Much better r_drawmodelnames and r_drawboundingboxes for every model category
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0c87243519
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@ -10,10 +10,16 @@ namespace Components
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Dvar::Var Renderer::DrawTriggers;
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Dvar::Var Renderer::DrawTriggers;
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Dvar::Var Renderer::DrawSceneModelCollisions;
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Dvar::Var Renderer::DrawSceneModelCollisions;
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Dvar::Var Renderer::DrawSceneModelBoundingBoxes;
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Dvar::Var Renderer::DrawModelBoundingBoxes;
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Dvar::Var Renderer::DrawModelNames;
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Dvar::Var Renderer::DrawModelNames;
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Dvar::Var Renderer::DrawAABBTrees;
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Dvar::Var Renderer::DrawAABBTrees;
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float sceneModelsColor[4] = { 1.0f, 1.0f, 0.0f, 1.0f };
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float dobjsColor[4] = { 0.0f, 1.0f, 1.0f, 1.0f };
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float staticModelsColor[4] = { 1.0f, 0.0f, 1.0f, 1.0f };
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float gentitiesColor[4] = { 1.0f, 0.5f, 0.5f, 1.0f };
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int drawDistance = 80000;
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__declspec(naked) void Renderer::FrameStub()
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__declspec(naked) void Renderer::FrameStub()
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{
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{
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__asm
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__asm
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@ -258,20 +264,32 @@ namespace Components
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}
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}
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}
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}
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void Renderer::DebugDrawSceneModelBoundingBoxes()
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void Renderer::DebugDrawModelBoundingBoxes()
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{
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{
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if (!DrawSceneModelBoundingBoxes.get<bool>()) return;
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auto val = DrawModelBoundingBoxes.get<Game::dvar_t*>()->current.integer;
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float red[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
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if (!val) return;
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float blue[4] = { 0.0f, 0.0f, 1.0f, 1.0f };
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int clientNum = Game::CG_GetClientNum();
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if (!Game::CL_IsCgameInitialized() || clientNum >= 18 || clientNum < 0 || !Game::g_entities[clientNum].client) return;
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Game::gentity_t* clientEntity = &Game::g_entities[clientNum];
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float(*playerPosition)[3] = &clientEntity->r.currentOrigin;
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auto mapName = Dvar::Var("mapname").get<const char*>();
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auto* scene = Game::scene;
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auto* scene = Game::scene;
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auto world = Game::DB_FindXAssetEntry(Game::XAssetType::ASSET_TYPE_GFXWORLD, Utils::String::VA("maps/mp/%s.d3dbsp", mapName))->asset.header.gfxWorld;
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switch (val) {
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case 1:
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for (auto i = 0; i < scene->sceneModelCount; i++)
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for (auto i = 0; i < scene->sceneModelCount; i++)
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{
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{
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if (!scene->sceneModel[i].model)
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if (!scene->sceneModel[i].model)
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continue;
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continue;
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if (Utils::Vec3SqrDistance(playerPosition, &scene->sceneModel[i].placement.base.origin) < drawDistance)
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{
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auto b = scene->sceneModel[i].model->bounds;
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auto b = scene->sceneModel[i].model->bounds;
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b.midPoint[0] += scene->sceneModel[i].placement.base.origin[0];
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b.midPoint[0] += scene->sceneModel[i].placement.base.origin[0];
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b.midPoint[1] += scene->sceneModel[i].placement.base.origin[1];
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b.midPoint[1] += scene->sceneModel[i].placement.base.origin[1];
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@ -279,10 +297,16 @@ namespace Components
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b.halfSize[0] *= scene->sceneModel[i].placement.scale;
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b.halfSize[0] *= scene->sceneModel[i].placement.scale;
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b.halfSize[1] *= scene->sceneModel[i].placement.scale;
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b.halfSize[1] *= scene->sceneModel[i].placement.scale;
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b.halfSize[2] *= scene->sceneModel[i].placement.scale;
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b.halfSize[2] *= scene->sceneModel[i].placement.scale;
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Game::R_AddDebugBounds(red, &b, &scene->sceneModel[i].placement.base.quat);
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Game::R_AddDebugBounds(sceneModelsColor, &b, &scene->sceneModel[i].placement.base.quat);
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}
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}
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}
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break;
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case 2:
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for (auto i = 0; i < scene->sceneDObjCount; i++)
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for (auto i = 0; i < scene->sceneDObjCount; i++)
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{
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if (Utils::Vec3SqrDistance(playerPosition, &scene->sceneDObj[i].cull.bounds.midPoint) < drawDistance)
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{
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{
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scene->sceneDObj[i].cull.bounds.halfSize[0] = std::abs(scene->sceneDObj[i].cull.bounds.halfSize[0]);
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scene->sceneDObj[i].cull.bounds.halfSize[0] = std::abs(scene->sceneDObj[i].cull.bounds.halfSize[0]);
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scene->sceneDObj[i].cull.bounds.halfSize[1] = std::abs(scene->sceneDObj[i].cull.bounds.halfSize[1]);
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scene->sceneDObj[i].cull.bounds.halfSize[1] = std::abs(scene->sceneDObj[i].cull.bounds.halfSize[1]);
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@ -296,7 +320,34 @@ namespace Components
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Components::Logger::Print("WARNING: Negative half size for DOBJ %s, this will cause culling issues!", scene->sceneDObj[i].obj->models[0]->name);
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Components::Logger::Print("WARNING: Negative half size for DOBJ %s, this will cause culling issues!", scene->sceneDObj[i].obj->models[0]->name);
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}
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}
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Game::R_AddDebugBounds(blue, &scene->sceneDObj[i].cull.bounds);
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Game::R_AddDebugBounds(dobjsColor, &scene->sceneDObj[i].cull.bounds);
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}
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}
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break;
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case 3:
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// Static models
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for (size_t i = 0; i < world->dpvs.smodelCount; i++)
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{
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auto staticModel = world->dpvs.smodelDrawInsts[i];
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if (Utils::Vec3SqrDistance(playerPosition, &staticModel.placement.origin) < drawDistance)
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{
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if (staticModel.model)
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{
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Game::Bounds b = staticModel.model->bounds;
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b.midPoint[0] += staticModel.placement.origin[0];
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b.midPoint[1] += staticModel.placement.origin[1];
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b.midPoint[2] += staticModel.placement.origin[2];
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b.halfSize[0] *= staticModel.placement.scale;
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b.halfSize[1] *= staticModel.placement.scale;
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b.halfSize[2] *= staticModel.placement.scale;
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Game::R_AddDebugBounds(staticModelsColor, &b);
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}
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}
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}
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break;
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}
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}
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}
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}
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@ -306,51 +357,63 @@ namespace Components
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if (!val) return;
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if (!val) return;
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float sceneModelsColor[4] = { 1.0f, 1.0f, 0.0f, 1.0f };
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int clientNum = Game::CG_GetClientNum();
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float dobjsColor[4] = { 0.0f, 1.0f, 1.0f, 1.0f };
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if (!Game::CL_IsCgameInitialized() || clientNum >= 18 || clientNum < 0 || !Game::g_entities[clientNum].client) return;
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float staticModelsColor[4] = { 1.0f, 0.0f, 1.0f, 1.0f };
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Game::gentity_t* clientEntity = &Game::g_entities[clientNum];
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float (*playerPosition)[3] = &clientEntity->r.currentOrigin;
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auto mapName = Dvar::Var("mapname").get<const char*>();
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auto mapName = Dvar::Var("mapname").get<const char*>();
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auto* scene = Game::scene;
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auto* scene = Game::scene;
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auto world = Game::DB_FindXAssetEntry(Game::XAssetType::ASSET_TYPE_GFXWORLD, Utils::String::VA("maps/mp/%s.d3dbsp", mapName))->asset.header.gfxWorld;
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auto world = Game::DB_FindXAssetEntry(Game::XAssetType::ASSET_TYPE_GFXWORLD, Utils::String::VA("maps/mp/%s.d3dbsp", mapName))->asset.header.gfxWorld;
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if (val == 1)
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switch (val) {
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{
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case 1:
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for (auto i = 0; i < scene->sceneModelCount; i++)
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for (auto i = 0; i < scene->sceneModelCount; i++)
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{
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{
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if (!scene->sceneModel[i].model)
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if (!scene->sceneModel[i].model)
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continue;
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continue;
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if (Utils::Vec3SqrDistance(playerPosition, &scene->sceneModel[i].placement.base.origin) < drawDistance)
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{
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Game::R_AddDebugString(sceneModelsColor, scene->sceneModel[i].placement.base.origin, 1.0, scene->sceneModel[i].model->name);
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Game::R_AddDebugString(sceneModelsColor, scene->sceneModel[i].placement.base.origin, 1.0, scene->sceneModel[i].model->name);
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}
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}
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}
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}
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break;
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else if (val == 2)
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case 2:
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{
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for (auto i = 0; i < scene->sceneDObjCount; i++)
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for (auto i = 0; i < scene->sceneDObjCount; i++)
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{
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{
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if (scene->sceneDObj[i].obj)
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if (scene->sceneDObj[i].obj)
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{
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{
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for (int j = 0; j < scene->sceneDObj[i].obj->numModels; j++)
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for (int j = 0; j < scene->sceneDObj[i].obj->numModels; j++)
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{
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if (Utils::Vec3SqrDistance(playerPosition, &scene->sceneDObj[i].placement.origin) < drawDistance)
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{
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{
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Game::R_AddDebugString(dobjsColor, scene->sceneDObj[i].placement.origin, 1.0, scene->sceneDObj[i].obj->models[j]->name);
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Game::R_AddDebugString(dobjsColor, scene->sceneDObj[i].placement.origin, 1.0, scene->sceneDObj[i].obj->models[j]->name);
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}
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}
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}
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}
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}
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}
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}
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}
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break;
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else if (val == 3)
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case 3:
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{
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// Static models
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// Static models
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for (size_t i = 0; i < world->dpvs.smodelCount; i++)
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for (size_t i = 0; i < world->dpvs.smodelCount; i++)
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{
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{
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auto staticModel = world->dpvs.smodelDrawInsts[i];
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auto staticModel = world->dpvs.smodelDrawInsts[i];
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if (staticModel.model)
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if (staticModel.model)
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{
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auto dist = Utils::Vec3SqrDistance(playerPosition, &staticModel.placement.origin);
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if (dist < drawDistance)
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{
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{
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Game::R_AddDebugString(staticModelsColor, staticModel.placement.origin, 1.0, staticModel.model->name);
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Game::R_AddDebugString(staticModelsColor, staticModel.placement.origin, 1.0, staticModel.model->name);
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}
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}
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}
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}
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}
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}
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break;
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}
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}
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}
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void Renderer::DebugDrawAABBTrees()
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void Renderer::DebugDrawAABBTrees()
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@ -384,7 +447,7 @@ namespace Components
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{
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{
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DebugDrawAABBTrees();
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DebugDrawAABBTrees();
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DebugDrawModelNames();
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DebugDrawModelNames();
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DebugDrawSceneModelBoundingBoxes();
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DebugDrawModelBoundingBoxes();
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DebugDrawSceneModelCollisions();
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DebugDrawSceneModelCollisions();
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DebugDrawTriggers();
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DebugDrawTriggers();
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}
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}
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@ -458,12 +521,12 @@ namespace Components
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const_cast<char*>("Disabled"),
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const_cast<char*>("Disabled"),
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const_cast<char*>("Scene Models"),
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const_cast<char*>("Scene Models"),
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const_cast<char*>("Scene Dynamic Objects"),
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const_cast<char*>("Scene Dynamic Objects"),
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const_cast<char*>("GfxWorld Static Models"),
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const_cast<char*>("GfxWorld Static Models")
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nullptr
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nullptr
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};
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};
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Renderer::DrawSceneModelBoundingBoxes = Game::Dvar_RegisterBool("r_drawSceneModelBoundingBoxes", false, Game::DVAR_FLAG_CHEAT, "Draw scene model bounding boxes");
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Renderer::DrawModelBoundingBoxes = Game::Dvar_RegisterEnum("r_drawModelBoundingBoxes", values.data(), 0, Game::DVAR_FLAG_CHEAT, "Draw scene model bounding boxes");
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Renderer::DrawSceneModelCollisions = Game::Dvar_RegisterBool("r_drawSceneModelCollisions", false, Game::DVAR_FLAG_CHEAT, "Draw scene model collisions");
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Renderer::DrawSceneModelCollisions = Game::Dvar_RegisterEnum("r_drawSceneModelCollisions", values.data(), 0, Game::DVAR_FLAG_CHEAT, "Draw scene model collisions");
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Renderer::DrawTriggers = Game::Dvar_RegisterBool("r_drawTriggers", false, Game::DVAR_FLAG_CHEAT, "Draw triggers");
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Renderer::DrawTriggers = Game::Dvar_RegisterBool("r_drawTriggers", false, Game::DVAR_FLAG_CHEAT, "Draw triggers");
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Renderer::DrawModelNames = Game::Dvar_RegisterEnum("r_drawModelNames", values.data(), 0, Game::DVAR_FLAG_CHEAT, "Draw all model names");
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Renderer::DrawModelNames = Game::Dvar_RegisterEnum("r_drawModelNames", values.data(), 0, Game::DVAR_FLAG_CHEAT, "Draw all model names");
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Renderer::DrawAABBTrees = Game::Dvar_RegisterBool("r_drawAabbTrees", false, Game::DVAR_FLAG_CHEAT, "Draw aabb trees");
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Renderer::DrawAABBTrees = Game::Dvar_RegisterBool("r_drawAabbTrees", false, Game::DVAR_FLAG_CHEAT, "Draw aabb trees");
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@ -37,7 +37,7 @@ namespace Components
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static void DebugDrawTriggers();
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static void DebugDrawTriggers();
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static void DebugDrawSceneModelCollisions();
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static void DebugDrawSceneModelCollisions();
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static void DebugDrawSceneModelBoundingBoxes();
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static void DebugDrawModelBoundingBoxes();
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static void DebugDrawModelNames();
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static void DebugDrawModelNames();
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static void DebugDrawAABBTrees();
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static void DebugDrawAABBTrees();
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@ -49,7 +49,7 @@ namespace Components
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static Dvar::Var DrawTriggers;
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static Dvar::Var DrawTriggers;
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static Dvar::Var DrawSceneModelCollisions;
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static Dvar::Var DrawSceneModelCollisions;
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static Dvar::Var DrawSceneModelBoundingBoxes;
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static Dvar::Var DrawModelBoundingBoxes;
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static Dvar::Var DrawModelNames;
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static Dvar::Var DrawModelNames;
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static Dvar::Var DrawAABBTrees;
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static Dvar::Var DrawAABBTrees;
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};
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};
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