[Maps] Ignore cull distance for frustum calculation

This commit is contained in:
momo5502 2017-04-07 22:07:44 +02:00
parent 2df233d694
commit 0e56b345d8

View File

@ -746,91 +746,88 @@ namespace Components
Maps::Maps()
{
Dvar::OnInit([]()
{
bool value = false;
{
bool value = false;
#ifdef DEBUG
value = true;
#endif
Dvar::Register<bool>("r_disableModelWorkaround", value, 0, "Disable static model drawing workaround for custom maps");
});
Dvar::Register<bool>("r_disableModelWorkaround", value, 0, "Disable static model drawing workaround for custom maps");
});
// Hook R_ClearDpvsSceneView to force drawing all models in front of us
Utils::Hook(0x50EF39, []()
{
Utils::Hook::Call<void()>(0x518530)(); // R_ClearDpvsSceneView
{
Utils::Hook::Call<void()>(0x518530)(); // R_ClearDpvsSceneView
Game::GfxWorld*& gameWorld = *reinterpret_cast<Game::GfxWorld**>(0x66DEE94);
if (!Game::CL_IsCgameInitialized() || !gameWorld || Dvar::Var("r_disableModelWorkaround").get<bool>() || gameWorld->checksum != 0xDEADBEEF) return;
Game::GfxWorld*& gameWorld = *reinterpret_cast<Game::GfxWorld**>(0x66DEE94);
if (!Game::CL_IsCgameInitialized() || !gameWorld || Dvar::Var("r_disableModelWorkaround").get<bool>() || gameWorld->checksum != 0xDEADBEEF) return;
Game::vec3_t _forward, _right;
Game::AngleVectors(reinterpret_cast<float*>(0x85F650), _forward, _right, nullptr);
Game::vec3_t _forward, _right;
Game::AngleVectors(reinterpret_cast<float*>(0x85F650), _forward, _right, nullptr);
glm::vec2 right(_right[0], _right[1]);
glm::vec2 forward = glm::normalize(glm::vec2(_forward[0], _forward[1]));
glm::vec2 right(_right[0], _right[1]);
glm::vec2 forward = glm::normalize(glm::vec2(_forward[0], _forward[1]));
float* _selfOrigin = reinterpret_cast<float*>(0x85B708);
glm::vec2 selfOrigin(_selfOrigin[0], _selfOrigin[1]);
selfOrigin -= (forward * 200.0f); // Move 200 units back
float* _selfOrigin = reinterpret_cast<float*>(0x85B708);
glm::vec2 selfOrigin(_selfOrigin[0], _selfOrigin[1]);
selfOrigin -= (forward * 200.0f); // Move 200 units back
for (unsigned int i = 0; i < gameWorld->dpvs.smodelCount; ++i)
{
float* _origin = gameWorld->dpvs.smodelDrawInsts[i].placement.origin;
glm::vec2 modelOrigin(_origin[0], _origin[1]);
if ((selfOrigin - modelOrigin).length() <= gameWorld->dpvs.smodelDrawInsts[i].cullDist * 1.0f)
{
// If matrix is singular just draw the models
glm::mat2x2 matrix(right[0], -(forward[0]), right[1], -(forward[1]));
if (glm::determinant(matrix) != 0)
{
glm::mat2x2 invMatrix = glm::inverse(matrix);
glm::vec2 solve = modelOrigin - selfOrigin;
glm::vec2 result = invMatrix * solve;
glm::vec2 path = modelOrigin - (selfOrigin + (result[0] * right));
// Compare signs and skip to the next model if they don't equal
if ((path[0] < 0) == (forward[0] >= 0) && (path[1] < 0) == (forward[1] >= 0)) continue;
}
gameWorld->dpvs.smodelVisData[0][i] = 1;
gameWorld->dpvs.smodelVisData[1][i] = 1;
gameWorld->dpvs.smodelVisData[2][i] = 1;
}
}
}, HOOK_CALL).install()->quick();
Dvar::OnInit([] ()
for (unsigned int i = 0; i < gameWorld->dpvs.smodelCount; ++i)
{
Dvar::Register<bool>("isDlcInstalled_All", false, Game::DVAR_FLAG_USERCREATED | Game::DVAR_FLAG_WRITEPROTECTED, "");
float* _origin = gameWorld->dpvs.smodelDrawInsts[i].placement.origin;
glm::vec2 modelOrigin(_origin[0], _origin[1]);
Maps::AddDlc({1, "Stimulus Pack", {"mp_complex", "mp_compact", "mp_storm", "mp_overgrown", "mp_crash"}});
Maps::AddDlc({2, "Resergence Pack", {"mp_abandon", "mp_vacant", "mp_trailerpark", "mp_strike", "mp_fuel2"}});
Maps::AddDlc({3, "Nuketown", {"mp_nuked"}});
Maps::AddDlc({4, "Classics Pack", {"mp_cross_fire", "mp_cargoship", "mp_bloc"}});
Maps::AddDlc({5, "Classics Pack", {"mp_killhouse", "mp_bog_sh"}});
Maps::AddDlc({6, "Freighter", {"mp_cargoship_sh"}});
Maps::AddDlc({7, "Resurrection Pack", {"mp_shipment_long", "mp_rust_long", "mp_firingrange"}});
Maps::AddDlc({8, "Recycled Pack", {"mp_bloc_sh", "mp_crash_tropical", "mp_estate_tropical", "mp_fav_tropical", "mp_storm_spring"}});
// If matrix is singular just draw the models
glm::mat2x2 matrix(right[0], -(forward[0]), right[1], -(forward[1]));
if (glm::determinant(matrix) != 0)
{
glm::mat2x2 invMatrix = glm::inverse(matrix);
glm::vec2 solve = modelOrigin - selfOrigin;
glm::vec2 result = invMatrix * solve;
glm::vec2 path = modelOrigin - (selfOrigin + (result[0] * right));
Maps::UpdateDlcStatus();
// Compare signs and skip to the next model if they don't equal
if ((path[0] < 0) == (forward[0] >= 0) && (path[1] < 0) == (forward[1] >= 0)) continue;
}
UIScript::Add("downloadDLC", [] (UIScript::Token token)
{
int dlc = token.get<int>();
gameWorld->dpvs.smodelVisData[0][i] = 1;
gameWorld->dpvs.smodelVisData[1][i] = 1;
gameWorld->dpvs.smodelVisData[2][i] = 1;
}
}, HOOK_CALL).install()->quick();
for (auto pack : Maps::DlcPacks)
{
if (pack.index == dlc)
{
News::LaunchUpdater(Utils::String::VA("-dlc %i -c", pack.index));
//ShellExecuteA(nullptr, "open", pack.url.data(), nullptr, nullptr, SW_SHOWNORMAL);
return;
}
}
Dvar::OnInit([]()
{
Dvar::Register<bool>("isDlcInstalled_All", false, Game::DVAR_FLAG_USERCREATED | Game::DVAR_FLAG_WRITEPROTECTED, "");
Game::ShowMessageBox(Utils::String::VA("DLC %d does not exist!", dlc), "ERROR");
});
Maps::AddDlc({ 1, "Stimulus Pack", {"mp_complex", "mp_compact", "mp_storm", "mp_overgrown", "mp_crash"} });
Maps::AddDlc({ 2, "Resergence Pack", {"mp_abandon", "mp_vacant", "mp_trailerpark", "mp_strike", "mp_fuel2"} });
Maps::AddDlc({ 3, "Nuketown", {"mp_nuked"} });
Maps::AddDlc({ 4, "Classics Pack", {"mp_cross_fire", "mp_cargoship", "mp_bloc"} });
Maps::AddDlc({ 5, "Classics Pack", {"mp_killhouse", "mp_bog_sh"} });
Maps::AddDlc({ 6, "Freighter", {"mp_cargoship_sh"} });
Maps::AddDlc({ 7, "Resurrection Pack", {"mp_shipment_long", "mp_rust_long", "mp_firingrange"} });
Maps::AddDlc({ 8, "Recycled Pack", {"mp_bloc_sh", "mp_crash_tropical", "mp_estate_tropical", "mp_fav_tropical", "mp_storm_spring"} });
Maps::UpdateDlcStatus();
UIScript::Add("downloadDLC", [](UIScript::Token token)
{
int dlc = token.get<int>();
for (auto pack : Maps::DlcPacks)
{
if (pack.index == dlc)
{
News::LaunchUpdater(Utils::String::VA("-dlc %i -c", pack.index));
//ShellExecuteA(nullptr, "open", pack.url.data(), nullptr, nullptr, SW_SHOWNORMAL);
return;
}
}
Game::ShowMessageBox(Utils::String::VA("DLC %d does not exist!", dlc), "ERROR");
});
});
// Restrict asset loading
AssetHandler::OnLoad(Maps::LoadAssetRestrict);
@ -900,7 +897,7 @@ namespace Components
//Maps::AddDependency("mp_shipment", "mp_shipment_long");
#if defined(DEBUG) && defined(ENABLE_DXSDK)
Command::Add("dumpmap", [] (Command::Params*)
Command::Add("dumpmap", [](Command::Params*)
{
if (Dedicated::IsEnabled() || ZoneBuilder::IsEnabled())
{
@ -909,7 +906,7 @@ namespace Components
}
Game::GfxWorld* world = nullptr;
Game::DB_EnumXAssets(Game::XAssetType::ASSET_TYPE_GFXWORLD, [] (Game::XAssetHeader header, void* world)
Game::DB_EnumXAssets(Game::XAssetType::ASSET_TYPE_GFXWORLD, [](Game::XAssetHeader header, void* world)
{
*reinterpret_cast<Game::GfxWorld**>(world) = header.gfxWorld;
}, &world, false);