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authorFire-Head <Fire-Head@users.noreply.github.com>2019-07-24 18:55:43 +0200
committerFire-Head <Fire-Head@users.noreply.github.com>2019-07-24 18:55:43 +0200
commitb4ecb3e3dad654e01d0ceb4c359721650dda425b (patch)
tree27cfc6fb58ec53080d9c4850f13b8b97ad681b13 /src/render/Shadows.cpp
parentMerge pull request #1 from GTAmodding/master (diff)
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Diffstat (limited to '')
-rw-r--r--src/render/Shadows.cpp1824
1 files changed, 1811 insertions, 13 deletions
diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp
index 0852938f..6bc072ce 100644
--- a/src/render/Shadows.cpp
+++ b/src/render/Shadows.cpp
@@ -1,22 +1,1820 @@
#include "common.h"
#include "patcher.h"
+#include "main.h"
+#include "TxdStore.h"
+#include "Timer.h"
+#include "Camera.h"
+#include "TimeCycle.h"
+#include "CutsceneMgr.h"
+#include "Automobile.h"
+#include "Ped.h"
+#include "PlayerPed.h"
+#include "World.h"
+#include "Weather.h"
+#include "ModelIndices.h"
+#include "RenderBuffer.h"
+#include "PointLights.h"
+#include "SpecialFX.h"
#include "Shadows.h"
-WRAPPER void CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, uint32 nTime, float fScale) { EAXJMP(0x512FD0); }
-WRAPPER void CShadows::RenderStaticShadows(void) { EAXJMP(0x5145F0); }
-WRAPPER void CShadows::RenderStoredShadows(void) { EAXJMP(0x514010); }
-WRAPPER void CShadows::RenderExtraPlayerShadows(void) { EAXJMP(0x516F90); }
-WRAPPER void CShadows::CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY) { EAXJMP(0x516EB0); }
-WRAPPER void CShadows::StoreShadowForPole(CEntity *ent, float offsetX, float offsetY, float offsetZ, float poleHeight, float poleWidth, uint32 subId) { EAXJMP(0x513E10); }
-WRAPPER void CShadows::StoreShadowForPedObject(CEntity *ent, float dispX, float dispY, float frontX, float frontY, float sideX, float sideY) { EAXJMP(0x513CB0); }
-WRAPPER void CShadows::StoreStaticShadow(uint32 id, uint8 type, RwTexture *texture, CVector *coors, float frontX, float frontY, float sideX, float sideY, int16 intensity, uint8 red, uint8 green, uint8 blue, float zDistance, float scale, float drawDistance, bool temporaryShadow, float upDistance) { EAXJMP(0x5130A0); }
-WRAPPER void CShadows::StoreShadowToBeRendered(uint8 type, RwTexture *texture, CVector *coors, float frontX, float frontY, float sideX, float sideY, int16 intensity, uint8 red, uint8 green, uint8 blue, float zDistance, bool drawOnWater, float upDistance) { EAXJMP(0x513750); }
+SETTWEAKPATH("Shadows");
+TWEAKBOOL(gbPrintShite);
-RwTexture *&gpBloodPoolTex = *(RwTexture**)0x9415F8;
-RwTexture *&gpShadowExplosionTex = *(RwTexture**)0x8F2A00;
+#if 1
+RwImVertexIndex ShadowIndexList[24];
+#else
+RwImVertexIndex (&ShadowIndexList)[24] = *(RwImVertexIndex (*)[24])*(int *)0x649188;
+#endif
+
+RwTexture *&gpShadowCarTex = *(RwTexture **)0x8F2C90;
+RwTexture *&gpShadowPedTex = *(RwTexture **)0x8F59D0;
+RwTexture *&gpShadowHeliTex = *(RwTexture **)0x8E2A90;
+RwTexture *&gpShadowExplosionTex = *(RwTexture **)0x8F2A00;
+RwTexture *&gpShadowHeadLightsTex = *(RwTexture **)0x95CB98;
+RwTexture *&gpOutline1Tex = *(RwTexture **)0x8F1B24;
+RwTexture *&gpOutline2Tex = *(RwTexture **)0x8F1B04;
+RwTexture *&gpOutline3Tex = *(RwTexture **)0x8F1B08;
+RwTexture *&gpBloodPoolTex = *(RwTexture **)0x9415F8;
+RwTexture *&gpReflectionTex = *(RwTexture **)0x8F582C;
+RwTexture *&gpGoalMarkerTex = *(RwTexture **)0x94142C;
+RwTexture *&gpWalkDontTex = *(RwTexture **)0x95CB4C;
+RwTexture *&gpCrackedGlassTex = *(RwTexture **)0x95CB94;
+RwTexture *&gpPostShadowTex = *(RwTexture **)0x8F59D4;
+
+#if 1
+int16 CShadows::ShadowsStoredToBeRendered;
+CStoredShadow CShadows::asShadowsStored [MAX_STOREDSHADOWS];
+CPolyBunch CShadows::aPolyBunches [MAX_POLYBUNCHES];
+CStaticShadow CShadows::aStaticShadows [MAX_STATICSHADOWS];
+CPolyBunch *CShadows::pEmptyBunchList;
+CPermanentShadow CShadows::aPermanentShadows[MAX_PERMAMENTSHADOWS];
+#else
+int16 &CShadows::ShadowsStoredToBeRendered = *(int16*)0x95CCEE;
+CStoredShadow (&CShadows::asShadowsStored)[MAX_STOREDSHADOWS] = *(CStoredShadow (*)[MAX_STOREDSHADOWS])*(int *)0x779058;
+CPolyBunch (&CShadows::aPolyBunches)[MAX_POLYBUNCHES] = *(CPolyBunch (*)[MAX_POLYBUNCHES])*(int *)0x86F4C8;
+CStaticShadow (&CShadows::aStaticShadows)[MAX_STATICSHADOWS] = *(CStaticShadow (*)[MAX_STATICSHADOWS])*(int *)0x773BE8;
+CPolyBunch *&CShadows::pEmptyBunchList = *(CPolyBunch**)0x8F435C;
+CPermanentShadow (&CShadows::aPermanentShadows)[MAX_PERMAMENTSHADOWS] = *(CPermanentShadow (*)[MAX_PERMAMENTSHADOWS])*(int *)0x712040;
+#endif
+
+void
+CShadows::Init(void)
+{
+ CTxdStore::PushCurrentTxd();
+
+ int32 slut = CTxdStore::FindTxdSlot("particle");
+ CTxdStore::SetCurrentTxd(slut);
+
+ gpShadowCarTex = RwTextureRead("shad_car", NULL);
+ gpShadowPedTex = RwTextureRead("shad_ped", NULL);
+ gpShadowHeliTex = RwTextureRead("shad_heli", NULL);
+ gpShadowExplosionTex = RwTextureRead("shad_exp", NULL);
+ gpShadowHeadLightsTex = RwTextureRead("headlight", NULL);
+ gpOutline1Tex = RwTextureRead("outline_64", NULL);
+ gpOutline2Tex = RwTextureRead("outline2_64", NULL);
+ gpOutline3Tex = RwTextureRead("outline3_64", NULL);
+ gpBloodPoolTex = RwTextureRead("bloodpool_64", NULL);
+ gpReflectionTex = RwTextureRead("reflection01", NULL);
+ gpGoalMarkerTex = RwTextureRead("goal", NULL);
+ gpWalkDontTex = RwTextureRead("walk_dont", NULL);
+ gpCrackedGlassTex = RwTextureRead("wincrack_32", NULL);
+ gpPostShadowTex = RwTextureRead("lamp_shad_64", NULL);
+
+ CTxdStore::PopCurrentTxd();
+
+ ASSERT(gpShadowCarTex != NULL);
+ ASSERT(gpShadowPedTex != NULL);
+ ASSERT(gpShadowHeliTex != NULL);
+ ASSERT(gpShadowExplosionTex != NULL);
+ ASSERT(gpShadowHeadLightsTex != NULL);
+ ASSERT(gpOutline1Tex != NULL);
+ ASSERT(gpOutline2Tex != NULL);
+ ASSERT(gpOutline3Tex != NULL);
+ ASSERT(gpBloodPoolTex != NULL);
+ ASSERT(gpReflectionTex != NULL);
+ ASSERT(gpGoalMarkerTex != NULL);
+ ASSERT(gpWalkDontTex != NULL);
+ ASSERT(gpCrackedGlassTex != NULL);
+ ASSERT(gpPostShadowTex != NULL);
+
+
+ ShadowIndexList[0] = 0;
+ ShadowIndexList[1] = 2;
+ ShadowIndexList[2] = 1;
+
+ ShadowIndexList[3] = 0;
+ ShadowIndexList[4] = 3;
+ ShadowIndexList[5] = 2;
+
+ ShadowIndexList[6] = 0;
+ ShadowIndexList[7] = 4;
+ ShadowIndexList[8] = 3;
+
+ ShadowIndexList[9] = 0;
+ ShadowIndexList[10] = 5;
+ ShadowIndexList[11] = 4;
+
+ ShadowIndexList[12] = 0;
+ ShadowIndexList[13] = 6;
+ ShadowIndexList[14] = 5;
+
+ ShadowIndexList[15] = 0;
+ ShadowIndexList[16] = 7;
+ ShadowIndexList[17] = 6;
+
+ ShadowIndexList[18] = 0;
+ ShadowIndexList[19] = 8;
+ ShadowIndexList[20] = 7;
+
+ ShadowIndexList[21] = 0;
+ ShadowIndexList[22] = 9;
+ ShadowIndexList[23] = 8;
+
+
+ for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
+ {
+ aStaticShadows[i].m_nId = 0;
+ aStaticShadows[i].m_pPolyBunch = NULL;
+ }
+
+ pEmptyBunchList = &aPolyBunches[0];
+
+ for ( int32 i = 0; i < MAX_POLYBUNCHES; i++ )
+ {
+ if ( i == MAX_POLYBUNCHES - 1 )
+ aPolyBunches[i].m_pNext = NULL;
+ else
+ aPolyBunches[i].m_pNext = &aPolyBunches[i + 1];
+ }
+
+ for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ )
+ {
+ aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
+ }
+}
+
+void
+CShadows::Shutdown(void)
+{
+ ASSERT(gpShadowCarTex != NULL);
+ ASSERT(gpShadowPedTex != NULL);
+ ASSERT(gpShadowHeliTex != NULL);
+ ASSERT(gpShadowExplosionTex != NULL);
+ ASSERT(gpShadowHeadLightsTex != NULL);
+ ASSERT(gpOutline1Tex != NULL);
+ ASSERT(gpOutline2Tex != NULL);
+ ASSERT(gpOutline3Tex != NULL);
+ ASSERT(gpBloodPoolTex != NULL);
+ ASSERT(gpReflectionTex != NULL);
+ ASSERT(gpGoalMarkerTex != NULL);
+ ASSERT(gpWalkDontTex != NULL);
+ ASSERT(gpCrackedGlassTex != NULL);
+ ASSERT(gpPostShadowTex != NULL);
+
+ RwTextureDestroy(gpShadowCarTex);
+ RwTextureDestroy(gpShadowPedTex);
+ RwTextureDestroy(gpShadowHeliTex);
+ RwTextureDestroy(gpShadowExplosionTex);
+ RwTextureDestroy(gpShadowHeadLightsTex);
+ RwTextureDestroy(gpOutline1Tex);
+ RwTextureDestroy(gpOutline2Tex);
+ RwTextureDestroy(gpOutline3Tex);
+ RwTextureDestroy(gpBloodPoolTex);
+ RwTextureDestroy(gpReflectionTex);
+ RwTextureDestroy(gpGoalMarkerTex);
+ RwTextureDestroy(gpWalkDontTex);
+ RwTextureDestroy(gpCrackedGlassTex);
+ RwTextureDestroy(gpPostShadowTex);
+}
+
+void
+CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPosn,
+ float fFrontX, float fFrontY, float fSideX, float fSideY,
+ int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
+ float fZDistance, uint32 nTime, float fScale)
+{
+ ASSERT(pTexture != NULL);
+ ASSERT(pPosn != NULL);
+
+
+ // find free slot
+ int32 nSlot = 0;
+ while ( nSlot < MAX_PERMAMENTSHADOWS && aPermanentShadows[nSlot].m_nType != SHADOWTYPE_NONE )
+ nSlot++;
+
+ if ( nSlot < MAX_PERMAMENTSHADOWS )
+ {
+ aPermanentShadows[nSlot].m_nType = ShadowType;
+ aPermanentShadows[nSlot].m_pTexture = pTexture;
+ aPermanentShadows[nSlot].m_vecPos = *pPosn;
+ aPermanentShadows[nSlot].m_vecFront.x = fFrontX;
+ aPermanentShadows[nSlot].m_vecFront.y = fFrontY;
+ aPermanentShadows[nSlot].m_vecSide.x = fSideX;
+ aPermanentShadows[nSlot].m_vecSide.y = fSideY;
+ aPermanentShadows[nSlot].m_nIntensity = nIntensity;
+ aPermanentShadows[nSlot].m_nRed = nRed;
+ aPermanentShadows[nSlot].m_nGreen = nGreen;
+ aPermanentShadows[nSlot].m_nBlue = nBlue;
+ aPermanentShadows[nSlot].m_fZDistance = fZDistance;
+ aPermanentShadows[nSlot].m_nLifeTime = nTime;
+ aPermanentShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
+ }
+}
+
+void
+CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn,
+ float fFrontX, float fFrontY, float fSideX, float fSideY,
+ int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
+ float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance)
+{
+ ASSERT(pPosn != NULL);
+
+ float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
+
+ if ( SQR(fDrawDistance) > fDistToCamSqr)
+ {
+ float fDistToCam = Sqrt(fDistToCamSqr);
+
+ if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) )
+ {
+ //fDistToCam == 0 -> 4
+ //fDistToCam == fDrawDistance -> 0
+ float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f))));
+
+ nIntensity = (int32)(nIntensity * fMult);
+ nRed = (int32)(nRed * fMult);
+ nGreen = (int32)(nGreen * fMult);
+ nBlue = (int32)(nBlue * fMult);
+ }
+
+ int32 nSlot;
+
+ nSlot = 0;
+ while ( nSlot < MAX_STATICSHADOWS && !(nID == aStaticShadows[nSlot].m_nId && aStaticShadows[nSlot].m_pPolyBunch != NULL) )
+ nSlot++;
+
+ if ( nSlot < MAX_STATICSHADOWS )
+ {
+ if ( Abs(pPosn->x - aStaticShadows[nSlot].m_vecPosn.x) < fUpDistance
+ && Abs(pPosn->y - aStaticShadows[nSlot].m_vecPosn.y) < fUpDistance )
+ {
+ aStaticShadows[nSlot].m_bJustCreated = true;
+ aStaticShadows[nSlot].m_nType = ShadowType;
+ aStaticShadows[nSlot].m_pTexture = pTexture;
+ aStaticShadows[nSlot].m_nIntensity = nIntensity;
+ aStaticShadows[nSlot].m_nRed = nRed;
+ aStaticShadows[nSlot].m_nGreen = nGreen;
+ aStaticShadows[nSlot].m_nBlue = nBlue;
+ aStaticShadows[nSlot].m_fZDistance = fZDistance;
+ aStaticShadows[nSlot].m_fScale = fScale;
+ aStaticShadows[nSlot].m_bTemp = bTempShadow;
+ aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
+ }
+ else if ( Abs(pPosn->x - aStaticShadows[nSlot].m_vecPosn.x) < 0.05f
+ && Abs(pPosn->y - aStaticShadows[nSlot].m_vecPosn.y) < 0.05f
+ && Abs(pPosn->z - aStaticShadows[nSlot].m_vecPosn.z) < 2.0f
+
+ && fFrontX == aStaticShadows[nSlot].m_vecFront.x
+ && fFrontY == aStaticShadows[nSlot].m_vecFront.y
+ && fSideX == aStaticShadows[nSlot].m_vecSide.x
+ && fSideY == aStaticShadows[nSlot].m_vecSide.y )
+ {
+ aStaticShadows[nSlot].m_bJustCreated = true;
+ aStaticShadows[nSlot].m_nType = ShadowType;
+ aStaticShadows[nSlot].m_pTexture = pTexture;
+ aStaticShadows[nSlot].m_nIntensity = nIntensity;
+ aStaticShadows[nSlot].m_nRed = nRed;
+ aStaticShadows[nSlot].m_nGreen = nGreen;
+ aStaticShadows[nSlot].m_nBlue = nBlue;
+ aStaticShadows[nSlot].m_fZDistance = fZDistance;
+ aStaticShadows[nSlot].m_fScale = fScale;
+ aStaticShadows[nSlot].m_bTemp = bTempShadow;
+ aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
+ }
+ else
+ {
+ aStaticShadows[nSlot].Free();
+
+ aStaticShadows[nSlot].m_nId = nID;
+ aStaticShadows[nSlot].m_nType = ShadowType;
+ aStaticShadows[nSlot].m_pTexture = pTexture;
+ aStaticShadows[nSlot].m_nIntensity = nIntensity;
+ aStaticShadows[nSlot].m_nRed = nRed;
+ aStaticShadows[nSlot].m_nGreen = nGreen;
+ aStaticShadows[nSlot].m_nBlue = nBlue;
+ aStaticShadows[nSlot].m_fZDistance = fZDistance;
+ aStaticShadows[nSlot].m_fScale = fScale;
+ aStaticShadows[nSlot].m_vecPosn = *pPosn;
+ aStaticShadows[nSlot].m_vecFront.x = fFrontX;
+ aStaticShadows[nSlot].m_vecFront.y = fFrontY;
+ aStaticShadows[nSlot].m_vecSide.x = fSideX;
+ aStaticShadows[nSlot].m_vecSide.y = fSideY;
+ aStaticShadows[nSlot].m_bJustCreated = true;
+ aStaticShadows[nSlot].m_bTemp = bTempShadow;
+ aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
+
+ GeneratePolysForStaticShadow(nSlot);
+ }
+ }
+ else
+ {
+ nSlot = 0;
+ while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != NULL )
+ nSlot++;
+
+ if ( nSlot != MAX_STATICSHADOWS )
+ {
+ aStaticShadows[nSlot].m_nId = nID;
+ aStaticShadows[nSlot].m_nType = ShadowType;
+ aStaticShadows[nSlot].m_pTexture = pTexture;
+ aStaticShadows[nSlot].m_nIntensity = nIntensity;
+ aStaticShadows[nSlot].m_nRed = nRed;
+ aStaticShadows[nSlot].m_nGreen = nGreen;
+ aStaticShadows[nSlot].m_nBlue = nBlue;
+ aStaticShadows[nSlot].m_fZDistance = fZDistance;
+ aStaticShadows[nSlot].m_fScale = fScale;
+ aStaticShadows[nSlot].m_vecPosn = *pPosn;
+ aStaticShadows[nSlot].m_vecFront.x = fFrontX;
+ aStaticShadows[nSlot].m_vecFront.y = fFrontY;
+ aStaticShadows[nSlot].m_vecSide.x = fSideX;
+ aStaticShadows[nSlot].m_vecSide.y = fSideY;
+ aStaticShadows[nSlot].m_bJustCreated = true;
+ aStaticShadows[nSlot].m_bTemp = bTempShadow;
+ aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
+
+ GeneratePolysForStaticShadow(nSlot);
+ }
+ }
+ }
+}
+
+void
+CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
+ float fFrontX, float fFrontY, float fSideX, float fSideY,
+ int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue)
+{
+ ASSERT(pPosn != NULL);
+
+ switch ( ShadowTexture )
+ {
+ case SHADOWTEX_NONE:
+ {
+ break;
+ }
+
+ case SHADOWTEX_CAR:
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, pPosn,
+ fFrontX, fFrontY, fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ 15.0f, false, 1.0f);
+
+ break;
+ }
+
+ case SHADOWTEX_PED:
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, pPosn,
+ fFrontX, fFrontY, fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ 15.0f, false, 1.0f);
+
+ break;
+ }
+
+ case SHADOWTEX_EXPLOSION:
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, pPosn,
+ fFrontX, fFrontY, fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ 15.0f, false, 1.0f);
+
+ break;
+ }
+
+ case SHADOWTEX_HELI:
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowHeliTex, pPosn,
+ fFrontX, fFrontY, fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ 15.0f, false, 1.0f);
+
+ break;
+ }
+
+ case SHADOWTEX_HEADLIGHTS:
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowHeadLightsTex, pPosn,
+ fFrontX, fFrontY, fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ 15.0f, false, 1.0f);
+
+ break;
+ }
+
+ case SHADOWTEX_BLOOD:
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpBloodPoolTex, pPosn,
+ fFrontX, fFrontY, fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ 15.0f, false, 1.0f);
+
+ break;
+ }
+ }
+
+ ASSERT(false);
+}
+
+void
+CShadows::StoreShadowToBeRendered(uint8 ShadowType, RwTexture *pTexture, CVector *pPosn,
+ float fFrontX, float fFrontY, float fSideX, float fSideY,
+ int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
+ float fZDistance, bool bDrawOnWater, float fScale)
+{
+ ASSERT(pTexture != NULL);
+ ASSERT(pPosn != NULL);
+
+ if ( ShadowsStoredToBeRendered < MAX_STOREDSHADOWS )
+ {
+ asShadowsStored[ShadowsStoredToBeRendered].m_ShadowType = ShadowType;
+ asShadowsStored[ShadowsStoredToBeRendered].m_pTexture = pTexture;
+ asShadowsStored[ShadowsStoredToBeRendered].m_vecPos = *pPosn;
+ asShadowsStored[ShadowsStoredToBeRendered].m_vecFront.x = fFrontX;
+ asShadowsStored[ShadowsStoredToBeRendered].m_vecFront.y = fFrontY;
+ asShadowsStored[ShadowsStoredToBeRendered].m_vecSide.x = fSideX;
+ asShadowsStored[ShadowsStoredToBeRendered].m_vecSide.y = fSideY;
+ asShadowsStored[ShadowsStoredToBeRendered].m_nIntensity = nIntensity;
+ asShadowsStored[ShadowsStoredToBeRendered].m_nRed = nRed;
+ asShadowsStored[ShadowsStoredToBeRendered].m_nGreen = nGreen;
+ asShadowsStored[ShadowsStoredToBeRendered].m_nBlue = nBlue;
+ asShadowsStored[ShadowsStoredToBeRendered].m_fZDistance = fZDistance;
+ asShadowsStored[ShadowsStoredToBeRendered].m_nFlags.bDrawOnWater = bDrawOnWater;
+ asShadowsStored[ShadowsStoredToBeRendered].m_fScale = fScale;
+
+ ShadowsStoredToBeRendered++;
+ }
+}
+
+void
+CShadows::StoreShadowForCar(CAutomobile *pCar)
+{
+ ASSERT(pCar != NULL);
+
+ if ( CTimeCycle::GetShadowStrength() != 0 )
+ {
+ CVector CarPos = pCar->GetPosition();
+ float fDistToCamSqr = (CarPos - TheCamera.GetPosition()).MagnitudeSqr();
+
+ if ( CCutsceneMgr::IsRunning() )
+ fDistToCamSqr /= SQR(TheCamera.LODDistMultiplier) * 4.0f;
+
+ float fDrawDistance = 18.0f;
+
+ if ( fDistToCamSqr < SQR(fDrawDistance) )
+ {
+ float fDistToCam = Sqrt(fDistToCamSqr);
+
+ //fDistToCam == 0 -> 4
+ //fDistToCam == fDrawDistance -> 0
+ float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f))) );
+
+ int32 nColorStrength;
+
+ if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) )
+ nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
+ else
+ nColorStrength = CTimeCycle::GetShadowStrength();
+
+ float fVehicleHeight = pCar->GetColModel()->boundingBox.GetSize().y;
+ float fVehicleWidth = pCar->GetColModel()->boundingBox.GetSize().x;
+
+ if ( pCar->GetModelIndex() == MI_DODO )
+ {
+ fVehicleHeight *= 0.9f;
+ fVehicleWidth *= 0.4f;
+ }
+
+ CarPos.x -= pCar->GetForward().x * ((fVehicleHeight / 2) - pCar->GetColModel()->boundingBox.max.y);
+ CarPos.y -= pCar->GetForward().y * ((fVehicleHeight / 2) - pCar->GetColModel()->boundingBox.max.y);
+
+ if ( pCar->GetUp().z > 0.0f )
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &CarPos,
+ pCar->GetForward().x * (fVehicleHeight / 2),
+ pCar->GetForward().y * (fVehicleHeight / 2),
+ pCar->GetRight().x * (fVehicleWidth / 2),
+ pCar->GetRight().y * (fVehicleWidth / 2),
+ nColorStrength, nColorStrength, nColorStrength, nColorStrength,
+ 4.5f, false, 1.0f);
+ }
+ else
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &CarPos,
+ pCar->GetForward().x * (fVehicleHeight / 2),
+ pCar->GetForward().y * (fVehicleHeight / 2),
+ -pCar->GetRight().x * (fVehicleWidth / 2),
+ -pCar->GetRight().y * (fVehicleWidth / 2),
+ nColorStrength, nColorStrength, nColorStrength, nColorStrength,
+ 4.5f, false, 1.0f);
+ }
+ }
+ }
+}
+
+void
+CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn,
+ float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue,
+ float fMaxViewAngle)
+{
+ ASSERT(pCar != NULL);
+ ASSERT(pPosn != NULL);
+
+ float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
+
+ bool bSpecialCam = TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1
+ || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWNPED
+ || CCutsceneMgr::IsRunning();
+
+ float fDrawDistance = 27.0f;
+
+ if ( fDistToCamSqr < SQR(fDrawDistance) || bSpecialCam )
+ {
+ if ( bSpecialCam || DotProduct2D(CVector2D(TheCamera.CamFrontXNorm, TheCamera.CamFrontYNorm),
+ *pPosn - TheCamera.GetPosition() ) > -fMaxViewAngle )
+ {
+ float fDistToCam = Sqrt(fDistToCamSqr);
+
+#ifndef FIX_BUGS
+ if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) && !bSpecialCam ) // BUG: must be 3.0
+#else
+ if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/3.0f))) && !bSpecialCam )
+#endif
+ {
+ //fDistToCam == 0 -> 3
+ //fDistToCam == fDrawDistance -> 0
+ float fMult = 1.0f - (3.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/3.0f))) );
+
+ nRed = (int32)(nRed * fMult);
+ nGreen = (int32)(nGreen * fMult);
+ nBlue = (int32)(nBlue * fMult);
+ }
+
+ StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, pTexture, pPosn,
+ fFrontX, fFrontY,
+ fSideX, fSideY,
+ 128, nRed, nGreen, nBlue,
+ 6.0f, false, 1.0f);
+
+ }
+ }
+}
+
+void
+CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY,
+ float fFrontX, float fFrontY, float fSideX, float fSideY)
+{
+ ASSERT(pPed != NULL);
+
+ if ( pPed->bIsVisible )
+ {
+ if ( !(pPed->bInVehicle && pPed->m_nPedState != PED_DRAG_FROM_CAR && pPed->m_nPedState != PED_EXIT_CAR) )
+ {
+ if ( CTimeCycle::GetShadowStrength() != 0 )
+ StoreShadowForPedObject(pPed,
+ fDisplacementX, fDisplacementY,
+ fFrontX, fFrontY,
+ fSideX, fSideY);
+ }
+ }
+}
+
+void
+CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY,
+ float fFrontX, float fFrontY, float fSideX, float fSideY)
+{
+ ASSERT(pPedObject != NULL);
+
+ CVector PedPos = pPedObject->GetPosition();
+
+ float fDistToCamSqr = (PedPos - TheCamera.GetPosition()).MagnitudeSqr2D();
+
+ float fDrawDistance = 26.0f;
+
+ if ( fDistToCamSqr < SQR(fDrawDistance*0.5f)/*?*/ )
+ {
+ if ( pPedObject == FindPlayerPed() || TheCamera.IsSphereVisible(PedPos, 2.0f) != false )
+ {
+ float fDistToCam = Sqrt(fDistToCamSqr);
+
+#ifndef FIX_BUGS
+ //fDistToCam == 0 -> 2
+ //fDistToCam == fDrawDistance -> -2
+ float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f))); // BUG: negative
+#else
+ //fDistToCam == 0 -> 4
+ //fDistToCam == fDrawDistance -> 0
+ float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f))) );
+#endif
+ int32 nColorStrength;
+
+#ifndef FIX_BUGS
+ if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) ) // BUG: negative
+#else
+ if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) )
+#endif
+ nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
+ else
+ nColorStrength = CTimeCycle::GetShadowStrength();
+
+ PedPos.x += fDisplacementX;
+ PedPos.y += fDisplacementY;
+
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &PedPos,
+ fFrontX, fFrontY,
+ fSideX, fSideY,
+ nColorStrength, nColorStrength, nColorStrength, nColorStrength,
+ 4.0f, false, 1.0f);
+ }
+ }
+}
+
+void
+CShadows::StoreShadowForTree(CEntity *pTree)
+{
+ ASSERT(pTree != NULL);
+}
+
+void
+CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ,
+ float fPoleHeight, float fPoleWidth, uint32 nID)
+{
+ ASSERT(pPole != NULL);
+
+ if ( CTimeCycle::GetShadowStrength() != 0 )
+ {
+ if ( pPole->GetUp().z < 0.5f )
+ return;
+
+ CVector PolePos = pPole->GetPosition();
+
+ PolePos.x += fOffsetX * pPole->GetRight().x + fOffsetY * pPole->GetForward().x;
+ PolePos.y += fOffsetX * pPole->GetRight().y + fOffsetY * pPole->GetForward().y;
+ PolePos.z += fOffsetZ;
+
+ PolePos.x += -CTimeCycle::GetSunPosition().x * (fPoleHeight / 2);
+ PolePos.y += -CTimeCycle::GetSunPosition().y * (fPoleHeight / 2);
+
+ StoreStaticShadow((uint32)pPole + nID + _TODOCONST(51), SHADOWTYPE_DARK, gpPostShadowTex, &PolePos,
+ -CTimeCycle::GetSunPosition().x * (fPoleHeight / 2),
+ -CTimeCycle::GetSunPosition().y * (fPoleHeight / 2),
+ CTimeCycle::GetShadowSideX() * fPoleWidth,
+ CTimeCycle::GetShadowSideY() * fPoleWidth,
+ 2 * (int32)((pPole->GetUp().z - 0.5f) * CTimeCycle::GetShadowStrength() * 2.0f) / 3,
+ 0, 0, 0,
+ 15.0f, 1.0f, 40.0f, false, 0.0f);
+ }
+}
+
+void
+CShadows::SetRenderModeForShadowType(uint8 ShadowType)
+{
+ switch ( ShadowType )
+ {
+ case SHADOWTYPE_DARK:
+ {
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
+ break;
+ }
+
+ case SHADOWTYPE_ADDITIVE:
+ {
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
+ break;
+ }
+
+ case SHADOWTYPE_INVCOLOR:
+ {
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDZERO);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCCOLOR);
+ break;
+ }
+ }
+}
+
+void
+CShadows::RenderStoredShadows(void)
+{
+ RenderBuffer::ClearRenderBuffer();
+
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
+
+ for ( int32 i = 0; i < ShadowsStoredToBeRendered; i++ )
+ asShadowsStored[i].m_nFlags.bRendered = false;
+
+ for ( int32 i = 0; i < ShadowsStoredToBeRendered; i++ )
+ {
+ if ( !asShadowsStored[i].m_nFlags.bRendered )
+ {
+ SetRenderModeForShadowType(asShadowsStored[i].m_ShadowType);
+
+ ASSERT(asShadowsStored[i].m_pTexture != NULL);
+
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(asShadowsStored[i].m_pTexture));
+
+ for ( int32 j = i; j < ShadowsStoredToBeRendered; j++ )
+ {
+ if ( asShadowsStored[i].m_ShadowType == asShadowsStored[j].m_ShadowType
+ && asShadowsStored[i].m_pTexture == asShadowsStored[j].m_pTexture )
+ {
+ float fWidth = Abs(asShadowsStored[j].m_vecFront.x) + Abs(asShadowsStored[j].m_vecSide.x);
+ float fHeight = Abs(asShadowsStored[j].m_vecFront.y) + Abs(asShadowsStored[j].m_vecSide.y);
+
+ CVector shadowPos = asShadowsStored[j].m_vecPos;
+
+ float fStartX = shadowPos.x - fWidth;
+ float fEndX = shadowPos.x + fWidth;
+ float fStartY = shadowPos.y - fHeight;
+ float fEndY = shadowPos.y + fHeight;
+
+ int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
+ int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
+ int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
+ int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
+
+ CWorld::AdvanceCurrentScanCode();
+
+ for ( int32 y = nStartY; y <= nEndY; y++ )
+ {
+ for ( int32 x = nStartX; x <= nEndX; x++ )
+ {
+ CSector *pCurSector = CWorld::GetSector(x, y);
+
+ ASSERT(pCurSector != NULL);
+
+ CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
+ fStartX, fStartY,
+ fEndX, fEndY,
+ &shadowPos,
+ asShadowsStored[j].m_vecFront.x,
+ asShadowsStored[j].m_vecFront.y,
+ asShadowsStored[j].m_vecSide.x,
+ asShadowsStored[j].m_vecSide.y,
+ asShadowsStored[j].m_nIntensity,
+ asShadowsStored[j].m_nRed,
+ asShadowsStored[j].m_nGreen,
+ asShadowsStored[j].m_nBlue,
+ asShadowsStored[j].m_fZDistance,
+ asShadowsStored[j].m_fScale,
+ NULL);
+
+ CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
+ fStartX, fStartY,
+ fEndX, fEndY,
+ &shadowPos,
+ asShadowsStored[j].m_vecFront.x,
+ asShadowsStored[j].m_vecFront.y,
+ asShadowsStored[j].m_vecSide.x,
+ asShadowsStored[j].m_vecSide.y,
+ asShadowsStored[j].m_nIntensity,
+ asShadowsStored[j].m_nRed,
+ asShadowsStored[j].m_nGreen,
+ asShadowsStored[j].m_nBlue,
+ asShadowsStored[j].m_fZDistance,
+ asShadowsStored[j].m_fScale,
+ NULL);
+ }
+ }
+
+ asShadowsStored[j].m_nFlags.bRendered = true;
+ }
+ }
+
+ RenderBuffer::RenderStuffInBuffer();
+ }
+
+ }
+
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
+
+ ShadowsStoredToBeRendered = 0;
+}
+
+void
+CShadows::RenderStaticShadows(void)
+{
+ RenderBuffer::ClearRenderBuffer();
+
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE);
+
+ for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
+ aStaticShadows[i].m_bRendered = false;
+
+ for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
+ {
+ if ( aStaticShadows[i].m_pPolyBunch && !aStaticShadows[i].m_bRendered )
+ {
+ SetRenderModeForShadowType(aStaticShadows[i].m_nType);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aStaticShadows[i].m_pTexture));
+
+ // optimization trick, render all shadows with same renderstate and texture
+ for ( int32 j = i; j < MAX_STATICSHADOWS; j++ )
+ {
+ if ( aStaticShadows[j].m_pPolyBunch != NULL
+ && aStaticShadows[i].m_nType == aStaticShadows[j].m_nType
+ && aStaticShadows[i].m_pTexture == aStaticShadows[j].m_pTexture )
+ {
+ for ( CPolyBunch *bunch = aStaticShadows[j].m_pPolyBunch; bunch != NULL; bunch = bunch->m_pNext )
+ {
+ RwImVertexIndex *pIndexes;
+ RwIm3DVertex *pVerts;
+
+ RenderBuffer::StartStoring(3 * (bunch->m_nNumVerts - 2), bunch->m_nNumVerts, &pIndexes, &pVerts);
+
+ ASSERT(pIndexes != NULL);
+ ASSERT(pVerts != NULL);
+
+ for ( int32 k = 0; k < bunch->m_nNumVerts; k++ )
+ {
+ RwIm3DVertexSetRGBA(&pVerts[k],
+ aStaticShadows[j].m_nRed,
+ aStaticShadows[j].m_nGreen,
+ aStaticShadows[j].m_nBlue,
+ (int32)(aStaticShadows[j].m_nIntensity * (1.0f - CWeather::Foggyness * 0.5f)));
+
+ RwIm3DVertexSetU (&pVerts[k], bunch->m_aU[k] / 200.0f);
+ RwIm3DVertexSetV (&pVerts[k], bunch->m_aV[k] / 200.0f);
+ RwIm3DVertexSetPos(&pVerts[k], bunch->m_aVerts[k].x, bunch->m_aVerts[k].y, bunch->m_aVerts[k].z + 0.03f);
+ }
+
+ for ( int32 k = 0; k < 3 * (bunch->m_nNumVerts - 2); k++ )
+ pIndexes[k] = ShadowIndexList[k];
+
+ RenderBuffer::StopStoring();
+ }
+
+ aStaticShadows[j].m_bRendered = true;
+ }
+ }
+
+ RenderBuffer::RenderStuffInBuffer();
+ }
+ }
+
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
+}
+
+void
+CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
+{
+ float fWidth = Abs(aStaticShadows[nStaticShadowID].m_vecFront.x) + Abs(aStaticShadows[nStaticShadowID].m_vecSide.x);
+ float fHeight = Abs(aStaticShadows[nStaticShadowID].m_vecFront.y) + Abs(aStaticShadows[nStaticShadowID].m_vecSide.y);
+
+ CVector shadowPos = aStaticShadows[nStaticShadowID].m_vecPosn;
+
+ float fStartX = shadowPos.x - fWidth;
+ float fEndX = shadowPos.x + fWidth;
+ float fStartY = shadowPos.y - fHeight;
+ float fEndY = shadowPos.y + fHeight;
+
+ int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
+ int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
+ int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
+ int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
+
+ CWorld::AdvanceCurrentScanCode();
+
+ for ( int32 y = nStartY; y <= nEndY; y++ )
+ {
+ for ( int32 x = nStartX; x <= nEndX; x++ )
+ {
+ CSector *pCurSector = CWorld::GetSector(x, y);
+
+ ASSERT(pCurSector != NULL);
+
+ CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
+ fStartX, fStartY,
+ fEndX, fEndY,
+ &shadowPos,
+ aStaticShadows[nStaticShadowID].m_vecFront.x,
+ aStaticShadows[nStaticShadowID].m_vecFront.y,
+ aStaticShadows[nStaticShadowID].m_vecSide.x,
+ aStaticShadows[nStaticShadowID].m_vecSide.y,
+ 0, 0, 0, 0,
+ aStaticShadows[nStaticShadowID].m_fZDistance,
+ aStaticShadows[nStaticShadowID].m_fScale,
+ &aStaticShadows[nStaticShadowID].m_pPolyBunch);
+
+ CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
+ fStartX, fStartY,
+ fEndX, fEndY,
+ &shadowPos,
+ aStaticShadows[nStaticShadowID].m_vecFront.x,
+ aStaticShadows[nStaticShadowID].m_vecFront.y,
+ aStaticShadows[nStaticShadowID].m_vecSide.x,
+ aStaticShadows[nStaticShadowID].m_vecSide.y,
+ 0, 0, 0, 0,
+ aStaticShadows[nStaticShadowID].m_fZDistance,
+ aStaticShadows[nStaticShadowID].m_fScale,
+ &aStaticShadows[nStaticShadowID].m_pPolyBunch);
+ }
+ }
+}
void
-CShadows::StoreShadowForTree(CEntity *ent)
+CShadows::CastShadowSectorList(CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY, CVector *pPosn,
+ float fFrontX, float fFrontY, float fSideX, float fSideY,
+ int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
+ float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
{
- // empty
+ ASSERT(pPosn != NULL);
+
+ CPtrNode *pNode = PtrList.first;
+
+ CRect Bound;
+
+ while ( pNode != NULL )
+ {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ uint16 nScanCode = pEntity->m_scanCode;
+ pNode = pNode->next;
+
+ ASSERT( pEntity != NULL );
+
+ if ( nScanCode != CWorld::GetCurrentScanCode() )
+ {
+ if ( pEntity->bUsesCollision && pEntity->IsBuilding() )
+ {
+ pEntity->m_scanCode = CWorld::GetCurrentScanCode();
+
+ Bound = pEntity->GetBoundRect();
+
+ if ( fStartX < Bound.right
+ && fEndX > Bound.left
+ && fStartY < Bound.bottom
+ && fEndY > Bound.top )
+ {
+ if ( pPosn->z - fZDistance < pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.max.z
+ && pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.min.z < pPosn->z )
+ {
+ CastShadowEntity(pEntity,
+ fStartX, fStartY,
+ fEndX, fEndY,
+ pPosn,
+ fFrontX, fFrontY,
+ fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ fZDistance, fScale, ppPolyBunch);
+ }
+ }
+ }
+ }
+ }
}
+
+void
+CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, float fEndX, float fEndY, CVector *pPosn,
+ float fFrontX, float fFrontY, float fSideX, float fSideY,
+ int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
+ float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
+{
+ ASSERT(pEntity != NULL);
+ ASSERT(pPosn != NULL);
+
+ static CVector List [20];
+ static CVector Texture[20];
+ static CVector Points [4];
+
+ CColModel *pCol = pEntity->GetColModel();
+ ASSERT(pCol != NULL);
+
+#ifndef MASTER
+ if ( gbPrintShite )
+ printf("MI:%d Triangles:%d Coors:%f %f BBoxXY:%f %f\n",
+ pEntity->GetModelIndex(),
+ pCol->numTriangles,
+ pEntity->GetPosition().x,
+ pEntity->GetPosition().y,
+ pCol->boundingBox.GetSize().x,
+ pCol->boundingBox.GetSize().y);
+#endif
+
+ CCollision::CalculateTrianglePlanes(pCol);
+
+ float fFrontRight = DotProduct2D(CVector2D(fFrontX, fFrontY), pEntity->GetRight());
+ float fFrontForward = DotProduct2D(CVector2D(fFrontX, fFrontY), pEntity->GetForward());
+ float fSideRight = DotProduct2D(CVector2D(fSideX, fSideY), pEntity->GetRight());
+ float fSideForward = DotProduct2D(CVector2D(fSideX, fSideY), pEntity->GetForward());
+ float fLengthRight = DotProduct2D(*pPosn - pEntity->GetPosition(), pEntity->GetRight());
+ float fLengthForward = DotProduct2D(*pPosn - pEntity->GetPosition(), pEntity->GetForward());
+
+ Points[0].x = (fLengthRight + fFrontRight ) - fSideRight;
+ Points[0].y = (fLengthForward + fFrontForward) - fSideForward;
+
+ Points[1].x = fSideRight + (fLengthRight + fFrontRight);
+ Points[1].y = fSideForward + (fLengthForward + fFrontForward);
+
+ Points[2].x = fSideRight + (fLengthRight - fFrontRight);
+ Points[2].y = fSideForward + (fLengthForward - fFrontForward);
+
+ Points[3].x = (fLengthRight - fFrontRight) - fSideRight;
+ Points[3].y = (fLengthForward - fFrontForward) - fSideForward;
+
+ float MinX = min(min(Points[0].x, Points[1].x), min(Points[2].x, Points[3].x));
+ float MaxX = max(max(Points[0].x, Points[1].x), max(Points[2].x, Points[3].x));
+
+ float MinY = min(min(Points[0].y, Points[1].y), min(Points[2].y, Points[3].y));
+ float MaxY = max(max(Points[0].y, Points[1].y), max(Points[2].y, Points[3].y));
+
+ float MaxZ = pPosn->z - pEntity->GetPosition().z;
+ float MinZ = MaxZ - fZDistance;
+
+ for ( int32 i = 0; i < pCol->numTriangles; i++ )
+ {
+ CColTrianglePlane *pColTriPlanes = pCol->trianglePlanes;
+ ASSERT(pColTriPlanes != NULL);
+
+ if ( Abs(pColTriPlanes[i].normal.z) > 0.1f )
+ {
+ CColTriangle *pColTri = pCol->triangles;
+ ASSERT(pColTri != NULL);
+
+ CVector PointA, PointB, PointC;
+
+ pCol->GetTrianglePoint(PointA, pColTri[i].a);
+ pCol->GetTrianglePoint(PointB, pColTri[i].b);
+ pCol->GetTrianglePoint(PointC, pColTri[i].c);
+
+ if ( (PointA.x > MinX || PointB.x > MinX || PointC.x > MinX)
+ && (PointA.x < MaxX || PointB.x < MaxX || PointC.x < MaxX)
+ && (PointA.y > MinY || PointB.y > MinY || PointC.y > MinY)
+ && (PointA.y < MaxY || PointB.y < MaxY || PointC.y < MaxY)
+ && (PointA.z < MaxZ || PointB.z < MaxZ || PointC.z < MaxZ)
+ && (PointA.z > MinZ || PointB.z > MinZ || PointC.z > MinZ) )
+
+ {
+ List[0].x = Points[0].x;
+ List[0].y = Points[0].y;
+
+ List[1].x = Points[1].x;
+ List[1].y = Points[1].y;
+
+ List[2].x = Points[2].x;
+ List[2].y = Points[2].y;
+
+ List[3].x = Points[3].x;
+ List[3].y = Points[3].y;
+
+ Texture[0].x = 0.0f;
+ Texture[0].y = 0.0f;
+
+ Texture[1].x = 1.0f;
+ Texture[1].y = 0.0f;
+
+ Texture[2].x = 1.0f;
+ Texture[2].y = 1.0f;
+
+ Texture[3].x = 0.0f;
+ Texture[3].y = 1.0f;
+
+
+ CVector2D start;
+ CVector2D dist;
+
+ int32 numVerts1 = 0;
+ int16 vertType1 = 0;
+ {
+ for ( int32 j = 0; j < 4; j++ )
+ {
+ start = PointA;
+ dist = PointB - PointA;
+
+ int32 in = j;
+
+ float cp = CrossProduct2D(CVector2D(List[in]) - start, dist);
+
+ if ( cp > 0.0f )
+ {
+ switch ( vertType1 )
+ {
+ case 0:
+ {
+ int32 out = numVerts1++ + 10;
+
+ Texture[out].x = Texture[in].x;
+ Texture[out].y = Texture[in].y;
+ List[out].x = List[in].x;
+ List[out].y = List[in].y;
+
+ break;
+ }
+
+ case 1:
+ {
+ int32 out = numVerts1++ + 10;
+
+ Texture[out].x = Texture[in].x;
+ Texture[out].y = Texture[in].y;
+ List[out].x = List[in].x;
+ List[out].y = List[in].y;
+
+ break;
+ }
+
+ case 2:
+ {
+ float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
+ float Compl = 1.0f - Scale;
+
+ int32 out1 = numVerts1++ + 10;
+ int32 out2 = numVerts1++ + 10;
+
+ Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
+ Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
+ List[out1].x = Compl*List[in-1].x + Scale*List[in].x;
+ List[out1].y = Compl*List[in-1].y + Scale*List[in].y;
+
+ Texture[out2].x = Texture[in].x;
+ Texture[out2].y = Texture[in].y;
+ List[out2].x = List[in].x;
+ List[out2].y = List[in].y;
+
+ break;
+ }
+ }
+
+ vertType1 = 1;
+ }
+ else
+ {
+ switch ( vertType1 )
+ {
+ case 1:
+ {
+ float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
+ float Compl = 1.0f - Scale;
+
+ int32 out = numVerts1++ + 10;
+
+ Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
+ Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
+ List[out].x = Compl*List[in-1].x + Scale*List[in].x;
+ List[out].y = Compl*List[in-1].y + Scale*List[in].y;
+
+ break;
+ }
+ }
+
+ vertType1 = 2;
+ }
+ }
+
+ float cp1 = CrossProduct2D(CVector2D(List[0]) - start, dist);
+ if ( cp1 > 0.0f && vertType1 == 2 || cp1 <= 0.0f && vertType1 == 1 )
+ {
+ float cp2 = CrossProduct2D(CVector2D(List[3]) - start, dist);
+
+ float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1));
+ float Compl = 1.0f - Scale;
+
+ int32 out = numVerts1++ + 10;
+
+ Texture[out].x = Compl*Texture[3].x + Scale*Texture[0].x;
+ Texture[out].y = Compl*Texture[3].y + Scale*Texture[0].y;
+ List[out].x = Compl*List[3].x + Scale*List[0].x;
+ List[out].y = Compl*List[3].y + Scale*List[0].y;
+ }
+ }
+
+ int32 numVerts2 = 0;
+ int16 vertType2 = 0;
+ {
+ for ( int32 j = 0; j < numVerts1; j++ )
+ {
+ start = PointB;
+ dist = PointC - PointB;
+
+ int32 in = j + 10;
+ float cp = CrossProduct2D(CVector2D(List[in]) - start, dist);
+
+ if ( cp > 0.0f )
+ {
+ switch ( vertType2 )
+ {
+ case 0:
+ {
+ int32 out = numVerts2++;
+
+ Texture[out].x = Texture[in].x;
+ Texture[out].y = Texture[in].y;
+ List[out].x = List[in].x;
+ List[out].y = List[in].y;
+
+ break;
+ }
+
+ case 1:
+ {
+ int32 out = numVerts2++;
+
+ Texture[out].x = Texture[in].x;
+ Texture[out].y = Texture[in].y;
+ List[out].x = List[in].x;
+ List[out].y = List[in].y;
+
+ break;
+ }
+
+ case 2:
+ {
+ float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
+ float Compl = 1.0f - Scale;
+
+ int32 out1 = numVerts2++;
+ int32 out2 = numVerts2++;
+
+ Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
+ Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
+ List[out1].x = Compl*List[in-1].x + Scale*List[in].x;
+ List[out1].y = Compl*List[in-1].y + Scale*List[in].y;
+
+ Texture[out2].x = Texture[in].x;
+ Texture[out2].y = Texture[in].y;
+ List[out2].x = List[in].x;
+ List[out2].y = List[in].y;
+
+ break;
+ }
+ }
+
+ vertType2 = 1;
+ }
+ else
+ {
+ switch ( vertType2 )
+ {
+ case 1:
+ {
+ float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
+ float Compl = 1.0f - Scale;
+
+ int32 out = numVerts2++;
+
+ Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
+ Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
+ List[out].x = Compl*List[in-1].x + Scale*List[in].x;
+ List[out].y = Compl*List[in-1].y + Scale*List[in].y;
+
+ break;
+ }
+ }
+
+ vertType2 = 2;
+ }
+ }
+
+ float cp1 = CrossProduct2D(CVector2D(List[10]) - start, dist);
+ if ( cp1 > 0.0f && vertType2 == 2 || cp1 <= 0.0f && vertType2 == 1 )
+ {
+ int32 in = numVerts1 + 10;
+
+ float cp2 = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1));
+ float Compl = 1.0f - Scale;
+
+ int32 out = numVerts2++;
+
+ Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[10].x;
+ Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[10].y;
+ List[out].x = Compl*List[in-1].x + Scale*List[10].x;
+ List[out].y = Compl*List[in-1].y + Scale*List[10].y;
+ }
+ }
+
+ int32 numVerts3 = 0;
+ int16 vertType3 = 0;
+ {
+ for ( int32 j = 0; j < numVerts2; j++ )
+ {
+ start = PointC;
+ dist = PointA - PointC;
+
+ int32 in = j;
+ float cp = CrossProduct2D(CVector2D(List[in]) - start, dist);
+
+ if ( cp > 0.0f )
+ {
+ switch ( vertType3 )
+ {
+ case 0:
+ {
+ int32 out = numVerts3++ + 10;
+
+ Texture[out].x = Texture[in].x;
+ Texture[out].y = Texture[in].y;
+ List[out].x = List[in].x;
+ List[out].y = List[in].y;
+
+ break;
+ }
+
+ case 1:
+ {
+ int32 out = numVerts3++ + 10;
+
+ Texture[out].x = Texture[in].x;
+ Texture[out].y = Texture[in].y;
+ List[out].x = List[in].x;
+ List[out].y = List[in].y;
+
+ break;
+ }
+
+ case 2:
+ {
+ float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
+ float Compl = 1.0f - Scale;
+
+ int32 out1 = numVerts3++ + 10;
+ int32 out2 = numVerts3++ + 10;
+
+ Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
+ Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
+ List[out1].x = Compl*List[in-1].x + Scale*List[in].x;
+ List[out1].y = Compl*List[in-1].y + Scale*List[in].y;
+
+ Texture[out2].x = Texture[in].x;
+ Texture[out2].y = Texture[in].y;
+ List[out2].x = List[in].x;
+ List[out2].y = List[in].y;
+
+ break;
+ }
+ }
+
+ vertType3 = 1;
+ }
+ else
+ {
+ switch ( vertType3 )
+ {
+ case 1:
+ {
+ float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
+ float Compl = 1.0f - Scale;
+
+ int32 out = numVerts3++ + 10;
+
+ Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
+ Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
+ List[out].x = Compl*List[in-1].x + Scale*List[in].x;
+ List[out].y = Compl*List[in-1].y + Scale*List[in].y;
+
+ break;
+ }
+ }
+
+ vertType3 = 2;
+ }
+ }
+
+ float cp1 = CrossProduct2D(CVector2D(List[0]) - start, dist);
+ if ( cp1 > 0.0f && vertType3 == 2 || cp1 <= 0.0f && vertType3 == 1 )
+ {
+ int32 in = numVerts2;
+
+ float cp2 = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1));
+ float Compl = 1.0f - Scale;
+
+ int32 out = numVerts3++ + 10;
+
+ Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[0].x;
+ Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[0].y;
+ List[out].x = Compl*List[in-1].x + Scale*List[0].x;
+ List[out].y = Compl*List[in-1].y + Scale*List[0].y;
+ }
+ }
+
+ if ( numVerts3 >= 3 )
+ {
+ CVector norm;
+
+ pColTriPlanes[i].GetNormal(norm);
+
+ float dot = DotProduct(norm, PointA);
+
+ for ( int32 j = 0; j < numVerts3; j++ )
+ {
+ int32 idx = j + 10;
+
+ List[idx].z = -(DotProduct2D(norm, List[idx]) - dot) / norm.z;
+ }
+
+ for ( int32 j = 0; j < numVerts3; j++ )
+ {
+ int32 idx = j + 10;
+
+ CVector p = List[idx];
+
+ List[idx].x = p.y * pEntity->GetForward().x + p.x * pEntity->GetRight().x + pEntity->GetPosition().x;
+ List[idx].y = p.y * pEntity->GetForward().y + p.x * pEntity->GetRight().y + pEntity->GetPosition().y;
+ List[idx].z = p.z + pEntity->GetPosition().z;
+ }
+
+
+ if ( ppPolyBunch != NULL )
+ {
+ if ( pEmptyBunchList != NULL )
+ {
+ CPolyBunch *pBunch = pEmptyBunchList;
+ ASSERT(pBunch != NULL);
+ pEmptyBunchList = pEmptyBunchList->m_pNext;
+ pBunch->m_pNext = *ppPolyBunch;
+ *ppPolyBunch = pBunch;
+
+ pBunch->m_nNumVerts = numVerts3;
+
+ for ( int32 j = 0; j < numVerts3; j++ )
+ {
+ int32 in = j + 10;
+
+ pBunch->m_aVerts[j] = List[in];
+
+ pBunch->m_aU[j] = (int32)(Texture[in].x * 200.0f);
+ pBunch->m_aV[j] = (int32)(Texture[in].y * 200.0f);
+ }
+ }
+ }
+ else
+ {
+ RwImVertexIndex *pIndexes;
+ RwIm3DVertex *pVerts;
+
+ RenderBuffer::StartStoring(3 * (numVerts3 - 2), numVerts3, &pIndexes, &pVerts);
+
+ ASSERT(pIndexes != NULL);
+ ASSERT(pVerts != NULL);
+
+
+ for ( int32 j = 0; j < numVerts3; j++ )
+ {
+ int32 in = j + 10;
+
+ RwIm3DVertexSetRGBA(&pVerts[j], nRed, nGreen, nBlue, nIntensity);
+ RwIm3DVertexSetU (&pVerts[j], Texture[in].x*fScale);
+ RwIm3DVertexSetV (&pVerts[j], Texture[in].y*fScale);
+ RwIm3DVertexSetPos (&pVerts[j], List[in].x, List[in].y, List[in].z + 0.03f);
+ }
+
+ for ( int32 j = 0; j < 3*(numVerts3 - 2); j++ )
+ pIndexes[j] = ShadowIndexList[j];
+
+ RenderBuffer::StopStoring();
+ }
+ }
+ }
+ }
+ }
+}
+
+void
+CShadows::UpdateStaticShadows(void)
+{
+ for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
+ {
+ if ( aStaticShadows[i].m_pPolyBunch != NULL && !aStaticShadows[i].m_bJustCreated
+ && (!aStaticShadows[i].m_bTemp || CTimer::GetTimeInMilliseconds() > aStaticShadows[i].m_nTimeCreated + 5000) )
+ {
+ aStaticShadows[i].Free();
+ }
+
+ aStaticShadows[i].m_bJustCreated = false;
+ }
+}
+
+void
+CShadows::UpdatePermanentShadows(void)
+{
+ for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ )
+ {
+ if ( aPermanentShadows[i].m_nType != SHADOWTYPE_NONE )
+ {
+ uint32 timePassed = CTimer::GetTimeInMilliseconds() - aPermanentShadows[i].m_nTimeCreated;
+
+ if ( timePassed >= aPermanentShadows[i].m_nLifeTime )
+ aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
+ else
+ {
+ if ( timePassed >= (aPermanentShadows[i].m_nLifeTime*(1-(1/4))) )
+ {
+ // timePassed == 0 -> 4
+ // timePassed == aPermanentShadows[i].m_nLifeTime -> 0
+ float fMult = 1.0f - (timePassed - (aPermanentShadows[i].m_nLifeTime*(1-(1/4)))) / (aPermanentShadows[i].m_nLifeTime / 4);
+
+ StoreStaticShadow((uint32)&aPermanentShadows[i],
+ aPermanentShadows[i].m_nType,
+ aPermanentShadows[i].m_pTexture,
+ &aPermanentShadows[i].m_vecPos,
+ aPermanentShadows[i].m_vecFront.x,
+ aPermanentShadows[i].m_vecFront.y,
+ aPermanentShadows[i].m_vecSide.x,
+ aPermanentShadows[i].m_vecSide.y,
+ (int32)(aPermanentShadows[i].m_nIntensity * fMult),
+ (int32)(aPermanentShadows[i].m_nRed * fMult),
+ (int32)(aPermanentShadows[i].m_nGreen * fMult),
+ (int32)(aPermanentShadows[i].m_nBlue * fMult),
+ aPermanentShadows[i].m_fZDistance,
+ 1.0f, 40.0f, false, 0.0f);
+ }
+ else
+ {
+ StoreStaticShadow((uint32)&aPermanentShadows[i],
+ aPermanentShadows[i].m_nType,
+ aPermanentShadows[i].m_pTexture,
+ &aPermanentShadows[i].m_vecPos,
+ aPermanentShadows[i].m_vecFront.x,
+ aPermanentShadows[i].m_vecFront.y,
+ aPermanentShadows[i].m_vecSide.x,
+ aPermanentShadows[i].m_vecSide.y,
+ aPermanentShadows[i].m_nIntensity,
+ aPermanentShadows[i].m_nRed,
+ aPermanentShadows[i].m_nGreen,
+ aPermanentShadows[i].m_nBlue,
+ aPermanentShadows[i].m_fZDistance,
+ 1.0f, 40.0f, false, 0.0f);
+ }
+ }
+ }
+ }
+}
+
+void
+CStaticShadow::Free(void)
+{
+ if ( m_pPolyBunch != NULL )
+ {
+ CPolyBunch *pFree = CShadows::pEmptyBunchList;
+ CShadows::pEmptyBunchList = m_pPolyBunch;
+
+ CPolyBunch *pUsed = m_pPolyBunch;
+ while (pUsed->m_pNext != NULL)
+ pUsed = pUsed->m_pNext;
+
+ pUsed->m_pNext = pFree;
+ }
+
+ m_pPolyBunch = NULL;
+
+ m_nId = 0;
+}
+
+void
+CShadows::CalcPedShadowValues(CVector vecLightDir,
+ float *pfDisplacementX, float *pfDisplacementY,
+ float *pfFrontX, float *pfFrontY,
+ float *pfSideX, float *pfSideY)
+{
+ ASSERT(pfDisplacementX != NULL);
+ ASSERT(pfDisplacementY != NULL);
+ ASSERT(pfFrontX != NULL);
+ ASSERT(pfFrontY != NULL);
+ ASSERT(pfSideX != NULL);
+ ASSERT(pfSideY != NULL);
+
+ *pfDisplacementX = -vecLightDir.x;
+ *pfDisplacementY = -vecLightDir.y;
+
+ float fDist = Sqrt(*pfDisplacementY * *pfDisplacementY + *pfDisplacementX * *pfDisplacementX);
+ float fMult = (fDist + 1.0f) / fDist;
+
+ *pfDisplacementX *= fMult;
+ *pfDisplacementY *= fMult;
+
+ *pfFrontX = -vecLightDir.y / fDist;
+ *pfFrontY = vecLightDir.x / fDist;
+
+ *pfSideX = -vecLightDir.x;
+ *pfSideY = -vecLightDir.y;
+
+ *pfDisplacementX /= 2;
+ *pfDisplacementY /= 2;
+
+ *pfFrontX /= 2;
+ *pfFrontY /= 2;
+
+ *pfSideX /= 2;
+ *pfSideY /= 2;
+}
+
+void
+CShadows::RenderExtraPlayerShadows(void)
+{
+ if ( CTimeCycle::GetLightShadowStrength() != 0 )
+ {
+ CVehicle *pCar = FindPlayerVehicle();
+
+ if ( pCar == NULL )
+ {
+ for ( int32 i = 0; i < CPointLights::NumLights; i++ )
+ {
+ if ( 0.0f != CPointLights::aLights[i].red
+ || 0.0f != CPointLights::aLights[i].green
+ || 0.0f != CPointLights::aLights[i].blue )
+ {
+ if ( CPointLights::aLights[i].castExtraShadows )
+ {
+ CVector vecLight = CPointLights::aLights[i].coors - FindPlayerCoors();
+ float fLightDist = vecLight.Magnitude();
+ float fRadius = CPointLights::aLights[i].radius;
+
+ if ( fLightDist < fRadius )
+ {
+ // fLightDist == fRadius -> 2.0f
+ // fLightDist == 0 -> 0.0f
+ float fMult = (1.0f - (2.0f * fLightDist - fRadius) / fRadius);
+
+ int32 nColorStrength;
+ if ( fLightDist < fRadius*0.5f )
+ nColorStrength = CTimeCycle::GetLightShadowStrength();
+ else
+ nColorStrength = int32(CTimeCycle::GetLightShadowStrength() * fMult);
+
+ float fInv = 1.0f / fLightDist;
+ vecLight.x *= fInv;
+ vecLight.y *= fInv;
+ vecLight.z *= fInv;
+
+ float fDisplacementX, fDisplacementY, fFrontX, fFrontY, fSideX, fSideY;
+
+ CalcPedShadowValues(vecLight,
+ &fDisplacementX, &fDisplacementY,
+ &fFrontX, &fFrontY,
+ &fSideX, &fSideY);
+
+ CVector shadowPos = FindPlayerCoors();
+
+ shadowPos.x += fSideX;
+ shadowPos.y += fSideY;
+
+
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &shadowPos,
+ fDisplacementX, fDisplacementY,
+ fFrontX, fFrontY,
+ nColorStrength, 0, 0, 0,
+ 4.0f, false, 1.0f);
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ if ( pCar->GetModelIndex() != MI_RCBANDIT )
+ {
+ for ( int32 i = 0; i < CPointLights::NumLights; i++ )
+ {
+ if ( CPointLights::aLights[i].type == CPointLights::LIGHT_POINT
+ && CPointLights::aLights[i].castExtraShadows
+ &&(0.0f != CPointLights::aLights[i].red
+ || 0.0f != CPointLights::aLights[i].green
+ || 0.0f != CPointLights::aLights[i].blue) )
+ {
+ CVector vecLight = CPointLights::aLights[i].coors - FindPlayerCoors();
+ float fLightDist = vecLight.Magnitude();
+ float fRadius = CPointLights::aLights[i].radius;
+
+ if ( fLightDist < fRadius )
+ {
+ // fLightDist == 0 -> 2.0f
+ // fLightDist == fRadius -> 0.0f
+ float fMult = (1.0f - (2.0f * fLightDist - fRadius) / fRadius);
+
+ int32 nColorStrength;
+ if ( fLightDist < fRadius*0.5f )
+ nColorStrength = (5*CTimeCycle::GetLightShadowStrength()/8);
+ else
+ nColorStrength = int32((5*CTimeCycle::GetLightShadowStrength()/8) * fMult);
+
+ float fInv = 1.0f / fLightDist;
+ vecLight.x *= fInv;
+ vecLight.y *= fInv;
+ vecLight.z *= fInv;
+
+ CVector shadowPos = pCar->GetPosition();
+
+ shadowPos.x -= vecLight.x * 1.2f;
+ shadowPos.y -= vecLight.y * 1.2f;
+
+ float fVehicleWidth = pCar->GetColModel()->boundingBox.GetSize().x;
+ float fVehicleHeight = pCar->GetColModel()->boundingBox.GetSize().y;
+
+ shadowPos.x -= ((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)
+ * pCar->GetForward().x;
+
+ shadowPos.y -= ((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)
+ * pCar->GetForward().y;
+
+ if ( pCar->GetUp().z > 0.0f )
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &shadowPos,
+ pCar->GetForward().x * (fVehicleHeight/2),
+ pCar->GetForward().y * (fVehicleHeight/2),
+ pCar->GetRight().x * (fVehicleWidth/3),
+ pCar->GetRight().y * (fVehicleWidth/3),
+ nColorStrength, 0, 0, 0,
+ 4.5f, false, 1.0f);
+ }
+ else
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &shadowPos,
+ pCar->GetForward().x * (fVehicleHeight/2),
+ pCar->GetForward().y * (fVehicleHeight/2),
+ -pCar->GetRight().x * (fVehicleWidth/2),
+ -pCar->GetRight().y * (fVehicleWidth/2),
+ nColorStrength, 0, 0, 0,
+ 4.5f, false, 1.0f);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+void
+CShadows::TidyUpShadows(void)
+{
+ for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ )
+ aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
+}
+
+void
+CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn,
+ float fFrontX, float fFrontY, float fSideX, float fSideY,
+ int16 nIntensity)
+{
+ ASSERT(pPosn != NULL);
+
+ C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, max(fFrontX, -fSideY),
+ 0, 128, 255, 128,
+ 2048, 0.2f, 0);
+}
+
+
+STARTPATCHES
+ InjectHook(0x512AB0, CShadows::Init, PATCH_JUMP);
+ InjectHook(0x512F20, CShadows::Shutdown, PATCH_JUMP);
+ InjectHook(0x512FD0, CShadows::AddPermanentShadow, PATCH_JUMP);
+ InjectHook(0x5130A0, CShadows::StoreStaticShadow, PATCH_JUMP);
+ InjectHook(0x513550, (void(*)(uint8, CVector *, float, float, float, float, int16, uint8, uint8, uint8))CShadows::StoreShadowToBeRendered, PATCH_JUMP);
+ InjectHook(0x513750, (void(*)(uint8, RwTexture *, CVector *, float, float, float, float, int16, uint8, uint8, uint8, float, bool, float))CShadows::StoreShadowToBeRendered, PATCH_JUMP);
+ InjectHook(0x513830, CShadows::StoreShadowForCar, PATCH_JUMP);
+ InjectHook(0x513A70, CShadows::StoreCarLightShadow, PATCH_JUMP);
+ InjectHook(0x513C50, CShadows::StoreShadowForPed, PATCH_JUMP);
+ InjectHook(0x513CB0, CShadows::StoreShadowForPedObject, PATCH_JUMP);
+ InjectHook(0x513E00, CShadows::StoreShadowForTree, PATCH_JUMP);
+ InjectHook(0x513E10, CShadows::StoreShadowForPole, PATCH_JUMP);
+ InjectHook(0x513FC0, CShadows::SetRenderModeForShadowType, PATCH_JUMP);
+ InjectHook(0x514010, CShadows::RenderStoredShadows, PATCH_JUMP);
+ InjectHook(0x5145F0, CShadows::RenderStaticShadows, PATCH_JUMP);
+ InjectHook(0x514910, CShadows::GeneratePolysForStaticShadow, PATCH_JUMP);
+ InjectHook(0x514C90, CShadows::CastShadowSectorList, PATCH_JUMP);
+ InjectHook(0x514E30, CShadows::CastShadowEntity, PATCH_JUMP);
+ InjectHook(0x516BE0, CShadows::UpdateStaticShadows, PATCH_JUMP);
+ InjectHook(0x516C40, CShadows::UpdatePermanentShadows, PATCH_JUMP);
+ InjectHook(0x516E70, &CStaticShadow::Free, PATCH_JUMP);
+ InjectHook(0x516EB0, CShadows::CalcPedShadowValues, PATCH_JUMP);
+ InjectHook(0x516F90, CShadows::RenderExtraPlayerShadows, PATCH_JUMP);
+ InjectHook(0x517570, CShadows::TidyUpShadows, PATCH_JUMP);
+ InjectHook(0x517810, CShadows::RenderIndicatorShadow, PATCH_JUMP);
+ //InjectHook(0x517900, &CPermanentShadow::CPermanentShadow, PATCH_JUMP);
+ //InjectHook(0x517910, &CStaticShadow::CStaticShadow, PATCH_JUMP);
+ //InjectHook(0x517920, &CPolyBunch::CPolyBunch, PATCH_JUMP);
+ //InjectHook(0x517940, &CStoredShadow::CStoredShadow, PATCH_JUMP);
+ENDPATCHES \ No newline at end of file