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Diffstat (limited to '')
-rw-r--r-- | src/render/Renderer.cpp | 1165 |
1 files changed, 1165 insertions, 0 deletions
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp new file mode 100644 index 00000000..fd949cee --- /dev/null +++ b/src/render/Renderer.cpp @@ -0,0 +1,1165 @@ +#include "common.h" +#include "patcher.h" +#include "Lights.h" +#include "ModelInfo.h" +#include "Treadable.h" +#include "Ped.h" +#include "Vehicle.h" +#include "Object.h" +#include "PathFind.h" +#include "Collision.h" +#include "VisibilityPlugins.h" +#include "Clock.h" +#include "World.h" +#include "Camera.h" +#include "ModelIndices.h" +#include "Streaming.h" +#include "Renderer.h" + +bool gbShowPedRoadGroups; +bool gbShowCarRoadGroups; +bool gbShowCollisionPolys; + +bool gbDontRenderBuildings; +bool gbDontRenderBigBuildings; +bool gbDontRenderPeds; +bool gbDontRenderObjects; + +struct EntityInfo +{ + CEntity *ent; + float sort; +}; + +CLinkList<EntityInfo> &gSortedVehiclesAndPeds = *(CLinkList<EntityInfo>*)0x629AC0; + +int32 &CRenderer::ms_nNoOfVisibleEntities = *(int32*)0x940730; +CEntity **CRenderer::ms_aVisibleEntityPtrs = (CEntity**)0x6E9920; +int32 &CRenderer::ms_nNoOfInVisibleEntities = *(int32*)0x8F1B78; +CEntity **CRenderer::ms_aInVisibleEntityPtrs = (CEntity**)0x880B50; + +CVector &CRenderer::ms_vecCameraPosition = *(CVector*)0x8E2C3C; +CVehicle *&CRenderer::m_pFirstPersonVehicle = *(CVehicle**)0x885B80; +bool &CRenderer::m_loadingPriority = *(bool*)0x95CD86; + +void +CRenderer::Init(void) +{ + gSortedVehiclesAndPeds.Init(40); + SortBIGBuildings(); +} +void +CRenderer::RenderOneRoad(CEntity *e) +{ + if(gbDontRenderBuildings) + return; + if(gbShowCollisionPolys) + CCollision::DrawColModel_Coloured(e->GetMatrix(), + *CModelInfo::GetModelInfo(e->m_modelIndex)->GetColModel(), + e->m_modelIndex); + else + e->Render(); +} + +void +CRenderer::RenderOneNonRoad(CEntity *e) +{ + CPed *ped; + CVehicle *veh; + int i; + bool resetLights; + +#ifndef MASTER + if(gbShowCollisionPolys){ + if(!e->IsVehicle()){ + CCollision::DrawColModel_Coloured(e->GetMatrix(), + *CModelInfo::GetModelInfo(e->m_modelIndex)->GetColModel(), + e->m_modelIndex); + return; + } + }else if(e->IsBuilding()){ + if(e->bIsBIGBuilding){ + if(gbDontRenderBigBuildings) + return; + }else{ + if(gbDontRenderBuildings) + return; + } + }else +#endif + if(e->IsPed()){ +#ifndef MASTER + if(gbDontRenderPeds) + return; +#endif + ped = (CPed*)e; + if(ped->m_nPedState == PED_PASSENGER) + return; + } +#ifndef MASTER + else if(e->IsObject() || e->IsDummy()){ + if(gbDontRenderObjects) + return; + } +#endif + + resetLights = e->SetupLighting(); + + if(e->IsVehicle()) + CVisibilityPlugins::InitAlphaAtomicList(); + + // Render Peds in vehicle before vehicle itself + if(e->IsVehicle()){ + veh = (CVehicle*)e; + if(veh->pDriver && veh->pDriver->m_nPedState == PED_PASSENGER) + veh->pDriver->Render(); + for(i = 0; i < 8; i++) + if(veh->pPassengers[i] && veh->pPassengers[i]->m_nPedState == PED_PASSENGER) + veh->pPassengers[i]->Render(); + } + e->Render(); + + if(e->IsVehicle()){ + e->bImBeingRendered = true; + CVisibilityPlugins::RenderAlphaAtomics(); + e->bImBeingRendered = false; + } + + e->RemoveLighting(resetLights); +} + +void +CRenderer::RenderFirstPersonVehicle(void) +{ + if(m_pFirstPersonVehicle == nil) + return; + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + RenderOneNonRoad(m_pFirstPersonVehicle); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); +} + +void +CRenderer::RenderRoads(void) +{ + int i; + CTreadable *t; + + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + DeActivateDirectional(); + SetAmbientColours(); + + ThePaths.m_pathNodes[-1].group = 6; + + for(i = 0; i < ms_nNoOfVisibleEntities; i++){ + t = (CTreadable*)ms_aVisibleEntityPtrs[i]; + if(t->IsBuilding() && t->GetIsATreadable()){ +#ifndef MASTER + if(gbShowCarRoadGroups || gbShowPedRoadGroups){ + int ind = 0; + if(gbShowCarRoadGroups) + ind += ThePaths.m_pathNodes[t->m_nodeIndicesCars[0]].group; + if(gbShowPedRoadGroups) + ind += ThePaths.m_pathNodes[t->m_nodeIndicesPeds[0]].group; + SetAmbientColoursToIndicateRoadGroup(ind); + } +#endif + RenderOneRoad(t); +#ifndef MASTER + if(gbShowCarRoadGroups || gbShowPedRoadGroups) + ReSetAmbientAndDirectionalColours(); +#endif + } + } +} + +void +CRenderer::RenderEverythingBarRoads(void) +{ + int i; + CEntity *e; + CVector dist; + EntityInfo ei; + + gSortedVehiclesAndPeds.Clear(); + + for(i = 0; i < ms_nNoOfVisibleEntities; i++){ + e = ms_aVisibleEntityPtrs[i]; + + if(e->IsBuilding() && ((CBuilding*)e)->GetIsATreadable()) + continue; + + if(e->IsVehicle() || + e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){ + if(e->IsVehicle() && ((CVehicle*)e)->m_vehType == VEHICLE_TYPE_BOAT){ + dist = ms_vecCameraPosition - e->GetPosition(); + if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, dist.Magnitude())){ + printf("Ran out of space in alpha entity list"); + RenderOneNonRoad(e); + } + }else{ + ei.ent = e; + dist = ms_vecCameraPosition - e->GetPosition(); + ei.sort = dist.MagnitudeSqr(); + gSortedVehiclesAndPeds.InsertSorted(ei); + } + }else + RenderOneNonRoad(e); + } +} + +void +CRenderer::RenderVehiclesButNotBoats(void) +{ + CLink<EntityInfo> *node; + + for(node = gSortedVehiclesAndPeds.tail.prev; + node != &gSortedVehiclesAndPeds.head; + node = node->prev){ + CVehicle *v = (CVehicle*)node->item.ent; + if(v->IsVehicle() && v->m_vehType == VEHICLE_TYPE_BOAT) // BUG: missing in III + continue; + RenderOneNonRoad(v); + } +} + +void +CRenderer::RenderBoats(void) +{ + CLink<EntityInfo> *node; + + for(node = gSortedVehiclesAndPeds.tail.prev; + node != &gSortedVehiclesAndPeds.head; + node = node->prev){ + CVehicle *v = (CVehicle*)node->item.ent; + if(!v->IsVehicle()) // BUG: missing in III + continue; + if(v->m_vehType == VEHICLE_TYPE_BOAT) + RenderOneNonRoad(v); + } +} + +void +CRenderer::RenderFadingInEntities(void) +{ + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + DeActivateDirectional(); + SetAmbientColours(); + CVisibilityPlugins::RenderFadingEntities(); +} + +enum Visbility +{ + VIS_INVISIBLE, + VIS_VISIBLE, + VIS_OFFSCREEN, + VIS_STREAMME +}; + +#define LOD_DISTANCE 300.0f +#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 +// other != -1 && CModelInfo::GetModelInfo(other)->GetRwObject() == nil + +#define OTHERUNAVAILABLE (other != -1 && CModelInfo::GetModelInfo(other)->GetRwObject() == nil) +#define CANTIMECULL (!OTHERUNAVAILABLE) + +int32 +CRenderer::SetupEntityVisibility(CEntity *ent) +{ + CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->m_modelIndex); + CTimeModelInfo *ti; + int32 other; + float dist; + + bool request = true; + if(mi->m_type == MITYPE_TIME){ + ti = (CTimeModelInfo*)mi; + other = ti->GetOtherTimeModel(); + if(CClock::GetIsTimeInRange(ti->GetTimeOn(), ti->GetTimeOff())){ + // don't fade in, or between time objects + if(CANTIMECULL) + ti->m_alpha = 255; + }else{ + // Hide if possible + if(CANTIMECULL) + 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; + } + }else{ + if(mi->m_type != MITYPE_SIMPLE){ + if(FindPlayerVehicle() == ent && + TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FIRSTPERSON){ + // Player's vehicle in first person mode + if(TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_FORWARD || + ent->GetModelIndex() == MI_RHINO || + ent->GetModelIndex() == MI_COACH || + TheCamera.m_bInATunnelAndABigVehicle){ + ent->m_flagD40 = true; + }else{ + m_pFirstPersonVehicle = (CVehicle*)ent; + ent->m_flagD40 = false; + } + return VIS_OFFSCREEN; + }else{ + // All sorts of Clumps + if(ent->m_rwObject == nil || !ent->bIsVisible) + return VIS_INVISIBLE; + if(!ent->GetIsOnScreen()) + return VIS_OFFSCREEN; + if(ent->bDrawLast){ + dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude(); + CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); + ent->bDistanceFade = false; + return VIS_INVISIBLE; + }else + return VIS_VISIBLE; + } + return VIS_INVISIBLE; + } + if(ent->m_type == ENTITY_TYPE_OBJECT && + ((CObject*)ent)->ObjectCreatedBy == TEMP_OBJECT){ + if(ent->m_rwObject == nil || !ent->bIsVisible) + return VIS_INVISIBLE; + return ent->GetIsOnScreen() ? VIS_VISIBLE : VIS_OFFSCREEN; + } + } + + // Simple ModelInfo + + dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude(); + + // This can only happen with multi-atomic models (e.g. railtracks) + // but why do we bump up the distance? can only be fading... + if(LOD_DISTANCE + STREAM_DISTANCE < dist && dist < mi->GetLargestLodDistance()) + dist = mi->GetLargestLodDistance(); + + if(ent->m_type == ENTITY_TYPE_OBJECT && ent->bRenderDamaged) + mi->m_isDamaged = true; + + RpAtomic *a = mi->GetAtomicFromDistance(dist); + if(a){ + mi->m_isDamaged = 0; + if(ent->m_rwObject == nil) + ent->CreateRwObject(); + assert(ent->m_rwObject); + RpAtomic *rwobj = (RpAtomic*)ent->m_rwObject; + // Make sure our atomic uses the right geometry and not + // that of an atomic for another draw distance. + if(RpAtomicGetGeometry(a) != RpAtomicGetGeometry(rwobj)) + RpAtomicSetGeometry(rwobj, RpAtomicGetGeometry(a), 0); + mi->IncreaseAlpha(); + if(ent->m_rwObject == nil || !ent->bIsVisible) + return VIS_INVISIBLE; + + if(!ent->GetIsOnScreen()){ + mi->m_alpha = 255; + return VIS_OFFSCREEN; + } + + if(mi->m_alpha != 255){ + CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); + ent->bDistanceFade = true; + return VIS_INVISIBLE; + } + + if(mi->m_drawLast || ent->bDrawLast){ + CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); + ent->bDistanceFade = false; + return VIS_INVISIBLE; + } + return VIS_VISIBLE; + } + + // Object is not loaded, figure out what to do + + if(mi->m_noFade){ + mi->m_isDamaged = false; + // request model + if(dist - STREAM_DISTANCE < mi->GetLargestLodDistance() && request) + return VIS_STREAMME; + return VIS_INVISIBLE; + } + + // We might be fading + + a = mi->GetAtomicFromDistance(dist - FADE_DISTANCE); + mi->m_isDamaged = false; + if(a == nil){ + // request model + if(dist - FADE_DISTANCE - STREAM_DISTANCE < mi->GetLargestLodDistance() && request) + return VIS_STREAMME; + return VIS_INVISIBLE; + } + + if(ent->m_rwObject == nil) + ent->CreateRwObject(); + assert(ent->m_rwObject); + RpAtomic *rwobj = (RpAtomic*)ent->m_rwObject; + if(RpAtomicGetGeometry(a) != RpAtomicGetGeometry(rwobj)) + RpAtomicSetGeometry(rwobj, RpAtomicGetGeometry(a), 0); + mi->IncreaseAlpha(); + if(ent->m_rwObject == nil || !ent->bIsVisible) + return VIS_INVISIBLE; + + if(!ent->GetIsOnScreen()){ + mi->m_alpha = 255; + return VIS_OFFSCREEN; + }else{ + CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); + ent->bDistanceFade = true; + return VIS_OFFSCREEN; // Why this? + } +} + +int32 +CRenderer::SetupBigBuildingVisibility(CEntity *ent) +{ + CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->m_modelIndex); + CTimeModelInfo *ti; + int32 other; + + if(mi->m_type == MITYPE_TIME){ + ti = (CTimeModelInfo*)mi; + other = ti->GetOtherTimeModel(); + // Hide objects not in time range if possible + if(CANTIMECULL) + if(!CClock::GetIsTimeInRange(ti->GetTimeOn(), ti->GetTimeOff())) + return 0; + // Draw like normal + }else if(mi->m_type == MITYPE_VEHICLE) + return ent->IsVisible(); + + float dist = (ms_vecCameraPosition-ent->GetPosition()).Magnitude(); + CSimpleModelInfo *nonLOD = mi->GetRelatedModel(); + + // 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 + STREAM_DISTANCE){ + // No non-LOD or non-LOD is completely visible. + if(nonLOD == nil || + nonLOD->GetRwObject() && nonLOD->m_alpha == 255) + return 0; + + // But if it is a time object, we'd rather draw the wrong + // non-LOD than the right LOD. + if(nonLOD->m_type == MITYPE_TIME){ + ti = (CTimeModelInfo*)nonLOD; + other = ti->GetOtherTimeModel(); + if(other != -1 && CModelInfo::GetModelInfo(other)->GetRwObject()) + return 0; + } + } + + RpAtomic *a = mi->GetAtomicFromDistance(dist); + if(a){ + if(ent->m_rwObject == nil) + ent->CreateRwObject(); + assert(ent->m_rwObject); + RpAtomic *rwobj = (RpAtomic*)ent->m_rwObject; + + // Make sure our atomic uses the right geometry and not + // that of an atomic for another draw distance. + if(RpAtomicGetGeometry(a) != RpAtomicGetGeometry(rwobj)) + RpAtomicSetGeometry(rwobj, RpAtomicGetGeometry(a), 0); + if(!ent->IsVisibleComplex()) + return 0; + if(mi->m_drawLast){ + CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); + ent->bDistanceFade = 0; + return 0; + } + return 1; + } + + if(mi->m_noFade){ + ent->DeleteRwObject(); + return 0; + } + + + // get faded atomic + a = mi->GetAtomicFromDistance(dist - FADE_DISTANCE); + if(a == nil){ + ent->DeleteRwObject(); + return 0; + } + + // Fade... + if(ent->m_rwObject == nil) + ent->CreateRwObject(); + assert(ent->m_rwObject); + RpAtomic *rwobj = (RpAtomic*)ent->m_rwObject; + if(RpAtomicGetGeometry(a) != RpAtomicGetGeometry(rwobj)) + RpAtomicSetGeometry(rwobj, RpAtomicGetGeometry(a), 0); + if(ent->IsVisibleComplex()) + CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); + return 0; +} + +void +CRenderer::ConstructRenderList(void) +{ + ms_nNoOfVisibleEntities = 0; + ms_nNoOfInVisibleEntities = 0; + ms_vecCameraPosition = TheCamera.GetPosition(); + // TODO: blocked ranges, but unused + ScanWorld(); +} + +void +LimitFrustumVector(CVector &vec1, const CVector &vec2, float l) +{ + float f; + f = (l - vec2.z) / (vec1.z - vec2.z); + vec1.x = f*(vec1.x - vec2.x) + vec2.x; + vec1.y = f*(vec1.y - vec2.y) + vec2.y; + vec1.z = f*(vec1.z - vec2.z) + vec2.z; +} + +enum Corners +{ + CORNER_CAM = 0, + CORNER_FAR_TOPLEFT, + CORNER_FAR_TOPRIGHT, + CORNER_FAR_BOTRIGHT, + CORNER_FAR_BOTLEFT, + CORNER_LOD_LEFT, + CORNER_LOD_RIGHT, + CORNER_PRIO_LEFT, + CORNER_PRIO_RIGHT, +}; + +void +CRenderer::ScanWorld(void) +{ + float f = RwCameraGetFarClipPlane(TheCamera.m_pRwCamera); + RwV2d vw = *RwCameraGetViewWindow(TheCamera.m_pRwCamera); + CVector vectors[9]; + RwMatrix *cammatrix; + RwV2d poly[3]; + + memset(vectors, 0, sizeof(vectors)); + vectors[CORNER_FAR_TOPLEFT].x = -vw.x * f; + vectors[CORNER_FAR_TOPLEFT].y = vw.y * f; + vectors[CORNER_FAR_TOPLEFT].z = f; + vectors[CORNER_FAR_TOPRIGHT].x = vw.x * f; + vectors[CORNER_FAR_TOPRIGHT].y = vw.y * f; + vectors[CORNER_FAR_TOPRIGHT].z = f; + vectors[CORNER_FAR_BOTRIGHT].x = vw.x * f; + vectors[CORNER_FAR_BOTRIGHT].y = -vw.y * f; + vectors[CORNER_FAR_BOTRIGHT].z = f; + vectors[CORNER_FAR_BOTLEFT].x = -vw.x * f; + vectors[CORNER_FAR_BOTLEFT].y = -vw.y * f; + vectors[CORNER_FAR_BOTLEFT].z = f; + + cammatrix = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)); + + m_pFirstPersonVehicle = nil; + CVisibilityPlugins::InitAlphaEntityList(); + CWorld::AdvanceCurrentScanCode(); + + if(cammatrix->at.z > 0.0f){ + // looking up, bottom corners are further away + vectors[CORNER_LOD_LEFT] = vectors[CORNER_FAR_BOTLEFT] * LOD_DISTANCE/f; + vectors[CORNER_LOD_RIGHT] = vectors[CORNER_FAR_BOTRIGHT] * LOD_DISTANCE/f; + }else{ + // looking down, top corners are further away + vectors[CORNER_LOD_LEFT] = vectors[CORNER_FAR_TOPLEFT] * LOD_DISTANCE/f; + vectors[CORNER_LOD_RIGHT] = vectors[CORNER_FAR_TOPRIGHT] * LOD_DISTANCE/f; + } + vectors[CORNER_PRIO_LEFT].x = vectors[CORNER_LOD_LEFT].x * 0.2f; + vectors[CORNER_PRIO_LEFT].y = vectors[CORNER_LOD_LEFT].y * 0.2f; + vectors[CORNER_PRIO_LEFT].z = vectors[CORNER_LOD_LEFT].z; + vectors[CORNER_PRIO_RIGHT].x = vectors[CORNER_LOD_RIGHT].x * 0.2f; + vectors[CORNER_PRIO_RIGHT].y = vectors[CORNER_LOD_RIGHT].y * 0.2f; + vectors[CORNER_PRIO_RIGHT].z = vectors[CORNER_LOD_RIGHT].z; + RwV3dTransformPoints((RwV3d*)vectors, (RwV3d*)vectors, 9, cammatrix); + + m_loadingPriority = false; + if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1 || + TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWNPED){ + CRect rect; + int x1, x2, y1, y2; + LimitFrustumVector(vectors[CORNER_FAR_TOPLEFT], vectors[CORNER_CAM], -100.0f); + rect.ContainPoint(vectors[CORNER_FAR_TOPLEFT]); + LimitFrustumVector(vectors[CORNER_FAR_TOPRIGHT], vectors[CORNER_CAM], -100.0f); + rect.ContainPoint(vectors[CORNER_FAR_TOPRIGHT]); + LimitFrustumVector(vectors[CORNER_FAR_BOTRIGHT], vectors[CORNER_CAM], -100.0f); + rect.ContainPoint(vectors[CORNER_FAR_BOTRIGHT]); + LimitFrustumVector(vectors[CORNER_FAR_BOTLEFT], vectors[CORNER_CAM], -100.0f); + rect.ContainPoint(vectors[CORNER_FAR_BOTLEFT]); + x1 = CWorld::GetSectorIndexX(rect.left); + if(x1 < 0) x1 = 0; + x2 = CWorld::GetSectorIndexX(rect.right); + if(x2 >= NUMSECTORS_X-1) x2 = NUMSECTORS_X-1; + y1 = CWorld::GetSectorIndexY(rect.bottom); + if(y1 < 0) y1 = 0; + y2 = CWorld::GetSectorIndexY(rect.top); + if(y2 >= NUMSECTORS_Y-1) y2 = NUMSECTORS_Y-1; + for(; x1 <= x2; x1++) + for(int y = y1; y <= y2; y++) + ScanSectorList(CWorld::GetSector(x1, y)->m_lists); + }else{ + CVehicle *train = FindPlayerTrain(); + if(train && train->GetPosition().z < 0.0f){ + poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x); + poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y); + poly[1].x = CWorld::GetSectorX(vectors[CORNER_LOD_LEFT].x); + poly[1].y = CWorld::GetSectorY(vectors[CORNER_LOD_LEFT].y); + poly[2].x = CWorld::GetSectorX(vectors[CORNER_LOD_RIGHT].x); + poly[2].y = CWorld::GetSectorY(vectors[CORNER_LOD_RIGHT].y); + ScanSectorPoly(poly, 3, ScanSectorList_Subway); + }else{ + if(f <= LOD_DISTANCE){ + poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x); + poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y); + poly[1].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPLEFT].x); + poly[1].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPLEFT].y); + poly[2].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPRIGHT].x); + poly[2].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPRIGHT].y); + }else{ + // priority + poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x); + poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y); + poly[1].x = CWorld::GetSectorX(vectors[CORNER_PRIO_LEFT].x); + poly[1].y = CWorld::GetSectorY(vectors[CORNER_PRIO_LEFT].y); + poly[2].x = CWorld::GetSectorX(vectors[CORNER_PRIO_RIGHT].x); + poly[2].y = CWorld::GetSectorY(vectors[CORNER_PRIO_RIGHT].y); + ScanSectorPoly(poly, 3, ScanSectorList_Priority); + + // below LOD + poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x); + poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y); + poly[1].x = CWorld::GetSectorX(vectors[CORNER_LOD_LEFT].x); + poly[1].y = CWorld::GetSectorY(vectors[CORNER_LOD_LEFT].y); + poly[2].x = CWorld::GetSectorX(vectors[CORNER_LOD_RIGHT].x); + poly[2].y = CWorld::GetSectorY(vectors[CORNER_LOD_RIGHT].y); + } + ScanSectorPoly(poly, 3, ScanSectorList); + + ScanBigBuildingList(CWorld::GetBigBuildingList(CCollision::ms_collisionInMemory)); + ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_NONE)); + } + } +} + +void +CRenderer::RequestObjectsInFrustum(void) +{ + float f = RwCameraGetFarClipPlane(TheCamera.m_pRwCamera); + RwV2d vw = *RwCameraGetViewWindow(TheCamera.m_pRwCamera); + CVector vectors[9]; + RwMatrix *cammatrix; + RwV2d poly[3]; + + memset(vectors, 0, sizeof(vectors)); + vectors[CORNER_FAR_TOPLEFT].x = -vw.x * f; + vectors[CORNER_FAR_TOPLEFT].y = vw.y * f; + vectors[CORNER_FAR_TOPLEFT].z = f; + vectors[CORNER_FAR_TOPRIGHT].x = vw.x * f; + vectors[CORNER_FAR_TOPRIGHT].y = vw.y * f; + vectors[CORNER_FAR_TOPRIGHT].z = f; + vectors[CORNER_FAR_BOTRIGHT].x = vw.x * f; + vectors[CORNER_FAR_BOTRIGHT].y = -vw.y * f; + vectors[CORNER_FAR_BOTRIGHT].z = f; + vectors[CORNER_FAR_BOTLEFT].x = -vw.x * f; + vectors[CORNER_FAR_BOTLEFT].y = -vw.y * f; + vectors[CORNER_FAR_BOTLEFT].z = f; + + cammatrix = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)); + + CWorld::AdvanceCurrentScanCode(); + + if(cammatrix->at.z > 0.0f){ + // looking up, bottom corners are further away + vectors[CORNER_LOD_LEFT] = vectors[CORNER_FAR_BOTLEFT] * LOD_DISTANCE/f; + vectors[CORNER_LOD_RIGHT] = vectors[CORNER_FAR_BOTRIGHT] * LOD_DISTANCE/f; + }else{ + // looking down, top corners are further away + vectors[CORNER_LOD_LEFT] = vectors[CORNER_FAR_TOPLEFT] * LOD_DISTANCE/f; + vectors[CORNER_LOD_RIGHT] = vectors[CORNER_FAR_TOPRIGHT] * LOD_DISTANCE/f; + } + vectors[CORNER_PRIO_LEFT].x = vectors[CORNER_LOD_LEFT].x * 0.2f; + vectors[CORNER_PRIO_LEFT].y = vectors[CORNER_LOD_LEFT].y * 0.2f; + vectors[CORNER_PRIO_LEFT].z = vectors[CORNER_LOD_LEFT].z; + vectors[CORNER_PRIO_RIGHT].x = vectors[CORNER_LOD_RIGHT].x * 0.2f; + vectors[CORNER_PRIO_RIGHT].y = vectors[CORNER_LOD_RIGHT].y * 0.2f; + vectors[CORNER_PRIO_RIGHT].z = vectors[CORNER_LOD_RIGHT].z; + RwV3dTransformPoints((RwV3d*)vectors, (RwV3d*)vectors, 9, cammatrix); + + if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1 || + TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWNPED){ + CRect rect; + int x1, x2, y1, y2; + LimitFrustumVector(vectors[CORNER_FAR_TOPLEFT], vectors[CORNER_CAM], -100.0f); + rect.ContainPoint(vectors[CORNER_FAR_TOPLEFT]); + LimitFrustumVector(vectors[CORNER_FAR_TOPRIGHT], vectors[CORNER_CAM], -100.0f); + rect.ContainPoint(vectors[CORNER_FAR_TOPRIGHT]); + LimitFrustumVector(vectors[CORNER_FAR_BOTRIGHT], vectors[CORNER_CAM], -100.0f); + rect.ContainPoint(vectors[CORNER_FAR_BOTRIGHT]); + LimitFrustumVector(vectors[CORNER_FAR_BOTLEFT], vectors[CORNER_CAM], -100.0f); + rect.ContainPoint(vectors[CORNER_FAR_BOTLEFT]); + x1 = CWorld::GetSectorIndexX(rect.left); + if(x1 < 0) x1 = 0; + x2 = CWorld::GetSectorIndexX(rect.right); + if(x2 >= NUMSECTORS_X-1) x2 = NUMSECTORS_X-1; + y1 = CWorld::GetSectorIndexY(rect.bottom); + if(y1 < 0) y1 = 0; + y2 = CWorld::GetSectorIndexY(rect.top); + if(y2 >= NUMSECTORS_Y-1) y2 = NUMSECTORS_Y-1; + for(; x1 <= x2; x1++) + for(int y = y1; y <= y2; y++) + ScanSectorList_RequestModels(CWorld::GetSector(x1, y)->m_lists); + }else{ + poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x); + poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y); + poly[1].x = CWorld::GetSectorX(vectors[CORNER_LOD_LEFT].x); + poly[1].y = CWorld::GetSectorY(vectors[CORNER_LOD_LEFT].y); + poly[2].x = CWorld::GetSectorX(vectors[CORNER_LOD_RIGHT].x); + poly[2].y = CWorld::GetSectorY(vectors[CORNER_LOD_RIGHT].y); + ScanSectorPoly(poly, 3, ScanSectorList_RequestModels); + } +} + +float +CalcNewDelta(RwV2d *a, RwV2d *b) +{ + return (b->x - a->x) / (b->y - a->y); +} + +void +CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrList *)) +{ + float miny, maxy; + int y, yend; + int x, xstart, xend; + int i; + int a1, a2, b1, b2; + float deltaA, deltaB; + float xA, xB; + + miny = poly[0].y; + maxy = poly[0].y; + a2 = 0; + xstart = 9999; + xend = -9999; + + for(i = 1; i < numVertices; i++){ + if(poly[i].y > maxy) + maxy = poly[i].y; + if(poly[i].y < miny){ + miny = poly[i].y; + a2 = i; + } + } + y = miny; + yend = maxy; + + // Go left in poly to find first edge b + b2 = a2; + for(i = 0; i < numVertices; i++){ + b1 = b2--; + if(b2 < 0) b2 = numVertices-1; + if(poly[b1].x < xstart) + xstart = poly[b1].x; + if((int)poly[b1].y != (int)poly[b2].y) + break; + } + // Go right to find first edge a + for(i = 0; i < numVertices; i++){ + a1 = a2++; + if(a2 == numVertices) a2 = 0; + if(poly[a1].x > xend) + xend = poly[a1].x; + if((int)poly[a1].y != (int)poly[a2].y) + break; + } + + // prestep x1 and x2 to next integer y + deltaA = CalcNewDelta(&poly[a1], &poly[a2]); + xA = deltaA * (ceilf(poly[a1].y) - poly[a1].y) + poly[a1].x; + deltaB = CalcNewDelta(&poly[b1], &poly[b2]); + xB = deltaB * (ceilf(poly[b1].y) - poly[b1].y) + poly[b1].x; + + if(y != yend){ + if(deltaB < 0.0f && (int)xB < xstart) + xstart = xB; + if(deltaA >= 0.0f && (int)xA > xend) + xend = xA; + } + + while(y <= yend && y < NUMSECTORS_Y){ + // scan one x-line + if(y >= 0 && xstart < NUMSECTORS_X) + for(x = xstart; x <= xend; x++) + if(x >= 0 && x != NUMSECTORS_X) + scanfunc(CWorld::GetSector(x, y)->m_lists); + + // advance one scan line + y++; + xA += deltaA; + xB += deltaB; + + // update left side + if(y == (int)poly[b2].y){ + // reached end of edge + if(y == yend){ + if(deltaB < 0.0f){ + do{ + xstart = poly[b2--].x; + if(b2 < 0) b2 = numVertices-1; + }while(xstart > (int)poly[b2].x); + }else + xstart = xB - deltaB; + }else{ + // switch edges + if(deltaB < 0.0f) + xstart = poly[b2].x; + else + xstart = xB - deltaB; + do{ + b1 = b2--; + if(b2 < 0) b2 = numVertices-1; + if((int)poly[b1].x < xstart) + xstart = poly[b1].x; + }while(y == (int)poly[b2].y); + deltaB = CalcNewDelta(&poly[b1], &poly[b2]); + xB = deltaB * (ceilf(poly[b1].y) - poly[b1].y) + poly[b1].x; + if(deltaB < 0.0f && (int)xB < xstart) + xstart = xB; + } + }else{ + if(deltaB < 0.0f) + xstart = xB; + else + xstart = xB - deltaB; + } + + // update right side + if(y == (int)poly[a2].y){ + // reached end of edge + if(y == yend){ + if(deltaA < 0.0f) + xend = xA - deltaA; + else{ + do{ + xend = poly[a2++].x; + if(a2 == numVertices) a2 = 0; + }while(xend < (int)poly[a2].x); + } + }else{ + // switch edges + if(deltaA < 0.0f) + xend = xA - deltaA; + else + xend = poly[a2].x; + do{ + a1 = a2++; + if(a2 == numVertices) a2 = 0; + if((int)poly[a1].x > xend) + xend = poly[a1].x; + }while(y == (int)poly[a2].y); + deltaA = CalcNewDelta(&poly[a1], &poly[a2]); + xA = deltaA * (ceilf(poly[a1].y) - poly[a1].y) + poly[a1].x; + if(deltaA >= 0.0f && (int)xA > xend) + xend = xA; + } + }else{ + if(deltaA < 0.0f) + xend = xA - deltaA; + else + xend = xA; + } + } +} + +void +CRenderer::ScanBigBuildingList(CPtrList &list) +{ + CPtrNode *node; + CEntity *ent; + + for(node = list.first; node; node = node->next){ + ent = (CEntity*)node->item; + if(!ent->m_bZoneCulled && SetupBigBuildingVisibility(ent) == 1) + ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; + } +} + +void +CRenderer::ScanSectorList(CPtrList *lists) +{ + CPtrNode *node; + CPtrList *list; + CEntity *ent; + int i; + float dx, dy; + + for(i = 0; i < NUMSECTORENTITYLISTS; i++){ + list = &lists[i]; + for(node = list->first; node; node = node->next){ + ent = (CEntity*)node->item; + if(ent->m_scanCode == CWorld::GetCurrentScanCode()) + continue; // already seen + ent->m_scanCode = CWorld::GetCurrentScanCode(); + + if(IsEntityCullZoneVisible(ent)) + switch(SetupEntityVisibility(ent)){ + case VIS_VISIBLE: + ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; + break; + case VIS_INVISIBLE: + if(!IsGlass(ent->GetModelIndex())) + break; + // fall through + case VIS_OFFSCREEN: + dx = ms_vecCameraPosition.x - ent->GetPosition().x; + dy = ms_vecCameraPosition.y - ent->GetPosition().y; + if(dx > -65.0f && dx < 65.0f && + dy > -65.0f && dy < 65.0f && + ms_nNoOfInVisibleEntities < 150) + ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent; + break; + case VIS_STREAMME: + if(!CStreaming::ms_disableStreaming) + if(!m_loadingPriority || CStreaming::ms_numModelsRequested < 10) + 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); + } + } + } +} + +void +CRenderer::ScanSectorList_Priority(CPtrList *lists) +{ + CPtrNode *node; + CPtrList *list; + CEntity *ent; + int i; + float dx, dy; + + for(i = 0; i < NUMSECTORENTITYLISTS; i++){ + list = &lists[i]; + for(node = list->first; node; node = node->next){ + ent = (CEntity*)node->item; + if(ent->m_scanCode == CWorld::GetCurrentScanCode()) + continue; // already seen + ent->m_scanCode = CWorld::GetCurrentScanCode(); + + if(IsEntityCullZoneVisible(ent)) + switch(SetupEntityVisibility(ent)){ + case VIS_VISIBLE: + ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; + break; + case VIS_INVISIBLE: + if(!IsGlass(ent->GetModelIndex())) + break; + // fall through + case VIS_OFFSCREEN: + dx = ms_vecCameraPosition.x - ent->GetPosition().x; + dy = ms_vecCameraPosition.y - ent->GetPosition().y; + if(dx > -65.0f && dx < 65.0f && + dy > -65.0f && dy < 65.0f && + ms_nNoOfInVisibleEntities < 150) + ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent; + break; + case VIS_STREAMME: + if(!CStreaming::ms_disableStreaming){ + CStreaming::RequestModel(ent->GetModelIndex(), 0); + if(CStreaming::ms_aInfoForModel[ent->GetModelIndex()].m_loadState != STREAM_LOADED) + m_loadingPriority = true; + } + break; + } + else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){ + if(!CStreaming::ms_disableStreaming) + if(SetupEntityVisibility(ent) == VIS_STREAMME) + CStreaming::RequestModel(ent->GetModelIndex(), 0); + } + } + } +} + +void +CRenderer::ScanSectorList_Subway(CPtrList *lists) +{ + CPtrNode *node; + CPtrList *list; + CEntity *ent; + int i; + float dx, dy; + + for(i = 0; i < NUMSECTORENTITYLISTS; i++){ + list = &lists[i]; + for(node = list->first; node; node = node->next){ + ent = (CEntity*)node->item; + if(ent->m_scanCode == CWorld::GetCurrentScanCode()) + continue; // already seen + ent->m_scanCode = CWorld::GetCurrentScanCode(); + switch(SetupEntityVisibility(ent)){ + case VIS_VISIBLE: + ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; + break; + case VIS_OFFSCREEN: + dx = ms_vecCameraPosition.x - ent->GetPosition().x; + dy = ms_vecCameraPosition.y - ent->GetPosition().y; + if(dx > -65.0f && dx < 65.0f && + dy > -65.0f && dy < 65.0f && + ms_nNoOfInVisibleEntities < 150) + ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent; + break; + } + } + } +} + +void +CRenderer::ScanSectorList_RequestModels(CPtrList *lists) +{ + CPtrNode *node; + CPtrList *list; + CEntity *ent; + int i; + + for(i = 0; i < NUMSECTORENTITYLISTS; i++){ + list = &lists[i]; + for(node = list->first; node; node = node->next){ + ent = (CEntity*)node->item; + if(ent->m_scanCode == CWorld::GetCurrentScanCode()) + continue; // already seen + ent->m_scanCode = CWorld::GetCurrentScanCode(); + if(IsEntityCullZoneVisible(ent) && ShouldModelBeStreamed(ent)) + CStreaming::RequestModel(ent->GetModelIndex(), 0); + } + } +} + +// Put big buildings in front +// This seems pointless because the sector lists shouldn't have big buildings in the first place +void +CRenderer::SortBIGBuildings(void) +{ + int x, y; + for(y = 0; y < NUMSECTORS_Y; y++) + for(x = 0; x < NUMSECTORS_X; x++){ + SortBIGBuildingsForSectorList(&CWorld::GetSector(x, y)->m_lists[ENTITYLIST_BUILDINGS]); + SortBIGBuildingsForSectorList(&CWorld::GetSector(x, y)->m_lists[ENTITYLIST_BUILDINGS_OVERLAP]); + } +} + +void +CRenderer::SortBIGBuildingsForSectorList(CPtrList *list) +{ + CPtrNode *node; + CEntity *ent; + + for(node = list->first; node; node = node->next){ + ent = (CEntity*)node->item; + if(ent->bIsBIGBuilding){ + list->RemoveNode(node); + list->InsertNode(node); + } + } +} + +bool +CRenderer::ShouldModelBeStreamed(CEntity *ent) +{ + CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->m_modelIndex); + float dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude(); + if(mi->m_noFade) + return dist - STREAM_DISTANCE < mi->GetLargestLodDistance(); + else + return dist - FADE_DISTANCE - STREAM_DISTANCE < mi->GetLargestLodDistance(); +} + +bool +CRenderer::IsEntityCullZoneVisible(CEntity *ent) +{ + CPed *ped; + CObject *obj; + + if(ent->m_bZoneCulled) + return false; + + switch(ent->m_type){ + case ENTITY_TYPE_VEHICLE: + return IsVehicleCullZoneVisible(ent); + case ENTITY_TYPE_PED: + ped = (CPed*)ent; + if(ped->bInVehicle) + return ped->m_pMyVehicle && IsVehicleCullZoneVisible(ped->m_pMyVehicle); + return !(ped->m_pCurSurface && ped->m_pCurSurface->m_bZoneCulled2); + case ENTITY_TYPE_OBJECT: + obj = (CObject*)ent; + if(!obj->bIsStatic) + return true; + return !(obj->m_pCurSurface && obj->m_pCurSurface->m_bZoneCulled2); + } + return true; +} + +bool +CRenderer::IsVehicleCullZoneVisible(CEntity *ent) +{ + CVehicle *v = (CVehicle*)ent; + switch(v->m_status) + case STATUS_SIMPLE: + case STATUS_PHYSICS: + case STATUS_ABANDONED: + case STATUS_WRECKED: + return !(v->m_pCurSurface && v->m_pCurSurface->m_bZoneCulled2); + return true; +} + +STARTPATCHES + InjectHook(0x4A7680, CRenderer::Init, PATCH_JUMP); + + InjectHook(0x4A7B90, CRenderer::RenderOneRoad, PATCH_JUMP); + InjectHook(0x4A7BA0, CRenderer::RenderOneNonRoad, PATCH_JUMP); + InjectHook(0x4A7B20, CRenderer::RenderFirstPersonVehicle, PATCH_JUMP); + InjectHook(0x4A78B0, CRenderer::RenderRoads, PATCH_JUMP); + InjectHook(0x4A7930, CRenderer::RenderEverythingBarRoads, PATCH_JUMP); + InjectHook(0x4A7AA0, CRenderer::RenderVehiclesButNotBoats, PATCH_JUMP); + InjectHook(0x4A7AE0, CRenderer::RenderBoats, PATCH_JUMP); + InjectHook(0x4A7910, CRenderer::RenderFadingInEntities, PATCH_JUMP); + + InjectHook(0x4A9350, CRenderer::SetupEntityVisibility, PATCH_JUMP); + InjectHook(0x4A9920, CRenderer::SetupBigBuildingVisibility, PATCH_JUMP); + + InjectHook(0x4A76B0, CRenderer::ConstructRenderList, PATCH_JUMP); + InjectHook(0x4A8970, CRenderer::ScanWorld, PATCH_JUMP); + InjectHook(0x4AA240, CRenderer::RequestObjectsInFrustum, PATCH_JUMP); + InjectHook(0x4A7F30, CRenderer::ScanSectorPoly, PATCH_JUMP); + InjectHook(0x4A9300, CRenderer::ScanBigBuildingList, PATCH_JUMP); + InjectHook(0x4A9BB0, CRenderer::ScanSectorList, PATCH_JUMP); + InjectHook(0x4A9E30, CRenderer::ScanSectorList_Priority, PATCH_JUMP); + InjectHook(0x4AA0A0, CRenderer::ScanSectorList_Subway, PATCH_JUMP); + InjectHook(0x4AA1D0, CRenderer::ScanSectorList_RequestModels, PATCH_JUMP); + + InjectHook(0x4AA940, CRenderer::SortBIGBuildings, PATCH_JUMP); + InjectHook(0x4AA990, CRenderer::SortBIGBuildingsForSectorList, PATCH_JUMP); + + InjectHook(0x4A9840, CRenderer::ShouldModelBeStreamed, PATCH_JUMP); + InjectHook(0x4AAA00, CRenderer::IsEntityCullZoneVisible, PATCH_JUMP); + InjectHook(0x4AAAA0, CRenderer::IsVehicleCullZoneVisible, PATCH_JUMP); +ENDPATCHES |