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184
vendor/librw/src/gl/gl3render.cpp
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184
vendor/librw/src/gl/gl3render.cpp
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "../rwbase.h"
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#include "../rwerror.h"
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#include "../rwplg.h"
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#include "../rwrender.h"
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#include "../rwengine.h"
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#include "../rwpipeline.h"
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#include "../rwobjects.h"
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#ifdef RW_OPENGL
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#include "rwgl3.h"
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#include "rwgl3shader.h"
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#include "rwgl3impl.h"
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namespace rw {
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namespace gl3 {
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#define MAX_LIGHTS
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void
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drawInst_simple(InstanceDataHeader *header, InstanceData *inst)
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{
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flushCache();
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glDrawElements(header->primType, inst->numIndex,
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GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
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}
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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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void
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drawInst_GSemu(InstanceDataHeader *header, InstanceData *inst)
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{
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uint32 hasAlpha;
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int alphafunc, alpharef, gsalpharef;
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int zwrite;
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hasAlpha = getAlphaBlend();
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if(hasAlpha){
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zwrite = rw::GetRenderState(rw::ZWRITEENABLE);
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alphafunc = rw::GetRenderState(rw::ALPHATESTFUNC);
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if(zwrite){
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alpharef = rw::GetRenderState(rw::ALPHATESTREF);
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gsalpharef = rw::GetRenderState(rw::GSALPHATESTREF);
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SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAGREATEREQUAL);
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SetRenderState(rw::ALPHATESTREF, gsalpharef);
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drawInst_simple(header, inst);
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SetRenderState(rw::ALPHATESTFUNC, rw::ALPHALESS);
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SetRenderState(rw::ZWRITEENABLE, 0);
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drawInst_simple(header, inst);
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SetRenderState(rw::ZWRITEENABLE, 1);
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SetRenderState(rw::ALPHATESTFUNC, alphafunc);
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SetRenderState(rw::ALPHATESTREF, alpharef);
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}else{
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SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAALWAYS);
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drawInst_simple(header, inst);
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SetRenderState(rw::ALPHATESTFUNC, alphafunc);
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}
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}else
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drawInst_simple(header, inst);
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}
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void
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drawInst(InstanceDataHeader *header, InstanceData *inst)
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{
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if(rw::GetRenderState(rw::GSALPHATEST))
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drawInst_GSemu(header, inst);
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else
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drawInst_simple(header, inst);
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}
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void
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setAttribPointers(AttribDesc *attribDescs, int32 numAttribs)
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{
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AttribDesc *a;
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for(a = attribDescs; a != &attribDescs[numAttribs]; a++){
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glEnableVertexAttribArray(a->index);
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glVertexAttribPointer(a->index, a->size, a->type, a->normalized,
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a->stride, (void*)(uint64)a->offset);
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}
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}
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void
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disableAttribPointers(AttribDesc *attribDescs, int32 numAttribs)
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{
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AttribDesc *a;
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for(a = attribDescs; a != &attribDescs[numAttribs]; a++)
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glDisableVertexAttribArray(a->index);
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}
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void
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setupVertexInput(InstanceDataHeader *header)
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{
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(header->vao);
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#else
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
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glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
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setAttribPointers(header->attribDesc, header->numAttribs);
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#endif
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}
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void
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teardownVertexInput(InstanceDataHeader *header)
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{
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(header->attribDesc, header->numAttribs);
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#endif
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}
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int32
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lightingCB(Atomic *atomic)
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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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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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memset(&lightData, 0, sizeof(lightData));
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return setLights(&lightData);
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}
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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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Material *m;
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uint32 flags = atomic->geometry->flags;
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setWorldMatrix(atomic->getFrame()->getLTM());
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int32 vsBits = lightingCB(atomic);
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setupVertexInput(header);
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InstanceData *inst = header->inst;
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int32 n = header->numMeshes;
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while(n--){
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m = inst->material;
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setMaterial(flags, m->color, m->surfaceProps);
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setTexture(0, m->texture);
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rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
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if((vsBits & VSLIGHT_MASK) == 0){
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if(getAlphaTest())
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defaultShader->use();
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else
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defaultShader_noAT->use();
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}else{
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if(getAlphaTest())
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defaultShader_fullLight->use();
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else
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defaultShader_fullLight_noAT->use();
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}
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drawInst(header, inst);
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inst++;
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}
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teardownVertexInput(header);
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}
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}
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}
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#endif
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