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new LCS-style renderer
This commit is contained in:
@ -245,6 +245,7 @@ enum Config {
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//#define CUTSCENE_BORDERS_SWITCH
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//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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//#define NEW_RENDERER // leeds-like world rendering, needs librw
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//#define MULTISAMPLING // adds MSAA option TODO
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#ifdef LIBRW
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@ -107,6 +107,10 @@ void TheGame(void);
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void DebugMenuPopulate(void);
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#endif
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#ifdef NEW_RENDERER
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bool gbNewRenderer;
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#endif
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void
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ValidateVersion()
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{
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@ -849,9 +853,128 @@ DisplayGameDebugText()
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}
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#endif
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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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bool gbRenderVehicles = true;
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bool gbRenderWorld0 = true;
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bool gbRenderWorld1 = true;
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bool gbRenderWorld2 = true;
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#ifdef NEW_RENDERER
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void
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MattRenderScene(void)
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{
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// this calls CMattRenderer::Render
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CWorld::AdvanceCurrentScanCode();
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// CMattRenderer::ResetRenderStates
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CRenderer::ClearForFrame();
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// CClock::CalcEnvMapTimeMultiplicator
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if(gbRenderWater)
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CWaterLevel::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();
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if(gbRenderWorld0)
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CRenderer::RenderWorld(0); // roads
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// CMattRenderer::ResetRenderStates
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CRenderer::PreRender();
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CCoronas::RenderReflections();
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if(gbRenderWorld1)
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CRenderer::RenderWorld(1); // opaque
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if(gbRenderRoads)
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CRenderer::RenderRoads();
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// not sure where to put these since LCS has no underwater entities
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if(gbRenderFadingInUnderwaterEntities)
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CRenderer::RenderFadingInUnderwaterEntities();
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if(gbRenderWater)
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CWaterLevel::RenderTransparentWater();
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if(gbRenderEverythingBarRoads)
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CRenderer::RenderEverythingBarRoads();
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// get env map here?
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// moved this:
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// CRenderer::RenderFadingInEntities();
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}
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void
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RenderScene_new(void)
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{
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CClouds::Render();
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DoRWRenderHorizon();
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MattRenderScene();
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DefinedState();
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// CMattRenderer::ResetRenderStates
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if(gbRenderBoats)
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CRenderer::RenderBoats();
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}
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// TODO
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bool FredIsInFirstPersonCam(void) { return false; }
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void
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RenderEffects_new(void)
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{
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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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if(FredIsInFirstPersonCam()){
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DefinedState();
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C3dMarkers::Render(); // normally rendered in CSpecialFX::Render()
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if(gbRenderWorld2)
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CRenderer::RenderWorld(2); // transparent
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if(gbRenderVehicles)
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CRenderer::RenderVehiclesAndPeds();
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}else{
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if(gbRenderVehicles)
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CRenderer::RenderVehiclesAndPeds();
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if(gbRenderWorld2)
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CRenderer::RenderWorld(2); // transparent
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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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CGlass::Render();
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// CMattRenderer::ResetRenderStates
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DefinedState();
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CCoronas::RenderSunReflection();
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CWeather::RenderRainStreaks();
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// CWeather::AddSnow
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CWaterCannons::Render();
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CAntennas::Render();
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CSpecialFX::Render();
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CRopes::Render();
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CCoronas::Render();
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CParticle::Render();
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CPacManPickups::Render();
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CWeaponEffects::Render();
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CPointLights::RenderFogEffect();
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CMovingThings::Render();
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CRenderer::RenderFirstPersonVehicle();
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}
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#endif
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void
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RenderScene(void)
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{
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#ifdef NEW_RENDERER
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if(gbNewRenderer){
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RenderScene_new();
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return;
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}
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#endif
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CClouds::Render();
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DoRWRenderHorizon();
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CRenderer::RenderRoads();
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@ -885,6 +1008,12 @@ RenderDebugShit(void)
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void
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RenderEffects(void)
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{
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#ifdef NEW_RENDERER
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if(gbNewRenderer){
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RenderEffects_new();
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return;
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}
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#endif
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CGlass::Render();
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CWaterCannons::Render();
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CSpecialFX::Render();
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@ -1061,6 +1190,10 @@ Idle(void *arg)
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pos.y = SCREEN_HEIGHT / 2.0f;
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RsMouseSetPos(&pos);
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#endif
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#ifdef NEW_RENDERER
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if(!gbNewRenderer)
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#endif
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{
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tbStartTimer(0, "CnstrRenderList");
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#ifdef PC_WATER
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CWaterLevel::PreCalcWaterGeometry();
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@ -1071,6 +1204,7 @@ Idle(void *arg)
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tbStartTimer(0, "PreRender");
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CRenderer::PreRender();
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tbEndTimer("PreRender");
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}
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#ifdef FIX_BUGS
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); // TODO: temp? this fixes OpenGL render but there should be a better place for this
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@ -38,3 +38,8 @@ void ResetLoadingScreenBar(void);
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#ifndef MASTER
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void TheModelViewer(void);
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#endif
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#ifdef NEW_RENDERER
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extern bool gbNewRenderer;
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bool FredIsInFirstPersonCam(void);
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#endif
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@ -422,6 +422,28 @@ DebugMenuPopulate(void)
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DebugMenuAddVarBool8("Render", "Frame limiter", &FrontEndMenuManager.m_PrefsFrameLimiter, nil);
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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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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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extern bool gbRenderVehicles;
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extern bool gbRenderWorld0;
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extern bool gbRenderWorld1;
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extern bool gbRenderWorld2;
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DebugMenuAddVarBool8("Render", "gbRenderRoads", &gbRenderRoads, nil);
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DebugMenuAddVarBool8("Render", "gbRenderEverythingBarRoads", &gbRenderEverythingBarRoads, nil);
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DebugMenuAddVarBool8("Render", "gbRenderFadingInUnderwaterEntities", &gbRenderFadingInUnderwaterEntities, nil);
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DebugMenuAddVarBool8("Render", "gbRenderFadingInEntities", &gbRenderFadingInEntities, nil);
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DebugMenuAddVarBool8("Render", "gbRenderWater", &gbRenderWater, nil);
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DebugMenuAddVarBool8("Render", "gbRenderBoats", &gbRenderBoats, nil);
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DebugMenuAddVarBool8("Render", "gbRenderVehicles", &gbRenderVehicles, nil);
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DebugMenuAddVarBool8("Render", "gbRenderWorld0", &gbRenderWorld0, nil);
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DebugMenuAddVarBool8("Render", "gbRenderWorld1", &gbRenderWorld1, nil);
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DebugMenuAddVarBool8("Render", "gbRenderWorld2", &gbRenderWorld2, nil);
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#ifdef EXTENDED_COLOURFILTER
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static const char *filternames[] = { "None", "Simple", "Normal", "Mobile" };
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e = DebugMenuAddVar("Render", "Colourfilter", &CPostFX::EffectSwitch, nil, 1, CPostFX::POSTFX_OFF, CPostFX::POSTFX_MOBILE, filternames);
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