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-rw-r--r--src/render/Renderer.cpp144
1 files changed, 108 insertions, 36 deletions
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp
index 5ff5aa22..01600c0d 100644
--- a/src/render/Renderer.cpp
+++ b/src/render/Renderer.cpp
@@ -7,6 +7,7 @@
#include "Treadable.h"
#include "Ped.h"
#include "Vehicle.h"
+#include "Boat.h"
#include "Heli.h"
#include "Bike.h"
#include "Object.h"
@@ -334,6 +335,7 @@ CRenderer::RenderBoats(void)
#ifndef LIBRW
#error "Need librw for EXTENDED_PIPELINES"
#endif
+#include "WaterLevel.h"
enum {
// blend passes
@@ -356,6 +358,34 @@ static BuildingInst blendInsts[3][2000];
static int numBlendInsts[3];
static void
+SetStencilState(int state)
+{
+ switch(state){
+ // disable stencil
+ case 0:
+ rw::d3d::setRenderState(D3DRS_STENCILENABLE, FALSE);
+ break;
+ // test against stencil
+ case 1:
+ rw::d3d::setRenderState(D3DRS_STENCILENABLE, TRUE);
+ rw::d3d::setRenderState(D3DRS_STENCILFUNC, D3DCMP_NOTEQUAL);
+ rw::d3d::setRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
+ rw::d3d::setRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
+ rw::d3d::setRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
+ rw::d3d::setRenderState(D3DRS_STENCILMASK, 0xFF);
+ rw::d3d::setRenderState(D3DRS_STENCILREF, 0xFF);
+ break;
+ // write to stencil
+ case 2:
+ rw::d3d::setRenderState(D3DRS_STENCILENABLE, TRUE);
+ rw::d3d::setRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
+ rw::d3d::setRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
+ rw::d3d::setRenderState(D3DRS_STENCILREF, 0xFF);
+ break;
+ }
+}
+
+static void
SetMatrix(BuildingInst *building, rw::Matrix *worldMat)
{
using namespace rw;
@@ -448,6 +478,7 @@ AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
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]++;
}
@@ -506,6 +537,30 @@ struct BuildingInst
static BuildingInst blendInsts[3][2000];
static int numBlendInsts[3];
+static void
+SetStencilState(int state)
+{
+ switch(state){
+ // disable stencil
+ case 0:
+ glDisable(GL_STENCIL_TEST);
+ break;
+ // test against stencil
+ case 1:
+ glEnable(GL_STENCIL_TEST);
+ glStencilFunc(GL_NOTEQUAL, 0xFF, 0xFF);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ glStencilMask(0xFF);
+ break;
+ // write to stencil
+ case 2:
+ glEnable(GL_STENCIL_TEST);
+ glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
+ glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+ break;
+ }
+}
+
static bool
IsTextureTransparent(RwTexture *tex)
{
@@ -595,6 +650,7 @@ AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
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]++;
}
@@ -643,6 +699,9 @@ RenderBlendPass(int pass)
drawInst(building->instHeader, inst);
}
+#ifndef RW_GL_USE_VAOS
+ disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
+#endif
}
}
#endif
@@ -774,6 +833,37 @@ CRenderer::RenderVehiclesAndPeds(void)
}
void
+CRenderer::RenderTransparentWater(void)
+{
+ int i;
+ CEntity *e;
+
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ SetStencilState(2);
+
+ for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
+ e = ms_aVisibleVehiclePtrs[i];
+ if(e->IsVehicle() && ((CVehicle*)e)->IsBoat())
+ ((CBoat*)e)->RenderWaterOutPolys();
+ }
+
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ SetStencilState(1);
+
+ CWaterLevel::RenderTransparentWater();
+
+ SetStencilState(0);
+}
+
+void
CRenderer::ClearForFrame(void)
{
ms_nNoOfVisibleEntities = 0;
@@ -1541,6 +1631,20 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
}
void
+CRenderer::InsertEntityIntoList(CEntity *ent)
+{
+#ifdef NEW_RENDERER
+ // TODO: there are more flags being checked here
+ if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
+ ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
+ else if(gbNewRenderer && ent->IsBuilding())
+ ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
+ else
+#endif
+ ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
+}
+
+void
CRenderer::ScanBigBuildingList(CPtrList &list)
{
CPtrNode *node;
@@ -1557,15 +1661,7 @@ CRenderer::ScanBigBuildingList(CPtrList &list)
vis = VIS_VISIBLE;
switch(vis){
case VIS_VISIBLE:
-#ifdef NEW_RENDERER
- // TODO: this isn't quite right...
- if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
- ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
- else if(gbNewRenderer && ent->IsBuilding())
- ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
- else
-#endif
- ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
+ InsertEntityIntoList(ent);
ent->bOffscreen = false;
break;
case VIS_STREAMME:
@@ -1596,15 +1692,7 @@ CRenderer::ScanSectorList(CPtrList *lists)
switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE:
-#ifdef NEW_RENDERER
- // TODO: this isn't quite right...
- if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
- ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
- else if(gbNewRenderer && ent->IsBuilding())
- ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
- else
-#endif
- ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
+ InsertEntityIntoList(ent);
break;
case VIS_INVISIBLE:
if(!IsGlass(ent->GetModelIndex()))
@@ -1649,15 +1737,7 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists)
switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE:
-#ifdef NEW_RENDERER
- // TODO: this isn't quite right...
- if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
- ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
- else if(gbNewRenderer && ent->IsBuilding())
- ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
- else
-#endif
- ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
+ InsertEntityIntoList(ent);
break;
case VIS_INVISIBLE:
if(!IsGlass(ent->GetModelIndex()))
@@ -1704,15 +1784,7 @@ CRenderer::ScanSectorList_Subway(CPtrList *lists)
ent->bOffscreen = false;
switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE:
-#ifdef NEW_RENDERER
- // TODO: this isn't quite right...
- if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
- ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
- else if(gbNewRenderer && ent->IsBuilding())
- ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
- else
-#endif
- ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
+ InsertEntityIntoList(ent);
break;
case VIS_OFFSCREEN:
ent->bOffscreen = true;