mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-22 19:10:00 +00:00
added CPointLights
This commit is contained in:
parent
92434f01f1
commit
c40c7acb96
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@ -360,9 +360,11 @@ CTheZones::GetZoneInfoForTimeOfDay(const CVector *pos, CZoneInfo *info)
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else{
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if(CClock::GetIsTimeInRange(19, 22)){
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n = (CClock::GetHours() - 19) / 3.0f;
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assert(n >= 0.0f && n <= 1.0f);
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d = n - 1.0f;
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}else{
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d = (CClock::GetHours() - 5) / 3.0f;
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assert(d >= 0.0f && d <= 1.0f);
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n = d - 1.0f;
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}
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info->carDensity = day->carDensity * d + night->carDensity * n;
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@ -399,6 +401,24 @@ CTheZones::GetZoneInfoForTimeOfDay(const CVector *pos, CZoneInfo *info)
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info->pedGroup = day->pedGroup;
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else
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info->pedGroup = night->pedGroup;
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assert(info->carDensity >= 0);
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assert(info->carThreshold[0] >= 0);
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assert(info->carThreshold[1] >= 0);
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assert(info->carThreshold[2] >= 0);
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assert(info->carThreshold[3] >= 0);
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assert(info->carThreshold[4] >= 0);
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assert(info->carThreshold[5] >= 0);
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assert(info->copThreshold >= 0);
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assert(info->gangThreshold[0] >= 0);
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assert(info->gangThreshold[1] >= 0);
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assert(info->gangThreshold[2] >= 0);
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assert(info->gangThreshold[3] >= 0);
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assert(info->gangThreshold[4] >= 0);
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assert(info->gangThreshold[5] >= 0);
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assert(info->gangThreshold[6] >= 0);
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assert(info->gangThreshold[7] >= 0);
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assert(info->gangThreshold[8] >= 0);
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}
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// BUG: there might be a bug somewhere in there that causes
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@ -53,8 +53,9 @@ enum Config {
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NUMEXTRADIRECTIONALS = 4,
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NUMANTENNAS = 8,
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NUMCORONAS = 56
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NUMCORONAS = 56,
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NUMPOINTLIGHTS = 32
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};
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#define GTA3_1_1_PATCH FALSE
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#define USE_PS2_RAND FALSE
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#define USE_PS2_RAND FALSE
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27
src/re3.cpp
27
src/re3.cpp
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@ -111,6 +111,29 @@ delayedPatches10(int a, int b)
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return RsEventHandler_orig(a, b);
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}
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void __declspec(naked) HeadlightsFix()
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{
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static const float fMinusOne = -1.0f;
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_asm
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{
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fld [esp+708h-690h]
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fcomp fMinusOne
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fnstsw ax
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and ah, 5
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cmp ah, 1
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jnz HeadlightsFix_DontLimit
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fld fMinusOne
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fstp [esp+708h-690h]
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HeadlightsFix_DontLimit:
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fld [esp+708h-690h]
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fabs
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fld st
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push 0x5382F2
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retn
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}
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}
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void
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patch()
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@ -120,6 +143,10 @@ patch()
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Patch<float>(0x46BC61+6, 1.0f); // car distance
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InjectHook(0x59E460, printf, PATCH_JUMP);
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// stolen from silentpatch (sorry)
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Patch<WORD>(0x5382BF, 0x0EEB);
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InjectHook(0x5382EC, HeadlightsFix, PATCH_JUMP);
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InterceptCall(&open_script_orig, open_script, 0x438869);
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InterceptCall(&RsEventHandler_orig, delayedPatches10, 0x58275E);
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@ -1,13 +1,294 @@
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#include "common.h"
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#include "patcher.h"
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#include "Lights.h"
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#include "Camera.h"
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#include "Weather.h"
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#include "World.h"
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#include "Collision.h"
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#include "Sprite.h"
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#include "Timer.h"
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#include "PointLights.h"
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int16 &CPointLights::NumLights = *(int16*)0x95CC3E;
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CRegisteredPointLight *CPointLights::aLights = (CRegisteredPointLight*)0x7096D0;
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WRAPPER void CPointLights::RenderFogEffect(void) { EAXJMP(0x510C30); }
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//WRAPPER void CPointLights::RenderFogEffect(void) { EAXJMP(0x510C30); }
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void
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CPointLights::InitPerFrame(void)
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{
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NumLights = 0;
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}
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#define MAX_DIST 22.0f
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void
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CPointLights::AddLight(uint8 type, CVector coors, CVector dir, float radius, float red, float green, float blue, uint8 fogType, bool castExtraShadows)
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{
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CVector dist;
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float distance;
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// The check is done in some weird way in the game
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// we're doing it a bit better here
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if(NumLights >= NUMPOINTLIGHTS)
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return;
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dist = coors - TheCamera.GetPosition();
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if(fabs(dist.x) < MAX_DIST && fabs(dist.y) < MAX_DIST){
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distance = dist.Magnitude();
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if(distance < MAX_DIST){
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aLights[NumLights].type = type;
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aLights[NumLights].fogType = fogType;
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aLights[NumLights].coors = coors;
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aLights[NumLights].dir = dir;
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aLights[NumLights].radius = radius;
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aLights[NumLights].castExtraShadows = castExtraShadows;
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if(distance < MAX_DIST*0.75f){
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aLights[NumLights].red = red;
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aLights[NumLights].green = green;
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aLights[NumLights].blue = blue;
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}else{
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float fade = 1.0f - (distance/MAX_DIST - 0.75f)*4.0f;
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aLights[NumLights].red = red * fade;
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aLights[NumLights].green = green * fade;
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aLights[NumLights].blue = blue * fade;
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}
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NumLights++;
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}
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}
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}
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float
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CPointLights::GenerateLightsAffectingObject(CVector *objCoors)
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{
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int i;
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float ret;
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CVector dist;
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float radius, distance;
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ret = 1.0f;
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for(i = 0; i < NumLights; i++){
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if(aLights[i].type == LIGHT_FOGONLY_3 || aLights[i].type == LIGHT_FOGONLY_4)
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continue;
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// same weird distance calculation. simplified here
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dist = aLights[i].coors - *objCoors;
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radius = aLights[i].radius;
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if(fabs(dist.x) < radius &&
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fabs(dist.y) < radius &&
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fabs(dist.z) < radius){
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distance = dist.Magnitude();
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if(distance < radius){
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float distNorm = distance/radius;
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if(aLights[i].type == LIGHT_DARKEN){
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// darken the object the closer it is
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ret *= distNorm;
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}else{
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float intensity;
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if(distNorm < 0.5f)
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// near enough
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intensity = 1.0f;
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else
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// attenuate
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intensity = 1.0f - (distNorm - 0.5f)*2.0f;
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if(distance != 0.0f){
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CVector dir = dist / distance;
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if(aLights[i].type == LIGHT_DIRECTIONAL){
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float dot = -DotProduct(dir, aLights[i].dir);
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intensity *= max((dot-0.5f)*2.0f, 0.0f);
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}
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if(intensity > 0.0f)
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AddAnExtraDirectionalLight(Scene.world,
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dir.x, dir.y, dir.z,
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aLights[i].red*intensity, aLights[i].green*intensity, aLights[i].blue*intensity);
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}
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}
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}
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}
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}
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return ret;
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}
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extern RwRaster *&gpPointlightRaster;
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void
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CPointLights::RemoveLightsAffectingObject(void)
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{
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RemoveExtraDirectionalLights(Scene.world);
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}
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// for directional fog
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#define FOG_AREA_LENGTH 12.0f
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#define FOG_AREA_WIDTH 5.0f
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// for pointlight fog
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#define FOG_AREA_RADIUS 9.0f
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float FogSizes[8] = { 1.3f, 2.0f, 1.7f, 2.0f, 1.4f, 2.1f, 1.5f, 2.3f };
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void
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CPointLights::RenderFogEffect(void)
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{
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int i;
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float fogginess;
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CColPoint point;
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CEntity *entity;
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float xmin, ymin;
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float xmax, ymax;
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int16 xi, yi;
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CVector spriteCoors;
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float spritew, spriteh;
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpPointlightRaster);
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for(i = 0; i < NumLights; i++){
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if(aLights[i].fogType != FOG_NORMAL && aLights[i].fogType != FOG_ALWAYS)
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continue;
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fogginess = aLights[i].fogType == FOG_ALWAYS ? 1.0f : CWeather::Foggyness;
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if(fogginess == 0.0f)
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continue;
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if(aLights[i].type == LIGHT_DIRECTIONAL){
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// TODO: test this. haven't found directional fog so far
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float coors2X = aLights[i].coors.x + FOG_AREA_LENGTH*aLights[i].dir.x;
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float coors2Y = aLights[i].coors.y + FOG_AREA_LENGTH*aLights[i].dir.y;
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if(coors2X < aLights[i].coors.x){
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xmin = coors2X;
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xmax = aLights[i].coors.x;
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}else{
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xmax = coors2X;
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xmin = aLights[i].coors.x;
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}
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if(coors2Y < aLights[i].coors.y){
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ymin = coors2Y;
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ymax = aLights[i].coors.y;
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}else{
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ymax = coors2Y;
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ymin = aLights[i].coors.y;
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}
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xmin -= 5.0f;
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ymin -= 5.0f;
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xmax += 5.0f;
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ymax += 5.0f;
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for(xi = (int16)xmin - (int16)xmin % 4; xi <= (int16)xmax + 4; xi += 4){
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for(yi = (int16)ymin - (int16)ymin % 4; yi <= (int16)ymax + 4; yi += 4){
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// Some kind of pseudo random number?
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int r = (xi ^ yi)>>2 & 0xF;
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if((r & 1) == 0)
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continue;
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// Check if fog effect is close enough to directional line in x and y
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float dx = xi - aLights[i].coors.x;
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float dy = yi - aLights[i].coors.y;
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float dot = dx*aLights[i].dir.x + dy*aLights[i].dir.y;
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float distsq = sq(dx) + sq(dy);
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float linedistsq = distsq - sq(dot);
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if(dot > 0.0f && dot < FOG_AREA_LENGTH && linedistsq < sq(FOG_AREA_WIDTH)){
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CVector fogcoors(xi, yi, aLights[i].coors.z + 1.0f);
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if(CWorld::ProcessVerticalLine(fogcoors, fogcoors.z - 20.0f,
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point, entity, true, false, false, false, true, false, nil)){
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// Now same check again in xyz
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fogcoors.z = point.point.z + 1.3f;
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// actually we don't have to recalculate x and y, but the game does it that way
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dx = xi - aLights[i].coors.x;
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dy = yi - aLights[i].coors.y;
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float dz = fogcoors.z - aLights[i].coors.z;
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dot = dx*aLights[i].dir.x + dy*aLights[i].dir.y + dz*aLights[i].dir.z;
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distsq = sq(dx) + sq(dy) + sq(dz);
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linedistsq = distsq - sq(dot);
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if(dot > 0.0f && dot < FOG_AREA_LENGTH && linedistsq < sq(FOG_AREA_WIDTH)){
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float intensity = 158.0f * fogginess;
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// more intensity the smaller the angle
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intensity *= dot/sqrt(distsq);
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// more intensity the closer to light source
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intensity *= 1.0f - sq(dot/FOG_AREA_LENGTH);
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// more intensity the closer to line
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intensity *= 1.0f - sq(sqrt(linedistsq) / FOG_AREA_WIDTH);
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if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
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float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x1FFF;
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float size = FogSizes[r>>1];
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CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
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spritew * size, spriteh * size,
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aLights[i].red * intensity, aLights[i].green * intensity, aLights[i].blue * intensity,
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intensity, 1/spriteCoors.z, rotation, 255);
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}
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}
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}
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}
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}
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}
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}else if(aLights[i].type == LIGHT_POINT || aLights[i].type == LIGHT_FOGONLY_3 || aLights[i].type == LIGHT_FOGONLY_4){
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if(CWorld::ProcessVerticalLine(aLights[i].coors, aLights[i].coors.z - 20.0f,
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point, entity, true, false, false, false, true, false, nil)){
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xmin = aLights[i].coors.x - FOG_AREA_RADIUS;
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ymin = aLights[i].coors.y - FOG_AREA_RADIUS;
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xmax = aLights[i].coors.x + FOG_AREA_RADIUS;
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ymax = aLights[i].coors.y + FOG_AREA_RADIUS;
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for(xi = (int16)xmin - (int16)xmin % 2; xi <= (int16)xmax + 2; xi += 2){
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for(yi = (int16)ymin - (int16)ymin % 2; yi <= (int16)ymax + 2; yi += 2){
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// Some kind of pseudo random number?
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int r = (xi ^ yi)>>1 & 0xF;
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if((r & 1) == 0)
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continue;
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float dx = xi - aLights[i].coors.x;
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float dy = yi - aLights[i].coors.y;
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float lightdist = sqrt(sq(dx) + sq(dy));
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if(lightdist < FOG_AREA_RADIUS){
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dx = xi - TheCamera.GetPosition().x;
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dy = yi - TheCamera.GetPosition().y;
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float camdist = sqrt(sq(dx) + sq(dy));
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if(camdist < MAX_DIST){
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float intensity;
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// distance fade
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if(camdist < MAX_DIST/2)
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intensity = 1.0f;
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else
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intensity = 1.0f - (camdist - MAX_DIST/2) / (MAX_DIST/2);
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intensity *= 132.0f * fogginess;
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// more intensity the closer to light source
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intensity *= 1.0f - sq(lightdist / FOG_AREA_RADIUS);
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CVector fogcoors(xi, yi, point.point.z + 1.6f);
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if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
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float rotation = (CTimer::GetTimeInMilliseconds()&0x3FFF) * 2*3.14f / 0x3FFF;
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float size = FogSizes[r>>1];
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CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
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spritew * size, spriteh * size,
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aLights[i].red * intensity, aLights[i].green * intensity, aLights[i].blue * intensity,
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intensity, 1/spriteCoors.z, rotation, 255);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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STARTPATCHES
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InjectHook(0x510790, CPointLights::AddLight, PATCH_JUMP);
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InjectHook(0x510960, CPointLights::GenerateLightsAffectingObject, PATCH_JUMP);
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InjectHook(0x510C20, CPointLights::RemoveLightsAffectingObject, PATCH_JUMP);
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InjectHook(0x510C30, CPointLights::RenderFogEffect, PATCH_JUMP);
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ENDPATCHES
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@ -1,9 +1,43 @@
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#pragma once
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class CRegisteredPointLight
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{
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public:
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CVector coors;
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CVector dir;
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float radius;
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float red;
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float green;
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float blue;
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int8 type;
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int8 fogType;
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bool castExtraShadows;
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};
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static_assert(sizeof(CRegisteredPointLight) == 0x2C, "CRegisteredPointLight: error");
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class CPointLights
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{
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// Probably have to make this public for shadows later
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static int16 &NumLights;
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static CRegisteredPointLight *aLights; //[NUMPOINTLIGHTS]
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public:
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enum {
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LIGHT_POINT,
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LIGHT_DIRECTIONAL,
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LIGHT_DARKEN, // no effects at all
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// these have only fog, otherwise no difference?
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LIGHT_FOGONLY_3,
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LIGHT_FOGONLY_4,
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};
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enum {
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FOG_NONE,
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FOG_NORMAL, // taken from Foggyness
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FOG_ALWAYS
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};
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static void InitPerFrame(void);
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static void AddLight(uint8 type, CVector coors, CVector dir, float radius, float red, float green, float blue, uint8 fogType, bool castExtraShadows);
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static float GenerateLightsAffectingObject(CVector *objCoors);
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static void RemoveLightsAffectingObject(void);
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static void RenderFogEffect(void);
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};
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Loading…
Reference in a new issue