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author | Sergeanur <s.anureev@yandex.ua> | 2021-07-17 23:03:57 +0200 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2021-07-17 23:03:57 +0200 |
commit | c937bdbfea8f522d14d7a41f24372bddf5bdafcc (patch) | |
tree | eb8f97f6cf9fac31d7ab90388af232d51cc9c137 /src/renderer/Renderer.cpp | |
parent | Merge pull request #1219 from withmorten/miami-ini (diff) | |
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Diffstat (limited to 'src/renderer/Renderer.cpp')
-rw-r--r-- | src/renderer/Renderer.cpp | 1675 |
1 files changed, 1675 insertions, 0 deletions
diff --git a/src/renderer/Renderer.cpp b/src/renderer/Renderer.cpp new file mode 100644 index 00000000..6b306b6c --- /dev/null +++ b/src/renderer/Renderer.cpp @@ -0,0 +1,1675 @@ +#define WITHD3D +#include "common.h" + +#include "main.h" +#include "Lights.h" +#include "ModelInfo.h" +#include "Treadable.h" +#include "Ped.h" +#include "Vehicle.h" +#include "Boat.h" +#include "Heli.h" +#include "Bike.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 "PointLights.h" +#include "Occlusion.h" +#include "Renderer.h" +#include "custompipes.h" +#include "Frontend.h" + +bool gbShowPedRoadGroups; +bool gbShowCarRoadGroups; +bool gbShowCollisionPolys; +bool gbShowCollisionLines; +bool gbBigWhiteDebugLightSwitchedOn; + +bool gbDontRenderBuildings; +bool gbDontRenderBigBuildings; +bool gbDontRenderPeds; +bool gbDontRenderObjects; +bool gbDontRenderVehicles; + +// unused +int16 TestCloseThings; +int16 TestBigThings; + +struct EntityInfo +{ + CEntity *ent; + float sort; +}; + +CLinkList<EntityInfo> gSortedVehiclesAndPeds; + +int32 CRenderer::ms_nNoOfVisibleEntities; +CEntity *CRenderer::ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES]; +CEntity *CRenderer::ms_aInVisibleEntityPtrs[NUMINVISIBLEENTITIES]; +int32 CRenderer::ms_nNoOfInVisibleEntities; +#ifdef NEW_RENDERER +int32 CRenderer::ms_nNoOfVisibleVehicles; +CEntity *CRenderer::ms_aVisibleVehiclePtrs[NUMVISIBLEENTITIES]; +int32 CRenderer::ms_nNoOfVisibleBuildings; +CEntity *CRenderer::ms_aVisibleBuildingPtrs[NUMVISIBLEENTITIES]; +#endif + +CVector CRenderer::ms_vecCameraPosition; +CVehicle *CRenderer::m_pFirstPersonVehicle; +bool CRenderer::m_loadingPriority; +float CRenderer::ms_lodDistScale = 1.2f; + +// unused +BlockedRange CRenderer::aBlockedRanges[16]; +BlockedRange* CRenderer::pFullBlockedRanges; +BlockedRange* CRenderer::pEmptyBlockedRanges; + +void +CRenderer::Init(void) +{ + gSortedVehiclesAndPeds.Init(40); + SortBIGBuildings(); +} + +void +CRenderer::Shutdown(void) +{ + gSortedVehiclesAndPeds.Shutdown(); +} + +void +CRenderer::PreRender(void) +{ + int i; + CLink<CVisibilityPlugins::AlphaObjectInfo> *node; + + for(i = 0; i < ms_nNoOfVisibleEntities; i++) + ms_aVisibleEntityPtrs[i]->PreRender(); + +#ifdef NEW_RENDERER + if(gbNewRenderer){ + for(i = 0; i < ms_nNoOfVisibleVehicles; i++) + ms_aVisibleVehiclePtrs[i]->PreRender(); + // How is this done with cWorldStream? + for(i = 0; i < ms_nNoOfVisibleBuildings; i++) + ms_aVisibleBuildingPtrs[i]->PreRender(); + for(node = CVisibilityPlugins::m_alphaBuildingList.head.next; + node != &CVisibilityPlugins::m_alphaBuildingList.tail; + node = node->next) + ((CEntity*)node->item.entity)->PreRender(); + } +#endif + + for (i = 0; i < ms_nNoOfInVisibleEntities; i++) { +#ifdef SQUEEZE_PERFORMANCE + if (ms_aInVisibleEntityPtrs[i]->IsVehicle() && ((CVehicle*)ms_aInVisibleEntityPtrs[i])->IsHeli()) +#endif + ms_aInVisibleEntityPtrs[i]->PreRender(); + } + + for(node = CVisibilityPlugins::m_alphaEntityList.head.next; + node != &CVisibilityPlugins::m_alphaEntityList.tail; + node = node->next) + ((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->GetModelIndex())->GetColModel(), e->GetModelIndex()); + else{ + PUSH_RENDERGROUP(CModelInfo::GetModelInfo(e->GetModelIndex())->GetModelName()); + + e->Render(); + + POP_RENDERGROUP(); + } +} + +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->GetModelIndex())->GetColModel(), e->GetModelIndex()); + 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; + }else if(e->IsVehicle()){ + // re3 addition + if(gbDontRenderVehicles) + return; + } +#endif + + PUSH_RENDERGROUP(CModelInfo::GetModelInfo(e->GetModelIndex())->GetModelName()); + + resetLights = e->SetupLighting(); + + if(e->IsVehicle()){ + // unfortunately can't use GetClump here + CVisibilityPlugins::SetupVehicleVariables((RpClump*)e->m_rwObject); + CVisibilityPlugins::InitAlphaAtomicList(); + } + + // Render Peds in vehicle before vehicle itself + if(e->IsVehicle()){ + 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(); + SetCullMode(rwCULLMODECULLNONE); + } + e->Render(); + + if(e->IsVehicle()){ + e->bImBeingRendered = true; + CVisibilityPlugins::RenderAlphaAtomics(); + e->bImBeingRendered = false; + SetCullMode(rwCULLMODECULLBACK); + } + + e->RemoveLighting(resetLights); + + POP_RENDERGROUP(); +} + +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); +} + +inline bool IsRoad(CEntity *e) { return e->IsBuilding() && ((CSimpleModelInfo*)CModelInfo::GetModelInfo(e->GetModelIndex()))->m_wetRoadReflection; } + +void +CRenderer::RenderRoads(void) +{ + int i; + CEntity *e; + + PUSH_RENDERGROUP("CRenderer::RenderRoads"); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + SetCullMode(rwCULLMODECULLBACK); + DeActivateDirectional(); + SetAmbientColours(); + + for(i = 0; i < ms_nNoOfVisibleEntities; i++){ + e = ms_aVisibleEntityPtrs[i]; + if(IsRoad(e)) + RenderOneRoad(e); + } + POP_RENDERGROUP(); +} + +inline bool PutIntoSortedVehicleList(CVehicle *veh) +{ + if(veh->IsBoat()){ + int mode = TheCamera.Cams[TheCamera.ActiveCam].Mode; + if(mode == CCam::MODE_WHEELCAM || + mode == CCam::MODE_1STPERSON && TheCamera.GetLookDirection() != LOOKING_FORWARD && TheCamera.GetLookDirection() != LOOKING_BEHIND || + CVisibilityPlugins::GetClumpAlpha(veh->GetClump()) != 255) + return false; + return true; + }else + return veh->bTouchingWater; +} + +void +CRenderer::RenderEverythingBarRoads(void) +{ + int i; + CEntity *e; + EntityInfo ei; + + PUSH_RENDERGROUP("CRenderer::RenderEverythingBarRoads"); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + SetCullMode(rwCULLMODECULLBACK); + gSortedVehiclesAndPeds.Clear(); + + for(i = 0; i < ms_nNoOfVisibleEntities; i++){ + e = ms_aVisibleEntityPtrs[i]; + + if(IsRoad(e)) + continue; + +#ifdef EXTENDED_PIPELINES + if(CustomPipes::bRenderingEnvMap && (e->IsPed() || e->IsVehicle())) + continue; +#endif + + if(e->IsVehicle() || + e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){ + if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){ + ei.ent = e; + ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr(); + gSortedVehiclesAndPeds.InsertSorted(ei); + }else{ + if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, (ms_vecCameraPosition - e->GetPosition()).Magnitude())){ + printf("Ran out of space in alpha entity list"); + RenderOneNonRoad(e); + } + } + }else + RenderOneNonRoad(e); + } + POP_RENDERGROUP(); +} + +void +CRenderer::RenderBoats(void) +{ + CLink<EntityInfo> *node; + + PUSH_RENDERGROUP("CRenderer::RenderBoats"); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + SetCullMode(rwCULLMODECULLBACK); + +#ifdef NEW_RENDERER + int i; + CEntity *e; + EntityInfo ei; + if(gbNewRenderer){ + gSortedVehiclesAndPeds.Clear(); + // not the real thing + for(i = 0; i < ms_nNoOfVisibleVehicles; i++){ + e = ms_aVisibleVehiclePtrs[i]; + if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){ + ei.ent = e; + ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr(); + gSortedVehiclesAndPeds.InsertSorted(ei); + } + } + } +#endif + + for(node = gSortedVehiclesAndPeds.tail.prev; + node != &gSortedVehiclesAndPeds.head; + node = node->prev){ + CVehicle *v = (CVehicle*)node->item.ent; + RenderOneNonRoad(v); + } + POP_RENDERGROUP(); +} + +#ifdef NEW_RENDERER +#ifndef LIBRW +#error "Need librw for EXTENDED_PIPELINES" +#endif +#include "WaterLevel.h" + +enum { + // blend passes + PASS_NOZ, // no z-write + PASS_ADD, // additive + PASS_BLEND // normal blend +}; + +static void +SetStencilState(int state) +{ + switch(state){ + // disable stencil + case 0: + rw::SetRenderState(rw::STENCILENABLE, FALSE); + break; + // test against stencil + case 1: + rw::SetRenderState(rw::STENCILENABLE, TRUE); + rw::SetRenderState(rw::STENCILFUNCTION, rw::STENCILNOTEQUAL); + rw::SetRenderState(rw::STENCILPASS, rw::STENCILKEEP); + rw::SetRenderState(rw::STENCILFAIL, rw::STENCILKEEP); + rw::SetRenderState(rw::STENCILZFAIL, rw::STENCILKEEP); + rw::SetRenderState(rw::STENCILFUNCTIONMASK, 0xFF); + rw::SetRenderState(rw::STENCILFUNCTIONREF, 0xFF); + break; + // write to stencil + case 2: + rw::SetRenderState(rw::STENCILENABLE, TRUE); + rw::SetRenderState(rw::STENCILFUNCTION, rw::STENCILALWAYS); + rw::SetRenderState(rw::STENCILPASS, rw::STENCILREPLACE); + rw::SetRenderState(rw::STENCILFUNCTIONREF, 0xFF); + break; + } +} + +void +CRenderer::RenderOneBuilding(CEntity *ent, float camdist) +{ + if(ent->m_rwObject == nil) + return; + + ent->bImBeingRendered = true; // TODO: this seems wrong, but do we even need it? + + assert(RwObjectGetType(ent->m_rwObject) == rpATOMIC); + RpAtomic *atomic = (RpAtomic*)ent->m_rwObject; + CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->GetModelIndex()); + + int pass = PASS_BLEND; + if(mi->m_additive) // very questionable + pass = PASS_ADD; + if(mi->m_noZwrite) + pass = PASS_NOZ; + + if(ent->bDistanceFade){ + RpAtomic *lodatm; + float fadefactor; + uint32 alpha; + + lodatm = mi->GetAtomicFromDistance(camdist - FADE_DISTANCE); + fadefactor = (mi->GetLargestLodDistance() - (camdist - FADE_DISTANCE))/FADE_DISTANCE; + if(fadefactor > 1.0f) + fadefactor = 1.0f; + alpha = mi->m_alpha * fadefactor; + + if(alpha == 255) + WorldRender::AtomicFirstPass(atomic, pass); + else{ + // not quite sure what this is about, do we have to do that? + RpGeometry *geo = RpAtomicGetGeometry(lodatm); + if(geo != RpAtomicGetGeometry(atomic)) + RpAtomicSetGeometry(atomic, geo, rpATOMICSAMEBOUNDINGSPHERE); + WorldRender::AtomicFullyTransparent(atomic, pass, alpha); + } + }else + WorldRender::AtomicFirstPass(atomic, pass); + + ent->bImBeingRendered = false; // TODO: this seems wrong, but do we even need it? +} + +void +CRenderer::RenderWorld(int pass) +{ + int i; + CEntity *e; + CLink<CVisibilityPlugins::AlphaObjectInfo> *node; + + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + SetCullMode(rwCULLMODECULLBACK); + DeActivateDirectional(); + SetAmbientColours(); + + // Temporary...have to figure out sorting better + switch(pass){ + case 0: + // Roads + PUSH_RENDERGROUP("CRenderer::RenderWorld - Roads"); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); + for(i = 0; i < ms_nNoOfVisibleBuildings; i++){ + e = ms_aVisibleBuildingPtrs[i]; + if(e->bIsBIGBuilding || IsRoad(e)) + RenderOneBuilding(e); + } + for(node = CVisibilityPlugins::m_alphaBuildingList.tail.prev; + node != &CVisibilityPlugins::m_alphaBuildingList.head; + node = node->prev){ + e = node->item.entity; + if(e->bIsBIGBuilding || IsRoad(e)) + RenderOneBuilding(e, node->item.sort); + } + POP_RENDERGROUP(); + break; + case 1: + // Opaque + PUSH_RENDERGROUP("CRenderer::RenderWorld - Opaque"); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); + for(i = 0; i < ms_nNoOfVisibleBuildings; i++){ + e = ms_aVisibleBuildingPtrs[i]; + if(!(e->bIsBIGBuilding || IsRoad(e))) + RenderOneBuilding(e); + } + for(node = CVisibilityPlugins::m_alphaBuildingList.tail.prev; + node != &CVisibilityPlugins::m_alphaBuildingList.head; + node = node->prev){ + e = node->item.entity; + if(!(e->bIsBIGBuilding || IsRoad(e))) + RenderOneBuilding(e, node->item.sort); + } + // Now we have iterated through all visible buildings (unsorted and sorted) + // and the transparency list is done. + + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE); + WorldRender::RenderBlendPass(PASS_NOZ); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + POP_RENDERGROUP(); + break; + case 2: + // Transparent + PUSH_RENDERGROUP("CRenderer::RenderWorld - Transparent"); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); + WorldRender::RenderBlendPass(PASS_ADD); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + WorldRender::RenderBlendPass(PASS_BLEND); + POP_RENDERGROUP(); + break; + } +} + +void +CRenderer::RenderPeds(void) +{ + int i; + CEntity *e; + + PUSH_RENDERGROUP("CRenderer::RenderPeds"); + for(i = 0; i < ms_nNoOfVisibleVehicles; i++){ + e = ms_aVisibleVehiclePtrs[i]; + if(e->IsPed()) + RenderOneNonRoad(e); + } + POP_RENDERGROUP(); +} + +void +CRenderer::RenderVehicles(void) +{ + int i; + CEntity *e; + EntityInfo ei; + CLink<EntityInfo> *node; + + PUSH_RENDERGROUP("CRenderer::RenderVehicles"); + // not the real thing + for(i = 0; i < ms_nNoOfVisibleVehicles; i++){ + e = ms_aVisibleVehiclePtrs[i]; + if(!e->IsVehicle()) + continue; + if(PutIntoSortedVehicleList((CVehicle*)e)) + continue; // boats handled elsewhere + ei.ent = e; + ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr(); + gSortedVehiclesAndPeds.InsertSorted(ei); + } + + for(node = gSortedVehiclesAndPeds.tail.prev; + node != &gSortedVehiclesAndPeds.head; + node = node->prev) + RenderOneNonRoad(node->item.ent); + POP_RENDERGROUP(); +} + +void +CRenderer::RenderTransparentWater(void) +{ + int i; + CEntity *e; + + PUSH_RENDERGROUP("CRenderer::RenderTransparentWater"); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + SetStencilState(2); + + for(i = 0; i < ms_nNoOfVisibleVehicles; i++){ + e = ms_aVisibleVehiclePtrs[i]; + if(e->IsVehicle() && ((CVehicle*)e)->IsBoat()) + ((CBoat*)e)->RenderWaterOutPolys(); + } + + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + SetStencilState(1); + + CWaterLevel::RenderTransparentWater(); + + SetStencilState(0); + POP_RENDERGROUP(); +} + +void +CRenderer::ClearForFrame(void) +{ + ms_nNoOfVisibleEntities = 0; + ms_nNoOfVisibleVehicles = 0; + ms_nNoOfVisibleBuildings = 0; + ms_nNoOfInVisibleEntities = 0; + gSortedVehiclesAndPeds.Clear(); + + WorldRender::numBlendInsts[PASS_NOZ] = 0; + WorldRender::numBlendInsts[PASS_ADD] = 0; + WorldRender::numBlendInsts[PASS_BLEND] = 0; +} +#endif + +void +CRenderer::RenderFadingInEntities(void) +{ + PUSH_RENDERGROUP("CRenderer::RenderFadingInEntities"); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + SetCullMode(rwCULLMODECULLBACK); + DeActivateDirectional(); + SetAmbientColours(); + CVisibilityPlugins::RenderFadingEntities(); + POP_RENDERGROUP(); +} + +void +CRenderer::RenderFadingInUnderwaterEntities(void) +{ + PUSH_RENDERGROUP("CRenderer::RenderFadingInUnderwaterEntities"); + DeActivateDirectional(); + SetAmbientColours(); + CVisibilityPlugins::RenderFadingUnderwaterEntities(); + POP_RENDERGROUP(); +} + +void +CRenderer::RenderCollisionLines(void) +{ + int i; + + // game doesn't draw fading in entities + // this should probably be fixed + for(i = 0; i < ms_nNoOfVisibleEntities; i++){ + CEntity *e = ms_aVisibleEntityPtrs[i]; + if(Abs(e->GetPosition().x - ms_vecCameraPosition.x) < 100.0f && + Abs(e->GetPosition().y - ms_vecCameraPosition.y) < 100.0f) + CCollision::DrawColModel(e->GetMatrix(), *e->GetColModel()); + } +} + +enum Visbility +{ + VIS_INVISIBLE, + VIS_VISIBLE, + VIS_OFFSCREEN, + VIS_STREAMME +}; + +// 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->GetModelType() == 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->GetModelType() != MITYPE_SIMPLE && mi->GetModelType() != MITYPE_WEAPON){ + if(FindPlayerVehicle() == ent && + TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON && + !(FindPlayerVehicle()->IsBike() && ((CBike*)FindPlayerVehicle())->bWheelieCam)){ + // Player's vehicle in first person mode + CVehicle *veh = (CVehicle*)ent; + int model = veh->GetModelIndex(); + int direction = TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking; + if(direction == LOOKING_FORWARD || + ent->GetModelIndex() == MI_RHINO || + ent->GetModelIndex() == MI_COACH || + TheCamera.m_bInATunnelAndABigVehicle || + direction == LOOKING_BEHIND && veh->pHandling->Flags & HANDLING_UNKNOWN){ + ent->bNoBrightHeadLights = true; + return VIS_OFFSCREEN; + } + + if(direction != LOOKING_BEHIND || + !veh->IsBoat() || model == MI_REEFER || model == MI_TROPIC || model == MI_PREDATOR || model == MI_SKIMMER){ + m_pFirstPersonVehicle = (CVehicle*)ent; + ent->bNoBrightHeadLights = false; + return VIS_OFFSCREEN; + } + } + + // All sorts of Clumps + if(ent->m_rwObject == nil || !ent->bIsVisible) + return VIS_INVISIBLE; + if(!ent->GetIsOnScreen() || ent->IsEntityOccluded()) + return VIS_OFFSCREEN; + if(ent->bDrawLast){ + dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude(); + CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); + ent->bDistanceFade = false; + return VIS_INVISIBLE; + } + return VIS_VISIBLE; + } + if(ent->bDontStream){ + if(ent->m_rwObject == nil || !ent->bIsVisible) + return VIS_INVISIBLE; + if(!ent->GetIsOnScreen() || ent->IsEntityOccluded()) + return VIS_OFFSCREEN; + if(ent->bDrawLast){ + dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude(); + CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); + ent->bDistanceFade = false; + return VIS_INVISIBLE; + } + return VIS_VISIBLE; + } + } + + // Simple ModelInfo + + if(!IsAreaVisible(ent->m_area)) + return VIS_INVISIBLE; + + dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude(); + +#ifndef FIX_BUGS + // Whatever this is supposed to do, it breaks fading for objects + // whose draw dist is > LOD_DISTANCE-FADE_DISTANCE, i.e. 280 + // because decreasing dist here makes the object visible above LOD_DISTANCE + // before fading normally once below LOD_DISTANCE. + // aha! this must be a workaround for the fact that we're not taking + // the LOD multiplier into account here anywhere + if(LOD_DISTANCE < dist && dist < mi->GetLargestLodDistance() + FADE_DISTANCE) + dist += mi->GetLargestLodDistance() - LOD_DISTANCE; +#endif + + if(ent->IsObject() && ent->bRenderDamaged) + mi->m_isDamaged = true; + + RpAtomic *a = mi->GetAtomicFromDistance(dist); + if(a){ + mi->m_isDamaged = false; + 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), rpATOMICSAMEBOUNDINGSPHERE); // originally 5 (mistake?) + mi->IncreaseAlpha(); + if(ent->m_rwObject == nil || !ent->bIsVisible) + return VIS_INVISIBLE; + + if(!ent->GetIsOnScreen() || ent->IsEntityOccluded()){ + 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){ + if(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), rpATOMICSAMEBOUNDINGSPHERE); // originally 5 (mistake?) + mi->IncreaseAlpha(); + if(ent->m_rwObject == nil || !ent->bIsVisible) + return VIS_INVISIBLE; + + if(!ent->GetIsOnScreen() || ent->IsEntityOccluded()){ + 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(!IsAreaVisible(ent->m_area)) + return VIS_INVISIBLE; + + bool request = true; + if(mi->GetModelType() == 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){ + ent->DeleteRwObject(); + return VIS_INVISIBLE; + } + // can't cull, so we'll try to draw this one, but don't request + // it since what we really want is the other one. + request = false; + } + }else if(mi->GetModelType() == MITYPE_VEHICLE) + return ent->IsVisible() ? VIS_VISIBLE : VIS_INVISIBLE; + + 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){ + // No non-LOD or non-LOD is completely visible. + if(nonLOD == nil || + nonLOD->GetRwObject() && nonLOD->m_alpha == 255) + return VIS_INVISIBLE; + + // But if it is a time object, we'd rather draw the wrong + // non-LOD than the right LOD. + if(nonLOD->GetModelType() == MITYPE_TIME){ + ti = (CTimeModelInfo*)nonLOD; + other = ti->GetOtherTimeModel(); + if(other != -1 && CModelInfo::GetModelInfo(other)->GetRwObject()) + return VIS_INVISIBLE; + } + } + + RpAtomic *a = mi->GetFirstAtomicFromDistance(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), rpATOMICSAMEBOUNDINGSPHERE); // originally 5 (mistake?) + mi->IncreaseAlpha(); + if(!ent->IsVisible() || !ent->GetIsOnScreenComplex() || ent->IsEntityOccluded()){ + mi->m_alpha = 255; + return VIS_INVISIBLE; + } + + if(mi->m_alpha != 255){ + CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); + ent->bDistanceFade = true; + return VIS_INVISIBLE; + } + + if(mi->m_drawLast){ + CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); + ent->bDistanceFade = false; + return VIS_INVISIBLE; + } + return VIS_VISIBLE; + } + + if(mi->m_noFade){ + ent->DeleteRwObject(); + return VIS_INVISIBLE; + } + + + // get faded atomic + a = mi->GetFirstAtomicFromDistance(dist - FADE_DISTANCE); + if(a == nil){ + if(ent->bStreamBIGBuilding && dist-STREAM_DISTANCE < mi->GetLodDistance(0) && request){ + return ent->GetIsOnScreen() ? VIS_STREAMME : VIS_INVISIBLE; + }else{ + ent->DeleteRwObject(); + return VIS_INVISIBLE; + } + } + + // 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), rpATOMICSAMEBOUNDINGSPHERE); // originally 5 (mistake?) + mi->IncreaseAlpha(); + if(!ent->IsVisible() || !ent->GetIsOnScreenComplex() || ent->IsEntityOccluded()){ + mi->m_alpha = 255; + return VIS_INVISIBLE; + } + CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); + ent->bDistanceFade = true; + return VIS_INVISIBLE; +} + +void +CRenderer::ConstructRenderList(void) +{ + COcclusion::ProcessBeforeRendering(); +#ifdef NEW_RENDERER + if(!gbNewRenderer) +#endif +{ + ms_nNoOfVisibleEntities = 0; + ms_nNoOfInVisibleEntities = 0; +} + ms_vecCameraPosition = TheCamera.GetPosition(); + + // 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(); +} + +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(); + + // unused + static CVector prevPos; + static CVector prevFwd; + static bool smallMovement; + smallMovement = (TheCamera.GetPosition() - prevPos).MagnitudeSqr() < SQR(4.0f) && + DotProduct(TheCamera.GetForward(), prevFwd) > 0.98f; + prevPos = TheCamera.GetPosition(); + prevFwd = TheCamera.GetForward(); + + if(cammatrix->at.z > 0.0f){ + // looking up, bottom corners are further away + vectors[CORNER_LOD_LEFT] = vectors[CORNER_FAR_BOTLEFT] * LOD_DISTANCE/f; + 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(vectors, vectors, 9, cammatrix); + + m_loadingPriority = false; + if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN || +#ifdef FIX_BUGS + TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_GTACLASSIC || +#endif + TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){ + 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{ +#ifdef GTA_TRAIN + 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 +#endif + { + if(f > LOD_DISTANCE){ + // 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); + }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_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); + ScanSectorPoly(poly, 3, ScanSectorList); + } + +#ifdef NO_ISLAND_LOADING + if (FrontEndMenuManager.m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_HIGH) { + ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_BEACH)); + ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_MAINLAND)); + } else +#endif + { +#ifdef FIX_BUGS + if(CCollision::ms_collisionInMemory != LEVEL_GENERIC) +#endif + ScanBigBuildingList(CWorld::GetBigBuildingList(CGame::currLevel)); + } + ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_GENERIC)); + } + } +} + +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(); + ms_vecCameraPosition = TheCamera.GetPosition(); + + 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(vectors, vectors, 9, cammatrix); + + if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN || +#ifdef FIX_BUGS + TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_GTACLASSIC || +#endif + TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){ + 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); + } +} + +bool +CEntity::SetupLighting(void) +{ + return false; +} + +void +CEntity::RemoveLighting(bool) +{ +} + +bool +CPed::SetupLighting(void) +{ + ActivateDirectional(); + SetAmbientColoursForPedsCarsAndObjects(); + +#ifndef MASTER + // Originally this was being called through iteration of Sectors, but putting it here is better. + if (GetDebugDisplay() != 0 && !IsPlayer()) + DebugRenderOnePedText(); +#endif + + if (bRenderScorched) { + WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f); + } else { + // Note that this lightMult is only affected by LIGHT_DARKEN. If there's no LIGHT_DARKEN, it will be 1.0. + float lightMult = CPointLights::GenerateLightsAffectingObject(&GetPosition()); + if (lightMult != 1.0f) { + SetAmbientAndDirectionalColours(lightMult); + return true; + } + } + return false; +} + +void +CPed::RemoveLighting(bool reset) +{ + if (!bRenderScorched) { + CRenderer::RemoveVehiclePedLights(this, reset); + if (reset) + ReSetAmbientAndDirectionalColours(); + } + SetAmbientColours(); + DeActivateDirectional(); +} + +float +CalcNewDelta(RwV2d *a, RwV2d *b) +{ + return (b->x - a->x) / (b->y - a->y); +} + +#ifdef FIX_BUGS +#define TOINT(x) ((int)Floor(x)) +#else +#define TOINT(x) ((int)(x)) +#endif + +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 = TOINT(miny); + yend = TOINT(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 = TOINT(poly[b1].x); + if(TOINT(poly[b1].y) != TOINT(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 = TOINT(poly[a1].x); + if(TOINT(poly[a1].y) != TOINT(poly[a2].y)) + break; + } + + // prestep x1 and x2 to next integer y + deltaA = CalcNewDelta(&poly[a1], &poly[a2]); + xA = deltaA * (Ceil(poly[a1].y) - poly[a1].y) + poly[a1].x; + deltaB = CalcNewDelta(&poly[b1], &poly[b2]); + xB = deltaB * (Ceil(poly[b1].y) - poly[b1].y) + poly[b1].x; + + if(y != yend){ + if(deltaB < 0.0f && TOINT(xB) < xstart) + xstart = TOINT(xB); + if(deltaA >= 0.0f && TOINT(xA) > xend) + xend = TOINT(xA); + } + + while(y <= yend && y < NUMSECTORS_Y){ + // scan one x-line + if(y >= 0 && xstart < NUMSECTORS_X) + for(x = xstart; x <= xend && x != NUMSECTORS_X; x++) + if(x >= 0) + scanfunc(CWorld::GetSector(x, y)->m_lists); + + // advance one scan line + y++; + xA += deltaA; + xB += deltaB; + + // update left side + if(y == TOINT(poly[b2].y)){ + // reached end of edge + if(y == yend){ + if(deltaB < 0.0f){ + do{ + xstart = TOINT(poly[b2--].x); + if(b2 < 0) b2 = numVertices-1; + }while(xstart > TOINT(poly[b2].x)); + }else + xstart = TOINT(xB - deltaB); + }else{ + // switch edges + if(deltaB < 0.0f) + xstart = TOINT(poly[b2].x); + else + xstart = TOINT(xB - deltaB); + do{ + b1 = b2--; + if(b2 < 0) b2 = numVertices-1; + if(TOINT(poly[b1].x) < xstart) + xstart = TOINT(poly[b1].x); + }while(y == TOINT(poly[b2].y)); + deltaB = CalcNewDelta(&poly[b1], &poly[b2]); + xB = deltaB * (Ceil(poly[b1].y) - poly[b1].y) + poly[b1].x; + if(deltaB < 0.0f && TOINT(xB) < xstart) + xstart = TOINT(xB); + } + }else{ + if(deltaB < 0.0f) + xstart = TOINT(xB); + else + xstart = TOINT(xB - deltaB); + } + + // update right side + if(y == TOINT(poly[a2].y)){ + // reached end of edge + if(y == yend){ + if(deltaA < 0.0f) + xend = TOINT(xA - deltaA); + else{ + do{ + xend = TOINT(poly[a2++].x); + if(a2 == numVertices) a2 = 0; + }while(xend < TOINT(poly[a2].x)); + } + }else{ + // switch edges + if(deltaA < 0.0f) + xend = TOINT(xA - deltaA); + else + xend = TOINT(poly[a2].x); + do{ + a1 = a2++; + if(a2 == numVertices) a2 = 0; + if(TOINT(poly[a1].x) > xend) + xend = TOINT(poly[a1].x); + }while(y == TOINT(poly[a2].y)); + deltaA = CalcNewDelta(&poly[a1], &poly[a2]); + xA = deltaA * (Ceil(poly[a1].y) - poly[a1].y) + poly[a1].x; + if(deltaA >= 0.0f && TOINT(xA) > xend) + xend = TOINT(xA); + } + }else{ + if(deltaA < 0.0f) + xend = TOINT(xA - deltaA); + else + xend = TOINT(xA); + } + } +} + +void +CRenderer::InsertEntityIntoList(CEntity *ent) +{ +#ifdef FIX_BUGS + if (!ent->m_rwObject) return; +#endif + +#ifdef NEW_RENDERER + // TODO: there are more flags being checked here + if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed())) + ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent; + else if(gbNewRenderer && ent->IsBuilding()) + ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent; + else +#endif + ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; +} + +void +CRenderer::ScanBigBuildingList(CPtrList &list) +{ + CPtrNode *node; + CEntity *ent; + int vis; + + int f = CTimer::GetFrameCounter() & 3; + for(node = list.first; node; node = node->next){ + ent = (CEntity*)node->item; + if(ent->bOffscreen || (ent->m_randomSeed&3) != f){ + ent->bOffscreen = true; + vis = SetupBigBuildingVisibility(ent); + }else + vis = VIS_VISIBLE; + switch(vis){ + case VIS_VISIBLE: + InsertEntityIntoList(ent); + ent->bOffscreen = false; + break; + case VIS_STREAMME: + if(!CStreaming::ms_disableStreaming) + CStreaming::RequestModel(ent->GetModelIndex(), 0); + break; + } + } +} + +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(); + ent->bOffscreen = false; + + switch(SetupEntityVisibility(ent)){ + case VIS_VISIBLE: + InsertEntityIntoList(ent); + break; + case VIS_INVISIBLE: + if(!IsGlass(ent->GetModelIndex())) + break; + // fall through + case VIS_OFFSCREEN: + ent->bOffscreen = true; + dx = ms_vecCameraPosition.x - ent->GetPosition().x; + dy = ms_vecCameraPosition.y - ent->GetPosition().y; + if(dx > -30.0f && dx < 30.0f && + dy > -30.0f && dy < 30.0f && + ms_nNoOfInVisibleEntities < NUMINVISIBLEENTITIES - 1) + ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent; + break; + case VIS_STREAMME: + if(!CStreaming::ms_disableStreaming) + if(!m_loadingPriority || CStreaming::ms_numModelsRequested < 10) + CStreaming::RequestModel(ent->GetModelIndex(), 0); + break; + } + } + } +} + +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(); + ent->bOffscreen = false; + + switch(SetupEntityVisibility(ent)){ + case VIS_VISIBLE: + InsertEntityIntoList(ent); + break; + case VIS_INVISIBLE: + if(!IsGlass(ent->GetModelIndex())) + break; + // fall through + case VIS_OFFSCREEN: + ent->bOffscreen = true; + dx = ms_vecCameraPosition.x - ent->GetPosition().x; + dy = ms_vecCameraPosition.y - ent->GetPosition().y; + if(dx > -30.0f && dx < 30.0f && + dy > -30.0f && dy < 30.0f && + ms_nNoOfInVisibleEntities < NUMINVISIBLEENTITIES - 1) + ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent; + break; + case VIS_STREAMME: + if(!CStreaming::ms_disableStreaming){ + CStreaming::RequestModel(ent->GetModelIndex(), 0); + if(CStreaming::ms_aInfoForModel[ent->GetModelIndex()].m_loadState != STREAMSTATE_LOADED) + m_loadingPriority = true; + } + break; + } + } + } +} + +#ifdef GTA_TRAIN +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(); + ent->bOffscreen = false; + switch(SetupEntityVisibility(ent)){ + case VIS_VISIBLE: + InsertEntityIntoList(ent); + break; + case VIS_OFFSCREEN: + ent->bOffscreen = true; + dx = ms_vecCameraPosition.x - ent->GetPosition().x; + dy = ms_vecCameraPosition.y - ent->GetPosition().y; + if(dx > -30.0f && dx < 30.0f && + dy > -30.0f && dy < 30.0f && + ms_nNoOfInVisibleEntities < NUMINVISIBLEENTITIES - 1) + ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent; + break; + } + } + } +} +#endif + +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(ShouldModelBeStreamed(ent, ms_vecCameraPosition)) + 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, const CVector &campos) +{ + if(!IsAreaVisible(ent->m_area)) + return false; + CTimeModelInfo *mi = (CTimeModelInfo *)CModelInfo::GetModelInfo(ent->GetModelIndex()); + if(mi->GetModelType() == MITYPE_TIME) + if(!CClock::GetIsTimeInRange(mi->GetTimeOn(), mi->GetTimeOff())) + return false; + float dist = (ent->GetPosition() - campos).Magnitude(); + if(mi->m_noFade) + return dist - STREAM_DISTANCE < mi->GetLargestLodDistance(); + else + return dist - FADE_DISTANCE - STREAM_DISTANCE < mi->GetLargestLodDistance(); +} + +void +CRenderer::RemoveVehiclePedLights(CEntity *ent, bool reset) +{ + if(!ent->bRenderScorched){ + CPointLights::RemoveLightsAffectingObject(); + if(reset) + ReSetAmbientAndDirectionalColours(); + } + SetAmbientColours(); + DeActivateDirectional(); +} |