mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-22 09:09:15 +01:00
experiment: sorted building list for new renderer
This commit is contained in:
parent
c58d98a39e
commit
c4f231deb4
@ -75,6 +75,8 @@ int32 CRenderer::ms_nNoOfVisibleVehicles;
|
||||
CEntity *CRenderer::ms_aVisibleVehiclePtrs[NUMVISIBLEENTITIES];
|
||||
int32 CRenderer::ms_nNoOfVisibleBuildings;
|
||||
CEntity *CRenderer::ms_aVisibleBuildingPtrs[NUMVISIBLEENTITIES];
|
||||
|
||||
CLinkList<EntityInfo> gSortedBuildings;
|
||||
#endif
|
||||
|
||||
CVector CRenderer::ms_vecCameraPosition;
|
||||
@ -92,12 +94,18 @@ CRenderer::Init(void)
|
||||
{
|
||||
gSortedVehiclesAndPeds.Init(40);
|
||||
SortBIGBuildings();
|
||||
#ifdef NEW_RENDERER
|
||||
gSortedBuildings.Init(NUMVISIBLEENTITIES);
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
CRenderer::Shutdown(void)
|
||||
{
|
||||
gSortedVehiclesAndPeds.Shutdown();
|
||||
#ifdef NEW_RENDERER
|
||||
gSortedBuildings.Shutdown();
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
@ -114,8 +122,12 @@ CRenderer::PreRender(void)
|
||||
for(i = 0; i < ms_nNoOfVisibleVehicles; i++)
|
||||
ms_aVisibleVehiclePtrs[i]->PreRender();
|
||||
// How is this done with cWorldStream?
|
||||
for(i = 0; i < ms_nNoOfVisibleBuildings; i++)
|
||||
ms_aVisibleBuildingPtrs[i]->PreRender();
|
||||
//for(i = 0; i < ms_nNoOfVisibleBuildings; i++)
|
||||
// ms_aVisibleBuildingPtrs[i]->PreRender();
|
||||
for(CLink<EntityInfo> *node = gSortedBuildings.head.next;
|
||||
node != &gSortedBuildings.tail;
|
||||
node = node->next)
|
||||
((CEntity*)node->item.ent)->PreRender();
|
||||
for(node = CVisibilityPlugins::m_alphaBuildingList.head.next;
|
||||
node != &CVisibilityPlugins::m_alphaBuildingList.tail;
|
||||
node = node->next)
|
||||
@ -497,11 +509,20 @@ CRenderer::RenderWorld(int pass)
|
||||
// Roads
|
||||
PUSH_RENDERGROUP("CRenderer::RenderWorld - Roads");
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
||||
/*
|
||||
for(i = 0; i < ms_nNoOfVisibleBuildings; i++){
|
||||
e = ms_aVisibleBuildingPtrs[i];
|
||||
if(e->bIsBIGBuilding || IsRoad(e))
|
||||
RenderOneBuilding(e);
|
||||
}
|
||||
*/
|
||||
for(CLink<EntityInfo> *node = gSortedBuildings.tail.prev;
|
||||
node != &gSortedBuildings.head;
|
||||
node = node->prev){
|
||||
e = node->item.ent;
|
||||
if(e->bIsBIGBuilding || IsRoad(e))
|
||||
RenderOneBuilding(e);
|
||||
}
|
||||
for(node = CVisibilityPlugins::m_alphaBuildingList.tail.prev;
|
||||
node != &CVisibilityPlugins::m_alphaBuildingList.head;
|
||||
node = node->prev){
|
||||
@ -522,11 +543,20 @@ CRenderer::RenderWorld(int pass)
|
||||
// Opaque
|
||||
PUSH_RENDERGROUP("CRenderer::RenderWorld - Opaque");
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
||||
/*
|
||||
for(i = 0; i < ms_nNoOfVisibleBuildings; i++){
|
||||
e = ms_aVisibleBuildingPtrs[i];
|
||||
if(!(e->bIsBIGBuilding || IsRoad(e)))
|
||||
RenderOneBuilding(e);
|
||||
}
|
||||
*/
|
||||
for(CLink<EntityInfo> *node = gSortedBuildings.tail.prev;
|
||||
node != &gSortedBuildings.head;
|
||||
node = node->prev){
|
||||
e = node->item.ent;
|
||||
if(!(e->bIsBIGBuilding || IsRoad(e)))
|
||||
RenderOneBuilding(e);
|
||||
}
|
||||
for(node = CVisibilityPlugins::m_alphaBuildingList.tail.prev;
|
||||
node != &CVisibilityPlugins::m_alphaBuildingList.head;
|
||||
node = node->prev){
|
||||
@ -640,6 +670,7 @@ CRenderer::ClearForFrame(void)
|
||||
ms_nNoOfVisibleBuildings = 0;
|
||||
ms_nNoOfInVisibleEntities = 0;
|
||||
gSortedVehiclesAndPeds.Clear();
|
||||
gSortedBuildings.Clear();
|
||||
|
||||
WorldRender::numBlendInsts[PASS_NOZ] = 0;
|
||||
WorldRender::numBlendInsts[PASS_ADD] = 0;
|
||||
@ -1438,9 +1469,13 @@ CRenderer::InsertEntityIntoList(CEntity *ent)
|
||||
// TODO: there are more flags being checked here
|
||||
if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
|
||||
ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
|
||||
else if(gbNewRenderer && ent->IsBuilding())
|
||||
ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
|
||||
else
|
||||
else if(gbNewRenderer && ent->IsBuilding()){
|
||||
EntityInfo info;
|
||||
info.ent = ent;
|
||||
info.sort = -(ent->GetPosition() - ms_vecCameraPosition).MagnitudeSqr();
|
||||
gSortedBuildings.InsertSorted(info);
|
||||
// ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
|
||||
}else
|
||||
#endif
|
||||
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user