mirror of
https://github.com/GTAmodding/re3.git
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CVisibilityPlugins, CRenderer, some fixes
This commit is contained in:
parent
b77d93ba4a
commit
3f3e258d77
26 changed files with 657 additions and 293 deletions
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@ -28,10 +28,17 @@
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#include "custompipes.h"
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#include "Frontend.h"
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#include "Ferry.h"
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#include "Plane.h"
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#include "WaterLevel.h"
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// maybe some day...
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//#define GTA_WORLDSTREAM
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bool gbShowPedRoadGroups;
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bool gbShowCarRoadGroups;
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bool gbShowCollisionPolys;
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bool gbShowCollisionPolysReflections;
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bool gbShowCollisionPolysNoShadows;
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bool gbShowCollisionLines;
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bool gbBigWhiteDebugLightSwitchedOn;
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@ -43,6 +50,9 @@ bool gbDontRenderVehicles;
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bool gbRenderDebugEnvMap;
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// unused
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bool gbLighting;
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// unused
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int16 TestCloseThings;
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int16 TestBigThings;
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@ -59,9 +69,9 @@ int32 CRenderer::ms_nNoOfVisibleEntities;
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CEntity *CRenderer::ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES];
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CEntity *CRenderer::ms_aInVisibleEntityPtrs[NUMINVISIBLEENTITIES];
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int32 CRenderer::ms_nNoOfInVisibleEntities;
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#ifdef NEW_RENDERER
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int32 CRenderer::ms_nNoOfVisibleVehicles;
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CEntity *CRenderer::ms_aVisibleVehiclePtrs[NUMVISIBLEENTITIES];
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#ifdef NEW_RENDERER
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int32 CRenderer::ms_nNoOfVisibleBuildings;
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CEntity *CRenderer::ms_aVisibleBuildingPtrs[NUMVISIBLEENTITIES];
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#endif
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@ -71,16 +81,12 @@ CVehicle *CRenderer::m_pFirstPersonVehicle;
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bool CRenderer::m_loadingPriority;
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float CRenderer::ms_lodDistScale = 1.2f;
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// unused
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BlockedRange CRenderer::aBlockedRanges[16];
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BlockedRange* CRenderer::pFullBlockedRanges;
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BlockedRange* CRenderer::pEmptyBlockedRanges;
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void
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CRenderer::Init(void)
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{
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gSortedVehiclesAndPeds.Init(40);
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SortBIGBuildings();
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if(gMakeResources)
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SortBIGBuildings();
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}
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void
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@ -98,10 +104,10 @@ CRenderer::PreRender(void)
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for(i = 0; i < ms_nNoOfVisibleEntities; i++)
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ms_aVisibleEntityPtrs[i]->PreRender();
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for(i = 0; i < ms_nNoOfVisibleVehicles; i++)
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ms_aVisibleVehiclePtrs[i]->PreRender();
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#ifdef NEW_RENDERER
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if(gbNewRenderer){
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for(i = 0; i < ms_nNoOfVisibleVehicles; i++)
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ms_aVisibleVehiclePtrs[i]->PreRender();
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// How is this done with cWorldStream?
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for(i = 0; i < ms_nNoOfVisibleBuildings; i++)
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ms_aVisibleBuildingPtrs[i]->PreRender();
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@ -131,11 +137,14 @@ CRenderer::PreRender(void)
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void
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CRenderer::RenderOneRoad(CEntity *e)
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{
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#ifndef MASTER
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if(gbDontRenderBuildings)
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return;
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if(gbShowCollisionPolys)
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if(gbShowCollisionPolys || gbShowCollisionPolysReflections || gbShowCollisionPolysNoShadows)
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CCollision::DrawColModel_Coloured(e->GetMatrix(), *CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel(), e->GetModelIndex());
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else{
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else
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#endif
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{
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PUSH_RENDERGROUP(CModelInfo::GetModelInfo(e->GetModelIndex())->GetModelName());
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e->Render();
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@ -153,12 +162,15 @@ CRenderer::RenderOneNonRoad(CEntity *e)
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bool resetLights;
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#ifndef MASTER
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if(gbShowCollisionPolys){
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if(gbShowCollisionPolys || gbShowCollisionPolysReflections || gbShowCollisionPolysNoShadows){
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if(!e->IsVehicle()){
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CCollision::DrawColModel_Coloured(e->GetMatrix(), *CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel(), e->GetModelIndex());
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return;
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}
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}else if(e->IsBuilding()){
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}else
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#endif
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#ifndef FINAL
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if(e->IsBuilding()){
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if(e->bIsBIGBuilding){
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if(gbDontRenderBigBuildings)
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return;
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@ -169,7 +181,7 @@ CRenderer::RenderOneNonRoad(CEntity *e)
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}else
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#endif
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if(e->IsPed()){
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#ifndef MASTER
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#ifndef FINAL
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if(gbDontRenderPeds)
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return;
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#endif
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@ -177,7 +189,7 @@ CRenderer::RenderOneNonRoad(CEntity *e)
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if(ped->m_nPedState == PED_DRIVING)
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return;
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}
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#ifndef MASTER
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#ifndef FINAL
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else if(e->IsObject() || e->IsDummy()){
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if(gbDontRenderObjects)
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return;
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@ -201,16 +213,36 @@ CRenderer::RenderOneNonRoad(CEntity *e)
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// Render Peds in vehicle before vehicle itself
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if(e->IsVehicle()){
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veh = (CVehicle*)e;
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if(veh->pDriver && veh->pDriver->m_nPedState == PED_DRIVING)
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#ifdef VIS_DISTANCE_ALPHA
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int vehalpha = CVisibilityPlugins::GetObjectDistanceAlpha(veh->m_rwObject);
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#endif
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if(veh->pDriver && veh->pDriver->m_nPedState == PED_DRIVING){
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#ifdef VIS_DISTANCE_ALPHA
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int alpha = CVisibilityPlugins::GetObjectDistanceAlpha(veh->pDriver->m_rwObject);
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CVisibilityPlugins::SetObjectDistanceAlpha(veh->pDriver->m_rwObject, vehalpha);
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veh->pDriver->Render();
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CVisibilityPlugins::SetObjectDistanceAlpha(veh->pDriver->m_rwObject, alpha);
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#else
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veh->pDriver->Render();
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#endif
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}
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for(i = 0; i < 8; i++)
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if(veh->pPassengers[i] && veh->pPassengers[i]->m_nPedState == PED_DRIVING)
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if(veh->pPassengers[i] && veh->pPassengers[i]->m_nPedState == PED_DRIVING){
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#ifdef VIS_DISTANCE_ALPHA
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int alpha = CVisibilityPlugins::GetObjectDistanceAlpha(veh->pPassengers[i]->m_rwObject);
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CVisibilityPlugins::SetObjectDistanceAlpha(veh->pPassengers[i]->m_rwObject, vehalpha);
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veh->pPassengers[i]->Render();
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CVisibilityPlugins::SetObjectDistanceAlpha(veh->pPassengers[i]->m_rwObject, alpha);
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#else
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veh->pPassengers[i]->Render();
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#endif
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}
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SetCullMode(rwCULLMODECULLNONE);
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}
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e->Render();
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if(e->IsVehicle()){
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// TODO(LCS): LCS does not use bImBeingRendered, keeping it for safety
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e->bImBeingRendered = true;
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CVisibilityPlugins::RenderAlphaAtomics();
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e->bImBeingRendered = false;
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@ -247,7 +279,7 @@ CRenderer::RenderRoads(void)
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PUSH_RENDERGROUP("CRenderer::RenderRoads");
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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// RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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SetCullMode(rwCULLMODECULLBACK);
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DeActivateDirectional();
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SetAmbientColours();
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@ -273,18 +305,18 @@ inline bool PutIntoSortedVehicleList(CVehicle *veh)
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return veh->bTouchingWater;
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}
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// this only renders objects in LCS
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void
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CRenderer::RenderEverythingBarRoads(void)
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{
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int i;
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CEntity *e;
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EntityInfo ei;
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PUSH_RENDERGROUP("CRenderer::RenderEverythingBarRoads");
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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// RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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// RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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SetCullMode(rwCULLMODECULLBACK);
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gSortedVehiclesAndPeds.Clear();
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// gSortedVehiclesAndPeds.Clear();
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for(i = 0; i < ms_nNoOfVisibleEntities; i++){
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e = ms_aVisibleEntityPtrs[i];
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continue;
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#endif
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if(e->IsVehicle() ||
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e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){
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if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){
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ei.ent = e;
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ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
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gSortedVehiclesAndPeds.InsertSorted(ei);
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}else{
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if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, (ms_vecCameraPosition - e->GetPosition()).Magnitude())){
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printf("Ran out of space in alpha entity list");
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RenderOneNonRoad(e);
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}
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// we're not even rendering peds here....
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#ifdef VIS_DISTANCE_ALPHA
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// this looks like a fix for objects just popping in
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int distAlpha = CVisibilityPlugins::GetObjectDistanceAlpha(e->m_rwObject);
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if(e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255 ||
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distAlpha != 255){
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if(distAlpha != 0 && !CVisibilityPlugins::InsertEntityIntoSortedList(e, (ms_vecCameraPosition - e->GetPosition()).Magnitude())){
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#else
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if(e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){
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if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, (ms_vecCameraPosition - e->GetPosition()).Magnitude())){
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#endif
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printf("Ran out of space in alpha entity list");
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RenderOneNonRoad(e);
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}
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}else
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RenderOneNonRoad(e);
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void
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CRenderer::RenderBoats(void)
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{
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CLink<EntityInfo> *node;
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PUSH_RENDERGROUP("CRenderer::RenderBoats");
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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SetCullMode(rwCULLMODECULLBACK);
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#ifdef NEW_RENDERER
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int i;
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CEntity *e;
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EntityInfo ei;
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if(gbNewRenderer){
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gSortedVehiclesAndPeds.Clear();
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// not the real thing
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for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
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e = ms_aVisibleVehiclePtrs[i];
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if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){
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ei.ent = e;
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ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
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gSortedVehiclesAndPeds.InsertSorted(ei);
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}
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CLink<EntityInfo> *node;
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PUSH_RENDERGROUP("CRenderer::RenderBoats");
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gbLighting = true;
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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// RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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SetCullMode(rwCULLMODECULLBACK);
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gSortedVehiclesAndPeds.Clear();
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for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
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e = ms_aVisibleVehiclePtrs[i];
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if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){
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ei.ent = e;
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ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
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gSortedVehiclesAndPeds.InsertSorted(ei);
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}
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}
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#endif
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for(node = gSortedVehiclesAndPeds.tail.prev;
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node != &gSortedVehiclesAndPeds.head;
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@ -349,6 +379,69 @@ CRenderer::RenderBoats(void)
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CVehicle *v = (CVehicle*)node->item.ent;
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RenderOneNonRoad(v);
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}
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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gbLighting = false;
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POP_RENDERGROUP();
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}
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// also renders peds
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void
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CRenderer::RenderVehicles(void)
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{
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int i;
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CEntity *e;
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PUSH_RENDERGROUP("CRenderer::RenderVehicles");
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// LCS: not on android
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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// TODO(LCS): PS2VehicleAlphaFunc();
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gbLighting = true;
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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CVisibilityPlugins::InitAlphaEntityList();
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for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
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e = ms_aVisibleVehiclePtrs[i];
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#ifdef VIS_DISTANCE_ALPHA
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if(CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) == 0 ||
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CVisibilityPlugins::GetObjectDistanceAlpha(e->m_rwObject) == 0)
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continue;
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#endif
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int behindDriver = e->bIsPed && ((CPed*)e)->m_nPedState == PED_DRIVING &&
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TheCamera.GetLookDirection() == LOOKING_FORWARD;
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// what is going on here? !behindDriver will always be true because we're checking for !PED_DRIVING
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if(!e->bDistanceFade && (e->IsPed() || e->bIsPed) && ((CPed*)e)->m_nPedState != PED_DRIVING && !behindDriver){
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#ifdef VIS_DISTANCE_ALPHA
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if(CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255 ||
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CVisibilityPlugins::GetObjectDistanceAlpha(e->m_rwObject) != 255)
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; // set blend render states
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else
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; // set default render states
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#endif
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RenderOneNonRoad(e);
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}else if(!PutIntoSortedVehicleList((CVehicle*)e) && // boats handled elsewhere
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!CVisibilityPlugins::InsertEntityIntoSortedList(e, (ms_vecCameraPosition - e->GetPosition()).Magnitude())){
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#ifdef VIS_DISTANCE_ALPHA
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if(CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255 ||
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CVisibilityPlugins::GetObjectDistanceAlpha(e->m_rwObject) != 255)
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; // set blend render states
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else
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; // set default render states
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#endif
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printf("Ran out of space in alpha entity list");
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RenderOneNonRoad(e);
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}
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}
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CVisibilityPlugins::RenderFadingEntities();
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CFerry::RenderAllRemaning();
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CPlane::RenderAllRemaning();
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// TODO(LCS): gpGlobalEnvironmentMap = nil;
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// TODO(LCS): CMattRenderer::Get().ResetRenderStates();
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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gbLighting = false;
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POP_RENDERGROUP();
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}
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@ -356,7 +449,6 @@ CRenderer::RenderBoats(void)
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#ifndef LIBRW
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#error "Need librw for EXTENDED_PIPELINES"
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#endif
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#include "WaterLevel.h"
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enum {
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// blend passes
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@ -437,12 +529,16 @@ CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
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ent->bImBeingRendered = false; // TODO: this seems wrong, but do we even need it?
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}
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// our replacement for cWorldStream::Render
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void
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CRenderer::RenderWorld(int pass)
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{
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int i;
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CEntity *e;
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CLink<CVisibilityPlugins::AlphaObjectInfo> *node;
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// use old renderer
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if(gbPreviewCity)
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return;
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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SetCullMode(rwCULLMODECULLBACK);
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@ -506,59 +602,21 @@ CRenderer::RenderWorld(int pass)
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break;
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}
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}
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#endif
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// actually CMattRenderer::RenderWater
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// adapted slightly
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void
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CRenderer::RenderPeds(void)
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CRenderer::RenderWater(void)
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{
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int i;
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CEntity *e;
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PUSH_RENDERGROUP("CRenderer::RenderPeds");
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for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
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e = ms_aVisibleVehiclePtrs[i];
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if(e->IsPed())
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RenderOneNonRoad(e);
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}
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POP_RENDERGROUP();
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}
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PUSH_RENDERGROUP("CRenderer::RenderWater");
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void
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CRenderer::RenderVehicles(void)
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{
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int i;
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CEntity *e;
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EntityInfo ei;
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CLink<EntityInfo> *node;
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gbLighting = false;
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CWaterLevel::RenderWater();
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PUSH_RENDERGROUP("CRenderer::RenderVehicles");
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// not the real thing
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for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
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e = ms_aVisibleVehiclePtrs[i];
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if(!e->IsVehicle())
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continue;
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if(PutIntoSortedVehicleList((CVehicle*)e))
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continue; // boats handled elsewhere
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ei.ent = e;
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ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
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gSortedVehiclesAndPeds.InsertSorted(ei);
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}
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for(node = gSortedVehiclesAndPeds.tail.prev;
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node != &gSortedVehiclesAndPeds.head;
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node = node->prev)
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RenderOneNonRoad(node->item.ent);
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CFerry::RenderAllRemaning();
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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)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue