diff options
Diffstat (limited to 'src/extras/custompipes_gl.cpp')
-rw-r--r-- | src/extras/custompipes_gl.cpp | 440 |
1 files changed, 344 insertions, 96 deletions
diff --git a/src/extras/custompipes_gl.cpp b/src/extras/custompipes_gl.cpp index d74e40db..0860d59e 100644 --- a/src/extras/custompipes_gl.cpp +++ b/src/extras/custompipes_gl.cpp @@ -1,6 +1,10 @@ #include "common.h" #ifdef RW_OPENGL +#ifdef EXTENDED_PIPELINES + +#include "rpmatfx.h" + #include "main.h" #include "RwHelper.h" #include "Lights.h" @@ -11,10 +15,9 @@ #include "TxdStore.h" #include "Renderer.h" #include "World.h" +#include "VisibilityPlugins.h" #include "custompipes.h" -#ifdef EXTENDED_PIPELINES - #ifndef LIBRW #error "Need librw for EXTENDED_PIPELINES" #endif @@ -33,14 +36,211 @@ 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] /* - * Neo Vehicle pipe + * 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) { @@ -80,14 +280,18 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) using namespace rw::gl3; // TODO: make this less of a kludge - if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){ - matFXGlobals.pipelines[rw::platform]->render(atomic); + 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; - rw::uint32 flags = atomic->geometry->flags; setWorldMatrix(atomic->getFrame()->getLTM()); lightingCB(atomic); @@ -114,7 +318,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) while(n--){ m = inst->material; - setMaterial(flags, m->color, m->surfaceProps); + setMaterial(m->color, m->surfaceProps); setTexture(0, m->texture); @@ -141,15 +345,15 @@ 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); - } +// 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); +// } { @@ -161,6 +365,27 @@ CreateVehiclePipe(void) 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; @@ -175,6 +400,15 @@ 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; } @@ -182,10 +416,11 @@ DestroyVehiclePipe(void) /* - * Neo World pipe + * Leeds World pipe */ -rw::gl3::Shader *neoWorldShader; +rw::gl3::Shader *leedsWorldShader; +rw::gl3::Shader *leedsWorldShader_mobile; static void worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) @@ -193,54 +428,47 @@ worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) using namespace rw; using namespace rw::gl3; - if(!LightmapEnable){ - gl3::defaultRenderCB(atomic, header); - return; - } - Material *m; setWorldMatrix(atomic->getFrame()->getLTM()); - lightingCB(atomic); setupVertexInput(header); InstanceData *inst = header->inst; rw::int32 n = header->numMeshes; - neoWorldShader->use(); + if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_MOBILE) + CustomPipes::leedsWorldShader_mobile->use(); + else + CustomPipes::leedsWorldShader->use(); + + uploadWorldLights(); - float lightfactor[4]; + float colorscale[4]; + colorscale[3] = 1.0f; while(n--){ m = inst->material; - if(MatFX::getEffects(m) == MatFX::DUAL){ - MatFX *matfx = MatFX::get(m); - Texture *dualtex = matfx->getDualTexture(); - if(dualtex == nil) - goto notex; - setTexture(1, dualtex); - lightfactor[0] = lightfactor[1] = lightfactor[2] = WorldLightmapBlend.Get()*LightmapMult; - }else{ - notex: - setTexture(1, nil); - lightfactor[0] = lightfactor[1] = lightfactor[2] = 0.0f; - } - lightfactor[3] = m->color.alpha/255.0f; - glUniform4fv(U(u_lightMap), 1, lightfactor); - - RGBA color = { 255, 255, 255, m->color.alpha }; - setMaterial(color, m->surfaceProps); + 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::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); + 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++; } - setTexture(1, nil); teardownVertexInput(header); } @@ -250,18 +478,22 @@ 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); +// 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/neoWorldVC_frag.inc" -#include "shaders/obj/default_UV2_vert.inc" - const char *vs[] = { shaderDecl, header_vert_src, default_UV2_vert_src, nil }; - const char *fs[] = { shaderDecl, header_frag_src, neoWorldVC_frag_src, nil }; - neoWorldShader = Shader::create(vs, fs); - assert(neoWorldShader); +#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); } @@ -275,8 +507,10 @@ CreateWorldPipe(void) void DestroyWorldPipe(void) { - neoWorldShader->destroy(); - neoWorldShader = nil; + leedsWorldShader->destroy(); + leedsWorldShader = nil; + leedsWorldShader_mobile->destroy(); + leedsWorldShader_mobile = nil; ((rw::gl3::ObjPipeline*)worldPipe)->destroy(); worldPipe = nil; @@ -312,12 +546,7 @@ glossRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos; glUniform3fv(U(u_eye), 1, (float*)&eyePos); - float reflProps[4]; - reflProps[0] = GlossMult; - reflProps[1] = 0.0f; - reflProps[2] = 0.0f; - reflProps[3] = 0.0f; - glUniform4fv(U(u_reflProps), 1, reflProps); + glUniform4fv(U(u_reflProps), 1, (float*)&GlossMult); SetRenderState(VERTEXALPHA, TRUE); SetRenderState(SRCBLEND, BLENDONE); @@ -426,7 +655,6 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) Material *m; - rw::uint32 flags = atomic->geometry->flags; setWorldMatrix(atomic->getFrame()->getLTM()); lightingCB(atomic); @@ -444,7 +672,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) while(n--){ m = inst->material; - setMaterial(flags, m->color, m->surfaceProps); + setMaterial(m->color, m->surfaceProps); setTexture(0, m->texture); @@ -469,7 +697,6 @@ rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) Material *m; - rw::uint32 flags = atomic->geometry->flags; setWorldMatrix(atomic->getFrame()->getLTM()); lightingCB(atomic); @@ -485,7 +712,7 @@ rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) while(n--){ m = inst->material; - setMaterial(flags, m->color, m->surfaceProps); + setMaterial(m->color, m->surfaceProps); setTexture(0, m->texture); @@ -577,17 +804,22 @@ CustomPipeRegisterGL(void) 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"); } -#endif + +} #ifdef NEW_RENDERER -#ifndef LIBRW -#error "Need librw for NEW_PIPELINES" -#endif namespace WorldRender { @@ -628,25 +860,20 @@ AtomicFirstPass(RpAtomic *atomic, int pass) assert(building->instHeader->platform == PLATFORM_GL3); building->fadeAlpha = 255; building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT); - rw::uint32 flags = atomic->geometry->flags; - - 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(); + 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; @@ -655,14 +882,27 @@ AtomicFirstPass(RpAtomic *atomic, int pass) // alright we're rendering this atomic if(!setupDone){ - defaultShader->use(); + if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_MOBILE) + CustomPipes::leedsWorldShader_mobile->use(); + else + CustomPipes::leedsWorldShader->use(); setWorldMatrix(&building->matrix); setupVertexInput(building->instHeader); - setLights(&lights); + + CustomPipes::uploadWorldLights(); + + colorscale[3] = 1.0f; + setupDone = true; } - setMaterial(flags, m->color, m->surfaceProps); + 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); @@ -697,11 +937,15 @@ RenderBlendPass(int pass) using namespace rw; using namespace rw::gl3; - defaultShader->use(); - WorldLights lights; - lights.numAmbients = 1; - lights.numDirectionals = 0; - lights.numLocals = 0; + 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++){ @@ -709,21 +953,24 @@ RenderBlendPass(int pass) setupVertexInput(building->instHeader); 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(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); // always modulate here + 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); @@ -736,3 +983,4 @@ RenderBlendPass(int pass) #endif #endif +#endif |