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-rw-r--r--src/render/Shadows.cpp1785
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);
-}