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

@ -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)