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authorclaude-bot <[email protected]>2026-07-13 12:27:07 +0000
committerclaude-bot <[email protected]>2026-07-13 12:27:07 +0000
commit9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 (patch)
treea84756b82513739a2672db3a1f0ec579db6d18ff /src/rw/RwHelper.cpp
downloadre3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.tar.gz
re3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.zip
Import Cai1Hsu/re3 @ miami (reVC / GTA:VC decompilation)HEADmiami
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.cpp800
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