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author | aap <aap@papnet.eu> | 2020-11-22 00:13:07 +0100 |
---|---|---|
committer | aap <aap@papnet.eu> | 2020-11-22 00:13:07 +0100 |
commit | 07303c62d12959927cbb72d4beb131f2647350fa (patch) | |
tree | a364e28683c3d90da8aa7766db7e49c6e2f69d93 | |
parent | neo screen droplets (diff) | |
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-rw-r--r-- | src/core/ZoneCull.cpp | 1165 | ||||
-rw-r--r-- | src/core/ZoneCull.h | 32 | ||||
-rw-r--r-- | src/core/re3.cpp | 3 | ||||
-rw-r--r-- | src/render/Renderer.cpp | 206 | ||||
-rw-r--r-- | src/render/Renderer.h | 22 | ||||
-rw-r--r-- | src/rw/VisibilityPlugins.cpp | 2 |
6 files changed, 1326 insertions, 104 deletions
diff --git a/src/core/ZoneCull.cpp b/src/core/ZoneCull.cpp index c376e11f..075a13bc 100644 --- a/src/core/ZoneCull.cpp +++ b/src/core/ZoneCull.cpp @@ -1,5 +1,6 @@ #include "common.h" +#include "General.h" #include "Building.h" #include "Treadable.h" #include "Train.h" @@ -11,6 +12,9 @@ #include "ZoneCull.h" #include "Zones.h" +#include "Debug.h" +#include "Renderer.h" + int32 CCullZones::NumCullZones; CCullZone CCullZones::aZones[NUMCULLZONES]; int32 CCullZones::NumAttributeZones; @@ -27,6 +31,8 @@ int32 CCullZones::EntityIndicesUsed; bool CCullZones::bCurrentSubwayIsInvisible; bool CCullZones::bCullZonesDisabled; +#define NUMUNCOMPRESSED (6000) +#define NUMTEMPINDICES (140000) void CCullZones::Init(void) @@ -48,26 +54,6 @@ CCullZones::Init(void) aPointersToBigBuildingsForTreadables[i] = -1; } -bool CCullZone::TestLine(CVector vec1, CVector vec2) -{ - CColPoint colPoint; - CEntity *entity; - - if (CWorld::ProcessLineOfSight(vec1, vec2, colPoint, entity, true, false, false, false, false, true, false)) - return true; - if (CWorld::ProcessLineOfSight(CVector(vec1.x + 0.05f, vec1.y, vec1.z), CVector(vec2.x + 0.05f, vec2.y, vec2.z), colPoint, entity, true, false, false, false, false, true, false)) - return true; - if (CWorld::ProcessLineOfSight(CVector(vec1.x - 0.05f, vec1.y, vec1.z), CVector(vec2.x - 0.05f, vec2.y, vec2.z), colPoint, entity, true, false, false, false, false, true, false)) - return true; - if (CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y + 0.05f, vec1.z), CVector(vec2.x, vec2.y + 0.05f, vec2.z), colPoint, entity, true, false, false, false, false, true, false)) - return true; - if (CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y - 0.05f, vec1.z), CVector(vec2.x, vec2.y - 0.05f, vec2.z), colPoint, entity, true, false, false, false, false, true, false)) - return true; - if (CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y, vec1.z + 0.05f), CVector(vec2.x, vec2.y, vec2.z + 0.05f), colPoint, entity, true, false, false, false, false, true, false)) - return true; - return CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y, vec1.z - 0.05f), CVector(vec2.x, vec2.y, vec2.z - 0.05f), colPoint, entity, true, false, false, false, false, true, false); -} - uint16* pTempArrayIndices; int TempEntityIndicesUsed; @@ -89,19 +75,25 @@ CCullZones::ResolveVisibilities(void) CFileMgr::Read(fd, (char*)aPointersToBigBuildingsForTreadables, sizeof(aPointersToBigBuildingsForTreadables)); CFileMgr::CloseFile(fd); }else{ -#if 0 - // TODO: implement code from mobile to generate data here +#ifndef MASTER EntityIndicesUsed = 0; BuildListForBigBuildings(); - pTempArrayIndices = new uint16[140000]; + pTempArrayIndices = new uint16[NUMTEMPINDICES]; TempEntityIndicesUsed = 0; - for (int i = 0; i < NumCullZones; i++) { - DoVisibilityTestCullZone(i, true); +// if(!LoadTempFile()) // not in final game + { + for (int i = 0; i < NumCullZones; i++) { +//printf("testing zone %d (%d indices)\n", i, TempEntityIndicesUsed); + DoVisibilityTestCullZone(i, true); + } + +// SaveTempFile(); // not in final game } CompressIndicesArray(); delete[] pTempArrayIndices; + pTempArrayIndices = nil; fd = CFileMgr::OpenFileForWriting("data\\cullzone.dat"); if (fd != 0) { @@ -118,16 +110,53 @@ CCullZones::ResolveVisibilities(void) } } +bool +CCullZones::LoadTempFile(void) +{ + int fd = CFileMgr::OpenFile("cullzone.tmp"); + if (fd != 0) { + CFileMgr::Read(fd, (char*)&NumCullZones, sizeof(NumCullZones)); + CFileMgr::Read(fd, (char*)aZones, sizeof(aZones)); + CFileMgr::Read(fd, (char*)&NumAttributeZones, sizeof(NumAttributeZones)); + CFileMgr::Read(fd, (char*)&aAttributeZones, sizeof(aAttributeZones)); + CFileMgr::Read(fd, (char*)pTempArrayIndices, NUMTEMPINDICES*sizeof(uint16)); + CFileMgr::Read(fd, (char*)&TempEntityIndicesUsed, sizeof(TempEntityIndicesUsed)); + CFileMgr::Read(fd, (char*)&aPointersToBigBuildingsForBuildings, sizeof(aPointersToBigBuildingsForBuildings)); + CFileMgr::Read(fd, (char*)&aPointersToBigBuildingsForTreadables, sizeof(aPointersToBigBuildingsForTreadables)); + CFileMgr::CloseFile(fd); + return true; + } + return false; +} + +void +CCullZones::SaveTempFile(void) +{ + int fd = CFileMgr::OpenFileForWriting("cullzone.tmp"); + if (fd != 0) { + CFileMgr::Write(fd, (char*)&NumCullZones, sizeof(NumCullZones)); + CFileMgr::Write(fd, (char*)aZones, sizeof(aZones)); + CFileMgr::Write(fd, (char*)&NumAttributeZones, sizeof(NumAttributeZones)); + CFileMgr::Write(fd, (char*)&aAttributeZones, sizeof(aAttributeZones)); + CFileMgr::Write(fd, (char*)pTempArrayIndices, NUMTEMPINDICES*sizeof(uint16)); + CFileMgr::Write(fd, (char*)&TempEntityIndicesUsed, sizeof(TempEntityIndicesUsed)); + CFileMgr::Write(fd, (char*)&aPointersToBigBuildingsForBuildings, sizeof(aPointersToBigBuildingsForBuildings)); + CFileMgr::Write(fd, (char*)&aPointersToBigBuildingsForTreadables, sizeof(aPointersToBigBuildingsForTreadables)); + CFileMgr::CloseFile(fd); + } +} + + void CCullZones::BuildListForBigBuildings() { for (int i = CPools::GetBuildingPool()->GetSize()-1; i >= 0; i--) { CBuilding *building = CPools::GetBuildingPool()->GetSlot(i); if (building == nil || !building->bIsBIGBuilding) continue; - CSimpleModelInfo *nonlod = (CSimpleModelInfo*)((CSimpleModelInfo *)CModelInfo::GetModelInfo(building->GetModelIndex()))->m_atomics[2]; + CSimpleModelInfo *nonlod = ((CSimpleModelInfo *)CModelInfo::GetModelInfo(building->GetModelIndex()))->GetRelatedModel(); if (nonlod == nil) continue; - for (int j = i; j >= 0; j--) { + for (int j = CPools::GetBuildingPool()->GetSize()-1; j >= 0; j--) { CBuilding *building2 = CPools::GetBuildingPool()->GetSlot(j); if (building2 == nil || building2->bIsBIGBuilding) continue; if (CModelInfo::GetModelInfo(building2->GetModelIndex()) == nonlod) { @@ -150,7 +179,7 @@ CCullZones::BuildListForBigBuildings() } void -CCullZones::DoVisibilityTestCullZone(int zoneId, bool doIt) +CCullZones::DoVisibilityTestCullZone(int zoneId, bool findIndices) { aZones[zoneId].m_groupIndexCount[0] = 0; aZones[zoneId].m_groupIndexCount[1] = 0; @@ -158,16 +187,17 @@ CCullZones::DoVisibilityTestCullZone(int zoneId, bool doIt) aZones[zoneId].m_indexStart = TempEntityIndicesUsed; aZones[zoneId].FindTestPoints(); - if (!doIt) return; + if (!findIndices) return; for (int i = CPools::GetBuildingPool()->GetSize() - 1; i >= 0; i--) { CBuilding *building = CPools::GetBuildingPool()->GetSlot(i); if (building != nil && !building->bIsBIGBuilding && aZones[zoneId].IsEntityCloseEnoughToZone(building, aPointersToBigBuildingsForBuildings[i] != -1)) { - CBuilding *building2 = nil; + CBuilding *LODbuilding = nil; if (aPointersToBigBuildingsForBuildings[i] != -1) - building2 = CPools::GetBuildingPool()->GetSlot(aPointersToBigBuildingsForBuildings[i]); + LODbuilding = CPools::GetBuildingPool()->GetSlot(aPointersToBigBuildingsForBuildings[i]); - if (!aZones[zoneId].TestEntityVisibilityFromCullZone(building, 0.0f, building2)) { + if (!aZones[zoneId].TestEntityVisibilityFromCullZone(building, 0.0f, LODbuilding)) { + assert(TempEntityIndicesUsed < NUMTEMPINDICES); pTempArrayIndices[TempEntityIndicesUsed++] = i; aZones[zoneId].m_groupIndexCount[0]++; } @@ -175,13 +205,14 @@ CCullZones::DoVisibilityTestCullZone(int zoneId, bool doIt) } for (int i = CPools::GetTreadablePool()->GetSize() - 1; i >= 0; i--) { - CTreadable* building = CPools::GetTreadablePool()->GetSlot(i); + CBuilding* building = CPools::GetTreadablePool()->GetSlot(i); if (building != nil && aZones[zoneId].IsEntityCloseEnoughToZone(building, aPointersToBigBuildingsForTreadables[i] != -1)) { - CTreadable* building2 = nil; + CBuilding *LODbuilding = nil; if (aPointersToBigBuildingsForTreadables[i] != -1) - building2 = CPools::GetTreadablePool()->GetSlot(aPointersToBigBuildingsForTreadables[i]); + LODbuilding = CPools::GetBuildingPool()->GetSlot(aPointersToBigBuildingsForTreadables[i]); - if (!aZones[zoneId].TestEntityVisibilityFromCullZone(building, 10.0f, building2)) { + if (!aZones[zoneId].TestEntityVisibilityFromCullZone(building, 10.0f, LODbuilding)) { + assert(TempEntityIndicesUsed < NUMTEMPINDICES); pTempArrayIndices[TempEntityIndicesUsed++] = i; aZones[zoneId].m_groupIndexCount[1]++; } @@ -189,23 +220,28 @@ CCullZones::DoVisibilityTestCullZone(int zoneId, bool doIt) } for (int i = CPools::GetTreadablePool()->GetSize() - 1; i >= 0; i--) { - CTreadable *building = CPools::GetTreadablePool()->GetSlot(i); - if (building != nil && aZones[zoneId].CalcDistToCullZoneSquared(building->GetPosition().x, building->GetPosition().y) < 40000.0f) { + CBuilding *building = CPools::GetTreadablePool()->GetSlot(i); + if (building != nil && aZones[zoneId].CalcDistToCullZoneSquared(building->GetPosition().x, building->GetPosition().y) < SQR(200.0f)) { int start = aZones[zoneId].m_groupIndexCount[0] + aZones[zoneId].m_indexStart; int end = aZones[zoneId].m_groupIndexCount[1] + start; bool alreadyAdded = false; for (int k = start; k < end; k++) { +#ifdef FIX_BUGS + if (pTempArrayIndices[k] == i) +#else if (aIndices[k] == i) +#endif alreadyAdded = true; } if (!alreadyAdded) { - CBuilding *building2 = nil; + CBuilding *LODbuilding = nil; if (aPointersToBigBuildingsForTreadables[i] != -1) - building2 = CPools::GetBuildingPool()->GetSlot(aPointersToBigBuildingsForTreadables[i]); - if (!aZones[zoneId].TestEntityVisibilityFromCullZone(building, 0.0f, building2)) { + LODbuilding = CPools::GetBuildingPool()->GetSlot(aPointersToBigBuildingsForTreadables[i]); + if (!aZones[zoneId].TestEntityVisibilityFromCullZone(building, 0.0f, LODbuilding)) { + assert(TempEntityIndicesUsed < NUMTEMPINDICES); pTempArrayIndices[TempEntityIndicesUsed++] = i; aZones[zoneId].m_groupIndexCount[2]++; } @@ -353,7 +389,9 @@ CCullZones::AddCullZone(CVector const &position, if((flag & ATTRZONE_NOTCULLZONE) == 0){ cull = &aZones[NumCullZones++]; v = position; - // WTF is this? + // reposition start point to the start/end of the + // alley next to the big building in the industrial district. + // probably isn't analyzed correctly otherwise?s if((v-CVector(1032.14f, -624.255f, 24.93f)).Magnitude() < 1.0f) v = CVector(1061.7f, -613.0f, 19.0f); if((v-CVector(1029.48f, -495.757f, 21.98f)).Magnitude() < 1.0f) @@ -385,6 +423,208 @@ CCullZones::AddCullZone(CVector const &position, } } +uint16 *pExtraArrayIndices; + +void +CCullZones::CompressIndicesArray() +{ + uint16 set[3]; + + // These are used to hold the compressed groups in sets of 3 + int numExtraIndices = 0; + pExtraArrayIndices = new uint16[NUMTEMPINDICES]; + + for(int numOccurrences = 6; numOccurrences > 1; numOccurrences--){ + if(NumCullZones == 0) + break; + +//printf("checking occurrences %d\n", numOccurrences); + int attempt = 0; + while(attempt < 10000){ + for(;;){ + attempt++; + + int zone = CGeneral::GetRandomNumber() % NumCullZones; + int group = CGeneral::GetRandomNumber() % 3; + if(!PickRandomSetForGroup(zone, group, set)) + break; + if(!DoWeHaveMoreThanXOccurencesOfSet(numOccurrences, set)) + break; + + // add this set + attempt = 1; + int setId = numExtraIndices + NUMUNCOMPRESSED; + pExtraArrayIndices[numExtraIndices++] = set[0]; + pExtraArrayIndices[numExtraIndices++] = set[1]; + pExtraArrayIndices[numExtraIndices++] = set[2]; + ReplaceSetForAllGroups(set, setId); + } + } + } + + TidyUpAndMergeLists(pExtraArrayIndices, numExtraIndices); + + delete[] pExtraArrayIndices; +} + +// Get three random indices for this group of a zone +bool +CCullZones::PickRandomSetForGroup(int32 zone, int32 group, uint16 *set) +{ + int32 start; + int32 size; + + aZones[zone].GetGroupStartAndSize(group, start, size); + if(size <= 0) + return false; + + int numIndices = 0; + for(int i = 0; i < size; i++) + if(pTempArrayIndices[start + i] != 0xFFFF) + numIndices++; + if(numIndices < 3) + return false; + + int first = CGeneral::GetRandomNumber() % (numIndices-2); + + numIndices = 0; + int n = 0; + for(int i = 0; i < size; i++) + if(pTempArrayIndices[start + i] != 0xFFFF){ + if(n++ < first) continue; + + set[numIndices++] = pTempArrayIndices[start + i]; + if(numIndices == 3) + break; + } + return true; +} + +bool +CCullZones::DoWeHaveMoreThanXOccurencesOfSet(int32 count, uint16 *set) +{ + int32 curCount; + int32 start; + int32 size; + + curCount = 0; + for (int i = 0; i < NumCullZones; i++) { + for (int group = 0; group < 3; group++) { + aZones[i].GetGroupStartAndSize(group, start, size); + if(size <= 0) continue; + + // check if the set is a subset of the group + int n = 0; + for (int j = 0; j < size; j++) { + for (int k = 0; k < 3; k++) { + if (pTempArrayIndices[start+j] == set[k]) + n++; + } + } + // yes it is + if(n == 3){ + curCount++; + // check if we have seen this set often enough + if(curCount >= count) + return true; + } + } + } + return false; +} + +void +CCullZones::ReplaceSetForAllGroups(uint16 *set, uint16 setid) +{ + int32 start; + int32 size; + + for(int i = 0; i < NumCullZones; i++) + for(int group = 0; group < 3; group++){ + aZones[i].GetGroupStartAndSize(group, start, size); + if(size <= 0) continue; + + // check if the set is a subset of the group + int n = 0; + for(int j = 0; j < size; j++){ + for(int k = 0; k < 3; k++){ + if(pTempArrayIndices[start+j] == set[k]) + n++; + } + } + + // yes it is, so replace it + if(n == 3){ + bool insertedSet = false; + for(int j = 0; j < size; j++){ + for(int k = 0; k < 3; k++){ + // replace first element by set, invalidate others + if(pTempArrayIndices[start+j] == set[k]){ + if(!insertedSet) + pTempArrayIndices[start+j] = setid; + else + pTempArrayIndices[start+j] = 0xFFFF; + insertedSet = true; + } + } + } + } + } +} + +void +CCullZones::TidyUpAndMergeLists(uint16 *extraIndices, int32 numExtraIndices) +{ + int numTempIndices = 0; + for(int i = 0; i < TempEntityIndicesUsed; i++) + if(pTempArrayIndices[i] != 0xFFFF) + numTempIndices++; + + // Fix up zone ranges such that there are no holes + for(int i = 0; i < NumCullZones; i++){ + int j; + int start = 0; + for(j = 0; j < aZones[i].m_indexStart; j++) + if(pTempArrayIndices[j] != 0xFFFF) + start++; + + aZones[i].m_indexStart = start; + aZones[i].m_numBuildings = 0; + aZones[i].m_numTreadablesPlus10m = 0; + aZones[i].m_numTreadables = 0; + + for(int k = 0; k < aZones[i].m_groupIndexCount[0]; k++) + if(pTempArrayIndices[j++] != 0xFFFF) + aZones[i].m_numBuildings++; + for(int k = 0; k < aZones[i].m_groupIndexCount[1]; k++) + if(pTempArrayIndices[j++] != 0xFFFF) + aZones[i].m_numTreadablesPlus10m++; + for(int k = 0; k < aZones[i].m_groupIndexCount[2]; k++) + if(pTempArrayIndices[j++] != 0xFFFF) + aZones[i].m_numTreadables++; + } + + // Now copy the actually used indices + EntityIndicesUsed = 0; + for(int i = 0; i < TempEntityIndicesUsed; i++) + if(pTempArrayIndices[i] != 0xFFFF){ + assert(EntityIndicesUsed < NUMZONEINDICES); + if(pTempArrayIndices[i] < NUMUNCOMPRESSED) + aIndices[EntityIndicesUsed++] = pTempArrayIndices[i]; + else + aIndices[EntityIndicesUsed++] = pTempArrayIndices[i] + numTempIndices; + } + for(int i = 0; i < numExtraIndices; i++) + if(extraIndices[i] != 0xFFFF){ + assert(EntityIndicesUsed < NUMZONEINDICES); + if(extraIndices[i] < NUMUNCOMPRESSED) + aIndices[EntityIndicesUsed++] = extraIndices[i]; + else + aIndices[EntityIndicesUsed++] = extraIndices[i] + numTempIndices; + } +} + + void CCullZone::DoStuffLeavingZone(void) @@ -403,13 +643,14 @@ CCullZone::DoStuffLeavingZone_OneBuilding(uint16 i) int16 bb; int j; - if(i < 6000){ + + if(i < NUMUNCOMPRESSED){ CPools::GetBuildingPool()->GetSlot(i)->bZoneCulled = false; bb = CCullZones::aPointersToBigBuildingsForBuildings[i]; if(bb != -1) CPools::GetBuildingPool()->GetSlot(bb)->bZoneCulled = false; }else{ - i -= 6000; + i -= NUMUNCOMPRESSED; for(j = 0; j < 3; j++) DoStuffLeavingZone_OneBuilding(CCullZones::aIndices[i+j]); } @@ -421,14 +662,14 @@ CCullZone::DoStuffLeavingZone_OneTreadableBoth(uint16 i) int16 bb; int j; - if(i < 6000){ + if(i < NUMUNCOMPRESSED){ CPools::GetTreadablePool()->GetSlot(i)->bZoneCulled = false; CPools::GetTreadablePool()->GetSlot(i)->bZoneCulled2 = false; bb = CCullZones::aPointersToBigBuildingsForTreadables[i]; if(bb != -1) CPools::GetBuildingPool()->GetSlot(bb)->bZoneCulled = false; }else{ - i -= 6000; + i -= NUMUNCOMPRESSED; for(j = 0; j < 3; j++) DoStuffLeavingZone_OneTreadableBoth(CCullZones::aIndices[i+j]); } @@ -453,13 +694,13 @@ CCullZone::DoStuffEnteringZone_OneBuilding(uint16 i) int16 bb; int j; - if(i < 6000){ + if(i < NUMUNCOMPRESSED){ CPools::GetBuildingPool()->GetSlot(i)->bZoneCulled = true; bb = CCullZones::aPointersToBigBuildingsForBuildings[i]; if(bb != -1) CPools::GetBuildingPool()->GetSlot(bb)->bZoneCulled = true; }else{ - i -= 6000; + i -= NUMUNCOMPRESSED; for(j = 0; j < 3; j++) DoStuffEnteringZone_OneBuilding(CCullZones::aIndices[i+j]); } @@ -471,14 +712,14 @@ CCullZone::DoStuffEnteringZone_OneTreadablePlus10m(uint16 i) int16 bb; int j; - if(i < 6000){ + if(i < NUMUNCOMPRESSED){ CPools::GetTreadablePool()->GetSlot(i)->bZoneCulled = true; CPools::GetTreadablePool()->GetSlot(i)->bZoneCulled2 = true; bb = CCullZones::aPointersToBigBuildingsForTreadables[i]; if(bb != -1) CPools::GetBuildingPool()->GetSlot(bb)->bZoneCulled = true; }else{ - i -= 6000; + i -= NUMUNCOMPRESSED; for(j = 0; j < 3; j++) DoStuffEnteringZone_OneTreadablePlus10m(CCullZones::aIndices[i+j]); } @@ -490,13 +731,13 @@ CCullZone::DoStuffEnteringZone_OneTreadable(uint16 i) int16 bb; int j; - if(i < 6000){ + if(i < NUMUNCOMPRESSED){ CPools::GetTreadablePool()->GetSlot(i)->bZoneCulled = true; bb = CCullZones::aPointersToBigBuildingsForTreadables[i]; if(bb != -1) CPools::GetBuildingPool()->GetSlot(bb)->bZoneCulled = true; }else{ - i -= 6000; + i -= NUMUNCOMPRESSED; for(j = 0; j < 3; j++) DoStuffEnteringZone_OneTreadable(CCullZones::aIndices[i+j]); } @@ -519,6 +760,68 @@ CCullZone::CalcDistToCullZoneSquared(float x, float y) } bool +CCullZone::TestLine(CVector vec1, CVector vec2) +{ + CColPoint colPoint; + CEntity *entity; + + if (CWorld::ProcessLineOfSight(vec1, vec2, colPoint, entity, true, false, false, false, false, true, false)) + return true; + if (CWorld::ProcessLineOfSight(CVector(vec1.x + 0.05f, vec1.y, vec1.z), CVector(vec2.x + 0.05f, vec2.y, vec2.z), colPoint, entity, true, false, false, false, false, true, false)) + return true; + if (CWorld::ProcessLineOfSight(CVector(vec1.x - 0.05f, vec1.y, vec1.z), CVector(vec2.x - 0.05f, vec2.y, vec2.z), colPoint, entity, true, false, false, false, false, true, false)) + return true; + if (CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y + 0.05f, vec1.z), CVector(vec2.x, vec2.y + 0.05f, vec2.z), colPoint, entity, true, false, false, false, false, true, false)) + return true; + if (CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y - 0.05f, vec1.z), CVector(vec2.x, vec2.y - 0.05f, vec2.z), colPoint, entity, true, false, false, false, false, true, false)) + return true; + if (CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y, vec1.z + 0.05f), CVector(vec2.x, vec2.y, vec2.z + 0.05f), colPoint, entity, true, false, false, false, false, true, false)) + return true; + return CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y, vec1.z - 0.05f), CVector(vec2.x, vec2.y, vec2.z - 0.05f), colPoint, entity, true, false, false, false, false, true, false); +} + +bool +CCullZone::DoThoroughLineTest(CVector start, CVector end, CEntity *testEntity) +{ + CColPoint colPoint; + CEntity *entity; + + if(CWorld::ProcessLineOfSight(start, end, colPoint, entity, true, false, false, false, false, true, false) && + testEntity != entity) + return false; + + CVector side; +#ifdef FIX_BUGS + if(start.x != end.x || start.y != end.y) +#else + if(start.x != end.x && start.y != end.y) +#endif + side = CVector(0.0f, 0.0f, 1.0f); + else + side = CVector(1.0f, 0.0f, 0.0f); + CVector up = CrossProduct(side, end - start); + side = CrossProduct(up, end - start); + side.Normalise(); + up.Normalise(); + side *= 0.1f; + up *= 0.1f; + + if(CWorld::ProcessLineOfSight(start+side, end+side, colPoint, entity, true, false, false, false, false, true, false) && + testEntity != entity) + return false; + if(CWorld::ProcessLineOfSight(start-side, end-side, colPoint, entity, true, false, false, false, false, true, false) && + testEntity != entity) + return false; + if(CWorld::ProcessLineOfSight(start+up, end+up, colPoint, entity, true, false, false, false, false, true, false) && + testEntity != entity) + return false; + if(CWorld::ProcessLineOfSight(start-up, end-up, colPoint, entity, true, false, false, false, false, true, false) && + testEntity != entity) + return false; + return true; +} + +bool CCullZone::IsEntityCloseEnoughToZone(CEntity *entity, bool checkLevel) { const CVector &pos = entity->GetPosition(); @@ -526,10 +829,10 @@ CCullZone::IsEntityCloseEnoughToZone(CEntity *entity, bool checkLevel) CSimpleModelInfo *minfo = (CSimpleModelInfo*)CModelInfo::GetModelInfo(entity->GetModelIndex()); float distToZone = CalcDistToCullZone(pos.x, pos.y); float lodDist; - if (minfo->m_isSubway) - lodDist = minfo->GetLargestLodDistance() + 30.0f; + if (minfo->m_noFade) + lodDist = minfo->GetLargestLodDistance() + STREAM_DISTANCE; else - lodDist = minfo->GetLargestLodDistance() + 50.0f; + lodDist = minfo->GetLargestLodDistance() + STREAM_DISTANCE + FADE_DISTANCE; if (lodDist > distToZone) return true; if (!checkLevel) return false; @@ -538,27 +841,749 @@ CCullZone::IsEntityCloseEnoughToZone(CEntity *entity, bool checkLevel) } bool -CCullZones::DoWeHaveMoreThanXOccurencesOfSet(int32 count, uint16 *set) +CCullZone::PointFallsWithinZone(CVector pos, float radius) { - int32 curCount; - int32 start; - int32 size; + if(minx - radius > pos.x || + maxx + radius < pos.x || + miny - radius > pos.y || + maxy + radius < pos.y || + minz - radius > pos.z || + maxz + radius < pos.z) + return false; + return true; +} - for (int i = 0; i < NumCullZones; i++) { - curCount = 0; - for (int group = 0; group < 3; group++) { - aZones[i].GetGroupStartAndSize(group, start, size); - int unk = 0; // TODO: figure out - for (int j = 0; j < size; j++) { - for (int k = 0; k < 3; k++) { - if (set[k] == pTempArrayIndices[start+j]) - unk++; +CVector ExtraFudgePointsCoors[] = { + CVector(978.0, -394.0, 18.0), + CVector(1189.7, -414.6, 27.0), + CVector(978.8, -391.0, 19.0), + CVector(1199.0, -502.3, 28.0), + CVector(1037.0, -391.9, 18.4), + CVector(1140.0, -608.7, 16.0), + CVector(1051.0, -26.0, 11.0), + CVector(951.5, -345.1, 12.0), + CVector(958.2, -394.6, 16.0), + CVector(1036.5, -390.0, 15.2), + CVector(960.6, -390.5, 20.9), + CVector(1061.0, -640.6, 16.3), + CVector(1034.5, -388.96, 14.78), + CVector(1038.4, -13.98, 12.2), + CVector(1047.2, -16.7, 10.6), + CVector(1257.9, -333.3, 40.0), + CVector(885.6, -424.9, 17.0), + CVector(1127.5, -795.8, 17.7), + CVector(1133.0, -716.0, 19.0), + CVector(1125.0, -694.0, 18.5), + CVector(1125.0, -670.0, 16.3), + CVector(1051.6, 36.3, 17.9), + CVector(1054.6, -11.4, 15.0), + CVector(1058.9, -278.0, 15.0), + CVector(1059.4, -261.0, 10.9), + CVector(1051.5, -638.5, 16.5), + CVector(1058.2, -643.4, 15.5), + CVector(1058.2, -643.4, 18.0), + CVector(826.0, -260.0, 7.0), + CVector(826.0, -260.0, 11.0), + CVector(833.0, -603.6, 16.4), + CVector(833.0, -603.6, 20.0), + CVector(1002.0, -318.5, 10.5), + CVector(998.0, -318.0, 9.8), + CVector(1127.0, -183.0, 18.1), + CVector(1123.0, -331.5, 23.8), + CVector(1123.8, -429.0, 24.0), + CVector(1197.0, -30.0, 13.7), + CVector(1117.5, -230.0, 17.3), + CVector(1117.5, -230.0, 20.0), + CVector(1120.0, -281.6, 21.5), + CVector(1120.0, -281.6, 24.0), + CVector(1084.5, -1022.7, 17.0), + CVector(1071.5, 5.4, 4.6), + CVector(1177.2, -215.7, 27.6), + CVector(841.6, -460.0, 19.7), + CVector(874.8, -456.6, 16.6), + CVector(918.3, -451.8, 17.8), + CVector(844.0, -495.7, 16.7), + CVector(842.0, -493.4, 21.0), + CVector(1433.5, -774.4, 16.9), + CVector(1051.0, -205.0, 7.5), + CVector(885.5, -425.6, 15.6), + CVector(182.6, -470.4, 27.8), + CVector(132.5, -930.2, 29.0), + CVector(124.7, -904.0, 28.0), + CVector(-50.0, -686.0, 22.0), + CVector(-49.1, -694.5, 22.5), + CVector(1063.8, -404.45, 16.2), + CVector(1062.2, -405.5, 17.0) +}; +int32 NumTestPoints; +int32 aTestPointsX[100]; +int32 aTestPointsY[100]; +int32 aTestPointsZ[100]; +CVector aTestPoints[100]; +int32 ElementsX, ElementsY, ElementsZ; +float StepX, StepY, StepZ; +int32 Memsize; +uint8 *pMem; +#define MEM(x, y, z) pMem[((x)*ElementsY + (y))*ElementsZ + (z)] +#define FLAG_FREE 1 +#define FLAG_PROCESSED 2 + +int32 MinValX, MaxValX; +int32 MinValY, MaxValY; +int32 MinValZ, MaxValZ; +int32 Point1, Point2; +int32 NewPointX, NewPointY, NewPointZ; + + +void +CCullZone::FindTestPoints() +{ + static int CZNumber; + + NumTestPoints = 0; + ElementsX = (maxx-minx) < 1.0f ? 2 : (maxx-minx)+1.0f; + ElementsY = (maxy-miny) < 1.0f ? 2 : (maxy-miny)+1.0f; + ElementsZ = (maxz-minz) < 1.0f ? 2 : (maxz-minz)+1.0f; + if(ElementsX > 32) ElementsX = 32; + if(ElementsY > 32) ElementsY = 32; + if(ElementsZ > 32) ElementsZ = 32; + Memsize = ElementsX * ElementsY * ElementsZ; + StepX = (maxx-minx)/(ElementsX-1); + StepY = (maxy-miny)/(ElementsY-1); + StepZ = (maxz-minz)/(ElementsZ-1); + + pMem = new uint8[Memsize]; + memset(pMem, 0, Memsize); + + // indices of center + int x = ElementsX * (position.x-minx)/(maxx-minx); + x = clamp(x, 0, ElementsX-1); + int y = ElementsY * (position.y-miny)/(maxy-miny); + y = clamp(y, 0, ElementsY-1); + int z = ElementsZ * (position.z-minz)/(maxz-minz); + z = clamp(z, 0, ElementsZ-1); + + // Mark which test points inside the zone are not occupied by buildings. + // To do this, mark the start point as free and do a food fill. + + // NB: we just assume the start position is free here! + MEM(x, y, z) |= FLAG_FREE; + aTestPointsX[NumTestPoints] = x; + aTestPointsY[NumTestPoints] = y; + aTestPointsZ[NumTestPoints] = z; + NumTestPoints++; + + bool notDoneYet; + do{ + notDoneYet = false; + for(x = 0; x < ElementsX; x++){ + for(y = 0; y < ElementsY; y++){ + for(z = 0; z < ElementsZ; z++){ + if(!(MEM(x, y, z) & FLAG_FREE) || MEM(x, y, z) & FLAG_PROCESSED) + continue; + + float pX = x*StepX + minx; + float pY = y*StepY + miny; + float pZ = z*StepZ + minz; + + if(x > 0 && !(MEM(x-1, y, z) & (FLAG_FREE | FLAG_PROCESSED)) && + !TestLine(CVector(pX, pY, pZ), CVector(pX-StepX, pY, pZ))) + MEM(x-1, y, z) |= FLAG_FREE; + if(x < ElementsX-1 && !(MEM(x+1, y, z) & (FLAG_FREE | FLAG_PROCESSED)) && + !TestLine(CVector(pX, pY, pZ), CVector(pX+StepX, pY, pZ))) + MEM(x+1, y, z) |= FLAG_FREE; + + if(y > 0 && !(MEM(x, y-1, z) & (FLAG_FREE | FLAG_PROCESSED)) && + !TestLine(CVector(pX, pY, pZ), CVector(pX, pY-StepY, pZ))) + MEM(x, y-1, z) |= FLAG_FREE; + if(y < ElementsY-1 && !(MEM(x, y+1, z) & (FLAG_FREE | FLAG_PROCESSED)) && + !TestLine(CVector(pX, pY, pZ), CVector(pX, pY+StepY, pZ))) + MEM(x, y+1, z) |= FLAG_FREE; + + if(z > 0 && !(MEM(x, y, z-1) & (FLAG_FREE | FLAG_PROCESSED)) && + !TestLine(CVector(pX, pY, pZ), CVector(pX, pY, pZ-StepZ))) + MEM(x, y, z-1) |= FLAG_FREE; + if(z < ElementsZ-1 && !(MEM(x, y, z+1) & (FLAG_FREE | FLAG_PROCESSED)) && + !TestLine(CVector(pX, pY, pZ), CVector(pX, pY, pZ+StepZ))) + MEM(x, y, z+1) |= FLAG_FREE; + + notDoneYet = true; + MEM(x, y, z) |= FLAG_PROCESSED; + } + } + } + }while(notDoneYet); + + bool done; + + // Find bound planes of free space + + // increase x, bounds in y and z + x = 0; + do{ + done = false; + int minA = 10000; + int minB = 10000; + int maxA = -10000; + int maxB = -10000; + for(y = 0; y < ElementsY; y++) + for(z = 0; z < ElementsZ; z++) + if(MEM(x, y, z) & FLAG_FREE){ + if(y + z < minA){ + minA = y + z; + aTestPointsX[NumTestPoints] = x; + aTestPointsY[NumTestPoints] = y; + aTestPointsZ[NumTestPoints] = z; + } + if(y + z > maxA){ + maxA = y + z; + aTestPointsX[NumTestPoints+1] = x; + aTestPointsY[NumTestPoints+1] = y; + aTestPointsZ[NumTestPoints+1] = z; + } + if(y - z < minB){ + minB = y - z; + aTestPointsX[NumTestPoints+2] = x; + aTestPointsY[NumTestPoints+2] = y; + aTestPointsZ[NumTestPoints+2] = z; + } + if(y - z > maxB){ + maxB = y - z; + aTestPointsX[NumTestPoints+3] = x; + aTestPointsY[NumTestPoints+3] = y; + aTestPointsZ[NumTestPoints+3] = z; + } + done = true; + } + x++; + }while(!done); + NumTestPoints += 4; + + // decrease x, bounds in y and z + x = ElementsX-1; + do{ + done = false; + int minA = 10000; + int minB = 10000; + int maxA = -10000; + int maxB = -10000; + for(y = 0; y < ElementsY; y++) + for(z = 0; z < ElementsZ; z++) + if(MEM(x, y, z) & FLAG_FREE){ + if(y + z < minA){ + minA = y + z; + aTestPointsX[NumTestPoints] = x; + aTestPointsY[NumTestPoints] = y; + aTestPointsZ[NumTestPoints] = z; + } + if(y + z > maxA){ + maxA = y + z; + aTestPointsX[NumTestPoints+1] = x; + aTestPointsY[NumTestPoints+1] = y; + aTestPointsZ[NumTestPoints+1] = z; + } + if(y - z < minB){ + minB = y - z; + aTestPointsX[NumTestPoints+2] = x; + aTestPointsY[NumTestPoints+2] = y; + aTestPointsZ[NumTestPoints+2] = z; + } + if(y - z > maxB){ + maxB = y - z; + aTestPointsX[NumTestPoints+3] = x; + aTestPointsY[NumTestPoints+3] = y; + aTestPointsZ[NumTestPoints+3] = z; + } + done = true; + } + x--; + }while(!done); + NumTestPoints += 4; + + // increase y, bounds in x and z + y = 0; + do{ + done = false; + int minA = 10000; + int minB = 10000; + int maxA = -10000; + int maxB = -10000; + for(x = 0; x < ElementsX; x++) + for(z = 0; z < ElementsZ; z++) + if(MEM(x, y, z) & FLAG_FREE){ + if(x + z < minA){ + minA = x + z; + aTestPointsX[NumTestPoints] = x; + aTestPointsY[NumTestPoints] = y; + aTestPointsZ[NumTestPoints] = z; + } + if(x + z > maxA){ + maxA = x + z; + aTestPointsX[NumTestPoints+1] = x; + aTestPointsY[NumTestPoints+1] = y; + aTestPointsZ[NumTestPoints+1] = z; + } + if(x - z < minB){ + minB = x - z; + aTestPointsX[NumTestPoints+2] = x; + aTestPointsY[NumTestPoints+2] = y; + aTestPointsZ[NumTestPoints+2] = z; + } + if(x - z > maxB){ + maxB = x - z; + aTestPointsX[NumTestPoints+3] = x; + aTestPointsY[NumTestPoints+3] = y; + aTestPointsZ[NumTestPoints+3] = z; + } + done = true; + } + y++; + }while(!done); + NumTestPoints += 4; + + // decrease y, bounds in x and z + y = ElementsY-1; + do{ + done = false; + int minA = 10000; + int minB = 10000; + int maxA = -10000; + int maxB = -10000; + for(x = 0; x < ElementsX; x++) + for(z = 0; z < ElementsZ; z++) + if(MEM(x, y, z) & FLAG_FREE){ + if(x + z < minA){ + minA = x + z; + aTestPointsX[NumTestPoints] = x; + aTestPointsY[NumTestPoints] = y; + aTestPointsZ[NumTestPoints] = z; + } + if(x + z > maxA){ + maxA = x + z; + aTestPointsX[NumTestPoints+1] = x; + aTestPointsY[NumTestPoints+1] = y; + aTestPointsZ[NumTestPoints+1] = z; + } + if(x - z < minB){ + minB = x - z; + aTestPointsX[NumTestPoints+2] = x; + aTestPointsY[NumTestPoints+2] = y; + aTestPointsZ[NumTestPoints+2] = z; + } + if(x - z > maxB){ + maxB = x - z; + aTestPointsX[NumTestPoints+3] = x; + aTestPointsY[NumTestPoints+3] = y; + aTestPointsZ[NumTestPoints+3] = z; + } + done = true; } + y--; + }while(!done); + NumTestPoints += 4; + + // increase z, bounds in x and y + z = 0; + do{ + done = false; + int minA = 10000; + int minB = 10000; + int maxA = -10000; + int maxB = -10000; + for(x = 0; x < ElementsX; x++) + for(y = 0; y < ElementsY; y++) + if(MEM(x, y, z) & FLAG_FREE){ + if(x + y < minA){ + minA = x + y; + aTestPointsX[NumTestPoints] = x; + aTestPointsY[NumTestPoints] = y; + aTestPointsZ[NumTestPoints] = z; + } + if(x + y > maxA){ + maxA = x + y; + aTestPointsX[NumTestPoints+1] = x; + aTestPointsY[NumTestPoints+1] = y; + aTestPointsZ[NumTestPoints+1] = z; + } + if(x - y < minB){ + minB = x - y; + aTestPointsX[NumTestPoints+2] = x; + aTestPointsY[NumTestPoints+2] = y; + aTestPointsZ[NumTestPoints+2] = z; + } + if(x - y > maxB){ + maxB = x - y; + aTestPointsX[NumTestPoints+3] = x; + aTestPointsY[NumTestPoints+3] = y; + aTestPointsZ[NumTestPoints+3] = z; + } + done = true; + } + z++; + }while(!done); + NumTestPoints += 4; + + // decrease z, bounds in x and y + z = ElementsZ-1; + do{ + done = false; + int minA = 10000; + int minB = 10000; + int maxA = -10000; + int maxB = -10000; + for(x = 0; x < ElementsX; x++) + for(y = 0; y < ElementsY; y++) + if(MEM(x, y, z) & FLAG_FREE){ + if(x + y < minA){ + minA = x + y; + aTestPointsX[NumTestPoints] = x; + aTestPointsY[NumTestPoints] = y; + aTestPointsZ[NumTestPoints] = z; + } + if(x + y > maxA){ + maxA = x + y; + aTestPointsX[NumTestPoints+1] = x; + aTestPointsY[NumTestPoints+1] = y; + aTestPointsZ[NumTestPoints+1] = z; + } + if(x - y < minB){ + minB = x - y; + aTestPointsX[NumTestPoints+2] = x; + aTestPointsY[NumTestPoints+2] = y; + aTestPointsZ[NumTestPoints+2] = z; + } + if(x - y > maxB){ + maxB = x - y; + aTestPointsX[NumTestPoints+3] = x; + aTestPointsY[NumTestPoints+3] = y; + aTestPointsZ[NumTestPoints+3] = z; + } + done = true; + } + z--; + }while(!done); + NumTestPoints += 4; + + // divide the axis aligned bounding planes into 4 and place some test points + + // x = 0 plane + MinValY = 999999; + MinValZ = 999999; + MaxValY = 0; + MaxValZ = 0; + for(y = 0; y < ElementsY; y++) + for(z = 0; z < ElementsZ; z++) + if(MEM(0, y, z) & FLAG_FREE){ + if(y < MinValY) MinValY = y; + if(z < MinValZ) MinValZ = z; + if(y > MaxValY) MaxValY = y; + if(z > MaxValZ) MaxValZ = z; + } + // pick 4 points in the found bounds and add new test points + if(MaxValY != 0 && MaxValZ != 0) + for(Point1 = 0; Point1 < 2; Point1++) + for(Point2 = 0; Point2 < 2; Point2++){ + NewPointY = (Point1 + 0.5f)*(MaxValY - MinValY)*0.5f + MinValY; + NewPointZ = (Point2 + 0.5f)*(MaxValZ - MinValZ)*0.5f + MinValZ; + if(MEM(0, NewPointY, NewPointZ) & FLAG_FREE){ + aTestPointsX[NumTestPoints] = 0; + aTestPointsY[NumTestPoints] = NewPointY; + aTestPointsZ[NumTestPoints] = NewPointZ; + NumTestPoints++; + } + } + + // x = ElementsX-1 plane + MinValY = 999999; + MinValZ = 999999; + MaxValY = 0; + MaxValZ = 0; + for(y = 0; y < ElementsY; y++) + for(z = 0; z < ElementsZ; z++) + if(MEM(ElementsX-1, y, z) & FLAG_FREE){ + if(y < MinValY) MinValY = y; + if(z < MinValZ) MinValZ = z; + if(y > MaxValY) MaxValY = y; + if(z > MaxValZ) MaxValZ = z; + } + // pick 4 points in the found bounds and add new test points + if(MaxValY != 0 && MaxValZ != 0) + for(Point1 = 0; Point1 < 2; Point1++) + for(Point2 = 0; Point2 < 2; Point2++){ + NewPointY = (Point1 + 0.5f)*(MaxValY - MinValY)*0.5f + MinValY; + NewPointZ = (Point2 + 0.5f)*(MaxValZ - MinValZ)*0.5f + MinValZ; + if(MEM(ElementsX-1, NewPointY, NewPointZ) & FLAG_FREE){ + aTestPointsX[NumTestPoints] = ElementsX-1; + aTestPointsY[NumTestPoints] = NewPointY; + aTestPointsZ[NumTestPoints] = NewPointZ; + NumTestPoints++; + } + } + + // y = 0 plane + MinValX = 999999; + MinValZ = 999999; + MaxValX = 0; + MaxValZ = 0; + for(x = 0; x < ElementsX; x++) + for(z = 0; z < ElementsZ; z++) + if(MEM(x, 0, z) & FLAG_FREE){ + if(x < MinValX) MinValX = x; + if(z < MinValZ) MinValZ = z; + if(x > MaxValX) MaxValX = x; + if(z > MaxValZ) MaxValZ = z; + } + // pick 4 points in the found bounds and add new test points + if(MaxValX != 0 && MaxValZ != 0) + for(Point1 = 0; Point1 < 2; Point1++) + for(Point2 = 0; Point2 < 2; Point2++){ + NewPointX = (Point1 + 0.5f)*(MaxValX - MinValX)*0.5f + MinValX; + NewPointZ = (Point2 + 0.5f)*(MaxValZ - MinValZ)*0.5f + MinValZ; + if(MEM(NewPointX, 0, NewPointZ) & FLAG_FREE){ + aTestPointsX[NumTestPoints] = NewPointX; + aTestPointsY[NumTestPoints] = 0; + aTestPointsZ[NumTestPoints] = NewPointZ; + NumTestPoints++; + } + } + + // y = ElementsY-1 plane + MinValX = 999999; + MinValZ = 999999; + MaxValX = 0; + MaxValZ = 0; + for(x = 0; x < ElementsX; x++) + for(z = 0; z < ElementsZ; z++) + if(MEM(x, ElementsY-1, z) & FLAG_FREE){ + if(x < MinValX) MinValX = x; + if(z < MinValZ) MinValZ = z; + if(x > MaxValX) MaxValX = x; + if(z > MaxValZ) MaxValZ = z; + } + // pick 4 points in the found bounds and add new test points + if(MaxValX != 0 && MaxValZ != 0) + for(Point1 = 0; Point1 < 2; Point1++) + for(Point2 = 0; Point2 < 2; Point2++){ + NewPointX = (Point1 + 0.5f)*(MaxValX - MinValX)*0.5f + MinValX; + NewPointZ = (Point2 + 0.5f)*(MaxValZ - MinValZ)*0.5f + MinValZ; + if(MEM(NewPointX, ElementsY-1, NewPointZ) & FLAG_FREE){ + aTestPointsX[NumTestPoints] = NewPointX; + aTestPointsY[NumTestPoints] = ElementsY-1; + aTestPointsZ[NumTestPoints] = NewPointZ; + NumTestPoints++; + } + } + + // z = 0 plane + MinValX = 999999; + MinValY = 999999; + MaxValX = 0; + MaxValY = 0; + for(x = 0; x < ElementsX; x++) + for(y = 0; y < ElementsY; y++) + if(MEM(x, y, 0) & FLAG_FREE){ + if(x < MinValX) MinValX = x; + if(y < MinValY) MinValY = y; + if(x > MaxValX) MaxValX = x; + if(y > MaxValY) MaxValY = y; + } + // pick 4 points in the found bounds and add new test points + if(MaxValX != 0 && MaxValY != 0) + for(Point1 = 0; Point1 < 2; Point1++) + for(Point2 = 0; Point2 < 2; Point2++){ + NewPointX = (Point1 + 0.5f)*(MaxValX - MinValX)*0.5f + MinValX; + NewPointY = (Point2 + 0.5f)*(MaxValY - MinValY)*0.5f + MinValY; + if(MEM(NewPointX, NewPointY, 0) & FLAG_FREE){ + aTestPointsX[NumTestPoints] = NewPointX; + aTestPointsY[NumTestPoints] = NewPointY; + aTestPointsZ[NumTestPoints] = 0; + NumTestPoints++; + } + } + + // z = ElementsZ-1 plane + MinValX = 999999; + MinValY = 999999; + MaxValX = 0; + MaxValY = 0; + for(x = 0; x < ElementsX; x++) + for(y = 0; y < ElementsY; y++) + if(MEM(x, y, ElementsZ-1) & FLAG_FREE){ + if(x < MinValX) MinValX = x; + if(y < MinValY) MinValY = y; + if(x > MaxValX) MaxValX = x; + if(y > MaxValY) MaxValY = y; + } + // pick 4 points in the found bounds and add new test points + if(MaxValX != 0 && MaxValY != 0) + for(Point1 = 0; Point1 < 2; Point1++) + for(Point2 = 0; Point2 < 2; Point2++){ + NewPointX = (Point1 + 0.5f)*(MaxValX - MinValX)*0.5f + MinValX; + NewPointY = (Point2 + 0.5f)*(MaxValY - MinValY)*0.5f + MinValY; + if(MEM(NewPointX, NewPointY, ElementsZ-1) & FLAG_FREE){ + aTestPointsX[NumTestPoints] = NewPointX; + aTestPointsY[NumTestPoints] = NewPointY; + aTestPointsZ[NumTestPoints] = ElementsZ-1; + NumTestPoints++; + } + } + + // add some hardcoded test points + for(int i = 0; i < ARRAY_SIZE(ExtraFudgePointsCoors); i++) + if(PointFallsWithinZone(ExtraFudgePointsCoors[i], 0.0f)){ + x = ElementsX * (ExtraFudgePointsCoors[i].x-minx)/(maxx-minx); + y = ElementsY * (ExtraFudgePointsCoors[i].y-miny)/(maxy-miny); + z = ElementsZ * (ExtraFudgePointsCoors[i].z-minz)/(maxz-minz); + if(MEM(x, y, z) & FLAG_FREE){ + aTestPointsX[NumTestPoints] = x; + aTestPointsY[NumTestPoints] = y; + aTestPointsZ[NumTestPoints] = z; + NumTestPoints++; + } + } + + // remove duplicate points + for(int i = 0; i < NumTestPoints; i++) + for(int j = i+1; j < NumTestPoints; j++) + if(aTestPointsX[j] == aTestPointsX[i] && + aTestPointsY[j] == aTestPointsY[i] && + aTestPointsZ[j] == aTestPointsZ[i]){ + // get rid of [j] + for(int k = j; k < NumTestPoints-1; k++){ + aTestPointsX[k] = aTestPointsX[k+1]; + aTestPointsY[k] = aTestPointsY[k+1]; + aTestPointsZ[k] = aTestPointsZ[k+1]; + } + NumTestPoints--; + } + + // convert points to floating point + for(int i = 0; i < NumTestPoints; i++){ + aTestPoints[i].x = aTestPointsX[i]*StepX + minx; + aTestPoints[i].y = aTestPointsY[i]*StepY + miny; + aTestPoints[i].z = aTestPointsZ[i]*StepZ + minz; + } + + CZNumber++; + + delete[] pMem; + pMem = nil; +} + +bool +CCullZone::TestEntityVisibilityFromCullZone(CEntity *entity, float extraDist, CEntity *LODentity) +{ + CColModel *colmodel = entity->GetColModel(); + float boundMaxX = colmodel->boundingBox.max.x; + float boundMaxY = colmodel->boundingBox.max.y; + float boundMaxZ = colmodel->boundingBox.max.z; + float boundMinX = colmodel->boundingBox.min.x; + float boundMinY = colmodel->boundingBox.min.y; + float boundMinZ = colmodel->boundingBox.min.z; + if(LODentity){ + colmodel = LODentity->GetColModel(); + boundMaxX = Max(boundMaxX, colmodel->boundingBox.max.x); + boundMaxY = Max(boundMaxY, colmodel->boundingBox.max.y); + boundMaxZ = Max(boundMaxZ, colmodel->boundingBox.max.z); + boundMinX = Min(boundMinX, colmodel->boundingBox.min.x); + boundMinY = Min(boundMinY, colmodel->boundingBox.min.y); + boundMinZ = Min(boundMinZ, colmodel->boundingBox.min.z); + } + + if(boundMaxZ-boundMinZ + extraDist < 0.5f) + boundMaxZ = boundMinZ + 0.5f; + else + boundMaxZ += extraDist; + + CVector vecMin = entity->GetMatrix() * CVector(boundMinX, boundMinY, boundMinZ); + CVector vecMaxX = entity->GetMatrix() * CVector(boundMaxX, boundMinY, boundMinZ); + CVector vecMaxY = entity->GetMatrix() * CVector(boundMinX, boundMaxY, boundMinZ); + CVector vecMaxZ = entity->GetMatrix() * CVector(boundMinX, boundMinY, boundMaxZ); + CVector dirx = vecMaxX - vecMin; + CVector diry = vecMaxY - vecMin; + CVector dirz = vecMaxZ - vecMin; + + // If building intersects zone at all, it's visible + int x, y, z; + for(x = 0; x < 9; x++){ + CVector posX = vecMin + x/8.0f*dirx; + for(y = 0; y < 9; y++){ + CVector posY = posX + y/8.0f*diry; + for(z = 0; z < 9; z++){ + CVector posZ = posY + z/8.0f*dirz; + if(PointFallsWithinZone(posZ, 2.0f)) + return true; } - if (unk == 3 && ++curCount >= count) - return true; } } + + float distToZone = CalcDistToCullZone(entity->GetPosition().x, entity->GetPosition().y)/15.0f; + distToZone = Max(distToZone, 7.0f); + int numX = (boundMaxX - boundMinX)/distToZone + 2.0f; + int numY = (boundMaxY - boundMinY)/distToZone + 2.0f; + int numZ = (boundMaxZ - boundMinZ)/distToZone + 2.0f; + + float stepX = 1.0f/(numX-1); + float stepY = 1.0f/(numY-1); + float stepZ = 1.0f/(numZ-1); + float midX = (boundMaxX + boundMinX)/2.0f; + float midY = (boundMaxY + boundMinY)/2.0f; + float midZ = (boundMaxZ + boundMinZ)/2.0f; + + // check both xy planes + for(int i = 0; i < NumTestPoints; i++){ + CVector testPoint = aTestPoints[i]; + CVector mid = entity->GetMatrix() * CVector(midX, midY, midZ); + mid.z += 0.1f; + if(DoThoroughLineTest(testPoint, mid, entity)) + return true; + + CVector ray = entity->GetPosition() - testPoint; + + float dotX = DotProduct(ray, dirx); + float dotY = DotProduct(ray, diry); + float dotZ = DotProduct(ray, dirz); + + for(x = 0; x < numX; x++){ + CVector pMinZ = vecMin + x*stepX*dirx; + CVector pMaxZ = vecMin + x*stepX*dirx + dirz; + for(y = 0; y < numY; y++) + if(dotZ > 0.0f){ + if(DoThoroughLineTest(testPoint, pMinZ + y*stepY*diry, entity)) + return true; + }else{ + if(DoThoroughLineTest(testPoint, pMaxZ + y*stepY*diry, entity)) + return true; + } + } + + for(x = 0; x < numX; x++){ + CVector pMinY = vecMin + x*stepX*dirx; + CVector pMaxY = vecMin + x*stepX*dirx + diry; + for(z = 1; z < numZ-1; z++) // edge cases already handled + if(dotY > 0.0f){ + if(DoThoroughLineTest(testPoint, pMinY + z*stepZ*dirz, entity)) + return true; + }else{ + if(DoThoroughLineTest(testPoint, pMaxY + z*stepZ*dirz, entity)) + return true; + } + } + + for(y = 1; y < numY-1; y++){ // edge cases already handled + CVector pMinX = vecMin + y*stepY*diry; + CVector pMaxX = vecMin + y*stepY*diry + dirx; + for(z = 1; z < numZ-1; z++) // edge cases already handled + if(dotX > 0.0f){ + if(DoThoroughLineTest(testPoint, pMinX + z*stepZ*dirz, entity)) + return true; + }else{ + if(DoThoroughLineTest(testPoint, pMaxX + z*stepZ*dirz, entity)) + return true; + } + } + } + return false; } diff --git a/src/core/ZoneCull.h b/src/core/ZoneCull.h index 9bc07b8c..10742ffb 100644 --- a/src/core/ZoneCull.h +++ b/src/core/ZoneCull.h @@ -12,7 +12,7 @@ public: float maxz; int32 m_indexStart; - int16 m_groupIndexCount[3]; + int16 m_groupIndexCount[3]; // only useful during resolution stage int16 m_numBuildings; int16 m_numTreadablesPlus10m; int16 m_numTreadables; @@ -26,30 +26,35 @@ public: static void DoStuffEnteringZone_OneTreadable(uint16 i); - static bool TestLine(CVector a1, CVector a2); + static bool TestLine(CVector vec1, CVector vec2); + static bool DoThoroughLineTest(CVector vec1, CVector vec2, CEntity *testEntity); float CalcDistToCullZoneSquared(float x, float y); float CalcDistToCullZone(float x, float y) { return Sqrt(CalcDistToCullZoneSquared(x, y)); }; bool IsEntityCloseEnoughToZone(CEntity* entity, bool checkLevel); + bool PointFallsWithinZone(CVector pos, float radius); + bool TestEntityVisibilityFromCullZone(CEntity *entity, float extraDist, CEntity *LODentity); + void FindTestPoints(); void GetGroupStartAndSize(int32 groupid, int32 &start, int32 &size) { switch (groupid) { + case 0: + default: + // buildings + start = m_indexStart; + size = m_groupIndexCount[0]; + break; case 1: + // treadables + 10m start = m_groupIndexCount[0] + m_indexStart; size = m_groupIndexCount[1]; break; case 2: + // treadables start = m_groupIndexCount[0] + m_groupIndexCount[1] + m_indexStart; size = m_groupIndexCount[2]; break; - default: - start = m_indexStart; - size = m_groupIndexCount[0]; - break; } } - - void FindTestPoints() {}; // todo - bool TestEntityVisibilityFromCullZone(CEntity*, float, CEntity*) { return false; }; // todo }; enum eZoneAttribs @@ -121,5 +126,12 @@ public: static void DoVisibilityTestCullZone(int zoneId, bool doIt); static bool DoWeHaveMoreThanXOccurencesOfSet(int32 count, uint16 *set); - static void CompressIndicesArray() {};// todo + static void CompressIndicesArray(); + static bool PickRandomSetForGroup(int32 zone, int32 group, uint16 *set); + static void ReplaceSetForAllGroups(uint16 *set, uint16 setid); + static void TidyUpAndMergeLists(uint16 *extraIndices, int32 numExtraIndices); + + // debug + static bool LoadTempFile(void); + static void SaveTempFile(void); }; diff --git a/src/core/re3.cpp b/src/core/re3.cpp index 194f75fa..ee747218 100644 --- a/src/core/re3.cpp +++ b/src/core/re3.cpp @@ -565,6 +565,9 @@ DebugMenuPopulate(void) DebugMenuAddVarBool8("Render", "Don't render Objects", &gbDontRenderObjects, nil); DebugMenuAddVarBool8("Render", "Don't Render Water", &gbDontRenderWater, nil); + DebugMenuAddVarBool8("Debug", "Show cullzone debug stuff", &gbShowCullZoneDebugStuff, nil); + DebugMenuAddVarBool8("Debug", "Disable zone cull", &gbDisableZoneCull, nil); + DebugMenuAddVarBool8("Debug", "pad 1 -> pad 2", &CPad::m_bMapPadOneToPadTwo, nil); DebugMenuAddVarBool8("Debug", "Edit on", &CSceneEdit::m_bEditOn, nil); #ifdef MENU_MAP diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp index 92bbdd45..ee6ba58a 100644 --- a/src/render/Renderer.cpp +++ b/src/render/Renderer.cpp @@ -21,12 +21,14 @@ #include "Renderer.h" #include "Frontend.h" #include "custompipes.h" +#include "Debug.h" bool gbShowPedRoadGroups; bool gbShowCarRoadGroups; bool gbShowCollisionPolys; bool gbShowCollisionLines; bool gbShowCullZoneDebugStuff; +bool gbDisableZoneCull; // not original bool gbBigWhiteDebugLightSwitchedOn; bool gbDontRenderBuildings; @@ -35,6 +37,25 @@ bool gbDontRenderPeds; bool gbDontRenderObjects; bool gbDontRenderVehicles; +int32 EntitiesRendered; +int32 EntitiesNotRendered; +int32 RenderedBigBuildings; +int32 RenderedBuildings; +int32 RenderedCars; +int32 RenderedPeds; +int32 RenderedObjects; +int32 RenderedDummies; +int32 TestedBigBuildings; +int32 TestedBuildings; +int32 TestedCars; +int32 TestedPeds; +int32 TestedObjects; +int32 TestedDummies; + +// unused +int16 TestCloseThings; +int16 TestBigThings; + struct EntityInfo { CEntity *ent; @@ -61,6 +82,11 @@ float CRenderer::ms_lodDistScale = 1.2f; #define BACKFACE_CULLING_OFF #endif +// unused +BlockedRange CRenderer::aBlockedRanges[16]; +BlockedRange *CRenderer::pFullBlockedRanges; +BlockedRange *CRenderer::pEmptyBlockedRanges; + void CRenderer::Init(void) { @@ -347,6 +373,14 @@ CRenderer::RenderCollisionLines(void) } } +// unused +void +CRenderer::RenderBlockBuildingLines(void) +{ + for(BlockedRange *br = pFullBlockedRanges; br; br = br->next) + printf("Blocked: %f %f\n", br->a, br->b); +} + enum Visbility { VIS_INVISIBLE, @@ -355,14 +389,6 @@ enum Visbility VIS_STREAMME }; -#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 - // Time Objects can be time culled if // other == -1 || CModelInfo::GetModelInfo(other)->GetRwObject() // i.e. we have to draw even at the wrong time if @@ -611,7 +637,21 @@ CRenderer::ConstructRenderList(void) ms_nNoOfVisibleEntities = 0; ms_nNoOfInVisibleEntities = 0; ms_vecCameraPosition = TheCamera.GetPosition(); - // TODO: blocked ranges, but unused + + // 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(); } @@ -647,6 +687,24 @@ CRenderer::ScanWorld(void) RwMatrix *cammatrix; RwV2d poly[3]; +#ifndef MASTER + // missing in game but has to be done somewhere + EntitiesRendered = 0; + EntitiesNotRendered = 0; + RenderedBigBuildings = 0; + RenderedBuildings = 0; + RenderedCars = 0; + RenderedPeds = 0; + RenderedObjects = 0; + RenderedDummies = 0; + TestedBigBuildings = 0; + TestedBuildings = 0; + TestedCars = 0; + TestedPeds = 0; + TestedObjects = 0; + TestedDummies = 0; +#endif + memset(vectors, 0, sizeof(vectors)); vectors[CORNER_FAR_TOPLEFT].x = -vw.x * f; vectors[CORNER_FAR_TOPLEFT].y = vw.y * f; @@ -765,6 +823,19 @@ CRenderer::ScanWorld(void) ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_GENERIC)); } } + +#ifndef MASTER + if(gbShowCullZoneDebugStuff){ + sprintf(gString, "Rejected: %d/%d.", EntitiesNotRendered, EntitiesNotRendered + EntitiesRendered); + CDebug::PrintAt(gString, 10, 10); + sprintf(gString, "Tested:BBuild:%d Build:%d Peds:%d Cars:%d Obj:%d Dummies:%d", + TestedBigBuildings, TestedBuildings, TestedPeds, TestedCars, TestedObjects, TestedDummies); + CDebug::PrintAt(gString, 10, 11); + sprintf(gString, "Rendered:BBuild:%d Build:%d Peds:%d Cars:%d Obj:%d Dummies:%d", + RenderedBigBuildings, RenderedBuildings, RenderedPeds, RenderedCars, RenderedObjects, RenderedDummies); + CDebug::PrintAt(gString, 10, 12); + } +#endif } void @@ -1014,8 +1085,20 @@ CRenderer::ScanBigBuildingList(CPtrList &list) for(node = list.first; node; node = node->next){ ent = (CEntity*)node->item; - if(!ent->bZoneCulled && SetupBigBuildingVisibility(ent) == VIS_VISIBLE) - ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; +#ifndef MASTER + // all missing from game actually + TestedBigBuildings++; +#endif + if(!ent->bZoneCulled){ + if(SetupBigBuildingVisibility(ent) == VIS_VISIBLE) + ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; +#ifndef MASTER + EntitiesRendered++; + RenderedBigBuildings++; + }else{ + EntitiesNotRendered++; +#endif + } } } @@ -1036,7 +1119,7 @@ CRenderer::ScanSectorList(CPtrList *lists) continue; // already seen ent->m_scanCode = CWorld::GetCurrentScanCode(); - if(IsEntityCullZoneVisible(ent)) + if(IsEntityCullZoneVisible(ent)){ switch(SetupEntityVisibility(ent)){ case VIS_VISIBLE: ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; @@ -1059,11 +1142,37 @@ CRenderer::ScanSectorList(CPtrList *lists) CStreaming::RequestModel(ent->GetModelIndex(), 0); break; } - else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){ - if(!CStreaming::ms_disableStreaming) - if(SetupEntityVisibility(ent) == VIS_STREAMME) - if(!m_loadingPriority || CStreaming::ms_numModelsRequested < 10) - CStreaming::RequestModel(ent->GetModelIndex(), 0); +#ifndef MASTER + EntitiesRendered++; + switch(ent->GetType()){ + case ENTITY_TYPE_BUILDING: + if(ent->bIsBIGBuilding) + RenderedBigBuildings++; + else + RenderedBuildings++; + break; + case ENTITY_TYPE_VEHICLE: + RenderedCars++; + break; + case ENTITY_TYPE_PED: + RenderedPeds++; + break; + case ENTITY_TYPE_OBJECT: + RenderedObjects++; + break; + case ENTITY_TYPE_DUMMY: + RenderedDummies++; + break; + } +#endif + }else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable() && !CStreaming::ms_disableStreaming){ + if(SetupEntityVisibility(ent) == VIS_STREAMME) + if(!m_loadingPriority || CStreaming::ms_numModelsRequested < 10) + CStreaming::RequestModel(ent->GetModelIndex(), 0); + }else{ +#ifndef MASTER + EntitiesNotRendered++; +#endif } } } @@ -1086,7 +1195,7 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists) continue; // already seen ent->m_scanCode = CWorld::GetCurrentScanCode(); - if(IsEntityCullZoneVisible(ent)) + if(IsEntityCullZoneVisible(ent)){ switch(SetupEntityVisibility(ent)){ case VIS_VISIBLE: ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; @@ -1111,10 +1220,38 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists) } break; } - else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){ - if(!CStreaming::ms_disableStreaming) - if(SetupEntityVisibility(ent) == VIS_STREAMME) - CStreaming::RequestModel(ent->GetModelIndex(), 0); +#ifndef MASTER + // actually missing in game + EntitiesRendered++; + switch(ent->GetType()){ + case ENTITY_TYPE_BUILDING: + if(ent->bIsBIGBuilding) + RenderedBigBuildings++; + else + RenderedBuildings++; + break; + case ENTITY_TYPE_VEHICLE: + RenderedCars++; + break; + case ENTITY_TYPE_PED: + RenderedPeds++; + break; + case ENTITY_TYPE_OBJECT: + RenderedObjects++; + break; + case ENTITY_TYPE_DUMMY: + RenderedDummies++; + break; + } +#endif + }else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable() && !CStreaming::ms_disableStreaming){ + if(SetupEntityVisibility(ent) == VIS_STREAMME) + CStreaming::RequestModel(ent->GetModelIndex(), 0); + }else{ +#ifndef MASTER + // actually missing in game + EntitiesNotRendered++; +#endif } } } @@ -1220,9 +1357,34 @@ CRenderer::IsEntityCullZoneVisible(CEntity *ent) CPed *ped; CObject *obj; + if(gbDisableZoneCull) return true; + +#ifndef MASTER + switch(ent->GetType()){ + case ENTITY_TYPE_BUILDING: + if(ent->bIsBIGBuilding) + TestedBigBuildings++; + else + TestedBuildings++; + break; + case ENTITY_TYPE_VEHICLE: + TestedCars++; + break; + case ENTITY_TYPE_PED: + TestedPeds++; + break; + case ENTITY_TYPE_OBJECT: + TestedObjects++; + break; + case ENTITY_TYPE_DUMMY: + TestedDummies++; + break; + } +#endif if(ent->bZoneCulled) return false; + switch(ent->GetType()){ case ENTITY_TYPE_VEHICLE: return IsVehicleCullZoneVisible(ent); diff --git a/src/render/Renderer.h b/src/render/Renderer.h index 362741e3..e14f73b1 100644 --- a/src/render/Renderer.h +++ b/src/render/Renderer.h @@ -2,11 +2,20 @@ 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 gbShowCullZoneDebugStuff; +extern bool gbDisableZoneCull; // not original extern bool gbBigWhiteDebugLightSwitchedOn; extern bool gbDontRenderBuildings; @@ -18,6 +27,13 @@ extern bool gbDontRenderVehicles; class CVehicle; class CPtrList; +// unused +struct BlockedRange +{ + float a, b; // unknown + BlockedRange *prev, *next; +}; + class CRenderer { static int32 ms_nNoOfVisibleEntities; @@ -28,6 +44,10 @@ 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; @@ -46,6 +66,8 @@ public: static void RenderFirstPersonVehicle(void); static void RenderCollisionLines(void); + // unused + static void RenderBlockBuildingLines(void); static int32 SetupEntityVisibility(CEntity *ent); static int32 SetupBigBuildingVisibility(CEntity *ent); diff --git a/src/rw/VisibilityPlugins.cpp b/src/rw/VisibilityPlugins.cpp index 8878a26a..3f10d12a 100644 --- a/src/rw/VisibilityPlugins.cpp +++ b/src/rw/VisibilityPlugins.cpp @@ -11,8 +11,6 @@ #include "World.h" #include "custompipes.h" -#define FADE_DISTANCE 20.0f - CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaList; CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaEntityList; |