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re3/src/render/Shadows.cpp

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#include "common.h"
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#include "main.h"
#include "TxdStore.h"
#include "Timer.h"
#include "Camera.h"
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#include "Timecycle.h"
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#include "CutsceneMgr.h"
#include "Automobile.h"
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#include "Bike.h"
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#include "Ped.h"
#include "PlayerPed.h"
#include "World.h"
#include "Weather.h"
#include "ModelIndices.h"
#include "RenderBuffer.h"
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#ifdef FIX_BUGS
#include "Replay.h"
#endif
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#include "PointLights.h"
#include "SpecialFX.h"
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#include "Script.h"
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#include "TimeStep.h"
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#include "Shadows.h"
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#include "CutsceneObject.h"
#include "CutsceneShadow.h"
#include "Clock.h"
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#ifdef DEBUGMENU
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SETTWEAKPATH("Shadows");
TWEAKBOOL(gbPrintShite);
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#endif
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RwImVertexIndex ShadowIndexList[24];
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RwTexture *gpShadowCarTex;
RwTexture *gpShadowPedTex;
RwTexture *gpShadowHeliTex;
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RwTexture *gpShadowBikeTex;
RwTexture *gpShadowBaronTex;
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RwTexture *gpShadowExplosionTex;
RwTexture *gpShadowHeadLightsTex;
RwTexture *gpOutline1Tex;
RwTexture *gpOutline2Tex;
RwTexture *gpOutline3Tex;
RwTexture *gpBloodPoolTex;
RwTexture *gpReflectionTex;
RwTexture *gpWalkDontTex;
RwTexture *gpCrackedGlassTex;
RwTexture *gpPostShadowTex;
RwTexture *gpGoalTex;
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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];
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void
CShadows::Init(void)
{
CTxdStore::PushCurrentTxd();
int32 slut = CTxdStore::FindTxdSlot("particle");
CTxdStore::SetCurrentTxd(slut);
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gpShadowCarTex = RwTextureRead("shad_car", nil);
gpShadowPedTex = RwTextureRead("shad_ped", nil);
gpShadowHeliTex = RwTextureRead("shad_heli", nil);
gpShadowBikeTex = RwTextureRead("shad_bike", nil);
gpShadowBaronTex = RwTextureRead("shad_rcbaron", nil);
gpShadowExplosionTex = RwTextureRead("shad_exp", nil);
gpShadowHeadLightsTex = RwTextureRead("headlight", nil);
gpOutline1Tex = RwTextureRead("outline_64", nil);
gpOutline2Tex = RwTextureRead("outline2_64", nil);
gpOutline3Tex = RwTextureRead("outline3_64", nil);
gpBloodPoolTex = RwTextureRead("bloodpool_64", nil);
gpReflectionTex = RwTextureRead("reflection01", nil);
gpWalkDontTex = RwTextureRead("walk_dont", nil);
gpCrackedGlassTex = RwTextureRead("wincrack_32", nil);
gpPostShadowTex = RwTextureRead("lamp_shad_64", nil);
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CTxdStore::PopCurrentTxd();
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ASSERT(gpShadowCarTex != nil);
ASSERT(gpShadowPedTex != nil);
ASSERT(gpShadowHeliTex != nil);
ASSERT(gpShadowBikeTex != nil);
ASSERT(gpShadowBaronTex != nil);
ASSERT(gpShadowExplosionTex != nil);
ASSERT(gpShadowHeadLightsTex != nil);
ASSERT(gpOutline1Tex != nil);
ASSERT(gpOutline2Tex != nil);
ASSERT(gpOutline3Tex != nil);
ASSERT(gpBloodPoolTex != nil);
ASSERT(gpReflectionTex != nil);
ASSERT(gpWalkDontTex != nil);
ASSERT(gpCrackedGlassTex != nil);
ASSERT(gpPostShadowTex != nil);
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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;
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aStaticShadows[i].m_pPolyBunch = nil;
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}
pEmptyBunchList = &aPolyBunches[0];
for ( int32 i = 0; i < MAX_POLYBUNCHES; i++ )
{
if ( i == MAX_POLYBUNCHES - 1 )
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aPolyBunches[i].m_pNext = nil;
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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)
{
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ASSERT(gpShadowCarTex != nil);
ASSERT(gpShadowPedTex != nil);
ASSERT(gpShadowHeliTex != nil);
ASSERT(gpShadowBikeTex != nil);
ASSERT(gpShadowBaronTex != nil);
ASSERT(gpShadowExplosionTex != nil);
ASSERT(gpShadowHeadLightsTex != nil);
ASSERT(gpOutline1Tex != nil);
ASSERT(gpOutline2Tex != nil);
ASSERT(gpOutline3Tex != nil);
ASSERT(gpBloodPoolTex != nil);
ASSERT(gpReflectionTex != nil);
ASSERT(gpWalkDontTex != nil);
ASSERT(gpCrackedGlassTex != nil);
ASSERT(gpPostShadowTex != nil);
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RwTextureDestroy(gpShadowCarTex);
RwTextureDestroy(gpShadowPedTex);
RwTextureDestroy(gpShadowHeliTex);
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RwTextureDestroy(gpShadowBikeTex);
RwTextureDestroy(gpShadowBaronTex);
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RwTextureDestroy(gpShadowExplosionTex);
RwTextureDestroy(gpShadowHeadLightsTex);
RwTextureDestroy(gpOutline1Tex);
RwTextureDestroy(gpOutline2Tex);
RwTextureDestroy(gpOutline3Tex);
RwTextureDestroy(gpBloodPoolTex);
RwTextureDestroy(gpReflectionTex);
RwTextureDestroy(gpWalkDontTex);
RwTextureDestroy(gpCrackedGlassTex);
RwTextureDestroy(gpPostShadowTex);
}
void
CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, uint32 nTime, float fScale)
{
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ASSERT(pTexture != nil);
ASSERT(pPosn != nil);
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// 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();
}
}
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bool
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CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, Const CVector *pPosn,
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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)
{
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ASSERT(pPosn != nil);
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float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
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if ( SQR(fDrawDistance) > fDistToCamSqr || fDistToCamSqr == 0.0f )
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{
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if ( fDistToCamSqr != 0.0f )
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{
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float fDistToCam = Sqrt(fDistToCamSqr);
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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);
}
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}
int32 nSlot;
nSlot = 0;
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while ( nSlot < MAX_STATICSHADOWS && !(nID == aStaticShadows[nSlot].m_nId && aStaticShadows[nSlot].m_pPolyBunch != nil) )
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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();
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return false;
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}
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);
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return aStaticShadows[nSlot].m_pPolyBunch != nil;
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}
}
else
{
nSlot = 0;
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while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != nil )
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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);
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return aStaticShadows[nSlot].m_pPolyBunch != nil;
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}
}
}
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return true;
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}
void
CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue)
{
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ASSERT(pPosn != nil);
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switch ( ShadowTexture )
{
case SHADOWTEX_NONE:
{
break;
}
case SHADOWTEX_CAR:
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
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15.0f, false, 1.0f, nil, false);
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break;
}
case SHADOWTEX_PED:
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
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15.0f, false, 1.0f, nil, false);
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break;
}
case SHADOWTEX_EXPLOSION:
{
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
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15.0f, false, 1.0f, nil, false);
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break;
}
case SHADOWTEX_HELI:
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowHeliTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
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15.0f, false, 1.0f, nil, false);
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break;
}
case SHADOWTEX_HEADLIGHTS:
{
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowHeadLightsTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
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15.0f, false, 1.0f, nil, false);
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break;
}
case SHADOWTEX_BLOOD:
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpBloodPoolTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
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nIntensity, nRed, 150, 0,
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15.0f, false, 1.0f, nil, false);
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break;
}
}
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//ASSERT(false);
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}
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,
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float fZDistance, bool bDrawOnWater, float fScale, CCutsceneShadow *pShadow, bool bDrawOnBuildings)
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{
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ASSERT(pTexture != nil);
ASSERT(pPosn != nil);
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if ( ShadowsStoredToBeRendered < MAX_STOREDSHADOWS )
{
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asShadowsStored[ShadowsStoredToBeRendered].m_ShadowType = ShadowType;
asShadowsStored[ShadowsStoredToBeRendered].m_pTexture = pTexture;
asShadowsStored[ShadowsStoredToBeRendered].m_vecPos = *pPosn;
asShadowsStored[ShadowsStoredToBeRendered].m_vecFront.x = fFrontX;
asShadowsStored[ShadowsStoredToBeRendered].m_vecFront.y = fFrontY;
asShadowsStored[ShadowsStoredToBeRendered].m_vecSide.x = fSideX;
asShadowsStored[ShadowsStoredToBeRendered].m_vecSide.y = fSideY;
asShadowsStored[ShadowsStoredToBeRendered].m_nIntensity = nIntensity;
asShadowsStored[ShadowsStoredToBeRendered].m_nRed = nRed;
asShadowsStored[ShadowsStoredToBeRendered].m_nGreen = nGreen;
asShadowsStored[ShadowsStoredToBeRendered].m_nBlue = nBlue;
asShadowsStored[ShadowsStoredToBeRendered].m_fZDistance = fZDistance;
asShadowsStored[ShadowsStoredToBeRendered].m_nFlags.bDrawOnWater = bDrawOnWater;
asShadowsStored[ShadowsStoredToBeRendered].m_nFlags.bDrawOnBuildings = bDrawOnBuildings;
asShadowsStored[ShadowsStoredToBeRendered].m_fScale = fScale;
asShadowsStored[ShadowsStoredToBeRendered].m_pCutsceneShadow = pShadow;
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ShadowsStoredToBeRendered++;
}
}
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void
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CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
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{
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ASSERT(pCar != nil);
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if ( CTimeCycle::GetShadowStrength() != 0 )
{
CVector CarPos = pCar->GetPosition();
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float fDistToCamSqr = (CarPos - TheCamera.GetPosition()).MagnitudeSqr2D();
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if ( CCutsceneMgr::IsRunning() )
fDistToCamSqr /= SQR(TheCamera.LODDistMultiplier) * 4.0f;
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float fDrawDistance;
switch ( type )
{
case VEH_SHD_TYPE_SEAPLANE:
case VEH_SHD_TYPE_RCPLANE:
fDrawDistance = 144.0f;
break;
case VEH_SHD_TYPE_HELI:
fDrawDistance = 144.0f;
break;
default:
fDrawDistance = 18.0f;
break;
}
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if ( fDistToCamSqr < SQR(fDrawDistance) )
{
float fDistToCam = Sqrt(fDistToCamSqr);
//fDistToCam == 0 -> 4
//fDistToCam == fDrawDistance -> 0
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float fMult = 1.0f - (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f)))) / (fDrawDistance*(1.0f/4.0f));
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int32 nColorStrength;
if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) )
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nColorStrength = (int32)(fMult * CTimeCycle::GetShadowStrength());
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else
nColorStrength = CTimeCycle::GetShadowStrength();
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float fVehicleHeight = pCar->GetColModel()->boundingBox.GetSize().y;
float fVehicleWidth = pCar->GetColModel()->boundingBox.GetSize().x;
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float size = 1.0f;
if ( pCar->GetModelIndex() == MI_HUNTER )
{
fVehicleWidth *= 3.0f;
fVehicleHeight *= 1.4f;
size *= 0.5f;
}
else if ( pCar->GetModelIndex() == MI_ANGEL )
{
fVehicleHeight = fVehicleHeight * 1.5;
size = 0.03f;
}
else if ( pCar->GetModelIndex() == MI_SEASPAR )
{
fVehicleWidth *= 3.0f;
fVehicleHeight *= 1.4f;
size *= 0.5f;
}
else if ( pCar->GetModelIndex() == MI_PIZZABOY || pCar->GetModelIndex() == MI_PCJ600 || pCar->GetModelIndex() == MI_FAGGIO )
{
fVehicleHeight *= 1.2f;
size = 0.05f;
}
else if ( pCar->GetModelIndex() == MI_FREEWAY )
{
fVehicleHeight *= 1.5f;
size = 0.03f;
}
else if ( pCar->GetModelIndex() == MI_RCRAIDER )
{
fVehicleHeight *= 1.5f;
fVehicleWidth *= 2.0f;
size = 0.2f;
}
else if ( pCar->GetModelIndex() == MI_SANCHEZ )
{
fVehicleHeight *= 1.5f;
size = 0.03f;
}
else if ( pCar->GetModelIndex() == MI_SPARROW || pCar->GetModelIndex() == MI_MAVERICK || pCar->GetModelIndex() == MI_VCNMAV || pCar->GetModelIndex() == MI_POLMAV )
{
fVehicleWidth *= 3.0f;
fVehicleHeight *= 1.4f;
size *= 0.5f;
}
else if ( pCar->GetModelIndex() == MI_RCGOBLIN )
{
fVehicleHeight *= 1.5f;
fVehicleWidth *= 2.0f;
size = 0.2f;
}
else if ( pCar->GetModelIndex() == MI_DODO )
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{
fVehicleHeight *= 0.9f;
fVehicleWidth *= 0.4f;
}
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CarPos.x -= pCar->GetForward().x * (((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)*size);
CarPos.y -= pCar->GetForward().y * (((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)*size);
RwTexture *tex;
switch ( type )
{
case VEH_SHD_TYPE_BIKE:
{
float wheelZ = Abs(((CBike*)pCar)->m_fLeanLRAngle);
float mul = 5.092958f * wheelZ + 1.0f;
if (pCar->GetStatus() == STATUS_PHYSICS)
{
float z = pCar->GetRight().z;
if (z > 0.6f)
mul += 4.0f * z;
}
fVehicleWidth *= mul;
tex = gpShadowBikeTex;
break;
}
case VEH_SHD_TYPE_HELI:
tex = gpShadowHeliTex;
break;
case VEH_SHD_TYPE_SEAPLANE:
nColorStrength = CTimeCycle::GetShadowStrength();
tex = gpShadowBaronTex;
break;
case VEH_SHD_TYPE_RCPLANE:
tex = gpShadowBaronTex;
fVehicleHeight *= 1.5f;
fVehicleWidth *= 2.2f;
break;
case VEH_SHD_TYPE_CAR:
tex = gpShadowCarTex;
break;
}
float frontx = pCar->GetForward().x;
float fronty = pCar->GetForward().y;
float sidex = pCar->GetRight().x;
float sidey = pCar->GetRight().y;
switch ( type )
{
case VEH_SHD_TYPE_BIKE:
if ( Abs(pCar->GetRight().z) > 0.6f )
{
sidex = pCar->GetUp().x;
sidey = pCar->GetUp().y;
}
break;
case VEH_SHD_TYPE_HELI:
if ( Abs(pCar->GetRight().z) > 0.57f )
{
sidex = pCar->GetUp().x;
sidey = pCar->GetUp().y;
}
if ( Abs(pCar->GetForward().z) > 0.57f )
{
frontx = pCar->GetUp().x;
fronty = pCar->GetUp().y;
}
break;
}
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bool bDrawOnBuildings = false;
if ( pCar->GetModelIndex() == MI_RCBANDIT
|| pCar->GetModelIndex() == MI_RCBARON
|| pCar->GetModelIndex() == MI_RCRAIDER
|| pCar->GetModelIndex() == MI_RCGOBLIN
|| pCar == FindPlayerVehicle() )
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{
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bDrawOnBuildings = true;
}
if ( pCar->m_vecMoveSpeed.Magnitude() * CTimeStep::ms_fTimeStep > 0.1f || bDrawOnBuildings )
{
if ( pCar->GetUp().z > 0.0f )
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, tex, &CarPos,
frontx * (fVehicleHeight / 2),
fronty * (fVehicleHeight / 2),
sidex * (fVehicleWidth / 2),
sidey * (fVehicleWidth / 2),
nColorStrength, nColorStrength, nColorStrength, nColorStrength,
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4.5f, false, 1.0f, nil, bDrawOnBuildings);
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}
else
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, tex, &CarPos,
frontx * (fVehicleHeight / 2),
fronty * (fVehicleHeight / 2),
-sidex * (fVehicleWidth / 2),
-sidey * (fVehicleWidth / 2),
nColorStrength, nColorStrength, nColorStrength, nColorStrength,
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4.5f, false, 1.0f, nil, bDrawOnBuildings);
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}
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}
else
{
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if ( pCar->GetUp().z > 0.0f )
{
StoreStaticShadow((uintptr)pCar + 1, SHADOWTYPE_DARK, tex, &CarPos,
frontx * (fVehicleHeight / 2),
fronty * (fVehicleHeight / 2),
sidex * (fVehicleWidth / 2),
sidey * (fVehicleWidth / 2),
nColorStrength, nColorStrength, nColorStrength, nColorStrength,
4.5f, 1.0f, 0.0f, false, 0.1f);
}
else
{
StoreStaticShadow((uintptr)pCar + 1, SHADOWTYPE_DARK, tex, &CarPos,
frontx * (fVehicleHeight / 2),
fronty * (fVehicleHeight / 2),
-sidex * (fVehicleWidth / 2),
-sidey * (fVehicleWidth / 2),
nColorStrength, nColorStrength, nColorStrength, nColorStrength,
4.5f, 1.0f, 0.0f, false, 0.1f);
}
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}
}
}
}
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)
{
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ASSERT(pCar != nil);
ASSERT(pPosn != nil);
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float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
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bool bSpecialCam = TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN
|| TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED
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|| 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);
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if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) && !bSpecialCam ) // BUG? must be 3.0?
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{
//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);
}
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if ( pCar->m_vecMoveSpeed.Magnitude() * CTimeStep::ms_fTimeStep > 0.4f || pCar == FindPlayerVehicle() )
{
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, pTexture, pPosn,
fFrontX, fFrontY,
fSideX, fSideY,
128, nRed, nGreen, nBlue,
6.0f, false, 1.0f,
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nil, pCar == FindPlayerVehicle());
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}
else
{
StoreStaticShadow((uintptr)pCar + nID, SHADOWTYPE_ADDITIVE, pTexture, pPosn,
fFrontX, fFrontY,
fSideX, fSideY,
128, nRed, nGreen, nBlue,
6.0f, 1.0f, 27.0f,
false, 0.4f);
}
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}
}
}
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#if 1
void
StoreShadowForCutscenePedObject(CPed *pObject, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
{
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ASSERT(pObject != nil);
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CCutsceneShadow *shadow = pObject->m_pRTShadow;
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if ( shadow == nil )
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return;
if ( !shadow->IsInitialized() )
return;
CVector pos = pObject->GetPosition();
float fDistToCamSqr = (pos - TheCamera.GetPosition()).MagnitudeSqr2D();
float fDrawDistance = 100.0f;
if ( fDistToCamSqr < SQR(fDrawDistance*0.5f) )
{
if ( (CEntity*)pObject == FindPlayerPed() || TheCamera.IsSphereVisible(pos, 2.0f) )
{
float fDistToCam = Sqrt(fDistToCamSqr);
float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f)));
int32 nColorStrength;
if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) )
nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
else
nColorStrength = CTimeCycle::GetShadowStrength();
int32 color = int32(nColorStrength * 0.8f);
pos.x += fDisplacementX;
pos.y += fDisplacementY;
RwTexture *texture = shadow->GetShadowRwTexture();
ASSERT(texture);
RwRGBA bordercolor = {0, 0, 0, 0};
shadow->DrawBorderAroundTexture(bordercolor);
pos.x -= fDisplacementX;
pos.y -= fDisplacementY;
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float angleY = 360.0f - RADTODEG((CClock::ms_nGameClockMinutes
+60*CClock::ms_nGameClockHours+CClock::ms_nGameClockSeconds/60)*(HALFPI/360.0f));
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RwFrame *frame = shadow->SetLightProperties(angleY, -85.0f, true);
ASSERT(frame);
CVector at(RwFrameGetMatrix(frame)->at);
at.Normalise();
CShadows::CalcPedShadowValues(at, &fFrontX, &fFrontY, &fSideX, &fSideY, &fDisplacementX, &fDisplacementY);
pos.x -= 2.5f * fDisplacementX;
pos.y -= 2.5f * fDisplacementY;
CShadows::StoreShadowToBeRendered(SHADOWTYPE_INVCOLOR, texture, &pos,
fFrontX * 1.5f, fFrontY * 1.5f,
fSideX * 1.5f, fSideY * 1.5f,
color, color, color, color,
4.0f, false, 1.0f, shadow, false);
}
}
}
#endif
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void
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CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
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{
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ASSERT(pPed != nil);
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if ( pPed->bIsVisible )
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{
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if ( !(pPed->bInVehicle && pPed->m_nPedState != PED_DRAG_FROM_CAR && pPed->m_nPedState != PED_EXIT_CAR) )
{
if ( CTimeCycle::GetShadowStrength() != 0 )
{
#if 1
CCutsceneShadow *pShadow = pPed->m_pRTShadow;
if (pShadow)
{
if (pShadow->IsInitialized())
pShadow->UpdateForCutscene();
::StoreShadowForCutscenePedObject(pPed, fDisplacementX, fDisplacementY, fFrontX, fFrontY, fSideX, fSideY);
}
return;
#endif
StoreShadowForPedObject(pPed,
fDisplacementX, fDisplacementY,
fFrontX, fFrontY,
fSideX, fSideY);
}
}
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}
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}
void
CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
{
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ASSERT(pPedObject != nil);
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CVector PedPos = pPedObject->GetPosition();
float fDistToCamSqr = (PedPos - TheCamera.GetPosition()).MagnitudeSqr2D();
float fDrawDistance = 26.0f;
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if ( fDistToCamSqr < SQR(fDrawDistance*0.5f) )
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{
if ( pPedObject == FindPlayerPed() || TheCamera.IsSphereVisible(PedPos, 2.0f) != false )
{
float fDistToCam = Sqrt(fDistToCamSqr);
//fDistToCam == 0 -> 2
//fDistToCam == fDrawDistance -> -2
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float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f))); // BUG ? negative
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int32 nColorStrength;
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if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) ) // BUG ? negative
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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,
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4.0f, false, 1.0f, nil, pPedObject == FindPlayerPed());
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}
}
}
void
CShadows::StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
{
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ASSERT(pObject != nil);
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CCutsceneShadow *shadow = pObject->m_pShadow;
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if ( shadow == nil )
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return;
if ( !shadow->IsInitialized() )
return;
CVector pos = pObject->GetPosition();
float fDistToCamSqr = (pos - TheCamera.GetPosition()).MagnitudeSqr2D();
float fDrawDistance = 100.0f;
if ( fDistToCamSqr < SQR(fDrawDistance*0.5f) )
{
if ( (CEntity*)pObject == FindPlayerPed() || TheCamera.IsSphereVisible(pos, 2.0f) )
{
float fDistToCam = Sqrt(fDistToCamSqr);
float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f)));
int32 nColorStrength;
if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) )
nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
else
nColorStrength = CTimeCycle::GetShadowStrength();
int32 color = int32(nColorStrength * 0.8f);
pos.x += fDisplacementX;
pos.y += fDisplacementY;
RwTexture *texture = shadow->GetShadowRwTexture();
ASSERT(texture);
RwRGBA bordercolor = {0, 0, 0, 0};
shadow->DrawBorderAroundTexture(bordercolor);
pos.x -= fDisplacementX;
pos.y -= fDisplacementY;
float angleY = 360.0f - RADTODEG((CClock::ms_nGameClockMinutes+60*
CClock::ms_nGameClockHours+CClock::ms_nGameClockSeconds/60)*(HALFPI/360.0f));
RwFrame *frame = shadow->SetLightProperties(angleY, -85.0f, true);
ASSERT(frame);
CVector at(RwFrameGetMatrix(frame)->at);
at.Normalise();
CalcPedShadowValues(at, &fFrontX, &fFrontY, &fSideX, &fSideY, &fDisplacementX, &fDisplacementY);
pos.x -= 2.5f * fDisplacementX;
pos.y -= 2.5f * fDisplacementY;
StoreShadowToBeRendered(SHADOWTYPE_INVCOLOR, texture, &pos,
fFrontX * 1.5f, fFrontY * 1.5f,
fSideX * 1.5f, fSideY * 1.5f,
color, color, color, color,
4.0f, false, 1.0f, shadow, false);
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}
}
}
void
CShadows::StoreShadowForTree(CEntity *pTree)
{
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ASSERT(pTree != nil);
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}
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void
CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ,
float fPoleHeight, float fPoleWidth, uint32 nID)
{
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ASSERT(pPole != nil);
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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;
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PolePos.x += -CTimeCycle::GetSunDirection().x * (fPoleHeight / 2);
PolePos.y += -CTimeCycle::GetSunDirection().y * (fPoleHeight / 2);
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2020-05-11 02:55:57 +00:00
StoreStaticShadow((uintptr)pPole + nID + _TODOCONST(51), SHADOWTYPE_DARK, gpPostShadowTex, &PolePos,
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-CTimeCycle::GetSunDirection().x * (fPoleHeight / 2),
-CTimeCycle::GetSunDirection().y * (fPoleHeight / 2),
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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;
}
}
}
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void
CShadows::RenderStoredShadows(void)
{
RenderBuffer::ClearRenderBuffer();
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void *)rwTEXTUREADDRESSCLAMP);
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for ( int32 i = 0; i < ShadowsStoredToBeRendered; i++ )
asShadowsStored[i].m_nFlags.bRendered = false;
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for ( int32 i = 0; i < ShadowsStoredToBeRendered; i++ )
{
if ( !asShadowsStored[i].m_nFlags.bRendered )
{
SetRenderModeForShadowType(asShadowsStored[i].m_ShadowType);
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ASSERT(asShadowsStored[i].m_pTexture != nil);
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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;
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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);
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CWorld::AdvanceCurrentScanCode();
for ( int32 y = nStartY; y <= nEndY; y++ )
{
for ( int32 x = nStartX; x <= nEndX; x++ )
{
CSector *pCurSector = CWorld::GetSector(x, y);
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ASSERT(pCurSector != nil);
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if ( asShadowsStored[j].m_pCutsceneShadow )
{
CastCutsceneShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
fStartX, fStartY,
fEndX, fEndY,
&shadowPos,
asShadowsStored[j].m_vecFront.x,
asShadowsStored[j].m_vecFront.y,
asShadowsStored[j].m_vecSide.x,
asShadowsStored[j].m_vecSide.y,
asShadowsStored[j].m_nIntensity,
asShadowsStored[j].m_nRed,
asShadowsStored[j].m_nGreen,
asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale,
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nil,
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asShadowsStored[j].m_pCutsceneShadow);
CastCutsceneShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
fStartX, fStartY,
fEndX, fEndY,
&shadowPos,
asShadowsStored[j].m_vecFront.x,
asShadowsStored[j].m_vecFront.y,
asShadowsStored[j].m_vecSide.x,
asShadowsStored[j].m_vecSide.y,
asShadowsStored[j].m_nIntensity,
asShadowsStored[j].m_nRed,
asShadowsStored[j].m_nGreen,
asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale,
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nil,
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asShadowsStored[j].m_pCutsceneShadow);
}
else if ( asShadowsStored[j].m_nFlags.bDrawOnBuildings )
{
CastPlayerShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
fStartX, fStartY,
fEndX, fEndY,
&shadowPos,
asShadowsStored[j].m_vecFront.x,
asShadowsStored[j].m_vecFront.y,
asShadowsStored[j].m_vecSide.x,
asShadowsStored[j].m_vecSide.y,
asShadowsStored[j].m_nIntensity,
asShadowsStored[j].m_nRed,
asShadowsStored[j].m_nGreen,
asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale,
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nil);
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CastPlayerShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
fStartX, fStartY,
fEndX, fEndY,
&shadowPos,
asShadowsStored[j].m_vecFront.x,
asShadowsStored[j].m_vecFront.y,
asShadowsStored[j].m_vecSide.x,
asShadowsStored[j].m_vecSide.y,
asShadowsStored[j].m_nIntensity,
asShadowsStored[j].m_nRed,
asShadowsStored[j].m_nGreen,
asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale,
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nil);
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}
else
{
CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
fStartX, fStartY,
fEndX, fEndY,
&shadowPos,
asShadowsStored[j].m_vecFront.x,
asShadowsStored[j].m_vecFront.y,
asShadowsStored[j].m_vecSide.x,
asShadowsStored[j].m_vecSide.y,
asShadowsStored[j].m_nIntensity,
asShadowsStored[j].m_nRed,
asShadowsStored[j].m_nGreen,
asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale,
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nil);
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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,
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nil);
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}
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}
}
asShadowsStored[j].m_nFlags.bRendered = true;
}
}
RenderBuffer::RenderStuffInBuffer();
}
}
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void *)rwTEXTUREADDRESSWRAP);
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ShadowsStoredToBeRendered = 0;
}
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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++ )
{
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if ( aStaticShadows[j].m_pPolyBunch != nil
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&& aStaticShadows[i].m_nType == aStaticShadows[j].m_nType
&& aStaticShadows[i].m_pTexture == aStaticShadows[j].m_pTexture )
{
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for ( CPolyBunch *bunch = aStaticShadows[j].m_pPolyBunch; bunch != nil; bunch = bunch->m_pNext )
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{
RwImVertexIndex *pIndexes;
RwIm3DVertex *pVerts;
RenderBuffer::StartStoring(3 * (bunch->m_nNumVerts - 2), bunch->m_nNumVerts, &pIndexes, &pVerts);
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ASSERT(pIndexes != nil);
ASSERT(pVerts != nil);
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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);
}
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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;
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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);
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CWorld::AdvanceCurrentScanCode();
for ( int32 y = nStartY; y <= nEndY; y++ )
{
for ( int32 x = nStartX; x <= nEndX; x++ )
{
CSector *pCurSector = CWorld::GetSector(x, y);
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ASSERT(pCurSector != nil);
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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);
}
}
}
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void
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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)
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{
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ASSERT(pPosn != nil);
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CPtrNode *pNode = PtrList.first;
CRect Bound;
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while ( pNode != nil )
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{
CEntity *pEntity = (CEntity *)pNode->item;
uint16 nScanCode = pEntity->m_scanCode;
pNode = pNode->next;
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ASSERT( pEntity != nil );
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if ( nScanCode != CWorld::GetCurrentScanCode() )
{
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pEntity->m_scanCode = CWorld::GetCurrentScanCode();
if ( pEntity->bUsesCollision && !pEntity->m_flagE2 )
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{
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if ( IsAreaVisible(pEntity->m_area) )
{
Bound = pEntity->GetBoundRect();
if ( fStartX < Bound.right
&& fEndX > Bound.left
&& fStartY < Bound.bottom
&& fEndY > Bound.top )
{
if ( pPosn->z - fZDistance < pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.max.z
&& pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.min.z < pPosn->z )
{
CastShadowEntityXY(pEntity,
fStartX, fStartY,
fEndX, fEndY,
pPosn,
fFrontX, fFrontY,
fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
fZDistance, fScale, ppPolyBunch);
}
}
}
}
}
}
}
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void
CShadows::CastPlayerShadowSectorList(CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
{
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ASSERT(pPosn != nil);
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CPtrNode *pNode = PtrList.first;
CRect Bound;
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while ( pNode != nil )
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{
CEntity *pEntity = (CEntity *)pNode->item;
uint16 nScanCode = pEntity->m_scanCode;
pNode = pNode->next;
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ASSERT( pEntity != nil );
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if ( nScanCode != CWorld::GetCurrentScanCode() )
{
pEntity->m_scanCode = CWorld::GetCurrentScanCode();
if ( pEntity->bUsesCollision )
{
if ( IsAreaVisible(pEntity->m_area) )
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{
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Bound = pEntity->GetBoundRect();
if ( fStartX < Bound.right
&& fEndX > Bound.left
&& fStartY < Bound.bottom
&& fEndY > Bound.top )
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{
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if ( pPosn->z - fZDistance < pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.max.z
&& pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.min.z < pPosn->z )
{
CastShadowEntityXY(pEntity,
fStartX, fStartY,
fEndX, fEndY,
pPosn,
fFrontX, fFrontY,
fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
fZDistance, fScale, ppPolyBunch);
}
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}
}
}
}
}
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}
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void
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CShadows::CastCutsceneShadowSectorList(CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow)
{
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ASSERT(pPosn != nil);
ASSERT(pShadow != nil);
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CPtrNode *pNode = PtrList.first;
CRect Bound;
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while ( pNode != nil )
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{
CEntity *pEntity = (CEntity *)pNode->item;
uint16 nScanCode = pEntity->m_scanCode;
pNode = pNode->next;
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ASSERT( pEntity != nil );
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if ( nScanCode != CWorld::GetCurrentScanCode() )
{
pEntity->m_scanCode = CWorld::GetCurrentScanCode();
if ( pEntity->bUsesCollision )
{
if ( IsAreaVisible(pEntity->m_area) )
{
Bound = pEntity->GetBoundRect();
if ( fStartX < Bound.right
&& fEndX > Bound.left
&& fStartY < Bound.bottom
&& fEndY > Bound.top )
{
if ( pPosn->z - fZDistance < pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.max.z
&& pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.min.z < pPosn->z )
{
CastShadowEntityXYZ(pEntity, pPosn,
fFrontX, fFrontY,
fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
fZDistance, fScale, ppPolyBunch, pShadow);
}
}
}
}
}
}
}
void
CShadows::CastShadowEntityXY(CEntity *pEntity, float fStartX, float fStartY, float fEndX, float fEndY, CVector *pPosn,
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float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
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{
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ASSERT(pEntity != nil);
ASSERT(pPosn != nil);
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static CVector List [20];
static CVector Texture[20];
static CVector Points [4];
CColModel *pCol = pEntity->GetColModel();
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ASSERT(pCol != nil);
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#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;
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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));
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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));
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float MaxZ = pPosn->z - pEntity->GetPosition().z;
float MinZ = MaxZ - fZDistance;
for ( int32 i = 0; i < pCol->numTriangles; i++ )
{
CColTrianglePlane *pColTriPlanes = pCol->trianglePlanes;
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ASSERT(pColTriPlanes != nil);
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if ( Abs(pColTriPlanes[i].normal.z) > 0.1f )
{
CColTriangle *pColTri = pCol->triangles;
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ASSERT(pColTri != nil);
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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;
}
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if ( ppPolyBunch != nil )
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{
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if ( pEmptyBunchList != nil )
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{
CPolyBunch *pBunch = pEmptyBunchList;
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ASSERT(pBunch != nil);
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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);
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ASSERT(pIndexes != nil);
ASSERT(pVerts != nil);
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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();
}
}
}
}
}
}
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typedef struct _ProjectionParam
{
RwV3d at; /* Camera at vector */
RwMatrix invMatrix; /* Transforms to shadow camera space */
RwUInt8 shadowValue; /* Shadow opacity value */
RwBool fade; /* Shadow fades with distance */
RwUInt32 numIm3DBatch; /* Number of buffer flushes */
RwMatrix entityMatrix;
}
ProjectionParam;
RwV3d *ShadowRenderTriangleCB(RwV3d *points, RwV3d *normal, ProjectionParam *param)
{
RwV3d vIn[3];
RwV3d vShad[3];
RwV3dTransformPoints(&vIn[0], points, 3, &param->entityMatrix);
/*
* Reject backfacing triangles
* This reject the triangles parallel to the light as well
*/
if (RwV3dDotProduct(normal, &param->at) > 0.0f)
{
return points;
}
RwV3dTransformPoints(&vShad[0], &vIn[0], 3, &param->invMatrix);
/*
* Reject triangles behind the camera (z test). Note that any world
* triangles lying in front of the camera but before the object may
* have a shadow applied. To minimize such artefacts, this test could
* be modified to use a specific value rather than 0.0f, perhaps
* to reject triangles behind the center plane of the object.
*
* Reject triangles that lie entirely outside the shadow texture range
* (x,y test).
*/
if (((vShad[0].z < 0.0f) && (vShad[1].z < 0.0f)
&& (vShad[2].z < 0.0f)) || ((vShad[0].x < 0.0f)
&& (vShad[1].x < 0.0f)
&& (vShad[2].x < 0.0f))
|| ((vShad[0].x > 1.0f) && (vShad[1].x > 1.0f)
&& (vShad[2].x > 1.0f)) || ((vShad[0].y < 0.0f)
&& (vShad[1].y < 0.0f)
&& (vShad[2].y < 0.0f))
|| ((vShad[0].y > 1.0f) && (vShad[1].y > 1.0f)
&& (vShad[2].y > 1.0f)))
{
return points;
}
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RwIm3DVertex *imv = nil;
RwImVertexIndex *imi = nil;
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RenderBuffer::StartStoring(3, 3, &imi, &imv);
/*
* Set the immediate mode vertices for this triangle
*/
RwIm3DVertexSetPos(imv, vIn[0].x, vIn[0].y, vIn[0].z);
RwIm3DVertexSetPos(imv + 1, vIn[1].x, vIn[1].y, vIn[1].z);
RwIm3DVertexSetPos(imv + 2, vIn[2].x, vIn[2].y, vIn[2].z);
RwIm3DVertexSetU(imv, vShad[0].x);
RwIm3DVertexSetU(imv + 1, vShad[1].x);
RwIm3DVertexSetU(imv + 2, vShad[2].x);
RwIm3DVertexSetV(imv, vShad[0].y);
RwIm3DVertexSetV(imv + 1, vShad[1].y);
RwIm3DVertexSetV(imv + 2, vShad[2].y);
/*
* Do we fade out the shadow with distance?
*/
if (param->fade)
{
RwReal fadeVal;
RwUInt8 val;
fadeVal = 1.0f - vShad[0].z * vShad[0].z;
val =
(fadeVal <
0.0f) ? 0 : (RwUInt8) (fadeVal * param->shadowValue);
RwIm3DVertexSetRGBA(imv, val, val, val, val);
fadeVal = 1.0f - vShad[1].z * vShad[1].z;
val =
(fadeVal <
0.0f) ? 0 : (RwUInt8) (fadeVal * param->shadowValue);
RwIm3DVertexSetRGBA(imv + 1, val, val, val, val);
fadeVal = 1.0f - vShad[2].z * vShad[2].z;
val =
(fadeVal <
0.0f) ? 0 : (RwUInt8) (fadeVal * param->shadowValue);
RwIm3DVertexSetRGBA(imv + 2, val, val, val, val);
}
else
{
RwUInt8 val = param->shadowValue;
RwIm3DVertexSetRGBA(imv, val, val, val, val);
RwIm3DVertexSetRGBA(imv + 1, val, val, val, val);
RwIm3DVertexSetRGBA(imv + 2, val, val, val, val);
}
/*
* Update buffer position
*/
imi[0] = 0;
imi[1] = 1;
imi[2] = 2;
RenderBuffer::StopStoring();
return points;
}
void
CShadows::CastShadowEntityXYZ(CEntity *pEntity, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow)
{
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ASSERT(pEntity != nil);
ASSERT(pPosn != nil);
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if ( pShadow )
{
ProjectionParam proj;
RwV3d scl;
RwV3d tr;
CShadowCamera *shadow = pShadow->GetShadowCamera();
CColModel *collision = pEntity->GetColModel();
CCollision::CalculateTrianglePlanes(collision);
RwMatrix mat;
mat = *RwFrameGetMatrix(RwCameraGetFrame(shadow->GetRwCamera()));
RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
RwMatrixRotate(&mat, &Xaxis, -45.0f, rwCOMBINEPRECONCAT);
proj.at = mat.at;
pEntity->GetMatrix().CopyToRwMatrix(&proj.entityMatrix);
RwMatrixInvert(&proj.invMatrix, &mat);
RwReal radius = RwCameraGetViewWindow(shadow->GetRwCamera())->x;
scl.x = scl.y = -0.5f / (radius*0.9f);
scl.z = 1.0f / (radius*0.8f);
RwMatrixScale(&proj.invMatrix, &scl, rwCOMBINEPOSTCONCAT);
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tr.x = 0.5f;
tr.y = tr.z = 0.0f;
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RwMatrixTranslate(&proj.invMatrix, &tr, rwCOMBINEPOSTCONCAT);
proj.shadowValue = nIntensity;
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proj.fade = 0;
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RwMatrix matrix;
pEntity->GetMatrix().CopyToRwMatrix(&matrix);
RwMatrix invMatrix;
RwMatrixInvert(&invMatrix, &matrix);
CVector center(pShadow->GetBaseSphere().center);
center += CVector(-fFrontX * 1.1f, -fFrontY * 1.1f, -0.5f);
CSphere sphere;
sphere.Set(2.0f, center);
RwV3d point;
RwV3dTransformPoints(&point, center, 1, &invMatrix);
CColSphere colSphere;
colSphere.Set(2.0f, CVector(point), 0, 0);
int i = 0;
while ( i < collision->numTriangles )
{
CVector p[3];
collision->GetTrianglePoint(p[0], collision->triangles[i].a);
collision->GetTrianglePoint(p[1], collision->triangles[i].b);
collision->GetTrianglePoint(p[2], collision->triangles[i].c);
if ( CCollision::TestSphereTriangle(colSphere, collision->vertices, collision->triangles[i], collision->trianglePlanes[i]) )
{
CVector n(collision->trianglePlanes[i].GetNormalX(), collision->trianglePlanes[i].GetNormalY(), collision->trianglePlanes[i].GetNormalZ());
CVector offset = n * 0.028f;
p[0] += offset;
p[1] += offset;
p[2] += offset;
if ( !ShadowRenderTriangleCB((RwV3d *)p, n, &proj) )
break;
}
i++;
}
}
}
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void
CShadows::UpdateStaticShadows(void)
{
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
{
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if ( aStaticShadows[i].m_pPolyBunch != nil && !aStaticShadows[i].m_bJustCreated
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&& (!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
{
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bool bOk;
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if ( timePassed >= (aPermanentShadows[i].m_nLifeTime * 3 / 4) )
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{
// timePassed == 0 -> 4
// timePassed == aPermanentShadows[i].m_nLifeTime -> 0
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float fMult = 1.0f - float(timePassed - (aPermanentShadows[i].m_nLifeTime * 3 / 4)) / (aPermanentShadows[i].m_nLifeTime / 4);
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bOk = StoreStaticShadow((uintptr)&aPermanentShadows[i],
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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
{
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bOk = StoreStaticShadow((uintptr)&aPermanentShadows[i],
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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);
}
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if ( !bOk )
aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
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}
}
}
}
void
CStaticShadow::Free(void)
{
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if ( m_pPolyBunch != nil )
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{
CPolyBunch *pFree = CShadows::pEmptyBunchList;
CShadows::pEmptyBunchList = m_pPolyBunch;
CPolyBunch *pUsed = m_pPolyBunch;
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while (pUsed->m_pNext != nil)
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pUsed = pUsed->m_pNext;
pUsed->m_pNext = pFree;
}
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m_pPolyBunch = nil;
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m_nId = 0;
}
void
CShadows::CalcPedShadowValues(CVector vecLightDir,
float *pfFrontX, float *pfFrontY,
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float *pfSideX, float *pfSideY,
float *pfDisplacementX, float *pfDisplacementY)
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{
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ASSERT(pfFrontX != nil);
ASSERT(pfFrontY != nil);
ASSERT(pfSideX != nil);
ASSERT(pfSideY != nil);
ASSERT(pfDisplacementX != nil);
ASSERT(pfDisplacementY != nil);
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*pfFrontX = -vecLightDir.x;
*pfFrontY = -vecLightDir.y;
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float fDist = Sqrt(*pfFrontY * *pfFrontY + *pfFrontX * *pfFrontX);
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float fMult = (fDist + 1.0f) / fDist;
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*pfFrontX *= fMult;
*pfFrontY *= fMult;
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*pfSideX = -vecLightDir.y / fDist;
*pfSideY = vecLightDir.x / fDist;
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*pfDisplacementX = -vecLightDir.x;
*pfDisplacementY = -vecLightDir.y;
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*pfFrontX /= 2;
*pfFrontY /= 2;
*pfSideX /= 2;
*pfSideY /= 2;
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*pfDisplacementX /= 2;
*pfDisplacementY /= 2;
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}
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void
CShadows::RenderExtraPlayerShadows(void)
{
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#ifdef FIX_BUGS
if (CReplay::IsPlayingBack())
return;
#endif
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if ( CTimeCycle::GetLightShadowStrength() != 0 )
{
CVehicle *pCar = FindPlayerVehicle();
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if ( pCar == nil )
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; // R* cut it out for playerped
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else
{
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if ( pCar->GetModelIndex() != MI_RCBANDIT
&& pCar->GetVehicleAppearance() != VEHICLE_APPEARANCE_BIKE
&& !pCar->IsBike() && !pCar->IsPlane() && !pCar->IsBoat() )
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{
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,
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4.5f, false, 1.0f, nil, false);
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}
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,
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4.5f, false, 1.0f, nil, false);
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}
}
}
}
}
}
}
}
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)
{
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ASSERT(pPosn != nil);
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C3dMarkers::PlaceMarkerSet(nID, MARKERTYPE_CYLINDER, *pPosn, Max(fFrontX, -fSideY),
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SPHERE_MARKER_R, SPHERE_MARKER_G, SPHERE_MARKER_B,
SPHERE_MARKER_A, SPHERE_MARKER_PULSE_PERIOD, 0.2f, 0);
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}