From c4f231deb40f980e8aa80c09ab8d426b07dc0e69 Mon Sep 17 00:00:00 2001 From: aap Date: Sun, 28 Feb 2021 19:48:15 +0100 Subject: [PATCH] experiment: sorted building list for new renderer --- src/render/Renderer.cpp | 45 ++++++++++++++++++++++++++++++++++++----- 1 file changed, 40 insertions(+), 5 deletions(-) diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp index b131e6c3..1c0bd445 100644 --- a/src/render/Renderer.cpp +++ b/src/render/Renderer.cpp @@ -75,6 +75,8 @@ int32 CRenderer::ms_nNoOfVisibleVehicles; CEntity *CRenderer::ms_aVisibleVehiclePtrs[NUMVISIBLEENTITIES]; int32 CRenderer::ms_nNoOfVisibleBuildings; CEntity *CRenderer::ms_aVisibleBuildingPtrs[NUMVISIBLEENTITIES]; + +CLinkList 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 *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 *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 *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; }