summaryrefslogblamecommitdiffstats
path: root/src/render/Renderer.cpp
blob: c2b341dca9eb0ae969e33d1fd6d6717f18402db0 (plain) (tree)
1
2
3
4
5
6
7
8
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171






                      
                 








                              
                    

































                                                                                  





















                                                                   












































                                                                                          
                                                   
















                                                          
                                                                            

                                               
                                                                                                  















































































                                                                                                    
                                                                       
























                                                                                                         
                                                                                                













                                                        
                                                                                                












































































































































































































































































































































































                                                                                                                
                                                       
                                  
                                                          











































































































                                                                                                          
                                                       
                                  
                                                          












































































































































































































































































































































































































































                                                                                                                                   
                                                               















                                                                                   
#include "common.h"
#include "patcher.h"
#include "Lights.h"
#include "ModelInfo.h"
#include "Treadable.h"
#include "Ped.h"
#include "Vehicle.h"
#include "Heli.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 "Shadows.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::PreRender(void)
{
	int i;
	CLink<CVisibilityPlugins::AlphaObjectInfo> *node;

	for(i = 0; i < ms_nNoOfVisibleEntities; i++)
		ms_aVisibleEntityPtrs[i]->PreRender();

	for(i = 0; i < ms_nNoOfInVisibleEntities; i++)
		ms_aInVisibleEntityPtrs[i]->PreRender();

	for(node = CVisibilityPlugins::m_alphaEntityList.tail.prev;
	    node != &CVisibilityPlugins::m_alphaEntityList.head;
	    node = node->prev)
		((CEntity*)node->item.entity)->PreRender();

	CHeli::SpecialHeliPreRender();
	CShadows::RenderExtraPlayerShadows();
}

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_DRIVING)
			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_DRIVING)
			veh->pDriver->Render();
		for(i = 0; i < 8; i++)
			if(veh->pPassengers[i] && veh->pPassengers[i]->m_nPedState == PED_DRIVING)
				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)->IsBoat()){
				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->IsBoat())		// BUG: IsVehicle 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() && v->IsBoat())		// BUG: IsVehicle missing in III
			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.top);
		if(y1 < 0) y1 = 0;
		y2 = CWorld::GetSectorIndexY(rect.bottom);
		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.top);
		if(y1 < 0) y1 = 0;
		y2 = CWorld::GetSectorIndexY(rect.bottom);
		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(0x4A7840, CRenderer::PreRender, 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