Files
FC1/RenderDll/XRenderD3D9/D3DSprites.cpp
romkazvo 34d6c5d489 123
2023-08-07 19:29:24 +08:00

1431 lines
42 KiB
C++

#include "RenderPCH.h"
#include "DriverD3D9.h"
//=========================================================================================
#include "D3DCGVProgram.h"
#include "D3DCGPShader.h"
#include <IStatObj.h>
#include <I3DEngine.h>
#include <IEntityRenderState.h>
#include "../Cry3DEngine/Terrain.h"
#include "../Cry3DEngine/StatObj.h"
#include "../Cry3DEngine/ObjMan.h"
void WriteTGA(byte *dat, int wdt, int hgt, char *name);
uint CD3D9Renderer::Make3DSprite(int nTexSize, float fAngleStep, IStatObj * pStatObj)
{
return 0;
}
uint CD3D9Renderer::MakeSprite(float _fSpriteDistance, int tex_size, float angle, IStatObj * pStatObj, uchar * _pTmpBuffer, uint def_tid)
{
HRESULT h;
char name[256];
int flags = FT_HASALPHA;
int flags2 = FT2_DISCARDINCACHE | FT2_FORCEDXT;
Vec3d vSunColor = iSystem->GetI3DEngine()->GetSunColor();
Vec3d vSunPos = iSystem->GetI3DEngine()->GetSunPosition();
sprintf(name, "Spr_$%s$_%d(%d,%d,%.2f,%.2f,%.2f,%.1f,%.1f,%.1f)",
pStatObj->GetFileName(), (int)angle, (int)_fSpriteDistance, tex_size,
vSunColor.x, vSunColor.y, vSunColor.z,
vSunPos.x, vSunPos.y, vSunPos.z);
STexPic *ti = m_TexMan->LoadFromCache(NULL, flags, flags2, name, pStatObj->GetFileName(), eTT_Base);
if (ti)
return ti->m_Bind;
float fRadiusHors = pStatObj->GetRadiusHors();
float fRadiusVert = pStatObj->GetRadiusVert();
float fDrawDist = fRadiusVert*_fSpriteDistance;
m_RP.m_PersFlags |= RBPF_MAKESPRITE;
EF_PushFog();
EnableFog(false);
D3DXMATRIX *m = m_matProj->GetTop();
D3DXMatrixPerspectiveFovRH(m, 0.565f/_fSpriteDistance*200.f*(gf_PI/180.0f), fRadiusHors/fRadiusVert, fDrawDist-fRadiusHors, fDrawDist+fRadiusHors);
m_pd3dDevice->SetTransform(D3DTS_PROJECTION, m);
m_bInvertedMatrix = false;
if (!m_SceneRecurseCount)
m_pd3dDevice->BeginScene();
m_SceneRecurseCount++;
m_Viewport.X = 0;
m_Viewport.Y = 0;
m_Viewport.Width = tex_size;
m_Viewport.Height = tex_size;
m_Viewport.MinZ = 0.0f;
m_Viewport.MaxZ = 1.0f;
m_pd3dDevice->SetViewport(&m_Viewport);
Vec3d vCenter = (pStatObj->GetBoxMax()+pStatObj->GetBoxMin())*0.5f;
D3DXVECTOR3 Eye = D3DXVECTOR3(0,0,0);
D3DXVECTOR3 At = D3DXVECTOR3(-1,0,0);
D3DXVECTOR3 Up = D3DXVECTOR3(0,0,1);
m = m_matView->GetTop();
D3DXMatrixLookAtRH(m, &Eye, &At, &Up);
m_matView->TranslateLocal(-fDrawDist,0,0);
D3DXVECTOR3 Axis = D3DXVECTOR3(0,0,1);
m_matView->RotateAxisLocal(&Axis, angle*(gf_PI/180.0f));
m_matView->TranslateLocal(-vCenter.x,-vCenter.y,-vCenter.z);
m_pd3dDevice->SetTransform(D3DTS_VIEW, m);
EF_SetCameraInfo();
LPDIRECT3DSURFACE9 pTargetSurf;
h = m_pd3dDevice->CreateRenderTarget(tex_size, tex_size, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &pTargetSurf, NULL);
if (FAILED(h))
return 0;
h = EF_SetRenderTarget(pTargetSurf, true);
// render object
CFColor clearCol = CFColor(0.15f,0.15f,0.15f,0);
EF_ClearBuffers(true, false, &clearCol[0]);
EF_SetWorldColor(0.5f,0.5f,0.5f);
int nPrevStr = CRenderer::CV_r_texturesstreamingsync;
CRenderer::CV_r_texturesstreamingsync = 1;
EF_StartEf();
SRendParams rParms;
// rParms.nShaderTemplate = -1;
pStatObj->Render(rParms,Vec3(zero),0);
EF_EndEf3D(true);
CRenderer::CV_r_texturesstreamingsync = nPrevStr;
h = EF_RestoreRenderTarget();
STexPic *tp = NULL;
// Copy data
D3DLOCKED_RECT d3dlrTarg;
h = pTargetSurf->LockRect(&d3dlrTarg, NULL, 0);
if (!FAILED(h))
{
// set alpha
byte *dst = new byte [tex_size*tex_size*4];
byte *ds = (byte *)d3dlrTarg.pBits;
for (int i=0; i<tex_size; i++)
{
int ni0 = (tex_size-i-1)*tex_size*4;
int ni1 = i * d3dlrTarg.Pitch;
memcpy(&dst[ni0], &ds[ni1], tex_size*4);
}
h = pTargetSurf->UnlockRect();
SetTextureAlphaChannelFromRGB(dst, tex_size);
//WriteTGA(dst, tex_size, tex_size, "bug.tga", 32);
tp = m_TexMan->CreateTexture(name, tex_size, tex_size, 1, flags, flags2, dst, eTT_Base, -1.0f, -1.0f, 0, NULL, 0, eTF_8888);
SAFE_DELETE_ARRAY(dst);
}
SAFE_RELEASE (pTargetSurf);
m_matProj->LoadIdentity();
m = m_matProj->GetTop();
m_pd3dDevice->SetTransform(D3DTS_PROJECTION, m);
m_matView->LoadIdentity();
m = m_matView->GetTop();
m_pd3dDevice->SetTransform(D3DTS_VIEW, m);
SetViewport();
EF_PopFog();
m_RP.m_PersFlags &= ~RBPF_MAKESPRITE;
m_SceneRecurseCount--;
if (!m_SceneRecurseCount)
m_pd3dDevice->EndScene();
return tp->m_Bind;
}
#ifdef WIN32
// duplicated definition (first one is in 3dengine)
ISystem * Cry3DEngineBase::m_pSys=0;
IRenderer * Cry3DEngineBase::m_pRenderer=0;
ITimer * Cry3DEngineBase::m_pTimer=0;
ILog * Cry3DEngineBase::m_pLog=0;
IPhysicalWorld * Cry3DEngineBase::m_pPhysicalWorld=0;
IConsole * Cry3DEngineBase::m_pConsole=0;
I3DEngine * Cry3DEngineBase::m_p3DEngine=0;
CVars * Cry3DEngineBase::m_pCVars=0;
ICryPak * Cry3DEngineBase::m_pCryPak=0;
#endif // WIN32
void CD3D9Renderer::DrawObjSprites_NoBend (list2<CStatObjInst*> *pList, float fMaxViewDist, CObjManager *pObjMan)
{
assert(!"Texcoord correction not implemented");
HRESULT hr;
// Sorting far objects front to back since we use alphablending
//::Sort(&(*pList)[0], pList->Count());
//pList->SortByDistanceMember_(true);
float max_view_dist = fMaxViewDist*0.8f;
const Vec3d & vCamPos = m_RP.m_ViewOrg;
const float rad2deg = 180.0f/PI;
const float far_tex_angle = (FAR_TEX_ANGLE*0.5f);
CD3D9TexMan::BindNULL(1);
m_TexMan->SetTexture(TX_FIRSTBIND, eTT_Base);
int nf = VERTEX_FORMAT_P3F_COL4UB_TEX2F;
m_RP.m_CurVFormat = nf;
m_RP.m_FlagsModificators &= ~7;
hr = EF_SetVertexDeclaration(m_RP.m_FlagsModificators&7, m_RP.m_CurVFormat);
if (hr != S_OK)
return;
int nOffs;
EF_SetColorOp(eCO_MODULATE2X, eCO_MODULATE, DEF_TEXARG0, DEF_TEXARG0);
Vec3d vWorldColor = iSystem->GetI3DEngine()->GetWorldColor() * 255.0f;
int prev_tid=-1;
IDirect3DVertexBuffer9 *pCurVB = NULL;
struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F vQuad[4];
vQuad[0].st[0] = 0;
vQuad[0].st[1] = 0;
vQuad[1].st[0] = -1.0f;
vQuad[1].st[1] = 0;
vQuad[2].st[0] = 0;
vQuad[2].st[1] = 1.0f;
vQuad[3].st[0] = -1.0f;
vQuad[3].st[1] = 1.0f;
bool bVolFog = false;
bool bVolFogInit = false;
D3DXMATRIX *mi = EF_InverseMatrix();
D3DXMATRIX mat0, mat1;
D3DXMATRIX mat;
CFColor FogColor;
CStatObjInst *o, *oNext;
o = pList->GetAt(pList->Count()-1);
for( int i=pList->Count()-1; i>=0; i-- )
{
assert(o);
if(!o)
continue;
o = pList->GetAt(i);
// Prefetch next object in cache
if (i)
{
oNext = pList->GetAt(i-1);
cryPrefetchT0SSE(oNext);
}
assert(SRendItem::m_RecurseLevel>=1 && SRendItem::m_RecurseLevel-1<=2);
float fDistance = (((IEntityRender*)o))->m_arrfDistance[SRendItem::m_RecurseLevel-1];
float fMaxDist = o->m_fWSMaxViewDist;// GetMaxViewDist();
// note: move into sort by size
if(fMaxDist > max_view_dist)
fMaxDist = max_view_dist;
float fFadeOut;
if(pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].bFadeSize)
{
fFadeOut = (1.f-(fDistance*pObjMan->m_fZoomFactor)/(fMaxDist))*8.f;
if (fFadeOut <= 0)
continue;
if(fFadeOut>1.f)
fFadeOut=1.f;
}
else
fFadeOut = 1.f;
Vec3d vBright = Vec3d(CHAR_TO_FLOAT,CHAR_TO_FLOAT,CHAR_TO_FLOAT)*max((float)o->m_ucBright,32.f);
// apply brightness from vegetation group settings
vBright *= pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].fBrightness;
// get full lod to get tex id and lowest lod to take size
CStatObj * pStatObjLOD0 = pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].GetStatObj();
CStatObj * pStatObjLODLowest = pStatObjLOD0;
if(pStatObjLOD0->m_nLoadedLodsNum && pStatObjLOD0->m_arrpLowLODs[pStatObjLOD0->m_nLoadedLodsNum-1])
pStatObjLODLowest = pStatObjLOD0->m_arrpLowLODs[pStatObjLOD0->m_nLoadedLodsNum-1];
assert(pStatObjLODLowest);
if(!pStatObjLODLowest)
continue;
Vec3d vCenter = pStatObjLODLowest->GetCenter() * o->m_fScale;
float DX = o->m_vPos.x - vCamPos.x;
float DY = o->m_vPos.y - vCamPos.y;
float DX1 = vCenter.x + DX;
float DY1 = vCenter.y + DY;
float fAngle = rad2deg*cry_atan2f(DX1, DY1);
while(fAngle<0) fAngle+=360;
int nSlotId = (int)(fAngle/FAR_TEX_ANGLE+0.5f)%FAR_TEX_COUNT;
assert(nSlotId>=0 && nSlotId<FAR_TEX_COUNT);
int tid = pStatObjLOD0->m_arrSpriteTexID[nSlotId];
if(SRendItem::m_RecurseLevel==1)
o->m_ucAngleSlotId = nSlotId; // store sprite id for morfing
if(prev_tid != tid)
{
m_TexMan->SetTexture(tid, eTT_Base);
prev_tid = tid;
}
vBright.CheckMin(Vec3d(1,1,1));
UCol col;
col.bcolor[0] = (byte)(vBright.x * vWorldColor.z);
col.bcolor[1] = (byte)(vBright.y * vWorldColor.y);
col.bcolor[2] = (byte)(vBright.z * vWorldColor.x);
col.bcolor[3] = 255;
if(CV_r_VolumetricFog && o->m_nFogVolumeID>0)
{
// setup Volume Fog Texgen planes
if (!bVolFogInit)
{
bVolFogInit = true;
if (!m_RP.m_RCSprites_FV)
m_RP.m_RCSprites_FV = CPShader::mfForName("CGRCTreeSprites_FV");
SMFog *fb = &m_RP.m_FogVolumes[o->m_nFogVolumeID/*o->m_nFogVolumeID*/];
if (fb->m_FogInfo.m_WaveFogGen.m_eWFType)
{
float f = SEvalFuncs::EvalWaveForm(&fb->m_FogInfo.m_WaveFogGen);
fb->m_fMaxDist = f;
}
D3DXMatrixIdentity(&mat);
float intens = fb->m_fMaxDist;
if (intens <= 0)
intens = 1.0f;
intens = -0.25f / intens;
mat.m[0][0] = intens*m_CameraMatrix(0,2);
mat.m[1][0] = intens*m_CameraMatrix(1,2);
mat.m[2][0] = intens*m_CameraMatrix(2,2);
mat.m[3][0] = intens*m_CameraMatrix(3,2) + 0.5f;
mat.m[0][1] = mat.m[1][1] = mat.m[2][1] = 0;
mat.m[3][1] = 0.49f;
D3DXMatrixMultiply(&mat0, mi, &mat);
mat.m[0][0] = 0;
mat.m[1][0] = 0;
mat.m[2][0] = 0;
mat.m[3][0] = fb->m_Normal.Dot(m_RP.m_ViewOrg) - fb->m_Dist;
float fSmooth;
FogColor = fb->m_Color;
if (mat.m[3][0] < -0.5f)
fSmooth = 1.0f;
else
fSmooth = 0.1f;
mat.m[3][0] = mat.m[3][0] * fSmooth + 0.5f;
mat.m[0][1] = fb->m_Normal.x * fSmooth;
mat.m[1][1] = fb->m_Normal.y * fSmooth;
mat.m[2][1] = fb->m_Normal.z * fSmooth;
mat.m[3][1] = -(fb->m_Dist) * fSmooth + 0.5f;
D3DXMatrixMultiply(&mat1, mi, &mat);
}
if (!bVolFog)
{
bVolFog = true;
m_pd3dDevice->SetTransform(D3DTS_TEXTURE1, &mat0);
m_pd3dDevice->SetTransform(D3DTS_TEXTURE2, &mat1);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, 2);
m_pd3dDevice->SetTextureStageState(2, D3DTSS_TEXTURETRANSFORMFLAGS, 2);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1);
m_pd3dDevice->SetTextureStageState(2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 2);
EF_SelectTMU(1);
gRenDev->m_TexMan->m_Text_Fog->Set();
EF_SelectTMU(2);
gRenDev->m_TexMan->m_Text_Fog_Enter->Set();
EF_SelectTMU(0);
float param[4];
if (m_RP.m_RCSprites_FV)
{
m_RP.m_RCSprites_FV->mfSet(true, NULL);
param[0] = FogColor[0]; param[1] = FogColor[1]; param[2] = FogColor[2]; param[3] = FogColor[3];
CCGPShader_D3D *pRC = (CCGPShader_D3D *)m_RP.m_RCSprites_FV;
pRC->mfParameter4f("FogColor", param);
}
//EF_PushFog();
//EnableFog(false);
}
}
else
{
if (bVolFog)
{
bVolFog = false;
D3DXMatrixIdentity(&mat);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
m_pd3dDevice->SetTransform(D3DTS_TEXTURE1, &mat);
m_pd3dDevice->SetTextureStageState(2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
m_pd3dDevice->SetTransform(D3DTS_TEXTURE2, &mat);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU | 1);
m_pd3dDevice->SetTextureStageState(2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU | 2);
//EF_PopFog();
if (m_RP.m_RCSprites_FV)
m_RP.m_RCSprites_FV->mfSet(false);
EF_SelectTMU(1);
EnableTMU(false);
EF_SelectTMU(2);
EnableTMU(false);
EF_SelectTMU(0);
}
}
float fSpriteScaleV = o->m_fScale*pStatObjLODLowest->GetRadiusVert()*fFadeOut;
float fSpriteScaleH = o->m_fScale*pStatObjLODLowest->GetRadiusHors()*pObjMan->m_fZoomFactor*fFadeOut;
Vec3d vPos = o->m_vPos + vCenter*fFadeOut;
float dy = DX*fSpriteScaleH/fDistance;
float dx = DY*fSpriteScaleH/fDistance;
Vec3d vUp(0,0,-fSpriteScaleV);
if(o->m_ucLodAngle!=127) // rotate sprite to much it with 3d object
vUp = vUp.rotated(Vec3d(-dx,dy,0).normalized(), o->m_ucLodAngle/255.f-0.5f);
struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F *vDst = (struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F *)GetVBPtr3D(4, nOffs);
float fX0 = vPos.x+dx;
float fX1 = vPos.x-dx;
float fY0 = vPos.y+dy;
float fY1 = vPos.y-dy;
// 0,1 verts
vQuad[0].xyz.x = fX0+vUp.x;
vQuad[0].xyz.y = fY1+vUp.y;
vQuad[0].xyz.z = vPos.z+vUp.z;
vQuad[0].color.dcolor = col.dcolor;
vQuad[1].xyz.x = fX1+vUp.x;
vQuad[1].xyz.y = fY0+vUp.y;
vQuad[1].xyz.z = vPos.z+vUp.z;
vQuad[1].color.dcolor = col.dcolor;
// 2,3 verts
vQuad[2].xyz.x = fX0-vUp.x;
vQuad[2].xyz.y = fY1-vUp.y;
vQuad[2].xyz.z = vPos.z-vUp.z;
vQuad[2].color.dcolor = col.dcolor;
vQuad[3].xyz.x = fX1-vUp.x;
vQuad[3].xyz.y = fY0-vUp.y;
vQuad[3].xyz.z = vPos.z-vUp.z;
vQuad[3].color.dcolor = col.dcolor;
memcpy(vDst, vQuad, sizeof(struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F)*4);
UnlockVB3D();
if (pCurVB != m_pVB3D[0])
{
pCurVB = m_pVB3D[0];
m_pd3dDevice->SetStreamSource(0, m_pVB3D[0], 0, sizeof(struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F));
}
hr = m_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, nOffs, 2);
m_nPolygons += 2;
}
if (bVolFog)
{
bVolFog = false;
D3DXMatrixIdentity(&mat);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
m_pd3dDevice->SetTransform(D3DTS_TEXTURE1, &mat);
m_pd3dDevice->SetTextureStageState(2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
m_pd3dDevice->SetTransform(D3DTS_TEXTURE2, &mat);
//EF_PopFog();
if (m_RP.m_RCSprites_FV)
m_RP.m_RCSprites_FV->mfSet(false);
EF_SelectTMU(1);
EnableTMU(false);
EF_SelectTMU(2);
EnableTMU(false);
EF_SelectTMU(0);
}
m_TexMan->SetTexture(0, eTT_Base);
}
static CObjManager *sObjMan;
static _inline int Compare(CStatObjInst *& p1, CStatObjInst *& p2)
{
CStatObj * pStatObj1 = sObjMan->m_lstStaticTypes[p1->m_nObjectTypeID].GetStatObj();
CStatObj * pStatObj2 = sObjMan->m_lstStaticTypes[p2->m_nObjectTypeID].GetStatObj();
if((UINT_PTR)p1 > (UINT_PTR)p2)
return 1;
else
if((UINT_PTR)p1 < (UINT_PTR)p2)
return -1;
return 0;
}
void CD3D9Renderer::ObjSpritesFlush (TArray<struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F>& Verts, IDirect3DVertexBuffer9 *&pCurVB)
{
int nOffs;
struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F *vDst = (struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F *)GetVBPtr3D(Verts.Num(), nOffs);
cryMemcpy(vDst, &Verts[0], sizeof(struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F)*Verts.Num());
UnlockVB3D();
if (pCurVB != m_pVB3D[0])
{
pCurVB = m_pVB3D[0];
m_pd3dDevice->SetStreamSource(0, m_pVB3D[0], 0, sizeof(struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F));
}
int nPolys = Verts.Num()/3;
m_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, nOffs, nPolys);
m_nPolygons += nPolys;
Verts.SetUse(0);
}
struct SSpriteInfo
{
short m_TexID;
uchar m_nFogVolumeID;
uchar m_LodAngle;
Vec3d m_vPos;
float m_fDX;
float m_fDY;
float m_fScaleV;
UCol m_Color;
float m_fTexCoordOffset;
/*_inline SSpriteInfo& operator=(const SSpriteInfo& src)
{
_asm
{
mov eax, src;
mov edx, this;
movq mm0, [eax+0] // Read in source data
movq mm1, [eax+8]
movq [edx+0], mm0
movq [edx+8], mm1
movq mm2, [eax+16] // Read in source data
movq mm3, [eax+24]
movq [edx+16], mm2
movq [edx+24], mm3
emms
}
return *this;
}*/
};
static _inline int Compare(SSpriteInfo& p1, SSpriteInfo& p2)
{
if(p1.m_TexID > p2.m_TexID)
return 1;
else
if(p1.m_TexID < p2.m_TexID)
return -1;
return 0;
}
void CD3D9Renderer::DrawObjSprites_NoBend_Merge (list2<CStatObjInst*> *pList, float fMaxViewDist, CObjManager *pObjMan)
{
HRESULT hr;
int i;
// Sorting far objects front to back since we use alphablending
//sObjMan = pObjMan;
//::Sort(&(*pList)[0], pList->Count());
//pList->SortByDistanceMember_(true);
float max_view_dist = fMaxViewDist*0.8f;
const Vec3d & vCamPos = m_RP.m_ViewOrg;
const float rad2deg = 180.0f/PI;
const float far_tex_angle = (FAR_TEX_ANGLE*0.5f);
Vec3d vWorldColor = iSystem->GetI3DEngine()->GetWorldColor() * 255.0f;
static TArray<struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F> sVerts;
sVerts.SetUse(0);
static TArray<SSpriteInfo> sSPInfo;
sSPInfo.SetUse(0);
CStatObjInst *o, *oNext;
o = pList->GetAt(pList->Count()-1);
for (i=pList->Count()-1; i>=0; i--)
{
o = pList->GetAt(i);
//assert(o);
//if(!o)
// continue;
// Prefetch next object in cache
if (i)
{
oNext = pList->GetAt(i-1);
cryPrefetchT0SSE(oNext);
cryPrefetchT0SSE((byte *)oNext+16);
}
assert(SRendItem::m_RecurseLevel>=1 && SRendItem::m_RecurseLevel-1<=2);
float fDistance = (((IEntityRender*)o))->m_arrfDistance[SRendItem::m_RecurseLevel-1];
float fMaxDist = o->m_fWSMaxViewDist;// GetMaxViewDist();
// note: move into sort by size
if(fMaxDist > max_view_dist)
fMaxDist = max_view_dist;
float fFadeOut;
if(pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].bFadeSize)
{
fFadeOut = (1.f-(fDistance*pObjMan->m_fZoomFactor)/(fMaxDist))*8.f;
if (fFadeOut <= 0)
continue;
if(fFadeOut>1.f)
fFadeOut=1.f;
}
else
fFadeOut = 1.f;
Vec3d vBright = Vec3d(CHAR_TO_FLOAT,CHAR_TO_FLOAT,CHAR_TO_FLOAT)*max((float)o->m_ucBright,32.f);
// apply brightness from vegetation group settings
vBright *= pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].fBrightness;
// get full lod to get tex id and lowest lod to take size
CStatObj * pStatObjLOD0 = pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].GetStatObj();
CStatObj * pStatObjLODLowest = pStatObjLOD0;
if(pStatObjLOD0->m_nLoadedLodsNum && pStatObjLOD0->m_arrpLowLODs[pStatObjLOD0->m_nLoadedLodsNum-1])
pStatObjLODLowest = pStatObjLOD0->m_arrpLowLODs[pStatObjLOD0->m_nLoadedLodsNum-1];
assert(pStatObjLODLowest);
if(!pStatObjLODLowest)
continue;
Vec3d vCenter = pStatObjLODLowest->GetCenter() * o->m_fScale;
int nSPInf = sSPInfo.Num();
sSPInfo.AddIndex(1);
SSpriteInfo *pSP = &sSPInfo[nSPInf];
float DX = o->m_vPos.x - vCamPos.x;
float DY = o->m_vPos.y - vCamPos.y;
float DX1 = vCenter.x + DX;
float DY1 = vCenter.y + DY;
float fAngle = rad2deg*cry_atan2f(DX1, DY1);
while(fAngle<0) fAngle+=360;
int nSlotId = FtoI(fAngle/FAR_TEX_ANGLE)%FAR_TEX_COUNT;
assert(nSlotId>=0 && nSlotId<FAR_TEX_COUNT);
pSP->m_TexID = pStatObjLOD0->m_arrSpriteTexID[nSlotId];
if(pStatObjLOD0->m_nSpriteTexRes)
pSP->m_fTexCoordOffset = 0.5f/pStatObjLOD0->m_nSpriteTexRes;
else
pSP->m_fTexCoordOffset = 0.5f/64.f; // 64.f is FAR_TEX_SIZE
if(SRendItem::m_RecurseLevel==1)
o->m_ucAngleSlotId = nSlotId; // store sprite id for morfing
float fSpriteScaleV = o->m_fScale*pStatObjLODLowest->GetRadiusVert()*fFadeOut;
float fSpriteScaleH = o->m_fScale*pStatObjLODLowest->GetRadiusHors()*pObjMan->m_fZoomFactor*fFadeOut;
pSP->m_vPos = o->m_vPos + vCenter*fFadeOut;
pSP->m_fDY = DX*fSpriteScaleH/fDistance;
pSP->m_fDX = DY*fSpriteScaleH/fDistance;
pSP->m_LodAngle = o->m_ucLodAngle;
pSP->m_fScaleV = fSpriteScaleV;
vBright.CheckMin(Vec3d(1,1,1));
pSP->m_Color.bcolor[0] = (byte)(vBright.x * vWorldColor.z);
pSP->m_Color.bcolor[1] = (byte)(vBright.y * vWorldColor.y);
pSP->m_Color.bcolor[2] = (byte)(vBright.z * vWorldColor.x);
pSP->m_Color.bcolor[3] = 255;
pSP->m_nFogVolumeID = o->m_nFogVolumeID;
}
::Sort(&sSPInfo[0], sSPInfo.Num());
int prev_tid = -1;
CD3D9TexMan::BindNULL(1);
m_TexMan->SetTexture(TX_FIRSTBIND, eTT_Base);
int nf = VERTEX_FORMAT_P3F_COL4UB_TEX2F;
m_RP.m_CurVFormat = nf;
m_RP.m_FlagsModificators &= ~7;
hr = EF_SetVertexDeclaration(m_RP.m_FlagsModificators&7, m_RP.m_CurVFormat);
if (hr != S_OK)
return;
CCGPShader_D3D *fpHDRSpr = NULL;
CCGPShader_D3D *fpHDRSpr_FV = NULL;
CCGVProgram_D3D *vpHDRSpr = NULL;
int bFogCorrect = false;
if (m_RP.m_PersFlags & RBPF_HDR)
{
fpHDRSpr = (CCGPShader_D3D *)PShaderForName(m_RP.m_PS_HDR_BaseCol, "CGRC_HDR_BaseCol_PS20");
if (fpHDRSpr)
fpHDRSpr->mfSet(true);
vpHDRSpr = (CCGVProgram_D3D *)VShaderForName(m_RP.m_VP_BaseCol, "CGVProgBaseCol");
if (vpHDRSpr)
vpHDRSpr->mfSet(true);
bFogCorrect = EF_FogCorrection(true, true);
}
else
EF_SetColorOp(eCO_MODULATE2X, eCO_MODULATE, DEF_TEXARG0, DEF_TEXARG0);
IDirect3DVertexBuffer9 *pCurVB = NULL;
bool bVolFog = false;
bool bVolFogInit = false;
D3DXMATRIX *mi = EF_InverseMatrix();
D3DXMATRIX mat0, mat1;
D3DXMATRIX mat;
CFColor FogColor;
for (i=0; i<sSPInfo.Num(); i++)
{
SSpriteInfo *pSP = &sSPInfo[i];
if(prev_tid != pSP->m_TexID)
{
if (sVerts.Num())
ObjSpritesFlush(sVerts, pCurVB);
m_TexMan->SetTexture(pSP->m_TexID, eTT_Base);
prev_tid = pSP->m_TexID;
}
if(CV_r_VolumetricFog && pSP->m_nFogVolumeID>0)
{
// setup Volume Fog Texgen planes
if (!bVolFogInit)
{
bVolFogInit = true;
if (!m_RP.m_RCSprites_FV)
m_RP.m_RCSprites_FV = CPShader::mfForName("CGRCTreeSprites_FV");
SMFog *fb = &m_RP.m_FogVolumes[pSP->m_nFogVolumeID];
if (fb->m_FogInfo.m_WaveFogGen.m_eWFType)
{
float f = SEvalFuncs::EvalWaveForm(&fb->m_FogInfo.m_WaveFogGen);
fb->m_fMaxDist = f;
}
D3DXMatrixIdentity(&mat);
float intens = fb->m_fMaxDist;
if (intens <= 0)
intens = 1.0f;
intens = -0.25f / intens;
mat.m[0][0] = intens*m_CameraMatrix(0,2);
mat.m[1][0] = intens*m_CameraMatrix(1,2);
mat.m[2][0] = intens*m_CameraMatrix(2,2);
mat.m[3][0] = intens*m_CameraMatrix(3,2) + 0.5f;
mat.m[0][1] = mat.m[1][1] = mat.m[2][1] = 0;
mat.m[3][1] = 0.49f;
D3DXMatrixMultiply(&mat0, mi, &mat);
mat.m[0][0] = 0;
mat.m[1][0] = 0;
mat.m[2][0] = 0;
mat.m[3][0] = fb->m_Normal.Dot(m_RP.m_ViewOrg) - fb->m_Dist;
float fSmooth;
FogColor = fb->m_Color;
if (mat.m[3][0] < -0.5f)
fSmooth = 1.0f;
else
fSmooth = 0.1f;
mat.m[3][0] = mat.m[3][0] * fSmooth + 0.5f;
mat.m[0][1] = fb->m_Normal.x * fSmooth;
mat.m[1][1] = fb->m_Normal.y * fSmooth;
mat.m[2][1] = fb->m_Normal.z * fSmooth;
mat.m[3][1] = -(fb->m_Dist) * fSmooth + 0.5f;
D3DXMatrixMultiply(&mat1, mi, &mat);
}
if (!bVolFog)
{
if (sVerts.Num())
ObjSpritesFlush(sVerts, pCurVB);
bVolFog = true;
m_pd3dDevice->SetTransform(D3DTS_TEXTURE1, &mat0);
m_pd3dDevice->SetTransform(D3DTS_TEXTURE2, &mat1);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, 2);
m_pd3dDevice->SetTextureStageState(2, D3DTSS_TEXTURETRANSFORMFLAGS, 2);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1);
m_pd3dDevice->SetTextureStageState(2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 2);
EF_SelectTMU(1);
gRenDev->m_TexMan->m_Text_Fog->Set();
EF_SelectTMU(2);
gRenDev->m_TexMan->m_Text_Fog_Enter->Set();
EF_SelectTMU(0);
float param[4];
if (!(m_RP.m_PersFlags & RBPF_HDR))
{
if (m_RP.m_RCSprites_FV)
fpHDRSpr_FV = (CCGPShader_D3D *)m_RP.m_RCSprites_FV;
}
else
fpHDRSpr_FV = (CCGPShader_D3D *)PShaderForName(m_RP.m_PS_HDR_BaseCol_FV, "CGRC_HDR_BaseCol_FV_PS20");
param[0] = FogColor[0]; param[1] = FogColor[1]; param[2] = FogColor[2]; param[3] = FogColor[3];
if (fpHDRSpr_FV)
{
fpHDRSpr_FV->mfSet(true);
fpHDRSpr_FV->mfParameter4f("FogColor", param);
}
if (vpHDRSpr)
vpHDRSpr->mfSet(false);
//EF_PushFog();
//EnableFog(false);
}
}
else
{
if (bVolFog)
{
if (sVerts.Num())
ObjSpritesFlush(sVerts, pCurVB);
bVolFog = false;
D3DXMatrixIdentity(&mat);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
m_pd3dDevice->SetTransform(D3DTS_TEXTURE1, &mat);
m_pd3dDevice->SetTextureStageState(2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
m_pd3dDevice->SetTransform(D3DTS_TEXTURE2, &mat);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU | 1);
m_pd3dDevice->SetTextureStageState(2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU | 2);
//EF_PopFog();
if (fpHDRSpr_FV)
fpHDRSpr_FV->mfSet(false);
if (fpHDRSpr)
fpHDRSpr->mfSet(true);
if (vpHDRSpr)
vpHDRSpr->mfSet(true);
EF_SelectTMU(1);
EnableTMU(false);
EF_SelectTMU(2);
EnableTMU(false);
EF_SelectTMU(0);
}
}
float fX0 = pSP->m_vPos.x+pSP->m_fDX;
float fX1 = pSP->m_vPos.x-pSP->m_fDX;
float fY0 = pSP->m_vPos.y+pSP->m_fDY;
float fY1 = pSP->m_vPos.y-pSP->m_fDY;
Vec3d vUp = Vec3d(0,0,-pSP->m_fScaleV);
if(pSP->m_LodAngle!=127) // rotate sprite to much it with 3d object
vUp = vUp.rotated(Vec3d(-pSP->m_fDX,pSP->m_fDY,0).normalized(), pSP->m_LodAngle/255.f-0.5f);
int nOffs = sVerts.Num();
if (nOffs+6 >= MAX_DYNVB3D_VERTS)
{
ObjSpritesFlush(sVerts, pCurVB);
nOffs = sVerts.Num();
}
sVerts.AddIndex(6);
struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F *pQuad = &sVerts[nOffs];
// 0,1 verts
pQuad[0].xyz.x = fX0+vUp.x;
pQuad[0].xyz.y = fY1+vUp.y;
pQuad[0].xyz.z = pSP->m_vPos.z+vUp.z;
pQuad[0].color.dcolor = pSP->m_Color.dcolor;
pQuad[0].st[0] = 0+pSP->m_fTexCoordOffset;
pQuad[0].st[1] = 0-pSP->m_fTexCoordOffset;
pQuad[1].xyz.x = fX1+vUp.x;
pQuad[1].xyz.y = fY0+vUp.y;
pQuad[1].xyz.z = pSP->m_vPos.z+vUp.z;
pQuad[1].color.dcolor = pSP->m_Color.dcolor;
pQuad[1].st[0] = -1.0f+pSP->m_fTexCoordOffset;
pQuad[1].st[1] = 0-pSP->m_fTexCoordOffset;
// 2,3 verts
pQuad[2].xyz.x = fX0-vUp.x;
pQuad[2].xyz.y = fY1-vUp.y;
pQuad[2].xyz.z = pSP->m_vPos.z-vUp.z;
pQuad[2].color.dcolor = pSP->m_Color.dcolor;
pQuad[2].st[0] = 0+pSP->m_fTexCoordOffset;
pQuad[2].st[1] = 1.0f-pSP->m_fTexCoordOffset;
pQuad[3] = pQuad[1];
pQuad[4].xyz.x = fX1-vUp.x;
pQuad[4].xyz.y = fY0-vUp.y;
pQuad[4].xyz.z = pSP->m_vPos.z-vUp.z;
pQuad[4].color.dcolor = pSP->m_Color.dcolor;
pQuad[4].st[0] = -1.0f+pSP->m_fTexCoordOffset;
pQuad[4].st[1] = 1.0f-pSP->m_fTexCoordOffset;
pQuad[5] = pQuad[2];
}
if (sVerts.Num())
ObjSpritesFlush(sVerts, pCurVB);
if (bVolFog)
{
bVolFog = false;
D3DXMatrixIdentity(&mat);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
m_pd3dDevice->SetTransform(D3DTS_TEXTURE1, &mat);
m_pd3dDevice->SetTextureStageState(2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
m_pd3dDevice->SetTransform(D3DTS_TEXTURE2, &mat);
//EF_PopFog();
if (fpHDRSpr_FV)
fpHDRSpr_FV->mfSet(false, 0);
EF_SelectTMU(1);
EnableTMU(false);
EF_SelectTMU(2);
EnableTMU(false);
EF_SelectTMU(0);
}
if (fpHDRSpr)
fpHDRSpr->mfSet(false);
if (vpHDRSpr)
vpHDRSpr->mfSet(false);
if (m_RP.m_PersFlags & RBPF_HDR)
EF_FogRestore(bFogCorrect);
m_TexMan->SetTexture(0, eTT_Base);
}
void CD3D9Renderer::DrawObjSprites (list2<CStatObjInst*> *pList, float fMaxViewDist, CObjManager *pObjMan)
{
HRESULT hr;
PROFILE_FRAME(Draw_ObjSprites);
CD3D9TexMan::BindNULL(1);
//ResetToDefault();
if(CV_r_VegetationSpritesAlphaBlend)
EF_SetState(GS_BLSRC_SRCALPHA | GS_BLDST_ONEMINUSSRCALPHA | GS_ALPHATEST_GREATER0);
else
EF_SetState(GS_ALPHATEST_GEQUAL128 | GS_DEPTHWRITE);
EF_SetColorOp(eCO_MODULATE, eCO_MODULATE, DEF_TEXARG0, DEF_TEXARG0);
D3DSetCull(eCULL_None);
hr = m_pd3dDevice->SetStreamSource(1, NULL, 0, 0);
hr = m_pd3dDevice->SetStreamSource(2, NULL, 0, 0);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
m_RP.m_PersFlags &= ~(RBPF_USESTREAM1 | RBPF_USESTREAM2);
m_RP.m_TexStages[0].TCIndex = 0;
m_RP.m_TexStages[1].TCIndex = 1;
m_RP.m_PersFlags &= ~(RBPF_VSNEEDSET | RBPF_PS1NEEDSET);
m_RP.m_FlagsModificators = 0;
int nGPU = m_Features & RFT_HW_MASK;
if (m_FS.m_bEnable && nGPU != RFT_HW_RADEON)
{
if (m_FS.m_nCurFogMode!=m_FS.m_nFogMode)
{
m_FS.m_nCurFogMode = m_FS.m_nFogMode;
m_pd3dDevice->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
}
}
if (CV_r_VegetationSpritesNoBend)
{
if (CV_r_VegetationSpritesNoBend==1)
DrawObjSprites_NoBend(pList, fMaxViewDist, pObjMan);
else
DrawObjSprites_NoBend_Merge(pList, fMaxViewDist, pObjMan);
return;
}
assert(!"Texcoord correction not implemented");
// Sorting far objects front to back since we use alphablending
// ::Sort(&(*pList)[0], pList->Count());
//pList->SortByDistanceMember_(true);
float max_view_dist = fMaxViewDist*0.8f;
const Vec3d & vCamPos = m_RP.m_ViewOrg;
const float rad2deg = 180.0f/PI;
const float far_tex_angle = (FAR_TEX_ANGLE*0.5f);
m_TexMan->SetTexture(TX_FIRSTBIND, eTT_Base);
float v[4];
v[3] = 1.0f;
CCGVProgram_D3D *pVP = NULL;
CCGVProgram_D3D *pVP_FV = NULL;
// If device supports vertex shaders use advanced bending for sprites
if (!m_RP.m_VPPlantBendingSpr && (GetFeatures() & RFT_HW_VS))
{
//pVP = (CVProgram_D3D *)CVProgram::mfForName("VProgSimple_Plant_Bended_Sprite", false);
pVP = (CCGVProgram_D3D *)CVProgram::mfForName("CGVProgSimple_Plant_Bended_Sprite");
pVP_FV = (CCGVProgram_D3D *)CVProgram::mfForName("CGVProgSimple_Plant_Bended_Sprite_FV");
m_RP.m_VPPlantBendingSpr = pVP;
m_RP.m_VPPlantBendingSpr_FV = pVP_FV;
}
else
{
pVP = (CCGVProgram_D3D *)m_RP.m_VPPlantBendingSpr;
pVP_FV = (CCGVProgram_D3D *)m_RP.m_VPPlantBendingSpr_FV;
}
SCGBind *pBindBend = NULL;
SCGBind *pBindPos = NULL;
int nf = VERTEX_FORMAT_P3F_COL4UB_TEX2F;
m_RP.m_CurVFormat = nf;
m_RP.m_FlagsModificators &= ~7;
SMFog *fb = NULL;
SCGBind *pBindTG00, *pBindTG01, *pBindTG10, *pBindTG11;
SCGBind *pBindBend_FV = NULL;
SCGBind *pBindPos_FV = NULL;
CFColor FogColor;
Plane plane00, plane01, plane10, plane11;
SCGBind *pCurBindBend = NULL;
SCGBind *pCurBindPos = NULL;
CCGVProgram_D3D *lastvpD3D = NULL;
SWaveForm2 wfMain;
if (!m_RP.m_RCSprites)
m_RP.m_RCSprites = CPShader::mfForName("CGRCTreeSprites");
if (pVP)
{
wfMain.m_eWFType = eWF_Sin;
wfMain.m_Amp = 0.002f;
wfMain.m_Level = 0;
pVP->mfSet(true, NULL, 0);
pVP->mfSetVariables(false, NULL);
lastvpD3D = pVP;
pBindBend = pVP->mfGetParameterBind("Bend");
pBindPos = pVP->mfGetParameterBind("ObjPos");
pCurBindBend = pBindBend;
pCurBindPos = pBindPos;
}
hr = EF_SetVertexDeclaration(m_RP.m_FlagsModificators&7, m_RP.m_CurVFormat);
if (hr != S_OK)
return;
int nOffs;
Vec3d vWorldColor = iSystem->GetI3DEngine()->GetWorldColor();
int prev_tid=-1;
struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F vQuad[6];
// 0,1 verts
vQuad[0].st[0] = 0;
vQuad[0].st[1] = 0;
vQuad[1].st[0] = -1;
vQuad[1].st[1] = 0;
// 2,3 verts
vQuad[2].st[0] = 0;
vQuad[2].st[1] = 0.5f;
vQuad[3].st[0] = -1;
vQuad[3].st[1] = 0.5f;
// 4,5 verts
vQuad[4].st[0] = 0;
vQuad[4].st[1] = 1.0f;
vQuad[5].st[0] = -1.0f;
vQuad[5].st[1] = 1.0f;
CCGPShader_D3D *curRC = NULL;
if (m_bHeatVision)
{
float param[4];
if (!m_RP.m_RCSprites_Heat)
m_RP.m_RCSprites_Heat = CPShader::mfForName("CGRCHeat_TreesSprites");
if (m_RP.m_RCSprites_Heat)
{
m_RP.m_RCSprites_Heat->mfSet(true);
param[0] = param[1] = 0;
param[2] = 1.0f;
param[3] = 1.0f;
curRC = (CCGPShader_D3D *)m_RP.m_RCSprites_Heat;
if (curRC)
curRC->mfParameter4f("Heat", param);
}
}
else
{
if (m_RP.m_RCSprites)
m_RP.m_RCSprites->mfSet(true);
}
IDirect3DVertexBuffer9 *pCurVB = NULL;
float fLastBend = 999999.0f;
for( int i=pList->Count()-1; i>=0; i-- )
{
CStatObjInst * o = pList->GetAt(i);
assert(o);
if(!o)
continue;
/*if (i)
{
CStatObjInst * oNext = pList->GetAt(i-1);
_asm
{
prefetchnta byte ptr oNext
}
}*/
assert(SRendItem::m_RecurseLevel>=1 && SRendItem::m_RecurseLevel-1<=2);
float fDistance = (((IEntityRender*)o))->m_arrfDistance[SRendItem::m_RecurseLevel-1];
float fMaxDist = o->m_fWSMaxViewDist;// GetMaxViewDist();
// note: move into sort by size
if(fMaxDist > max_view_dist)
fMaxDist = max_view_dist;
float fFadeOut;
if(pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].bFadeSize)
{
fFadeOut = (1.f-(fDistance*pObjMan->m_fZoomFactor)/(fMaxDist))*8.f;
if (fFadeOut <= 0)
continue;
if(fFadeOut>1.f)
fFadeOut=1.f;
}
else
fFadeOut = 1.f;
Vec3d vBright = Vec3d(CHAR_TO_FLOAT,CHAR_TO_FLOAT,CHAR_TO_FLOAT)*max((float)o->m_ucBright,32.f);
// apply brightness from vegetation group settings
vBright *= pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].fBrightness;
// get full lod to get tex id and lowest lod to take size
CStatObj * pStatObjLOD0 = pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].GetStatObj();
CStatObj * pStatObjLODLowest = pStatObjLOD0;
if(pStatObjLOD0->m_nLoadedLodsNum && pStatObjLOD0->m_arrpLowLODs[pStatObjLOD0->m_nLoadedLodsNum-1])
pStatObjLODLowest = pStatObjLOD0->m_arrpLowLODs[pStatObjLOD0->m_nLoadedLodsNum-1];
float DX = o->m_fScale*pStatObjLODLowest->GetCenter().x + o->m_vPos.x - vCamPos.x;
float DY = o->m_fScale*pStatObjLODLowest->GetCenter().y + o->m_vPos.y - vCamPos.y;
float fAngle = rad2deg*cry_atan2f( DX, DY );
while(fAngle<0) fAngle+=360;
DX = o->m_vPos.x - vCamPos.x;
DY = o->m_vPos.y - vCamPos.y;
assert(pStatObjLODLowest);
if(!pStatObjLODLowest)
continue;
int nSlotId = int(fAngle/FAR_TEX_ANGLE+0.5f)%FAR_TEX_COUNT;
assert(nSlotId>=0 && nSlotId<FAR_TEX_COUNT);
int tid = pStatObjLOD0->m_arrSpriteTexID[nSlotId];
if(SRendItem::m_RecurseLevel==1)
o->m_ucAngleSlotId = nSlotId; // store sprite id for morfing
if(prev_tid != tid)
{
m_TexMan->SetTexture(tid, eTT_Base);
prev_tid = tid;
}
vBright.CheckMin(Vec3d(1,1,1));
vBright.x *= vWorldColor.x;
vBright.y *= vWorldColor.y;
vBright.z *= vWorldColor.z;
DWORD cCol = D3DRGBA(vBright.x,vBright.y,vBright.z,1.0f);
float fSpriteScaleV = o->m_fScale*pStatObjLODLowest->GetRadiusVert()*fFadeOut;
float fSpriteScaleH = o->m_fScale*pStatObjLODLowest->GetRadiusHors()*pObjMan->m_fZoomFactor*fFadeOut;
Vec3d vPos = o->m_vPos + pStatObjLODLowest->GetCenter()*o->m_fScale*fFadeOut;
if(CV_r_VolumetricFog && o->m_nFogVolumeID>0)
{
// setup Volume Fog Texgen planes
if (!pBindBend_FV)
{
pVP_FV->mfSet(true, NULL);
pVP_FV->mfSetVariables(false, NULL);
pBindBend_FV = pVP_FV->mfGetParameterBind("Bend");
pBindPos_FV = pVP_FV->mfGetParameterBind("ObjPos");
if (!m_RP.m_RCSprites_FV)
m_RP.m_RCSprites_FV = CPShader::mfForName("CGRCTreeSprites_FV");
curRC = (CCGPShader_D3D *)m_RP.m_RCSprites_FV;
fb = &m_RP.m_FogVolumes[o->m_nFogVolumeID/*o->m_nFogVolumeID*/];
if (fb->m_FogInfo.m_WaveFogGen.m_eWFType)
{
float f = SEvalFuncs::EvalWaveForm(&fb->m_FogInfo.m_WaveFogGen);
fb->m_fMaxDist = f;
}
float intens = fb->m_fMaxDist;
if (intens <= 0)
intens = 1.0f;
intens = -0.25f / intens;
plane00.n.x = intens*m_CameraMatrix(0,2);
plane00.n.y = intens*m_CameraMatrix(1,2);
plane00.n.z = intens*m_CameraMatrix(2,2);
plane00.d = intens*m_CameraMatrix(3,2);
plane00.d += 0.5f;
pBindTG00 = pVP_FV->mfGetParameterBind("TexGen00");
plane01.n.x = plane01.n.y = plane01.n.z = 0;
plane01.d = 0.49f;
pBindTG01 = pVP_FV->mfGetParameterBind("TexGen01");
plane11.n.x = 0;
plane11.n.y = 0;
plane11.n.z = 0;
plane11.d = fb->m_Normal.Dot(m_RP.m_ViewOrg) - fb->m_Dist;
float fSmooth;
FogColor = fb->m_Color;
if (plane11.d < -0.5f)
fSmooth = 1.0f;
else
fSmooth = 0.1f;
plane11.d *= fSmooth;
plane11.d += 0.5f;
pBindTG10 = pVP_FV->mfGetParameterBind("TexGen10");
plane10.n.x = fb->m_Normal.x * fSmooth;
plane10.n.y = fb->m_Normal.y * fSmooth;
plane10.n.z = fb->m_Normal.z * fSmooth;
plane10.d = -(fb->m_Dist) * fSmooth;
plane10.d += 0.5f;
pBindTG11 = pVP_FV->mfGetParameterBind("TexGen11");
}
if (lastvpD3D != pVP_FV)
{
pCurBindBend = pBindBend_FV;
pCurBindPos = pBindPos_FV;
lastvpD3D = pVP_FV;
curRC = (CCGPShader_D3D *)m_RP.m_RCSprites_FV;
if (pVP_FV)
{
pVP_FV->mfSet(true, NULL);
pVP_FV->mfSetVariables(false, NULL);
if (pBindTG00)
pVP_FV->mfParameter4f(pBindTG00, &plane00.n.x);
if (pBindTG01)
pVP_FV->mfParameter4f(pBindTG01, &plane01.n.x);
if (pBindTG10)
pVP_FV->mfParameter4f(pBindTG10, &plane11.n.x);
if (pBindTG11)
pVP_FV->mfParameter4f(pBindTG11, &plane10.n.x);
}
EF_SelectTMU(1);
gRenDev->m_TexMan->m_Text_Fog->Set();
EF_SelectTMU(2);
gRenDev->m_TexMan->m_Text_Fog_Enter->Set();
EF_SelectTMU(0);
float param[4];
if (curRC)
{
curRC->mfSet(true, NULL);
param[0] = FogColor[0]; param[1] = FogColor[1]; param[2] = FogColor[2]; param[3] = FogColor[3];
curRC->mfParameter4f("FogColor", param);
}
//EF_PushFog();
//EnableFog(false);
}
}
else
{
if (lastvpD3D != pVP)
{
pCurBindBend = pBindBend;
pCurBindPos = pBindPos;
curRC = (CCGPShader_D3D *)m_RP.m_RCSprites;
if (lastvpD3D == pVP_FV)
{
//EF_PopFog();
if (m_RP.m_RCSprites_FV)
m_RP.m_RCSprites_FV->mfSet(false);
}
lastvpD3D = pVP;
if (pVP)
{
pVP->mfSet(true, NULL);
pVP->mfSetVariables(false, NULL);
}
if (curRC)
curRC->mfSet(true, NULL);
EF_SelectTMU(1);
EnableTMU(false);
EF_SelectTMU(2);
EnableTMU(false);
EF_SelectTMU(0);
}
}
float dy = DX*fSpriteScaleH/fDistance;
float dx = DY*fSpriteScaleH/fDistance;
if (pVP)
{
bool bSkip = false;
if (!o->m_fFinalBending)
{
if (fLastBend)
{
v[0] = v[1] = v[2] = 0;
}
else
bSkip = true;
}
else
{
float fIrv = 1.0f / pStatObjLODLowest->GetRadiusVert();
float fIScale = 1.0f / o->m_fScale;
wfMain.m_Freq = fIrv/8.0f+0.2f;
wfMain.m_Phase = vPos.x/8.0f;
v[2] = o->m_fFinalBending;
v[0] = SEvalFuncs::EvalWaveForm(&wfMain) * fIScale; // x amount
wfMain.m_Freq = fIrv/7.0f+0.2f;
wfMain.m_Phase = vPos.y/8.0f;
v[1] = SEvalFuncs::EvalWaveForm(&wfMain) * fIScale; // y amount
}
fLastBend = o->m_fFinalBending;
if (pCurBindBend && !bSkip)
pVP->mfParameter4f(pCurBindBend, v);
v[0] = o->m_vPos.x;
v[1] = o->m_vPos.y;
v[2] = o->m_vPos.z;
if (pCurBindPos)
pVP->mfParameter4f(pCurBindPos, v);
}
Vec3d vUp(0,0,-fSpriteScaleV);
if(o->m_ucLodAngle!=127) // rotate sprite to much it with 3d object
vUp = vUp.rotated(Vec3d(-dx,dy,0).normalized(), o->m_ucLodAngle/255.f-0.5f);
float fX = vPos.x+dx;
float fX1 = vPos.x-dx;
float fY = vPos.y+dy;
float fY1 = vPos.y-dy;
// 0,1 verts
vQuad[0].xyz.x = fX+vUp.x;
vQuad[0].xyz.y = fY1+vUp.y;
vQuad[0].xyz.z = vPos.z+vUp.z;
vQuad[0].color.dcolor = cCol;
vQuad[1].xyz.x = fX1+vUp.x;
vQuad[1].xyz.y = fY+vUp.y;
vQuad[1].xyz.z = vPos.z+vUp.z;
vQuad[1].color.dcolor = cCol;
// 2,3 verts
vQuad[2].xyz.x = fX;
vQuad[2].xyz.y = fY1;
vQuad[2].xyz.z = vPos.z;
vQuad[2].color.dcolor = cCol;
vQuad[3].xyz.x = fX1;
vQuad[3].xyz.y = fY;
vQuad[3].xyz.z = vPos.z;
vQuad[3].color.dcolor = cCol;
// 4,5 verts
vQuad[4].xyz.x = fX-vUp.x;
vQuad[4].xyz.y = fY1-vUp.y;
vQuad[4].xyz.z = vPos.z-vUp.z;
vQuad[4].color.dcolor = cCol;
vQuad[5].xyz.x = fX1-vUp.x;
vQuad[5].xyz.y = fY-vUp.y;
vQuad[5].xyz.z = vPos.z-vUp.z;
vQuad[5].color.dcolor = cCol;
struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F *vDst = (struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F *)GetVBPtr3D(6, nOffs);
if (pCurVB != m_pVB3D[0])
{
pCurVB = m_pVB3D[0];
m_pd3dDevice->SetStreamSource(0, m_pVB3D[0], 0, sizeof(struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F));
}
memcpy(vDst, vQuad, 6*sizeof(struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F));
UnlockVB3D();
hr = m_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, nOffs, 4);
m_nPolygons += 4;
}
//if (lastvpD3D == pVP_FV)
// EF_PopFog();
if (lastvpD3D)
lastvpD3D->mfSet(false, NULL);
if (curRC)
curRC->mfSet(false, NULL);
//pVB->Unlock();
ResetToDefault();
m_TexMan->SetTexture(0, eTT_Base);
}