Add shadow
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5e73098460
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4eb589d981
5 changed files with 101 additions and 10 deletions
4
TODO.txt
4
TODO.txt
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@ -4,8 +4,6 @@ fuck issue trackers :D
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- try to prevent car getting stuck at extreme speed by may just hard stopping
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it if it ends up unresolved?
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- car shadow idea: have shadow model, during rendering check each new triangle
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agains car XY, record height, then set maimum height to shadow
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- Managed to get the car stuck in non-rotating state, then after a while get
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it back by crashing. MAY BE FIXED NOW, watch if it still happens
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- press forward map??? :-D
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@ -51,6 +49,8 @@ fuck issue trackers :D
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=========== HANDLED ==============
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- should drifting make a sound? NO NEED
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- car shadow idea: have shadow model, during rendering check each new triangle
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agains car XY, record height, then set maimum height to shadow
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- seems like there might be a bug in physics env function, despite it being
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impossible in theory, car gets stuck after fast drive into a wall, with its
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shape staying OK, but wheel being inside a block somehow, maybe there are
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17
assets.h
17
assets.h
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@ -7083,6 +7083,23 @@ uint16_t LCR_getNextImagePixel(void)
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return r;
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}
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#if LCR_SETTING_CAR_SHADOW
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#define LCR_SHADOW_VERTEX_COUNT 4
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#define LCR_SHADOW_TRIANGLE_COUNT 2
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static const int32_t LCR_shadowVertices[] =
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{
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-130,16,-175, 130,16,-175, -130,16, 155, 130,16, 155
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};
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static const uint16_t LCR_shadowTriangles[] =
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{
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0,1,2,2,1,3
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};
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#endif
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#define LCR_CAR_VERTEX_COUNT 124
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#define LCR_CAR_TRIANGLE_COUNT 228
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2
data
2
data
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@ -164,3 +164,5 @@ details
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#RLCtiny4;00LCtiny4;343017ba 0000137:0013:0131:0019:0191:0093:0041:0129:0011:0319
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#RLCtiny4;00LCtiny4;343017ba 0000120:0011:00f9:0051:0029:0091:0059:0041:0049:0031:00b9:0031:02e9
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#RLCtiny4;00LCtiny4;343017ba 0000118:0011:0099:0021:0039:00c1:00d9:0061:0049:0031:0383
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#RLCtiny2;00LCtiny2;833ee4b2 0000257:0464:00b0:0051:0100:0054:0070:0141:0050:0042:00c0:0094:0030:0194:00a0:0121
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#RLCtiny2;00LCtiny2;833ee4b2 0000257:0464:00b0:0051:0100:0054:0070:0141:0050:0042:00c0:0094:0030:0194:00a0:0121
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83
renderer.h
83
renderer.h
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@ -57,7 +57,8 @@
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#define LCR_RENDERER_CHUNKS_TOTAL (LCR_RENDERER_CHUNK_RESOLUTION * \
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LCR_RENDERER_CHUNK_RESOLUTION * LCR_RENDERER_CHUNK_RESOLUTION)
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#define LCR_RENDERER_MODEL_COUNT 10
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#define LCR_RENDERER_MODEL_COUNT 11
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#define LCR_RENDERER_CAR_SCALE (LCR_RENDERER_UNIT / 4)
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#define LCR_RENDERER_FONT_SEGMENT_SIZE (2 + LCR_EFFECTIVE_RESOLUTION_X / 512)
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@ -76,12 +77,14 @@ struct
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S3L_Model3D mapModel; ///< Whole map model.
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S3L_Model3D *carModel; ///< Shortcut ptr to the car model in the scene.
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S3L_Model3D *ghostModel; ///< Shortcut ptr to the ghost model in the scene.
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S3L_Model3D *shadowModel;
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/**
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The scene model array.
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0, 1, 2, 3, 4, 5, 6, 7: nearest map chunk models
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8: car model
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9: ghost model
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10: shadow model
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*/
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S3L_Model3D models[LCR_RENDERER_MODEL_COUNT];
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@ -356,12 +359,7 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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LCR_renderer.texSubsampleCount = 0;
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#endif
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if (pixel->modelIndex == 9)
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{
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// car ghost model
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LCR_renderer.flatAndTransparent = LCR_SETTING_GHOST_COLOR;
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}
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else if (pixel->modelIndex == 8)
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if (pixel->modelIndex == 8)
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{
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// car model
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@ -398,6 +396,16 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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}
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#endif
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}
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else if (pixel->modelIndex == 9)
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{
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// car ghost model
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LCR_renderer.flatAndTransparent = LCR_SETTING_GHOST_COLOR;
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}
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else if (pixel->modelIndex == 10)
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{
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// shadow model
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LCR_renderer.flatAndTransparent = 0x0001;
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}
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else
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{
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// map model
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@ -408,12 +416,44 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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for (int i = 0; i < 3; ++i)
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v[i] = LCR_renderer.mapVerts + 3 * t[i];
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const uint8_t *triData = LCR_renderer.mapTriangleData +
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LCR_renderer.chunkStarts[LCR_renderer.loadedChunks[pixel->modelIndex]];
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uint8_t type = triData[pixel->triangleIndex] >> 4;
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uint8_t mat = triData[pixel->triangleIndex] & 0x0f;
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#if LCR_SETTING_CAR_SHADOW
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if (type == 0 && (S3L_abs((2 * v[0][0] + v[1][0] + v[2][0]) / 4 -
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LCR_renderer.carModel->transform.translation.x) +
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S3L_abs((2 * v[0][2] + v[1][2] + v[2][2]) / 4 -
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LCR_renderer.carModel->transform.translation.z)) < LCR_RENDERER_UNIT)
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{
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S3L_Unit groundH = (2 * v[0][1] + v[1][1] + v[2][1]) / 4;
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if (groundH < LCR_renderer.carModel->transform.translation.y &&
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groundH > LCR_renderer.shadowModel->transform.translation.y)
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{
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LCR_renderer.shadowModel->transform.translation.y = S3L_min(groundH,
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LCR_renderer.carModel->transform.translation.y
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- LCR_RENDERER_UNIT / 8);
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LCR_renderer.shadowModel->transform.scale.x = S3L_max(0,
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LCR_RENDERER_UNIT - (LCR_renderer.carModel->transform.translation.y
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- groundH) / 4);
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LCR_renderer.shadowModel->transform.scale.y =
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LCR_renderer.shadowModel->transform.scale.x;
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LCR_renderer.shadowModel->transform.scale.z =
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LCR_renderer.shadowModel->transform.scale.x;
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}
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}
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#endif
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switch (mat)
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{
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#define CL (type ? 0x8210 : 0x0000)
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@ -1203,9 +1243,21 @@ uint8_t LCR_rendererInit(void)
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LCR_LOG0("initializing renderer");
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LCR_renderer.frame = 0;
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LCR_renderer.carModel = LCR_renderer.models + 8;
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LCR_renderer.carModel = LCR_renderer.models + 8;
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LCR_renderer.ghostModel = LCR_renderer.models + 9;
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LCR_renderer.shadowModel = LCR_renderer.models + 10;
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#if LCR_SETTING_CAR_SHADOW
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S3L_model3DInit(
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LCR_shadowVertices,
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LCR_SHADOW_VERTEX_COUNT,
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LCR_shadowTriangles,LCR_SHADOW_TRIANGLE_COUNT,
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LCR_renderer.shadowModel);
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#else
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S3L_model3DInit(0,0,0,0,LCR_renderer.shadowModel);
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LCR_renderer.shadowModel->config.visible = 0;
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#endif
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S3L_model3DInit(
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#if LCR_ANIMATE_CAR
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@ -2049,6 +2101,21 @@ void LCR_rendererDraw3D(void)
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{
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LCR_LOG2("rendering frame (start)");
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#if LCR_SETTING_CAR_SHADOW
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LCR_renderer.shadowModel->transform.translation =
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LCR_renderer.carModel->transform.translation;
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LCR_renderer.shadowModel->transform.translation.y =
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-1 * (LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT) / 4;
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S3L_vec4Set(&(LCR_renderer.shadowModel->transform.scale),
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LCR_RENDERER_UNIT,LCR_RENDERER_UNIT,LCR_RENDERER_UNIT,
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LCR_RENDERER_UNIT);
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LCR_renderer.shadowModel->transform.rotation.y =
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LCR_renderer.carModel->transform.rotation.y;
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#endif
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// first make sure rotations are in correct range:
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LCR_renderer.scene.camera.transform.rotation.y = S3L_wrap(
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LCR_renderer.scene.camera.transform.rotation.y, S3L_F);
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@ -273,6 +273,11 @@
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#define LCR_SETTING_PARTICLE_COLOR_DIRT 0x8b84
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#endif
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#ifndef LCR_SETTING_CAR_SHADOW
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/** Turns on/off a simple car shadow. */
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#define LCR_SETTING_CAR_SHADOW 1
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#endif
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#ifndef LCR_SETTING_FOG
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/** Turns distance fog on/off. Turning this off may increase performance. */
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#define LCR_SETTING_FOG 0
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