CVisibilityPlugins, CRenderer, some fixes
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@@ -1931,6 +1931,7 @@ CWorld::Process(void)
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if(movingEnt->GetIsStatic()) { movingEnt->RemoveFromMovingList(); }
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}
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}
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#ifdef VIS_DISTANCE_ALPHA
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for(int y = 0; y < NUMSECTORS_Y; y++)
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for(int x = 0; x < NUMSECTORS_X; x++){
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CPtrNode *node;
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@@ -1952,6 +1953,7 @@ CWorld::Process(void)
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for(node = sect->m_lists[ENTITYLIST_DUMMIES_OVERLAP].first; node; node = node->next)
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((CEntity*)node->item)->UpdateDistanceFade();
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}
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#endif
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bForceProcessControl = true;
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for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
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CPhysical *movingEnt = (CPhysical *)node->item;
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@@ -248,6 +248,11 @@ enum Config {
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# define PS2_MATFX
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#endif
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// Mobile only.
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// Looks like they tried to fix fading but it still sucks
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// do not use this
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//#define VIS_DISTANCE_ALPHA
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#ifdef VU_COLLISION
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#define COMPRESSED_COL_VECTORS // currently need compressed vectors in this code
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#endif
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@@ -94,6 +94,7 @@ bool gSecondExportPass;
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bool gUseModelResources;
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bool gUseResources;
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bool gNASTY_NASTY_MEM_SHUTDOWN_HACK; // rather unused
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bool gbPreviewCity; // don't do worldstream-style rendering but traditional method
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float FramesPerSecond = 30.0f;
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@@ -1228,7 +1229,6 @@ DisplayGameDebugText()
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#ifdef NEW_RENDERER
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bool gbRenderRoads = true;
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bool gbRenderEverythingBarRoads = true;
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bool gbRenderFadingInUnderwaterEntities = true;
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bool gbRenderFadingInEntities = true;
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bool gbRenderWater = true;
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bool gbRenderBoats = true;
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@@ -1246,7 +1246,8 @@ MattRenderScene(void)
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/// CRenderer::ClearForFrame(); // before ConstructRenderList
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CClock::CalcEnvMapTimeMultiplicator();
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RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
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CWaterLevel::RenderWater(); // actually CMattRenderer::RenderWater
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if(gbRenderWater)
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CRenderer::RenderWater(); // actually CMattRenderer::RenderWater
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CClock::ms_EnvMapTimeMultiplicator = 1.0f;
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// cWorldStream::ClearDynamics
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/// CRenderer::ConstructRenderList(); // before PreRender
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@@ -1260,24 +1261,14 @@ if(gbRenderWorld1)
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if(gbRenderRoads)
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CRenderer::RenderRoads();
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CRenderer::GenerateEnvironmentMap(); // should be after static shadows, but that's weird
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CRenderer::RenderPeds();
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// not sure where to put these since LCS has no underwater entities
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if(gbRenderBoats)
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CRenderer::RenderBoats();
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if(gbRenderFadingInUnderwaterEntities)
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CRenderer::RenderFadingInUnderwaterEntities();
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RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
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if(gbRenderWater)
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CRenderer::RenderTransparentWater();
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if(gbRenderEverythingBarRoads)
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CRenderer::RenderEverythingBarRoads();
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// seam fixer
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// moved this:
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// CRenderer::RenderFadingInEntities();
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// TODO: seam fixer
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// these aren't very transparent. just objects
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if(gbRenderFadingInEntities)
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CRenderer::RenderFadingInEntities();
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}
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void
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@@ -1290,7 +1281,8 @@ RenderScene_new(void)
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MattRenderScene();
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DefinedState();
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// CMattRenderer::ResetRenderStates
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// moved CRenderer::RenderBoats to before transparent water
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if(gbRenderBoats)
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CRenderer::RenderBoats();
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POP_RENDERGROUP();
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}
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@@ -1300,12 +1292,12 @@ void
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RenderEffects_new(void)
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{
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PUSH_RENDERGROUP("RenderEffects_new");
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/* // stupid to do this before the whole world is drawn!
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CShadows::RenderStaticShadows();
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CShadows::RenderStoredShadows();
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CSkidmarks::Render();
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CRubbish::Render();
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*/
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// stupid to do this before the whole world is drawn!
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// CShadows::RenderStaticShadows();
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CRenderer::GenerateEnvironmentMap();
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// CShadows::RenderStoredShadows();
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// CSkidmarks::Render();
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// CRubbish::Render();
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// these aren't really effects
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DefinedState();
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@@ -1323,9 +1315,6 @@ if(gbRenderWorld2)
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if(gbRenderVehicles)
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CRenderer::RenderVehicles();
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}
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// better render these after transparent world
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if(gbRenderFadingInEntities)
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CRenderer::RenderFadingInEntities();
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// actual effects here
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@@ -1592,12 +1581,8 @@ Idle(void *arg)
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#ifdef PC_WATER
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CWaterLevel::PreCalcWaterGeometry();
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#endif
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#ifdef NEW_RENDERER
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if(gbNewRenderer){
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CWorld::AdvanceCurrentScanCode(); // don't think this is even necessary
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CRenderer::ClearForFrame();
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}
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#endif
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CWorld::AdvanceCurrentScanCode();
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CRenderer::ClearForFrame();
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CRenderer::ConstructRenderList();
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tbEndTimer("CnstrRenderList");
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@@ -42,6 +42,7 @@ extern bool gSecondExportPass;
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extern bool gUseModelResources;
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extern bool gUseResources;
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extern bool gNASTY_NASTY_MEM_SHUTDOWN_HACK;
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extern bool gbPreviewCity;
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class CSprite2d;
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@@ -629,9 +629,6 @@ void SaveINISettings()
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StoreIni("CustomPipesValues", "GlossMult", CustomPipes::GlossMult);
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#endif
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StoreIni("Rendering", "BackfaceCulling", gBackfaceCulling);
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#ifdef NEW_RENDERER
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StoreIni("Rendering", "NewRenderer", gbNewRenderer);
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#endif
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#ifdef PROPER_SCALING
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StoreIni("Draw", "ProperScaling", CDraw::ms_bProperScaling);
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@@ -1005,10 +1002,8 @@ DebugMenuPopulate(void)
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DebugMenuAddVarBool8("Render", "VSynch", &FrontEndMenuManager.m_PrefsVsync, nil);
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DebugMenuAddVar("Render", "Max FPS", &RsGlobal.maxFPS, nil, 1, 1, 1000, nil);
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#ifdef NEW_RENDERER
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DebugMenuAddVarBool8("Render", "New Renderer", &gbNewRenderer, nil);
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extern bool gbRenderRoads;
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extern bool gbRenderEverythingBarRoads;
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extern bool gbRenderFadingInUnderwaterEntities;
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extern bool gbRenderFadingInEntities;
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extern bool gbRenderWater;
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extern bool gbRenderBoats;
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@@ -1018,7 +1013,6 @@ extern bool gbRenderWorld1;
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extern bool gbRenderWorld2;
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DebugMenuAddVarBool8("Debug Render", "gbRenderRoads", &gbRenderRoads, nil);
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DebugMenuAddVarBool8("Debug Render", "gbRenderEverythingBarRoads", &gbRenderEverythingBarRoads, nil);
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DebugMenuAddVarBool8("Debug Render", "gbRenderFadingInUnderwaterEntities", &gbRenderFadingInUnderwaterEntities, nil);
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DebugMenuAddVarBool8("Debug Render", "gbRenderFadingInEntities", &gbRenderFadingInEntities, nil);
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DebugMenuAddVarBool8("Debug Render", "gbRenderWater", &gbRenderWater, nil);
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DebugMenuAddVarBool8("Debug Render", "gbRenderBoats", &gbRenderBoats, nil);
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@@ -1026,6 +1020,7 @@ extern bool gbRenderWorld2;
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DebugMenuAddVarBool8("Debug Render", "gbRenderWorld0", &gbRenderWorld0, nil);
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DebugMenuAddVarBool8("Debug Render", "gbRenderWorld1", &gbRenderWorld1, nil);
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DebugMenuAddVarBool8("Debug Render", "gbRenderWorld2", &gbRenderWorld2, nil);
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DebugMenuAddVarBool8("Debug Render", "gbPreviewCity", &gbPreviewCity, nil);
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#endif
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#ifdef EXTENDED_COLOURFILTER
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