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authorSergeanur <s.anureev@yandex.ua>2021-07-17 23:03:57 +0200
committerSergeanur <s.anureev@yandex.ua>2021-07-17 23:03:57 +0200
commitc937bdbfea8f522d14d7a41f24372bddf5bdafcc (patch)
treeeb8f97f6cf9fac31d7ab90388af232d51cc9c137 /src/renderer/Skidmarks.cpp
parentMerge pull request #1219 from withmorten/miami-ini (diff)
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Diffstat (limited to 'src/renderer/Skidmarks.cpp')
-rw-r--r--src/renderer/Skidmarks.cpp259
1 files changed, 259 insertions, 0 deletions
diff --git a/src/renderer/Skidmarks.cpp b/src/renderer/Skidmarks.cpp
new file mode 100644
index 00000000..08df330d
--- /dev/null
+++ b/src/renderer/Skidmarks.cpp
@@ -0,0 +1,259 @@
+#include "common.h"
+
+#include "main.h"
+#include "TxdStore.h"
+#include "Timer.h"
+#include "Replay.h"
+#include "Skidmarks.h"
+
+CSkidmark CSkidmarks::aSkidmarks[NUMSKIDMARKS];
+
+RwImVertexIndex SkidmarkIndexList[SKIDMARK_LENGTH * 6];
+RwIm3DVertex SkidmarkVertices[SKIDMARK_LENGTH * 2];
+RwTexture *gpSkidTex;
+
+void
+CSkidmarks::Init(void)
+{
+ int i, ix, slot;
+ CTxdStore::PushCurrentTxd();
+ slot = CTxdStore::FindTxdSlot("particle");
+ CTxdStore::SetCurrentTxd(slot);
+ gpSkidTex = RwTextureRead("particleskid", nil);
+ CTxdStore::PopCurrentTxd();
+
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ aSkidmarks[i].m_state = 0;
+ aSkidmarks[i].m_wasUpdated = false;
+ }
+
+ ix = 0;
+ for(i = 0; i < SKIDMARK_LENGTH; i++){
+ SkidmarkIndexList[i*6+0] = ix+0;
+ SkidmarkIndexList[i*6+1] = ix+2;
+ SkidmarkIndexList[i*6+2] = ix+1;
+ SkidmarkIndexList[i*6+3] = ix+1;
+ SkidmarkIndexList[i*6+4] = ix+2;
+ SkidmarkIndexList[i*6+5] = ix+3;
+ ix += 2;
+ }
+}
+
+void
+CSkidmarks::Shutdown(void)
+{
+ RwTextureDestroy(gpSkidTex);
+ gpSkidTex = nil;
+}
+
+void
+CSkidmarks::Clear(void)
+{
+ int i;
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ aSkidmarks[i].m_state = 0;
+ aSkidmarks[i].m_wasUpdated = false;
+ }
+}
+
+void
+CSkidmarks::Update(void)
+{
+ int i;
+ uint32 t1 = CTimer::GetTimeInMilliseconds() + 2500;
+ uint32 t2 = CTimer::GetTimeInMilliseconds() + 5000;
+ uint32 t3 = CTimer::GetTimeInMilliseconds() + 10000;
+ uint32 t4 = CTimer::GetTimeInMilliseconds() + 20000;
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ switch(aSkidmarks[i].m_state){
+ case 1:
+ if(!aSkidmarks[i].m_wasUpdated){
+ // Didn't continue this one last time, so finish it and set fade times
+ aSkidmarks[i].m_state = 2;
+ if(aSkidmarks[i].m_last < 4){
+ aSkidmarks[i].m_fadeStart = t1;
+ aSkidmarks[i].m_fadeEnd = t2;
+ }else if(aSkidmarks[i].m_last < 9){
+ aSkidmarks[i].m_fadeStart = t2;
+ aSkidmarks[i].m_fadeEnd = t3;
+ }else{
+ aSkidmarks[i].m_fadeStart = t3;
+ aSkidmarks[i].m_fadeEnd = t4;
+ }
+ }
+ break;
+ case 2:
+ if(CTimer::GetTimeInMilliseconds() > aSkidmarks[i].m_fadeEnd)
+ aSkidmarks[i].m_state = 0;
+ break;
+ }
+ aSkidmarks[i].m_wasUpdated = false;
+ }
+}
+
+void
+CSkidmarks::Render(void)
+{
+ int i, j;
+
+ PUSH_RENDERGROUP("CSkidmarks::Render");
+
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSkidTex));
+
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ if(aSkidmarks[i].m_state == 0 || aSkidmarks[i].m_last < 1)
+ continue;
+
+ CRGBA color(0, 0, 0, 255);
+ switch(aSkidmarks[i].m_type){
+ case SKIDMARK_NORMAL: color = CRGBA(0, 0, 0, 255); break;
+ case SKIDMARK_MUDDY: color = CRGBA(90, 62, 9, 255); break;
+ case SKIDMARK_SANDY: color = CRGBA(108, 108, 96, 255); break;
+ case SKIDMARK_BLOODY: color = CRGBA(132, 34, 11, 255); break;
+ }
+
+ uint32 fade, alpha;
+ if(aSkidmarks[i].m_state == 1 || CTimer::GetTimeInMilliseconds() < aSkidmarks[i].m_fadeStart)
+ fade = 255;
+ else
+ fade = 255*(aSkidmarks[i].m_fadeEnd - CTimer::GetTimeInMilliseconds()) / (aSkidmarks[i].m_fadeEnd - aSkidmarks[i].m_fadeStart);
+
+ for(j = 0; j <= aSkidmarks[i].m_last; j++){
+ alpha = 128;
+ if(j == 0 || j == aSkidmarks[i].m_last && aSkidmarks[i].m_state == 2)
+ alpha = 0;
+ alpha = alpha*fade/256;
+
+ CVector p1 = aSkidmarks[i].m_pos[j];
+ p1.x += aSkidmarks[i].m_sideX[j];
+ p1.y += aSkidmarks[i].m_sideY[j];
+ CVector p2 = aSkidmarks[i].m_pos[j];
+ p2.x -= aSkidmarks[i].m_sideX[j];
+ p2.y -= aSkidmarks[i].m_sideY[j];
+ RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+0], color.red, color.green, color.blue, alpha);
+ RwIm3DVertexSetPos(&SkidmarkVertices[j*2+0], p1.x, p1.y, p1.z+0.1f);
+ RwIm3DVertexSetU(&SkidmarkVertices[j*2+0], 0.0f);
+ RwIm3DVertexSetV(&SkidmarkVertices[j*2+0], j*5.01f);
+ RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+1], color.red, color.green, color.blue, alpha);
+ RwIm3DVertexSetPos(&SkidmarkVertices[j*2+1], p2.x, p2.y, p2.z+0.1f);
+ RwIm3DVertexSetU(&SkidmarkVertices[j*2+1], 1.0f);
+ RwIm3DVertexSetV(&SkidmarkVertices[j*2+1], j*5.01f);
+ }
+
+ LittleTest();
+ if(RwIm3DTransform(SkidmarkVertices, 2*(aSkidmarks[i].m_last+1), nil, rwIM3D_VERTEXUV)){
+ RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, SkidmarkIndexList, 6*aSkidmarks[i].m_last);
+ RwIm3DEnd();
+ }
+ }
+
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+
+ POP_RENDERGROUP();
+}
+
+void
+CSkidmarks::RegisterOne(uintptr id, const CVector &pos, float fwdX, float fwdY, bool *isMuddy, bool *isBloody)
+{
+ eSkidmarkType type;
+ if(*isBloody)
+ type = SKIDMARK_BLOODY;
+ else if(*isMuddy)
+ type = SKIDMARK_MUDDY;
+ else
+ type = SKIDMARK_NORMAL;
+ RegisterOne(id, pos, fwdX, fwdY, type, isBloody);
+}
+
+void
+CSkidmarks::RegisterOne(uintptr id, const CVector &pos, float fwdX, float fwdY, eSkidmarkType type, bool *isBloody)
+{
+ int i;
+ CVector2D fwd(fwdX, fwdY);
+
+ if(CReplay::IsPlayingBack())
+ return;
+
+ // Find a skidmark to continue
+ for(i = 0; i < NUMSKIDMARKS; i++)
+ if(aSkidmarks[i].m_state == 1 && aSkidmarks[i].m_id == id)
+ break;
+
+ if(i < NUMSKIDMARKS){
+ // Continue this one
+
+ if((aSkidmarks[i].m_type==SKIDMARK_BLOODY) != *isBloody){
+ // Blood-status changed, end this one
+ aSkidmarks[i].m_state = 2;
+ aSkidmarks[i].m_fadeStart = CTimer::GetTimeInMilliseconds() + 10000;
+ aSkidmarks[i].m_fadeEnd = CTimer::GetTimeInMilliseconds() + 20000;
+ return;
+ }
+
+ aSkidmarks[i].m_wasUpdated = true;
+
+ if(CTimer::GetTimeInMilliseconds() - aSkidmarks[i].m_lastUpdate <= 100){
+ // Last update was recently, just change last coords
+ aSkidmarks[i].m_pos[aSkidmarks[i].m_last] = pos;
+ return;
+ }
+ aSkidmarks[i].m_lastUpdate = CTimer::GetTimeInMilliseconds();
+
+ if(aSkidmarks[i].m_last >= SKIDMARK_LENGTH-1){
+ // No space to continue, end it
+ aSkidmarks[i].m_state = 2;
+ aSkidmarks[i].m_fadeStart = CTimer::GetTimeInMilliseconds() + 10000;
+ aSkidmarks[i].m_fadeEnd = CTimer::GetTimeInMilliseconds() + 20000;
+ *isBloody = false; // stpo blood marks at end
+ return;
+ }
+ aSkidmarks[i].m_last++;
+
+ aSkidmarks[i].m_pos[aSkidmarks[i].m_last] = pos;
+
+ CVector2D right(aSkidmarks[i].m_pos[aSkidmarks[i].m_last].y - aSkidmarks[i].m_pos[aSkidmarks[i].m_last - 1].y,
+ aSkidmarks[i].m_pos[aSkidmarks[i].m_last - 1].x - aSkidmarks[i].m_pos[aSkidmarks[i].m_last].x);
+
+ right.Normalise();
+ fwd.Normalise();
+ float turn = DotProduct2D(fwd, right);
+ turn = Abs(turn) + 1.0f;
+ aSkidmarks[i].m_sideX[aSkidmarks[i].m_last] = right.x * turn * 0.125f;
+ aSkidmarks[i].m_sideY[aSkidmarks[i].m_last] = right.y * turn * 0.125f;
+ if(aSkidmarks[i].m_last == 1){
+ aSkidmarks[i].m_sideX[0] = aSkidmarks[i].m_sideX[1];
+ aSkidmarks[i].m_sideY[0] = aSkidmarks[i].m_sideY[1];
+ }
+
+ if(aSkidmarks[i].m_last > 8)
+ *isBloody = false; // stop blood marks after 8
+ return;
+ }
+
+ // Start a new one
+ for(i = 0; i < NUMSKIDMARKS; i++)
+ if(aSkidmarks[i].m_state == 0)
+ break;
+ if(i < NUMSKIDMARKS){
+ // Found a free slot
+ aSkidmarks[i].m_state = 1;
+ aSkidmarks[i].m_id = id;
+ aSkidmarks[i].m_pos[0] = pos;
+ aSkidmarks[i].m_sideX[0] = 0.0f;
+ aSkidmarks[i].m_sideY[0] = 0.0f;
+ aSkidmarks[i].m_wasUpdated = true;
+ aSkidmarks[i].m_last = 0;
+ aSkidmarks[i].m_lastUpdate = CTimer::GetTimeInMilliseconds() - 1000;
+ if(*isBloody)
+ aSkidmarks[i].m_type = SKIDMARK_BLOODY;
+ else
+ aSkidmarks[i].m_type = type;
+ }else
+ *isBloody = false; // stop blood marks if no space
+}