diff options
author | aap <aap@papnet.eu> | 2020-08-18 10:58:15 +0200 |
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committer | aap <aap@papnet.eu> | 2020-08-18 10:58:15 +0200 |
commit | c556cbbbe016858537ebc2950e2803bcb85f93d5 (patch) | |
tree | b301c8f091840a378b82b27806546a28abd6d221 /src/extras/custompipes_d3d9.cpp | |
parent | e1ca6c6b79ceddaed6fa4dc757ae25c17b356611 (diff) |
neo pipelines
Diffstat (limited to 'src/extras/custompipes_d3d9.cpp')
-rw-r--r-- | src/extras/custompipes_d3d9.cpp | 527 |
1 files changed, 527 insertions, 0 deletions
diff --git a/src/extras/custompipes_d3d9.cpp b/src/extras/custompipes_d3d9.cpp new file mode 100644 index 00000000..bfc744a3 --- /dev/null +++ b/src/extras/custompipes_d3d9.cpp @@ -0,0 +1,527 @@ +#define WITH_D3D +#include "common.h" + +#ifdef RW_D3D9 +#ifdef EXTENDED_PIPELINES + +#include "main.h" +#include "RwHelper.h" +#include "Lights.h" +#include "Timecycle.h" +#include "FileMgr.h" +#include "Clock.h" +#include "Weather.h" +#include "TxdStore.h" +#include "Renderer.h" +#include "World.h" +#include "custompipes.h" + +#ifndef LIBRW +#error "Need librw for EXTENDED_PIPELINES" +#endif + +extern RwTexture *gpWhiteTexture; // from vehicle model info + +namespace CustomPipes { + +enum { + // rim pipe + VSLOC_boneMatrices = rw::d3d::VSLOC_afterLights, + VSLOC_viewVec = VSLOC_boneMatrices + 64*3, + VSLOC_rampStart, + VSLOC_rampEnd, + VSLOC_rimData, + + // gloss pipe + VSLOC_eye = rw::d3d::VSLOC_afterLights, + + VSLOC_reflProps, + VSLOC_specLights +}; + +/* + * Neo Vehicle pipe + */ + +static void *neoVehicle_VS; +static void *neoVehicle_PS; + +void +uploadSpecLights(void) +{ + struct VsLight { + rw::RGBAf color; + float pos[4]; // unused + rw::V3d dir; + float power; + } specLights[1 + NUMEXTRADIRECTIONALS]; + memset(specLights, 0, sizeof(specLights)); + for(int i = 0; i < 1+NUMEXTRADIRECTIONALS; i++) + specLights[i].power = 1.0f; + float power = Power.Get(); + Color speccol = SpecColor.Get(); + specLights[0].color.red = speccol.r; + specLights[0].color.green = speccol.g; + specLights[0].color.blue = speccol.b; + specLights[0].dir = pDirect->getFrame()->getLTM()->at; + specLights[0].power = power; + for(int i = 0; i < NUMEXTRADIRECTIONALS; i++){ + if(pExtraDirectionals[i]->getFlags() & rw::Light::LIGHTATOMICS){ + specLights[1+i].color = pExtraDirectionals[i]->color; + specLights[1+i].dir = pExtraDirectionals[i]->getFrame()->getLTM()->at; + specLights[1+i].power = power*2.0f; + } + } + rw::d3d::d3ddevice->SetVertexShaderConstantF(VSLOC_specLights, (float*)&specLights, 3*(1 + NUMEXTRADIRECTIONALS)); +} + +void +vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::d3d; + using namespace rw::d3d9; + + // TODO: make this less of a kludge + if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){ + matFXGlobals.pipelines[rw::platform]->render(atomic); + return; + } + + int vsBits; + setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); + setIndices(header->indexBuffer); + setVertexDeclaration(header->vertexDeclaration); + + vsBits = lightingCB_Shader(atomic); + uploadSpecLights(); + uploadMatrices(atomic->getFrame()->getLTM()); + + setVertexShader(neoVehicle_VS); + + V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos; + d3ddevice->SetVertexShaderConstantF(VSLOC_eye, (float*)&eyePos, 1); + + float reflProps[4]; + reflProps[0] = Fresnel.Get(); + reflProps[1] = SpecColor.Get().a; + + d3d::setTexture(1, EnvMapTex); + + SetRenderState(SRCBLEND, BLENDONE); + + InstanceData *inst = header->inst; + for(rw::uint32 i = 0; i < header->numMeshes; i++){ + Material *m = inst->material; + + SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); + + reflProps[2] = m->surfaceProps.specular * VehicleShininess; + reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity; + d3ddevice->SetVertexShaderConstantF(VSLOC_reflProps, reflProps, 1); + + setMaterial(m->color, m->surfaceProps); + + if(m->texture) + d3d::setTexture(0, m->texture); + else + d3d::setTexture(0, gpWhiteTexture); + setPixelShader(neoVehicle_PS); + + drawInst(header, inst); + inst++; + } + + SetRenderState(SRCBLEND, BLENDSRCALPHA); +} + +void +CreateVehiclePipe(void) +{ + 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); + } + +#include "shaders/neoVehicle_VS.inc" + neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso); + assert(neoVehicle_VS); + +#include "shaders/neoVehicle_PS.inc" + neoVehicle_PS = rw::d3d::createPixelShader(neoVehicle_PS_cso); + assert(neoVehicle_PS); + + + rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create(); + pipe->instanceCB = rw::d3d9::defaultInstanceCB; + pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB; + pipe->renderCB = vehicleRenderCB; + vehiclePipe = pipe; +} + +void +DestroyVehiclePipe(void) +{ + rw::d3d::destroyVertexShader(neoVehicle_VS); + neoVehicle_VS = nil; + + ((rw::d3d9::ObjPipeline*)vehiclePipe)->destroy(); + vehiclePipe = nil; +} + + + +/* + * Neo World pipe + */ + +static void *neoWorld_VS; +static void *neoWorldIII_PS; + +static void +worldRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::d3d; + using namespace rw::d3d9; + + int vsBits; + setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); + setIndices(header->indexBuffer); + setVertexDeclaration(header->vertexDeclaration); + + vsBits = lightingCB_Shader(atomic); + uploadMatrices(atomic->getFrame()->getLTM()); + + + float lightfactor[4]; + + InstanceData *inst = header->inst; + for(rw::uint32 i = 0; i < header->numMeshes; i++){ + Material *m = inst->material; + + if(MatFX::getEffects(m) == MatFX::DUAL){ + setVertexShader(neoWorld_VS); + + MatFX *matfx = MatFX::get(m); + Texture *dualtex = matfx->getDualTexture(); + if(dualtex == nil) + goto notex; + d3d::setTexture(1, dualtex); + lightfactor[0] = lightfactor[1] = lightfactor[2] = WorldLightmapBlend.Get()*LightmapMult; + }else{ + notex: + setVertexShader(default_amb_VS); + + d3d::setTexture(1, nil); + lightfactor[0] = lightfactor[1] = lightfactor[2] = 0.0f; + } + lightfactor[3] = m->color.alpha/255.0f; + d3d::setTexture(0, m->texture); + d3ddevice->SetPixelShaderConstantF(1, lightfactor, 1); + + SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); + + RGBA color = { 255, 255, 255, m->color.alpha }; + setMaterial(color, m->surfaceProps); + + if(m->texture) + d3d::setTexture(0, m->texture); + else + d3d::setTexture(0, gpWhiteTexture); + setPixelShader(neoWorldIII_PS); + + drawInst(header, inst); + inst++; + } +} + +void +CreateWorldPipe(void) +{ + 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/default_UV2_VS.inc" + neoWorld_VS = rw::d3d::createVertexShader(default_UV2_VS_cso); + assert(neoWorld_VS); + +#include "shaders/neoWorldIII_PS.inc" + neoWorldIII_PS = rw::d3d::createPixelShader(neoWorldIII_PS_cso); + assert(neoWorldIII_PS); + + + rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create(); + pipe->instanceCB = rw::d3d9::defaultInstanceCB; + pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB; + pipe->renderCB = worldRenderCB; + worldPipe = pipe; +} + +void +DestroyWorldPipe(void) +{ + rw::d3d::destroyVertexShader(neoWorld_VS); + neoWorld_VS = nil; + rw::d3d::destroyPixelShader(neoWorldIII_PS); + neoWorldIII_PS = nil; + + + ((rw::d3d9::ObjPipeline*)worldPipe)->destroy(); + worldPipe = nil; +} + + + + +/* + * Neo Gloss pipe + */ + +static void *neoGloss_VS; +static void *neoGloss_PS; + +static void +glossRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) +{ + worldRenderCB(atomic, header); + + using namespace rw; + using namespace rw::d3d; + using namespace rw::d3d9; + + setVertexShader(neoGloss_VS); + setPixelShader(neoGloss_PS); + + V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos; + d3ddevice->SetVertexShaderConstantF(VSLOC_eye, (float*)&eyePos, 1); + d3ddevice->SetPixelShaderConstantF(1, (float*)&GlossMult, 1); + + SetRenderState(VERTEXALPHA, TRUE); + SetRenderState(SRCBLEND, BLENDONE); + SetRenderState(DESTBLEND, BLENDONE); + SetRenderState(ZWRITEENABLE, FALSE); + SetRenderState(ALPHATESTFUNC, ALPHAALWAYS); + + InstanceData *inst = header->inst; + for(rw::uint32 i = 0; i < header->numMeshes; i++){ + Material *m = inst->material; + + if(m->texture){ + Texture *tex = GetGlossTex(m); + if(tex){ + d3d::setTexture(0, tex); + drawInst(header, inst); + } + } + inst++; + } + + SetRenderState(ZWRITEENABLE, TRUE); + SetRenderState(ALPHATESTFUNC, ALPHAGREATEREQUAL); + SetRenderState(SRCBLEND, BLENDSRCALPHA); + SetRenderState(DESTBLEND, BLENDINVSRCALPHA); +} + +void +CreateGlossPipe(void) +{ +#include "shaders/neoGloss_VS.inc" + neoGloss_VS = rw::d3d::createVertexShader(neoGloss_VS_cso); + assert(neoGloss_VS); + +#include "shaders/neoGloss_PS.inc" + neoGloss_PS = rw::d3d::createPixelShader(neoGloss_PS_cso); + assert(neoGloss_PS); + + + rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create(); + pipe->instanceCB = rw::d3d9::defaultInstanceCB; + pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB; + pipe->renderCB = glossRenderCB; + glossPipe = pipe; +} + +void +DestroyGlossPipe(void) +{ + ((rw::d3d9::ObjPipeline*)glossPipe)->destroy(); + glossPipe = nil; +} + + + +/* + * Neo Rim pipes + */ + +static void *neoRim_VS; +static void *neoRimSkin_VS; + +static void +uploadRimData(bool enable) +{ + using namespace rw; + using namespace rw::d3d; + + V3d viewVec = rw::engine->currentCamera->getFrame()->getLTM()->at; + d3ddevice->SetVertexShaderConstantF(VSLOC_viewVec, (float*)&viewVec, 1); + float rimData[4]; + rimData[0] = Offset.Get(); + rimData[1] = Scale.Get(); + if(enable) + rimData[2] = Scaling.Get()*RimlightMult; + else + rimData[2] = 0.0f; + rimData[3] = 0.0f; + d3ddevice->SetVertexShaderConstantF(VSLOC_rimData, rimData, 1); + Color col = RampStart.Get(); + d3ddevice->SetVertexShaderConstantF(VSLOC_rampStart, (float*)&col, 1); + col = RampEnd.Get(); + d3ddevice->SetVertexShaderConstantF(VSLOC_rampEnd, (float*)&col, 1); +} + +static void +rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::d3d; + using namespace rw::d3d9; + + int vsBits; + setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); + setIndices(header->indexBuffer); + setVertexDeclaration(header->vertexDeclaration); + + vsBits = lightingCB_Shader(atomic); + uploadMatrices(atomic->getFrame()->getLTM()); + + setVertexShader(neoRim_VS); + + uploadRimData(atomic->geometry->flags & Geometry::LIGHT); + + InstanceData *inst = header->inst; + for(rw::uint32 i = 0; i < header->numMeshes; i++){ + Material *m = inst->material; + + SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); + + setMaterial(m->color, m->surfaceProps); + + if(m->texture){ + d3d::setTexture(0, m->texture); + setPixelShader(default_tex_PS); + }else + setPixelShader(default_PS); + + drawInst(header, inst); + inst++; + } +} + +static void +rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::d3d; + using namespace rw::d3d9; + + int vsBits; + + setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer, + 0, header->vertexStream[0].stride); + setIndices((IDirect3DIndexBuffer9*)header->indexBuffer); + setVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration); + + vsBits = lightingCB_Shader(atomic); + uploadMatrices(atomic->getFrame()->getLTM()); + + uploadSkinMatrices(atomic); + + setVertexShader(neoRimSkin_VS); + + uploadRimData(atomic->geometry->flags & Geometry::LIGHT); + + InstanceData *inst = header->inst; + for(rw::uint32 i = 0; i < header->numMeshes; i++){ + Material *m = inst->material; + + SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); + + setMaterial(m->color, m->surfaceProps); + + if(inst->material->texture){ + d3d::setTexture(0, m->texture); + setPixelShader(default_tex_PS); + }else + setPixelShader(default_PS); + + drawInst(header, inst); + inst++; + } +} + +void +CreateRimLightPipes(void) +{ + if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0) + printf("Error: couldn't open 'neo/rimTweakingTable.dat'\n"); + else{ + char *fp = (char*)work_buff; + fp = ReadTweakValueTable(fp, RampStart); + fp = ReadTweakValueTable(fp, RampEnd); + fp = ReadTweakValueTable(fp, Offset); + fp = ReadTweakValueTable(fp, Scale); + fp = ReadTweakValueTable(fp, Scaling); + } + + +#include "shaders/neoRim_VS.inc" + neoRim_VS = rw::d3d::createVertexShader(neoRim_VS_cso); + assert(neoRim_VS); + +#include "shaders/neoRimSkin_VS.inc" + neoRimSkin_VS = rw::d3d::createVertexShader(neoRimSkin_VS_cso); + assert(neoRimSkin_VS); + + + rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create(); + pipe->instanceCB = rw::d3d9::defaultInstanceCB; + pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB; + pipe->renderCB = rimRenderCB; + rimPipe = pipe; + + pipe = rw::d3d9::ObjPipeline::create(); + pipe->instanceCB = rw::d3d9::skinInstanceCB; + pipe->uninstanceCB = nil; + pipe->renderCB = rimSkinRenderCB; + rimSkinPipe = pipe; +} + +void +DestroyRimLightPipes(void) +{ + rw::d3d::destroyVertexShader(neoRim_VS); + neoRim_VS = nil; + + rw::d3d::destroyVertexShader(neoRimSkin_VS); + neoRimSkin_VS = nil; + + ((rw::d3d9::ObjPipeline*)rimPipe)->destroy(); + rimPipe = nil; + + ((rw::d3d9::ObjPipeline*)rimSkinPipe)->destroy(); + rimSkinPipe = nil; +} + +} + +#endif +#endif |