mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-08 12:54:55 +00:00
new LCS-style renderer
This commit is contained in:
parent
8acc98563e
commit
3c5bb4e8f3
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@ -245,6 +245,7 @@ enum Config {
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//#define CUTSCENE_BORDERS_SWITCH
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//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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//#define NEW_RENDERER // leeds-like world rendering, needs librw
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//#define MULTISAMPLING // adds MSAA option TODO
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#ifdef LIBRW
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@ -107,6 +107,10 @@ void TheGame(void);
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void DebugMenuPopulate(void);
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#endif
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#ifdef NEW_RENDERER
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bool gbNewRenderer;
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#endif
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void
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ValidateVersion()
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{
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@ -849,9 +853,128 @@ DisplayGameDebugText()
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}
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#endif
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bool gbRenderRoads = true;
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bool gbRenderEverythingBarRoads = true;
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bool gbRenderFadingInUnderwaterEntities = true;
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bool gbRenderFadingInEntities = true;
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bool gbRenderWater = true;
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bool gbRenderBoats = true;
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bool gbRenderVehicles = true;
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bool gbRenderWorld0 = true;
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bool gbRenderWorld1 = true;
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bool gbRenderWorld2 = true;
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#ifdef NEW_RENDERER
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void
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MattRenderScene(void)
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{
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// this calls CMattRenderer::Render
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CWorld::AdvanceCurrentScanCode();
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// CMattRenderer::ResetRenderStates
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CRenderer::ClearForFrame();
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// CClock::CalcEnvMapTimeMultiplicator
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if(gbRenderWater)
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CWaterLevel::RenderWater(); // actually CMattRenderer::RenderWater
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// CClock::ms_EnvMapTimeMultiplicator = 1.0f;
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// cWorldStream::ClearDynamics
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CRenderer::ConstructRenderList();
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if(gbRenderWorld0)
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CRenderer::RenderWorld(0); // roads
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// CMattRenderer::ResetRenderStates
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CRenderer::PreRender();
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CCoronas::RenderReflections();
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if(gbRenderWorld1)
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CRenderer::RenderWorld(1); // opaque
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if(gbRenderRoads)
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CRenderer::RenderRoads();
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// not sure where to put these since LCS has no underwater entities
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if(gbRenderFadingInUnderwaterEntities)
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CRenderer::RenderFadingInUnderwaterEntities();
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if(gbRenderWater)
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CWaterLevel::RenderTransparentWater();
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if(gbRenderEverythingBarRoads)
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CRenderer::RenderEverythingBarRoads();
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// get env map here?
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// moved this:
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// CRenderer::RenderFadingInEntities();
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}
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void
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RenderScene_new(void)
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{
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CClouds::Render();
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DoRWRenderHorizon();
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MattRenderScene();
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DefinedState();
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// CMattRenderer::ResetRenderStates
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if(gbRenderBoats)
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CRenderer::RenderBoats();
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}
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// TODO
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bool FredIsInFirstPersonCam(void) { return false; }
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void
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RenderEffects_new(void)
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{
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CShadows::RenderStaticShadows();
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// CRenderer::GenerateEnvironmentMap
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CShadows::RenderStoredShadows();
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CSkidmarks::Render();
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CRubbish::Render();
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// these aren't really effects
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DefinedState();
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if(FredIsInFirstPersonCam()){
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DefinedState();
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C3dMarkers::Render(); // normally rendered in CSpecialFX::Render()
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if(gbRenderWorld2)
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CRenderer::RenderWorld(2); // transparent
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if(gbRenderVehicles)
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CRenderer::RenderVehiclesAndPeds();
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}else{
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if(gbRenderVehicles)
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CRenderer::RenderVehiclesAndPeds();
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if(gbRenderWorld2)
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CRenderer::RenderWorld(2); // transparent
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}
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// better render these after transparent world
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if(gbRenderFadingInEntities)
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CRenderer::RenderFadingInEntities();
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// actual effects here
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CGlass::Render();
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// CMattRenderer::ResetRenderStates
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DefinedState();
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CCoronas::RenderSunReflection();
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CWeather::RenderRainStreaks();
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// CWeather::AddSnow
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CWaterCannons::Render();
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CAntennas::Render();
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CSpecialFX::Render();
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CRopes::Render();
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CCoronas::Render();
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CParticle::Render();
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CPacManPickups::Render();
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CWeaponEffects::Render();
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CPointLights::RenderFogEffect();
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CMovingThings::Render();
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CRenderer::RenderFirstPersonVehicle();
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}
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#endif
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void
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RenderScene(void)
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{
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#ifdef NEW_RENDERER
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if(gbNewRenderer){
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RenderScene_new();
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return;
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}
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#endif
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CClouds::Render();
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DoRWRenderHorizon();
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CRenderer::RenderRoads();
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@ -885,6 +1008,12 @@ RenderDebugShit(void)
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void
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RenderEffects(void)
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{
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#ifdef NEW_RENDERER
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if(gbNewRenderer){
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RenderEffects_new();
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return;
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}
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#endif
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CGlass::Render();
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CWaterCannons::Render();
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CSpecialFX::Render();
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@ -1061,6 +1190,10 @@ Idle(void *arg)
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pos.y = SCREEN_HEIGHT / 2.0f;
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RsMouseSetPos(&pos);
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#endif
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#ifdef NEW_RENDERER
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if(!gbNewRenderer)
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#endif
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{
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tbStartTimer(0, "CnstrRenderList");
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#ifdef PC_WATER
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CWaterLevel::PreCalcWaterGeometry();
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@ -1071,6 +1204,7 @@ Idle(void *arg)
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tbStartTimer(0, "PreRender");
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CRenderer::PreRender();
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tbEndTimer("PreRender");
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}
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#ifdef FIX_BUGS
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); // TODO: temp? this fixes OpenGL render but there should be a better place for this
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@ -38,3 +38,8 @@ void ResetLoadingScreenBar(void);
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#ifndef MASTER
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void TheModelViewer(void);
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#endif
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#ifdef NEW_RENDERER
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extern bool gbNewRenderer;
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bool FredIsInFirstPersonCam(void);
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#endif
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@ -422,6 +422,28 @@ DebugMenuPopulate(void)
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DebugMenuAddVarBool8("Render", "Frame limiter", &FrontEndMenuManager.m_PrefsFrameLimiter, nil);
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DebugMenuAddVarBool8("Render", "VSynch", &FrontEndMenuManager.m_PrefsVsync, nil);
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DebugMenuAddVar("Render", "Max FPS", &RsGlobal.maxFPS, nil, 1, 1, 1000, nil);
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DebugMenuAddVarBool8("Render", "new renderer", &gbNewRenderer, nil);
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extern bool gbRenderRoads;
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extern bool gbRenderEverythingBarRoads;
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extern bool gbRenderFadingInUnderwaterEntities;
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extern bool gbRenderFadingInEntities;
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extern bool gbRenderWater;
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extern bool gbRenderBoats;
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extern bool gbRenderVehicles;
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extern bool gbRenderWorld0;
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extern bool gbRenderWorld1;
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extern bool gbRenderWorld2;
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DebugMenuAddVarBool8("Render", "gbRenderRoads", &gbRenderRoads, nil);
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DebugMenuAddVarBool8("Render", "gbRenderEverythingBarRoads", &gbRenderEverythingBarRoads, nil);
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DebugMenuAddVarBool8("Render", "gbRenderFadingInUnderwaterEntities", &gbRenderFadingInUnderwaterEntities, nil);
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DebugMenuAddVarBool8("Render", "gbRenderFadingInEntities", &gbRenderFadingInEntities, nil);
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DebugMenuAddVarBool8("Render", "gbRenderWater", &gbRenderWater, nil);
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DebugMenuAddVarBool8("Render", "gbRenderBoats", &gbRenderBoats, nil);
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DebugMenuAddVarBool8("Render", "gbRenderVehicles", &gbRenderVehicles, nil);
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DebugMenuAddVarBool8("Render", "gbRenderWorld0", &gbRenderWorld0, nil);
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DebugMenuAddVarBool8("Render", "gbRenderWorld1", &gbRenderWorld1, nil);
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DebugMenuAddVarBool8("Render", "gbRenderWorld2", &gbRenderWorld2, nil);
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#ifdef EXTENDED_COLOURFILTER
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static const char *filternames[] = { "None", "Simple", "Normal", "Mobile" };
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e = DebugMenuAddVar("Render", "Colourfilter", &CPostFX::EffectSwitch, nil, 1, CPostFX::POSTFX_OFF, CPostFX::POSTFX_MOBILE, filternames);
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@ -1,3 +1,4 @@
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#define WITH_D3D
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#include "common.h"
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#include "main.h"
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@ -47,12 +48,27 @@ int32 CRenderer::ms_nNoOfVisibleEntities;
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CEntity *CRenderer::ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES];
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CEntity *CRenderer::ms_aInVisibleEntityPtrs[NUMINVISIBLEENTITIES];
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int32 CRenderer::ms_nNoOfInVisibleEntities;
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#ifdef NEW_RENDERER
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int32 CRenderer::ms_nNoOfVisibleVehicles;
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CEntity *CRenderer::ms_aVisibleVehiclePtrs[NUMVISIBLEENTITIES];
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int32 CRenderer::ms_nNoOfVisibleBuildings;
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CEntity *CRenderer::ms_aVisibleBuildingPtrs[NUMVISIBLEENTITIES];
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#endif
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CVector CRenderer::ms_vecCameraPosition;
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CVehicle *CRenderer::m_pFirstPersonVehicle;
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bool CRenderer::m_loadingPriority;
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float CRenderer::ms_lodDistScale = 1.2f;
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#ifdef FIX_BUGS
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#define LOD_DISTANCE (300.0f*TheCamera.LODDistMultiplier)
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#else
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#define LOD_DISTANCE 300.0f
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#endif
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#define FADE_DISTANCE 20.0f
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#define STREAM_DISTANCE 30.0f
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void
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CRenderer::Init(void)
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{
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for(i = 0; i < ms_nNoOfVisibleEntities; i++)
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ms_aVisibleEntityPtrs[i]->PreRender();
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#ifdef NEW_RENDERER
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if(gbNewRenderer){
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for(i = 0; i < ms_nNoOfVisibleVehicles; i++)
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ms_aVisibleVehiclePtrs[i]->PreRender();
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// How is this done with cWorldStream?
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for(i = 0; i < ms_nNoOfVisibleBuildings; i++)
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ms_aVisibleBuildingPtrs[i]->PreRender();
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for(node = CVisibilityPlugins::m_alphaBuildingList.head.next;
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node != &CVisibilityPlugins::m_alphaBuildingList.tail;
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node = node->next)
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((CEntity*)node->item.entity)->PreRender();
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}
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#endif
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for (i = 0; i < ms_nNoOfInVisibleEntities; i++) {
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#ifdef SQUEEZE_PERFORMANCE
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if (ms_aInVisibleEntityPtrs[i]->IsVehicle() && ((CVehicle*)ms_aInVisibleEntityPtrs[i])->IsHeli())
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{
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int i;
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CEntity *e;
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CVector dist;
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EntityInfo ei;
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){
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if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){
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ei.ent = e;
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dist = ms_vecCameraPosition - e->GetPosition();
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ei.sort = dist.MagnitudeSqr();
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ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
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gSortedVehiclesAndPeds.InsertSorted(ei);
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}else{
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dist = ms_vecCameraPosition - e->GetPosition();
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if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, dist.Magnitude())){
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if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, (ms_vecCameraPosition - e->GetPosition()).Magnitude())){
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printf("Ran out of space in alpha entity list");
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RenderOneNonRoad(e);
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}
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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SetCullMode(rwCULLMODECULLBACK);
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#ifdef NEW_RENDERER
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int i;
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CEntity *e;
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EntityInfo ei;
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if(gbNewRenderer){
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gSortedVehiclesAndPeds.Clear();
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// not the real thing
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for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
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e = ms_aVisibleVehiclePtrs[i];
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if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){
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ei.ent = e;
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ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
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gSortedVehiclesAndPeds.InsertSorted(ei);
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}
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}
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}
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#endif
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for(node = gSortedVehiclesAndPeds.tail.prev;
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node != &gSortedVehiclesAndPeds.head;
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node = node->prev){
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@ -285,6 +330,464 @@ CRenderer::RenderBoats(void)
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}
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}
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#ifdef NEW_RENDERER
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#ifndef LIBRW
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#error "Need librw for EXTENDED_PIPELINES"
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#endif
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enum {
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// blend passes
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PASS_NOZ, // no z-write
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PASS_ADD, // additive
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PASS_BLEND // normal blend
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};
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static RwRGBAReal black;
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#ifdef RW_D3D9
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struct BuildingInst
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{
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rw::RawMatrix combinedMat;
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rw::d3d9::InstanceDataHeader *instHeader;
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uint8 fadeAlpha;
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bool lighting;
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};
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static BuildingInst blendInsts[3][2000];
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static int numBlendInsts[3];
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static void
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SetMatrix(BuildingInst *building, rw::Matrix *worldMat)
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{
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using namespace rw;
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RawMatrix world, worldview;
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Camera *cam = engine->currentCamera;
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convMatrix(&world, worldMat);
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RawMatrix::mult(&worldview, &world, &cam->devView);
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RawMatrix::mult(&building->combinedMat, &worldview, &cam->devProj);
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}
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static bool
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IsTextureTransparent(RwTexture *tex)
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{
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if(tex == nil || tex->raster == nil)
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return false;
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return PLUGINOFFSET(rw::d3d::D3dRaster, tex->raster, rw::d3d::nativeRasterOffset)->hasAlpha;
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}
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// Render all opaque meshes and put atomics that needs blending
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// into the deferred list.
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static void
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AtomicFirstPass(RpAtomic *atomic, int pass)
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{
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using namespace rw;
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using namespace rw::d3d;
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using namespace rw::d3d9;
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BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
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atomic->getPipeline()->instance(atomic);
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building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
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assert(building->instHeader != nil);
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assert(building->instHeader->platform == PLATFORM_D3D9);
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building->fadeAlpha = 255;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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bool setupDone = false;
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bool defer = false;
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SetMatrix(building, atomic->getFrame()->getLTM());
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InstanceData *inst = building->instHeader->inst;
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for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
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Material *m = inst->material;
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if(inst->vertexAlpha || m->color.alpha != 255 ||
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IsTextureTransparent(m->texture)){
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defer = true;
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continue;
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}
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// alright we're rendering this atomic
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if(!setupDone){
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setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
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setIndices(building->instHeader->indexBuffer);
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setVertexDeclaration(building->instHeader->vertexDeclaration);
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setVertexShader(default_amb_VS);
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d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
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if(building->lighting)
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setAmbient(pAmbient->color);
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else
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setAmbient(black);
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setupDone = true;
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}
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setMaterial(m->color, m->surfaceProps);
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if(m->texture){
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d3d::setTexture(0, m->texture);
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setPixelShader(default_tex_PS);
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}else
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setPixelShader(default_PS);
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drawInst(building->instHeader, inst);
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}
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if(defer)
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numBlendInsts[pass]++;
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}
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static void
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AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
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{
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using namespace rw;
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using namespace rw::d3d;
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using namespace rw::d3d9;
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BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
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atomic->getPipeline()->instance(atomic);
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building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
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assert(building->instHeader != nil);
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assert(building->instHeader->platform == PLATFORM_D3D9);
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building->fadeAlpha = fadeAlpha;
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SetMatrix(building, atomic->getFrame()->getLTM());
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numBlendInsts[pass]++;
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}
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static void
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RenderBlendPass(int pass)
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{
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using namespace rw;
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using namespace rw::d3d;
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using namespace rw::d3d9;
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setVertexShader(default_amb_VS);
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int i;
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for(i = 0; i < numBlendInsts[pass]; i++){
|
||||
BuildingInst *building = &blendInsts[pass][i];
|
||||
|
||||
setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
|
||||
setIndices(building->instHeader->indexBuffer);
|
||||
setVertexDeclaration(building->instHeader->vertexDeclaration);
|
||||
d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
|
||||
if(building->lighting)
|
||||
setAmbient(pAmbient->color);
|
||||
else
|
||||
setAmbient(black);
|
||||
|
||||
InstanceData *inst = building->instHeader->inst;
|
||||
for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
|
||||
Material *m = inst->material;
|
||||
if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
|
||||
continue; // already done this one
|
||||
|
||||
rw::RGBA color = m->color;
|
||||
color.alpha = (color.alpha * building->fadeAlpha)/255;
|
||||
setMaterial(color, m->surfaceProps);
|
||||
|
||||
if(m->texture){
|
||||
d3d::setTexture(0, m->texture);
|
||||
setPixelShader(default_tex_PS);
|
||||
}else
|
||||
setPixelShader(default_PS);
|
||||
|
||||
drawInst(building->instHeader, inst);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#ifdef RW_GL3
|
||||
struct BuildingInst
|
||||
{
|
||||
rw::Matrix matrix;
|
||||
rw::gl3::InstanceDataHeader *instHeader;
|
||||
uint8 fadeAlpha;
|
||||
bool lighting;
|
||||
};
|
||||
static BuildingInst blendInsts[3][2000];
|
||||
static int numBlendInsts[3];
|
||||
|
||||
static bool
|
||||
IsTextureTransparent(RwTexture *tex)
|
||||
{
|
||||
if(tex == nil || tex->raster == nil)
|
||||
return false;
|
||||
return PLUGINOFFSET(rw::gl3::Gl3Raster, tex->raster, rw::gl3::nativeRasterOffset)->hasAlpha;
|
||||
}
|
||||
|
||||
// Render all opaque meshes and put atomics that needs blending
|
||||
// into the deferred list.
|
||||
static void
|
||||
AtomicFirstPass(RpAtomic *atomic, int pass)
|
||||
{
|
||||
using namespace rw;
|
||||
using namespace rw::gl3;
|
||||
|
||||
BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
|
||||
|
||||
atomic->getPipeline()->instance(atomic);
|
||||
building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
|
||||
assert(building->instHeader != nil);
|
||||
assert(building->instHeader->platform == PLATFORM_GL3);
|
||||
building->fadeAlpha = 255;
|
||||
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
|
||||
|
||||
WorldLights lights;
|
||||
lights.numAmbients = 1;
|
||||
lights.numDirectionals = 0;
|
||||
lights.numLocals = 0;
|
||||
if(building->lighting)
|
||||
lights.ambient = pAmbient->color;
|
||||
else
|
||||
lights.ambient = black;
|
||||
|
||||
bool setupDone = false;
|
||||
bool defer = false;
|
||||
building->matrix = *atomic->getFrame()->getLTM();
|
||||
|
||||
InstanceData *inst = building->instHeader->inst;
|
||||
for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
|
||||
Material *m = inst->material;
|
||||
|
||||
if(inst->vertexAlpha || m->color.alpha != 255 ||
|
||||
IsTextureTransparent(m->texture)){
|
||||
defer = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
// alright we're rendering this atomic
|
||||
if(!setupDone){
|
||||
defaultShader->use();
|
||||
setWorldMatrix(&building->matrix);
|
||||
#ifdef RW_GL_USE_VAOS
|
||||
glBindVertexArray(building->instHeader->vao);
|
||||
#else
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
|
||||
setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
|
||||
#endif
|
||||
setLights(&lights);
|
||||
setupDone = true;
|
||||
}
|
||||
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
drawInst(building->instHeader, inst);
|
||||
}
|
||||
#ifndef RW_GL_USE_VAOS
|
||||
disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
|
||||
#endif
|
||||
if(defer)
|
||||
numBlendInsts[pass]++;
|
||||
}
|
||||
|
||||
static void
|
||||
AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
|
||||
{
|
||||
using namespace rw;
|
||||
using namespace rw::gl3;
|
||||
|
||||
BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
|
||||
|
||||
atomic->getPipeline()->instance(atomic);
|
||||
building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
|
||||
assert(building->instHeader != nil);
|
||||
assert(building->instHeader->platform == PLATFORM_GL3);
|
||||
building->fadeAlpha = fadeAlpha;
|
||||
building->matrix = *atomic->getFrame()->getLTM();
|
||||
numBlendInsts[pass]++;
|
||||
}
|
||||
|
||||
static void
|
||||
RenderBlendPass(int pass)
|
||||
{
|
||||
using namespace rw;
|
||||
using namespace rw::gl3;
|
||||
|
||||
defaultShader->use();
|
||||
WorldLights lights;
|
||||
lights.numAmbients = 1;
|
||||
lights.numDirectionals = 0;
|
||||
lights.numLocals = 0;
|
||||
|
||||
int i;
|
||||
for(i = 0; i < numBlendInsts[pass]; i++){
|
||||
BuildingInst *building = &blendInsts[pass][i];
|
||||
|
||||
#ifdef RW_GL_USE_VAOS
|
||||
glBindVertexArray(building->instHeader->vao);
|
||||
#else
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
|
||||
setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
|
||||
#endif
|
||||
setWorldMatrix(&building->matrix);
|
||||
if(building->lighting)
|
||||
lights.ambient = pAmbient->color;
|
||||
else
|
||||
lights.ambient = black;
|
||||
setLights(&lights);
|
||||
|
||||
InstanceData *inst = building->instHeader->inst;
|
||||
for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
|
||||
Material *m = inst->material;
|
||||
if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
|
||||
continue; // already done this one
|
||||
|
||||
rw::RGBA color = m->color;
|
||||
color.alpha = (color.alpha * building->fadeAlpha)/255;
|
||||
setMaterial(color, m->surfaceProps);
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
drawInst(building->instHeader, inst);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
|
||||
{
|
||||
if(ent->m_rwObject == nil)
|
||||
return;
|
||||
assert(RwObjectGetType(ent->m_rwObject) == rpATOMIC);
|
||||
RpAtomic *atomic = (RpAtomic*)ent->m_rwObject;
|
||||
CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->GetModelIndex());
|
||||
|
||||
ent->bImBeingRendered = true; // TODO: this seems wrong, but do we even need it?
|
||||
|
||||
int pass = PASS_BLEND;
|
||||
if(mi->m_additive) // very questionable
|
||||
pass = PASS_ADD;
|
||||
if(mi->m_noZwrite)
|
||||
pass = PASS_NOZ;
|
||||
|
||||
if(ent->bDistanceFade){
|
||||
RpAtomic *lodatm;
|
||||
float fadefactor;
|
||||
uint32 alpha;
|
||||
|
||||
lodatm = mi->GetAtomicFromDistance(camdist - FADE_DISTANCE);
|
||||
fadefactor = (mi->GetLargestLodDistance() - (camdist - FADE_DISTANCE))/FADE_DISTANCE;
|
||||
if(fadefactor > 1.0f)
|
||||
fadefactor = 1.0f;
|
||||
alpha = mi->m_alpha * fadefactor;
|
||||
|
||||
if(alpha == 255)
|
||||
AtomicFirstPass(atomic, pass);
|
||||
else{
|
||||
// not quite sure what this is about, do we have to do that?
|
||||
RpGeometry *geo = RpAtomicGetGeometry(lodatm);
|
||||
if(geo != RpAtomicGetGeometry(atomic))
|
||||
RpAtomicSetGeometry(atomic, geo, rpATOMICSAMEBOUNDINGSPHERE);
|
||||
AtomicFullyTransparent(atomic, pass, alpha);
|
||||
}
|
||||
}else
|
||||
AtomicFirstPass(atomic, pass);
|
||||
|
||||
ent->bImBeingRendered = false; // TODO: this seems wrong, but do we even need it?
|
||||
}
|
||||
|
||||
void
|
||||
CRenderer::RenderWorld(int pass)
|
||||
{
|
||||
int i;
|
||||
CEntity *e;
|
||||
CLink<CVisibilityPlugins::AlphaObjectInfo> *node;
|
||||
|
||||
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
|
||||
SetCullMode(rwCULLMODECULLBACK);
|
||||
DeActivateDirectional();
|
||||
SetAmbientColours();
|
||||
|
||||
// Temporary...have to figure out sorting better
|
||||
switch(pass){
|
||||
case 0:
|
||||
// Roads
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
||||
for(i = 0; i < ms_nNoOfVisibleBuildings; i++){
|
||||
e = ms_aVisibleBuildingPtrs[i];
|
||||
if(e->bIsBIGBuilding || IsRoad(e))
|
||||
RenderOneBuilding(e);
|
||||
}
|
||||
for(node = CVisibilityPlugins::m_alphaBuildingList.tail.prev;
|
||||
node != &CVisibilityPlugins::m_alphaBuildingList.head;
|
||||
node = node->prev){
|
||||
e = node->item.entity;
|
||||
if(e->bIsBIGBuilding || IsRoad(e))
|
||||
RenderOneBuilding(e, node->item.sort);
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
// Opaque
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
||||
for(i = 0; i < ms_nNoOfVisibleBuildings; i++){
|
||||
e = ms_aVisibleBuildingPtrs[i];
|
||||
if(!(e->bIsBIGBuilding || IsRoad(e)))
|
||||
RenderOneBuilding(e);
|
||||
}
|
||||
for(node = CVisibilityPlugins::m_alphaBuildingList.tail.prev;
|
||||
node != &CVisibilityPlugins::m_alphaBuildingList.head;
|
||||
node = node->prev){
|
||||
e = node->item.entity;
|
||||
if(!(e->bIsBIGBuilding || IsRoad(e)))
|
||||
RenderOneBuilding(e, node->item.sort);
|
||||
}
|
||||
// Now we have iterated through all visible buildings (unsorted and sorted)
|
||||
// and the transparency list is done.
|
||||
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
|
||||
RenderBlendPass(PASS_NOZ);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
||||
break;
|
||||
case 2:
|
||||
// Transparent
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
|
||||
RenderBlendPass(PASS_ADD);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
||||
RenderBlendPass(PASS_BLEND);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CRenderer::RenderVehiclesAndPeds(void)
|
||||
{
|
||||
int i;
|
||||
CEntity *e;
|
||||
|
||||
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
|
||||
//CVisibilityPlugins::InitAlphaEntityList(); // not safe yet
|
||||
|
||||
// not the real thing
|
||||
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
|
||||
e = ms_aVisibleVehiclePtrs[i];
|
||||
if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e))
|
||||
continue;
|
||||
RenderOneNonRoad(e);
|
||||
}
|
||||
// RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
|
||||
}
|
||||
|
||||
void
|
||||
CRenderer::ClearForFrame(void)
|
||||
{
|
||||
ms_nNoOfVisibleEntities = 0;
|
||||
ms_nNoOfVisibleVehicles = 0;
|
||||
ms_nNoOfVisibleBuildings = 0;
|
||||
ms_nNoOfInVisibleEntities = 0;
|
||||
gSortedVehiclesAndPeds.Clear();
|
||||
|
||||
numBlendInsts[PASS_NOZ] = 0;
|
||||
numBlendInsts[PASS_ADD] = 0;
|
||||
numBlendInsts[PASS_BLEND] = 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
CRenderer::RenderFadingInEntities(void)
|
||||
{
|
||||
|
@ -327,14 +830,6 @@ enum Visbility
|
|||
VIS_STREAMME
|
||||
};
|
||||
|
||||
#ifdef FIX_BUGS
|
||||
#define LOD_DISTANCE (300.0f*TheCamera.LODDistMultiplier)
|
||||
#else
|
||||
#define LOD_DISTANCE 300.0f
|
||||
#endif
|
||||
#define FADE_DISTANCE 20.0f
|
||||
#define STREAM_DISTANCE 30.0f
|
||||
|
||||
// Time Objects can be time culled if
|
||||
// other == -1 || CModelInfo::GetModelInfo(other)->GetRwObject()
|
||||
// i.e. we have to draw even at the wrong time if
|
||||
|
@ -640,9 +1135,13 @@ void
|
|||
CRenderer::ConstructRenderList(void)
|
||||
{
|
||||
COcclusion::ProcessBeforeRendering();
|
||||
|
||||
#ifdef NEW_RENDERER
|
||||
if(!gbNewRenderer)
|
||||
#endif
|
||||
{
|
||||
ms_nNoOfVisibleEntities = 0;
|
||||
ms_nNoOfInVisibleEntities = 0;
|
||||
}
|
||||
ms_vecCameraPosition = TheCamera.GetPosition();
|
||||
// TODO: blocked ranges, but unused
|
||||
ScanWorld();
|
||||
|
@ -1058,6 +1557,14 @@ CRenderer::ScanBigBuildingList(CPtrList &list)
|
|||
vis = VIS_VISIBLE;
|
||||
switch(vis){
|
||||
case VIS_VISIBLE:
|
||||
#ifdef NEW_RENDERER
|
||||
// TODO: this isn't quite right...
|
||||
if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
|
||||
ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
|
||||
else if(gbNewRenderer && ent->IsBuilding())
|
||||
ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
|
||||
else
|
||||
#endif
|
||||
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
|
||||
ent->bOffscreen = false;
|
||||
break;
|
||||
|
@ -1089,6 +1596,14 @@ CRenderer::ScanSectorList(CPtrList *lists)
|
|||
|
||||
switch(SetupEntityVisibility(ent)){
|
||||
case VIS_VISIBLE:
|
||||
#ifdef NEW_RENDERER
|
||||
// TODO: this isn't quite right...
|
||||
if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
|
||||
ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
|
||||
else if(gbNewRenderer && ent->IsBuilding())
|
||||
ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
|
||||
else
|
||||
#endif
|
||||
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
|
||||
break;
|
||||
case VIS_INVISIBLE:
|
||||
|
@ -1134,6 +1649,14 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists)
|
|||
|
||||
switch(SetupEntityVisibility(ent)){
|
||||
case VIS_VISIBLE:
|
||||
#ifdef NEW_RENDERER
|
||||
// TODO: this isn't quite right...
|
||||
if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
|
||||
ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
|
||||
else if(gbNewRenderer && ent->IsBuilding())
|
||||
ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
|
||||
else
|
||||
#endif
|
||||
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
|
||||
break;
|
||||
case VIS_INVISIBLE:
|
||||
|
@ -1181,6 +1704,14 @@ CRenderer::ScanSectorList_Subway(CPtrList *lists)
|
|||
ent->bOffscreen = false;
|
||||
switch(SetupEntityVisibility(ent)){
|
||||
case VIS_VISIBLE:
|
||||
#ifdef NEW_RENDERER
|
||||
// TODO: this isn't quite right...
|
||||
if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
|
||||
ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
|
||||
else if(gbNewRenderer && ent->IsBuilding())
|
||||
ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
|
||||
else
|
||||
#endif
|
||||
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
|
||||
break;
|
||||
case VIS_OFFSCREEN:
|
||||
|
|
|
@ -21,6 +21,13 @@ class CRenderer
|
|||
static CEntity *ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES];
|
||||
static int32 ms_nNoOfInVisibleEntities;
|
||||
static CEntity *ms_aInVisibleEntityPtrs[NUMINVISIBLEENTITIES];
|
||||
#ifdef NEW_RENDERER
|
||||
static int32 ms_nNoOfVisibleVehicles;
|
||||
static CEntity *ms_aVisibleVehiclePtrs[NUMVISIBLEENTITIES];
|
||||
// for cWorldStream emulation
|
||||
static int32 ms_nNoOfVisibleBuildings;
|
||||
static CEntity *ms_aVisibleBuildingPtrs[NUMVISIBLEENTITIES];
|
||||
#endif
|
||||
|
||||
static CVector ms_vecCameraPosition;
|
||||
static CVehicle *m_pFirstPersonVehicle;
|
||||
|
@ -63,4 +70,12 @@ public:
|
|||
static bool ShouldModelBeStreamed(CEntity *ent, const CVector &campos);
|
||||
|
||||
static void RemoveVehiclePedLights(CEntity *ent, bool reset);
|
||||
|
||||
|
||||
#ifdef NEW_RENDERER
|
||||
static void ClearForFrame(void);
|
||||
static void RenderVehiclesAndPeds(void); // just called RenderVehicles in LCS
|
||||
static void RenderOneBuilding(CEntity *ent, float camdist = 0.0f);
|
||||
static void RenderWorld(int pass); // like cWorldStream::Render(int)
|
||||
#endif
|
||||
};
|
||||
|
|
|
@ -169,6 +169,9 @@ CSpecialFX::Render(void)
|
|||
CBrightLights::Render();
|
||||
CShinyTexts::Render();
|
||||
CMoneyMessages::Render();
|
||||
#ifdef NEW_RENDERER
|
||||
if(!(gbNewRenderer && FredIsInFirstPersonCam()))
|
||||
#endif
|
||||
C3dMarkers::Render();
|
||||
}
|
||||
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include "common.h"
|
||||
|
||||
#include "templates.h"
|
||||
#include "main.h"
|
||||
#include "Entity.h"
|
||||
#include "ModelInfo.h"
|
||||
#include "Lights.h"
|
||||
|
@ -19,6 +20,9 @@ CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaList;
|
|||
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaBoatAtomicList;
|
||||
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaEntityList;
|
||||
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaUnderwaterEntityList;
|
||||
#ifdef NEW_RENDERER
|
||||
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaBuildingList;
|
||||
#endif
|
||||
|
||||
int32 CVisibilityPlugins::ms_atomicPluginOffset = -1;
|
||||
int32 CVisibilityPlugins::ms_framePluginOffset = -1;
|
||||
|
@ -59,6 +63,11 @@ CVisibilityPlugins::Initialise(void)
|
|||
m_alphaUnderwaterEntityList.head.item.sort = 0.0f;
|
||||
m_alphaUnderwaterEntityList.tail.item.sort = 100000000.0f;
|
||||
|
||||
#ifdef NEW_RENDERER
|
||||
m_alphaBuildingList.Init(NUMALPHAENTITYLIST);
|
||||
m_alphaBuildingList.head.item.sort = 0.0f;
|
||||
m_alphaBuildingList.tail.item.sort = 100000000.0f;
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -68,6 +77,9 @@ CVisibilityPlugins::Shutdown(void)
|
|||
m_alphaBoatAtomicList.Shutdown();
|
||||
m_alphaEntityList.Shutdown();
|
||||
m_alphaUnderwaterEntityList.Shutdown();
|
||||
#ifdef NEW_RENDERER
|
||||
m_alphaBuildingList.Shutdown();
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -76,6 +88,9 @@ CVisibilityPlugins::InitAlphaEntityList(void)
|
|||
m_alphaEntityList.Clear();
|
||||
m_alphaBoatAtomicList.Clear();
|
||||
m_alphaUnderwaterEntityList.Clear();
|
||||
#ifdef NEW_RENDERER
|
||||
m_alphaBuildingList.Clear();
|
||||
#endif
|
||||
}
|
||||
|
||||
bool
|
||||
|
@ -84,6 +99,10 @@ CVisibilityPlugins::InsertEntityIntoSortedList(CEntity *e, float dist)
|
|||
AlphaObjectInfo item;
|
||||
item.entity = e;
|
||||
item.sort = dist;
|
||||
#ifdef NEW_RENDERER
|
||||
if(gbNewRenderer && e->IsBuilding())
|
||||
return !!m_alphaBuildingList.InsertSorted(item);
|
||||
#endif
|
||||
if(e->bUnderwater && m_alphaUnderwaterEntityList.InsertSorted(item))
|
||||
return true;
|
||||
return !!m_alphaEntityList.InsertSorted(item);
|
||||
|
@ -308,7 +327,7 @@ CVisibilityPlugins::RenderFadingAtomic(RpAtomic *atomic, float camdist)
|
|||
mi = GetAtomicModelInfo(atomic);
|
||||
lodatm = mi->GetAtomicFromDistance(camdist - FADE_DISTANCE);
|
||||
if(mi->m_additive)
|
||||
AtomicDefaultRenderCallBack(atomic);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
|
||||
|
||||
fadefactor = (mi->GetLargestLodDistance() - (camdist - FADE_DISTANCE))/FADE_DISTANCE;
|
||||
if(fadefactor > 1.0f)
|
||||
|
|
|
@ -24,6 +24,9 @@ public:
|
|||
static CLinkList<AlphaObjectInfo> m_alphaBoatAtomicList;
|
||||
static CLinkList<AlphaObjectInfo> m_alphaEntityList;
|
||||
static CLinkList<AlphaObjectInfo> m_alphaUnderwaterEntityList;
|
||||
#ifdef NEW_RENDERER
|
||||
static CLinkList<AlphaObjectInfo> m_alphaBuildingList;
|
||||
#endif
|
||||
static RwCamera *ms_pCamera;
|
||||
static RwV3d *ms_pCameraPosn;
|
||||
static float ms_cullCompsDist;
|
||||
|
|
2
vendor/librw
vendored
2
vendor/librw
vendored
|
@ -1 +1 @@
|
|||
Subproject commit e68ef1374d20071887348e9031f5fa38a2e4f7ed
|
||||
Subproject commit 8c00f787cb8f53781c4335ecbc9d28fb9c664ba7
|
Loading…
Reference in a new issue