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authorFire-Head <Fire-Head@users.noreply.github.com>2020-08-03 00:25:29 +0200
committerFire-Head <Fire-Head@users.noreply.github.com>2020-08-03 00:25:29 +0200
commit90689a171720550892ce7a9807193699569981a9 (patch)
treea6b4e91b5f9cf2415df0a95373683de067db3e52
parentMerge pull request #2 from GTAmodding/master (diff)
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-rw-r--r--src/render/Shadows.cpp59
-rw-r--r--src/render/Shadows.h11
2 files changed, 31 insertions, 39 deletions
diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp
index c169c351..9d6193b3 100644
--- a/src/render/Shadows.cpp
+++ b/src/render/Shadows.cpp
@@ -458,7 +458,7 @@ CShadows::StoreShadowForCar(CAutomobile *pCar)
if ( CTimeCycle::GetShadowStrength() != 0 )
{
CVector CarPos = pCar->GetPosition();
- float fDistToCamSqr = (CarPos - TheCamera.GetPosition()).MagnitudeSqr();
+ float fDistToCamSqr = (CarPos - TheCamera.GetPosition()).MagnitudeSqr2D();
if ( CCutsceneMgr::IsRunning() )
fDistToCamSqr /= SQR(TheCamera.LODDistMultiplier) * 4.0f;
@@ -1578,40 +1578,41 @@ CStaticShadow::Free(void)
void
CShadows::CalcPedShadowValues(CVector vecLightDir,
- float *pfDisplacementX, float *pfDisplacementY,
float *pfFrontX, float *pfFrontY,
- float *pfSideX, float *pfSideY)
+ float *pfSideX, float *pfSideY,
+ float *pfDisplacementX, float *pfDisplacementY)
{
- ASSERT(pfDisplacementX != NULL);
- ASSERT(pfDisplacementY != NULL);
- ASSERT(pfFrontX != NULL);
- ASSERT(pfFrontY != NULL);
- ASSERT(pfSideX != NULL);
- ASSERT(pfSideY != NULL);
+ ASSERT(pfFrontX != nil);
+ ASSERT(pfFrontY != nil);
+ ASSERT(pfSideX != nil);
+ ASSERT(pfSideY != nil);
+ ASSERT(pfDisplacementX != nil);
+ ASSERT(pfDisplacementY != nil);
- *pfDisplacementX = -vecLightDir.x;
- *pfDisplacementY = -vecLightDir.y;
+ *pfFrontX = -vecLightDir.x;
+ *pfFrontY = -vecLightDir.y;
- float fDist = Sqrt(*pfDisplacementY * *pfDisplacementY + *pfDisplacementX * *pfDisplacementX);
+ float fDist = Sqrt(*pfFrontY * *pfFrontY + *pfFrontX * *pfFrontX);
float fMult = (fDist + 1.0f) / fDist;
- *pfDisplacementX *= fMult;
- *pfDisplacementY *= fMult;
-
- *pfFrontX = -vecLightDir.y / fDist;
- *pfFrontY = vecLightDir.x / fDist;
+ *pfFrontX *= fMult;
+ *pfFrontY *= fMult;
- *pfSideX = -vecLightDir.x;
- *pfSideY = -vecLightDir.y;
+ *pfSideX = -vecLightDir.y / fDist;
+ *pfSideY = vecLightDir.x / fDist;
- *pfDisplacementX /= 2;
- *pfDisplacementY /= 2;
+ *pfDisplacementX = -vecLightDir.x;
+ *pfDisplacementY = -vecLightDir.y;
*pfFrontX /= 2;
*pfFrontY /= 2;
*pfSideX /= 2;
*pfSideY /= 2;
+
+ *pfDisplacementX /= 2;
+ *pfDisplacementY /= 2;
+
}
void
@@ -1656,22 +1657,22 @@ CShadows::RenderExtraPlayerShadows(void)
vecLight.y *= fInv;
vecLight.z *= fInv;
- float fDisplacementX, fDisplacementY, fFrontX, fFrontY, fSideX, fSideY;
+ float fFrontX, fFrontY, fSideX, fSideY, fDisplacementX, fDisplacementY;
CalcPedShadowValues(vecLight,
- &fDisplacementX, &fDisplacementY,
- &fFrontX, &fFrontY,
- &fSideX, &fSideY);
+ &fFrontX, &fFrontY,
+ &fSideX, &fSideY,
+ &fDisplacementX, &fDisplacementY);
CVector shadowPos = FindPlayerCoors();
- shadowPos.x += fSideX;
- shadowPos.y += fSideY;
+ shadowPos.x += fDisplacementX;
+ shadowPos.y += fDisplacementY;
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &shadowPos,
- fDisplacementX, fDisplacementY,
fFrontX, fFrontY,
+ fSideX, fSideY,
nColorStrength, 0, 0, 0,
4.0f, false, 1.0f);
}
@@ -1768,7 +1769,7 @@ CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTextur
{
ASSERT(pPosn != NULL);
- C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, Max(fFrontX, -fSideY),
+ C3dMarkers::PlaceMarkerSet(nID, MARKERTYPE_CYLINDER, *pPosn, Max(fFrontX, -fSideY),
0, 128, 255, 128,
2048, 0.2f, 0);
}
diff --git a/src/render/Shadows.h b/src/render/Shadows.h
index 63aaaaf2..8c909df3 100644
--- a/src/render/Shadows.h
+++ b/src/render/Shadows.h
@@ -128,21 +128,12 @@ class CPed;
class CShadows
{
public:
-#if 1
static int16 ShadowsStoredToBeRendered;
static CStoredShadow asShadowsStored [MAX_STOREDSHADOWS];
static CPolyBunch aPolyBunches [MAX_POLYBUNCHES];
static CStaticShadow aStaticShadows [MAX_STATICSHADOWS];
static CPolyBunch *pEmptyBunchList;
static CPermanentShadow aPermanentShadows[MAX_PERMAMENTSHADOWS];
-#else
- static int16 &ShadowsStoredToBeRendered;
- static CStoredShadow (&asShadowsStored) [MAX_STOREDSHADOWS];
- static CPolyBunch (&aPolyBunches) [MAX_POLYBUNCHES];
- static CStaticShadow (&aStaticShadows) [MAX_STATICSHADOWS];
- static CPolyBunch *&pEmptyBunchList;
- static CPermanentShadow (&aPermanentShadows)[MAX_PERMAMENTSHADOWS];
-#endif
static void Init (void);
static void Shutdown (void);
@@ -166,7 +157,7 @@ public:
CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch);
static void UpdateStaticShadows (void);
static void UpdatePermanentShadows (void);
- static void CalcPedShadowValues (CVector vecLightDir, float *pfDisplacementX, float *pfDisplacementY, float *pfFrontX, float *pfFrontY, float *pfSideX, float *pfSideY);
+ static void CalcPedShadowValues (CVector vecLightDir, float *pfFrontX, float *pfFrontY, float *pfSideX, float *pfSideY, float *pfDisplacementX, float *pfDisplacementY);
static void RenderExtraPlayerShadows (void);
static void TidyUpShadows (void);
static void RenderIndicatorShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity);