mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-23 10:00:01 +00:00
716 lines
28 KiB
C++
716 lines
28 KiB
C++
#include "common.h"
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#include "Glass.h"
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#include "Timer.h"
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#include "Object.h"
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#include "General.h"
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#include "AudioScriptObject.h"
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#include "World.h"
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#include "Timecycle.h"
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#include "Particle.h"
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#include "Camera.h"
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#include "RenderBuffer.h"
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#include "Shadows.h"
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#include "ModelIndices.h"
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#include "main.h"
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#include "soundlist.h"
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uint32 CGlass::NumGlassEntities;
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CEntity *CGlass::apEntitiesToBeRendered[NUM_GLASSENTITIES];
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CFallingGlassPane CGlass::aGlassPanes[NUM_GLASSPANES];
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CVector2D CentersWithTriangle[NUM_GLASSTRIANGLES];
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const CVector2D CoorsWithTriangle[NUM_GLASSTRIANGLES][3] =
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{
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{
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CVector2D(0.0f, 0.0f),
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CVector2D(0.0f, 1.0f),
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CVector2D(0.4f, 0.5f)
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},
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{
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CVector2D(0.0f, 1.0f),
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CVector2D(1.0f, 1.0f),
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CVector2D(0.4f, 0.5f)
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},
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{
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CVector2D(0.0f, 0.0f),
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CVector2D(0.4f, 0.5f),
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CVector2D(0.7f, 0.0f)
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},
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{
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CVector2D(0.7f, 0.0f),
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CVector2D(0.4f, 0.5f),
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CVector2D(1.0f, 1.0f)
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},
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{
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CVector2D(0.7f, 0.0f),
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CVector2D(1.0f, 1.0f),
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CVector2D(1.0f, 0.0f)
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}
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};
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#define TEMPBUFFERVERTHILIGHTOFFSET 0
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#define TEMPBUFFERINDEXHILIGHTOFFSET 0
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#define TEMPBUFFERVERTHILIGHTSIZE 128
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#define TEMPBUFFERINDEXHILIGHTSIZE 512
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#define TEMPBUFFERVERTSHATTEREDOFFSET TEMPBUFFERVERTHILIGHTSIZE
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#define TEMPBUFFERINDEXSHATTEREDOFFSET TEMPBUFFERINDEXHILIGHTSIZE
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#define TEMPBUFFERVERTSHATTEREDSIZE 192
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#define TEMPBUFFERINDEXSHATTEREDSIZE 768
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#define TEMPBUFFERVERTREFLECTIONOFFSET TEMPBUFFERVERTSHATTEREDSIZE
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#define TEMPBUFFERINDEXREFLECTIONOFFSET TEMPBUFFERINDEXSHATTEREDSIZE
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#define TEMPBUFFERVERTREFLECTIONSIZE 256
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#define TEMPBUFFERINDEXREFLECTIONSIZE 1024
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int32 TempBufferIndicesStoredHiLight = 0;
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int32 TempBufferVerticesStoredHiLight = 0;
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int32 TempBufferIndicesStoredShattered = 0;
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int32 TempBufferVerticesStoredShattered = 0;
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int32 TempBufferIndicesStoredReflection = 0;
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int32 TempBufferVerticesStoredReflection = 0;
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void
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CFallingGlassPane::Update(void)
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{
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if ( CTimer::GetTimeInMilliseconds() >= m_nTimer )
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{
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// Apply MoveSpeed
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GetPosition() += m_vecMoveSpeed * CTimer::GetTimeStep();
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// Apply Gravity
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m_vecMoveSpeed.z -= 0.02f * CTimer::GetTimeStep();
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// Apply TurnSpeed
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GetRight() += CrossProduct(m_vecTurn, GetRight());
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GetForward() += CrossProduct(m_vecTurn, GetForward());
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GetUp() += CrossProduct(m_vecTurn, GetUp());
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if ( GetPosition().z < m_fGroundZ )
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{
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CVector pos;
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CVector dir;
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m_bActive = false;
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pos = CVector(GetPosition().x, GetPosition().y, m_fGroundZ);
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PlayOneShotScriptObject(SCRIPT_SOUND_GLASS_LIGHT_BREAK, pos);
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RwRGBA color = { 255, 255, 255, 255 };
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static int32 nFrameGen = 0;
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for ( int32 i = 0; i < 4; i++ )
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{
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dir.x = CGeneral::GetRandomNumberInRange(-0.35f, 0.35f);
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dir.y = CGeneral::GetRandomNumberInRange(-0.35f, 0.35f);
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dir.z = CGeneral::GetRandomNumberInRange(0.05f, 0.20f);
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CParticle::AddParticle(PARTICLE_CAR_DEBRIS,
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pos,
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dir,
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nil,
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CGeneral::GetRandomNumberInRange(0.02f, 0.2f),
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color,
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CGeneral::GetRandomNumberInRange(-40, 40),
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0,
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++nFrameGen & 3,
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500);
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}
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}
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}
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}
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void
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CFallingGlassPane::Render(void)
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{
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float distToCamera = (TheCamera.GetPosition() - GetPosition()).Magnitude();
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CVector fwdNorm = GetForward();
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fwdNorm.Normalise();
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uint8 alpha = CGlass::CalcAlphaWithNormal(&fwdNorm);
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#ifdef FIX_BUGS
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uint16 time = clamp(CTimer::GetTimeInMilliseconds() > m_nTimer ? CTimer::GetTimeInMilliseconds() - m_nTimer : 0u, 0u, 500u);
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#else
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uint16 time = clamp(CTimer::GetTimeInMilliseconds() - m_nTimer, 0, 500);
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#endif
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uint8 color = int32( float(alpha) * (float(time) / 500) );
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if ( TempBufferIndicesStoredHiLight >= TEMPBUFFERINDEXHILIGHTSIZE-7 || TempBufferVerticesStoredHiLight >= TEMPBUFFERVERTHILIGHTSIZE-4 )
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CGlass::RenderHiLightPolys();
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// HiLight Polys
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RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], color, color, color, color);
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RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], color, color, color, color);
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RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], color, color, color, color);
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RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], 0.5f);
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RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], 0.5f);
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RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], 0.5f);
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RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], 0.6f);
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RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], 0.6f);
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RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], 0.6f);
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ASSERT(m_nTriIndex < NUM_GLASSTRIANGLES);
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CVector2D p0 = CoorsWithTriangle[m_nTriIndex][0] - CentersWithTriangle[m_nTriIndex];
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CVector2D p1 = CoorsWithTriangle[m_nTriIndex][1] - CentersWithTriangle[m_nTriIndex];
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CVector2D p2 = CoorsWithTriangle[m_nTriIndex][2] - CentersWithTriangle[m_nTriIndex];
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CVector v0 = *this * CVector(p0.x, 0.0f, p0.y);
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CVector v1 = *this * CVector(p1.x, 0.0f, p1.y);
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CVector v2 = *this * CVector(p2.x, 0.0f, p2.y);
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RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], v0.x, v0.y, v0.z);
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RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], v1.x, v1.y, v1.z);
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RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], v2.x, v2.y, v2.z);
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TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 0] = TempBufferVerticesStoredHiLight + 0;
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TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 1] = TempBufferVerticesStoredHiLight + 1;
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TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 2] = TempBufferVerticesStoredHiLight + 2;
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TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 3] = TempBufferVerticesStoredHiLight + 0;
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TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 4] = TempBufferVerticesStoredHiLight + 2;
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TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 5] = TempBufferVerticesStoredHiLight + 1;
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TempBufferVerticesStoredHiLight += 3;
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TempBufferIndicesStoredHiLight += 6;
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if ( m_bShattered )
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{
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if ( TempBufferIndicesStoredShattered >= TEMPBUFFERINDEXSHATTEREDSIZE-7 || TempBufferVerticesStoredShattered >= TEMPBUFFERVERTSHATTEREDSIZE-4 )
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CGlass::RenderShatteredPolys();
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uint8 shatteredColor = 255;
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if ( distToCamera > 30.0f )
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shatteredColor = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 255);
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RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
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RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
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RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
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RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 4.0f * CoorsWithTriangle[m_nTriIndex][0].x * m_fStep);
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RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 4.0f * CoorsWithTriangle[m_nTriIndex][0].y * m_fStep);
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RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 4.0f * CoorsWithTriangle[m_nTriIndex][1].x * m_fStep);
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RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 4.0f * CoorsWithTriangle[m_nTriIndex][1].y * m_fStep);
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RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 4.0f * CoorsWithTriangle[m_nTriIndex][2].x * m_fStep);
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RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 4.0f * CoorsWithTriangle[m_nTriIndex][2].y * m_fStep);
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RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], v0.x, v0.y, v0.z);
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RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], v1.x, v1.y, v1.z);
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RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], v2.x, v2.y, v2.z);
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TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 0] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 0;
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TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 1] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 1;
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TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 2] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 2;
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TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 3] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 0;
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TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 4] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 2;
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TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 5] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 1;
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TempBufferIndicesStoredShattered += 6;
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TempBufferVerticesStoredShattered += 3;
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}
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}
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void
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CGlass::Init(void)
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{
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for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
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aGlassPanes[i].m_bActive = false;
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for ( int32 i = 0; i < NUM_GLASSTRIANGLES; i++ )
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CentersWithTriangle[i] = (CoorsWithTriangle[i][0] + CoorsWithTriangle[i][1] + CoorsWithTriangle[i][2]) / 3;
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}
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void
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CGlass::Update(void)
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{
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for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
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{
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if ( aGlassPanes[i].m_bActive )
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aGlassPanes[i].Update();
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}
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}
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void
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CGlass::Render(void)
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{
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TempBufferVerticesStoredHiLight = 0;
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TempBufferIndicesStoredHiLight = 0;
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TempBufferVerticesStoredShattered = TEMPBUFFERVERTSHATTEREDOFFSET;
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TempBufferIndicesStoredShattered = TEMPBUFFERINDEXSHATTEREDOFFSET;
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TempBufferVerticesStoredReflection = TEMPBUFFERVERTREFLECTIONOFFSET;
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TempBufferIndicesStoredReflection = TEMPBUFFERINDEXREFLECTIONOFFSET;
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
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RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATEFOGCOLOR, (void *)RWRGBALONG(CTimeCycle::GetFogRed(), CTimeCycle::GetFogGreen(), CTimeCycle::GetFogBlue(), 255));
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
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for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
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{
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if ( aGlassPanes[i].m_bActive )
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aGlassPanes[i].Render();
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}
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for ( uint32 i = 0; i < NumGlassEntities; i++ )
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RenderEntityInGlass(apEntitiesToBeRendered[i]);
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NumGlassEntities = 0;
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RenderHiLightPolys();
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RenderShatteredPolys();
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RenderReflectionPolys();
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE);
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}
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CFallingGlassPane *
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CGlass::FindFreePane(void)
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{
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for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
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{
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if ( !aGlassPanes[i].m_bActive )
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return &aGlassPanes[i];
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}
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return nil;
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}
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void
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CGlass::GeneratePanesForWindow(uint32 type, CVector pos, CVector up, CVector right, CVector speed, CVector point,
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float moveSpeed, bool cracked, bool explosion)
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{
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float upLen = up.Magnitude();
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float rightLen = right.Magnitude();
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float upSteps = upLen + 0.75f;
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if ( upSteps < 1.0f ) upSteps = 1.0f;
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float rightSteps = rightLen + 0.75f;
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if ( rightSteps < 1.0f ) rightSteps = 1.0f;
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uint32 ysteps = (uint32)upSteps;
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if ( ysteps > 3 ) ysteps = 3;
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uint32 xsteps = (uint32)rightSteps;
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if ( xsteps > 3 ) xsteps = 3;
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if ( explosion )
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{
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if ( ysteps > 1 ) ysteps = 1;
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if ( xsteps > 1 ) xsteps = 1;
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}
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float upScl = upLen / float(ysteps);
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float rightScl = rightLen / float(xsteps);
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bool bZFound;
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float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &bZFound);
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if ( !bZFound ) groundZ = pos.z - 2.0f;
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for ( uint32 y = 0; y < ysteps; y++ )
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{
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for ( uint32 x = 0; x < xsteps; x++ )
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{
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float stepy = float(y) * upLen / float(ysteps);
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float stepx = float(x) * rightLen / float(xsteps);
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for ( int32 i = 0; i < NUM_GLASSTRIANGLES; i++ )
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{
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CFallingGlassPane *pane = FindFreePane();
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if ( pane )
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{
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pane->m_nTriIndex = i;
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pane->GetRight() = (right * rightScl) / rightLen;
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#ifdef FIX_BUGS
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pane->GetUp() = (up * upScl) / upLen;
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#else
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pane->GetUp() = (up * upScl) / rightLen; // copypaste bug
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#endif
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CVector fwd = CrossProduct(pane->GetRight(), pane->GetUp());
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fwd.Normalise();
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pane->GetForward() = fwd;
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pane->GetPosition() = right / rightLen * (rightScl * CentersWithTriangle[i].x + stepx)
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+ up / upLen * (upScl * CentersWithTriangle[i].y + stepy)
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+ pos;
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pane->m_vecMoveSpeed.x = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0015f + speed.x;
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pane->m_vecMoveSpeed.y = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0015f + speed.y;
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pane->m_vecMoveSpeed.z = 0.0f + speed.z;
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if ( moveSpeed != 0.0f )
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{
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CVector dist = pane->GetPosition() - point;
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dist.Normalise();
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pane->m_vecMoveSpeed += moveSpeed * dist;
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}
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pane->m_vecTurn.x = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f;
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pane->m_vecTurn.y = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f;
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pane->m_vecTurn.z = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f;
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switch ( type )
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{
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case 0:
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pane->m_nTimer = CTimer::GetTimeInMilliseconds();
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break;
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case 1:
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float dist = (pane->GetPosition() - point).Magnitude();
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pane->m_nTimer = uint32(dist*100 + CTimer::GetTimeInMilliseconds());
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break;
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}
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pane->m_fGroundZ = groundZ;
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pane->m_bShattered = cracked;
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pane->m_fStep = upLen / float(ysteps);
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pane->m_bActive = true;
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}
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}
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}
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}
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}
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void
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CGlass::AskForObjectToBeRenderedInGlass(CEntity *entity)
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{
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#ifdef FIX_BUGS
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if ( NumGlassEntities < NUM_GLASSENTITIES )
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#else
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if ( NumGlassEntities < NUM_GLASSENTITIES-1 )
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#endif
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{
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apEntitiesToBeRendered[NumGlassEntities++] = entity;
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}
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}
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void
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CGlass::RenderEntityInGlass(CEntity *entity)
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{
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ASSERT(entity!=nil);
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CObject *object = (CObject *)entity;
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if ( object->bGlassBroken )
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return;
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float distToCamera = (TheCamera.GetPosition() - object->GetPosition()).Magnitude();
|
|
|
|
if ( distToCamera > 40.0f )
|
|
return;
|
|
|
|
CVector fwdNorm = object->GetForward();
|
|
fwdNorm.Normalise();
|
|
uint8 alpha = CalcAlphaWithNormal(&fwdNorm);
|
|
|
|
CColModel *col = object->GetColModel();
|
|
ASSERT(col!=nil);
|
|
if ( col->numTriangles >= 2 )
|
|
{
|
|
CVector a = object->GetMatrix() * col->vertices[0].Get();
|
|
CVector b = object->GetMatrix() * col->vertices[1].Get();
|
|
CVector c = object->GetMatrix() * col->vertices[2].Get();
|
|
CVector d = object->GetMatrix() * col->vertices[3].Get();
|
|
|
|
if ( object->bGlassCracked )
|
|
{
|
|
uint8 color = 255;
|
|
if ( distToCamera > 30.0f )
|
|
color = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 255);
|
|
|
|
if ( TempBufferIndicesStoredShattered >= TEMPBUFFERINDEXSHATTEREDSIZE-13 || TempBufferVerticesStoredShattered >= TEMPBUFFERVERTSHATTEREDSIZE-5 )
|
|
RenderShatteredPolys();
|
|
|
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], color, color, color, color);
|
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], color, color, color, color);
|
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], color, color, color, color);
|
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], color, color, color, color);
|
|
|
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 0.0f);
|
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 0.0f);
|
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 16.0f);
|
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 0.0f);
|
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 0.0f);
|
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 16.0f);
|
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], 16.0f);
|
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], 16.0f);
|
|
|
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], a.x, a.y, a.z);
|
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], b.x, b.y, b.z);
|
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], c.x, c.y, c.z);
|
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], d.x, d.y, d.z);
|
|
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 0] = col->triangles[0].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 1] = col->triangles[0].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 2] = col->triangles[0].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 3] = col->triangles[1].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 4] = col->triangles[1].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 5] = col->triangles[1].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 6] = col->triangles[0].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 7] = col->triangles[0].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 8] = col->triangles[0].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 9] = col->triangles[1].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 10] = col->triangles[1].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 11] = col->triangles[1].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
|
|
|
TempBufferIndicesStoredShattered += 12;
|
|
TempBufferVerticesStoredShattered += 4;
|
|
}
|
|
|
|
if ( TempBufferIndicesStoredReflection >= TEMPBUFFERINDEXREFLECTIONSIZE-13 || TempBufferVerticesStoredReflection >= TEMPBUFFERVERTREFLECTIONSIZE-5 )
|
|
RenderReflectionPolys();
|
|
|
|
uint8 color = 100;
|
|
if ( distToCamera > 30.0f )
|
|
color = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 100);
|
|
|
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], color, color, color, color);
|
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], color, color, color, color);
|
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], color, color, color, color);
|
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], color, color, color, color);
|
|
|
|
float FwdAngle = CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y);
|
|
float v = 2.0f * TheCamera.GetForward().z * 0.2f;
|
|
float u = float(object->m_randomSeed & 15) * 0.02f + (FwdAngle / TWOPI);
|
|
|
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], u);
|
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], v);
|
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], u+0.2f);
|
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], v);
|
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], u);
|
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], v+0.2f);
|
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], u+0.2f);
|
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], v+0.2f);
|
|
|
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], a.x, a.y, a.z);
|
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], b.x, b.y, b.z);
|
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], c.x, c.y, c.z);
|
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], d.x, d.y, d.z);
|
|
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 0] = col->triangles[0].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 1] = col->triangles[0].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 2] = col->triangles[0].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 3] = col->triangles[1].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 4] = col->triangles[1].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 5] = col->triangles[1].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 6] = col->triangles[0].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 7] = col->triangles[0].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 8] = col->triangles[0].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 9] = col->triangles[1].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 10] = col->triangles[1].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 11] = col->triangles[1].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
|
|
|
TempBufferIndicesStoredReflection += 12;
|
|
TempBufferVerticesStoredReflection += 4;
|
|
}
|
|
}
|
|
|
|
int32
|
|
CGlass::CalcAlphaWithNormal(CVector *normal)
|
|
{
|
|
ASSERT(normal!=nil);
|
|
|
|
float fwdDir = 2.0f * DotProduct(*normal, TheCamera.GetForward());
|
|
float fwdDot = DotProduct(TheCamera.GetForward()-fwdDir*(*normal), CVector(0.57f, 0.57f, -0.57f));
|
|
return int32(lerp(fwdDot*fwdDot*fwdDot*fwdDot*fwdDot*fwdDot, 20.0f, 255.0f));
|
|
}
|
|
|
|
void
|
|
CGlass::RenderHiLightPolys(void)
|
|
{
|
|
if ( TempBufferVerticesStoredHiLight != TEMPBUFFERVERTHILIGHTOFFSET )
|
|
{
|
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
|
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpShadowExplosionTex));
|
|
|
|
LittleTest();
|
|
|
|
if ( RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStoredHiLight, nil, rwIM3D_VERTEXUV) )
|
|
{
|
|
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStoredHiLight);
|
|
RwIm3DEnd();
|
|
}
|
|
|
|
TempBufferVerticesStoredHiLight = TEMPBUFFERVERTHILIGHTOFFSET;
|
|
TempBufferIndicesStoredHiLight = TEMPBUFFERINDEXHILIGHTOFFSET;
|
|
}
|
|
}
|
|
|
|
void
|
|
CGlass::RenderShatteredPolys(void)
|
|
{
|
|
if ( TempBufferVerticesStoredShattered != TEMPBUFFERVERTSHATTEREDOFFSET )
|
|
{
|
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpCrackedGlassTex));
|
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
|
|
|
|
LittleTest();
|
|
|
|
if ( RwIm3DTransform(&TempBufferRenderVertices[TEMPBUFFERVERTSHATTEREDOFFSET], TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET, nil, rwIM3D_VERTEXUV) )
|
|
{
|
|
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, &TempBufferRenderIndexList[TEMPBUFFERINDEXSHATTEREDOFFSET], TempBufferIndicesStoredShattered - TEMPBUFFERINDEXSHATTEREDOFFSET);
|
|
RwIm3DEnd();
|
|
}
|
|
|
|
TempBufferIndicesStoredShattered = TEMPBUFFERINDEXSHATTEREDOFFSET;
|
|
TempBufferVerticesStoredShattered = TEMPBUFFERVERTSHATTEREDOFFSET;
|
|
}
|
|
}
|
|
|
|
void
|
|
CGlass::RenderReflectionPolys(void)
|
|
{
|
|
if ( TempBufferVerticesStoredReflection != TEMPBUFFERVERTREFLECTIONOFFSET )
|
|
{
|
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpShadowHeadLightsTex));
|
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
|
|
|
|
LittleTest();
|
|
|
|
if ( RwIm3DTransform(&TempBufferRenderVertices[TEMPBUFFERVERTREFLECTIONOFFSET], TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET, nil, rwIM3D_VERTEXUV) )
|
|
{
|
|
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, &TempBufferRenderIndexList[TEMPBUFFERINDEXREFLECTIONOFFSET], TempBufferIndicesStoredReflection - TEMPBUFFERINDEXREFLECTIONOFFSET);
|
|
RwIm3DEnd();
|
|
}
|
|
|
|
TempBufferIndicesStoredReflection = TEMPBUFFERINDEXREFLECTIONOFFSET;
|
|
TempBufferVerticesStoredReflection = TEMPBUFFERVERTREFLECTIONOFFSET;
|
|
}
|
|
}
|
|
|
|
void
|
|
CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed, CVector point, bool explosion)
|
|
{
|
|
ASSERT(entity!=nil);
|
|
|
|
CObject *object = (CObject *)entity;
|
|
|
|
if ( object->bGlassBroken )
|
|
return;
|
|
|
|
object->bGlassCracked = true;
|
|
|
|
CColModel *col = object->GetColModel();
|
|
ASSERT(col!=nil);
|
|
|
|
CVector a = object->GetMatrix() * col->vertices[0].Get();
|
|
CVector b = object->GetMatrix() * col->vertices[1].Get();
|
|
CVector c = object->GetMatrix() * col->vertices[2].Get();
|
|
CVector d = object->GetMatrix() * col->vertices[3].Get();
|
|
|
|
float minx = Min(Min(a.x, b.x), Min(c.x, d.x));
|
|
float maxx = Max(Max(a.x, b.x), Max(c.x, d.x));
|
|
float miny = Min(Min(a.y, b.y), Min(c.y, d.y));
|
|
float maxy = Max(Max(a.y, b.y), Max(c.y, d.y));
|
|
float minz = Min(Min(a.z, b.z), Min(c.z, d.z));
|
|
float maxz = Max(Max(a.z, b.z), Max(c.z, d.z));
|
|
|
|
|
|
if ( amount > 300.0f )
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_GLASS_BREAK_L, object->GetPosition());
|
|
|
|
GeneratePanesForWindow(0,
|
|
CVector(minx, miny, minz),
|
|
CVector(0.0f, 0.0f, maxz-minz),
|
|
CVector(maxx-minx, maxy-miny, 0.0f),
|
|
speed, point, 0.1f, !!object->bGlassCracked, explosion);
|
|
}
|
|
else
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_GLASS_BREAK_S, object->GetPosition());
|
|
|
|
GeneratePanesForWindow(1,
|
|
CVector(minx, miny, minz),
|
|
CVector(0.0f, 0.0f, maxz-minz),
|
|
CVector(maxx-minx, maxy-miny, 0.0f),
|
|
speed, point, 0.1f, !!object->bGlassCracked, explosion);
|
|
}
|
|
|
|
object->bGlassBroken = true;
|
|
object->GetMatrix().GetPosition().z = -100.0f;
|
|
}
|
|
|
|
void
|
|
CGlass::WindowRespondsToSoftCollision(CEntity *entity, float amount)
|
|
{
|
|
ASSERT(entity!=nil);
|
|
|
|
CObject *object = (CObject *)entity;
|
|
|
|
if ( amount > 50.0f && !object->bGlassCracked )
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_GLASS_CRACK, object->GetPosition());
|
|
object->bGlassCracked = true;
|
|
}
|
|
}
|
|
|
|
void
|
|
CGlass::WasGlassHitByBullet(CEntity *entity, CVector point)
|
|
{
|
|
ASSERT(entity!=nil);
|
|
|
|
CObject *object = (CObject *)entity;
|
|
|
|
if ( IsGlass(object->GetModelIndex()) )
|
|
{
|
|
if ( !object->bGlassCracked )
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_GLASS_CRACK, object->GetPosition());
|
|
object->bGlassCracked = true;
|
|
}
|
|
else
|
|
{
|
|
if ( (CGeneral::GetRandomNumber() & 3) == 2 )
|
|
WindowRespondsToCollision(object, 0.0f, CVector(0.0f, 0.0f, 0.0f), point, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CGlass::WindowRespondsToExplosion(CEntity *entity, CVector point)
|
|
{
|
|
ASSERT(entity!=nil);
|
|
|
|
CObject *object = (CObject *)entity;
|
|
|
|
CVector distToGlass = object->GetPosition() - point;
|
|
|
|
float fDistToGlass = distToGlass.Magnitude();
|
|
|
|
if ( fDistToGlass < 10.0f )
|
|
{
|
|
distToGlass *= (0.3f / fDistToGlass); // normalise
|
|
WindowRespondsToCollision(object, 10000.0f, distToGlass, object->GetPosition(), true);
|
|
}
|
|
else
|
|
{
|
|
if ( fDistToGlass < 30.0f )
|
|
object->bGlassCracked = true;
|
|
}
|
|
}
|