mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-14 07:09:16 +00:00
1208 lines
34 KiB
C++
1208 lines
34 KiB
C++
#include "common.h"
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#include "main.h"
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#include "Lights.h"
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#include "ModelInfo.h"
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#include "Treadable.h"
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#include "Ped.h"
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#include "Vehicle.h"
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#include "Heli.h"
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#include "Object.h"
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#include "PathFind.h"
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#include "Collision.h"
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#include "VisibilityPlugins.h"
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#include "Clock.h"
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#include "World.h"
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#include "Camera.h"
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#include "ModelIndices.h"
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#include "Streaming.h"
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#include "Shadows.h"
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#include "PointLights.h"
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#include "Renderer.h"
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bool gbShowPedRoadGroups;
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bool gbShowCarRoadGroups;
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bool gbShowCollisionPolys;
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bool gbShowCollisionLines;
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bool gbShowCullZoneDebugStuff;
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bool gbBigWhiteDebugLightSwitchedOn;
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bool gbDontRenderBuildings;
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bool gbDontRenderBigBuildings;
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bool gbDontRenderPeds;
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bool gbDontRenderObjects;
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bool gbDontRenderVehicles;
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struct EntityInfo
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{
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CEntity *ent;
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float sort;
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};
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CLinkList<EntityInfo> gSortedVehiclesAndPeds;
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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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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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void
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CRenderer::Init(void)
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{
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gSortedVehiclesAndPeds.Init(40);
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SortBIGBuildings();
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}
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void
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CRenderer::Shutdown(void)
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{
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gSortedVehiclesAndPeds.Shutdown();
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}
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void
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CRenderer::PreRender(void)
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{
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int i;
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CLink<CVisibilityPlugins::AlphaObjectInfo> *node;
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for(i = 0; i < ms_nNoOfVisibleEntities; i++)
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ms_aVisibleEntityPtrs[i]->PreRender();
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for(i = 0; i < ms_nNoOfInVisibleEntities; i++)
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ms_aInVisibleEntityPtrs[i]->PreRender();
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for(node = CVisibilityPlugins::m_alphaEntityList.head.next;
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node != &CVisibilityPlugins::m_alphaEntityList.tail;
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node = node->next)
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((CEntity*)node->item.entity)->PreRender();
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CHeli::SpecialHeliPreRender();
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CShadows::RenderExtraPlayerShadows();
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}
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void
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CRenderer::RenderOneRoad(CEntity *e)
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{
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if(gbDontRenderBuildings)
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return;
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if(gbShowCollisionPolys)
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CCollision::DrawColModel_Coloured(e->GetMatrix(),
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*CModelInfo::GetModelInfo(e->m_modelIndex)->GetColModel(),
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e->m_modelIndex);
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else
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e->Render();
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}
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void
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CRenderer::RenderOneNonRoad(CEntity *e)
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{
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CPed *ped;
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CVehicle *veh;
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int i;
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bool resetLights;
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#ifndef MASTER
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if(gbShowCollisionPolys){
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if(!e->IsVehicle()){
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CCollision::DrawColModel_Coloured(e->GetMatrix(),
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*CModelInfo::GetModelInfo(e->m_modelIndex)->GetColModel(),
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e->m_modelIndex);
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return;
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}
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}else if(e->IsBuilding()){
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if(e->bIsBIGBuilding){
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if(gbDontRenderBigBuildings)
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return;
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}else{
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if(gbDontRenderBuildings)
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return;
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}
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}else
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#endif
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if(e->IsPed()){
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#ifndef MASTER
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if(gbDontRenderPeds)
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return;
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#endif
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ped = (CPed*)e;
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if(ped->m_nPedState == PED_DRIVING)
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return;
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}
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#ifndef MASTER
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else if(e->IsObject() || e->IsDummy()){
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if(gbDontRenderObjects)
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return;
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}else if(e->IsVehicle()){
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// re3 addition
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if(gbDontRenderVehicles)
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return;
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}
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#endif
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resetLights = e->SetupLighting();
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if(e->IsVehicle())
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CVisibilityPlugins::InitAlphaAtomicList();
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// Render Peds in vehicle before vehicle itself
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if(e->IsVehicle()){
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veh = (CVehicle*)e;
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if(veh->pDriver && veh->pDriver->m_nPedState == PED_DRIVING)
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veh->pDriver->Render();
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for(i = 0; i < 8; i++)
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if(veh->pPassengers[i] && veh->pPassengers[i]->m_nPedState == PED_DRIVING)
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veh->pPassengers[i]->Render();
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}
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e->Render();
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if(e->IsVehicle()){
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e->bImBeingRendered = true;
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CVisibilityPlugins::RenderAlphaAtomics();
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e->bImBeingRendered = false;
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}
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e->RemoveLighting(resetLights);
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}
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void
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CRenderer::RenderFirstPersonVehicle(void)
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{
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if(m_pFirstPersonVehicle == nil)
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return;
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RenderOneNonRoad(m_pFirstPersonVehicle);
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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}
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void
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CRenderer::RenderRoads(void)
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{
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int i;
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CTreadable *t;
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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DeActivateDirectional();
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SetAmbientColours();
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for(i = 0; i < ms_nNoOfVisibleEntities; i++){
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t = (CTreadable*)ms_aVisibleEntityPtrs[i];
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if(t->IsBuilding() && t->GetIsATreadable()){
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#ifndef MASTER
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if(gbShowCarRoadGroups || gbShowPedRoadGroups){
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int ind = 0;
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if(gbShowCarRoadGroups)
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ind += ThePaths.m_pathNodes[t->m_nodeIndices[PATH_CAR][0]].group;
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if(gbShowPedRoadGroups)
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ind += ThePaths.m_pathNodes[t->m_nodeIndices[PATH_PED][0]].group;
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SetAmbientColoursToIndicateRoadGroup(ind);
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}
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#endif
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RenderOneRoad(t);
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#ifndef MASTER
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if(gbShowCarRoadGroups || gbShowPedRoadGroups)
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ReSetAmbientAndDirectionalColours();
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#endif
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}
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}
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}
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void
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CRenderer::RenderEverythingBarRoads(void)
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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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gSortedVehiclesAndPeds.Clear();
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for(i = 0; i < ms_nNoOfVisibleEntities; i++){
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e = ms_aVisibleEntityPtrs[i];
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if(e->IsBuilding() && ((CBuilding*)e)->GetIsATreadable())
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continue;
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if(e->IsVehicle() ||
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e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){
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if(e->IsVehicle() && ((CVehicle*)e)->IsBoat()){
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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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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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printf("Ran out of space in alpha entity list");
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RenderOneNonRoad(e);
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}
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}
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}else
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RenderOneNonRoad(e);
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}
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}
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void
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CRenderer::RenderVehiclesButNotBoats(void)
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{
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// This function doesn't do anything
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// because only boats are inserted into the list
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CLink<EntityInfo> *node;
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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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// only boats in this list
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CVehicle *v = (CVehicle*)node->item.ent;
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if(!v->IsBoat())
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RenderOneNonRoad(v);
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}
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}
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void
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CRenderer::RenderBoats(void)
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{
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CLink<EntityInfo> *node;
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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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// only boats in this list
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CVehicle *v = (CVehicle*)node->item.ent;
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if(v->IsBoat())
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RenderOneNonRoad(v);
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}
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}
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void
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CRenderer::RenderFadingInEntities(void)
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{
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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DeActivateDirectional();
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SetAmbientColours();
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CVisibilityPlugins::RenderFadingEntities();
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}
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void
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CRenderer::RenderCollisionLines(void)
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{
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int i;
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// game doesn't draw fading in entities
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// this should probably be fixed
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for(i = 0; i < ms_nNoOfVisibleEntities; i++){
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CEntity *e = ms_aVisibleEntityPtrs[i];
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if(Abs(e->GetPosition().x - ms_vecCameraPosition.x) < 100.0f &&
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Abs(e->GetPosition().y - ms_vecCameraPosition.y) < 100.0f)
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CCollision::DrawColModel(e->GetMatrix(), *e->GetColModel());
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}
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}
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enum Visbility
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{
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VIS_INVISIBLE,
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VIS_VISIBLE,
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VIS_OFFSCREEN,
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VIS_STREAMME
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};
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#define LOD_DISTANCE 300.0f
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#define FADE_DISTANCE 20.0f
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#define STREAM_DISTANCE 30.0f
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// Time Objects can be time culled if
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// other == -1 || CModelInfo::GetModelInfo(other)->GetRwObject()
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// i.e. we have to draw even at the wrong time if
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// other != -1 && CModelInfo::GetModelInfo(other)->GetRwObject() == nil
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#define OTHERUNAVAILABLE (other != -1 && CModelInfo::GetModelInfo(other)->GetRwObject() == nil)
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#define CANTIMECULL (!OTHERUNAVAILABLE)
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int32
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CRenderer::SetupEntityVisibility(CEntity *ent)
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{
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CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->m_modelIndex);
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CTimeModelInfo *ti;
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int32 other;
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float dist;
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bool request = true;
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if(mi->m_type == MITYPE_TIME){
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ti = (CTimeModelInfo*)mi;
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other = ti->GetOtherTimeModel();
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if(CClock::GetIsTimeInRange(ti->GetTimeOn(), ti->GetTimeOff())){
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// don't fade in, or between time objects
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if(CANTIMECULL)
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ti->m_alpha = 255;
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}else{
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// Hide if possible
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if(CANTIMECULL)
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return VIS_INVISIBLE;
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// can't cull, so we'll try to draw this one, but don't request
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// it since what we really want is the other one.
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request = false;
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}
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}else{
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if(mi->m_type != MITYPE_SIMPLE){
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if(FindPlayerVehicle() == ent &&
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TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON){
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// Player's vehicle in first person mode
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if(TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_FORWARD ||
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ent->GetModelIndex() == MI_RHINO ||
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ent->GetModelIndex() == MI_COACH ||
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TheCamera.m_bInATunnelAndABigVehicle){
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ent->bNoBrightHeadLights = true;
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}else{
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m_pFirstPersonVehicle = (CVehicle*)ent;
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ent->bNoBrightHeadLights = false;
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}
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return VIS_OFFSCREEN;
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}else{
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// All sorts of Clumps
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if(ent->m_rwObject == nil || !ent->bIsVisible)
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return VIS_INVISIBLE;
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if(!ent->GetIsOnScreen())
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return VIS_OFFSCREEN;
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if(ent->bDrawLast){
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dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude();
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CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist);
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ent->bDistanceFade = false;
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return VIS_INVISIBLE;
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}else
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return VIS_VISIBLE;
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}
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return VIS_INVISIBLE;
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}
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if(ent->m_type == ENTITY_TYPE_OBJECT &&
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((CObject*)ent)->ObjectCreatedBy == TEMP_OBJECT){
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if(ent->m_rwObject == nil || !ent->bIsVisible)
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return VIS_INVISIBLE;
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return ent->GetIsOnScreen() ? VIS_VISIBLE : VIS_OFFSCREEN;
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}
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}
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// Simple ModelInfo
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dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude();
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// This can only happen with multi-atomic models (e.g. railtracks)
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// but why do we bump up the distance? can only be fading...
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if(LOD_DISTANCE + STREAM_DISTANCE < dist && dist < mi->GetLargestLodDistance())
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dist = mi->GetLargestLodDistance();
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if(ent->m_type == ENTITY_TYPE_OBJECT && ent->bRenderDamaged)
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mi->m_isDamaged = true;
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RpAtomic *a = mi->GetAtomicFromDistance(dist);
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if(a){
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mi->m_isDamaged = 0;
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if(ent->m_rwObject == nil)
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ent->CreateRwObject();
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assert(ent->m_rwObject);
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RpAtomic *rwobj = (RpAtomic*)ent->m_rwObject;
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// Make sure our atomic uses the right geometry and not
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// that of an atomic for another draw distance.
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if(RpAtomicGetGeometry(a) != RpAtomicGetGeometry(rwobj))
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RpAtomicSetGeometry(rwobj, RpAtomicGetGeometry(a), rpATOMICSAMEBOUNDINGSPHERE); // originally 5 (mistake?)
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mi->IncreaseAlpha();
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if(ent->m_rwObject == nil || !ent->bIsVisible)
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return VIS_INVISIBLE;
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if(!ent->GetIsOnScreen()){
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mi->m_alpha = 255;
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return VIS_OFFSCREEN;
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}
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if(mi->m_alpha != 255){
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CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist);
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ent->bDistanceFade = true;
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return VIS_INVISIBLE;
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}
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if(mi->m_drawLast || ent->bDrawLast){
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CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist);
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ent->bDistanceFade = false;
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return VIS_INVISIBLE;
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}
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return VIS_VISIBLE;
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}
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// Object is not loaded, figure out what to do
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if(mi->m_noFade){
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mi->m_isDamaged = false;
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// request model
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if(dist - STREAM_DISTANCE < mi->GetLargestLodDistance() && request)
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return VIS_STREAMME;
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return VIS_INVISIBLE;
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}
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// We might be fading
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a = mi->GetAtomicFromDistance(dist - FADE_DISTANCE);
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mi->m_isDamaged = false;
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if(a == nil){
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// request model
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if(dist - FADE_DISTANCE - STREAM_DISTANCE < mi->GetLargestLodDistance() && request)
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return VIS_STREAMME;
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return VIS_INVISIBLE;
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}
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if(ent->m_rwObject == nil)
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ent->CreateRwObject();
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assert(ent->m_rwObject);
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RpAtomic *rwobj = (RpAtomic*)ent->m_rwObject;
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if(RpAtomicGetGeometry(a) != RpAtomicGetGeometry(rwobj))
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RpAtomicSetGeometry(rwobj, RpAtomicGetGeometry(a), rpATOMICSAMEBOUNDINGSPHERE); // originally 5 (mistake?)
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mi->IncreaseAlpha();
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if(ent->m_rwObject == nil || !ent->bIsVisible)
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return VIS_INVISIBLE;
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if(!ent->GetIsOnScreen()){
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mi->m_alpha = 255;
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return VIS_OFFSCREEN;
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}else{
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CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist);
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ent->bDistanceFade = true;
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return VIS_OFFSCREEN; // Why this?
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}
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}
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int32
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CRenderer::SetupBigBuildingVisibility(CEntity *ent)
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{
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CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->m_modelIndex);
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CTimeModelInfo *ti;
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int32 other;
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if(mi->m_type == MITYPE_TIME){
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ti = (CTimeModelInfo*)mi;
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other = ti->GetOtherTimeModel();
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// Hide objects not in time range if possible
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if(CANTIMECULL)
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if(!CClock::GetIsTimeInRange(ti->GetTimeOn(), ti->GetTimeOff()))
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return 0;
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// Draw like normal
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}else if(mi->m_type == MITYPE_VEHICLE)
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return ent->IsVisible();
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float dist = (ms_vecCameraPosition-ent->GetPosition()).Magnitude();
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CSimpleModelInfo *nonLOD = mi->GetRelatedModel();
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// Find out whether to draw below near distance.
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// This is only the case if there is a non-LOD which is either not
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// loaded or not completely faded in yet.
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if(dist < mi->GetNearDistance() && dist < LOD_DISTANCE + STREAM_DISTANCE){
|
|
// No non-LOD or non-LOD is completely visible.
|
|
if(nonLOD == nil ||
|
|
nonLOD->GetRwObject() && nonLOD->m_alpha == 255)
|
|
return 0;
|
|
|
|
// But if it is a time object, we'd rather draw the wrong
|
|
// non-LOD than the right LOD.
|
|
if(nonLOD->m_type == MITYPE_TIME){
|
|
ti = (CTimeModelInfo*)nonLOD;
|
|
other = ti->GetOtherTimeModel();
|
|
if(other != -1 && CModelInfo::GetModelInfo(other)->GetRwObject())
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
RpAtomic *a = mi->GetAtomicFromDistance(dist);
|
|
if(a){
|
|
if(ent->m_rwObject == nil)
|
|
ent->CreateRwObject();
|
|
assert(ent->m_rwObject);
|
|
RpAtomic *rwobj = (RpAtomic*)ent->m_rwObject;
|
|
|
|
// Make sure our atomic uses the right geometry and not
|
|
// that of an atomic for another draw distance.
|
|
if(RpAtomicGetGeometry(a) != RpAtomicGetGeometry(rwobj))
|
|
RpAtomicSetGeometry(rwobj, RpAtomicGetGeometry(a), rpATOMICSAMEBOUNDINGSPHERE); // originally 5 (mistake?)
|
|
if(!ent->IsVisibleComplex())
|
|
return 0;
|
|
if(mi->m_drawLast){
|
|
CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist);
|
|
ent->bDistanceFade = 0;
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
if(mi->m_noFade){
|
|
ent->DeleteRwObject();
|
|
return 0;
|
|
}
|
|
|
|
|
|
// get faded atomic
|
|
a = mi->GetAtomicFromDistance(dist - FADE_DISTANCE);
|
|
if(a == nil){
|
|
ent->DeleteRwObject();
|
|
return 0;
|
|
}
|
|
|
|
// Fade...
|
|
if(ent->m_rwObject == nil)
|
|
ent->CreateRwObject();
|
|
assert(ent->m_rwObject);
|
|
RpAtomic *rwobj = (RpAtomic*)ent->m_rwObject;
|
|
if(RpAtomicGetGeometry(a) != RpAtomicGetGeometry(rwobj))
|
|
RpAtomicSetGeometry(rwobj, RpAtomicGetGeometry(a), rpATOMICSAMEBOUNDINGSPHERE); // originally 5 (mistake?)
|
|
if(ent->IsVisibleComplex())
|
|
CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist);
|
|
return 0;
|
|
}
|
|
|
|
void
|
|
CRenderer::ConstructRenderList(void)
|
|
{
|
|
ms_nNoOfVisibleEntities = 0;
|
|
ms_nNoOfInVisibleEntities = 0;
|
|
ms_vecCameraPosition = TheCamera.GetPosition();
|
|
// TODO: blocked ranges, but unused
|
|
ScanWorld();
|
|
}
|
|
|
|
void
|
|
LimitFrustumVector(CVector &vec1, const CVector &vec2, float l)
|
|
{
|
|
float f;
|
|
f = (l - vec2.z) / (vec1.z - vec2.z);
|
|
vec1.x = f*(vec1.x - vec2.x) + vec2.x;
|
|
vec1.y = f*(vec1.y - vec2.y) + vec2.y;
|
|
vec1.z = f*(vec1.z - vec2.z) + vec2.z;
|
|
}
|
|
|
|
enum Corners
|
|
{
|
|
CORNER_CAM = 0,
|
|
CORNER_FAR_TOPLEFT,
|
|
CORNER_FAR_TOPRIGHT,
|
|
CORNER_FAR_BOTRIGHT,
|
|
CORNER_FAR_BOTLEFT,
|
|
CORNER_LOD_LEFT,
|
|
CORNER_LOD_RIGHT,
|
|
CORNER_PRIO_LEFT,
|
|
CORNER_PRIO_RIGHT,
|
|
};
|
|
|
|
void
|
|
CRenderer::ScanWorld(void)
|
|
{
|
|
float f = RwCameraGetFarClipPlane(TheCamera.m_pRwCamera);
|
|
RwV2d vw = *RwCameraGetViewWindow(TheCamera.m_pRwCamera);
|
|
CVector vectors[9];
|
|
RwMatrix *cammatrix;
|
|
RwV2d poly[3];
|
|
|
|
memset(vectors, 0, sizeof(vectors));
|
|
vectors[CORNER_FAR_TOPLEFT].x = -vw.x * f;
|
|
vectors[CORNER_FAR_TOPLEFT].y = vw.y * f;
|
|
vectors[CORNER_FAR_TOPLEFT].z = f;
|
|
vectors[CORNER_FAR_TOPRIGHT].x = vw.x * f;
|
|
vectors[CORNER_FAR_TOPRIGHT].y = vw.y * f;
|
|
vectors[CORNER_FAR_TOPRIGHT].z = f;
|
|
vectors[CORNER_FAR_BOTRIGHT].x = vw.x * f;
|
|
vectors[CORNER_FAR_BOTRIGHT].y = -vw.y * f;
|
|
vectors[CORNER_FAR_BOTRIGHT].z = f;
|
|
vectors[CORNER_FAR_BOTLEFT].x = -vw.x * f;
|
|
vectors[CORNER_FAR_BOTLEFT].y = -vw.y * f;
|
|
vectors[CORNER_FAR_BOTLEFT].z = f;
|
|
|
|
cammatrix = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera));
|
|
|
|
m_pFirstPersonVehicle = nil;
|
|
CVisibilityPlugins::InitAlphaEntityList();
|
|
CWorld::AdvanceCurrentScanCode();
|
|
|
|
if(cammatrix->at.z > 0.0f){
|
|
// looking up, bottom corners are further away
|
|
vectors[CORNER_LOD_LEFT] = vectors[CORNER_FAR_BOTLEFT] * LOD_DISTANCE/f;
|
|
vectors[CORNER_LOD_RIGHT] = vectors[CORNER_FAR_BOTRIGHT] * LOD_DISTANCE/f;
|
|
}else{
|
|
// looking down, top corners are further away
|
|
vectors[CORNER_LOD_LEFT] = vectors[CORNER_FAR_TOPLEFT] * LOD_DISTANCE/f;
|
|
vectors[CORNER_LOD_RIGHT] = vectors[CORNER_FAR_TOPRIGHT] * LOD_DISTANCE/f;
|
|
}
|
|
vectors[CORNER_PRIO_LEFT].x = vectors[CORNER_LOD_LEFT].x * 0.2f;
|
|
vectors[CORNER_PRIO_LEFT].y = vectors[CORNER_LOD_LEFT].y * 0.2f;
|
|
vectors[CORNER_PRIO_LEFT].z = vectors[CORNER_LOD_LEFT].z;
|
|
vectors[CORNER_PRIO_RIGHT].x = vectors[CORNER_LOD_RIGHT].x * 0.2f;
|
|
vectors[CORNER_PRIO_RIGHT].y = vectors[CORNER_LOD_RIGHT].y * 0.2f;
|
|
vectors[CORNER_PRIO_RIGHT].z = vectors[CORNER_LOD_RIGHT].z;
|
|
RwV3dTransformPoints((RwV3d*)vectors, (RwV3d*)vectors, 9, cammatrix);
|
|
|
|
m_loadingPriority = false;
|
|
if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
|
|
#ifdef FIX_BUGS
|
|
TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_GTACLASSIC ||
|
|
#endif
|
|
TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){
|
|
CRect rect;
|
|
int x1, x2, y1, y2;
|
|
LimitFrustumVector(vectors[CORNER_FAR_TOPLEFT], vectors[CORNER_CAM], -100.0f);
|
|
rect.ContainPoint(vectors[CORNER_FAR_TOPLEFT]);
|
|
LimitFrustumVector(vectors[CORNER_FAR_TOPRIGHT], vectors[CORNER_CAM], -100.0f);
|
|
rect.ContainPoint(vectors[CORNER_FAR_TOPRIGHT]);
|
|
LimitFrustumVector(vectors[CORNER_FAR_BOTRIGHT], vectors[CORNER_CAM], -100.0f);
|
|
rect.ContainPoint(vectors[CORNER_FAR_BOTRIGHT]);
|
|
LimitFrustumVector(vectors[CORNER_FAR_BOTLEFT], vectors[CORNER_CAM], -100.0f);
|
|
rect.ContainPoint(vectors[CORNER_FAR_BOTLEFT]);
|
|
x1 = CWorld::GetSectorIndexX(rect.left);
|
|
if(x1 < 0) x1 = 0;
|
|
x2 = CWorld::GetSectorIndexX(rect.right);
|
|
if(x2 >= NUMSECTORS_X-1) x2 = NUMSECTORS_X-1;
|
|
y1 = CWorld::GetSectorIndexY(rect.top);
|
|
if(y1 < 0) y1 = 0;
|
|
y2 = CWorld::GetSectorIndexY(rect.bottom);
|
|
if(y2 >= NUMSECTORS_Y-1) y2 = NUMSECTORS_Y-1;
|
|
for(; x1 <= x2; x1++)
|
|
for(int y = y1; y <= y2; y++)
|
|
ScanSectorList(CWorld::GetSector(x1, y)->m_lists);
|
|
}else{
|
|
CVehicle *train = FindPlayerTrain();
|
|
if(train && train->GetPosition().z < 0.0f){
|
|
poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
|
|
poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y);
|
|
poly[1].x = CWorld::GetSectorX(vectors[CORNER_LOD_LEFT].x);
|
|
poly[1].y = CWorld::GetSectorY(vectors[CORNER_LOD_LEFT].y);
|
|
poly[2].x = CWorld::GetSectorX(vectors[CORNER_LOD_RIGHT].x);
|
|
poly[2].y = CWorld::GetSectorY(vectors[CORNER_LOD_RIGHT].y);
|
|
ScanSectorPoly(poly, 3, ScanSectorList_Subway);
|
|
}else{
|
|
if(f <= LOD_DISTANCE){
|
|
poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
|
|
poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y);
|
|
poly[1].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPLEFT].x);
|
|
poly[1].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPLEFT].y);
|
|
poly[2].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPRIGHT].x);
|
|
poly[2].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPRIGHT].y);
|
|
}else{
|
|
// priority
|
|
poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
|
|
poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y);
|
|
poly[1].x = CWorld::GetSectorX(vectors[CORNER_PRIO_LEFT].x);
|
|
poly[1].y = CWorld::GetSectorY(vectors[CORNER_PRIO_LEFT].y);
|
|
poly[2].x = CWorld::GetSectorX(vectors[CORNER_PRIO_RIGHT].x);
|
|
poly[2].y = CWorld::GetSectorY(vectors[CORNER_PRIO_RIGHT].y);
|
|
ScanSectorPoly(poly, 3, ScanSectorList_Priority);
|
|
|
|
// below LOD
|
|
poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
|
|
poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y);
|
|
poly[1].x = CWorld::GetSectorX(vectors[CORNER_LOD_LEFT].x);
|
|
poly[1].y = CWorld::GetSectorY(vectors[CORNER_LOD_LEFT].y);
|
|
poly[2].x = CWorld::GetSectorX(vectors[CORNER_LOD_RIGHT].x);
|
|
poly[2].y = CWorld::GetSectorY(vectors[CORNER_LOD_RIGHT].y);
|
|
}
|
|
ScanSectorPoly(poly, 3, ScanSectorList);
|
|
|
|
ScanBigBuildingList(CWorld::GetBigBuildingList(CCollision::ms_collisionInMemory));
|
|
ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_NONE));
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CRenderer::RequestObjectsInFrustum(void)
|
|
{
|
|
float f = RwCameraGetFarClipPlane(TheCamera.m_pRwCamera);
|
|
RwV2d vw = *RwCameraGetViewWindow(TheCamera.m_pRwCamera);
|
|
CVector vectors[9];
|
|
RwMatrix *cammatrix;
|
|
RwV2d poly[3];
|
|
|
|
memset(vectors, 0, sizeof(vectors));
|
|
vectors[CORNER_FAR_TOPLEFT].x = -vw.x * f;
|
|
vectors[CORNER_FAR_TOPLEFT].y = vw.y * f;
|
|
vectors[CORNER_FAR_TOPLEFT].z = f;
|
|
vectors[CORNER_FAR_TOPRIGHT].x = vw.x * f;
|
|
vectors[CORNER_FAR_TOPRIGHT].y = vw.y * f;
|
|
vectors[CORNER_FAR_TOPRIGHT].z = f;
|
|
vectors[CORNER_FAR_BOTRIGHT].x = vw.x * f;
|
|
vectors[CORNER_FAR_BOTRIGHT].y = -vw.y * f;
|
|
vectors[CORNER_FAR_BOTRIGHT].z = f;
|
|
vectors[CORNER_FAR_BOTLEFT].x = -vw.x * f;
|
|
vectors[CORNER_FAR_BOTLEFT].y = -vw.y * f;
|
|
vectors[CORNER_FAR_BOTLEFT].z = f;
|
|
|
|
cammatrix = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera));
|
|
|
|
CWorld::AdvanceCurrentScanCode();
|
|
|
|
if(cammatrix->at.z > 0.0f){
|
|
// looking up, bottom corners are further away
|
|
vectors[CORNER_LOD_LEFT] = vectors[CORNER_FAR_BOTLEFT] * LOD_DISTANCE/f;
|
|
vectors[CORNER_LOD_RIGHT] = vectors[CORNER_FAR_BOTRIGHT] * LOD_DISTANCE/f;
|
|
}else{
|
|
// looking down, top corners are further away
|
|
vectors[CORNER_LOD_LEFT] = vectors[CORNER_FAR_TOPLEFT] * LOD_DISTANCE/f;
|
|
vectors[CORNER_LOD_RIGHT] = vectors[CORNER_FAR_TOPRIGHT] * LOD_DISTANCE/f;
|
|
}
|
|
vectors[CORNER_PRIO_LEFT].x = vectors[CORNER_LOD_LEFT].x * 0.2f;
|
|
vectors[CORNER_PRIO_LEFT].y = vectors[CORNER_LOD_LEFT].y * 0.2f;
|
|
vectors[CORNER_PRIO_LEFT].z = vectors[CORNER_LOD_LEFT].z;
|
|
vectors[CORNER_PRIO_RIGHT].x = vectors[CORNER_LOD_RIGHT].x * 0.2f;
|
|
vectors[CORNER_PRIO_RIGHT].y = vectors[CORNER_LOD_RIGHT].y * 0.2f;
|
|
vectors[CORNER_PRIO_RIGHT].z = vectors[CORNER_LOD_RIGHT].z;
|
|
RwV3dTransformPoints((RwV3d*)vectors, (RwV3d*)vectors, 9, cammatrix);
|
|
|
|
if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
|
|
#ifdef FIX_BUGS
|
|
TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_GTACLASSIC ||
|
|
#endif
|
|
TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){
|
|
CRect rect;
|
|
int x1, x2, y1, y2;
|
|
LimitFrustumVector(vectors[CORNER_FAR_TOPLEFT], vectors[CORNER_CAM], -100.0f);
|
|
rect.ContainPoint(vectors[CORNER_FAR_TOPLEFT]);
|
|
LimitFrustumVector(vectors[CORNER_FAR_TOPRIGHT], vectors[CORNER_CAM], -100.0f);
|
|
rect.ContainPoint(vectors[CORNER_FAR_TOPRIGHT]);
|
|
LimitFrustumVector(vectors[CORNER_FAR_BOTRIGHT], vectors[CORNER_CAM], -100.0f);
|
|
rect.ContainPoint(vectors[CORNER_FAR_BOTRIGHT]);
|
|
LimitFrustumVector(vectors[CORNER_FAR_BOTLEFT], vectors[CORNER_CAM], -100.0f);
|
|
rect.ContainPoint(vectors[CORNER_FAR_BOTLEFT]);
|
|
x1 = CWorld::GetSectorIndexX(rect.left);
|
|
if(x1 < 0) x1 = 0;
|
|
x2 = CWorld::GetSectorIndexX(rect.right);
|
|
if(x2 >= NUMSECTORS_X-1) x2 = NUMSECTORS_X-1;
|
|
y1 = CWorld::GetSectorIndexY(rect.top);
|
|
if(y1 < 0) y1 = 0;
|
|
y2 = CWorld::GetSectorIndexY(rect.bottom);
|
|
if(y2 >= NUMSECTORS_Y-1) y2 = NUMSECTORS_Y-1;
|
|
for(; x1 <= x2; x1++)
|
|
for(int y = y1; y <= y2; y++)
|
|
ScanSectorList_RequestModels(CWorld::GetSector(x1, y)->m_lists);
|
|
}else{
|
|
poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
|
|
poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y);
|
|
poly[1].x = CWorld::GetSectorX(vectors[CORNER_LOD_LEFT].x);
|
|
poly[1].y = CWorld::GetSectorY(vectors[CORNER_LOD_LEFT].y);
|
|
poly[2].x = CWorld::GetSectorX(vectors[CORNER_LOD_RIGHT].x);
|
|
poly[2].y = CWorld::GetSectorY(vectors[CORNER_LOD_RIGHT].y);
|
|
ScanSectorPoly(poly, 3, ScanSectorList_RequestModels);
|
|
}
|
|
}
|
|
|
|
float
|
|
CalcNewDelta(RwV2d *a, RwV2d *b)
|
|
{
|
|
return (b->x - a->x) / (b->y - a->y);
|
|
}
|
|
|
|
void
|
|
CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrList *))
|
|
{
|
|
float miny, maxy;
|
|
int y, yend;
|
|
int x, xstart, xend;
|
|
int i;
|
|
int a1, a2, b1, b2;
|
|
float deltaA, deltaB;
|
|
float xA, xB;
|
|
|
|
miny = poly[0].y;
|
|
maxy = poly[0].y;
|
|
a2 = 0;
|
|
xstart = 9999;
|
|
xend = -9999;
|
|
|
|
for(i = 1; i < numVertices; i++){
|
|
if(poly[i].y > maxy)
|
|
maxy = poly[i].y;
|
|
if(poly[i].y < miny){
|
|
miny = poly[i].y;
|
|
a2 = i;
|
|
}
|
|
}
|
|
y = miny;
|
|
yend = maxy;
|
|
|
|
// Go left in poly to find first edge b
|
|
b2 = a2;
|
|
for(i = 0; i < numVertices; i++){
|
|
b1 = b2--;
|
|
if(b2 < 0) b2 = numVertices-1;
|
|
if(poly[b1].x < xstart)
|
|
xstart = poly[b1].x;
|
|
if((int)poly[b1].y != (int)poly[b2].y)
|
|
break;
|
|
}
|
|
// Go right to find first edge a
|
|
for(i = 0; i < numVertices; i++){
|
|
a1 = a2++;
|
|
if(a2 == numVertices) a2 = 0;
|
|
if(poly[a1].x > xend)
|
|
xend = poly[a1].x;
|
|
if((int)poly[a1].y != (int)poly[a2].y)
|
|
break;
|
|
}
|
|
|
|
// prestep x1 and x2 to next integer y
|
|
deltaA = CalcNewDelta(&poly[a1], &poly[a2]);
|
|
xA = deltaA * (ceilf(poly[a1].y) - poly[a1].y) + poly[a1].x;
|
|
deltaB = CalcNewDelta(&poly[b1], &poly[b2]);
|
|
xB = deltaB * (ceilf(poly[b1].y) - poly[b1].y) + poly[b1].x;
|
|
|
|
if(y != yend){
|
|
if(deltaB < 0.0f && (int)xB < xstart)
|
|
xstart = xB;
|
|
if(deltaA >= 0.0f && (int)xA > xend)
|
|
xend = xA;
|
|
}
|
|
|
|
while(y <= yend && y < NUMSECTORS_Y){
|
|
// scan one x-line
|
|
if(y >= 0 && xstart < NUMSECTORS_X)
|
|
for(x = xstart; x <= xend; x++)
|
|
if(x >= 0 && x != NUMSECTORS_X)
|
|
scanfunc(CWorld::GetSector(x, y)->m_lists);
|
|
|
|
// advance one scan line
|
|
y++;
|
|
xA += deltaA;
|
|
xB += deltaB;
|
|
|
|
// update left side
|
|
if(y == (int)poly[b2].y){
|
|
// reached end of edge
|
|
if(y == yend){
|
|
if(deltaB < 0.0f){
|
|
do{
|
|
xstart = poly[b2--].x;
|
|
if(b2 < 0) b2 = numVertices-1;
|
|
}while(xstart > (int)poly[b2].x);
|
|
}else
|
|
xstart = xB - deltaB;
|
|
}else{
|
|
// switch edges
|
|
if(deltaB < 0.0f)
|
|
xstart = poly[b2].x;
|
|
else
|
|
xstart = xB - deltaB;
|
|
do{
|
|
b1 = b2--;
|
|
if(b2 < 0) b2 = numVertices-1;
|
|
if((int)poly[b1].x < xstart)
|
|
xstart = poly[b1].x;
|
|
}while(y == (int)poly[b2].y);
|
|
deltaB = CalcNewDelta(&poly[b1], &poly[b2]);
|
|
xB = deltaB * (ceilf(poly[b1].y) - poly[b1].y) + poly[b1].x;
|
|
if(deltaB < 0.0f && (int)xB < xstart)
|
|
xstart = xB;
|
|
}
|
|
}else{
|
|
if(deltaB < 0.0f)
|
|
xstart = xB;
|
|
else
|
|
xstart = xB - deltaB;
|
|
}
|
|
|
|
// update right side
|
|
if(y == (int)poly[a2].y){
|
|
// reached end of edge
|
|
if(y == yend){
|
|
if(deltaA < 0.0f)
|
|
xend = xA - deltaA;
|
|
else{
|
|
do{
|
|
xend = poly[a2++].x;
|
|
if(a2 == numVertices) a2 = 0;
|
|
}while(xend < (int)poly[a2].x);
|
|
}
|
|
}else{
|
|
// switch edges
|
|
if(deltaA < 0.0f)
|
|
xend = xA - deltaA;
|
|
else
|
|
xend = poly[a2].x;
|
|
do{
|
|
a1 = a2++;
|
|
if(a2 == numVertices) a2 = 0;
|
|
if((int)poly[a1].x > xend)
|
|
xend = poly[a1].x;
|
|
}while(y == (int)poly[a2].y);
|
|
deltaA = CalcNewDelta(&poly[a1], &poly[a2]);
|
|
xA = deltaA * (ceilf(poly[a1].y) - poly[a1].y) + poly[a1].x;
|
|
if(deltaA >= 0.0f && (int)xA > xend)
|
|
xend = xA;
|
|
}
|
|
}else{
|
|
if(deltaA < 0.0f)
|
|
xend = xA - deltaA;
|
|
else
|
|
xend = xA;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CRenderer::ScanBigBuildingList(CPtrList &list)
|
|
{
|
|
CPtrNode *node;
|
|
CEntity *ent;
|
|
|
|
for(node = list.first; node; node = node->next){
|
|
ent = (CEntity*)node->item;
|
|
if(!ent->bZoneCulled && SetupBigBuildingVisibility(ent) == 1)
|
|
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
|
|
}
|
|
}
|
|
|
|
void
|
|
CRenderer::ScanSectorList(CPtrList *lists)
|
|
{
|
|
CPtrNode *node;
|
|
CPtrList *list;
|
|
CEntity *ent;
|
|
int i;
|
|
float dx, dy;
|
|
|
|
for(i = 0; i < NUMSECTORENTITYLISTS; i++){
|
|
list = &lists[i];
|
|
for(node = list->first; node; node = node->next){
|
|
ent = (CEntity*)node->item;
|
|
if(ent->m_scanCode == CWorld::GetCurrentScanCode())
|
|
continue; // already seen
|
|
ent->m_scanCode = CWorld::GetCurrentScanCode();
|
|
|
|
if(IsEntityCullZoneVisible(ent))
|
|
switch(SetupEntityVisibility(ent)){
|
|
case VIS_VISIBLE:
|
|
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
|
|
break;
|
|
case VIS_INVISIBLE:
|
|
if(!IsGlass(ent->GetModelIndex()))
|
|
break;
|
|
// fall through
|
|
case VIS_OFFSCREEN:
|
|
dx = ms_vecCameraPosition.x - ent->GetPosition().x;
|
|
dy = ms_vecCameraPosition.y - ent->GetPosition().y;
|
|
if(dx > -65.0f && dx < 65.0f &&
|
|
dy > -65.0f && dy < 65.0f &&
|
|
ms_nNoOfInVisibleEntities < NUMINVISIBLEENTITIES - 1)
|
|
ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent;
|
|
break;
|
|
case VIS_STREAMME:
|
|
if(!CStreaming::ms_disableStreaming)
|
|
if(!m_loadingPriority || CStreaming::ms_numModelsRequested < 10)
|
|
CStreaming::RequestModel(ent->GetModelIndex(), 0);
|
|
break;
|
|
}
|
|
else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){
|
|
if(!CStreaming::ms_disableStreaming)
|
|
if(SetupEntityVisibility(ent) == VIS_STREAMME)
|
|
if(!m_loadingPriority || CStreaming::ms_numModelsRequested < 10)
|
|
CStreaming::RequestModel(ent->GetModelIndex(), 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CRenderer::ScanSectorList_Priority(CPtrList *lists)
|
|
{
|
|
CPtrNode *node;
|
|
CPtrList *list;
|
|
CEntity *ent;
|
|
int i;
|
|
float dx, dy;
|
|
|
|
for(i = 0; i < NUMSECTORENTITYLISTS; i++){
|
|
list = &lists[i];
|
|
for(node = list->first; node; node = node->next){
|
|
ent = (CEntity*)node->item;
|
|
if(ent->m_scanCode == CWorld::GetCurrentScanCode())
|
|
continue; // already seen
|
|
ent->m_scanCode = CWorld::GetCurrentScanCode();
|
|
|
|
if(IsEntityCullZoneVisible(ent))
|
|
switch(SetupEntityVisibility(ent)){
|
|
case VIS_VISIBLE:
|
|
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
|
|
break;
|
|
case VIS_INVISIBLE:
|
|
if(!IsGlass(ent->GetModelIndex()))
|
|
break;
|
|
// fall through
|
|
case VIS_OFFSCREEN:
|
|
dx = ms_vecCameraPosition.x - ent->GetPosition().x;
|
|
dy = ms_vecCameraPosition.y - ent->GetPosition().y;
|
|
if(dx > -65.0f && dx < 65.0f &&
|
|
dy > -65.0f && dy < 65.0f &&
|
|
ms_nNoOfInVisibleEntities < NUMINVISIBLEENTITIES - 1)
|
|
ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent;
|
|
break;
|
|
case VIS_STREAMME:
|
|
if(!CStreaming::ms_disableStreaming){
|
|
CStreaming::RequestModel(ent->GetModelIndex(), 0);
|
|
if(CStreaming::ms_aInfoForModel[ent->GetModelIndex()].m_loadState != STREAMSTATE_LOADED)
|
|
m_loadingPriority = true;
|
|
}
|
|
break;
|
|
}
|
|
else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){
|
|
if(!CStreaming::ms_disableStreaming)
|
|
if(SetupEntityVisibility(ent) == VIS_STREAMME)
|
|
CStreaming::RequestModel(ent->GetModelIndex(), 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CRenderer::ScanSectorList_Subway(CPtrList *lists)
|
|
{
|
|
CPtrNode *node;
|
|
CPtrList *list;
|
|
CEntity *ent;
|
|
int i;
|
|
float dx, dy;
|
|
|
|
for(i = 0; i < NUMSECTORENTITYLISTS; i++){
|
|
list = &lists[i];
|
|
for(node = list->first; node; node = node->next){
|
|
ent = (CEntity*)node->item;
|
|
if(ent->m_scanCode == CWorld::GetCurrentScanCode())
|
|
continue; // already seen
|
|
ent->m_scanCode = CWorld::GetCurrentScanCode();
|
|
switch(SetupEntityVisibility(ent)){
|
|
case VIS_VISIBLE:
|
|
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
|
|
break;
|
|
case VIS_OFFSCREEN:
|
|
dx = ms_vecCameraPosition.x - ent->GetPosition().x;
|
|
dy = ms_vecCameraPosition.y - ent->GetPosition().y;
|
|
if(dx > -65.0f && dx < 65.0f &&
|
|
dy > -65.0f && dy < 65.0f &&
|
|
ms_nNoOfInVisibleEntities < NUMINVISIBLEENTITIES - 1)
|
|
ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CRenderer::ScanSectorList_RequestModels(CPtrList *lists)
|
|
{
|
|
CPtrNode *node;
|
|
CPtrList *list;
|
|
CEntity *ent;
|
|
int i;
|
|
|
|
for(i = 0; i < NUMSECTORENTITYLISTS; i++){
|
|
list = &lists[i];
|
|
for(node = list->first; node; node = node->next){
|
|
ent = (CEntity*)node->item;
|
|
if(ent->m_scanCode == CWorld::GetCurrentScanCode())
|
|
continue; // already seen
|
|
ent->m_scanCode = CWorld::GetCurrentScanCode();
|
|
if(IsEntityCullZoneVisible(ent) && ShouldModelBeStreamed(ent))
|
|
CStreaming::RequestModel(ent->GetModelIndex(), 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Put big buildings in front
|
|
// This seems pointless because the sector lists shouldn't have big buildings in the first place
|
|
void
|
|
CRenderer::SortBIGBuildings(void)
|
|
{
|
|
int x, y;
|
|
for(y = 0; y < NUMSECTORS_Y; y++)
|
|
for(x = 0; x < NUMSECTORS_X; x++){
|
|
SortBIGBuildingsForSectorList(&CWorld::GetSector(x, y)->m_lists[ENTITYLIST_BUILDINGS]);
|
|
SortBIGBuildingsForSectorList(&CWorld::GetSector(x, y)->m_lists[ENTITYLIST_BUILDINGS_OVERLAP]);
|
|
}
|
|
}
|
|
|
|
void
|
|
CRenderer::SortBIGBuildingsForSectorList(CPtrList *list)
|
|
{
|
|
CPtrNode *node;
|
|
CEntity *ent;
|
|
|
|
for(node = list->first; node; node = node->next){
|
|
ent = (CEntity*)node->item;
|
|
if(ent->bIsBIGBuilding){
|
|
list->RemoveNode(node);
|
|
list->InsertNode(node);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
CRenderer::ShouldModelBeStreamed(CEntity *ent)
|
|
{
|
|
CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->m_modelIndex);
|
|
float dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude();
|
|
if(mi->m_noFade)
|
|
return dist - STREAM_DISTANCE < mi->GetLargestLodDistance();
|
|
else
|
|
return dist - FADE_DISTANCE - STREAM_DISTANCE < mi->GetLargestLodDistance();
|
|
}
|
|
|
|
bool
|
|
CRenderer::IsEntityCullZoneVisible(CEntity *ent)
|
|
{
|
|
CPed *ped;
|
|
CObject *obj;
|
|
|
|
if(ent->bZoneCulled)
|
|
return false;
|
|
|
|
switch(ent->m_type){
|
|
case ENTITY_TYPE_VEHICLE:
|
|
return IsVehicleCullZoneVisible(ent);
|
|
case ENTITY_TYPE_PED:
|
|
ped = (CPed*)ent;
|
|
if (ped->bInVehicle) {
|
|
if (ped->m_pMyVehicle)
|
|
return IsVehicleCullZoneVisible(ped->m_pMyVehicle);
|
|
else
|
|
return true;
|
|
}
|
|
return !(ped->m_pCurSurface && ped->m_pCurSurface->bZoneCulled2);
|
|
case ENTITY_TYPE_OBJECT:
|
|
obj = (CObject*)ent;
|
|
if(!obj->bIsStatic)
|
|
return true;
|
|
return !(obj->m_pCurSurface && obj->m_pCurSurface->bZoneCulled2);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
CRenderer::IsVehicleCullZoneVisible(CEntity *ent)
|
|
{
|
|
CVehicle *v = (CVehicle*)ent;
|
|
switch(v->m_status)
|
|
case STATUS_SIMPLE:
|
|
case STATUS_PHYSICS:
|
|
case STATUS_ABANDONED:
|
|
case STATUS_WRECKED:
|
|
return !(v->m_pCurGroundEntity && v->m_pCurGroundEntity->bZoneCulled2);
|
|
return true;
|
|
}
|
|
|
|
void
|
|
CRenderer::RemoveVehiclePedLights(CEntity *ent, bool reset)
|
|
{
|
|
if(ent->bRenderScorched)
|
|
WorldReplaceScorchedLightsWithNormal(Scene.world);
|
|
CPointLights::RemoveLightsAffectingObject();
|
|
if(reset)
|
|
ReSetAmbientAndDirectionalColours();
|
|
}
|