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authoraap <aap@papnet.eu>2020-11-22 22:49:22 +0100
committerGitHub <noreply@github.com>2020-11-22 22:49:22 +0100
commit9b4cfa618d673f23645dffd6559be45451148a18 (patch)
treeb8bad1a839d94dc7a343715347b7fba8365d7a3d
parentMore audio fix (diff)
parentfinished cullzones (diff)
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-rw-r--r--src/core/ZoneCull.cpp1165
-rw-r--r--src/core/ZoneCull.h32
-rw-r--r--src/core/re3.cpp3
-rw-r--r--src/render/Renderer.cpp206
-rw-r--r--src/render/Renderer.h22
-rw-r--r--src/rw/VisibilityPlugins.cpp2
6 files changed, 1326 insertions, 104 deletions
diff --git a/src/core/ZoneCull.cpp b/src/core/ZoneCull.cpp
index c376e11f..075a13bc 100644
--- a/src/core/ZoneCull.cpp
+++ b/src/core/ZoneCull.cpp
@@ -1,5 +1,6 @@
#include "common.h"
+#include "General.h"
#include "Building.h"
#include "Treadable.h"
#include "Train.h"
@@ -11,6 +12,9 @@
#include "ZoneCull.h"
#include "Zones.h"
+#include "Debug.h"
+#include "Renderer.h"
+
int32 CCullZones::NumCullZones;
CCullZone CCullZones::aZones[NUMCULLZONES];
int32 CCullZones::NumAttributeZones;
@@ -27,6 +31,8 @@ int32 CCullZones::EntityIndicesUsed;
bool CCullZones::bCurrentSubwayIsInvisible;
bool CCullZones::bCullZonesDisabled;
+#define NUMUNCOMPRESSED (6000)
+#define NUMTEMPINDICES (140000)
void
CCullZones::Init(void)
@@ -48,26 +54,6 @@ CCullZones::Init(void)
aPointersToBigBuildingsForTreadables[i] = -1;
}
-bool CCullZone::TestLine(CVector vec1, CVector vec2)
-{
- CColPoint colPoint;
- CEntity *entity;
-
- if (CWorld::ProcessLineOfSight(vec1, vec2, colPoint, entity, true, false, false, false, false, true, false))
- return true;
- if (CWorld::ProcessLineOfSight(CVector(vec1.x + 0.05f, vec1.y, vec1.z), CVector(vec2.x + 0.05f, vec2.y, vec2.z), colPoint, entity, true, false, false, false, false, true, false))
- return true;
- if (CWorld::ProcessLineOfSight(CVector(vec1.x - 0.05f, vec1.y, vec1.z), CVector(vec2.x - 0.05f, vec2.y, vec2.z), colPoint, entity, true, false, false, false, false, true, false))
- return true;
- if (CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y + 0.05f, vec1.z), CVector(vec2.x, vec2.y + 0.05f, vec2.z), colPoint, entity, true, false, false, false, false, true, false))
- return true;
- if (CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y - 0.05f, vec1.z), CVector(vec2.x, vec2.y - 0.05f, vec2.z), colPoint, entity, true, false, false, false, false, true, false))
- return true;
- if (CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y, vec1.z + 0.05f), CVector(vec2.x, vec2.y, vec2.z + 0.05f), colPoint, entity, true, false, false, false, false, true, false))
- return true;
- return CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y, vec1.z - 0.05f), CVector(vec2.x, vec2.y, vec2.z - 0.05f), colPoint, entity, true, false, false, false, false, true, false);
-}
-
uint16* pTempArrayIndices;
int TempEntityIndicesUsed;
@@ -89,19 +75,25 @@ CCullZones::ResolveVisibilities(void)
CFileMgr::Read(fd, (char*)aPointersToBigBuildingsForTreadables, sizeof(aPointersToBigBuildingsForTreadables));
CFileMgr::CloseFile(fd);
}else{
-#if 0
- // TODO: implement code from mobile to generate data here
+#ifndef MASTER
EntityIndicesUsed = 0;
BuildListForBigBuildings();
- pTempArrayIndices = new uint16[140000];
+ pTempArrayIndices = new uint16[NUMTEMPINDICES];
TempEntityIndicesUsed = 0;
- for (int i = 0; i < NumCullZones; i++) {
- DoVisibilityTestCullZone(i, true);
+// if(!LoadTempFile()) // not in final game
+ {
+ for (int i = 0; i < NumCullZones; i++) {
+//printf("testing zone %d (%d indices)\n", i, TempEntityIndicesUsed);
+ DoVisibilityTestCullZone(i, true);
+ }
+
+// SaveTempFile(); // not in final game
}
CompressIndicesArray();
delete[] pTempArrayIndices;
+ pTempArrayIndices = nil;
fd = CFileMgr::OpenFileForWriting("data\\cullzone.dat");
if (fd != 0) {
@@ -118,16 +110,53 @@ CCullZones::ResolveVisibilities(void)
}
}
+bool
+CCullZones::LoadTempFile(void)
+{
+ int fd = CFileMgr::OpenFile("cullzone.tmp");
+ if (fd != 0) {
+ CFileMgr::Read(fd, (char*)&NumCullZones, sizeof(NumCullZones));
+ CFileMgr::Read(fd, (char*)aZones, sizeof(aZones));
+ CFileMgr::Read(fd, (char*)&NumAttributeZones, sizeof(NumAttributeZones));
+ CFileMgr::Read(fd, (char*)&aAttributeZones, sizeof(aAttributeZones));
+ CFileMgr::Read(fd, (char*)pTempArrayIndices, NUMTEMPINDICES*sizeof(uint16));
+ CFileMgr::Read(fd, (char*)&TempEntityIndicesUsed, sizeof(TempEntityIndicesUsed));
+ CFileMgr::Read(fd, (char*)&aPointersToBigBuildingsForBuildings, sizeof(aPointersToBigBuildingsForBuildings));
+ CFileMgr::Read(fd, (char*)&aPointersToBigBuildingsForTreadables, sizeof(aPointersToBigBuildingsForTreadables));
+ CFileMgr::CloseFile(fd);
+ return true;
+ }
+ return false;
+}
+
+void
+CCullZones::SaveTempFile(void)
+{
+ int fd = CFileMgr::OpenFileForWriting("cullzone.tmp");
+ if (fd != 0) {
+ CFileMgr::Write(fd, (char*)&NumCullZones, sizeof(NumCullZones));
+ CFileMgr::Write(fd, (char*)aZones, sizeof(aZones));
+ CFileMgr::Write(fd, (char*)&NumAttributeZones, sizeof(NumAttributeZones));
+ CFileMgr::Write(fd, (char*)&aAttributeZones, sizeof(aAttributeZones));
+ CFileMgr::Write(fd, (char*)pTempArrayIndices, NUMTEMPINDICES*sizeof(uint16));
+ CFileMgr::Write(fd, (char*)&TempEntityIndicesUsed, sizeof(TempEntityIndicesUsed));
+ CFileMgr::Write(fd, (char*)&aPointersToBigBuildingsForBuildings, sizeof(aPointersToBigBuildingsForBuildings));
+ CFileMgr::Write(fd, (char*)&aPointersToBigBuildingsForTreadables, sizeof(aPointersToBigBuildingsForTreadables));
+ CFileMgr::CloseFile(fd);
+ }
+}
+
+
void
CCullZones::BuildListForBigBuildings()
{
for (int i = CPools::GetBuildingPool()->GetSize()-1; i >= 0; i--) {
CBuilding *building = CPools::GetBuildingPool()->GetSlot(i);
if (building == nil || !building->bIsBIGBuilding) continue;
- CSimpleModelInfo *nonlod = (CSimpleModelInfo*)((CSimpleModelInfo *)CModelInfo::GetModelInfo(building->GetModelIndex()))->m_atomics[2];
+ CSimpleModelInfo *nonlod = ((CSimpleModelInfo *)CModelInfo::GetModelInfo(building->GetModelIndex()))->GetRelatedModel();
if (nonlod == nil) continue;
- for (int j = i; j >= 0; j--) {
+ for (int j = CPools::GetBuildingPool()->GetSize()-1; j >= 0; j--) {
CBuilding *building2 = CPools::GetBuildingPool()->GetSlot(j);
if (building2 == nil || building2->bIsBIGBuilding) continue;
if (CModelInfo::GetModelInfo(building2->GetModelIndex()) == nonlod) {
@@ -150,7 +179,7 @@ CCullZones::BuildListForBigBuildings()
}
void
-CCullZones::DoVisibilityTestCullZone(int zoneId, bool doIt)
+CCullZones::DoVisibilityTestCullZone(int zoneId, bool findIndices)
{
aZones[zoneId].m_groupIndexCount[0] = 0;
aZones[zoneId].m_groupIndexCount[1] = 0;
@@ -158,16 +187,17 @@ CCullZones::DoVisibilityTestCullZone(int zoneId, bool doIt)
aZones[zoneId].m_indexStart = TempEntityIndicesUsed;
aZones[zoneId].FindTestPoints();
- if (!doIt) return;
+ if (!findIndices) return;
for (int i = CPools::GetBuildingPool()->GetSize() - 1; i >= 0; i--) {
CBuilding *building = CPools::GetBuildingPool()->GetSlot(i);
if (building != nil && !building->bIsBIGBuilding && aZones[zoneId].IsEntityCloseEnoughToZone(building, aPointersToBigBuildingsForBuildings[i] != -1)) {
- CBuilding *building2 = nil;
+ CBuilding *LODbuilding = nil;
if (aPointersToBigBuildingsForBuildings[i] != -1)
- building2 = CPools::GetBuildingPool()->GetSlot(aPointersToBigBuildingsForBuildings[i]);
+ LODbuilding = CPools::GetBuildingPool()->GetSlot(aPointersToBigBuildingsForBuildings[i]);
- if (!aZones[zoneId].TestEntityVisibilityFromCullZone(building, 0.0f, building2)) {
+ if (!aZones[zoneId].TestEntityVisibilityFromCullZone(building, 0.0f, LODbuilding)) {
+ assert(TempEntityIndicesUsed < NUMTEMPINDICES);
pTempArrayIndices[TempEntityIndicesUsed++] = i;
aZones[zoneId].m_groupIndexCount[0]++;
}
@@ -175,13 +205,14 @@ CCullZones::DoVisibilityTestCullZone(int zoneId, bool doIt)
}
for (int i = CPools::GetTreadablePool()->GetSize() - 1; i >= 0; i--) {
- CTreadable* building = CPools::GetTreadablePool()->GetSlot(i);
+ CBuilding* building = CPools::GetTreadablePool()->GetSlot(i);
if (building != nil && aZones[zoneId].IsEntityCloseEnoughToZone(building, aPointersToBigBuildingsForTreadables[i] != -1)) {
- CTreadable* building2 = nil;
+ CBuilding *LODbuilding = nil;
if (aPointersToBigBuildingsForTreadables[i] != -1)
- building2 = CPools::GetTreadablePool()->GetSlot(aPointersToBigBuildingsForTreadables[i]);
+ LODbuilding = CPools::GetBuildingPool()->GetSlot(aPointersToBigBuildingsForTreadables[i]);
- if (!aZones[zoneId].TestEntityVisibilityFromCullZone(building, 10.0f, building2)) {
+ if (!aZones[zoneId].TestEntityVisibilityFromCullZone(building, 10.0f, LODbuilding)) {
+ assert(TempEntityIndicesUsed < NUMTEMPINDICES);
pTempArrayIndices[TempEntityIndicesUsed++] = i;
aZones[zoneId].m_groupIndexCount[1]++;
}
@@ -189,23 +220,28 @@ CCullZones::DoVisibilityTestCullZone(int zoneId, bool doIt)
}
for (int i = CPools::GetTreadablePool()->GetSize() - 1; i >= 0; i--) {
- CTreadable *building = CPools::GetTreadablePool()->GetSlot(i);
- if (building != nil && aZones[zoneId].CalcDistToCullZoneSquared(building->GetPosition().x, building->GetPosition().y) < 40000.0f) {
+ CBuilding *building = CPools::GetTreadablePool()->GetSlot(i);
+ if (building != nil && aZones[zoneId].CalcDistToCullZoneSquared(building->GetPosition().x, building->GetPosition().y) < SQR(200.0f)) {
int start = aZones[zoneId].m_groupIndexCount[0] + aZones[zoneId].m_indexStart;
int end = aZones[zoneId].m_groupIndexCount[1] + start;
bool alreadyAdded = false;
for (int k = start; k < end; k++) {
+#ifdef FIX_BUGS
+ if (pTempArrayIndices[k] == i)
+#else
if (aIndices[k] == i)
+#endif
alreadyAdded = true;
}
if (!alreadyAdded) {
- CBuilding *building2 = nil;
+ CBuilding *LODbuilding = nil;
if (aPointersToBigBuildingsForTreadables[i] != -1)
- building2 = CPools::GetBuildingPool()->GetSlot(aPointersToBigBuildingsForTreadables[i]);
- if (!aZones[zoneId].TestEntityVisibilityFromCullZone(building, 0.0f, building2)) {
+ LODbuilding = CPools::GetBuildingPool()->GetSlot(aPointersToBigBuildingsForTreadables[i]);
+ if (!aZones[zoneId].TestEntityVisibilityFromCullZone(building, 0.0f, LODbuilding)) {
+ assert(TempEntityIndicesUsed < NUMTEMPINDICES);
pTempArrayIndices[TempEntityIndicesUsed++] = i;
aZones[zoneId].m_groupIndexCount[2]++;
}
@@ -353,7 +389,9 @@ CCullZones::AddCullZone(CVector const &position,
if((flag & ATTRZONE_NOTCULLZONE) == 0){
cull = &aZones[NumCullZones++];
v = position;
- // WTF is this?
+ // reposition start point to the start/end of the
+ // alley next to the big building in the industrial district.
+ // probably isn't analyzed correctly otherwise?s
if((v-CVector(1032.14f, -624.255f, 24.93f)).Magnitude() < 1.0f)
v = CVector(1061.7f, -613.0f, 19.0f);
if((v-CVector(1029.48f, -495.757f, 21.98f)).Magnitude() < 1.0f)
@@ -385,6 +423,208 @@ CCullZones::AddCullZone(CVector const &position,
}
}
+uint16 *pExtraArrayIndices;
+
+void
+CCullZones::CompressIndicesArray()
+{
+ uint16 set[3];
+
+ // These are used to hold the compressed groups in sets of 3
+ int numExtraIndices = 0;
+ pExtraArrayIndices = new uint16[NUMTEMPINDICES];
+
+ for(int numOccurrences = 6; numOccurrences > 1; numOccurrences--){
+ if(NumCullZones == 0)
+ break;
+
+//printf("checking occurrences %d\n", numOccurrences);
+ int attempt = 0;
+ while(attempt < 10000){
+ for(;;){
+ attempt++;
+
+ int zone = CGeneral::GetRandomNumber() % NumCullZones;
+ int group = CGeneral::GetRandomNumber() % 3;
+ if(!PickRandomSetForGroup(zone, group, set))
+ break;
+ if(!DoWeHaveMoreThanXOccurencesOfSet(numOccurrences, set))
+ break;
+
+ // add this set
+ attempt = 1;
+ int setId = numExtraIndices + NUMUNCOMPRESSED;
+ pExtraArrayIndices[numExtraIndices++] = set[0];
+ pExtraArrayIndices[numExtraIndices++] = set[1];
+ pExtraArrayIndices[numExtraIndices++] = set[2];
+ ReplaceSetForAllGroups(set, setId);
+ }
+ }
+ }
+
+ TidyUpAndMergeLists(pExtraArrayIndices, numExtraIndices);
+
+ delete[] pExtraArrayIndices;
+}
+
+// Get three random indices for this group of a zone
+bool
+CCullZones::PickRandomSetForGroup(int32 zone, int32 group, uint16 *set)
+{
+ int32 start;
+ int32 size;
+
+ aZones[zone].GetGroupStartAndSize(group, start, size);
+ if(size <= 0)
+ return false;
+
+ int numIndices = 0;
+ for(int i = 0; i < size; i++)
+ if(pTempArrayIndices[start + i] != 0xFFFF)
+ numIndices++;
+ if(numIndices < 3)
+ return false;
+
+ int first = CGeneral::GetRandomNumber() % (numIndices-2);
+
+ numIndices = 0;
+ int n = 0;
+ for(int i = 0; i < size; i++)
+ if(pTempArrayIndices[start + i] != 0xFFFF){
+ if(n++ < first) continue;
+
+ set[numIndices++] = pTempArrayIndices[start + i];
+ if(numIndices == 3)
+ break;
+ }
+ return true;
+}
+
+bool
+CCullZones::DoWeHaveMoreThanXOccurencesOfSet(int32 count, uint16 *set)
+{
+ int32 curCount;
+ int32 start;
+ int32 size;
+
+ curCount = 0;
+ for (int i = 0; i < NumCullZones; i++) {
+ for (int group = 0; group < 3; group++) {
+ aZones[i].GetGroupStartAndSize(group, start, size);
+ if(size <= 0) continue;
+
+ // check if the set is a subset of the group
+ int n = 0;
+ for (int j = 0; j < size; j++) {
+ for (int k = 0; k < 3; k++) {
+ if (pTempArrayIndices[start+j] == set[k])
+ n++;
+ }
+ }
+ // yes it is
+ if(n == 3){
+ curCount++;
+ // check if we have seen this set often enough
+ if(curCount >= count)
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+void
+CCullZones::ReplaceSetForAllGroups(uint16 *set, uint16 setid)
+{
+ int32 start;
+ int32 size;
+
+ for(int i = 0; i < NumCullZones; i++)
+ for(int group = 0; group < 3; group++){
+ aZones[i].GetGroupStartAndSize(group, start, size);
+ if(size <= 0) continue;
+
+ // check if the set is a subset of the group
+ int n = 0;
+ for(int j = 0; j < size; j++){
+ for(int k = 0; k < 3; k++){
+ if(pTempArrayIndices[start+j] == set[k])
+ n++;
+ }
+ }
+
+ // yes it is, so replace it
+ if(n == 3){
+ bool insertedSet = false;
+ for(int j = 0; j < size; j++){
+ for(int k = 0; k < 3; k++){
+ // replace first element by set, invalidate others
+ if(pTempArrayIndices[start+j] == set[k]){
+ if(!insertedSet)
+ pTempArrayIndices[start+j] = setid;
+ else
+ pTempArrayIndices[start+j] = 0xFFFF;
+ insertedSet = true;
+ }
+ }
+ }
+ }
+ }
+}
+
+void
+CCullZones::TidyUpAndMergeLists(uint16 *extraIndices, int32 numExtraIndices)
+{
+ int numTempIndices = 0;
+ for(int i = 0; i < TempEntityIndicesUsed; i++)
+ if(pTempArrayIndices[i] != 0xFFFF)
+ numTempIndices++;
+
+ // Fix up zone ranges such that there are no holes
+ for(int i = 0; i < NumCullZones; i++){
+ int j;
+ int start = 0;
+ for(j = 0; j < aZones[i].m_indexStart; j++)
+ if(pTempArrayIndices[j] != 0xFFFF)
+ start++;
+
+ aZones[i].m_indexStart = start;
+ aZones[i].m_numBuildings = 0;
+ aZones[i].m_numTreadablesPlus10m = 0;
+ aZones[i].m_numTreadables = 0;
+
+ for(int k = 0; k < aZones[i].m_groupIndexCount[0]; k++)
+ if(pTempArrayIndices[j++] != 0xFFFF)
+ aZones[i].m_numBuildings++;
+ for(int k = 0; k < aZones[i].m_groupIndexCount[1]; k++)
+ if(pTempArrayIndices[j++] != 0xFFFF)
+ aZones[i].m_numTreadablesPlus10m++;
+ for(int k = 0; k < aZones[i].m_groupIndexCount[2]; k++)
+ if(pTempArrayIndices[j++] != 0xFFFF)
+ aZones[i].m_numTreadables++;
+ }
+
+ // Now copy the actually used indices
+ EntityIndicesUsed = 0;
+ for(int i = 0; i < TempEntityIndicesUsed; i++)
+ if(pTempArrayIndices[i] != 0xFFFF){
+ assert(EntityIndicesUsed < NUMZONEINDICES);
+ if(pTempArrayIndices[i] < NUMUNCOMPRESSED)
+ aIndices[EntityIndicesUsed++] = pTempArrayIndices[i];
+ else
+ aIndices[EntityIndicesUsed++] = pTempArrayIndices[i] + numTempIndices;
+ }
+ for(int i = 0; i < numExtraIndices; i++)
+ if(extraIndices[i] != 0xFFFF){
+ assert(EntityIndicesUsed < NUMZONEINDICES);
+ if(extraIndices[i] < NUMUNCOMPRESSED)
+ aIndices[EntityIndicesUsed++] = extraIndices[i];
+ else
+ aIndices[EntityIndicesUsed++] = extraIndices[i] + numTempIndices;
+ }
+}
+
+
void
CCullZone::DoStuffLeavingZone(void)
@@ -403,13 +643,14 @@ CCullZone::DoStuffLeavingZone_OneBuilding(uint16 i)
int16 bb;
int j;
- if(i < 6000){
+
+ if(i < NUMUNCOMPRESSED){
CPools::GetBuildingPool()->GetSlot(i)->bZoneCulled = false;
bb = CCullZones::aPointersToBigBuildingsForBuildings[i];
if(bb != -1)
CPools::GetBuildingPool()->GetSlot(bb)->bZoneCulled = false;
}else{
- i -= 6000;
+ i -= NUMUNCOMPRESSED;
for(j = 0; j < 3; j++)
DoStuffLeavingZone_OneBuilding(CCullZones::aIndices[i+j]);
}
@@ -421,14 +662,14 @@ CCullZone::DoStuffLeavingZone_OneTreadableBoth(uint16 i)
int16 bb;
int j;
- if(i < 6000){
+ if(i < NUMUNCOMPRESSED){
CPools::GetTreadablePool()->GetSlot(i)->bZoneCulled = false;
CPools::GetTreadablePool()->GetSlot(i)->bZoneCulled2 = false;
bb = CCullZones::aPointersToBigBuildingsForTreadables[i];
if(bb != -1)
CPools::GetBuildingPool()->GetSlot(bb)->bZoneCulled = false;
}else{
- i -= 6000;
+ i -= NUMUNCOMPRESSED;
for(j = 0; j < 3; j++)
DoStuffLeavingZone_OneTreadableBoth(CCullZones::aIndices[i+j]);
}
@@ -453,13 +694,13 @@ CCullZone::DoStuffEnteringZone_OneBuilding(uint16 i)
int16 bb;
int j;
- if(i < 6000){
+ if(i < NUMUNCOMPRESSED){
CPools::GetBuildingPool()->GetSlot(i)->bZoneCulled = true;
bb = CCullZones::aPointersToBigBuildingsForBuildings[i];
if(bb != -1)
CPools::GetBuildingPool()->GetSlot(bb)->bZoneCulled = true;
}else{
- i -= 6000;
+ i -= NUMUNCOMPRESSED;
for(j = 0; j < 3; j++)
DoStuffEnteringZone_OneBuilding(CCullZones::aIndices[i+j]);
}
@@ -471,14 +712,14 @@ CCullZone::DoStuffEnteringZone_OneTreadablePlus10m(uint16 i)
int16 bb;
int j;
- if(i < 6000){
+ if(i < NUMUNCOMPRESSED){
CPools::GetTreadablePool()->GetSlot(i)->bZoneCulled = true;
CPools::GetTreadablePool()->GetSlot(i)->bZoneCulled2 = true;
bb = CCullZones::aPointersToBigBuildingsForTreadables[i];
if(bb != -1)
CPools::GetBuildingPool()->GetSlot(bb)->bZoneCulled = true;
}else{
- i -= 6000;
+ i -= NUMUNCOMPRESSED;
for(j = 0; j < 3; j++)
DoStuffEnteringZone_OneTreadablePlus10m(CCullZones::aIndices[i+j]);
}
@@ -490,13 +731,13 @@ CCullZone::DoStuffEnteringZone_OneTreadable(uint16 i)
int16 bb;
int j;
- if(i < 6000){
+ if(i < NUMUNCOMPRESSED){
CPools::GetTreadablePool()->GetSlot(i)->bZoneCulled = true;
bb = CCullZones::aPointersToBigBuildingsForTreadables[i];
if(bb != -1)
CPools::GetBuildingPool()->GetSlot(bb)->bZoneCulled = true;
}else{
- i -= 6000;
+ i -= NUMUNCOMPRESSED;
for(j = 0; j < 3; j++)
DoStuffEnteringZone_OneTreadable(CCullZones::aIndices[i+j]);
}
@@ -519,6 +760,68 @@ CCullZone::CalcDistToCullZoneSquared(float x, float y)
}
bool
+CCullZone::TestLine(CVector vec1, CVector vec2)
+{
+ CColPoint colPoint;
+ CEntity *entity;
+
+ if (CWorld::ProcessLineOfSight(vec1, vec2, colPoint, entity, true, false, false, false, false, true, false))
+ return true;
+ if (CWorld::ProcessLineOfSight(CVector(vec1.x + 0.05f, vec1.y, vec1.z), CVector(vec2.x + 0.05f, vec2.y, vec2.z), colPoint, entity, true, false, false, false, false, true, false))
+ return true;
+ if (CWorld::ProcessLineOfSight(CVector(vec1.x - 0.05f, vec1.y, vec1.z), CVector(vec2.x - 0.05f, vec2.y, vec2.z), colPoint, entity, true, false, false, false, false, true, false))
+ return true;
+ if (CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y + 0.05f, vec1.z), CVector(vec2.x, vec2.y + 0.05f, vec2.z), colPoint, entity, true, false, false, false, false, true, false))
+ return true;
+ if (CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y - 0.05f, vec1.z), CVector(vec2.x, vec2.y - 0.05f, vec2.z), colPoint, entity, true, false, false, false, false, true, false))
+ return true;
+ if (CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y, vec1.z + 0.05f), CVector(vec2.x, vec2.y, vec2.z + 0.05f), colPoint, entity, true, false, false, false, false, true, false))
+ return true;
+ return CWorld::ProcessLineOfSight(CVector(vec1.x, vec1.y, vec1.z - 0.05f), CVector(vec2.x, vec2.y, vec2.z - 0.05f), colPoint, entity, true, false, false, false, false, true, false);
+}
+
+bool
+CCullZone::DoThoroughLineTest(CVector start, CVector end, CEntity *testEntity)
+{
+ CColPoint colPoint;
+ CEntity *entity;
+
+ if(CWorld::ProcessLineOfSight(start, end, colPoint, entity, true, false, false, false, false, true, false) &&
+ testEntity != entity)
+ return false;
+
+ CVector side;
+#ifdef FIX_BUGS
+ if(start.x != end.x || start.y != end.y)
+#else
+ if(start.x != end.x && start.y != end.y)
+#endif
+ side = CVector(0.0f, 0.0f, 1.0f);
+ else
+ side = CVector(1.0f, 0.0f, 0.0f);
+ CVector up = CrossProduct(side, end - start);
+ side = CrossProduct(up, end - start);
+ side.Normalise();
+ up.Normalise();
+ side *= 0.1f;
+ up *= 0.1f;
+
+ if(CWorld::ProcessLineOfSight(start+side, end+side, colPoint, entity, true, false, false, false, false, true, false) &&
+ testEntity != entity)
+ return false;
+ if(CWorld::ProcessLineOfSight(start-side, end-side, colPoint, entity, true, false, false, false, false, true, false) &&
+ testEntity != entity)
+ return false;
+ if(CWorld::ProcessLineOfSight(start+up, end+up, colPoint, entity, true, false, false, false, false, true, false) &&
+ testEntity != entity)
+ return false;
+ if(CWorld::ProcessLineOfSight(start-up, end-up, colPoint, entity, true, false, false, false, false, true, false) &&
+ testEntity != entity)
+ return false;
+ return true;
+}
+
+bool
CCullZone::IsEntityCloseEnoughToZone(CEntity *entity, bool checkLevel)
{
const CVector &pos = entity->GetPosition();
@@ -526,10 +829,10 @@ CCullZone::IsEntityCloseEnoughToZone(CEntity *entity, bool checkLevel)
CSimpleModelInfo *minfo = (CSimpleModelInfo*)CModelInfo::GetModelInfo(entity->GetModelIndex());
float distToZone = CalcDistToCullZone(pos.x, pos.y);
float lodDist;
- if (minfo->m_isSubway)
- lodDist = minfo->GetLargestLodDistance() + 30.0f;
+ if (minfo->m_noFade)
+ lodDist = minfo->GetLargestLodDistance() + STREAM_DISTANCE;
else
- lodDist = minfo->GetLargestLodDistance() + 50.0f;
+ lodDist = minfo->GetLargestLodDistance() + STREAM_DISTANCE + FADE_DISTANCE;
if (lodDist > distToZone) return true;
if (!checkLevel) return false;
@@ -538,27 +841,749 @@ CCullZone::IsEntityCloseEnoughToZone(CEntity *entity, bool checkLevel)
}
bool
-CCullZones::DoWeHaveMoreThanXOccurencesOfSet(int32 count, uint16 *set)
+CCullZone::PointFallsWithinZone(CVector pos, float radius)
{
- int32 curCount;
- int32 start;
- int32 size;
+ if(minx - radius > pos.x ||
+ maxx + radius < pos.x ||
+ miny - radius > pos.y ||
+ maxy + radius < pos.y ||
+ minz - radius > pos.z ||
+ maxz + radius < pos.z)
+ return false;
+ return true;
+}
- for (int i = 0; i < NumCullZones; i++) {
- curCount = 0;
- for (int group = 0; group < 3; group++) {
- aZones[i].GetGroupStartAndSize(group, start, size);
- int unk = 0; // TODO: figure out
- for (int j = 0; j < size; j++) {
- for (int k = 0; k < 3; k++) {
- if (set[k] == pTempArrayIndices[start+j])
- unk++;
+CVector ExtraFudgePointsCoors[] = {
+ CVector(978.0, -394.0, 18.0),
+ CVector(1189.7, -414.6, 27.0),
+ CVector(978.8, -391.0, 19.0),
+ CVector(1199.0, -502.3, 28.0),
+ CVector(1037.0, -391.9, 18.4),
+ CVector(1140.0, -608.7, 16.0),
+ CVector(1051.0, -26.0, 11.0),
+ CVector(951.5, -345.1, 12.0),
+ CVector(958.2, -394.6, 16.0),
+ CVector(1036.5, -390.0, 15.2),
+ CVector(960.6, -390.5, 20.9),
+ CVector(1061.0, -640.6, 16.3),
+ CVector(1034.5, -388.96, 14.78),
+ CVector(1038.4, -13.98, 12.2),
+ CVector(1047.2, -16.7, 10.6),
+ CVector(1257.9, -333.3, 40.0),
+ CVector(885.6, -424.9, 17.0),
+ CVector(1127.5, -795.8, 17.7),
+ CVector(1133.0, -716.0, 19.0),
+ CVector(1125.0, -694.0, 18.5),
+ CVector(1125.0, -670.0, 16.3),
+ CVector(1051.6, 36.3, 17.9),
+ CVector(1054.6, -11.4, 15.0),
+ CVector(1058.9, -278.0, 15.0),
+ CVector(1059.4, -261.0, 10.9),
+ CVector(1051.5, -638.5, 16.5),
+ CVector(1058.2, -643.4, 15.5),
+ CVector(1058.2, -643.4, 18.0),
+ CVector(826.0, -260.0, 7.0),
+ CVector(826.0, -260.0, 11.0),
+ CVector(833.0, -603.6, 16.4),
+ CVector(833.0, -603.6, 20.0),
+ CVector(1002.0, -318.5, 10.5),
+ CVector(998.0, -318.0, 9.8),
+ CVector(1127.0, -183.0, 18.1),
+ CVector(1123.0, -331.5, 23.8),
+ CVector(1123.8, -429.0, 24.0),
+ CVector(1197.0, -30.0, 13.7),
+ CVector(1117.5, -230.0, 17.3),
+ CVector(1117.5, -230.0, 20.0),
+ CVector(1120.0, -281.6, 21.5),
+ CVector(1120.0, -281.6, 24.0),
+ CVector(1084.5, -1022.7, 17.0),
+ CVector(1071.5, 5.4, 4.6),
+ CVector(1177.2, -215.7, 27.6),
+ CVector(841.6, -460.0, 19.7),
+ CVector(874.8, -456.6, 16.6),
+ CVector(918.3, -451.8, 17.8),
+ CVector(844.0, -495.7, 16.7),
+ CVector(842.0, -493.4, 21.0),
+ CVector(1433.5, -774.4, 16.9),
+ CVector(1051.0, -205.0, 7.5),
+ CVector(885.5, -425.6, 15.6),
+ CVector(182.6, -470.4, 27.8),
+ CVector(132.5, -930.2, 29.0),
+ CVector(124.7, -904.0, 28.0),
+ CVector(-50.0, -686.0, 22.0),
+ CVector(-49.1, -694.5, 22.5),
+ CVector(1063.8, -404.45, 16.2),
+ CVector(1062.2, -405.5, 17.0)
+};
+int32 NumTestPoints;
+int32 aTestPointsX[100];
+int32 aTestPointsY[100];
+int32 aTestPointsZ[100];
+CVector aTestPoints[100];
+int32 ElementsX, ElementsY, ElementsZ;
+float StepX, StepY, StepZ;
+int32 Memsize;
+uint8 *pMem;
+#define MEM(x, y, z) pMem[((x)*ElementsY + (y))*ElementsZ + (z)]
+#define FLAG_FREE 1
+#define FLAG_PROCESSED 2
+
+int32 MinValX, MaxValX;
+int32 MinValY, MaxValY;
+int32 MinValZ, MaxValZ;
+int32 Point1, Point2;
+int32 NewPointX, NewPointY, NewPointZ;
+
+
+void
+CCullZone::FindTestPoints()
+{
+ static int CZNumber;
+
+ NumTestPoints = 0;
+ ElementsX = (maxx-minx) < 1.0f ? 2 : (maxx-minx)+1.0f;
+ ElementsY = (maxy-miny) < 1.0f ? 2 : (maxy-miny)+1.0f;
+ ElementsZ = (maxz-minz) < 1.0f ? 2 : (maxz-minz)+1.0f;
+ if(ElementsX > 32) ElementsX = 32;
+ if(ElementsY > 32) ElementsY = 32;
+ if(ElementsZ > 32) ElementsZ = 32;
+ Memsize = ElementsX * ElementsY * ElementsZ;
+ StepX = (maxx-minx)/(ElementsX-1);
+ StepY = (maxy-miny)/(ElementsY-1);
+ StepZ = (maxz-minz)/(ElementsZ-1);
+
+ pMem = new uint8[Memsize];
+ memset(pMem, 0, Memsize);
+
+ // indices of center
+ int x = ElementsX * (position.x-minx)/(maxx-minx);
+ x = clamp(x, 0, ElementsX-1);
+ int y = ElementsY * (position.y-miny)/(maxy-miny);
+ y = clamp(y, 0, ElementsY-1);
+ int z = ElementsZ * (position.z-minz)/(maxz-minz);
+ z = clamp(z, 0, ElementsZ-1);
+
+ // Mark which test points inside the zone are not occupied by buildings.
+ // To do this, mark the start point as free and do a food fill.
+
+ // NB: we just assume the start position is free here!
+ MEM(x, y, z) |= FLAG_FREE;
+ aTestPointsX[NumTestPoints] = x;
+ aTestPointsY[NumTestPoints] = y;
+ aTestPointsZ[NumTestPoints] = z;
+ NumTestPoints++;
+
+ bool notDoneYet;
+ do{
+ notDoneYet = false;
+ for(x = 0; x < ElementsX; x++){
+ for(y = 0; y < ElementsY; y++){
+ for(z = 0; z < ElementsZ; z++){
+ if(!(MEM(x, y, z) & FLAG_FREE) || MEM(x, y, z) & FLAG_PROCESSED)
+ continue;
+
+ float pX = x*StepX + minx;
+ float pY = y*StepY + miny;
+ float pZ = z*StepZ + minz;
+
+ if(x > 0 && !(MEM(x-1, y, z) & (FLAG_FREE | FLAG_PROCESSED)) &&
+ !TestLine(CVector(pX, pY, pZ), CVector(pX-StepX, pY, pZ)))
+ MEM(x-1, y, z) |= FLAG_FREE;
+ if(x < ElementsX-1 && !(MEM(x+1, y, z) & (FLAG_FREE | FLAG_PROCESSED)) &&
+ !TestLine(CVector(pX, pY, pZ), CVector(pX+StepX, pY, pZ)))
+ MEM(x+1, y, z) |= FLAG_FREE;
+
+ if(y > 0 && !(MEM(x, y-1, z) & (FLAG_FREE | FLAG_PROCESSED)) &&
+ !TestLine(CVector(pX, pY, pZ), CVector(pX, pY-StepY, pZ)))
+ MEM(x, y-1, z) |= FLAG_FREE;
+ if(y < ElementsY-1 && !(MEM(x, y+1, z) & (FLAG_FREE | FLAG_PROCESSED)) &&
+ !TestLine(CVector(pX, pY, pZ), CVector(pX, pY+StepY, pZ)))
+ MEM(x, y+1, z) |= FLAG_FREE;
+
+ if(z > 0 && !(MEM(x, y, z-1) & (FLAG_FREE | FLAG_PROCESSED)) &&
+ !TestLine(CVector(pX, pY, pZ), CVector(pX, pY, pZ-StepZ)))
+ MEM(x, y, z-1) |= FLAG_FREE;
+ if(z < ElementsZ-1 && !(MEM(x, y, z+1) & (FLAG_FREE | FLAG_PROCESSED)) &&
+ !TestLine(CVector(pX, pY, pZ), CVector(pX, pY, pZ+StepZ)))
+ MEM(x, y, z+1) |= FLAG_FREE;
+
+ notDoneYet = true;
+ MEM(x, y, z) |= FLAG_PROCESSED;
+ }
+ }
+ }
+ }while(notDoneYet);
+
+ bool done;
+
+ // Find bound planes of free space
+
+ // increase x, bounds in y and z
+ x = 0;
+ do{
+ done = false;
+ int minA = 10000;
+ int minB = 10000;
+ int maxA = -10000;
+ int maxB = -10000;
+ for(y = 0; y < ElementsY; y++)
+ for(z = 0; z < ElementsZ; z++)
+ if(MEM(x, y, z) & FLAG_FREE){
+ if(y + z < minA){
+ minA = y + z;
+ aTestPointsX[NumTestPoints] = x;
+ aTestPointsY[NumTestPoints] = y;
+ aTestPointsZ[NumTestPoints] = z;
+ }
+ if(y + z > maxA){
+ maxA = y + z;
+ aTestPointsX[NumTestPoints+1] = x;
+ aTestPointsY[NumTestPoints+1] = y;
+ aTestPointsZ[NumTestPoints+1] = z;
+ }
+ if(y - z < minB){
+ minB = y - z;
+ aTestPointsX[NumTestPoints+2] = x;
+ aTestPointsY[NumTestPoints+2] = y;
+ aTestPointsZ[NumTestPoints+2] = z;
+ }
+ if(y - z > maxB){
+ maxB = y - z;
+ aTestPointsX[NumTestPoints+3] = x;
+ aTestPointsY[NumTestPoints+3] = y;
+ aTestPointsZ[NumTestPoints+3] = z;
+ }
+ done = true;
+ }
+ x++;
+ }while(!done);
+ NumTestPoints += 4;
+
+ // decrease x, bounds in y and z
+ x = ElementsX-1;
+ do{
+ done = false;
+ int minA = 10000;
+ int minB = 10000;
+ int maxA = -10000;
+ int maxB = -10000;
+ for(y = 0; y < ElementsY; y++)
+ for(z = 0; z < ElementsZ; z++)
+ if(MEM(x, y, z) & FLAG_FREE){
+ if(y + z < minA){
+ minA = y + z;
+ aTestPointsX[NumTestPoints] = x;
+ aTestPointsY[NumTestPoints] = y;
+ aTestPointsZ[NumTestPoints] = z;
+ }
+ if(y + z > maxA){
+ maxA = y + z;
+ aTestPointsX[NumTestPoints+1] = x;
+ aTestPointsY[NumTestPoints+1] = y;
+ aTestPointsZ[NumTestPoints+1] = z;
+ }
+ if(y - z < minB){
+ minB = y - z;
+ aTestPointsX[NumTestPoints+2] = x;
+ aTestPointsY[NumTestPoints+2] = y;
+ aTestPointsZ[NumTestPoints+2] = z;
+ }
+ if(y - z > maxB){
+ maxB = y - z;
+ aTestPointsX[NumTestPoints+3] = x;
+ aTestPointsY[NumTestPoints+3] = y;
+ aTestPointsZ[NumTestPoints+3] = z;
+ }
+ done = true;
+ }
+ x--;
+ }while(!done);
+ NumTestPoints += 4;
+
+ // increase y, bounds in x and z
+ y = 0;
+ do{
+ done = false;
+ int minA = 10000;
+ int minB = 10000;
+ int maxA = -10000;
+ int maxB = -10000;
+ for(x = 0; x < ElementsX; x++)
+ for(z = 0; z < ElementsZ; z++)
+ if(MEM(x, y, z) & FLAG_FREE){
+ if(x + z < minA){
+ minA = x + z;
+ aTestPointsX[NumTestPoints] = x;
+ aTestPointsY[NumTestPoints] = y;
+ aTestPointsZ[NumTestPoints] = z;
+ }
+ if(x + z > maxA){
+ maxA = x + z;
+ aTestPointsX[NumTestPoints+1] = x;
+ aTestPointsY[NumTestPoints+1] = y;
+ aTestPointsZ[NumTestPoints+1] = z;
+ }
+ if(x - z < minB){
+ minB = x - z;
+ aTestPointsX[NumTestPoints+2] = x;
+ aTestPointsY[NumTestPoints+2] = y;
+ aTestPointsZ[NumTestPoints+2] = z;
+ }
+ if(x - z > maxB){
+ maxB = x - z;
+ aTestPointsX[NumTestPoints+3] = x;
+ aTestPointsY[NumTestPoints+3] = y;
+ aTestPointsZ[NumTestPoints+3] = z;
+ }
+ done = true;
+ }
+ y++;
+ }while(!done);
+ NumTestPoints += 4;
+
+ // decrease y, bounds in x and z
+ y = ElementsY-1;
+ do{
+ done = false;
+ int minA = 10000;
+ int minB = 10000;
+ int maxA = -10000;
+ int maxB = -10000;
+ for(x = 0; x < ElementsX; x++)
+ for(z = 0; z < ElementsZ; z++)
+ if(MEM(x, y, z) & FLAG_FREE){
+ if(x + z < minA){
+ minA = x + z;
+ aTestPointsX[NumTestPoints] = x;
+ aTestPointsY[NumTestPoints] = y;
+ aTestPointsZ[NumTestPoints] = z;
+ }
+ if(x + z > maxA){
+ maxA = x + z;
+ aTestPointsX[NumTestPoints+1] = x;
+ aTestPointsY[NumTestPoints+1] = y;
+ aTestPointsZ[NumTestPoints+1] = z;
+ }
+ if(x - z < minB){
+ minB = x - z;
+ aTestPointsX[NumTestPoints+2] = x;
+ aTestPointsY[NumTestPoints+2] = y;
+ aTestPointsZ[NumTestPoints+2] = z;
+ }
+ if(x - z > maxB){
+ maxB = x - z;
+ aTestPointsX[NumTestPoints+3] = x;
+ aTestPointsY[NumTestPoints+3] = y;
+ aTestPointsZ[NumTestPoints+3] = z;
+ }
+ done = true;
}
+ y--;
+ }while(!done);
+ NumTestPoints += 4;
+
+ // increase z, bounds in x and y
+ z = 0;
+ do{
+ done = false;
+ int minA = 10000;
+ int minB = 10000;
+ int maxA = -10000;
+ int maxB = -10000;
+ for(x = 0; x < ElementsX; x++)
+ for(y = 0; y < ElementsY; y++)
+ if(MEM(x, y, z) & FLAG_FREE){
+ if(x + y < minA){
+ minA = x + y;
+ aTestPointsX[NumTestPoints] = x;
+ aTestPointsY[NumTestPoints] = y;
+ aTestPointsZ[NumTestPoints] = z;
+ }
+ if(x + y > maxA){
+ maxA = x + y;
+ aTestPointsX[NumTestPoints+1] = x;
+ aTestPointsY[NumTestPoints+1] = y;
+ aTestPointsZ[NumTestPoints+1] = z;
+ }
+ if(x - y < minB){
+ minB = x - y;
+ aTestPointsX[NumTestPoints+2] = x;
+ aTestPointsY[NumTestPoints+2] = y;
+ aTestPointsZ[NumTestPoints+2] = z;
+ }
+ if(x - y > maxB){
+ maxB = x - y;
+ aTestPointsX[NumTestPoints+3] = x;
+ aTestPointsY[NumTestPoints+3] = y;
+ aTestPointsZ[NumTestPoints+3] = z;
+ }
+ done = true;
+ }
+ z++;
+ }while(!done);
+ NumTestPoints += 4;
+
+ // decrease z, bounds in x and y
+ z = ElementsZ-1;
+ do{
+ done = false;
+ int minA = 10000;
+ int minB = 10000;
+ int maxA = -10000;
+ int maxB = -10000;
+ for(x = 0; x < ElementsX; x++)
+ for(y = 0; y < ElementsY; y++)
+ if(MEM(x, y, z) & FLAG_FREE){
+ if(x + y < minA){
+ minA = x + y;
+ aTestPointsX[NumTestPoints] = x;
+ aTestPointsY[NumTestPoints] = y;
+ aTestPointsZ[NumTestPoints] = z;
+ }
+ if(x + y > maxA){
+ maxA = x + y;
+ aTestPointsX[NumTestPoints+1] = x;
+ aTestPointsY[NumTestPoints+1] = y;
+ aTestPointsZ[NumTestPoints+1] = z;
+ }
+ if(x - y < minB){
+ minB = x - y;
+ aTestPointsX[NumTestPoints+2] = x;
+ aTestPointsY[NumTestPoints+2] = y;
+ aTestPointsZ[NumTestPoints+2] = z;
+ }
+ if(x - y > maxB){
+ maxB = x - y;
+ aTestPointsX[NumTestPoints+3] = x;
+ aTestPointsY[NumTestPoints+3] = y;
+ aTestPointsZ[NumTestPoints+3] = z;
+ }
+ done = true;
+ }
+ z--;
+ }while(!done);
+ NumTestPoints += 4;
+
+ // divide the axis aligned bounding planes into 4 and place some test points
+
+ // x = 0 plane
+ MinValY = 999999;
+ MinValZ = 999999;
+ MaxValY = 0;
+ MaxValZ = 0;
+ for(y = 0; y < ElementsY; y++)
+ for(z = 0; z < ElementsZ; z++)
+ if(MEM(0, y, z) & FLAG_FREE){
+ if(y < MinValY) MinValY = y;
+ if(z < MinValZ) MinValZ = z;
+ if(y > MaxValY) MaxValY = y;
+ if(z > MaxValZ) MaxValZ = z;
+ }
+ // pick 4 points in the found bounds and add new test points
+ if(MaxValY != 0 && MaxValZ != 0)
+ for(Point1 = 0; Point1 < 2; Point1++)
+ for(Point2 = 0; Point2 < 2; Point2++){
+ NewPointY = (Point1 + 0.5f)*(MaxValY - MinValY)*0.5f + MinValY;
+ NewPointZ = (Point2 + 0.5f)*(MaxValZ - MinValZ)*0.5f + MinValZ;
+ if(MEM(0, NewPointY, NewPointZ) & FLAG_FREE){
+ aTestPointsX[NumTestPoints] = 0;
+ aTestPointsY[NumTestPoints] = NewPointY;
+ aTestPointsZ[NumTestPoints] = NewPointZ;
+ NumTestPoints++;
+ }
+ }
+
+ // x = ElementsX-1 plane
+ MinValY = 999999;
+ MinValZ = 999999;
+ MaxValY = 0;
+ MaxValZ = 0;
+ for(y = 0; y < ElementsY; y++)
+ for(z = 0; z < ElementsZ; z++)
+ if(MEM(ElementsX-1, y, z) & FLAG_FREE){
+ if(y < MinValY) MinValY = y;
+ if(z < MinValZ) MinValZ = z;
+ if(y > MaxValY) MaxValY = y;
+ if(z > MaxValZ) MaxValZ = z;
+ }
+ // pick 4 points in the found bounds and add new test points
+ if(MaxValY != 0 && MaxValZ != 0)
+ for(Point1 = 0; Point1 < 2; Point1++)
+ for(Point2 = 0; Point2 < 2; Point2++){
+ NewPointY = (Point1 + 0.5f)*(MaxValY - MinValY)*0.5f + MinValY;
+ NewPointZ = (Point2 + 0.5f)*(MaxValZ - MinValZ)*0.5f + MinValZ;
+ if(MEM(ElementsX-1, NewPointY, NewPointZ) & FLAG_FREE){
+ aTestPointsX[NumTestPoints] = ElementsX-1;
+ aTestPointsY[NumTestPoints] = NewPointY;
+ aTestPointsZ[NumTestPoints] = NewPointZ;
+ NumTestPoints++;
+ }
+ }
+
+ // y = 0 plane
+ MinValX = 999999;
+ MinValZ = 999999;
+ MaxValX = 0;
+ MaxValZ = 0;
+ for(x = 0; x < ElementsX; x++)
+ for(z = 0; z < ElementsZ; z++)
+ if(MEM(x, 0, z) & FLAG_FREE){
+ if(x < MinValX) MinValX = x;
+ if(z < MinValZ) MinValZ = z;
+ if(x > MaxValX) MaxValX = x;
+ if(z > MaxValZ) MaxValZ = z;
+ }
+ // pick 4 points in the found bounds and add new test points
+ if(MaxValX != 0 && MaxValZ != 0)
+ for(Point1 = 0; Point1 < 2; Point1++)
+ for(Point2 = 0; Point2 < 2; Point2++){
+ NewPointX = (Point1 + 0.5f)*(MaxValX - MinValX)*0.5f + MinValX;
+ NewPointZ = (Point2 + 0.5f)*(MaxValZ - MinValZ)*0.5f + MinValZ;
+ if(MEM(NewPointX, 0, NewPointZ) & FLAG_FREE){
+ aTestPointsX[NumTestPoints] = NewPointX;
+ aTestPointsY[NumTestPoints] = 0;
+ aTestPointsZ[NumTestPoints] = NewPointZ;
+ NumTestPoints++;
+ }
+ }
+
+ // y = ElementsY-1 plane
+ MinValX = 999999;
+ MinValZ = 999999;
+ MaxValX = 0;
+ MaxValZ = 0;
+ for(x = 0; x < ElementsX; x++)
+ for(z = 0; z < ElementsZ; z++)
+ if(MEM(x, ElementsY-1, z) & FLAG_FREE){
+ if(x < MinValX) MinValX = x;
+ if(z < MinValZ) MinValZ = z;
+ if(x > MaxValX) MaxValX = x;
+ if(z > MaxValZ) MaxValZ = z;
+ }
+ // pick 4 points in the found bounds and add new test points
+ if(MaxValX != 0 && MaxValZ != 0)
+ for(Point1 = 0; Point1 < 2; Point1++)
+ for(Point2 = 0; Point2 < 2; Point2++){
+ NewPointX = (Point1 + 0.5f)*(MaxValX - MinValX)*0.5f + MinValX;
+ NewPointZ = (Point2 + 0.5f)*(MaxValZ - MinValZ)*0.5f + MinValZ;
+ if(MEM(NewPointX, ElementsY-1, NewPointZ) & FLAG_FREE){
+ aTestPointsX[NumTestPoints] = NewPointX;
+ aTestPointsY[NumTestPoints] = ElementsY-1;
+ aTestPointsZ[NumTestPoints] = NewPointZ;
+ NumTestPoints++;
+ }
+ }
+
+ // z = 0 plane
+ MinValX = 999999;
+ MinValY = 999999;
+ MaxValX = 0;
+ MaxValY = 0;
+ for(x = 0; x < ElementsX; x++)
+ for(y = 0; y < ElementsY; y++)
+ if(MEM(x, y, 0) & FLAG_FREE){
+ if(x < MinValX) MinValX = x;
+ if(y < MinValY) MinValY = y;
+ if(x > MaxValX) MaxValX = x;
+ if(y > MaxValY) MaxValY = y;
+ }
+ // pick 4 points in the found bounds and add new test points
+ if(MaxValX != 0 && MaxValY != 0)
+ for(Point1 = 0; Point1 < 2; Point1++)
+ for(Point2 = 0; Point2 < 2; Point2++){
+ NewPointX = (Point1 + 0.5f)*(MaxValX - MinValX)*0.5f + MinValX;
+ NewPointY = (Point2 + 0.5f)*(MaxValY - MinValY)*0.5f + MinValY;
+ if(MEM(NewPointX, NewPointY, 0) & FLAG_FREE){
+ aTestPointsX[NumTestPoints] = NewPointX;
+ aTestPointsY[NumTestPoints] = NewPointY;
+ aTestPointsZ[NumTestPoints] = 0;
+ NumTestPoints++;
+ }
+ }
+
+ // z = ElementsZ-1 plane
+ MinValX = 999999;
+ MinValY = 999999;
+ MaxValX = 0;
+ MaxValY = 0;
+ for(x = 0; x < ElementsX; x++)
+ for(y = 0; y < ElementsY; y++)
+ if(MEM(x, y, ElementsZ-1) & FLAG_FREE){
+ if(x < MinValX) MinValX = x;
+ if(y < MinValY) MinValY = y;
+ if(x > MaxValX) MaxValX = x;
+ if(y > MaxValY) MaxValY = y;
+ }
+ // pick 4 points in the found bounds and add new test points
+ if(MaxValX != 0 && MaxValY != 0)
+ for(Point1 = 0; Point1 < 2; Point1++)
+ for(Point2 = 0; Point2 < 2; Point2++){
+ NewPointX = (Point1 + 0.5f)*(MaxValX - MinValX)*0.5f + MinValX;
+ NewPointY = (Point2 + 0.5f)*(MaxValY - MinValY)*0.5f + MinValY;
+ if(MEM(NewPointX, NewPointY, ElementsZ-1) & FLAG_FREE){
+ aTestPointsX[NumTestPoints] = NewPointX;
+ aTestPointsY[NumTestPoints] = NewPointY;
+ aTestPointsZ[NumTestPoints] = ElementsZ-1;
+ NumTestPoints++;
+ }
+ }
+
+ // add some hardcoded test points
+ for(int i = 0; i < ARRAY_SIZE(ExtraFudgePointsCoors); i++)
+ if(PointFallsWithinZone(ExtraFudgePointsCoors[i], 0.0f)){
+ x = ElementsX * (ExtraFudgePointsCoors[i].x-minx)/(maxx-minx);
+ y = ElementsY * (ExtraFudgePointsCoors[i].y-miny)/(maxy-miny);
+ z = ElementsZ * (ExtraFudgePointsCoors[i].z-minz)/(maxz-minz);
+ if(MEM(x, y, z) & FLAG_FREE){
+ aTestPointsX[NumTestPoints] = x;
+ aTestPointsY[NumTestPoints] = y;
+ aTestPointsZ[NumTestPoints] = z;
+ NumTestPoints++;
+ }
+ }
+
+ // remove duplicate points
+ for(int i = 0; i < NumTestPoints; i++)
+ for(int j = i+1; j < NumTestPoints; j++)
+ if(aTestPointsX[j] == aTestPointsX[i] &&
+ aTestPointsY[j] == aTestPointsY[i] &&
+ aTestPointsZ[j] == aTestPointsZ[i]){
+ // get rid of [j]
+ for(int k = j; k < NumTestPoints-1; k++){
+ aTestPointsX[k] = aTestPointsX[k+1];
+ aTestPointsY[k] = aTestPointsY[k+1];
+ aTestPointsZ[k] = aTestPointsZ[k+1];
+ }
+ NumTestPoints--;
+ }
+
+ // convert points to floating point
+ for(int i = 0; i < NumTestPoints; i++){
+ aTestPoints[i].x = aTestPointsX[i]*StepX + minx;
+ aTestPoints[i].y = aTestPointsY[i]*StepY + miny;
+ aTestPoints[i].z = aTestPointsZ[i]*StepZ + minz;
+ }
+
+ CZNumber++;
+
+ delete[] pMem;
+ pMem = nil;
+}
+
+bool
+CCullZone::TestEntityVisibilityFromCullZone(CEntity *entity, float extraDist, CEntity *LODentity)
+{
+ CColModel *colmodel = entity->GetColModel();
+ float boundMaxX = colmodel->boundingBox.max.x;
+ float boundMaxY = colmodel->boundingBox.max.y;
+ float boundMaxZ = colmodel->boundingBox.max.z;
+ float boundMinX = colmodel->boundingBox.min.x;
+ float boundMinY = colmodel->boundingBox.min.y;
+ float boundMinZ = colmodel->boundingBox.min.z;
+ if(LODentity){
+ colmodel = LODentity->GetColModel();
+ boundMaxX = Max(boundMaxX, colmodel->boundingBox.max.x);
+ boundMaxY = Max(boundMaxY, colmodel->boundingBox.max.y);
+ boundMaxZ = Max(boundMaxZ, colmodel->boundingBox.max.z);
+ boundMinX = Min(boundMinX, colmodel->boundingBox.min.x);
+ boundMinY = Min(boundMinY, colmodel->boundingBox.min.y);
+ boundMinZ = Min(boundMinZ, colmodel->boundingBox.min.z);
+ }
+
+ if(boundMaxZ-boundMinZ + extraDist < 0.5f)
+ boundMaxZ = boundMinZ + 0.5f;
+ else
+ boundMaxZ += extraDist;
+
+ CVector vecMin = entity->GetMatrix() * CVector(boundMinX, boundMinY, boundMinZ);
+ CVector vecMaxX = entity->GetMatrix() * CVector(boundMaxX, boundMinY, boundMinZ);
+ CVector vecMaxY = entity->GetMatrix() * CVector(boundMinX, boundMaxY, boundMinZ);
+ CVector vecMaxZ = entity->GetMatrix() * CVector(boundMinX, boundMinY, boundMaxZ);
+ CVector dirx = vecMaxX - vecMin;
+ CVector diry = vecMaxY - vecMin;
+ CVector dirz = vecMaxZ - vecMin;
+
+ // If building intersects zone at all, it's visible
+ int x, y, z;
+ for(x = 0; x < 9; x++){
+ CVector posX = vecMin + x/8.0f*dirx;
+ for(y = 0; y < 9; y++){
+ CVector posY = posX + y/8.0f*diry;
+ for(z = 0; z < 9; z++){
+ CVector posZ = posY + z/8.0f*dirz;
+ if(PointFallsWithinZone(posZ, 2.0f))
+ return true;
}
- if (unk == 3 && ++curCount >= count)
- return true;
}
}
+
+ float distToZone = CalcDistToCullZone(entity->GetPosition().x, entity->GetPosition().y)/15.0f;
+ distToZone = Max(distToZone, 7.0f);
+ int numX = (boundMaxX - boundMinX)/distToZone + 2.0f;
+ int numY = (boundMaxY - boundMinY)/distToZone + 2.0f;
+ int numZ = (boundMaxZ - boundMinZ)/distToZone + 2.0f;
+
+ float stepX = 1.0f/(numX-1);
+ float stepY = 1.0f/(numY-1);
+ float stepZ = 1.0f/(numZ-1);
+ float midX = (boundMaxX + boundMinX)/2.0f;
+ float midY = (boundMaxY + boundMinY)/2.0f;
+ float midZ = (boundMaxZ + boundMinZ)/2.0f;
+
+ // check both xy planes
+ for(int i = 0; i < NumTestPoints; i++){
+ CVector testPoint = aTestPoints[i];
+ CVector mid = entity->GetMatrix() * CVector(midX, midY, midZ);
+ mid.z += 0.1f;
+ if(DoThoroughLineTest(testPoint, mid, entity))
+ return true;
+
+ CVector ray = entity->GetPosition() - testPoint;
+
+ float dotX = DotProduct(ray, dirx);
+ float dotY = DotProduct(ray, diry);
+ float dotZ = DotProduct(ray, dirz);
+
+ for(x = 0; x < numX; x++){
+ CVector pMinZ = vecMin + x*stepX*dirx;
+ CVector pMaxZ = vecMin + x*stepX*dirx + dirz;
+ for(y = 0; y < numY; y++)
+ if(dotZ > 0.0f){
+ if(DoThoroughLineTest(testPoint, pMinZ + y*stepY*diry, entity))
+ return true;
+ }else{
+ if(DoThoroughLineTest(testPoint, pMaxZ + y*stepY*diry, entity))
+ return true;
+ }
+ }
+
+ for(x = 0; x < numX; x++){
+ CVector pMinY = vecMin + x*stepX*dirx;
+ CVector pMaxY = vecMin + x*stepX*dirx + diry;
+ for(z = 1; z < numZ-1; z++) // edge cases already handled
+ if(dotY > 0.0f){
+ if(DoThoroughLineTest(testPoint, pMinY + z*stepZ*dirz, entity))
+ return true;
+ }else{
+ if(DoThoroughLineTest(testPoint, pMaxY + z*stepZ*dirz, entity))
+ return true;
+ }
+ }
+
+ for(y = 1; y < numY-1; y++){ // edge cases already handled
+ CVector pMinX = vecMin + y*stepY*diry;
+ CVector pMaxX = vecMin + y*stepY*diry + dirx;
+ for(z = 1; z < numZ-1; z++) // edge cases already handled
+ if(dotX > 0.0f){
+ if(DoThoroughLineTest(testPoint, pMinX + z*stepZ*dirz, entity))
+ return true;
+ }else{
+ if(DoThoroughLineTest(testPoint, pMaxX + z*stepZ*dirz, entity))
+ return true;
+ }
+ }
+ }
+
return false;
}
diff --git a/src/core/ZoneCull.h b/src/core/ZoneCull.h
index 9bc07b8c..10742ffb 100644
--- a/src/core/ZoneCull.h
+++ b/src/core/ZoneCull.h
@@ -12,7 +12,7 @@ public:
float maxz;
int32 m_indexStart;
- int16 m_groupIndexCount[3];
+ int16 m_groupIndexCount[3]; // only useful during resolution stage
int16 m_numBuildings;
int16 m_numTreadablesPlus10m;
int16 m_numTreadables;
@@ -26,30 +26,35 @@ public:
static void DoStuffEnteringZone_OneTreadable(uint16 i);
- static bool TestLine(CVector a1, CVector a2);
+ static bool TestLine(CVector vec1, CVector vec2);
+ static bool DoThoroughLineTest(CVector vec1, CVector vec2, CEntity *testEntity);
float CalcDistToCullZoneSquared(float x, float y);
float CalcDistToCullZone(float x, float y) { return Sqrt(CalcDistToCullZoneSquared(x, y)); };
bool IsEntityCloseEnoughToZone(CEntity* entity, bool checkLevel);
+ bool PointFallsWithinZone(CVector pos, float radius);
+ bool TestEntityVisibilityFromCullZone(CEntity *entity, float extraDist, CEntity *LODentity);
+ void FindTestPoints();
void GetGroupStartAndSize(int32 groupid, int32 &start, int32 &size) {
switch (groupid) {
+ case 0:
+ default:
+ // buildings
+ start = m_indexStart;
+ size = m_groupIndexCount[0];
+ break;
case 1:
+ // treadables + 10m
start = m_groupIndexCount[0] + m_indexStart;
size = m_groupIndexCount[1];
break;
case 2:
+ // treadables
start = m_groupIndexCount[0] + m_groupIndexCount[1] + m_indexStart;
size = m_groupIndexCount[2];
break;
- default:
- start = m_indexStart;
- size = m_groupIndexCount[0];
- break;
}
}
-
- void FindTestPoints() {}; // todo
- bool TestEntityVisibilityFromCullZone(CEntity*, float, CEntity*) { return false; }; // todo
};
enum eZoneAttribs
@@ -121,5 +126,12 @@ public:
static void DoVisibilityTestCullZone(int zoneId, bool doIt);
static bool DoWeHaveMoreThanXOccurencesOfSet(int32 count, uint16 *set);
- static void CompressIndicesArray() {};// todo
+ static void CompressIndicesArray();
+ static bool PickRandomSetForGroup(int32 zone, int32 group, uint16 *set);
+ static void ReplaceSetForAllGroups(uint16 *set, uint16 setid);
+ static void TidyUpAndMergeLists(uint16 *extraIndices, int32 numExtraIndices);
+
+ // debug
+ static bool LoadTempFile(void);
+ static void SaveTempFile(void);
};
diff --git a/src/core/re3.cpp b/src/core/re3.cpp
index 194f75fa..ee747218 100644
--- a/src/core/re3.cpp
+++ b/src/core/re3.cpp
@@ -565,6 +565,9 @@ DebugMenuPopulate(void)
DebugMenuAddVarBool8("Render", "Don't render Objects", &gbDontRenderObjects, nil);
DebugMenuAddVarBool8("Render", "Don't Render Water", &gbDontRenderWater, nil);
+ DebugMenuAddVarBool8("Debug", "Show cullzone debug stuff", &gbShowCullZoneDebugStuff, nil);
+ DebugMenuAddVarBool8("Debug", "Disable zone cull", &gbDisableZoneCull, nil);
+
DebugMenuAddVarBool8("Debug", "pad 1 -> pad 2", &CPad::m_bMapPadOneToPadTwo, nil);
DebugMenuAddVarBool8("Debug", "Edit on", &CSceneEdit::m_bEditOn, nil);
#ifdef MENU_MAP
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp
index 97d2b49c..83bd0d21 100644
--- a/src/render/Renderer.cpp
+++ b/src/render/Renderer.cpp
@@ -21,12 +21,14 @@
#include "Renderer.h"
#include "Frontend.h"
#include "custompipes.h"
+#include "Debug.h"
bool gbShowPedRoadGroups;
bool gbShowCarRoadGroups;
bool gbShowCollisionPolys;
bool gbShowCollisionLines;
bool gbShowCullZoneDebugStuff;
+bool gbDisableZoneCull; // not original
bool gbBigWhiteDebugLightSwitchedOn;
bool gbDontRenderBuildings;
@@ -35,6 +37,25 @@ bool gbDontRenderPeds;
bool gbDontRenderObjects;
bool gbDontRenderVehicles;
+int32 EntitiesRendered;
+int32 EntitiesNotRendered;
+int32 RenderedBigBuildings;
+int32 RenderedBuildings;
+int32 RenderedCars;
+int32 RenderedPeds;
+int32 RenderedObjects;
+int32 RenderedDummies;
+int32 TestedBigBuildings;
+int32 TestedBuildings;
+int32 TestedCars;
+int32 TestedPeds;
+int32 TestedObjects;
+int32 TestedDummies;
+
+// unused
+int16 TestCloseThings;
+int16 TestBigThings;
+
struct EntityInfo
{
CEntity *ent;
@@ -61,6 +82,11 @@ float CRenderer::ms_lodDistScale = 1.2f;
#define BACKFACE_CULLING_OFF
#endif
+// unused
+BlockedRange CRenderer::aBlockedRanges[16];
+BlockedRange *CRenderer::pFullBlockedRanges;
+BlockedRange *CRenderer::pEmptyBlockedRanges;
+
void
CRenderer::Init(void)
{
@@ -347,6 +373,14 @@ CRenderer::RenderCollisionLines(void)
}
}
+// unused
+void
+CRenderer::RenderBlockBuildingLines(void)
+{
+ for(BlockedRange *br = pFullBlockedRanges; br; br = br->next)
+ printf("Blocked: %f %f\n", br->a, br->b);
+}
+
enum Visbility
{
VIS_INVISIBLE,
@@ -355,14 +389,6 @@ enum Visbility
VIS_STREAMME
};
-#ifdef FIX_BUGS
-#define LOD_DISTANCE (300.0f*TheCamera.LODDistMultiplier)
-#else
-#define LOD_DISTANCE 300.0f
-#endif
-#define FADE_DISTANCE 20.0f
-#define STREAM_DISTANCE 30.0f
-
// Time Objects can be time culled if
// other == -1 || CModelInfo::GetModelInfo(other)->GetRwObject()
// i.e. we have to draw even at the wrong time if
@@ -611,7 +637,21 @@ CRenderer::ConstructRenderList(void)
ms_nNoOfVisibleEntities = 0;
ms_nNoOfInVisibleEntities = 0;
ms_vecCameraPosition = TheCamera.GetPosition();
- // TODO: blocked ranges, but unused
+
+ // unused
+ pFullBlockedRanges = nil;
+ pEmptyBlockedRanges = aBlockedRanges;
+ for(int i = 0; i < 16; i++){
+ aBlockedRanges[i].prev = &aBlockedRanges[i-1];
+ aBlockedRanges[i].next = &aBlockedRanges[i+1];
+ }
+ aBlockedRanges[0].prev = nil;
+ aBlockedRanges[15].next = nil;
+
+ // unused
+ TestCloseThings = 0;
+ TestBigThings = 0;
+
ScanWorld();
}
@@ -647,6 +687,24 @@ CRenderer::ScanWorld(void)
RwMatrix *cammatrix;
RwV2d poly[3];
+#ifndef MASTER
+ // missing in game but has to be done somewhere
+ EntitiesRendered = 0;
+ EntitiesNotRendered = 0;
+ RenderedBigBuildings = 0;
+ RenderedBuildings = 0;
+ RenderedCars = 0;
+ RenderedPeds = 0;
+ RenderedObjects = 0;
+ RenderedDummies = 0;
+ TestedBigBuildings = 0;
+ TestedBuildings = 0;
+ TestedCars = 0;
+ TestedPeds = 0;
+ TestedObjects = 0;
+ TestedDummies = 0;
+#endif
+
memset(vectors, 0, sizeof(vectors));
vectors[CORNER_FAR_TOPLEFT].x = -vw.x * f;
vectors[CORNER_FAR_TOPLEFT].y = vw.y * f;
@@ -765,6 +823,19 @@ CRenderer::ScanWorld(void)
ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_GENERIC));
}
}
+
+#ifndef MASTER
+ if(gbShowCullZoneDebugStuff){
+ sprintf(gString, "Rejected: %d/%d.", EntitiesNotRendered, EntitiesNotRendered + EntitiesRendered);
+ CDebug::PrintAt(gString, 10, 10);
+ sprintf(gString, "Tested:BBuild:%d Build:%d Peds:%d Cars:%d Obj:%d Dummies:%d",
+ TestedBigBuildings, TestedBuildings, TestedPeds, TestedCars, TestedObjects, TestedDummies);
+ CDebug::PrintAt(gString, 10, 11);
+ sprintf(gString, "Rendered:BBuild:%d Build:%d Peds:%d Cars:%d Obj:%d Dummies:%d",
+ RenderedBigBuildings, RenderedBuildings, RenderedPeds, RenderedCars, RenderedObjects, RenderedDummies);
+ CDebug::PrintAt(gString, 10, 12);
+ }
+#endif
}
void
@@ -1045,8 +1116,20 @@ CRenderer::ScanBigBuildingList(CPtrList &list)
for(node = list.first; node; node = node->next){
ent = (CEntity*)node->item;
- if(!ent->bZoneCulled && SetupBigBuildingVisibility(ent) == VIS_VISIBLE)
- ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
+#ifndef MASTER
+ // all missing from game actually
+ TestedBigBuildings++;
+#endif
+ if(!ent->bZoneCulled){
+ if(SetupBigBuildingVisibility(ent) == VIS_VISIBLE)
+ ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
+#ifndef MASTER
+ EntitiesRendered++;
+ RenderedBigBuildings++;
+ }else{
+ EntitiesNotRendered++;
+#endif
+ }
}
}
@@ -1067,7 +1150,7 @@ CRenderer::ScanSectorList(CPtrList *lists)
continue; // already seen
ent->m_scanCode = CWorld::GetCurrentScanCode();
- if(IsEntityCullZoneVisible(ent))
+ if(IsEntityCullZoneVisible(ent)){
switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE:
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
@@ -1090,11 +1173,37 @@ CRenderer::ScanSectorList(CPtrList *lists)
CStreaming::RequestModel(ent->GetModelIndex(), 0);
break;
}
- else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){
- if(!CStreaming::ms_disableStreaming)
- if(SetupEntityVisibility(ent) == VIS_STREAMME)
- if(!m_loadingPriority || CStreaming::ms_numModelsRequested < 10)
- CStreaming::RequestModel(ent->GetModelIndex(), 0);
+#ifndef MASTER
+ EntitiesRendered++;
+ switch(ent->GetType()){
+ case ENTITY_TYPE_BUILDING:
+ if(ent->bIsBIGBuilding)
+ RenderedBigBuildings++;
+ else
+ RenderedBuildings++;
+ break;
+ case ENTITY_TYPE_VEHICLE:
+ RenderedCars++;
+ break;
+ case ENTITY_TYPE_PED:
+ RenderedPeds++;
+ break;
+ case ENTITY_TYPE_OBJECT:
+ RenderedObjects++;
+ break;
+ case ENTITY_TYPE_DUMMY:
+ RenderedDummies++;
+ break;
+ }
+#endif
+ }else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable() && !CStreaming::ms_disableStreaming){
+ if(SetupEntityVisibility(ent) == VIS_STREAMME)
+ if(!m_loadingPriority || CStreaming::ms_numModelsRequested < 10)
+ CStreaming::RequestModel(ent->GetModelIndex(), 0);
+ }else{
+#ifndef MASTER
+ EntitiesNotRendered++;
+#endif
}
}
}
@@ -1117,7 +1226,7 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists)
continue; // already seen
ent->m_scanCode = CWorld::GetCurrentScanCode();
- if(IsEntityCullZoneVisible(ent))
+ if(IsEntityCullZoneVisible(ent)){
switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE:
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
@@ -1142,10 +1251,38 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists)
}
break;
}
- else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){
- if(!CStreaming::ms_disableStreaming)
- if(SetupEntityVisibility(ent) == VIS_STREAMME)
- CStreaming::RequestModel(ent->GetModelIndex(), 0);
+#ifndef MASTER
+ // actually missing in game
+ EntitiesRendered++;
+ switch(ent->GetType()){
+ case ENTITY_TYPE_BUILDING:
+ if(ent->bIsBIGBuilding)
+ RenderedBigBuildings++;
+ else
+ RenderedBuildings++;
+ break;
+ case ENTITY_TYPE_VEHICLE:
+ RenderedCars++;
+ break;
+ case ENTITY_TYPE_PED:
+ RenderedPeds++;
+ break;
+ case ENTITY_TYPE_OBJECT:
+ RenderedObjects++;
+ break;
+ case ENTITY_TYPE_DUMMY:
+ RenderedDummies++;
+ break;
+ }
+#endif
+ }else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable() && !CStreaming::ms_disableStreaming){
+ if(SetupEntityVisibility(ent) == VIS_STREAMME)
+ CStreaming::RequestModel(ent->GetModelIndex(), 0);
+ }else{
+#ifndef MASTER
+ // actually missing in game
+ EntitiesNotRendered++;
+#endif
}
}
}
@@ -1251,9 +1388,34 @@ CRenderer::IsEntityCullZoneVisible(CEntity *ent)
CPed *ped;
CObject *obj;
+ if(gbDisableZoneCull) return true;
+
+#ifndef MASTER
+ switch(ent->GetType()){
+ case ENTITY_TYPE_BUILDING:
+ if(ent->bIsBIGBuilding)
+ TestedBigBuildings++;
+ else
+ TestedBuildings++;
+ break;
+ case ENTITY_TYPE_VEHICLE:
+ TestedCars++;
+ break;
+ case ENTITY_TYPE_PED:
+ TestedPeds++;
+ break;
+ case ENTITY_TYPE_OBJECT:
+ TestedObjects++;
+ break;
+ case ENTITY_TYPE_DUMMY:
+ TestedDummies++;
+ break;
+ }
+#endif
if(ent->bZoneCulled)
return false;
+
switch(ent->GetType()){
case ENTITY_TYPE_VEHICLE:
return IsVehicleCullZoneVisible(ent);
diff --git a/src/render/Renderer.h b/src/render/Renderer.h
index 362741e3..e14f73b1 100644
--- a/src/render/Renderer.h
+++ b/src/render/Renderer.h
@@ -2,11 +2,20 @@
class CEntity;
+#ifdef FIX_BUGS
+#define LOD_DISTANCE (300.0f*TheCamera.LODDistMultiplier)
+#else
+#define LOD_DISTANCE 300.0f
+#endif
+#define FADE_DISTANCE 20.0f
+#define STREAM_DISTANCE 30.0f
+
extern bool gbShowPedRoadGroups;
extern bool gbShowCarRoadGroups;
extern bool gbShowCollisionPolys;
extern bool gbShowCollisionLines;
extern bool gbShowCullZoneDebugStuff;
+extern bool gbDisableZoneCull; // not original
extern bool gbBigWhiteDebugLightSwitchedOn;
extern bool gbDontRenderBuildings;
@@ -18,6 +27,13 @@ extern bool gbDontRenderVehicles;
class CVehicle;
class CPtrList;
+// unused
+struct BlockedRange
+{
+ float a, b; // unknown
+ BlockedRange *prev, *next;
+};
+
class CRenderer
{
static int32 ms_nNoOfVisibleEntities;
@@ -28,6 +44,10 @@ class CRenderer
static CVector ms_vecCameraPosition;
static CVehicle *m_pFirstPersonVehicle;
+ // unused
+ static BlockedRange aBlockedRanges[16];
+ static BlockedRange *pFullBlockedRanges;
+ static BlockedRange *pEmptyBlockedRanges;
public:
static float ms_lodDistScale;
static bool m_loadingPriority;
@@ -46,6 +66,8 @@ public:
static void RenderFirstPersonVehicle(void);
static void RenderCollisionLines(void);
+ // unused
+ static void RenderBlockBuildingLines(void);
static int32 SetupEntityVisibility(CEntity *ent);
static int32 SetupBigBuildingVisibility(CEntity *ent);
diff --git a/src/rw/VisibilityPlugins.cpp b/src/rw/VisibilityPlugins.cpp
index 8878a26a..3f10d12a 100644
--- a/src/rw/VisibilityPlugins.cpp
+++ b/src/rw/VisibilityPlugins.cpp
@@ -11,8 +11,6 @@
#include "World.h"
#include "custompipes.h"
-#define FADE_DISTANCE 20.0f
-
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaList;
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaEntityList;