diff options
Diffstat (limited to '')
-rw-r--r-- | src/render/Shadows.cpp | 1824 |
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
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