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Original file line number | Diff line number | Diff line change |
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/***************************************************************************** | ||
* | ||
* PROJECT: Multi Theft Auto v1.0 | ||
* LICENSE: See LICENSE in the top level directory | ||
* FILE: game_sa/CRendererSA.cpp | ||
* PURPOSE: Game renderer class | ||
* | ||
* Multi Theft Auto is available from http://www.multitheftauto.com/ | ||
* | ||
*****************************************************************************/ | ||
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#include "StdInc.h" | ||
#include "CRendererSA.h" | ||
#include "CModelInfoSA.h" | ||
#include "CMatrix.h" | ||
#include "gamesa_renderware.h" | ||
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CRendererSA::CRendererSA() | ||
{ | ||
} | ||
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CRendererSA::~CRendererSA() | ||
{ | ||
} | ||
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void CRendererSA::RenderModel(CModelInfo* pModelInfo, const CMatrix& matrix) | ||
{ | ||
CBaseModelInfoSAInterface* pModelInfoSAInterface = pModelInfo->GetInterface(); | ||
if (!pModelInfoSAInterface) | ||
return; | ||
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RwObject* pRwObject = pModelInfoSAInterface->pRwObject; | ||
if (!pRwObject) | ||
return; | ||
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RwFrame* pFrame = RpGetFrame(pRwObject); | ||
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static RwMatrix rwMatrix; | ||
rwMatrix.right = (RwV3d&)matrix.vRight; | ||
rwMatrix.up = (RwV3d&)matrix.vFront; | ||
rwMatrix.at = (RwV3d&)matrix.vUp; | ||
rwMatrix.pos = (RwV3d&)matrix.vPos; | ||
RwFrameTransform(pFrame, &rwMatrix, rwCOMBINEREPLACE); | ||
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if (pRwObject->type == RP_TYPE_ATOMIC) | ||
{ | ||
RpAtomic* pRpAtomic = reinterpret_cast<RpAtomic*>(pRwObject); | ||
pRpAtomic->renderCallback(reinterpret_cast<RpAtomic*>(pRwObject)); | ||
} | ||
else | ||
{ | ||
RpClump* pClump = reinterpret_cast<RpClump*>(pRwObject); | ||
RpClumpRender(pClump); | ||
} | ||
} |
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/***************************************************************************** | ||
* | ||
* PROJECT: Multi Theft Auto v1.0 | ||
* LICENSE: See LICENSE in the top level directory | ||
* FILE: game_sa/CRendererSA.h | ||
* PURPOSE: Game renderer class | ||
* | ||
* Multi Theft Auto is available from http://www.multitheftauto.com/ | ||
* | ||
*****************************************************************************/ | ||
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#pragma once | ||
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#include <game/CRenderer.h> | ||
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class CRendererSA : public CRenderer | ||
{ | ||
public: | ||
CRendererSA(); | ||
~CRendererSA(); | ||
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void RenderModel(CModelInfo* pModelInfo, const CMatrix& matrix) override; | ||
}; |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,72 @@ | ||
/***************************************************************************** | ||
* | ||
* PROJECT: Multi Theft Auto v1.0 | ||
* LICENSE: See LICENSE in the top level directory | ||
* FILE: mods/deathmatch/logic/CModelRenderer.cpp | ||
* PURPOSE: 3D models renderer | ||
* | ||
* Multi Theft Auto is available from http://www.multitheftauto.com/ | ||
* | ||
*****************************************************************************/ | ||
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#include "StdInc.h" | ||
#include "game\CRenderer.h" | ||
#include "game\CVisibilityPlugins.h" | ||
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bool CModelRenderer::EnqueueModel(CModelInfo* pModelInfo, const CMatrix& matrix) | ||
{ | ||
if (g_pCore->IsWindowMinimized()) | ||
return false; | ||
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if (pModelInfo && pModelInfo->IsLoaded()) | ||
{ | ||
m_Queue.emplace_back(pModelInfo, matrix); | ||
return true; | ||
} | ||
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return false; | ||
} | ||
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void CModelRenderer::Update() | ||
{ | ||
CVisibilityPlugins* pVisibilityPlugins = g_pGame->GetVisibilityPlugins(); | ||
assert(pVisibilityPlugins); | ||
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for (auto& modelDesc : m_Queue) | ||
{ | ||
// Insert transparent entities into a sorted list | ||
if (modelDesc.pModelInfo->GetIdeFlag(eModelIdeFlag::DRAW_LAST)) | ||
{ | ||
const CVector& vecCameraPosition = *(CVector*)0xB76870; // CRenderer::ms_vecCameraPosition | ||
const float fDistance = (modelDesc.matrix.GetPosition() - vecCameraPosition).Length(); | ||
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pVisibilityPlugins->InsertEntityIntoEntityList(&modelDesc, fDistance, RenderEntity); | ||
} | ||
} | ||
} | ||
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void CModelRenderer::Render() | ||
{ | ||
CRenderer* pRenderer = g_pGame->GetRenderer(); | ||
assert(pRenderer); | ||
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// Draw opaque entities | ||
for (auto& modelDesc : m_Queue) | ||
{ | ||
if (modelDesc.pModelInfo->IsLoaded() && !modelDesc.pModelInfo->GetIdeFlag(eModelIdeFlag::DRAW_LAST)) | ||
pRenderer->RenderModel(modelDesc.pModelInfo, modelDesc.matrix); | ||
} | ||
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m_Queue.clear(); | ||
} | ||
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void CModelRenderer::RenderEntity(SModelToRender* modelDesc, float distance) | ||
{ | ||
if (!modelDesc->pModelInfo->IsLoaded()) | ||
return; | ||
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CRenderer* pRenderer = g_pGame->GetRenderer(); | ||
assert(pRenderer); | ||
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pRenderer->RenderModel(modelDesc->pModelInfo, modelDesc->matrix); | ||
} |
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