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moved new renderer
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aap committed Jan 9, 2021
1 parent 434bc01 commit e906a807f197d962fc4a2154b1bddf8a99241984
Showing with 354 additions and 325 deletions.
  1. +2 −2 src/control/SceneEdit.cpp
  2. +8 −0 src/extras/custompipes.h
  3. +166 −2 src/extras/custompipes_d3d9.cpp
  4. +169 −2 src/extras/custompipes_gl.cpp
  5. +9 −319 src/render/Renderer.cpp
@@ -331,7 +331,7 @@ void CSceneEdit::Draw(void)
#ifdef FIX_BUGS
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(COMMAND_NAME_Y + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT), wstr);
#else
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT) + SHADOW_OFFSET, SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT), wstr);
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT) + SHADOW_OFFSET, SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT, wstr);
#endif
if (nCommandDrawn == m_nCurrentCommand)
CFont::SetColor(CRGBA(156, 91, 40, 255));
@@ -340,7 +340,7 @@ void CSceneEdit::Draw(void)
#ifdef FIX_BUGS
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT), SCREEN_SCALE_Y(COMMAND_NAME_Y + i * COMMAND_NAME_HEIGHT), wstr);
#else
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT), SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + i * COMMAND_NAME_HEIGHT), wstr);
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT), SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + i * COMMAND_NAME_HEIGHT, wstr);
#endif
}
}
@@ -134,4 +134,12 @@ void AttachRimPipe(rw::Clump *clump);
}

#endif

namespace WorldRender{
extern int numBlendInsts[3];
void AtomicFirstPass(RpAtomic *atomic, int pass);
void AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha);
void RenderBlendPass(int pass);
}

#endif
@@ -2,8 +2,6 @@
#include "common.h"

#ifdef RW_D3D9
#ifdef EXTENDED_PIPELINES

#include "main.h"
#include "RwHelper.h"
#include "Lights.h"
@@ -16,6 +14,8 @@
#include "World.h"
#include "custompipes.h"

#ifdef EXTENDED_PIPELINES

#ifndef LIBRW
#error "Need librw for EXTENDED_PIPELINES"
#endif
@@ -554,4 +554,168 @@ DestroyRimLightPipes(void)
}

#endif

#ifdef NEW_RENDERER
#ifndef LIBRW
#error "Need librw for NEW_PIPELINES"
#endif

namespace WorldRender
{

struct BuildingInst
{
rw::RawMatrix combinedMat;
rw::d3d9::InstanceDataHeader *instHeader;
uint8 fadeAlpha;
bool lighting;
};
BuildingInst blendInsts[3][2000];
int numBlendInsts[3];

static RwRGBAReal black;

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.
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]++;
}

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;
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
SetMatrix(building, atomic->getFrame()->getLTM());
numBlendInsts[pass]++;
}

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

#endif

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