new LCS-style renderer

This commit is contained in:
aap 2020-11-03 20:33:07 +01:00
parent 8acc98563e
commit 3c5bb4e8f3
10 changed files with 749 additions and 16 deletions

View file

@ -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