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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/RwMatFX.cpp
downloadre3-miami.tar.gz
re3-miami.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/RwMatFX.cpp')
-rw-r--r--src/rw/RwMatFX.cpp312
1 files changed, 312 insertions, 0 deletions
diff --git a/src/rw/RwMatFX.cpp b/src/rw/RwMatFX.cpp
new file mode 100644
index 0000000..c8384b0
--- /dev/null
+++ b/src/rw/RwMatFX.cpp
@@ -0,0 +1,312 @@
+#ifndef LIBRW
+
+#define WITHD3D
+#include "common.h"
+#include "rpmatfx.h"
+
+struct MatFXNothing { int pad[5]; int effect; };
+
+struct MatFXBump
+{
+ RwFrame *bumpFrame;
+ RwTexture *bumpedTex;
+ RwTexture *bumpTex;
+ float negBumpCoefficient;
+ int pad;
+ int effect;
+};
+
+struct MatFXEnv
+{
+ RwFrame *envFrame;
+ RwTexture *envTex;
+ float envCoeff;
+ int envFBalpha;
+ int pad;
+ int effect;
+};
+
+struct MatFXDual
+{
+ RwTexture *dualTex;
+ RwInt32 srcBlend;
+ RwInt32 dstBlend;
+};
+
+
+struct MatFX
+{
+ union {
+ MatFXNothing n;
+ MatFXBump b;
+ MatFXEnv e;
+ MatFXDual d;
+ } fx[2];
+ int effects;
+};
+
+extern "C" {
+ extern int MatFXMaterialDataOffset;
+ extern int MatFXAtomicDataOffset;
+
+ void _rpMatFXD3D8AtomicMatFXEnvRender(RxD3D8InstanceData* inst, int flags, int sel, RwTexture* texture, RwTexture* envMap);
+ void _rpMatFXD3D8AtomicMatFXRenderBlack(RxD3D8InstanceData *inst);
+ void _rpMatFXD3D8AtomicMatFXBumpMapRender(RxD3D8InstanceData *inst, int flags, RwTexture *texture, RwTexture *bumpMap, RwTexture *envMap);
+ void _rpMatFXD3D8AtomicMatFXDualPassRender(RxD3D8InstanceData *inst, int flags, RwTexture *texture, RwTexture *dualTexture);
+}
+
+
+#ifdef PS2_MATFX
+
+void
+_rpMatFXD3D8AtomicMatFXDefaultRender(RxD3D8InstanceData *inst, int flags, RwTexture *texture)
+{
+ if(flags & (rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2) && texture)
+ RwD3D8SetTexture(texture, 0);
+ else
+ RwD3D8SetTexture(nil, 0);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(inst->vertexAlpha || inst->material->color.alpha != 0xFF));
+ RwD3D8SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, inst->vertexAlpha != 0);
+ RwD3D8SetPixelShader(0);
+ RwD3D8SetVertexShader(inst->vertexShader);
+ RwD3D8SetStreamSource(0, inst->vertexBuffer, inst->stride);
+
+ if(inst->indexBuffer){
+ RwD3D8SetIndices(inst->indexBuffer, inst->baseIndex);
+ RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);
+ }else
+ RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);
+}
+
+// map [-1; -1] -> [0; 1], flip V
+static RwMatrix scalenormal = {
+ { 0.5f, 0.0f, 0.0f }, 0,
+ { 0.0f, -0.5f, 0.0f }, 0,
+ { 0.0f, 0.0f, 1.0f }, 0,
+ { 0.5f, 0.5f, 0.0f }, 0,
+
+};
+
+// flipped U for PS2
+static RwMatrix scalenormal_flipU = {
+ { -0.5f, 0.0f, 0.0f }, 0,
+ { 0.0f, -0.5f, 0.0f }, 0,
+ { 0.0f, 0.0f, 1.0f }, 0,
+ { 0.5f, 0.5f, 0.0f }, 0,
+
+};
+
+void
+ApplyEnvMapTextureMatrix(RwTexture *tex, int n, RwFrame *frame)
+{
+ RwD3D8SetTexture(tex, n);
+ RwD3D8SetTextureStageState(n, D3DRS_ALPHAREF, 2);
+ RwD3D8SetTextureStageState(n, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACENORMAL);
+ if(frame){
+ RwMatrix *envframemat = RwMatrixCreate();
+ RwMatrix *tmpmat = RwMatrixCreate();
+ RwMatrix *envmat = RwMatrixCreate();
+
+ RwMatrixInvert(envframemat, RwFrameGetLTM(frame));
+ // PS2
+ // can this be simplified?
+ *tmpmat = *RwFrameGetLTM(RwCameraGetFrame((RwCamera*)RWSRCGLOBAL(curCamera)));
+ RwV3dNegate(&tmpmat->right, &tmpmat->right);
+ tmpmat->flags = 0;
+ tmpmat->pos.x = 0.0f;
+ tmpmat->pos.y = 0.0f;
+ tmpmat->pos.z = 0.0f;
+ RwMatrixMultiply(envmat, tmpmat, envframemat);
+ *tmpmat = *envmat;
+ // important because envframemat can have a translation that we don't like
+ tmpmat->pos.x = 0.0f;
+ tmpmat->pos.y = 0.0f;
+ tmpmat->pos.z = 0.0f;
+ // for some reason we flip in U as well
+ RwMatrixMultiply(envmat, tmpmat, &scalenormal_flipU);
+
+ RwD3D8SetTransform(D3DTS_TEXTURE0+n, envmat);
+
+ RwMatrixDestroy(envmat);
+ RwMatrixDestroy(tmpmat);
+ RwMatrixDestroy(envframemat);
+ }else
+ RwD3D8SetTransform(D3DTS_TEXTURE0+n, &scalenormal);
+}
+
+void
+_rpMatFXD3D8AtomicMatFXEnvRender_ps2(RxD3D8InstanceData *inst, int flags, int sel, RwTexture *texture, RwTexture *envMap)
+{
+ MatFX *matfx = *RWPLUGINOFFSET(MatFX*, inst->material, MatFXMaterialDataOffset);
+ MatFXEnv *env = &matfx->fx[sel].e;
+
+ uint8 intens = (uint8)(env->envCoeff*255.0f);
+
+ if(intens == 0 || envMap == nil){
+ if(sel == 0)
+ _rpMatFXD3D8AtomicMatFXDefaultRender(inst, flags, texture);
+ return;
+ }
+
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(inst->vertexAlpha || inst->material->color.alpha != 0xFF));
+ if(flags & (rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2) && texture)
+ RwD3D8SetTexture(texture, 0);
+ else
+ RwD3D8SetTexture(nil, 0);
+ RwD3D8SetPixelShader(0);
+ RwD3D8SetVertexShader(inst->vertexShader);
+ RwD3D8SetStreamSource(0, inst->vertexBuffer, inst->stride);
+ RwD3D8SetIndices(inst->indexBuffer, inst->baseIndex);
+ if(inst->indexBuffer)
+ RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);
+ else
+ RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);
+
+ // Effect pass
+
+ ApplyEnvMapTextureMatrix(envMap, 0, env->envFrame);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwUInt32 src, dst, lighting, zwrite, fog, fogcol;
+ RwRenderStateGet(rwRENDERSTATESRCBLEND, &src);
+ RwRenderStateGet(rwRENDERSTATEDESTBLEND, &dst);
+
+ // This is of course not using framebuffer alpha,
+ // but if the diffuse texture had no alpha, the result should actually be rather the same
+ if(env->envFBalpha)
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ else
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
+ RwD3D8GetRenderState(D3DRS_LIGHTING, &lighting);
+ RwD3D8GetRenderState(D3DRS_ZWRITEENABLE, &zwrite);
+ RwD3D8GetRenderState(D3DRS_FOGENABLE, &fog);
+ RwD3D8SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ if(fog){
+ RwD3D8GetRenderState(D3DRS_FOGCOLOR, &fogcol);
+ RwD3D8SetRenderState(D3DRS_FOGCOLOR, 0);
+ }
+
+ D3DCOLOR texfactor = D3DCOLOR_RGBA(intens, intens, intens, intens);
+ RwD3D8SetRenderState(D3DRS_TEXTUREFACTOR, texfactor);
+ RwD3D8SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
+ RwD3D8SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
+ RwD3D8SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TFACTOR);
+ // alpha unused
+ //RwD3D8SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
+ //RwD3D8SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
+ //RwD3D8SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
+
+ if(inst->indexBuffer)
+ RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);
+ else
+ RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);
+
+ // Reset states
+
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)src);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)dst);
+ RwD3D8SetRenderState(D3DRS_LIGHTING, lighting);
+ RwD3D8SetRenderState(D3DRS_ZWRITEENABLE, zwrite);
+ if(fog)
+ RwD3D8SetRenderState(D3DRS_FOGCOLOR, fogcol);
+ RwD3D8SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
+ RwD3D8SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
+ RwD3D8SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
+ RwD3D8SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
+}
+
+void
+_rwD3D8EnableClippingIfNeeded(void *object, RwUInt8 type)
+{
+ int clip;
+ if (type == rpATOMIC)
+ clip = !RwD3D8CameraIsSphereFullyInsideFrustum(RwCameraGetCurrentCameraMacro(), RpAtomicGetWorldBoundingSphere((RpAtomic *)object));
+ else
+ clip = !RwD3D8CameraIsBBoxFullyInsideFrustum(RwCameraGetCurrentCameraMacro(), &((RpWorldSector *)object)->tightBoundingBox);
+ RwD3D8SetRenderState(D3DRS_CLIPPING, clip);
+}
+
+void
+_rwD3D8AtomicMatFXRenderCallback(RwResEntry *repEntry, void *object, RwUInt8 type, RwUInt32 flags)
+{
+ RwBool lighting;
+ RwBool forceBlack;
+ RxD3D8ResEntryHeader *header;
+ RxD3D8InstanceData *inst;
+ RwInt32 i;
+
+ if (flags & rpGEOMETRYPRELIT) {
+ RwD3D8SetRenderState(D3DRS_COLORVERTEX, 1);
+ RwD3D8SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
+ } else {
+ RwD3D8SetRenderState(D3DRS_COLORVERTEX, 0);
+ RwD3D8SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
+ }
+
+ _rwD3D8EnableClippingIfNeeded(object, type);
+
+ RwD3D8GetRenderState(D3DRS_LIGHTING, &lighting);
+ if (lighting || flags & rpGEOMETRYPRELIT) {
+ forceBlack = FALSE;
+ } else {
+ forceBlack = TRUE;
+ RwD3D8SetTexture(nil, 0);
+ RwD3D8SetRenderState(D3DRS_TEXTUREFACTOR, D3DCOLOR_RGBA(0, 0, 0, 255));
+ RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
+ RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
+ }
+
+ header = (RxD3D8ResEntryHeader *)(repEntry + 1);
+ inst = (RxD3D8InstanceData *)(header + 1);
+ for (i = 0; i < header->numMeshes; i++) {
+ if (forceBlack)
+ _rpMatFXD3D8AtomicMatFXRenderBlack(inst);
+ else {
+ if (lighting)
+ RwD3D8SetSurfaceProperties(&inst->material->color, &inst->material->surfaceProps, flags & rpGEOMETRYMODULATEMATERIALCOLOR);
+ MatFX *matfx = *RWPLUGINOFFSET(MatFX *, inst->material, MatFXMaterialDataOffset);
+ int effect = matfx ? matfx->effects : rpMATFXEFFECTNULL;
+ switch (effect) {
+ case rpMATFXEFFECTNULL:
+ default:
+ _rpMatFXD3D8AtomicMatFXDefaultRender(inst, flags, inst->material->texture);
+ break;
+ case rpMATFXEFFECTBUMPMAP:
+ _rpMatFXD3D8AtomicMatFXBumpMapRender(inst, flags, inst->material->texture, matfx->fx[0].b.bumpedTex, nil);
+ break;
+ case rpMATFXEFFECTENVMAP:
+ {
+ // TODO: matfx switch in the settings
+ //_rpMatFXD3D8AtomicMatFXEnvRender(inst, flags, 0, inst->material->texture, matfx->fx[0].e.envTex);
+ _rpMatFXD3D8AtomicMatFXEnvRender_ps2(inst, flags, 0, inst->material->texture, matfx->fx[0].e.envTex);
+ break;
+ }
+ case rpMATFXEFFECTBUMPENVMAP:
+ _rpMatFXD3D8AtomicMatFXBumpMapRender(inst, flags, inst->material->texture, matfx->fx[0].b.bumpedTex, matfx->fx[1].e.envTex);
+ break;
+ case rpMATFXEFFECTDUAL:
+ _rpMatFXD3D8AtomicMatFXDualPassRender(inst, flags, inst->material->texture, matfx->fx[0].d.dualTex);
+ break;
+ }
+ }
+ inst++;
+ }
+
+ if (forceBlack) {
+ RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
+ RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
+ }
+}
+
+void
+ReplaceMatFxCallback()
+{
+ RxD3D8AllInOneSetRenderCallBack(
+ RxPipelineFindNodeByName(RpMatFXGetD3D8Pipeline(rpMATFXD3D8ATOMICPIPELINE), RxNodeDefinitionGetD3D8AtomicAllInOne()->name, nil, nil),
+ _rwD3D8AtomicMatFXRenderCallback);
+
+}
+#endif // PS2_MATFX
+
+#endif // !LIBRW