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author | aap <aap@papnet.eu> | 2021-07-31 19:08:01 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-07-31 19:08:01 +0200 |
commit | bf035b8167fae156dc28b2952044b29e6f601600 (patch) | |
tree | a4947f5af100448121be2131fd4f561362ecda58 /src/core/main.cpp | |
parent | Possible crashfix with wanted level (diff) | |
parent | CVisibilityPlugins, CRenderer, some fixes (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/core/main.cpp | 49 |
1 files changed, 17 insertions, 32 deletions
diff --git a/src/core/main.cpp b/src/core/main.cpp index 4a61267d..2a130684 100644 --- a/src/core/main.cpp +++ b/src/core/main.cpp @@ -94,6 +94,7 @@ bool gSecondExportPass; bool gUseModelResources; bool gUseResources; bool gNASTY_NASTY_MEM_SHUTDOWN_HACK; // rather unused +bool gbPreviewCity; // don't do worldstream-style rendering but traditional method float FramesPerSecond = 30.0f; @@ -1228,7 +1229,6 @@ DisplayGameDebugText() #ifdef NEW_RENDERER bool gbRenderRoads = true; bool gbRenderEverythingBarRoads = true; -bool gbRenderFadingInUnderwaterEntities = true; bool gbRenderFadingInEntities = true; bool gbRenderWater = true; bool gbRenderBoats = true; @@ -1246,7 +1246,8 @@ MattRenderScene(void) /// CRenderer::ClearForFrame(); // before ConstructRenderList CClock::CalcEnvMapTimeMultiplicator(); RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE); - CWaterLevel::RenderWater(); // actually CMattRenderer::RenderWater +if(gbRenderWater) + CRenderer::RenderWater(); // actually CMattRenderer::RenderWater CClock::ms_EnvMapTimeMultiplicator = 1.0f; // cWorldStream::ClearDynamics /// CRenderer::ConstructRenderList(); // before PreRender @@ -1260,24 +1261,14 @@ if(gbRenderWorld1) if(gbRenderRoads) CRenderer::RenderRoads(); - CRenderer::GenerateEnvironmentMap(); // should be after static shadows, but that's weird - - CRenderer::RenderPeds(); - - // not sure where to put these since LCS has no underwater entities -if(gbRenderBoats) - CRenderer::RenderBoats(); -if(gbRenderFadingInUnderwaterEntities) - CRenderer::RenderFadingInUnderwaterEntities(); RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE); -if(gbRenderWater) - CRenderer::RenderTransparentWater(); if(gbRenderEverythingBarRoads) CRenderer::RenderEverythingBarRoads(); - // seam fixer - // moved this: - // CRenderer::RenderFadingInEntities(); + // TODO: seam fixer + // these aren't very transparent. just objects +if(gbRenderFadingInEntities) + CRenderer::RenderFadingInEntities(); } void @@ -1290,7 +1281,8 @@ RenderScene_new(void) MattRenderScene(); DefinedState(); // CMattRenderer::ResetRenderStates - // moved CRenderer::RenderBoats to before transparent water +if(gbRenderBoats) + CRenderer::RenderBoats(); POP_RENDERGROUP(); } @@ -1300,12 +1292,12 @@ void RenderEffects_new(void) { PUSH_RENDERGROUP("RenderEffects_new"); -/* // stupid to do this before the whole world is drawn! - CShadows::RenderStaticShadows(); - CShadows::RenderStoredShadows(); - CSkidmarks::Render(); - CRubbish::Render(); -*/ + // stupid to do this before the whole world is drawn! +// CShadows::RenderStaticShadows(); + CRenderer::GenerateEnvironmentMap(); +// CShadows::RenderStoredShadows(); +// CSkidmarks::Render(); +// CRubbish::Render(); // these aren't really effects DefinedState(); @@ -1323,9 +1315,6 @@ if(gbRenderWorld2) if(gbRenderVehicles) CRenderer::RenderVehicles(); } - // better render these after transparent world -if(gbRenderFadingInEntities) - CRenderer::RenderFadingInEntities(); // actual effects here @@ -1592,12 +1581,8 @@ Idle(void *arg) #ifdef PC_WATER CWaterLevel::PreCalcWaterGeometry(); #endif -#ifdef NEW_RENDERER - if(gbNewRenderer){ - CWorld::AdvanceCurrentScanCode(); // don't think this is even necessary - CRenderer::ClearForFrame(); - } -#endif + CWorld::AdvanceCurrentScanCode(); + CRenderer::ClearForFrame(); CRenderer::ConstructRenderList(); tbEndTimer("CnstrRenderList"); |