more high level functions

This commit is contained in:
aap 2019-05-31 11:44:43 +02:00
parent f50cf32b87
commit 84204471a5
28 changed files with 415 additions and 24 deletions

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@ -8,6 +8,7 @@
#include "General.h"
#include "CullZones.h"
#include "SurfaceTable.h"
#include "MBlur.h"
#include "Camera.h"
const float DefaultFOV = 80.0f; // actually 70.0f
@ -72,6 +73,16 @@ WRAPPER void CCamera::Fade(float timeout, int16 direction) { EAXJMP(0x46B3A0); }
WRAPPER void CCamera::ProcessFade(void) { EAXJMP(0x46F080); }
WRAPPER void CCamera::ProcessMusicFade(void) { EAXJMP(0x46F1E0); }
int
CCamera::GetScreenFadeStatus(void)
{
if(m_fFLOATingFade == 0.0f)
return FADE_0;
if(m_fFLOATingFade == 255.0f)
return FADE_2;
return FADE_1;
}
void
CCamera::SetFadeColour(uint8 r, uint8 g, uint8 b)
{
@ -81,6 +92,34 @@ CCamera::SetFadeColour(uint8 r, uint8 g, uint8 b)
CDraw::FadeBlue = b;
}
void
CCamera::SetMotionBlur(int r, int g, int b, int a, int type)
{
m_BlurRed = r;
m_BlurGreen = g;
m_BlurBlue = b;
m_motionBlur = a;
m_BlurType = type;
}
void
CCamera::SetMotionBlurAlpha(int a)
{
m_imotionBlurAddAlpha = a;
}
void
CCamera::RenderMotionBlur(void)
{
if(m_BlurType == 0)
return;
CMBlur::MotionBlurRender(m_pRwCamera,
m_BlurRed, m_BlurGreen, m_BlurBlue,
m_motionBlur, m_BlurType, m_imotionBlurAddAlpha);
}
/*
*
* CCam
@ -1202,6 +1241,10 @@ STARTPATCHES
InjectHook(0x42C760, &CCamera::IsSphereVisible, PATCH_JUMP);
InjectHook(0x46FD00, &CCamera::SetFadeColour, PATCH_JUMP);
InjectHook(0x46FD40, &CCamera::SetMotionBlur, PATCH_JUMP);
InjectHook(0x46FD80, &CCamera::SetMotionBlurAlpha, PATCH_JUMP);
InjectHook(0x46F940, &CCamera::RenderMotionBlur, PATCH_JUMP);
InjectHook(0x456F40, WellBufferMe, PATCH_JUMP);
InjectHook(0x4582F0, &CCam::GetVectorsReadyForRW, PATCH_JUMP);
InjectHook(0x457710, &CCam::DoAverageOnVector, PATCH_JUMP);

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@ -212,6 +212,31 @@ enum
LOOKING_FORWARD,
};
enum
{
// TODO: figure out
FADE_0,
FADE_1, // mid fade
FADE_2,
FADE_OUT,
FADE_IN,
};
enum
{
MBLUR_NONE,
MBLUR_SNIPER,
MBLUR_NORMAL,
MBLUR_INTRO1, // green camera
MBLUR_INTRO2, // unused
MBLUR_INTRO3, // bank scene
MBLUR_INTRO4, // jail break scene
MBLUR_INTRO5, // explosion
MBLUR_INTRO6, // player shot
MBLUR_UNUSED, // pinkish
};
struct CCamera : public CPlaceable
{
bool m_bAboveGroundTrainNodesLoaded;
@ -421,10 +446,15 @@ int m_iModeObbeCamIsInForCar;
bool IsBoxVisible(RwV3d *box, const CMatrix *mat);
void Fade(float timeout, int16 direction);
int GetScreenFadeStatus(void);
void ProcessFade(void);
void ProcessMusicFade(void);
void SetFadeColour(uint8 r, uint8 g, uint8 b);
void SetMotionBlur(int r, int g, int b, int a, int type);
void SetMotionBlurAlpha(int a);
void RenderMotionBlur(void);
void DrawBordersForWideScreen(void);
};
static_assert(offsetof(CCamera, m_WideScreenOn) == 0x70, "CCamera: error");

5
src/CutsceneMgr.cpp Normal file
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@ -0,0 +1,5 @@
#include "common.h"
#include "patcher.h"
#include "CutsceneMgr.h"
bool &CCutsceneMgr::ms_cutsceneProcessing = *(bool*)0x95CD9F;

8
src/CutsceneMgr.h Normal file
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@ -0,0 +1,8 @@
#pragma once
class CCutsceneMgr
{
static bool &ms_cutsceneProcessing;
public:
static bool IsCutsceneProcessing(void) { return ms_cutsceneProcessing; }
};

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@ -4,6 +4,9 @@
int &CMenuManager::m_PrefsBrightness = *(int*)0x5F2E50;
int &CMenuManager::m_PrefsLanguage = *(int*)0x941238;
bool &CMenuManager::m_PrefsUseWideScreen = *(bool*)0x95CD23;
CMenuManager &FrontEndMenuManager = *(CMenuManager*)0x8F59D8;
WRAPPER void CMenuManager::Process(void) { EAXJMP(0x485100); }
WRAPPER void CMenuManager::DrawFrontEnd(void) { EAXJMP(0x47A540); }

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@ -85,7 +85,9 @@ public:
static int &m_PrefsBrightness;
static int &m_PrefsLanguage;
static bool &m_PrefsUseWideScreen;
void Process(void);
void DrawFrontEnd(void);
};
static_assert(sizeof(CMenuManager) == 0x564, "CMenuManager: error");

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@ -3,3 +3,7 @@
#include "Game.h"
int &CGame::currLevel = *(int*)0x941514;
bool &CGame::bDemoMode = *(bool*)0x5F4DD0;
bool &CGame::nastyGame = *(bool*)0x5F4DD4;
WRAPPER void CGame::Process(void) { EAXJMP(0x48C850); }

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@ -12,4 +12,8 @@ class CGame
{
public:
static int &currLevel;
static bool &bDemoMode;
static bool &nastyGame;
static void Process(void);
};

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@ -12,6 +12,7 @@ CMouseControllerState &CPad::OldMouseControllerState = *(CMouseControllerState*)
CMouseControllerState &CPad::NewMouseControllerState = *(CMouseControllerState*)0x8809F0;
CMouseControllerState &CPad::PCTempMouseControllerState = *(CMouseControllerState*)0x6F1E60;
WRAPPER void CPad::UpdatePads(void) { EAXJMP(0x492720); }
WRAPPER void CPad::PrintErrorMessage(void) { EAXJMP(0x4942B0); }
void

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@ -120,6 +120,7 @@ public:
bool GetLookLeft(void);
bool GetLookRight(void);
static void UpdatePads(void);
static CPad *GetPad(int n) { return &Pads[n]; }
static void PrintErrorMessage(void);
};

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@ -98,6 +98,15 @@ public:
static float GetDirectionalRed(void) { return m_fCurrentDirectionalRed; }
static float GetDirectionalGreen(void) { return m_fCurrentDirectionalGreen; }
static float GetDirectionalBlue(void) { return m_fCurrentDirectionalBlue; }
static int GetSkyTopRed(void) { return m_nCurrentSkyTopRed; }
static int GetSkyTopGreen(void) { return m_nCurrentSkyTopGreen; }
static int GetSkyTopBlue(void) { return m_nCurrentSkyTopBlue; }
static int GetSkyBottomRed(void) { return m_nCurrentSkyBottomRed; }
static int GetSkyBottomGreen(void) { return m_nCurrentSkyBottomGreen; }
static int GetSkyBottomBlue(void) { return m_nCurrentSkyBottomBlue; }
static float GetFarClip(void) { return m_fCurrentFarClip; }
static float GetFogStart(void) { return m_fCurrentFogStart; }
static int GetLowCloudsRed(void) { return m_nCurrentLowCloudsRed; }
static int GetLowCloudsGreen(void) { return m_nCurrentLowCloudsGreen; }
static int GetLowCloudsBlue(void) { return m_nCurrentLowCloudsBlue; }

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@ -74,6 +74,9 @@ void CTimer::Shutdown(void)
;
}
#if 1
WRAPPER void CTimer::Update(void) { EAXJMP(0x4ACF70); }
#else
void CTimer::Update(void)
{
m_snPreviousTimeInMilliseconds = m_snTimeInMilliseconds;
@ -145,6 +148,7 @@ void CTimer::Update(void)
m_FrameCounter++;
}
#endif
void CTimer::Suspend(void)
{

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@ -4,10 +4,6 @@
cDMAudio &DMAudio = *(cDMAudio*)0x95CDBE;
WRAPPER void cDMAudio::Service(void) { EAXJMP(0x57C7A0); }
WRAPPER void cDMAudio::ReportCollision(CEntity *A, CEntity *B, uint8 surfA, uint8 surfB, float impulse, float speed) { EAXJMP(0x57CBE0); }
void cDMAudio::ResetTimers(UInt32 timerval)
{
((void (__thiscall *)(cDMAudio *, UInt32))0x57CCD0)(this, timerval);
}
WRAPPER void cDMAudio::ResetTimers(UInt32 timerval) { EAXJMP(0x57CCD0); }

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@ -5,6 +5,7 @@ class CEntity;
class cDMAudio
{
public:
void Service(void);
void ReportCollision(CEntity *A, CEntity *B, uint8 surfA, uint8 surfB, float impulse, float speed);
void ResetTimers(UInt32 timerval);
};

5
src/entities/Heli.cpp Normal file
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@ -0,0 +1,5 @@
#include "common.h"
#include "patcher.h"
#include "Heli.h"
WRAPPER void CHeli::SpecialHeliPreRender(void) { EAXJMP(0x54AE10); }

13
src/entities/Heli.h Normal file
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@ -0,0 +1,13 @@
#pragma once
#include "Vehicle.h"
class CHeli : public CVehicle
{
public:
// 0x288
uint8 stuff[180];
static void SpecialHeliPreRender(void);
};
static_assert(sizeof(CHeli) == 0x33C, "CHeli: error");

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@ -32,8 +32,175 @@
#include "Darkel.h"
#include "Garages.h"
#include "MusicManager.h"
#include "VisibilityPlugins.h"
#include "DMAudio.h"
#include "CutsceneMgr.h"
#include "Lights.h"
#include "Credits.h"
#include "CullZones.h"
#include "TimeCycle.h"
#include "Frontend.h"
WRAPPER int psCameraBeginUpdate(RwCamera *camera) { EAXJMP(0x580C70); }
WRAPPER void psCameraShowRaster(RwCamera *camera) { EAXJMP(0x580CA0); }
WRAPPER void CameraSize(RwCamera *camera, CRect *rect, float viewWindow, float aspectRatio) { EAXJMP(0x527170); }
int RsCameraBeginUpdate(RwCamera *camera) { return psCameraBeginUpdate(camera); } // argument actually ignored
void RsCameraShowRaster(RwCamera *camera) { psCameraShowRaster(camera); }
bool &b_FoundRecentSavedGameWantToLoad = *(bool*)0x95CDA8;
bool DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha);
void DoRWStuffEndOfFrame(void);
void RenderScene(void);
void RenderDebugShit(void);
void RenderEffects(void);
void Render2dStuff(void);
void RenderMenus(void);
void DoFade(void);
void Render2dStuffAfterFade(void);
extern void (*DebugMenuProcess)(void);
extern void (*DebugMenuRender)(void);
RwRGBA gColourTop;
void
Idle(void *arg)
{
CTimer::Update();
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
CPointLights::InitPerFrame();
CGame::Process();
DMAudio.Service();
if(CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()){
FrontEndMenuManager.m_bStartGameLoading = true;
FrontEndMenuManager.m_bLoadingSavedGame = false;
return;
}
if(FrontEndMenuManager.m_bStartGameLoading || b_FoundRecentSavedGameWantToLoad)
return;
SetLightsWithTimeOfDayColour(Scene.world);
if(arg == nil)
return;
if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.field_452 == 1) &&
TheCamera.GetScreenFadeStatus() != FADE_2){
CRenderer::ConstructRenderList();
CRenderer::PreRender();
if(CWeather::LightningFlash && !CCullZones::CamNoRain()){
if(!DoRWStuffStartOfFrame_Horizon(255, 255, 255, 255, 255, 255, 255))
return;
}else{
if(!DoRWStuffStartOfFrame_Horizon(CTimeCycle::GetSkyTopRed(), CTimeCycle::GetSkyTopGreen(), CTimeCycle::GetSkyTopBlue(),
CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(),
255))
return;
}
DefinedState();
// BUG. This has to be done BEFORE RwCameraBeginUpdate
RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
RenderScene();
RenderDebugShit();
RenderEffects();
if((TheCamera.m_BlurType == MBLUR_NONE || TheCamera.m_BlurType == MBLUR_NORMAL) &&
TheCamera.m_ScreenReductionPercentage > 0.0)
TheCamera.SetMotionBlurAlpha(150);
TheCamera.RenderMotionBlur();
Render2dStuff();
}else{
float viewWindow = tan(DEGTORAD(CDraw::GetFOV() * 0.5f));
// ASPECT
CameraSize(Scene.camera, nil, viewWindow, 4.0f/3.0f);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
if(!RsCameraBeginUpdate(Scene.camera))
return;
}
RenderMenus();
DoFade();
Render2dStuffAfterFade();
CCredits::Render();
DoRWStuffEndOfFrame();
// if(g_SlowMode)
// ProcessSlowMode();
}
void
FrontendIdle(void)
{
CTimer::Update();
CSprite2d::SetRecipNearClip();
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
CPad::UpdatePads();
FrontEndMenuManager.Process();
if(RsGlobal.quit)
return;
float viewWindow = tan(DEGTORAD(CDraw::GetFOV() * 0.5f));
// ASPECT
CameraSize(Scene.camera, nil, viewWindow, 4.0f/3.0f);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
if(!RsCameraBeginUpdate(Scene.camera))
return;
DefinedState();
RenderMenus();
DoFade();
Render2dStuffAfterFade();
CFont::DrawFonts();
DoRWStuffEndOfFrame();
}
bool
DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha)
{
float viewWindow = tan(DEGTORAD(CDraw::GetFOV() * 0.5f));
// ASPECT
float aspectRatio = CMenuManager::m_PrefsUseWideScreen ? 16.0f/9.0f : 4.0f/3.0f;
CameraSize(Scene.camera, nil, viewWindow, aspectRatio);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
if(!RsCameraBeginUpdate(Scene.camera))
return false;
TheCamera.m_viewMatrix.Update();
CClouds::RenderBackground(TopRed, TopGreen, TopBlue, BottomRed, BottomGreen, BottomBlue, Alpha);
return true;
}
void
DoRWStuffEndOfFrame(void)
{
// CDebug::DebugDisplayTextBuffer();
// FlushObrsPrintfs();
RwCameraEndUpdate(Scene.camera);
RsCameraShowRaster(Scene.camera);
}
// This is certainly a very useful function
void
DoRWRenderHorizon(void)
@ -143,6 +310,8 @@ Render2dStuff(void)
CGarages::PrintMessages();
CPad::PrintErrorMessage();
CFont::DrawFonts();
DebugMenuRender();
}
void
@ -154,8 +323,8 @@ RenderMenus(void)
bool &JustLoadedDontFadeInYet = *(bool*)0x95CDB4;
bool &StillToFadeOut = *(bool*)0x95CD99;
int32 &TimeStartedCountingForFade = *(int32*)0x9430EC;
int32 &TimeToStayFadedBeforeFadeOut = *(int32*)0x611564;
uint32 &TimeStartedCountingForFade = *(uint32*)0x9430EC;
uint32 &TimeToStayFadedBeforeFadeOut = *(uint32*)0x611564;
void
DoFade(void)
@ -171,12 +340,12 @@ DoFade(void)
if(StillToFadeOut){
if(CTimer::GetTimeInMilliseconds() - TimeStartedCountingForFade > TimeToStayFadedBeforeFadeOut){
StillToFadeOut = false;
TheCamera.Fade(3.0f, 1);
TheCamera.Fade(3.0f, FADE_IN);
TheCamera.ProcessFade();
TheCamera.ProcessMusicFade();
}else{
TheCamera.SetFadeColour(0, 0, 0);
TheCamera.Fade(0.0f, 0);
TheCamera.Fade(0.0f, FADE_OUT);
TheCamera.ProcessFade();
}
}
@ -246,6 +415,10 @@ Render2dStuffAfterFade(void)
STARTPATCHES
InjectHook(0x48E480, Idle, PATCH_JUMP);
InjectHook(0x48E700, FrontendIdle, PATCH_JUMP);
InjectHook(0x48D040, DoRWStuffStartOfFrame_Horizon, PATCH_JUMP);
InjectHook(0x48E030, RenderScene, PATCH_JUMP);
InjectHook(0x48E080, RenderDebugShit, PATCH_JUMP);
InjectHook(0x48E090, RenderEffects, PATCH_JUMP);

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@ -4,6 +4,7 @@
#include "patcher.h"
#include "Renderer.h"
#include "Credits.h"
#include "Camera.h"
#include "debugmenu_public.h"
void **rwengine = *(void***)0x5A10E1;
@ -71,10 +72,30 @@ open_script(const char *path, const char *mode)
int gDbgSurf;
void (*DebugMenuProcess)(void);
void (*DebugMenuRender)(void);
static void stub(void) { }
void
DebugMenuInit(void)
{
if(DebugMenuLoad()){
DebugMenuProcess = (void(*)(void))GetProcAddress(gDebugMenuAPI.module, "DebugMenuProcess");
DebugMenuRender = (void(*)(void))GetProcAddress(gDebugMenuAPI.module, "DebugMenuRender");
}
if(DebugMenuProcess == nil || DebugMenuRender == nil){
DebugMenuProcess = stub;
DebugMenuRender = stub;
}
}
int (*RsEventHandler_orig)(int a, int b);
int
delayedPatches10(int a, int b)
{
DebugMenuInit();
if(DebugMenuLoad()){
DebugMenuAddVarBool8("Debug", "Show Ped Road Groups", (int8*)&gbShowPedRoadGroups, nil);
DebugMenuAddVarBool8("Debug", "Show Car Road Groups", (int8*)&gbShowCarRoadGroups, nil);
@ -85,6 +106,8 @@ delayedPatches10(int a, int b)
DebugMenuAddVarBool8("Debug", "Don't render Objects", (int8*)&gbDontRenderObjects, nil);
DebugMenuAddVar("Debug", "Dbg Surface", &gDbgSurf, nil, 1, 0, 34, nil);
DebugMenuAddVar("Debug", "blur type", &TheCamera.m_BlurType, nil, 1, 0, 10, nil);
DebugMenuAddCmd("Debug", "Start Credits", CCredits::Start);
DebugMenuAddCmd("Debug", "Stop Credits", CCredits::Stop);
}

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@ -1,6 +1,7 @@
#include "common.h"
#include "patcher.h"
#include "RwHelper.h"
#include "Camera.h"
#include "MBlur.h"
RwRaster *&CMBlur::pFrontBuffer = *(RwRaster**)0x8E2C48;
@ -104,26 +105,26 @@ CMBlur::CreateImmediateModeData(RwCamera *cam, RwRect *rect)
}
void
CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 alpha, int32 type, uint32 bluralpha)
CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 addalpha)
{
RwRGBA color = { red, green, blue, alpha };
RwRGBA color = { red, green, blue, blur };
if(BlurOn){
if(pFrontBuffer){
if(ms_bJustInitialised)
ms_bJustInitialised = false;
else
OverlayRender(cam, pFrontBuffer, color, type, bluralpha);
OverlayRender(cam, pFrontBuffer, color, type, addalpha);
}
RwRasterPushContext(pFrontBuffer);
RwRasterRenderFast(RwCameraGetRaster(cam), 0, 0);
RwRasterPopContext();
}else{
OverlayRender(cam, nil, color, type, bluralpha);
OverlayRender(cam, nil, color, type, addalpha);
}
}
void
CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, uint32 bluralpha)
CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, uint32 addalpha)
{
int r, g, b, a;
@ -135,31 +136,31 @@ CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type,
DefinedState();
switch(type){
case 3:
case MBLUR_INTRO1:
r = 0;
g = 255;
b = 0;
a = 128;
break;
case 5:
case MBLUR_INTRO3:
r = 100;
g = 220;
b = 230;
a = 158;
break;
case 6:
case MBLUR_INTRO4:
r = 80;
g = 255;
b = 230;
a = 138;
break;
case 8:
case MBLUR_INTRO6:
r = 255;
g = 60;
b = 60;
a = 200;
break;
case 9:
case MBLUR_UNUSED:
r = 255;
g = 180;
b = 180;
@ -191,7 +192,7 @@ CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type,
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
a = bluralpha/2;
a = addalpha/2;
if(a < 30)
a = 30;

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@ -10,6 +10,6 @@ public:
static void MotionBlurOpen(RwCamera *cam);
static void MotionBlurClose(void);
static void CreateImmediateModeData(RwCamera *cam, RwRect *rect);
static void MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 alpha, int32 type, uint32 bluralpha);
static void MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 addalpha);
static void OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, uint32 bluralpha);
};

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@ -2,4 +2,12 @@
#include "patcher.h"
#include "PointLights.h"
int16 &CPointLights::NumLights = *(int16*)0x95CC3E;
WRAPPER void CPointLights::RenderFogEffect(void) { EAXJMP(0x510C30); }
void
CPointLights::InitPerFrame(void)
{
NumLights = 0;
}

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@ -2,6 +2,8 @@
class CPointLights
{
static int16 &NumLights;
public:
static void InitPerFrame(void);
static void RenderFogEffect(void);
};

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@ -5,6 +5,7 @@
#include "Treadable.h"
#include "Ped.h"
#include "Vehicle.h"
#include "Heli.h"
#include "Object.h"
#include "PathFind.h"
#include "Collision.h"
@ -14,6 +15,7 @@
#include "Camera.h"
#include "ModelIndices.h"
#include "Streaming.h"
#include "Shadows.h"
#include "Renderer.h"
bool gbShowPedRoadGroups;
@ -48,6 +50,28 @@ CRenderer::Init(void)
gSortedVehiclesAndPeds.Init(40);
SortBIGBuildings();
}
void
CRenderer::PreRender(void)
{
int i;
CLink<CVisibilityPlugins::AlphaObjectInfo> *node;
for(i = 0; i < ms_nNoOfVisibleEntities; i++)
ms_aVisibleEntityPtrs[i]->PreRender();
for(i = 0; i < ms_nNoOfInVisibleEntities; i++)
ms_aInVisibleEntityPtrs[i]->PreRender();
for(node = CVisibilityPlugins::m_alphaEntityList.tail.prev;
node != &CVisibilityPlugins::m_alphaEntityList.head;
node = node->prev)
((CEntity*)node->item.entity)->PreRender();
CHeli::SpecialHeliPreRender();
CShadows::RenderExtraPlayerShadows();
}
void
CRenderer::RenderOneRoad(CEntity *e)
{

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@ -26,7 +26,7 @@ class CRenderer
static bool &m_loadingPriority;
public:
static void Init(void);
// TODO: PreRender, needs CHeli and CShadows
static void PreRender(void);
static void RenderRoads(void);
static void RenderFadingInEntities(void);

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@ -5,3 +5,4 @@
WRAPPER void CShadows::AddPermanentShadow(unsigned char ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, unsigned char nRed, unsigned char nGreen, unsigned char nBlue, float fZDistance, unsigned int nTime, float fScale) { EAXJMP(0x512FD0); }
WRAPPER void CShadows::RenderStaticShadows(void) { EAXJMP(0x5145F0); }
WRAPPER void CShadows::RenderStoredShadows(void) { EAXJMP(0x514010); }
WRAPPER void CShadows::RenderExtraPlayerShadows(void) { EAXJMP(0x516F90); }

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@ -8,4 +8,5 @@ public:
static void AddPermanentShadow(uint8 ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, uint32 nTime, float fScale);
static void RenderStaticShadows(void);
static void RenderStoredShadows(void);
};
static void RenderExtraPlayerShadows(void);
};

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@ -5,6 +5,7 @@
#include "ModelInfo.h"
#include "Lights.h"
#include "Renderer.h"
#include "Camera.h"
#include "VisibilityPlugins.h"
#define FADE_DISTANCE 20.0f
@ -24,6 +25,7 @@ int32 &CVisibilityPlugins::ms_atomicPluginOffset = *(int32*)0x600124;
int32 &CVisibilityPlugins::ms_framePluginOffset = *(int32*)0x600128;
int32 &CVisibilityPlugins::ms_clumpPluginOffset = *(int32*)0x60012C;
RwCamera *&CVisibilityPlugins::ms_pCamera = *(RwCamera**)0x8F2514;
RwV3d *&CVisibilityPlugins::ms_pCameraPosn = *(RwV3d**)0x8F6270;
float &CVisibilityPlugins::ms_cullCompsDist = *(float*)0x8F2BC4;
float &CVisibilityPlugins::ms_vehicleLod0Dist = *(float*)0x885B28;
@ -82,6 +84,28 @@ CVisibilityPlugins::InsertAtomicIntoSortedList(RpAtomic *a, float dist)
return ret;
}
void
CVisibilityPlugins::SetRenderWareCamera(RwCamera *camera)
{
ms_pCamera = camera;
ms_pCameraPosn = RwMatrixGetPos(RwFrameGetMatrix(RwCameraGetFrame(camera)));
if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1 ||
TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWNPED)
ms_cullCompsDist = 1000000.0f;
else
ms_cullCompsDist = sq(TheCamera.LODDistMultiplier * 20.0f);
ms_vehicleLod0Dist = sq(70.0 * TheCamera.GenerationDistMultiplier);
ms_vehicleLod1Dist = sq(90.0 * TheCamera.GenerationDistMultiplier);
ms_vehicleFadeDist = sq(100.0 * TheCamera.GenerationDistMultiplier);
ms_bigVehicleLod0Dist = sq(60.0 * TheCamera.GenerationDistMultiplier);
ms_bigVehicleLod1Dist = sq(150.0 * TheCamera.GenerationDistMultiplier);
ms_pedLod0Dist = sq(25.0 * TheCamera.LODDistMultiplier);
ms_pedLod1Dist = sq(60.0 * TheCamera.LODDistMultiplier);
ms_pedFadeDist = sq(70.0 * TheCamera.LODDistMultiplier);
}
RpMaterial*
SetAlphaCB(RpMaterial *material, void *data)
{
@ -802,6 +826,8 @@ STARTPATCHES
InjectHook(0x528FF0, CVisibilityPlugins::InsertEntityIntoSortedList, PATCH_JUMP);
InjectHook(0x528F80, CVisibilityPlugins::InitAlphaAtomicList, PATCH_JUMP);
InjectHook(0x528FA0, CVisibilityPlugins::InsertAtomicIntoSortedList, PATCH_JUMP);
InjectHook(0x528C50, CVisibilityPlugins::SetRenderWareCamera, PATCH_JUMP);
InjectHook(0x527F60, SetAlphaCB, PATCH_JUMP);
InjectHook(0x529040, CVisibilityPlugins::RenderAlphaAtomics, PATCH_JUMP);
InjectHook(0x529070, CVisibilityPlugins::RenderFadingEntities, PATCH_JUMP);

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@ -22,6 +22,7 @@ public:
static CLinkList<AlphaObjectInfo> &m_alphaList;
static CLinkList<AlphaObjectInfo> &m_alphaEntityList;
static RwCamera *&ms_pCamera;
static RwV3d *&ms_pCameraPosn;
static float &ms_cullCompsDist;
static float &ms_vehicleLod0Dist;
@ -39,6 +40,8 @@ public:
static void InitAlphaAtomicList(void);
static bool InsertAtomicIntoSortedList(RpAtomic *a, float dist);
static void SetRenderWareCamera(RwCamera *camera);
static RpAtomic *RenderWheelAtomicCB(RpAtomic *atomic);
static RpAtomic *RenderObjNormalAtomic(RpAtomic *atomic);
static RpAtomic *RenderAlphaAtomic(RpAtomic *atomic, int alpha);