/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ #include "stdh.h" #include #include #include #include #include #include #include #include #include #include #include #include #include // asm shortcuts #define O offset #define Q qword ptr #define D dword ptr #define W word ptr #define B byte ptr #define ASMOPT 1 #define MAXTEXUNITS 4 #define SHADOWTEXTURE 3 extern INDEX wld_bShowTriangles; extern INDEX wld_bShowDetailTextures; extern INDEX wld_bRenderShadowMaps; extern INDEX wld_bRenderTextures; extern INDEX wld_bRenderDetailPolygons; extern INDEX wld_iDetailRemovingBias; extern INDEX wld_bAccurateColors; extern INDEX gfx_bRenderWorld; extern INDEX shd_iForceFlats; extern INDEX shd_bShowFlats; extern BOOL _bMultiPlayer; extern BOOL CVA_bWorld; static GfxAPIType eAPI; // vertex coordinates and elements used by one pass of polygons static CStaticStackArray _avtxPass; static CStaticStackArray _atexPass[MAXTEXUNITS]; static CStaticStackArray _acolPass; static CStaticStackArray _aiElements; // general coordinate stack referenced by the scene polygons CStaticStackArray _avtxScene; // group flags (single-texturing) #define GF_TX0 (1L<<0) #define GF_TX1 (1L<<1) #define GF_TX2 (1L<<2) #define GF_SHD (1L<<3) #define GF_FLAT (1L<<4) // flat fill instead of texture 1 #define GF_TA1 (1L<<5) // texture 2 after shade #define GF_TA2 (1L<<6) // texture 3 after shade #define GF_FOG (1L<<7) #define GF_HAZE (1L<<8) #define GF_SEL (1L<<9) #define GF_KEY (1L<<10) // first layer requires alpha-keying // texture combinations for max 4 texture units (fog, haze and selection not included) #define GF_TX0_TX1 (1L<<11) #define GF_TX0_TX2 (1L<<12) #define GF_TX0_SHD (1L<<13) #define GF_TX2_SHD (1L<<14) // second pass #define GF_TX0_TX1_TX2 (1L<<15) #define GF_TX0_TX1_SHD (1L<<16) #define GF_TX0_TX2_SHD (1L<<17) #define GF_TX0_TX1_TX2_SHD (1L<<18) // total number of groups #define GROUPS_MAXCOUNT (1L<<11) // max group +1 ! #define GROUPS_MINCOUNT (1L<<4)-1 // min group ! static ScenePolygon *_apspoGroups[GROUPS_MAXCOUNT]; static INDEX _ctGroupsCount=0; // some static vars static FLOAT _fHazeMul, _fHazeAdd; static FLOAT _fFogMul; static COLOR _colSelection; static INDEX _ctUsableTexUnits; static BOOL _bTranslucentPass; // rendering translucent polygons static ULONG _ulLastFlags[MAXTEXUNITS]; static ULONG _ulLastBlends[MAXTEXUNITS]; static INDEX _iLastFrameNo[MAXTEXUNITS]; static CTextureData *_ptdLastTex[MAXTEXUNITS]; static CDrawPort *_pDP; static CPerspectiveProjection3D *_ppr = NULL; // draw batched elements static void FlushElements(void) { // skip if empty const INDEX ctElements = _aiElements.Count(); if( ctElements<3) return; // draw const INDEX ctTris = ctElements/3; _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_DRAWELEMENTS); _pfGfxProfile.IncrementCounter( CGfxProfile::PCI_RS_TRIANGLEPASSESOPT, ctTris); _sfStats.IncrementCounter( CStatForm::SCI_SCENE_TRIANGLEPASSES, ctTris); _pGfx->gl_ctWorldTriangles += ctTris; gfxDrawElements( ctElements, &_aiElements[0]); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_DRAWELEMENTS); // reset _aiElements.PopAll(); } // batch elements of one polygon static __forceinline void AddElements( ScenePolygon *pspo) { const INDEX ctElems = pspo->spo_ctElements; INDEX *piDst = _aiElements.Push(ctElems); #if ASMOPT == 1 __asm { mov eax,D [pspo] mov ecx,D [ctElems] mov edi,D [piDst] mov esi,D [eax]ScenePolygon.spo_piElements mov ebx,D [eax]ScenePolygon.spo_iVtx0Pass movd mm1,ebx movq mm0,mm1 psllq mm1,32 por mm1,mm0 shr ecx,1 jz elemRest elemLoop: movq mm0,Q [esi] paddd mm0,mm1 movq Q [edi],mm0 add esi,8 add edi,8 dec ecx jnz elemLoop elemRest: emms test [ctElems],1 jz elemDone mov eax,D [esi] add eax,ebx mov D [edi],eax elemDone: } #else const INDEX iVtx0Pass = pspo->spo_iVtx0Pass; const INDEX *piSrc = pspo->spo_piElements; for( INDEX iElem=0; iElemspo_pspoSucc) { const INDEX ctTris = pspo->spo_ctElements/3; _pfGfxProfile.IncrementCounter( CGfxProfile::PCI_RS_TRIANGLEPASSESOPT, ctTris); _sfStats.IncrementCounter( CStatForm::SCI_SCENE_TRIANGLEPASSES, ctTris); _pGfx->gl_ctWorldTriangles += ctTris; AddElements(pspo); } FlushElements(); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_DRAWELEMENTS); } // calculate mip factor for a texture and adjust its mapping vectors static BOOL RSMakeMipFactorAndAdjustMapping( ScenePolygon *pspo, INDEX iLayer) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_MAKEMIPFACTOR); BOOL bRemoved = FALSE; MEX mexTexSizeU, mexTexSizeV; CMappingVectors &mv = pspo->spo_amvMapping[iLayer]; // texture map ? if( iLayerspo_aubTextureFlags[iLayer] & STXF_BLEND_MASK; CTextureData *ptd = (CTextureData*)pspo->spo_aptoTextures[iLayer]->GetData(); mexTexSizeU = ptd->GetWidth(); mexTexSizeV = ptd->GetHeight(); // check whether detail can be rejected (but don't reject colorized textures) if( ulBlend==STXF_BLEND_SHADE && (ptd->td_ulFlags&TEX_EQUALIZED) && (pspo->spo_acolColors[iLayer]&0xFFFFFF00)==0xFFFFFF00) { // get nearest vertex Z distance from viewer and u and v steps const FLOAT fZ = pspo->spo_fNearestZ; const FLOAT f1oPZ1 = fZ / _ppr->ppr_PerspectiveRatios(1); const FLOAT f1oPZ2 = fZ / _ppr->ppr_PerspectiveRatios(2); const FLOAT fDUoDI = Abs( mv.mv_vU(1) *f1oPZ1); const FLOAT fDUoDJ = Abs( mv.mv_vU(2) *f1oPZ2); const FLOAT fDVoDI = Abs( mv.mv_vV(1) *f1oPZ1); const FLOAT fDVoDJ = Abs( mv.mv_vV(2) *f1oPZ2); // find mip factor and adjust removing of texture layer const FLOAT fMaxDoD = Max( Max(fDUoDI,fDUoDJ), Max(fDVoDI,fDVoDJ)); const INDEX iMipFactor = wld_iDetailRemovingBias + (((SLONG&)fMaxDoD)>>23) -127 +10; const INDEX iLastMip = ptd->td_iFirstMipLevel + ptd->GetNoOfMips() -1; // determine last mipmap in texture bRemoved = (iMipFactor>=iLastMip); // check for detail texture showing extern INDEX wld_bShowDetailTextures; if( wld_bShowDetailTextures) { if( iLayer==2) pspo->spo_acolColors[iLayer] = C_MAGENTA|255; else pspo->spo_acolColors[iLayer] = C_CYAN |255; } } // check if texture has been blended with low alpha else bRemoved = (ulBlend==STXF_BLEND_ALPHA) && ((pspo->spo_acolColors[iLayer]&CT_AMASK)>>CT_ASHIFT)<3; } // shadow map else { mexTexSizeU = pspo->spo_psmShadowMap->sm_mexWidth; mexTexSizeV = pspo->spo_psmShadowMap->sm_mexHeight; } // adjust texture gradients if( mexTexSizeU!=1024) { const FLOAT fMul = 1024.0f /mexTexSizeU; // (no need to do shift-opt, because it won't speed up much!) mv.mv_vU(1) *=fMul; mv.mv_vU(2) *=fMul; mv.mv_vU(3) *=fMul; } if( mexTexSizeV!=1024) { const FLOAT fMul = 1024.0f /mexTexSizeV; mv.mv_vV(1) *=fMul; mv.mv_vV(2) *=fMul; mv.mv_vV(3) *=fMul; } // all done _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_MAKEMIPFACTOR); return bRemoved; } // Remove all polygons with no triangles from a list static void RSRemoveDummyPolygons( ScenePolygon *pspoAll, ScenePolygon **ppspoNonDummy) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_REMOVEDUMMY); *ppspoNonDummy = NULL; // for all span polygons in list (remember one ahead to be able to reconnect them) ScenePolygon *pspoNext; for( ScenePolygon *pspoThis=pspoAll; pspoThis!=NULL; pspoThis=pspoNext) { pspoNext = pspoThis->spo_pspoSucc; // if the polygon has some triangles if( pspoThis->spo_ctElements >0) { // move it to the other list pspoThis->spo_pspoSucc = *ppspoNonDummy; *ppspoNonDummy = pspoThis; } } _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_REMOVEDUMMY); } // bin polygons into groups static void RSBinToGroups( ScenePolygon *pspoFirst) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_BINTOGROUPS); // clamp texture layers extern INDEX wld_bTextureLayers; BOOL bTextureLayer1 =(wld_bTextureLayers /100) || _bMultiPlayer; // must be enabled in multiplayer mode! BOOL bTextureLayer2 = wld_bTextureLayers /10 %10; BOOL bTextureLayer3 = wld_bTextureLayers %10; wld_bTextureLayers = 0; if( bTextureLayer1) wld_bTextureLayers += 100; if( bTextureLayer2) wld_bTextureLayers += 10; if( bTextureLayer3) wld_bTextureLayers += 1; // cache rendering states bTextureLayer1 = bTextureLayer1 && wld_bRenderTextures; bTextureLayer2 = bTextureLayer2 && wld_bRenderTextures; bTextureLayer3 = bTextureLayer3 && wld_bRenderTextures; // clear all groups initially memset( _apspoGroups, 0, sizeof(_apspoGroups)); _ctGroupsCount = GROUPS_MINCOUNT; // for all span polygons in list (remember one ahead to be able to reconnect them) for( ScenePolygon *pspoNext, *pspo=pspoFirst; pspo!=NULL; pspo=pspoNext) { pspoNext = pspo->spo_pspoSucc; const INDEX ctTris = pspo->spo_ctElements/3; ULONG ulBits = NONE; // if it has texture 1 active if( pspo->spo_aptoTextures[0]!=NULL && bTextureLayer1) { _pfGfxProfile.IncrementCounter( CGfxProfile::PCI_RS_TRIANGLEPASSESORG, ctTris); // prepare mapping for texture 0 and generate its mip factor const BOOL bRemoved = RSMakeMipFactorAndAdjustMapping( pspo, 0); if( !bRemoved) ulBits |= GF_TX0; // add if not removed } else { // flat fill is mutually exclusive with texture layer0 _ctGroupsCount |= GF_FLAT; ulBits |= GF_FLAT; } // if it has texture 2 active if( pspo->spo_aptoTextures[1]!=NULL && bTextureLayer2) { _pfGfxProfile.IncrementCounter( CGfxProfile::PCI_RS_TRIANGLEPASSESORG, ctTris); // prepare mapping for texture 1 and generate its mip factor const BOOL bRemoved = RSMakeMipFactorAndAdjustMapping( pspo, 1); if( !bRemoved) { // add if not removed if( pspo->spo_aubTextureFlags[1] & STXF_AFTERSHADOW) { _ctGroupsCount |= GF_TA1; ulBits |= GF_TA1; } else { ulBits |= GF_TX1; } } } // if it has texture 3 active if( pspo->spo_aptoTextures[2]!=NULL && bTextureLayer3) { _pfGfxProfile.IncrementCounter( CGfxProfile::PCI_RS_TRIANGLEPASSESORG, ctTris); // prepare mapping for texture 2 and generate its mip factor const BOOL bRemoved = RSMakeMipFactorAndAdjustMapping( pspo, 2); if( !bRemoved) { // add if not removed if( pspo->spo_aubTextureFlags[2] & STXF_AFTERSHADOW) { _ctGroupsCount |= GF_TA2; ulBits |= GF_TA2; } else { ulBits |= GF_TX2; } } } // if it has shadowmap active if( pspo->spo_psmShadowMap!=NULL && wld_bRenderShadowMaps) { _pfGfxProfile.IncrementCounter( CGfxProfile::PCI_RS_TRIANGLEPASSESORG, ctTris); // prepare shadow map CShadowMap *psmShadow = pspo->spo_psmShadowMap; psmShadow->Prepare(); const BOOL bFlat = psmShadow->IsFlat(); COLOR colFlat = psmShadow->sm_colFlat & 0xFFFFFF00; const BOOL bOverbright = (colFlat & 0x80808000); // only need to update poly color if shadowmap is flat if( bFlat) { if( !bOverbright || shd_iForceFlats==1) { if( shd_bShowFlats) colFlat = C_mdMAGENTA; // show flat shadows? else { // enhance light color to emulate overbrighting if( !bOverbright) colFlat<<=1; else { UBYTE ubR,ubG,ubB; ColorToRGB( colFlat, ubR,ubG,ubB); ULONG ulR = ClampUp( ((ULONG)ubR)<<1, 255UL); ULONG ulG = ClampUp( ((ULONG)ubG)<<1, 255UL); ULONG ulB = ClampUp( ((ULONG)ubB)<<1, 255UL); colFlat = RGBToColor(ulR,ulG,ulB); } } // mix color in the first texture layer COLOR &colTotal = pspo->spo_acolColors[0]; COLOR colLayer = pspo->spo_acolColors[3]; if( colTotal==0xFFFFFFFF) colTotal = colLayer; else if( colLayer!=0xFFFFFFFF) colTotal = MulColors( colTotal, colLayer); if( colTotal==0xFFFFFFFF) colTotal = colFlat; else colTotal = MulColors( colTotal, colFlat); psmShadow->MarkDrawn(); } else { // need to update poly color if shadowmap is flat and overbrightened COLOR &colTotal = pspo->spo_acolColors[3]; if( shd_bShowFlats) colFlat = C_mdBLUE; // overbrightened! if( colTotal==0xFFFFFFFF) colTotal = colFlat; else colTotal = MulColors( colTotal, colFlat); ulBits |= GF_SHD; // mark the need for shadow layer } } else { // prepare mapping for shadowmap and generate its mip factor RSMakeMipFactorAndAdjustMapping( pspo, SHADOWTEXTURE); ulBits |= GF_SHD; } } // if it has fog active if( pspo->spo_ulFlags&SPOF_RENDERFOG) { _pfGfxProfile.IncrementCounter( CGfxProfile::PCI_RS_TRIANGLEPASSESORG, ctTris); _ctGroupsCount |= GF_FOG; ulBits |= GF_FOG; } // if it has haze active if( pspo->spo_ulFlags&SPOF_RENDERHAZE) { _pfGfxProfile.IncrementCounter( CGfxProfile::PCI_RS_TRIANGLEPASSESORG, ctTris); _ctGroupsCount |= GF_HAZE; ulBits |= GF_HAZE; } // if it is selected if( pspo->spo_ulFlags&SPOF_SELECTED) { _pfGfxProfile.IncrementCounter( CGfxProfile::PCI_RS_TRIANGLEPASSESORG, ctTris); _ctGroupsCount |= GF_SEL; ulBits |= GF_SEL; } // if it is transparent if( pspo->spo_ulFlags&SPOF_TRANSPARENT) { _pfGfxProfile.IncrementCounter( CGfxProfile::PCI_RS_TRIANGLEPASSESORG, ctTris); _ctGroupsCount |= GF_KEY; ulBits |= GF_KEY; } // in case of at least one layer, add it to proper group if( ulBits) { _pfGfxProfile.IncrementCounter( CGfxProfile::PCI_RS_TRIANGLES, ctTris); pspo->spo_pspoSucc = _apspoGroups[ulBits]; _apspoGroups[ulBits] = pspo; } } // determine maximum used groups ASSERT( _ctGroupsCount); __asm { mov eax,2 bsr ecx,D [_ctGroupsCount] shl eax,cl mov D [_ctGroupsCount],eax } // done with bining _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_BINTOGROUPS); } // bin polygons that can use dual-texturing static void RSBinByDualTexturing( ScenePolygon *pspoGroup, INDEX iLayer1, INDEX iLayer2, ScenePolygon **ppspoST, ScenePolygon **ppspoMT) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_BINBYMULTITEXTURING); *ppspoST = NULL; *ppspoMT = NULL; // for all span polygons in list (remember one ahead to be able to reconnect them) for( ScenePolygon *pspoNext, *pspo=pspoGroup; pspo!=NULL; pspo=pspoNext) { pspoNext = pspo->spo_pspoSucc; // if first texture is opaque or shade and second layer is shade if( ((pspo->spo_aubTextureFlags[iLayer1]&STXF_BLEND_MASK)==STXF_BLEND_OPAQUE || (pspo->spo_aubTextureFlags[iLayer1]&STXF_BLEND_MASK)==STXF_BLEND_SHADE) && (pspo->spo_aubTextureFlags[iLayer2]&STXF_BLEND_MASK)==STXF_BLEND_SHADE) { // can be merged, so put to multi-texture pspo->spo_pspoSucc = *ppspoMT; *ppspoMT = pspo; } else { // cannot be merged, so put to single-texture pspo->spo_pspoSucc = *ppspoST; *ppspoST = pspo; } } _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_BINBYMULTITEXTURING); } // bin polygons that can use triple-texturing static void RSBinByTripleTexturing( ScenePolygon *pspoGroup, INDEX iLayer2, INDEX iLayer3, ScenePolygon **ppspoST, ScenePolygon **ppspoMT) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_BINBYMULTITEXTURING); *ppspoST = NULL; *ppspoMT = NULL; // for all span polygons in list (remember one ahead to be able to reconnect them) for( ScenePolygon *pspoNext, *pspo=pspoGroup; pspo!=NULL; pspo=pspoNext) { pspoNext = pspo->spo_pspoSucc; // if texture is shade and colors allow merging if( (pspo->spo_aubTextureFlags[iLayer3]&STXF_BLEND_MASK)==STXF_BLEND_SHADE) { // can be merged, so put to multi-texture pspo->spo_pspoSucc = *ppspoMT; *ppspoMT = pspo; } else { // cannot be merged, so put to single-texture pspo->spo_pspoSucc = *ppspoST; *ppspoST = pspo; } } _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_BINBYMULTITEXTURING); } // bin polygons that can use quad-texturing static void RSBinByQuadTexturing( ScenePolygon *pspoGroup, ScenePolygon **ppspoST, ScenePolygon **ppspoMT) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_BINBYMULTITEXTURING); *ppspoST = NULL; *ppspoMT = pspoGroup; _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_BINBYMULTITEXTURING); } // check if all layers in all shadow maps are up to date static void RSCheckLayersUpToDate( ScenePolygon *pspoFirst) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_CHECKLAYERSUPTODATE); // for all span polygons in list for( ScenePolygon *pspo=pspoFirst; pspo!=NULL; pspo=pspo->spo_pspoSucc) { if( pspo->spo_psmShadowMap!=NULL) pspo->spo_psmShadowMap->CheckLayersUpToDate(); } _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_CHECKLAYERSUPTODATE); } // prepare parameters individual to a polygon texture inline void RSSetTextureWrapping( ULONG ulFlags) { gfxSetTextureWrapping( (ulFlags&STXF_CLAMPU) ? GFX_CLAMP : GFX_REPEAT, (ulFlags&STXF_CLAMPV) ? GFX_CLAMP : GFX_REPEAT); } // prepare parameters individual to a polygon texture static void RSSetInitialTextureParameters(void) { _ulLastFlags[0] = STXF_BLEND_OPAQUE; _ulLastBlends[0] = STXF_BLEND_OPAQUE; _iLastFrameNo[0] = 0; _ptdLastTex[0] = NULL; gfxSetTextureModulation(1); gfxDisableBlend(); } static void RSSetTextureParameters( ULONG ulFlags) { // if blend flags have changed ULONG ulBlendFlags = ulFlags&STXF_BLEND_MASK; if( _ulLastBlends[0] != ulBlendFlags) { // determine new texturing mode switch( ulBlendFlags) { case STXF_BLEND_OPAQUE: // opaque texturing gfxDisableBlend(); break; case STXF_BLEND_ALPHA: // blend using texture alpha gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); break; case STXF_BLEND_ADD: // add to screen gfxEnableBlend(); gfxBlendFunc( GFX_ONE, GFX_ONE); break; default: // screen*texture*2 ASSERT( ulBlendFlags==STXF_BLEND_SHADE); gfxEnableBlend(); gfxBlendFunc( GFX_DST_COLOR, GFX_SRC_COLOR); break; } // remember new flags _ulLastBlends[0] = ulFlags; } } // prepare initial parameters for polygon texture static void RSSetInitialTextureParametersMT(void) { INDEX i; // reset bleding modes for( i=0; ispo_pspoSucc) { // create new vertices for that polygon in per-pass array const INDEX ctVtx = pspo->spo_ctVtx; pspo->spo_iVtx0Pass = _avtxPass.Count(); GFXVertex3 *pvtxScene = &_avtxScene[pspo->spo_iVtx0]; GFXVertex4 *pvtxPass = _avtxPass.Push(ctVtx); // copy the vertex coordinates for( INDEX iVtx=0; iVtxspo_pspoSucc) { col = ByteSwap( AdjustColor( pspo->spo_cColor|ubAlpha, _slTexHueShift, _slTexSaturation)); pcol = &_acolPass[pspo->spo_iVtx0Pass]; for( INDEX i=0; ispo_ctVtx; i++) pcol[i].abgr = col; } gfxSetColorArray( &_acolPass[0]); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_SETCOLORS); } static void RSSetConstantColors( COLOR col) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_SETCOLORS); col = ByteSwap( AdjustColor( col, _slTexHueShift, _slTexSaturation)); GFXColor *pcol = &_acolPass[0]; for( INDEX i=0; i<_acolPass.Count(); i++) pcol[i].abgr = col; gfxSetColorArray( &_acolPass[0]); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_SETCOLORS); } static void RSSetTextureColors( ScenePolygon *pspoGroup, ULONG ulLayerMask) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_SETCOLORS); ASSERT( !(ulLayerMask & (GF_TA1|GF_TA2|GF_FOG|GF_HAZE|GF_SEL))); // for all scene polygons in list COLOR colLayer, colTotal; for( ScenePolygon *pspo = pspoGroup; pspo != NULL; pspo = pspo->spo_pspoSucc) { // adjust hue/saturation and set colors colTotal = C_WHITE|CT_OPAQUE; if( ulLayerMask&GF_TX0) { colLayer = AdjustColor( pspo->spo_acolColors[0], _slTexHueShift, _slTexSaturation); if( colLayer!=0xFFFFFFFF) colTotal = MulColors( colTotal, colLayer); } if( ulLayerMask&GF_TX1) { colLayer = AdjustColor( pspo->spo_acolColors[1], _slTexHueShift, _slTexSaturation); if( colLayer!=0xFFFFFFFF) colTotal = MulColors( colTotal, colLayer); } if( ulLayerMask&GF_TX2) { colLayer = AdjustColor( pspo->spo_acolColors[2], _slTexHueShift, _slTexSaturation); if( colLayer!=0xFFFFFFFF) colTotal = MulColors( colTotal, colLayer); } if( ulLayerMask&GF_SHD) { colLayer = AdjustColor( pspo->spo_acolColors[3], _slShdHueShift, _slShdSaturation); if( colLayer!=0xFFFFFFFF) colTotal = MulColors( colTotal, colLayer); } // store colTotal = ByteSwap(colTotal); GFXColor *pcol= &_acolPass[pspo->spo_iVtx0Pass]; for( INDEX i=0; ispo_ctVtx; i++) pcol[i].abgr = colTotal; } // set color array gfxSetColorArray( &_acolPass[0]); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_SETCOLORS); } // make texture coordinates for one texture in all polygons in group static INDEX _iLastUnit = -1; static void RSSetTextureCoords( ScenePolygon *pspoGroup, INDEX iLayer, INDEX iUnit) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_SETTEXCOORDS); // eventualy switch texture unit if( _iLastUnit != iUnit) { gfxSetTextureUnit(iUnit); gfxEnableTexture(); _iLastUnit = iUnit; } // generate tex coord for all scene polygons in list const FLOATmatrix3D &mViewer = _ppr->pr_ViewerRotationMatrix; const INDEX iMappingOffset = iLayer * sizeof(CMappingVectors); for( ScenePolygon *pspo=pspoGroup; pspo!=NULL; pspo=pspo->spo_pspoSucc) { ASSERT( pspo->spo_ctVtx>0); const FLOAT3D &vN = ((CBrushPolygon*)pspo->spo_pvPolygon)->bpo_pbplPlane->bpl_pwplWorking->wpl_plView; const GFXVertex *pvtx = &_avtxPass[pspo->spo_iVtx0Pass]; GFXTexCoord *ptex = &_atexPass[iUnit][pspo->spo_iVtx0Pass]; // reflective mapping? if( pspo->spo_aubTextureFlags[iLayer] & STXF_REFLECTION) { for( INDEX i=0; ispo_ctVtx; i++) { const FLOAT fNorm = 1.0f / sqrt(pvtx[i].x*pvtx[i].x + pvtx[i].y*pvtx[i].y + pvtx[i].z*pvtx[i].z); const FLOAT fVx = pvtx[i].x *fNorm; const FLOAT fVy = pvtx[i].y *fNorm; const FLOAT fVz = pvtx[i].z *fNorm; const FLOAT fNV = fVx*vN(1) + fVy*vN(2) + fVz*vN(3); const FLOAT fRVx = fVx - 2*vN(1)*fNV; const FLOAT fRVy = fVy - 2*vN(2)*fNV; const FLOAT fRVz = fVz - 2*vN(3)*fNV; const FLOAT fRVxT = fRVx*mViewer(1,1) + fRVy*mViewer(2,1) + fRVz*mViewer(3,1); const FLOAT fRVzT = fRVx*mViewer(1,3) + fRVy*mViewer(2,3) + fRVz*mViewer(3,3); ptex[i].s = fRVxT*0.5f +0.5f; ptex[i].t = fRVzT*0.5f +0.5f; } // advance to next polygon continue; } // diffuse mapping const FLOAT3D &vO = pspo->spo_amvMapping[iLayer].mv_vO; #if ASMOPT == 1 __asm { mov esi,D [pspo] mov edi,D [iMappingOffset] lea eax,[esi].spo_amvMapping[edi].mv_vO lea ebx,[esi].spo_amvMapping[edi].mv_vU lea ecx,[esi].spo_amvMapping[edi].mv_vV mov edx,D [esi].spo_ctVtx mov esi,D [pvtx] mov edi,D [ptex] vtxLoop: fld D [ebx+0] fld D [esi]GFXVertex.x fsub D [eax+0] fmul st(1),st(0) fmul D [ecx+0] // vV(1)*fDX, vU(1)*fDX fld D [ebx+4] fld D [esi]GFXVertex.y fsub D [eax+4] fmul st(1),st(0) fmul D [ecx+4] // vV(2)*fDY, vU(2)*fDY, vV(1)*fDX, vU(1)*fDX fld D [ebx+8] fld D [esi]GFXVertex.z fsub D [eax+8] fmul st(1),st(0) fmul D [ecx+8] // vV(3)*fDZ, vU(3)*fDZ, vV(2)*fDY, vU(2)*fDY, vV(1)*fDX, vU(1)*fDX fxch st(5) faddp st(3),st(0) // vU(3)*fDZ, vV(2)*fDY, vU(1)*fDX+vU(2)*fDY, vV(1)*fDX, vV(3)*fDZ fxch st(1) faddp st(3),st(0) // vU(3)*fDZ, vU(1)*fDX+vU(2)*fDY, vV(1)*fDX+vV(2)*fDY, vV(3)*fDZ faddp st(1),st(0) // vU(1)*fDX+vU(2)*fDY+vU(3)*fDZ, vV(1)*fDX+vV(2)*fDY, vV(3)*fDZ fxch st(1) faddp st(2),st(0) // vU(1)*fDX+vU(2)*fDY+vU(3)*fDZ, vV(1)*fDX+vV(2)*fDY+vV(3)*fDZ fstp D [edi]GFXTexCoord.s fstp D [edi]GFXTexCoord.t add esi,4*4 add edi,2*4 dec edx jnz vtxLoop } #else const FLOAT3D &vO = pspo->spo_amvMapping[iLayer].mv_vO; const FLOAT3D &vU = pspo->spo_amvMapping[iLayer].mv_vU; const FLOAT3D &vV = pspo->spo_amvMapping[iLayer].mv_vV; for( INDEX i=0; ispo_ctVtx; i++) { const FLOAT fDX = pvtx[i].x -vO(1); const FLOAT fDY = pvtx[i].y -vO(2); const FLOAT fDZ = pvtx[i].z -vO(3); ptex[i].s = vU(1)*fDX + vU(2)*fDY + vU(3)*fDZ; ptex[i].t = vV(1)*fDX + vV(2)*fDY + vV(3)*fDZ; } #endif } // init array gfxSetTexCoordArray( &_atexPass[iUnit][0], FALSE); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_SETTEXCOORDS); } // make fog texture coordinates for all polygons in group static void RSSetFogCoordinates( ScenePolygon *pspoGroup) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_SETTEXCOORDS); // for all scene polygons in list for( ScenePolygon *pspo=pspoGroup; pspo!=NULL; pspo=pspo->spo_pspoSucc) { const GFXVertex *pvtx = &_avtxPass[pspo->spo_iVtx0Pass]; GFXTexCoord *ptex = &_atexPass[0][pspo->spo_iVtx0Pass]; for( INDEX i=0; ispo_ctVtx; i++) { ptex[i].s = pvtx[i].z *_fFogMul; ptex[i].t = (_fog_vHDirView(1)*pvtx[i].x + _fog_vHDirView(2)*pvtx[i].y + _fog_vHDirView(3)*pvtx[i].z + _fog_fAddH) * _fog_fMulH; } } gfxSetTexCoordArray( &_atexPass[0][0], FALSE); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_SETTEXCOORDS); } // make haze texture coordinates for all polygons in group static void RSSetHazeCoordinates( ScenePolygon *pspoGroup) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_SETTEXCOORDS); // for all scene polygons in list for( ScenePolygon *pspo=pspoGroup; pspo!=NULL; pspo=pspo->spo_pspoSucc) { const GFXVertex *pvtx = &_avtxPass[pspo->spo_iVtx0Pass]; GFXTexCoord *ptex = &_atexPass[0][pspo->spo_iVtx0Pass]; for( INDEX i=0; ispo_ctVtx; i++) { ptex[i].s = (pvtx[i].z + _fHazeAdd) *_fHazeMul; ptex[i].t = 0; } } gfxSetTexCoordArray( &_atexPass[0][0], FALSE); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_SETTEXCOORDS); } // render textures for all triangles in polygon list static void RSRenderTEX( ScenePolygon *pspoFirst, INDEX iLayer) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_RENDERTEXTURES); RSSetInitialTextureParameters(); // for all span polygons in list for( ScenePolygon *pspo=pspoFirst; pspo!=NULL; pspo=pspo->spo_pspoSucc) { ASSERT(pspo->spo_aptoTextures[iLayer]!=NULL); CTextureData *ptdTextureData = (CTextureData*)pspo->spo_aptoTextures[iLayer]->GetData(); const INDEX iFrameNo = pspo->spo_aptoTextures[iLayer]->GetFrame(); if( _ptdLastTex[0] != ptdTextureData || _ulLastFlags[0] != pspo->spo_aubTextureFlags[iLayer] || _iLastFrameNo[0] != iFrameNo) { // flush FlushElements(); _ptdLastTex[0] = ptdTextureData; _ulLastFlags[0] = pspo->spo_aubTextureFlags[iLayer]; _iLastFrameNo[0] = iFrameNo; // set texture parameters if needed RSSetTextureWrapping( pspo->spo_aubTextureFlags[iLayer]); RSSetTextureParameters( pspo->spo_aubTextureFlags[iLayer]); // prepare texture to be used by accelerator ptdTextureData->SetAsCurrent(iFrameNo); } // render all triangles AddElements(pspo); } // flush leftovers FlushElements(); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_RENDERTEXTURES); } // render shadows for all triangles in polygon list static void RSRenderSHD( ScenePolygon *pspoFirst) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_RENDERSHADOWS); RSSetInitialTextureParameters(); // for all span polygons in list for( ScenePolygon *pspo = pspoFirst; pspo != NULL; pspo = pspo->spo_pspoSucc) { // get shadow map for the polygon CShadowMap *psmShadow = pspo->spo_psmShadowMap; ASSERT( psmShadow!=NULL); // shadows have been already sorted out // set texture parameters if needed RSSetTextureWrapping( pspo->spo_aubTextureFlags[SHADOWTEXTURE]); RSSetTextureParameters( pspo->spo_aubTextureFlags[SHADOWTEXTURE]); // upload the shadow to accelerator memory psmShadow->SetAsCurrent(); // batch and render triangles AddElements(pspo); FlushElements(); } // done _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_RENDERSHADOWS); } // render texture and shadow for all triangles in polygon list static void RSRenderTEX_SHD( ScenePolygon *pspoFirst, INDEX iLayer) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_RENDERMT); RSSetInitialTextureParametersMT(); // for all span polygons in list for( ScenePolygon *pspo=pspoFirst; pspo!=NULL; pspo=pspo->spo_pspoSucc) { // render batched triangles FlushElements(); ASSERT( pspo->spo_aptoTextures[iLayer]!=NULL && pspo->spo_psmShadowMap!=NULL); // upload the shadow to accelerator memory gfxSetTextureUnit(1); RSSetTextureWrapping( pspo->spo_aubTextureFlags[SHADOWTEXTURE]); pspo->spo_psmShadowMap->SetAsCurrent(); // prepare texture to be used by accelerator CTextureData *ptd = (CTextureData*)pspo->spo_aptoTextures[iLayer]->GetData(); const INDEX iFrameNo = pspo->spo_aptoTextures[iLayer]->GetFrame(); gfxSetTextureUnit(0); if( _ptdLastTex[0]!=ptd || _iLastFrameNo[0]!=iFrameNo || _ulLastFlags[0]!=pspo->spo_aubTextureFlags[iLayer]) { _ptdLastTex[0]=ptd; _iLastFrameNo[0]=iFrameNo; _ulLastFlags[0]=pspo->spo_aubTextureFlags[iLayer]; RSSetTextureWrapping( pspo->spo_aubTextureFlags[iLayer]); ptd->SetAsCurrent(iFrameNo); // set rendering parameters if needed RSSetTextureParametersMT( pspo->spo_aubTextureFlags[iLayer]); } // batch triangles AddElements(pspo); } // flush leftovers FlushElements(); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_RENDERMT); } // render two textures for all triangles in polygon list static void RSRender2TEX( ScenePolygon *pspoFirst, INDEX iLayer2) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_RENDERMT); RSSetInitialTextureParametersMT(); // for all span polygons in list for( ScenePolygon *pspo=pspoFirst; pspo!=NULL; pspo=pspo->spo_pspoSucc) { ASSERT( pspo->spo_aptoTextures[0]!=NULL && pspo->spo_aptoTextures[iLayer2]!=NULL); CTextureData *ptd0 = (CTextureData*)pspo->spo_aptoTextures[0]->GetData(); CTextureData *ptd1 = (CTextureData*)pspo->spo_aptoTextures[iLayer2]->GetData(); const INDEX iFrameNo0 = pspo->spo_aptoTextures[0]->GetFrame(); const INDEX iFrameNo1 = pspo->spo_aptoTextures[iLayer2]->GetFrame(); if( _ptdLastTex[0]!=ptd0 || _iLastFrameNo[0]!=iFrameNo0 || _ulLastFlags[0]!=pspo->spo_aubTextureFlags[0] || _ptdLastTex[1]!=ptd1 || _iLastFrameNo[1]!=iFrameNo1 || _ulLastFlags[1]!=pspo->spo_aubTextureFlags[iLayer2]) { FlushElements(); _ptdLastTex[0]=ptd0; _iLastFrameNo[0]=iFrameNo0; _ulLastFlags[0]=pspo->spo_aubTextureFlags[0]; _ptdLastTex[1]=ptd1; _iLastFrameNo[1]=iFrameNo1; _ulLastFlags[1]=pspo->spo_aubTextureFlags[iLayer2]; // upload the second texture to unit 1 gfxSetTextureUnit(1); RSSetTextureWrapping( pspo->spo_aubTextureFlags[iLayer2]); ptd1->SetAsCurrent(iFrameNo1); // upload the first texture to unit 0 gfxSetTextureUnit(0); RSSetTextureWrapping( pspo->spo_aubTextureFlags[0]); ptd0->SetAsCurrent(iFrameNo0); // set rendering parameters if needed RSSetTextureParametersMT( pspo->spo_aubTextureFlags[0]); } // render all triangles AddElements(pspo); } // flush leftovers FlushElements(); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_RENDERMT); } // render two textures and shadowmap for all triangles in polygon list static void RSRender2TEX_SHD( ScenePolygon *pspoFirst, INDEX iLayer2) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_RENDERMT); RSSetInitialTextureParametersMT(); // for all span polygons in list for( ScenePolygon *pspo=pspoFirst; pspo!=NULL; pspo=pspo->spo_pspoSucc) { ASSERT( pspo->spo_aptoTextures[0]!=NULL && pspo->spo_aptoTextures[iLayer2]!=NULL && pspo->spo_psmShadowMap!=NULL); // render batched triangles FlushElements(); // upload the shadow to accelerator memory gfxSetTextureUnit(2); RSSetTextureWrapping( pspo->spo_aubTextureFlags[SHADOWTEXTURE]); pspo->spo_psmShadowMap->SetAsCurrent(); // prepare textures to be used by accelerator CTextureData *ptd0 = (CTextureData*)pspo->spo_aptoTextures[0]->GetData(); CTextureData *ptd1 = (CTextureData*)pspo->spo_aptoTextures[iLayer2]->GetData(); const INDEX iFrameNo0 = pspo->spo_aptoTextures[0]->GetFrame(); const INDEX iFrameNo1 = pspo->spo_aptoTextures[iLayer2]->GetFrame(); gfxSetTextureUnit(0); if( _ptdLastTex[0]!=ptd0 || _iLastFrameNo[0]!=iFrameNo0 || _ulLastFlags[0]!=pspo->spo_aubTextureFlags[0] || _ptdLastTex[1]!=ptd1 || _iLastFrameNo[1]!=iFrameNo1 || _ulLastFlags[1]!=pspo->spo_aubTextureFlags[iLayer2]) { _ptdLastTex[0]=ptd0; _iLastFrameNo[0]=iFrameNo0; _ulLastFlags[0]=pspo->spo_aubTextureFlags[0]; _ptdLastTex[1]=ptd1; _iLastFrameNo[1]=iFrameNo1; _ulLastFlags[1]=pspo->spo_aubTextureFlags[iLayer2]; // upload the second texture to unit 1 gfxSetTextureUnit(1); RSSetTextureWrapping( pspo->spo_aubTextureFlags[iLayer2]); ptd1->SetAsCurrent(iFrameNo1); // upload the first texture to unit 0 gfxSetTextureUnit(0); RSSetTextureWrapping( pspo->spo_aubTextureFlags[0]); ptd0->SetAsCurrent(iFrameNo0); // set rendering parameters if needed RSSetTextureParametersMT( pspo->spo_aubTextureFlags[0]); } // render all triangles AddElements(pspo); } // flush leftovers FlushElements(); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_RENDERMT); } // render three textures for all triangles in polygon list static void RSRender3TEX( ScenePolygon *pspoFirst) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_RENDERMT); RSSetInitialTextureParametersMT(); // for all span polygons in list for( ScenePolygon *pspo=pspoFirst; pspo!=NULL; pspo=pspo->spo_pspoSucc) { ASSERT( pspo->spo_aptoTextures[0]!=NULL && pspo->spo_aptoTextures[1]!=NULL && pspo->spo_aptoTextures[2]!=NULL); CTextureData *ptd0 = (CTextureData*)pspo->spo_aptoTextures[0]->GetData(); CTextureData *ptd1 = (CTextureData*)pspo->spo_aptoTextures[1]->GetData(); CTextureData *ptd2 = (CTextureData*)pspo->spo_aptoTextures[2]->GetData(); const INDEX iFrameNo0 = pspo->spo_aptoTextures[0]->GetFrame(); const INDEX iFrameNo1 = pspo->spo_aptoTextures[1]->GetFrame(); const INDEX iFrameNo2 = pspo->spo_aptoTextures[2]->GetFrame(); if( _ptdLastTex[0]!=ptd0 || _iLastFrameNo[0]!=iFrameNo0 || _ulLastFlags[0]!=pspo->spo_aubTextureFlags[0] || _ptdLastTex[1]!=ptd1 || _iLastFrameNo[1]!=iFrameNo1 || _ulLastFlags[1]!=pspo->spo_aubTextureFlags[1] || _ptdLastTex[2]!=ptd2 || _iLastFrameNo[2]!=iFrameNo2 || _ulLastFlags[2]!=pspo->spo_aubTextureFlags[2]) { FlushElements(); _ptdLastTex[0]=ptd0; _iLastFrameNo[0]=iFrameNo0; _ulLastFlags[0]=pspo->spo_aubTextureFlags[0]; _ptdLastTex[1]=ptd1; _iLastFrameNo[1]=iFrameNo1; _ulLastFlags[1]=pspo->spo_aubTextureFlags[1]; _ptdLastTex[2]=ptd2; _iLastFrameNo[2]=iFrameNo2; _ulLastFlags[2]=pspo->spo_aubTextureFlags[2]; // upload the third texture to unit 2 gfxSetTextureUnit(2); RSSetTextureWrapping( pspo->spo_aubTextureFlags[2]); ptd2->SetAsCurrent(iFrameNo2); // upload the second texture to unit 1 gfxSetTextureUnit(1); RSSetTextureWrapping( pspo->spo_aubTextureFlags[1]); ptd1->SetAsCurrent(iFrameNo1); // upload the first texture to unit 0 gfxSetTextureUnit(0); RSSetTextureWrapping( pspo->spo_aubTextureFlags[0]); ptd0->SetAsCurrent(iFrameNo0); // set rendering parameters if needed RSSetTextureParametersMT( pspo->spo_aubTextureFlags[0]); } // render all triangles AddElements(pspo); } // flush leftovers FlushElements(); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_RENDERMT); } // render three textures and shadowmap for all triangles in polygon list static void RSRender3TEX_SHD( ScenePolygon *pspoFirst) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_RENDERMT); RSSetInitialTextureParametersMT(); // for all span polygons in list for( ScenePolygon *pspo=pspoFirst; pspo!=NULL; pspo=pspo->spo_pspoSucc) { ASSERT( pspo->spo_aptoTextures[0]!=NULL && pspo->spo_aptoTextures[1]!=NULL && pspo->spo_aptoTextures[2]!=NULL && pspo->spo_psmShadowMap!=NULL); // render batched triangles FlushElements(); // upload the shadow to accelerator memory gfxSetTextureUnit(3); RSSetTextureWrapping( pspo->spo_aubTextureFlags[SHADOWTEXTURE]); pspo->spo_psmShadowMap->SetAsCurrent(); // prepare textures to be used by accelerator CTextureData *ptd0 = (CTextureData*)pspo->spo_aptoTextures[0]->GetData(); CTextureData *ptd1 = (CTextureData*)pspo->spo_aptoTextures[1]->GetData(); CTextureData *ptd2 = (CTextureData*)pspo->spo_aptoTextures[2]->GetData(); const INDEX iFrameNo0 = pspo->spo_aptoTextures[0]->GetFrame(); const INDEX iFrameNo1 = pspo->spo_aptoTextures[1]->GetFrame(); const INDEX iFrameNo2 = pspo->spo_aptoTextures[2]->GetFrame(); gfxSetTextureUnit(0); if( _ptdLastTex[0]!=ptd0 || _iLastFrameNo[0]!=iFrameNo0 || _ulLastFlags[0]!=pspo->spo_aubTextureFlags[0] || _ptdLastTex[1]!=ptd1 || _iLastFrameNo[1]!=iFrameNo1 || _ulLastFlags[1]!=pspo->spo_aubTextureFlags[1] || _ptdLastTex[2]!=ptd2 || _iLastFrameNo[2]!=iFrameNo2 || _ulLastFlags[2]!=pspo->spo_aubTextureFlags[2]) { _ptdLastTex[0]=ptd0; _iLastFrameNo[0]=iFrameNo0; _ulLastFlags[0]=pspo->spo_aubTextureFlags[0]; _ptdLastTex[1]=ptd1; _iLastFrameNo[1]=iFrameNo1; _ulLastFlags[1]=pspo->spo_aubTextureFlags[1]; _ptdLastTex[2]=ptd2; _iLastFrameNo[2]=iFrameNo2; _ulLastFlags[2]=pspo->spo_aubTextureFlags[2]; // upload the third texture to unit 2 gfxSetTextureUnit(2); RSSetTextureWrapping( pspo->spo_aubTextureFlags[2]); ptd2->SetAsCurrent(iFrameNo2); // upload the second texture to unit 1 gfxSetTextureUnit(1); RSSetTextureWrapping( pspo->spo_aubTextureFlags[1]); ptd1->SetAsCurrent(iFrameNo1); // upload the first texture to unit 0 gfxSetTextureUnit(0); RSSetTextureWrapping( pspo->spo_aubTextureFlags[0]); ptd0->SetAsCurrent(iFrameNo0); // set rendering parameters if needed RSSetTextureParametersMT( pspo->spo_aubTextureFlags[0]); } // render all triangles AddElements(pspo); } // flush leftovers FlushElements(); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_RENDERMT); } // render fog for all affected triangles in polygon list __forceinline void RSRenderFog( ScenePolygon *pspoFirst) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_RENDERFOG); // for all scene polygons in list for( ScenePolygon *pspo=pspoFirst; pspo!=NULL; pspo=pspo->spo_pspoSucc) { // for all vertices in the polygon const GFXTexCoord *ptex = &_atexPass[0][pspo->spo_iVtx0Pass]; for( INDEX i=0; ispo_ctVtx; i++) { // polygon is in fog, stop searching if( InFog(ptex[i].t)) goto hasFog; } // hasn't got any fog, so skip it continue; hasFog: // render all triangles AddElements(pspo); } // all done FlushElements(); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_RENDERFOG); } // render haze for all affected triangles in polygon list __forceinline void RSRenderHaze( ScenePolygon *pspoFirst) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_RENDERFOG); // for all scene polygons in list for( ScenePolygon *pspo=pspoFirst; pspo!=NULL; pspo=pspo->spo_pspoSucc) { // for all vertices in the polygon const GFXTexCoord *ptex = &_atexPass[0][pspo->spo_iVtx0Pass]; for( INDEX i=0; ispo_ctVtx; i++) { // polygon is in haze, stop searching if( InHaze(ptex[i].s)) goto hasHaze; } // hasn't got any haze, so skip it continue; hasHaze: // render all triangles AddElements(pspo); } // all done FlushElements(); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_RENDERFOG); } static void RSStartupFog(void) { // upload fog texture gfxSetTextureWrapping( GFX_CLAMP, GFX_CLAMP); gfxSetTexture( _fog_ulTexture, _fog_tpLocal); // prepare fog rendering parameters gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); // calculate fog mapping _fFogMul = -1.0f / _fog_fp.fp_fFar; } static void RSStartupHaze(void) { // upload haze texture gfxEnableTexture(); gfxSetTextureWrapping( GFX_CLAMP, GFX_CLAMP); gfxSetTexture( _haze_ulTexture, _haze_tpLocal); // prepare haze rendering parameters gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); // calculate haze mapping _fHazeMul = -1.0f / (_haze_hp.hp_fFar - _haze_hp.hp_fNear); _fHazeAdd = _haze_hp.hp_fNear; } // process one group of polygons void RSRenderGroupInternal( ScenePolygon *pspoGroup, ULONG ulGroupFlags); void RSRenderGroup( ScenePolygon *pspoGroup, ULONG ulGroupFlags, ULONG ulTestedFlags) { // skip if the group is empty if( pspoGroup==NULL) return; ASSERT( !(ulTestedFlags&(GF_FOG|GF_HAZE))); // paranoia // if multitexturing is enabled (start with 2-layer MT) if( _ctUsableTexUnits>=2) { // if texture 1 could be merged with shadow if( !(ulTestedFlags&GF_TX0_SHD) && (ulGroupFlags &GF_TX0) && !(ulGroupFlags &GF_TX1) && !(ulGroupFlags &GF_TX2) && (ulGroupFlags &GF_SHD)) { // bin polygons that can use the merge and those that cannot ScenePolygon *pspoST, *pspoMT; RSBinByDualTexturing( pspoGroup, 0, SHADOWTEXTURE, &pspoST, &pspoMT); // process the two groups separately ulTestedFlags |= GF_TX0_SHD; RSRenderGroup( pspoST, ulGroupFlags, ulTestedFlags); ulGroupFlags &= ~(GF_TX0|GF_SHD); ulGroupFlags |= GF_TX0_SHD; RSRenderGroup( pspoMT, ulGroupFlags, ulTestedFlags); return; } // if texture 1 could be merged with texture 2 if( !(ulTestedFlags&GF_TX0_TX1) && (ulGroupFlags &GF_TX0) && (ulGroupFlags &GF_TX1)) { // bin polygons that can use the merge and those that cannot ScenePolygon *pspoST, *pspoMT; RSBinByDualTexturing( pspoGroup, 0, 1, &pspoST, &pspoMT); // process the two groups separately ulTestedFlags |= GF_TX0_TX1; RSRenderGroup( pspoST, ulGroupFlags, ulTestedFlags); ulGroupFlags &= ~(GF_TX0|GF_TX1); ulGroupFlags |= GF_TX0_TX1; RSRenderGroup( pspoMT, ulGroupFlags, ulTestedFlags); return; } // if texture 1 could be merged with texture 3 if( !(ulTestedFlags&GF_TX0_TX2) && (ulGroupFlags &GF_TX0) && !(ulGroupFlags &GF_TX1) && (ulGroupFlags &GF_TX2)) { // bin polygons that can use the merge and those that cannot ScenePolygon *pspoST, *pspoMT; RSBinByDualTexturing( pspoGroup, 0, 2, &pspoST, &pspoMT); // process the two groups separately ulTestedFlags |= GF_TX0_TX2; RSRenderGroup( pspoST, ulGroupFlags, ulTestedFlags); ulGroupFlags &= ~(GF_TX0|GF_TX2); ulGroupFlags |= GF_TX0_TX2; RSRenderGroup( pspoMT, ulGroupFlags, ulTestedFlags); return; } // if texture 3 could be merged with shadow if( !(ulTestedFlags&GF_TX2_SHD) && (ulGroupFlags &GF_TX0_TX1) && (ulGroupFlags &GF_TX2) && (ulGroupFlags &GF_SHD)) { // bin polygons that can use the merge and those that cannot ScenePolygon *pspoST, *pspoMT; RSBinByDualTexturing( pspoGroup, 2, SHADOWTEXTURE, &pspoST, &pspoMT); // process the two groups separately ulTestedFlags |= GF_TX2_SHD; RSRenderGroup( pspoST, ulGroupFlags, ulTestedFlags); ulGroupFlags &= ~(GF_TX2|GF_SHD); ulGroupFlags |= GF_TX2_SHD; RSRenderGroup( pspoMT, ulGroupFlags, ulTestedFlags); return; } } // 4-layer multitexturing? if( _ctUsableTexUnits>=4) { // if texture 1 and 2 could be merged with 3 and shadow if( !(ulTestedFlags&GF_TX0_TX1_TX2_SHD) && (ulGroupFlags &GF_TX0_TX1) && (ulGroupFlags &GF_TX2_SHD)) { // bin polygons that can use the merge and those that cannot ScenePolygon *pspoST, *pspoMT; RSBinByQuadTexturing( pspoGroup, &pspoST, &pspoMT); // process the two groups separately ulTestedFlags |= GF_TX0_TX1_TX2_SHD; RSRenderGroup( pspoST, ulGroupFlags, ulTestedFlags); ulGroupFlags &= ~(GF_TX0_TX1|GF_TX2_SHD); ulGroupFlags |= GF_TX0_TX1_TX2_SHD; RSRenderGroup( pspoMT, ulGroupFlags, ulTestedFlags); return; } } // 3-layer multitexturing? if( _ctUsableTexUnits>=3) { // if texture 1 and 2 could be merged with 3 if( !(ulTestedFlags&GF_TX0_TX1_TX2) && (ulGroupFlags &GF_TX0_TX1) && (ulGroupFlags &GF_TX2)) { // bin polygons that can use the merge and those that cannot ScenePolygon *pspoST, *pspoMT; RSBinByTripleTexturing( pspoGroup, 1, 2, &pspoST, &pspoMT); // process the two groups separately ulTestedFlags |= GF_TX0_TX1_TX2; RSRenderGroup( pspoST, ulGroupFlags, ulTestedFlags); ulGroupFlags &= ~(GF_TX0_TX1|GF_TX2); ulGroupFlags |= GF_TX0_TX1_TX2; RSRenderGroup( pspoMT, ulGroupFlags, ulTestedFlags); return; } // if texture 1 and 2 could be merged with shadow if( !(ulTestedFlags&GF_TX0_TX1_SHD) && (ulGroupFlags &GF_TX0_TX1) && !(ulGroupFlags &GF_TX2) && (ulGroupFlags &GF_SHD)) { // bin polygons that can use the merge and those that cannot ScenePolygon *pspoST, *pspoMT; RSBinByTripleTexturing( pspoGroup, 1, SHADOWTEXTURE, &pspoST, &pspoMT); // process the two groups separately ulTestedFlags |= GF_TX0_TX1_SHD; RSRenderGroup( pspoST, ulGroupFlags, ulTestedFlags); ulGroupFlags &= ~(GF_TX0_TX1|GF_SHD); ulGroupFlags |= GF_TX0_TX1_SHD; RSRenderGroup( pspoMT, ulGroupFlags, ulTestedFlags); return; } // if texture 1 and 3 could be merged with shadow if( !(ulTestedFlags&GF_TX0_TX2_SHD) && (ulGroupFlags &GF_TX0_TX2) && !(ulGroupFlags &GF_TX1) && (ulGroupFlags &GF_SHD)) { // bin polygons that can use the merge and those that cannot ScenePolygon *pspoST, *pspoMT; RSBinByTripleTexturing( pspoGroup, 2, SHADOWTEXTURE, &pspoST, &pspoMT); // process the two groups separately ulTestedFlags |= GF_TX0_TX2_SHD; RSRenderGroup( pspoST, ulGroupFlags, ulTestedFlags); ulGroupFlags &= ~(GF_TX0_TX2|GF_SHD); ulGroupFlags |= GF_TX0_TX2_SHD; RSRenderGroup( pspoMT, ulGroupFlags, ulTestedFlags); return; } } // render one group extern INDEX ogl_iMaxBurstSize; extern INDEX d3d_iMaxBurstSize; ogl_iMaxBurstSize = Clamp( ogl_iMaxBurstSize, 0L, 9999L); d3d_iMaxBurstSize = Clamp( d3d_iMaxBurstSize, 0L, 9999L); const INDEX iMaxBurstSize = (eAPI==GAT_OGL) ? ogl_iMaxBurstSize : d3d_iMaxBurstSize; // if unlimited lock count if( iMaxBurstSize==0) { // render whole group RSRenderGroupInternal( pspoGroup, ulGroupFlags); } // if lock count is specified else { // render group in segments while( pspoGroup!=NULL) { // find segment size INDEX ctVtx = 0; ScenePolygon *pspoThis = pspoGroup; ScenePolygon *pspoLast = pspoGroup; while( ctVtxspo_ctVtx; pspoLast = pspoGroup; pspoGroup = pspoGroup->spo_pspoSucc; } // render one group segment pspoLast->spo_pspoSucc = NULL; RSRenderGroupInternal( pspoThis, ulGroupFlags); } } } // internal group rendering routine void RSRenderGroupInternal( ScenePolygon *pspoGroup, ULONG ulGroupFlags) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_RENDERGROUPINTERNAL); _pfGfxProfile.IncrementCounter( CGfxProfile::PCI_RS_POLYGONGROUPS); // make vertex coordinates for all polygons in the group RSMakeVertexCoordinates(pspoGroup); // prepare vertex, texture and color arrays _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_LOCKARRAYS); gfxSetVertexArray( &_avtxPass[0], _avtxPass.Count()); if(CVA_bWorld) gfxLockArrays(); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_LOCKARRAYS); // set alpha keying if required if( ulGroupFlags & GF_KEY) gfxEnableAlphaTest(); else gfxDisableAlphaTest(); _iLastUnit = 0; // reset mulitex unit change BOOL bUsedMT = FALSE; BOOL bUsesMT = ulGroupFlags & (GF_TX0_TX1 | GF_TX0_TX2 | GF_TX0_SHD | GF_TX2_SHD | GF_TX0_TX1_TX2 | GF_TX0_TX1_SHD | GF_TX0_TX2_SHD | GF_TX0_TX1_TX2_SHD); // dual texturing if( ulGroupFlags & GF_TX0_SHD) { RSSetTextureCoords( pspoGroup, SHADOWTEXTURE, 1); RSSetTextureCoords( pspoGroup, 0, 0); RSSetTextureColors( pspoGroup, GF_TX0|GF_SHD); RSRenderTEX_SHD( pspoGroup, 0); bUsedMT = TRUE; } else if( ulGroupFlags & GF_TX0_TX1) { RSSetTextureCoords( pspoGroup, 1, 1); RSSetTextureCoords( pspoGroup, 0, 0); RSSetTextureColors( pspoGroup, GF_TX0|GF_TX1); RSRender2TEX( pspoGroup, 1); bUsedMT = TRUE; } else if( ulGroupFlags & GF_TX0_TX2) { RSSetTextureCoords( pspoGroup, 2, 1); RSSetTextureCoords( pspoGroup, 0, 0); RSSetTextureColors( pspoGroup, GF_TX0|GF_TX2); RSRender2TEX( pspoGroup, 2); bUsedMT = TRUE; } // triple texturing else if( ulGroupFlags & GF_TX0_TX1_TX2) { RSSetTextureCoords( pspoGroup, 2, 2); RSSetTextureCoords( pspoGroup, 1, 1); RSSetTextureCoords( pspoGroup, 0, 0); RSSetTextureColors( pspoGroup, GF_TX0|GF_TX1|GF_TX2); RSRender3TEX( pspoGroup); bUsedMT = TRUE; } else if( ulGroupFlags & GF_TX0_TX1_SHD) { RSSetTextureCoords( pspoGroup, SHADOWTEXTURE, 2); RSSetTextureCoords( pspoGroup, 1, 1); RSSetTextureCoords( pspoGroup, 0, 0); RSSetTextureColors( pspoGroup, GF_TX0|GF_TX1|GF_SHD); RSRender2TEX_SHD( pspoGroup, 1); bUsedMT = TRUE; } else if( ulGroupFlags & GF_TX0_TX2_SHD) { RSSetTextureCoords( pspoGroup, SHADOWTEXTURE, 2); RSSetTextureCoords( pspoGroup, 2, 1); RSSetTextureCoords( pspoGroup, 0, 0); RSSetTextureColors( pspoGroup, GF_TX0|GF_TX2|GF_SHD); RSRender2TEX_SHD( pspoGroup, 2); bUsedMT = TRUE; } // quad texturing else if( ulGroupFlags & GF_TX0_TX1_TX2_SHD) { RSSetTextureCoords( pspoGroup, SHADOWTEXTURE, 3); RSSetTextureCoords( pspoGroup, 2, 2); RSSetTextureCoords( pspoGroup, 1, 1); RSSetTextureCoords( pspoGroup, 0, 0); RSSetTextureColors( pspoGroup, GF_TX0|GF_TX1|GF_TX2|GF_SHD); RSRender3TEX_SHD( pspoGroup); bUsedMT = TRUE; } // if something was drawn and alpha keying was used if( bUsedMT && (ulGroupFlags&GF_KEY)) { // force z-buffer test to equal and disable subsequent alpha tests gfxDepthFunc( GFX_EQUAL); gfxDisableAlphaTest(); } // dual texturing leftover if( ulGroupFlags & GF_TX2_SHD) { RSSetTextureCoords( pspoGroup, SHADOWTEXTURE, 1); RSSetTextureCoords( pspoGroup, 2, 0); RSSetTextureColors( pspoGroup, GF_TX2|GF_SHD); RSRenderTEX_SHD( pspoGroup, 2); bUsedMT = TRUE; } ASSERT( !bUsedMT==!bUsesMT); // if some multi-tex units were used if( bUsesMT) { // disable them now for( INDEX i=1; i<_ctUsableTexUnits; i++) { gfxSetTextureUnit(i); gfxDisableTexture(); } _iLastUnit = 0; gfxSetTextureUnit(0); } // if group has color for first layer if( ulGroupFlags&GF_FLAT) { // render colors if( _bTranslucentPass) { // set opacity to 50% if( !wld_bRenderTextures) RSSetConstantColors( 0x3F3F3F7F); else RSSetPolygonColors( pspoGroup, 0x7F); gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); } else { // set opacity to 100% if( !wld_bRenderTextures) RSSetConstantColors( 0x7F7F7FFF); else RSSetPolygonColors( pspoGroup, CT_OPAQUE); gfxDisableBlend(); } gfxDisableTexture(); DrawAllElements( pspoGroup); } // if group has texture for first layer if( ulGroupFlags&GF_TX0) { // render texture 0 RSSetTextureCoords( pspoGroup, 0, 0); RSSetTextureColors( pspoGroup, GF_TX0); RSRenderTEX( pspoGroup, 0); // eventually prepare subsequent layers for transparency if( ulGroupFlags & GF_KEY) { gfxDepthFunc( GFX_EQUAL); gfxDisableAlphaTest(); } } // if group has texture for second layer if( ulGroupFlags & GF_TX1) { // render texture 1 RSSetTextureCoords( pspoGroup, 1, 0); RSSetTextureColors( pspoGroup, GF_TX1); RSRenderTEX( pspoGroup, 1); } // if group has texture for third layer if( ulGroupFlags & GF_TX2) { // render texture 2 RSSetTextureCoords( pspoGroup, 2, 0); RSSetTextureColors( pspoGroup, GF_TX2); RSRenderTEX( pspoGroup, 2); } // if group has shadow if( ulGroupFlags & GF_SHD) { // render shadow RSSetTextureCoords( pspoGroup, SHADOWTEXTURE, 0); RSSetTextureColors( pspoGroup, GF_SHD); RSRenderSHD( pspoGroup); } // if group has aftershadow texture for second layer if( ulGroupFlags & GF_TA1) { // render texture 1 RSSetTextureCoords( pspoGroup, 1, 0); RSSetTextureColors( pspoGroup, GF_TX1); RSRenderTEX( pspoGroup, 1); } // if group has aftershadow texture for third layer if( ulGroupFlags & GF_TA2) { // render texture 2 RSSetTextureCoords( pspoGroup, 2, 0); RSSetTextureColors( pspoGroup, GF_TX2); RSRenderTEX( pspoGroup, 2); } // if group has fog if( ulGroupFlags & GF_FOG) { // render fog RSStartupFog(); RSSetConstantColors( _fog_fp.fp_colColor); RSSetFogCoordinates( pspoGroup); RSRenderFog( pspoGroup); } // if group has haze if( ulGroupFlags & GF_HAZE) { // render haze RSStartupHaze(); RSSetConstantColors( _haze_hp.hp_colColor); RSSetHazeCoordinates( pspoGroup); RSRenderHaze( pspoGroup); } // reset depth function and alpha keying back // (maybe it was altered for transparent polygon rendering) gfxDepthFunc( GFX_LESS_EQUAL); gfxDisableAlphaTest(); // if group has selection if( ulGroupFlags & GF_SEL) { // render selection gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); RSSetConstantColors( _colSelection|128); gfxDisableTexture(); DrawAllElements( pspoGroup); } // render triangle wireframe if needed extern INDEX wld_bShowTriangles; if( wld_bShowTriangles) { gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); RSSetConstantColors( C_mdYELLOW|222); gfxDisableTexture(); // must write to front in z-buffer gfxPolygonMode(GFX_LINE); gfxEnableDepthTest(); gfxEnableDepthWrite(); gfxDepthFunc(GFX_ALWAYS); gfxDepthRange( 0,0); DrawAllElements(pspoGroup); gfxDepthRange( _ppr->pr_fDepthBufferNear, _ppr->pr_fDepthBufferFar); gfxDepthFunc(GFX_LESS_EQUAL); if( _bTranslucentPass) gfxDisableDepthWrite(); gfxPolygonMode(GFX_FILL); } // all done gfxUnlockArrays(); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_RENDERGROUPINTERNAL); } static void RSPrepare(void) { // set general params gfxCullFace(GFX_NONE); gfxEnableDepthTest(); gfxEnableClipping(); } static void RSEnd(void) { // reset unusual gfx API parameters gfxSetTextureUnit(0); gfxSetTextureModulation(1); } void RenderScene( CDrawPort *pDP, ScenePolygon *pspoFirst, CAnyProjection3D &prProjection, COLOR colSelection, BOOL bTranslucent) { // check API eAPI = _pGfx->gl_eCurrentAPI; #ifdef SE1_D3D ASSERT( eAPI==GAT_OGL || eAPI==GAT_D3D || eAPI==GAT_NONE); #else // SE1_D3D ASSERT( eAPI==GAT_OGL || eAPI==GAT_NONE); #endif // SE1_D3D if( eAPI!=GAT_OGL #ifdef SE1_D3D && eAPI!=GAT_D3D #endif // SE1_D3D ) return; // some cvars cannot be altered in multiplayer mode! if( _bMultiPlayer) { shd_bShowFlats = FALSE; gfx_bRenderWorld = TRUE; wld_bRenderShadowMaps = TRUE; wld_bRenderTextures = TRUE; wld_bRenderDetailPolygons = TRUE; wld_bShowDetailTextures = FALSE; wld_bShowTriangles = FALSE; } // skip if not rendering world if( !gfx_bRenderWorld) return; _pfGfxProfile.StartTimer( CGfxProfile::PTI_RENDERSCENE); // remember input parameters ASSERT( pDP != NULL); _ppr = (CPerspectiveProjection3D*)&*prProjection; _pDP = pDP; _colSelection = colSelection; _bTranslucentPass = bTranslucent; // clamp detail textures LOD biasing wld_iDetailRemovingBias = Clamp( wld_iDetailRemovingBias, -9L, +9L); // set perspective projection _pDP->SetProjection(prProjection); // adjust multi-texturing support (for clip-plane emulation thru texture units) extern BOOL GFX_bClipPlane; // WATCHOUT: set by 'SetProjection()' ! extern INDEX gap_iUseTextureUnits; extern INDEX ogl_bAlternateClipPlane; INDEX ctMaxUsableTexUnits = _pGfx->gl_ctTextureUnits; if( eAPI==GAT_OGL && ogl_bAlternateClipPlane && GFX_bClipPlane && ctMaxUsableTexUnits>1) ctMaxUsableTexUnits--; _ctUsableTexUnits = Clamp( gap_iUseTextureUnits, 1L, ctMaxUsableTexUnits); // prepare RSPrepare(); // turn depth buffer writing on or off if( bTranslucent) gfxDisableDepthWrite(); else gfxEnableDepthWrite(); // remove all polygons with no triangles from the polygon list ScenePolygon *pspoNonDummy; RSRemoveDummyPolygons( pspoFirst, &pspoNonDummy); // check that layers of all shadows are up to date RSCheckLayersUpToDate(pspoNonDummy); // bin polygons to groups by texture passes RSBinToGroups(pspoNonDummy); // for each group _pfGfxProfile.StartTimer( CGfxProfile::PTI_RS_RENDERGROUP); ASSERT( _apspoGroups[0]==NULL); // zero group must always be empty for( INDEX iGroup=1; iGroup<_ctGroupsCount; iGroup++) { // get the group polygon list and render it if not empty ScenePolygon *pspoGroup = _apspoGroups[iGroup]; if( pspoGroup!=NULL) RSRenderGroup( pspoGroup, iGroup, 0); } _pfGfxProfile.StopTimer( CGfxProfile::PTI_RS_RENDERGROUP); // all done RSEnd(); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RENDERSCENE); } // renders only scene z-buffer void RenderSceneZOnly( CDrawPort *pDP, ScenePolygon *pspoFirst, CAnyProjection3D &prProjection) { if( _bMultiPlayer) gfx_bRenderWorld = 1; if( !gfx_bRenderWorld) return; _pfGfxProfile.StartTimer( CGfxProfile::PTI_RENDERSCENE_ZONLY); // set perspective projection ASSERT(pDP!=NULL); pDP->SetProjection(prProjection); // prepare RSPrepare(); // set for depth-only rendering const ULONG ulCurrentColorMask = gfxGetColorMask(); gfxSetColorMask(NONE); gfxEnableDepthTest(); gfxEnableDepthWrite(); gfxDisableTexture(); // make vertex coordinates for all polygons in the group and render the polygons RSMakeVertexCoordinates(pspoFirst); gfxSetVertexArray( &_avtxPass[0], _avtxPass.Count()); gfxDisableColorArray(); DrawAllElements(pspoFirst); // restore color masking gfxSetColorMask( ulCurrentColorMask); RSEnd(); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RENDERSCENE_ZONLY); } // renders flat background of the scene void RenderSceneBackground(CDrawPort *pDP, COLOR col) { if( _bMultiPlayer) gfx_bRenderWorld = 1; if( !gfx_bRenderWorld) return; // set orthographic projection ASSERT(pDP!=NULL); pDP->SetOrtho(); _pfGfxProfile.StartTimer( CGfxProfile::PTI_RENDERSCENE_BCG); // prepare gfxEnableDepthTest(); gfxDisableDepthWrite(); gfxDisableBlend(); gfxDisableAlphaTest(); gfxDisableTexture(); gfxEnableClipping(); col = AdjustColor( col, _slTexHueShift, _slTexSaturation); GFXColor glcol(col|CT_OPAQUE); const INDEX iW = pDP->GetWidth(); const INDEX iH = pDP->GetHeight(); // set arrays gfxResetArrays(); GFXVertex *pvtx = _avtxCommon.Push(4); GFXTexCoord *ptex = _atexCommon.Push(4); GFXColor *pcol = _acolCommon.Push(4); pvtx[0].x = 0; pvtx[0].y = 0; pvtx[0].z = 1; pvtx[1].x = 0; pvtx[1].y = iH; pvtx[1].z = 1; pvtx[2].x = iW; pvtx[2].y = iH; pvtx[2].z = 1; pvtx[3].x = iW; pvtx[3].y = 0; pvtx[3].z = 1; pcol[0] = glcol; pcol[1] = glcol; pcol[2] = glcol; pcol[3] = glcol; // render _pGfx->gl_ctWorldTriangles += 2; gfxFlushQuads(); _pfGfxProfile.StopTimer( CGfxProfile::PTI_RENDERSCENE_BCG); }