diff options
Diffstat (limited to 'src/extras/custompipes_gl.cpp')
-rw-r--r-- | src/extras/custompipes_gl.cpp | 187 |
1 files changed, 186 insertions, 1 deletions
diff --git a/src/extras/custompipes_gl.cpp b/src/extras/custompipes_gl.cpp index a222f5e9..193a4ac6 100644 --- a/src/extras/custompipes_gl.cpp +++ b/src/extras/custompipes_gl.cpp @@ -245,7 +245,7 @@ worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) setTexture(0, m->texture); - setMaterial(m->color, m->surfaceProps); + setMaterial(m->color, m->surfaceProps, 0.5f); rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); @@ -616,5 +616,190 @@ CustomPipeRegisterGL(void) } +#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(inst->vertexAlpha || m->color.alpha != 255 || + IsTextureTransparent(m->texture)){ + defer = true; + continue; + } + + // alright we're rendering this atomic + if(!setupDone){ + CustomPipes::leedsWorldShader->use(); +// 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 + + 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); + + colorscale[3] = 1.0f; + + setupDone = true; + } + + setMaterial(m->color, m->surfaceProps, 0.5f); + + float cs = 1.0f; + if(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); + } +#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; + + CustomPipes::leedsWorldShader->use(); + + 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); + + float colorscale[4]; + colorscale[3] = 1.0f; + + 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); + + 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, 0.5f); + + float cs = 1.0f; + if(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); + } +#ifndef RW_GL_USE_VAOS + disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs); +#endif + } +} +} +#endif + #endif #endif |