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https://github.com/halpz/re3.git
synced 2025-07-26 08:32:43 +00:00
first version of new renderer
This commit is contained in:
@ -252,6 +252,7 @@ enum Config {
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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 SCREEN_DROPLETS // neo water droplets
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#define NEW_RENDERER // leeds-like world rendering, needs librw
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#endif
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#ifndef EXTENDED_COLOURFILTER
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@ -121,6 +121,13 @@ bool gbPrintMemoryUsage;
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#define FOUND_GAME_TO_LOAD b_FoundRecentSavedGameWantToLoad
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#endif
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#ifdef NEW_RENDERER
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bool gbNewRenderer;
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#define CLEARMODE (rwCAMERACLEARZ | rwCAMERACLEARSTENCIL)
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#else
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#define CLEARMODE (rwCAMERACLEARZ)
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#endif
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void
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ValidateVersion()
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{
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@ -168,7 +175,7 @@ DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomR
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
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#endif
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &TopColor.rwRGBA, rwCAMERACLEARZ);
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RwCameraClear(Scene.camera, &TopColor.rwRGBA, CLEARMODE);
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if(!RsCameraBeginUpdate(Scene.camera))
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return false;
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@ -190,7 +197,7 @@ DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
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#endif
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
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if(!RsCameraBeginUpdate(Scene.camera))
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return false;
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@ -1160,9 +1167,126 @@ DisplayGameDebugText()
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}
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#endif
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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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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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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(); // before ConstructRenderList
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// CClock::CalcEnvMapTimeMultiplicator
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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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if(gbRenderWorld0)
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CRenderer::RenderWorld(0); // roads
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// CMattRenderer::ResetRenderStates
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/// CRenderer::PreRender(); // has to be called before BeginUpdate because of cutscene shadows
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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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CRenderer::RenderPeds();
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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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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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// moved CRenderer::RenderBoats to before transparent water
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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::RenderVehicles();
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}else{
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// flipped these two, seems to give the best result
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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::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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CGlass::Render();
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// CMattRenderer::ResetRenderStates
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DefinedState();
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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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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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@ -1195,6 +1319,12 @@ 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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@ -1390,6 +1520,12 @@ Idle(void *arg)
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PUSH_MEMID(MEMID_RENDERLIST);
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tbStartTimer(0, "CnstrRenderList");
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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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CRenderer::ConstructRenderList();
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tbEndTimer("CnstrRenderList");
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@ -1457,7 +1593,7 @@ Idle(void *arg)
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
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#endif
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
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if(!RsCameraBeginUpdate(Scene.camera))
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goto popret;
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}
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@ -1523,7 +1659,7 @@ FrontendIdle(void)
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
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#endif
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
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if(!RsCameraBeginUpdate(Scene.camera))
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return;
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@ -1780,7 +1916,7 @@ void TheGame(void)
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
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#endif
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
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RsCameraBeginUpdate(Scene.camera);
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}
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@ -48,3 +48,8 @@ void TheModelViewer(void);
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void LoadINISettings();
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void SaveINISettings();
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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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@ -558,6 +558,30 @@ 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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#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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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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#endif
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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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