mirror of
https://github.com/GTAmodding/re3.git
synced 2025-07-06 10:44:08 +00:00
new LCS-style renderer
This commit is contained in:
parent
8acc98563e
commit
3c5bb4e8f3
10 changed files with 749 additions and 16 deletions
|
@ -107,6 +107,10 @@ void TheGame(void);
|
|||
void DebugMenuPopulate(void);
|
||||
#endif
|
||||
|
||||
#ifdef NEW_RENDERER
|
||||
bool gbNewRenderer;
|
||||
#endif
|
||||
|
||||
void
|
||||
ValidateVersion()
|
||||
{
|
||||
|
@ -849,9 +853,128 @@ DisplayGameDebugText()
|
|||
}
|
||||
#endif
|
||||
|
||||
bool gbRenderRoads = true;
|
||||
bool gbRenderEverythingBarRoads = true;
|
||||
bool gbRenderFadingInUnderwaterEntities = true;
|
||||
bool gbRenderFadingInEntities = true;
|
||||
bool gbRenderWater = true;
|
||||
bool gbRenderBoats = true;
|
||||
bool gbRenderVehicles = true;
|
||||
bool gbRenderWorld0 = true;
|
||||
bool gbRenderWorld1 = true;
|
||||
bool gbRenderWorld2 = true;
|
||||
|
||||
#ifdef NEW_RENDERER
|
||||
void
|
||||
MattRenderScene(void)
|
||||
{
|
||||
// this calls CMattRenderer::Render
|
||||
CWorld::AdvanceCurrentScanCode();
|
||||
// CMattRenderer::ResetRenderStates
|
||||
CRenderer::ClearForFrame();
|
||||
// CClock::CalcEnvMapTimeMultiplicator
|
||||
if(gbRenderWater)
|
||||
CWaterLevel::RenderWater(); // actually CMattRenderer::RenderWater
|
||||
// CClock::ms_EnvMapTimeMultiplicator = 1.0f;
|
||||
// cWorldStream::ClearDynamics
|
||||
CRenderer::ConstructRenderList();
|
||||
if(gbRenderWorld0)
|
||||
CRenderer::RenderWorld(0); // roads
|
||||
// CMattRenderer::ResetRenderStates
|
||||
CRenderer::PreRender();
|
||||
CCoronas::RenderReflections();
|
||||
if(gbRenderWorld1)
|
||||
CRenderer::RenderWorld(1); // opaque
|
||||
if(gbRenderRoads)
|
||||
CRenderer::RenderRoads();
|
||||
|
||||
// not sure where to put these since LCS has no underwater entities
|
||||
if(gbRenderFadingInUnderwaterEntities)
|
||||
CRenderer::RenderFadingInUnderwaterEntities();
|
||||
if(gbRenderWater)
|
||||
CWaterLevel::RenderTransparentWater();
|
||||
|
||||
if(gbRenderEverythingBarRoads)
|
||||
CRenderer::RenderEverythingBarRoads();
|
||||
// get env map here?
|
||||
// moved this:
|
||||
// CRenderer::RenderFadingInEntities();
|
||||
}
|
||||
|
||||
void
|
||||
RenderScene_new(void)
|
||||
{
|
||||
CClouds::Render();
|
||||
DoRWRenderHorizon();
|
||||
|
||||
MattRenderScene();
|
||||
DefinedState();
|
||||
// CMattRenderer::ResetRenderStates
|
||||
if(gbRenderBoats)
|
||||
CRenderer::RenderBoats();
|
||||
}
|
||||
|
||||
// TODO
|
||||
bool FredIsInFirstPersonCam(void) { return false; }
|
||||
|
||||
void
|
||||
RenderEffects_new(void)
|
||||
{
|
||||
CShadows::RenderStaticShadows();
|
||||
// CRenderer::GenerateEnvironmentMap
|
||||
CShadows::RenderStoredShadows();
|
||||
CSkidmarks::Render();
|
||||
CRubbish::Render();
|
||||
|
||||
// these aren't really effects
|
||||
DefinedState();
|
||||
if(FredIsInFirstPersonCam()){
|
||||
DefinedState();
|
||||
C3dMarkers::Render(); // normally rendered in CSpecialFX::Render()
|
||||
if(gbRenderWorld2)
|
||||
CRenderer::RenderWorld(2); // transparent
|
||||
if(gbRenderVehicles)
|
||||
CRenderer::RenderVehiclesAndPeds();
|
||||
}else{
|
||||
if(gbRenderVehicles)
|
||||
CRenderer::RenderVehiclesAndPeds();
|
||||
if(gbRenderWorld2)
|
||||
CRenderer::RenderWorld(2); // transparent
|
||||
}
|
||||
// better render these after transparent world
|
||||
if(gbRenderFadingInEntities)
|
||||
CRenderer::RenderFadingInEntities();
|
||||
|
||||
// actual effects here
|
||||
CGlass::Render();
|
||||
// CMattRenderer::ResetRenderStates
|
||||
DefinedState();
|
||||
CCoronas::RenderSunReflection();
|
||||
CWeather::RenderRainStreaks();
|
||||
// CWeather::AddSnow
|
||||
CWaterCannons::Render();
|
||||
CAntennas::Render();
|
||||
CSpecialFX::Render();
|
||||
CRopes::Render();
|
||||
CCoronas::Render();
|
||||
CParticle::Render();
|
||||
CPacManPickups::Render();
|
||||
CWeaponEffects::Render();
|
||||
CPointLights::RenderFogEffect();
|
||||
CMovingThings::Render();
|
||||
CRenderer::RenderFirstPersonVehicle();
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
RenderScene(void)
|
||||
{
|
||||
#ifdef NEW_RENDERER
|
||||
if(gbNewRenderer){
|
||||
RenderScene_new();
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
CClouds::Render();
|
||||
DoRWRenderHorizon();
|
||||
CRenderer::RenderRoads();
|
||||
|
@ -885,6 +1008,12 @@ RenderDebugShit(void)
|
|||
void
|
||||
RenderEffects(void)
|
||||
{
|
||||
#ifdef NEW_RENDERER
|
||||
if(gbNewRenderer){
|
||||
RenderEffects_new();
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
CGlass::Render();
|
||||
CWaterCannons::Render();
|
||||
CSpecialFX::Render();
|
||||
|
@ -1061,6 +1190,10 @@ Idle(void *arg)
|
|||
pos.y = SCREEN_HEIGHT / 2.0f;
|
||||
RsMouseSetPos(&pos);
|
||||
#endif
|
||||
#ifdef NEW_RENDERER
|
||||
if(!gbNewRenderer)
|
||||
#endif
|
||||
{
|
||||
tbStartTimer(0, "CnstrRenderList");
|
||||
#ifdef PC_WATER
|
||||
CWaterLevel::PreCalcWaterGeometry();
|
||||
|
@ -1071,6 +1204,7 @@ Idle(void *arg)
|
|||
tbStartTimer(0, "PreRender");
|
||||
CRenderer::PreRender();
|
||||
tbEndTimer("PreRender");
|
||||
}
|
||||
|
||||
#ifdef FIX_BUGS
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); // TODO: temp? this fixes OpenGL render but there should be a better place for this
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue