diff options
author | aap <aap@papnet.eu> | 2019-07-24 23:06:58 +0200 |
---|---|---|
committer | aap <aap@papnet.eu> | 2019-07-24 23:06:58 +0200 |
commit | ecf03d0f54850005efdcea682a9728c0613325de (patch) | |
tree | 1018843e4d41101e759e5c91112d991fd8270049 | |
parent | fixed buoyancy; implemented CAutomobile::ProcessBuoyancy (diff) | |
parent | Merge branch 'master' into master (diff) | |
download | re3-ecf03d0f54850005efdcea682a9728c0613325de.tar re3-ecf03d0f54850005efdcea682a9728c0613325de.tar.gz re3-ecf03d0f54850005efdcea682a9728c0613325de.tar.bz2 re3-ecf03d0f54850005efdcea682a9728c0613325de.tar.lz re3-ecf03d0f54850005efdcea682a9728c0613325de.tar.xz re3-ecf03d0f54850005efdcea682a9728c0613325de.tar.zst re3-ecf03d0f54850005efdcea682a9728c0613325de.zip |
Diffstat (limited to '')
-rw-r--r-- | src/core/Camera.h | 2 | ||||
-rw-r--r-- | src/core/Game.cpp | 17 | ||||
-rw-r--r-- | src/core/Pad.h | 17 | ||||
-rw-r--r-- | src/core/common.h | 117 | ||||
-rw-r--r-- | src/core/config.h | 3 | ||||
-rw-r--r-- | src/core/main.cpp | 175 | ||||
-rw-r--r-- | src/core/main.h | 3 | ||||
-rw-r--r-- | src/core/re3.cpp | 50 | ||||
-rw-r--r-- | src/entities/Entity.cpp | 6 | ||||
-rw-r--r-- | src/math/maths.h | 3 | ||||
-rw-r--r-- | src/render/Particle.cpp | 18 | ||||
-rw-r--r-- | src/render/PointLights.h | 4 | ||||
-rw-r--r-- | src/render/RenderBuffer.cpp | 4 | ||||
-rw-r--r-- | src/render/RenderBuffer.h | 4 | ||||
-rw-r--r-- | src/render/Shadows.cpp | 1824 | ||||
-rw-r--r-- | src/render/Shadows.h | 176 | ||||
-rw-r--r-- | src/render/SpecialFX.cpp | 3 | ||||
-rw-r--r-- | src/render/SpecialFX.h | 6 | ||||
-rw-r--r-- | src/render/Timecycle.h | 8 | ||||
-rw-r--r-- | src/render/WaterLevel.cpp | 26 | ||||
-rw-r--r-- | src/vehicles/Boat.cpp | 11 |
21 files changed, 2403 insertions, 74 deletions
diff --git a/src/core/Camera.h b/src/core/Camera.h index d890db84..1a2aae79 100644 --- a/src/core/Camera.h +++ b/src/core/Camera.h @@ -442,7 +442,7 @@ int m_iModeObbeCamIsInForCar; static bool &m_bUseMouse3rdPerson; bool Get_Just_Switched_Status() { return m_bJust_Switched; } - CMatrix &GetCameraMatrix(void) { return m_cameraMatrix; } + inline const CMatrix GetCameraMatrix(void) { return m_cameraMatrix; } CVector &GetGameCamPosition(void) { return m_vecGameCamPos; } bool IsPointVisible(const CVector ¢er, const CMatrix *mat); bool IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat); diff --git a/src/core/Game.cpp b/src/core/Game.cpp index cbd55c48..e07106ce 100644 --- a/src/core/Game.cpp +++ b/src/core/Game.cpp @@ -1,6 +1,9 @@ #include "common.h" #include "patcher.h" #include "Game.h" +#include "Main.h" +#include "CdStream.h" +#include "FileMgr.h" eLevelName &CGame::currLevel = *(eLevelName*)0x941514; bool &CGame::bDemoMode = *(bool*)0x5F4DD0; @@ -11,9 +14,21 @@ bool &CGame::noProstitutes = *(bool*)0x95CDCF; bool &CGame::playingIntro = *(bool*)0x95CDC2; char *CGame::aDatFile = (char*)0x773A48; + +bool +CGame::InitialiseOnceBeforeRW(void) +{ + CFileMgr::Initialise(); + CdStreamInit(MAX_CDCHANNELS); + ValidateVersion(); + return true; +} + WRAPPER void CGame::Initialise(const char *datFile) { EAXJMP(0x48BED0); } WRAPPER void CGame::Process(void) { EAXJMP(0x48C850); } -WRAPPER bool CGame::InitialiseOnceBeforeRW(void) { EAXJMP(0x48BB80); } + + + WRAPPER bool CGame::InitialiseRenderWare(void) { EAXJMP(0x48BBA0); } WRAPPER void CGame::ShutdownRenderWare(void) { EAXJMP(0x48BCB0); } WRAPPER void CGame::FinalShutdown(void) { EAXJMP(0x48BEC0); } diff --git a/src/core/Pad.h b/src/core/Pad.h index e15399dd..4f129e85 100644 --- a/src/core/Pad.h +++ b/src/core/Pad.h @@ -369,12 +369,27 @@ public: bool GetRightShoulder1JustDown() { return !!(NewState.RightShoulder1 && !OldState.RightShoulder1); } bool GetRightShoulder2JustDown() { return !!(NewState.RightShoulder2 && !OldState.RightShoulder2); } +/* int32 GetLeftShoulder1(void) { return NewState.LeftShoulder1; } int32 GetLeftShoulder2(void) { return NewState.LeftShoulder2; } int32 GetRightShoulder1(void) { return NewState.RightShoulder1; } int32 GetRightShoulder2(void) { return NewState.RightShoulder2; } +*/ + + bool GetTriangle() { return !!NewState.Triangle; } + bool GetCircle() { return !!NewState.Circle; } + bool GetCross() { return !!NewState.Cross; } + bool GetSquare() { return !!NewState.Square; } + bool GetDPadUp() { return !!NewState.DPadUp; } + bool GetDPadDown() { return !!NewState.DPadDown; } + bool GetDPadLeft() { return !!NewState.DPadLeft; } + bool GetDPadRight() { return !!NewState.DPadRight; } + bool GetLeftShoulder1(void) { return !!NewState.LeftShoulder1; } + bool GetLeftShoulder2(void) { return !!NewState.LeftShoulder2; } + bool GetRightShoulder1(void) { return !!NewState.RightShoulder1; } + bool GetRightShoulder2(void) { return !!NewState.RightShoulder2; } - bool ArePlayerControlsDisabled(void) { return DisablePlayerControls != PLAYERCONTROL_ENABLED; } + bool ArePlayerControlsDisabled(void) { return DisablePlayerControls != PLAYERCONTROL_ENABLED; } }; VALIDATE_SIZE(CPad, 0xFC); extern CPad *Pads; //[2] diff --git a/src/core/common.h b/src/core/common.h index 2ca64c1b..9a5683c6 100644 --- a/src/core/common.h +++ b/src/core/common.h @@ -180,3 +180,120 @@ void re3_assert(const char *expr, const char *filename, unsigned int lineno, con #define max(a, b) (((a) > (b)) ? (a) : (b)) #define min(a, b) (((a) < (b)) ? (a) : (b)) #define ABS(a) (((a) < 0) ? (-a) : (a)) + + +#define STRINGIFY(x) #x +#define STR(x) STRINGIFY(x) +#define CONCAT_(x,y) x##y +#define CONCAT(x,y) CONCAT_(x,y) + +// Tweaking stuff for debugmenu +#define TWEAKPATH ___tw___TWEAKPATH +#define SETTWEAKPATH(path) static const char *___tw___TWEAKPATH = path; +#define TWEAKFUNC(v) static CTweakFunc CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), TWEAKPATH); +#define TWEAKFUNCN(v, name) static CTweakFunc CONCAT(___tw___tweak, __COUNTER__)(&v, name, TWEAKPATH); +#define TWEAKBOOL(v) static CTweakBool CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), TWEAKPATH); +#define TWEAKBOOLN(v, name) static CTweakBool CONCAT(___tw___tweak, __COUNTER__)(&v, name, TWEAKPATH); +#define TWEAKINT32(v, lower, upper, step) static CTweakInt32 CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, step, TWEAKPATH); +#define TWEAKINT32N(v, lower, upper, step, name) static CTweakInt32 CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, step, TWEAKPATH); +#define TWEAKUINT32(v, lower, upper, step) static CTweakUInt32 CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, step, TWEAKPATH); +#define TWEAKUINT32N(v, lower, upper, step, name) static CTweakUInt32 CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, step, TWEAKPATH); +#define TWEAKINT16(v, lower, upper, step) static CTweakInt16 CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, step, TWEAKPATH); +#define TWEAKINT16N(v, lower, upper, step, name) static CTweakInt16 CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, step, TWEAKPATH); +#define TWEAKUINT16(v, lower, upper, step) static CTweakUInt16 CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, step, TWEAKPATH); +#define TWEAKUINT16N(v, lower, upper, step, name) static CTweakUInt16 CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, step, TWEAKPATH); +#define TWEAKINT8(v, lower, upper, step) static CTweakInt8 CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, step, TWEAKPATH); +#define TWEAKINT8N(v, lower, upper, step, name) static CTweakInt8 CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, step, TWEAKPATH); +#define TWEAKUINT8(v, lower, upper, step) static CTweakUInt8 CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, step, TWEAKPATH); +#define TWEAKUINT8N(v, lower, upper, step, name) static CTweakUInt8 CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, step, TWEAKPATH); +#define TWEAKFLOAT(v, lower, upper, step) static CTweakFloat CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, step, TWEAKPATH); +#define TWEAKFLOATN(v, lower, upper, step, name) static CTweakFloat CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, step, TWEAKPATH); +#define TWEAKSWITCH(v, lower, upper, str, f) static CTweakSwitch CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, str, f, TWEAKPATH); +#define TWEAKSWITCHN(v, lower, upper, str, f, name) static CTweakSwitch CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, str, f, TWEAKPATH); + +// interface +class CTweakVar +{ +public: + virtual void AddDBG(const char *path) = 0; +}; + +class CTweakVars +{ +public: + static void Add(CTweakVar *var); + static void AddDBG(const char *path); +}; + +class CTweakFunc : public CTweakVar +{ + const char *m_pPath, *m_pVarName; + void (*m_pFunc)(); +public: + CTweakFunc(void (*pFunc)(), const char *strName, const char *strPath) : + m_pFunc(pFunc), m_pVarName(strName), m_pPath(strPath) + { + CTweakVars::Add(this); + } + + void AddDBG(const char *path); +}; + +class CTweakBool : public CTweakVar +{ + const char *m_pPath, *m_pVarName; + bool *m_pBoolVar; +public: + CTweakBool(bool *pBool, const char *strName, const char *strPath) : + m_pBoolVar(pBool), m_pVarName(strName), m_pPath(strPath) + { + CTweakVars::Add(this); + } + + void AddDBG(const char *path); +}; + +class CTweakSwitch : public CTweakVar +{ + const char *m_pPath, *m_pVarName; + void *m_pIntVar; + int32 m_nMin, m_nMax; + const char **m_aStr; + void (*m_pFunc)(); +public: + CTweakSwitch(void *pInt, const char *strName, int32 nMin, int32 nMax, const char **aStr, void (*pFunc)(), const char *strPath) : + m_pVarName(strName), m_pPath(strPath), + m_aStr(aStr), m_pIntVar(pInt), m_nMin(nMin), m_nMax(nMax) + { + CTweakVars::Add(this); + } + + void AddDBG(const char *path); +}; + +#define _TWEEKCLASS(name, type) \ +class name : public CTweakVar \ +{ \ +public: \ + const char *m_pPath, *m_pVarName; \ + type *m_pIntVar, m_nLoawerBound, m_nUpperBound, m_nStep; \ + \ + name(type *pInt, const char *strName, type nLower, type nUpper, type nStep, const char *strPath) : \ + m_pIntVar(pInt), m_nLoawerBound(nLower), m_nUpperBound(nUpper), m_nStep(nStep), \ + m_pVarName(strName), m_pPath(strPath) \ + { \ + CTweakVars::Add(this); \ + } \ + \ + void AddDBG(const char *path); \ +}; + +_TWEEKCLASS(CTweakInt8, int8); +_TWEEKCLASS(CTweakUInt8, uint8); +_TWEEKCLASS(CTweakInt16, int16); +_TWEEKCLASS(CTweakUInt16, uint16); +_TWEEKCLASS(CTweakInt32, int32); +_TWEEKCLASS(CTweakUInt32, uint32); +_TWEEKCLASS(CTweakFloat, float); + +#undef _TWEEKCLASS diff --git a/src/core/config.h b/src/core/config.h index 0736d343..892a06b6 100644 --- a/src/core/config.h +++ b/src/core/config.h @@ -3,6 +3,7 @@ enum Config { NUMCDIMAGES = 12, // gta3.img duplicates (not used on PC) MAX_CDIMAGES = 8, // additional cdimages + MAX_CDCHANNELS = 5, MODELINFOSIZE = 5500, TXDSTORESIZE = 850, @@ -114,7 +115,7 @@ enum Config { # define CHATTYSPLASH // print what the game is loading #endif -#define FIX_BUGS // fix bugs in the game, TODO: use this more +//#define FIX_BUGS // fix bugs in the game, TODO: use this more #define KANGAROO_CHEAT #define ASPECT_RATIO_SCALE #define USE_DEBUG_SCRIPT_LOADER
\ No newline at end of file diff --git a/src/core/main.cpp b/src/core/main.cpp index 1083adc3..04fee197 100644 --- a/src/core/main.cpp +++ b/src/core/main.cpp @@ -66,6 +66,12 @@ wchar *gUString2 = (wchar*)0x6EDD70; bool &b_FoundRecentSavedGameWantToLoad = *(bool*)0x95CDA8; +char version_name[64]; + +float FramesPerSecond = 30.0f; + +bool gbPrintShite = false; + bool DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha); void DoRWStuffEndOfFrame(void); @@ -173,9 +179,6 @@ Idle(void *arg) } RenderMenus(); -#ifndef FINAL - PrintGameVersion(); -#endif DoFade(); Render2dStuffAfterFade(); CCredits::Render(); @@ -211,9 +214,6 @@ FrontendIdle(void) DefinedState(); RenderMenus(); -#ifndef FINAL - PrintGameVersion(); -#endif DoFade(); Render2dStuffAfterFade(); CFont::DrawFonts(); @@ -475,9 +475,137 @@ DoFade(void) } } +float FramesPerSecondCounter; +int32 FrameSamples; + +struct tZonePrint +{ + char name[12]; + CRect rect; +}; + +tZonePrint ZonePrint[] = +{ + { "suburban", CRect(-1639.4f, 1014.3f, -226.23f, -1347.9f) }, + { "comntop", CRect(-223.52f, 203.62f, 616.79f, -413.6f) }, + { "comnbtm", CRect(-227.24f, -413.6f, 620.51f, -911.84f) }, + { "comse", CRect( 200.35f, -911.84f, 620.51f, -1737.3f) }, + { "comsw", CRect(-223.52f, -911.84f, 200.35f, -1737.3f) }, + { "industsw", CRect( 744.05f, -473.0f, 1067.5f, -1331.5f) }, + { "industne", CRect( 1067.5f, 282.19f, 1915.3f, -473.0f) }, + { "industnw", CRect( 744.05f, 324.95f, 1067.5f, -473.0f) }, + { "industse", CRect( 1070.3f, -473.0f, 1918.1f, -1331.5f) }, + { "no zone", CRect( 0.0f, 0.0f, 0.0f, 0.0f) } +}; + +#ifndef MASTER +void +DisplayGameDebugText() +{ + static bool bDisplayPosn = false; + static bool bDisplayRate = false; + + { + SETTWEAKPATH("GameDebugText"); + TWEAKBOOL(bDisplayPosn); + TWEAKBOOL(bDisplayRate); + } + + + char str[200]; + wchar ustr[200]; + wchar ver[200]; + + AsciiToUnicode(version_name, ver); + + CFont::SetPropOn(); + CFont::SetBackgroundOff(); + CFont::SetFontStyle(FONT_BANK); + CFont::SetScale(SCREEN_STRETCH_X(0.5f), SCREEN_STRETCH_Y(0.5f)); + CFont::SetCentreOff(); + CFont::SetRightJustifyOff(); + CFont::SetWrapx(SCREEN_WIDTH); + CFont::SetJustifyOff(); + CFont::SetBackGroundOnlyTextOff(); + CFont::SetColor(CRGBA(255, 108, 0, 255)); + CFont::PrintString(10.0f, 10.0f, ver); + + FrameSamples++; + FramesPerSecondCounter += 1000.0f / (CTimer::GetTimeStepNonClippedInSeconds() * 1000.0f); + FramesPerSecond = FramesPerSecondCounter / FrameSamples; + + if ( FrameSamples > 30 ) + { + FramesPerSecondCounter = 0.0f; + FrameSamples = 0; + } + + if ( !TheCamera.WorldViewerBeingUsed + && CPad::GetPad(1)->GetSquare() + && CPad::GetPad(1)->GetTriangle() + && CPad::GetPad(1)->GetLeftShoulder2JustDown() ) + { + bDisplayPosn = !bDisplayPosn; + } + + if ( CPad::GetPad(1)->GetSquare() + && CPad::GetPad(1)->GetTriangle() + && CPad::GetPad(1)->GetRightShoulder2JustDown() ) + { + bDisplayRate = !bDisplayRate; + } + + if ( bDisplayPosn || bDisplayRate ) + { + CVector pos = FindPlayerCoors(); + int32 ZoneId = ARRAY_SIZE(ZonePrint)-1; // no zone + + for ( int32 i = 0; i < ARRAY_SIZE(ZonePrint)-1; i++ ) + { + if ( pos.x > ZonePrint[i].rect.left + && pos.x < ZonePrint[i].rect.right + && pos.y > ZonePrint[i].rect.bottom + && pos.y < ZonePrint[i].rect.top ) + { + ZoneId = i; + } + } + + //NOTE: fps should be 30, but its 29 due to different fp2int conversion + if ( bDisplayRate ) + sprintf(str, "X:%5.1f, Y:%5.1f, Z:%5.1f, F-%d, %s", pos.x, pos.y, pos.z, (int32)FramesPerSecond, ZonePrint[ZoneId].name); + else + sprintf(str, "X:%5.1f, Y:%5.1f, Z:%5.1f, %s", pos.x, pos.y, pos.z, ZonePrint[ZoneId].name); + + AsciiToUnicode(str, ustr); + + CFont::SetPropOff(); + CFont::SetBackgroundOff(); + CFont::SetScale(0.7f, 1.5f); + CFont::SetCentreOff(); + CFont::SetRightJustifyOff(); + CFont::SetJustifyOff(); + CFont::SetBackGroundOnlyTextOff(); + CFont::SetWrapx(640.0f); + CFont::SetFontStyle(FONT_HEADING); + + CFont::SetColor(CRGBA(0, 0, 0, 255)); + CFont::PrintString(42.0f, 42.0f, ustr); + + CFont::SetColor(CRGBA(255, 108, 0, 255)); + CFont::PrintString(40.0f, 40.0f, ustr); + } +} +#endif + void Render2dStuffAfterFade(void) { +#ifndef MASTER + DisplayGameDebugText(); + //PrintGameVersion(); +#endif + CHud::DrawAfterFade(); CFont::DrawFonts(); } @@ -873,6 +1001,41 @@ void PrintGameVersion() CFont::PrintString(SCREEN_SCALE_X(10.5f), SCREEN_SCALE_Y(8.0f), gUString); } +void +ValidateVersion() +{ + int32 file = CFileMgr::OpenFile("models\\coll\\peds.col", "rb"); + char buff[128]; + + if ( file != -1 ) + { + CFileMgr::Seek(file, 100, SEEK_SET); + + for ( int i = 0; i < 128; i++ ) + { + CFileMgr::Read(file, &buff[i], sizeof(char)); + buff[i] -= 23; + if ( buff[i] == '\0' ) + break; + CFileMgr::Seek(file, 99, SEEK_CUR); + } + + if ( !strncmp(buff, "grandtheftauto3", 15) ) + { + strncpy(version_name, &buff[15], 64); + CFileMgr::CloseFile(file); + return; + } + } + + LoadingScreen("Invalid version", NULL, NULL); + + while(true) + { + ; + } +} + STARTPATCHES InjectHook(0x48E480, Idle, PATCH_JUMP); InjectHook(0x48E700, FrontendIdle, PATCH_JUMP); diff --git a/src/core/main.h b/src/core/main.h index c546d085..9b3c27f5 100644 --- a/src/core/main.h +++ b/src/core/main.h @@ -17,6 +17,7 @@ extern char *gString2; extern wchar *gUString; extern wchar *gUString2; extern bool &b_FoundRecentSavedGameWantToLoad; +extern bool gbPrintShite; class CSprite2d; @@ -26,5 +27,5 @@ void LoadingIslandScreen(const char *levelName); CSprite2d *LoadSplash(const char *name); char *GetLevelSplashScreen(int level); char *GetRandomSplashScreen(void); - void LittleTest(void); +void ValidateVersion(); diff --git a/src/core/re3.cpp b/src/core/re3.cpp index 851baeaf..a0032bc6 100644 --- a/src/core/re3.cpp +++ b/src/core/re3.cpp @@ -18,6 +18,7 @@ #include "debugmenu_public.h" #include <vector> +#include <list> std::vector<int32> usedAddresses; @@ -177,6 +178,53 @@ static const char *carnames[] = { "yankee", "escape", "borgnine", "toyz", "ghost", }; +static std::list<CTweakVar *> TweakVarsList; +static bool bAddTweakVarsNow = false; +static const char *pTweakVarsDefaultPath = NULL; + +void CTweakVars::Add(CTweakVar *var) +{ + TweakVarsList.push_back(var); + + if ( bAddTweakVarsNow ) + var->AddDBG(pTweakVarsDefaultPath); +} + +void CTweakVars::AddDBG(const char *path) +{ + pTweakVarsDefaultPath = path; + + for(auto i = TweakVarsList.begin(); i != TweakVarsList.end(); ++i) + (*i)->AddDBG(pTweakVarsDefaultPath); + + bAddTweakVarsNow = true; +} + +void CTweakSwitch::AddDBG(const char *path) +{ + DebugMenuEntry *e = DebugMenuAddVar(m_pPath == NULL ? path : m_pPath, m_pVarName, (int32_t *)m_pIntVar, m_pFunc, 1, m_nMin, m_nMax, m_aStr); + DebugMenuEntrySetWrap(e, true); +} + +void CTweakFunc::AddDBG (const char *path) { DebugMenuAddCmd (m_pPath == NULL ? path : m_pPath, m_pVarName, m_pFunc); } +void CTweakBool::AddDBG (const char *path) { DebugMenuAddVarBool8(m_pPath == NULL ? path : m_pPath, m_pVarName, (int8_t *)m_pBoolVar, NULL); } +void CTweakInt8::AddDBG (const char *path) { DebugMenuAddVar (m_pPath == NULL ? path : m_pPath, m_pVarName, (int8_t *)m_pIntVar, NULL, m_nStep, m_nLoawerBound, m_nUpperBound, NULL); } +void CTweakUInt8::AddDBG (const char *path) { DebugMenuAddVar (m_pPath == NULL ? path : m_pPath, m_pVarName, (uint8_t *)m_pIntVar, NULL, m_nStep, m_nLoawerBound, m_nUpperBound, NULL); } +void CTweakInt16::AddDBG (const char *path) { DebugMenuAddVar (m_pPath == NULL ? path : m_pPath, m_pVarName, (int16_t *)m_pIntVar, NULL, m_nStep, m_nLoawerBound, m_nUpperBound, NULL); } +void CTweakUInt16::AddDBG(const char *path) { DebugMenuAddVar (m_pPath == NULL ? path : m_pPath, m_pVarName, (uint16_t *)m_pIntVar, NULL, m_nStep, m_nLoawerBound, m_nUpperBound, NULL); } +void CTweakInt32::AddDBG (const char *path) { DebugMenuAddVar (m_pPath == NULL ? path : m_pPath, m_pVarName, (int32_t *)m_pIntVar, NULL, m_nStep, m_nLoawerBound, m_nUpperBound, NULL); } +void CTweakUInt32::AddDBG(const char *path) { DebugMenuAddVar (m_pPath == NULL ? path : m_pPath, m_pVarName, (uint32_t *)m_pIntVar, NULL, m_nStep, m_nLoawerBound, m_nUpperBound, NULL); } +void CTweakFloat::AddDBG (const char *path) { DebugMenuAddVar (m_pPath == NULL ? path : m_pPath, m_pVarName, (float *)m_pIntVar, NULL, m_nStep, m_nLoawerBound, m_nUpperBound); } + +/* +static const char *wt[] = { + "Sunny", "Cloudy", "Rainy", "Foggy" + }; + +SETTWEAKPATH("TEST"); +TWEAKSWITCH(CWeather::NewWeatherType, 0, 3, wt, NULL); +*/ + void DebugMenuPopulate(void) { @@ -266,6 +314,8 @@ DebugMenuPopulate(void) DebugMenuAddCmd("Debug", "Start Credits", CCredits::Start); DebugMenuAddCmd("Debug", "Stop Credits", CCredits::Stop); + + CTweakVars::AddDBG("Debug"); } } diff --git a/src/entities/Entity.cpp b/src/entities/Entity.cpp index aa2114e8..b795931f 100644 --- a/src/entities/Entity.cpp +++ b/src/entities/Entity.cpp @@ -405,7 +405,7 @@ CEntity::PreRender(void) }else if(GetModelIndex() == MI_MISSILE){ CVector pos = GetPosition(); float flicker = (CGeneral::GetRandomNumber() & 0xF)/(float)0x10; - CShadows::StoreShadowToBeRendered(SHADOWTYPE_2, + CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos, 8.0f, 0.0f, 0.0f, -8.0f, 255, 200.0f*flicker, 160.0f*flicker, 120.0f*flicker, @@ -758,7 +758,7 @@ CEntity::ProcessLightsForEntity(void) // Light shadow if(effect->light.shadowRange != 0.0f){ if(lightOn){ - CShadows::StoreStaticShadow((uintptr)this + i, SHADOWTYPE_2, + CShadows::StoreStaticShadow((uintptr)this + i, SHADOWTYPE_ADDITIVE, effect->light.shadow, &pos, effect->light.shadowRange, 0.0f, 0.0f, -effect->light.shadowRange, @@ -768,7 +768,7 @@ CEntity::ProcessLightsForEntity(void) effect->col.b*CTimeCycle::GetSpriteBrightness()*effect->light.shadowIntensity/255.0f, 15.0f, 1.0f, 40.0f, false, 0.0f); }else if(lightFlickering){ - CShadows::StoreStaticShadow((uintptr)this + i, SHADOWTYPE_2, + CShadows::StoreStaticShadow((uintptr)this + i, SHADOWTYPE_ADDITIVE, effect->light.shadow, &pos, effect->light.shadowRange, 0.0f, 0.0f, -effect->light.shadowRange, diff --git a/src/math/maths.h b/src/math/maths.h index a1c3f109..51b0ef10 100644 --- a/src/math/maths.h +++ b/src/math/maths.h @@ -12,5 +12,6 @@ inline float Atan(float x) { return atanf(x); } inline float Atan2(float y, float x) { return atan2f(y, x); } inline float Abs(float x) { return fabs(x); } inline float Sqrt(float x) { return sqrtf(x); } -inline float RecipSqrt(float x) { return 1.0f/Sqrt(x); } +inline float RecipSqrt(float x, float y) { return x/Sqrt(y); } +inline float RecipSqrt(float x) { return RecipSqrt(1.0f, x); } inline float Pow(float x, float y) { return powf(x, y); } diff --git a/src/render/Particle.cpp b/src/render/Particle.cpp index 63545dff..23e23f93 100644 --- a/src/render/Particle.cpp +++ b/src/render/Particle.cpp @@ -226,6 +226,10 @@ int32 Randomizer; int32 nParticleCreationInterval = 1; float fParticleScaleLimit = 0.5f; +SETTWEAKPATH("Particle"); +TWEAKINT32(nParticleCreationInterval, 0, 5, 1); +TWEAKFLOAT(fParticleScaleLimit, 0.0f, 1.0f, 0.1f); +TWEAKFUNC(CParticle::ReloadConfig); void CParticle::ReloadConfig() { @@ -1143,7 +1147,7 @@ void CParticle::Update() { bRemoveParticle = true; - int32 randVal = int32(CGeneral::GetRandomNumber()); + int32 randVal = CGeneral::GetRandomNumber(); if ( randVal & 1 ) { @@ -1188,23 +1192,19 @@ void CParticle::Update() if ( randVal == 5 ) { - int32 randTime = int32(CGeneral::GetRandomNumber()); - CShadows::AddPermanentShadow(1, gpBloodPoolTex, &vecPosn, 0.1f, 0.0f, 0.0f, -0.1f, 255, 255, 0, 0, - 4.0f, (randTime & 0xFFF) + 2000, 1.0f); + 4.0f, (CGeneral::GetRandomNumber() & 4095) + 2000, 1.0f); } else if ( randVal == 2 ) { - int32 randTime = int32(CGeneral::GetRandomNumber()); - CShadows::AddPermanentShadow(1, gpBloodPoolTex, &vecPosn, 0.2f, 0.0f, 0.0f, -0.2f, 255, 255, 0, 0, - 4.0f, (randTime & 0xFFF) + 8000, 1.0f); + 4.0f, (CGeneral::GetRandomNumber() & 4095) + 8000, 1.0f); } continue; } @@ -1600,7 +1600,7 @@ void CParticle::Render() fTrailLength = fDist; //Float fRot = Atan2( vecDist.x / fDist, Sqrt(1.0f - vecDist.x / fDist * (vecDist.x / fDist)) ); - float fRot = asinf(vecDist.x / fDist); + float fRot = Asin(vecDist.x / fDist); fRotation = fRot; @@ -1652,7 +1652,7 @@ void CParticle::Render() fTrailLength = fDist; //Float fRot = Atan2(vecDist.x / fDist, Sqrt(1.0f - vecDist.x / fDist * (vecDist.x / fDist))); - float fRot = asinf(vecDist.x / fDist); + float fRot = Asin(vecDist.x / fDist); fRotation = fRot; diff --git a/src/render/PointLights.h b/src/render/PointLights.h index c350e4c8..c1dad87f 100644 --- a/src/render/PointLights.h +++ b/src/render/PointLights.h @@ -17,10 +17,10 @@ static_assert(sizeof(CRegisteredPointLight) == 0x2C, "CRegisteredPointLight: err class CPointLights { - // Probably have to make this public for shadows later +public: static int16 &NumLights; static CRegisteredPointLight *aLights; //[NUMPOINTLIGHTS] -public: + enum { LIGHT_POINT, LIGHT_DIRECTIONAL, diff --git a/src/render/RenderBuffer.cpp b/src/render/RenderBuffer.cpp index 1b91156e..f6499451 100644 --- a/src/render/RenderBuffer.cpp +++ b/src/render/RenderBuffer.cpp @@ -8,8 +8,8 @@ int32 &TempBufferIndicesStored = *(int32*)0x8F1A4C; RwIm3DVertex *TempBufferRenderVertices = (RwIm3DVertex*)0x862330; RwImVertexIndex *TempBufferRenderIndexList = (RwImVertexIndex*)0x846288; -int RenderBuffer::VerticesToBeStored; -int RenderBuffer::IndicesToBeStored; +int &RenderBuffer::VerticesToBeStored = *(int*)0x8F59C4; +int &RenderBuffer::IndicesToBeStored = *(int*)0x8E28B0; void RenderBuffer::ClearRenderBuffer(void) diff --git a/src/render/RenderBuffer.h b/src/render/RenderBuffer.h index 28bfe157..2b8a9f86 100644 --- a/src/render/RenderBuffer.h +++ b/src/render/RenderBuffer.h @@ -1,8 +1,8 @@ class RenderBuffer { public: - static int VerticesToBeStored; - static int IndicesToBeStored; + static int &VerticesToBeStored; + static int &IndicesToBeStored; static void ClearRenderBuffer(void); static void StartStoring(int numIndices, int numVertices, RwImVertexIndex **indexStart, RwIm3DVertex **vertexStart); static void StopStoring(void); diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp index 0852938f..6bc072ce 100644 --- a/src/render/Shadows.cpp +++ b/src/render/Shadows.cpp @@ -1,22 +1,1820 @@ #include "common.h" #include "patcher.h" +#include "main.h" +#include "TxdStore.h" +#include "Timer.h" +#include "Camera.h" +#include "TimeCycle.h" +#include "CutsceneMgr.h" +#include "Automobile.h" +#include "Ped.h" +#include "PlayerPed.h" +#include "World.h" +#include "Weather.h" +#include "ModelIndices.h" +#include "RenderBuffer.h" +#include "PointLights.h" +#include "SpecialFX.h" #include "Shadows.h" -WRAPPER void CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, uint32 nTime, float fScale) { EAXJMP(0x512FD0); } -WRAPPER void CShadows::RenderStaticShadows(void) { EAXJMP(0x5145F0); } -WRAPPER void CShadows::RenderStoredShadows(void) { EAXJMP(0x514010); } -WRAPPER void CShadows::RenderExtraPlayerShadows(void) { EAXJMP(0x516F90); } -WRAPPER void CShadows::CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY) { EAXJMP(0x516EB0); } -WRAPPER void CShadows::StoreShadowForPole(CEntity *ent, float offsetX, float offsetY, float offsetZ, float poleHeight, float poleWidth, uint32 subId) { EAXJMP(0x513E10); } -WRAPPER void CShadows::StoreShadowForPedObject(CEntity *ent, float dispX, float dispY, float frontX, float frontY, float sideX, float sideY) { EAXJMP(0x513CB0); } -WRAPPER void CShadows::StoreStaticShadow(uint32 id, uint8 type, RwTexture *texture, CVector *coors, float frontX, float frontY, float sideX, float sideY, int16 intensity, uint8 red, uint8 green, uint8 blue, float zDistance, float scale, float drawDistance, bool temporaryShadow, float upDistance) { EAXJMP(0x5130A0); } -WRAPPER void CShadows::StoreShadowToBeRendered(uint8 type, RwTexture *texture, CVector *coors, float frontX, float frontY, float sideX, float sideY, int16 intensity, uint8 red, uint8 green, uint8 blue, float zDistance, bool drawOnWater, float upDistance) { EAXJMP(0x513750); } +SETTWEAKPATH("Shadows"); +TWEAKBOOL(gbPrintShite); -RwTexture *&gpBloodPoolTex = *(RwTexture**)0x9415F8; -RwTexture *&gpShadowExplosionTex = *(RwTexture**)0x8F2A00; +#if 1 +RwImVertexIndex ShadowIndexList[24]; +#else +RwImVertexIndex (&ShadowIndexList)[24] = *(RwImVertexIndex (*)[24])*(int *)0x649188; +#endif + +RwTexture *&gpShadowCarTex = *(RwTexture **)0x8F2C90; +RwTexture *&gpShadowPedTex = *(RwTexture **)0x8F59D0; +RwTexture *&gpShadowHeliTex = *(RwTexture **)0x8E2A90; +RwTexture *&gpShadowExplosionTex = *(RwTexture **)0x8F2A00; +RwTexture *&gpShadowHeadLightsTex = *(RwTexture **)0x95CB98; +RwTexture *&gpOutline1Tex = *(RwTexture **)0x8F1B24; +RwTexture *&gpOutline2Tex = *(RwTexture **)0x8F1B04; +RwTexture *&gpOutline3Tex = *(RwTexture **)0x8F1B08; +RwTexture *&gpBloodPoolTex = *(RwTexture **)0x9415F8; +RwTexture *&gpReflectionTex = *(RwTexture **)0x8F582C; +RwTexture *&gpGoalMarkerTex = *(RwTexture **)0x94142C; +RwTexture *&gpWalkDontTex = *(RwTexture **)0x95CB4C; +RwTexture *&gpCrackedGlassTex = *(RwTexture **)0x95CB94; +RwTexture *&gpPostShadowTex = *(RwTexture **)0x8F59D4; + +#if 1 +int16 CShadows::ShadowsStoredToBeRendered; +CStoredShadow CShadows::asShadowsStored [MAX_STOREDSHADOWS]; +CPolyBunch CShadows::aPolyBunches [MAX_POLYBUNCHES]; +CStaticShadow CShadows::aStaticShadows [MAX_STATICSHADOWS]; +CPolyBunch *CShadows::pEmptyBunchList; +CPermanentShadow CShadows::aPermanentShadows[MAX_PERMAMENTSHADOWS]; +#else +int16 &CShadows::ShadowsStoredToBeRendered = *(int16*)0x95CCEE; +CStoredShadow (&CShadows::asShadowsStored)[MAX_STOREDSHADOWS] = *(CStoredShadow (*)[MAX_STOREDSHADOWS])*(int *)0x779058; +CPolyBunch (&CShadows::aPolyBunches)[MAX_POLYBUNCHES] = *(CPolyBunch (*)[MAX_POLYBUNCHES])*(int *)0x86F4C8; +CStaticShadow (&CShadows::aStaticShadows)[MAX_STATICSHADOWS] = *(CStaticShadow (*)[MAX_STATICSHADOWS])*(int *)0x773BE8; +CPolyBunch *&CShadows::pEmptyBunchList = *(CPolyBunch**)0x8F435C; +CPermanentShadow (&CShadows::aPermanentShadows)[MAX_PERMAMENTSHADOWS] = *(CPermanentShadow (*)[MAX_PERMAMENTSHADOWS])*(int *)0x712040; +#endif + +void +CShadows::Init(void) +{ + CTxdStore::PushCurrentTxd(); + + int32 slut = CTxdStore::FindTxdSlot("particle"); + CTxdStore::SetCurrentTxd(slut); + + gpShadowCarTex = RwTextureRead("shad_car", NULL); + gpShadowPedTex = RwTextureRead("shad_ped", NULL); + gpShadowHeliTex = RwTextureRead("shad_heli", NULL); + gpShadowExplosionTex = RwTextureRead("shad_exp", NULL); + gpShadowHeadLightsTex = RwTextureRead("headlight", NULL); + gpOutline1Tex = RwTextureRead("outline_64", NULL); + gpOutline2Tex = RwTextureRead("outline2_64", NULL); + gpOutline3Tex = RwTextureRead("outline3_64", NULL); + gpBloodPoolTex = RwTextureRead("bloodpool_64", NULL); + gpReflectionTex = RwTextureRead("reflection01", NULL); + gpGoalMarkerTex = RwTextureRead("goal", NULL); + gpWalkDontTex = RwTextureRead("walk_dont", NULL); + gpCrackedGlassTex = RwTextureRead("wincrack_32", NULL); + gpPostShadowTex = RwTextureRead("lamp_shad_64", NULL); + + CTxdStore::PopCurrentTxd(); + + ASSERT(gpShadowCarTex != NULL); + ASSERT(gpShadowPedTex != NULL); + ASSERT(gpShadowHeliTex != NULL); + ASSERT(gpShadowExplosionTex != NULL); + ASSERT(gpShadowHeadLightsTex != NULL); + ASSERT(gpOutline1Tex != NULL); + ASSERT(gpOutline2Tex != NULL); + ASSERT(gpOutline3Tex != NULL); + ASSERT(gpBloodPoolTex != NULL); + ASSERT(gpReflectionTex != NULL); + ASSERT(gpGoalMarkerTex != NULL); + ASSERT(gpWalkDontTex != NULL); + ASSERT(gpCrackedGlassTex != NULL); + ASSERT(gpPostShadowTex != NULL); + + + ShadowIndexList[0] = 0; + ShadowIndexList[1] = 2; + ShadowIndexList[2] = 1; + + ShadowIndexList[3] = 0; + ShadowIndexList[4] = 3; + ShadowIndexList[5] = 2; + + ShadowIndexList[6] = 0; + ShadowIndexList[7] = 4; + ShadowIndexList[8] = 3; + + ShadowIndexList[9] = 0; + ShadowIndexList[10] = 5; + ShadowIndexList[11] = 4; + + ShadowIndexList[12] = 0; + ShadowIndexList[13] = 6; + ShadowIndexList[14] = 5; + + ShadowIndexList[15] = 0; + ShadowIndexList[16] = 7; + ShadowIndexList[17] = 6; + + ShadowIndexList[18] = 0; + ShadowIndexList[19] = 8; + ShadowIndexList[20] = 7; + + ShadowIndexList[21] = 0; + ShadowIndexList[22] = 9; + ShadowIndexList[23] = 8; + + + for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ ) + { + aStaticShadows[i].m_nId = 0; + aStaticShadows[i].m_pPolyBunch = NULL; + } + + pEmptyBunchList = &aPolyBunches[0]; + + for ( int32 i = 0; i < MAX_POLYBUNCHES; i++ ) + { + if ( i == MAX_POLYBUNCHES - 1 ) + aPolyBunches[i].m_pNext = NULL; + else + aPolyBunches[i].m_pNext = &aPolyBunches[i + 1]; + } + + for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ ) + { + aPermanentShadows[i].m_nType = SHADOWTYPE_NONE; + } +} + +void +CShadows::Shutdown(void) +{ + ASSERT(gpShadowCarTex != NULL); + ASSERT(gpShadowPedTex != NULL); + ASSERT(gpShadowHeliTex != NULL); + ASSERT(gpShadowExplosionTex != NULL); + ASSERT(gpShadowHeadLightsTex != NULL); + ASSERT(gpOutline1Tex != NULL); + ASSERT(gpOutline2Tex != NULL); + ASSERT(gpOutline3Tex != NULL); + ASSERT(gpBloodPoolTex != NULL); + ASSERT(gpReflectionTex != NULL); + ASSERT(gpGoalMarkerTex != NULL); + ASSERT(gpWalkDontTex != NULL); + ASSERT(gpCrackedGlassTex != NULL); + ASSERT(gpPostShadowTex != NULL); + + RwTextureDestroy(gpShadowCarTex); + RwTextureDestroy(gpShadowPedTex); + RwTextureDestroy(gpShadowHeliTex); + RwTextureDestroy(gpShadowExplosionTex); + RwTextureDestroy(gpShadowHeadLightsTex); + RwTextureDestroy(gpOutline1Tex); + RwTextureDestroy(gpOutline2Tex); + RwTextureDestroy(gpOutline3Tex); + RwTextureDestroy(gpBloodPoolTex); + RwTextureDestroy(gpReflectionTex); + RwTextureDestroy(gpGoalMarkerTex); + RwTextureDestroy(gpWalkDontTex); + RwTextureDestroy(gpCrackedGlassTex); + RwTextureDestroy(gpPostShadowTex); +} + +void +CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, + float fFrontX, float fFrontY, float fSideX, float fSideY, + int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, + float fZDistance, uint32 nTime, float fScale) +{ + ASSERT(pTexture != NULL); + ASSERT(pPosn != NULL); + + + // find free slot + int32 nSlot = 0; + while ( nSlot < MAX_PERMAMENTSHADOWS && aPermanentShadows[nSlot].m_nType != SHADOWTYPE_NONE ) + nSlot++; + + if ( nSlot < MAX_PERMAMENTSHADOWS ) + { + aPermanentShadows[nSlot].m_nType = ShadowType; + aPermanentShadows[nSlot].m_pTexture = pTexture; + aPermanentShadows[nSlot].m_vecPos = *pPosn; + aPermanentShadows[nSlot].m_vecFront.x = fFrontX; + aPermanentShadows[nSlot].m_vecFront.y = fFrontY; + aPermanentShadows[nSlot].m_vecSide.x = fSideX; + aPermanentShadows[nSlot].m_vecSide.y = fSideY; + aPermanentShadows[nSlot].m_nIntensity = nIntensity; + aPermanentShadows[nSlot].m_nRed = nRed; + aPermanentShadows[nSlot].m_nGreen = nGreen; + aPermanentShadows[nSlot].m_nBlue = nBlue; + aPermanentShadows[nSlot].m_fZDistance = fZDistance; + aPermanentShadows[nSlot].m_nLifeTime = nTime; + aPermanentShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds(); + } +} + +void +CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, + float fFrontX, float fFrontY, float fSideX, float fSideY, + int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, + float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance) +{ + ASSERT(pPosn != NULL); + + float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D(); + + if ( SQR(fDrawDistance) > fDistToCamSqr) + { + float fDistToCam = Sqrt(fDistToCamSqr); + + if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) ) + { + //fDistToCam == 0 -> 4 + //fDistToCam == fDrawDistance -> 0 + float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f)))); + + nIntensity = (int32)(nIntensity * fMult); + nRed = (int32)(nRed * fMult); + nGreen = (int32)(nGreen * fMult); + nBlue = (int32)(nBlue * fMult); + } + + int32 nSlot; + + nSlot = 0; + while ( nSlot < MAX_STATICSHADOWS && !(nID == aStaticShadows[nSlot].m_nId && aStaticShadows[nSlot].m_pPolyBunch != NULL) ) + nSlot++; + + if ( nSlot < MAX_STATICSHADOWS ) + { + if ( Abs(pPosn->x - aStaticShadows[nSlot].m_vecPosn.x) < fUpDistance + && Abs(pPosn->y - aStaticShadows[nSlot].m_vecPosn.y) < fUpDistance ) + { + aStaticShadows[nSlot].m_bJustCreated = true; + aStaticShadows[nSlot].m_nType = ShadowType; + aStaticShadows[nSlot].m_pTexture = pTexture; + aStaticShadows[nSlot].m_nIntensity = nIntensity; + aStaticShadows[nSlot].m_nRed = nRed; + aStaticShadows[nSlot].m_nGreen = nGreen; + aStaticShadows[nSlot].m_nBlue = nBlue; + aStaticShadows[nSlot].m_fZDistance = fZDistance; + aStaticShadows[nSlot].m_fScale = fScale; + aStaticShadows[nSlot].m_bTemp = bTempShadow; + aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds(); + } + else if ( Abs(pPosn->x - aStaticShadows[nSlot].m_vecPosn.x) < 0.05f + && Abs(pPosn->y - aStaticShadows[nSlot].m_vecPosn.y) < 0.05f + && Abs(pPosn->z - aStaticShadows[nSlot].m_vecPosn.z) < 2.0f + + && fFrontX == aStaticShadows[nSlot].m_vecFront.x + && fFrontY == aStaticShadows[nSlot].m_vecFront.y + && fSideX == aStaticShadows[nSlot].m_vecSide.x + && fSideY == aStaticShadows[nSlot].m_vecSide.y ) + { + aStaticShadows[nSlot].m_bJustCreated = true; + aStaticShadows[nSlot].m_nType = ShadowType; + aStaticShadows[nSlot].m_pTexture = pTexture; + aStaticShadows[nSlot].m_nIntensity = nIntensity; + aStaticShadows[nSlot].m_nRed = nRed; + aStaticShadows[nSlot].m_nGreen = nGreen; + aStaticShadows[nSlot].m_nBlue = nBlue; + aStaticShadows[nSlot].m_fZDistance = fZDistance; + aStaticShadows[nSlot].m_fScale = fScale; + aStaticShadows[nSlot].m_bTemp = bTempShadow; + aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds(); + } + else + { + aStaticShadows[nSlot].Free(); + + aStaticShadows[nSlot].m_nId = nID; + aStaticShadows[nSlot].m_nType = ShadowType; + aStaticShadows[nSlot].m_pTexture = pTexture; + aStaticShadows[nSlot].m_nIntensity = nIntensity; + aStaticShadows[nSlot].m_nRed = nRed; + aStaticShadows[nSlot].m_nGreen = nGreen; + aStaticShadows[nSlot].m_nBlue = nBlue; + aStaticShadows[nSlot].m_fZDistance = fZDistance; + aStaticShadows[nSlot].m_fScale = fScale; + aStaticShadows[nSlot].m_vecPosn = *pPosn; + aStaticShadows[nSlot].m_vecFront.x = fFrontX; + aStaticShadows[nSlot].m_vecFront.y = fFrontY; + aStaticShadows[nSlot].m_vecSide.x = fSideX; + aStaticShadows[nSlot].m_vecSide.y = fSideY; + aStaticShadows[nSlot].m_bJustCreated = true; + aStaticShadows[nSlot].m_bTemp = bTempShadow; + aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds(); + + GeneratePolysForStaticShadow(nSlot); + } + } + else + { + nSlot = 0; + while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != NULL ) + nSlot++; + + if ( nSlot != MAX_STATICSHADOWS ) + { + aStaticShadows[nSlot].m_nId = nID; + aStaticShadows[nSlot].m_nType = ShadowType; + aStaticShadows[nSlot].m_pTexture = pTexture; + aStaticShadows[nSlot].m_nIntensity = nIntensity; + aStaticShadows[nSlot].m_nRed = nRed; + aStaticShadows[nSlot].m_nGreen = nGreen; + aStaticShadows[nSlot].m_nBlue = nBlue; + aStaticShadows[nSlot].m_fZDistance = fZDistance; + aStaticShadows[nSlot].m_fScale = fScale; + aStaticShadows[nSlot].m_vecPosn = *pPosn; + aStaticShadows[nSlot].m_vecFront.x = fFrontX; + aStaticShadows[nSlot].m_vecFront.y = fFrontY; + aStaticShadows[nSlot].m_vecSide.x = fSideX; + aStaticShadows[nSlot].m_vecSide.y = fSideY; + aStaticShadows[nSlot].m_bJustCreated = true; + aStaticShadows[nSlot].m_bTemp = bTempShadow; + aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds(); + + GeneratePolysForStaticShadow(nSlot); + } + } + } +} + +void +CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn, + float fFrontX, float fFrontY, float fSideX, float fSideY, + int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue) +{ + ASSERT(pPosn != NULL); + + switch ( ShadowTexture ) + { + case SHADOWTEX_NONE: + { + break; + } + + case SHADOWTEX_CAR: + { + StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, pPosn, + fFrontX, fFrontY, fSideX, fSideY, + nIntensity, nRed, nGreen, nBlue, + 15.0f, false, 1.0f); + + break; + } + + case SHADOWTEX_PED: + { + StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, pPosn, + fFrontX, fFrontY, fSideX, fSideY, + nIntensity, nRed, nGreen, nBlue, + 15.0f, false, 1.0f); + + break; + } + + case SHADOWTEX_EXPLOSION: + { + StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, pPosn, + fFrontX, fFrontY, fSideX, fSideY, + nIntensity, nRed, nGreen, nBlue, + 15.0f, false, 1.0f); + + break; + } + + case SHADOWTEX_HELI: + { + StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowHeliTex, pPosn, + fFrontX, fFrontY, fSideX, fSideY, + nIntensity, nRed, nGreen, nBlue, + 15.0f, false, 1.0f); + + break; + } + + case SHADOWTEX_HEADLIGHTS: + { + StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowHeadLightsTex, pPosn, + fFrontX, fFrontY, fSideX, fSideY, + nIntensity, nRed, nGreen, nBlue, + 15.0f, false, 1.0f); + + break; + } + + case SHADOWTEX_BLOOD: + { + StoreShadowToBeRendered(SHADOWTYPE_DARK, gpBloodPoolTex, pPosn, + fFrontX, fFrontY, fSideX, fSideY, + nIntensity, nRed, nGreen, nBlue, + 15.0f, false, 1.0f); + + break; + } + } + + ASSERT(false); +} + +void +CShadows::StoreShadowToBeRendered(uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, + float fFrontX, float fFrontY, float fSideX, float fSideY, + int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, + float fZDistance, bool bDrawOnWater, float fScale) +{ + ASSERT(pTexture != NULL); + ASSERT(pPosn != NULL); + + if ( ShadowsStoredToBeRendered < MAX_STOREDSHADOWS ) + { + asShadowsStored[ShadowsStoredToBeRendered].m_ShadowType = ShadowType; + asShadowsStored[ShadowsStoredToBeRendered].m_pTexture = pTexture; + asShadowsStored[ShadowsStoredToBeRendered].m_vecPos = *pPosn; + asShadowsStored[ShadowsStoredToBeRendered].m_vecFront.x = fFrontX; + asShadowsStored[ShadowsStoredToBeRendered].m_vecFront.y = fFrontY; + asShadowsStored[ShadowsStoredToBeRendered].m_vecSide.x = fSideX; + asShadowsStored[ShadowsStoredToBeRendered].m_vecSide.y = fSideY; + asShadowsStored[ShadowsStoredToBeRendered].m_nIntensity = nIntensity; + asShadowsStored[ShadowsStoredToBeRendered].m_nRed = nRed; + asShadowsStored[ShadowsStoredToBeRendered].m_nGreen = nGreen; + asShadowsStored[ShadowsStoredToBeRendered].m_nBlue = nBlue; + asShadowsStored[ShadowsStoredToBeRendered].m_fZDistance = fZDistance; + asShadowsStored[ShadowsStoredToBeRendered].m_nFlags.bDrawOnWater = bDrawOnWater; + asShadowsStored[ShadowsStoredToBeRendered].m_fScale = fScale; + + ShadowsStoredToBeRendered++; + } +} + +void +CShadows::StoreShadowForCar(CAutomobile *pCar) +{ + ASSERT(pCar != NULL); + + if ( CTimeCycle::GetShadowStrength() != 0 ) + { + CVector CarPos = pCar->GetPosition(); + float fDistToCamSqr = (CarPos - TheCamera.GetPosition()).MagnitudeSqr(); + + if ( CCutsceneMgr::IsRunning() ) + fDistToCamSqr /= SQR(TheCamera.LODDistMultiplier) * 4.0f; + + float fDrawDistance = 18.0f; + + if ( fDistToCamSqr < SQR(fDrawDistance) ) + { + float fDistToCam = Sqrt(fDistToCamSqr); + + //fDistToCam == 0 -> 4 + //fDistToCam == fDrawDistance -> 0 + float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f))) ); + + int32 nColorStrength; + + if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) ) + nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult); + else + nColorStrength = CTimeCycle::GetShadowStrength(); + + float fVehicleHeight = pCar->GetColModel()->boundingBox.GetSize().y; + float fVehicleWidth = pCar->GetColModel()->boundingBox.GetSize().x; + + if ( pCar->GetModelIndex() == MI_DODO ) + { + fVehicleHeight *= 0.9f; + fVehicleWidth *= 0.4f; + } + + CarPos.x -= pCar->GetForward().x * ((fVehicleHeight / 2) - pCar->GetColModel()->boundingBox.max.y); + CarPos.y -= pCar->GetForward().y * ((fVehicleHeight / 2) - pCar->GetColModel()->boundingBox.max.y); + + if ( pCar->GetUp().z > 0.0f ) + { + StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &CarPos, + pCar->GetForward().x * (fVehicleHeight / 2), + pCar->GetForward().y * (fVehicleHeight / 2), + pCar->GetRight().x * (fVehicleWidth / 2), + pCar->GetRight().y * (fVehicleWidth / 2), + nColorStrength, nColorStrength, nColorStrength, nColorStrength, + 4.5f, false, 1.0f); + } + else + { + StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &CarPos, + pCar->GetForward().x * (fVehicleHeight / 2), + pCar->GetForward().y * (fVehicleHeight / 2), + -pCar->GetRight().x * (fVehicleWidth / 2), + -pCar->GetRight().y * (fVehicleWidth / 2), + nColorStrength, nColorStrength, nColorStrength, nColorStrength, + 4.5f, false, 1.0f); + } + } + } +} + +void +CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, + float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, + float fMaxViewAngle) +{ + ASSERT(pCar != NULL); + ASSERT(pPosn != NULL); + + float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D(); + + bool bSpecialCam = TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1 + || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWNPED + || CCutsceneMgr::IsRunning(); + + float fDrawDistance = 27.0f; + + if ( fDistToCamSqr < SQR(fDrawDistance) || bSpecialCam ) + { + if ( bSpecialCam || DotProduct2D(CVector2D(TheCamera.CamFrontXNorm, TheCamera.CamFrontYNorm), + *pPosn - TheCamera.GetPosition() ) > -fMaxViewAngle ) + { + float fDistToCam = Sqrt(fDistToCamSqr); + +#ifndef FIX_BUGS + if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) && !bSpecialCam ) // BUG: must be 3.0 +#else + if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/3.0f))) && !bSpecialCam ) +#endif + { + //fDistToCam == 0 -> 3 + //fDistToCam == fDrawDistance -> 0 + float fMult = 1.0f - (3.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/3.0f))) ); + + nRed = (int32)(nRed * fMult); + nGreen = (int32)(nGreen * fMult); + nBlue = (int32)(nBlue * fMult); + } + + StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, pTexture, pPosn, + fFrontX, fFrontY, + fSideX, fSideY, + 128, nRed, nGreen, nBlue, + 6.0f, false, 1.0f); + + } + } +} + +void +CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY, + float fFrontX, float fFrontY, float fSideX, float fSideY) +{ + ASSERT(pPed != NULL); + + if ( pPed->bIsVisible ) + { + if ( !(pPed->bInVehicle && pPed->m_nPedState != PED_DRAG_FROM_CAR && pPed->m_nPedState != PED_EXIT_CAR) ) + { + if ( CTimeCycle::GetShadowStrength() != 0 ) + StoreShadowForPedObject(pPed, + fDisplacementX, fDisplacementY, + fFrontX, fFrontY, + fSideX, fSideY); + } + } +} + +void +CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY, + float fFrontX, float fFrontY, float fSideX, float fSideY) +{ + ASSERT(pPedObject != NULL); + + CVector PedPos = pPedObject->GetPosition(); + + float fDistToCamSqr = (PedPos - TheCamera.GetPosition()).MagnitudeSqr2D(); + + float fDrawDistance = 26.0f; + + if ( fDistToCamSqr < SQR(fDrawDistance*0.5f)/*?*/ ) + { + if ( pPedObject == FindPlayerPed() || TheCamera.IsSphereVisible(PedPos, 2.0f) != false ) + { + float fDistToCam = Sqrt(fDistToCamSqr); + +#ifndef FIX_BUGS + //fDistToCam == 0 -> 2 + //fDistToCam == fDrawDistance -> -2 + float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f))); // BUG: negative +#else + //fDistToCam == 0 -> 4 + //fDistToCam == fDrawDistance -> 0 + float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f))) ); +#endif + int32 nColorStrength; + +#ifndef FIX_BUGS + if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) ) // BUG: negative +#else + if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) ) +#endif + nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult); + else + nColorStrength = CTimeCycle::GetShadowStrength(); + + PedPos.x += fDisplacementX; + PedPos.y += fDisplacementY; + + StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &PedPos, + fFrontX, fFrontY, + fSideX, fSideY, + nColorStrength, nColorStrength, nColorStrength, nColorStrength, + 4.0f, false, 1.0f); + } + } +} + +void +CShadows::StoreShadowForTree(CEntity *pTree) +{ + ASSERT(pTree != NULL); +} + +void +CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ, + float fPoleHeight, float fPoleWidth, uint32 nID) +{ + ASSERT(pPole != NULL); + + if ( CTimeCycle::GetShadowStrength() != 0 ) + { + if ( pPole->GetUp().z < 0.5f ) + return; + + CVector PolePos = pPole->GetPosition(); + + PolePos.x += fOffsetX * pPole->GetRight().x + fOffsetY * pPole->GetForward().x; + PolePos.y += fOffsetX * pPole->GetRight().y + fOffsetY * pPole->GetForward().y; + PolePos.z += fOffsetZ; + + PolePos.x += -CTimeCycle::GetSunPosition().x * (fPoleHeight / 2); + PolePos.y += -CTimeCycle::GetSunPosition().y * (fPoleHeight / 2); + + StoreStaticShadow((uint32)pPole + nID + _TODOCONST(51), SHADOWTYPE_DARK, gpPostShadowTex, &PolePos, + -CTimeCycle::GetSunPosition().x * (fPoleHeight / 2), + -CTimeCycle::GetSunPosition().y * (fPoleHeight / 2), + CTimeCycle::GetShadowSideX() * fPoleWidth, + CTimeCycle::GetShadowSideY() * fPoleWidth, + 2 * (int32)((pPole->GetUp().z - 0.5f) * CTimeCycle::GetShadowStrength() * 2.0f) / 3, + 0, 0, 0, + 15.0f, 1.0f, 40.0f, false, 0.0f); + } +} + +void +CShadows::SetRenderModeForShadowType(uint8 ShadowType) +{ + switch ( ShadowType ) + { + case SHADOWTYPE_DARK: + { + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA); + break; + } + + case SHADOWTYPE_ADDITIVE: + { + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE); + break; + } + + case SHADOWTYPE_INVCOLOR: + { + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDZERO); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCCOLOR); + break; + } + } +} + +void +CShadows::RenderStoredShadows(void) +{ + RenderBuffer::ClearRenderBuffer(); + + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE); + + for ( int32 i = 0; i < ShadowsStoredToBeRendered; i++ ) + asShadowsStored[i].m_nFlags.bRendered = false; + + for ( int32 i = 0; i < ShadowsStoredToBeRendered; i++ ) + { + if ( !asShadowsStored[i].m_nFlags.bRendered ) + { + SetRenderModeForShadowType(asShadowsStored[i].m_ShadowType); + + ASSERT(asShadowsStored[i].m_pTexture != NULL); + + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(asShadowsStored[i].m_pTexture)); + + for ( int32 j = i; j < ShadowsStoredToBeRendered; j++ ) + { + if ( asShadowsStored[i].m_ShadowType == asShadowsStored[j].m_ShadowType + && asShadowsStored[i].m_pTexture == asShadowsStored[j].m_pTexture ) + { + float fWidth = Abs(asShadowsStored[j].m_vecFront.x) + Abs(asShadowsStored[j].m_vecSide.x); + float fHeight = Abs(asShadowsStored[j].m_vecFront.y) + Abs(asShadowsStored[j].m_vecSide.y); + + CVector shadowPos = asShadowsStored[j].m_vecPos; + + float fStartX = shadowPos.x - fWidth; + float fEndX = shadowPos.x + fWidth; + float fStartY = shadowPos.y - fHeight; + float fEndY = shadowPos.y + fHeight; + + int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0); + int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0); + int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1); + int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1); + + CWorld::AdvanceCurrentScanCode(); + + for ( int32 y = nStartY; y <= nEndY; y++ ) + { + for ( int32 x = nStartX; x <= nEndX; x++ ) + { + CSector *pCurSector = CWorld::GetSector(x, y); + + ASSERT(pCurSector != NULL); + + CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS], + fStartX, fStartY, + fEndX, fEndY, + &shadowPos, + asShadowsStored[j].m_vecFront.x, + asShadowsStored[j].m_vecFront.y, + asShadowsStored[j].m_vecSide.x, + asShadowsStored[j].m_vecSide.y, + asShadowsStored[j].m_nIntensity, + asShadowsStored[j].m_nRed, + asShadowsStored[j].m_nGreen, + asShadowsStored[j].m_nBlue, + asShadowsStored[j].m_fZDistance, + asShadowsStored[j].m_fScale, + NULL); + + CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], + fStartX, fStartY, + fEndX, fEndY, + &shadowPos, + asShadowsStored[j].m_vecFront.x, + asShadowsStored[j].m_vecFront.y, + asShadowsStored[j].m_vecSide.x, + asShadowsStored[j].m_vecSide.y, + asShadowsStored[j].m_nIntensity, + asShadowsStored[j].m_nRed, + asShadowsStored[j].m_nGreen, + asShadowsStored[j].m_nBlue, + asShadowsStored[j].m_fZDistance, + asShadowsStored[j].m_fScale, + NULL); + } + } + + asShadowsStored[j].m_nFlags.bRendered = true; + } + } + + RenderBuffer::RenderStuffInBuffer(); + } + + } + + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE); + + ShadowsStoredToBeRendered = 0; +} + +void +CShadows::RenderStaticShadows(void) +{ + RenderBuffer::ClearRenderBuffer(); + + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE); + + for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ ) + aStaticShadows[i].m_bRendered = false; + + for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ ) + { + if ( aStaticShadows[i].m_pPolyBunch && !aStaticShadows[i].m_bRendered ) + { + SetRenderModeForShadowType(aStaticShadows[i].m_nType); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aStaticShadows[i].m_pTexture)); + + // optimization trick, render all shadows with same renderstate and texture + for ( int32 j = i; j < MAX_STATICSHADOWS; j++ ) + { + if ( aStaticShadows[j].m_pPolyBunch != NULL + && aStaticShadows[i].m_nType == aStaticShadows[j].m_nType + && aStaticShadows[i].m_pTexture == aStaticShadows[j].m_pTexture ) + { + for ( CPolyBunch *bunch = aStaticShadows[j].m_pPolyBunch; bunch != NULL; bunch = bunch->m_pNext ) + { + RwImVertexIndex *pIndexes; + RwIm3DVertex *pVerts; + + RenderBuffer::StartStoring(3 * (bunch->m_nNumVerts - 2), bunch->m_nNumVerts, &pIndexes, &pVerts); + + ASSERT(pIndexes != NULL); + ASSERT(pVerts != NULL); + + for ( int32 k = 0; k < bunch->m_nNumVerts; k++ ) + { + RwIm3DVertexSetRGBA(&pVerts[k], + aStaticShadows[j].m_nRed, + aStaticShadows[j].m_nGreen, + aStaticShadows[j].m_nBlue, + (int32)(aStaticShadows[j].m_nIntensity * (1.0f - CWeather::Foggyness * 0.5f))); + + RwIm3DVertexSetU (&pVerts[k], bunch->m_aU[k] / 200.0f); + RwIm3DVertexSetV (&pVerts[k], bunch->m_aV[k] / 200.0f); + RwIm3DVertexSetPos(&pVerts[k], bunch->m_aVerts[k].x, bunch->m_aVerts[k].y, bunch->m_aVerts[k].z + 0.03f); + } + + for ( int32 k = 0; k < 3 * (bunch->m_nNumVerts - 2); k++ ) + pIndexes[k] = ShadowIndexList[k]; + + RenderBuffer::StopStoring(); + } + + aStaticShadows[j].m_bRendered = true; + } + } + + RenderBuffer::RenderStuffInBuffer(); + } + } + + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE); +} + +void +CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID) +{ + float fWidth = Abs(aStaticShadows[nStaticShadowID].m_vecFront.x) + Abs(aStaticShadows[nStaticShadowID].m_vecSide.x); + float fHeight = Abs(aStaticShadows[nStaticShadowID].m_vecFront.y) + Abs(aStaticShadows[nStaticShadowID].m_vecSide.y); + + CVector shadowPos = aStaticShadows[nStaticShadowID].m_vecPosn; + + float fStartX = shadowPos.x - fWidth; + float fEndX = shadowPos.x + fWidth; + float fStartY = shadowPos.y - fHeight; + float fEndY = shadowPos.y + fHeight; + + int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0); + int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0); + int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1); + int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1); + + CWorld::AdvanceCurrentScanCode(); + + for ( int32 y = nStartY; y <= nEndY; y++ ) + { + for ( int32 x = nStartX; x <= nEndX; x++ ) + { + CSector *pCurSector = CWorld::GetSector(x, y); + + ASSERT(pCurSector != NULL); + + CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS], + fStartX, fStartY, + fEndX, fEndY, + &shadowPos, + aStaticShadows[nStaticShadowID].m_vecFront.x, + aStaticShadows[nStaticShadowID].m_vecFront.y, + aStaticShadows[nStaticShadowID].m_vecSide.x, + aStaticShadows[nStaticShadowID].m_vecSide.y, + 0, 0, 0, 0, + aStaticShadows[nStaticShadowID].m_fZDistance, + aStaticShadows[nStaticShadowID].m_fScale, + &aStaticShadows[nStaticShadowID].m_pPolyBunch); + + CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], + fStartX, fStartY, + fEndX, fEndY, + &shadowPos, + aStaticShadows[nStaticShadowID].m_vecFront.x, + aStaticShadows[nStaticShadowID].m_vecFront.y, + aStaticShadows[nStaticShadowID].m_vecSide.x, + aStaticShadows[nStaticShadowID].m_vecSide.y, + 0, 0, 0, 0, + aStaticShadows[nStaticShadowID].m_fZDistance, + aStaticShadows[nStaticShadowID].m_fScale, + &aStaticShadows[nStaticShadowID].m_pPolyBunch); + } + } +} void -CShadows::StoreShadowForTree(CEntity *ent) +CShadows::CastShadowSectorList(CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY, CVector *pPosn, + float fFrontX, float fFrontY, float fSideX, float fSideY, + int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, + float fZDistance, float fScale, CPolyBunch **ppPolyBunch) { - // empty + ASSERT(pPosn != NULL); + + CPtrNode *pNode = PtrList.first; + + CRect Bound; + + while ( pNode != NULL ) + { + CEntity *pEntity = (CEntity *)pNode->item; + uint16 nScanCode = pEntity->m_scanCode; + pNode = pNode->next; + + ASSERT( pEntity != NULL ); + + if ( nScanCode != CWorld::GetCurrentScanCode() ) + { + if ( pEntity->bUsesCollision && pEntity->IsBuilding() ) + { + pEntity->m_scanCode = CWorld::GetCurrentScanCode(); + + Bound = pEntity->GetBoundRect(); + + if ( fStartX < Bound.right + && fEndX > Bound.left + && fStartY < Bound.bottom + && fEndY > Bound.top ) + { + if ( pPosn->z - fZDistance < pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.max.z + && pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.min.z < pPosn->z ) + { + CastShadowEntity(pEntity, + fStartX, fStartY, + fEndX, fEndY, + pPosn, + fFrontX, fFrontY, + fSideX, fSideY, + nIntensity, nRed, nGreen, nBlue, + fZDistance, fScale, ppPolyBunch); + } + } + } + } + } } + +void +CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, float fEndX, float fEndY, CVector *pPosn, + float fFrontX, float fFrontY, float fSideX, float fSideY, + int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, + float fZDistance, float fScale, CPolyBunch **ppPolyBunch) +{ + ASSERT(pEntity != NULL); + ASSERT(pPosn != NULL); + + static CVector List [20]; + static CVector Texture[20]; + static CVector Points [4]; + + CColModel *pCol = pEntity->GetColModel(); + ASSERT(pCol != NULL); + +#ifndef MASTER + if ( gbPrintShite ) + printf("MI:%d Triangles:%d Coors:%f %f BBoxXY:%f %f\n", + pEntity->GetModelIndex(), + pCol->numTriangles, + pEntity->GetPosition().x, + pEntity->GetPosition().y, + pCol->boundingBox.GetSize().x, + pCol->boundingBox.GetSize().y); +#endif + + CCollision::CalculateTrianglePlanes(pCol); + + float fFrontRight = DotProduct2D(CVector2D(fFrontX, fFrontY), pEntity->GetRight()); + float fFrontForward = DotProduct2D(CVector2D(fFrontX, fFrontY), pEntity->GetForward()); + float fSideRight = DotProduct2D(CVector2D(fSideX, fSideY), pEntity->GetRight()); + float fSideForward = DotProduct2D(CVector2D(fSideX, fSideY), pEntity->GetForward()); + float fLengthRight = DotProduct2D(*pPosn - pEntity->GetPosition(), pEntity->GetRight()); + float fLengthForward = DotProduct2D(*pPosn - pEntity->GetPosition(), pEntity->GetForward()); + + Points[0].x = (fLengthRight + fFrontRight ) - fSideRight; + Points[0].y = (fLengthForward + fFrontForward) - fSideForward; + + Points[1].x = fSideRight + (fLengthRight + fFrontRight); + Points[1].y = fSideForward + (fLengthForward + fFrontForward); + + Points[2].x = fSideRight + (fLengthRight - fFrontRight); + Points[2].y = fSideForward + (fLengthForward - fFrontForward); + + Points[3].x = (fLengthRight - fFrontRight) - fSideRight; + Points[3].y = (fLengthForward - fFrontForward) - fSideForward; + + float MinX = min(min(Points[0].x, Points[1].x), min(Points[2].x, Points[3].x)); + float MaxX = max(max(Points[0].x, Points[1].x), max(Points[2].x, Points[3].x)); + + float MinY = min(min(Points[0].y, Points[1].y), min(Points[2].y, Points[3].y)); + float MaxY = max(max(Points[0].y, Points[1].y), max(Points[2].y, Points[3].y)); + + float MaxZ = pPosn->z - pEntity->GetPosition().z; + float MinZ = MaxZ - fZDistance; + + for ( int32 i = 0; i < pCol->numTriangles; i++ ) + { + CColTrianglePlane *pColTriPlanes = pCol->trianglePlanes; + ASSERT(pColTriPlanes != NULL); + + if ( Abs(pColTriPlanes[i].normal.z) > 0.1f ) + { + CColTriangle *pColTri = pCol->triangles; + ASSERT(pColTri != NULL); + + CVector PointA, PointB, PointC; + + pCol->GetTrianglePoint(PointA, pColTri[i].a); + pCol->GetTrianglePoint(PointB, pColTri[i].b); + pCol->GetTrianglePoint(PointC, pColTri[i].c); + + if ( (PointA.x > MinX || PointB.x > MinX || PointC.x > MinX) + && (PointA.x < MaxX || PointB.x < MaxX || PointC.x < MaxX) + && (PointA.y > MinY || PointB.y > MinY || PointC.y > MinY) + && (PointA.y < MaxY || PointB.y < MaxY || PointC.y < MaxY) + && (PointA.z < MaxZ || PointB.z < MaxZ || PointC.z < MaxZ) + && (PointA.z > MinZ || PointB.z > MinZ || PointC.z > MinZ) ) + + { + List[0].x = Points[0].x; + List[0].y = Points[0].y; + + List[1].x = Points[1].x; + List[1].y = Points[1].y; + + List[2].x = Points[2].x; + List[2].y = Points[2].y; + + List[3].x = Points[3].x; + List[3].y = Points[3].y; + + Texture[0].x = 0.0f; + Texture[0].y = 0.0f; + + Texture[1].x = 1.0f; + Texture[1].y = 0.0f; + + Texture[2].x = 1.0f; + Texture[2].y = 1.0f; + + Texture[3].x = 0.0f; + Texture[3].y = 1.0f; + + + CVector2D start; + CVector2D dist; + + int32 numVerts1 = 0; + int16 vertType1 = 0; + { + for ( int32 j = 0; j < 4; j++ ) + { + start = PointA; + dist = PointB - PointA; + + int32 in = j; + + float cp = CrossProduct2D(CVector2D(List[in]) - start, dist); + + if ( cp > 0.0f ) + { + switch ( vertType1 ) + { + case 0: + { + int32 out = numVerts1++ + 10; + + Texture[out].x = Texture[in].x; + Texture[out].y = Texture[in].y; + List[out].x = List[in].x; + List[out].y = List[in].y; + + break; + } + + case 1: + { + int32 out = numVerts1++ + 10; + + Texture[out].x = Texture[in].x; + Texture[out].y = Texture[in].y; + List[out].x = List[in].x; + List[out].y = List[in].y; + + break; + } + + case 2: + { + float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist); + + float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp)); + float Compl = 1.0f - Scale; + + int32 out1 = numVerts1++ + 10; + int32 out2 = numVerts1++ + 10; + + Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x; + Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y; + List[out1].x = Compl*List[in-1].x + Scale*List[in].x; + List[out1].y = Compl*List[in-1].y + Scale*List[in].y; + + Texture[out2].x = Texture[in].x; + Texture[out2].y = Texture[in].y; + List[out2].x = List[in].x; + List[out2].y = List[in].y; + + break; + } + } + + vertType1 = 1; + } + else + { + switch ( vertType1 ) + { + case 1: + { + float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist); + + float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp)); + float Compl = 1.0f - Scale; + + int32 out = numVerts1++ + 10; + + Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x; + Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y; + List[out].x = Compl*List[in-1].x + Scale*List[in].x; + List[out].y = Compl*List[in-1].y + Scale*List[in].y; + + break; + } + } + + vertType1 = 2; + } + } + + float cp1 = CrossProduct2D(CVector2D(List[0]) - start, dist); + if ( cp1 > 0.0f && vertType1 == 2 || cp1 <= 0.0f && vertType1 == 1 ) + { + float cp2 = CrossProduct2D(CVector2D(List[3]) - start, dist); + + float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1)); + float Compl = 1.0f - Scale; + + int32 out = numVerts1++ + 10; + + Texture[out].x = Compl*Texture[3].x + Scale*Texture[0].x; + Texture[out].y = Compl*Texture[3].y + Scale*Texture[0].y; + List[out].x = Compl*List[3].x + Scale*List[0].x; + List[out].y = Compl*List[3].y + Scale*List[0].y; + } + } + + int32 numVerts2 = 0; + int16 vertType2 = 0; + { + for ( int32 j = 0; j < numVerts1; j++ ) + { + start = PointB; + dist = PointC - PointB; + + int32 in = j + 10; + float cp = CrossProduct2D(CVector2D(List[in]) - start, dist); + + if ( cp > 0.0f ) + { + switch ( vertType2 ) + { + case 0: + { + int32 out = numVerts2++; + + Texture[out].x = Texture[in].x; + Texture[out].y = Texture[in].y; + List[out].x = List[in].x; + List[out].y = List[in].y; + + break; + } + + case 1: + { + int32 out = numVerts2++; + + Texture[out].x = Texture[in].x; + Texture[out].y = Texture[in].y; + List[out].x = List[in].x; + List[out].y = List[in].y; + + break; + } + + case 2: + { + float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist); + + float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp)); + float Compl = 1.0f - Scale; + + int32 out1 = numVerts2++; + int32 out2 = numVerts2++; + + Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x; + Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y; + List[out1].x = Compl*List[in-1].x + Scale*List[in].x; + List[out1].y = Compl*List[in-1].y + Scale*List[in].y; + + Texture[out2].x = Texture[in].x; + Texture[out2].y = Texture[in].y; + List[out2].x = List[in].x; + List[out2].y = List[in].y; + + break; + } + } + + vertType2 = 1; + } + else + { + switch ( vertType2 ) + { + case 1: + { + float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist); + + float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp)); + float Compl = 1.0f - Scale; + + int32 out = numVerts2++; + + Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x; + Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y; + List[out].x = Compl*List[in-1].x + Scale*List[in].x; + List[out].y = Compl*List[in-1].y + Scale*List[in].y; + + break; + } + } + + vertType2 = 2; + } + } + + float cp1 = CrossProduct2D(CVector2D(List[10]) - start, dist); + if ( cp1 > 0.0f && vertType2 == 2 || cp1 <= 0.0f && vertType2 == 1 ) + { + int32 in = numVerts1 + 10; + + float cp2 = CrossProduct2D(CVector2D(List[in-1]) - start, dist); + + float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1)); + float Compl = 1.0f - Scale; + + int32 out = numVerts2++; + + Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[10].x; + Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[10].y; + List[out].x = Compl*List[in-1].x + Scale*List[10].x; + List[out].y = Compl*List[in-1].y + Scale*List[10].y; + } + } + + int32 numVerts3 = 0; + int16 vertType3 = 0; + { + for ( int32 j = 0; j < numVerts2; j++ ) + { + start = PointC; + dist = PointA - PointC; + + int32 in = j; + float cp = CrossProduct2D(CVector2D(List[in]) - start, dist); + + if ( cp > 0.0f ) + { + switch ( vertType3 ) + { + case 0: + { + int32 out = numVerts3++ + 10; + + Texture[out].x = Texture[in].x; + Texture[out].y = Texture[in].y; + List[out].x = List[in].x; + List[out].y = List[in].y; + + break; + } + + case 1: + { + int32 out = numVerts3++ + 10; + + Texture[out].x = Texture[in].x; + Texture[out].y = Texture[in].y; + List[out].x = List[in].x; + List[out].y = List[in].y; + + break; + } + + case 2: + { + float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist); + + float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp)); + float Compl = 1.0f - Scale; + + int32 out1 = numVerts3++ + 10; + int32 out2 = numVerts3++ + 10; + + Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x; + Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y; + List[out1].x = Compl*List[in-1].x + Scale*List[in].x; + List[out1].y = Compl*List[in-1].y + Scale*List[in].y; + + Texture[out2].x = Texture[in].x; + Texture[out2].y = Texture[in].y; + List[out2].x = List[in].x; + List[out2].y = List[in].y; + + break; + } + } + + vertType3 = 1; + } + else + { + switch ( vertType3 ) + { + case 1: + { + float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist); + + float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp)); + float Compl = 1.0f - Scale; + + int32 out = numVerts3++ + 10; + + Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x; + Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y; + List[out].x = Compl*List[in-1].x + Scale*List[in].x; + List[out].y = Compl*List[in-1].y + Scale*List[in].y; + + break; + } + } + + vertType3 = 2; + } + } + + float cp1 = CrossProduct2D(CVector2D(List[0]) - start, dist); + if ( cp1 > 0.0f && vertType3 == 2 || cp1 <= 0.0f && vertType3 == 1 ) + { + int32 in = numVerts2; + + float cp2 = CrossProduct2D(CVector2D(List[in-1]) - start, dist); + + float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1)); + float Compl = 1.0f - Scale; + + int32 out = numVerts3++ + 10; + + Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[0].x; + Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[0].y; + List[out].x = Compl*List[in-1].x + Scale*List[0].x; + List[out].y = Compl*List[in-1].y + Scale*List[0].y; + } + } + + if ( numVerts3 >= 3 ) + { + CVector norm; + + pColTriPlanes[i].GetNormal(norm); + + float dot = DotProduct(norm, PointA); + + for ( int32 j = 0; j < numVerts3; j++ ) + { + int32 idx = j + 10; + + List[idx].z = -(DotProduct2D(norm, List[idx]) - dot) / norm.z; + } + + for ( int32 j = 0; j < numVerts3; j++ ) + { + int32 idx = j + 10; + + CVector p = List[idx]; + + List[idx].x = p.y * pEntity->GetForward().x + p.x * pEntity->GetRight().x + pEntity->GetPosition().x; + List[idx].y = p.y * pEntity->GetForward().y + p.x * pEntity->GetRight().y + pEntity->GetPosition().y; + List[idx].z = p.z + pEntity->GetPosition().z; + } + + + if ( ppPolyBunch != NULL ) + { + if ( pEmptyBunchList != NULL ) + { + CPolyBunch *pBunch = pEmptyBunchList; + ASSERT(pBunch != NULL); + pEmptyBunchList = pEmptyBunchList->m_pNext; + pBunch->m_pNext = *ppPolyBunch; + *ppPolyBunch = pBunch; + + pBunch->m_nNumVerts = numVerts3; + + for ( int32 j = 0; j < numVerts3; j++ ) + { + int32 in = j + 10; + + pBunch->m_aVerts[j] = List[in]; + + pBunch->m_aU[j] = (int32)(Texture[in].x * 200.0f); + pBunch->m_aV[j] = (int32)(Texture[in].y * 200.0f); + } + } + } + else + { + RwImVertexIndex *pIndexes; + RwIm3DVertex *pVerts; + + RenderBuffer::StartStoring(3 * (numVerts3 - 2), numVerts3, &pIndexes, &pVerts); + + ASSERT(pIndexes != NULL); + ASSERT(pVerts != NULL); + + + for ( int32 j = 0; j < numVerts3; j++ ) + { + int32 in = j + 10; + + RwIm3DVertexSetRGBA(&pVerts[j], nRed, nGreen, nBlue, nIntensity); + RwIm3DVertexSetU (&pVerts[j], Texture[in].x*fScale); + RwIm3DVertexSetV (&pVerts[j], Texture[in].y*fScale); + RwIm3DVertexSetPos (&pVerts[j], List[in].x, List[in].y, List[in].z + 0.03f); + } + + for ( int32 j = 0; j < 3*(numVerts3 - 2); j++ ) + pIndexes[j] = ShadowIndexList[j]; + + RenderBuffer::StopStoring(); + } + } + } + } + } +} + +void +CShadows::UpdateStaticShadows(void) +{ + for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ ) + { + if ( aStaticShadows[i].m_pPolyBunch != NULL && !aStaticShadows[i].m_bJustCreated + && (!aStaticShadows[i].m_bTemp || CTimer::GetTimeInMilliseconds() > aStaticShadows[i].m_nTimeCreated + 5000) ) + { + aStaticShadows[i].Free(); + } + + aStaticShadows[i].m_bJustCreated = false; + } +} + +void +CShadows::UpdatePermanentShadows(void) +{ + for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ ) + { + if ( aPermanentShadows[i].m_nType != SHADOWTYPE_NONE ) + { + uint32 timePassed = CTimer::GetTimeInMilliseconds() - aPermanentShadows[i].m_nTimeCreated; + + if ( timePassed >= aPermanentShadows[i].m_nLifeTime ) + aPermanentShadows[i].m_nType = SHADOWTYPE_NONE; + else + { + if ( timePassed >= (aPermanentShadows[i].m_nLifeTime*(1-(1/4))) ) + { + // timePassed == 0 -> 4 + // timePassed == aPermanentShadows[i].m_nLifeTime -> 0 + float fMult = 1.0f - (timePassed - (aPermanentShadows[i].m_nLifeTime*(1-(1/4)))) / (aPermanentShadows[i].m_nLifeTime / 4); + + StoreStaticShadow((uint32)&aPermanentShadows[i], + aPermanentShadows[i].m_nType, + aPermanentShadows[i].m_pTexture, + &aPermanentShadows[i].m_vecPos, + aPermanentShadows[i].m_vecFront.x, + aPermanentShadows[i].m_vecFront.y, + aPermanentShadows[i].m_vecSide.x, + aPermanentShadows[i].m_vecSide.y, + (int32)(aPermanentShadows[i].m_nIntensity * fMult), + (int32)(aPermanentShadows[i].m_nRed * fMult), + (int32)(aPermanentShadows[i].m_nGreen * fMult), + (int32)(aPermanentShadows[i].m_nBlue * fMult), + aPermanentShadows[i].m_fZDistance, + 1.0f, 40.0f, false, 0.0f); + } + else + { + StoreStaticShadow((uint32)&aPermanentShadows[i], + aPermanentShadows[i].m_nType, + aPermanentShadows[i].m_pTexture, + &aPermanentShadows[i].m_vecPos, + aPermanentShadows[i].m_vecFront.x, + aPermanentShadows[i].m_vecFront.y, + aPermanentShadows[i].m_vecSide.x, + aPermanentShadows[i].m_vecSide.y, + aPermanentShadows[i].m_nIntensity, + aPermanentShadows[i].m_nRed, + aPermanentShadows[i].m_nGreen, + aPermanentShadows[i].m_nBlue, + aPermanentShadows[i].m_fZDistance, + 1.0f, 40.0f, false, 0.0f); + } + } + } + } +} + +void +CStaticShadow::Free(void) +{ + if ( m_pPolyBunch != NULL ) + { + CPolyBunch *pFree = CShadows::pEmptyBunchList; + CShadows::pEmptyBunchList = m_pPolyBunch; + + CPolyBunch *pUsed = m_pPolyBunch; + while (pUsed->m_pNext != NULL) + pUsed = pUsed->m_pNext; + + pUsed->m_pNext = pFree; + } + + m_pPolyBunch = NULL; + + m_nId = 0; +} + +void +CShadows::CalcPedShadowValues(CVector vecLightDir, + float *pfDisplacementX, float *pfDisplacementY, + float *pfFrontX, float *pfFrontY, + float *pfSideX, float *pfSideY) +{ + ASSERT(pfDisplacementX != NULL); + ASSERT(pfDisplacementY != NULL); + ASSERT(pfFrontX != NULL); + ASSERT(pfFrontY != NULL); + ASSERT(pfSideX != NULL); + ASSERT(pfSideY != NULL); + + *pfDisplacementX = -vecLightDir.x; + *pfDisplacementY = -vecLightDir.y; + + float fDist = Sqrt(*pfDisplacementY * *pfDisplacementY + *pfDisplacementX * *pfDisplacementX); + float fMult = (fDist + 1.0f) / fDist; + + *pfDisplacementX *= fMult; + *pfDisplacementY *= fMult; + + *pfFrontX = -vecLightDir.y / fDist; + *pfFrontY = vecLightDir.x / fDist; + + *pfSideX = -vecLightDir.x; + *pfSideY = -vecLightDir.y; + + *pfDisplacementX /= 2; + *pfDisplacementY /= 2; + + *pfFrontX /= 2; + *pfFrontY /= 2; + + *pfSideX /= 2; + *pfSideY /= 2; +} + +void +CShadows::RenderExtraPlayerShadows(void) +{ + if ( CTimeCycle::GetLightShadowStrength() != 0 ) + { + CVehicle *pCar = FindPlayerVehicle(); + + if ( pCar == NULL ) + { + for ( int32 i = 0; i < CPointLights::NumLights; i++ ) + { + if ( 0.0f != CPointLights::aLights[i].red + || 0.0f != CPointLights::aLights[i].green + || 0.0f != CPointLights::aLights[i].blue ) + { + if ( CPointLights::aLights[i].castExtraShadows ) + { + CVector vecLight = CPointLights::aLights[i].coors - FindPlayerCoors(); + float fLightDist = vecLight.Magnitude(); + float fRadius = CPointLights::aLights[i].radius; + + if ( fLightDist < fRadius ) + { + // fLightDist == fRadius -> 2.0f + // fLightDist == 0 -> 0.0f + float fMult = (1.0f - (2.0f * fLightDist - fRadius) / fRadius); + + int32 nColorStrength; + if ( fLightDist < fRadius*0.5f ) + nColorStrength = CTimeCycle::GetLightShadowStrength(); + else + nColorStrength = int32(CTimeCycle::GetLightShadowStrength() * fMult); + + float fInv = 1.0f / fLightDist; + vecLight.x *= fInv; + vecLight.y *= fInv; + vecLight.z *= fInv; + + float fDisplacementX, fDisplacementY, fFrontX, fFrontY, fSideX, fSideY; + + CalcPedShadowValues(vecLight, + &fDisplacementX, &fDisplacementY, + &fFrontX, &fFrontY, + &fSideX, &fSideY); + + CVector shadowPos = FindPlayerCoors(); + + shadowPos.x += fSideX; + shadowPos.y += fSideY; + + + StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &shadowPos, + fDisplacementX, fDisplacementY, + fFrontX, fFrontY, + nColorStrength, 0, 0, 0, + 4.0f, false, 1.0f); + } + } + } + } + } + else + { + if ( pCar->GetModelIndex() != MI_RCBANDIT ) + { + for ( int32 i = 0; i < CPointLights::NumLights; i++ ) + { + if ( CPointLights::aLights[i].type == CPointLights::LIGHT_POINT + && CPointLights::aLights[i].castExtraShadows + &&(0.0f != CPointLights::aLights[i].red + || 0.0f != CPointLights::aLights[i].green + || 0.0f != CPointLights::aLights[i].blue) ) + { + CVector vecLight = CPointLights::aLights[i].coors - FindPlayerCoors(); + float fLightDist = vecLight.Magnitude(); + float fRadius = CPointLights::aLights[i].radius; + + if ( fLightDist < fRadius ) + { + // fLightDist == 0 -> 2.0f + // fLightDist == fRadius -> 0.0f + float fMult = (1.0f - (2.0f * fLightDist - fRadius) / fRadius); + + int32 nColorStrength; + if ( fLightDist < fRadius*0.5f ) + nColorStrength = (5*CTimeCycle::GetLightShadowStrength()/8); + else + nColorStrength = int32((5*CTimeCycle::GetLightShadowStrength()/8) * fMult); + + float fInv = 1.0f / fLightDist; + vecLight.x *= fInv; + vecLight.y *= fInv; + vecLight.z *= fInv; + + CVector shadowPos = pCar->GetPosition(); + + shadowPos.x -= vecLight.x * 1.2f; + shadowPos.y -= vecLight.y * 1.2f; + + float fVehicleWidth = pCar->GetColModel()->boundingBox.GetSize().x; + float fVehicleHeight = pCar->GetColModel()->boundingBox.GetSize().y; + + shadowPos.x -= ((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y) + * pCar->GetForward().x; + + shadowPos.y -= ((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y) + * pCar->GetForward().y; + + if ( pCar->GetUp().z > 0.0f ) + { + StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &shadowPos, + pCar->GetForward().x * (fVehicleHeight/2), + pCar->GetForward().y * (fVehicleHeight/2), + pCar->GetRight().x * (fVehicleWidth/3), + pCar->GetRight().y * (fVehicleWidth/3), + nColorStrength, 0, 0, 0, + 4.5f, false, 1.0f); + } + else + { + StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &shadowPos, + pCar->GetForward().x * (fVehicleHeight/2), + pCar->GetForward().y * (fVehicleHeight/2), + -pCar->GetRight().x * (fVehicleWidth/2), + -pCar->GetRight().y * (fVehicleWidth/2), + nColorStrength, 0, 0, 0, + 4.5f, false, 1.0f); + } + } + } + } + } + } + } +} + +void +CShadows::TidyUpShadows(void) +{ + for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ ) + aPermanentShadows[i].m_nType = SHADOWTYPE_NONE; +} + +void +CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, + float fFrontX, float fFrontY, float fSideX, float fSideY, + int16 nIntensity) +{ + ASSERT(pPosn != NULL); + + C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, max(fFrontX, -fSideY), + 0, 128, 255, 128, + 2048, 0.2f, 0); +} + + +STARTPATCHES + InjectHook(0x512AB0, CShadows::Init, PATCH_JUMP); + InjectHook(0x512F20, CShadows::Shutdown, PATCH_JUMP); + InjectHook(0x512FD0, CShadows::AddPermanentShadow, PATCH_JUMP); + InjectHook(0x5130A0, CShadows::StoreStaticShadow, PATCH_JUMP); + InjectHook(0x513550, (void(*)(uint8, CVector *, float, float, float, float, int16, uint8, uint8, uint8))CShadows::StoreShadowToBeRendered, PATCH_JUMP); + InjectHook(0x513750, (void(*)(uint8, RwTexture *, CVector *, float, float, float, float, int16, uint8, uint8, uint8, float, bool, float))CShadows::StoreShadowToBeRendered, PATCH_JUMP); + InjectHook(0x513830, CShadows::StoreShadowForCar, PATCH_JUMP); + InjectHook(0x513A70, CShadows::StoreCarLightShadow, PATCH_JUMP); + InjectHook(0x513C50, CShadows::StoreShadowForPed, PATCH_JUMP); + InjectHook(0x513CB0, CShadows::StoreShadowForPedObject, PATCH_JUMP); + InjectHook(0x513E00, CShadows::StoreShadowForTree, PATCH_JUMP); + InjectHook(0x513E10, CShadows::StoreShadowForPole, PATCH_JUMP); + InjectHook(0x513FC0, CShadows::SetRenderModeForShadowType, PATCH_JUMP); + InjectHook(0x514010, CShadows::RenderStoredShadows, PATCH_JUMP); + InjectHook(0x5145F0, CShadows::RenderStaticShadows, PATCH_JUMP); + InjectHook(0x514910, CShadows::GeneratePolysForStaticShadow, PATCH_JUMP); + InjectHook(0x514C90, CShadows::CastShadowSectorList, PATCH_JUMP); + InjectHook(0x514E30, CShadows::CastShadowEntity, PATCH_JUMP); + InjectHook(0x516BE0, CShadows::UpdateStaticShadows, PATCH_JUMP); + InjectHook(0x516C40, CShadows::UpdatePermanentShadows, PATCH_JUMP); + InjectHook(0x516E70, &CStaticShadow::Free, PATCH_JUMP); + InjectHook(0x516EB0, CShadows::CalcPedShadowValues, PATCH_JUMP); + InjectHook(0x516F90, CShadows::RenderExtraPlayerShadows, PATCH_JUMP); + InjectHook(0x517570, CShadows::TidyUpShadows, PATCH_JUMP); + InjectHook(0x517810, CShadows::RenderIndicatorShadow, PATCH_JUMP); + //InjectHook(0x517900, &CPermanentShadow::CPermanentShadow, PATCH_JUMP); + //InjectHook(0x517910, &CStaticShadow::CStaticShadow, PATCH_JUMP); + //InjectHook(0x517920, &CPolyBunch::CPolyBunch, PATCH_JUMP); + //InjectHook(0x517940, &CStoredShadow::CStoredShadow, PATCH_JUMP); +ENDPATCHES
\ No newline at end of file diff --git a/src/render/Shadows.h b/src/render/Shadows.h index 37749de4..585518ee 100644 --- a/src/render/Shadows.h +++ b/src/render/Shadows.h @@ -1,26 +1,178 @@ #pragma once +#define MAX_STOREDSHADOWS 48 +#define MAX_POLYBUNCHES 300 +#define MAX_STATICSHADOWS 64 +#define MAX_PERMAMENTSHADOWS 48 + + struct RwTexture; class CEntity; -enum +enum eShadowType +{ + SHADOWTYPE_NONE = 0, + SHADOWTYPE_DARK, + SHADOWTYPE_ADDITIVE, + SHADOWTYPE_INVCOLOR +}; + +enum eShadowTextureType +{ + SHADOWTEX_NONE = 0, + SHADOWTEX_CAR, + SHADOWTEX_PED, + SHADOWTEX_EXPLOSION, + SHADOWTEX_HELI, + SHADOWTEX_HEADLIGHTS, + SHADOWTEX_BLOOD +}; + +class CStoredShadow +{ +public: + CVector m_vecPos; + CVector2D m_vecFront; + CVector2D m_vecSide; + float m_fZDistance; + float m_fScale; + int16 m_nIntensity; + uint8 m_ShadowType; + uint8 m_nRed; + uint8 m_nGreen; + uint8 m_nBlue; + struct + { + uint8 bDrawOnWater : 1; + uint8 bRendered : 1; + //uint8 bDrawOnBuildings : 1; + } m_nFlags; + char _pad0; + RwTexture *m_pTexture; + + CStoredShadow() + { } +}; +VALIDATE_SIZE(CStoredShadow, 0x30); + +class CPolyBunch { - SHADOWTYPE_2 = 2 +public: + int16 m_nNumVerts; + char _pad0[2]; + CVector m_aVerts[7]; + uint8 m_aU[7]; + uint8 m_aV[7]; + char _pad1[2]; + CPolyBunch *m_pNext; + + CPolyBunch() + { } +}; +VALIDATE_SIZE(CPolyBunch, 0x6C); + +class CStaticShadow +{ +public: + uint32 m_nId; + CPolyBunch *m_pPolyBunch; + uint32 m_nTimeCreated; + CVector m_vecPosn; + CVector2D m_vecFront; + CVector2D m_vecSide; + float m_fZDistance; + float m_fScale; + uint8 m_nType; + char _pad0; + int16 m_nIntensity; // unsigned ? + uint8 m_nRed; + uint8 m_nGreen; + uint8 m_nBlue; + bool m_bJustCreated; + bool m_bRendered; + bool m_bTemp; + char _pad1[2]; + RwTexture *m_pTexture; + + CStaticShadow() + { } + + void Free(); }; +VALIDATE_SIZE(CStaticShadow, 0x40); + +class CPermanentShadow +{ +public: + CVector m_vecPos; + CVector2D m_vecFront; + CVector2D m_vecSide; + float m_fZDistance; + float m_fScale; + int16 m_nIntensity; + uint8 m_nType; // eShadowType + uint8 m_nRed; + uint8 m_nGreen; + uint8 m_nBlue; + char _pad0[2]; + uint32 m_nTimeCreated; + uint32 m_nLifeTime; + RwTexture *m_pTexture; + + CPermanentShadow() + { } +}; +VALIDATE_SIZE(CPermanentShadow, 0x38); + +class CPtrList; +class CAutomobile; +class CPed; class CShadows { public: - static void 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); - static void RenderStaticShadows(void); - static void RenderStoredShadows(void); - static void RenderExtraPlayerShadows(void); - static void CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY); - static void StoreShadowForTree(CEntity *ent); - static void StoreShadowForPole(CEntity *ent, float offsetX, float offsetY, float offsetZ, float poleHeight, float poleWidth, uint32 subId); - static void StoreShadowForPedObject(CEntity *ent, float dispX, float dispY, float frontX, float frontY, float sideX, float sideY); - static void 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);; - static void 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); +#if 1 + static int16 ShadowsStoredToBeRendered; + static CStoredShadow asShadowsStored [MAX_STOREDSHADOWS]; + static CPolyBunch aPolyBunches [MAX_POLYBUNCHES]; + static CStaticShadow aStaticShadows [MAX_STATICSHADOWS]; + static CPolyBunch *pEmptyBunchList; + static CPermanentShadow aPermanentShadows[MAX_PERMAMENTSHADOWS]; +#else + static int16 &ShadowsStoredToBeRendered; + static CStoredShadow (&asShadowsStored) [MAX_STOREDSHADOWS]; + static CPolyBunch (&aPolyBunches) [MAX_POLYBUNCHES]; + static CStaticShadow (&aStaticShadows) [MAX_STATICSHADOWS]; + static CPolyBunch *&pEmptyBunchList; + static CPermanentShadow (&aPermanentShadows)[MAX_PERMAMENTSHADOWS]; +#endif + + 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, 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, + 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, + 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 CalcPedShadowValues (CVector vecLightDir, float *pfDisplacementX, float *pfDisplacementY, float *pfFrontX, float *pfFrontY, float *pfSideX, float *pfSideY); + 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 *&gpBloodPoolTex; diff --git a/src/render/SpecialFX.cpp b/src/render/SpecialFX.cpp index a0731b1c..4fa2677a 100644 --- a/src/render/SpecialFX.cpp +++ b/src/render/SpecialFX.cpp @@ -10,3 +10,6 @@ WRAPPER void CMotionBlurStreaks::RegisterStreak(int32 id, uint8 r, uint8 g, uint CBulletTrace (&CBulletTraces::aTraces)[16] = *(CBulletTrace(*)[16])*(uintptr*)0x72B1B8; WRAPPER void CBulletTraces::Init(void) { EAXJMP(0x518DE0); } + + +WRAPPER void C3dMarkers::PlaceMarkerSet(uint32 id, uint16 type, CVector& pos, float size, uint8 r, uint8 g, uint8 b, uint8 a, uint16 pulsePeriod, float pulseFraction, int16 rotateRate) { EAXJMP(0x51BB80); }
\ No newline at end of file diff --git a/src/render/SpecialFX.h b/src/render/SpecialFX.h index 1035b315..08f0f08a 100644 --- a/src/render/SpecialFX.h +++ b/src/render/SpecialFX.h @@ -28,3 +28,9 @@ public: static void Init(void); }; + +class C3dMarkers +{ +public: + static void PlaceMarkerSet(uint32 id, uint16 type, CVector& pos, float size, uint8 r, uint8 g, uint8 b, uint8 a, uint16 pulsePeriod, float pulseFraction, int16 rotateRate); +};
\ No newline at end of file diff --git a/src/render/Timecycle.h b/src/render/Timecycle.h index 71ddedb7..235d559c 100644 --- a/src/render/Timecycle.h +++ b/src/render/Timecycle.h @@ -119,6 +119,8 @@ public: static int GetSunCoronaBlue(void) { return m_nCurrentSunCoronaBlue; } static float GetSunSize(void) { return m_fCurrentSunSize; } static float GetSpriteBrightness(void) { return m_fCurrentSpriteBrightness; } + static int GetShadowStrength(void) { return m_nCurrentShadowStrength; } + static int GetLightShadowStrength(void) { return m_nCurrentLightShadowStrength; } static float GetFarClip(void) { return m_fCurrentFarClip; } static float GetFogStart(void) { return m_fCurrentFogStart; } @@ -138,4 +140,10 @@ public: static void Initialise(void); static void Update(void); static CVector &GetSunPosition(void) { return m_VectorToSun[m_CurrentStoredValue]; } + static float GetShadowFrontX(void) { return m_fShadowFrontX[m_CurrentStoredValue]; } + static float GetShadowFrontY(void) { return m_fShadowFrontY[m_CurrentStoredValue]; } + static float GetShadowSideX(void) { return m_fShadowSideX[m_CurrentStoredValue]; } + static float GetShadowSideY(void) { return m_fShadowSideY[m_CurrentStoredValue]; } + static float GetShadowDisplacementX(void) { return m_fShadowDisplacementX[m_CurrentStoredValue]; } + static float GetShadowDisplacementY(void) { return m_fShadowDisplacementY[m_CurrentStoredValue]; } }; diff --git a/src/render/WaterLevel.cpp b/src/render/WaterLevel.cpp index 4f315cd0..247b9f3d 100644 --- a/src/render/WaterLevel.cpp +++ b/src/render/WaterLevel.cpp @@ -238,7 +238,7 @@ CWaterLevel::GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f); - float fWave = sin + float fWave = Sin ( /*( WATER_UNSIGN_Y(fY) - float(y) * MAX_HUGE_SECTORS + WATER_UNSIGN_X(fX) - float(x) * MAX_HUGE_SECTORS )*/ // VC (float)( ((int32)fX & (MAX_HUGE_SECTORS-1)) + ((int32)fY & (MAX_HUGE_SECTORS-1)) ) @@ -306,7 +306,7 @@ _GetCamBounds(bool *bUseCamStartY, bool *bUseCamEndY, bool *bUseCamStartX, bool { if ( TheCamera.GetForward().z > -0.8f ) { - if ( fabsf(TheCamera.GetForward().x) > fabsf(TheCamera.GetForward().y) ) + if ( Abs(TheCamera.GetForward().x) > Abs(TheCamera.GetForward().y) ) { if ( TheCamera.GetForward().x > 0.0f ) *bUseCamStartX = true; @@ -323,10 +323,10 @@ _GetCamBounds(bool *bUseCamStartY, bool *bUseCamEndY, bool *bUseCamStartX, bool } } -float +inline float SectorRadius(float fSize) { - return sqrtf(powf(fSize, 2) + powf(fSize, 2)); + return Sqrt(Pow(fSize, 2) + Pow(fSize, 2)); } void @@ -424,7 +424,7 @@ CWaterLevel::RenderWater() if ( fHugeSectorMaxRenderDistSqr > fHugeSectorDistToCamSqr ) { if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE), - &CMatrix(TheCamera.GetCameraMatrix())) ) + &TheCamera.GetCameraMatrix()) ) { if ( fHugeSectorDistToCamSqr >= SQR(500.0f) /*fHugeSectorNearDist*/ ) { @@ -466,7 +466,7 @@ CWaterLevel::RenderWater() if ( fLargeSectorDistToCamSqr < fHugeSectorMaxRenderDistSqr ) { if ( TheCamera.IsSphereVisible(CVector(vecLargeSectorCentre.x, vecLargeSectorCentre.y, 0.0f), SectorRadius(LARGE_SECTOR_SIZE), //90.879997f, - &CMatrix(TheCamera.GetCameraMatrix())) ) + &TheCamera.GetCameraMatrix()) ) { // Render four small(32x32) sectors, or one large(64x64). @@ -629,7 +629,7 @@ CWaterLevel::RenderWater() if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr ) { if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), - &CMatrix(TheCamera.GetCameraMatrix())) ) + &TheCamera.GetCameraMatrix()) ) { RenderOneFlatExtraHugeWaterPoly( vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2, @@ -663,7 +663,7 @@ CWaterLevel::RenderWater() if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr ) { if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), - &CMatrix(TheCamera.GetCameraMatrix())) ) + &TheCamera.GetCameraMatrix()) ) { RenderOneFlatExtraHugeWaterPoly( vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2, @@ -687,7 +687,7 @@ CWaterLevel::RenderWater() if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr ) { if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), - &CMatrix(TheCamera.GetCameraMatrix())) ) + &TheCamera.GetCameraMatrix()) ) { RenderOneFlatExtraHugeWaterPoly( vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2, @@ -714,7 +714,7 @@ CWaterLevel::RenderWater() static CVector prev_front(0.0f, 0.0f, 0.0f); static int32 timecounter; - if ( fabs(prev_pos.x - cur_pos.x) + fabs(prev_pos.y - cur_pos.y) + fabs(prev_pos.z - cur_pos.z) > 1.5f ) + if ( Abs(prev_pos.x - cur_pos.x) + Abs(prev_pos.y - cur_pos.y) + Abs(prev_pos.z - cur_pos.z) > 1.5f ) { prev_pos = cur_pos; timecounter = CTimer::GetTimeInMilliseconds(); @@ -962,8 +962,8 @@ CWaterLevel::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &col RwRGBAAssign(&wavyPreLights[9*i+j], &color); wavyVertices[9*i+j].z = ( CWeather::Wind * 0.7f + 0.3f ) - * ( sinf(float(i + j) * DEGTORAD(45.0f) + fAngle) ) - + ( CWeather::Wind * 0.2f * sinf(float(j - i) * PI + (2.0f * fAngle)) ); + * ( Sin(float(i + j) * DEGTORAD(45.0f) + fAngle) ) + + ( CWeather::Wind * 0.2f * Sin(float(j - i) * PI + (2.0f * fAngle)) ); } } @@ -1119,7 +1119,7 @@ CWaterLevel::CalcDistanceToWater(float fX, float fY) } } - return clamp(sqrt(fDistSqr) - 23.0f, 0.0f, fSectorMaxRenderDist); + return clamp(Sqrt(fDistSqr) - 23.0f, 0.0f, fSectorMaxRenderDist); } void diff --git a/src/vehicles/Boat.cpp b/src/vehicles/Boat.cpp index 53a912b3..c18bad25 100644 --- a/src/vehicles/Boat.cpp +++ b/src/vehicles/Boat.cpp @@ -37,8 +37,8 @@ bool CBoat::IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoat { float fDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[j]) * fShapeTime + float(j) * fShapeLength + fSize; - if ( fabs(pBoat->m_avec2dWakePoints[j].x - sector.x) < fDist - && fabs(pBoat->m_avec2dWakePoints[i].y - sector.y) < fDist ) + if ( Abs(pBoat->m_avec2dWakePoints[j].x - sector.x) < fDist + && Abs(pBoat->m_avec2dWakePoints[i].y - sector.y) < fDist ) { apBoats[numVerts] = pBoat; numVerts = 1; // += ? @@ -56,13 +56,12 @@ float CBoat::IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat) { float fMaxDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fShapeTime + float(i) * fShapeLength; - float fX = pBoat->m_avec2dWakePoints[i].x - vecVertex.x; - float fY = pBoat->m_avec2dWakePoints[i].y - vecVertex.y; + CVector2D vecDist = pBoat->m_avec2dWakePoints[i] - CVector2D(vecVertex); - float fDist = fY * fY + fX * fX; + float fDist = vecDist.MagnitudeSqr(); if ( fDist < SQR(fMaxDist) ) - return 1.0f - min(fRangeMult * sqrt(fDist / SQR(fMaxDist)) + (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fTimeMult, 1.0f); + return 1.0f - min(fRangeMult * Sqrt(fDist / SQR(fMaxDist)) + (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fTimeMult, 1.0f); } return 0.0f; |