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re3/src/render/Rubbish.cpp

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#include "common.h"
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#include "main.h"
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#include "General.h"
#include "Timer.h"
#include "Weather.h"
#include "Camera.h"
#include "World.h"
#include "Vehicle.h"
#include "ZoneCull.h"
#include "TxdStore.h"
#include "RenderBuffer.h"
#include "Rubbish.h"
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#define RUBBISH_MAX_DIST (18.0f)
#define RUBBISH_FADE_DIST (16.5f)
RwTexture *gpRubbishTexture[4];
RwImVertexIndex RubbishIndexList[6];
RwImVertexIndex RubbishIndexList2[6]; // unused
RwIm3DVertex RubbishVertices[4];
bool CRubbish::bRubbishInvisible;
int CRubbish::RubbishVisibility;
COneSheet CRubbish::aSheets[NUM_RUBBISH_SHEETS];
COneSheet CRubbish::StartEmptyList;
COneSheet CRubbish::EndEmptyList;
COneSheet CRubbish::StartStaticsList;
COneSheet CRubbish::EndStaticsList;
COneSheet CRubbish::StartMoversList;
COneSheet CRubbish::EndMoversList;
void
COneSheet::AddToList(COneSheet *list)
{
this->m_next = list->m_next;
this->m_prev = list;
list->m_next = this;
this->m_next->m_prev = this;
}
void
COneSheet::RemoveFromList(void)
{
m_next->m_prev = m_prev;
m_prev->m_next = m_next;
}
void
CRubbish::Render(void)
{
int type;
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
for(type = 0; type < 4; type++){
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRubbishTexture[type]));
TempBufferIndicesStored = 0;
TempBufferVerticesStored = 0;
COneSheet *sheet;
for(sheet = &aSheets[type*NUM_RUBBISH_SHEETS / 4];
sheet < &aSheets[(type+1)*NUM_RUBBISH_SHEETS / 4];
sheet++){
if(sheet->m_state == 0)
continue;
uint32 alpha = 128;
CVector pos;
if(sheet->m_state == 1){
pos = sheet->m_basePos;
if(!sheet->m_isVisible)
alpha = 0;
}else{
pos = sheet->m_animatedPos;
// Not fully visible during animation, calculate current alpha
if(!sheet->m_isVisible || !sheet->m_targetIsVisible){
float t = (float)(CTimer::GetTimeInMilliseconds() - sheet->m_moveStart)/sheet->m_moveDuration;
float f1 = sheet->m_isVisible ? 1.0f-t : 0.0f;
float f2 = sheet->m_targetIsVisible ? t : 0.0f;
alpha = 128 * (f1+f2);
}
}
float camDist = (pos - TheCamera.GetPosition()).Magnitude2D();
if(camDist < RUBBISH_MAX_DIST){
if(camDist >= RUBBISH_FADE_DIST)
alpha -= alpha*(camDist-RUBBISH_FADE_DIST)/(RUBBISH_MAX_DIST-RUBBISH_FADE_DIST);
alpha = (RubbishVisibility*alpha)/256;
float vx = Sin(sheet->m_angle) * 0.4f;
float vy = Cos(sheet->m_angle) * 0.4f;
int v = TempBufferVerticesStored;
RwIm3DVertexSetPos(&TempBufferRenderVertices[v+0], pos.x + vx, pos.y + vy, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+0], 255, 255, 255, alpha);
RwIm3DVertexSetPos(&TempBufferRenderVertices[v+1], pos.x - vy, pos.y + vx, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+1], 255, 255, 255, alpha);
RwIm3DVertexSetPos(&TempBufferRenderVertices[v+2], pos.x + vy, pos.y - vx, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+2], 255, 255, 255, alpha);
RwIm3DVertexSetPos(&TempBufferRenderVertices[v+3], pos.x - vx, pos.y - vy, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+3], 255, 255, 255, alpha);
RwIm3DVertexSetU(&TempBufferRenderVertices[v+0], 0.0f);
RwIm3DVertexSetV(&TempBufferRenderVertices[v+0], 0.0f);
RwIm3DVertexSetU(&TempBufferRenderVertices[v+1], 1.0f);
RwIm3DVertexSetV(&TempBufferRenderVertices[v+1], 0.0f);
RwIm3DVertexSetU(&TempBufferRenderVertices[v+2], 0.0f);
RwIm3DVertexSetV(&TempBufferRenderVertices[v+2], 1.0f);
RwIm3DVertexSetU(&TempBufferRenderVertices[v+3], 1.0f);
RwIm3DVertexSetV(&TempBufferRenderVertices[v+3], 1.0f);
int i = TempBufferIndicesStored;
TempBufferRenderIndexList[i+0] = RubbishIndexList[0] + TempBufferVerticesStored;
TempBufferRenderIndexList[i+1] = RubbishIndexList[1] + TempBufferVerticesStored;
TempBufferRenderIndexList[i+2] = RubbishIndexList[2] + TempBufferVerticesStored;
TempBufferRenderIndexList[i+3] = RubbishIndexList[3] + TempBufferVerticesStored;
TempBufferRenderIndexList[i+4] = RubbishIndexList[4] + TempBufferVerticesStored;
TempBufferRenderIndexList[i+5] = RubbishIndexList[5] + TempBufferVerticesStored;
TempBufferVerticesStored += 4;
TempBufferIndicesStored += 6;
}
}
if(TempBufferIndicesStored != 0){
LittleTest();
if(RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
RwIm3DEnd();
}
}
}
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
}
void
CRubbish::StirUp(CVehicle *veh)
{
if((CTimer::GetFrameCounter() ^ (veh->m_randomSeed&3)) == 0)
return;
if(Abs(veh->GetPosition().x - TheCamera.GetPosition().x) < 20.0f &&
Abs(veh->GetPosition().y - TheCamera.GetPosition().y) < 20.0f)
if(Abs(veh->GetMoveSpeed().x) > 0.05f || Abs(veh->GetMoveSpeed().y) > 0.05f){
float speed = veh->GetMoveSpeed().Magnitude2D();
if(speed > 0.05f){
bool movingForward = DotProduct2D(veh->GetMoveSpeed(), veh->GetForward()) > 0.0f;
COneSheet *sheet = StartStaticsList.m_next;
CVector2D size = veh->GetColModel()->boundingBox.max;
// Check all static sheets
while(sheet != &EndStaticsList){
COneSheet *next = sheet->m_next;
CVector2D carToSheet = sheet->m_basePos - veh->GetPosition();
float distFwd = DotProduct2D(carToSheet, veh->GetForward());
// sheet has to be a bit behind car
if(movingForward && distFwd < -0.5f*size.y && distFwd > -1.5f*size.y ||
!movingForward && distFwd > 0.5f*size.y && distFwd < 1.5f*size.y){
float distSide = Abs(DotProduct2D(carToSheet, veh->GetRight()));
if(distSide < 1.5*size.x){
// Check with higher speed for sheet directly behind car
float speedToCheck = distSide < size.x ? speed : speed*0.5f;
if(speedToCheck > 0.05f){
sheet->m_state = 2;
if(speedToCheck > 0.15f)
sheet->m_animationType = 2;
else
sheet->m_animationType = 1;
sheet->m_moveDuration = 2000;
sheet->m_xDist = veh->GetMoveSpeed().x;
sheet->m_yDist = veh->GetMoveSpeed().y;
float dist = Sqrt(SQR(sheet->m_xDist)+SQR(sheet->m_yDist));
sheet->m_xDist *= 25.0f*speed/dist;
sheet->m_yDist *= 25.0f*speed/dist;
sheet->m_animHeight = 3.0f*speed;
sheet->m_moveStart = CTimer::GetTimeInMilliseconds();
float tx = sheet->m_basePos.x + sheet->m_xDist;
float ty = sheet->m_basePos.y + sheet->m_yDist;
float tz = sheet->m_basePos.z + 3.0f;
sheet->m_targetZ = CWorld::FindGroundZFor3DCoord(tx, ty, tz, nil) + 0.1f;
sheet->RemoveFromList();
sheet->AddToList(&StartMoversList);
}
}
}
sheet = next;
}
}
}
}
static float aAnimations[3][34] = {
{ 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f },
// Normal move
{ 0.0f, 0.05f, 0.12f, 0.25f, 0.42f, 0.57f, 0.68f, 0.8f, 0.86f, 0.9f, 0.93f, 0.95f, 0.96f, 0.97f, 0.98f, 0.99f, 1.0f, // XY movemnt
0.15f, 0.35f, 0.6f, 0.9f, 1.2f, 1.25f, 1.3f, 1.2f, 1.1f, 0.95f, 0.8f, 0.6f, 0.45f, 0.3f, 0.2f, 0.1f, 0 }, // Z movement
// Stirred up by fast vehicle
{ 0.0f, 0.05f, 0.12f, 0.25f, 0.42f, 0.57f, 0.68f, 0.8f, 0.95f, 1.1f, 1.15f, 1.18f, 1.15f, 1.1f, 1.05f, 1.03f, 1.0f,
0.15f, 0.35f, 0.6f, 0.9f, 1.2f, 1.25f, 1.3f, 1.2f, 1.1f, 0.95f, 0.8f, 0.6f, 0.45f, 0.3f, 0.2f, 0.1f, 0 }
};
void
CRubbish::Update(void)
{
bool foundGround;
// FRAMETIME
if(bRubbishInvisible)
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RubbishVisibility = Max(RubbishVisibility-5, 0);
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else
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RubbishVisibility = Min(RubbishVisibility+5, 255);
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// Spawn a new sheet
COneSheet *sheet = StartEmptyList.m_next;
if(sheet != &EndEmptyList){
float spawnDist;
float spawnAngle;
spawnDist = (CGeneral::GetRandomNumber()&0xFF)/256.0f + RUBBISH_MAX_DIST;
uint8 r = CGeneral::GetRandomNumber();
if(r&1)
spawnAngle = (CGeneral::GetRandomNumber()&0xFF)/256.0f * 6.28f;
else
spawnAngle = (r-128)/160.0f + TheCamera.Orientation;
sheet->m_basePos.x = TheCamera.GetPosition().x + spawnDist*Sin(spawnAngle);
sheet->m_basePos.y = TheCamera.GetPosition().y + spawnDist*Cos(spawnAngle);
sheet->m_basePos.z = CWorld::FindGroundZFor3DCoord(sheet->m_basePos.x, sheet->m_basePos.y, TheCamera.GetPosition().z, &foundGround) + 0.1f;
if(foundGround){
// Found ground, so add to statics list
sheet->m_angle = (CGeneral::GetRandomNumber()&0xFF)/256.0f * 6.28f;
sheet->m_state = 1;
if(CCullZones::FindAttributesForCoors(sheet->m_basePos, nil) & ATTRZONE_NORAIN)
sheet->m_isVisible = false;
else
sheet->m_isVisible = true;
sheet->RemoveFromList();
sheet->AddToList(&StartStaticsList);
}
}
// Process animation
sheet = StartMoversList.m_next;
while(sheet != &EndMoversList){
uint32 currentTime = CTimer::GetTimeInMilliseconds() - sheet->m_moveStart;
if(currentTime < sheet->m_moveDuration){
// Animation
int step = 16 * currentTime / sheet->m_moveDuration; // 16 steps in animation
int stepTime = sheet->m_moveDuration/16; // time in each step
float s = (float)(currentTime - stepTime*step) / stepTime; // position on step
float t = (float)currentTime / sheet->m_moveDuration; // position on total animation
// factors for xy and z-movment
float fxy = aAnimations[sheet->m_animationType][step]*(1.0f-s) + aAnimations[sheet->m_animationType][step+1]*s;
float fz = aAnimations[sheet->m_animationType][step+17]*(1.0f-s) + aAnimations[sheet->m_animationType][step+1+17]*s;
sheet->m_animatedPos.x = sheet->m_basePos.x + fxy*sheet->m_xDist;
sheet->m_animatedPos.y = sheet->m_basePos.y + fxy*sheet->m_yDist;
sheet->m_animatedPos.z = (1.0f-t)*sheet->m_basePos.z + t*sheet->m_targetZ + fz*sheet->m_animHeight;
sheet->m_angle += CTimer::GetTimeStep()*0.04f;
if(sheet->m_angle > 6.28f)
sheet->m_angle -= 6.28f;
sheet = sheet->m_next;
}else{
// End of animation, back into statics list
sheet->m_basePos.x += sheet->m_xDist;
sheet->m_basePos.y += sheet->m_yDist;
sheet->m_basePos.z = sheet->m_targetZ;
sheet->m_state = 1;
sheet->m_isVisible = sheet->m_targetIsVisible;
COneSheet *next = sheet->m_next;
sheet->RemoveFromList();
sheet->AddToList(&StartStaticsList);
sheet = next;
}
}
// Stir up a sheet by wind
// FRAMETIME
int freq;
if(CWeather::Wind < 0.1f)
freq = 31;
else if(CWeather::Wind < 0.4f)
freq = 7;
else if(CWeather::Wind < 0.7f)
freq = 1;
else
freq = 0;
if((CTimer::GetFrameCounter() & freq) == 0){
// Pick a random sheet and set animation state if static
int i = CGeneral::GetRandomNumber() % NUM_RUBBISH_SHEETS;
if(aSheets[i].m_state == 1){
aSheets[i].m_moveStart = CTimer::GetTimeInMilliseconds();
aSheets[i].m_moveDuration = CWeather::Wind*1500.0f + 1000.0f;
aSheets[i].m_animHeight = 0.2f;
aSheets[i].m_xDist = 3.0f*CWeather::Wind;
aSheets[i].m_yDist = 3.0f*CWeather::Wind;
// Check if target position is ok
float tx = aSheets[i].m_basePos.x + aSheets[i].m_xDist;
float ty = aSheets[i].m_basePos.y + aSheets[i].m_yDist;
float tz = aSheets[i].m_basePos.z + 3.0f;
aSheets[i].m_targetZ = CWorld::FindGroundZFor3DCoord(tx, ty, tz, &foundGround) + 0.1f;
if(CCullZones::FindAttributesForCoors(CVector(tx, ty, aSheets[i].m_targetZ), nil) & ATTRZONE_NORAIN)
aSheets[i].m_targetIsVisible = false;
else
aSheets[i].m_targetIsVisible = true;
if(foundGround){
// start animation
aSheets[i].m_state = 2;
aSheets[i].m_animationType = 1;
aSheets[i].RemoveFromList();
aSheets[i].AddToList(&StartMoversList);
}
}
}
// Remove sheets that are too far away
int i = (CTimer::GetFrameCounter()%(NUM_RUBBISH_SHEETS/4))*4;
int last = ((CTimer::GetFrameCounter()%(NUM_RUBBISH_SHEETS/4)) + 1)*4;
for(; i < last; i++){
if(aSheets[i].m_state == 1 &&
(aSheets[i].m_basePos - TheCamera.GetPosition()).MagnitudeSqr2D() > SQR(RUBBISH_MAX_DIST+1.0f)){
aSheets[i].m_state = 0;
aSheets[i].RemoveFromList();
aSheets[i].AddToList(&StartEmptyList);
}
}
}
void
CRubbish::SetVisibility(bool visible)
{
bRubbishInvisible = !visible;
}
void
CRubbish::Init(void)
{
int i;
for(i = 0; i < NUM_RUBBISH_SHEETS; i++){
aSheets[i].m_state = 0;
if(i < NUM_RUBBISH_SHEETS-1)
aSheets[i].m_next = &aSheets[i+1];
else
aSheets[i].m_next = &EndEmptyList;
if(i > 0)
aSheets[i].m_prev = &aSheets[i-1];
else
aSheets[i].m_prev = &StartEmptyList;
}
StartEmptyList.m_next = &aSheets[0];
StartEmptyList.m_prev = nil;
EndEmptyList.m_next = nil;
EndEmptyList.m_prev = &aSheets[NUM_RUBBISH_SHEETS-1];
StartStaticsList.m_next = &EndStaticsList;
StartStaticsList.m_prev = nil;
EndStaticsList.m_next = nil;
EndStaticsList.m_prev = &StartStaticsList;
StartMoversList.m_next = &EndMoversList;
StartMoversList.m_prev = nil;
EndMoversList.m_next = nil;
EndMoversList.m_prev = &StartMoversList;
// unused
RwIm3DVertexSetU(&RubbishVertices[0], 0.0f);
RwIm3DVertexSetV(&RubbishVertices[0], 0.0f);
RwIm3DVertexSetU(&RubbishVertices[1], 1.0f);
RwIm3DVertexSetV(&RubbishVertices[1], 0.0f);
RwIm3DVertexSetU(&RubbishVertices[2], 0.0f);
RwIm3DVertexSetV(&RubbishVertices[2], 1.0f);
RwIm3DVertexSetU(&RubbishVertices[3], 1.0f);
RwIm3DVertexSetV(&RubbishVertices[3], 1.0f);
// unused
RubbishIndexList2[0] = 0;
RubbishIndexList2[1] = 2;
RubbishIndexList2[2] = 1;
RubbishIndexList2[3] = 1;
RubbishIndexList2[4] = 2;
RubbishIndexList2[5] = 3;
RubbishIndexList[0] = 0;
RubbishIndexList[1] = 1;
RubbishIndexList[2] = 2;
RubbishIndexList[3] = 1;
RubbishIndexList[4] = 3;
RubbishIndexList[5] = 2;
CTxdStore::PushCurrentTxd();
int slot = CTxdStore::FindTxdSlot("particle");
CTxdStore::SetCurrentTxd(slot);
gpRubbishTexture[0] = RwTextureRead("gameleaf01_64", nil);
gpRubbishTexture[1] = RwTextureRead("gameleaf02_64", nil);
gpRubbishTexture[2] = RwTextureRead("newspaper01_64", nil);
gpRubbishTexture[3] = RwTextureRead("newspaper02_64", nil);
CTxdStore::PopCurrentTxd();
RubbishVisibility = 255;
bRubbishInvisible = false;
}
void
CRubbish::Shutdown(void)
{
RwTextureDestroy(gpRubbishTexture[0]);
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#ifdef GTA3_1_1_PATCH
gpRubbishTexture[0] = nil;
#endif
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RwTextureDestroy(gpRubbishTexture[1]);
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#ifdef GTA3_1_1_PATCH
gpRubbishTexture[1] = nil;
#endif
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RwTextureDestroy(gpRubbishTexture[2]);
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#ifdef GTA3_1_1_PATCH
gpRubbishTexture[2] = nil;
#endif
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RwTextureDestroy(gpRubbishTexture[3]);
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#ifdef GTA3_1_1_PATCH
gpRubbishTexture[3] = nil;
#endif
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}