re3-wiiu/src/render/Renderer.cpp
Sergeanur d0f5464200 Merge branch 'master' into miami
# Conflicts:
#	src/control/CarAI.cpp
#	src/control/Phones.cpp
#	src/control/Phones.h
#	src/control/Record.cpp
#	src/control/Restart.cpp
#	src/control/Script.cpp
#	src/core/Collision.cpp
#	src/core/Frontend.cpp
#	src/core/Frontend.h
#	src/core/Game.h
#	src/core/Streaming.cpp
#	src/core/TempColModels.cpp
#	src/core/Wanted.cpp
#	src/core/Zones.cpp
#	src/core/config.h
#	src/core/main.cpp
#	src/core/re3.cpp
#	src/entities/Entity.cpp
#	src/entities/Physical.cpp
#	src/extras/frontendoption.cpp
#	src/modelinfo/ModelInfo.cpp
#	src/modelinfo/PedModelInfo.cpp
#	src/peds/CivilianPed.cpp
#	src/peds/CopPed.cpp
#	src/peds/EmergencyPed.cpp
#	src/peds/Ped.cpp
#	src/peds/Ped.h
#	src/peds/Population.cpp
#	src/render/Renderer.cpp
#	src/save/GenericGameStorage.cpp
#	src/skel/win/win.cpp
#	src/vehicles/Automobile.cpp
#	src/vehicles/Boat.cpp
#	src/vehicles/Boat.h
#	src/vehicles/Vehicle.cpp
2020-07-13 18:10:17 +03:00

1254 lines
35 KiB
C++

#include "common.h"
#include "main.h"
#include "Lights.h"
#include "ModelInfo.h"
#include "Treadable.h"
#include "Ped.h"
#include "Vehicle.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"
//--MIAMI: file done
bool gbShowCollisionPolys;
bool gbShowCollisionLines;
bool gbBigWhiteDebugLightSwitchedOn;
bool gbDontRenderBuildings;
bool gbDontRenderBigBuildings;
bool gbDontRenderPeds;
bool gbDontRenderObjects;
bool gbDontRenderVehicles;
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;
CVector CRenderer::ms_vecCameraPosition;
CVehicle *CRenderer::m_pFirstPersonVehicle;
bool CRenderer::m_loadingPriority;
float CRenderer::ms_lodDistScale = 1.2f;
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();
for(i = 0; i < ms_nNoOfInVisibleEntities; i++)
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
e->Render();
}
void
CRenderer::RenderOneNonRoad(CEntity *e)
{
CPed *ped;
CVehicle *veh;
int i;
bool resetLights;
#ifndef MASTER
if(gbShowCollisionPolys){
if(!e->IsVehicle()){
CCollision::DrawColModel_Coloured(e->GetMatrix(), *CModelInfo::GetModelInfo(e->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
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);
}
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;
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);
}
}
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;
CVector dist;
EntityInfo ei;
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;
if(e->IsVehicle() ||
e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){
if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){
ei.ent = e;
dist = ms_vecCameraPosition - e->GetPosition();
ei.sort = dist.MagnitudeSqr();
gSortedVehiclesAndPeds.InsertSorted(ei);
}else{
dist = ms_vecCameraPosition - e->GetPosition();
if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, dist.Magnitude())){
printf("Ran out of space in alpha entity list");
RenderOneNonRoad(e);
}
}
}else
RenderOneNonRoad(e);
}
}
void
CRenderer::RenderBoats(void)
{
CLink<EntityInfo> *node;
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
SetCullMode(rwCULLMODECULLBACK);
for(node = gSortedVehiclesAndPeds.tail.prev;
node != &gSortedVehiclesAndPeds.head;
node = node->prev){
CVehicle *v = (CVehicle*)node->item.ent;
RenderOneNonRoad(v);
}
}
void
CRenderer::RenderFadingInEntities(void)
{
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
SetCullMode(rwCULLMODECULLBACK);
DeActivateDirectional();
SetAmbientColours();
CVisibilityPlugins::RenderFadingEntities();
}
void
CRenderer::RenderFadingInUnderwaterEntities(void)
{
DeActivateDirectional();
SetAmbientColours();
CVisibilityPlugins::RenderFadingUnderwaterEntities();
}
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
};
#define LOD_DISTANCE 300.0f
#define FADE_DISTANCE 20.0f
#define STREAM_DISTANCE 30.0f
// Time Objects can be time culled if
// other == -1 || CModelInfo::GetModelInfo(other)->GetRwObject()
// i.e. we have to draw even at the wrong time if
// other != -1 && CModelInfo::GetModelInfo(other)->GetRwObject() == nil
#define OTHERUNAVAILABLE (other != -1 && CModelInfo::GetModelInfo(other)->GetRwObject() == nil)
#define CANTIMECULL (!OTHERUNAVAILABLE)
int32
CRenderer::SetupEntityVisibility(CEntity *ent)
{
CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->m_modelIndex);
CTimeModelInfo *ti;
int32 other;
float dist;
bool request = true;
if(mi->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.
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->IsVisibleComplex() || 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->IsVisibleComplex() || 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();
ms_nNoOfVisibleEntities = 0;
ms_nNoOfInVisibleEntities = 0;
ms_vecCameraPosition = TheCamera.GetPosition();
// TODO: blocked ranges, but unused
ScanWorld();
}
void
LimitFrustumVector(CVector &vec1, const CVector &vec2, float l)
{
float f;
f = (l - vec2.z) / (vec1.z - vec2.z);
vec1.x = f*(vec1.x - vec2.x) + vec2.x;
vec1.y = f*(vec1.y - vec2.y) + vec2.y;
vec1.z = f*(vec1.z - vec2.z) + vec2.z;
}
enum Corners
{
CORNER_CAM = 0,
CORNER_FAR_TOPLEFT,
CORNER_FAR_TOPRIGHT,
CORNER_FAR_BOTRIGHT,
CORNER_FAR_BOTLEFT,
CORNER_LOD_LEFT,
CORNER_LOD_RIGHT,
CORNER_PRIO_LEFT,
CORNER_PRIO_RIGHT,
};
void
CRenderer::ScanWorld(void)
{
float f = RwCameraGetFarClipPlane(TheCamera.m_pRwCamera);
RwV2d vw = *RwCameraGetViewWindow(TheCamera.m_pRwCamera);
CVector vectors[9];
RwMatrix *cammatrix;
RwV2d poly[3];
memset(vectors, 0, sizeof(vectors));
vectors[CORNER_FAR_TOPLEFT].x = -vw.x * f;
vectors[CORNER_FAR_TOPLEFT].y = vw.y * f;
vectors[CORNER_FAR_TOPLEFT].z = f;
vectors[CORNER_FAR_TOPRIGHT].x = vw.x * f;
vectors[CORNER_FAR_TOPRIGHT].y = vw.y * f;
vectors[CORNER_FAR_TOPRIGHT].z = f;
vectors[CORNER_FAR_BOTRIGHT].x = vw.x * f;
vectors[CORNER_FAR_BOTRIGHT].y = -vw.y * f;
vectors[CORNER_FAR_BOTRIGHT].z = f;
vectors[CORNER_FAR_BOTLEFT].x = -vw.x * f;
vectors[CORNER_FAR_BOTLEFT].y = -vw.y * f;
vectors[CORNER_FAR_BOTLEFT].z = f;
cammatrix = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera));
m_pFirstPersonVehicle = nil;
CVisibilityPlugins::InitAlphaEntityList();
CWorld::AdvanceCurrentScanCode();
// 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((RwV3d*)vectors, (RwV3d*)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){
poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y);
poly[1].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPLEFT].x);
poly[1].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPLEFT].y);
poly[2].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPRIGHT].x);
poly[2].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPRIGHT].y);
}else{
// priority
poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y);
poly[1].x = CWorld::GetSectorX(vectors[CORNER_PRIO_LEFT].x);
poly[1].y = CWorld::GetSectorY(vectors[CORNER_PRIO_LEFT].y);
poly[2].x = CWorld::GetSectorX(vectors[CORNER_PRIO_RIGHT].x);
poly[2].y = CWorld::GetSectorY(vectors[CORNER_PRIO_RIGHT].y);
ScanSectorPoly(poly, 3, ScanSectorList_Priority);
// below LOD
poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y);
poly[1].x = CWorld::GetSectorX(vectors[CORNER_LOD_LEFT].x);
poly[1].y = CWorld::GetSectorY(vectors[CORNER_LOD_LEFT].y);
poly[2].x = CWorld::GetSectorX(vectors[CORNER_LOD_RIGHT].x);
poly[2].y = CWorld::GetSectorY(vectors[CORNER_LOD_RIGHT].y);
}
ScanSectorPoly(poly, 3, ScanSectorList);
ScanBigBuildingList(CWorld::GetBigBuildingList(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((RwV3d*)vectors, (RwV3d*)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);
}
}
float
CalcNewDelta(RwV2d *a, RwV2d *b)
{
return (b->x - a->x) / (b->y - a->y);
}
void
CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrList *))
{
float miny, maxy;
int y, yend;
int x, xstart, xend;
int i;
int a1, a2, b1, b2;
float deltaA, deltaB;
float xA, xB;
miny = poly[0].y;
maxy = poly[0].y;
a2 = 0;
xstart = 9999;
xend = -9999;
for(i = 1; i < numVertices; i++){
if(poly[i].y > maxy)
maxy = poly[i].y;
if(poly[i].y < miny){
miny = poly[i].y;
a2 = i;
}
}
y = miny;
yend = maxy;
// Go left in poly to find first edge b
b2 = a2;
for(i = 0; i < numVertices; i++){
b1 = b2--;
if(b2 < 0) b2 = numVertices-1;
if(poly[b1].x < xstart)
xstart = poly[b1].x;
if((int)poly[b1].y != (int)poly[b2].y)
break;
}
// Go right to find first edge a
for(i = 0; i < numVertices; i++){
a1 = a2++;
if(a2 == numVertices) a2 = 0;
if(poly[a1].x > xend)
xend = poly[a1].x;
if((int)poly[a1].y != (int)poly[a2].y)
break;
}
// prestep x1 and x2 to next integer y
deltaA = CalcNewDelta(&poly[a1], &poly[a2]);
xA = deltaA * (ceilf(poly[a1].y) - poly[a1].y) + poly[a1].x;
deltaB = CalcNewDelta(&poly[b1], &poly[b2]);
xB = deltaB * (ceilf(poly[b1].y) - poly[b1].y) + poly[b1].x;
if(y != yend){
if(deltaB < 0.0f && (int)xB < xstart)
xstart = xB;
if(deltaA >= 0.0f && (int)xA > xend)
xend = xA;
}
while(y <= yend && y < NUMSECTORS_Y){
// scan one x-line
if(y >= 0 && xstart < NUMSECTORS_X)
for(x = xstart; x <= xend; x++)
if(x >= 0 && x != NUMSECTORS_X)
scanfunc(CWorld::GetSector(x, y)->m_lists);
// advance one scan line
y++;
xA += deltaA;
xB += deltaB;
// update left side
if(y == (int)poly[b2].y){
// reached end of edge
if(y == yend){
if(deltaB < 0.0f){
do{
xstart = poly[b2--].x;
if(b2 < 0) b2 = numVertices-1;
}while(xstart > (int)poly[b2].x);
}else
xstart = xB - deltaB;
}else{
// switch edges
if(deltaB < 0.0f)
xstart = poly[b2].x;
else
xstart = xB - deltaB;
do{
b1 = b2--;
if(b2 < 0) b2 = numVertices-1;
if((int)poly[b1].x < xstart)
xstart = poly[b1].x;
}while(y == (int)poly[b2].y);
deltaB = CalcNewDelta(&poly[b1], &poly[b2]);
xB = deltaB * (ceilf(poly[b1].y) - poly[b1].y) + poly[b1].x;
if(deltaB < 0.0f && (int)xB < xstart)
xstart = xB;
}
}else{
if(deltaB < 0.0f)
xstart = xB;
else
xstart = xB - deltaB;
}
// update right side
if(y == (int)poly[a2].y){
// reached end of edge
if(y == yend){
if(deltaA < 0.0f)
xend = xA - deltaA;
else{
do{
xend = poly[a2++].x;
if(a2 == numVertices) a2 = 0;
}while(xend < (int)poly[a2].x);
}
}else{
// switch edges
if(deltaA < 0.0f)
xend = xA - deltaA;
else
xend = poly[a2].x;
do{
a1 = a2++;
if(a2 == numVertices) a2 = 0;
if((int)poly[a1].x > xend)
xend = poly[a1].x;
}while(y == (int)poly[a2].y);
deltaA = CalcNewDelta(&poly[a1], &poly[a2]);
xA = deltaA * (ceilf(poly[a1].y) - poly[a1].y) + poly[a1].x;
if(deltaA >= 0.0f && (int)xA > xend)
xend = xA;
}
}else{
if(deltaA < 0.0f)
xend = xA - deltaA;
else
xend = xA;
}
}
}
void
CRenderer::ScanBigBuildingList(CPtrList &list)
{
CPtrNode *node;
CEntity *ent;
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:
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = 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:
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = 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:
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = 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:
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = 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();
}