlphaObjectInfo> m_alphaEntityList;
static CLinkList<AlphaObjectInfo> m_alphaUnderwaterEntityList;
+#ifdef NEW_RENDERER
+ static CLinkList<AlphaObjectInfo> m_alphaBuildingList;
+#endif
static RwCamera *ms_pCamera;
static RwV3d *ms_pCameraPosn;
static float ms_cullCompsDist;
diff --git a/vendor/librw b/vendor/librw
-Subproject e68ef1374d20071887348e9031f5fa38a2e4f7e
+Subproject 8c00f787cb8f53781c4335ecbc9d28fb9c664ba