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authoraap <aap@papnet.eu>2020-07-29 14:31:34 +0200
committeraap <aap@papnet.eu>2020-07-29 14:31:34 +0200
commite13d80a4ebfdaa89de3ad2eb6dc9ec6fbc1d3132 (patch)
tree1a955129f0f9cd615f97a9c3ee0ee1efcba832e8 /src/rw/RwPS2AlphaTest.cpp
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Diffstat (limited to 'src/rw/RwPS2AlphaTest.cpp')
-rw-r--r--src/rw/RwPS2AlphaTest.cpp247
1 files changed, 247 insertions, 0 deletions
diff --git a/src/rw/RwPS2AlphaTest.cpp b/src/rw/RwPS2AlphaTest.cpp
new file mode 100644
index 00000000..c0d68355
--- /dev/null
+++ b/src/rw/RwPS2AlphaTest.cpp
@@ -0,0 +1,247 @@
+#ifndef LIBRW
+
+#define WITHD3D
+#include "common.h"
+#ifdef PS2_ALPHA_TEST
+#include "rwcore.h"
+
+extern "C" {
+RwBool _rwD3D8RenderStateIsVertexAlphaEnable(void);
+RwBool _rwD3D8RenderStateVertexAlphaEnable(RwBool enable);
+RwRaster *_rwD3D8RWGetRasterStage(RwUInt32 stage);
+}
+
+extern bool gPS2alphaTest;
+
+void
+_rxD3D8DualPassRenderCallback(RwResEntry *repEntry, void *object, RwUInt8 type, RwUInt32 flags)
+{
+ RxD3D8ResEntryHeader *resEntryHeader;
+ RxD3D8InstanceData *instancedData;
+ RwInt32 numMeshes;
+ RwBool lighting;
+ RwBool vertexAlphaBlend;
+ RwBool forceBlack;
+ RwUInt32 ditherEnable;
+ RwUInt32 shadeMode;
+ void *lastVertexBuffer;
+
+ /* Get lighting state */
+ RwD3D8GetRenderState(D3DRS_LIGHTING, &lighting);
+
+ forceBlack = FALSE;
+
+ if (lighting) {
+ if (flags & rxGEOMETRY_PRELIT) {
+ /* Emmisive color from the vertex colors */
+ RwD3D8SetRenderState(D3DRS_COLORVERTEX, TRUE);
+ RwD3D8SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
+ } else {
+ /* Emmisive color from material, set to black in the submit node */
+ RwD3D8SetRenderState(D3DRS_COLORVERTEX, FALSE);
+ RwD3D8SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
+ }
+ } else {
+ if ((flags & rxGEOMETRY_PRELIT) == 0) {
+ forceBlack = TRUE;
+
+ RwD3D8GetRenderState(D3DRS_DITHERENABLE, &ditherEnable);
+ RwD3D8GetRenderState(D3DRS_SHADEMODE, &shadeMode);
+
+ RwD3D8SetRenderState(D3DRS_TEXTUREFACTOR, 0xff000000);
+ RwD3D8SetRenderState(D3DRS_DITHERENABLE, FALSE);
+ RwD3D8SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
+ }
+ }
+
+ /* Enable clipping */
+ if (type == rpATOMIC) {
+ RpAtomic *atomic;
+ RwCamera *cam;
+
+ atomic = (RpAtomic *)object;
+
+ cam = RwCameraGetCurrentCamera();
+ // RWASSERT(cam);
+
+ if (RwD3D8CameraIsSphereFullyInsideFrustum(cam, RpAtomicGetWorldBoundingSphere(atomic))) {
+ RwD3D8SetRenderState(D3DRS_CLIPPING, FALSE);
+ } else {
+ RwD3D8SetRenderState(D3DRS_CLIPPING, TRUE);
+ }
+ } else {
+ RpWorldSector *worldSector;
+ RwCamera *cam;
+
+ worldSector = (RpWorldSector *)object;
+
+ cam = RwCameraGetCurrentCamera();
+ // RWASSERT(cam);
+
+ if (RwD3D8CameraIsBBoxFullyInsideFrustum(cam, RpWorldSectorGetTightBBox(worldSector))) {
+ RwD3D8SetRenderState(D3DRS_CLIPPING, FALSE);
+ } else {
+ RwD3D8SetRenderState(D3DRS_CLIPPING, TRUE);
+ }
+ }
+
+ /* Set texture to NULL if hasn't any texture flags */
+ if ((flags & (rxGEOMETRY_TEXTURED | rpGEOMETRYTEXTURED2)) == 0) {
+ RwD3D8SetTexture(NULL, 0);
+
+ if (forceBlack) {
+ RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
+ RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
+
+ RwD3D8SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
+ }
+ }
+
+ /* Get vertex alpha Blend state */
+ vertexAlphaBlend = _rwD3D8RenderStateIsVertexAlphaEnable();
+
+ /* Set Last vertex buffer to force the call */
+ lastVertexBuffer = (void *)0xffffffff;
+
+ /* Get the instanced data */
+ resEntryHeader = (RxD3D8ResEntryHeader *)(repEntry + 1);
+ instancedData = (RxD3D8InstanceData *)(resEntryHeader + 1);
+
+ /*
+ * Data shared between meshes
+ */
+
+ /*
+ * Set the Default Pixel shader
+ */
+ RwD3D8SetPixelShader(0);
+
+ /*
+ * Vertex shader
+ */
+ RwD3D8SetVertexShader(instancedData->vertexShader);
+
+ /* Get the number of meshes */
+ numMeshes = resEntryHeader->numMeshes;
+ while (numMeshes--) {
+ // RWASSERT(instancedData->material != NULL);
+
+ if ((flags & (rxGEOMETRY_TEXTURED | rpGEOMETRYTEXTURED2))) {
+ RwD3D8SetTexture(instancedData->material->texture, 0);
+
+ if (forceBlack) {
+ /* Only change the colorop, we need to use the texture alpha channel */
+ RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
+ RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
+ }
+ }
+
+ if (instancedData->vertexAlpha || (0xFF != instancedData->material->color.alpha)) {
+ if (!vertexAlphaBlend) {
+ vertexAlphaBlend = TRUE;
+
+ _rwD3D8RenderStateVertexAlphaEnable(TRUE);
+ }
+ } else {
+ if (vertexAlphaBlend) {
+ vertexAlphaBlend = FALSE;
+
+ _rwD3D8RenderStateVertexAlphaEnable(FALSE);
+ }
+ }
+
+ if (lighting) {
+ if (instancedData->vertexAlpha) {
+ RwD3D8SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
+ } else {
+ RwD3D8SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
+ }
+
+ RwD3D8SetSurfaceProperties(&instancedData->material->color, &instancedData->material->surfaceProps, (flags & rxGEOMETRY_MODULATE));
+ }
+
+ /*
+ * Render
+ */
+
+ /* Set the stream source */
+ if (lastVertexBuffer != instancedData->vertexBuffer) {
+ RwD3D8SetStreamSource(0, instancedData->vertexBuffer, instancedData->stride);
+
+ lastVertexBuffer = instancedData->vertexBuffer;
+ }
+ if (!gPS2alphaTest) {
+ /* Set the Index buffer */
+ if (instancedData->indexBuffer != NULL) {
+ RwD3D8SetIndices(instancedData->indexBuffer, instancedData->baseIndex);
+
+ /* Draw the indexed primitive */
+ RwD3D8DrawIndexedPrimitive((D3DPRIMITIVETYPE)instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
+ } else {
+ RwD3D8DrawPrimitive((D3DPRIMITIVETYPE)instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
+ }
+ } else {
+ RwD3D8SetIndices(instancedData->indexBuffer, instancedData->baseIndex);
+
+ int hasAlpha, alphafunc, alpharef, zwrite;
+ RwD3D8GetRenderState(D3DRS_ALPHABLENDENABLE, &hasAlpha);
+ RwD3D8GetRenderState(D3DRS_ZWRITEENABLE, &zwrite);
+ if (hasAlpha && zwrite) {
+ RwD3D8GetRenderState(D3DRS_ALPHAFUNC, &alphafunc);
+ RwD3D8GetRenderState(D3DRS_ALPHAREF, &alpharef);
+
+ RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
+ RwD3D8SetRenderState(D3DRS_ALPHAREF, 128);
+
+ if (instancedData->indexBuffer)
+ RwD3D8DrawIndexedPrimitive(instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
+ else
+ RwD3D8DrawPrimitive(instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
+
+ RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_LESS);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
+
+ if (instancedData->indexBuffer)
+ RwD3D8DrawIndexedPrimitive(instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
+ else
+ RwD3D8DrawPrimitive(instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
+
+ RwD3D8SetRenderState(D3DRS_ALPHAFUNC, alphafunc);
+ RwD3D8SetRenderState(D3DRS_ALPHAREF, alpharef);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
+ } else {
+ if (instancedData->indexBuffer)
+ RwD3D8DrawIndexedPrimitive(instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
+ else
+ RwD3D8DrawPrimitive(instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
+ }
+ }
+
+ /* Move onto the next instancedData */
+ instancedData++;
+ }
+
+ if (forceBlack) {
+ RwD3D8SetRenderState(D3DRS_DITHERENABLE, ditherEnable);
+ RwD3D8SetRenderState(D3DRS_SHADEMODE, shadeMode);
+
+ if (_rwD3D8RWGetRasterStage(0)) {
+ RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
+ RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
+ } else {
+ RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
+ RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
+ }
+ }
+}
+
+void
+ReplaceAtomicPipeCallback()
+{
+ RxD3D8AllInOneSetRenderCallBack(RxPipelineFindNodeByName(RXPIPELINEGLOBAL(platformAtomicPipeline), RxNodeDefinitionGetD3D8AtomicAllInOne()->name, nil, nil),
+ _rxD3D8DualPassRenderCallback);
+}
+
+#endif // PS2_ALPHA_TEST
+
+#endif // !LIBRW \ No newline at end of file