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-rw-r--r--src/renderer/Renderer.cpp764
1 files changed, 305 insertions, 459 deletions
diff --git a/src/renderer/Renderer.cpp b/src/renderer/Renderer.cpp
index 334f3954..96e3a329 100644
--- a/src/renderer/Renderer.cpp
+++ b/src/renderer/Renderer.cpp
@@ -9,6 +9,7 @@
#include "Vehicle.h"
#include "Boat.h"
#include "Heli.h"
+#include "Bike.h"
#include "Object.h"
#include "PathFind.h"
#include "Collision.h"
@@ -20,17 +21,17 @@
#include "Streaming.h"
#include "Shadows.h"
#include "PointLights.h"
+#include "Occlusion.h"
#include "Renderer.h"
-#include "Frontend.h"
#include "custompipes.h"
-#include "Debug.h"
+#include "Frontend.h"
bool gbShowPedRoadGroups;
bool gbShowCarRoadGroups;
bool gbShowCollisionPolys;
+bool gbShowCollisionPolysReflections;
+bool gbShowCollisionPolysNoShadows;
bool gbShowCollisionLines;
-bool gbShowCullZoneDebugStuff;
-bool gbDisableZoneCull; // not original
bool gbBigWhiteDebugLightSwitchedOn;
bool gbDontRenderBuildings;
@@ -39,21 +40,6 @@ 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;
@@ -75,8 +61,6 @@ int32 CRenderer::ms_nNoOfVisibleVehicles;
CEntity *CRenderer::ms_aVisibleVehiclePtrs[NUMVISIBLEENTITIES];
int32 CRenderer::ms_nNoOfVisibleBuildings;
CEntity *CRenderer::ms_aVisibleBuildingPtrs[NUMVISIBLEENTITIES];
-
-CLinkList<EntityInfo> gSortedBuildings;
#endif
CVector CRenderer::ms_vecCameraPosition;
@@ -86,26 +70,20 @@ float CRenderer::ms_lodDistScale = 1.2f;
// unused
BlockedRange CRenderer::aBlockedRanges[16];
-BlockedRange *CRenderer::pFullBlockedRanges;
-BlockedRange *CRenderer::pEmptyBlockedRanges;
+BlockedRange* CRenderer::pFullBlockedRanges;
+BlockedRange* CRenderer::pEmptyBlockedRanges;
void
CRenderer::Init(void)
{
gSortedVehiclesAndPeds.Init(40);
SortBIGBuildings();
-#ifdef NEW_RENDERER
- gSortedBuildings.Init(NUMVISIBLEENTITIES);
-#endif
}
void
CRenderer::Shutdown(void)
{
gSortedVehiclesAndPeds.Shutdown();
-#ifdef NEW_RENDERER
- gSortedBuildings.Shutdown();
-#endif
}
void
@@ -122,12 +100,8 @@ CRenderer::PreRender(void)
for(i = 0; i < ms_nNoOfVisibleVehicles; i++)
ms_aVisibleVehiclePtrs[i]->PreRender();
// How is this done with cWorldStream?
- //for(i = 0; i < ms_nNoOfVisibleBuildings; i++)
- // ms_aVisibleBuildingPtrs[i]->PreRender();
- for(CLink<EntityInfo> *node = gSortedBuildings.head.next;
- node != &gSortedBuildings.tail;
- node = node->next)
- ((CEntity*)node->item.ent)->PreRender();
+ for(i = 0; i < ms_nNoOfVisibleBuildings; i++)
+ ms_aVisibleBuildingPtrs[i]->PreRender();
for(node = CVisibilityPlugins::m_alphaBuildingList.head.next;
node != &CVisibilityPlugins::m_alphaBuildingList.tail;
node = node->next)
@@ -154,26 +128,18 @@ CRenderer::PreRender(void)
void
CRenderer::RenderOneRoad(CEntity *e)
{
-#ifndef MASTER
+#ifndef FINAL
if(gbDontRenderBuildings)
return;
- if(gbShowCollisionPolys)
+#endif
+#ifndef MASTER
+ if(gbShowCollisionPolys || gbShowCollisionPolysReflections || gbShowCollisionPolysNoShadows)
CCollision::DrawColModel_Coloured(e->GetMatrix(), *CModelInfo::GetColModel(e->GetModelIndex()), e->GetModelIndex());
else
#endif
{
-#ifdef EXTENDED_PIPELINES
- CustomPipes::AttachGlossPipe(e->GetAtomic());
-#endif
PUSH_RENDERGROUP(CModelInfo::GetModelInfo(e->GetModelIndex())->GetModelName());
-#ifdef EXTRA_MODEL_FLAGS
- if(!e->IsBuilding() || CModelInfo::GetModelInfo(e->GetModelIndex())->RenderDoubleSided()){
- BACKFACE_CULLING_OFF;
- e->Render();
- BACKFACE_CULLING_ON;
- }else
-#endif
e->Render();
POP_RENDERGROUP();
@@ -189,12 +155,15 @@ CRenderer::RenderOneNonRoad(CEntity *e)
bool resetLights;
#ifndef MASTER
- if(gbShowCollisionPolys){
+ if(gbShowCollisionPolys || gbShowCollisionPolysReflections || gbShowCollisionPolysNoShadows){
if(!e->IsVehicle()){
CCollision::DrawColModel_Coloured(e->GetMatrix(), *CModelInfo::GetColModel(e->GetModelIndex()), e->GetModelIndex());
return;
}
- }else if(e->IsBuilding()){
+ }else
+#endif
+#ifndef FINAL
+ if(e->IsBuilding()){
if(e->bIsBIGBuilding){
if(gbDontRenderBigBuildings)
return;
@@ -205,7 +174,7 @@ CRenderer::RenderOneNonRoad(CEntity *e)
}else
#endif
if(e->IsPed()){
-#ifndef MASTER
+#ifndef FINAL
if(gbDontRenderPeds)
return;
#endif
@@ -213,7 +182,7 @@ CRenderer::RenderOneNonRoad(CEntity *e)
if(ped->m_nPedState == PED_DRIVING)
return;
}
-#ifndef MASTER
+#ifndef FINAL
else if(e->IsObject() || e->IsDummy()){
if(gbDontRenderObjects)
return;
@@ -228,8 +197,11 @@ CRenderer::RenderOneNonRoad(CEntity *e)
resetLights = e->SetupLighting();
- if(e->IsVehicle())
+ if(e->IsVehicle()){
+ // unfortunately can't use GetClump here
+ CVisibilityPlugins::SetupVehicleVariables((RpClump*)e->m_rwObject);
CVisibilityPlugins::InitAlphaAtomicList();
+ }
// Render Peds in vehicle before vehicle itself
if(e->IsVehicle()){
@@ -239,23 +211,15 @@ CRenderer::RenderOneNonRoad(CEntity *e)
for(i = 0; i < 8; i++)
if(veh->pPassengers[i] && veh->pPassengers[i]->m_nPedState == PED_DRIVING)
veh->pPassengers[i]->Render();
- BACKFACE_CULLING_OFF;
+ SetCullMode(rwCULLMODECULLNONE);
}
-#ifdef EXTRA_MODEL_FLAGS
- if(!e->IsBuilding() || CModelInfo::GetModelInfo(e->GetModelIndex())->RenderDoubleSided()){
- BACKFACE_CULLING_OFF;
- e->Render();
- BACKFACE_CULLING_ON;
- }else
-#endif
e->Render();
if(e->IsVehicle()){
- BACKFACE_CULLING_OFF;
e->bImBeingRendered = true;
CVisibilityPlugins::RenderAlphaAtomics();
e->bImBeingRendered = false;
- BACKFACE_CULLING_ON;
+ SetCullMode(rwCULLMODECULLBACK);
}
e->RemoveLighting(resetLights);
@@ -278,53 +242,53 @@ CRenderer::RenderFirstPersonVehicle(void)
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
}
-inline bool IsRoad(CEntity *e) { return e->IsBuilding() && ((CBuilding*)e)->GetIsATreadable(); }
+inline bool IsRoad(CEntity *e) { return e->IsBuilding() && ((CSimpleModelInfo*)CModelInfo::GetModelInfo(e->GetModelIndex()))->m_wetRoadReflection; }
void
CRenderer::RenderRoads(void)
{
int i;
- CTreadable *t;
+ CEntity *e;
PUSH_RENDERGROUP("CRenderer::RenderRoads");
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
- BACKFACE_CULLING_ON;
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ SetCullMode(rwCULLMODECULLBACK);
DeActivateDirectional();
SetAmbientColours();
for(i = 0; i < ms_nNoOfVisibleEntities; i++){
- t = (CTreadable*)ms_aVisibleEntityPtrs[i];
- if(IsRoad(t)){
-#ifndef MASTER
- if(gbShowCarRoadGroups || gbShowPedRoadGroups){
- int ind = 0;
- if(gbShowCarRoadGroups)
- ind += ThePaths.m_pathNodes[t->m_nodeIndices[PATH_CAR][0]].group;
- if(gbShowPedRoadGroups)
- ind += ThePaths.m_pathNodes[t->m_nodeIndices[PATH_PED][0]].group;
- SetAmbientColoursToIndicateRoadGroup(ind);
- }
-#endif
- RenderOneRoad(t);
-#ifndef MASTER
- if(gbShowCarRoadGroups || gbShowPedRoadGroups)
- ReSetAmbientAndDirectionalColours();
-#endif
- }
+ e = ms_aVisibleEntityPtrs[i];
+ if(IsRoad(e))
+ RenderOneRoad(e);
}
POP_RENDERGROUP();
}
+inline bool PutIntoSortedVehicleList(CVehicle *veh)
+{
+ if(veh->IsBoat()){
+ int mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
+ if(mode == CCam::MODE_WHEELCAM ||
+ mode == CCam::MODE_1STPERSON && TheCamera.GetLookDirection() != LOOKING_FORWARD && TheCamera.GetLookDirection() != LOOKING_BEHIND ||
+ CVisibilityPlugins::GetClumpAlpha(veh->GetClump()) != 255)
+ return false;
+ return true;
+ }else
+ return veh->bTouchingWater;
+}
+
void
CRenderer::RenderEverythingBarRoads(void)
{
int i;
CEntity *e;
- CVector dist;
EntityInfo ei;
PUSH_RENDERGROUP("CRenderer::RenderEverythingBarRoads");
- BACKFACE_CULLING_ON;
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ SetCullMode(rwCULLMODECULLBACK);
gSortedVehiclesAndPeds.Clear();
for(i = 0; i < ms_nNoOfVisibleEntities; i++){
@@ -340,14 +304,12 @@ CRenderer::RenderEverythingBarRoads(void)
if(e->IsVehicle() ||
e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){
- if(e->IsVehicle() && ((CVehicle*)e)->IsBoat()){
+ if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){
ei.ent = e;
- dist = ms_vecCameraPosition - e->GetPosition();
- ei.sort = dist.MagnitudeSqr();
+ ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
gSortedVehiclesAndPeds.InsertSorted(ei);
}else{
- dist = ms_vecCameraPosition - e->GetPosition();
- if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, dist.Magnitude())){
+ if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, (ms_vecCameraPosition - e->GetPosition()).Magnitude())){
printf("Ran out of space in alpha entity list");
RenderOneNonRoad(e);
}
@@ -359,37 +321,38 @@ CRenderer::RenderEverythingBarRoads(void)
}
void
-CRenderer::RenderVehiclesButNotBoats(void)
-{
- // This function doesn't do anything
- // because only boats are inserted into the list
- CLink<EntityInfo> *node;
-
- for(node = gSortedVehiclesAndPeds.tail.prev;
- node != &gSortedVehiclesAndPeds.head;
- node = node->prev){
- // only boats in this list
- CVehicle *v = (CVehicle*)node->item.ent;
- if(!v->IsBoat())
- RenderOneNonRoad(v);
- }
-}
-
-void
CRenderer::RenderBoats(void)
{
CLink<EntityInfo> *node;
PUSH_RENDERGROUP("CRenderer::RenderBoats");
- BACKFACE_CULLING_ON;
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ SetCullMode(rwCULLMODECULLBACK);
+
+#ifdef NEW_RENDERER
+ int i;
+ CEntity *e;
+ EntityInfo ei;
+ if(gbNewRenderer){
+ gSortedVehiclesAndPeds.Clear();
+ // not the real thing
+ for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
+ e = ms_aVisibleVehiclePtrs[i];
+ if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){
+ ei.ent = e;
+ ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
+ gSortedVehiclesAndPeds.InsertSorted(ei);
+ }
+ }
+ }
+#endif
for(node = gSortedVehiclesAndPeds.tail.prev;
node != &gSortedVehiclesAndPeds.head;
node = node->prev){
- // only boats in this list
CVehicle *v = (CVehicle*)node->item.ent;
- if(v->IsBoat())
- RenderOneNonRoad(v);
+ RenderOneNonRoad(v);
}
POP_RENDERGROUP();
}
@@ -407,8 +370,6 @@ enum {
PASS_BLEND // normal blend
};
-static RwRGBAReal black;
-
static void
SetStencilState(int state)
{
@@ -449,14 +410,6 @@ CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
RpAtomic *atomic = (RpAtomic*)ent->m_rwObject;
CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->GetModelIndex());
-#ifdef EXTRA_MODEL_FLAGS
- bool resetCull = false;
- if(!ent->IsBuilding() || mi->RenderDoubleSided()){
- resetCull = true;
- BACKFACE_CULLING_OFF;
- }
-#endif
-
int pass = PASS_BLEND;
if(mi->m_additive) // very questionable
pass = PASS_ADD;
@@ -486,11 +439,6 @@ CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
}else
WorldRender::AtomicFirstPass(atomic, pass);
-#ifdef EXTRA_MODEL_FLAGS
- if(resetCull)
- BACKFACE_CULLING_ON;
-#endif
-
ent->bImBeingRendered = false; // TODO: this seems wrong, but do we even need it?
}
@@ -502,7 +450,7 @@ CRenderer::RenderWorld(int pass)
CLink<CVisibilityPlugins::AlphaObjectInfo> *node;
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
- BACKFACE_CULLING_ON;
+ SetCullMode(rwCULLMODECULLBACK);
DeActivateDirectional();
SetAmbientColours();
@@ -512,20 +460,11 @@ CRenderer::RenderWorld(int pass)
// Roads
PUSH_RENDERGROUP("CRenderer::RenderWorld - Roads");
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
-/*
for(i = 0; i < ms_nNoOfVisibleBuildings; i++){
e = ms_aVisibleBuildingPtrs[i];
if(e->bIsBIGBuilding || IsRoad(e))
RenderOneBuilding(e);
}
-*/
- for(CLink<EntityInfo> *node = gSortedBuildings.tail.prev;
- node != &gSortedBuildings.head;
- node = node->prev){
- e = node->item.ent;
- if(e->bIsBIGBuilding || IsRoad(e))
- RenderOneBuilding(e);
- }
for(node = CVisibilityPlugins::m_alphaBuildingList.tail.prev;
node != &CVisibilityPlugins::m_alphaBuildingList.head;
node = node->prev){
@@ -533,33 +472,17 @@ CRenderer::RenderWorld(int pass)
if(e->bIsBIGBuilding || IsRoad(e))
RenderOneBuilding(e, node->item.sort);
}
-
- // KLUDGE for road puddles which have to be rendered at road-time
- // only very temporary, there are more rendering issues
- RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
- RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
- WorldRender::RenderBlendPass(PASS_BLEND);
- WorldRender::numBlendInsts[PASS_BLEND] = 0;
POP_RENDERGROUP();
break;
case 1:
// Opaque
PUSH_RENDERGROUP("CRenderer::RenderWorld - Opaque");
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
-/*
for(i = 0; i < ms_nNoOfVisibleBuildings; i++){
e = ms_aVisibleBuildingPtrs[i];
if(!(e->bIsBIGBuilding || IsRoad(e)))
RenderOneBuilding(e);
}
-*/
- for(CLink<EntityInfo> *node = gSortedBuildings.tail.prev;
- node != &gSortedBuildings.head;
- node = node->prev){
- e = node->item.ent;
- if(!(e->bIsBIGBuilding || IsRoad(e)))
- RenderOneBuilding(e);
- }
for(node = CVisibilityPlugins::m_alphaBuildingList.tail.prev;
node != &CVisibilityPlugins::m_alphaBuildingList.head;
node = node->prev){
@@ -618,8 +541,8 @@ CRenderer::RenderVehicles(void)
e = ms_aVisibleVehiclePtrs[i];
if(!e->IsVehicle())
continue;
-// if(PutIntoSortedVehicleList((CVehicle*)e))
-// continue; // boats handled elsewhere
+ if(PutIntoSortedVehicleList((CVehicle*)e))
+ continue; // boats handled elsewhere
ei.ent = e;
ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
gSortedVehiclesAndPeds.InsertSorted(ei);
@@ -633,12 +556,12 @@ CRenderer::RenderVehicles(void)
}
void
-CRenderer::RenderWater(void)
+CRenderer::RenderTransparentWater(void)
{
int i;
CEntity *e;
- PUSH_RENDERGROUP("CRenderer::RenderWater");
+ PUSH_RENDERGROUP("CRenderer::RenderTransparentWater");
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
@@ -659,7 +582,7 @@ CRenderer::RenderWater(void)
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
SetStencilState(1);
- CWaterLevel::RenderWater();
+ CWaterLevel::RenderTransparentWater();
SetStencilState(0);
POP_RENDERGROUP();
@@ -673,7 +596,6 @@ CRenderer::ClearForFrame(void)
ms_nNoOfVisibleBuildings = 0;
ms_nNoOfInVisibleEntities = 0;
gSortedVehiclesAndPeds.Clear();
- gSortedBuildings.Clear();
WorldRender::numBlendInsts[PASS_NOZ] = 0;
WorldRender::numBlendInsts[PASS_ADD] = 0;
@@ -686,7 +608,8 @@ CRenderer::RenderFadingInEntities(void)
{
PUSH_RENDERGROUP("CRenderer::RenderFadingInEntities");
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
- BACKFACE_CULLING_ON;
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ SetCullMode(rwCULLMODECULLBACK);
DeActivateDirectional();
SetAmbientColours();
CVisibilityPlugins::RenderFadingEntities();
@@ -694,6 +617,16 @@ CRenderer::RenderFadingInEntities(void)
}
void
+CRenderer::RenderFadingInUnderwaterEntities(void)
+{
+ PUSH_RENDERGROUP("CRenderer::RenderFadingInUnderwaterEntities");
+ DeActivateDirectional();
+ SetAmbientColours();
+ CVisibilityPlugins::RenderFadingUnderwaterEntities();
+ POP_RENDERGROUP();
+}
+
+void
CRenderer::RenderCollisionLines(void)
{
int i;
@@ -708,14 +641,6 @@ 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,
@@ -741,7 +666,7 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
float dist;
bool request = true;
- if (mi->GetModelType() == MITYPE_TIME) {
+ if(mi->GetModelType() == MITYPE_TIME){
ti = (CTimeModelInfo*)mi;
other = ti->GetOtherTimeModel();
if(CClock::GetIsTimeInRange(ti->GetTimeOn(), ti->GetTimeOff())){
@@ -750,32 +675,44 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
ti->m_alpha = 255;
}else{
// Hide if possible
- if(CANTIMECULL)
+ if(CANTIMECULL){
+ ent->DeleteRwObject();
return VIS_INVISIBLE;
+ }
// can't cull, so we'll try to draw this one, but don't request
// it since what we really want is the other one.
request = false;
}
}else{
- if (mi->GetModelType() != MITYPE_SIMPLE) {
+ if(mi->GetModelType() != MITYPE_SIMPLE && mi->GetModelType() != MITYPE_WEAPON){
if(FindPlayerVehicle() == ent &&
- TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON){
+ TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON &&
+ !(FindPlayerVehicle()->IsBike() && ((CBike*)FindPlayerVehicle())->bWheelieCam)){
// Player's vehicle in first person mode
- if(TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_FORWARD ||
+ CVehicle *veh = (CVehicle*)ent;
+ int model = veh->GetModelIndex();
+ int direction = TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking;
+ if(direction == LOOKING_FORWARD ||
ent->GetModelIndex() == MI_RHINO ||
ent->GetModelIndex() == MI_COACH ||
- TheCamera.m_bInATunnelAndABigVehicle){
+ TheCamera.m_bInATunnelAndABigVehicle ||
+ direction == LOOKING_BEHIND && veh->pHandling->Flags & HANDLING_UNKNOWN){
ent->bNoBrightHeadLights = true;
- }else{
+ return VIS_OFFSCREEN;
+ }
+
+ if(direction != LOOKING_BEHIND ||
+ !veh->IsBoat() || model == MI_REEFER || model == MI_TROPIC || model == MI_PREDATOR || model == MI_SKIMMER){
m_pFirstPersonVehicle = (CVehicle*)ent;
ent->bNoBrightHeadLights = false;
+ return VIS_OFFSCREEN;
}
- return VIS_OFFSCREEN;
}
+
// All sorts of Clumps
if(ent->m_rwObject == nil || !ent->bIsVisible)
return VIS_INVISIBLE;
- if(!ent->GetIsOnScreen())
+ if(!ent->GetIsOnScreen() || ent->IsEntityOccluded())
return VIS_OFFSCREEN;
if(ent->bDrawLast){
dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude();
@@ -785,22 +722,38 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
}
return VIS_VISIBLE;
}
- if(ent->IsObject() &&
- ((CObject*)ent)->ObjectCreatedBy == TEMP_OBJECT){
+ if(ent->bDontStream){
if(ent->m_rwObject == nil || !ent->bIsVisible)
return VIS_INVISIBLE;
- return ent->GetIsOnScreen() ? VIS_VISIBLE : VIS_OFFSCREEN;
+ if(!ent->GetIsOnScreen() || ent->IsEntityOccluded())
+ return VIS_OFFSCREEN;
+ if(ent->bDrawLast){
+ dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude();
+ CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist);
+ ent->bDistanceFade = false;
+ return VIS_INVISIBLE;
+ }
+ return VIS_VISIBLE;
}
}
// Simple ModelInfo
+ if(!IsAreaVisible(ent->m_area))
+ return VIS_INVISIBLE;
+
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();
+#ifndef FIX_BUGS
+ // Whatever this is supposed to do, it breaks fading for objects
+ // whose draw dist is > LOD_DISTANCE-FADE_DISTANCE, i.e. 280
+ // because decreasing dist here makes the object visible above LOD_DISTANCE
+ // before fading normally once below LOD_DISTANCE.
+ // aha! this must be a workaround for the fact that we're not taking
+ // the LOD multiplier into account here anywhere
+ if(LOD_DISTANCE < dist && dist < mi->GetLargestLodDistance() + FADE_DISTANCE)
+ dist += mi->GetLargestLodDistance() - LOD_DISTANCE;
+#endif
if(ent->IsObject() && ent->bRenderDamaged)
mi->m_isDamaged = true;
@@ -820,7 +773,7 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
if(ent->m_rwObject == nil || !ent->bIsVisible)
return VIS_INVISIBLE;
- if(!ent->GetIsOnScreen()){
+ if(!ent->GetIsOnScreen() || ent->IsEntityOccluded()){
mi->m_alpha = 255;
return VIS_OFFSCREEN;
}
@@ -832,9 +785,10 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
}
if(mi->m_drawLast || ent->bDrawLast){
- CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist);
- ent->bDistanceFade = false;
- return VIS_INVISIBLE;
+ if(CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist)){
+ ent->bDistanceFade = false;
+ return VIS_INVISIBLE;
+ }
}
return VIS_VISIBLE;
}
@@ -870,7 +824,7 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
if(ent->m_rwObject == nil || !ent->bIsVisible)
return VIS_INVISIBLE;
- if(!ent->GetIsOnScreen()){
+ if(!ent->GetIsOnScreen() || ent->IsEntityOccluded()){
mi->m_alpha = 255;
return VIS_OFFSCREEN;
}else{
@@ -883,19 +837,32 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
int32
CRenderer::SetupBigBuildingVisibility(CEntity *ent)
{
- CSimpleModelInfo *mi = (CSimpleModelInfo *)CModelInfo::GetModelInfo(ent->GetModelIndex());
+ CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->m_modelIndex);
CTimeModelInfo *ti;
int32 other;
- if (mi->GetModelType() == MITYPE_TIME) {
- ti = (CTimeModelInfo*)mi;
+ if(!IsAreaVisible(ent->m_area))
+ return VIS_INVISIBLE;
+
+ bool request = true;
+ if(mi->GetModelType() == 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()))
+ 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){
+ ent->DeleteRwObject();
return VIS_INVISIBLE;
- // Draw like normal
- } else if (mi->GetModelType() == MITYPE_VEHICLE)
+ }
+ // 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->GetModelType() == MITYPE_VEHICLE)
return ent->IsVisible() ? VIS_VISIBLE : VIS_INVISIBLE;
float dist = (ms_vecCameraPosition-ent->GetPosition()).Magnitude();
@@ -904,7 +871,7 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent)
// Find out whether to draw below near distance.
// This is only the case if there is a non-LOD which is either not
// loaded or not completely faded in yet.
- if(dist < mi->GetNearDistance() && dist < LOD_DISTANCE + STREAM_DISTANCE){
+ if(dist < mi->GetNearDistance() && dist < LOD_DISTANCE){
// No non-LOD or non-LOD is completely visible.
if(nonLOD == nil ||
nonLOD->GetRwObject() && nonLOD->m_alpha == 255)
@@ -912,7 +879,7 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent)
// But if it is a time object, we'd rather draw the wrong
// non-LOD than the right LOD.
- if (nonLOD->GetModelType() == MITYPE_TIME) {
+ if(nonLOD->GetModelType() == MITYPE_TIME){
ti = (CTimeModelInfo*)nonLOD;
other = ti->GetOtherTimeModel();
if(other != -1 && CModelInfo::GetModelInfo(other)->GetRwObject())
@@ -920,7 +887,7 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent)
}
}
- RpAtomic *a = mi->GetAtomicFromDistance(dist);
+ RpAtomic *a = mi->GetFirstAtomicFromDistance(dist);
if(a){
if(ent->m_rwObject == nil)
ent->CreateRwObject();
@@ -931,8 +898,18 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent)
// that of an atomic for another draw distance.
if(RpAtomicGetGeometry(a) != RpAtomicGetGeometry(rwobj))
RpAtomicSetGeometry(rwobj, RpAtomicGetGeometry(a), rpATOMICSAMEBOUNDINGSPHERE); // originally 5 (mistake?)
- if (!ent->IsVisible() || !ent->GetIsOnScreenComplex())
+ mi->IncreaseAlpha();
+ if(!ent->IsVisible() || !ent->GetIsOnScreenComplex() || ent->IsEntityOccluded()){
+ mi->m_alpha = 255;
return VIS_INVISIBLE;
+ }
+
+ if(mi->m_alpha != 255){
+ CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist);
+ ent->bDistanceFade = true;
+ return VIS_INVISIBLE;
+ }
+
if(mi->m_drawLast){
CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist);
ent->bDistanceFade = false;
@@ -948,10 +925,14 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent)
// get faded atomic
- a = mi->GetAtomicFromDistance(dist - FADE_DISTANCE);
+ a = mi->GetFirstAtomicFromDistance(dist - FADE_DISTANCE);
if(a == nil){
- ent->DeleteRwObject();
- return VIS_INVISIBLE;
+ if(ent->bStreamBIGBuilding && dist-STREAM_DISTANCE < mi->GetLodDistance(0) && request){
+ return ent->GetIsOnScreen() ? VIS_STREAMME : VIS_INVISIBLE;
+ }else{
+ ent->DeleteRwObject();
+ return VIS_INVISIBLE;
+ }
}
// Fade...
@@ -961,14 +942,20 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent)
RpAtomic *rwobj = (RpAtomic*)ent->m_rwObject;
if(RpAtomicGetGeometry(a) != RpAtomicGetGeometry(rwobj))
RpAtomicSetGeometry(rwobj, RpAtomicGetGeometry(a), rpATOMICSAMEBOUNDINGSPHERE); // originally 5 (mistake?)
- if (ent->IsVisible() && ent->GetIsOnScreenComplex())
- CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist);
+ mi->IncreaseAlpha();
+ if(!ent->IsVisible() || !ent->GetIsOnScreenComplex() || ent->IsEntityOccluded()){
+ mi->m_alpha = 255;
+ return VIS_INVISIBLE;
+ }
+ CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist);
+ ent->bDistanceFade = true;
return VIS_INVISIBLE;
}
void
CRenderer::ConstructRenderList(void)
{
+ COcclusion::ProcessBeforeRendering();
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
@@ -1027,24 +1014,6 @@ 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;
@@ -1065,6 +1034,15 @@ CRenderer::ScanWorld(void)
CVisibilityPlugins::InitAlphaEntityList();
CWorld::AdvanceCurrentScanCode();
+ // unused
+ static CVector prevPos;
+ static CVector prevFwd;
+ static bool smallMovement;
+ smallMovement = (TheCamera.GetPosition() - prevPos).MagnitudeSqr() < SQR(4.0f) &&
+ DotProduct(TheCamera.GetForward(), prevFwd) > 0.98f;
+ prevPos = TheCamera.GetPosition();
+ prevFwd = TheCamera.GetForward();
+
if(cammatrix->at.z > 0.0f){
// looking up, bottom corners are further away
vectors[CORNER_LOD_LEFT] = vectors[CORNER_FAR_BOTLEFT] * LOD_DISTANCE/f;
@@ -1110,6 +1088,7 @@ CRenderer::ScanWorld(void)
for(int y = y1; y <= y2; y++)
ScanSectorList(CWorld::GetSector(x1, y)->m_lists);
}else{
+#ifdef GTA_TRAIN
CVehicle *train = FindPlayerTrain();
if(train && train->GetPosition().z < 0.0f){
poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
@@ -1119,7 +1098,9 @@ CRenderer::ScanWorld(void)
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{
+ }else
+#endif
+ {
if(f > LOD_DISTANCE){
// priority
poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
@@ -1147,35 +1128,22 @@ CRenderer::ScanWorld(void)
poly[2].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPRIGHT].y);
ScanSectorPoly(poly, 3, ScanSectorList);
}
+
#ifdef NO_ISLAND_LOADING
- if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_HIGH) {
- ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_INDUSTRIAL));
- ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_COMMERCIAL));
- ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_SUBURBAN));
+ if (FrontEndMenuManager.m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_HIGH) {
+ ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_BEACH));
+ ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_MAINLAND));
} else
#endif
{
- #ifdef FIX_BUGS
- if (CCollision::ms_collisionInMemory != LEVEL_GENERIC)
- #endif
- ScanBigBuildingList(CWorld::GetBigBuildingList(CCollision::ms_collisionInMemory));
+#ifdef FIX_BUGS
+ if(CCollision::ms_collisionInMemory != LEVEL_GENERIC)
+#endif
+ ScanBigBuildingList(CWorld::GetBigBuildingList(CGame::currLevel));
}
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
@@ -1204,6 +1172,7 @@ CRenderer::RequestObjectsInFrustum(void)
cammatrix = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera));
CWorld::AdvanceCurrentScanCode();
+ ms_vecCameraPosition = TheCamera.GetPosition();
if(cammatrix->at.z > 0.0f){
// looking up, bottom corners are further away
@@ -1262,8 +1231,6 @@ CRenderer::RequestObjectsInFrustum(void)
bool
CEntity::SetupLighting(void)
{
- DeActivateDirectional();
- SetAmbientColours();
return false;
}
@@ -1289,7 +1256,7 @@ CPed::SetupLighting(void)
} else {
// Note that this lightMult is only affected by LIGHT_DARKEN. If there's no LIGHT_DARKEN, it will be 1.0.
float lightMult = CPointLights::GenerateLightsAffectingObject(&GetPosition());
- if (!bHasBlip && lightMult != 1.0f) {
+ if (lightMult != 1.0f) {
SetAmbientAndDirectionalColours(lightMult);
return true;
}
@@ -1300,7 +1267,13 @@ CPed::SetupLighting(void)
void
CPed::RemoveLighting(bool reset)
{
- CRenderer::RemoveVehiclePedLights(this, reset);
+ if (!bRenderScorched) {
+ CRenderer::RemoveVehiclePedLights(this, reset);
+ if (reset)
+ ReSetAmbientAndDirectionalColours();
+ }
+ SetAmbientColours();
+ DeActivateDirectional();
}
float
@@ -1472,13 +1445,9 @@ CRenderer::InsertEntityIntoList(CEntity *ent)
// TODO: there are more flags being checked here
if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
- else if(gbNewRenderer && ent->IsBuilding()){
- EntityInfo info;
- info.ent = ent;
- info.sort = -(ent->GetPosition() - ms_vecCameraPosition).MagnitudeSqr();
- gSortedBuildings.InsertSorted(info);
-// ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
- }else
+ else if(gbNewRenderer && ent->IsBuilding())
+ ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
+ else
#endif
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
}
@@ -1488,22 +1457,25 @@ CRenderer::ScanBigBuildingList(CPtrList &list)
{
CPtrNode *node;
CEntity *ent;
+ int vis;
+ int f = CTimer::GetFrameCounter() & 3;
for(node = list.first; node; node = node->next){
ent = (CEntity*)node->item;
-#ifndef MASTER
- // all missing from game actually
- TestedBigBuildings++;
-#endif
- if(!ent->bZoneCulled || gbDisableZoneCull){
- if(SetupBigBuildingVisibility(ent) == VIS_VISIBLE)
- InsertEntityIntoList(ent);
-#ifndef MASTER
- EntitiesRendered++;
- RenderedBigBuildings++;
- }else{
- EntitiesNotRendered++;
-#endif
+ if(ent->bOffscreen || (ent->m_randomSeed&3) != f){
+ ent->bOffscreen = true;
+ vis = SetupBigBuildingVisibility(ent);
+ }else
+ vis = VIS_VISIBLE;
+ switch(vis){
+ case VIS_VISIBLE:
+ InsertEntityIntoList(ent);
+ ent->bOffscreen = false;
+ break;
+ case VIS_STREAMME:
+ if(!CStreaming::ms_disableStreaming)
+ CStreaming::RequestModel(ent->GetModelIndex(), 0);
+ break;
}
}
}
@@ -1524,61 +1496,30 @@ CRenderer::ScanSectorList(CPtrList *lists)
if(ent->m_scanCode == CWorld::GetCurrentScanCode())
continue; // already seen
ent->m_scanCode = CWorld::GetCurrentScanCode();
+ ent->bOffscreen = false;
- if(IsEntityCullZoneVisible(ent)){
- switch(SetupEntityVisibility(ent)){
- case VIS_VISIBLE:
- InsertEntityIntoList(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 < NUMINVISIBLEENTITIES - 1)
- 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;
- }
-#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++;
+ switch(SetupEntityVisibility(ent)){
+ case VIS_VISIBLE:
+ InsertEntityIntoList(ent);
+ break;
+ case VIS_INVISIBLE:
+ if(!IsGlass(ent->GetModelIndex()))
break;
- }
-#endif
- }else if(IsRoad(ent) && !CStreaming::ms_disableStreaming){
- if(SetupEntityVisibility(ent) == VIS_STREAMME)
+ // fall through
+ case VIS_OFFSCREEN:
+ ent->bOffscreen = true;
+ dx = ms_vecCameraPosition.x - ent->GetPosition().x;
+ dy = ms_vecCameraPosition.y - ent->GetPosition().y;
+ if(dx > -30.0f && dx < 30.0f &&
+ dy > -30.0f && dy < 30.0f &&
+ ms_nNoOfInVisibleEntities < NUMINVISIBLEENTITIES - 1)
+ 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);
- }else{
-#ifndef MASTER
- EntitiesNotRendered++;
-#endif
+ break;
}
}
}
@@ -1600,69 +1541,38 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists)
if(ent->m_scanCode == CWorld::GetCurrentScanCode())
continue; // already seen
ent->m_scanCode = CWorld::GetCurrentScanCode();
+ ent->bOffscreen = false;
- if(IsEntityCullZoneVisible(ent)){
- switch(SetupEntityVisibility(ent)){
- case VIS_VISIBLE:
- InsertEntityIntoList(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 < NUMINVISIBLEENTITIES - 1)
- 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 != STREAMSTATE_LOADED)
- m_loadingPriority = true;
- }
- break;
- }
-#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++;
+ switch(SetupEntityVisibility(ent)){
+ case VIS_VISIBLE:
+ InsertEntityIntoList(ent);
+ break;
+ case VIS_INVISIBLE:
+ if(!IsGlass(ent->GetModelIndex()))
break;
- }
-#endif
- }else if(IsRoad(ent) && !CStreaming::ms_disableStreaming){
- if(SetupEntityVisibility(ent) == VIS_STREAMME)
+ // fall through
+ case VIS_OFFSCREEN:
+ ent->bOffscreen = true;
+ dx = ms_vecCameraPosition.x - ent->GetPosition().x;
+ dy = ms_vecCameraPosition.y - ent->GetPosition().y;
+ if(dx > -30.0f && dx < 30.0f &&
+ dy > -30.0f && dy < 30.0f &&
+ ms_nNoOfInVisibleEntities < NUMINVISIBLEENTITIES - 1)
+ ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent;
+ break;
+ case VIS_STREAMME:
+ if(!CStreaming::ms_disableStreaming){
CStreaming::RequestModel(ent->GetModelIndex(), 0);
- }else{
-#ifndef MASTER
- // actually missing in game
- EntitiesNotRendered++;
-#endif
+ if(CStreaming::ms_aInfoForModel[ent->GetModelIndex()].m_loadState != STREAMSTATE_LOADED)
+ m_loadingPriority = true;
+ }
+ break;
}
}
}
}
+#ifdef GTA_TRAIN
void
CRenderer::ScanSectorList_Subway(CPtrList *lists)
{
@@ -1679,15 +1589,17 @@ CRenderer::ScanSectorList_Subway(CPtrList *lists)
if(ent->m_scanCode == CWorld::GetCurrentScanCode())
continue; // already seen
ent->m_scanCode = CWorld::GetCurrentScanCode();
+ ent->bOffscreen = false;
switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE:
InsertEntityIntoList(ent);
break;
case VIS_OFFSCREEN:
+ ent->bOffscreen = true;
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 &&
+ if(dx > -30.0f && dx < 30.0f &&
+ dy > -30.0f && dy < 30.0f &&
ms_nNoOfInVisibleEntities < NUMINVISIBLEENTITIES - 1)
ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent;
break;
@@ -1695,6 +1607,7 @@ CRenderer::ScanSectorList_Subway(CPtrList *lists)
}
}
}
+#endif
void
CRenderer::ScanSectorList_RequestModels(CPtrList *lists)
@@ -1711,8 +1624,7 @@ CRenderer::ScanSectorList_RequestModels(CPtrList *lists)
if(ent->m_scanCode == CWorld::GetCurrentScanCode())
continue; // already seen
ent->m_scanCode = CWorld::GetCurrentScanCode();
- if(IsEntityCullZoneVisible(ent))
- if(ShouldModelBeStreamed(ent))
+ if(ShouldModelBeStreamed(ent, ms_vecCameraPosition))
CStreaming::RequestModel(ent->GetModelIndex(), 0);
}
}
@@ -1747,95 +1659,29 @@ CRenderer::SortBIGBuildingsForSectorList(CPtrList *list)
}
bool
-CRenderer::ShouldModelBeStreamed(CEntity *ent)
+CRenderer::ShouldModelBeStreamed(CEntity *ent, const CVector &campos)
{
- CSimpleModelInfo *mi = (CSimpleModelInfo *)CModelInfo::GetModelInfo(ent->GetModelIndex());
- float dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude();
+ if(!IsAreaVisible(ent->m_area))
+ return false;
+ CTimeModelInfo *mi = (CTimeModelInfo *)CModelInfo::GetModelInfo(ent->GetModelIndex());
+ if(mi->GetModelType() == MITYPE_TIME)
+ if(!CClock::GetIsTimeInRange(mi->GetTimeOn(), mi->GetTimeOff()))
+ return false;
+ float dist = (ent->GetPosition() - campos).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(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);
- case ENTITY_TYPE_PED:
- ped = (CPed*)ent;
- if (ped->bInVehicle) {
- if (ped->m_pMyVehicle)
- return IsVehicleCullZoneVisible(ped->m_pMyVehicle);
- else
- return true;
- }
- return !(ped->m_pCurSurface && ped->m_pCurSurface->bZoneCulled2);
- case ENTITY_TYPE_OBJECT:
- obj = (CObject*)ent;
- if(!obj->GetIsStatic())
- return true;
- return !(obj->m_pCurSurface && obj->m_pCurSurface->bZoneCulled2);
- default: break;
- }
- return true;
-}
-
-bool
-CRenderer::IsVehicleCullZoneVisible(CEntity *ent)
-{
- CVehicle *v = (CVehicle*)ent;
- switch(v->GetStatus()) {
- case STATUS_SIMPLE:
- case STATUS_PHYSICS:
- case STATUS_ABANDONED:
- case STATUS_WRECKED:
- return !(v->m_pCurGroundEntity && v->m_pCurGroundEntity->bZoneCulled2);
- default: break;
- }
- return true;
-}
-
void
CRenderer::RemoveVehiclePedLights(CEntity *ent, bool reset)
{
- if(ent->bRenderScorched){
- WorldReplaceScorchedLightsWithNormal(Scene.world);
- return;
+ if(!ent->bRenderScorched){
+ CPointLights::RemoveLightsAffectingObject();
+ if(reset)
+ ReSetAmbientAndDirectionalColours();
}
- CPointLights::RemoveLightsAffectingObject();
- if(reset)
- ReSetAmbientAndDirectionalColours();
+ SetAmbientColours();
+ DeActivateDirectional();
}