diff options
| author | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
|---|---|---|
| committer | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
| commit | 9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 (patch) | |
| tree | a84756b82513739a2672db3a1f0ec579db6d18ff /src/rw/RwHelper.cpp | |
| download | re3-miami.tar.gz re3-miami.zip | |
Snapshot import (no upstream history) into git.ancap.in.ua/claude, per @lzcnt.
Source: https://github.com/Cai1Hsu/re3 branch miami.
Diffstat (limited to 'src/rw/RwHelper.cpp')
| -rw-r--r-- | src/rw/RwHelper.cpp | 800 |
1 files changed, 800 insertions, 0 deletions
diff --git a/src/rw/RwHelper.cpp b/src/rw/RwHelper.cpp new file mode 100644 index 0000000..9b0ba13 --- /dev/null +++ b/src/rw/RwHelper.cpp @@ -0,0 +1,800 @@ +#define WITHD3D +#include "common.h" + +#include "Timecycle.h" +#include "skeleton.h" +#include "Debug.h" +#if !defined(FINAL) || defined(DEBUGMENU) +#include "rtcharse.h" +#endif +#ifndef FINAL +RtCharset *debugCharset; +bool bDebugRenderGroups; +#endif + +#ifdef PS2_ALPHA_TEST +bool gPS2alphaTest = true; +#else +bool gPS2alphaTest = false; +#endif +bool gBackfaceCulling = true; + +#if !defined(FINAL) || defined(DEBUGMENU) +static bool charsetOpen; +void OpenCharsetSafe() +{ + if(!charsetOpen) + RtCharsetOpen(); + charsetOpen = true; +} +#endif + +void CreateDebugFont() +{ +#ifndef FINAL + RwRGBA color = { 255, 255, 128, 255 }; + RwRGBA colorbg = { 0, 0, 0, 0 }; + OpenCharsetSafe(); + debugCharset = RtCharsetCreate(&color, &colorbg); +#endif +} + +void DestroyDebugFont() +{ +#ifndef FINAL + RtCharsetDestroy(debugCharset); + RtCharsetClose(); + charsetOpen = false; +#endif +} + +void ObrsPrintfString(const char *str, short x, short y) +{ +#ifndef FINAL + RtCharsetPrintBuffered(debugCharset, str, x*8, y*16, true); +#endif +} + +void FlushObrsPrintfs() +{ +#ifndef FINAL + RtCharsetBufferFlush(); +#endif +} + +void +DefinedState(void) +{ + RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void*)rwTEXTUREADDRESSWRAP); + RwRenderStateSet(rwRENDERSTATETEXTUREPERSPECTIVE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD); + RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + //RwRenderStateSet(rwRENDERSTATEALPHAPRIMITIVEBUFFER, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEBORDERCOLOR, (void*)RWRGBALONG(0, 0, 0, 255)); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEFOGCOLOR, + (void*)RWRGBALONG(CTimeCycle::GetFogRed(), CTimeCycle::GetFogGreen(), CTimeCycle::GetFogBlue(), 255)); + RwRenderStateSet(rwRENDERSTATEFOGTYPE, (void*)rwFOGTYPELINEAR); + RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE); + +#ifdef LIBRW + rw::SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAGREATEREQUAL); + rw::SetRenderState(rw::ALPHATESTREF, 3); + + rw::SetRenderState(rw::GSALPHATEST, gPS2alphaTest); +#else + // D3D stuff + RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER); + RwD3D8SetRenderState(D3DRS_ALPHAREF, 2); +#endif +} + +void +SetCullMode(uint32 mode) +{ + if(gBackfaceCulling) + RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)mode); + else + RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE); +} + +#ifndef FINAL +void +PushRendergroup(const char *name) +{ + if(!bDebugRenderGroups) + return; +#if defined(RW_OPENGL) + if(GLAD_GL_KHR_debug) + glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, name); +#elif defined(RW_D3D9) + static WCHAR tmp[256]; + MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, name, -1, tmp, sizeof(tmp)); + D3DPERF_BeginEvent(0xFFFFFFFF, tmp); +#endif +} + +void +PopRendergroup(void) +{ + if(!bDebugRenderGroups) + return; +#if defined(RW_OPENGL) + if(GLAD_GL_KHR_debug) + glPopDebugGroup(); +#elif defined(RW_D3D9) + D3DPERF_EndEvent(); +#endif +} +#endif + +RwFrame* +GetFirstFrameCallback(RwFrame *child, void *data) +{ + *(RwFrame**)data = child; + return nil; +} + +RwFrame* +GetFirstChild(RwFrame *frame) +{ + RwFrame *child; + + child = nil; + RwFrameForAllChildren(frame, GetFirstFrameCallback, &child); + return child; +} + +RwObject* +GetFirstObjectCallback(RwObject *object, void *data) +{ + *(RwObject**)data = object; + return nil; +} + +RwObject* +GetFirstObject(RwFrame *frame) +{ + RwObject *obj; + + obj = nil; + RwFrameForAllObjects(frame, GetFirstObjectCallback, &obj); + return obj; +} + +RpAtomic* +GetFirstAtomicCallback(RpAtomic *atm, void *data) +{ + *(RpAtomic**)data = atm; + return nil; +} + +RpAtomic* +GetFirstAtomic(RpClump *clump) +{ + RpAtomic *atm; + + atm = nil; + RpClumpForAllAtomics(clump, GetFirstAtomicCallback, &atm); + return atm; +} + +RwTexture* +GetFirstTextureCallback(RwTexture *tex, void *data) +{ + *(RwTexture**)data = tex; + return nil; +} + +RwTexture* +GetFirstTexture(RwTexDictionary *txd) +{ + RwTexture *tex; + + tex = nil; + RwTexDictionaryForAllTextures(txd, GetFirstTextureCallback, &tex); + return tex; +} + +bool +IsClumpSkinned(RpClump *clump) +{ + RpAtomic *atomic = GetFirstAtomic(clump); + return atomic ? RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic)) : nil; +} + +static RpAtomic* +GetAnimHierarchyCallback(RpAtomic *atomic, void *data) +{ + *(RpHAnimHierarchy**)data = RpSkinAtomicGetHAnimHierarchy(atomic); + return nil; +} + +RpHAnimHierarchy* +GetAnimHierarchyFromSkinClump(RpClump *clump) +{ + RpHAnimHierarchy *hier = nil; + RpClumpForAllAtomics(clump, GetAnimHierarchyCallback, &hier); + return hier; +} + +static RwFrame* +GetAnimHierarchyFromClumpCB(RwFrame *frame, void *data) +{ + RpHAnimHierarchy *hier = RpHAnimFrameGetHierarchy(frame); + if(hier){ + *(RpHAnimHierarchy**)data = hier; + return nil; + } + RwFrameForAllChildren(frame, GetAnimHierarchyFromClumpCB, data); + return frame; +} + +RpHAnimHierarchy* +GetAnimHierarchyFromClump(RpClump *clump) +{ + RpHAnimHierarchy *hier = nil; + RwFrameForAllChildren(RpClumpGetFrame(clump), GetAnimHierarchyFromClumpCB, &hier); + return hier; +} + +void +SkinGetBonePositionsToTable(RpClump *clump, RwV3d *boneTable) +{ + int i, parent; + RpAtomic *atomic; + RpSkin *skin; + RpHAnimHierarchy *hier; + int numBones; + RwMatrix m, invmat; + int stack[32]; + int sp; + + if(boneTable == nil) + return; + + atomic = GetFirstAtomic(clump); // mobile, also VC + assert(atomic); + skin = RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic)); + assert(skin); + hier = GetAnimHierarchyFromSkinClump(clump); + assert(hier); + boneTable[0].x = 0.0f; + boneTable[0].y = 0.0f; + boneTable[0].z = 0.0f; + numBones = RpSkinGetNumBones(skin); + parent = 0; + sp = 0; +#ifdef FIX_BUGS + stack[0] = 0; // i think this is ok +#endif + for(i = 1; i < numBones; i++){ + RwMatrixCopy(&m, &RpSkinGetSkinToBoneMatrices(skin)[i]); + RwMatrixInvert(&invmat, &m); + const RwMatrix *x = RpSkinGetSkinToBoneMatrices(skin); + RwV3dTransformPoints(&boneTable[i], &invmat.pos, 1, &x[parent]); + if(HIERNODEINFO(hier)[i].flags & rpHANIMPUSHPARENTMATRIX) + stack[++sp] = parent; + if(HIERNODEINFO(hier)[i].flags & rpHANIMPOPPARENTMATRIX) + parent = stack[sp--]; + else + parent = i; + + //assert(parent >= 0 && parent < numBones); + } +} + +RpHAnimAnimation* +HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier) +{ + int i; +#if defined FIX_BUGS || defined LIBRW + int numNodes = hier->numNodes*2; // you're supposed to have at least two KFs per node +#else + int numNodes = hier->numNodes; +#endif + RpHAnimAnimation *anim = RpHAnimAnimationCreate(rpHANIMSTDKEYFRAMETYPEID, numNodes, 0, 0.0f); + if(anim == nil) + return nil; + RpHAnimStdKeyFrame *frame; + for(i = 0; i < numNodes; i++){ + frame = (RpHAnimStdKeyFrame*)HANIMFRAME(anim, i); // games uses struct size here, not safe + frame->q.real = 1.0f; + frame->q.imag.x = frame->q.imag.y = frame->q.imag.z = 0.0f; + frame->t.x = frame->t.y = frame->t.z = 0.0f; +#if defined FIX_BUGS || defined LIBRW + // times are subtracted and divided giving NaNs + // so they can't both be 0 + frame->time = i/hier->numNodes; +#else + frame->time = 0.0f; +#endif + frame->prevFrame = nil; + } + return anim; +} + +void +RenderSkeleton(RpHAnimHierarchy *hier) +{ + int i; + int sp; + int stack[32]; + int par; + CVector p1, p2; + int numNodes = hier->numNodes; + RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); + p1 = mats[0].pos; + + par = 0; + sp = 0; + stack[sp++] = par; + for(i = 1; i < numNodes; i++){ + p1 = mats[par].pos; + p2 = mats[i].pos; + CDebug::AddLine(p1, p2, 0xFFFFFFFF, 0xFFFFFFFF); + if(HIERNODEINFO(hier)[i].flags & rpHANIMPUSHPARENTMATRIX) + stack[sp++] = par; + par = i; + if(HIERNODEINFO(hier)[i].flags & rpHANIMPOPPARENTMATRIX) + par = stack[--sp]; + } +} + + +RwBool Im2DRenderQuad(RwReal x1, RwReal y1, RwReal x2, RwReal y2, RwReal z, RwReal recipCamZ, RwReal uvOffset) +{ + RwIm2DVertex vx[4]; + + /* + * Render an opaque white 2D quad at the given coordinates and + * spanning a whole texture. + */ + + RwIm2DVertexSetScreenX(&vx[0], x1); + RwIm2DVertexSetScreenY(&vx[0], y1); + RwIm2DVertexSetScreenZ(&vx[0], z); + RwIm2DVertexSetIntRGBA(&vx[0], 255, 255, 255, 255); + RwIm2DVertexSetRecipCameraZ(&vx[0], recipCamZ); + RwIm2DVertexSetU(&vx[0], uvOffset, recipCamZ); + RwIm2DVertexSetV(&vx[0], uvOffset, recipCamZ); + + RwIm2DVertexSetScreenX(&vx[1], x1); + RwIm2DVertexSetScreenY(&vx[1], y2); + RwIm2DVertexSetScreenZ(&vx[1], z); + RwIm2DVertexSetIntRGBA(&vx[1], 255, 255, 255, 255); + RwIm2DVertexSetRecipCameraZ(&vx[1], recipCamZ); + RwIm2DVertexSetU(&vx[1], uvOffset, recipCamZ); + RwIm2DVertexSetV(&vx[1], 1.0f + uvOffset, recipCamZ); + + RwIm2DVertexSetScreenX(&vx[2], x2); + RwIm2DVertexSetScreenY(&vx[2], y1); + RwIm2DVertexSetScreenZ(&vx[2], z); + RwIm2DVertexSetIntRGBA(&vx[2], 255, 255, 255, 255); + RwIm2DVertexSetRecipCameraZ(&vx[2], recipCamZ); + RwIm2DVertexSetU(&vx[2], 1.0f + uvOffset, recipCamZ); + RwIm2DVertexSetV(&vx[2], uvOffset, recipCamZ); + + RwIm2DVertexSetScreenX(&vx[3], x2); + RwIm2DVertexSetScreenY(&vx[3], y2); + RwIm2DVertexSetScreenZ(&vx[3], z); + RwIm2DVertexSetIntRGBA(&vx[3], 255, 255, 255, 255); + RwIm2DVertexSetRecipCameraZ(&vx[3], recipCamZ); + RwIm2DVertexSetU(&vx[3], 1.0f + uvOffset, recipCamZ); + RwIm2DVertexSetV(&vx[3], 1.0f + uvOffset, recipCamZ); + + RwIm2DRenderPrimitive(rwPRIMTYPETRISTRIP, vx, 4); + + return TRUE; +} + +bool b_cbsUseLTM = true; + +RpAtomic *cbsCalcMeanBSphereRadiusCB(RpAtomic *atomic, void *data) +{ + RwV3d atomicPos; + + if ( b_cbsUseLTM ) + RwV3dTransformPoints(&atomicPos, &RpAtomicGetBoundingSphere(atomic)->center, 1, RwFrameGetLTM(RpClumpGetFrame(atomic->clump))); + else + RwV3dTransformPoints(&atomicPos, &RpAtomicGetBoundingSphere(atomic)->center, 1, RwFrameGetMatrix(RpClumpGetFrame(atomic->clump))); + + RwV3d temp; + RwV3dSub(&temp, &atomicPos, &((RwSphere *)data)->center); + RwReal radius = RwV3dLength(&temp) + RpAtomicGetBoundingSphere(atomic)->radius; + + if ( ((RwSphere *)data)->radius < radius ) + ((RwSphere *)data)->radius = radius; + + return atomic; +} + +RpAtomic *cbsCalcMeanBSphereCenterCB(RpAtomic *atomic, void *data) +{ + RwV3d atomicPos; + + if ( b_cbsUseLTM ) + RwV3dTransformPoints(&atomicPos, &RpAtomicGetBoundingSphere(atomic)->center, 1, RwFrameGetLTM(RpClumpGetFrame(atomic->clump))); + else + RwV3dTransformPoints(&atomicPos, &RpAtomicGetBoundingSphere(atomic)->center, 1, RwFrameGetMatrix(RpClumpGetFrame(atomic->clump))); + + RwV3dAdd(&((RwSphere *)data)->center, &((RwSphere *)data)->center, &atomicPos); + + return atomic; +} + +RpClump *RpClumpGetBoundingSphere(RpClump *clump, RwSphere *sphere, bool useLTM) +{ + RwMatrix matrix; + RwSphere result = { 0.0f, 0.0f, 0.0f, 0.0f }; + + b_cbsUseLTM = useLTM; + + if ( clump == nil || sphere == nil ) + return nil; + + sphere->radius = 0.0f; + sphere->center.x = 0.0f; + sphere->center.y = 0.0f; + sphere->center.z = 0.0f; + + RwInt32 numAtomics = RpClumpGetNumAtomics(clump); + if ( numAtomics < 1.0f ) + return nil; + + RpClumpForAllAtomics(clump, cbsCalcMeanBSphereCenterCB, &result); + + RwV3dScale(&result.center, &result.center, 1.0f/numAtomics); + + RpClumpForAllAtomics(clump, cbsCalcMeanBSphereRadiusCB, &result); + + if ( b_cbsUseLTM ) + RwMatrixInvert(&matrix, RwFrameGetLTM(RpClumpGetFrame(clump))); + else + RwMatrixInvert(&matrix, RwFrameGetMatrix(RpClumpGetFrame(clump))); + + RwV3dTransformPoints(&result.center, &result.center, 1, &matrix); + + *sphere = result; + + return clump; +} + +void +CameraSize(RwCamera * camera, RwRect * rect, + RwReal viewWindow, RwReal aspectRatio) +{ + if (camera) + { + RwVideoMode videoMode; + RwRect r; + RwRect origSize = { 0, 0, 0, 0 }; // FIX just to make the compier happy + RwV2d vw; + + RwEngineGetVideoModeInfo(&videoMode, + RwEngineGetCurrentVideoMode()); + + origSize.w = RwRasterGetWidth(RwCameraGetRaster(camera)); + origSize.h = RwRasterGetHeight(RwCameraGetRaster(camera)); + + if (!rect) + { + if (videoMode.flags & rwVIDEOMODEEXCLUSIVE) + { + /* For full screen applications, resizing the camera just doesn't + * make sense, use the video mode size. + */ + + r.x = r.y = 0; + r.w = videoMode.width; + r.h = videoMode.height; + rect = &r; + } + else + { + /* + rect not specified - reuse current values + */ + r.w = RwRasterGetWidth(RwCameraGetRaster(camera)); + r.h = RwRasterGetHeight(RwCameraGetRaster(camera)); + r.x = r.y = 0; + rect = &r; + } + } + + if (( origSize.w != rect->w ) || ( origSize.h != rect->h )) + { + RwRaster *raster; + RwRaster *zRaster; + + // BUG: game just changes camera raster's sizes, but this is a hack +#if defined FIX_BUGS || defined LIBRW + /* + * Destroy rasters... + */ + + raster = RwCameraGetRaster(camera); + if( raster ) + { + RwRasterDestroy(raster); + camera->frameBuffer = nil; + } + + zRaster = RwCameraGetZRaster(camera); + if( zRaster ) + { + RwRasterDestroy(zRaster); + camera->zBuffer = nil; + } + + /* + * Create new rasters... + */ + + raster = RwRasterCreate(rect->w, rect->h, 0, rwRASTERTYPECAMERA); + zRaster = RwRasterCreate(rect->w, rect->h, 0, rwRASTERTYPEZBUFFER); + + if( raster && zRaster ) + { + RwCameraSetRaster(camera, raster); + RwCameraSetZRaster(camera, zRaster); + } + else + { + if( raster ) + { + RwRasterDestroy(raster); + } + + if( zRaster ) + { + RwRasterDestroy(zRaster); + } + + rect->x = origSize.x; + rect->y = origSize.y; + rect->w = origSize.w; + rect->h = origSize.h; + + /* + * Use default values... + */ + raster = + RwRasterCreate(rect->w, rect->h, 0, rwRASTERTYPECAMERA); + + zRaster = + RwRasterCreate(rect->w, rect->h, 0, rwRASTERTYPEZBUFFER); + + RwCameraSetRaster(camera, raster); + RwCameraSetZRaster(camera, zRaster); + } +#else + raster = RwCameraGetRaster(camera); + zRaster = RwCameraGetZRaster(camera); + + raster->width = zRaster->width = rect->w; + raster->height = zRaster->height = rect->h; +#endif + } + + /* Figure out the view window */ + if (videoMode.flags & rwVIDEOMODEEXCLUSIVE) + { + /* derive ratio from aspect ratio */ + vw.x = viewWindow; + vw.y = viewWindow / aspectRatio; + } + else + { + /* derive from pixel ratios */ + if (rect->w > rect->h) + { + vw.x = viewWindow; + vw.y = (rect->h * viewWindow) / rect->w; + } + else + { + vw.x = (rect->w * viewWindow) / rect->h; + vw.y = viewWindow; + } + } + + RwCameraSetViewWindow(camera, &vw); + + RsGlobal.width = rect->w; + RsGlobal.height = rect->h; + } + + return; +} + +void +CameraDestroy(RwCamera *camera) +{ + RwRaster *raster, *tmpRaster; + RwFrame *frame; + + if (camera) + { + frame = RwCameraGetFrame(camera); + if (frame) + { + RwFrameDestroy(frame); + } + + raster = RwCameraGetRaster(camera); + if (raster) + { + tmpRaster = RwRasterGetParent(raster); + + RwRasterDestroy(raster); + + if ((tmpRaster != nil) && (tmpRaster != raster)) + { + RwRasterDestroy(tmpRaster); + } + } + + raster = RwCameraGetZRaster(camera); + if (raster) + { + tmpRaster = RwRasterGetParent(raster); + + RwRasterDestroy(raster); + + if ((tmpRaster != nil) && (tmpRaster != raster)) + { + RwRasterDestroy(tmpRaster); + } + } + + RwCameraDestroy(camera); + } + + return; +} + +RwCamera * +CameraCreate(RwInt32 width, RwInt32 height, RwBool zBuffer) +{ + RwCamera *camera; + + camera = RwCameraCreate(); + + if (camera) + { + RwCameraSetFrame(camera, RwFrameCreate()); + RwCameraSetRaster(camera, + RwRasterCreate(0, 0, 0, rwRASTERTYPECAMERA)); + + if (zBuffer) + { + RwCameraSetZRaster(camera, + RwRasterCreate(0, 0, 0, + rwRASTERTYPEZBUFFER)); + } + + /* now check that everything is valid */ + if (RwCameraGetFrame(camera) && + RwCameraGetRaster(camera) && + RwRasterGetParent(RwCameraGetRaster(camera)) && + (!zBuffer || (RwCameraGetZRaster(camera) && + RwRasterGetParent(RwCameraGetZRaster + (camera))))) + { + /* everything OK */ + return (camera); + } + } + + /* if we're here then an error must have occurred so clean up */ + + CameraDestroy(camera); + return (nil); +} + +#ifdef LIBRW +#include <rpmatfx.h> +#include "VehicleModelInfo.h" + +int32 +findPlatform(rw::Atomic *a) +{ + rw::Geometry *g = a->geometry; + if(g->instData) + return g->instData->platform; + return 0; +} + +// Game doesn't read atomic extensions so we never get any other than the default pipe, +// but we need it for uninstancing +void +attachPipe(rw::Atomic *atomic) +{ + if(RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic))) + atomic->pipeline = rw::skinGlobals.pipelines[rw::platform]; + else{ + int fx = rpMATFXEFFECTNULL; + RpGeometryForAllMaterials(RpAtomicGetGeometry(atomic), CVehicleModelInfo::GetMatFXEffectMaterialCB, &fx); + if(fx != rpMATFXEFFECTNULL) + RpMatFXAtomicEnableEffects(atomic); + } +} + +// Attach pipes for the platform we have native data for so we can uninstance +void +switchPipes(rw::Atomic *a, int32 platform) +{ + if(a->pipeline && a->pipeline->platform != platform){ + uint32 plgid = a->pipeline->pluginID; + switch(plgid){ + // assume default pipe won't be attached explicitly + case rw::ID_SKIN: + a->pipeline = rw::skinGlobals.pipelines[platform]; + break; + case rw::ID_MATFX: + a->pipeline = rw::matFXGlobals.pipelines[platform]; + break; + } + } +} + +RpAtomic* +ConvertPlatformAtomic(RpAtomic *atomic, void *data) +{ + int32 driver = rw::platform; + int32 platform = findPlatform(atomic); + if(platform != 0 && platform != driver){ + attachPipe(atomic); // kludge + rw::ObjPipeline *origPipe = atomic->pipeline; + rw::platform = platform; + switchPipes(atomic, rw::platform); + if(atomic->geometry->flags & rw::Geometry::NATIVE) + atomic->uninstance(); + // no ADC in this game + //rw::ps2::unconvertADC(atomic->geometry); + rw::platform = driver; + atomic->pipeline = origPipe; + } + return atomic; +} +#endif + +#if defined(FIX_BUGS) && defined(GTA_PC) +RwUInt32 saved_alphafunc, saved_alpharef; + +void +SetAlphaTest(RwUInt32 alpharef) +{ +#ifdef LIBRW + saved_alphafunc = rw::GetRenderState(rw::ALPHATESTFUNC); + saved_alpharef = rw::GetRenderState(rw::ALPHATESTREF); + + rw::SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAGREATEREQUAL); + rw::SetRenderState(rw::ALPHATESTREF, 0); +#else + RwD3D8GetRenderState(D3DRS_ALPHAFUNC, &saved_alphafunc); + RwD3D8GetRenderState(D3DRS_ALPHAREF, &saved_alpharef); + + RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL); + RwD3D8SetRenderState(D3DRS_ALPHAREF, alpharef); +#endif +} + +void +RestoreAlphaTest() +{ +#ifdef LIBRW + rw::SetRenderState(rw::ALPHATESTFUNC, saved_alphafunc); + rw::SetRenderState(rw::ALPHATESTREF, saved_alpharef); +#else + RwD3D8SetRenderState(D3DRS_ALPHAFUNC, saved_alphafunc); + RwD3D8SetRenderState(D3DRS_ALPHAREF, saved_alpharef); +#endif +} +#endif |
