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#pragma once
class CEntity;
#ifdef FIX_BUGS
#define LOD_DISTANCE (300.0f*TheCamera.LODDistMultiplier)
#else
#define LOD_DISTANCE 300.0f
#endif
#define FADE_DISTANCE 20.0f
#define STREAM_DISTANCE 30.0f
extern bool gbShowPedRoadGroups;
extern bool gbShowCarRoadGroups;
extern bool gbShowCollisionPolys;
extern bool gbShowCollisionLines;
extern bool gbBigWhiteDebugLightSwitchedOn;
extern bool gbDontRenderBuildings;
extern bool gbDontRenderBigBuildings;
extern bool gbDontRenderPeds;
extern bool gbDontRenderObjects;
extern bool gbDontRenderVehicles;
class CVehicle;
class CPtrList;
// unused
struct BlockedRange
{
float a, b; // unknown
BlockedRange *prev, *next;
};
class CRenderer
{
static int32 ms_nNoOfVisibleEntities;
static CEntity *ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES];
static int32 ms_nNoOfInVisibleEntities;
static CEntity *ms_aInVisibleEntityPtrs[NUMINVISIBLEENTITIES];
#ifdef NEW_RENDERER
static int32 ms_nNoOfVisibleVehicles;
static CEntity *ms_aVisibleVehiclePtrs[NUMVISIBLEENTITIES];
// for cWorldStream emulation
static int32 ms_nNoOfVisibleBuildings;
static CEntity *ms_aVisibleBuildingPtrs[NUMVISIBLEENTITIES];
#endif
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;
static void Init(void);
static void Shutdown(void);
static void PreRender(void);
static void RenderRoads(void);
static void RenderFadingInEntities(void);
static void RenderFadingInUnderwaterEntities(void);
static void RenderEverythingBarRoads(void);
static void RenderBoats(void);
static void RenderOneRoad(CEntity *);
static void RenderOneNonRoad(CEntity *);
static void RenderFirstPersonVehicle(void);
static void RenderCollisionLines(void);
static int32 SetupEntityVisibility(CEntity *ent);
static int32 SetupBigBuildingVisibility(CEntity *ent);
static void ConstructRenderList(void);
static void ScanWorld(void);
static void RequestObjectsInFrustum(void);
static void ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrList *));
static void ScanBigBuildingList(CPtrList &list);
static void ScanSectorList(CPtrList *lists);
static void ScanSectorList_Priority(CPtrList *lists);
static void ScanSectorList_Subway(CPtrList *lists);
static void ScanSectorList_RequestModels(CPtrList *lists);
static void SortBIGBuildings(void);
static void SortBIGBuildingsForSectorList(CPtrList *list);
static bool ShouldModelBeStreamed(CEntity *ent, const CVector &campos);
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 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);
};
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