diff options
author | Sergeanur <s.anureev@yandex.ua> | 2021-07-15 18:19:32 +0300 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2021-07-18 00:04:26 +0300 |
commit | d0404cbdb77bd82abf578ce28093990db94743f2 (patch) | |
tree | 1a7232c3dcdd6c371ab5fbde0fc6bf04c5bc7005 /src/render/Shadows.cpp | |
parent | 8018e40ebf2e7033e1929b4ed638afb3de7da692 (diff) |
render -> renderer (original name)
Diffstat (limited to 'src/render/Shadows.cpp')
-rw-r--r-- | src/render/Shadows.cpp | 1785 |
1 files changed, 0 insertions, 1785 deletions
diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp deleted file mode 100644 index 3884d3bb..00000000 --- a/src/render/Shadows.cpp +++ /dev/null @@ -1,1785 +0,0 @@ -#include "common.h" - -#include "main.h" -#include "TxdStore.h" -#include "Timer.h" -#include "Camera.h" -#include "Timecycle.h" -#include "CutsceneMgr.h" -#include "Automobile.h" -#include "Ped.h" -#include "PlayerPed.h" -#include "World.h" -#include "Weather.h" -#include "ModelIndices.h" -#include "RenderBuffer.h" -#ifdef FIX_BUGS -#include "Replay.h" -#endif -#include "PointLights.h" -#include "SpecialFX.h" -#include "Shadows.h" - -#ifdef DEBUGMENU -//SETTWEAKPATH("Shadows"); -//TWEAKBOOL(gbPrintShite); -#endif - -RwImVertexIndex ShadowIndexList[24]; - -RwTexture *gpShadowCarTex; -RwTexture *gpShadowPedTex; -RwTexture *gpShadowHeliTex; -RwTexture *gpShadowExplosionTex; -RwTexture *gpShadowHeadLightsTex; -RwTexture *gpOutline1Tex; -RwTexture *gpOutline2Tex; -RwTexture *gpOutline3Tex; -RwTexture *gpBloodPoolTex; -RwTexture *gpReflectionTex; -RwTexture *gpGoalMarkerTex; -RwTexture *gpWalkDontTex; -RwTexture *gpCrackedGlassTex; -RwTexture *gpPostShadowTex; -RwTexture *gpGoalTex; - -int16 CShadows::ShadowsStoredToBeRendered; -CStoredShadow CShadows::asShadowsStored [MAX_STOREDSHADOWS]; -CPolyBunch CShadows::aPolyBunches [MAX_POLYBUNCHES]; -CStaticShadow CShadows::aStaticShadows [MAX_STATICSHADOWS]; -CPolyBunch *CShadows::pEmptyBunchList; -CPermanentShadow CShadows::aPermanentShadows[MAX_PERMAMENTSHADOWS]; - - -void -CShadows::Init(void) -{ - CTxdStore::PushCurrentTxd(); - - int32 slut = CTxdStore::FindTxdSlot("particle"); - CTxdStore::SetCurrentTxd(slut); - - gpShadowCarTex = RwTextureRead("shad_car", NULL); - gpShadowPedTex = RwTextureRead("shad_ped", NULL); - gpShadowHeliTex = RwTextureRead("shad_heli", NULL); - gpShadowExplosionTex = RwTextureRead("shad_exp", NULL); - gpShadowHeadLightsTex = RwTextureRead("headlight", NULL); - gpOutline1Tex = RwTextureRead("outline_64", NULL); - gpOutline2Tex = RwTextureRead("outline2_64", NULL); - gpOutline3Tex = RwTextureRead("outline3_64", NULL); - gpBloodPoolTex = RwTextureRead("bloodpool_64", NULL); - gpReflectionTex = RwTextureRead("reflection01", NULL); - gpGoalMarkerTex = RwTextureRead("goal", NULL); - gpWalkDontTex = RwTextureRead("walk_dont", NULL); - gpCrackedGlassTex = RwTextureRead("wincrack_32", NULL); - gpPostShadowTex = RwTextureRead("lamp_shad_64", NULL); - - CTxdStore::PopCurrentTxd(); - - ASSERT(gpShadowCarTex != NULL); - ASSERT(gpShadowPedTex != NULL); - ASSERT(gpShadowHeliTex != NULL); - ASSERT(gpShadowExplosionTex != NULL); - ASSERT(gpShadowHeadLightsTex != NULL); - ASSERT(gpOutline1Tex != NULL); - ASSERT(gpOutline2Tex != NULL); - ASSERT(gpOutline3Tex != NULL); - ASSERT(gpBloodPoolTex != NULL); - ASSERT(gpReflectionTex != NULL); - ASSERT(gpGoalMarkerTex != NULL); - ASSERT(gpWalkDontTex != NULL); - ASSERT(gpCrackedGlassTex != NULL); - ASSERT(gpPostShadowTex != NULL); - - - ShadowIndexList[0] = 0; - ShadowIndexList[1] = 2; - ShadowIndexList[2] = 1; - - ShadowIndexList[3] = 0; - ShadowIndexList[4] = 3; - ShadowIndexList[5] = 2; - - ShadowIndexList[6] = 0; - ShadowIndexList[7] = 4; - ShadowIndexList[8] = 3; - - ShadowIndexList[9] = 0; - ShadowIndexList[10] = 5; - ShadowIndexList[11] = 4; - - ShadowIndexList[12] = 0; - ShadowIndexList[13] = 6; - ShadowIndexList[14] = 5; - - ShadowIndexList[15] = 0; - ShadowIndexList[16] = 7; - ShadowIndexList[17] = 6; - - ShadowIndexList[18] = 0; - ShadowIndexList[19] = 8; - ShadowIndexList[20] = 7; - - ShadowIndexList[21] = 0; - ShadowIndexList[22] = 9; - ShadowIndexList[23] = 8; - - - for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ ) - { - aStaticShadows[i].m_nId = 0; - aStaticShadows[i].m_pPolyBunch = NULL; - } - - pEmptyBunchList = &aPolyBunches[0]; - - for ( int32 i = 0; i < MAX_POLYBUNCHES; i++ ) - { - if ( i == MAX_POLYBUNCHES - 1 ) - aPolyBunches[i].m_pNext = NULL; - else - aPolyBunches[i].m_pNext = &aPolyBunches[i + 1]; - } - - for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ ) - { - aPermanentShadows[i].m_nType = SHADOWTYPE_NONE; - } -} - -void -CShadows::Shutdown(void) -{ - ASSERT(gpShadowCarTex != NULL); - ASSERT(gpShadowPedTex != NULL); - ASSERT(gpShadowHeliTex != NULL); - ASSERT(gpShadowExplosionTex != NULL); - ASSERT(gpShadowHeadLightsTex != NULL); - ASSERT(gpOutline1Tex != NULL); - ASSERT(gpOutline2Tex != NULL); - ASSERT(gpOutline3Tex != NULL); - ASSERT(gpBloodPoolTex != NULL); - ASSERT(gpReflectionTex != NULL); - ASSERT(gpGoalMarkerTex != NULL); - ASSERT(gpWalkDontTex != NULL); - ASSERT(gpCrackedGlassTex != NULL); - ASSERT(gpPostShadowTex != NULL); - - RwTextureDestroy(gpShadowCarTex); - RwTextureDestroy(gpShadowPedTex); - RwTextureDestroy(gpShadowHeliTex); - RwTextureDestroy(gpShadowExplosionTex); - RwTextureDestroy(gpShadowHeadLightsTex); - RwTextureDestroy(gpOutline1Tex); - RwTextureDestroy(gpOutline2Tex); - RwTextureDestroy(gpOutline3Tex); - RwTextureDestroy(gpBloodPoolTex); - RwTextureDestroy(gpReflectionTex); - RwTextureDestroy(gpGoalMarkerTex); - RwTextureDestroy(gpWalkDontTex); - RwTextureDestroy(gpCrackedGlassTex); - RwTextureDestroy(gpPostShadowTex); -} - -void -CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, - float fFrontX, float fFrontY, float fSideX, float fSideY, - int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, - float fZDistance, uint32 nTime, float fScale) -{ - ASSERT(pTexture != NULL); - ASSERT(pPosn != NULL); - - - // find free slot - int32 nSlot = 0; - while ( nSlot < MAX_PERMAMENTSHADOWS && aPermanentShadows[nSlot].m_nType != SHADOWTYPE_NONE ) - nSlot++; - - if ( nSlot < MAX_PERMAMENTSHADOWS ) - { - aPermanentShadows[nSlot].m_nType = ShadowType; - aPermanentShadows[nSlot].m_pTexture = pTexture; - aPermanentShadows[nSlot].m_vecPos = *pPosn; - aPermanentShadows[nSlot].m_vecFront.x = fFrontX; - aPermanentShadows[nSlot].m_vecFront.y = fFrontY; - aPermanentShadows[nSlot].m_vecSide.x = fSideX; - aPermanentShadows[nSlot].m_vecSide.y = fSideY; - aPermanentShadows[nSlot].m_nIntensity = nIntensity; - aPermanentShadows[nSlot].m_nRed = nRed; - aPermanentShadows[nSlot].m_nGreen = nGreen; - aPermanentShadows[nSlot].m_nBlue = nBlue; - aPermanentShadows[nSlot].m_fZDistance = fZDistance; - aPermanentShadows[nSlot].m_nLifeTime = nTime; - aPermanentShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds(); - } -} - -void -CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, Const CVector *pPosn, - float fFrontX, float fFrontY, float fSideX, float fSideY, - int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, - float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance) -{ - ASSERT(pPosn != NULL); - - float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D(); - - if ( SQR(fDrawDistance) > fDistToCamSqr) - { - float fDistToCam = Sqrt(fDistToCamSqr); - - if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) ) - { - //fDistToCam == 0 -> 4 - //fDistToCam == fDrawDistance -> 0 - float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f)))); - - nIntensity = (int32)(nIntensity * fMult); - nRed = (int32)(nRed * fMult); - nGreen = (int32)(nGreen * fMult); - nBlue = (int32)(nBlue * fMult); - } - - int32 nSlot; - - nSlot = 0; - while ( nSlot < MAX_STATICSHADOWS && !(nID == aStaticShadows[nSlot].m_nId && aStaticShadows[nSlot].m_pPolyBunch != NULL) ) - nSlot++; - - if ( nSlot < MAX_STATICSHADOWS ) - { - if ( Abs(pPosn->x - aStaticShadows[nSlot].m_vecPosn.x) < fUpDistance - && Abs(pPosn->y - aStaticShadows[nSlot].m_vecPosn.y) < fUpDistance ) - { - aStaticShadows[nSlot].m_bJustCreated = true; - aStaticShadows[nSlot].m_nType = ShadowType; - aStaticShadows[nSlot].m_pTexture = pTexture; - aStaticShadows[nSlot].m_nIntensity = nIntensity; - aStaticShadows[nSlot].m_nRed = nRed; - aStaticShadows[nSlot].m_nGreen = nGreen; - aStaticShadows[nSlot].m_nBlue = nBlue; - aStaticShadows[nSlot].m_fZDistance = fZDistance; - aStaticShadows[nSlot].m_fScale = fScale; - aStaticShadows[nSlot].m_bTemp = bTempShadow; - aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds(); - } - else if ( Abs(pPosn->x - aStaticShadows[nSlot].m_vecPosn.x) < 0.05f - && Abs(pPosn->y - aStaticShadows[nSlot].m_vecPosn.y) < 0.05f - && Abs(pPosn->z - aStaticShadows[nSlot].m_vecPosn.z) < 2.0f - - && fFrontX == aStaticShadows[nSlot].m_vecFront.x - && fFrontY == aStaticShadows[nSlot].m_vecFront.y - && fSideX == aStaticShadows[nSlot].m_vecSide.x - && fSideY == aStaticShadows[nSlot].m_vecSide.y ) - { - aStaticShadows[nSlot].m_bJustCreated = true; - aStaticShadows[nSlot].m_nType = ShadowType; - aStaticShadows[nSlot].m_pTexture = pTexture; - aStaticShadows[nSlot].m_nIntensity = nIntensity; - aStaticShadows[nSlot].m_nRed = nRed; - aStaticShadows[nSlot].m_nGreen = nGreen; - aStaticShadows[nSlot].m_nBlue = nBlue; - aStaticShadows[nSlot].m_fZDistance = fZDistance; - aStaticShadows[nSlot].m_fScale = fScale; - aStaticShadows[nSlot].m_bTemp = bTempShadow; - aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds(); - } - else - { - aStaticShadows[nSlot].Free(); - - aStaticShadows[nSlot].m_nId = nID; - aStaticShadows[nSlot].m_nType = ShadowType; - aStaticShadows[nSlot].m_pTexture = pTexture; - aStaticShadows[nSlot].m_nIntensity = nIntensity; - aStaticShadows[nSlot].m_nRed = nRed; - aStaticShadows[nSlot].m_nGreen = nGreen; - aStaticShadows[nSlot].m_nBlue = nBlue; - aStaticShadows[nSlot].m_fZDistance = fZDistance; - aStaticShadows[nSlot].m_fScale = fScale; - aStaticShadows[nSlot].m_vecPosn = *pPosn; - aStaticShadows[nSlot].m_vecFront.x = fFrontX; - aStaticShadows[nSlot].m_vecFront.y = fFrontY; - aStaticShadows[nSlot].m_vecSide.x = fSideX; - aStaticShadows[nSlot].m_vecSide.y = fSideY; - aStaticShadows[nSlot].m_bJustCreated = true; - aStaticShadows[nSlot].m_bTemp = bTempShadow; - aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds(); - - GeneratePolysForStaticShadow(nSlot); - } - } - else - { - nSlot = 0; - while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != NULL ) - nSlot++; - - if ( nSlot != MAX_STATICSHADOWS ) - { - aStaticShadows[nSlot].m_nId = nID; - aStaticShadows[nSlot].m_nType = ShadowType; - aStaticShadows[nSlot].m_pTexture = pTexture; - aStaticShadows[nSlot].m_nIntensity = nIntensity; - aStaticShadows[nSlot].m_nRed = nRed; - aStaticShadows[nSlot].m_nGreen = nGreen; - aStaticShadows[nSlot].m_nBlue = nBlue; - aStaticShadows[nSlot].m_fZDistance = fZDistance; - aStaticShadows[nSlot].m_fScale = fScale; - aStaticShadows[nSlot].m_vecPosn = *pPosn; - aStaticShadows[nSlot].m_vecFront.x = fFrontX; - aStaticShadows[nSlot].m_vecFront.y = fFrontY; - aStaticShadows[nSlot].m_vecSide.x = fSideX; - aStaticShadows[nSlot].m_vecSide.y = fSideY; - aStaticShadows[nSlot].m_bJustCreated = true; - aStaticShadows[nSlot].m_bTemp = bTempShadow; - aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds(); - - GeneratePolysForStaticShadow(nSlot); - } - } - } -} - -void -CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn, - float fFrontX, float fFrontY, float fSideX, float fSideY, - int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue) -{ - ASSERT(pPosn != NULL); - - switch ( ShadowTexture ) - { - case SHADOWTEX_NONE: - { - break; - } - - case SHADOWTEX_CAR: - { - StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, pPosn, - fFrontX, fFrontY, fSideX, fSideY, - nIntensity, nRed, nGreen, nBlue, - 15.0f, false, 1.0f); - - break; - } - - case SHADOWTEX_PED: - { - StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, pPosn, - fFrontX, fFrontY, fSideX, fSideY, - nIntensity, nRed, nGreen, nBlue, - 15.0f, false, 1.0f); - - break; - } - - case SHADOWTEX_EXPLOSION: - { - StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, pPosn, - fFrontX, fFrontY, fSideX, fSideY, - nIntensity, nRed, nGreen, nBlue, - 15.0f, false, 1.0f); - - break; - } - - case SHADOWTEX_HELI: - { - StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowHeliTex, pPosn, - fFrontX, fFrontY, fSideX, fSideY, - nIntensity, nRed, nGreen, nBlue, - 15.0f, false, 1.0f); - - break; - } - - case SHADOWTEX_HEADLIGHTS: - { - StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowHeadLightsTex, pPosn, - fFrontX, fFrontY, fSideX, fSideY, - nIntensity, nRed, nGreen, nBlue, - 15.0f, false, 1.0f); - - break; - } - - case SHADOWTEX_BLOOD: - { - StoreShadowToBeRendered(SHADOWTYPE_DARK, gpBloodPoolTex, pPosn, - fFrontX, fFrontY, fSideX, fSideY, - nIntensity, nRed, nGreen, nBlue, - 15.0f, false, 1.0f); - - break; - } - } - - //ASSERT(false); -} - -void -CShadows::StoreShadowToBeRendered(uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, - float fFrontX, float fFrontY, float fSideX, float fSideY, - int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, - float fZDistance, bool bDrawOnWater, float fScale) -{ - ASSERT(pTexture != NULL); - ASSERT(pPosn != NULL); - - if ( ShadowsStoredToBeRendered < MAX_STOREDSHADOWS ) - { - asShadowsStored[ShadowsStoredToBeRendered].m_ShadowType = ShadowType; - asShadowsStored[ShadowsStoredToBeRendered].m_pTexture = pTexture; - asShadowsStored[ShadowsStoredToBeRendered].m_vecPos = *pPosn; - asShadowsStored[ShadowsStoredToBeRendered].m_vecFront.x = fFrontX; - asShadowsStored[ShadowsStoredToBeRendered].m_vecFront.y = fFrontY; - asShadowsStored[ShadowsStoredToBeRendered].m_vecSide.x = fSideX; - asShadowsStored[ShadowsStoredToBeRendered].m_vecSide.y = fSideY; - asShadowsStored[ShadowsStoredToBeRendered].m_nIntensity = nIntensity; - asShadowsStored[ShadowsStoredToBeRendered].m_nRed = nRed; - asShadowsStored[ShadowsStoredToBeRendered].m_nGreen = nGreen; - asShadowsStored[ShadowsStoredToBeRendered].m_nBlue = nBlue; - asShadowsStored[ShadowsStoredToBeRendered].m_fZDistance = fZDistance; - asShadowsStored[ShadowsStoredToBeRendered].m_nFlags.bDrawOnWater = bDrawOnWater; - asShadowsStored[ShadowsStoredToBeRendered].m_fScale = fScale; - - ShadowsStoredToBeRendered++; - } -} - -void -CShadows::StoreShadowForCar(CAutomobile *pCar) -{ - ASSERT(pCar != NULL); - - if ( CTimeCycle::GetShadowStrength() != 0 ) - { - CVector CarPos = pCar->GetPosition(); - float fDistToCamSqr = (CarPos - TheCamera.GetPosition()).MagnitudeSqr2D(); - - if ( CCutsceneMgr::IsRunning() ) - fDistToCamSqr /= SQR(TheCamera.LODDistMultiplier) * 4.0f; - - float fDrawDistance = 18.0f; - - if ( fDistToCamSqr < SQR(fDrawDistance) ) - { - float fDistToCam = Sqrt(fDistToCamSqr); - - //fDistToCam == 0 -> 4 - //fDistToCam == fDrawDistance -> 0 - float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f))) ); - - int32 nColorStrength; - - if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) ) - nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult); - else - nColorStrength = CTimeCycle::GetShadowStrength(); - - float fVehicleHeight = pCar->GetColModel()->boundingBox.GetSize().y; - float fVehicleWidth = pCar->GetColModel()->boundingBox.GetSize().x; - - if ( pCar->GetModelIndex() == MI_DODO ) - { - fVehicleHeight *= 0.9f; - fVehicleWidth *= 0.4f; - } - - CarPos.x -= pCar->GetForward().x * ((fVehicleHeight / 2) - pCar->GetColModel()->boundingBox.max.y); - CarPos.y -= pCar->GetForward().y * ((fVehicleHeight / 2) - pCar->GetColModel()->boundingBox.max.y); - - if ( pCar->GetUp().z > 0.0f ) - { - StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &CarPos, - pCar->GetForward().x * (fVehicleHeight / 2), - pCar->GetForward().y * (fVehicleHeight / 2), - pCar->GetRight().x * (fVehicleWidth / 2), - pCar->GetRight().y * (fVehicleWidth / 2), - nColorStrength, nColorStrength, nColorStrength, nColorStrength, - 4.5f, false, 1.0f); - } - else - { - StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &CarPos, - pCar->GetForward().x * (fVehicleHeight / 2), - pCar->GetForward().y * (fVehicleHeight / 2), - -pCar->GetRight().x * (fVehicleWidth / 2), - -pCar->GetRight().y * (fVehicleWidth / 2), - nColorStrength, nColorStrength, nColorStrength, nColorStrength, - 4.5f, false, 1.0f); - } - } - } -} - -void -CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, - float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, - float fMaxViewAngle) -{ - ASSERT(pCar != NULL); - ASSERT(pPosn != NULL); - - float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D(); - - bool bSpecialCam = TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN - || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED - || CCutsceneMgr::IsRunning(); - - float fDrawDistance = 27.0f; - - if ( fDistToCamSqr < SQR(fDrawDistance) || bSpecialCam ) - { - if ( bSpecialCam || DotProduct2D(CVector2D(TheCamera.CamFrontXNorm, TheCamera.CamFrontYNorm), - *pPosn - TheCamera.GetPosition() ) > -fMaxViewAngle ) - { - float fDistToCam = Sqrt(fDistToCamSqr); - - if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) && !bSpecialCam ) // BUG? must be 3.0? - { - //fDistToCam == 0 -> 3 - //fDistToCam == fDrawDistance -> 0 - float fMult = 1.0f - (3.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/3.0f))) ); - - nRed = (int32)(nRed * fMult); - nGreen = (int32)(nGreen * fMult); - nBlue = (int32)(nBlue * fMult); - } - - StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, pTexture, pPosn, - fFrontX, fFrontY, - fSideX, fSideY, - 128, nRed, nGreen, nBlue, - 6.0f, false, 1.0f); - - } - } -} - -void -CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY, - float fFrontX, float fFrontY, float fSideX, float fSideY) -{ - ASSERT(pPed != NULL); - - if ( pPed->bIsVisible ) - { - if ( !(pPed->bInVehicle && pPed->m_nPedState != PED_DRAG_FROM_CAR && pPed->m_nPedState != PED_EXIT_CAR) ) - { - if ( CTimeCycle::GetShadowStrength() != 0 ) - StoreShadowForPedObject(pPed, - fDisplacementX, fDisplacementY, - fFrontX, fFrontY, - fSideX, fSideY); - } - } -} - -void -CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY, - float fFrontX, float fFrontY, float fSideX, float fSideY) -{ - ASSERT(pPedObject != NULL); - - CVector PedPos = pPedObject->GetPosition(); - - float fDistToCamSqr = (PedPos - TheCamera.GetPosition()).MagnitudeSqr2D(); - - float fDrawDistance = 26.0f; - - if ( fDistToCamSqr < SQR(fDrawDistance*0.5f)/*?*/ ) - { - if ( pPedObject == FindPlayerPed() || TheCamera.IsSphereVisible(PedPos, 2.0f) != false ) - { - float fDistToCam = Sqrt(fDistToCamSqr); - - //fDistToCam == 0 -> 2 - //fDistToCam == fDrawDistance -> -2 - float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f))); // BUG ? negative - int32 nColorStrength; - - if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) ) // BUG ? negative - nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult); - else - nColorStrength = CTimeCycle::GetShadowStrength(); - - PedPos.x += fDisplacementX; - PedPos.y += fDisplacementY; - - StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &PedPos, - fFrontX, fFrontY, - fSideX, fSideY, - nColorStrength, nColorStrength, nColorStrength, nColorStrength, - 4.0f, false, 1.0f); - } - } -} - -void -CShadows::StoreShadowForTree(CEntity *pTree) -{ - ASSERT(pTree != NULL); -} - -void -CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ, - float fPoleHeight, float fPoleWidth, uint32 nID) -{ - ASSERT(pPole != NULL); - - if ( CTimeCycle::GetShadowStrength() != 0 ) - { - if ( pPole->GetUp().z < 0.5f ) - return; - - CVector PolePos = pPole->GetPosition(); - - PolePos.x += fOffsetX * pPole->GetRight().x + fOffsetY * pPole->GetForward().x; - PolePos.y += fOffsetX * pPole->GetRight().y + fOffsetY * pPole->GetForward().y; - PolePos.z += fOffsetZ; - - PolePos.x += -CTimeCycle::GetSunDirection().x * (fPoleHeight / 2); - PolePos.y += -CTimeCycle::GetSunDirection().y * (fPoleHeight / 2); - - StoreStaticShadow((uintptr)pPole + nID + _TODOCONST(51), SHADOWTYPE_DARK, gpPostShadowTex, &PolePos, - -CTimeCycle::GetSunDirection().x * (fPoleHeight / 2), - -CTimeCycle::GetSunDirection().y * (fPoleHeight / 2), - CTimeCycle::GetShadowSideX() * fPoleWidth, - CTimeCycle::GetShadowSideY() * fPoleWidth, - 2 * (int32)((pPole->GetUp().z - 0.5f) * CTimeCycle::GetShadowStrength() * 2.0f) / 3, - 0, 0, 0, - 15.0f, 1.0f, 40.0f, false, 0.0f); - } -} - -void -CShadows::SetRenderModeForShadowType(uint8 ShadowType) -{ - switch ( ShadowType ) - { - case SHADOWTYPE_DARK: - { - RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA); - RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA); - break; - } - - case SHADOWTYPE_ADDITIVE: - { - RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE); - RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE); - break; - } - - case SHADOWTYPE_INVCOLOR: - { - RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDZERO); - RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCCOLOR); - break; - } - } -} - -void -CShadows::RenderStoredShadows(void) -{ - PUSH_RENDERGROUP("CShadows::RenderStoredShadows"); - - RenderBuffer::ClearRenderBuffer(); - - RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); - RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE); - RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE); - - for ( int32 i = 0; i < ShadowsStoredToBeRendered; i++ ) - asShadowsStored[i].m_nFlags.bRendered = false; - - for ( int32 i = 0; i < ShadowsStoredToBeRendered; i++ ) - { - if ( !asShadowsStored[i].m_nFlags.bRendered ) - { - SetRenderModeForShadowType(asShadowsStored[i].m_ShadowType); - - ASSERT(asShadowsStored[i].m_pTexture != NULL); - - RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(asShadowsStored[i].m_pTexture)); - - for ( int32 j = i; j < ShadowsStoredToBeRendered; j++ ) - { - if ( asShadowsStored[i].m_ShadowType == asShadowsStored[j].m_ShadowType - && asShadowsStored[i].m_pTexture == asShadowsStored[j].m_pTexture ) - { - float fWidth = Abs(asShadowsStored[j].m_vecFront.x) + Abs(asShadowsStored[j].m_vecSide.x); - float fHeight = Abs(asShadowsStored[j].m_vecFront.y) + Abs(asShadowsStored[j].m_vecSide.y); - - CVector shadowPos = asShadowsStored[j].m_vecPos; - - float fStartX = shadowPos.x - fWidth; - float fEndX = shadowPos.x + fWidth; - float fStartY = shadowPos.y - fHeight; - float fEndY = shadowPos.y + fHeight; - - int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0); - int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0); - int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1); - int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1); - - CWorld::AdvanceCurrentScanCode(); - - for ( int32 y = nStartY; y <= nEndY; y++ ) - { - for ( int32 x = nStartX; x <= nEndX; x++ ) - { - CSector *pCurSector = CWorld::GetSector(x, y); - - ASSERT(pCurSector != NULL); - - CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS], - fStartX, fStartY, - fEndX, fEndY, - &shadowPos, - asShadowsStored[j].m_vecFront.x, - asShadowsStored[j].m_vecFront.y, - asShadowsStored[j].m_vecSide.x, - asShadowsStored[j].m_vecSide.y, - asShadowsStored[j].m_nIntensity, - asShadowsStored[j].m_nRed, - asShadowsStored[j].m_nGreen, - asShadowsStored[j].m_nBlue, - asShadowsStored[j].m_fZDistance, - asShadowsStored[j].m_fScale, - NULL); - - CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], - fStartX, fStartY, - fEndX, fEndY, - &shadowPos, - asShadowsStored[j].m_vecFront.x, - asShadowsStored[j].m_vecFront.y, - asShadowsStored[j].m_vecSide.x, - asShadowsStored[j].m_vecSide.y, - asShadowsStored[j].m_nIntensity, - asShadowsStored[j].m_nRed, - asShadowsStored[j].m_nGreen, - asShadowsStored[j].m_nBlue, - asShadowsStored[j].m_fZDistance, - asShadowsStored[j].m_fScale, - NULL); - } - } - - asShadowsStored[j].m_nFlags.bRendered = true; - } - } - - RenderBuffer::RenderStuffInBuffer(); - } - - } - - RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE); - RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE); - RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE); - - ShadowsStoredToBeRendered = 0; - - POP_RENDERGROUP(); -} - -void -CShadows::RenderStaticShadows(void) -{ - PUSH_RENDERGROUP("CShadows::RenderStaticShadows"); - - RenderBuffer::ClearRenderBuffer(); - - RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); - RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE); - RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE); - RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE); - - SetAlphaTest(0); - - for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ ) - aStaticShadows[i].m_bRendered = false; - - for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ ) - { - if ( aStaticShadows[i].m_pPolyBunch && !aStaticShadows[i].m_bRendered ) - { - SetRenderModeForShadowType(aStaticShadows[i].m_nType); - RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aStaticShadows[i].m_pTexture)); - - // optimization trick, render all shadows with same renderstate and texture - for ( int32 j = i; j < MAX_STATICSHADOWS; j++ ) - { - if ( aStaticShadows[j].m_pPolyBunch != NULL - && aStaticShadows[i].m_nType == aStaticShadows[j].m_nType - && aStaticShadows[i].m_pTexture == aStaticShadows[j].m_pTexture ) - { - for ( CPolyBunch *bunch = aStaticShadows[j].m_pPolyBunch; bunch != NULL; bunch = bunch->m_pNext ) - { - RwImVertexIndex *pIndexes; - RwIm3DVertex *pVerts; - - RenderBuffer::StartStoring(3 * (bunch->m_nNumVerts - 2), bunch->m_nNumVerts, &pIndexes, &pVerts); - - ASSERT(pIndexes != NULL); - ASSERT(pVerts != NULL); - - for ( int32 k = 0; k < bunch->m_nNumVerts; k++ ) - { - RwIm3DVertexSetRGBA(&pVerts[k], - aStaticShadows[j].m_nRed, - aStaticShadows[j].m_nGreen, - aStaticShadows[j].m_nBlue, - (int32)(aStaticShadows[j].m_nIntensity * (1.0f - CWeather::Foggyness * 0.5f))); - - RwIm3DVertexSetU (&pVerts[k], bunch->m_aU[k] / 200.0f); - RwIm3DVertexSetV (&pVerts[k], bunch->m_aV[k] / 200.0f); - RwIm3DVertexSetPos(&pVerts[k], bunch->m_aVerts[k].x, bunch->m_aVerts[k].y, bunch->m_aVerts[k].z + 0.03f); - } - - for ( int32 k = 0; k < 3 * (bunch->m_nNumVerts - 2); k++ ) - pIndexes[k] = ShadowIndexList[k]; - - RenderBuffer::StopStoring(); - } - - aStaticShadows[j].m_bRendered = true; - } - } - - RenderBuffer::RenderStuffInBuffer(); - } - } - RestoreAlphaTest(); - - RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE); - RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE); - - POP_RENDERGROUP(); -} - -void -CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID) -{ - float fWidth = Abs(aStaticShadows[nStaticShadowID].m_vecFront.x) + Abs(aStaticShadows[nStaticShadowID].m_vecSide.x); - float fHeight = Abs(aStaticShadows[nStaticShadowID].m_vecFront.y) + Abs(aStaticShadows[nStaticShadowID].m_vecSide.y); - - CVector shadowPos = aStaticShadows[nStaticShadowID].m_vecPosn; - - float fStartX = shadowPos.x - fWidth; - float fEndX = shadowPos.x + fWidth; - float fStartY = shadowPos.y - fHeight; - float fEndY = shadowPos.y + fHeight; - - int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0); - int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0); - int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1); - int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1); - - CWorld::AdvanceCurrentScanCode(); - - for ( int32 y = nStartY; y <= nEndY; y++ ) - { - for ( int32 x = nStartX; x <= nEndX; x++ ) - { - CSector *pCurSector = CWorld::GetSector(x, y); - - ASSERT(pCurSector != NULL); - - CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS], - fStartX, fStartY, - fEndX, fEndY, - &shadowPos, - aStaticShadows[nStaticShadowID].m_vecFront.x, - aStaticShadows[nStaticShadowID].m_vecFront.y, - aStaticShadows[nStaticShadowID].m_vecSide.x, - aStaticShadows[nStaticShadowID].m_vecSide.y, - 0, 0, 0, 0, - aStaticShadows[nStaticShadowID].m_fZDistance, - aStaticShadows[nStaticShadowID].m_fScale, - &aStaticShadows[nStaticShadowID].m_pPolyBunch); - - CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], - fStartX, fStartY, - fEndX, fEndY, - &shadowPos, - aStaticShadows[nStaticShadowID].m_vecFront.x, - aStaticShadows[nStaticShadowID].m_vecFront.y, - aStaticShadows[nStaticShadowID].m_vecSide.x, - aStaticShadows[nStaticShadowID].m_vecSide.y, - 0, 0, 0, 0, - aStaticShadows[nStaticShadowID].m_fZDistance, - aStaticShadows[nStaticShadowID].m_fScale, - &aStaticShadows[nStaticShadowID].m_pPolyBunch); - } - } -} - -void -CShadows::CastShadowSectorList(CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY, CVector *pPosn, - float fFrontX, float fFrontY, float fSideX, float fSideY, - int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, - float fZDistance, float fScale, CPolyBunch **ppPolyBunch) -{ - ASSERT(pPosn != NULL); - - CPtrNode *pNode = PtrList.first; - - CRect Bound; - - while ( pNode != NULL ) - { - CEntity *pEntity = (CEntity *)pNode->item; - uint16 nScanCode = pEntity->m_scanCode; - pNode = pNode->next; - - ASSERT( pEntity != NULL ); - - if ( nScanCode != CWorld::GetCurrentScanCode() ) - { - if ( pEntity->bUsesCollision && pEntity->IsBuilding() ) - { - pEntity->m_scanCode = CWorld::GetCurrentScanCode(); - - Bound = pEntity->GetBoundRect(); - - if ( fStartX < Bound.right - && fEndX > Bound.left - && fStartY < Bound.bottom - && fEndY > Bound.top ) - { - if ( pPosn->z - fZDistance < pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.max.z - && pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.min.z < pPosn->z ) - { - CastShadowEntity(pEntity, - fStartX, fStartY, - fEndX, fEndY, - pPosn, - fFrontX, fFrontY, - fSideX, fSideY, - nIntensity, nRed, nGreen, nBlue, - fZDistance, fScale, ppPolyBunch); - } - } - } - } - } -} - -void -CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, float fEndX, float fEndY, CVector *pPosn, - float fFrontX, float fFrontY, float fSideX, float fSideY, - int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, - float fZDistance, float fScale, CPolyBunch **ppPolyBunch) -{ - ASSERT(pEntity != NULL); - ASSERT(pPosn != NULL); - - static CVector List [20]; - static CVector Texture[20]; - static CVector Points [4]; - - CColModel *pCol = pEntity->GetColModel(); - ASSERT(pCol != NULL); - -#ifndef MASTER - if ( gbPrintShite ) - printf("MI:%d Triangles:%d Coors:%f %f BBoxXY:%f %f\n", - pEntity->GetModelIndex(), - pCol->numTriangles, - pEntity->GetPosition().x, - pEntity->GetPosition().y, - pCol->boundingBox.GetSize().x, - pCol->boundingBox.GetSize().y); -#endif - - CCollision::CalculateTrianglePlanes(pCol); - - float fFrontRight = DotProduct2D(CVector2D(fFrontX, fFrontY), pEntity->GetRight()); - float fFrontForward = DotProduct2D(CVector2D(fFrontX, fFrontY), pEntity->GetForward()); - float fSideRight = DotProduct2D(CVector2D(fSideX, fSideY), pEntity->GetRight()); - float fSideForward = DotProduct2D(CVector2D(fSideX, fSideY), pEntity->GetForward()); - float fLengthRight = DotProduct2D(*pPosn - pEntity->GetPosition(), pEntity->GetRight()); - float fLengthForward = DotProduct2D(*pPosn - pEntity->GetPosition(), pEntity->GetForward()); - - Points[0].x = (fLengthRight + fFrontRight ) - fSideRight; - Points[0].y = (fLengthForward + fFrontForward) - fSideForward; - - Points[1].x = fSideRight + (fLengthRight + fFrontRight); - Points[1].y = fSideForward + (fLengthForward + fFrontForward); - - Points[2].x = fSideRight + (fLengthRight - fFrontRight); - Points[2].y = fSideForward + (fLengthForward - fFrontForward); - - Points[3].x = (fLengthRight - fFrontRight) - fSideRight; - Points[3].y = (fLengthForward - fFrontForward) - fSideForward; - - float MinX = Min(Min(Points[0].x, Points[1].x), Min(Points[2].x, Points[3].x)); - float MaxX = Max(Max(Points[0].x, Points[1].x), Max(Points[2].x, Points[3].x)); - - float MinY = Min(Min(Points[0].y, Points[1].y), Min(Points[2].y, Points[3].y)); - float MaxY = Max(Max(Points[0].y, Points[1].y), Max(Points[2].y, Points[3].y)); - - float MaxZ = pPosn->z - pEntity->GetPosition().z; - float MinZ = MaxZ - fZDistance; - - for ( int32 i = 0; i < pCol->numTriangles; i++ ) - { - CColTrianglePlane *pColTriPlanes = pCol->trianglePlanes; - ASSERT(pColTriPlanes != NULL); - - CVector normal; - pColTriPlanes[i].GetNormal(normal); - if ( Abs(normal.z) > 0.1f ) - { - CColTriangle *pColTri = pCol->triangles; - ASSERT(pColTri != NULL); - - CVector PointA, PointB, PointC; - - pCol->GetTrianglePoint(PointA, pColTri[i].a); - pCol->GetTrianglePoint(PointB, pColTri[i].b); - pCol->GetTrianglePoint(PointC, pColTri[i].c); - - if ( (PointA.x > MinX || PointB.x > MinX || PointC.x > MinX) - && (PointA.x < MaxX || PointB.x < MaxX || PointC.x < MaxX) - && (PointA.y > MinY || PointB.y > MinY || PointC.y > MinY) - && (PointA.y < MaxY || PointB.y < MaxY || PointC.y < MaxY) - && (PointA.z < MaxZ || PointB.z < MaxZ || PointC.z < MaxZ) - && (PointA.z > MinZ || PointB.z > MinZ || PointC.z > MinZ) ) - - { - List[0].x = Points[0].x; - List[0].y = Points[0].y; - - List[1].x = Points[1].x; - List[1].y = Points[1].y; - - List[2].x = Points[2].x; - List[2].y = Points[2].y; - - List[3].x = Points[3].x; - List[3].y = Points[3].y; - - Texture[0].x = 0.0f; - Texture[0].y = 0.0f; - - Texture[1].x = 1.0f; - Texture[1].y = 0.0f; - - Texture[2].x = 1.0f; - Texture[2].y = 1.0f; - - Texture[3].x = 0.0f; - Texture[3].y = 1.0f; - - - CVector2D start; - CVector2D dist; - - int32 numVerts1 = 0; - int16 vertType1 = 0; - { - for ( int32 j = 0; j < 4; j++ ) - { - start = PointA; - dist = PointB - PointA; - - int32 in = j; - - float cp = CrossProduct2D(CVector2D(List[in]) - start, dist); - - if ( cp > 0.0f ) - { - switch ( vertType1 ) - { - case 0: - { - int32 out = numVerts1++ + 10; - - Texture[out].x = Texture[in].x; - Texture[out].y = Texture[in].y; - List[out].x = List[in].x; - List[out].y = List[in].y; - - break; - } - - case 1: - { - int32 out = numVerts1++ + 10; - - Texture[out].x = Texture[in].x; - Texture[out].y = Texture[in].y; - List[out].x = List[in].x; - List[out].y = List[in].y; - - break; - } - - case 2: - { - float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist); - - float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp)); - float Compl = 1.0f - Scale; - - int32 out1 = numVerts1++ + 10; - int32 out2 = numVerts1++ + 10; - - Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x; - Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y; - List[out1].x = Compl*List[in-1].x + Scale*List[in].x; - List[out1].y = Compl*List[in-1].y + Scale*List[in].y; - - Texture[out2].x = Texture[in].x; - Texture[out2].y = Texture[in].y; - List[out2].x = List[in].x; - List[out2].y = List[in].y; - - break; - } - } - - vertType1 = 1; - } - else - { - switch ( vertType1 ) - { - case 1: - { - float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist); - - float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp)); - float Compl = 1.0f - Scale; - - int32 out = numVerts1++ + 10; - - Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x; - Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y; - List[out].x = Compl*List[in-1].x + Scale*List[in].x; - List[out].y = Compl*List[in-1].y + Scale*List[in].y; - - break; - } - } - - vertType1 = 2; - } - } - - float cp1 = CrossProduct2D(CVector2D(List[0]) - start, dist); - if ( cp1 > 0.0f && vertType1 == 2 || cp1 <= 0.0f && vertType1 == 1 ) - { - float cp2 = CrossProduct2D(CVector2D(List[3]) - start, dist); - - float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1)); - float Compl = 1.0f - Scale; - - int32 out = numVerts1++ + 10; - - Texture[out].x = Compl*Texture[3].x + Scale*Texture[0].x; - Texture[out].y = Compl*Texture[3].y + Scale*Texture[0].y; - List[out].x = Compl*List[3].x + Scale*List[0].x; - List[out].y = Compl*List[3].y + Scale*List[0].y; - } - } - - int32 numVerts2 = 0; - int16 vertType2 = 0; - { - for ( int32 j = 0; j < numVerts1; j++ ) - { - start = PointB; - dist = PointC - PointB; - - int32 in = j + 10; - float cp = CrossProduct2D(CVector2D(List[in]) - start, dist); - - if ( cp > 0.0f ) - { - switch ( vertType2 ) - { - case 0: - { - int32 out = numVerts2++; - - Texture[out].x = Texture[in].x; - Texture[out].y = Texture[in].y; - List[out].x = List[in].x; - List[out].y = List[in].y; - - break; - } - - case 1: - { - int32 out = numVerts2++; - - Texture[out].x = Texture[in].x; - Texture[out].y = Texture[in].y; - List[out].x = List[in].x; - List[out].y = List[in].y; - - break; - } - - case 2: - { - float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist); - - float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp)); - float Compl = 1.0f - Scale; - - int32 out1 = numVerts2++; - int32 out2 = numVerts2++; - - Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x; - Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y; - List[out1].x = Compl*List[in-1].x + Scale*List[in].x; - List[out1].y = Compl*List[in-1].y + Scale*List[in].y; - - Texture[out2].x = Texture[in].x; - Texture[out2].y = Texture[in].y; - List[out2].x = List[in].x; - List[out2].y = List[in].y; - - break; - } - } - - vertType2 = 1; - } - else - { - switch ( vertType2 ) - { - case 1: - { - float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist); - - float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp)); - float Compl = 1.0f - Scale; - - int32 out = numVerts2++; - - Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x; - Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y; - List[out].x = Compl*List[in-1].x + Scale*List[in].x; - List[out].y = Compl*List[in-1].y + Scale*List[in].y; - - break; - } - } - - vertType2 = 2; - } - } - - float cp1 = CrossProduct2D(CVector2D(List[10]) - start, dist); - if ( cp1 > 0.0f && vertType2 == 2 || cp1 <= 0.0f && vertType2 == 1 ) - { - int32 in = numVerts1 + 10; - - float cp2 = CrossProduct2D(CVector2D(List[in-1]) - start, dist); - - float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1)); - float Compl = 1.0f - Scale; - - int32 out = numVerts2++; - - Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[10].x; - Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[10].y; - List[out].x = Compl*List[in-1].x + Scale*List[10].x; - List[out].y = Compl*List[in-1].y + Scale*List[10].y; - } - } - - int32 numVerts3 = 0; - int16 vertType3 = 0; - { - for ( int32 j = 0; j < numVerts2; j++ ) - { - start = PointC; - dist = PointA - PointC; - - int32 in = j; - float cp = CrossProduct2D(CVector2D(List[in]) - start, dist); - - if ( cp > 0.0f ) - { - switch ( vertType3 ) - { - case 0: - { - int32 out = numVerts3++ + 10; - - Texture[out].x = Texture[in].x; - Texture[out].y = Texture[in].y; - List[out].x = List[in].x; - List[out].y = List[in].y; - - break; - } - - case 1: - { - int32 out = numVerts3++ + 10; - - Texture[out].x = Texture[in].x; - Texture[out].y = Texture[in].y; - List[out].x = List[in].x; - List[out].y = List[in].y; - - break; - } - - case 2: - { - float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist); - - float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp)); - float Compl = 1.0f - Scale; - - int32 out1 = numVerts3++ + 10; - int32 out2 = numVerts3++ + 10; - - Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x; - Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y; - List[out1].x = Compl*List[in-1].x + Scale*List[in].x; - List[out1].y = Compl*List[in-1].y + Scale*List[in].y; - - Texture[out2].x = Texture[in].x; - Texture[out2].y = Texture[in].y; - List[out2].x = List[in].x; - List[out2].y = List[in].y; - - break; - } - } - - vertType3 = 1; - } - else - { - switch ( vertType3 ) - { - case 1: - { - float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist); - - float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp)); - float Compl = 1.0f - Scale; - - int32 out = numVerts3++ + 10; - - Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x; - Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y; - List[out].x = Compl*List[in-1].x + Scale*List[in].x; - List[out].y = Compl*List[in-1].y + Scale*List[in].y; - - break; - } - } - - vertType3 = 2; - } - } - - float cp1 = CrossProduct2D(CVector2D(List[0]) - start, dist); - if ( cp1 > 0.0f && vertType3 == 2 || cp1 <= 0.0f && vertType3 == 1 ) - { - int32 in = numVerts2; - - float cp2 = CrossProduct2D(CVector2D(List[in-1]) - start, dist); - - float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1)); - float Compl = 1.0f - Scale; - - int32 out = numVerts3++ + 10; - - Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[0].x; - Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[0].y; - List[out].x = Compl*List[in-1].x + Scale*List[0].x; - List[out].y = Compl*List[in-1].y + Scale*List[0].y; - } - } - - if ( numVerts3 >= 3 ) - { - CVector norm; - - pColTriPlanes[i].GetNormal(norm); - - float dot = DotProduct(norm, PointA); - - for ( int32 j = 0; j < numVerts3; j++ ) - { - int32 idx = j + 10; - - List[idx].z = -(DotProduct2D(norm, List[idx]) - dot) / norm.z; - } - - for ( int32 j = 0; j < numVerts3; j++ ) - { - int32 idx = j + 10; - - CVector p = List[idx]; - - List[idx].x = p.y * pEntity->GetForward().x + p.x * pEntity->GetRight().x + pEntity->GetPosition().x; - List[idx].y = p.y * pEntity->GetForward().y + p.x * pEntity->GetRight().y + pEntity->GetPosition().y; - List[idx].z = p.z + pEntity->GetPosition().z; - } - - - if ( ppPolyBunch != NULL ) - { - if ( pEmptyBunchList != NULL ) - { - CPolyBunch *pBunch = pEmptyBunchList; - ASSERT(pBunch != NULL); - pEmptyBunchList = pEmptyBunchList->m_pNext; - pBunch->m_pNext = *ppPolyBunch; - *ppPolyBunch = pBunch; - - pBunch->m_nNumVerts = numVerts3; - - for ( int32 j = 0; j < numVerts3; j++ ) - { - int32 in = j + 10; - - pBunch->m_aVerts[j] = List[in]; - - pBunch->m_aU[j] = (int32)(Texture[in].x * 200.0f); - pBunch->m_aV[j] = (int32)(Texture[in].y * 200.0f); - } - } - } - else - { - RwImVertexIndex *pIndexes; - RwIm3DVertex *pVerts; - - RenderBuffer::StartStoring(3 * (numVerts3 - 2), numVerts3, &pIndexes, &pVerts); - - ASSERT(pIndexes != NULL); - ASSERT(pVerts != NULL); - - - for ( int32 j = 0; j < numVerts3; j++ ) - { - int32 in = j + 10; - - RwIm3DVertexSetRGBA(&pVerts[j], nRed, nGreen, nBlue, nIntensity); - RwIm3DVertexSetU (&pVerts[j], Texture[in].x*fScale); - RwIm3DVertexSetV (&pVerts[j], Texture[in].y*fScale); - RwIm3DVertexSetPos (&pVerts[j], List[in].x, List[in].y, List[in].z + 0.03f); - } - - for ( int32 j = 0; j < 3*(numVerts3 - 2); j++ ) - pIndexes[j] = ShadowIndexList[j]; - - RenderBuffer::StopStoring(); - } - } - } - } - } -} - -void -CShadows::UpdateStaticShadows(void) -{ - for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ ) - { - if ( aStaticShadows[i].m_pPolyBunch != NULL && !aStaticShadows[i].m_bJustCreated - && (!aStaticShadows[i].m_bTemp || CTimer::GetTimeInMilliseconds() > aStaticShadows[i].m_nTimeCreated + 5000) ) - { - aStaticShadows[i].Free(); - } - - aStaticShadows[i].m_bJustCreated = false; - } -} - -void -CShadows::UpdatePermanentShadows(void) -{ - for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ ) - { - if ( aPermanentShadows[i].m_nType != SHADOWTYPE_NONE ) - { - uint32 timePassed = CTimer::GetTimeInMilliseconds() - aPermanentShadows[i].m_nTimeCreated; - - if ( timePassed >= aPermanentShadows[i].m_nLifeTime ) - aPermanentShadows[i].m_nType = SHADOWTYPE_NONE; - else - { - if ( timePassed >= (aPermanentShadows[i].m_nLifeTime * 3 / 4) ) - { - // timePassed == 0 -> 4 - // timePassed == aPermanentShadows[i].m_nLifeTime -> 0 - float fMult = 1.0f - float(timePassed - (aPermanentShadows[i].m_nLifeTime * 3 / 4)) / (aPermanentShadows[i].m_nLifeTime / 4); - - StoreStaticShadow((uintptr)&aPermanentShadows[i], - aPermanentShadows[i].m_nType, - aPermanentShadows[i].m_pTexture, - &aPermanentShadows[i].m_vecPos, - aPermanentShadows[i].m_vecFront.x, - aPermanentShadows[i].m_vecFront.y, - aPermanentShadows[i].m_vecSide.x, - aPermanentShadows[i].m_vecSide.y, - (int32)(aPermanentShadows[i].m_nIntensity * fMult), - (int32)(aPermanentShadows[i].m_nRed * fMult), - (int32)(aPermanentShadows[i].m_nGreen * fMult), - (int32)(aPermanentShadows[i].m_nBlue * fMult), - aPermanentShadows[i].m_fZDistance, - 1.0f, 40.0f, false, 0.0f); - } - else - { - StoreStaticShadow((uintptr)&aPermanentShadows[i], - aPermanentShadows[i].m_nType, - aPermanentShadows[i].m_pTexture, - &aPermanentShadows[i].m_vecPos, - aPermanentShadows[i].m_vecFront.x, - aPermanentShadows[i].m_vecFront.y, - aPermanentShadows[i].m_vecSide.x, - aPermanentShadows[i].m_vecSide.y, - aPermanentShadows[i].m_nIntensity, - aPermanentShadows[i].m_nRed, - aPermanentShadows[i].m_nGreen, - aPermanentShadows[i].m_nBlue, - aPermanentShadows[i].m_fZDistance, - 1.0f, 40.0f, false, 0.0f); - } - } - } - } -} - -void -CStaticShadow::Free(void) -{ - if ( m_pPolyBunch != NULL ) - { - CPolyBunch *pFree = CShadows::pEmptyBunchList; - CShadows::pEmptyBunchList = m_pPolyBunch; - - CPolyBunch *pUsed = m_pPolyBunch; - while (pUsed->m_pNext != NULL) - pUsed = pUsed->m_pNext; - - pUsed->m_pNext = pFree; - } - - m_pPolyBunch = NULL; - - m_nId = 0; -} - -void -CShadows::CalcPedShadowValues(CVector vecLightDir, - float *pfFrontX, float *pfFrontY, - float *pfSideX, float *pfSideY, - float *pfDisplacementX, float *pfDisplacementY) -{ - ASSERT(pfFrontX != nil); - ASSERT(pfFrontY != nil); - ASSERT(pfSideX != nil); - ASSERT(pfSideY != nil); - ASSERT(pfDisplacementX != nil); - ASSERT(pfDisplacementY != nil); - - *pfFrontX = -vecLightDir.x; - *pfFrontY = -vecLightDir.y; - - float fDist = Sqrt(*pfFrontY * *pfFrontY + *pfFrontX * *pfFrontX); - float fMult = (fDist + 1.0f) / fDist; - - *pfFrontX *= fMult; - *pfFrontY *= fMult; - - *pfSideX = -vecLightDir.y / fDist; - *pfSideY = vecLightDir.x / fDist; - - *pfDisplacementX = -vecLightDir.x; - *pfDisplacementY = -vecLightDir.y; - - *pfFrontX /= 2; - *pfFrontY /= 2; - - *pfSideX /= 2; - *pfSideY /= 2; - - *pfDisplacementX /= 2; - *pfDisplacementY /= 2; - -} - -void -CShadows::RenderExtraPlayerShadows(void) -{ -#ifdef FIX_BUGS - if (CReplay::IsPlayingBack()) - return; -#endif - if ( CTimeCycle::GetLightShadowStrength() != 0 ) - { - CVehicle *pCar = FindPlayerVehicle(); - - if ( pCar == NULL ) - { - for ( int32 i = 0; i < CPointLights::NumLights; i++ ) - { - if ( 0.0f != CPointLights::aLights[i].red - || 0.0f != CPointLights::aLights[i].green - || 0.0f != CPointLights::aLights[i].blue ) - { - if ( CPointLights::aLights[i].castExtraShadows ) - { - CVector vecLight = CPointLights::aLights[i].coors - FindPlayerCoors(); - float fLightDist = vecLight.Magnitude(); - float fRadius = CPointLights::aLights[i].radius; - - if ( fLightDist < fRadius ) - { - // fLightDist == fRadius -> 2.0f - // fLightDist == 0 -> 0.0f - float fMult = (1.0f - (2.0f * fLightDist - fRadius) / fRadius); - - int32 nColorStrength; - if ( fLightDist < fRadius*0.5f ) - nColorStrength = (5*CTimeCycle::GetLightShadowStrength()/8); - else - nColorStrength = int32((5*CTimeCycle::GetLightShadowStrength()/8) * fMult); - - float fInv = 1.0f / fLightDist; - vecLight.x *= fInv; - vecLight.y *= fInv; - vecLight.z *= fInv; - - float fFrontX, fFrontY, fSideX, fSideY, fDisplacementX, fDisplacementY; - - CalcPedShadowValues(vecLight, - &fFrontX, &fFrontY, - &fSideX, &fSideY, - &fDisplacementX, &fDisplacementY); - - CVector shadowPos = FindPlayerCoors(); - - shadowPos.x += fDisplacementX; - shadowPos.y += fDisplacementY; - - - StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &shadowPos, - fFrontX, fFrontY, - fSideX, fSideY, - nColorStrength, 0, 0, 0, - 4.0f, false, 1.0f); - } - } - } - } - } - else - { - if ( pCar->GetModelIndex() != MI_RCBANDIT ) - { - for ( int32 i = 0; i < CPointLights::NumLights; i++ ) - { - if ( CPointLights::aLights[i].type == CPointLights::LIGHT_POINT - && CPointLights::aLights[i].castExtraShadows - &&(0.0f != CPointLights::aLights[i].red - || 0.0f != CPointLights::aLights[i].green - || 0.0f != CPointLights::aLights[i].blue) ) - { - CVector vecLight = CPointLights::aLights[i].coors - FindPlayerCoors(); - float fLightDist = vecLight.Magnitude(); - float fRadius = CPointLights::aLights[i].radius; - - if ( fLightDist < fRadius ) - { - // fLightDist == 0 -> 2.0f - // fLightDist == fRadius -> 0.0f - float fMult = (1.0f - (2.0f * fLightDist - fRadius) / fRadius); - - int32 nColorStrength; - if ( fLightDist < fRadius*0.5f ) - nColorStrength = (5*CTimeCycle::GetLightShadowStrength()/8); - else - nColorStrength = int32((5*CTimeCycle::GetLightShadowStrength()/8) * fMult); - - float fInv = 1.0f / fLightDist; - vecLight.x *= fInv; - vecLight.y *= fInv; - vecLight.z *= fInv; - - CVector shadowPos = pCar->GetPosition(); - - shadowPos.x -= vecLight.x * 1.2f; - shadowPos.y -= vecLight.y * 1.2f; - - float fVehicleWidth = pCar->GetColModel()->boundingBox.GetSize().x; - float fVehicleHeight = pCar->GetColModel()->boundingBox.GetSize().y; - - shadowPos.x -= ((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y) - * pCar->GetForward().x; - - shadowPos.y -= ((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y) - * pCar->GetForward().y; - - if ( pCar->GetUp().z > 0.0f ) - { - StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &shadowPos, - pCar->GetForward().x * (fVehicleHeight/2), - pCar->GetForward().y * (fVehicleHeight/2), - pCar->GetRight().x * (fVehicleWidth/3), - pCar->GetRight().y * (fVehicleWidth/3), - nColorStrength, 0, 0, 0, - 4.5f, false, 1.0f); - } - else - { - StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &shadowPos, - pCar->GetForward().x * (fVehicleHeight/2), - pCar->GetForward().y * (fVehicleHeight/2), - -pCar->GetRight().x * (fVehicleWidth/2), - -pCar->GetRight().y * (fVehicleWidth/2), - nColorStrength, 0, 0, 0, - 4.5f, false, 1.0f); - } - } - } - } - } - } - } -} - -void -CShadows::TidyUpShadows(void) -{ - for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ ) - aPermanentShadows[i].m_nType = SHADOWTYPE_NONE; -} - -void -CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, - float fFrontX, float fFrontY, float fSideX, float fSideY, - int16 nIntensity) -{ - ASSERT(pPosn != NULL); - - C3dMarkers::PlaceMarkerSet(nID, MARKERTYPE_CYLINDER, *pPosn, Max(fFrontX, -fSideY), - 0, 128, 255, 128, - 2048, 0.2f, 0); -} |