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-rw-r--r--src/extras/custompipes_d3d9.cpp724
1 files changed, 724 insertions, 0 deletions
diff --git a/src/extras/custompipes_d3d9.cpp b/src/extras/custompipes_d3d9.cpp
new file mode 100644
index 0000000..3ad824e
--- /dev/null
+++ b/src/extras/custompipes_d3d9.cpp
@@ -0,0 +1,724 @@
+#define WITHD3D
+#include "common.h"
+
+#ifdef RW_D3D9
+#include "main.h"
+#include "RwHelper.h"
+#include "Lights.h"
+#include "Timecycle.h"
+#include "FileMgr.h"
+#include "Clock.h"
+#include "Weather.h"
+#include "TxdStore.h"
+#include "Renderer.h"
+#include "World.h"
+#include "custompipes.h"
+
+#ifdef EXTENDED_PIPELINES
+
+#ifndef LIBRW
+#error "Need librw for EXTENDED_PIPELINES"
+#endif
+
+extern RwTexture *gpWhiteTexture; // from vehicle model info
+
+namespace CustomPipes {
+
+enum {
+ // rim pipe
+ VSLOC_boneMatrices = rw::d3d::VSLOC_afterLights,
+ VSLOC_viewVec = VSLOC_boneMatrices + 64*3,
+ VSLOC_rampStart,
+ VSLOC_rampEnd,
+ VSLOC_rimData,
+
+ // gloss pipe
+ VSLOC_eye = rw::d3d::VSLOC_afterLights,
+
+ VSLOC_reflProps,
+ VSLOC_specLights
+};
+
+/*
+ * Neo Vehicle pipe
+ */
+
+static void *neoVehicle_VS;
+static void *neoVehicle_PS;
+
+void
+uploadSpecLights(void)
+{
+ struct VsLight {
+ rw::RGBAf color;
+ float pos[4]; // unused
+ rw::V3d dir;
+ float power;
+ } specLights[1 + NUMEXTRADIRECTIONALS];
+ memset(specLights, 0, sizeof(specLights));
+ for(int i = 0; i < 1+NUMEXTRADIRECTIONALS; i++)
+ specLights[i].power = 1.0f;
+ float power = Power.Get();
+ Color speccol = SpecColor.Get();
+ specLights[0].color.red = speccol.r;
+ specLights[0].color.green = speccol.g;
+ specLights[0].color.blue = speccol.b;
+ specLights[0].dir = pDirect->getFrame()->getLTM()->at;
+ specLights[0].power = power;
+ for(int i = 0; i < NUMEXTRADIRECTIONALS; i++){
+ if(pExtraDirectionals[i]->getFlags() & rw::Light::LIGHTATOMICS){
+ specLights[1+i].color = pExtraDirectionals[i]->color;
+ specLights[1+i].dir = pExtraDirectionals[i]->getFrame()->getLTM()->at;
+ specLights[1+i].power = power*2.0f;
+ }
+ }
+ rw::d3d::d3ddevice->SetVertexShaderConstantF(VSLOC_specLights, (float*)&specLights, 3*(1 + NUMEXTRADIRECTIONALS));
+}
+
+void
+vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ // TODO: make this less of a kludge
+ if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){
+ matFXGlobals.pipelines[rw::platform]->render(atomic);
+ return;
+ }
+
+ int vsBits;
+ rw::uint32 flags = atomic->geometry->flags;
+ setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
+ setIndices(header->indexBuffer);
+ setVertexDeclaration(header->vertexDeclaration);
+
+ vsBits = lightingCB_Shader(atomic);
+ uploadSpecLights();
+ uploadMatrices(atomic->getFrame()->getLTM());
+
+ setVertexShader(neoVehicle_VS);
+
+ V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
+ d3ddevice->SetVertexShaderConstantF(VSLOC_eye, (float*)&eyePos, 1);
+
+ float reflProps[4];
+ reflProps[0] = Fresnel.Get();
+ reflProps[1] = SpecColor.Get().a;
+
+ d3d::setTexture(1, EnvMapTex);
+
+ SetRenderState(SRCBLEND, BLENDONE);
+
+ InstanceData *inst = header->inst;
+ for(rw::uint32 i = 0; i < header->numMeshes; i++){
+ Material *m = inst->material;
+
+ SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
+
+ reflProps[2] = m->surfaceProps.specular * VehicleShininess;
+ reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity;
+ d3ddevice->SetVertexShaderConstantF(VSLOC_reflProps, reflProps, 1);
+
+ setMaterial(flags, m->color, m->surfaceProps);
+
+ if(m->texture)
+ d3d::setTexture(0, m->texture);
+ else
+ d3d::setTexture(0, gpWhiteTexture);
+ setPixelShader(neoVehicle_PS);
+
+ drawInst(header, inst);
+ inst++;
+ }
+
+ d3d::setTexture(1, nil);
+
+ SetRenderState(SRCBLEND, BLENDSRCALPHA);
+}
+
+void
+CreateVehiclePipe(void)
+{
+ if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
+ printf("Error: couldn't open 'neo/carTweakingTable.dat'\n");
+ else{
+ char *fp = (char*)work_buff;
+ fp = ReadTweakValueTable(fp, Fresnel);
+ fp = ReadTweakValueTable(fp, Power);
+ fp = ReadTweakValueTable(fp, DiffColor);
+ fp = ReadTweakValueTable(fp, SpecColor);
+ }
+
+#include "shaders/obj/neoVehicle_VS.inc"
+ neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso);
+ assert(neoVehicle_VS);
+
+#include "shaders/obj/neoVehicle_PS.inc"
+ neoVehicle_PS = rw::d3d::createPixelShader(neoVehicle_PS_cso);
+ assert(neoVehicle_PS);
+
+
+ rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
+ pipe->instanceCB = rw::d3d9::defaultInstanceCB;
+ pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
+ pipe->renderCB = vehicleRenderCB;
+ vehiclePipe = pipe;
+}
+
+void
+DestroyVehiclePipe(void)
+{
+ rw::d3d::destroyVertexShader(neoVehicle_VS);
+ neoVehicle_VS = nil;
+
+ rw::d3d::destroyPixelShader(neoVehicle_PS);
+ neoVehicle_PS = nil;
+
+ ((rw::d3d9::ObjPipeline*)vehiclePipe)->destroy();
+ vehiclePipe = nil;
+}
+
+
+
+/*
+ * Neo World pipe
+ */
+
+static void *neoWorld_VS;
+static void *neoWorldVC_PS;
+
+static void
+worldRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ if(!LightmapEnable){
+ defaultRenderCB_Shader(atomic, header);
+ return;
+ }
+
+ int vsBits;
+ setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
+ setIndices(header->indexBuffer);
+ setVertexDeclaration(header->vertexDeclaration);
+
+ vsBits = lightingCB_Shader(atomic);
+ uploadMatrices(atomic->getFrame()->getLTM());
+
+
+ float lightfactor[4];
+
+ InstanceData *inst = header->inst;
+ for(rw::uint32 i = 0; i < header->numMeshes; i++){
+ Material *m = inst->material;
+
+ if(MatFX::getEffects(m) == MatFX::DUAL){
+ setVertexShader(neoWorld_VS);
+
+ MatFX *matfx = MatFX::get(m);
+ Texture *dualtex = matfx->getDualTexture();
+ if(dualtex == nil)
+ goto notex;
+ d3d::setTexture(1, dualtex);
+ lightfactor[0] = lightfactor[1] = lightfactor[2] = WorldLightmapBlend.Get()*LightmapMult;
+ }else{
+ notex:
+ setVertexShader(default_amb_VS);
+
+ d3d::setTexture(1, nil);
+ lightfactor[0] = lightfactor[1] = lightfactor[2] = 0.0f;
+ }
+ lightfactor[3] = m->color.alpha/255.0f;
+ d3d::setTexture(0, m->texture);
+ d3ddevice->SetPixelShaderConstantF(1, lightfactor, 1);
+
+ SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
+
+ RGBA color = { 255, 255, 255, m->color.alpha };
+ setMaterial(color, m->surfaceProps);
+
+ if(m->texture)
+ d3d::setTexture(0, m->texture);
+ else
+ d3d::setTexture(0, gpWhiteTexture);
+ setPixelShader(neoWorldVC_PS);
+
+ drawInst(header, inst);
+ inst++;
+ }
+ d3d::setTexture(1, nil);
+}
+
+void
+CreateWorldPipe(void)
+{
+ if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
+ printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n");
+ else
+ ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
+
+#include "shaders/obj/default_UV2_VS.inc"
+ neoWorld_VS = rw::d3d::createVertexShader(default_UV2_VS_cso);
+ assert(neoWorld_VS);
+
+#include "shaders/obj/neoWorldVC_PS.inc"
+ neoWorldVC_PS = rw::d3d::createPixelShader(neoWorldVC_PS_cso);
+ assert(neoWorldVC_PS);
+
+
+ rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
+ pipe->instanceCB = rw::d3d9::defaultInstanceCB;
+ pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
+ pipe->renderCB = worldRenderCB;
+ worldPipe = pipe;
+}
+
+void
+DestroyWorldPipe(void)
+{
+ rw::d3d::destroyVertexShader(neoWorld_VS);
+ neoWorld_VS = nil;
+ rw::d3d::destroyPixelShader(neoWorldVC_PS);
+ neoWorldVC_PS = nil;
+
+
+ ((rw::d3d9::ObjPipeline*)worldPipe)->destroy();
+ worldPipe = nil;
+}
+
+
+
+
+/*
+ * Neo Gloss pipe
+ */
+
+static void *neoGloss_VS;
+static void *neoGloss_PS;
+
+static void
+glossRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
+{
+ worldRenderCB(atomic, header);
+
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ if(!GlossEnable)
+ return;
+
+ setVertexShader(neoGloss_VS);
+ setPixelShader(neoGloss_PS);
+
+ V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
+ d3ddevice->SetVertexShaderConstantF(VSLOC_eye, (float*)&eyePos, 1);
+ d3ddevice->SetPixelShaderConstantF(1, (float*)&GlossMult, 1);
+
+ SetRenderState(VERTEXALPHA, TRUE);
+ SetRenderState(SRCBLEND, BLENDONE);
+ SetRenderState(DESTBLEND, BLENDONE);
+ SetRenderState(ZWRITEENABLE, FALSE);
+ SetRenderState(ALPHATESTFUNC, ALPHAALWAYS);
+
+ InstanceData *inst = header->inst;
+ for(rw::uint32 i = 0; i < header->numMeshes; i++){
+ Material *m = inst->material;
+
+ if(m->texture){
+ Texture *tex = GetGlossTex(m);
+ if(tex){
+ d3d::setTexture(0, tex);
+ drawInst(header, inst);
+ }
+ }
+ inst++;
+ }
+
+ SetRenderState(ZWRITEENABLE, TRUE);
+ SetRenderState(ALPHATESTFUNC, ALPHAGREATEREQUAL);
+ SetRenderState(SRCBLEND, BLENDSRCALPHA);
+ SetRenderState(DESTBLEND, BLENDINVSRCALPHA);
+}
+
+void
+CreateGlossPipe(void)
+{
+#include "shaders/obj/neoGloss_VS.inc"
+ neoGloss_VS = rw::d3d::createVertexShader(neoGloss_VS_cso);
+ assert(neoGloss_VS);
+
+#include "shaders/obj/neoGloss_PS.inc"
+ neoGloss_PS = rw::d3d::createPixelShader(neoGloss_PS_cso);
+ assert(neoGloss_PS);
+
+
+ rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
+ pipe->instanceCB = rw::d3d9::defaultInstanceCB;
+ pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
+ pipe->renderCB = glossRenderCB;
+ glossPipe = pipe;
+}
+
+void
+DestroyGlossPipe(void)
+{
+ rw::d3d::destroyVertexShader(neoGloss_VS);
+ neoGloss_VS = nil;
+
+ rw::d3d::destroyPixelShader(neoGloss_PS);
+ neoGloss_PS = nil;
+
+ ((rw::d3d9::ObjPipeline*)glossPipe)->destroy();
+ glossPipe = nil;
+}
+
+
+
+/*
+ * Neo Rim pipes
+ */
+
+static void *neoRim_VS;
+static void *neoRimSkin_VS;
+
+static void
+uploadRimData(bool enable)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+
+ V3d viewVec = rw::engine->currentCamera->getFrame()->getLTM()->at;
+ d3ddevice->SetVertexShaderConstantF(VSLOC_viewVec, (float*)&viewVec, 1);
+ float rimData[4];
+ rimData[0] = Offset.Get();
+ rimData[1] = Scale.Get();
+ if(enable)
+ rimData[2] = Scaling.Get()*RimlightMult;
+ else
+ rimData[2] = 0.0f;
+ rimData[3] = 0.0f;
+ d3ddevice->SetVertexShaderConstantF(VSLOC_rimData, rimData, 1);
+ Color col = RampStart.Get();
+ d3ddevice->SetVertexShaderConstantF(VSLOC_rampStart, (float*)&col, 1);
+ col = RampEnd.Get();
+ d3ddevice->SetVertexShaderConstantF(VSLOC_rampEnd, (float*)&col, 1);
+}
+
+static void
+rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ if(!RimlightEnable){
+ defaultRenderCB_Shader(atomic, header);
+ return;
+ }
+
+ int vsBits;
+ rw::uint32 flags = atomic->geometry->flags;
+ setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
+ setIndices(header->indexBuffer);
+ setVertexDeclaration(header->vertexDeclaration);
+
+ vsBits = lightingCB_Shader(atomic);
+ uploadMatrices(atomic->getFrame()->getLTM());
+
+ setVertexShader(neoRim_VS);
+
+ uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
+
+ InstanceData *inst = header->inst;
+ for(rw::uint32 i = 0; i < header->numMeshes; i++){
+ Material *m = inst->material;
+
+ SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
+
+ setMaterial(flags, m->color, m->surfaceProps);
+
+ if(m->texture){
+ d3d::setTexture(0, m->texture);
+ setPixelShader(default_tex_PS);
+ }else
+ setPixelShader(default_PS);
+
+ drawInst(header, inst);
+ inst++;
+ }
+}
+
+static void
+rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ if(!RimlightEnable){
+ skinRenderCB(atomic, header);
+ return;
+ }
+
+ int vsBits;
+ rw::uint32 flags = atomic->geometry->flags;
+ setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
+ 0, header->vertexStream[0].stride);
+ setIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
+ setVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
+
+ vsBits = lightingCB_Shader(atomic);
+ uploadMatrices(atomic->getFrame()->getLTM());
+
+ uploadSkinMatrices(atomic);
+
+ setVertexShader(neoRimSkin_VS);
+
+ uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
+
+ InstanceData *inst = header->inst;
+ for(rw::uint32 i = 0; i < header->numMeshes; i++){
+ Material *m = inst->material;
+
+ SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
+
+ setMaterial(flags, m->color, m->surfaceProps);
+
+ if(inst->material->texture){
+ d3d::setTexture(0, m->texture);
+ setPixelShader(default_tex_PS);
+ }else
+ setPixelShader(default_PS);
+
+ drawInst(header, inst);
+ inst++;
+ }
+}
+
+void
+CreateRimLightPipes(void)
+{
+ if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
+ printf("Error: couldn't open 'neo/rimTweakingTable.dat'\n");
+ else{
+ char *fp = (char*)work_buff;
+ fp = ReadTweakValueTable(fp, RampStart);
+ fp = ReadTweakValueTable(fp, RampEnd);
+ fp = ReadTweakValueTable(fp, Offset);
+ fp = ReadTweakValueTable(fp, Scale);
+ fp = ReadTweakValueTable(fp, Scaling);
+ }
+
+
+#include "shaders/obj/neoRim_VS.inc"
+ neoRim_VS = rw::d3d::createVertexShader(neoRim_VS_cso);
+ assert(neoRim_VS);
+
+#include "shaders/obj/neoRimSkin_VS.inc"
+ neoRimSkin_VS = rw::d3d::createVertexShader(neoRimSkin_VS_cso);
+ assert(neoRimSkin_VS);
+
+
+ rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
+ pipe->instanceCB = rw::d3d9::defaultInstanceCB;
+ pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
+ pipe->renderCB = rimRenderCB;
+ rimPipe = pipe;
+
+ pipe = rw::d3d9::ObjPipeline::create();
+ pipe->instanceCB = rw::d3d9::skinInstanceCB;
+ pipe->uninstanceCB = nil;
+ pipe->renderCB = rimSkinRenderCB;
+ rimSkinPipe = pipe;
+}
+
+void
+DestroyRimLightPipes(void)
+{
+ rw::d3d::destroyVertexShader(neoRim_VS);
+ neoRim_VS = nil;
+
+ rw::d3d::destroyVertexShader(neoRimSkin_VS);
+ neoRimSkin_VS = nil;
+
+ ((rw::d3d9::ObjPipeline*)rimPipe)->destroy();
+ rimPipe = nil;
+
+ ((rw::d3d9::ObjPipeline*)rimSkinPipe)->destroy();
+ rimSkinPipe = nil;
+}
+
+}
+
+#endif
+
+#ifdef NEW_RENDERER
+#ifndef LIBRW
+#error "Need librw for NEW_PIPELINES"
+#endif
+
+namespace WorldRender
+{
+
+struct BuildingInst
+{
+ rw::RawMatrix combinedMat;
+ rw::d3d9::InstanceDataHeader *instHeader;
+ uint8 fadeAlpha;
+ bool lighting;
+};
+BuildingInst blendInsts[3][2000];
+int numBlendInsts[3];
+
+static RwRGBAReal black;
+
+static void
+SetMatrix(BuildingInst *building, rw::Matrix *worldMat)
+{
+ using namespace rw;
+ RawMatrix world, worldview;
+ Camera *cam = engine->currentCamera;
+ convMatrix(&world, worldMat);
+ RawMatrix::mult(&worldview, &world, &cam->devView);
+ RawMatrix::mult(&building->combinedMat, &worldview, &cam->devProj);
+}
+
+static bool
+IsTextureTransparent(RwTexture *tex)
+{
+ if(tex == nil || tex->raster == nil)
+ return false;
+ return PLUGINOFFSET(rw::d3d::D3dRaster, tex->raster, rw::d3d::nativeRasterOffset)->hasAlpha;
+}
+
+// Render all opaque meshes and put atomics that needs blending
+// into the deferred list.
+void
+AtomicFirstPass(RpAtomic *atomic, int pass)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
+
+ atomic->getPipeline()->instance(atomic);
+ building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
+ assert(building->instHeader != nil);
+ assert(building->instHeader->platform == PLATFORM_D3D9);
+ building->fadeAlpha = 255;
+ building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
+ rw::uint32 flags = atomic->geometry->flags;
+
+ bool setupDone = false;
+ bool defer = false;
+ SetMatrix(building, atomic->getFrame()->getLTM());
+
+ InstanceData *inst = building->instHeader->inst;
+ for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
+ Material *m = inst->material;
+
+ if(inst->vertexAlpha || m->color.alpha != 255 ||
+ IsTextureTransparent(m->texture)){
+ defer = true;
+ continue;
+ }
+
+ // alright we're rendering this atomic
+ if(!setupDone){
+ setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
+ setIndices(building->instHeader->indexBuffer);
+ setVertexDeclaration(building->instHeader->vertexDeclaration);
+ setVertexShader(default_amb_VS);
+ d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
+ if(building->lighting)
+ setAmbient(pAmbient->color);
+ else
+ setAmbient(black);
+ setupDone = true;
+ }
+
+ setMaterial(flags, m->color, m->surfaceProps);
+
+ if(m->texture){
+ d3d::setTexture(0, m->texture);
+ setPixelShader(default_tex_PS);
+ }else
+ setPixelShader(default_PS);
+
+ drawInst(building->instHeader, inst);
+ }
+ if(defer)
+ numBlendInsts[pass]++;
+}
+
+void
+AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
+
+ atomic->getPipeline()->instance(atomic);
+ building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
+ assert(building->instHeader != nil);
+ assert(building->instHeader->platform == PLATFORM_D3D9);
+ building->fadeAlpha = fadeAlpha;
+ building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
+ SetMatrix(building, atomic->getFrame()->getLTM());
+ numBlendInsts[pass]++;
+}
+
+void
+RenderBlendPass(int pass)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ setVertexShader(default_amb_VS);
+
+ int i;
+ for(i = 0; i < numBlendInsts[pass]; i++){
+ BuildingInst *building = &blendInsts[pass][i];
+
+ setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
+ setIndices(building->instHeader->indexBuffer);
+ setVertexDeclaration(building->instHeader->vertexDeclaration);
+ d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
+ if(building->lighting)
+ setAmbient(pAmbient->color);
+ else
+ setAmbient(black);
+
+ InstanceData *inst = building->instHeader->inst;
+ for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
+ Material *m = inst->material;
+ if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
+ continue; // already done this one
+
+ rw::RGBA color = m->color;
+ color.alpha = (color.alpha * building->fadeAlpha)/255;
+ setMaterial(color, m->surfaceProps); // always modulate here
+
+ if(m->texture){
+ d3d::setTexture(0, m->texture);
+ setPixelShader(default_tex_PS);
+ }else
+ setPixelShader(default_PS);
+
+ drawInst(building->instHeader, inst);
+ }
+ }
+}
+}
+#endif
+
+#endif