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-rw-r--r--src/render/Shadows.h108
1 files changed, 69 insertions, 39 deletions
diff --git a/src/render/Shadows.h b/src/render/Shadows.h
index 8c909df3..94b2981f 100644
--- a/src/render/Shadows.h
+++ b/src/render/Shadows.h
@@ -1,12 +1,19 @@
#pragma once
#define MAX_STOREDSHADOWS 48
-#define MAX_POLYBUNCHES 300
-#define MAX_STATICSHADOWS 64
+#define MAX_POLYBUNCHES 380
+#define MAX_STATICSHADOWS 48
#define MAX_PERMAMENTSHADOWS 48
+
class CEntity;
+class CPtrList;
+class CAutomobile;
+class CVehicle;
+class CPed;
+class CCutsceneShadow;
+class CCutsceneObject;
enum eShadowType
{
@@ -27,6 +34,16 @@ enum eShadowTextureType
SHADOWTEX_BLOOD
};
+enum VEH_SHD_TYPE
+{
+ VEH_SHD_TYPE_CAR = 0,
+ VEH_SHD_TYPE_BIKE,
+ VEH_SHD_TYPE_HELI,
+ VEH_SHD_TYPE_SEAPLANE,
+ VEH_SHD_TYPE_RCPLANE,
+};
+
+
class CStoredShadow
{
public:
@@ -35,6 +52,8 @@ public:
CVector2D m_vecSide;
float m_fZDistance;
float m_fScale;
+ RwTexture *m_pTexture;
+ CCutsceneShadow *m_pCutsceneShadow;
int16 m_nIntensity;
uint8 m_ShadowType;
uint8 m_nRed;
@@ -44,9 +63,9 @@ public:
{
uint8 bDrawOnWater : 1;
uint8 bRendered : 1;
- //uint8 bDrawOnBuildings : 1;
+ uint8 bDrawOnBuildings : 1;
} m_nFlags;
- RwTexture *m_pTexture;
+
CStoredShadow()
{ }
@@ -57,11 +76,11 @@ VALIDATE_SIZE(CStoredShadow, 0x30);
class CPolyBunch
{
public:
- int16 m_nNumVerts;
CVector m_aVerts[7];
+ CPolyBunch *m_pNext;
+ int16 m_nNumVerts;
uint8 m_aU[7];
uint8 m_aV[7];
- CPolyBunch *m_pNext;
CPolyBunch()
{ }
@@ -80,15 +99,16 @@ public:
CVector2D m_vecSide;
float m_fZDistance;
float m_fScale;
- uint8 m_nType;
+ RwTexture *m_pTexture;
int16 m_nIntensity; // unsigned ?
+ uint8 m_nType;
uint8 m_nRed;
uint8 m_nGreen;
uint8 m_nBlue;
bool m_bJustCreated;
bool m_bRendered;
bool m_bTemp;
- RwTexture *m_pTexture;
+
CStaticShadow()
{ }
@@ -106,14 +126,14 @@ public:
CVector2D m_vecSide;
float m_fZDistance;
float m_fScale;
+ uint32 m_nTimeCreated;
+ uint32 m_nLifeTime;
+ RwTexture *m_pTexture;
int16 m_nIntensity;
uint8 m_nType; // eShadowType
uint8 m_nRed;
uint8 m_nGreen;
uint8 m_nBlue;
- uint32 m_nTimeCreated;
- uint32 m_nLifeTime;
- RwTexture *m_pTexture;
CPermanentShadow()
{ }
@@ -121,10 +141,6 @@ public:
VALIDATE_SIZE(CPermanentShadow, 0x38);
-class CPtrList;
-class CAutomobile;
-class CPed;
-
class CShadows
{
public:
@@ -135,37 +151,52 @@ public:
static CPolyBunch *pEmptyBunchList;
static CPermanentShadow aPermanentShadows[MAX_PERMAMENTSHADOWS];
- static void Init (void);
- static void Shutdown (void);
- static void 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);
- static void 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);
- static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
- static void 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);
- static void StoreShadowForCar (CAutomobile *pCar);
- static void 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);
- static void StoreShadowForPed (CPed *pPed, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
- static void StoreShadowForPedObject (CEntity *pPedObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
- static void StoreShadowForTree (CEntity *pTree);
- static void StoreShadowForPole (CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ, float fPoleHeight, float fPoleWidth, uint32 nID);
- static void SetRenderModeForShadowType (uint8 ShadowType);
- static void RenderStoredShadows (void);
- static void RenderStaticShadows (void);
- static void GeneratePolysForStaticShadow (int16 nStaticShadowID);
- static void CastShadowSectorList (CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY,
+ static void Init (void);
+ static void Shutdown (void);
+ static void 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);
+
+ static bool 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);
+ static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
+ static void 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);
+ static void StoreShadowForVehicle (CVehicle *pCar, VEH_SHD_TYPE type);
+ static void 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);
+ static void StoreShadowForPed (CPed *pPed, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
+ static void StoreShadowForPedObject (CEntity *pPedObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
+ static void StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
+ static void StoreShadowForTree (CEntity *pTree);
+ static void StoreShadowForPole (CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ, float fPoleHeight, float fPoleWidth, uint32 nID);
+ static void SetRenderModeForShadowType (uint8 ShadowType);
+ static void RenderStoredShadows (void);
+ static void RenderStaticShadows (void);
+
+ static void GeneratePolysForStaticShadow (int16 nStaticShadowID);
+ static void 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);
- static void CastShadowEntity (CEntity *pEntity, float fStartX, float fStartY, float fEndX, float fEndY,
+
+ static void 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);
+
+ static void 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);
+
+ static void 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);
- static void UpdateStaticShadows (void);
- static void UpdatePermanentShadows (void);
+
+ static void 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);
+
+ static void UpdateStaticShadows (void);
+ static void UpdatePermanentShadows (void);
static void CalcPedShadowValues (CVector vecLightDir, float *pfFrontX, float *pfFrontY, float *pfSideX, float *pfSideY, float *pfDisplacementX, float *pfDisplacementY);
- static void RenderExtraPlayerShadows (void);
- static void TidyUpShadows (void);
- static void RenderIndicatorShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity);
+ static void RenderExtraPlayerShadows (void);
+ static void TidyUpShadows (void);
+ static void RenderIndicatorShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity);
};
extern RwTexture *gpShadowCarTex;
extern RwTexture *gpShadowPedTex;
extern RwTexture *gpShadowHeliTex;
+extern RwTexture *gpShadowBikeTex;
+extern RwTexture *gpShadowBaronTex;
extern RwTexture *gpShadowExplosionTex;
extern RwTexture *gpShadowHeadLightsTex;
extern RwTexture *gpOutline1Tex;
@@ -173,7 +204,6 @@ extern RwTexture *gpOutline2Tex;
extern RwTexture *gpOutline3Tex;
extern RwTexture *gpBloodPoolTex;
extern RwTexture *gpReflectionTex;
-extern RwTexture *gpGoalMarkerTex;
extern RwTexture *gpWalkDontTex;
extern RwTexture *gpCrackedGlassTex;
extern RwTexture *gpPostShadowTex;