mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 09:39:16 +01:00
more fixes to new renderer
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0662de5323
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@ -876,7 +876,6 @@ MattRenderScene(void)
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// CMattRenderer::ResetRenderStates
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CRenderer::ClearForFrame();
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// CClock::CalcEnvMapTimeMultiplicator
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//if(gbRenderWater)
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CWaterLevel::RenderWater(); // actually CMattRenderer::RenderWater
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// CClock::ms_EnvMapTimeMultiplicator = 1.0f;
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// cWorldStream::ClearDynamics
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@ -919,11 +918,13 @@ RenderScene_new(void)
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}
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// TODO
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bool FredIsInFirstPersonCam(void) { return false; }
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bool FredIsInFirstPersonCam(void) { return true; } // this seems to give the best result in all cases
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void
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RenderEffects_new(void)
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{
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CRenderer::RenderPeds();
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CShadows::RenderStaticShadows();
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// CRenderer::GenerateEnvironmentMap
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CShadows::RenderStoredShadows();
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@ -938,10 +939,10 @@ RenderEffects_new(void)
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if(gbRenderWorld2)
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CRenderer::RenderWorld(2); // transparent
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if(gbRenderVehicles)
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CRenderer::RenderVehiclesAndPeds();
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CRenderer::RenderVehicles();
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}else{
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if(gbRenderVehicles)
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CRenderer::RenderVehiclesAndPeds();
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CRenderer::RenderVehicles();
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if(gbRenderWorld2)
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CRenderer::RenderWorld(2); // transparent
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}
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@ -814,36 +814,42 @@ CRenderer::RenderWorld(int pass)
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}
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void
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CRenderer::RenderVehiclesAndPeds(void)
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CRenderer::RenderPeds(void)
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{
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int i;
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CEntity *e;
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for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
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e = ms_aVisibleVehiclePtrs[i];
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if(e->IsPed())
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RenderOneNonRoad(e);
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}
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}
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void
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CRenderer::RenderVehicles(void)
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{
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int i;
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CEntity *e;
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EntityInfo ei;
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CLink<EntityInfo> *node;
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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//CVisibilityPlugins::InitAlphaEntityList(); // not safe yet
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// not the real thing
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for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
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e = ms_aVisibleVehiclePtrs[i];
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if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e))
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if(!e->IsVehicle())
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continue;
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if(PutIntoSortedVehicleList((CVehicle*)e))
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continue; // boats handled elsewhere
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if(e->IsPed())
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RenderOneNonRoad(e);
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else{
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ei.ent = e;
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ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
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gSortedVehiclesAndPeds.InsertSorted(ei);
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}
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ei.ent = e;
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ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
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gSortedVehiclesAndPeds.InsertSorted(ei);
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}
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for(node = gSortedVehiclesAndPeds.tail.prev;
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node != &gSortedVehiclesAndPeds.head;
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node = node->prev)
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RenderOneNonRoad(node->item.ent);
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// RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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}
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void
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@ -74,7 +74,8 @@ public:
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#ifdef NEW_RENDERER
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static void ClearForFrame(void);
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static void RenderVehiclesAndPeds(void); // just called RenderVehicles in LCS
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static void RenderPeds(void);
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static void RenderVehicles(void); // also renders peds in LCS
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static void RenderOneBuilding(CEntity *ent, float camdist = 0.0f);
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static void RenderWorld(int pass); // like cWorldStream::Render(int)
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static void RenderTransparentWater(void); // keep-out polys and transparent water
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