CVisibilityPlugins, CRenderer, some fixes

This commit is contained in:
aap 2021-07-29 19:41:38 +02:00
parent b77d93ba4a
commit 3f3e258d77
26 changed files with 657 additions and 293 deletions

View file

@ -1931,6 +1931,7 @@ CWorld::Process(void)
if(movingEnt->GetIsStatic()) { movingEnt->RemoveFromMovingList(); }
}
}
#ifdef VIS_DISTANCE_ALPHA
for(int y = 0; y < NUMSECTORS_Y; y++)
for(int x = 0; x < NUMSECTORS_X; x++){
CPtrNode *node;
@ -1952,6 +1953,7 @@ CWorld::Process(void)
for(node = sect->m_lists[ENTITYLIST_DUMMIES_OVERLAP].first; node; node = node->next)
((CEntity*)node->item)->UpdateDistanceFade();
}
#endif
bForceProcessControl = true;
for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
CPhysical *movingEnt = (CPhysical *)node->item;

View file

@ -248,6 +248,11 @@ enum Config {
# define PS2_MATFX
#endif
// Mobile only.
// Looks like they tried to fix fading but it still sucks
// do not use this
//#define VIS_DISTANCE_ALPHA
#ifdef VU_COLLISION
#define COMPRESSED_COL_VECTORS // currently need compressed vectors in this code
#endif

View file

@ -94,6 +94,7 @@ bool gSecondExportPass;
bool gUseModelResources;
bool gUseResources;
bool gNASTY_NASTY_MEM_SHUTDOWN_HACK; // rather unused
bool gbPreviewCity; // don't do worldstream-style rendering but traditional method
float FramesPerSecond = 30.0f;
@ -1228,7 +1229,6 @@ DisplayGameDebugText()
#ifdef NEW_RENDERER
bool gbRenderRoads = true;
bool gbRenderEverythingBarRoads = true;
bool gbRenderFadingInUnderwaterEntities = true;
bool gbRenderFadingInEntities = true;
bool gbRenderWater = true;
bool gbRenderBoats = true;
@ -1246,7 +1246,8 @@ MattRenderScene(void)
/// CRenderer::ClearForFrame(); // before ConstructRenderList
CClock::CalcEnvMapTimeMultiplicator();
RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
CWaterLevel::RenderWater(); // actually CMattRenderer::RenderWater
if(gbRenderWater)
CRenderer::RenderWater(); // actually CMattRenderer::RenderWater
CClock::ms_EnvMapTimeMultiplicator = 1.0f;
// cWorldStream::ClearDynamics
/// CRenderer::ConstructRenderList(); // before PreRender
@ -1260,24 +1261,14 @@ if(gbRenderWorld1)
if(gbRenderRoads)
CRenderer::RenderRoads();
CRenderer::GenerateEnvironmentMap(); // should be after static shadows, but that's weird
CRenderer::RenderPeds();
// not sure where to put these since LCS has no underwater entities
if(gbRenderBoats)
CRenderer::RenderBoats();
if(gbRenderFadingInUnderwaterEntities)
CRenderer::RenderFadingInUnderwaterEntities();
RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
if(gbRenderWater)
CRenderer::RenderTransparentWater();
if(gbRenderEverythingBarRoads)
CRenderer::RenderEverythingBarRoads();
// seam fixer
// moved this:
// CRenderer::RenderFadingInEntities();
// TODO: seam fixer
// these aren't very transparent. just objects
if(gbRenderFadingInEntities)
CRenderer::RenderFadingInEntities();
}
void
@ -1290,7 +1281,8 @@ RenderScene_new(void)
MattRenderScene();
DefinedState();
// CMattRenderer::ResetRenderStates
// moved CRenderer::RenderBoats to before transparent water
if(gbRenderBoats)
CRenderer::RenderBoats();
POP_RENDERGROUP();
}
@ -1300,12 +1292,12 @@ void
RenderEffects_new(void)
{
PUSH_RENDERGROUP("RenderEffects_new");
/* // stupid to do this before the whole world is drawn!
CShadows::RenderStaticShadows();
CShadows::RenderStoredShadows();
CSkidmarks::Render();
CRubbish::Render();
*/
// stupid to do this before the whole world is drawn!
// CShadows::RenderStaticShadows();
CRenderer::GenerateEnvironmentMap();
// CShadows::RenderStoredShadows();
// CSkidmarks::Render();
// CRubbish::Render();
// these aren't really effects
DefinedState();
@ -1323,9 +1315,6 @@ if(gbRenderWorld2)
if(gbRenderVehicles)
CRenderer::RenderVehicles();
}
// better render these after transparent world
if(gbRenderFadingInEntities)
CRenderer::RenderFadingInEntities();
// actual effects here
@ -1592,12 +1581,8 @@ Idle(void *arg)
#ifdef PC_WATER
CWaterLevel::PreCalcWaterGeometry();
#endif
#ifdef NEW_RENDERER
if(gbNewRenderer){
CWorld::AdvanceCurrentScanCode(); // don't think this is even necessary
CRenderer::ClearForFrame();
}
#endif
CWorld::AdvanceCurrentScanCode();
CRenderer::ClearForFrame();
CRenderer::ConstructRenderList();
tbEndTimer("CnstrRenderList");

View file

@ -42,6 +42,7 @@ extern bool gSecondExportPass;
extern bool gUseModelResources;
extern bool gUseResources;
extern bool gNASTY_NASTY_MEM_SHUTDOWN_HACK;
extern bool gbPreviewCity;
class CSprite2d;

View file

@ -629,9 +629,6 @@ void SaveINISettings()
StoreIni("CustomPipesValues", "GlossMult", CustomPipes::GlossMult);
#endif
StoreIni("Rendering", "BackfaceCulling", gBackfaceCulling);
#ifdef NEW_RENDERER
StoreIni("Rendering", "NewRenderer", gbNewRenderer);
#endif
#ifdef PROPER_SCALING
StoreIni("Draw", "ProperScaling", CDraw::ms_bProperScaling);
@ -1005,10 +1002,8 @@ DebugMenuPopulate(void)
DebugMenuAddVarBool8("Render", "VSynch", &FrontEndMenuManager.m_PrefsVsync, nil);
DebugMenuAddVar("Render", "Max FPS", &RsGlobal.maxFPS, nil, 1, 1, 1000, nil);
#ifdef NEW_RENDERER
DebugMenuAddVarBool8("Render", "New Renderer", &gbNewRenderer, nil);
extern bool gbRenderRoads;
extern bool gbRenderEverythingBarRoads;
extern bool gbRenderFadingInUnderwaterEntities;
extern bool gbRenderFadingInEntities;
extern bool gbRenderWater;
extern bool gbRenderBoats;
@ -1018,7 +1013,6 @@ extern bool gbRenderWorld1;
extern bool gbRenderWorld2;
DebugMenuAddVarBool8("Debug Render", "gbRenderRoads", &gbRenderRoads, nil);
DebugMenuAddVarBool8("Debug Render", "gbRenderEverythingBarRoads", &gbRenderEverythingBarRoads, nil);
DebugMenuAddVarBool8("Debug Render", "gbRenderFadingInUnderwaterEntities", &gbRenderFadingInUnderwaterEntities, nil);
DebugMenuAddVarBool8("Debug Render", "gbRenderFadingInEntities", &gbRenderFadingInEntities, nil);
DebugMenuAddVarBool8("Debug Render", "gbRenderWater", &gbRenderWater, nil);
DebugMenuAddVarBool8("Debug Render", "gbRenderBoats", &gbRenderBoats, nil);
@ -1026,6 +1020,7 @@ extern bool gbRenderWorld2;
DebugMenuAddVarBool8("Debug Render", "gbRenderWorld0", &gbRenderWorld0, nil);
DebugMenuAddVarBool8("Debug Render", "gbRenderWorld1", &gbRenderWorld1, nil);
DebugMenuAddVarBool8("Debug Render", "gbRenderWorld2", &gbRenderWorld2, nil);
DebugMenuAddVarBool8("Debug Render", "gbPreviewCity", &gbPreviewCity, nil);
#endif
#ifdef EXTENDED_COLOURFILTER

View file

@ -86,9 +86,9 @@ CEntity::CEntity(void)
bHasPreRenderEffects = false;
bIsTreeModel = false;
m_flagG2 = false;
m_flagG4 = false;
m_flagG8 = false;
bIsVehicle = false;
bIsPed = false;
bMakeVisible = false;
m_scanCode = 0;
m_modelIndex = -1;
@ -444,8 +444,11 @@ void
CEntity::Render(void)
{
if(m_rwObject){
if(CVisibilityPlugins::GetObjectDistanceAlpha(m_rwObject) != 0){
// NB: LCS does not use bImBeingRendered here,
#ifdef VIS_DISTANCE_ALPHA
if(CVisibilityPlugins::GetObjectDistanceAlpha(m_rwObject) != 0)
#endif
{
// TODO(LCS): LCS does not use bImBeingRendered here,
// but that may be due to the streamed world. better keep it for safety
bImBeingRendered = true;
if(RwObjectGetType(m_rwObject) == rpATOMIC)
@ -457,13 +460,12 @@ CEntity::Render(void)
}
}
#ifdef VIS_DISTANCE_ALPHA
void
CEntity::UpdateDistanceFade(void)
{
// TODO(LCS):
// increasing and decreasing alpha depending on bDistanceFade doesn't make any sense
// so disable this whole thing until it does.
return;
// bDistanceFade is only valid when entity is in alpha list
// but we're always checking it here, see fix in CRenderer
int alpha = CVisibilityPlugins::GetObjectDistanceAlpha(m_rwObject);
if(CCutsceneMgr::IsRunning() || TheCamera.WorldViewerBeingUsed)
alpha = 255;
@ -473,6 +475,7 @@ return;
alpha = Min(alpha+32, 255);
CVisibilityPlugins::SetObjectDistanceAlpha(m_rwObject, alpha);
}
#endif
void
CEntity::UpdateAnim(void)

View file

@ -100,9 +100,9 @@ public:
// LCS flagsG
uint32 bIsTreeModel : 1;
uint32 m_flagG2 : 1;
uint32 m_flagG4 : 1;
uint32 m_flagG8 : 1;
uint32 bIsVehicle : 1; // not sure what exactly these two are for
uint32 bIsPed : 1;
uint32 bMakeVisible : 1;
uint16 m_scanCode;
uint16 m_randomSeed;
@ -163,7 +163,9 @@ public:
return (RpClump*)m_rwObject;
}
#ifdef VIS_DISTANCE_ALPHA
void UpdateDistanceFade(void);
#endif
void GetBoundCentre(CVUVECTOR &out);
CVector GetBoundCentre(void);
float GetBoundRadius(void);

View file

@ -16,6 +16,7 @@
#include "TxdStore.h"
#include "Renderer.h"
#include "World.h"
#include "VisibilityPlugins.h"
#include "custompipes.h"
#ifndef LIBRW
@ -464,9 +465,13 @@ worldRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
else
d3d::setTexture(0, gpWhiteTexture); // actually we don't even render this
setMaterial(m->color, m->surfaceProps, WorldPipeSwitch == WORLDPIPE_PS2 ? 0.5f : 1.0f);
rw::RGBA color = m->color;
#ifdef VIS_DISTANCE_ALPHA
color.alpha = (color.alpha * CVisibilityPlugins::GetObjectDistanceAlpha((RwObject*)atomic))/255.0f;
#endif
setMaterial(color, m->surfaceProps, WorldPipeSwitch == WORLDPIPE_PS2 ? 0.5f : 1.0f);
SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
SetRenderState(VERTEXALPHA, inst->vertexAlpha || color.alpha != 255);
drawInst(header, inst);
inst++;

View file

@ -15,6 +15,7 @@
#include "TxdStore.h"
#include "Renderer.h"
#include "World.h"
#include "VisibilityPlugins.h"
#include "custompipes.h"
#ifndef LIBRW
@ -457,9 +458,13 @@ worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
setTexture(0, m->texture);
setMaterial(m->color, m->surfaceProps, CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 ? 0.5f : 1.0f);
rw::RGBA color = m->color;
#ifdef VIS_DISTANCE_ALPHA
color.alpha = (color.alpha * CVisibilityPlugins::GetObjectDistanceAlpha((RwObject*)atomic))/255.0f;
#endif
setMaterial(color, m->surfaceProps, CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 ? 0.5f : 1.0f);
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || color.alpha != 0xFF);
drawInst(header, inst);
inst++;

View file

@ -33,4 +33,6 @@ namespace base
void cRelocatableChunkWriter::Save(const char* filename, uint32 a3, uint32 a4, bool a5) {}
void cRelocatableChunkWriter::Save(void* file, uint32 a3, uint32 a4, bool a5, sChunkHeader* pHeader) {}
void RegisterRelocatableChunkFunc(const void *func) {}
};

View file

@ -50,4 +50,6 @@ namespace base
void Save(const char* filename, uint32 a3, uint32 a4, bool a5);
void Save(void* file, uint32 a3, uint32 a4, bool a5, sChunkHeader* pHeader);
};
void RegisterRelocatableChunkFunc(const void *func);
};

View file

@ -0,0 +1,58 @@
#include "common.h"
#include "VisibilityPlugins.h"
#include "ModelInfo.h"
base::cRelocatableChunkClassInfo CMloModelInfo::msClassInfo("CMloModelInfo", VTABLE_ADDR(&msClassInstance), sizeof(msClassInstance));
CMloModelInfo CMloModelInfo::msClassInstance;
void
CMloModelInfo::ConstructClump()
{
/*
m_clump = RpClumpCreate();
RwFrame *mainFrame = RwFrameCreate();
RwFrameSetIdentity(mainFrame);
RpClumpSetFrame(m_clump, mainFrame);
for (int i = firstInstance; i < lastInstance; i++) {
int modelId = CModelInfo::GetMloInstanceStore().store[i].m_modelIndex;
RwMatrix *attMat = CModelInfo::GetMloInstanceStore().store[i].GetMatrix().m_attachment;
CSimpleModelInfo *minfo = (CSimpleModelInfo*)CModelInfo::GetModelInfo(modelId);
if (minfo->m_atomics[0] != nil) {
RpAtomic *newAtomic = RpAtomicClone(minfo->m_atomics[0]);
RwFrame *newFrame = RwFrameCreate();
if (newAtomic != nil && newFrame != nil) {
*RwFrameGetMatrix(newFrame) = *attMat;
RpAtomicSetFrame(newAtomic, newFrame);
RwFrameAddChild(mainFrame, newFrame);
RpClumpAddAtomic(m_clump, newAtomic);
} else {
debug("Failed to allocate memory while creating template MLO.\n");
}
}
}
if (RpClumpGetNumAtomics(m_clump) != 0) {
CVisibilityPlugins::SetClumpModelInfo(m_clump, this);
} else {
RpClumpDestroy(m_clump);
m_clump = nil;
}
*/
}
void
CMloModelInfo::RcWriteThis(base::cRelocatableChunkWriter &writer)
{
writer.AllocateRaw(this, sizeof(*this), sizeof(void*), false, true);
writer.Class(VTABLE_ADDR(this), msClassInfo);
}
void
CMloModelInfo::RcWriteEmpty(base::cRelocatableChunkWriter &writer)
{
writer.AllocateRaw(this, sizeof(*this), sizeof(void*), false, true);
writer.Class(VTABLE_ADDR(this), msClassInfo);
}

View file

@ -0,0 +1,20 @@
#pragma once
#include "ClumpModelInfo.h"
class CMloModelInfo : public CClumpModelInfo
{
public:
float drawDist;
int firstInstance;
int lastInstance;
public:
CMloModelInfo(void) : CClumpModelInfo(MITYPE_MLO) {}
void ConstructClump();
virtual void RcWriteThis(base::cRelocatableChunkWriter &writer);
virtual void RcWriteEmpty(base::cRelocatableChunkWriter &writer);
static base::cRelocatableChunkClassInfo msClassInfo;
static CMloModelInfo msClassInstance;
};

View file

@ -2,11 +2,13 @@
#include "2dEffect.h"
#include "SimpleModelInfo.h"
#include "MloModelInfo.h"
#include "TimeModelInfo.h"
#include "WeaponModelInfo.h"
#include "ClumpModelInfo.h"
#include "PedModelInfo.h"
#include "VehicleModelInfo.h"
#include "XtraCompsModelInfo.h"
#include "templates.h"
class CModelInfo

View file

@ -206,8 +206,8 @@ CSimpleModelInfo::GetAtomicFromDistance(float dist)
{
int i;
i = 0;
// HACk until we figure out what's going on
if(m_atomics == nil) return nil;
if(m_atomics == nil)
return nil;
if(m_isDamaged)
i = m_firstDamaged;
for(; i < m_numAtomics; i++)
@ -219,8 +219,8 @@ if(m_atomics == nil) return nil;
RpAtomic*
CSimpleModelInfo::GetFirstAtomicFromDistance(float dist)
{
// HACk until we figure out what's going on
if(m_atomics == nil) return nil;
if(m_atomics == nil)
return nil;
if(dist < m_lodDistances[0] * TheCamera.LODDistMultiplier)
return m_atomics[0];
return nil;

View file

@ -0,0 +1,21 @@
#include "common.h"
#include "VisibilityPlugins.h"
#include "ModelInfo.h"
base::cRelocatableChunkClassInfo CXtraCompsModelInfo::msClassInfo("CXtraCompsModelInfo", VTABLE_ADDR(&msClassInstance), sizeof(msClassInstance));
CXtraCompsModelInfo CXtraCompsModelInfo::msClassInstance;
void
CXtraCompsModelInfo::RcWriteThis(base::cRelocatableChunkWriter &writer)
{
writer.AllocateRaw(this, sizeof(*this), sizeof(void*), false, true);
writer.Class(VTABLE_ADDR(this), msClassInfo);
}
void
CXtraCompsModelInfo::RcWriteEmpty(base::cRelocatableChunkWriter &writer)
{
writer.AllocateRaw(this, sizeof(*this), sizeof(void*), false, true);
writer.Class(VTABLE_ADDR(this), msClassInfo);
}

View file

@ -0,0 +1,19 @@
#pragma once
#include "ClumpModelInfo.h"
class CXtraCompsModelInfo : public CClumpModelInfo
{
int field_34;
public:
CXtraCompsModelInfo(void) : CClumpModelInfo(MITYPE_XTRACOMPS) { field_34 = 0; }
void Shutdown(void) {};
RwObject *CreateInstance(void) { return nil; }
void SetClump(RpClump*) {};
virtual void RcWriteThis(base::cRelocatableChunkWriter &writer);
virtual void RcWriteEmpty(base::cRelocatableChunkWriter &writer);
static base::cRelocatableChunkClassInfo msClassInfo;
static CXtraCompsModelInfo msClassInstance;
};

View file

@ -124,7 +124,7 @@ void
CPlayerSkin::BeginFrontendSkinEdit(void)
{
LoadPlayerDff();
RpClumpForAllAtomics(gpPlayerClump, CClumpModelInfo::SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB);
// RpClumpForAllAtomics(gpPlayerClump, CClumpModelInfo::SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB);
CWorld::Players[0].LoadPlayerSkin();
gOldFov = CDraw::GetFOV();
CDraw::SetFOV(30.0f);

View file

@ -28,10 +28,17 @@
#include "custompipes.h"
#include "Frontend.h"
#include "Ferry.h"
#include "Plane.h"
#include "WaterLevel.h"
// maybe some day...
//#define GTA_WORLDSTREAM
bool gbShowPedRoadGroups;
bool gbShowCarRoadGroups;
bool gbShowCollisionPolys;
bool gbShowCollisionPolysReflections;
bool gbShowCollisionPolysNoShadows;
bool gbShowCollisionLines;
bool gbBigWhiteDebugLightSwitchedOn;
@ -43,6 +50,9 @@ bool gbDontRenderVehicles;
bool gbRenderDebugEnvMap;
// unused
bool gbLighting;
// unused
int16 TestCloseThings;
int16 TestBigThings;
@ -59,9 +69,9 @@ int32 CRenderer::ms_nNoOfVisibleEntities;
CEntity *CRenderer::ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES];
CEntity *CRenderer::ms_aInVisibleEntityPtrs[NUMINVISIBLEENTITIES];
int32 CRenderer::ms_nNoOfInVisibleEntities;
#ifdef NEW_RENDERER
int32 CRenderer::ms_nNoOfVisibleVehicles;
CEntity *CRenderer::ms_aVisibleVehiclePtrs[NUMVISIBLEENTITIES];
#ifdef NEW_RENDERER
int32 CRenderer::ms_nNoOfVisibleBuildings;
CEntity *CRenderer::ms_aVisibleBuildingPtrs[NUMVISIBLEENTITIES];
#endif
@ -71,16 +81,12 @@ CVehicle *CRenderer::m_pFirstPersonVehicle;
bool CRenderer::m_loadingPriority;
float CRenderer::ms_lodDistScale = 1.2f;
// unused
BlockedRange CRenderer::aBlockedRanges[16];
BlockedRange* CRenderer::pFullBlockedRanges;
BlockedRange* CRenderer::pEmptyBlockedRanges;
void
CRenderer::Init(void)
{
gSortedVehiclesAndPeds.Init(40);
SortBIGBuildings();
if(gMakeResources)
SortBIGBuildings();
}
void
@ -98,10 +104,10 @@ CRenderer::PreRender(void)
for(i = 0; i < ms_nNoOfVisibleEntities; i++)
ms_aVisibleEntityPtrs[i]->PreRender();
for(i = 0; i < ms_nNoOfVisibleVehicles; i++)
ms_aVisibleVehiclePtrs[i]->PreRender();
#ifdef NEW_RENDERER
if(gbNewRenderer){
for(i = 0; i < ms_nNoOfVisibleVehicles; i++)
ms_aVisibleVehiclePtrs[i]->PreRender();
// How is this done with cWorldStream?
for(i = 0; i < ms_nNoOfVisibleBuildings; i++)
ms_aVisibleBuildingPtrs[i]->PreRender();
@ -131,11 +137,14 @@ CRenderer::PreRender(void)
void
CRenderer::RenderOneRoad(CEntity *e)
{
#ifndef MASTER
if(gbDontRenderBuildings)
return;
if(gbShowCollisionPolys)
if(gbShowCollisionPolys || gbShowCollisionPolysReflections || gbShowCollisionPolysNoShadows)
CCollision::DrawColModel_Coloured(e->GetMatrix(), *CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel(), e->GetModelIndex());
else{
else
#endif
{
PUSH_RENDERGROUP(CModelInfo::GetModelInfo(e->GetModelIndex())->GetModelName());
e->Render();
@ -153,12 +162,15 @@ CRenderer::RenderOneNonRoad(CEntity *e)
bool resetLights;
#ifndef MASTER
if(gbShowCollisionPolys){
if(gbShowCollisionPolys || gbShowCollisionPolysReflections || gbShowCollisionPolysNoShadows){
if(!e->IsVehicle()){
CCollision::DrawColModel_Coloured(e->GetMatrix(), *CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel(), e->GetModelIndex());
return;
}
}else if(e->IsBuilding()){
}else
#endif
#ifndef FINAL
if(e->IsBuilding()){
if(e->bIsBIGBuilding){
if(gbDontRenderBigBuildings)
return;
@ -169,7 +181,7 @@ CRenderer::RenderOneNonRoad(CEntity *e)
}else
#endif
if(e->IsPed()){
#ifndef MASTER
#ifndef FINAL
if(gbDontRenderPeds)
return;
#endif
@ -177,7 +189,7 @@ CRenderer::RenderOneNonRoad(CEntity *e)
if(ped->m_nPedState == PED_DRIVING)
return;
}
#ifndef MASTER
#ifndef FINAL
else if(e->IsObject() || e->IsDummy()){
if(gbDontRenderObjects)
return;
@ -201,16 +213,36 @@ CRenderer::RenderOneNonRoad(CEntity *e)
// Render Peds in vehicle before vehicle itself
if(e->IsVehicle()){
veh = (CVehicle*)e;
if(veh->pDriver && veh->pDriver->m_nPedState == PED_DRIVING)
#ifdef VIS_DISTANCE_ALPHA
int vehalpha = CVisibilityPlugins::GetObjectDistanceAlpha(veh->m_rwObject);
#endif
if(veh->pDriver && veh->pDriver->m_nPedState == PED_DRIVING){
#ifdef VIS_DISTANCE_ALPHA
int alpha = CVisibilityPlugins::GetObjectDistanceAlpha(veh->pDriver->m_rwObject);
CVisibilityPlugins::SetObjectDistanceAlpha(veh->pDriver->m_rwObject, vehalpha);
veh->pDriver->Render();
CVisibilityPlugins::SetObjectDistanceAlpha(veh->pDriver->m_rwObject, alpha);
#else
veh->pDriver->Render();
#endif
}
for(i = 0; i < 8; i++)
if(veh->pPassengers[i] && veh->pPassengers[i]->m_nPedState == PED_DRIVING)
if(veh->pPassengers[i] && veh->pPassengers[i]->m_nPedState == PED_DRIVING){
#ifdef VIS_DISTANCE_ALPHA
int alpha = CVisibilityPlugins::GetObjectDistanceAlpha(veh->pPassengers[i]->m_rwObject);
CVisibilityPlugins::SetObjectDistanceAlpha(veh->pPassengers[i]->m_rwObject, vehalpha);
veh->pPassengers[i]->Render();
CVisibilityPlugins::SetObjectDistanceAlpha(veh->pPassengers[i]->m_rwObject, alpha);
#else
veh->pPassengers[i]->Render();
#endif
}
SetCullMode(rwCULLMODECULLNONE);
}
e->Render();
if(e->IsVehicle()){
// TODO(LCS): LCS does not use bImBeingRendered, keeping it for safety
e->bImBeingRendered = true;
CVisibilityPlugins::RenderAlphaAtomics();
e->bImBeingRendered = false;
@ -247,7 +279,7 @@ CRenderer::RenderRoads(void)
PUSH_RENDERGROUP("CRenderer::RenderRoads");
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
// RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
SetCullMode(rwCULLMODECULLBACK);
DeActivateDirectional();
SetAmbientColours();
@ -273,18 +305,18 @@ inline bool PutIntoSortedVehicleList(CVehicle *veh)
return veh->bTouchingWater;
}
// this only renders objects in LCS
void
CRenderer::RenderEverythingBarRoads(void)
{
int i;
CEntity *e;
EntityInfo ei;
PUSH_RENDERGROUP("CRenderer::RenderEverythingBarRoads");
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
// RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
// RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
SetCullMode(rwCULLMODECULLBACK);
gSortedVehiclesAndPeds.Clear();
// gSortedVehiclesAndPeds.Clear();
for(i = 0; i < ms_nNoOfVisibleEntities; i++){
e = ms_aVisibleEntityPtrs[i];
@ -297,17 +329,19 @@ CRenderer::RenderEverythingBarRoads(void)
continue;
#endif
if(e->IsVehicle() ||
e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){
if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){
ei.ent = e;
ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
gSortedVehiclesAndPeds.InsertSorted(ei);
}else{
if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, (ms_vecCameraPosition - e->GetPosition()).Magnitude())){
printf("Ran out of space in alpha entity list");
RenderOneNonRoad(e);
}
// we're not even rendering peds here....
#ifdef VIS_DISTANCE_ALPHA
// this looks like a fix for objects just popping in
int distAlpha = CVisibilityPlugins::GetObjectDistanceAlpha(e->m_rwObject);
if(e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255 ||
distAlpha != 255){
if(distAlpha != 0 && !CVisibilityPlugins::InsertEntityIntoSortedList(e, (ms_vecCameraPosition - e->GetPosition()).Magnitude())){
#else
if(e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){
if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, (ms_vecCameraPosition - e->GetPosition()).Magnitude())){
#endif
printf("Ran out of space in alpha entity list");
RenderOneNonRoad(e);
}
}else
RenderOneNonRoad(e);
@ -318,30 +352,26 @@ CRenderer::RenderEverythingBarRoads(void)
void
CRenderer::RenderBoats(void)
{
CLink<EntityInfo> *node;
PUSH_RENDERGROUP("CRenderer::RenderBoats");
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
SetCullMode(rwCULLMODECULLBACK);
#ifdef NEW_RENDERER
int i;
CEntity *e;
EntityInfo ei;
if(gbNewRenderer){
gSortedVehiclesAndPeds.Clear();
// not the real thing
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
e = ms_aVisibleVehiclePtrs[i];
if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){
ei.ent = e;
ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
gSortedVehiclesAndPeds.InsertSorted(ei);
}
CLink<EntityInfo> *node;
PUSH_RENDERGROUP("CRenderer::RenderBoats");
gbLighting = true;
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
// RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
SetCullMode(rwCULLMODECULLBACK);
gSortedVehiclesAndPeds.Clear();
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
e = ms_aVisibleVehiclePtrs[i];
if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){
ei.ent = e;
ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
gSortedVehiclesAndPeds.InsertSorted(ei);
}
}
#endif
for(node = gSortedVehiclesAndPeds.tail.prev;
node != &gSortedVehiclesAndPeds.head;
@ -349,6 +379,69 @@ CRenderer::RenderBoats(void)
CVehicle *v = (CVehicle*)node->item.ent;
RenderOneNonRoad(v);
}
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
gbLighting = false;
POP_RENDERGROUP();
}
// also renders peds
void
CRenderer::RenderVehicles(void)
{
int i;
CEntity *e;
PUSH_RENDERGROUP("CRenderer::RenderVehicles");
// LCS: not on android
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
// TODO(LCS): PS2VehicleAlphaFunc();
gbLighting = true;
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
CVisibilityPlugins::InitAlphaEntityList();
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
e = ms_aVisibleVehiclePtrs[i];
#ifdef VIS_DISTANCE_ALPHA
if(CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) == 0 ||
CVisibilityPlugins::GetObjectDistanceAlpha(e->m_rwObject) == 0)
continue;
#endif
int behindDriver = e->bIsPed && ((CPed*)e)->m_nPedState == PED_DRIVING &&
TheCamera.GetLookDirection() == LOOKING_FORWARD;
// what is going on here? !behindDriver will always be true because we're checking for !PED_DRIVING
if(!e->bDistanceFade && (e->IsPed() || e->bIsPed) && ((CPed*)e)->m_nPedState != PED_DRIVING && !behindDriver){
#ifdef VIS_DISTANCE_ALPHA
if(CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255 ||
CVisibilityPlugins::GetObjectDistanceAlpha(e->m_rwObject) != 255)
; // set blend render states
else
; // set default render states
#endif
RenderOneNonRoad(e);
}else if(!PutIntoSortedVehicleList((CVehicle*)e) && // boats handled elsewhere
!CVisibilityPlugins::InsertEntityIntoSortedList(e, (ms_vecCameraPosition - e->GetPosition()).Magnitude())){
#ifdef VIS_DISTANCE_ALPHA
if(CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255 ||
CVisibilityPlugins::GetObjectDistanceAlpha(e->m_rwObject) != 255)
; // set blend render states
else
; // set default render states
#endif
printf("Ran out of space in alpha entity list");
RenderOneNonRoad(e);
}
}
CVisibilityPlugins::RenderFadingEntities();
CFerry::RenderAllRemaning();
CPlane::RenderAllRemaning();
// TODO(LCS): gpGlobalEnvironmentMap = nil;
// TODO(LCS): CMattRenderer::Get().ResetRenderStates();
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
gbLighting = false;
POP_RENDERGROUP();
}
@ -356,7 +449,6 @@ CRenderer::RenderBoats(void)
#ifndef LIBRW
#error "Need librw for EXTENDED_PIPELINES"
#endif
#include "WaterLevel.h"
enum {
// blend passes
@ -437,12 +529,16 @@ CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
ent->bImBeingRendered = false; // TODO: this seems wrong, but do we even need it?
}
// our replacement for cWorldStream::Render
void
CRenderer::RenderWorld(int pass)
{
int i;
CEntity *e;
CLink<CVisibilityPlugins::AlphaObjectInfo> *node;
// use old renderer
if(gbPreviewCity)
return;
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
SetCullMode(rwCULLMODECULLBACK);
@ -506,59 +602,21 @@ CRenderer::RenderWorld(int pass)
break;
}
}
#endif
// actually CMattRenderer::RenderWater
// adapted slightly
void
CRenderer::RenderPeds(void)
CRenderer::RenderWater(void)
{
int i;
CEntity *e;
PUSH_RENDERGROUP("CRenderer::RenderPeds");
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
e = ms_aVisibleVehiclePtrs[i];
if(e->IsPed())
RenderOneNonRoad(e);
}
POP_RENDERGROUP();
}
PUSH_RENDERGROUP("CRenderer::RenderWater");
void
CRenderer::RenderVehicles(void)
{
int i;
CEntity *e;
EntityInfo ei;
CLink<EntityInfo> *node;
gbLighting = false;
CWaterLevel::RenderWater();
PUSH_RENDERGROUP("CRenderer::RenderVehicles");
// not the real thing
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
e = ms_aVisibleVehiclePtrs[i];
if(!e->IsVehicle())
continue;
if(PutIntoSortedVehicleList((CVehicle*)e))
continue; // boats handled elsewhere
ei.ent = e;
ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
gSortedVehiclesAndPeds.InsertSorted(ei);
}
for(node = gSortedVehiclesAndPeds.tail.prev;
node != &gSortedVehiclesAndPeds.head;
node = node->prev)
RenderOneNonRoad(node->item.ent);
CFerry::RenderAllRemaning();
POP_RENDERGROUP();
}
void
CRenderer::RenderTransparentWater(void)
{
int i;
CEntity *e;
PUSH_RENDERGROUP("CRenderer::RenderTransparentWater");
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
@ -582,6 +640,7 @@ CRenderer::RenderTransparentWater(void)
CWaterLevel::RenderTransparentWater();
SetStencilState(0);
gbLighting = true;
POP_RENDERGROUP();
}
@ -590,22 +649,23 @@ CRenderer::ClearForFrame(void)
{
ms_nNoOfVisibleEntities = 0;
ms_nNoOfVisibleVehicles = 0;
ms_nNoOfVisibleBuildings = 0;
ms_nNoOfInVisibleEntities = 0;
gSortedVehiclesAndPeds.Clear();
#ifdef NEW_RENDERER
ms_nNoOfVisibleBuildings = 0;
WorldRender::numBlendInsts[PASS_NOZ] = 0;
WorldRender::numBlendInsts[PASS_ADD] = 0;
WorldRender::numBlendInsts[PASS_BLEND] = 0;
}
#endif
}
void
CRenderer::RenderFadingInEntities(void)
{
PUSH_RENDERGROUP("CRenderer::RenderFadingInEntities");
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
// RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
SetCullMode(rwCULLMODECULLBACK);
DeActivateDirectional();
SetAmbientColours();
@ -617,6 +677,9 @@ void
CRenderer::RenderFadingInUnderwaterEntities(void)
{
PUSH_RENDERGROUP("CRenderer::RenderFadingInUnderwaterEntities");
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
// RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
SetCullMode(rwCULLMODECULLBACK);
DeActivateDirectional();
SetAmbientColours();
CVisibilityPlugins::RenderFadingUnderwaterEntities();
@ -663,6 +726,9 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
float dist;
bool request = true;
if(mi->GetModelType() == MITYPE_SIMPLE){
// TODO(LCS): some cWorldStream dynamics stuff
}
if(mi->GetModelType() == MITYPE_TIME){
ti = (CTimeModelInfo*)mi;
other = ti->GetOtherTimeModel();
@ -672,8 +738,10 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
ti->m_alpha = 255;
}else{
// Hide if possible
if(CANTIMECULL)
if(CANTIMECULL){
ent->DeleteRwObject();
return VIS_INVISIBLE;
}
// can't cull, so we'll try to draw this one, but don't request
// it since what we really want is the other one.
request = false;
@ -682,6 +750,7 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
if(mi->GetModelType() != MITYPE_SIMPLE && mi->GetModelType() != MITYPE_WEAPON){
if(FindPlayerVehicle() == ent &&
TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON &&
// TODO(LCS): something in CWorld::Players...
!(FindPlayerVehicle()->IsBike() && ((CBike*)FindPlayerVehicle())->bWheelieCam)){
// Player's vehicle in first person mode
CVehicle *veh = (CVehicle*)ent;
@ -689,6 +758,7 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
int direction = TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking;
if(direction == LOOKING_FORWARD ||
ent->GetModelIndex() == MI_RHINO ||
ent->GetModelIndex() == MI_BUS ||
ent->GetModelIndex() == MI_COACH ||
TheCamera.m_bInATunnelAndABigVehicle ||
direction == LOOKING_BEHIND && veh->pHandling->Flags & HANDLING_UNKNOWN){
@ -697,7 +767,7 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
}
if(direction != LOOKING_BEHIND ||
!veh->IsBoat() || model == MI_REEFER || model == MI_TROPIC || model == MI_PREDATOR || model == MI_SKIMMER){
!veh->IsBoat() || model == MI_REEFER || model == MI_PREDATOR){
m_pFirstPersonVehicle = (CVehicle*)ent;
ent->bNoBrightHeadLights = false;
return VIS_OFFSCREEN;
@ -739,7 +809,8 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude();
#ifndef FIX_BUGS
//#ifndef FIX_BUGS
#if 0
// Whatever this is supposed to do, it breaks fading for objects
// whose draw dist is > LOD_DISTANCE-FADE_DISTANCE, i.e. 280
// because decreasing dist here makes the object visible above LOD_DISTANCE
@ -749,6 +820,9 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
if(LOD_DISTANCE < dist && dist < mi->GetLargestLodDistance() + FADE_DISTANCE)
dist += mi->GetLargestLodDistance() - LOD_DISTANCE;
#endif
// LCS has this now, wonder if it's any better:
if(LOD_DISTANCE + STREAM_DISTANCE < dist && dist < mi->GetLargestLodDistance())
dist = mi->GetLargestLodDistance();
if(ent->IsObject() && ent->bRenderDamaged)
mi->m_isDamaged = true;
@ -800,7 +874,7 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
// We might be fading
a = mi->GetAtomicFromDistance(dist - FADE_DISTANCE);
a = mi->GetLastAtomic(dist - FADE_DISTANCE);
mi->m_isDamaged = false;
if(a == nil){
// request model
@ -866,7 +940,7 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent)
// Find out whether to draw below near distance.
// This is only the case if there is a non-LOD which is either not
// loaded or not completely faded in yet.
if(dist < mi->GetNearDistance() && dist < LOD_DISTANCE){
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)
@ -922,7 +996,7 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent)
// get faded atomic
a = mi->GetFirstAtomicFromDistance(dist - FADE_DISTANCE);
if(a == nil){
if(ent->bStreamBIGBuilding && dist-STREAM_DISTANCE < mi->GetLodDistance(0) && request){
if(ent->bStreamBIGBuilding && dist-STREAM_DISTANCE-FADE_DISTANCE < mi->GetLodDistance(0) && request){
return ent->GetIsOnScreen() ? VIS_STREAMME : VIS_INVISIBLE;
}else{
ent->DeleteRwObject();
@ -951,30 +1025,15 @@ void
CRenderer::ConstructRenderList(void)
{
COcclusion::ProcessBeforeRendering();
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
ms_nNoOfVisibleEntities = 0;
ms_nNoOfInVisibleEntities = 0;
}
ms_vecCameraPosition = TheCamera.GetPosition();
// unused
pFullBlockedRanges = nil;
pEmptyBlockedRanges = aBlockedRanges;
for(int i = 0; i < 16; i++){
aBlockedRanges[i].prev = &aBlockedRanges[i-1];
aBlockedRanges[i].next = &aBlockedRanges[i+1];
}
aBlockedRanges[0].prev = nil;
aBlockedRanges[15].next = nil;
// unused
TestCloseThings = 0;
TestBigThings = 0;
ScanWorld();
// LCS: mobile has a bunch of code after this,
}
void
@ -1123,7 +1182,9 @@ CRenderer::ScanWorld(void)
poly[2].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPRIGHT].y);
ScanSectorPoly(poly, 3, ScanSectorList);
}
#ifndef GTA_WORLDSTREAM
// TODO(LCS): may be better to have this code with gbPreviewCity
#ifdef NO_ISLAND_LOADING
if (FrontEndMenuManager.m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_HIGH) {
ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_BEACH));
@ -1137,6 +1198,7 @@ CRenderer::ScanWorld(void)
ScanBigBuildingList(CWorld::GetBigBuildingList(CGame::currLevel));
}
ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_GENERIC));
#endif
}
}
}
@ -1429,6 +1491,7 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
}
}
// probably didn't exist as a separate function in LCS
void
CRenderer::InsertEntityIntoList(CEntity *ent)
{
@ -1436,15 +1499,32 @@ CRenderer::InsertEntityIntoList(CEntity *ent)
if (!ent->m_rwObject) return;
#endif
#ifdef NEW_RENDERER
// TODO: there are more flags being checked here
if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
if(ent->IsVehicle() || ent->bIsVehicle || ent->IsPed() || ent->bIsPed)
ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
else if(gbNewRenderer && ent->IsBuilding())
#ifdef NEW_RENDERER
else if(!gbPreviewCity && ent->IsBuilding())
ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
#endif
else
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
#if defined(VIS_DISTANCE_ALPHA) && defined(FIX_BUGS)
// this flag can only be trusted if entity is in alpha list
// unfortunately we're checking it in other cases too, which is bad.
// no idea why this isn't a problem on android
ent->bDistanceFade = false;
#endif
}
void
CRenderer::AddVisibleEntity(CEntity *ent)
{
#ifdef NEW_RENDERER
if(!gbPreviewCity && ent->IsBuilding())
ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
else
#endif
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
ent->bOffscreen = false;
}
void
@ -1454,18 +1534,21 @@ CRenderer::ScanBigBuildingList(CPtrList &list)
CEntity *ent;
int vis;
int f = CTimer::GetFrameCounter() & 3;
int f = CTimer::GetFrameCounter() & 6;
for(node = list.first; node; node = node->next){
ent = (CEntity*)node->item;
if(ent->bOffscreen || (ent->m_randomSeed&3) != f){
if(ent->bOffscreen || (ent->m_randomSeed&6) != f){
ent->bOffscreen = true;
vis = SetupBigBuildingVisibility(ent);
}else
vis = VIS_VISIBLE;
vis = ent->bOffscreen ? VIS_INVISIBLE : VIS_VISIBLE;
if(ent->bMakeVisible){
ent->bMakeVisible = false;
ent->bIsVisible = true;
}
switch(vis){
case VIS_VISIBLE:
InsertEntityIntoList(ent);
ent->bOffscreen = false;
AddVisibleEntity(ent);
break;
case VIS_STREAMME:
if(!CStreaming::ms_disableStreaming)
@ -1484,7 +1567,15 @@ CRenderer::ScanSectorList(CPtrList *lists)
int i;
float dx, dy;
for(i = 0; i < NUMSECTORENTITYLISTS; i++){
int numLists = NUMSECTORENTITYLISTS;
#ifdef GTA_WORLDSTREAM
if(gbPreviewCity){
numLists -= ENTITYLIST_UNKNOWN;
lists += ENTITYLIST_UNKNOWN;
}
#endif
for(i = 0; i < numLists; i++){
list = &lists[i];
for(node = list->first; node; node = node->next){
ent = (CEntity*)node->item;
@ -1493,7 +1584,12 @@ CRenderer::ScanSectorList(CPtrList *lists)
ent->m_scanCode = CWorld::GetCurrentScanCode();
ent->bOffscreen = false;
switch(SetupEntityVisibility(ent)){
int vis = SetupEntityVisibility(ent);
if(ent->bMakeVisible){
ent->bMakeVisible = false;
ent->bIsVisible = true;
}
switch(vis){
case VIS_VISIBLE:
InsertEntityIntoList(ent);
break;
@ -1529,7 +1625,15 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists)
int i;
float dx, dy;
for(i = 0; i < NUMSECTORENTITYLISTS; i++){
int numLists = NUMSECTORENTITYLISTS;
#ifdef GTA_WORLDSTREAM
if(gbPreviewCity){
numLists -= ENTITYLIST_UNKNOWN;
lists += ENTITYLIST_UNKNOWN;
}
#endif
for(i = 0; i < numLists; i++){
list = &lists[i];
for(node = list->first; node; node = node->next){
ent = (CEntity*)node->item;
@ -1538,7 +1642,12 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists)
ent->m_scanCode = CWorld::GetCurrentScanCode();
ent->bOffscreen = false;
switch(SetupEntityVisibility(ent)){
int vis = SetupEntityVisibility(ent);
if(ent->bMakeVisible){
ent->bMakeVisible = false;
ent->bIsVisible = true;
}
switch(vis){
case VIS_VISIBLE:
InsertEntityIntoList(ent);
break;
@ -1577,7 +1686,15 @@ CRenderer::ScanSectorList_Subway(CPtrList *lists)
int i;
float dx, dy;
for(i = 0; i < NUMSECTORENTITYLISTS; i++){
int numLists = NUMSECTORENTITYLISTS;
#ifdef GTA_WORLDSTREAM
if(gbPreviewCity){
numLists -= ENTITYLIST_UNKNOWN;
lists += ENTITYLIST_UNKNOWN;
}
#endif
for(i = 0; i < numLists; i++){
list = &lists[i];
for(node = list->first; node; node = node->next){
ent = (CEntity*)node->item;
@ -1612,7 +1729,15 @@ CRenderer::ScanSectorList_RequestModels(CPtrList *lists)
CEntity *ent;
int i;
for(i = 0; i < NUMSECTORENTITYLISTS; i++){
int numLists = NUMSECTORENTITYLISTS;
#ifdef GTA_WORLDSTREAM
if(gbPreviewCity){
numLists -= ENTITYLIST_UNKNOWN;
lists += ENTITYLIST_UNKNOWN;
}
#endif
for(i = 0; i < numLists; i++){
list = &lists[i];
for(node = list->first; node; node = node->next){
ent = (CEntity*)node->item;
@ -1659,9 +1784,12 @@ CRenderer::ShouldModelBeStreamed(CEntity *ent, const CVector &campos)
if(!IsAreaVisible(ent->m_area))
return false;
CTimeModelInfo *mi = (CTimeModelInfo *)CModelInfo::GetModelInfo(ent->GetModelIndex());
if(mi->GetModelType() == MITYPE_TIME)
if(!CClock::GetIsTimeInRange(mi->GetTimeOn(), mi->GetTimeOff()))
return false;
if(!ent->IsObject() && !ent->IsDummy()){
if(mi->GetModelType() == MITYPE_TIME)
if(!CClock::GetIsTimeInRange(mi->GetTimeOn(), mi->GetTimeOff()))
return false;
// LCS(TODO): cWorldStream::pDynamic, but just returns 0 anyway
}
float dist = (ent->GetPosition() - campos).Magnitude();
if(mi->m_noFade)
return dist - STREAM_DISTANCE < mi->GetLargestLodDistance();
@ -1677,8 +1805,8 @@ CRenderer::RemoveVehiclePedLights(CEntity *ent, bool reset)
if(reset)
ReSetAmbientAndDirectionalColours();
}
SetAmbientColours();
DeActivateDirectional();
// SetAmbientColours();
// DeActivateDirectional();
}
@ -1799,7 +1927,6 @@ AddCorona(float x, float y, float sz)
coronaIndices[numCoronaIndices++] = numCoronaVerts + 3;
numCoronaVerts += 4;
}
#include "Debug.h"
static void
DrawEnvMapCoronas(float heading)

View file

@ -25,13 +25,6 @@ extern bool gbDontRenderVehicles;
class CVehicle;
class CPtrList;
// unused
struct BlockedRange
{
float a, b; // unknown
BlockedRange *prev, *next;
};
class CRenderer
{
static int32 ms_nNoOfVisibleEntities;
@ -49,10 +42,6 @@ class CRenderer
static CVector ms_vecCameraPosition;
static CVehicle *m_pFirstPersonVehicle;
// unused
static BlockedRange aBlockedRanges[16];
static BlockedRange *pFullBlockedRanges;
static BlockedRange *pEmptyBlockedRanges;
public:
static float ms_lodDistScale;
static bool m_loadingPriority;
@ -93,15 +82,15 @@ public:
static void RemoveVehiclePedLights(CEntity *ent, bool reset);
#ifdef NEW_RENDERER
static void ClearForFrame(void);
static void RenderPeds(void);
static void RenderVehicles(void); // also renders peds in LCS
static void RenderWater(void); // keep-out polys and transparent water
#ifdef NEW_RENDERER
static void RenderOneBuilding(CEntity *ent, float camdist = 0.0f);
static void RenderWorld(int pass); // like cWorldStream::Render(int)
static void RenderTransparentWater(void); // keep-out polys and transparent water
#endif
static void InsertEntityIntoList(CEntity *ent);
static void AddVisibleEntity(CEntity *ent);
static void GenerateEnvironmentMap(void);
};

View file

@ -374,7 +374,7 @@ CWaterLevel::CreateWavyAtomic()
{
wavyMaterial = RpMaterialCreate();
RpMaterialSetTexture(wavyMaterial, gpWaterTex);
RwRGBA watercolor = { 255, 255, 255, 192 };
RwRGBA watercolor = { 255, 255, 255, 255 /*192*/ };
RpMaterialSetColor(wavyMaterial, &watercolor);
}
@ -1227,7 +1227,7 @@ CWaterLevel::RenderTransparentWater(void)
colorTrans.red = CTimeCycle::GetWaterRed();
colorTrans.green = CTimeCycle::GetWaterGreen();
colorTrans.blue = CTimeCycle::GetWaterBlue();
colorTrans.alpha = CTimeCycle::GetWaterAlpha();
colorTrans.alpha = 255; //CTimeCycle::GetWaterAlpha();
TempBufferVerticesStored = 0;
TempBufferIndicesStored = 0;
@ -1676,7 +1676,6 @@ void
CWaterLevel::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &color, bool bDontRender)
{
CVector vecSectorPos(fX + (SMALL_SECTOR_SIZE/2), fY + (SMALL_SECTOR_SIZE/2), fZ + 2.0f);
if ( COcclusion::IsAABoxOccluded(vecSectorPos, SMALL_SECTOR_SIZE, SMALL_SECTOR_SIZE, 4.0f) )
return;
@ -1815,6 +1814,7 @@ CWaterLevel::RenderWavyMask(float fX, float fY, float fZ,
int32 nCamDirX, int32 nCamDirY, RwRGBA const&color)
#endif
{
return; // LCS
#ifndef PC_WATER
bool bRender = true;
if (m_nRenderWaterLayers != 0 && m_nRenderWaterLayers != 2 && m_nRenderWaterLayers != 3)
@ -2531,7 +2531,7 @@ CWaterLevel::RenderBoatWakes(void)
CBoat::FillBoatList();
float fWakeZ = 5.97f;
float fWakeZ = 0.0f;//5.97f;
float fWakeLifeTimeMult = 0.01f / CBoat::WAKE_LIFETIME;
for ( int32 idx = 0; idx < ARRAY_SIZE(CBoat::apFrameWakeGeneratingBoats); idx++ )

View file

@ -95,6 +95,7 @@ DefinedState(void)
#endif
}
//LCS: remove this
void
SetCullMode(uint32 mode)
{

View file

@ -14,10 +14,13 @@
#include "custompipes.h"
#include "MemoryHeap.h"
//--LCS: file done
// LCS: no transparent water in LCS so no need for alpha boat and alpha underwater lists
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaList;
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaBoatAtomicList;
//CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaBoatAtomicList;
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaEntityList;
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaUnderwaterEntityList;
//CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaUnderwaterEntityList;
#ifdef NEW_RENDERER
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaBuildingList;
#endif
@ -34,7 +37,7 @@ float CVisibilityPlugins::ms_vehicleLod1Dist;
float CVisibilityPlugins::ms_vehicleFadeDist;
float CVisibilityPlugins::ms_bigVehicleLod0Dist;
float CVisibilityPlugins::ms_bigVehicleLod1Dist;
float CVisibilityPlugins::ms_pedLod1Dist;
float CVisibilityPlugins::ms_pedLodDist;
float CVisibilityPlugins::ms_pedFadeDist;
#define RENDERCALLBACK AtomicDefaultRenderCallBack
@ -46,12 +49,12 @@ CVisibilityPlugins::Initialise(void)
m_alphaList.head.item.sort = 0.0f;
m_alphaList.tail.item.sort = 100000000.0f;
m_alphaBoatAtomicList.Init(NUMBOATALPHALIST);
m_alphaBoatAtomicList.head.item.sort = 0.0f;
m_alphaBoatAtomicList.tail.item.sort = 100000000.0f;
// m_alphaBoatAtomicList.Init(NUMBOATALPHALIST);
// m_alphaBoatAtomicList.head.item.sort = 0.0f;
// m_alphaBoatAtomicList.tail.item.sort = 100000000.0f;
#ifdef ASPECT_RATIO_SCALE
// default 150 if not enough for bigger FOVs
// default 150 is not enough for bigger FOVs
m_alphaEntityList.Init(NUMALPHAENTITYLIST * 3);
#else
m_alphaEntityList.Init(NUMALPHAENTITYLIST);
@ -59,24 +62,44 @@ CVisibilityPlugins::Initialise(void)
m_alphaEntityList.head.item.sort = 0.0f;
m_alphaEntityList.tail.item.sort = 100000000.0f;
m_alphaUnderwaterEntityList.Init(NUMALPHAUNTERWATERENTITYLIST);
m_alphaUnderwaterEntityList.head.item.sort = 0.0f;
m_alphaUnderwaterEntityList.tail.item.sort = 100000000.0f;
// m_alphaUnderwaterEntityList.Init(NUMALPHAUNTERWATERENTITYLIST);
// 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
base::RegisterRelocatableChunkFunc((void*)RENDERCALLBACK);
base::RegisterRelocatableChunkFunc((void*)RenderVehicleReallyLowDetailCB);
base::RegisterRelocatableChunkFunc((void*)RenderVehicleHiDetailCB);
base::RegisterRelocatableChunkFunc((void*)RenderVehicleHiDetailAlphaCB);
base::RegisterRelocatableChunkFunc((void*)RenderTrainHiDetailCB);
base::RegisterRelocatableChunkFunc((void*)RenderTrainHiDetailAlphaCB);
base::RegisterRelocatableChunkFunc((void*)RenderWheelAtomicCB);
base::RegisterRelocatableChunkFunc((void*)RenderVehicleRotorAlphaCB);
base::RegisterRelocatableChunkFunc((void*)RenderVehicleTailRotorAlphaCB);
base::RegisterRelocatableChunkFunc((void*)RenderVehicleReallyLowDetailCB_BigVehicle);
base::RegisterRelocatableChunkFunc((void*)RenderVehicleLowDetailCB_BigVehicle);
base::RegisterRelocatableChunkFunc((void*)RenderVehicleHiDetailCB_BigVehicle);
base::RegisterRelocatableChunkFunc((void*)RenderVehicleLowDetailAlphaCB_BigVehicle);
base::RegisterRelocatableChunkFunc((void*)RenderVehicleHiDetailAlphaCB_BigVehicle);
base::RegisterRelocatableChunkFunc((void*)RenderVehicleHiDetailCB_Boat);
base::RegisterRelocatableChunkFunc((void*)RenderVehicleLoDetailCB_Boat);
base::RegisterRelocatableChunkFunc((void*)RenderVehicleHiDetailCB_Boat_Far);
base::RegisterRelocatableChunkFunc((void*)RenderVehicleLoDetailCB_Boat_Far);
base::RegisterRelocatableChunkFunc((void*)RenderPedCB);
}
void
CVisibilityPlugins::Shutdown(void)
{
m_alphaList.Shutdown();
m_alphaBoatAtomicList.Shutdown();
// m_alphaBoatAtomicList.Shutdown();
m_alphaEntityList.Shutdown();
m_alphaUnderwaterEntityList.Shutdown();
// m_alphaUnderwaterEntityList.Shutdown();
#ifdef NEW_RENDERER
m_alphaBuildingList.Shutdown();
#endif
@ -86,8 +109,8 @@ void
CVisibilityPlugins::InitAlphaEntityList(void)
{
m_alphaEntityList.Clear();
m_alphaBoatAtomicList.Clear();
m_alphaUnderwaterEntityList.Clear();
// m_alphaBoatAtomicList.Clear();
// m_alphaUnderwaterEntityList.Clear();
#ifdef NEW_RENDERER
m_alphaBuildingList.Clear();
#endif
@ -104,11 +127,11 @@ CVisibilityPlugins::InsertEntityIntoSortedList(CEntity *e, float dist)
item.entity = e;
item.sort = dist;
#ifdef NEW_RENDERER
if(gbNewRenderer && e->IsBuilding())
if(!gbPreviewCity && e->IsBuilding())
return !!m_alphaBuildingList.InsertSorted(item);
#endif
if(e->bUnderwater && m_alphaUnderwaterEntityList.InsertSorted(item))
return true;
// if(e->bUnderwater && m_alphaUnderwaterEntityList.InsertSorted(item))
// return true;
return !!m_alphaEntityList.InsertSorted(item);
}
@ -127,6 +150,7 @@ CVisibilityPlugins::InsertAtomicIntoSortedList(RpAtomic *a, float dist)
return !!m_alphaList.InsertSorted(item);
}
/*
bool
CVisibilityPlugins::InsertAtomicIntoBoatSortedList(RpAtomic *a, float dist)
{
@ -135,9 +159,11 @@ CVisibilityPlugins::InsertAtomicIntoBoatSortedList(RpAtomic *a, float dist)
item.sort = dist;
return !!m_alphaBoatAtomicList.InsertSorted(item);
}
*/
// can't increase this yet unfortunately...
// probably have to fix fading for this so material alpha isn't overwritten
// LCS: VIS_DISTANCE_ALPHA will probably take care of this
#define VEHICLE_LODDIST_MULTIPLIER (TheCamera.GenerationDistMultiplier)
void
@ -157,7 +183,7 @@ CVisibilityPlugins::SetRenderWareCamera(RwCamera *camera)
ms_vehicleFadeDist = sq(100.0f * VEHICLE_LODDIST_MULTIPLIER);
ms_bigVehicleLod0Dist = sq(60.0f * VEHICLE_LODDIST_MULTIPLIER);
ms_bigVehicleLod1Dist = sq(150.0f * VEHICLE_LODDIST_MULTIPLIER);
ms_pedLod1Dist = sq(60.0f * TheCamera.LODDistMultiplier);
ms_pedLodDist = sq(70.0f * TheCamera.LODDistMultiplier);
ms_pedFadeDist = sq(70.0f * TheCamera.LODDistMultiplier);
}
@ -173,7 +199,10 @@ CVisibilityPlugins::SetupVehicleVariables(RpClump *vehicle)
RwV3d distToCam;
RwV3dSub(&distToCam, ms_pCameraPosn, &RwFrameGetMatrix(RpClumpGetFrame(vehicle))->pos);
float dist2d = Sqrt(SQR(distToCam.x) + SQR(distToCam.y));
PitchToCamera = Atan2(distToCam.z, dist2d);
if(distToCam.z == 0.0f && dist2d == 0.0f)
PitchToCamera = 0.0f;
else
PitchToCamera = Atan2(distToCam.z, dist2d);
}
RpMaterial*
@ -204,6 +233,8 @@ CVisibilityPlugins::RenderAlphaAtomics(void)
RenderAtomicList(m_alphaList);
}
/*
//LCS: removed
void
CVisibilityPlugins::RenderBoatAlphaAtomics(void)
{
@ -211,6 +242,7 @@ CVisibilityPlugins::RenderBoatAlphaAtomics(void)
RenderAtomicList(m_alphaBoatAtomicList);
SetCullMode(rwCULLMODECULLBACK);
}
*/
void
CVisibilityPlugins::RenderFadingEntities(CLinkList<AlphaObjectInfo> &list)
@ -229,6 +261,8 @@ CVisibilityPlugins::RenderFadingEntities(CLinkList<AlphaObjectInfo> &list)
if(mi->GetModelType() == MITYPE_SIMPLE && mi->m_noZwrite)
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
#if defined(FIX_BUGS) && !defined(VIS_DISTANCE_ALPHA)
//LCS: removed, but that's dumb cause it breaks distance fading
if(e->bDistanceFade){
DeActivateDirectional();
SetAmbientColours();
@ -238,7 +272,18 @@ CVisibilityPlugins::RenderFadingEntities(CLinkList<AlphaObjectInfo> &list)
POP_RENDERGROUP();
e->bImBeingRendered = false;
}else
#endif
{
#ifdef VIS_DISTANCE_ALPHA
// BUG: we don't even know if this is a clump
if(GetClumpAlpha((RpClump*)e->m_rwObject) != 255 ||
GetObjectDistanceAlpha(e->m_rwObject) != 255)
; // set blend render states
else
; // set default render states
#endif
CRenderer::RenderOneNonRoad(e);
}
if(mi->GetModelType() == MITYPE_SIMPLE && mi->m_noZwrite)
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
@ -249,13 +294,13 @@ void
CVisibilityPlugins::RenderFadingEntities(void)
{
RenderFadingEntities(m_alphaEntityList);
RenderBoatAlphaAtomics();
// RenderBoatAlphaAtomics();
}
void
CVisibilityPlugins::RenderFadingUnderwaterEntities(void)
{
RenderFadingEntities(m_alphaUnderwaterEntityList);
// RenderFadingEntities(m_alphaUnderwaterEntityList);
}
RpAtomic*
@ -267,8 +312,12 @@ CVisibilityPlugins::RenderWheelAtomicCB(RpAtomic *atomic)
mi = GetAtomicModelInfo(atomic);
len = Sqrt(DistToCameraSq);
#ifdef FIX_BUGS
len *= 0.5f; // HACK HACK, LOD wheels look shite
lodatm = mi->GetAtomicFromDistance(len * TheCamera.LODDistMultiplier / VEHICLE_LODDIST_MULTIPLIER);
#else
lodatm = mi->GetAtomicFromDistance(len);
#endif
if(lodatm){
if(RpAtomicGetGeometry(lodatm) != RpAtomicGetGeometry(atomic))
RpAtomicSetGeometry(atomic, RpAtomicGetGeometry(lodatm), rpATOMICSAMEBOUNDINGSPHERE);
@ -309,6 +358,8 @@ CVisibilityPlugins::RenderAlphaAtomic(RpAtomic *atomic, int alpha)
return atomic;
}
/*
//LCS: removed
RpAtomic*
CVisibilityPlugins::RenderWeaponCB(RpAtomic *atomic)
{
@ -326,7 +377,9 @@ CVisibilityPlugins::RenderWeaponCB(RpAtomic *atomic)
RENDERCALLBACK(atomic);
return atomic;
}
*/
//LCS: removed, but we want it
RpAtomic*
CVisibilityPlugins::RenderFadingAtomic(RpAtomic *atomic, float camdist)
{
@ -365,7 +418,6 @@ CVisibilityPlugins::RenderFadingAtomic(RpAtomic *atomic, float camdist)
}
RpAtomic*
CVisibilityPlugins::RenderVehicleHiDetailCB(RpAtomic *atomic)
{
@ -382,6 +434,10 @@ CVisibilityPlugins::RenderVehicleHiDetailCB(RpAtomic *atomic)
if(dot > 0.0f && ((flags & ATOMIC_FLAG_ANGLECULL) || 0.1f*DistToCameraSq < dot*dot))
return atomic;
}
#ifdef VIS_DISTANCE_ALPHA
if(GetObjectDistanceAlpha((RwObject*)RpAtomicGetClump(atomic)) == 255 ||
!InsertAtomicIntoSortedList(atomic, DistToCameraSq))
#endif
RENDERCALLBACK(atomic);
}
return atomic;
@ -474,6 +530,8 @@ CVisibilityPlugins::RenderVehicleHiDetailCB_Boat_Far(RpAtomic *atomic)
return atomic;
}
/*
//LCS: removed
RpAtomic*
CVisibilityPlugins::RenderVehicleHiDetailAlphaCB_Boat(RpAtomic *atomic)
{
@ -486,6 +544,7 @@ CVisibilityPlugins::RenderVehicleHiDetailAlphaCB_Boat(RpAtomic *atomic)
}
return atomic;
}
*/
RpAtomic*
CVisibilityPlugins::RenderVehicleLoDetailCB_Boat(RpAtomic *atomic)
@ -496,9 +555,9 @@ CVisibilityPlugins::RenderVehicleLoDetailCB_Boat(RpAtomic *atomic)
clump = RpAtomicGetClump(atomic);
if(DistToCameraSq >= ms_vehicleLod0Dist){
alpha = GetClumpAlpha(clump);
if(alpha == 255)
RENDERCALLBACK(atomic);
else
// if(alpha == 255)
// RENDERCALLBACK(atomic);
// else
RenderAlphaAtomic(atomic, alpha);
}
return atomic;
@ -513,9 +572,9 @@ CVisibilityPlugins::RenderVehicleLoDetailCB_Boat_Far(RpAtomic *atomic)
clump = RpAtomicGetClump(atomic);
if(DistToCameraSq >= ms_bigVehicleLod1Dist){
alpha = GetClumpAlpha(clump);
if(alpha == 255)
RENDERCALLBACK(atomic);
else
// if(alpha == 255)
// RENDERCALLBACK(atomic);
// else
RenderAlphaAtomic(atomic, alpha);
}
return atomic;
@ -575,9 +634,9 @@ CVisibilityPlugins::RenderVehicleReallyLowDetailCB(RpAtomic *atomic)
clump = RpAtomicGetClump(atomic);
if(DistToCameraSq >= ms_vehicleLod0Dist){
alpha = GetClumpAlpha(clump);
if(alpha == 255)
RENDERCALLBACK(atomic);
else
// if(alpha == 255)
// RENDERCALLBACK(atomic);
// else
RenderAlphaAtomic(atomic, alpha);
}
return atomic;
@ -630,8 +689,7 @@ CVisibilityPlugins::RenderTrainHiDetailAlphaCB(RpAtomic *atomic)
return atomic;
if(flags & ATOMIC_FLAG_DRAWLAST){
// sort before clump
if(!InsertAtomicIntoSortedList(atomic, DistToCameraSq - 0.0001f))
if(!InsertAtomicIntoSortedList(atomic, DistToCameraSq))
RENDERCALLBACK(atomic);
}else{
if(!InsertAtomicIntoSortedList(atomic, DistToCameraSq + dot))
@ -676,28 +734,31 @@ CVisibilityPlugins::RenderVehicleTailRotorAlphaCB(RpAtomic *atomic)
return atomic;
}
/*
RpAtomic*
CVisibilityPlugins::RenderPlayerCB(RpAtomic *atomic)
{
// LCS: removed
// if(CWorld::Players[0].m_pSkinTexture)
// RpGeometryForAllMaterials(RpAtomicGetGeometry(atomic), SetTextureCB, CWorld::Players[0].m_pSkinTexture);
if(CWorld::Players[0].m_pSkinTexture)
RpGeometryForAllMaterials(RpAtomicGetGeometry(atomic), SetTextureCB, CWorld::Players[0].m_pSkinTexture);
RENDERCALLBACK(atomic);
return atomic;
}
*/
RpAtomic*
CVisibilityPlugins::RenderPedCB(RpAtomic *atomic)
{
RpClump *clump;
float dist;
int32 alpha;
RwV3d cam2atm;
RwV3dSub(&cam2atm, &RwFrameGetLTM(RpAtomicGetFrame(atomic))->pos, ms_pCameraPosn);
if(RwV3dDotProduct(&cam2atm, &cam2atm) < ms_pedLod1Dist){
alpha = GetClumpAlpha(RpAtomicGetClump(atomic));
if(alpha == 255)
RENDERCALLBACK(atomic);
else
clump = RpAtomicGetClump(atomic);
dist = GetDistanceSquaredFromCamera(RpClumpGetFrame(clump));
if(dist < ms_pedLodDist){
alpha = GetClumpAlpha(clump);
// if(alpha == 255)
// RENDERCALLBACK(atomic);
// else
RenderAlphaAtomic(atomic, alpha);
}
return atomic;
@ -770,24 +831,26 @@ CVisibilityPlugins::DefaultVisibilityCB(RpClump *clump)
bool
CVisibilityPlugins::FrustumSphereCB(RpClump *clump)
{
RwSphere sphere;
RwFrame *frame = RpClumpGetFrame(clump);
return true;
}
CClumpModelInfo *modelInfo = (CClumpModelInfo*)GetFrameHierarchyId(frame);
sphere.radius = modelInfo->GetColModel()->boundingSphere.radius;
sphere.center.x = modelInfo->GetColModel()->boundingSphere.center.x;
sphere.center.y = modelInfo->GetColModel()->boundingSphere.center.y;
sphere.center.z = modelInfo->GetColModel()->boundingSphere.center.z;
RwV3dTransformPoints(&sphere.center, &sphere.center, 1, RwFrameGetLTM(frame));
return RwCameraFrustumTestSphere(ms_pCamera, &sphere) != rwSPHEREOUTSIDE;
bool
CVisibilityPlugins::MloVisibilityCB(RpClump *clump)
{
RwFrame *frame = RpClumpGetFrame(clump);
CMloModelInfo *modelInfo = (CMloModelInfo*)GetFrameHierarchyId(frame);
if (SQR(modelInfo->drawDist) < GetDistanceSquaredFromCamera(frame))
return false;
return CVisibilityPlugins::FrustumSphereCB(clump);
}
bool
CVisibilityPlugins::VehicleVisibilityCB(RpClump *clump)
{
if (GetDistanceSquaredFromCamera(RpClumpGetFrame(clump)) <= ms_vehicleLod1Dist)
return FrustumSphereCB(clump);
return false;
RwFrame *frame = RpClumpGetFrame(clump);
if (ms_vehicleLod1Dist < GetDistanceSquaredFromCamera(frame))
return false;
return FrustumSphereCB(clump);
}
bool
@ -838,8 +901,12 @@ CVisibilityPlugins::PluginAttach(void)
void*
CVisibilityPlugins::AtomicConstructor(void *object, int32, int32)
{
ATOMICEXT(object)->modelInfo = nil;
ATOMICEXT(object)->modelId = -1;
#ifdef VIS_DISTANCE_ALPHA
// This seems strange, want to start out invisible before fading in
// but maybe it's set elsewhere?
ATOMICEXT(object)->distanceAlpha = 255;
#endif
return object;
}
@ -860,14 +927,29 @@ void
CVisibilityPlugins::SetAtomicModelInfo(RpAtomic *atomic,
CSimpleModelInfo *modelInfo)
{
AtomicExt *ext = ATOMICEXT(atomic);
ext->modelInfo = modelInfo;
int id;
for(id = 0; id < MODELINFOSIZE; id++)
if(CModelInfo::GetModelInfo(id) == modelInfo){
ATOMICEXT(atomic)->modelId = id;
return;
}
ATOMICEXT(atomic)->modelId = -1;
}
void
CVisibilityPlugins::SetAtomicModelIndex(RpAtomic *atomic, int modelId)
{
ATOMICEXT(atomic)->modelId = modelId;
}
CSimpleModelInfo*
CVisibilityPlugins::GetAtomicModelInfo(RpAtomic *atomic)
{
return ATOMICEXT(atomic)->modelInfo;
int id = ATOMICEXT(atomic)->modelId;
if(id == -1)
return nil;
return (CSimpleModelInfo*)CModelInfo::GetModelInfo(id);
}
void
@ -882,6 +964,12 @@ CVisibilityPlugins::ClearAtomicFlag(RpAtomic *atomic, int f)
ATOMICEXT(atomic)->flags &= ~f;
}
void
CVisibilityPlugins::SetAtomicId(RpAtomic *atomic, int id)
{
ATOMICEXT(atomic)->flags = id;
}
int
CVisibilityPlugins::GetAtomicId(RpAtomic *atomic)
{
@ -967,7 +1055,9 @@ CVisibilityPlugins::SetClumpModelInfo(RpClump *clump, CClumpModelInfo *modelInfo
// Unused
switch (modelInfo->GetModelType()) {
// ignore MLO
case MITYPE_MLO:
CLUMPEXT(clump)->visibilityCB = MloVisibilityCB;
break;
case MITYPE_VEHICLE:
vmi = (CVehicleModelInfo*)modelInfo;
if(vmi->m_vehicleType == VEHICLE_TYPE_TRAIN ||
@ -981,6 +1071,12 @@ CVisibilityPlugins::SetClumpModelInfo(RpClump *clump, CClumpModelInfo *modelInfo
}
}
CClumpModelInfo*
CVisibilityPlugins::GetClumpModelInfo(RpClump *clump)
{
return (CClumpModelInfo*)GetFrameHierarchyId(RpClumpGetFrame(clump));
}
void
CVisibilityPlugins::SetClumpAlpha(RpClump *clump, int alpha)
{
@ -993,6 +1089,13 @@ CVisibilityPlugins::GetClumpAlpha(RpClump *clump)
return CLUMPEXT(clump)->alpha;
}
bool
CVisibilityPlugins::IsClumpVisible(RpClump *clump)
{
return CLUMPEXT(clump)->visibilityCB(clump);
}
#ifdef VIS_DISTANCE_ALPHA
// LCS walks the atomic list manually but we want to be compatible with both RW and librw,
// so this code isn't quite original and uses callbacks instead.
static RpAtomic*
@ -1045,3 +1148,4 @@ CVisibilityPlugins::GetObjectDistanceAlpha(RwObject *object)
else
return GetClumpDistanceAlpha((RpClump*)object);
}
#endif

View file

@ -21,9 +21,9 @@ public:
};
static CLinkList<AlphaObjectInfo> m_alphaList;
static CLinkList<AlphaObjectInfo> m_alphaBoatAtomicList;
//static CLinkList<AlphaObjectInfo> m_alphaBoatAtomicList;
static CLinkList<AlphaObjectInfo> m_alphaEntityList;
static CLinkList<AlphaObjectInfo> m_alphaUnderwaterEntityList;
//static CLinkList<AlphaObjectInfo> m_alphaUnderwaterEntityList;
#ifdef NEW_RENDERER
static CLinkList<AlphaObjectInfo> m_alphaBuildingList;
#endif
@ -35,7 +35,7 @@ public:
static float ms_vehicleFadeDist;
static float ms_bigVehicleLod0Dist;
static float ms_bigVehicleLod1Dist;
static float ms_pedLod1Dist;
static float ms_pedLodDist;
static float ms_pedFadeDist;
static void Initialise(void);
@ -44,7 +44,7 @@ public:
static bool InsertEntityIntoSortedList(CEntity *e, float dist);
static void InitAlphaAtomicList(void);
static bool InsertAtomicIntoSortedList(RpAtomic *a, float dist);
static bool InsertAtomicIntoBoatSortedList(RpAtomic *a, float dist);
// static bool InsertAtomicIntoBoatSortedList(RpAtomic *a, float dist);
static void SetRenderWareCamera(RwCamera *camera);
static void SetupVehicleVariables(RpClump *vehicle);
@ -52,7 +52,7 @@ public:
static RpAtomic *RenderWheelAtomicCB(RpAtomic *atomic);
static RpAtomic *RenderObjNormalAtomic(RpAtomic *atomic);
static RpAtomic *RenderAlphaAtomic(RpAtomic *atomic, int alpha);
static RpAtomic *RenderWeaponCB(RpAtomic *atomic);
// static RpAtomic *RenderWeaponCB(RpAtomic *atomic);
static RpAtomic *RenderFadingAtomic(RpAtomic *atm, float dist);
static RpAtomic *RenderVehicleHiDetailCB(RpAtomic *atomic);
@ -60,7 +60,7 @@ public:
static RpAtomic *RenderVehicleHiDetailCB_BigVehicle(RpAtomic *atomic);
static RpAtomic *RenderVehicleHiDetailAlphaCB_BigVehicle(RpAtomic *atomic);
static RpAtomic *RenderVehicleHiDetailCB_Boat(RpAtomic *atomic);
static RpAtomic *RenderVehicleHiDetailAlphaCB_Boat(RpAtomic *atomic);
// static RpAtomic *RenderVehicleHiDetailAlphaCB_Boat(RpAtomic *atomic);
static RpAtomic *RenderVehicleHiDetailCB_Boat_Far(RpAtomic *atomic);
static RpAtomic *RenderVehicleLoDetailCB_Boat(RpAtomic *atomic);
static RpAtomic *RenderVehicleLoDetailCB_Boat_Far(RpAtomic *atomic);
@ -73,12 +73,12 @@ public:
static RpAtomic *RenderVehicleRotorAlphaCB(RpAtomic *atomic);
static RpAtomic *RenderVehicleTailRotorAlphaCB(RpAtomic *atomic);
static RpAtomic *RenderPlayerCB(RpAtomic *atomic);
// static RpAtomic *RenderPlayerCB(RpAtomic *atomic);
static RpAtomic *RenderPedCB(RpAtomic *atomic); // for skinned models with only one clump
static void RenderAtomicList(CLinkList<AlphaObjectInfo> &list);
static void RenderAlphaAtomics(void);
static void RenderBoatAlphaAtomics(void);
// static void RenderBoatAlphaAtomics(void);
static void RenderFadingEntities(CLinkList<AlphaObjectInfo> &list);
static void RenderFadingEntities(void);
static void RenderFadingUnderwaterEntities(void);
@ -86,6 +86,7 @@ public:
// All actually unused
static bool DefaultVisibilityCB(RpClump *clump);
static bool FrustumSphereCB(RpClump *clump);
static bool MloVisibilityCB(RpClump *clump);
static bool VehicleVisibilityCB(RpClump *clump);
static bool VehicleVisibilityCB_BigVehicle(RpClump *clump);
@ -100,15 +101,19 @@ public:
struct AtomicExt
{
union {
CSimpleModelInfo *modelInfo; // used by SimpleModelInfo
int16 modelId; // used by SimpleModelInfo
int flags; // used by ClumpModelInfo
};
int distanceAlpha; // not sure where this is in PS2/PSP LCS
#ifdef VIS_DISTANCE_ALPHA
int distanceAlpha;
#endif
};
static void SetAtomicModelInfo(RpAtomic*, CSimpleModelInfo*);
static void SetAtomicModelIndex(RpAtomic *atomic, int modelId);
static CSimpleModelInfo *GetAtomicModelInfo(RpAtomic *atomic);
static void SetAtomicFlag(RpAtomic*, int);
static void ClearAtomicFlag(RpAtomic*, int);
static void SetAtomicId(RpAtomic *atomic, int);
static int GetAtomicId(RpAtomic *atomic);
static void SetAtomicRenderCallback(RpAtomic*, RpAtomicCallBackRender);
@ -138,8 +143,10 @@ public:
int alpha;
};
static void SetClumpModelInfo(RpClump*, CClumpModelInfo*);
static CClumpModelInfo *GetClumpModelInfo(RpClump*);
static void SetClumpAlpha(RpClump*, int);
static int GetClumpAlpha(RpClump*);
static bool IsClumpVisible(RpClump*);
static void SetClumpDistanceAlpha(RpClump*, int);
static int GetClumpDistanceAlpha(RpClump*);
@ -149,8 +156,10 @@ public:
int32 offset, int32 len);
static int32 ms_clumpPluginOffset;
#ifdef VIS_DISTANCE_ALPHA
static void SetObjectDistanceAlpha(RwObject *object, int alpha);
static int GetObjectDistanceAlpha(RwObject *object);
#endif
static bool PluginAttach(void);
};

View file

@ -681,6 +681,12 @@ CPlane::Render(void)
CEntity::Render();
}
void
CPlane::RenderAllRemaning(void)
{
// TODO(LCS)
}
#define CRUISE_SPEED (50.0f)
#define TAXI_SPEED (5.0f)

View file

@ -59,6 +59,7 @@ public:
void Render(void);
void FlagToDestroyWhenNextProcessed() { bRemoveFromWorld = true; }
static void RenderAllRemaning(void);
static void InitPlanes(void);
static void Shutdown(void);
static CPlaneNode *LoadPath(char const *filename, int32 &numNodes, float &totalLength, bool loop);