moved new renderer; implemented leeds building rendering

This commit is contained in:
aap
2021-01-09 19:20:32 +01:00
parent 203dff9165
commit 03c5fdef43
10 changed files with 435 additions and 357 deletions

View File

@@ -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