#include "common.h"
#include "Glass.h"
#include "Timer.h"
#include "Object.h"
#include "General.h"
#include "AudioScriptObject.h"
#include "World.h"
#include "Timecycle.h"
#include "Particle.h"
#include "Camera.h"
#include "RenderBuffer.h"
#include "Shadows.h"
#include "ModelIndices.h"
#include "main.h"
uint32 CGlass::NumGlassEntities;
CEntity *CGlass::apEntitiesToBeRendered[NUM_GLASSENTITIES];
CFallingGlassPane CGlass::aGlassPanes[NUM_GLASSPANES];
CVector2D CentersWithTriangle[NUM_GLASSTRIANGLES];
const CVector2D CoorsWithTriangle[NUM_GLASSTRIANGLES][3] =
{
{
CVector2D(0.0f, 0.0f),
CVector2D(0.0f, 1.0f),
CVector2D(0.4f, 0.5f)
},
{
CVector2D(0.0f, 1.0f),
CVector2D(1.0f, 1.0f),
CVector2D(0.4f, 0.5f)
},
{
CVector2D(0.0f, 0.0f),
CVector2D(0.4f, 0.5f),
CVector2D(0.7f, 0.0f)
},
{
CVector2D(0.7f, 0.0f),
CVector2D(0.4f, 0.5f),
CVector2D(1.0f, 1.0f)
},
{
CVector2D(0.7f, 0.0f),
CVector2D(1.0f, 1.0f),
CVector2D(1.0f, 0.0f)
}
};
#define TEMPBUFFERVERTHILIGHTOFFSET 0
#define TEMPBUFFERINDEXHILIGHTOFFSET 0
#define TEMPBUFFERVERTHILIGHTSIZE 128
#define TEMPBUFFERINDEXHILIGHTSIZE 512
#define TEMPBUFFERVERTSHATTEREDOFFSET TEMPBUFFERVERTHILIGHTSIZE
#define TEMPBUFFERINDEXSHATTEREDOFFSET TEMPBUFFERINDEXHILIGHTSIZE
#define TEMPBUFFERVERTSHATTEREDSIZE 192
#define TEMPBUFFERINDEXSHATTEREDSIZE 768
#define TEMPBUFFERVERTREFLECTIONOFFSET TEMPBUFFERVERTSHATTEREDSIZE
#define TEMPBUFFERINDEXREFLECTIONOFFSET TEMPBUFFERINDEXSHATTEREDSIZE
#define TEMPBUFFERVERTREFLECTIONSIZE 256
#define TEMPBUFFERINDEXREFLECTIONSIZE 1024
int32 TempBufferIndicesStoredHiLight = 0;
int32 TempBufferVerticesStoredHiLight = 0;
int32 TempBufferIndicesStoredShattered = 0;
int32 TempBufferVerticesStoredShattered = 0;
int32 TempBufferIndicesStoredReflection = 0;
int32 TempBufferVerticesStoredReflection = 0;
void
CFallingGlassPane::Update(void)
{
if ( CTimer::GetTimeInMilliseconds() >= m_nTimer )
{
// Apply MoveSpeed
GetPosition() += m_vecMoveSpeed * CTimer::GetTimeStep();
// Apply Gravity
m_vecMoveSpeed.z -= 0.02f * CTimer::GetTimeStep();
// Apply TurnSpeed
GetRight() += CrossProduct(m_vecTurn, GetRight());
GetForward() += CrossProduct(m_vecTurn, GetForward());
GetUp() += CrossProduct(m_vecTurn, GetUp());
if ( GetPosition().z < m_fGroundZ )
{
CVector pos;
CVector dir;
m_bActive = false;
pos = CVector(GetPosition().x, GetPosition().y, m_fGroundZ);
PlayOneShotScriptObject(_SCRSOUND_GLASS_SHARD, pos);
RwRGBA color = { 255, 255, 255, 255 };
static int32 nFrameGen = 0;
for ( int32 i = 0; i < 4; i++ )
{
dir.x = CGeneral::GetRandomNumberInRange(-0.35f, 0.35f);
dir.y = CGeneral::GetRandomNumberInRange(-0.35f, 0.35f);
dir.z = CGeneral::GetRandomNumberInRange(0.05f, 0.20f);
CParticle::AddParticle(PARTICLE_CAR_DEBRIS,
pos,
dir,
nil,
CGeneral::GetRandomNumberInRange(0.02f, 0.2f),
color,
CGeneral::GetRandomNumberInRange(-40, 40),
0,
++nFrameGen & 3,
500);
}
}
}
}
void
CFallingGlassPane::Render(void)
{
float distToCamera = (TheCamera.GetPosition() - GetPosition()).Magnitude();
CVector fwdNorm = GetForward();
fwdNorm.Normalise();
uint8 alpha = CGlass::CalcAlphaWithNormal(&fwdNorm);
int32 time = clamp(CTimer::GetTimeInMilliseconds() - m_nTimer, 0, 500);
uint8 color = int32( float(alpha) * (float(time) / 500) );
if ( TempBufferIndicesStoredHiLight >= TEMPBUFFERINDEXHILIGHTSIZE-7 || TempBufferVerticesStoredHiLight >= TEMPBUFFERVERTHILIGHTSIZE-4 )
CGlass::RenderHiLightPolys();
// HiLight Polys
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], color, color, color, color);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], 0.5f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], 0.5f);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], 0.5f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], 0.6f);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], 0.6f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], 0.6f);
ASSERT(m_nTriIndex < NUM_GLASSTRIANGLES);
CVector2D p0 = CoorsWithTriangle[m_nTriIndex][0] - CentersWithTriangle[m_nTriIndex];
CVector2D p1 = CoorsWithTriangle[m_nTriIndex][1] - CentersWithTriangle[m_nTriIndex];
CVector2D p2 = CoorsWithTriangle[m_nTriIndex][2] - CentersWithTriangle[m_nTriIndex];
CVector v0 = *this * CVector(p0.x, 0.0f, p0.y);
CVector v1 = *this * CVector(p1.x, 0.0f, p1.y);
CVector v2 = *this * CVector(p2.x, 0.0f, p2.y);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], v0.x, v0.y, v0.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], v1.x, v1.y, v1.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], v2.x, v2.y, v2.z);
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 0] = TempBufferVerticesStoredHiLight + 0;
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 1] = TempBufferVerticesStoredHiLight + 1;
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 2] = TempBufferVerticesStoredHiLight + 2;
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 3] = TempBufferVerticesStoredHiLight + 0;
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 4] = TempBufferVerticesStoredHiLight + 2;
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 5] = TempBufferVerticesStoredHiLight + 1;
TempBufferVerticesStoredHiLight += 3;
TempBufferIndicesStoredHiLight += 6;
if ( m_bShattered )
{
if ( TempBufferIndicesStoredShattered >= TEMPBUFFERINDEXSHATTEREDSIZE-7 || TempBufferVerticesStoredShattered >= TEMPBUFFERVERTSHATTEREDSIZE-4 )
CGlass::RenderShatteredPolys();
uint8 shatteredColor = 255;
if ( distToCamera > 30.0f )
shatteredColor = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 255);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 4.0f * CoorsWithTriangle[m_nTriIndex][0].x * m_fStep);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 4.0f * CoorsWithTriangle[m_nTriIndex][0].y * m_fStep);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 4.0f * CoorsWithTriangle[m_nTriIndex][1].x * m_fStep);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 4.0f * CoorsWithTriangle[m_nTriIndex][1].y * m_fStep);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 4.0f * CoorsWithTriangle[m_nTriIndex][2].x * m_fStep);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 4.0f * CoorsWithTriangle[m_nTriIndex][2].y * m_fStep);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], v0.x, v0.y, v0.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], v1.x, v1.y, v1.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], v2.x, v2.y, v2.z);
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 0] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 0;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 1] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 1;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 2] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 2;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 3] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 0;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 4] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 2;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 5] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 1;
TempBufferIndicesStoredShattered += 6;
TempBufferVerticesStoredShattered += 3;
}
}
void
CGlass::Init(void)
{
for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
aGlassPanes[i].m_bActive = false;
for ( int32 i = 0; i < NUM_GLASSTRIANGLES; i++ )
CentersWithTriangle[i] = (CoorsWithTriangle[i][0] + CoorsWithTriangle[i][1] + CoorsWithTriangle[i][2]) / 3;
}
void
CGlass::Update(void)
{
for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
{
if ( aGlassPanes[i].m_bActive )
aGlassPanes[i].Update();
}
}
void
CGlass::Render(void)
{
TempBufferVerticesStoredHiLight = 0;
TempBufferIndicesStoredHiLight = 0;
TempBufferVerticesStoredShattered = TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferIndicesStoredShattered = TEMPBUFFERINDEXSHATTEREDOFFSET;
TempBufferVerticesStoredReflection = TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferIndicesStoredReflection = TEMPBUFFERINDEXREFLECTIONOFFSET;
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGCOLOR, (void *)RWRGBALONG(CTimeCycle::GetFogRed(), CTimeCycle::GetFogGreen(), CTimeCycle::GetFogBlue(), 255));
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
{
if ( aGlassPanes[i].m_bActive )
aGlassPanes[i].Render();
}
for ( uint32 i = 0; i < NumGlassEntities; i++ )
RenderEntityInGlass(apEntitiesToBeRendered[i]);
NumGlassEntities = 0;
RenderHiLightPolys();
RenderShatteredPolys();
RenderReflectionPolys();
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE);
}
CFallingGlassPane *
CGlass::FindFreePane(void)
{
for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
{
if ( !aGlassPanes[i].m_bActive )
return &aGlassPanes[i];
}
return nil;
}
void
CGlass::GeneratePanesForWindow(uint32 type, CVector pos, CVector up, CVector right, CVector speed, CVector point,
float moveSpeed, bool cracked, bool explosion)
{
float upLen = up.Magnitude();
float rightLen = right.Magnitude();
float upSteps = upLen + 0.75f;
if ( upSteps < 1.0f ) upSteps = 1.0f;
float rightSteps = rightLen + 0.75f;
if ( rightSteps < 1.0f ) rightSteps = 1.0f;
uint32 ysteps = (uint32)upSteps;
if ( ysteps > 3 ) ysteps = 3;
uint32 xsteps = (uint32)rightSteps;
if ( xsteps > 3 ) xsteps = 3;
if ( explosion )
{
if ( ysteps > 1 ) ysteps = 1;
if ( xsteps > 1 ) xsteps = 1;
}
float upScl = upLen / float(ysteps);
float rightScl = rightLen / float(xsteps);
bool bZFound;
float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &bZFound);
if ( !bZFound ) groundZ = pos.z - 2.0f;
for ( uint32 y = 0; y < ysteps; y++ )
{
for ( uint32 x = 0; x < xsteps; x++ )
{
float stepy = float(y) * upLen / float(ysteps);
float stepx = float(x) * rightLen / float(xsteps);
for ( int32 i = 0; i < NUM_GLASSTRIANGLES; i++ )
{
CFallingGlassPane *pane = FindFreePane();
if ( pane )
{
pane->m_nTriIndex = i;
pane->GetRight() = (right * rightScl) / rightLen;
#ifdef FIX_BUGS
pane->GetUp() = (up * upScl) / upLen;
#else
pane->GetUp() = (up * upScl) / rightLen; // copypaste bug
#endif
CVector fwd = CrossProduct(pane->GetRight(), pane->GetUp());
fwd.Normalise();
pane->GetForward() = fwd;
pane->GetPosition() = right / rightLen * (rightScl * CentersWithTriangle[i].x + stepx)
+ up / upLen * (upScl * CentersWithTriangle[i].y + stepy)
+ pos;
pane->m_vecMoveSpeed.x = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0015f + speed.x;
pane->m_vecMoveSpeed.y = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0015f + speed.y;
pane->m_vecMoveSpeed.z = 0.0f + speed.z;
if ( moveSpeed != 0.0f )
{
CVector dist = pane->GetPosition() - point;
dist.Normalise();
pane->m_vecMoveSpeed += moveSpeed * dist;
}
pane->m_vecTurn.x = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f;
pane->m_vecTurn.y = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f;
pane->m_vecTurn.z = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f;
switch ( type )
{
case 0:
pane->m_nTimer = CTimer::GetTimeInMilliseconds();
break;
case 1:
float dist = (pane->GetPosition() - point).Magnitude();
pane->m_nTimer = uint32(dist*100 + CTimer::GetTimeInMilliseconds());
break;
}
pane->m_fGroundZ = groundZ;
pane->m_bShattered = cracked;
pane->m_fStep = upLen / float(ysteps);
pane->m_bActive = true;
}
}
}
}
}
void
CGlass::AskForObjectToBeRenderedInGlass(CEntity *entity)
{
#ifdef FIX_BUGS
if ( NumGlassEntities < NUM_GLASSPANES )
#else
if ( NumGlassEntities < NUM_GLASSPANES-1 )
#endif
{
apEntitiesToBeRendered[NumGlassEntities++] = entity;
}
}
void
CGlass::RenderEntityInGlass(CEntity *entity)
{
ASSERT(entity!=nil);
CObject *object = (CObject *)entity;
if ( object->bGlassBroken )
return;
float distToCamera = (TheCamera.GetPosition() - object->GetPosition()).Magnitude();
if ( distToCamera > 40.0f )
return;
CVector fwdNorm = object->GetForward();
fwdNorm.Normalise();
uint8 alpha = CalcAlphaWithNormal(&fwdNorm);
CColModel *col = object->GetColModel();
ASSERT(col!=nil);
if ( col->numTriangles >= 2 )
{
CVector a = object->GetMatrix() * col->vertices[0];
CVector b = object->GetMatrix() * col->vertices[1];
CVector c = object->GetMatrix() * col->vertices[2];
CVector d = object->GetMatrix() * col->vertices[3];
if ( object->bGlassCracked )
{
uint8 color = 255;
if ( distToCamera > 30.0f )
color = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 255);
if ( TempBufferIndicesStoredShattered >= TEMPBUFFERINDEXSHATTEREDSIZE-13 || TempBufferVerticesStoredShattered >= TEMPBUFFERVERTSHATTEREDSIZE-5 )
RenderShatteredPolys();
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], color, color, color, color);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 0.0f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 0.0f);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 16.0f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 0.0f);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 0.0f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 16.0f);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], 16.0f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], 16.0f);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], a.x, a.y, a.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], b.x, b.y, b.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], c.x, c.y, c.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], d.x, d.y, d.z);
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 0] = col->triangles[0].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 1] = col->triangles[0].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 2] = col->triangles[0].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 3] = col->triangles[1].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 4] = col->triangles[1].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 5] = col->triangles[1].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 6] = col->triangles[0].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 7] = col->triangles[0].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 8] = col->triangles[0].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 9] = col->triangles[1].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 10] = col->triangles[1].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 11] = col->triangles[1].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferIndicesStoredShattered += 12;
TempBufferVerticesStoredShattered += 4;
}
if ( TempBufferIndicesStoredReflection >= TEMPBUFFERINDEXREFLECTIONSIZE-13 || TempBufferVerticesStoredReflection >= TEMPBUFFERVERTREFLECTIONSIZE-5 )
RenderReflectionPolys();
uint8 color = 100;
if ( distToCamera > 30.0f )
color = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 100);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], color, color, color, color);
float FwdAngle = CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y);
float v = 2.0f * TheCamera.GetForward().z * 0.2f;
float u = float(object->m_randomSeed & 15) * 0.02f + (FwdAngle / TWOPI);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], u);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], v);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], u+0.2f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], v);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], u);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], v+0.2f);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], u+0.2f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], v+0.2f);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], a.x, a.y, a.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], b.x, b.y, b.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], c.x, c.y, c.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], d.x, d.y, d.z);
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 0] = col->triangles[0].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 1] = col->triangles[0].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 2] = col->triangles[0].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 3] = col->triangles[1].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 4] = col->triangles[1].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 5] = col->triangles[1].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 6] = col->triangles[0].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 7] = col->triangles[0].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 8] = col->triangles[0].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 9] = col->triangles[1].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 10] = col->triangles[1].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 11] = col->triangles[1].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferIndicesStoredReflection += 12;
TempBufferVerticesStoredReflection += 4;
}
}
int32
CGlass::CalcAlphaWithNormal(CVector *normal)
{
ASSERT(normal!=nil);
float fwdDir = 2.0f * DotProduct(*normal, TheCamera.GetForward());
float fwdDot = DotProduct(TheCamera.GetForward()-fwdDir*(*normal), CVector(0.57f, 0.57f, -0.57f));
return int32(lerp(fwdDot*fwdDot*fwdDot*fwdDot*fwdDot*fwdDot, 20.0f, 255.0f));
}
void
CGlass::RenderHiLightPolys(void)
{
if ( TempBufferVerticesStoredHiLight != TEMPBUFFERVERTHILIGHTOFFSET )
{
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpShadowExplosionTex));
LittleTest();
if ( RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStoredHiLight, nil, rwIM3D_VERTEXUV) )
{
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStoredHiLight);
RwIm3DEnd();
}
TempBufferVerticesStoredHiLight = TEMPBUFFERVERTHILIGHTOFFSET;
TempBufferIndicesStoredHiLight = TEMPBUFFERINDEXHILIGHTOFFSET;
}
}
void
CGlass::RenderShatteredPolys(void)
{
if ( TempBufferVerticesStoredShattered != TEMPBUFFERVERTSHATTEREDOFFSET )
{
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpCrackedGlassTex));
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
LittleTest();
if ( RwIm3DTransform(&TempBufferRenderVertices[TEMPBUFFERVERTSHATTEREDOFFSET], TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET, nil, rwIM3D_VERTEXUV) )
{
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, &TempBufferRenderIndexList[TEMPBUFFERINDEXSHATTEREDOFFSET], TempBufferIndicesStoredShattered - TEMPBUFFERINDEXSHATTEREDOFFSET);
RwIm3DEnd();
}
TempBufferIndicesStoredShattered = TEMPBUFFERINDEXSHATTEREDOFFSET;
TempBufferVerticesStoredShattered = TEMPBUFFERVERTSHATTEREDOFFSET;
}
}
void
CGlass::RenderReflectionPolys(void)
{
if ( TempBufferVerticesStoredReflection != TEMPBUFFERVERTREFLECTIONOFFSET )
{
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpShadowHeadLightsTex));
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
LittleTest();
if ( RwIm3DTransform(&TempBufferRenderVertices[TEMPBUFFERVERTREFLECTIONOFFSET], TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET, nil, rwIM3D_VERTEXUV) )
{
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, &TempBufferRenderIndexList[TEMPBUFFERINDEXREFLECTIONOFFSET], TempBufferIndicesStoredReflection - TEMPBUFFERINDEXREFLECTIONOFFSET);
RwIm3DEnd();
}
TempBufferIndicesStoredReflection = TEMPBUFFERINDEXREFLECTIONOFFSET;
TempBufferVerticesStoredReflection = TEMPBUFFERVERTREFLECTIONOFFSET;
}
}
void
CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed, CVector point, bool explosion)
{
ASSERT(entity!=nil);
CObject *object = (CObject *)entity;
if ( object->bGlassBroken )
return;
object->bGlassCracked = true;
CColModel *col = object->GetColModel();
ASSERT(col!=nil);
CVector a = object->GetMatrix() * col->vertices[0];
CVector b = object->GetMatrix() * col->vertices[1];
CVector c = object->GetMatrix() * col->vertices[2];
CVector d = object->GetMatrix() * col->vertices[3];
float minx = Min(Min(a.x, b.x), Min(c.x, d.x));
float maxx = Max(Max(a.x, b.x), Max(c.x, d.x));
float miny = Min(Min(a.y, b.y), Min(c.y, d.y));
float maxy = Max(Max(a.y, b.y), Max(c.y, d.y));
float minz = Min(Min(a.z, b.z), Min(c.z, d.z));
float maxz = Max(Max(a.z, b.z), Max(c.z, d.z));
if ( amount > 300.0f )
{
PlayOneShotScriptObject(_SCRSOUND_GLASS_SMASH_1, object->GetPosition());
GeneratePanesForWindow(0,
CVector(minx, miny, minz),
CVector(0.0f, 0.0f, maxz-minz),
CVector(maxx-minx, maxy-miny, 0.0f),
speed, point, 0.1f, !!object->bGlassCracked, explosion);
}
else
{
PlayOneShotScriptObject(_SCRSOUND_GLASS_SMASH_2, object->GetPosition());
GeneratePanesForWindow(1,
CVector(minx, miny, minz),
CVector(0.0f, 0.0f, maxz-minz),
CVector(maxx-minx, maxy-miny, 0.0f),
speed, point, 0.1f, !!object->bGlassCracked, explosion);
}
object->bGlassBroken = true;
object->GetPosition().z = -100.0f;
}
void
CGlass::WindowRespondsToSoftCollision(CEntity *entity, float amount)
{
ASSERT(entity!=nil);
CObject *object = (CObject *)entity;
if ( amount > 50.0f && !object->bGlassCracked )
{
PlayOneShotScriptObject(_SCRSOUND_GLASS_CRACK, object->GetPosition());
object->bGlassCracked = true;
}
}
void
CGlass::WasGlassHitByBullet(CEntity *entity, CVector point)
{
ASSERT(entity!=nil);
CObject *object = (CObject *)entity;
if ( IsGlass(object->GetModelIndex()) )
{
if ( !object->bGlassCracked )
{
PlayOneShotScriptObject(_SCRSOUND_GLASS_CRACK, object->GetPosition());
object->bGlassCracked = true;
}
else
{
if ( (CGeneral::GetRandomNumber() & 3) == 2 )
WindowRespondsToCollision(object, 0.0f, CVector(0.0f, 0.0f, 0.0f), point, false);
}
}
}
void
CGlass::WindowRespondsToExplosion(CEntity *entity, CVector point)
{
ASSERT(entity!=nil);
CObject *object = (CObject *)entity;
CVector distToGlass = object->GetPosition() - point;
float fDistToGlass = distToGlass.Magnitude();
if ( fDistToGlass < 10.0f )
{
distToGlass.Normalise(0.3f);
WindowRespondsToCollision(object, 10000.0f, distToGlass, object->GetPosition(), true);
}
else
{
if ( fDistToGlass < 30.0f )
object->bGlassCracked = true;
}
}