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-rw-r--r--src/renderer/Skidmarks.cpp262
1 files changed, 262 insertions, 0 deletions
diff --git a/src/renderer/Skidmarks.cpp b/src/renderer/Skidmarks.cpp
new file mode 100644
index 00000000..4c662a79
--- /dev/null
+++ b/src/renderer/Skidmarks.cpp
@@ -0,0 +1,262 @@
+#include "common.h"
+
+#include "main.h"
+#include "TxdStore.h"
+#include "Timer.h"
+#include "Replay.h"
+#include "Skidmarks.h"
+
+CSkidmark CSkidmarks::aSkidmarks[NUMSKIDMARKS];
+
+RwImVertexIndex SkidmarkIndexList[SKIDMARK_LENGTH * 6];
+RwIm3DVertex SkidmarkVertices[SKIDMARK_LENGTH * 2];
+RwTexture *gpSkidTex;
+RwTexture *gpSkidBloodTex;
+RwTexture *gpSkidMudTex;
+
+void
+CSkidmarks::Init(void)
+{
+ int i, ix, slot;
+ CTxdStore::PushCurrentTxd();
+ slot = CTxdStore::FindTxdSlot("particle");
+ CTxdStore::SetCurrentTxd(slot);
+ gpSkidTex = RwTextureRead("particleskid", nil);
+ gpSkidBloodTex = RwTextureRead("particleskidblood", nil);
+ gpSkidMudTex = RwTextureRead("particleskidmud", nil);
+ CTxdStore::PopCurrentTxd();
+
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ aSkidmarks[i].m_state = 0;
+ aSkidmarks[i].m_wasUpdated = false;
+ }
+
+ ix = 0;
+ for(i = 0; i < SKIDMARK_LENGTH; i++){
+ SkidmarkIndexList[i*6+0] = ix+0;
+ SkidmarkIndexList[i*6+1] = ix+2;
+ SkidmarkIndexList[i*6+2] = ix+1;
+ SkidmarkIndexList[i*6+3] = ix+1;
+ SkidmarkIndexList[i*6+4] = ix+2;
+ SkidmarkIndexList[i*6+5] = ix+3;
+ ix += 2;
+ }
+
+ for(i = 0; i < SKIDMARK_LENGTH; i++){
+ RwIm3DVertexSetU(&SkidmarkVertices[i*2 + 0], 0.0f);
+ RwIm3DVertexSetV(&SkidmarkVertices[i*2 + 0], i*5.01f);
+ RwIm3DVertexSetU(&SkidmarkVertices[i*2 + 1], 1.0f);
+ RwIm3DVertexSetV(&SkidmarkVertices[i*2 + 1], i*5.01f);
+ }
+}
+
+void
+CSkidmarks::Shutdown(void)
+{
+ RwTextureDestroy(gpSkidTex);
+#if GTA_VERSION >= GTA3_PC_11
+ gpSkidTex = nil;
+#endif
+ RwTextureDestroy(gpSkidBloodTex);
+#if GTA_VERSION >= GTA3_PC_11
+ gpSkidBloodTex = nil;
+#endif
+ RwTextureDestroy(gpSkidMudTex);
+#if GTA_VERSION >= GTA3_PC_11
+ gpSkidMudTex = nil;
+#endif
+}
+
+void
+CSkidmarks::Clear(void)
+{
+ int i;
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ aSkidmarks[i].m_state = 0;
+ aSkidmarks[i].m_wasUpdated = false;
+ }
+}
+
+void
+CSkidmarks::Update(void)
+{
+ int i;
+ uint32 t1 = CTimer::GetTimeInMilliseconds() + 2500;
+ uint32 t2 = CTimer::GetTimeInMilliseconds() + 5000;
+ uint32 t3 = CTimer::GetTimeInMilliseconds() + 10000;
+ uint32 t4 = CTimer::GetTimeInMilliseconds() + 20000;
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ switch(aSkidmarks[i].m_state){
+ case 1:
+ if(!aSkidmarks[i].m_wasUpdated){
+ // Didn't continue this one last time, so finish it and set fade times
+ aSkidmarks[i].m_state = 2;
+ if(aSkidmarks[i].m_last < 4){
+ aSkidmarks[i].m_fadeStart = t1;
+ aSkidmarks[i].m_fadeEnd = t2;
+ }else if(aSkidmarks[i].m_last < 9){
+ aSkidmarks[i].m_fadeStart = t2;
+ aSkidmarks[i].m_fadeEnd = t3;
+ }else{
+ aSkidmarks[i].m_fadeStart = t3;
+ aSkidmarks[i].m_fadeEnd = t4;
+ }
+ }
+ break;
+ case 2:
+ if(CTimer::GetTimeInMilliseconds() > aSkidmarks[i].m_fadeEnd)
+ aSkidmarks[i].m_state = 0;
+ break;
+ }
+ aSkidmarks[i].m_wasUpdated = false;
+ }
+}
+
+void
+CSkidmarks::Render(void)
+{
+ int i, j;
+ RwTexture *lastTex = nil;
+
+ PUSH_RENDERGROUP("CSkidmarks::Render");
+
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ if(aSkidmarks[i].m_state == 0 || aSkidmarks[i].m_last < 1)
+ continue;
+
+ if(aSkidmarks[i].m_isBloody){
+ if(lastTex != gpSkidBloodTex){
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSkidBloodTex));
+ lastTex = gpSkidBloodTex;
+ }
+ }else if(aSkidmarks[i].m_isMuddy){
+ if(lastTex != gpSkidMudTex){
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSkidMudTex));
+ lastTex = gpSkidMudTex;
+ }
+ }else{
+ if(lastTex != gpSkidTex){
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSkidTex));
+ lastTex = gpSkidTex;
+ }
+ }
+
+ uint32 fade, alpha;
+ if(aSkidmarks[i].m_state == 1 || CTimer::GetTimeInMilliseconds() < aSkidmarks[i].m_fadeStart)
+ fade = 255;
+ else
+ fade = 255*(aSkidmarks[i].m_fadeEnd - CTimer::GetTimeInMilliseconds()) / (aSkidmarks[i].m_fadeEnd - aSkidmarks[i].m_fadeStart);
+
+ for(j = 0; j <= aSkidmarks[i].m_last; j++){
+ alpha = 128;
+ if(j == 0 || j == aSkidmarks[i].m_last && aSkidmarks[i].m_state == 2)
+ alpha = 0;
+ alpha = alpha*fade/256;
+
+ CVector p1 = aSkidmarks[i].m_pos[j] + aSkidmarks[i].m_side[j];
+ CVector p2 = aSkidmarks[i].m_pos[j] - aSkidmarks[i].m_side[j];
+ RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+0], 255, 255, 255, alpha);
+ RwIm3DVertexSetPos(&SkidmarkVertices[j*2+0], p1.x, p1.y, p1.z+0.1f);
+ RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+1], 255, 255, 255, alpha);
+ RwIm3DVertexSetPos(&SkidmarkVertices[j*2+1], p2.x, p2.y, p2.z+0.1f);
+ }
+
+ LittleTest();
+ if(RwIm3DTransform(SkidmarkVertices, 2*(aSkidmarks[i].m_last+1), nil, rwIM3D_VERTEXUV)){
+ RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, SkidmarkIndexList, 6*aSkidmarks[i].m_last);
+ RwIm3DEnd();
+ }
+ }
+
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+
+ POP_RENDERGROUP();
+}
+
+void
+CSkidmarks::RegisterOne(uintptr id, CVector pos, float fwdX, float fwdY, bool *isMuddy, bool *isBloody)
+{
+ int i;
+ CVector2D fwd(fwdX, fwdY);
+
+ if(CReplay::IsPlayingBack())
+ return;
+
+ // Find a skidmark to continue
+ for(i = 0; i < NUMSKIDMARKS; i++)
+ if(aSkidmarks[i].m_state == 1 && aSkidmarks[i].m_id == id)
+ break;
+
+ if(i < NUMSKIDMARKS){
+ // Continue this one
+
+ if(aSkidmarks[i].m_isBloody != *isBloody){
+ // Blood-status changed, end this one
+ aSkidmarks[i].m_state = 2;
+ aSkidmarks[i].m_fadeStart = CTimer::GetTimeInMilliseconds() + 10000;
+ aSkidmarks[i].m_fadeEnd = CTimer::GetTimeInMilliseconds() + 20000;
+ return;
+ }
+
+ aSkidmarks[i].m_wasUpdated = true;
+
+ if(CTimer::GetTimeInMilliseconds() - aSkidmarks[i].m_lastUpdate <= 100){
+ // Last update was recently, just change last coords
+ aSkidmarks[i].m_pos[aSkidmarks[i].m_last] = pos;
+ return;
+ }
+ aSkidmarks[i].m_lastUpdate = CTimer::GetTimeInMilliseconds();
+
+ if(aSkidmarks[i].m_last >= SKIDMARK_LENGTH-1){
+ // No space to continue, end it
+ aSkidmarks[i].m_state = 2;
+ aSkidmarks[i].m_fadeStart = CTimer::GetTimeInMilliseconds() + 10000;
+ aSkidmarks[i].m_fadeEnd = CTimer::GetTimeInMilliseconds() + 20000;
+ *isBloody = false; // stpo blood marks at end
+ return;
+ }
+ aSkidmarks[i].m_last++;
+
+ aSkidmarks[i].m_pos[aSkidmarks[i].m_last] = pos;
+
+ CVector2D right(aSkidmarks[i].m_pos[aSkidmarks[i].m_last].y - aSkidmarks[i].m_pos[aSkidmarks[i].m_last - 1].y,
+ aSkidmarks[i].m_pos[aSkidmarks[i].m_last - 1].x - aSkidmarks[i].m_pos[aSkidmarks[i].m_last].x);
+
+ right.NormaliseSafe();
+ fwd.NormaliseSafe();
+ float turn = DotProduct2D(fwd, right);
+ turn = Abs(turn) + 1.0f;
+ aSkidmarks[i].m_side[aSkidmarks[i].m_last] = CVector(right.x, right.y, 0.0f) * turn * 0.125f;
+ if(aSkidmarks[i].m_last == 1)
+ aSkidmarks[i].m_side[0] = aSkidmarks[i].m_side[1];
+
+ if(aSkidmarks[i].m_last > 8)
+ *isBloody = false; // stop blood marks after 8
+ return;
+ }
+
+ // Start a new one
+ for(i = 0; i < NUMSKIDMARKS; i++)
+ if(aSkidmarks[i].m_state == 0)
+ break;
+ if(i < NUMSKIDMARKS){
+ // Found a free slot
+ aSkidmarks[i].m_state = 1;
+ aSkidmarks[i].m_id = id;
+ aSkidmarks[i].m_pos[0] = pos;
+ aSkidmarks[i].m_side[0] = CVector(0.0f, 0.0f, 0.0f);
+ aSkidmarks[i].m_wasUpdated = true;
+ aSkidmarks[i].m_last = 0;
+ aSkidmarks[i].m_lastUpdate = CTimer::GetTimeInMilliseconds() - 1000;
+ aSkidmarks[i].m_isBloody = *isBloody;
+ aSkidmarks[i].m_isMuddy = *isMuddy;
+ }else
+ *isBloody = false; // stop blood marks if no space
+}