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-rw-r--r--src/render/Shadows.cpp118
1 files changed, 40 insertions, 78 deletions
diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp
index e14b0453..d5970ebe 100644
--- a/src/render/Shadows.cpp
+++ b/src/render/Shadows.cpp
@@ -1,5 +1,5 @@
#include "common.h"
-#include "patcher.h"
+
#include "main.h"
#include "TxdStore.h"
#include "Timer.h"
@@ -13,6 +13,9 @@
#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"
@@ -20,43 +23,31 @@
SETTWEAKPATH("Shadows");
TWEAKBOOL(gbPrintShite);
-#if 1
RwImVertexIndex ShadowIndexList[24];
-#else
-RwImVertexIndex (&ShadowIndexList)[24] = *(RwImVertexIndex (*)[24])*(int *)0x649188;
-#endif
-RwTexture *&gpShadowCarTex = *(RwTexture **)0x8F2C90;
-RwTexture *&gpShadowPedTex = *(RwTexture **)0x8F59D0;
-RwTexture *&gpShadowHeliTex = *(RwTexture **)0x8E2A90;
-RwTexture *&gpShadowExplosionTex = *(RwTexture **)0x8F2A00;
-RwTexture *&gpShadowHeadLightsTex = *(RwTexture **)0x95CB98;
-RwTexture *&gpOutline1Tex = *(RwTexture **)0x8F1B24;
-RwTexture *&gpOutline2Tex = *(RwTexture **)0x8F1B04;
-RwTexture *&gpOutline3Tex = *(RwTexture **)0x8F1B08;
-RwTexture *&gpBloodPoolTex = *(RwTexture **)0x9415F8;
-RwTexture *&gpReflectionTex = *(RwTexture **)0x8F582C;
-RwTexture *&gpGoalMarkerTex = *(RwTexture **)0x94142C;
-RwTexture *&gpWalkDontTex = *(RwTexture **)0x95CB4C;
-RwTexture *&gpCrackedGlassTex = *(RwTexture **)0x95CB94;
-RwTexture *&gpPostShadowTex = *(RwTexture **)0x8F59D4;
-RwTexture *&gpGoalTex = *(RwTexture**)0x94142C;
-
-#if 1
+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];
-#else
-int16 &CShadows::ShadowsStoredToBeRendered = *(int16*)0x95CCEE;
-CStoredShadow (&CShadows::asShadowsStored)[MAX_STOREDSHADOWS] = *(CStoredShadow (*)[MAX_STOREDSHADOWS])*(int *)0x779058;
-CPolyBunch (&CShadows::aPolyBunches)[MAX_POLYBUNCHES] = *(CPolyBunch (*)[MAX_POLYBUNCHES])*(int *)0x86F4C8;
-CStaticShadow (&CShadows::aStaticShadows)[MAX_STATICSHADOWS] = *(CStaticShadow (*)[MAX_STATICSHADOWS])*(int *)0x773BE8;
-CPolyBunch *&CShadows::pEmptyBunchList = *(CPolyBunch**)0x8F435C;
-CPermanentShadow (&CShadows::aPermanentShadows)[MAX_PERMAMENTSHADOWS] = *(CPermanentShadow (*)[MAX_PERMAMENTSHADOWS])*(int *)0x712040;
-#endif
+
void
CShadows::Init(void)
@@ -728,10 +719,10 @@ CShadows::RenderStoredShadows(void)
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);
+ 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();
@@ -874,10 +865,10 @@ CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
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);
+ 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();
@@ -1017,11 +1008,11 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa
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 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 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;
@@ -1621,6 +1612,10 @@ CShadows::CalcPedShadowValues(CVector vecLightDir,
void
CShadows::RenderExtraPlayerShadows(void)
{
+#ifdef FIX_BUGS
+ if (CReplay::IsPlayingBack())
+ return;
+#endif
if ( CTimeCycle::GetLightShadowStrength() != 0 )
{
CVehicle *pCar = FindPlayerVehicle();
@@ -1647,9 +1642,9 @@ CShadows::RenderExtraPlayerShadows(void)
int32 nColorStrength;
if ( fLightDist < fRadius*0.5f )
- nColorStrength = CTimeCycle::GetLightShadowStrength();
+ nColorStrength = (5*CTimeCycle::GetLightShadowStrength()/8);
else
- nColorStrength = int32(CTimeCycle::GetLightShadowStrength() * fMult);
+ nColorStrength = int32((5*CTimeCycle::GetLightShadowStrength()/8) * fMult);
float fInv = 1.0f / fLightDist;
vecLight.x *= fInv;
@@ -1768,40 +1763,7 @@ CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTextur
{
ASSERT(pPosn != NULL);
- C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, max(fFrontX, -fSideY),
+ C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, Max(fFrontX, -fSideY),
0, 128, 255, 128,
2048, 0.2f, 0);
}
-
-
-STARTPATCHES
- InjectHook(0x512AB0, CShadows::Init, PATCH_JUMP);
- InjectHook(0x512F20, CShadows::Shutdown, PATCH_JUMP);
- InjectHook(0x512FD0, CShadows::AddPermanentShadow, PATCH_JUMP);
- InjectHook(0x5130A0, CShadows::StoreStaticShadow, PATCH_JUMP);
- InjectHook(0x513550, (void(*)(uint8, CVector *, float, float, float, float, int16, uint8, uint8, uint8))CShadows::StoreShadowToBeRendered, PATCH_JUMP);
- InjectHook(0x513750, (void(*)(uint8, RwTexture *, CVector *, float, float, float, float, int16, uint8, uint8, uint8, float, bool, float))CShadows::StoreShadowToBeRendered, PATCH_JUMP);
- InjectHook(0x513830, CShadows::StoreShadowForCar, PATCH_JUMP);
- InjectHook(0x513A70, CShadows::StoreCarLightShadow, PATCH_JUMP);
- InjectHook(0x513C50, CShadows::StoreShadowForPed, PATCH_JUMP);
- InjectHook(0x513CB0, CShadows::StoreShadowForPedObject, PATCH_JUMP);
- InjectHook(0x513E00, CShadows::StoreShadowForTree, PATCH_JUMP);
- InjectHook(0x513E10, CShadows::StoreShadowForPole, PATCH_JUMP);
- InjectHook(0x513FC0, CShadows::SetRenderModeForShadowType, PATCH_JUMP);
- InjectHook(0x514010, CShadows::RenderStoredShadows, PATCH_JUMP);
- InjectHook(0x5145F0, CShadows::RenderStaticShadows, PATCH_JUMP);
- InjectHook(0x514910, CShadows::GeneratePolysForStaticShadow, PATCH_JUMP);
- InjectHook(0x514C90, CShadows::CastShadowSectorList, PATCH_JUMP);
- InjectHook(0x514E30, CShadows::CastShadowEntity, PATCH_JUMP);
- InjectHook(0x516BE0, CShadows::UpdateStaticShadows, PATCH_JUMP);
- InjectHook(0x516C40, CShadows::UpdatePermanentShadows, PATCH_JUMP);
- InjectHook(0x516E70, &CStaticShadow::Free, PATCH_JUMP);
- InjectHook(0x516EB0, CShadows::CalcPedShadowValues, PATCH_JUMP);
- InjectHook(0x516F90, CShadows::RenderExtraPlayerShadows, PATCH_JUMP);
- InjectHook(0x517570, CShadows::TidyUpShadows, PATCH_JUMP);
- InjectHook(0x517810, CShadows::RenderIndicatorShadow, PATCH_JUMP);
- //InjectHook(0x517900, &CPermanentShadow::CPermanentShadow, PATCH_JUMP);
- //InjectHook(0x517910, &CStaticShadow::CStaticShadow, PATCH_JUMP);
- //InjectHook(0x517920, &CPolyBunch::CPolyBunch, PATCH_JUMP);
- //InjectHook(0x517940, &CStoredShadow::CStoredShadow, PATCH_JUMP);
-ENDPATCHES \ No newline at end of file