summaryrefslogtreecommitdiffstats
path: root/src/rw/RwMatFX.cpp
blob: ca9a633b30de75e5634abd36f37573ef9e14b745 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
#define WITHD3D
#include "common.h"
#include "patcher.h"

struct MatFXNothing { int pad[5]; int effect; };

struct MatFXBump
{
	RwFrame *bumpFrame;
	RwTexture *bumpedTex;
	RwTexture *bumpTex;
	float negBumpCoefficient;
	int pad;
	int effect;
};

struct MatFXEnv
{
	RwFrame *envFrame;
	RwTexture *envTex;
	float envCoeff;
	int envFBalpha;
	int pad;
	int effect;
};

struct MatFXDual
{
	RwTexture *dualTex;
	RwInt32 srcBlend;
	RwInt32 dstBlend;
};


struct MatFX
{
	union {
		MatFXNothing n;
		MatFXBump b;
		MatFXEnv e;
		MatFXDual d;
	} fx[2];
	int effects;
};

int &MatFXMaterialDataOffset = *(int*)0x66188C;
int &MatFXAtomicDataOffset = *(int*)0x66189C;

#ifdef PS2_MATFX

void
_rpMatFXD3D8AtomicMatFXDefaultRender(RxD3D8InstanceData *inst, int flags, RwTexture *texture)
{
	if(flags & (rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2) && texture)
		RwD3D8SetTexture(texture, 0);
	else
		RwD3D8SetTexture(nil, 0);
	RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(inst->vertexAlpha || inst->material->color.alpha != 0xFF));
	RwD3D8SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, inst->vertexAlpha != 0);
	RwD3D8SetPixelShader(0);
	RwD3D8SetVertexShader(inst->vertexShader);
	RwD3D8SetStreamSource(0, inst->vertexBuffer, inst->stride);

	if(inst->indexBuffer){
		RwD3D8SetIndices(inst->indexBuffer, inst->baseIndex);
		RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);
	}else
		RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);
}

// map [-1; -1] -> [0; 1], flip V
static RwMatrix scalenormal = {
	{ 0.5f, 0.0f, 0.0f }, 0,
	{ 0.0f, -0.5f, 0.0f }, 0,
	{ 0.0f, 0.0f, 1.0f }, 0,
	{ 0.5f, 0.5f, 0.0f }, 0,
	
};

// flipped U for PS2
static RwMatrix scalenormal_flipU = {
	{ -0.5f, 0.0f, 0.0f }, 0,
	{ 0.0f, -0.5f, 0.0f }, 0,
	{ 0.0f, 0.0f, 1.0f }, 0,
	{ 0.5f, 0.5f, 0.0f }, 0,
	
};

void
ApplyEnvMapTextureMatrix(RwTexture *tex, int n, RwFrame *frame)
{
	RwD3D8SetTexture(tex, n);
	RwD3D8SetTextureStageState(n, D3DRS_ALPHAREF, 2);
	RwD3D8SetTextureStageState(n, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACENORMAL);
	if(frame){
		RwMatrix *envframemat = RwMatrixCreate();
		RwMatrix *tmpmat = RwMatrixCreate();
		RwMatrix *envmat = RwMatrixCreate();

		RwMatrixInvert(envframemat, RwFrameGetLTM(frame));
		// PS2
		// can this be simplified?
		*tmpmat = *RwFrameGetLTM(RwCameraGetFrame((RwCamera*)RWSRCGLOBAL(curCamera)));
		RwV3dNegate(&tmpmat->right, &tmpmat->right);
		tmpmat->flags = 0;
		tmpmat->pos.x = 0.0f;
		tmpmat->pos.y = 0.0f;
		tmpmat->pos.z = 0.0f;
		RwMatrixMultiply(envmat, tmpmat, envframemat);
		*tmpmat = *envmat;
		// important because envframemat can have a translation that we don't like
		tmpmat->pos.x = 0.0f;
		tmpmat->pos.y = 0.0f;
		tmpmat->pos.z = 0.0f;
		// for some reason we flip in U as well
		RwMatrixMultiply(envmat, tmpmat, &scalenormal_flipU);

		RwD3D8SetTransform(D3DTS_TEXTURE0+n, envmat);

		RwMatrixDestroy(envmat);
		RwMatrixDestroy(tmpmat);
		RwMatrixDestroy(envframemat);
	}else
		RwD3D8SetTransform(D3DTS_TEXTURE0+n, &scalenormal);
}

void
_rpMatFXD3D8AtomicMatFXEnvRender_ps2(RxD3D8InstanceData *inst, int flags, int sel, RwTexture *texture, RwTexture *envMap)
{
	MatFX *matfx = *RWPLUGINOFFSET(MatFX*, inst->material, MatFXMaterialDataOffset);
	MatFXEnv *env = &matfx->fx[sel].e;

	uint8 intens = (uint8)(env->envCoeff*255.0f);

	if(intens == 0 || envMap == nil){
		if(sel == 0)
			_rpMatFXD3D8AtomicMatFXDefaultRender(inst, flags, texture);
		return;
	}

	RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(inst->vertexAlpha || inst->material->color.alpha != 0xFF));
	if(flags & (rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2) && texture)
		RwD3D8SetTexture(texture, 0);
	else
		RwD3D8SetTexture(nil, 0);
	RwD3D8SetPixelShader(0);
	RwD3D8SetVertexShader(inst->vertexShader);
	RwD3D8SetStreamSource(0, inst->vertexBuffer, inst->stride);
	RwD3D8SetIndices(inst->indexBuffer, inst->baseIndex);
	if(inst->indexBuffer)
		RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);
	else
		RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);

	// Effect pass
	
	ApplyEnvMapTextureMatrix(envMap, 0, env->envFrame);
	RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
	RwUInt32 src, dst, lighting, zwrite, fog, fogcol;
	RwRenderStateGet(rwRENDERSTATESRCBLEND, &src);
	RwRenderStateGet(rwRENDERSTATEDESTBLEND, &dst);

	// This is of course not using framebuffer alpha,
	// but if the diffuse texture had no alpha, the result should actually be rather the same
	if(env->envFBalpha)
		RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
	else
		RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
	RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
	RwD3D8GetRenderState(D3DRS_LIGHTING, &lighting);
	RwD3D8GetRenderState(D3DRS_ZWRITEENABLE, &zwrite);
	RwD3D8GetRenderState(D3DRS_FOGENABLE, &fog);
	RwD3D8SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
	if(fog){
		RwD3D8GetRenderState(D3DRS_FOGCOLOR, &fogcol);
		RwD3D8SetRenderState(D3DRS_FOGCOLOR, 0);
	}

	D3DCOLOR texfactor = D3DCOLOR_RGBA(intens, intens, intens, intens);
	RwD3D8SetRenderState(D3DRS_TEXTUREFACTOR, texfactor);
	RwD3D8SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
	RwD3D8SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
	RwD3D8SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TFACTOR);
	// alpha unused
	//RwD3D8SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
	//RwD3D8SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
	//RwD3D8SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);

	if(inst->indexBuffer)
		RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);
	else
		RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);

	// Reset states

	RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
	RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)src);
	RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)dst);
	RwD3D8SetRenderState(D3DRS_LIGHTING, lighting);
	RwD3D8SetRenderState(D3DRS_ZWRITEENABLE, zwrite);
	if(fog)
		RwD3D8SetRenderState(D3DRS_FOGCOLOR, fogcol);
	RwD3D8SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
	RwD3D8SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
	RwD3D8SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
	RwD3D8SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
}

STARTPATCHES
	InjectHook(0x5CF6C0, _rpMatFXD3D8AtomicMatFXEnvRender_ps2, PATCH_JUMP);
ENDPATCHES

#endif