mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-05 04:15:55 +00:00
miami shadows
This commit is contained in:
parent
4c65ec28d6
commit
1803dcc873
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@ -3958,7 +3958,7 @@ CCam::Process_Debug(const CVector&, float, float, float)
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if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
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CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
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12.0f, 0.0f, 0.0f, -12.0f,
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128, 128, 128, 128, 1000.0f, false, 1.0f);
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128, 128, 128, 128, 1000.0f, false, 1.0f, NULL, false);
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if(CHud::m_Wants_To_Draw_Hud){
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char str[256];
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@ -4103,7 +4103,7 @@ CCam::Process_Editor(const CVector&, float, float, float)
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if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
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CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
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12.0f, 0.0f, 0.0f, -12.0f,
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128, 128, 128, 128, 1000.0f, false, 1.0f);
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128, 128, 128, 128, 1000.0f, false, 1.0f, NULL, false);
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if(CHud::m_Wants_To_Draw_Hud){
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char str[256];
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@ -74,6 +74,9 @@ struct CColTrianglePlane
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void Set(const CVector *v, CColTriangle &tri);
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void GetNormal(CVector &n) const { n = normal; }
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float GetNormalX() const { return normal.x; }
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float GetNormalY() const { return normal.y; }
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float GetNormalZ() const { return normal.z; }
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float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
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};
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@ -444,7 +444,7 @@ CEntity::PreRender(void)
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gpShadowExplosionTex, &pos,
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8.0f, 0.0f, 0.0f, -8.0f,
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255, 200.0f*flicker, 160.0f*flicker, 120.0f*flicker,
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20.0f, false, 1.0f);
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20.0f, false, 1.0f, NULL, false);
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CPointLights::AddLight(CPointLights::LIGHT_POINT,
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pos, CVector(0.0f, 0.0f, 0.0f),
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8.0f,
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@ -482,7 +482,7 @@ CEntity::PreRender(void)
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CTimeCycle::GetShadowStrength(),
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CTimeCycle::GetShadowStrength(),
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CTimeCycle::GetShadowStrength(),
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20.0f, false, 1.0f);
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20.0f, false, 1.0f, NULL, false);
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}
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// fall through
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case ENTITY_TYPE_DUMMY:
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@ -29,6 +29,15 @@ public:
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if(m_hasRwMatrix && m_attachment)
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RwMatrixDestroy(m_attachment);
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}
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#ifdef RWCORE_H
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operator RwMatrix (void) const {
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return m_matrix;
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}
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operator RwMatrix *(void) {
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return &m_matrix;
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}
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#endif
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void Attach(RwMatrix *matrix, bool owner = false){
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#ifdef FIX_BUGS
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if(m_attachment && m_hasRwMatrix)
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@ -240,6 +249,15 @@ public:
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void CopyOnlyMatrix(CMatrix *other){
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m_matrix = other->m_matrix;
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}
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void CopyRwMatrix(RwMatrix *matrix){
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m_matrix = *matrix;
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}
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void CopyToRwMatrix(RwMatrix *matrix){
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*matrix = m_matrix;
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RwMatrixUpdate(matrix);
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}
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void SetUnity(void) {
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m_matrix.right.x = 1.0f;
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m_matrix.right.y = 0.0f;
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@ -11,7 +11,11 @@
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#include "ModelIndices.h"
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#include "Shadows.h"
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#include "Timecycle.h"
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#include "CutsceneShadow.h"
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#include "CutsceneObject.h"
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#include "ModelIndices.h"
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#include "RpAnimBlend.h"
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CCutsceneObject::CCutsceneObject(void)
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{
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@ -21,6 +25,19 @@ CCutsceneObject::CCutsceneObject(void)
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ObjectCreatedBy = CUTSCENE_OBJECT;
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m_fMass = 1.0f;
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m_fTurnMass = 1.0f;
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m_pAttachTo = NULL;
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m_pAttachmentObject = NULL;
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m_pShadow = NULL;
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}
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CCutsceneObject::~CCutsceneObject(void)
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{
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if ( m_pShadow )
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{
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delete m_pShadow;
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m_pShadow = NULL;
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}
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}
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void
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@ -33,22 +50,38 @@ CCutsceneObject::SetModelIndex(uint32 id)
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(*RPANIMBLENDCLUMPDATA(m_rwObject))->frames[0].flag |= AnimBlendFrameData::VELOCITY_EXTRACTION_3D;
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}
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void
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CCutsceneObject::CreateShadow(void)
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{
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if ( IsPedModel(GetModelIndex()) )
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{
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m_pShadow = new CCutsceneShadow();
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if (!m_pShadow->IsInitialized())
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m_pShadow->Create(m_rwObject, 6, true, 4, true);
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}
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}
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void
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CCutsceneObject::ProcessControl(void)
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{
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CPhysical::ProcessControl();
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if(CTimer::GetTimeStep() < 1/100.0f)
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m_vecMoveSpeed *= 100.0f;
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if ( m_pAttachTo )
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{
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if ( m_pAttachmentObject )
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GetMatrix() = CMatrix((RwMatrix*)m_pAttachTo);
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else
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GetMatrix() = CMatrix(RwFrameGetLTM((RwFrame*)m_pAttachTo));
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}
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else
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m_vecMoveSpeed *= 1.0f/CTimer::GetTimeStep();
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ApplyMoveSpeed();
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#ifdef PED_SKIN
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if(IsClumpSkinned(GetClump()))
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UpdateRpHAnim();
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#endif
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{
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if(CTimer::GetTimeStep() < 1/100.0f)
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m_vecMoveSpeed *= 100.0f;
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else
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m_vecMoveSpeed *= 1.0f/CTimer::GetTimeStep();
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ApplyMoveSpeed();
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}
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}
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static RpMaterial*
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@ -61,14 +94,52 @@ MaterialSetAlpha(RpMaterial *material, void *data)
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void
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CCutsceneObject::PreRender(void)
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{
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if(IsPedModel(GetModelIndex())){
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CShadows::StoreShadowForPedObject(this,
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CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
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if ( m_pAttachTo )
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{
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if ( m_pAttachmentObject )
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{
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m_pAttachmentObject->UpdateRpHAnim();
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GetMatrix() = CMatrix((RwMatrix*)m_pAttachTo);
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}
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else
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GetMatrix() = CMatrix(RwFrameGetLTM((RwFrame*)m_pAttachTo));
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if ( RwObjectGetType(m_rwObject) == rpCLUMP && IsClumpSkinned(GetClump()) )
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{
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RpAtomic *atomic = GetFirstAtomic(GetClump());
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atomic->boundingSphere.center = (*RPANIMBLENDCLUMPDATA(GetClump()))->frames[0].hanimFrame->t;
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}
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}
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if ( RwObjectGetType(m_rwObject) == rpCLUMP )
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UpdateRpHAnim();
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if(IsPedModel(GetModelIndex()))
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{
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if ( m_pShadow == NULL )
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{
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CShadows::StoreShadowForPedObject(this,
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CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
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}
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else
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{
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if ( m_pShadow->IsInitialized() )
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m_pShadow->UpdateForCutscene();
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CShadows::StoreShadowForCutscenePedObject(this,
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CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
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}
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// For some reason xbox/android limbs are transparent here...
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RpGeometry *geometry = RpAtomicGetGeometry(GetFirstAtomic(GetClump()));
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RpGeometrySetFlags(geometry, RpGeometryGetFlags(geometry) | rpGEOMETRYMODULATEMATERIALCOLOR);
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@ -79,7 +150,9 @@ CCutsceneObject::PreRender(void)
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void
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CCutsceneObject::Render(void)
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{
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RwRenderStateSet(rwRENDERSTATECULLMODE, (void *)rwCULLMODECULLNONE);
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CObject::Render();
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RwRenderStateSet(rwRENDERSTATECULLMODE, (void *)rwCULLMODECULLBACK);
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}
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bool
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@ -93,7 +166,7 @@ CCutsceneObject::SetupLighting(void)
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}else{
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CVector coors = GetPosition();
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float lighting = CPointLights::GenerateLightsAffectingObject(&coors);
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if(!bHasBlip && lighting != 1.0f){
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if(lighting != 1.0f){
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SetAmbientAndDirectionalColours(lighting);
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return true;
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}
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@ -2,12 +2,20 @@
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#include "Object.h"
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class CCutsceneShadow;
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class CCutsceneObject : public CObject
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{
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public:
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CCutsceneShadow *m_pShadow;
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void *m_pAttachTo;
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CObject *m_pAttachmentObject;
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CCutsceneObject(void);
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~CCutsceneObject(void);
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void SetModelIndex(uint32 id);
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void CreateShadow(void);
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void ProcessControl(void);
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void PreRender(void);
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void Render(void);
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@ -63,6 +63,7 @@
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#include "Debug.h"
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#include "GameLogic.h"
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#include "Bike.h"
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#include "CutsceneShadow.h"
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#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
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@ -146,6 +147,9 @@ void CPed::operator delete(void *p, int handle) { CPools::GetPedPool()->Delete((
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// --MIAMI: Done
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CPed::~CPed(void)
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{
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#if 1
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if ( m_pRTShadow ) delete m_pRTShadow;
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#endif
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CWorld::Remove(this);
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if (m_attractor)
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GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
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@ -203,6 +207,9 @@ CPed::FlagToDestroyWhenNextProcessed(void)
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CPed::CPed(uint32 pedType) : m_pedIK(this)
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{
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#if 1
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m_pRTShadow = NULL;
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#endif
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m_type = ENTITY_TYPE_PED;
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bPedPhysics = true;
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bUseCollisionRecords = true;
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@ -2672,6 +2679,13 @@ CPed::SetModelIndex(uint32 mi)
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if (IsClumpSkinned(GetClump())) // condition isn't there in VC
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UpdateRpHAnim();
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#endif
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#if 1
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if (!m_pRTShadow)
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{
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m_pRTShadow = new CCutsceneShadow;
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m_pRTShadow->Create(m_rwObject, 10, 1, 1, 1);
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}
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#endif
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}
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void
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@ -357,6 +357,9 @@ class CVehicle;
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class CPed : public CPhysical
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{
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public:
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#if 1
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class CCutsceneShadow *m_pRTShadow;
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#endif
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// 0x128
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CStoredCollPoly m_collPoly;
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float m_fCollisionSpeed;
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267
src/render/CutsceneShadow.cpp
Normal file
267
src/render/CutsceneShadow.cpp
Normal file
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@ -0,0 +1,267 @@
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#include "common.h"
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#include "main.h"
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#include "rwcore.h"
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#include "rwplcore.h"
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#include "CutsceneShadow.h"
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#include "RwHelper.h"
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#define DLIGHT_VALUE 0.8f /* Directional light intensity */
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CCutsceneShadow::CCutsceneShadow()
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{
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m_pAtomic = NULL;
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m_nRwObjectType = -1;
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m_pLight = NULL;
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m_nBlurPasses = 0;
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m_bResample = false;
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m_bGradient = false;
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}
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CCutsceneShadow::~CCutsceneShadow()
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{
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Destroy();
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}
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bool
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CCutsceneShadow::Create(RwObject *object, int32 rasterSize, bool resample, int32 blurPasses, bool gradient)
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{
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RwRGBAReal color;
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RwFrame *frame;
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if (!object)
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return false;
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m_pLight = RpLightCreate(rpLIGHTDIRECTIONAL);
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if (!m_pLight)
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return false;
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color.red = color.green = color.blue = DLIGHT_VALUE;
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color.alpha = 0.0f;
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RpLightSetColor(m_pLight, &color);
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frame = RwFrameCreate();
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RpLightSetFrame(m_pLight, frame);
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SetLightProperties(180.0f, 90.0f, false);
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m_pObject = object;
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m_nRwObjectType = RwObjectGetType(m_pObject);
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switch ( m_nRwObjectType )
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{
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case rpCLUMP:
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{
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RpClumpGetBoundingSphere(m_pClump, &m_BoundingSphere, 1);
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m_BaseSphere.radius = m_BoundingSphere.radius;
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RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpClumpGetFrame(m_pClump)));
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break;
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}
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case rpATOMIC:
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{
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m_BoundingSphere = *RpAtomicGetBoundingSphere(m_pAtomic);
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m_BaseSphere.radius = m_BoundingSphere.radius;
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RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpAtomicGetFrame(m_pAtomic)));
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break;
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}
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default:
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{
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Destroy();
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return false;
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break;
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}
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}
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if ( !m_Camera.Create(rasterSize) )
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{
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Destroy();
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return false;
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}
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m_nBlurPasses = blurPasses;
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m_bResample = resample;
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m_bGradient = gradient;
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if ( m_bResample && !m_ResampleCamera.Create(rasterSize - 1) )
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{
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Destroy();
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return false;
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}
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if ( m_nBlurPasses != 0 )
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{
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if ( !m_BlurCamera.Create(resample ? rasterSize - 1 : rasterSize) )
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{
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Destroy();
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return false;
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}
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}
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if ( m_bGradient )
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{
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if ( !m_GradientCamera.Create(resample ? rasterSize - 1 : rasterSize) )
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{
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Destroy();
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return false;
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}
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m_GradientCamera.MakeGradientRaster();
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}
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m_Camera.SetLight(m_pLight);
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switch ( m_nRwObjectType )
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{
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case rpATOMIC:
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m_Camera.SetFrustum(1.1f * m_BoundingSphere.radius);
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break;
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case rpCLUMP:
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m_Camera.SetFrustum(1.1f * m_BoundingSphere.radius);
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break;
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}
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m_Camera.SetCenter(&m_BaseSphere.center);
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return true;
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}
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RwFrame *
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CCutsceneShadow::SetLightProperties(float angleY, float angleX, bool setLight)
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{
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RwFrame *frame;
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static RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
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static RwV3d Yaxis = { 0.0f, 1.0f, 0.0f };
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frame = RpLightGetFrame(m_pLight);
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if ( !frame )
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return NULL;
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RwFrameRotate(frame, &Yaxis, angleY, rwCOMBINEREPLACE);
|
||||
RwFrameRotate(frame, &Xaxis, angleX, rwCOMBINEPOSTCONCAT);
|
||||
|
||||
if ( setLight )
|
||||
m_Camera.SetLight(m_pLight);
|
||||
|
||||
return frame;
|
||||
}
|
||||
|
||||
bool
|
||||
CCutsceneShadow::IsInitialized()
|
||||
{
|
||||
return m_pObject != NULL;
|
||||
}
|
||||
|
||||
void
|
||||
CCutsceneShadow::Destroy()
|
||||
{
|
||||
m_Camera.Destroy();
|
||||
m_ResampleCamera.Destroy();
|
||||
m_BlurCamera.Destroy();
|
||||
m_GradientCamera.Destroy();
|
||||
|
||||
m_pAtomic = NULL;
|
||||
|
||||
m_nRwObjectType = -1;
|
||||
|
||||
if (m_pLight)
|
||||
{
|
||||
RwFrame *frame = RpLightGetFrame(m_pLight);
|
||||
RpLightSetFrame(m_pLight, NULL);
|
||||
RwFrameDestroy(frame);
|
||||
RpLightDestroy(m_pLight);
|
||||
m_pLight = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
RwRaster *
|
||||
CCutsceneShadow::Update()
|
||||
{
|
||||
switch ( m_nRwObjectType )
|
||||
{
|
||||
case rpCLUMP:
|
||||
RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpClumpGetFrame(m_pClump)));
|
||||
break;
|
||||
|
||||
case rpATOMIC:
|
||||
RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpAtomicGetFrame(m_pAtomic)));
|
||||
break;
|
||||
}
|
||||
|
||||
m_Camera.SetCenter(&m_BaseSphere.center);
|
||||
|
||||
switch ( m_nRwObjectType )
|
||||
{
|
||||
case rpCLUMP:
|
||||
m_Camera.Update(m_pClump);
|
||||
break;
|
||||
|
||||
case rpATOMIC:
|
||||
m_Camera.Update(m_pAtomic);
|
||||
break;
|
||||
}
|
||||
|
||||
RwRaster *raster = m_Camera.GetRwRenderRaster();
|
||||
|
||||
if ( m_bResample )
|
||||
return m_ResampleCamera.RasterResample(raster);
|
||||
|
||||
if ( m_nBlurPasses )
|
||||
return m_BlurCamera.RasterBlur(raster, m_nBlurPasses);
|
||||
|
||||
if ( m_bGradient )
|
||||
return m_GradientCamera.RasterGradient(raster);
|
||||
|
||||
return raster;
|
||||
}
|
||||
|
||||
RwTexture *
|
||||
CCutsceneShadow::UpdateForCutscene()
|
||||
{
|
||||
Update();
|
||||
return GetShadowRwTexture();
|
||||
}
|
||||
|
||||
CShadowCamera *
|
||||
CCutsceneShadow::GetShadowCamera(int32 camType)
|
||||
{
|
||||
switch ( camType )
|
||||
{
|
||||
case RESAMPLE:
|
||||
return &m_ResampleCamera;
|
||||
break;
|
||||
|
||||
case BLUR:
|
||||
return &m_BlurCamera;
|
||||
break;
|
||||
|
||||
case GRADIENT:
|
||||
return &m_GradientCamera;
|
||||
break;
|
||||
|
||||
default:
|
||||
return &m_Camera;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
RwTexture *
|
||||
CCutsceneShadow::GetShadowRwTexture()
|
||||
{
|
||||
if ( m_bResample )
|
||||
return m_ResampleCamera.GetRwRenderTexture();
|
||||
else
|
||||
return m_Camera.GetRwRenderTexture();
|
||||
}
|
||||
|
||||
void
|
||||
CCutsceneShadow::DrawBorderAroundTexture(RwRGBA const& color)
|
||||
{
|
||||
if ( m_bResample )
|
||||
m_ResampleCamera.DrawOutlineBorder(color);
|
||||
else
|
||||
m_Camera.DrawOutlineBorder(color);
|
||||
}
|
54
src/render/CutsceneShadow.h
Normal file
54
src/render/CutsceneShadow.h
Normal file
|
@ -0,0 +1,54 @@
|
|||
#pragma once
|
||||
#include "ShadowCamera.h"
|
||||
|
||||
class CCutsceneShadow
|
||||
{
|
||||
public:
|
||||
enum
|
||||
{
|
||||
RASTER = 0,
|
||||
RESAMPLE,
|
||||
BLUR,
|
||||
GRADIENT,
|
||||
};
|
||||
|
||||
CShadowCamera m_Camera;
|
||||
bool m_bResample;
|
||||
char _pad0[3];
|
||||
CShadowCamera m_ResampleCamera;
|
||||
int32 m_nBlurPasses;
|
||||
CShadowCamera m_BlurCamera;
|
||||
bool m_bGradient;
|
||||
char _pad1[3];
|
||||
CShadowCamera m_GradientCamera;
|
||||
|
||||
union
|
||||
{
|
||||
RwObject *m_pObject;
|
||||
RpAtomic *m_pAtomic;
|
||||
RpClump *m_pClump;
|
||||
};
|
||||
|
||||
int m_nRwObjectType;
|
||||
RpLight *m_pLight;
|
||||
RwSphere m_BoundingSphere;
|
||||
RwSphere m_BaseSphere;
|
||||
|
||||
CCutsceneShadow();
|
||||
~CCutsceneShadow();
|
||||
|
||||
RwSphere &GetBaseSphere()
|
||||
{
|
||||
return m_BaseSphere;
|
||||
}
|
||||
|
||||
bool Create(RwObject *object, int32 rasterSize, bool resample, int32 blurPasses, bool gradient);
|
||||
RwFrame *SetLightProperties(float angleY, float angleX, bool setLight);
|
||||
bool IsInitialized();
|
||||
void Destroy();
|
||||
RwRaster *Update();
|
||||
RwTexture *UpdateForCutscene();
|
||||
CShadowCamera *GetShadowCamera(int32 camType = RASTER);
|
||||
RwTexture *GetShadowRwTexture();
|
||||
void DrawBorderAroundTexture(RwRGBA const& color);
|
||||
};
|
551
src/render/ShadowCamera.cpp
Normal file
551
src/render/ShadowCamera.cpp
Normal file
|
@ -0,0 +1,551 @@
|
|||
#include "common.h"
|
||||
#include "rwcore.h"
|
||||
#include "ShadowCamera.h"
|
||||
#include "RwHelper.h"
|
||||
|
||||
#define TEXELOFFSET 0.5f
|
||||
|
||||
RpAtomic *ShadowRenderCallBack(RpAtomic *atomic, void *data)
|
||||
{
|
||||
RpAtomicCallBackRender savedCB = RpAtomicGetRenderCallBack(atomic);
|
||||
RpAtomicSetRenderCallBack(atomic, AtomicDefaultRenderCallBack);
|
||||
RpAtomicRender(atomic);
|
||||
RpAtomicSetRenderCallBack(atomic, savedCB);
|
||||
return atomic;
|
||||
}
|
||||
|
||||
CShadowCamera::CShadowCamera()
|
||||
{
|
||||
m_pCamera = NULL;
|
||||
m_pTexture = NULL;
|
||||
}
|
||||
|
||||
CShadowCamera::~CShadowCamera()
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
|
||||
void
|
||||
CShadowCamera::Destroy()
|
||||
{
|
||||
if ( m_pCamera )
|
||||
{
|
||||
RwRaster *raster;
|
||||
RwFrame *frame;
|
||||
|
||||
frame = RwCameraGetFrame(m_pCamera);
|
||||
|
||||
if ( frame )
|
||||
{
|
||||
RwCameraSetFrame(m_pCamera, NULL);
|
||||
RwFrameDestroy(frame);
|
||||
}
|
||||
|
||||
raster = RwCameraGetZRaster(m_pCamera);
|
||||
if ( raster )
|
||||
{
|
||||
RwCameraSetZRaster(m_pCamera, NULL);
|
||||
RwRasterDestroy(raster);
|
||||
}
|
||||
|
||||
raster = RwCameraGetRaster(m_pCamera);
|
||||
if ( raster )
|
||||
{
|
||||
RwCameraSetRaster(m_pCamera, NULL);
|
||||
RwRasterDestroy(raster);
|
||||
}
|
||||
|
||||
if ( m_pTexture )
|
||||
{
|
||||
RwTextureSetRaster(m_pTexture, NULL);
|
||||
RwTextureDestroy(m_pTexture);
|
||||
m_pTexture = NULL;
|
||||
}
|
||||
|
||||
RwCameraDestroy(m_pCamera);
|
||||
m_pCamera = NULL;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
RwCamera *
|
||||
CShadowCamera::Create(int32 rasterSize)
|
||||
{
|
||||
int32 size = 1 << rasterSize;
|
||||
|
||||
m_pCamera = RwCameraCreate();
|
||||
ASSERT(m_pCamera != NULL);
|
||||
|
||||
if ( m_pCamera )
|
||||
{
|
||||
RwCameraSetFrame(m_pCamera, RwFrameCreate());
|
||||
|
||||
if( RwCameraGetFrame(m_pCamera) )
|
||||
{
|
||||
RwRaster *zRaster = RwRasterCreate(size, size, 0, rwRASTERTYPEZBUFFER);
|
||||
ASSERT(zRaster != NULL);
|
||||
|
||||
if ( zRaster )
|
||||
{
|
||||
RwCameraSetZRaster(m_pCamera, zRaster);
|
||||
|
||||
RwRaster *raster = RwRasterCreate(size, size, 0, rwRASTERTYPECAMERATEXTURE);
|
||||
ASSERT(raster != NULL);
|
||||
|
||||
if ( raster )
|
||||
{
|
||||
RwCameraSetRaster(m_pCamera, raster);
|
||||
m_pTexture = RwTextureCreate(raster);
|
||||
ASSERT(m_pTexture != NULL);
|
||||
|
||||
if ( m_pTexture )
|
||||
{
|
||||
RwTextureSetAddressing(m_pTexture, rwTEXTUREADDRESSCLAMP);
|
||||
RwTextureSetFilterMode(m_pTexture, rwFILTERLINEAR);
|
||||
RwCameraSetProjection(m_pCamera, rwPARALLEL);
|
||||
return (m_pCamera);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Destroy();
|
||||
|
||||
return (NULL);
|
||||
}
|
||||
|
||||
RwCamera *
|
||||
CShadowCamera::SetFrustum(float objectRadius)
|
||||
{
|
||||
ASSERT(m_pCamera != NULL);
|
||||
|
||||
RwV2d vw;
|
||||
|
||||
RwCameraSetFarClipPlane (m_pCamera, 2.0f * objectRadius);
|
||||
RwCameraSetNearClipPlane(m_pCamera, 0.001f * objectRadius);
|
||||
|
||||
vw.x = objectRadius;
|
||||
vw.y = objectRadius;
|
||||
RwCameraSetViewWindow(m_pCamera, &vw);
|
||||
|
||||
return m_pCamera;
|
||||
}
|
||||
|
||||
RwCamera *
|
||||
CShadowCamera::SetLight(RpLight *light)
|
||||
{
|
||||
ASSERT(light != NULL);
|
||||
ASSERT(m_pCamera != NULL);
|
||||
|
||||
RwFrame *camFrame = RwCameraGetFrame(m_pCamera);
|
||||
RwMatrix *camMatrix = RwFrameGetMatrix(camFrame);
|
||||
RwFrame *lightFrame = RpLightGetFrame(light);
|
||||
RwMatrix *lightMatrix = RwFrameGetMatrix(lightFrame);
|
||||
|
||||
*RwMatrixGetRight(camMatrix) = *RwMatrixGetRight(lightMatrix);
|
||||
*RwMatrixGetUp(camMatrix) = *RwMatrixGetUp(lightMatrix);
|
||||
*RwMatrixGetAt(camMatrix) = *RwMatrixGetAt(lightMatrix);
|
||||
|
||||
//RwMatrixCopy(RwFrameGetMatrix(camFrame), RwFrameGetMatrix(lightFrame));
|
||||
|
||||
RwMatrixUpdate(RwFrameGetMatrix(camFrame));
|
||||
RwFrameUpdateObjects(camFrame);
|
||||
|
||||
return m_pCamera;
|
||||
}
|
||||
|
||||
RwCamera *
|
||||
CShadowCamera::SetCenter(RwV3d *center)
|
||||
{
|
||||
ASSERT(center != NULL);
|
||||
ASSERT(m_pCamera != NULL);
|
||||
|
||||
RwFrame *camFrame = RwCameraGetFrame(m_pCamera);
|
||||
RwMatrix *camMatrix = RwFrameGetMatrix(camFrame);
|
||||
|
||||
*RwMatrixGetPos(camMatrix) = *center;
|
||||
|
||||
RwV3dIncrementScaled(RwMatrixGetPos(camMatrix), RwMatrixGetAt(camMatrix), -0.5f * RwCameraGetFarClipPlane(m_pCamera));
|
||||
|
||||
RwMatrixUpdate(camMatrix);
|
||||
RwFrameUpdateObjects(camFrame);
|
||||
RwFrameOrthoNormalize(camFrame);
|
||||
|
||||
return m_pCamera;
|
||||
}
|
||||
|
||||
RwCamera *
|
||||
CShadowCamera::Update(RpClump *clump)
|
||||
{
|
||||
ASSERT(clump != NULL);
|
||||
ASSERT(m_pCamera != NULL);
|
||||
|
||||
RwUInt32 flags;
|
||||
RpGeometry *geometry;
|
||||
|
||||
RwRGBA bgColor = { 255, 255, 255, 0 };
|
||||
|
||||
RwCameraClear(m_pCamera, &bgColor, rwCAMERACLEARZ | rwCAMERACLEARIMAGE);
|
||||
|
||||
if ( RwCameraBeginUpdate(m_pCamera) )
|
||||
{
|
||||
geometry = GetFirstAtomic(clump)->geometry;
|
||||
ASSERT(geometry != NULL);
|
||||
|
||||
flags = RpGeometryGetFlags(geometry);
|
||||
|
||||
RpGeometrySetFlags(geometry, flags & ~(rpGEOMETRYPRELIT|rpGEOMETRYLIGHT
|
||||
|rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2|rpGEOMETRYMODULATEMATERIALCOLOR));
|
||||
|
||||
RpClumpForAllAtomics(clump, ShadowRenderCallBack, NULL);
|
||||
|
||||
RpGeometrySetFlags(geometry, flags);
|
||||
|
||||
InvertRaster();
|
||||
RwCameraEndUpdate(m_pCamera);
|
||||
}
|
||||
|
||||
return m_pCamera;
|
||||
}
|
||||
|
||||
RwCamera *
|
||||
CShadowCamera::Update(RpAtomic *atomic)
|
||||
{
|
||||
ASSERT(atomic != NULL);
|
||||
ASSERT(m_pCamera != NULL);
|
||||
|
||||
RwUInt32 flags;
|
||||
RpGeometry *geometry;
|
||||
|
||||
RwRGBA bgColor = { 255, 255, 255, 0 };
|
||||
|
||||
RwCameraClear(m_pCamera, &bgColor, rwCAMERACLEARZ | rwCAMERACLEARIMAGE);
|
||||
|
||||
if ( RwCameraBeginUpdate(m_pCamera) )
|
||||
{
|
||||
geometry = RpAtomicGetGeometry(atomic);
|
||||
ASSERT(geometry != NULL);
|
||||
flags = RpGeometryGetFlags(geometry);
|
||||
|
||||
RpGeometrySetFlags(geometry, flags & ~(rpGEOMETRYPRELIT|rpGEOMETRYLIGHT
|
||||
|rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2|rpGEOMETRYMODULATEMATERIALCOLOR|rpGEOMETRYNORMALS));
|
||||
|
||||
ShadowRenderCallBack(atomic, NULL);
|
||||
|
||||
RpGeometrySetFlags(geometry, flags);
|
||||
|
||||
InvertRaster();
|
||||
RwCameraEndUpdate(m_pCamera);
|
||||
}
|
||||
|
||||
return m_pCamera;
|
||||
}
|
||||
|
||||
void
|
||||
CShadowCamera::InvertRaster()
|
||||
{
|
||||
ASSERT(m_pCamera != NULL);
|
||||
|
||||
RwIm2DVertex vx[4];
|
||||
float crw, crh;
|
||||
RwRaster *raster;
|
||||
float recipZ;
|
||||
|
||||
raster = RwCameraGetRaster(m_pCamera);
|
||||
ASSERT(raster != NULL);
|
||||
|
||||
crw = (float)RwRasterGetWidth(raster);
|
||||
crh = (float)RwRasterGetHeight(raster);
|
||||
|
||||
recipZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
|
||||
|
||||
RwIm2DVertexSetScreenX (&vx[0], 0.0f);
|
||||
RwIm2DVertexSetScreenY (&vx[0], 0.0f);
|
||||
RwIm2DVertexSetScreenZ (&vx[0], RwIm2DGetNearScreenZ());
|
||||
RwIm2DVertexSetRecipCameraZ(&vx[0], recipZ);
|
||||
RwIm2DVertexSetIntRGBA (&vx[0], 255, 255, 255, 255);
|
||||
|
||||
RwIm2DVertexSetScreenX (&vx[1], 0.0f);
|
||||
RwIm2DVertexSetScreenY (&vx[1], crh);
|
||||
RwIm2DVertexSetScreenZ (&vx[1], RwIm2DGetNearScreenZ());
|
||||
RwIm2DVertexSetRecipCameraZ(&vx[1], recipZ);
|
||||
RwIm2DVertexSetIntRGBA (&vx[1], 255, 255, 255, 255);
|
||||
|
||||
RwIm2DVertexSetScreenX (&vx[2], crw);
|
||||
RwIm2DVertexSetScreenY (&vx[2], 0.0f);
|
||||
RwIm2DVertexSetScreenZ (&vx[2], RwIm2DGetNearScreenZ());
|
||||
RwIm2DVertexSetRecipCameraZ(&vx[2], recipZ);
|
||||
RwIm2DVertexSetIntRGBA (&vx[2], 255, 255, 255, 255);
|
||||
|
||||
RwIm2DVertexSetScreenX (&vx[3], crw);
|
||||
RwIm2DVertexSetScreenY (&vx[3], crh);
|
||||
RwIm2DVertexSetScreenZ (&vx[3], RwIm2DGetNearScreenZ());
|
||||
RwIm2DVertexSetRecipCameraZ(&vx[3], recipZ);
|
||||
RwIm2DVertexSetIntRGBA (&vx[3], 255, 255, 255, 255);
|
||||
|
||||
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)NULL);
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDINVDESTCOLOR);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDZERO);
|
||||
|
||||
RwIm2DRenderPrimitive(rwPRIMTYPETRISTRIP, vx, 4);
|
||||
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
|
||||
}
|
||||
|
||||
RwRaster *
|
||||
CShadowCamera::MakeGradientRaster()
|
||||
{
|
||||
ASSERT(m_pCamera != NULL);
|
||||
|
||||
RwIm2DVertex vx[2];
|
||||
|
||||
if ( !m_pCamera )
|
||||
return NULL;
|
||||
|
||||
float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
|
||||
|
||||
RwRaster *raster = RwCameraGetRaster(m_pCamera);
|
||||
ASSERT(raster != NULL);
|
||||
|
||||
float width = (float)RwRasterGetWidth(raster);
|
||||
float height = (float)RwRasterGetHeight(raster);
|
||||
|
||||
if ( height < 1 )
|
||||
return NULL;
|
||||
|
||||
if ( RwCameraBeginUpdate(m_pCamera) )
|
||||
{
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)rwFILTERNAFILTERMODE);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDZERO);
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDINVDESTCOLOR);
|
||||
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void *)rwSHADEMODEFLAT);
|
||||
|
||||
float color = 255.0f;
|
||||
float step = (-191.0f / height);
|
||||
|
||||
for ( int32 i = 0; i < height; i++ )
|
||||
{
|
||||
RwIm2DVertexSetScreenX (&vx[0], 0.0f);
|
||||
RwIm2DVertexSetScreenY (&vx[0], i);
|
||||
RwIm2DVertexSetScreenZ (&vx[0], RwIm2DGetNearScreenZ());
|
||||
RwIm2DVertexSetRecipCameraZ(&vx[0], recipCamZ);
|
||||
RwIm2DVertexSetIntRGBA (&vx[0], (uint32)color, (uint32)color, (uint32)color, (uint32)color);
|
||||
|
||||
RwIm2DVertexSetScreenX (&vx[1], width - 1);
|
||||
RwIm2DVertexSetScreenY (&vx[1], i);
|
||||
RwIm2DVertexSetScreenZ (&vx[1], RwIm2DGetNearScreenZ());
|
||||
RwIm2DVertexSetRecipCameraZ(&vx[1], recipCamZ);
|
||||
RwIm2DVertexSetIntRGBA (&vx[1], (uint32)color, (uint32)color, (uint32)color, (uint32)color);
|
||||
|
||||
RwIm2DRenderLine(vx, 2, 0, 1);
|
||||
|
||||
color += step;
|
||||
}
|
||||
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
|
||||
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void *)rwSHADEMODEGOURAUD);
|
||||
|
||||
RwCameraEndUpdate(m_pCamera);
|
||||
}
|
||||
|
||||
return raster;
|
||||
}
|
||||
|
||||
RwRaster *
|
||||
CShadowCamera::RasterResample(RwRaster *dstRaster)
|
||||
{
|
||||
ASSERT(dstRaster != NULL);
|
||||
ASSERT(m_pCamera != NULL);
|
||||
|
||||
if ( !m_pCamera )
|
||||
return NULL;
|
||||
|
||||
RwRaster *raster = RwCameraGetRaster(m_pCamera);
|
||||
ASSERT(raster != NULL);
|
||||
|
||||
float size = (float) RwRasterGetWidth(raster);
|
||||
float uvOffset = TEXELOFFSET / size;
|
||||
float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
|
||||
|
||||
if ( RwCameraBeginUpdate(m_pCamera) )
|
||||
{
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDZERO);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)dstRaster);
|
||||
|
||||
Im2DRenderQuad(0.0f, 0.0f, size, size, RwIm2DGetNearScreenZ(), recipCamZ, uvOffset);
|
||||
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
|
||||
|
||||
RwCameraEndUpdate(m_pCamera);
|
||||
}
|
||||
|
||||
return raster;
|
||||
}
|
||||
|
||||
RwRaster *
|
||||
CShadowCamera::RasterBlur(RwRaster *dstRaster, int32 numPasses)
|
||||
{
|
||||
ASSERT(dstRaster != NULL);
|
||||
ASSERT(m_pCamera != NULL);
|
||||
|
||||
if ( !m_pCamera )
|
||||
return NULL;
|
||||
|
||||
RwRaster *raster = RwCameraGetRaster(m_pCamera);
|
||||
ASSERT(raster != NULL);
|
||||
|
||||
float size = (float) RwRasterGetWidth(dstRaster);
|
||||
float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
|
||||
|
||||
for (int i = 0; i < numPasses; i++ )
|
||||
{
|
||||
RwCameraSetRaster(m_pCamera, raster);
|
||||
|
||||
if ( RwCameraBeginUpdate(m_pCamera) )
|
||||
{
|
||||
if ( i == 0 )
|
||||
{
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDZERO);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
|
||||
}
|
||||
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)dstRaster);
|
||||
Im2DRenderQuad(0.0f, 0.0f, size, size, RwIm2DGetNearScreenZ(), recipCamZ, 1.0f / size);
|
||||
RwCameraEndUpdate(m_pCamera);
|
||||
}
|
||||
|
||||
RwCameraSetRaster(m_pCamera, dstRaster);
|
||||
|
||||
if ( RwCameraBeginUpdate(m_pCamera) )
|
||||
{
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)raster);
|
||||
Im2DRenderQuad(0.0f, 0.0f, size, size, RwIm2DGetNearScreenZ(), recipCamZ, 0);
|
||||
|
||||
if ( i == numPasses - 1 )
|
||||
{
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
|
||||
}
|
||||
|
||||
RwCameraEndUpdate(m_pCamera);
|
||||
}
|
||||
}
|
||||
|
||||
RwCameraSetRaster(m_pCamera, raster);
|
||||
|
||||
return dstRaster;
|
||||
}
|
||||
|
||||
RwRaster *
|
||||
CShadowCamera::RasterGradient(RwRaster *dstRaster)
|
||||
{
|
||||
ASSERT(dstRaster != NULL);
|
||||
ASSERT(m_pCamera != NULL);
|
||||
|
||||
RwRaster *raster = RwCameraGetRaster(m_pCamera);
|
||||
ASSERT(raster != NULL);
|
||||
|
||||
float size = (float)RwRasterGetWidth(dstRaster);
|
||||
float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
|
||||
|
||||
RwCameraSetRaster(m_pCamera, dstRaster);
|
||||
|
||||
if ( RwCameraBeginUpdate(m_pCamera) )
|
||||
{
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDZERO);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDSRCCOLOR);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)raster);
|
||||
|
||||
Im2DRenderQuad(0, 0, size, size, RwIm2DGetNearScreenZ(), recipCamZ, 0);
|
||||
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
|
||||
|
||||
RwCameraEndUpdate(m_pCamera);
|
||||
}
|
||||
|
||||
RwCameraSetRaster(m_pCamera, raster);
|
||||
|
||||
return dstRaster;
|
||||
}
|
||||
|
||||
RwRaster *CShadowCamera::DrawOutlineBorder(RwRGBA const& color)
|
||||
{
|
||||
ASSERT(m_pCamera != NULL);
|
||||
|
||||
RwIm2DVertex vx[4];
|
||||
RwImVertexIndex ix[5];
|
||||
|
||||
RwRaster *raster = RwCameraGetRaster(m_pCamera);
|
||||
ASSERT(raster != NULL);
|
||||
|
||||
float size = (float)RwRasterGetWidth(raster) - 1.0f;
|
||||
float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
|
||||
|
||||
RwIm2DVertexSetScreenX (&vx[0], 0.0f);
|
||||
RwIm2DVertexSetScreenY (&vx[0], 0.0f);
|
||||
RwIm2DVertexSetScreenZ (&vx[0], RwIm2DGetNearScreenZ());
|
||||
RwIm2DVertexSetIntRGBA (&vx[0], color.red, color.green, color.blue, color.alpha);
|
||||
RwIm2DVertexSetRecipCameraZ(&vx[0], recipCamZ);
|
||||
|
||||
RwIm2DVertexSetScreenX (&vx[1], size);
|
||||
RwIm2DVertexSetScreenY (&vx[1], 0.0f);
|
||||
RwIm2DVertexSetScreenZ (&vx[1], RwIm2DGetNearScreenZ());
|
||||
RwIm2DVertexSetIntRGBA (&vx[1], color.red, color.green, color.blue, color.alpha);
|
||||
RwIm2DVertexSetRecipCameraZ(&vx[1], recipCamZ);
|
||||
|
||||
RwIm2DVertexSetScreenX (&vx[2], size);
|
||||
RwIm2DVertexSetScreenY (&vx[2], size);
|
||||
RwIm2DVertexSetScreenZ (&vx[2], RwIm2DGetNearScreenZ());
|
||||
RwIm2DVertexSetIntRGBA (&vx[2], color.red, color.green, color.blue, color.alpha);
|
||||
RwIm2DVertexSetRecipCameraZ(&vx[2], recipCamZ);
|
||||
|
||||
RwIm2DVertexSetScreenX (&vx[3], 0.0f);
|
||||
RwIm2DVertexSetScreenY (&vx[3], size);
|
||||
RwIm2DVertexSetScreenZ (&vx[3], RwIm2DGetNearScreenZ());
|
||||
RwIm2DVertexSetIntRGBA (&vx[3], color.red, color.green, color.blue, color.alpha);
|
||||
RwIm2DVertexSetRecipCameraZ(&vx[3], recipCamZ);
|
||||
|
||||
ix[0] = 0;
|
||||
ix[4] = 0;
|
||||
ix[1] = 1;
|
||||
ix[2] = 2;
|
||||
ix[3] = 3;
|
||||
|
||||
if ( RwCameraBeginUpdate(m_pCamera) )
|
||||
{
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)NULL);
|
||||
|
||||
RwIm2DRenderIndexedPrimitive(rwPRIMTYPEPOLYLINE, vx, 4, ix, 5);
|
||||
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
|
||||
|
||||
RwCameraEndUpdate(m_pCamera);
|
||||
}
|
||||
|
||||
return raster;
|
||||
}
|
54
src/render/ShadowCamera.h
Normal file
54
src/render/ShadowCamera.h
Normal file
|
@ -0,0 +1,54 @@
|
|||
#pragma once
|
||||
|
||||
|
||||
class CShadowCamera
|
||||
{
|
||||
public:
|
||||
RwCamera *m_pCamera;
|
||||
RwTexture *m_pTexture;
|
||||
|
||||
CShadowCamera();
|
||||
~CShadowCamera();
|
||||
|
||||
RwCamera *Create(int32 rasterSize);
|
||||
void Destroy();
|
||||
|
||||
RwCamera *SetFrustum(float objectRadius);
|
||||
RwCamera *SetLight(RpLight *light);
|
||||
RwCamera *SetCenter(RwV3d *center);
|
||||
|
||||
RwCamera *Update(RpClump *clump);
|
||||
RwCamera *Update(RpAtomic *atomic);
|
||||
|
||||
void InvertRaster();
|
||||
|
||||
RwRaster* GetRwRenderRaster()
|
||||
{
|
||||
return RwCameraGetRaster(m_pCamera);
|
||||
}
|
||||
|
||||
// ShadowRasterRender(RwV2d *)
|
||||
// ApplyAlphaMapToRaster(void)
|
||||
|
||||
RwRaster *MakeGradientRaster();
|
||||
|
||||
RwTexture *GetRwRenderTexture()
|
||||
{
|
||||
return m_pTexture;
|
||||
}
|
||||
|
||||
RwRaster* GetRwZRaster()
|
||||
{
|
||||
return RwCameraGetZRaster(m_pCamera);
|
||||
}
|
||||
|
||||
RwRaster *RasterResample(RwRaster *dstRaster);
|
||||
RwRaster *RasterBlur(RwRaster *dstRaster, int32 numPasses);
|
||||
RwRaster *RasterGradient(RwRaster *dstRaster);
|
||||
RwRaster *DrawOutlineBorder(RwRGBA const& color);
|
||||
|
||||
RwCamera *GetRwCamera()
|
||||
{
|
||||
return m_pCamera;
|
||||
}
|
||||
};
|
File diff suppressed because it is too large
Load diff
|
@ -1,12 +1,19 @@
|
|||
#pragma once
|
||||
|
||||
#define MAX_STOREDSHADOWS 48
|
||||
#define MAX_POLYBUNCHES 300
|
||||
#define MAX_STATICSHADOWS 64
|
||||
#define MAX_POLYBUNCHES 380
|
||||
#define MAX_STATICSHADOWS 48
|
||||
#define MAX_PERMAMENTSHADOWS 48
|
||||
|
||||
|
||||
|
||||
class CEntity;
|
||||
class CPtrList;
|
||||
class CAutomobile;
|
||||
class CVehicle;
|
||||
class CPed;
|
||||
class CCutsceneShadow;
|
||||
class CCutsceneObject;
|
||||
|
||||
enum eShadowType
|
||||
{
|
||||
|
@ -27,6 +34,16 @@ enum eShadowTextureType
|
|||
SHADOWTEX_BLOOD
|
||||
};
|
||||
|
||||
enum VEH_SHD_TYPE
|
||||
{
|
||||
VEH_SHD_TYPE_CAR = 0,
|
||||
VEH_SHD_TYPE_BIKE,
|
||||
VEH_SHD_TYPE_HELI,
|
||||
VEH_SHD_TYPE_SEAPLANE,
|
||||
VEH_SHD_TYPE_RCPLANE,
|
||||
};
|
||||
|
||||
|
||||
class CStoredShadow
|
||||
{
|
||||
public:
|
||||
|
@ -35,6 +52,8 @@ public:
|
|||
CVector2D m_vecSide;
|
||||
float m_fZDistance;
|
||||
float m_fScale;
|
||||
RwTexture *m_pTexture;
|
||||
CCutsceneShadow *m_pCutsceneShadow;
|
||||
int16 m_nIntensity;
|
||||
uint8 m_ShadowType;
|
||||
uint8 m_nRed;
|
||||
|
@ -44,9 +63,9 @@ public:
|
|||
{
|
||||
uint8 bDrawOnWater : 1;
|
||||
uint8 bRendered : 1;
|
||||
//uint8 bDrawOnBuildings : 1;
|
||||
uint8 bDrawOnBuildings : 1;
|
||||
} m_nFlags;
|
||||
RwTexture *m_pTexture;
|
||||
|
||||
|
||||
CStoredShadow()
|
||||
{ }
|
||||
|
@ -57,11 +76,11 @@ VALIDATE_SIZE(CStoredShadow, 0x30);
|
|||
class CPolyBunch
|
||||
{
|
||||
public:
|
||||
int16 m_nNumVerts;
|
||||
CVector m_aVerts[7];
|
||||
CPolyBunch *m_pNext;
|
||||
int16 m_nNumVerts;
|
||||
uint8 m_aU[7];
|
||||
uint8 m_aV[7];
|
||||
CPolyBunch *m_pNext;
|
||||
|
||||
CPolyBunch()
|
||||
{ }
|
||||
|
@ -80,15 +99,16 @@ public:
|
|||
CVector2D m_vecSide;
|
||||
float m_fZDistance;
|
||||
float m_fScale;
|
||||
uint8 m_nType;
|
||||
RwTexture *m_pTexture;
|
||||
int16 m_nIntensity; // unsigned ?
|
||||
uint8 m_nType;
|
||||
uint8 m_nRed;
|
||||
uint8 m_nGreen;
|
||||
uint8 m_nBlue;
|
||||
bool m_bJustCreated;
|
||||
bool m_bRendered;
|
||||
bool m_bTemp;
|
||||
RwTexture *m_pTexture;
|
||||
|
||||
|
||||
CStaticShadow()
|
||||
{ }
|
||||
|
@ -106,14 +126,14 @@ public:
|
|||
CVector2D m_vecSide;
|
||||
float m_fZDistance;
|
||||
float m_fScale;
|
||||
uint32 m_nTimeCreated;
|
||||
uint32 m_nLifeTime;
|
||||
RwTexture *m_pTexture;
|
||||
int16 m_nIntensity;
|
||||
uint8 m_nType; // eShadowType
|
||||
uint8 m_nRed;
|
||||
uint8 m_nGreen;
|
||||
uint8 m_nBlue;
|
||||
uint32 m_nTimeCreated;
|
||||
uint32 m_nLifeTime;
|
||||
RwTexture *m_pTexture;
|
||||
|
||||
CPermanentShadow()
|
||||
{ }
|
||||
|
@ -121,60 +141,62 @@ public:
|
|||
|
||||
VALIDATE_SIZE(CPermanentShadow, 0x38);
|
||||
|
||||
class CPtrList;
|
||||
class CAutomobile;
|
||||
class CPed;
|
||||
|
||||
class CShadows
|
||||
{
|
||||
public:
|
||||
#if 1
|
||||
static int16 ShadowsStoredToBeRendered;
|
||||
static CStoredShadow asShadowsStored [MAX_STOREDSHADOWS];
|
||||
static CPolyBunch aPolyBunches [MAX_POLYBUNCHES];
|
||||
static CStaticShadow aStaticShadows [MAX_STATICSHADOWS];
|
||||
static CPolyBunch *pEmptyBunchList;
|
||||
static CPermanentShadow aPermanentShadows[MAX_PERMAMENTSHADOWS];
|
||||
#else
|
||||
static int16 &ShadowsStoredToBeRendered;
|
||||
static CStoredShadow (&asShadowsStored) [MAX_STOREDSHADOWS];
|
||||
static CPolyBunch (&aPolyBunches) [MAX_POLYBUNCHES];
|
||||
static CStaticShadow (&aStaticShadows) [MAX_STATICSHADOWS];
|
||||
static CPolyBunch *&pEmptyBunchList;
|
||||
static CPermanentShadow (&aPermanentShadows)[MAX_PERMAMENTSHADOWS];
|
||||
#endif
|
||||
|
||||
static void Init (void);
|
||||
static void Shutdown (void);
|
||||
static void AddPermanentShadow ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, uint32 nTime, float fScale);
|
||||
static void StoreStaticShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, Const CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance);
|
||||
static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
|
||||
static void StoreShadowToBeRendered ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, bool bDrawOnWater, float fScale);
|
||||
static void StoreShadowForCar (CAutomobile *pCar);
|
||||
static void StoreCarLightShadow (CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, float fMaxViewAngle);
|
||||
static void StoreShadowForPed (CPed *pPed, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
|
||||
static void StoreShadowForPedObject (CEntity *pPedObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
|
||||
static void StoreShadowForTree (CEntity *pTree);
|
||||
static void StoreShadowForPole (CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ, float fPoleHeight, float fPoleWidth, uint32 nID);
|
||||
static void SetRenderModeForShadowType (uint8 ShadowType);
|
||||
static void RenderStoredShadows (void);
|
||||
static void RenderStaticShadows (void);
|
||||
static void GeneratePolysForStaticShadow (int16 nStaticShadowID);
|
||||
static void CastShadowSectorList (CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY,
|
||||
static void Init (void);
|
||||
static void Shutdown (void);
|
||||
static void AddPermanentShadow ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, uint32 nTime, float fScale);
|
||||
|
||||
static bool StoreStaticShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, Const CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance);
|
||||
static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
|
||||
static void StoreShadowToBeRendered ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, bool bDrawOnWater, float fScale, CCutsceneShadow *pShadow, bool bDrawOnBuildings);
|
||||
static void StoreShadowForVehicle (CVehicle *pCar, VEH_SHD_TYPE type);
|
||||
static void StoreCarLightShadow (CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, float fMaxViewAngle);
|
||||
static void StoreShadowForPed (CPed *pPed, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
|
||||
static void StoreShadowForPedObject (CEntity *pPedObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
|
||||
static void StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
|
||||
static void StoreShadowForTree (CEntity *pTree);
|
||||
static void StoreShadowForPole (CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ, float fPoleHeight, float fPoleWidth, uint32 nID);
|
||||
static void SetRenderModeForShadowType (uint8 ShadowType);
|
||||
static void RenderStoredShadows (void);
|
||||
static void RenderStaticShadows (void);
|
||||
|
||||
static void GeneratePolysForStaticShadow (int16 nStaticShadowID);
|
||||
static void CastShadowSectorList (CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY,
|
||||
CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch);
|
||||
static void CastShadowEntity (CEntity *pEntity, float fStartX, float fStartY, float fEndX, float fEndY,
|
||||
|
||||
static void CastPlayerShadowSectorList (CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY,
|
||||
CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch);
|
||||
|
||||
static void CastCutsceneShadowSectorList (CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY,
|
||||
CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow);
|
||||
|
||||
static void CastShadowEntityXY (CEntity *pEntity, float fStartX, float fStartY, float fEndX, float fEndY,
|
||||
CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch);
|
||||
static void UpdateStaticShadows (void);
|
||||
static void UpdatePermanentShadows (void);
|
||||
static void CalcPedShadowValues (CVector vecLightDir, float *pfDisplacementX, float *pfDisplacementY, float *pfFrontX, float *pfFrontY, float *pfSideX, float *pfSideY);
|
||||
static void RenderExtraPlayerShadows (void);
|
||||
static void TidyUpShadows (void);
|
||||
static void RenderIndicatorShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity);
|
||||
|
||||
static void CastShadowEntityXYZ (CEntity *pEntity, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow);
|
||||
|
||||
static void UpdateStaticShadows (void);
|
||||
static void UpdatePermanentShadows (void);
|
||||
static void CalcPedShadowValues (CVector vecLightDir, float *pfDisplacementX, float *pfDisplacementY, float *pfFrontX, float *pfFrontY, float *pfSideX, float *pfSideY);
|
||||
static void RenderExtraPlayerShadows (void);
|
||||
static void TidyUpShadows (void);
|
||||
static void RenderIndicatorShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity);
|
||||
};
|
||||
|
||||
extern RwTexture *gpShadowCarTex;
|
||||
extern RwTexture *gpShadowPedTex;
|
||||
extern RwTexture *gpShadowHeliTex;
|
||||
extern RwTexture *gpShadowBikeTex;
|
||||
extern RwTexture *gpShadowBaronTex;
|
||||
extern RwTexture *gpShadowExplosionTex;
|
||||
extern RwTexture *gpShadowHeadLightsTex;
|
||||
extern RwTexture *gpOutline1Tex;
|
||||
|
@ -182,7 +204,6 @@ extern RwTexture *gpOutline2Tex;
|
|||
extern RwTexture *gpOutline3Tex;
|
||||
extern RwTexture *gpBloodPoolTex;
|
||||
extern RwTexture *gpReflectionTex;
|
||||
extern RwTexture *gpGoalMarkerTex;
|
||||
extern RwTexture *gpWalkDontTex;
|
||||
extern RwTexture *gpCrackedGlassTex;
|
||||
extern RwTexture *gpPostShadowTex;
|
||||
|
|
|
@ -395,6 +395,125 @@ RenderSkeleton(RpHAnimHierarchy *hier)
|
|||
}
|
||||
#endif
|
||||
|
||||
|
||||
RwBool Im2DRenderQuad(RwReal x1, RwReal y1, RwReal x2, RwReal y2, RwReal z, RwReal recipCamZ, RwReal uvOffset)
|
||||
{
|
||||
RwIm2DVertex vx[4];
|
||||
|
||||
/*
|
||||
* Render an opaque white 2D quad at the given coordinates and
|
||||
* spanning a whole texture.
|
||||
*/
|
||||
|
||||
RwIm2DVertexSetScreenX(&vx[0], x1);
|
||||
RwIm2DVertexSetScreenY(&vx[0], y1);
|
||||
RwIm2DVertexSetScreenZ(&vx[0], z);
|
||||
RwIm2DVertexSetIntRGBA(&vx[0], 255, 255, 255, 255);
|
||||
RwIm2DVertexSetRecipCameraZ(&vx[0], recipCamZ);
|
||||
RwIm2DVertexSetU(&vx[0], uvOffset, recipCamZ);
|
||||
RwIm2DVertexSetV(&vx[0], uvOffset, recipCamZ);
|
||||
|
||||
RwIm2DVertexSetScreenX(&vx[1], x1);
|
||||
RwIm2DVertexSetScreenY(&vx[1], y2);
|
||||
RwIm2DVertexSetScreenZ(&vx[1], z);
|
||||
RwIm2DVertexSetIntRGBA(&vx[1], 255, 255, 255, 255);
|
||||
RwIm2DVertexSetRecipCameraZ(&vx[1], recipCamZ);
|
||||
RwIm2DVertexSetU(&vx[1], uvOffset, recipCamZ);
|
||||
RwIm2DVertexSetV(&vx[1], 1.0f + uvOffset, recipCamZ);
|
||||
|
||||
RwIm2DVertexSetScreenX(&vx[2], x2);
|
||||
RwIm2DVertexSetScreenY(&vx[2], y1);
|
||||
RwIm2DVertexSetScreenZ(&vx[2], z);
|
||||
RwIm2DVertexSetIntRGBA(&vx[2], 255, 255, 255, 255);
|
||||
RwIm2DVertexSetRecipCameraZ(&vx[2], recipCamZ);
|
||||
RwIm2DVertexSetU(&vx[2], 1.0f + uvOffset, recipCamZ);
|
||||
RwIm2DVertexSetV(&vx[2], uvOffset, recipCamZ);
|
||||
|
||||
RwIm2DVertexSetScreenX(&vx[3], x2);
|
||||
RwIm2DVertexSetScreenY(&vx[3], y2);
|
||||
RwIm2DVertexSetScreenZ(&vx[3], z);
|
||||
RwIm2DVertexSetIntRGBA(&vx[3], 255, 255, 255, 255);
|
||||
RwIm2DVertexSetRecipCameraZ(&vx[3], recipCamZ);
|
||||
RwIm2DVertexSetU(&vx[3], 1.0f + uvOffset, recipCamZ);
|
||||
RwIm2DVertexSetV(&vx[3], 1.0f + uvOffset, recipCamZ);
|
||||
|
||||
RwIm2DRenderPrimitive(rwPRIMTYPETRISTRIP, vx, 4);
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
bool b_cbsUseLTM = true;
|
||||
|
||||
RpAtomic *cbsCalcMeanBSphereRadiusCB(RpAtomic *atomic, void *data)
|
||||
{
|
||||
RwV3d atomicPos;
|
||||
|
||||
if ( b_cbsUseLTM )
|
||||
RwV3dTransformPoints(&atomicPos, &RpAtomicGetBoundingSphere(atomic)->center, 1, RwFrameGetLTM(RpClumpGetFrame(atomic->clump)));
|
||||
else
|
||||
RwV3dTransformPoints(&atomicPos, &RpAtomicGetBoundingSphere(atomic)->center, 1, RwFrameGetMatrix(RpClumpGetFrame(atomic->clump)));
|
||||
|
||||
RwV3d temp;
|
||||
RwV3dSub(&temp, &atomicPos, &((RwSphere *)data)->center);
|
||||
RwReal radius = RwV3dLength(&temp) + RpAtomicGetBoundingSphere(atomic)->radius;
|
||||
|
||||
if ( ((RwSphere *)data)->radius < radius )
|
||||
((RwSphere *)data)->radius = radius;
|
||||
|
||||
return atomic;
|
||||
}
|
||||
|
||||
RpAtomic *cbsCalcMeanBSphereCenterCB(RpAtomic *atomic, void *data)
|
||||
{
|
||||
RwV3d atomicPos;
|
||||
|
||||
if ( b_cbsUseLTM )
|
||||
RwV3dTransformPoints(&atomicPos, &RpAtomicGetBoundingSphere(atomic)->center, 1, RwFrameGetLTM(RpClumpGetFrame(atomic->clump)));
|
||||
else
|
||||
RwV3dTransformPoints(&atomicPos, &RpAtomicGetBoundingSphere(atomic)->center, 1, RwFrameGetMatrix(RpClumpGetFrame(atomic->clump)));
|
||||
|
||||
RwV3dAdd(&((RwSphere *)data)->center, &((RwSphere *)data)->center, &atomicPos);
|
||||
|
||||
return atomic;
|
||||
}
|
||||
|
||||
RpClump *RpClumpGetBoundingSphere(RpClump *clump, RwSphere *sphere, bool useLTM)
|
||||
{
|
||||
RwMatrix matrix;
|
||||
RwSphere result = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
|
||||
b_cbsUseLTM = useLTM;
|
||||
|
||||
if ( clump == NULL || sphere == NULL )
|
||||
return NULL;
|
||||
|
||||
sphere->radius = 0.0f;
|
||||
sphere->center.x = 0.0f;
|
||||
sphere->center.y = 0.0f;
|
||||
sphere->center.z = 0.0f;
|
||||
|
||||
RwInt32 numAtomics = RpClumpGetNumAtomics(clump);
|
||||
if ( numAtomics < 1.0f )
|
||||
return NULL;
|
||||
|
||||
RpClumpForAllAtomics(clump, cbsCalcMeanBSphereCenterCB, &result);
|
||||
|
||||
RwV3dScale(&result.center, &result.center, 1.0f/numAtomics);
|
||||
|
||||
RpClumpForAllAtomics(clump, cbsCalcMeanBSphereRadiusCB, &result);
|
||||
|
||||
if ( b_cbsUseLTM )
|
||||
RwMatrixInvert(&matrix, RwFrameGetLTM(RpClumpGetFrame(clump)));
|
||||
else
|
||||
RwMatrixInvert(&matrix, RwFrameGetMatrix(RpClumpGetFrame(clump)));
|
||||
|
||||
RwV3dTransformPoints(&result.center, &result.center, 1, &matrix);
|
||||
|
||||
RwSphereAssign(sphere, &result);
|
||||
|
||||
return clump;
|
||||
}
|
||||
|
||||
void
|
||||
CameraSize(RwCamera * camera, RwRect * rect,
|
||||
RwReal viewWindow, RwReal aspectRatio)
|
||||
|
|
|
@ -29,6 +29,9 @@ RpAtomic *AtomicRemoveAnimFromSkinCB(RpAtomic *atomic, void *data);
|
|||
void RenderSkeleton(RpHAnimHierarchy *hier);
|
||||
#endif
|
||||
|
||||
RwBool Im2DRenderQuad(RwReal x1, RwReal y1, RwReal x2, RwReal y2, RwReal z, RwReal recipCamZ, RwReal uvOffset);
|
||||
RpClump *RpClumpGetBoundingSphere(RpClump *clump, RwSphere *sphere, bool useLTM);
|
||||
|
||||
RwTexDictionary *RwTexDictionaryGtaStreamRead(RwStream *stream);
|
||||
RwTexDictionary *RwTexDictionaryGtaStreamRead1(RwStream *stream);
|
||||
RwTexDictionary *RwTexDictionaryGtaStreamRead2(RwStream *stream, RwTexDictionary *texDict);
|
||||
|
|
|
@ -2505,8 +2505,12 @@ CAutomobile::PreRender(void)
|
|||
// end of lights
|
||||
}
|
||||
|
||||
//TODO(MIAMI): StoreShadowForVehicle once we have it
|
||||
CShadows::StoreShadowForCar(this);
|
||||
if (IsRealHeli())
|
||||
CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_HELI);
|
||||
else if ( GetModelIndex() == MI_RCBARON)
|
||||
CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_RCPLANE);
|
||||
else
|
||||
CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_CAR);
|
||||
|
||||
DoSunGlare();
|
||||
|
||||
|
|
|
@ -1546,7 +1546,7 @@ CBike::PreRender(void)
|
|||
}
|
||||
|
||||
AddDamagedVehicleParticles();
|
||||
//TODO(MIAMI): StoreShadowForVehicle once we have it
|
||||
CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_BIKE);
|
||||
|
||||
CMatrix mat;
|
||||
CVector pos;
|
||||
|
|
|
@ -560,6 +560,7 @@ CHeli::PreRender(void)
|
|||
{
|
||||
float radius = (GetPosition().z - FindPlayerCoors().z - 10.0f - 1.0f) * 0.3f + 10.0f;
|
||||
HeliDustGenerate(this, radius, FindPlayerCoors().z, Max(16.0f - 4.0f*CTimer::GetTimeStep(), 2.0f));
|
||||
CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_HELI);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -595,7 +596,7 @@ CHeli::PreRenderAlways(void)
|
|||
CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &shadowPos,
|
||||
6.0f, 0.0f, 0.0f, -6.0f,
|
||||
80*m_fSearchLightIntensity, 80*m_fSearchLightIntensity, 80*m_fSearchLightIntensity, 80*m_fSearchLightIntensity,
|
||||
50.0f, true, 1.0f);
|
||||
50.0f, true, 1.0f, NULL, false);
|
||||
|
||||
CVector front = GetMatrix() * CVector(0.0f, 7.0f, 0.0f);
|
||||
CVector toPlayer = FindPlayerCoors() - front;
|
||||
|
|
Loading…
Reference in a new issue