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-rw-r--r--src/render/Shadows.cpp2520
1 files changed, 0 insertions, 2520 deletions
diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp
deleted file mode 100644
index dd87bff6..00000000
--- a/src/render/Shadows.cpp
+++ /dev/null
@@ -1,2520 +0,0 @@
-#include "common.h"
-
-#include "main.h"
-#include "TxdStore.h"
-#include "Timer.h"
-#include "Camera.h"
-#include "Timecycle.h"
-#include "CutsceneMgr.h"
-#include "Automobile.h"
-#include "Bike.h"
-#include "Ped.h"
-#include "PlayerPed.h"
-#include "World.h"
-#include "Weather.h"
-#include "ModelIndices.h"
-#include "RenderBuffer.h"
-#ifdef FIX_BUGS
-#include "Replay.h"
-#endif
-#include "PointLights.h"
-#include "SpecialFX.h"
-#include "Script.h"
-#include "TimeStep.h"
-#include "Shadows.h"
-#include "CutsceneObject.h"
-#include "CutsceneShadow.h"
-#include "Clock.h"
-#include "VarConsole.h"
-
-#ifdef DEBUGMENU
-//SETTWEAKPATH("Shadows");
-//TWEAKBOOL(gbPrintShite);
-#endif
-
-RwImVertexIndex ShadowIndexList[24];
-
-RwTexture *gpShadowCarTex;
-RwTexture *gpShadowPedTex;
-RwTexture *gpShadowHeliTex;
-RwTexture *gpShadowBikeTex;
-RwTexture *gpShadowBaronTex;
-RwTexture *gpShadowExplosionTex;
-RwTexture *gpShadowHeadLightsTex;
-RwTexture *gpOutline1Tex;
-RwTexture *gpOutline2Tex;
-RwTexture *gpOutline3Tex;
-RwTexture *gpBloodPoolTex;
-RwTexture *gpReflectionTex;
-RwTexture *gpWalkDontTex;
-RwTexture *gpCrackedGlassTex;
-RwTexture *gpPostShadowTex;
-RwTexture *gpGoalTex;
-
-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];
-
-#ifndef MASTER
-bool gbCountPolysInShadow;
-#endif
-
-void
-CShadows::Init(void)
-{
- CTxdStore::PushCurrentTxd();
-
- int32 slut = CTxdStore::FindTxdSlot("particle");
- CTxdStore::SetCurrentTxd(slut);
-
- gpShadowCarTex = RwTextureRead("shad_car", nil);
- gpShadowPedTex = RwTextureRead("shad_ped", nil);
- gpShadowHeliTex = RwTextureRead("shad_heli", nil);
- gpShadowBikeTex = RwTextureRead("shad_bike", nil);
- gpShadowBaronTex = RwTextureRead("shad_rcbaron", nil);
- gpShadowExplosionTex = RwTextureRead("shad_exp", nil);
- gpShadowHeadLightsTex = RwTextureRead("headlight", nil);
- gpOutline1Tex = RwTextureRead("outline_64", nil);
- gpOutline2Tex = RwTextureRead("outline2_64", nil);
- gpOutline3Tex = RwTextureRead("outline3_64", nil);
- gpBloodPoolTex = RwTextureRead("bloodpool_64", nil);
- gpReflectionTex = RwTextureRead("reflection01", nil);
- gpWalkDontTex = RwTextureRead("walk_dont", nil);
- gpCrackedGlassTex = RwTextureRead("wincrack_32", nil);
- gpPostShadowTex = RwTextureRead("lamp_shad_64", nil);
-
- CTxdStore::PopCurrentTxd();
-
- ASSERT(gpShadowCarTex != nil);
- ASSERT(gpShadowPedTex != nil);
- ASSERT(gpShadowHeliTex != nil);
- ASSERT(gpShadowBikeTex != nil);
- ASSERT(gpShadowBaronTex != nil);
- ASSERT(gpShadowExplosionTex != nil);
- ASSERT(gpShadowHeadLightsTex != nil);
- ASSERT(gpOutline1Tex != nil);
- ASSERT(gpOutline2Tex != nil);
- ASSERT(gpOutline3Tex != nil);
- ASSERT(gpBloodPoolTex != nil);
- ASSERT(gpReflectionTex != nil);
- ASSERT(gpWalkDontTex != nil);
- ASSERT(gpCrackedGlassTex != nil);
- ASSERT(gpPostShadowTex != nil);
-
-
- 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 = nil;
- }
-
- pEmptyBunchList = &aPolyBunches[0];
-
- for ( int32 i = 0; i < MAX_POLYBUNCHES; i++ )
- {
- if ( i == MAX_POLYBUNCHES - 1 )
- aPolyBunches[i].m_pNext = nil;
- else
- aPolyBunches[i].m_pNext = &aPolyBunches[i + 1];
- }
-
- for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ )
- {
- aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
- }
-
-#ifndef MASTER
- VarConsole.Add("Count polys in shadow", &gbCountPolysInShadow, true);
-#endif
-}
-
-void
-CShadows::Shutdown(void)
-{
- ASSERT(gpShadowCarTex != nil);
- ASSERT(gpShadowPedTex != nil);
- ASSERT(gpShadowHeliTex != nil);
- ASSERT(gpShadowBikeTex != nil);
- ASSERT(gpShadowBaronTex != nil);
- ASSERT(gpShadowExplosionTex != nil);
- ASSERT(gpShadowHeadLightsTex != nil);
- ASSERT(gpOutline1Tex != nil);
- ASSERT(gpOutline2Tex != nil);
- ASSERT(gpOutline3Tex != nil);
- ASSERT(gpBloodPoolTex != nil);
- ASSERT(gpReflectionTex != nil);
- ASSERT(gpWalkDontTex != nil);
- ASSERT(gpCrackedGlassTex != nil);
- ASSERT(gpPostShadowTex != nil);
-
- RwTextureDestroy(gpShadowCarTex);
- RwTextureDestroy(gpShadowPedTex);
- RwTextureDestroy(gpShadowHeliTex);
- RwTextureDestroy(gpShadowBikeTex);
- RwTextureDestroy(gpShadowBaronTex);
- RwTextureDestroy(gpShadowExplosionTex);
- RwTextureDestroy(gpShadowHeadLightsTex);
- RwTextureDestroy(gpOutline1Tex);
- RwTextureDestroy(gpOutline2Tex);
- RwTextureDestroy(gpOutline3Tex);
- RwTextureDestroy(gpBloodPoolTex);
- RwTextureDestroy(gpReflectionTex);
- 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 != nil);
- ASSERT(pPosn != nil);
-
-
- // 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();
- }
-}
-
-bool
-CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, Const 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 != nil);
-
- float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
-
- if ( SQR(fDrawDistance) > fDistToCamSqr || fDrawDistance == 0.0f )
- {
- if ( fDrawDistance != 0.0f )
- {
- 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 != nil) )
- 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();
-
- return true;
- }
- 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();
-
- return true;
- }
- 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);
-
- return aStaticShadows[nSlot].m_pPolyBunch != nil;
- }
- }
- else
- {
- nSlot = 0;
- while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != nil )
- 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);
-
- return aStaticShadows[nSlot].m_pPolyBunch != nil;
- }
- }
- }
-
- return true;
-}
-
-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 != nil);
-
- 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, nil, false);
-
- break;
- }
-
- case SHADOWTEX_PED:
- {
- StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, pPosn,
- fFrontX, fFrontY, fSideX, fSideY,
- nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f, nil, false);
-
- break;
- }
-
- case SHADOWTEX_EXPLOSION:
- {
- StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, pPosn,
- fFrontX, fFrontY, fSideX, fSideY,
- nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f, nil, false);
-
- break;
- }
-
- case SHADOWTEX_HELI:
- {
- StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowHeliTex, pPosn,
- fFrontX, fFrontY, fSideX, fSideY,
- nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f, nil, false);
-
- break;
- }
-
- case SHADOWTEX_HEADLIGHTS:
- {
- StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowHeadLightsTex, pPosn,
- fFrontX, fFrontY, fSideX, fSideY,
- nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f, nil, false);
-
- break;
- }
-
- case SHADOWTEX_BLOOD:
- {
- StoreShadowToBeRendered(SHADOWTYPE_DARK, gpBloodPoolTex, pPosn,
- fFrontX, fFrontY, fSideX, fSideY,
- nIntensity, nRed, 150, 0,
- 15.0f, false, 1.0f, nil, false);
-
- 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, CCutsceneShadow *pShadow, bool bDrawOnBuildings)
-{
- ASSERT(pTexture != nil);
- ASSERT(pPosn != nil);
-
- 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_nFlags.bDrawOnBuildings = bDrawOnBuildings;
- asShadowsStored[ShadowsStoredToBeRendered].m_fScale = fScale;
- asShadowsStored[ShadowsStoredToBeRendered].m_pCutsceneShadow = pShadow;
-
- ShadowsStoredToBeRendered++;
- }
-}
-
-
-void
-CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
-{
- ASSERT(pCar != nil);
-
- if ( CTimeCycle::GetShadowStrength() != 0 )
- {
- CVector CarPos = pCar->GetPosition();
- float fDistToCamSqr = (CarPos - TheCamera.GetPosition()).MagnitudeSqr2D();
-
- if ( CCutsceneMgr::IsRunning() )
- fDistToCamSqr /= SQR(TheCamera.LODDistMultiplier) * 4.0f;
-
- float fDrawDistance;
- switch ( type )
- {
- case VEH_SHD_TYPE_SEAPLANE:
- case VEH_SHD_TYPE_RCPLANE:
- fDrawDistance = 144.0f;
- break;
-
- case VEH_SHD_TYPE_HELI:
- fDrawDistance = 144.0f;
- break;
-
- default:
- fDrawDistance = 18.0f;
- break;
- }
-
- if ( fDistToCamSqr < SQR(fDrawDistance) )
- {
- float fDistToCam = Sqrt(fDistToCamSqr);
-
- //fDistToCam == 0 -> 4
- //fDistToCam == fDrawDistance -> 0
- float fMult = 1.0f - (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f)))) / (fDrawDistance*(1.0f/4.0f));
-
- int32 nColorStrength;
-
- if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) )
- nColorStrength = (int32)(fMult * CTimeCycle::GetShadowStrength());
- else
- nColorStrength = CTimeCycle::GetShadowStrength();
-
-
- float fVehicleHeight = pCar->GetColModel()->boundingBox.GetSize().y;
- float fVehicleWidth = pCar->GetColModel()->boundingBox.GetSize().x;
-
- float size = 1.0f;
-
- if ( pCar->GetModelIndex() == MI_HUNTER )
- {
- fVehicleWidth *= 3.0f;
- fVehicleHeight *= 1.4f;
- size *= 0.5f;
- }
- else if ( pCar->GetModelIndex() == MI_ANGEL )
- {
- fVehicleHeight = fVehicleHeight * 1.5f;
- size = 0.03f;
- }
- else if ( pCar->GetModelIndex() == MI_SEASPAR )
- {
- fVehicleWidth *= 3.0f;
- fVehicleHeight *= 1.4f;
- size *= 0.5f;
- }
- else if ( pCar->GetModelIndex() == MI_PIZZABOY || pCar->GetModelIndex() == MI_PCJ600 || pCar->GetModelIndex() == MI_FAGGIO )
- {
- fVehicleHeight *= 1.2f;
- size = 0.05f;
- }
- else if ( pCar->GetModelIndex() == MI_FREEWAY )
- {
- fVehicleHeight *= 1.5f;
- size = 0.03f;
- }
- else if ( pCar->GetModelIndex() == MI_RCRAIDER )
- {
- fVehicleHeight *= 1.5f;
- fVehicleWidth *= 2.0f;
- size = 0.2f;
- }
- else if ( pCar->GetModelIndex() == MI_SANCHEZ )
- {
- fVehicleHeight *= 1.5f;
- size = 0.03f;
- }
- else if ( pCar->GetModelIndex() == MI_SPARROW || pCar->GetModelIndex() == MI_MAVERICK || pCar->GetModelIndex() == MI_VCNMAV || pCar->GetModelIndex() == MI_POLMAV )
- {
- fVehicleWidth *= 3.0f;
- fVehicleHeight *= 1.4f;
- size *= 0.5f;
- }
- else if ( pCar->GetModelIndex() == MI_RCGOBLIN )
- {
- fVehicleHeight *= 1.5f;
- fVehicleWidth *= 2.0f;
- size = 0.2f;
- }
- else if ( pCar->GetModelIndex() == MI_DODO )
- {
- fVehicleHeight *= 0.9f;
- fVehicleWidth *= 0.4f;
- }
-
- CarPos.x -= pCar->GetForward().x * (((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)*size);
- CarPos.y -= pCar->GetForward().y * (((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)*size);
-
- RwTexture *tex = gpShadowCarTex;
- switch ( type )
- {
- case VEH_SHD_TYPE_BIKE:
- {
- float wheelZ = Abs(((CBike*)pCar)->m_fLeanLRAngle);
- float mul = 5.092958f * wheelZ + 1.0f;
- if (pCar->GetStatus() == STATUS_PHYSICS)
- {
- float z = pCar->GetRight().z;
- if (z > 0.6f)
- mul += 4.0f * z;
- }
- fVehicleWidth *= mul;
- tex = gpShadowBikeTex;
- break;
- }
-
- case VEH_SHD_TYPE_HELI:
- tex = gpShadowHeliTex;
- break;
-
- case VEH_SHD_TYPE_SEAPLANE:
- nColorStrength = CTimeCycle::GetShadowStrength();
- tex = gpShadowBaronTex;
- break;
-
- case VEH_SHD_TYPE_RCPLANE:
- tex = gpShadowBaronTex;
- fVehicleHeight *= 1.5f;
- fVehicleWidth *= 2.2f;
- break;
-
- case VEH_SHD_TYPE_CAR:
- tex = gpShadowCarTex;
- break;
- }
-
- float frontx = pCar->GetForward().x;
- float fronty = pCar->GetForward().y;
- float sidex = pCar->GetRight().x;
- float sidey = pCar->GetRight().y;
-
- switch ( type )
- {
- case VEH_SHD_TYPE_BIKE:
- if ( Abs(pCar->GetRight().z) > 0.6f )
- {
- sidex = pCar->GetUp().x;
- sidey = pCar->GetUp().y;
- }
- break;
-
- case VEH_SHD_TYPE_HELI:
- if ( Abs(pCar->GetRight().z) > 0.57f )
- {
- sidex = pCar->GetUp().x;
- sidey = pCar->GetUp().y;
- }
- if ( Abs(pCar->GetForward().z) > 0.57f )
- {
- frontx = pCar->GetUp().x;
- fronty = pCar->GetUp().y;
- }
- break;
- }
-
- bool bDrawOnBuildings = false;
- if ( pCar->GetModelIndex() == MI_RCBANDIT
- || pCar->GetModelIndex() == MI_RCBARON
- || pCar->GetModelIndex() == MI_RCRAIDER
- || pCar->GetModelIndex() == MI_RCGOBLIN
- || pCar == FindPlayerVehicle() )
- {
- bDrawOnBuildings = true;
- }
-
- if ( pCar->m_vecMoveSpeed.Magnitude() * CTimeStep::ms_fTimeStep > 0.1f || bDrawOnBuildings )
- {
- if ( pCar->GetUp().z > 0.0f )
- {
- StoreShadowToBeRendered(SHADOWTYPE_DARK, tex, &CarPos,
- frontx * (fVehicleHeight / 2),
- fronty * (fVehicleHeight / 2),
- sidex * (fVehicleWidth / 2),
- sidey * (fVehicleWidth / 2),
- nColorStrength, nColorStrength, nColorStrength, nColorStrength,
- 4.5f, false, 1.0f, nil, bDrawOnBuildings);
- }
- else
- {
- StoreShadowToBeRendered(SHADOWTYPE_DARK, tex, &CarPos,
- frontx * (fVehicleHeight / 2),
- fronty * (fVehicleHeight / 2),
- -sidex * (fVehicleWidth / 2),
- -sidey * (fVehicleWidth / 2),
- nColorStrength, nColorStrength, nColorStrength, nColorStrength,
- 4.5f, false, 1.0f, nil, bDrawOnBuildings);
- }
- }
- else
- {
- if ( pCar->GetUp().z > 0.0f )
- {
- StoreStaticShadow((uintptr)pCar + 1, SHADOWTYPE_DARK, tex, &CarPos,
- frontx * (fVehicleHeight / 2),
- fronty * (fVehicleHeight / 2),
- sidex * (fVehicleWidth / 2),
- sidey * (fVehicleWidth / 2),
- nColorStrength, nColorStrength, nColorStrength, nColorStrength,
- 4.5f, 1.0f, 0.0f, false, 0.1f);
- }
- else
- {
- StoreStaticShadow((uintptr)pCar + 1, SHADOWTYPE_DARK, tex, &CarPos,
- frontx * (fVehicleHeight / 2),
- fronty * (fVehicleHeight / 2),
- -sidex * (fVehicleWidth / 2),
- -sidey * (fVehicleWidth / 2),
- nColorStrength, nColorStrength, nColorStrength, nColorStrength,
- 4.5f, 1.0f, 0.0f, false, 0.1f);
- }
- }
- }
- }
-}
-
-void
-CShadows::StoreCarLightShadow(CVehicle *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 != nil);
- ASSERT(pPosn != nil);
-
- float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
-
- bool bSpecialCam = TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN
- || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED
- || 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);
-
- if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) && !bSpecialCam ) // BUG? must be 3.0?
- {
- //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);
- }
-
- if ( pCar->m_vecMoveSpeed.Magnitude() * CTimeStep::ms_fTimeStep > 0.4f || pCar == FindPlayerVehicle() )
- {
- StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, pTexture, pPosn,
- fFrontX, fFrontY,
- fSideX, fSideY,
- 128, nRed, nGreen, nBlue,
- 6.0f, false, 1.0f,
- nil, pCar == FindPlayerVehicle());
- }
- else
- {
- StoreStaticShadow((uintptr)pCar + nID, SHADOWTYPE_ADDITIVE, pTexture, pPosn,
- fFrontX, fFrontY,
- fSideX, fSideY,
- 128, nRed, nGreen, nBlue,
- 6.0f, 1.0f, 27.0f,
- false, 0.4f);
- }
- }
- }
-}
-
-
-#ifdef USE_CUTSCENE_SHADOW_FOR_PED
-void
-StoreShadowForCutscenePedObject(CPed *pObject, float fDisplacementX, float fDisplacementY,
- float fFrontX, float fFrontY, float fSideX, float fSideY)
-{
- ASSERT(pObject != nil);
-
- CCutsceneShadow *shadow = pObject->m_pRTShadow;
-
- if ( shadow == nil )
- return;
-
- if ( !shadow->IsInitialized() )
- return;
-
- CVector pos = pObject->GetPosition();
-
- float fDistToCamSqr = (pos - TheCamera.GetPosition()).MagnitudeSqr2D();
-
- float fDrawDistance = 100.0f;
-
- if ( fDistToCamSqr < SQR(fDrawDistance*0.5f) )
- {
- if ( (CEntity*)pObject == FindPlayerPed() || TheCamera.IsSphereVisible(pos, 2.0f) )
- {
- float fDistToCam = Sqrt(fDistToCamSqr);
-
- float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f)));
- int32 nColorStrength;
-
- if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) )
- nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
- else
- nColorStrength = CTimeCycle::GetShadowStrength();
-
- int32 color = int32(nColorStrength * 0.8f);
-
- pos.x += fDisplacementX;
- pos.y += fDisplacementY;
-
- RwTexture *texture = shadow->GetShadowRwTexture();
- ASSERT(texture);
- RwRGBA bordercolor = {0, 0, 0, 0};
- shadow->DrawBorderAroundTexture(bordercolor);
-
- pos.x -= fDisplacementX;
- pos.y -= fDisplacementY;
-
- float angleY = 360.0f - RADTODEG((CClock::ms_nGameClockMinutes
- +60*CClock::ms_nGameClockHours+CClock::ms_nGameClockSeconds/60)*(HALFPI/360.0f));
-
- RwFrame *frame = shadow->SetLightProperties(angleY, -85.0f, true);
- ASSERT(frame);
- CVector at(RwFrameGetMatrix(frame)->at);
- at.Normalise();
-
- CShadows::CalcPedShadowValues(at, &fFrontX, &fFrontY, &fSideX, &fSideY, &fDisplacementX, &fDisplacementY);
-
- pos.x -= 2.5f * fDisplacementX;
- pos.y -= 2.5f * fDisplacementY;
-
- CShadows::StoreShadowToBeRendered(SHADOWTYPE_INVCOLOR, texture, &pos,
- fFrontX * 1.5f, fFrontY * 1.5f,
- fSideX * 1.5f, fSideY * 1.5f,
- color, color, color, color,
- 4.0f, false, 1.0f, shadow, false);
- }
- }
-}
-#endif
-
-
-void
-CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY,
- float fFrontX, float fFrontY, float fSideX, float fSideY)
-{
- ASSERT(pPed != nil);
-
- if ( pPed->bIsVisible )
- {
- if ( !(pPed->bInVehicle && pPed->m_nPedState != PED_DRAG_FROM_CAR && pPed->m_nPedState != PED_EXIT_CAR) )
- {
- if ( CTimeCycle::GetShadowStrength() != 0 )
- {
-#ifdef USE_CUTSCENE_SHADOW_FOR_PED
- CCutsceneShadow *pShadow = pPed->m_pRTShadow;
-
- if (pShadow)
- {
- if (pShadow->IsInitialized())
- pShadow->UpdateForCutscene();
- ::StoreShadowForCutscenePedObject(pPed, fDisplacementX, fDisplacementY, fFrontX, fFrontY, fSideX, fSideY);
- }
-
- return;
-#endif
-
- 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 != nil);
-
- 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);
-
- //fDistToCam == 0 -> 2
- //fDistToCam == fDrawDistance -> -2
- float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f))); // BUG ? negative
- int32 nColorStrength;
-
- if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) ) // BUG ? negative
- 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, nil, pPedObject == FindPlayerPed());
- }
- }
-}
-
-
-void
-CShadows::StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY,
- float fFrontX, float fFrontY, float fSideX, float fSideY)
-{
-#ifdef DISABLE_CUTSCENE_SHADOWS
- return;
-#endif
- ASSERT(pObject != nil);
-
- CCutsceneShadow *shadow = pObject->m_pShadow;
-
- if ( shadow == nil )
- return;
-
- if ( !shadow->IsInitialized() )
- return;
-
- CVector pos = pObject->GetPosition();
-
- float fDistToCamSqr = (pos - TheCamera.GetPosition()).MagnitudeSqr2D();
-
- float fDrawDistance = 100.0f;
-
- if ( fDistToCamSqr < SQR(fDrawDistance*0.5f) )
- {
- if ( (CEntity*)pObject == FindPlayerPed() || TheCamera.IsSphereVisible(pos, 2.0f) )
- {
- float fDistToCam = Sqrt(fDistToCamSqr);
-
- float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f)));
- int32 nColorStrength;
-
- if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) )
- nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
- else
- nColorStrength = CTimeCycle::GetShadowStrength();
-
- int32 color = int32(nColorStrength * 0.8f);
-
- pos.x += fDisplacementX;
- pos.y += fDisplacementY;
-
- RwTexture *texture = shadow->GetShadowRwTexture();
- ASSERT(texture);
- RwRGBA bordercolor = {0, 0, 0, 0};
- shadow->DrawBorderAroundTexture(bordercolor);
-
- pos.x -= fDisplacementX;
- pos.y -= fDisplacementY;
-
- float angleY = 360.0f - RADTODEG((CClock::ms_nGameClockMinutes+60*
- CClock::ms_nGameClockHours+CClock::ms_nGameClockSeconds/60)*(HALFPI/360.0f));
-
- RwFrame *frame = shadow->SetLightProperties(angleY, -85.0f, true);
- ASSERT(frame);
- CVector at(RwFrameGetMatrix(frame)->at);
- at.Normalise();
-
- CalcPedShadowValues(at, &fFrontX, &fFrontY, &fSideX, &fSideY, &fDisplacementX, &fDisplacementY);
-
- pos.x -= 2.5f * fDisplacementX;
- pos.y -= 2.5f * fDisplacementY;
-
- StoreShadowToBeRendered(SHADOWTYPE_INVCOLOR, texture, &pos,
- fFrontX * 1.5f, fFrontY * 1.5f,
- fSideX * 1.5f, fSideY * 1.5f,
- color, color, color, color,
- 4.0f, false, 1.0f, shadow, false);
- }
- }
-}
-
-void
-CShadows::StoreShadowForTree(CEntity *pTree)
-{
- ASSERT(pTree != nil);
-}
-
-
-void
-CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ,
- float fPoleHeight, float fPoleWidth, uint32 nID)
-{
- ASSERT(pPole != nil);
-
- 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::GetSunDirection().x * (fPoleHeight / 2);
- PolePos.y += -CTimeCycle::GetSunDirection().y * (fPoleHeight / 2);
-
- StoreStaticShadow((uintptr)pPole + nID + _TODOCONST(51), SHADOWTYPE_DARK, gpPostShadowTex, &PolePos,
- -CTimeCycle::GetSunDirection().x * (fPoleHeight / 2),
- -CTimeCycle::GetSunDirection().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)
-{
- PUSH_RENDERGROUP("CShadows::RenderStoredShadows");
-
- RenderBuffer::ClearRenderBuffer();
-
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
- RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
- RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
- RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void *)rwTEXTUREADDRESSCLAMP);
-
-
- 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 != nil);
-
- 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 != nil);
-
- if ( asShadowsStored[j].m_pCutsceneShadow )
- {
- CastCutsceneShadowSectorList(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,
- nil,
- asShadowsStored[j].m_pCutsceneShadow);
-
- CastCutsceneShadowSectorList(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,
- nil,
- asShadowsStored[j].m_pCutsceneShadow);
- }
- else if ( asShadowsStored[j].m_nFlags.bDrawOnBuildings )
- {
- CastPlayerShadowSectorList(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,
- nil);
-
- CastPlayerShadowSectorList(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,
- nil);
- }
- else
- {
- 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,
- nil);
-
- 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,
- nil);
- }
- }
- }
-
- asShadowsStored[j].m_nFlags.bRendered = true;
- }
- }
-
- RenderBuffer::RenderStuffInBuffer();
- }
- }
-
- RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
- RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
- RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void *)rwTEXTUREADDRESSWRAP);
-
- ShadowsStoredToBeRendered = 0;
-
- POP_RENDERGROUP();
-}
-
-
-void
-CShadows::RenderStaticShadows(void)
-{
- PUSH_RENDERGROUP("CShadows::RenderStaticShadows");
-
- RenderBuffer::ClearRenderBuffer();
-
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
- RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
- RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
- RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE);
-
- SetAlphaTest(0);
-
- 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 != nil
- && aStaticShadows[i].m_nType == aStaticShadows[j].m_nType
- && aStaticShadows[i].m_pTexture == aStaticShadows[j].m_pTexture )
- {
- for ( CPolyBunch *bunch = aStaticShadows[j].m_pPolyBunch; bunch != nil; bunch = bunch->m_pNext )
- {
- RwImVertexIndex *pIndexes;
- RwIm3DVertex *pVerts;
-
- RenderBuffer::StartStoring(3 * (bunch->m_nNumVerts - 2), bunch->m_nNumVerts, &pIndexes, &pVerts);
-
- ASSERT(pIndexes != nil);
- ASSERT(pVerts != nil);
-
- 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();
- }
- }
- RestoreAlphaTest();
-
- RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
-
- POP_RENDERGROUP();
-}
-
-
-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 != nil);
-
- 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::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)
-{
- ASSERT(pPosn != nil);
-
- CPtrNode *pNode = PtrList.first;
-
- CRect Bound;
-
- while ( pNode != nil )
- {
- CEntity *pEntity = (CEntity *)pNode->item;
- uint16 nScanCode = pEntity->m_scanCode;
- pNode = pNode->next;
-
- ASSERT( pEntity != nil );
-
- if ( nScanCode != CWorld::GetCurrentScanCode() )
- {
- pEntity->m_scanCode = CWorld::GetCurrentScanCode();
-
- if ( pEntity->bUsesCollision && !pEntity->bDontCastShadowsOn)
- {
- if ( IsAreaVisible(pEntity->m_area) )
- {
- 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 )
- {
- CastShadowEntityXY(pEntity,
- fStartX, fStartY,
- fEndX, fEndY,
- pPosn,
- fFrontX, fFrontY,
- fSideX, fSideY,
- nIntensity, nRed, nGreen, nBlue,
- fZDistance, fScale, ppPolyBunch);
- }
- }
- }
- }
- }
- }
-}
-
-
-void
-CShadows::CastPlayerShadowSectorList(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)
-{
- ASSERT(pPosn != nil);
-
- CPtrNode *pNode = PtrList.first;
-
- CRect Bound;
-
- while ( pNode != nil )
- {
- CEntity *pEntity = (CEntity *)pNode->item;
- uint16 nScanCode = pEntity->m_scanCode;
- pNode = pNode->next;
-
- ASSERT( pEntity != nil );
-
- if ( nScanCode != CWorld::GetCurrentScanCode() )
- {
- pEntity->m_scanCode = CWorld::GetCurrentScanCode();
-
- if ( pEntity->bUsesCollision )
- {
- if ( IsAreaVisible(pEntity->m_area) )
- {
- 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 )
- {
- CastShadowEntityXY(pEntity,
- fStartX, fStartY,
- fEndX, fEndY,
- pPosn,
- fFrontX, fFrontY,
- fSideX, fSideY,
- nIntensity, nRed, nGreen, nBlue,
- fZDistance, fScale, ppPolyBunch);
- }
- }
- }
- }
- }
- }
-}
-
-
-void
-CShadows::CastCutsceneShadowSectorList(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, CCutsceneShadow *pShadow)
-{
- ASSERT(pPosn != nil);
- ASSERT(pShadow != nil);
-
- CPtrNode *pNode = PtrList.first;
-
- CRect Bound;
-
- while ( pNode != nil )
- {
- CEntity *pEntity = (CEntity *)pNode->item;
- uint16 nScanCode = pEntity->m_scanCode;
- pNode = pNode->next;
-
- ASSERT( pEntity != nil );
-
- if ( nScanCode != CWorld::GetCurrentScanCode() )
- {
- pEntity->m_scanCode = CWorld::GetCurrentScanCode();
-
- if ( pEntity->bUsesCollision )
- {
- if ( IsAreaVisible(pEntity->m_area) )
- {
- 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 )
- {
- CastShadowEntityXYZ(pEntity, pPosn,
- fFrontX, fFrontY,
- fSideX, fSideY,
- nIntensity, nRed, nGreen, nBlue,
- fZDistance, fScale, ppPolyBunch, pShadow);
- }
- }
- }
- }
- }
- }
-}
-
-void
-CShadows::CastShadowEntityXY(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 != nil);
- ASSERT(pPosn != nil);
-
- static CVector List [20];
- static CVector Texture[20];
- static CVector Points [4];
-
- CColModel *pCol = pEntity->GetColModel();
- ASSERT(pCol != nil);
-
-#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 != nil);
-
- CVector normal;
- pColTriPlanes[i].GetNormal(normal);
- if ( Abs(normal.z) > 0.1f )
- {
- CColTriangle *pColTri = pCol->triangles;
- ASSERT(pColTri != nil);
-
- 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 != nil )
- {
- if ( pEmptyBunchList != nil )
- {
- CPolyBunch *pBunch = pEmptyBunchList;
- ASSERT(pBunch != nil);
- 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 != nil);
- ASSERT(pVerts != nil);
-
-
- 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();
- }
- }
- }
- }
- }
-}
-
-
-typedef struct _ProjectionParam
-{
- RwV3d at; /* Camera at vector */
- RwMatrix invMatrix; /* Transforms to shadow camera space */
- RwUInt8 shadowValue; /* Shadow opacity value */
- RwBool fade; /* Shadow fades with distance */
- RwUInt32 numIm3DBatch; /* Number of buffer flushes */
- RwMatrix entityMatrix;
-}
-ProjectionParam;
-
-RwV3d *ShadowRenderTriangleCB(RwV3d *points, RwV3d *normal, ProjectionParam *param)
-{
- RwV3d vIn[3];
- RwV3d vShad[3];
-
- RwV3dTransformPoints(&vIn[0], points, 3, &param->entityMatrix);
-
- /*
- * Reject backfacing triangles
- * This reject the triangles parallel to the light as well
- */
- if (RwV3dDotProduct(normal, &param->at) > 0.0f)
- {
- return points;
- }
-
- RwV3dTransformPoints(&vShad[0], &vIn[0], 3, &param->invMatrix);
-
- /*
- * Reject triangles behind the camera (z test). Note that any world
- * triangles lying in front of the camera but before the object may
- * have a shadow applied. To minimize such artefacts, this test could
- * be modified to use a specific value rather than 0.0f, perhaps
- * to reject triangles behind the center plane of the object.
- *
- * Reject triangles that lie entirely outside the shadow texture range
- * (x,y test).
- */
- if (((vShad[0].z < 0.0f) && (vShad[1].z < 0.0f)
- && (vShad[2].z < 0.0f)) || ((vShad[0].x < 0.0f)
- && (vShad[1].x < 0.0f)
- && (vShad[2].x < 0.0f))
- || ((vShad[0].x > 1.0f) && (vShad[1].x > 1.0f)
- && (vShad[2].x > 1.0f)) || ((vShad[0].y < 0.0f)
- && (vShad[1].y < 0.0f)
- && (vShad[2].y < 0.0f))
- || ((vShad[0].y > 1.0f) && (vShad[1].y > 1.0f)
- && (vShad[2].y > 1.0f)))
- {
- return points;
- }
-
- RwIm3DVertex *imv = nil;
- RwImVertexIndex *imi = nil;
-
- RenderBuffer::StartStoring(3, 3, &imi, &imv);
-
- /*
- * Set the immediate mode vertices for this triangle
- */
-
- RwIm3DVertexSetPos(imv, vIn[0].x, vIn[0].y, vIn[0].z);
- RwIm3DVertexSetPos(imv + 1, vIn[1].x, vIn[1].y, vIn[1].z);
- RwIm3DVertexSetPos(imv + 2, vIn[2].x, vIn[2].y, vIn[2].z);
-
- RwIm3DVertexSetU(imv, vShad[0].x);
- RwIm3DVertexSetU(imv + 1, vShad[1].x);
- RwIm3DVertexSetU(imv + 2, vShad[2].x);
-
- RwIm3DVertexSetV(imv, vShad[0].y);
- RwIm3DVertexSetV(imv + 1, vShad[1].y);
- RwIm3DVertexSetV(imv + 2, vShad[2].y);
-
- /*
- * Do we fade out the shadow with distance?
- */
- if (param->fade)
- {
- RwReal fadeVal;
- RwUInt8 val;
-
- fadeVal = 1.0f - vShad[0].z * vShad[0].z;
- val =
- (fadeVal <
- 0.0f) ? 0 : (RwUInt8) (fadeVal * param->shadowValue);
- RwIm3DVertexSetRGBA(imv, val, val, val, val);
-
- fadeVal = 1.0f - vShad[1].z * vShad[1].z;
- val =
- (fadeVal <
- 0.0f) ? 0 : (RwUInt8) (fadeVal * param->shadowValue);
- RwIm3DVertexSetRGBA(imv + 1, val, val, val, val);
-
- fadeVal = 1.0f - vShad[2].z * vShad[2].z;
- val =
- (fadeVal <
- 0.0f) ? 0 : (RwUInt8) (fadeVal * param->shadowValue);
- RwIm3DVertexSetRGBA(imv + 2, val, val, val, val);
- }
- else
- {
- RwUInt8 val = param->shadowValue;
-
- RwIm3DVertexSetRGBA(imv, val, val, val, val);
- RwIm3DVertexSetRGBA(imv + 1, val, val, val, val);
- RwIm3DVertexSetRGBA(imv + 2, val, val, val, val);
- }
-
- /*
- * Update buffer position
- */
- imi[0] = 0;
- imi[1] = 1;
- imi[2] = 2;
-
- RenderBuffer::StopStoring();
-
- return points;
-}
-
-void
-CShadows::CastShadowEntityXYZ(CEntity *pEntity, CVector *pPosn,
- float fFrontX, float fFrontY, float fSideX, float fSideY,
- int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
- float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow)
-{
- ASSERT(pEntity != nil);
- ASSERT(pPosn != nil);
-
- if ( pShadow )
- {
- ProjectionParam proj;
- RwV3d scl;
- RwV3d tr;
-
- CShadowCamera *shadow = pShadow->GetShadowCamera();
- CColModel *collision = pEntity->GetColModel();
-
- CCollision::CalculateTrianglePlanes(collision);
-
- RwMatrix mat;
- mat = *RwFrameGetMatrix(RwCameraGetFrame(shadow->GetRwCamera()));
-
- RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
-
- RwMatrixRotate(&mat, &Xaxis, -45.0f, rwCOMBINEPRECONCAT);
-
- proj.at = mat.at;
- pEntity->GetMatrix().CopyToRwMatrix(&proj.entityMatrix);
-
- RwMatrixInvert(&proj.invMatrix, &mat);
- RwReal radius = RwCameraGetViewWindow(shadow->GetRwCamera())->x;
-
- scl.x = scl.y = -0.5f / (radius*0.9f);
- scl.z = 1.0f / (radius*0.8f);
- RwMatrixScale(&proj.invMatrix, &scl, rwCOMBINEPOSTCONCAT);
-
- tr.x = 0.5f;
- tr.y = tr.z = 0.0f;
- RwMatrixTranslate(&proj.invMatrix, &tr, rwCOMBINEPOSTCONCAT);
-
- proj.shadowValue = nIntensity;
- proj.fade = 0;
-
- RwMatrix matrix;
- pEntity->GetMatrix().CopyToRwMatrix(&matrix);
- RwMatrix invMatrix;
- RwMatrixInvert(&invMatrix, &matrix);
-
-
- CVector center(pShadow->GetBaseSphere().center);
- center += CVector(-fFrontX * 1.1f, -fFrontY * 1.1f, -0.5f);
-
- CSphere sphere;
- sphere.Set(2.0f, center);
-
- RwV3d point;
- RwV3dTransformPoints(&point, &center, 1, &invMatrix);
-
- CColSphere colSphere;
- colSphere.Set(2.0f, CVector(point), 0, 0);
-
- int i = 0;
- while ( i < collision->numTriangles )
- {
- CVector p[3];
-
- collision->GetTrianglePoint(p[0], collision->triangles[i].a);
- collision->GetTrianglePoint(p[1], collision->triangles[i].b);
- collision->GetTrianglePoint(p[2], collision->triangles[i].c);
-
- if ( CCollision::TestSphereTriangle(colSphere, collision->vertices, collision->triangles[i], collision->trianglePlanes[i]) )
- {
- CVector n(collision->trianglePlanes[i].GetNormalX(), collision->trianglePlanes[i].GetNormalY(), collision->trianglePlanes[i].GetNormalZ());
- CVector offset = n * 0.028f;
-
- p[0] += offset;
- p[1] += offset;
- p[2] += offset;
-
- if ( !ShadowRenderTriangleCB(p, &n, &proj) )
- break;
- }
- i++;
- }
- }
-}
-
-void
-CShadows::UpdateStaticShadows(void)
-{
- for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
- {
- if ( aStaticShadows[i].m_pPolyBunch != nil && !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
- {
- bool bOk;
- if ( timePassed >= (aPermanentShadows[i].m_nLifeTime * 3 / 4) )
- {
- // timePassed == 0 -> 4
- // timePassed == aPermanentShadows[i].m_nLifeTime -> 0
- float fMult = 1.0f - float(timePassed - (aPermanentShadows[i].m_nLifeTime * 3 / 4)) / (aPermanentShadows[i].m_nLifeTime / 4);
-
- bOk = StoreStaticShadow((uintptr)&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
- {
- bOk = StoreStaticShadow((uintptr)&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);
- }
-
- if ( !bOk )
- aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
- }
- }
- }
-}
-
-void
-CStaticShadow::Free(void)
-{
- if ( m_pPolyBunch != nil )
- {
- CPolyBunch *pFree = CShadows::pEmptyBunchList;
- CShadows::pEmptyBunchList = m_pPolyBunch;
-
- CPolyBunch *pUsed = m_pPolyBunch;
- while (pUsed->m_pNext != nil)
- pUsed = pUsed->m_pNext;
-
- pUsed->m_pNext = pFree;
- }
-
- m_pPolyBunch = nil;
-
- m_nId = 0;
-}
-
-void
-CShadows::CalcPedShadowValues(CVector vecLightDir,
- float *pfFrontX, float *pfFrontY,
- float *pfSideX, float *pfSideY,
- float *pfDisplacementX, float *pfDisplacementY)
-{
- ASSERT(pfFrontX != nil);
- ASSERT(pfFrontY != nil);
- ASSERT(pfSideX != nil);
- ASSERT(pfSideY != nil);
- ASSERT(pfDisplacementX != nil);
- ASSERT(pfDisplacementY != nil);
-
- *pfFrontX = -vecLightDir.x;
- *pfFrontY = -vecLightDir.y;
-
- float fDist = Sqrt(*pfFrontY * *pfFrontY + *pfFrontX * *pfFrontX);
- float fMult = (fDist + 1.0f) / fDist;
-
- *pfFrontX *= fMult;
- *pfFrontY *= fMult;
-
- *pfSideX = -vecLightDir.y / fDist;
- *pfSideY = vecLightDir.x / fDist;
-
- *pfDisplacementX = -vecLightDir.x;
- *pfDisplacementY = -vecLightDir.y;
-
- *pfFrontX /= 2;
- *pfFrontY /= 2;
-
- *pfSideX /= 2;
- *pfSideY /= 2;
-
- *pfDisplacementX /= 2;
- *pfDisplacementY /= 2;
-
-}
-
-
-void
-CShadows::RenderExtraPlayerShadows(void)
-{
-#ifdef FIX_BUGS
- if (CReplay::IsPlayingBack())
- return;
-#endif
- if ( CTimeCycle::GetLightShadowStrength() != 0 )
- {
- CVehicle *pCar = FindPlayerVehicle();
- if ( pCar == nil )
- ; // R* cut it out for playerped
- else
- {
- if ( pCar->GetModelIndex() != MI_RCBANDIT
- && pCar->GetVehicleAppearance() != VEHICLE_APPEARANCE_BIKE
- && !pCar->IsBike() && !pCar->IsPlane() && !pCar->IsBoat() )
- {
- 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, nil, false);
- }
- 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, nil, false);
- }
- }
- }
- }
- }
- }
- }
-}
-
-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 != nil);
-
- C3dMarkers::PlaceMarkerSet(nID, MARKERTYPE_CYLINDER, *pPosn, Max(fFrontX, -fSideY),
- SPHERE_MARKER_R, SPHERE_MARKER_G, SPHERE_MARKER_B,
- SPHERE_MARKER_A, SPHERE_MARKER_PULSE_PERIOD, 0.2f, 0);
-}