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authoraap <aap@papnet.eu>2019-05-15 16:52:37 +0200
committeraap <aap@papnet.eu>2019-05-15 16:52:37 +0200
commit600bf0351476a5a21aabb5429132ddf7f52ac0b9 (patch)
treed8e48b3a581679e33830fb7c98ed69e1e242e2c2 /src/render/Renderer.cpp
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Diffstat (limited to '')
-rw-r--r--src/render/Renderer.cpp1165
1 files changed, 1165 insertions, 0 deletions
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp
new file mode 100644
index 00000000..fd949cee
--- /dev/null
+++ b/src/render/Renderer.cpp
@@ -0,0 +1,1165 @@
+#include "common.h"
+#include "patcher.h"
+#include "Lights.h"
+#include "ModelInfo.h"
+#include "Treadable.h"
+#include "Ped.h"
+#include "Vehicle.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 "Renderer.h"
+
+bool gbShowPedRoadGroups;
+bool gbShowCarRoadGroups;
+bool gbShowCollisionPolys;
+
+bool gbDontRenderBuildings;
+bool gbDontRenderBigBuildings;
+bool gbDontRenderPeds;
+bool gbDontRenderObjects;
+
+struct EntityInfo
+{
+ CEntity *ent;
+ float sort;
+};
+
+CLinkList<EntityInfo> &gSortedVehiclesAndPeds = *(CLinkList<EntityInfo>*)0x629AC0;
+
+int32 &CRenderer::ms_nNoOfVisibleEntities = *(int32*)0x940730;
+CEntity **CRenderer::ms_aVisibleEntityPtrs = (CEntity**)0x6E9920;
+int32 &CRenderer::ms_nNoOfInVisibleEntities = *(int32*)0x8F1B78;
+CEntity **CRenderer::ms_aInVisibleEntityPtrs = (CEntity**)0x880B50;
+
+CVector &CRenderer::ms_vecCameraPosition = *(CVector*)0x8E2C3C;
+CVehicle *&CRenderer::m_pFirstPersonVehicle = *(CVehicle**)0x885B80;
+bool &CRenderer::m_loadingPriority = *(bool*)0x95CD86;
+
+void
+CRenderer::Init(void)
+{
+ gSortedVehiclesAndPeds.Init(40);
+ SortBIGBuildings();
+}
+void
+CRenderer::RenderOneRoad(CEntity *e)
+{
+ if(gbDontRenderBuildings)
+ return;
+ if(gbShowCollisionPolys)
+ CCollision::DrawColModel_Coloured(e->GetMatrix(),
+ *CModelInfo::GetModelInfo(e->m_modelIndex)->GetColModel(),
+ e->m_modelIndex);
+ 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->m_modelIndex)->GetColModel(),
+ e->m_modelIndex);
+ 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_PASSENGER)
+ return;
+ }
+#ifndef MASTER
+ else if(e->IsObject() || e->IsDummy()){
+ if(gbDontRenderObjects)
+ return;
+ }
+#endif
+
+ resetLights = e->SetupLighting();
+
+ if(e->IsVehicle())
+ CVisibilityPlugins::InitAlphaAtomicList();
+
+ // Render Peds in vehicle before vehicle itself
+ if(e->IsVehicle()){
+ veh = (CVehicle*)e;
+ if(veh->pDriver && veh->pDriver->m_nPedState == PED_PASSENGER)
+ veh->pDriver->Render();
+ for(i = 0; i < 8; i++)
+ if(veh->pPassengers[i] && veh->pPassengers[i]->m_nPedState == PED_PASSENGER)
+ veh->pPassengers[i]->Render();
+ }
+ e->Render();
+
+ if(e->IsVehicle()){
+ e->bImBeingRendered = true;
+ CVisibilityPlugins::RenderAlphaAtomics();
+ e->bImBeingRendered = false;
+ }
+
+ 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);
+}
+
+void
+CRenderer::RenderRoads(void)
+{
+ int i;
+ CTreadable *t;
+
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
+ DeActivateDirectional();
+ SetAmbientColours();
+
+ ThePaths.m_pathNodes[-1].group = 6;
+
+ for(i = 0; i < ms_nNoOfVisibleEntities; i++){
+ t = (CTreadable*)ms_aVisibleEntityPtrs[i];
+ if(t->IsBuilding() && t->GetIsATreadable()){
+#ifndef MASTER
+ if(gbShowCarRoadGroups || gbShowPedRoadGroups){
+ int ind = 0;
+ if(gbShowCarRoadGroups)
+ ind += ThePaths.m_pathNodes[t->m_nodeIndicesCars[0]].group;
+ if(gbShowPedRoadGroups)
+ ind += ThePaths.m_pathNodes[t->m_nodeIndicesPeds[0]].group;
+ SetAmbientColoursToIndicateRoadGroup(ind);
+ }
+#endif
+ RenderOneRoad(t);
+#ifndef MASTER
+ if(gbShowCarRoadGroups || gbShowPedRoadGroups)
+ ReSetAmbientAndDirectionalColours();
+#endif
+ }
+ }
+}
+
+void
+CRenderer::RenderEverythingBarRoads(void)
+{
+ int i;
+ CEntity *e;
+ CVector dist;
+ EntityInfo ei;
+
+ gSortedVehiclesAndPeds.Clear();
+
+ for(i = 0; i < ms_nNoOfVisibleEntities; i++){
+ e = ms_aVisibleEntityPtrs[i];
+
+ if(e->IsBuilding() && ((CBuilding*)e)->GetIsATreadable())
+ continue;
+
+ if(e->IsVehicle() ||
+ e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){
+ if(e->IsVehicle() && ((CVehicle*)e)->m_vehType == VEHICLE_TYPE_BOAT){
+ dist = ms_vecCameraPosition - e->GetPosition();
+ if(!CVisibilityPlugins::InsertEntityIntoSortedList(e, dist.Magnitude())){
+ printf("Ran out of space in alpha entity list");
+ RenderOneNonRoad(e);
+ }
+ }else{
+ ei.ent = e;
+ dist = ms_vecCameraPosition - e->GetPosition();
+ ei.sort = dist.MagnitudeSqr();
+ gSortedVehiclesAndPeds.InsertSorted(ei);
+ }
+ }else
+ RenderOneNonRoad(e);
+ }
+}
+
+void
+CRenderer::RenderVehiclesButNotBoats(void)
+{
+ CLink<EntityInfo> *node;
+
+ for(node = gSortedVehiclesAndPeds.tail.prev;
+ node != &gSortedVehiclesAndPeds.head;
+ node = node->prev){
+ CVehicle *v = (CVehicle*)node->item.ent;
+ if(v->IsVehicle() && v->m_vehType == VEHICLE_TYPE_BOAT) // BUG: missing in III
+ continue;
+ RenderOneNonRoad(v);
+ }
+}
+
+void
+CRenderer::RenderBoats(void)
+{
+ CLink<EntityInfo> *node;
+
+ for(node = gSortedVehiclesAndPeds.tail.prev;
+ node != &gSortedVehiclesAndPeds.head;
+ node = node->prev){
+ CVehicle *v = (CVehicle*)node->item.ent;
+ if(!v->IsVehicle()) // BUG: missing in III
+ continue;
+ if(v->m_vehType == VEHICLE_TYPE_BOAT)
+ RenderOneNonRoad(v);
+ }
+}
+
+void
+CRenderer::RenderFadingInEntities(void)
+{
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
+ DeActivateDirectional();
+ SetAmbientColours();
+ CVisibilityPlugins::RenderFadingEntities();
+}
+
+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->m_type == 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->m_type != MITYPE_SIMPLE){
+ if(FindPlayerVehicle() == ent &&
+ TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FIRSTPERSON){
+ // Player's vehicle in first person mode
+ if(TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_FORWARD ||
+ ent->GetModelIndex() == MI_RHINO ||
+ ent->GetModelIndex() == MI_COACH ||
+ TheCamera.m_bInATunnelAndABigVehicle){
+ ent->m_flagD40 = true;
+ }else{
+ m_pFirstPersonVehicle = (CVehicle*)ent;
+ ent->m_flagD40 = false;
+ }
+ return VIS_OFFSCREEN;
+ }else{
+ // All sorts of Clumps
+ if(ent->m_rwObject == nil || !ent->bIsVisible)
+ return VIS_INVISIBLE;
+ if(!ent->GetIsOnScreen())
+ return VIS_OFFSCREEN;
+ if(ent->bDrawLast){
+ dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude();
+ CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist);
+ ent->bDistanceFade = false;
+ return VIS_INVISIBLE;
+ }else
+ return VIS_VISIBLE;
+ }
+ return VIS_INVISIBLE;
+ }
+ if(ent->m_type == ENTITY_TYPE_OBJECT &&
+ ((CObject*)ent)->ObjectCreatedBy == TEMP_OBJECT){
+ if(ent->m_rwObject == nil || !ent->bIsVisible)
+ return VIS_INVISIBLE;
+ return ent->GetIsOnScreen() ? VIS_VISIBLE : VIS_OFFSCREEN;
+ }
+ }
+
+ // Simple ModelInfo
+
+ dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude();
+
+ // This can only happen with multi-atomic models (e.g. railtracks)
+ // but why do we bump up the distance? can only be fading...
+ if(LOD_DISTANCE + STREAM_DISTANCE < dist && dist < mi->GetLargestLodDistance())
+ dist = mi->GetLargestLodDistance();
+
+ if(ent->m_type == ENTITY_TYPE_OBJECT && ent->bRenderDamaged)
+ mi->m_isDamaged = true;
+
+ RpAtomic *a = mi->GetAtomicFromDistance(dist);
+ if(a){
+ mi->m_isDamaged = 0;
+ 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), 0);
+ mi->IncreaseAlpha();
+ if(ent->m_rwObject == nil || !ent->bIsVisible)
+ return VIS_INVISIBLE;
+
+ if(!ent->GetIsOnScreen()){
+ 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){
+ 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), 0);
+ mi->IncreaseAlpha();
+ if(ent->m_rwObject == nil || !ent->bIsVisible)
+ return VIS_INVISIBLE;
+
+ if(!ent->GetIsOnScreen()){
+ 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(mi->m_type == MITYPE_TIME){
+ ti = (CTimeModelInfo*)mi;
+ other = ti->GetOtherTimeModel();
+ // Hide objects not in time range if possible
+ if(CANTIMECULL)
+ if(!CClock::GetIsTimeInRange(ti->GetTimeOn(), ti->GetTimeOff()))
+ return 0;
+ // Draw like normal
+ }else if(mi->m_type == MITYPE_VEHICLE)
+ return ent->IsVisible();
+
+ 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 + STREAM_DISTANCE){
+ // No non-LOD or non-LOD is completely visible.
+ if(nonLOD == nil ||
+ nonLOD->GetRwObject() && nonLOD->m_alpha == 255)
+ return 0;
+
+ // But if it is a time object, we'd rather draw the wrong
+ // non-LOD than the right LOD.
+ if(nonLOD->m_type == MITYPE_TIME){
+ ti = (CTimeModelInfo*)nonLOD;
+ other = ti->GetOtherTimeModel();
+ if(other != -1 && CModelInfo::GetModelInfo(other)->GetRwObject())
+ return 0;
+ }
+ }
+
+ RpAtomic *a = mi->GetAtomicFromDistance(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), 0);
+ if(!ent->IsVisibleComplex())
+ return 0;
+ if(mi->m_drawLast){
+ CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist);
+ ent->bDistanceFade = 0;
+ return 0;
+ }
+ return 1;
+ }
+
+ if(mi->m_noFade){
+ ent->DeleteRwObject();
+ return 0;
+ }
+
+
+ // get faded atomic
+ a = mi->GetAtomicFromDistance(dist - FADE_DISTANCE);
+ if(a == nil){
+ ent->DeleteRwObject();
+ return 0;
+ }
+
+ // 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), 0);
+ if(ent->IsVisibleComplex())
+ CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist);
+ return 0;
+}
+
+void
+CRenderer::ConstructRenderList(void)
+{
+ 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();
+
+ 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_TOPDOWN1 ||
+ TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWNPED){
+ 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.bottom);
+ if(y1 < 0) y1 = 0;
+ y2 = CWorld::GetSectorIndexY(rect.top);
+ 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{
+ 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{
+ 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(CCollision::ms_collisionInMemory));
+ ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_NONE));
+ }
+ }
+}
+
+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();
+
+ 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_TOPDOWN1 ||
+ TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWNPED){
+ 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.bottom);
+ if(y1 < 0) y1 = 0;
+ y2 = CWorld::GetSectorIndexY(rect.top);
+ 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;
+
+ for(node = list.first; node; node = node->next){
+ ent = (CEntity*)node->item;
+ if(!ent->m_bZoneCulled && SetupBigBuildingVisibility(ent) == 1)
+ ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
+ }
+}
+
+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();
+
+ if(IsEntityCullZoneVisible(ent))
+ 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:
+ dx = ms_vecCameraPosition.x - ent->GetPosition().x;
+ dy = ms_vecCameraPosition.y - ent->GetPosition().y;
+ if(dx > -65.0f && dx < 65.0f &&
+ dy > -65.0f && dy < 65.0f &&
+ ms_nNoOfInVisibleEntities < 150)
+ 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;
+ }
+ else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){
+ if(!CStreaming::ms_disableStreaming)
+ if(SetupEntityVisibility(ent) == VIS_STREAMME)
+ if(!m_loadingPriority || CStreaming::ms_numModelsRequested < 10)
+ CStreaming::RequestModel(ent->GetModelIndex(), 0);
+ }
+ }
+ }
+}
+
+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();
+
+ if(IsEntityCullZoneVisible(ent))
+ 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:
+ dx = ms_vecCameraPosition.x - ent->GetPosition().x;
+ dy = ms_vecCameraPosition.y - ent->GetPosition().y;
+ if(dx > -65.0f && dx < 65.0f &&
+ dy > -65.0f && dy < 65.0f &&
+ ms_nNoOfInVisibleEntities < 150)
+ 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 != STREAM_LOADED)
+ m_loadingPriority = true;
+ }
+ break;
+ }
+ else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){
+ if(!CStreaming::ms_disableStreaming)
+ if(SetupEntityVisibility(ent) == VIS_STREAMME)
+ CStreaming::RequestModel(ent->GetModelIndex(), 0);
+ }
+ }
+ }
+}
+
+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();
+ switch(SetupEntityVisibility(ent)){
+ case VIS_VISIBLE:
+ ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
+ break;
+ case VIS_OFFSCREEN:
+ dx = ms_vecCameraPosition.x - ent->GetPosition().x;
+ dy = ms_vecCameraPosition.y - ent->GetPosition().y;
+ if(dx > -65.0f && dx < 65.0f &&
+ dy > -65.0f && dy < 65.0f &&
+ ms_nNoOfInVisibleEntities < 150)
+ ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent;
+ break;
+ }
+ }
+ }
+}
+
+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(IsEntityCullZoneVisible(ent) && ShouldModelBeStreamed(ent))
+ 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)
+{
+ CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->m_modelIndex);
+ float dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude();
+ if(mi->m_noFade)
+ return dist - STREAM_DISTANCE < mi->GetLargestLodDistance();
+ else
+ return dist - FADE_DISTANCE - STREAM_DISTANCE < mi->GetLargestLodDistance();
+}
+
+bool
+CRenderer::IsEntityCullZoneVisible(CEntity *ent)
+{
+ CPed *ped;
+ CObject *obj;
+
+ if(ent->m_bZoneCulled)
+ return false;
+
+ switch(ent->m_type){
+ case ENTITY_TYPE_VEHICLE:
+ return IsVehicleCullZoneVisible(ent);
+ case ENTITY_TYPE_PED:
+ ped = (CPed*)ent;
+ if(ped->bInVehicle)
+ return ped->m_pMyVehicle && IsVehicleCullZoneVisible(ped->m_pMyVehicle);
+ return !(ped->m_pCurSurface && ped->m_pCurSurface->m_bZoneCulled2);
+ case ENTITY_TYPE_OBJECT:
+ obj = (CObject*)ent;
+ if(!obj->bIsStatic)
+ return true;
+ return !(obj->m_pCurSurface && obj->m_pCurSurface->m_bZoneCulled2);
+ }
+ return true;
+}
+
+bool
+CRenderer::IsVehicleCullZoneVisible(CEntity *ent)
+{
+ CVehicle *v = (CVehicle*)ent;
+ switch(v->m_status)
+ case STATUS_SIMPLE:
+ case STATUS_PHYSICS:
+ case STATUS_ABANDONED:
+ case STATUS_WRECKED:
+ return !(v->m_pCurSurface && v->m_pCurSurface->m_bZoneCulled2);
+ return true;
+}
+
+STARTPATCHES
+ InjectHook(0x4A7680, CRenderer::Init, PATCH_JUMP);
+
+ InjectHook(0x4A7B90, CRenderer::RenderOneRoad, PATCH_JUMP);
+ InjectHook(0x4A7BA0, CRenderer::RenderOneNonRoad, PATCH_JUMP);
+ InjectHook(0x4A7B20, CRenderer::RenderFirstPersonVehicle, PATCH_JUMP);
+ InjectHook(0x4A78B0, CRenderer::RenderRoads, PATCH_JUMP);
+ InjectHook(0x4A7930, CRenderer::RenderEverythingBarRoads, PATCH_JUMP);
+ InjectHook(0x4A7AA0, CRenderer::RenderVehiclesButNotBoats, PATCH_JUMP);
+ InjectHook(0x4A7AE0, CRenderer::RenderBoats, PATCH_JUMP);
+ InjectHook(0x4A7910, CRenderer::RenderFadingInEntities, PATCH_JUMP);
+
+ InjectHook(0x4A9350, CRenderer::SetupEntityVisibility, PATCH_JUMP);
+ InjectHook(0x4A9920, CRenderer::SetupBigBuildingVisibility, PATCH_JUMP);
+
+ InjectHook(0x4A76B0, CRenderer::ConstructRenderList, PATCH_JUMP);
+ InjectHook(0x4A8970, CRenderer::ScanWorld, PATCH_JUMP);
+ InjectHook(0x4AA240, CRenderer::RequestObjectsInFrustum, PATCH_JUMP);
+ InjectHook(0x4A7F30, CRenderer::ScanSectorPoly, PATCH_JUMP);
+ InjectHook(0x4A9300, CRenderer::ScanBigBuildingList, PATCH_JUMP);
+ InjectHook(0x4A9BB0, CRenderer::ScanSectorList, PATCH_JUMP);
+ InjectHook(0x4A9E30, CRenderer::ScanSectorList_Priority, PATCH_JUMP);
+ InjectHook(0x4AA0A0, CRenderer::ScanSectorList_Subway, PATCH_JUMP);
+ InjectHook(0x4AA1D0, CRenderer::ScanSectorList_RequestModels, PATCH_JUMP);
+
+ InjectHook(0x4AA940, CRenderer::SortBIGBuildings, PATCH_JUMP);
+ InjectHook(0x4AA990, CRenderer::SortBIGBuildingsForSectorList, PATCH_JUMP);
+
+ InjectHook(0x4A9840, CRenderer::ShouldModelBeStreamed, PATCH_JUMP);
+ InjectHook(0x4AAA00, CRenderer::IsEntityCullZoneVisible, PATCH_JUMP);
+ InjectHook(0x4AAAA0, CRenderer::IsVehicleCullZoneVisible, PATCH_JUMP);
+ENDPATCHES