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https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-23 10:00:01 +00:00
implemented CShinyTexts
This commit is contained in:
parent
2100bdd529
commit
1207c2ce6f
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@ -73,6 +73,7 @@ enum Config {
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NUMCORONAS = 56,
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NUMPOINTLIGHTS = 32,
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NUM3DMARKERS = 32,
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NUMSHINYTEXTS = 32,
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NUMMONEYMESSAGES = 16,
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NUMPICKUPMESSAGES = 16,
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NUMBULLETTRACES = 16,
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@ -175,11 +175,18 @@ public:
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static void RenderIndicatorShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity);
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};
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extern RwTexture *&gpBloodPoolTex;
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extern RwTexture *&gpShadowCarTex;
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extern RwTexture *&gpShadowPedTex;
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extern RwTexture *&gpShadowHeliTex;
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extern RwTexture *&gpShadowExplosionTex;
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extern RwTexture *&gpShadowHeadLightsTex;
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extern RwTexture *&gpGoalTex;
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extern RwTexture *&gpOutline1Tex;
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extern RwTexture *&gpOutline2Tex;
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extern RwTexture *&gpOutline3Tex;
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extern RwTexture *&gpBloodPoolTex;
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extern RwTexture *&gpReflectionTex;
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extern RwTexture *&gpGoalMarkerTex;
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extern RwTexture *&gpWalkDontTex;
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extern RwTexture *&gpCrackedGlassTex;
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extern RwTexture *&gpPostShadowTex;
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extern RwTexture *&gpGoalTex;
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@ -1,6 +1,7 @@
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#include "common.h"
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#include "patcher.h"
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#include "SpecialFX.h"
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#include "RenderBuffer.h"
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#include "Timer.h"
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#include "Sprite.h"
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#include "Font.h"
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@ -12,6 +13,7 @@
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#include "VisibilityPlugins.h"
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#include "World.h"
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#include "Particle.h"
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#include "Shadows.h"
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#include "General.h"
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#include "Camera.h"
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#include "Shadows.h"
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@ -402,6 +404,151 @@ C3dMarkers::Update()
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{
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}
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int CShinyTexts::NumShinyTexts;
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CShinyText CShinyTexts::aShinyTexts[NUMSHINYTEXTS];
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void
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CShinyTexts::Init(void)
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{
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NumShinyTexts = 0;
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}
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void
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CShinyTexts::RegisterOne(CVector p0, CVector p1, CVector p2, CVector p3,
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float u0, float v0, float u1, float v1, float u2, float v2, float u3, float v3,
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uint8 type, uint8 red, uint8 green, uint8 blue, float maxDist)
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{
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if(NumShinyTexts >= NUMSHINYTEXTS)
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return;
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aShinyTexts[NumShinyTexts].m_camDist = (p0 - TheCamera.GetPosition()).Magnitude();
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if(aShinyTexts[NumShinyTexts].m_camDist > maxDist)
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return;
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aShinyTexts[NumShinyTexts].m_verts[0] = p0;
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aShinyTexts[NumShinyTexts].m_verts[1] = p1;
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aShinyTexts[NumShinyTexts].m_verts[2] = p2;
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aShinyTexts[NumShinyTexts].m_verts[3] = p3;
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aShinyTexts[NumShinyTexts].m_texCoords[0].x = u0;
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aShinyTexts[NumShinyTexts].m_texCoords[0].y = v0;
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aShinyTexts[NumShinyTexts].m_texCoords[1].x = u1;
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aShinyTexts[NumShinyTexts].m_texCoords[1].y = v1;
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aShinyTexts[NumShinyTexts].m_texCoords[2].x = u2;
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aShinyTexts[NumShinyTexts].m_texCoords[2].y = v2;
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aShinyTexts[NumShinyTexts].m_texCoords[3].x = u3;
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aShinyTexts[NumShinyTexts].m_texCoords[3].y = v3;
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aShinyTexts[NumShinyTexts].m_type = type;
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aShinyTexts[NumShinyTexts].m_red = red;
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aShinyTexts[NumShinyTexts].m_green = green;
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aShinyTexts[NumShinyTexts].m_blue = blue;
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// Fade out at half the max dist
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float halfDist = maxDist*0.5f;
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if(aShinyTexts[NumShinyTexts].m_camDist > halfDist){
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float f = 1.0f - (aShinyTexts[NumShinyTexts].m_camDist - halfDist)/halfDist;
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aShinyTexts[NumShinyTexts].m_red *= f;
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aShinyTexts[NumShinyTexts].m_green *= f;
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aShinyTexts[NumShinyTexts].m_blue *= f;
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}
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NumShinyTexts++;
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}
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void
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CShinyTexts::Render(void)
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{
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int i, ix, v;
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RwTexture *lastTex = nil;
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if(NumShinyTexts == 0)
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return;
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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TempBufferVerticesStored = 0;
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TempBufferIndicesStored = 0;
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for(i = 0; i < NumShinyTexts; i++){
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if(TempBufferIndicesStored > TEMPBUFFERINDEXSIZE-64 || TempBufferVerticesStored > TEMPBUFFERVERTSIZE-62)
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RenderOutGeometryBuffer();
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uint8 r = aShinyTexts[i].m_red;
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uint8 g = aShinyTexts[i].m_green;
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uint8 b = aShinyTexts[i].m_blue;
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switch(aShinyTexts[i].m_type){
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case SHINYTEXT_WALK:
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if(lastTex != gpWalkDontTex){
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RenderOutGeometryBuffer();
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpWalkDontTex));
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lastTex = gpWalkDontTex;
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}
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quad:
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v = TempBufferVerticesStored;
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+0], r, g, b, 255);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[v+0], aShinyTexts[i].m_verts[0].x, aShinyTexts[i].m_verts[0].y, aShinyTexts[i].m_verts[0].z);
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RwIm3DVertexSetU(&TempBufferRenderVertices[v+0], aShinyTexts[i].m_texCoords[0].x);
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RwIm3DVertexSetV(&TempBufferRenderVertices[v+0], aShinyTexts[i].m_texCoords[0].y);
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+1], r, g, b, 255);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[v+1], aShinyTexts[i].m_verts[1].x, aShinyTexts[i].m_verts[1].y, aShinyTexts[i].m_verts[1].z);
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RwIm3DVertexSetU(&TempBufferRenderVertices[v+1], aShinyTexts[i].m_texCoords[1].x);
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RwIm3DVertexSetV(&TempBufferRenderVertices[v+1], aShinyTexts[i].m_texCoords[1].y);
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+2], r, g, b, 255);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[v+2], aShinyTexts[i].m_verts[2].x, aShinyTexts[i].m_verts[2].y, aShinyTexts[i].m_verts[2].z);
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RwIm3DVertexSetU(&TempBufferRenderVertices[v+2], aShinyTexts[i].m_texCoords[2].x);
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RwIm3DVertexSetV(&TempBufferRenderVertices[v+2], aShinyTexts[i].m_texCoords[2].y);
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+3], r, g, b, 255);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[v+3], aShinyTexts[i].m_verts[3].x, aShinyTexts[i].m_verts[3].y, aShinyTexts[i].m_verts[3].z);
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RwIm3DVertexSetU(&TempBufferRenderVertices[v+3], aShinyTexts[i].m_texCoords[3].x);
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RwIm3DVertexSetV(&TempBufferRenderVertices[v+3], aShinyTexts[i].m_texCoords[3].y);
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ix = TempBufferIndicesStored;
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TempBufferRenderIndexList[ix+0] = 0 + TempBufferVerticesStored;
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TempBufferRenderIndexList[ix+1] = 1 + TempBufferVerticesStored;
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TempBufferRenderIndexList[ix+2] = 2 + TempBufferVerticesStored;
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TempBufferRenderIndexList[ix+3] = 2 + TempBufferVerticesStored;
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TempBufferRenderIndexList[ix+4] = 1 + TempBufferVerticesStored;
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TempBufferRenderIndexList[ix+5] = 3 + TempBufferVerticesStored;
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TempBufferVerticesStored += 4;
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TempBufferIndicesStored += 6;
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break;
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case SHINYTEXT_FLAT:
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if(lastTex != nil){
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RenderOutGeometryBuffer();
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
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lastTex = nil;
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}
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goto quad;
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}
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}
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RenderOutGeometryBuffer();
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NumShinyTexts = 0;
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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}
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void
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CShinyTexts::RenderOutGeometryBuffer(void)
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{
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if(TempBufferIndicesStored != 0){
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LittleTest();
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if(RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){
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RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
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RwIm3DEnd();
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}
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TempBufferVerticesStored = 0;
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TempBufferIndicesStored = 0;
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}
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}
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#define MONEY_MESSAGE_LIFETIME_MS 2000
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CMoneyMessage CMoneyMessages::aMoneyMessages[NUMMONEYMESSAGES];
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@ -564,6 +711,11 @@ STARTPATCHES
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InjectHook(0x51B400, C3dMarkers::Render, PATCH_JUMP);
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InjectHook(0x51B3B0, C3dMarkers::Shutdown, PATCH_JUMP);
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InjectHook(0x51A5A0, CShinyTexts::Init, PATCH_JUMP);
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InjectHook(0x51AAB0, CShinyTexts::RegisterOne, PATCH_JUMP);
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InjectHook(0x51A5B0, CShinyTexts::Render, PATCH_JUMP);
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InjectHook(0x51AA50, CShinyTexts::RenderOutGeometryBuffer, PATCH_JUMP);
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InjectHook(0x51AF70, CMoneyMessages::Init, PATCH_JUMP);
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InjectHook(0x51B030, CMoneyMessages::Render, PATCH_JUMP);
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ENDPATCHES
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@ -95,6 +95,37 @@ public:
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static RpClump* (&m_pRpClumpArray)[NUMMARKERTYPES];
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};
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enum
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{
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SHINYTEXT_WALK = 1,
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SHINYTEXT_FLAT
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};
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class CShinyText
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{
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public:
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CVector m_verts[4];
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CVector2D m_texCoords[4];
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float m_camDist;
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uint8 m_type;
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uint8 m_red;
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uint8 m_green;
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uint8 m_blue;
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};
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class CShinyTexts
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{
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static int NumShinyTexts;
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static CShinyText aShinyTexts[NUMSHINYTEXTS];
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public:
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static void Init(void);
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static void RegisterOne(CVector p0, CVector p1, CVector p2, CVector p3,
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float u0, float v0, float u1, float v1, float u2, float v2, float u3, float v3,
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uint8 type, uint8 red, uint8 green, uint8 blue, float maxDist);
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static void Render(void);
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static void RenderOutGeometryBuffer(void);
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};
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class CMoneyMessage
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{
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friend class CMoneyMessages;
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