hacked lighting into im3d
This commit is contained in:
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d2f54a2471
commit
f7e7841e1c
@ -236,8 +236,9 @@ static int32 num3DVertices;
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void
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openIm3D(void)
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{
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D3DVERTEXELEMENT9 elements[4] = {
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D3DVERTEXELEMENT9 elements[5] = {
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, offsetof(Im3DVertex, normal), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
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{ 0, offsetof(Im3DVertex, color), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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{ 0, offsetof(Im3DVertex, u), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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D3DDECL_END()
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@ -273,6 +274,10 @@ closeIm3D(void)
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im3dindbuf = nil;
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}
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// settable by user - TOOD: make this less shit
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RGBA im3dMaterialColor = { 255, 255, 255, 255 };
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SurfaceProperties im3dSurfaceProps = { 1.0f, 1.0f, 1.0f };
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void
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im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags)
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{
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@ -284,9 +289,22 @@ im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags)
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if((flags & im3d::VERTEXUV) == 0)
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SetRenderStatePtr(TEXTURERASTER, nil);
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static RGBA white = { 255, 255, 255, 255 };
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static SurfaceProperties surfprops = { 0.0f, 0.0f, 0.0f };
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setMaterial(white, surfprops);
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void *shader = default_amb_VS;
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if(flags & im3d::LIGHTING){
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setMaterial(im3dMaterialColor, im3dSurfaceProps);
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int32 vsBits = lightingCB_Shader();
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// Pick a shader
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if((vsBits & VSLIGHT_MASK) == 0)
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shader = default_amb_VS;
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else if((vsBits & VSLIGHT_MASK) == VSLIGHT_DIRECT)
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shader = default_amb_dir_VS;
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else
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shader = default_all_VS;
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}else{
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static RGBA white = { 255, 255, 255, 255 };
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static SurfaceProperties surfprops = { 0.0f, 0.0f, 0.0f };
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setMaterial(white, surfprops);
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}
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uint8 *lockedvertices = lockVertices(im3dvertbuf, 0, numVertices*sizeof(Im3DVertex), D3DLOCK_DISCARD);
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memcpy(lockedvertices, vertices, numVertices*sizeof(Im3DVertex));
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@ -295,7 +313,7 @@ im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags)
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setStreamSource(0, im3dvertbuf, 0, sizeof(Im3DVertex));
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setVertexDeclaration(im3ddecl);
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setVertexShader(default_amb_VS);
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setVertexShader(shader);
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num3DVertices = numVertices;
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}
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@ -357,11 +357,6 @@ lightingCB_Shader(Atomic *atomic)
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if(atomic->geometry->flags & rw::Geometry::LIGHT){
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((World*)engine->currentWorld)->enumerateLights(atomic, &lightData);
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setAmbient(lightData.ambient);
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if((atomic->geometry->flags & rw::Geometry::NORMALS) == 0){
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// Get rid of lights that need normals when we don't have any
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lightData.numDirectionals = 0;
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lightData.numLocals = 0;
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}
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return uploadLights(&lightData);
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}else{
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static const RGBAf black = { 0.0f, 0.0f, 0.0f, 0.0f };
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@ -371,6 +366,22 @@ lightingCB_Shader(Atomic *atomic)
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}
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}
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int32
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lightingCB_Shader(void)
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{
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WorldLights lightData;
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Light *directionals[8];
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Light *locals[8];
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lightData.directionals = directionals;
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lightData.numDirectionals = 8;
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lightData.locals = locals;
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lightData.numLocals = 8;
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((World*)engine->currentWorld)->enumerateLights(&lightData);
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setAmbient(lightData.ambient);
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return uploadLights(&lightData);
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}
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static RawMatrix identityXform = {
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{ 1.0f, 0.0f, 0.0f }, 0.0f,
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{ 0.0f, 1.0f, 0.0f }, 0.0f,
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@ -42,12 +42,16 @@ void setD3dMaterial(D3DMATERIAL9 *mat9);
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struct Im3DVertex
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{
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V3d position;
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V3d normal; // librw extension
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uint32 color;
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float32 u, v;
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void setX(float32 x) { this->position.x = x; }
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void setY(float32 y) { this->position.y = y; }
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void setZ(float32 z) { this->position.z = z; }
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void setNormalX(float32 x) { this->normal.x = x; }
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void setNormalY(float32 y) { this->normal.y = y; }
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void setNormalZ(float32 z) { this->normal.z = z; }
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void setColor(uint8 r, uint8 g, uint8 b, uint8 a) { this->color = COLOR_ARGB(a, r, g, b); }
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void setU(float32 u) { this->u = u; }
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void setV(float32 v) { this->v = v; }
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@ -55,11 +59,16 @@ struct Im3DVertex
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float getX(void) { return this->position.x; }
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float getY(void) { return this->position.y; }
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float getZ(void) { return this->position.z; }
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float getNormalX(void) { return this->normal.x; }
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float getNormalY(void) { return this->normal.y; }
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float getNormalZ(void) { return this->normal.z; }
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RGBA getColor(void) { return makeRGBA(this->color>>16 & 0xFF, this->color>>8 & 0xFF,
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this->color & 0xFF, this->color>>24 & 0xFF); }
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float getU(void) { return this->u; }
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float getV(void) { return this->v; }
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};
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extern RGBA im3dMaterialColor;
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extern SurfaceProperties im3dSurfaceProps;
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struct Im2DVertex
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{
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@ -386,6 +395,7 @@ enum
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void lightingCB_Fix(Atomic *atomic);
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int32 lightingCB_Shader(Atomic *atomic);
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int32 lightingCB_Shader(void);
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// for VS
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void uploadMatrices(void); // no world transform
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void uploadMatrices(Matrix *worldMat);
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@ -193,9 +193,11 @@ im2DRenderIndexedPrimitive(PrimitiveType primType,
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static Shader *im3dShader;
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static AttribDesc im3dattribDesc[3] = {
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static AttribDesc im3dattribDesc[4] = {
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{ ATTRIB_POS, GL_FLOAT, GL_FALSE, 3,
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sizeof(Im3DVertex), 0 },
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{ ATTRIB_NORMAL, GL_FLOAT, GL_FALSE, 3,
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sizeof(Im3DVertex), offsetof(Im3DVertex, normal) },
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{ ATTRIB_COLOR, GL_UNSIGNED_BYTE, GL_TRUE, 4,
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sizeof(Im3DVertex), offsetof(Im3DVertex, r) },
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{ ATTRIB_TEXCOORDS0, GL_FLOAT, GL_FALSE, 2,
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@ -228,7 +230,7 @@ openIm3D(void)
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#ifdef RW_GL_USE_VAOS
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glGenVertexArrays(1, &im3DVao);
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glBindVertexArray(im3DVao);
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setAttribPointers(im3dattribDesc, 3);
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setAttribPointers(im3dattribDesc, 4);
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#endif
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}
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@ -244,6 +246,10 @@ closeIm3D(void)
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im3dShader = nil;
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}
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// settable by user - TOOD: make this less shit
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RGBA im3dMaterialColor = { 255, 255, 255, 255 };
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SurfaceProperties im3dSurfaceProps = { 1.0f, 1.0f, 1.0f };
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void
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im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags)
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{
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@ -253,7 +259,12 @@ im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags)
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world = &ident;
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}
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setWorldMatrix(world);
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im3dShader->use();
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if(flags & im3d::LIGHTING){
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setMaterial(im3dMaterialColor, im3dSurfaceProps);
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int32 vsBits = lightingCB();
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defaultShader_fullLight->use();
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}else
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im3dShader->use();
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if((flags & im3d::VERTEXUV) == 0)
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SetRenderStatePtr(TEXTURERASTER, nil);
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@ -266,7 +277,7 @@ im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags)
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glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im3DVertex), nil, GL_STREAM_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im3DVertex), vertices);
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#ifndef RW_GL_USE_VAOS
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setAttribPointers(im3dattribDesc, 3);
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setAttribPointers(im3dattribDesc, 4);
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#endif
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num3DVertices = numVertices;
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}
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@ -296,7 +307,7 @@ void
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im3DEnd(void)
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{
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(im3dattribDesc, 3);
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disableAttribPointers(im3dattribDesc, 4);
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#endif
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}
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@ -121,20 +121,29 @@ lightingCB(Atomic *atomic)
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lightData.locals = locals;
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lightData.numLocals = 8;
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if(atomic->geometry->flags & rw::Geometry::LIGHT){
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if(atomic->geometry->flags & rw::Geometry::LIGHT)
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((World*)engine->currentWorld)->enumerateLights(atomic, &lightData);
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if((atomic->geometry->flags & rw::Geometry::NORMALS) == 0){
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// Get rid of lights that need normals when we don't have any
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lightData.numDirectionals = 0;
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lightData.numLocals = 0;
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}
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return setLights(&lightData);
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}else{
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else
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memset(&lightData, 0, sizeof(lightData));
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return setLights(&lightData);
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}
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return setLights(&lightData);
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}
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int32
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lightingCB(void)
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{
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WorldLights lightData;
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Light *directionals[8];
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Light *locals[8];
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lightData.directionals = directionals;
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lightData.numDirectionals = 8;
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lightData.locals = locals;
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lightData.numLocals = 8;
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((World*)engine->currentWorld)->enumerateLights(&lightData);
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return setLights(&lightData);
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}
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void
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defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
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{
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@ -45,6 +45,8 @@ registerUniform(const char *name, UniformType type, int32 num)
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{
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int i;
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i = findUniform(name);
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if(type == UNIFORM_NA)
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num = 0;
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if(i >= 0){
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Uniform *u = &uniformRegistry.uniforms[i];
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assert(u->type == type);
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@ -103,12 +103,16 @@ extern Shader *defaultShader_fullLight, *defaultShader_fullLight_noAT;
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struct Im3DVertex
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{
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V3d position;
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V3d normal; // librw extension
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uint8 r, g, b, a;
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float32 u, v;
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void setX(float32 x) { this->position.x = x; }
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void setY(float32 y) { this->position.y = y; }
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void setZ(float32 z) { this->position.z = z; }
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void setNormalX(float32 x) { this->normal.x = x; }
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void setNormalY(float32 y) { this->normal.y = y; }
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void setNormalZ(float32 z) { this->normal.z = z; }
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void setColor(uint8 r, uint8 g, uint8 b, uint8 a) {
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this->r = r; this->g = g; this->b = b; this->a = a; }
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void setU(float32 u) { this->u = u; }
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@ -117,10 +121,15 @@ struct Im3DVertex
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float getX(void) { return this->position.x; }
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float getY(void) { return this->position.y; }
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float getZ(void) { return this->position.z; }
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float getNormalX(void) { return this->normal.x; }
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float getNormalY(void) { return this->normal.y; }
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float getNormalZ(void) { return this->normal.z; }
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RGBA getColor(void) { return makeRGBA(this->r, this->g, this->b, this->a); }
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float getU(void) { return this->u; }
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float getV(void) { return this->v; }
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};
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extern RGBA im3dMaterialColor;
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extern SurfaceProperties im3dSurfaceProps;
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struct Im2DVertex
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{
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@ -221,6 +230,7 @@ void defaultInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinsta
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void defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header);
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void defaultRenderCB(Atomic *atomic, InstanceDataHeader *header);
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int32 lightingCB(Atomic *atomic);
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int32 lightingCB(void);
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void drawInst_simple(InstanceDataHeader *header, InstanceData *inst);
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// Emulate PS2 GS alpha test FB_ONLY case: failed alpha writes to frame- but not to depth buffer
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@ -8,8 +8,7 @@ void
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main(void)
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{
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vec4 Vertex = u_world * vec4(in_pos, 1.0);
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vec4 CamVertex = u_view * Vertex;
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gl_Position = u_proj * CamVertex;
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gl_Position = u_proj * u_view * Vertex;
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v_color = in_color;
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v_tex0 = in_tex0;
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v_fog = DoFog(gl_Position.w);
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@ -9,8 +9,7 @@ const char *im3d_vert_src =
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"main(void)\n"
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"{\n"
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" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
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" vec4 CamVertex = u_view * Vertex;\n"
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" gl_Position = u_proj * CamVertex;\n"
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" gl_Position = u_proj * u_view * Vertex;\n"
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" v_color = in_color;\n"
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" v_tex0 = in_tex0;\n"
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" v_fog = DoFog(gl_Position.w);\n"
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@ -12,4 +12,3 @@ main(void)
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DoAlphaTest(color.a);
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FRAGCOLOR(color);
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}
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@ -872,6 +872,7 @@ struct World
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void removeClump(Clump *clump);
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void render(void);
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void enumerateLights(Atomic *atomic, WorldLights *lightData);
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void enumerateLights(WorldLights *lightData);
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};
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struct TexDictionary
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@ -123,6 +123,7 @@ enum TransformFlags
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NOCLIP = 4, // don't frustum clip
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VERTEXXYZ = 8, // has position
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VERTEXRGBA = 16, // has color
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LIGHTING = 32, // do lighting, assumes normals (librw extension)
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EVERYTHING = VERTEXUV|VERTEXXYZ|VERTEXRGBA
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};
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@ -195,4 +195,44 @@ World::enumerateLights(Atomic *atomic, WorldLights *lightData)
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}
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}
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// Find all lights, for im3d lighting extension
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// missing flags and bounding spheres so more primitive than above
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void
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World::enumerateLights(WorldLights *lightData)
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{
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int32 maxDirectionals, maxLocals;
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maxDirectionals = lightData->numDirectionals;
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maxLocals = lightData->numLocals;
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lightData->numDirectionals = 0;
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lightData->numLocals = 0;
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lightData->numAmbients = 0;
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lightData->ambient.red = 0.0f;
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lightData->ambient.green = 0.0f;
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lightData->ambient.blue = 0.0f;
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lightData->ambient.alpha = 1.0f;
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FORLIST(lnk, this->globalLights){
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Light *l = Light::fromWorld(lnk);
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if(l->getType() == Light::AMBIENT){
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lightData->ambient.red += l->color.red;
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lightData->ambient.green += l->color.green;
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lightData->ambient.blue += l->color.blue;
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lightData->numAmbients++;
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}else if(l->getType() == Light::DIRECTIONAL){
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if(lightData->numDirectionals < maxDirectionals)
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lightData->directionals[lightData->numDirectionals++] = l;
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}
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}
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FORLIST(lnk, this->localLights){
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if(lightData->numLocals >= maxLocals)
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return;
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Light *l = Light::fromWorld(lnk);
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lightData->locals[lightData->numLocals++] = l;
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}
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}
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}
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