Dual pass rendering for RW 3.3
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@ -149,9 +149,14 @@ CGame::InitialiseOnceBeforeRW(void)
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return true;
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}
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#if !defined(LIBRW) && defined(PS2_MATFX)
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#ifndef LIBRW
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#ifdef PS2_MATFX
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void ReplaceMatFxCallback();
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#endif
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#endif // PS2_MATFX
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#ifdef DUAL_PASS_RENDERING
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void ReplaceAtomicPipeCallback();
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#endif // DUAL_PASS_RENDERING
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#endif // !LIBRW
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bool
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CGame::InitialiseRenderWare(void)
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@ -203,9 +208,14 @@ CGame::InitialiseRenderWare(void)
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#else
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rw::MatFX::modulateEnvMap = false;
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#endif
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#elif defined(PS2_MATFX)
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#else
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#ifdef PS2_MATFX
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ReplaceMatFxCallback();
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#endif
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#endif // PS2_MATFX
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#ifdef DUAL_PASS_RENDERING
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ReplaceAtomicPipeCallback();
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#endif // DUAL_PASS_RENDERING
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#endif // LIBRW
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CFont::Initialise();
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CHud::Initialise();
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@ -198,6 +198,7 @@ enum Config {
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#define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
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#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define DUAL_PASS_RENDERING // dual pass rendering from SkyGfx
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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//#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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@ -11,7 +11,11 @@
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RtCharset *debugCharset;
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#endif
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bool gPS2alphaTest = 1;
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#ifdef DUAL_PASS_RENDERING
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bool gPS2alphaTest = true;
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#else
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bool gPS2alphaTest = false;
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#endif
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#ifndef FINAL
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static bool charsetOpen;
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@ -2,7 +2,6 @@
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#define WITHD3D
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#include "common.h"
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#include "rwcore.h"
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#include "rpmatfx.h"
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struct MatFXNothing { int pad[5]; int effect; };
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@ -305,7 +304,8 @@ ReplaceMatFxCallback()
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{
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RxD3D8AllInOneSetRenderCallBack(
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RxPipelineFindNodeByName(RpMatFXGetD3D8Pipeline(rpMATFXD3D8ATOMICPIPELINE), RxNodeDefinitionGetD3D8AtomicAllInOne()->name, nil, nil),
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_rwD3D8AtomicMatFXRenderCallback);
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_rwD3D8AtomicMatFXRenderCallback);
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}
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#endif // PS2_MATFX
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