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-rw-r--r--.github/workflows/reVC_msvc_amd64.yml67
-rw-r--r--.github/workflows/reVC_msvc_x86.yml68
-rw-r--r--mpg123.32/dist/libmpg123-0.dllbin0 -> 343552 bytes
-rw-r--r--mpg123.32/dist/libmpg123.dllbin150528 -> 0 bytes
-rw-r--r--mpg123.32/include/fmt123.h159
-rw-r--r--mpg123.32/include/mpg123.h1209
-rw-r--r--mpg123.32/lib/libmpg123-0.libbin0 -> 34076 bytes
-rw-r--r--mpg123.32/lib/libmpg123.libbin19996 -> 0 bytes
-rw-r--r--mpg123.64/dist/libmpg123-0.dll (renamed from mpg123.64/dist/libmpg123.dll)bin345088 -> 345088 bytes
-rw-r--r--mpg123.64/lib/libmpg123-0.lib (renamed from mpg123.64/lib/libmpg123.lib)bin33342 -> 33342 bytes
-rw-r--r--src/audio/oal/stream.cpp7
-rw-r--r--src/control/RoadBlocks.cpp4
-rw-r--r--src/control/Script.cpp4
-rw-r--r--src/core/Accident.cpp4
-rw-r--r--src/core/Accident.h1
-rw-r--r--src/core/Cam.cpp4
-rw-r--r--src/core/Collision.cpp1118
-rw-r--r--src/core/Collision.h70
-rw-r--r--src/core/EventList.cpp8
-rw-r--r--src/core/Game.cpp2
-rw-r--r--src/core/Stats.cpp1
-rw-r--r--src/core/Stats.h1
-rw-r--r--src/core/World.cpp5
-rw-r--r--src/core/Zones.cpp5
-rw-r--r--src/core/common.h10
-rw-r--r--src/core/config.h20
-rw-r--r--src/core/main.cpp2
-rw-r--r--src/core/re3.cpp26
-rw-r--r--src/core/vu0Collision.dsm21
-rw-r--r--src/core/vu0Collision_1.s610
-rw-r--r--src/core/vu0Collision_2.s191
-rw-r--r--src/entities/Entity.cpp4
-rw-r--r--src/math/Matrix.h19
-rw-r--r--src/math/VuVector.h41
-rw-r--r--src/math/math.cpp128
-rw-r--r--src/objects/CutsceneObject.cpp109
-rw-r--r--src/objects/CutsceneObject.h8
-rw-r--r--src/objects/ParticleObject.cpp2
-rw-r--r--src/peds/Ped.cpp25
-rw-r--r--src/peds/Ped.h3
-rw-r--r--src/peds/Population.cpp4
-rw-r--r--src/render/Antennas.cpp2
-rw-r--r--src/render/Coronas.cpp188
-rw-r--r--src/render/Coronas.h26
-rw-r--r--src/render/CutsceneShadow.cpp269
-rw-r--r--src/render/CutsceneShadow.h52
-rw-r--r--src/render/Fluff.cpp5
-rw-r--r--src/render/MBlur.cpp36
-rw-r--r--src/render/PointLights.cpp68
-rw-r--r--src/render/PointLights.h5
-rw-r--r--src/render/Renderer.cpp6
-rw-r--r--src/render/Rubbish.cpp67
-rw-r--r--src/render/Rubbish.h4
-rw-r--r--src/render/ShadowCamera.cpp549
-rw-r--r--src/render/ShadowCamera.h54
-rw-r--r--src/render/Shadows.cpp1307
-rw-r--r--src/render/Shadows.h121
-rw-r--r--src/render/Skidmarks.cpp13
-rw-r--r--src/render/Timecycle.cpp325
-rw-r--r--src/render/Timecycle.h238
-rw-r--r--src/render/Weather.h4
-rw-r--r--src/rw/RwHelper.cpp119
-rw-r--r--src/rw/RwHelper.h3
-rw-r--r--src/vehicles/Automobile.cpp8
-rw-r--r--src/vehicles/Bike.cpp2
-rw-r--r--src/vehicles/Heli.cpp3
-rw-r--r--src/weapons/BulletInfo.cpp39
-rw-r--r--src/weapons/ProjectileInfo.cpp46
-rw-r--r--src/weapons/ShotInfo.cpp20
69 files changed, 6541 insertions, 998 deletions
diff --git a/.github/workflows/reVC_msvc_amd64.yml b/.github/workflows/reVC_msvc_amd64.yml
new file mode 100644
index 00000000..23e7644f
--- /dev/null
+++ b/.github/workflows/reVC_msvc_amd64.yml
@@ -0,0 +1,67 @@
+name: reVC_msvc_amd64
+
+on:
+ pull_request:
+ push:
+ release:
+ types: published
+env:
+ GLEW_VER: "2.1.0"
+ GLFW_VER: "3.3.2"
+ GLEW_BASE: "glew-2.1.0"
+ GLFW_BASE: "glfw-3.3.2.bin.WIN64"
+ GLEW_FILE: "glew-2.1.0-win32.zip"
+ GLFW_FILE: "glfw-3.3.2.bin.WIN64.zip"
+ GLEW_URL: "https://github.com/nigels-com/glew/releases/download/glew-2.1.0/glew-2.1.0-win32.zip"
+ GLFW_URL: "https://github.com/glfw/glfw/releases/download/3.3.2/glfw-3.3.2.bin.WIN64.zip"
+jobs:
+ build:
+ runs-on: windows-2019
+ strategy:
+ matrix:
+ platform: [win-amd64-librw_d3d9-oal, win-amd64-librw_gl3_glfw-oal]
+ buildtype: [Debug, Release]
+ steps:
+ - name: Add msbuild to PATH
+ uses: microsoft/setup-msbuild@v1.0.1
+ - uses: actions/checkout@v2
+ with:
+ submodules: 'true'
+ - if: ${{ matrix.platform }} == "win-amd64-librw_gl3_glfw-mss"
+ name: Download glew
+ uses: carlosperate/download-file-action@v1.0.3
+ with:
+ file-url: ${{env.GLEW_URL}}
+ - if: ${{ matrix.platform }} == "win-amd64-librw_gl3_glfw-mss"
+ name: Download glfw
+ uses: carlosperate/download-file-action@v1.0.3
+ with:
+ file-url: ${{env.GLFW_URL}}
+ - if: ${{ matrix.platform }} == "win-amd64-librw_gl3_glfw-mss"
+ name: Unpack archives
+ run: |
+ 7z x ${{env.GLEW_FILE}}
+ 7z x ${{env.GLFW_FILE}}
+ - name: Configure build
+ run: |
+ ./premake5 vs2019 --with-librw --glewdir=${{env.GLEW_BASE}} --glfwdir64=${{env.GLFW_BASE}}
+ - name: Build
+ run: |
+ msbuild -m build/reVC.sln /property:Configuration=${{matrix.buildtype}} /property:Platform=${{matrix.platform}}
+ - name: Pack artifacts
+ run: |
+ 7z a reVC_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/*
+ - name: Upload artifact to actions
+ uses: actions/upload-artifact@v2
+ with:
+ name: reVC_${{matrix.buildtype}}_${{matrix.platform}}
+ path: ./bin/${{matrix.platform}}/${{matrix.buildtype}}
+# - name: Upload artifact to Bintray
+# uses: hpcsc/upload-bintray-docker-action@v1
+# with:
+# repository: reVC
+# package: ${{matrix.buildtype}}_${{matrix.platform}}
+# version: 1.0-$(echo ${GITHUB_SHA}
+# sourcePath: ./bin/${{matrix.platform}}/${{matrix.buildtype}}
+# username: gtamodding
+# apiKey: ${{secrets.BINTRAY_API_KEY}}
diff --git a/.github/workflows/reVC_msvc_x86.yml b/.github/workflows/reVC_msvc_x86.yml
new file mode 100644
index 00000000..9b1c939c
--- /dev/null
+++ b/.github/workflows/reVC_msvc_x86.yml
@@ -0,0 +1,68 @@
+name: reVC_msvc_x86
+
+on:
+ pull_request:
+ push:
+ release:
+ types: published
+env:
+ GLEW_VER: "2.1.0"
+ GLFW_VER: "3.3.2"
+ GLEW_BASE: "glew-2.1.0"
+ GLFW_BASE: "glfw-3.3.2.bin.WIN32"
+ GLEW_FILE: "glew-2.1.0-win32.zip"
+ GLFW_FILE: "glfw-3.3.2.bin.WIN32.zip"
+ GLEW_URL: "https://github.com/nigels-com/glew/releases/download/glew-2.1.0/glew-2.1.0-win32.zip"
+ GLFW_URL: "https://github.com/glfw/glfw/releases/download/3.3.2/glfw-3.3.2.bin.WIN32.zip"
+jobs:
+ build:
+ runs-on: windows-2019
+ strategy:
+ matrix:
+ platform: [win-x86-librw_d3d9-mss, win-x86-librw_gl3_glfw-mss, win-x86-librw_d3d9-oal, win-x86-librw_gl3_glfw-oal]
+ buildtype: [Debug, Release]
+ steps:
+ - name: Add msbuild to PATH
+ uses: microsoft/setup-msbuild@v1.0.1
+ - uses: actions/checkout@v2
+ with:
+ submodules: 'true'
+ - if: ${{ matrix.platform }} == "win-x86-librw_gl3_glfw-mss"
+ name: Download glew
+ uses: carlosperate/download-file-action@v1.0.3
+ with:
+ file-url: ${{env.GLEW_URL}}
+ - if: ${{ matrix.platform }} == "win-x86-librw_gl3_glfw-mss"
+ name: Download glfw
+ uses: carlosperate/download-file-action@v1.0.3
+ with:
+ file-url: ${{env.GLFW_URL}}
+ - if: ${{ matrix.platform }} == "win-x86-librw_gl3_glfw-mss"
+ name: Unpack archives
+ run: |
+ 7z x ${{env.GLEW_FILE}}
+ 7z x ${{env.GLFW_FILE}}
+ - name: Configure build
+ run: |
+ ./premake5 vs2019 --with-librw --glewdir=${{env.GLEW_BASE}} --glfwdir32=${{env.GLFW_BASE}}
+ - name: Build
+ run: |
+ msbuild -m build/reVC.sln /property:Configuration=${{matrix.buildtype}} /property:Platform=${{matrix.platform}}
+ - name: Pack artifacts
+ run: |
+ 7z a reVC_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/*
+ - name: Upload artifact to actions
+ uses: actions/upload-artifact@v2
+ with:
+ name: reVC_${{matrix.buildtype}}_${{matrix.platform}}
+ path: reVC_${{matrix.buildtype}}_${{matrix.platform}}.zip
+# - name: Upload artifact to Bintray
+# uses: hpcsc/upload-bintray-docker-action@v1
+# with:
+# repository: reVC
+# package: ${{matrix.buildtype}}_${{matrix.platform}}
+# version: 1.0-$(echo ${GITHUB_SHA}
+# sourcePath: ./bin/${{matrix.platform}}/${{matrix.buildtype}}
+# username: gtamodding
+# apiKey: ${{secrets.BINTRAY_API_KEY}}
+
diff --git a/mpg123.32/dist/libmpg123-0.dll b/mpg123.32/dist/libmpg123-0.dll
new file mode 100644
index 00000000..07bfef0c
--- /dev/null
+++ b/mpg123.32/dist/libmpg123-0.dll
Binary files differ
diff --git a/mpg123.32/dist/libmpg123.dll b/mpg123.32/dist/libmpg123.dll
deleted file mode 100644
index ccb429bf..00000000
--- a/mpg123.32/dist/libmpg123.dll
+++ /dev/null
Binary files differ
diff --git a/mpg123.32/include/fmt123.h b/mpg123.32/include/fmt123.h
new file mode 100644
index 00000000..dcabf5e0
--- /dev/null
+++ b/mpg123.32/include/fmt123.h
@@ -0,0 +1,159 @@
+/*
+ libmpg123: MPEG Audio Decoder library
+
+ separate header just for audio format definitions not tied to
+ library code
+
+ copyright 1995-2020 by the mpg123 project
+ free software under the terms of the LGPL 2.1
+ see COPYING and AUTHORS files in distribution or http://mpg123.org
+*/
+
+#ifndef MPG123_ENC_H
+#define MPG123_ENC_H
+
+/** \file fmt123.h Audio format definitions. */
+
+/** \defgroup mpg123_enc mpg123 PCM sample encodings
+ * These are definitions for audio formats used by libmpg123 and
+ * libout123.
+ *
+ * @{
+ */
+
+/** An enum over all sample types possibly known to mpg123.
+ * The values are designed as bit flags to allow bitmasking for encoding
+ * families.
+ * This is also why the enum is not used as type for actual encoding variables,
+ * plain integers (at least 16 bit, 15 bit being used) cover the possible
+ * combinations of these flags.
+ *
+ * Note that (your build of) libmpg123 does not necessarily support all these.
+ * Usually, you can expect the 8bit encodings and signed 16 bit.
+ * Also 32bit float will be usual beginning with mpg123-1.7.0 .
+ * What you should bear in mind is that (SSE, etc) optimized routines may be
+ * absent for some formats. We do have SSE for 16, 32 bit and float, though.
+ * 24 bit integer is done via postprocessing of 32 bit output -- just cutting
+ * the last byte, no rounding, even. If you want better, do it yourself.
+ *
+ * All formats are in native byte order. If you need different endinaness, you
+ * can simply postprocess the output buffers (libmpg123 wouldn't do anything
+ * else). The macro MPG123_SAMPLESIZE() can be helpful there.
+ */
+enum mpg123_enc_enum
+{
+/* 0000 0000 0000 1111 Some 8 bit integer encoding. */
+ MPG123_ENC_8 = 0x00f
+/* 0000 0000 0100 0000 Some 16 bit integer encoding. */
+, MPG123_ENC_16 = 0x040
+/* 0100 0000 0000 0000 Some 24 bit integer encoding. */
+, MPG123_ENC_24 = 0x4000
+/* 0000 0001 0000 0000 Some 32 bit integer encoding. */
+, MPG123_ENC_32 = 0x100
+/* 0000 0000 1000 0000 Some signed integer encoding. */
+, MPG123_ENC_SIGNED = 0x080
+/* 0000 1110 0000 0000 Some float encoding. */
+, MPG123_ENC_FLOAT = 0xe00
+/* 0000 0000 1101 0000 signed 16 bit */
+, MPG123_ENC_SIGNED_16 = (MPG123_ENC_16|MPG123_ENC_SIGNED|0x10)
+/* 0000 0000 0110 0000 unsigned 16 bit */
+, MPG123_ENC_UNSIGNED_16 = (MPG123_ENC_16|0x20)
+/* 0000 0000 0000 0001 unsigned 8 bit */
+, MPG123_ENC_UNSIGNED_8 = 0x01
+/* 0000 0000 1000 0010 signed 8 bit */
+, MPG123_ENC_SIGNED_8 = (MPG123_ENC_SIGNED|0x02)
+/* 0000 0000 0000 0100 ulaw 8 bit */
+, MPG123_ENC_ULAW_8 = 0x04
+/* 0000 0000 0000 1000 alaw 8 bit */
+, MPG123_ENC_ALAW_8 = 0x08
+/* 0001 0001 1000 0000 signed 32 bit */
+, MPG123_ENC_SIGNED_32 = MPG123_ENC_32|MPG123_ENC_SIGNED|0x1000
+/* 0010 0001 0000 0000 unsigned 32 bit */
+, MPG123_ENC_UNSIGNED_32 = MPG123_ENC_32|0x2000
+/* 0101 0000 1000 0000 signed 24 bit */
+, MPG123_ENC_SIGNED_24 = MPG123_ENC_24|MPG123_ENC_SIGNED|0x1000
+/* 0110 0000 0000 0000 unsigned 24 bit */
+, MPG123_ENC_UNSIGNED_24 = MPG123_ENC_24|0x2000
+/* 0000 0010 0000 0000 32bit float */
+, MPG123_ENC_FLOAT_32 = 0x200
+/* 0000 0100 0000 0000 64bit float */
+, MPG123_ENC_FLOAT_64 = 0x400
+/* Any possibly known encoding from the list above. */
+, MPG123_ENC_ANY = ( MPG123_ENC_SIGNED_16 | MPG123_ENC_UNSIGNED_16
+ | MPG123_ENC_UNSIGNED_8 | MPG123_ENC_SIGNED_8
+ | MPG123_ENC_ULAW_8 | MPG123_ENC_ALAW_8
+ | MPG123_ENC_SIGNED_32 | MPG123_ENC_UNSIGNED_32
+ | MPG123_ENC_SIGNED_24 | MPG123_ENC_UNSIGNED_24
+ | MPG123_ENC_FLOAT_32 | MPG123_ENC_FLOAT_64 )
+};
+
+/** Get size of one PCM sample with given encoding.
+ * This is included both in libmpg123 and libout123. Both offer
+ * an API function to provide the macro results from library
+ * compile-time, not that of you application. This most likely
+ * does not matter as I do not expect any fresh PCM sample
+ * encoding to appear. But who knows? Perhaps the encoding type
+ * will be abused for funny things in future, not even plain PCM.
+ * And, by the way: Thomas really likes the ?: operator.
+ * \param enc the encoding (mpg123_enc_enum value)
+ * \return size of one sample in bytes
+ */
+#define MPG123_SAMPLESIZE(enc) ( \
+ (enc) < 1 \
+ ? 0 \
+ : ( (enc) & MPG123_ENC_8 \
+ ? 1 \
+ : ( (enc) & MPG123_ENC_16 \
+ ? 2 \
+ : ( (enc) & MPG123_ENC_24 \
+ ? 3 \
+ : ( ( (enc) & MPG123_ENC_32 \
+ || (enc) == MPG123_ENC_FLOAT_32 ) \
+ ? 4 \
+ : ( (enc) == MPG123_ENC_FLOAT_64 \
+ ? 8 \
+ : 0 \
+) ) ) ) ) )
+
+/** Representation of zero in differing encodings.
+ * This exists to define proper silence in various encodings without
+ * having to link to libsyn123 to do actual conversions at runtime.
+ * You have to handle big/little endian order yourself, though.
+ * This takes the shortcut that any signed encoding has a zero with
+ * all-zero bits. Unsigned linear encodings just have the highest bit set
+ * (2^(n-1) for n bits), while the nonlinear 8-bit ones are special.
+ * \param enc the encoding (mpg123_enc_enum value)
+ * \param siz bytes per sample (return value of MPG123_SAMPLESIZE(enc))
+ * \param off byte (octet) offset counted from LSB
+ * \return unsigned byte value for the designated octet
+ */
+#define MPG123_ZEROSAMPLE(enc, siz, off) ( \
+ (enc) == MPG123_ENC_ULAW_8 \
+ ? (off == 0 ? 0xff : 0x00) \
+ : ( (enc) == MPG123_ENC_ALAW_8 \
+ ? (off == 0 ? 0xd5 : 0x00) \
+ : ( (((enc) & (MPG123_ENC_SIGNED|MPG123_ENC_FLOAT)) || (siz) != ((off)+1)) \
+ ? 0x00 \
+ : 0x80 \
+ ) ) )
+
+/** Structure defining an audio format.
+ * Providing the members as individual function arguments to define a certain
+ * output format is easy enough. This struct makes is more comfortable to deal
+ * with a list of formats.
+ * Negative values for the members might be used to communicate use of default
+ * values.
+ */
+struct mpg123_fmt
+{
+ long rate; /**< sampling rate in Hz */
+ int channels; /**< channel count */
+ /** encoding code, can be single value or bitwise or of members of
+ * mpg123_enc_enum */
+ int encoding;
+};
+
+/* @} */
+
+#endif
+
diff --git a/mpg123.32/include/mpg123.h b/mpg123.32/include/mpg123.h
index 03cf9197..7b0a8495 100644
--- a/mpg123.32/include/mpg123.h
+++ b/mpg123.32/include/mpg123.h
@@ -1,33 +1,53 @@
/*
- libmpg123: MPEG Audio Decoder library (version 1.13.4)
+ libmpg123: MPEG Audio Decoder library (version 1.26.3)
- copyright 1995-2010 by the mpg123 project - free software under the terms of the LGPL 2.1
+ copyright 1995-2015 by the mpg123 project
+ free software under the terms of the LGPL 2.1
see COPYING and AUTHORS files in distribution or http://mpg123.org
*/
#ifndef MPG123_LIB_H
#define MPG123_LIB_H
-/** \file mpg123.h The header file for the libmpg123 MPEG Audio decoder */
+#include <fmt123.h>
-/* A macro to check at compile time which set of API functions to expect.
- This should be incremented at least each time a new symbol is added to the header. */
-#define MPG123_API_VERSION 29
+/** \file mpg123.h The header file for the libmpg123 MPEG Audio decoder */
-/* These aren't actually in use... seems to work without using libtool. */
+/** A macro to check at compile time which set of API functions to expect.
+ * This should be incremented at least each time a new symbol is added
+ * to the header.
+ */
+#define MPG123_API_VERSION 45
+
+#ifndef MPG123_EXPORT
+/** Defines needed for MS Visual Studio(tm) DLL builds.
+ * Every public function must be prefixed with MPG123_EXPORT. When building
+ * the DLL ensure to define BUILD_MPG123_DLL. This makes the function accessible
+ * for clients and includes it in the import library which is created together
+ * with the DLL. When consuming the DLL ensure to define LINK_MPG123_DLL which
+ * imports the functions from the DLL.
+ */
#ifdef BUILD_MPG123_DLL
/* The dll exports. */
-#define EXPORT __declspec(dllexport)
+#define MPG123_EXPORT __declspec(dllexport)
#else
#ifdef LINK_MPG123_DLL
/* The exe imports. */
-#define EXPORT __declspec(dllimport)
+#define MPG123_EXPORT __declspec(dllimport)
#else
/* Nothing on normal/UNIX builds */
-#define EXPORT
+#define MPG123_EXPORT
+#endif
#endif
#endif
+/* This is for Visual Studio, so this header works as distributed in the binary downloads */
+#if defined(_MSC_VER) && !defined(MPG123_DEF_SSIZE_T)
+#define MPG123_DEF_SSIZE_T
+#include <stddef.h>
+typedef ptrdiff_t ssize_t;
+#endif
+
#ifndef MPG123_NO_CONFIGURE /* Enable use of this file without configure. */
#include <stdlib.h>
#include <sys/types.h>
@@ -63,6 +83,7 @@
#endif
#define MPG123_LARGENAME(func) MPG123_MACROCAT(func, MPG123_LARGESUFFIX)
+#define mpg123_open_fixed MPG123_LARGENAME(mpg123_open_fixed)
#define mpg123_open MPG123_LARGENAME(mpg123_open)
#define mpg123_open_fd MPG123_LARGENAME(mpg123_open_fd)
#define mpg123_open_handle MPG123_LARGENAME(mpg123_open_handle)
@@ -79,9 +100,11 @@
#define mpg123_set_index MPG123_LARGENAME(mpg123_set_index)
#define mpg123_position MPG123_LARGENAME(mpg123_position)
#define mpg123_length MPG123_LARGENAME(mpg123_length)
+#define mpg123_framelength MPG123_LARGENAME(mpg123_framelength)
#define mpg123_set_filesize MPG123_LARGENAME(mpg123_set_filesize)
#define mpg123_replace_reader MPG123_LARGENAME(mpg123_replace_reader)
#define mpg123_replace_reader_handle MPG123_LARGENAME(mpg123_replace_reader_handle)
+#define mpg123_framepos MPG123_LARGENAME(mpg123_framepos)
#endif /* largefile hackery */
@@ -109,31 +132,47 @@ struct mpg123_handle_struct;
typedef struct mpg123_handle_struct mpg123_handle;
/** Function to initialise the mpg123 library.
- * This function is not thread-safe. Call it exactly once per process, before any other (possibly threaded) work with the library.
+ * This should be called once in a non-parallel context. It is not explicitly
+ * thread-safe, but repeated/concurrent calls still _should_ be safe as static
+ * tables are filled with the same values anyway.
*
* \return MPG123_OK if successful, otherwise an error number.
*/
-EXPORT int mpg123_init(void);
+MPG123_EXPORT int mpg123_init(void);
-/** Function to close down the mpg123 library.
- * This function is not thread-safe. Call it exactly once per process, before any other (possibly threaded) work with the library. */
-EXPORT void mpg123_exit(void);
+/** Superfluous Function to close down the mpg123 library.
+ * This was created with the thought that there sometime will be cleanup code
+ * to be run after library use. This never materialized. You can forget about
+ * this function and it is only here for old programs that do call it.
+ */
+MPG123_EXPORT void mpg123_exit(void);
/** Create a handle with optional choice of decoder (named by a string, see mpg123_decoders() or mpg123_supported_decoders()).
* and optional retrieval of an error code to feed to mpg123_plain_strerror().
* Optional means: Any of or both the parameters may be NULL.
*
- * \return Non-NULL pointer when successful.
+ * \param decoder optional choice of decoder variant (NULL for default)
+ * \param error optional address to store error codes
+ * \return Non-NULL pointer to fresh handle when successful.
*/
-EXPORT mpg123_handle *mpg123_new(const char* decoder, int *error);
+MPG123_EXPORT mpg123_handle *mpg123_new(const char* decoder, int *error);
-/** Delete handle, mh is either a valid mpg123 handle or NULL. */
-EXPORT void mpg123_delete(mpg123_handle *mh);
+/** Delete handle, mh is either a valid mpg123 handle or NULL.
+ * \param mh handle
+ */
+MPG123_EXPORT void mpg123_delete(mpg123_handle *mh);
+
+/** Free plain memory allocated within libmpg123.
+ * This is for library users that are not sure to use the same underlying
+ * memory allocator as libmpg123. It is just a wrapper over free() in
+ * the underlying C library.
+ */
+MPG123_EXPORT void mpg123_free(void *ptr);
/** Enumeration of the parameters types that it is possible to set/get. */
enum mpg123_parms
{
- MPG123_VERBOSE, /**< set verbosity value for enabling messages to stderr, >= 0 makes sense (integer) */
+ MPG123_VERBOSE = 0, /**< set verbosity value for enabling messages to stderr, >= 0 makes sense (integer) */
MPG123_FLAGS, /**< set all flags, p.ex val = MPG123_GAPLESS|MPG123_MONO_MIX (integer) */
MPG123_ADD_FLAGS, /**< add some flags (integer) */
MPG123_FORCE_RATE, /**< when value > 0, force output rate to that value (integer) */
@@ -143,13 +182,21 @@ enum mpg123_parms
MPG123_UPSPEED, /**< play every Nth frame (integer) */
MPG123_START_FRAME, /**< start with this frame (skip frames before that, integer) */
MPG123_DECODE_FRAMES, /**< decode only this number of frames (integer) */
- MPG123_ICY_INTERVAL, /**< stream contains ICY metadata with this interval (integer) */
+ MPG123_ICY_INTERVAL, /**< Stream contains ICY metadata with this interval (integer).
+ Make sure to set this _before_ opening a stream.*/
MPG123_OUTSCALE, /**< the scale for output samples (amplitude - integer or float according to mpg123 output format, normally integer) */
MPG123_TIMEOUT, /**< timeout for reading from a stream (not supported on win32, integer) */
MPG123_REMOVE_FLAGS, /**< remove some flags (inverse of MPG123_ADD_FLAGS, integer) */
- MPG123_RESYNC_LIMIT, /**< Try resync on frame parsing for that many bytes or until end of stream (<0 ... integer). */
+ MPG123_RESYNC_LIMIT, /**< Try resync on frame parsing for that many bytes or until end of stream (<0 ... integer). This can enlarge the limit for skipping junk on beginning, too (but not reduce it). */
MPG123_INDEX_SIZE /**< Set the frame index size (if supported). Values <0 mean that the index is allowed to grow dynamically in these steps (in positive direction, of course) -- Use this when you really want a full index with every individual frame. */
,MPG123_PREFRAMES /**< Decode/ignore that many frames in advance for layer 3. This is needed to fill bit reservoir after seeking, for example (but also at least one frame in advance is needed to have all "normal" data for layer 3). Give a positive integer value, please.*/
+ ,MPG123_FEEDPOOL /**< For feeder mode, keep that many buffers in a pool to avoid frequent malloc/free. The pool is allocated on mpg123_open_feed(). If you change this parameter afterwards, you can trigger growth and shrinkage during decoding. The default value could change any time. If you care about this, then set it. (integer) */
+ ,MPG123_FEEDBUFFER /**< Minimal size of one internal feeder buffer, again, the default value is subject to change. (integer) */
+ ,MPG123_FREEFORMAT_SIZE /**< Tell the parser a free-format frame size to
+ * avoid read-ahead to get it. A value of -1 (default) means that the parser
+ * will determine it. The parameter value is applied during decoder setup
+ * for a freshly opened stream only.
+ */
};
/** Flag bits for MPG123_FLAGS, use the usual binary or to combine. */
@@ -170,6 +217,47 @@ enum mpg123_param_flags
,MPG123_PLAIN_ID3TEXT = 0x800 /**< 100000000000 Do not translate ID3 text data to UTF-8. ID3 strings will contain the raw text data, with the first byte containing the ID3 encoding code. */
,MPG123_IGNORE_STREAMLENGTH = 0x1000 /**< 1000000000000 Ignore any stream length information contained in the stream, which can be contained in a 'TLEN' frame of an ID3v2 tag or a Xing tag */
,MPG123_SKIP_ID3V2 = 0x2000 /**< 10 0000 0000 0000 Do not parse ID3v2 tags, just skip them. */
+ ,MPG123_IGNORE_INFOFRAME = 0x4000 /**< 100 0000 0000 0000 Do not parse the LAME/Xing info frame, treat it as normal MPEG data. */
+ ,MPG123_AUTO_RESAMPLE = 0x8000 /**< 1000 0000 0000 0000 Allow automatic internal resampling of any kind (default on if supported). Especially when going lowlevel with replacing output buffer, you might want to unset this flag. Setting MPG123_DOWNSAMPLE or MPG123_FORCE_RATE will override this. */
+ ,MPG123_PICTURE = 0x10000 /**< 17th bit: Enable storage of pictures from tags (ID3v2 APIC). */
+ ,MPG123_NO_PEEK_END = 0x20000 /**< 18th bit: Do not seek to the end of
+ * the stream in order to probe
+ * the stream length and search for the id3v1 field. This also means
+ * the file size is unknown unless set using mpg123_set_filesize() and
+ * the stream is assumed as non-seekable unless overridden.
+ */
+ ,MPG123_FORCE_SEEKABLE = 0x40000 /**< 19th bit: Force the stream to be seekable. */
+ ,MPG123_STORE_RAW_ID3 = 0x80000 /**< store raw ID3 data (even if skipping) */
+ ,MPG123_FORCE_ENDIAN = 0x100000 /**< Enforce endianess of output samples.
+ * This is not reflected in the format codes. If this flag is set along with
+ * MPG123_BIG_ENDIAN, MPG123_ENC_SIGNED16 means s16be, without
+ * MPG123_BIG_ENDIAN, it means s16le. Normal operation without
+ * MPG123_FORCE_ENDIAN produces output in native byte order.
+ */
+ ,MPG123_BIG_ENDIAN = 0x200000 /**< Choose big endian instead of little. */
+ ,MPG123_NO_READAHEAD = 0x400000 /**< Disable read-ahead in parser. If
+ * you know you provide full frames to the feeder API, this enables
+ * decoder output from the first one on, instead of having to wait for
+ * the next frame to confirm that the stream is healthy. It also disables
+ * free format support unless you provide a frame size using
+ * MPG123_FREEFORMAT_SIZE.
+ */
+ ,MPG123_FLOAT_FALLBACK = 0x800000 /**< Consider floating point output encoding only after
+ * trying other (possibly downsampled) rates and encodings first. This is to
+ * support efficient playback where floating point output is only configured for
+ * an external resampler, bypassing that resampler when the desired rate can
+ * be produced directly. This is enabled by default to be closer to older versions
+ * of libmpg123 which did not enable float automatically at all. If disabled,
+ * float is considered after the 16 bit default and higher-bit integer encodings
+ * for any rate. */
+ ,MPG123_NO_FRANKENSTEIN = 0x1000000 /**< Disable support for Frankenstein streams
+ * (different MPEG streams stiched together). Do not accept serious change of MPEG
+ * header inside a single stream. With this flag, the audio output format cannot
+ * change during decoding unless you open a new stream. This also stops decoding
+ * after an announced end of stream (Info header contained a number of frames
+ * and this number has been reached). This makes your MP3 files behave more like
+ * ordinary media files with defined structure, rather than stream dumps with
+ * some sugar. */
};
/** choices for MPG123_RVA */
@@ -181,15 +269,27 @@ enum mpg123_param_rva
,MPG123_RVA_MAX = MPG123_RVA_ALBUM /**< The maximum RVA code, may increase in future. */
};
-/* TODO: Assess the possibilities and troubles of changing parameters during playback. */
-
/** Set a specific parameter, for a specific mpg123_handle, using a parameter
- * type key chosen from the mpg123_parms enumeration, to the specified value. */
-EXPORT int mpg123_param(mpg123_handle *mh, enum mpg123_parms type, long value, double fvalue);
+ * type key chosen from the mpg123_parms enumeration, to the specified value.
+ * \param mh handle
+ * \param type parameter choice
+ * \param value integer value
+ * \param fvalue floating point value
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_param( mpg123_handle *mh
+, enum mpg123_parms type, long value, double fvalue );
/** Get a specific parameter, for a specific mpg123_handle.
- * See the mpg123_parms enumeration for a list of available parameters. */
-EXPORT int mpg123_getparam(mpg123_handle *mh, enum mpg123_parms type, long *val, double *fval);
+ * See the mpg123_parms enumeration for a list of available parameters.
+ * \param mh handle
+ * \param type parameter choice
+ * \param value integer value return address
+ * \param fvalue floating point value return address
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_getparam( mpg123_handle *mh
+, enum mpg123_parms type, long *value, double *fvalue );
/** Feature set available for query with mpg123_feature. */
enum mpg123_feature_set
@@ -208,10 +308,28 @@ enum mpg123_feature_set
,MPG123_FEATURE_DECODE_NTOM /**< flexible rate decoding */
,MPG123_FEATURE_PARSE_ICY /**< ICY support */
,MPG123_FEATURE_TIMEOUT_READ /**< Reader with timeout (network). */
+ ,MPG123_FEATURE_EQUALIZER /**< tunable equalizer */
+ ,MPG123_FEATURE_MOREINFO /**< more info extraction (for frame analyzer) */
+ ,MPG123_FEATURE_OUTPUT_FLOAT32 /**< 32 bit float output */
+ ,MPG123_FEATURE_OUTPUT_FLOAT64 /**< 64 bit float output (usually never) */
};
-/** Query libmpg123 feature, 1 for success, 0 for unimplemented functions. */
-EXPORT int mpg123_feature(const enum mpg123_feature_set key);
+/** Query libmpg123 features.
+ * \param key feature selection
+ * \return 1 for success, 0 for unimplemented functions
+ */
+MPG123_EXPORT int mpg123_feature(const enum mpg123_feature_set key);
+
+/** Query libmpg123 features with better ABI compatibility
+ *
+ * This is the same as mpg123_feature(), but this time not using
+ * the enum as argument. Compilers don't have to agree on the size of
+ * enums and hence they are not safe in public API.
+ *
+ * \param key feature selection
+ * \return 1 for success, 0 for unimplemented functions
+ */
+MPG123_EXPORT int mpg123_feature2(int key);
/* @} */
@@ -221,9 +339,28 @@ EXPORT int mpg123_feature(const enum mpg123_feature_set key);
* Functions to get text version of the error numbers and an enumeration
* of the error codes returned by libmpg123.
*
- * Most functions operating on a mpg123_handle simply return MPG123_OK on success and MPG123_ERR on failure (setting the internal error variable of the handle to the specific error code).
- * Decoding/seek functions may also return message codes MPG123_DONE, MPG123_NEW_FORMAT and MPG123_NEED_MORE (please read up on these on how to react!).
- * The positive range of return values is used for "useful" values when appropriate.
+ * Most functions operating on a mpg123_handle simply return MPG123_OK (0)
+ * on success and MPG123_ERR (-1) on failure, setting the internal error
+ * variable of the handle to the specific error code. If there was not a valid
+ * (non-NULL) handle provided to a function operating on one, MPG123_BAD_HANDLE
+ * may be returned if this can not be confused with a valid positive return
+ * value.
+ * Meaning: A function expected to return positive integers on success will
+ * always indicate error or a special condition by returning a negative one.
+ *
+ * Decoding/seek functions may also return message codes MPG123_DONE,
+ * MPG123_NEW_FORMAT and MPG123_NEED_MORE (all negative, see below on how to
+ * react). Note that calls to those can be nested, so generally watch out
+ * for these codes after initial handle setup.
+ * Especially any function that needs information about the current stream
+ * to work will try to at least parse the beginning if that did not happen
+ * yet.
+ *
+ * On a function that is supposed to return MPG123_OK on success and
+ * MPG123_ERR on failure, make sure you check for != MPG123_OK, not
+ * == MPG123_ERR, as the error code could get more specific in future,
+ * or there is just a special message from a decoding routine as indicated
+ * above.
*
* @{
*/
@@ -278,19 +415,29 @@ enum mpg123_errors
,MPG123_LSEEK_FAILED /**< Low-level seek failed. */
,MPG123_BAD_CUSTOM_IO /**< Custom I/O not prepared. */
,MPG123_LFS_OVERFLOW /**< Offset value overflow during translation of large file API calls -- your client program cannot handle that large file. */
+ ,MPG123_INT_OVERFLOW /**< Some integer overflow. */
};
-/** Return a string describing that error errcode means. */
-EXPORT const char* mpg123_plain_strerror(int errcode);
+/** Look up error strings given integer code.
+ * \param errcode integer error code
+ * \return string describing what that error error code means
+ */
+MPG123_EXPORT const char* mpg123_plain_strerror(int errcode);
/** Give string describing what error has occured in the context of handle mh.
* When a function operating on an mpg123 handle returns MPG123_ERR, you should check for the actual reason via
* char *errmsg = mpg123_strerror(mh)
- * This function will catch mh == NULL and return the message for MPG123_BAD_HANDLE. */
-EXPORT const char* mpg123_strerror(mpg123_handle *mh);
+ * This function will catch mh == NULL and return the message for MPG123_BAD_HANDLE.
+ * \param mh handle
+ * \return error message
+ */
+MPG123_EXPORT const char* mpg123_strerror(mpg123_handle *mh);
-/** Return the plain errcode intead of a string. */
-EXPORT int mpg123_errcode(mpg123_handle *mh);
+/** Return the plain errcode intead of a string.
+ * \param mh handle
+ * \return error code recorded in handle or MPG123_BAD_HANDLE
+ */
+MPG123_EXPORT int mpg123_errcode(mpg123_handle *mh);
/*@}*/
@@ -303,21 +450,33 @@ EXPORT int mpg123_errcode(mpg123_handle *mh);
* @{
*/
-/** Return a NULL-terminated array of generally available decoder names (plain 8bit ASCII). */
-EXPORT const char **mpg123_decoders(void);
-
-/** Return a NULL-terminated array of the decoders supported by the CPU (plain 8bit ASCII). */
-EXPORT const char **mpg123_supported_decoders(void);
+/** Get available decoder list.
+ * \return NULL-terminated array of generally available decoder names (plain 8bit ASCII)
+ */
+MPG123_EXPORT const char **mpg123_decoders(void);
-/** Set the chosen decoder to 'decoder_name' */
-EXPORT int mpg123_decoder(mpg123_handle *mh, const char* decoder_name);
+/** Get supported decoder list.
+ * \return NULL-terminated array of the decoders supported by the CPU (plain 8bit ASCII)
+ */
+MPG123_EXPORT const char **mpg123_supported_decoders(void);
-/** Get the currently active decoder engine name.
- The active decoder engine can vary depening on output constraints,
- mostly non-resampling, integer output is accelerated via 3DNow & Co. but for other modes a fallback engine kicks in.
- Note that this can return a decoder that is ony active in the hidden and not available as decoder choice from the outside.
- \return The decoder name or NULL on error. */
-EXPORT const char* mpg123_current_decoder(mpg123_handle *mh);
+/** Set the active decoder.
+ * \param mh handle
+ * \param decoder_name name of decoder
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_decoder(mpg123_handle *mh, const char* decoder_name);
+
+/** Get the currently active decoder name.
+ * The active decoder engine can vary depening on output constraints,
+ * mostly non-resampling, integer output is accelerated via 3DNow & Co. but for
+ * other modes a fallback engine kicks in.
+ * Note that this can return a decoder that is only active in the hidden and not
+ * available as decoder choice from the outside.
+ * \param mh handle
+ * \return The decoder name or NULL on error.
+ */
+MPG123_EXPORT const char* mpg123_current_decoder(mpg123_handle *mh);
/*@}*/
@@ -326,100 +485,124 @@ EXPORT const char* mpg123_current_decoder(mpg123_handle *mh);
*
* Functions to get and select the format of the decoded audio.
*
- * @{
- */
-
-/** An enum over all sample types possibly known to mpg123.
- * The values are designed as bit flags to allow bitmasking for encoding families.
+ * Before you dive in, please be warned that you might get confused by this.
+ * This seems to happen a lot, therefore I am trying to explain in advance.
+ * If you do feel confused and just want to decode your normal MPEG audio files that
+ * don't alter properties in the middle, just use mpg123_open_fixed() with a fixed encoding
+ * and channel count and forget about a matrix of audio formats. If you want to get funky,
+ * read ahead ...
+ *
+ * The mpg123 library decides what output format to use when encountering the first frame in a stream, or actually any frame that is still valid but differs from the frames before in the prompted output format. At such a deciding point, an internal table of allowed encodings, sampling rates and channel setups is consulted. According to this table, an output format is chosen and the decoding engine set up accordingly (including optimized routines for different output formats). This might seem unusual but it just follows from the non-existence of "MPEG audio files" with defined overall properties. There are streams, streams are concatenations of (semi) independent frames. We store streams on disk and call them "MPEG audio files", but that does not change their nature as the decoder is concerned (the LAME/Xing header for gapless decoding makes things interesting again).
+ *
+ * To get to the point: What you do with mpg123_format() and friends is to fill the internal table of allowed formats before it is used. That includes removing support for some formats or adding your forced sample rate (see MPG123_FORCE_RATE) that will be used with the crude internal resampler. Also keep in mind that the sample encoding is just a question of choice -- the MPEG frames do only indicate their native sampling rate and channel count. If you want to decode to integer or float samples, 8 or 16 bit ... that is your decision. In a "clean" world, libmpg123 would always decode to 32 bit float and let you handle any sample conversion. But there are optimized routines that work faster by directly decoding to the desired encoding / accuracy. We prefer efficiency over conceptual tidyness.
*
- * Note that (your build of) libmpg123 does not necessarily support all these.
- * Usually, you can expect the 8bit encodings and signed 16 bit.
- * Also 32bit float will be usual beginning with mpg123-1.7.0 .
- * What you should bear in mind is that (SSE, etc) optimized routines may be absent
- * for some formats. We do have SSE for 16, 32 bit and float, though.
- * 24 bit integer is done via postprocessing of 32 bit output -- just cutting
- * the last byte, no rounding, even. If you want better, do it yourself.
+ * People often start out thinking that mpg123_format() should change the actual decoding format on the fly. That is wrong. It only has effect on the next natural change of output format, when libmpg123 will consult its format table again. To make life easier, you might want to call mpg123_format_none() before any thing else and then just allow one desired encoding and a limited set of sample rates / channel choices that you actually intend to deal with. You can force libmpg123 to decode everything to 44100 KHz, stereo, 16 bit integer ... it will duplicate mono channels and even do resampling if needed (unless that feature is disabled in the build, same with some encodings). But I have to stress that the resampling of libmpg123 is very crude and doesn't even contain any kind of "proper" interpolation.
*
- * All formats are in native byte order. If you need different endinaness, you
- * can simply postprocess the output buffers (libmpg123 wouldn't do anything else).
- * mpg123_encsize() can be helpful there.
+ * In any case, watch out for MPG123_NEW_FORMAT as return message from decoding routines and call mpg123_getformat() to get the currently active output format.
+ *
+ * @{
*/
-enum mpg123_enc_enum
-{
- MPG123_ENC_8 = 0x00f /**< 0000 0000 1111 Some 8 bit integer encoding. */
- ,MPG123_ENC_16 = 0x040 /**< 0000 0100 0000 Some 16 bit integer encoding. */
- ,MPG123_ENC_24 = 0x4000 /**< 0100 0000 0000 0000 Some 24 bit integer encoding. */
- ,MPG123_ENC_32 = 0x100 /**< 0001 0000 0000 Some 32 bit integer encoding. */
- ,MPG123_ENC_SIGNED = 0x080 /**< 0000 1000 0000 Some signed integer encoding. */
- ,MPG123_ENC_FLOAT = 0xe00 /**< 1110 0000 0000 Some float encoding. */
- ,MPG123_ENC_SIGNED_16 = (MPG123_ENC_16|MPG123_ENC_SIGNED|0x10) /**< 1101 0000 signed 16 bit */
- ,MPG123_ENC_UNSIGNED_16 = (MPG123_ENC_16|0x20) /**< 0110 0000 unsigned 16 bit */
- ,MPG123_ENC_UNSIGNED_8 = 0x01 /**< 0000 0001 unsigned 8 bit */
- ,MPG123_ENC_SIGNED_8 = (MPG123_ENC_SIGNED|0x02) /**< 1000 0010 signed 8 bit */
- ,MPG123_ENC_ULAW_8 = 0x04 /**< 0000 0100 ulaw 8 bit */
- ,MPG123_ENC_ALAW_8 = 0x08 /**< 0000 1000 alaw 8 bit */
- ,MPG123_ENC_SIGNED_32 = MPG123_ENC_32|MPG123_ENC_SIGNED|0x1000 /**< 0001 0001 1000 0000 signed 32 bit */
- ,MPG123_ENC_UNSIGNED_32 = MPG123_ENC_32|0x2000 /**< 0010 0001 0000 0000 unsigned 32 bit */
- ,MPG123_ENC_SIGNED_24 = MPG123_ENC_24|MPG123_ENC_SIGNED|0x1000 /**< 0101 0000 1000 0000 signed 24 bit */
- ,MPG123_ENC_UNSIGNED_24 = MPG123_ENC_24|0x2000 /**< 0110 0000 0000 0000 unsigned 24 bit */
- ,MPG123_ENC_FLOAT_32 = 0x200 /**< 0010 0000 0000 32bit float */
- ,MPG123_ENC_FLOAT_64 = 0x400 /**< 0100 0000 0000 64bit float */
- ,MPG123_ENC_ANY = ( MPG123_ENC_SIGNED_16 | MPG123_ENC_UNSIGNED_16 | MPG123_ENC_UNSIGNED_8
- | MPG123_ENC_SIGNED_8 | MPG123_ENC_ULAW_8 | MPG123_ENC_ALAW_8
- | MPG123_ENC_SIGNED_32 | MPG123_ENC_UNSIGNED_32
- | MPG123_ENC_SIGNED_24 | MPG123_ENC_UNSIGNED_24
- | MPG123_ENC_FLOAT_32 | MPG123_ENC_FLOAT_64 ) /**< Any encoding on the list. */
-};
/** They can be combined into one number (3) to indicate mono and stereo... */
enum mpg123_channelcount
{
- MPG123_MONO = 1
- ,MPG123_STEREO = 2
+ MPG123_MONO = 1 /**< mono */
+ ,MPG123_STEREO = 2 /**< stereo */
};
/** An array of supported standard sample rates
* These are possible native sample rates of MPEG audio files.
- * You can still force mpg123 to resample to a different one, but by default you will only get audio in one of these samplings.
+ * You can still force mpg123 to resample to a different one, but by
+ * default you will only get audio in one of these samplings.
+ * This list is in ascending order.
* \param list Store a pointer to the sample rates array there.
* \param number Store the number of sample rates there. */
-EXPORT void mpg123_rates(const long **list, size_t *number);
+MPG123_EXPORT void mpg123_rates(const long **list, size_t *number);
/** An array of supported audio encodings.
* An audio encoding is one of the fully qualified members of mpg123_enc_enum (MPG123_ENC_SIGNED_16, not MPG123_SIGNED).
* \param list Store a pointer to the encodings array there.
* \param number Store the number of encodings there. */
-EXPORT void mpg123_encodings(const int **list, size_t *number);
+MPG123_EXPORT void mpg123_encodings(const int **list, size_t *number);
/** Return the size (in bytes) of one mono sample of the named encoding.
* \param encoding The encoding value to analyze.
* \return positive size of encoding in bytes, 0 on invalid encoding. */
-EXPORT int mpg123_encsize(int encoding);
+MPG123_EXPORT int mpg123_encsize(int encoding);
/** Configure a mpg123 handle to accept no output format at all,
- * use before specifying supported formats with mpg123_format */
-EXPORT int mpg123_format_none(mpg123_handle *mh);
+ * use before specifying supported formats with mpg123_format
+ * \param mh handle
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_format_none(mpg123_handle *mh);
/** Configure mpg123 handle to accept all formats
- * (also any custom rate you may set) -- this is default. */
-EXPORT int mpg123_format_all(mpg123_handle *mh);
+ * (also any custom rate you may set) -- this is default.
+ * \param mh handle
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_format_all(mpg123_handle *mh);
/** Set the audio format support of a mpg123_handle in detail:
- * \param mh audio decoder handle
+ * \param mh handle
* \param rate The sample rate value (in Hertz).
* \param channels A combination of MPG123_STEREO and MPG123_MONO.
* \param encodings A combination of accepted encodings for rate and channels, p.ex MPG123_ENC_SIGNED16 | MPG123_ENC_ULAW_8 (or 0 for no support). Please note that some encodings may not be supported in the library build and thus will be ignored here.
* \return MPG123_OK on success, MPG123_ERR if there was an error. */
-EXPORT int mpg123_format(mpg123_handle *mh, long rate, int channels, int encodings);
+MPG123_EXPORT int mpg123_format( mpg123_handle *mh
+, long rate, int channels, int encodings );
+
+/** Set the audio format support of a mpg123_handle in detail:
+ * \param mh handle
+ * \param rate The sample rate value (in Hertz). Special value 0 means
+ * all rates (the reason for this variant of mpg123_format()).
+ * \param channels A combination of MPG123_STEREO and MPG123_MONO.
+ * \param encodings A combination of accepted encodings for rate and channels,
+ * p.ex MPG123_ENC_SIGNED16 | MPG123_ENC_ULAW_8 (or 0 for no support).
+ * Please note that some encodings may not be supported in the library build
+ * and thus will be ignored here.
+ * \return MPG123_OK on success, MPG123_ERR if there was an error. */
+MPG123_EXPORT int mpg123_format2( mpg123_handle *mh
+, long rate, int channels, int encodings );
/** Check to see if a specific format at a specific rate is supported
* by mpg123_handle.
+ * \param mh handle
+ * \param rate sampling rate
+ * \param encoding encoding
* \return 0 for no support (that includes invalid parameters), MPG123_STEREO,
* MPG123_MONO or MPG123_STEREO|MPG123_MONO. */
-EXPORT int mpg123_format_support(mpg123_handle *mh, long rate, int encoding);
-
-/** Get the current output format written to the addresses givenr. */
-EXPORT int mpg123_getformat(mpg123_handle *mh, long *rate, int *channels, int *encoding);
+MPG123_EXPORT int mpg123_format_support( mpg123_handle *mh
+, long rate, int encoding );
+
+/** Get the current output format written to the addresses given.
+ * If the stream is freshly loaded, this will try to parse enough
+ * of it to give you the format to come. This clears the flag that
+ * would otherwise make the first decoding call return
+ * MPG123_NEW_FORMAT.
+ * \param mh handle
+ * \param rate sampling rate return address
+ * \param channels channel count return address
+ * \param encoding encoding return address
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_getformat( mpg123_handle *mh
+, long *rate, int *channels, int *encoding );
+
+/** Get the current output format written to the addresses given.
+ * This differs from plain mpg123_getformat() in that you can choose
+ * _not_ to clear the flag that would trigger the next decoding call
+ * to return MPG123_NEW_FORMAT in case of a new format arriving.
+ * \param mh handle
+ * \param rate sampling rate return address
+ * \param channels channel count return address
+ * \param encoding encoding return address
+ * \param clear_flag if true, clear internal format flag
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_getformat2( mpg123_handle *mh
+, long *rate, int *channels, int *encoding, int clear_flag );
/*@}*/
@@ -431,47 +614,116 @@ EXPORT int mpg123_getformat(mpg123_handle *mh, long *rate, int *channels, int *e
* @{
*/
-/* reading samples / triggering decoding, possible return values: */
-/** Enumeration of the error codes returned by libmpg123 functions. */
+/** Open a simple MPEG file with fixed properties.
+ *
+ * This function shall simplify the common use case of a plain MPEG
+ * file on disk that you want to decode, with one fixed sample
+ * rate and channel count, and usually a length defined by a Lame/Info/Xing
+ * tag. It will:
+ *
+ * - set the MPG123_NO_FRANKENSTEIN flag
+ * - set up format support according to given parameters,
+ * - open the file,
+ * - query audio format,
+ * - fix the audio format support table to ensure the format stays the same,
+ * - call mpg123_scan() if there is no header frame to tell the track length.
+ *
+ * From that on, you can call mpg123_getformat() for querying the sample
+ * rate (and channel count in case you allowed both) and mpg123_length()
+ * to get a pretty safe number for the duration.
+ * Only the sample rate is left open as that indeed is a fixed property of
+ * MPEG files. You could set MPG123_FORCE_RATE beforehand, but that may trigger
+ * low-quality resampling in the decoder, only do so if in dire need.
+ * The library will convert mono files to stereo for you, and vice versa.
+ * If any constraint cannot be satisified (most likely because of a non-default
+ * build of libmpg123), you get MPG123_ERR returned and can query the detailed
+ * cause from the handle. Only on MPG123_OK there will an open file that you
+ * then close using mpg123_close(), or implicitly on mpg123_delete() or the next
+ * call to open another file.
+ *
+ * So, for your usual CD rip collection, you could use
+ *
+ * mpg123_open_fixed(mh, path, MPG123_STEREO, MPG123_ENC_SIGNED_16)
+ *
+ * and be happy calling mpg123_getformat() to verify 44100 Hz rate, then just
+ * playing away with mpg123_read(). The occasional mono file, or MP2 file,
+ * will also be decoded without you really noticing. Just the speed could be
+ * wrong if you do not care about sample rate at all.
+ * \param mh handle
+ * \param path filesystem path
+ * \param channels allowed channel count, either 1 (MPG123_MONO) or
+ * 2 (MPG123_STEREO), or bitwise or of them, but then you're halfway back to
+ * calling mpg123_format() again;-)
+ * \param encoding a definite encoding from enum mpg123_enc_enum
+ * or a bitmask like for mpg123_format(), defeating the purpose somewhat
+ */
+MPG123_EXPORT int mpg123_open_fixed(mpg123_handle *mh, const char *path
+, int channels, int encoding);
/** Open and prepare to decode the specified file by filesystem path.
* This does not open HTTP urls; libmpg123 contains no networking code.
* If you want to decode internet streams, use mpg123_open_fd() or mpg123_open_feed().
+ * \param mh handle
+ * \param path filesystem path
+ * \return MPG123_OK on success
*/
-EXPORT int mpg123_open(mpg123_handle *mh, const char *path);
+MPG123_EXPORT int mpg123_open(mpg123_handle *mh, const char *path);
/** Use an already opened file descriptor as the bitstream input
* mpg123_close() will _not_ close the file descriptor.
+ * \param mh handle
+ * \param fd file descriptor
+ * \return MPG123_OK on success
*/
-EXPORT int mpg123_open_fd(mpg123_handle *mh, int fd);
+MPG123_EXPORT int mpg123_open_fd(mpg123_handle *mh, int fd);
/** Use an opaque handle as bitstream input. This works only with the
* replaced I/O from mpg123_replace_reader_handle()!
* mpg123_close() will call the cleanup callback for your handle (if you gave one).
+ * \param mh handle
+ * \param iohandle your handle
+ * \return MPG123_OK on success
*/
-EXPORT int mpg123_open_handle(mpg123_handle *mh, void *iohandle);
+MPG123_EXPORT int mpg123_open_handle(mpg123_handle *mh, void *iohandle);
/** Open a new bitstream and prepare for direct feeding
* This works together with mpg123_decode(); you are responsible for reading and feeding the input bitstream.
+ * Also, you are expected to handle ICY metadata extraction yourself. This
+ * input method does not handle MPG123_ICY_INTERVAL. It does parse ID3 frames, though.
+ * \param mh handle
+ * \return MPG123_OK on success
*/
-EXPORT int mpg123_open_feed(mpg123_handle *mh);
+MPG123_EXPORT int mpg123_open_feed(mpg123_handle *mh);
-/** Closes the source, if libmpg123 opened it. */
-EXPORT int mpg123_close(mpg123_handle *mh);
+/** Closes the source, if libmpg123 opened it.
+ * \param mh handle
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_close(mpg123_handle *mh);
/** Read from stream and decode up to outmemsize bytes.
+ *
+ * Note: The type of outmemory changed to a void pointer in mpg123 1.26.0
+ * (API version 45).
+ *
+ * \param mh handle
* \param outmemory address of output buffer to write to
* \param outmemsize maximum number of bytes to write
* \param done address to store the number of actually decoded bytes to
- * \return error/message code (watch out for MPG123_DONE and friends!) */
-EXPORT int mpg123_read(mpg123_handle *mh, unsigned char *outmemory, size_t outmemsize, size_t *done);
+ * \return MPG123_OK or error/message code
+ */
+MPG123_EXPORT int mpg123_read(mpg123_handle *mh
+, void *outmemory, size_t outmemsize, size_t *done );
/** Feed data for a stream that has been opened with mpg123_open_feed().
* It's give and take: You provide the bytestream, mpg123 gives you the decoded samples.
+ * \param mh handle
* \param in input buffer
* \param size number of input bytes
- * \return error/message code. */
-EXPORT int mpg123_feed(mpg123_handle *mh, const unsigned char *in, size_t size);
+ * \return MPG123_OK or error/message code.
+ */
+MPG123_EXPORT int mpg123_feed( mpg123_handle *mh
+, const unsigned char *in, size_t size );
/** Decode MPEG Audio from inmemory to outmemory.
* This is very close to a drop-in replacement for old mpglib.
@@ -480,6 +732,11 @@ EXPORT int mpg123_feed(mpg123_handle *mh, const unsigned char *in, size_t size);
* without taking decoded data.
* Think of this function being the union of mpg123_read() and mpg123_feed() (which it actually is, sort of;-).
* You can actually always decide if you want those specialized functions in separate steps or one call this one here.
+ *
+ * Note: The type of outmemory changed to a void pointer in mpg123 1.26.0
+ * (API version 45).
+ *
+ * \param mh handle
* \param inmemory input buffer
* \param inmemsize number of input bytes
* \param outmemory output buffer
@@ -487,30 +744,67 @@ EXPORT int mpg123_feed(mpg123_handle *mh, const unsigned char *in, size_t size);
* \param done address to store the number of actually decoded bytes to
* \return error/message code (watch out especially for MPG123_NEED_MORE)
*/
-EXPORT int mpg123_decode(mpg123_handle *mh, const unsigned char *inmemory, size_t inmemsize, unsigned char *outmemory, size_t outmemsize, size_t *done);
+MPG123_EXPORT int mpg123_decode( mpg123_handle *mh
+, const unsigned char *inmemory, size_t inmemsize
+, void *outmemory, size_t outmemsize, size_t *done );
/** Decode next MPEG frame to internal buffer
* or read a frame and return after setting a new format.
+ * \param mh handle
* \param num current frame offset gets stored there
* \param audio This pointer is set to the internal buffer to read the decoded audio from.
* \param bytes number of output bytes ready in the buffer
+ * \return MPG123_OK or error/message code
*/
-EXPORT int mpg123_decode_frame(mpg123_handle *mh, off_t *num, unsigned char **audio, size_t *bytes);
+MPG123_EXPORT int mpg123_decode_frame( mpg123_handle *mh
+, off_t *num, unsigned char **audio, size_t *bytes );
/** Decode current MPEG frame to internal buffer.
* Warning: This is experimental API that might change in future releases!
* Please watch mpg123 development closely when using it.
+ * \param mh handle
* \param num last frame offset gets stored there
* \param audio this pointer is set to the internal buffer to read the decoded audio from.
* \param bytes number of output bytes ready in the buffer
+ * \return MPG123_OK or error/message code
*/
-EXPORT int mpg123_framebyframe_decode(mpg123_handle *mh, off_t *num, unsigned char **audio, size_t *bytes);
+MPG123_EXPORT int mpg123_framebyframe_decode( mpg123_handle *mh
+, off_t *num, unsigned char **audio, size_t *bytes );
/** Find, read and parse the next mp3 frame
* Warning: This is experimental API that might change in future releases!
* Please watch mpg123 development closely when using it.
+ * \param mh handle
+ * \return MPG123_OK or error/message code
+ */
+MPG123_EXPORT int mpg123_framebyframe_next(mpg123_handle *mh);
+
+/** Get access to the raw input data for the last parsed frame.
+ * This gives you a direct look (and write access) to the frame body data.
+ * Together with the raw header, you can reconstruct the whole raw MPEG stream without junk and meta data, or play games by actually modifying the frame body data before decoding this frame (mpg123_framebyframe_decode()).
+ * A more sane use would be to use this for CRC checking (see mpg123_info() and MPG123_CRC), the first two bytes of the body make up the CRC16 checksum, if present.
+ * You can provide NULL for a parameter pointer when you are not interested in the value.
+ *
+ * \param mh handle
+ * \param header the 4-byte MPEG header
+ * \param bodydata pointer to the frame body stored in the handle (without the header)
+ * \param bodybytes size of frame body in bytes (without the header)
+ * \return MPG123_OK if there was a yet un-decoded frame to get the
+ * data from, MPG123_BAD_HANDLE or MPG123_ERR otherwise (without further
+ * explanation, the error state of the mpg123_handle is not modified by
+ * this function).
+ */
+MPG123_EXPORT int mpg123_framedata( mpg123_handle *mh
+, unsigned long *header, unsigned char **bodydata, size_t *bodybytes );
+
+/** Get the input position (byte offset in stream) of the last parsed frame.
+ * This can be used for external seek index building, for example.
+ * It just returns the internally stored offset, regardless of validity --
+ * you ensure that a valid frame has been parsed before!
+ * \param mh handle
+ * \return byte offset in stream
*/
-EXPORT int mpg123_framebyframe_next(mpg123_handle *mh);
+MPG123_EXPORT off_t mpg123_framepos(mpg123_handle *mh);
/*@}*/
@@ -530,65 +824,97 @@ EXPORT int mpg123_framebyframe_next(mpg123_handle *mh);
* Also, really sample-accurate seeking (meaning that you get the identical sample value after seeking compared to plain decoding up to the position) is only guaranteed when you do not mess with the position code by using MPG123_UPSPEED, MPG123_DOWNSPEED or MPG123_START_FRAME. The first two mainly should cause trouble with NtoM resampling, but in any case with these options in effect, you have to keep in mind that the sample offset is not the same as counting the samples you get from decoding since mpg123 counts the skipped samples, too (or the samples played twice only once)!
* Short: When you care about the sample position, don't mess with those parameters;-)
* Also, seeking is not guaranteed to work for all streams (underlying stream may not support it).
+ * And yet another caveat: If the stream is concatenated out of differing pieces (Frankenstein stream), seeking may suffer, too.
*
* @{
*/
/** Returns the current position in samples.
- * On the next read, you'd get that sample. */
-EXPORT off_t mpg123_tell(mpg123_handle *mh);
-
-/** Returns the frame number that the next read will give you data from. */
-EXPORT off_t mpg123_tellframe(mpg123_handle *mh);
+ * On the next successful read, you'd get that sample.
+ * \param mh handle
+ * \return sample offset or MPG123_ERR (null handle)
+ */
+MPG123_EXPORT off_t mpg123_tell(mpg123_handle *mh);
-/** Returns the current byte offset in the input stream. */
-EXPORT off_t mpg123_tell_stream(mpg123_handle *mh);
+/** Returns the frame number that the next read will give you data from.
+ * \param mh handle
+ * \return frame offset or MPG123_ERR (null handle)
+ */
+MPG123_EXPORT off_t mpg123_tellframe(mpg123_handle *mh);
-/** Seek to a desired sample offset.
- * Set whence to SEEK_SET, SEEK_CUR or SEEK_END.
- * \return The resulting offset >= 0 or error/message code */
-EXPORT off_t mpg123_seek(mpg123_handle *mh, off_t sampleoff, int whence);
+/** Returns the current byte offset in the input stream.
+ * \param mh handle
+ * \return byte offset or MPG123_ERR (null handle)
+ */
+MPG123_EXPORT off_t mpg123_tell_stream(mpg123_handle *mh);
+
+/** Seek to a desired sample offset.
+ * Usage is modelled afer the standard lseek().
+ * \param mh handle
+ * \param sampleoff offset in PCM samples
+ * \param whence one of SEEK_SET, SEEK_CUR or SEEK_END
+ * \return The resulting offset >= 0 or error/message code
+ */
+MPG123_EXPORT off_t mpg123_seek( mpg123_handle *mh
+, off_t sampleoff, int whence );
/** Seek to a desired sample offset in data feeding mode.
* This just prepares things to be right only if you ensure that the next chunk of input data will be from input_offset byte position.
+ * \param mh handle
+ * \param sampleoff offset in PCM samples
+ * \param whence one of SEEK_SET, SEEK_CUR or SEEK_END
* \param input_offset The position it expects to be at the
* next time data is fed to mpg123_decode().
* \return The resulting offset >= 0 or error/message code */
-EXPORT off_t mpg123_feedseek(mpg123_handle *mh, off_t sampleoff, int whence, off_t *input_offset);
-
-/** Seek to a desired MPEG frame index.
- * Set whence to SEEK_SET, SEEK_CUR or SEEK_END.
- * \return The resulting offset >= 0 or error/message code */
-EXPORT off_t mpg123_seek_frame(mpg123_handle *mh, off_t frameoff, int whence);
+MPG123_EXPORT off_t mpg123_feedseek( mpg123_handle *mh
+, off_t sampleoff, int whence, off_t *input_offset );
+
+/** Seek to a desired MPEG frame offset.
+ * Usage is modelled afer the standard lseek().
+ * \param mh handle
+ * \param frameoff offset in MPEG frames
+ * \param whence one of SEEK_SET, SEEK_CUR or SEEK_END
+ * \return The resulting offset >= 0 or error/message code */
+MPG123_EXPORT off_t mpg123_seek_frame( mpg123_handle *mh
+, off_t frameoff, int whence );
/** Return a MPEG frame offset corresponding to an offset in seconds.
* This assumes that the samples per frame do not change in the file/stream, which is a good assumption for any sane file/stream only.
* \return frame offset >= 0 or error/message code */
-EXPORT off_t mpg123_timeframe(mpg123_handle *mh, double sec);
+MPG123_EXPORT off_t mpg123_timeframe(mpg123_handle *mh, double sec);
/** Give access to the frame index table that is managed for seeking.
* You are asked not to modify the values... Use mpg123_set_index to set the
* seek index
+ * \param mh handle
* \param offsets pointer to the index array
* \param step one index byte offset advances this many MPEG frames
- * \param fill number of recorded index offsets; size of the array */
-EXPORT int mpg123_index(mpg123_handle *mh, off_t **offsets, off_t *step, size_t *fill);
+ * \param fill number of recorded index offsets; size of the array
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_index( mpg123_handle *mh
+, off_t **offsets, off_t *step, size_t *fill );
/** Set the frame index table
* Setting offsets to NULL and fill > 0 will allocate fill entries. Setting offsets
* to NULL and fill to 0 will clear the index and free the allocated memory used by the index.
+ * \param mh handle
* \param offsets pointer to the index array
* \param step one index byte offset advances this many MPEG frames
- * \param fill number of recorded index offsets; size of the array */
-EXPORT int mpg123_set_index(mpg123_handle *mh, off_t *offsets, off_t step, size_t fill);
-
-/** Get information about current and remaining frames/seconds.
- * WARNING: This function is there because of special usage by standalone mpg123 and may be removed in the final version of libmpg123!
- * You provide an offset (in frames) from now and a number of output bytes
- * served by libmpg123 but not yet played. You get the projected current frame
- * and seconds, as well as the remaining frames/seconds. This does _not_ care
- * about skipped samples due to gapless playback. */
-EXPORT int mpg123_position( mpg123_handle *mh, off_t frame_offset, off_t buffered_bytes, off_t *current_frame, off_t *frames_left, double *current_seconds, double *seconds_left);
+ * \param fill number of recorded index offsets; size of the array
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_set_index( mpg123_handle *mh
+, off_t *offsets, off_t step, size_t fill );
+
+/** An old crutch to keep old mpg123 binaries happy.
+ * WARNING: This function is there only to avoid runtime linking errors with
+ * standalone mpg123 before version 1.23.0 (if you strangely update the
+ * library but not the end-user program) and actually is broken
+ * for various cases (p.ex. 24 bit output). Do never use. It might eventually
+ * be purged from the library.
+ */
+MPG123_EXPORT int mpg123_position( mpg123_handle *mh, off_t frame_offset, off_t buffered_bytes, off_t *current_frame, off_t *frames_left, double *current_seconds, double *seconds_left);
/*@}*/
@@ -598,6 +924,7 @@ EXPORT int mpg123_position( mpg123_handle *mh, off_t frame_offset, off_t buffere
* @{
*/
+/** another channel enumeration, for left/right choice */
enum mpg123_channels
{
MPG123_LEFT=0x1 /**< The Left Channel. */
@@ -606,32 +933,55 @@ enum mpg123_channels
};
/** Set the 32 Band Audio Equalizer settings.
+ * \param mh handle
* \param channel Can be MPG123_LEFT, MPG123_RIGHT or MPG123_LEFT|MPG123_RIGHT for both.
* \param band The equaliser band to change (from 0 to 31)
- * \param val The (linear) adjustment factor. */
-EXPORT int mpg123_eq(mpg123_handle *mh, enum mpg123_channels channel, int band, double val);
+ * \param val The (linear) adjustment factor.
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_eq( mpg123_handle *mh
+, enum mpg123_channels channel, int band, double val );
/** Get the 32 Band Audio Equalizer settings.
+ * \param mh handle
* \param channel Can be MPG123_LEFT, MPG123_RIGHT or MPG123_LEFT|MPG123_RIGHT for (arithmetic mean of) both.
* \param band The equaliser band to change (from 0 to 31)
- * \return The (linear) adjustment factor. */
-EXPORT double mpg123_geteq(mpg123_handle *mh, enum mpg123_channels channel, int band);
+ * \return The (linear) adjustment factor (zero for pad parameters) */
+MPG123_EXPORT double mpg123_geteq(mpg123_handle *mh
+ , enum mpg123_channels channel, int band);
-/** Reset the 32 Band Audio Equalizer settings to flat */
-EXPORT int mpg123_reset_eq(mpg123_handle *mh);
+/** Reset the 32 Band Audio Equalizer settings to flat
+ * \param mh handle
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_reset_eq(mpg123_handle *mh);
/** Set the absolute output volume including the RVA setting,
- * vol<0 just applies (a possibly changed) RVA setting. */
-EXPORT int mpg123_volume(mpg123_handle *mh, double vol);
+ * vol<0 just applies (a possibly changed) RVA setting.
+ * \param mh handle
+ * \param vol volume value (linear factor)
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_volume(mpg123_handle *mh, double vol);
-/** Adjust output volume including the RVA setting by chosen amount */
-EXPORT int mpg123_volume_change(mpg123_handle *mh, double change);
+/** Adjust output volume including the RVA setting by chosen amount
+ * \param mh handle
+ * \param change volume value (linear factor increment)
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_volume_change(mpg123_handle *mh, double change);
/** Return current volume setting, the actual value due to RVA, and the RVA
* adjustment itself. It's all as double float value to abstract the sample
* format. The volume values are linear factors / amplitudes (not percent)
- * and the RVA value is in decibels. */
-EXPORT int mpg123_getvolume(mpg123_handle *mh, double *base, double *really, double *rva_db);
+ * and the RVA value is in decibels.
+ * \param mh handle
+ * \param base return address for base volume (linear factor)
+ * \param really return address for actual volume (linear factor)
+ * \param rva_db return address for RVA value (decibels)
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_getvolume(mpg123_handle *mh, double *base, double *really, double *rva_db);
/* TODO: Set some preamp in addition / to replace internal RVA handling? */
@@ -684,7 +1034,7 @@ struct mpg123_frameinfo
long rate; /**< The sampling rate in Hz. */
enum mpg123_mode mode; /**< The audio mode (Mono, Stereo, Joint-stero, Dual Channel). */
int mode_ext; /**< The mode extension bit flag. */
- int framesize; /**< The size of the frame (in bytes). */
+ int framesize; /**< The size of the frame (in bytes, including header). */
enum mpg123_flags flags; /**< MPEG Audio flag bits. Just now I realize that it should be declared as int, not enum. It's a bitwise combination of the enum values. */
int emphasis; /**< The emphasis type. */
int bitrate; /**< Bitrate of the frame (kbps). */
@@ -692,49 +1042,130 @@ struct mpg123_frameinfo
enum mpg123_vbr vbr; /**< The VBR mode. */
};
-/** Get frame information about the MPEG audio bitstream and store it in a mpg123_frameinfo structure. */
-EXPORT int mpg123_info(mpg123_handle *mh, struct mpg123_frameinfo *mi);
+/** Data structure for even more detailed information out of the decoder,
+ * for MPEG layer III only.
+ * This was added to support the frame analyzer by the Lame project and
+ * just follows what was used there before. You know what the fields mean
+ * if you want use this structure. */
+struct mpg123_moreinfo
+{
+ double xr[2][2][576];
+ double sfb[2][2][22]; /* [2][2][SBMAX_l] */
+ double sfb_s[2][2][3*13]; /* [2][2][3*SBMAX_s] */
+ int qss[2][2];
+ int big_values[2][2];
+ int sub_gain[2][2][3];
+ int scalefac_scale[2][2];
+ int preflag[2][2];
+ int blocktype[2][2];
+ int mixed[2][2];
+ int mainbits[2][2];
+ int sfbits[2][2];
+ int scfsi[2];
+ int maindata;
+ int padding;
+};
+
+/** Get frame information about the MPEG audio bitstream and store it in a mpg123_frameinfo structure.
+ * \param mh handle
+ * \param mi address of existing frameinfo structure to write to
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_info(mpg123_handle *mh, struct mpg123_frameinfo *mi);
-/** Get the safe output buffer size for all cases (when you want to replace the internal buffer) */
-EXPORT size_t mpg123_safe_buffer(void);
+/** Trigger collection of additional decoder information while decoding.
+ * \param mh handle
+ * \param mi pointer to data storage (NULL to disable collection)
+ * \return MPG123_OK if the collection was enabled/disabled as desired, MPG123_ERR
+ * otherwise (e.g. if the feature is disabled)
+ */
+MPG123_EXPORT int mpg123_set_moreinfo( mpg123_handle *mh
+, struct mpg123_moreinfo *mi );
-/** Make a full parsing scan of each frame in the file. ID3 tags are found. An accurate length
- * value is stored. Seek index will be filled. A seek back to current position
- * is performed. At all, this function refuses work when stream is
- * not seekable.
- * \return MPG123_OK or MPG123_ERR.
+/** Get the safe output buffer size for all cases
+ * (when you want to replace the internal buffer)
+ * \return safe buffer size
+ */
+MPG123_EXPORT size_t mpg123_safe_buffer(void);
+
+/** Make a full parsing scan of each frame in the file. ID3 tags are found. An
+ * accurate length value is stored. Seek index will be filled. A seek back to
+ * current position is performed. At all, this function refuses work when
+ * stream is not seekable.
+ * \param mh handle
+ * \return MPG123_OK on success
*/
-EXPORT int mpg123_scan(mpg123_handle *mh);
+MPG123_EXPORT int mpg123_scan(mpg123_handle *mh);
-/** Return, if possible, the full (expected) length of current track in samples.
- * \return length >= 0 or MPG123_ERR if there is no length guess possible. */
-EXPORT off_t mpg123_length(mpg123_handle *mh);
+/** Return, if possible, the full (expected) length of current track in
+ * MPEG frames.
+ * \param mh handle
+ * \return length >= 0 or MPG123_ERR if there is no length guess possible.
+ */
+MPG123_EXPORT off_t mpg123_framelength(mpg123_handle *mh);
+
+/** Return, if possible, the full (expected) length of current
+ * track in samples (PCM frames).
+ *
+ * This relies either on an Info frame at the beginning or a previous
+ * call to mpg123_scan() to get the real number of MPEG frames in a
+ * file. It will guess based on file size if neither Info frame nor
+ * scan data are present. In any case, there is no guarantee that the
+ * decoder will not give you more data, for example in case the open
+ * file gets appended to during decoding.
+ * \param mh handle
+ * \return length >= 0 or MPG123_ERR if there is no length guess possible.
+ */
+MPG123_EXPORT off_t mpg123_length(mpg123_handle *mh);
/** Override the value for file size in bytes.
- * Useful for getting sensible track length values in feed mode or for HTTP streams.
- * \return MPG123_OK or MPG123_ERR */
-EXPORT int mpg123_set_filesize(mpg123_handle *mh, off_t size);
+ * Useful for getting sensible track length values in feed mode or for HTTP streams.
+ * \param mh handle
+ * \param size file size in bytes
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_set_filesize(mpg123_handle *mh, off_t size);
-/** Returns the time (seconds) per frame; <0 is error. */
-EXPORT double mpg123_tpf(mpg123_handle *mh);
+/** Get MPEG frame duration in seconds.
+ * \param mh handle
+ * \return frame duration in seconds, <0 on error
+ */
+MPG123_EXPORT double mpg123_tpf(mpg123_handle *mh);
-/** Get and reset the clip count. */
-EXPORT long mpg123_clip(mpg123_handle *mh);
+/** Get MPEG frame duration in samples.
+ * \param mh handle
+ * \return samples per frame for the most recently parsed frame; <0 on errors
+ */
+MPG123_EXPORT int mpg123_spf(mpg123_handle *mh);
+
+/** Get and reset the clip count.
+ * \param mh handle
+ * \return count of clipped samples
+ */
+MPG123_EXPORT long mpg123_clip(mpg123_handle *mh);
/** The key values for state information from mpg123_getstate(). */
enum mpg123_state
{
- MPG123_ACCURATE = 1 /**< Query if positons are currently accurate (integer value, 0 if false, 1 if true) */
+ MPG123_ACCURATE = 1 /**< Query if positons are currently accurate (integer value, 0 if false, 1 if true). */
+ ,MPG123_BUFFERFILL /**< Get fill of internal (feed) input buffer as integer byte count returned as long and as double. An error is returned on integer overflow while converting to (signed) long, but the returned floating point value shold still be fine. */
+ ,MPG123_FRANKENSTEIN /**< Stream consists of carelessly stitched together files. Seeking may yield unexpected results (also with MPG123_ACCURATE, it may be confused). */
+ ,MPG123_FRESH_DECODER /**< Decoder structure has been updated, possibly indicating changed stream (integer value, 0 if false, 1 if true). Flag is cleared after retrieval. */
+ ,MPG123_ENC_DELAY /** Encoder delay read from Info tag (layer III, -1 if unknown). */
+ ,MPG123_ENC_PADDING /** Encoder padding read from Info tag (layer III, -1 if unknown). */
+ ,MPG123_DEC_DELAY /** Decoder delay (for layer III only, -1 otherwise). */
};
/** Get various current decoder/stream state information.
+ * \param mh handle
* \param key the key to identify the information to give.
* \param val the address to return (long) integer values to
* \param fval the address to return floating point values to
- * \return MPG123_OK or MPG123_ERR for success
+ * \return MPG123_OK on success
*/
-EXPORT int mpg123_getstate(mpg123_handle *mh, enum mpg123_state key, long *val, double *fval);
+MPG123_EXPORT int mpg123_getstate( mpg123_handle *mh
+, enum mpg123_state key, long *val, double *fval );
/*@}*/
@@ -756,53 +1187,128 @@ typedef struct
size_t fill; /**< number of used bytes (including closing zero byte) */
} mpg123_string;
-/** Create and allocate memory for a new mpg123_string */
-EXPORT void mpg123_init_string(mpg123_string* sb);
+/** Allocate and intialize a new string.
+ * \param val optional initial string value (can be NULL)
+ */
+MPG123_EXPORT mpg123_string* mpg123_new_string(const char* val);
+
+/** Free memory of contents and the string structure itself.
+ * \param sb string handle
+ */
+MPG123_EXPORT void mpg123_delete_string(mpg123_string* sb);
-/** Free-up mempory for an existing mpg123_string */
-EXPORT void mpg123_free_string(mpg123_string* sb);
+/** Initialize an existing mpg123_string structure to {NULL, 0, 0}.
+ * If you hand in a NULL pointer here, your program should crash. The other
+ * string functions are more forgiving, but this one here is too basic.
+ * \param sb string handle (address of existing structure on your side)
+ */
+MPG123_EXPORT void mpg123_init_string(mpg123_string* sb);
+
+/** Free-up memory of the contents of an mpg123_string (not the struct itself).
+ * This also calls mpg123_init_string() and hence is safe to be called
+ * repeatedly.
+ * \param sb string handle
+ */
+MPG123_EXPORT void mpg123_free_string(mpg123_string* sb);
/** Change the size of a mpg123_string
- * \return 0 on error, 1 on success */
-EXPORT int mpg123_resize_string(mpg123_string* sb, size_t news);
+ * \param sb string handle
+ * \param news new size in bytes
+ * \return 0 on error, 1 on success
+ */
+MPG123_EXPORT int mpg123_resize_string(mpg123_string* sb, size_t news);
/** Increase size of a mpg123_string if necessary (it may stay larger).
- * Note that the functions for adding and setting in current libmpg123 use this instead of mpg123_resize_string().
- * That way, you can preallocate memory and safely work afterwards with pieces.
- * \return 0 on error, 1 on success */
-EXPORT int mpg123_grow_string(mpg123_string* sb, size_t news);
+ * Note that the functions for adding and setting in current libmpg123
+ * use this instead of mpg123_resize_string().
+ * That way, you can preallocate memory and safely work afterwards with
+ * pieces.
+ * \param sb string handle
+ * \param news new minimum size
+ * \return 0 on error, 1 on success
+ */
+MPG123_EXPORT int mpg123_grow_string(mpg123_string* sb, size_t news);
/** Copy the contents of one mpg123_string string to another.
- * \return 0 on error, 1 on success */
-EXPORT int mpg123_copy_string(mpg123_string* from, mpg123_string* to);
+ * Yes the order of arguments is reversed compated to memcpy().
+ * \param from string handle
+ * \param to string handle
+ * \return 0 on error, 1 on success
+ */
+MPG123_EXPORT int mpg123_copy_string(mpg123_string* from, mpg123_string* to);
+
+/** Move the contents of one mpg123_string string to another.
+ * This frees any memory associated with the target and moves over the
+ * pointers from the source, leaving the source without content after
+ * that. The only possible error is that you hand in NULL pointers.
+ * If you handed in a valid source, its contents will be gone, even if
+ * there was no target to move to. If you hand in a valid target, its
+ * original contents will also always be gone, to be replaced with the
+ * source's contents if there was some.
+ * \param from source string handle
+ * \param to target string handle
+ * \return 0 on error, 1 on success
+ */
+MPG123_EXPORT int mpg123_move_string(mpg123_string* from, mpg123_string* to);
/** Append a C-String to an mpg123_string
- * \return 0 on error, 1 on success */
-EXPORT int mpg123_add_string(mpg123_string* sb, const char* stuff);
+ * \param sb string handle
+ * \param stuff to append
+ * \return 0 on error, 1 on success
+ */
+MPG123_EXPORT int mpg123_add_string(mpg123_string* sb, const char* stuff);
/** Append a C-substring to an mpg123 string
- * \return 0 on error, 1 on success
+ * \param sb string handle
+ * \param stuff content to copy
* \param from offset to copy from
- * \param count number of characters to copy (a null-byte is always appended) */
-EXPORT int mpg123_add_substring(mpg123_string *sb, const char *stuff, size_t from, size_t count);
-
-/** Set the conents of a mpg123_string to a C-string
- * \return 0 on error, 1 on success */
-EXPORT int mpg123_set_string(mpg123_string* sb, const char* stuff);
+ * \param count number of characters to copy (a null-byte is always appended)
+ * \return 0 on error, 1 on success
+ */
+MPG123_EXPORT int mpg123_add_substring( mpg123_string *sb
+, const char *stuff, size_t from, size_t count );
-/** Set the contents of a mpg123_string to a C-substring
+/** Set the content of a mpg123_string to a C-string
+ * \param sb string handle
+ * \param stuff content to copy
* \return 0 on error, 1 on success
- * \param from offset to copy from
- * \param count number of characters to copy (a null-byte is always appended) */
-EXPORT int mpg123_set_substring(mpg123_string *sb, const char *stuff, size_t from, size_t count);
+ */
+MPG123_EXPORT int mpg123_set_string(mpg123_string* sb, const char* stuff);
-/** Count characters in a mpg123 string (non-null bytes or UTF-8 characters).
- * \return character count
- * \param sb the string
+/** Set the content of a mpg123_string to a C-substring
+ * \param sb string handle
+ * \param stuff the future content
+ * \param from offset to copy from
+ * \param count number of characters to copy (a null-byte is always appended)
+ * \return 0 on error, 1 on success
+ */
+MPG123_EXPORT int mpg123_set_substring( mpg123_string *sb
+, const char *stuff, size_t from, size_t count );
+
+/** Count characters in a mpg123 string (non-null bytes or Unicode points).
+ * This function is of limited use, as it does just count code points
+ * encoded in an UTF-8 string, only loosely related to the count of visible
+ * characters. Get your full Unicode handling support elsewhere.
+ * \param sb string handle
* \param utf8 a flag to tell if the string is in utf8 encoding
- * Even with the fill property, the character count is not obvious as there could be multiple trailing null bytes.
+ * \return character count
*/
-EXPORT size_t mpg123_strlen(mpg123_string *sb, int utf8);
+MPG123_EXPORT size_t mpg123_strlen(mpg123_string *sb, int utf8);
+
+/** Remove trailing \\r and \\n, if present.
+ * \param sb string handle
+ * \return 0 on error, 1 on success
+ */
+MPG123_EXPORT int mpg123_chomp_string(mpg123_string *sb);
+
+/** Determine if two strings contain the same data.
+ * This only returns 1 if both given handles are non-NULL and
+ * if they are filled with the same bytes.
+ * \param a first string handle
+ * \param b second string handle
+ * \return 0 for different strings, 1 for identical
+ */
+MPG123_EXPORT int mpg123_same_string(mpg123_string *a, mpg123_string *b);
/** The mpg123 text encodings. This contains encodings we encounter in ID3 tags or ICY meta info. */
enum mpg123_text_encoding
@@ -834,25 +1340,30 @@ enum mpg123_id3_enc
,mpg123_id3_enc_max = 3 /**< Placeholder to check valid range of encoding byte. */
};
-/** Convert ID3 encoding byte to mpg123 encoding index. */
-EXPORT enum mpg123_text_encoding mpg123_enc_from_id3(unsigned char id3_enc_byte);
+/** Convert ID3 encoding byte to mpg123 encoding index.
+ * \param id3_enc_byte the ID3 encoding code
+ * \return the mpg123 encoding index
+ */
+
+MPG123_EXPORT enum mpg123_text_encoding mpg123_enc_from_id3(unsigned char id3_enc_byte);
/** Store text data in string, after converting to UTF-8 from indicated encoding
- * \return 0 on error, 1 on success (on error, mpg123_free_string is called on sb)
+ * A prominent error can be that you provided an unknown encoding value, or this build of libmpg123 lacks support for certain encodings (ID3 or ICY stuff missing).
+ * Also, you might want to take a bit of care with preparing the data; for example, strip leading zeroes (I have seen that).
* \param sb target string
* \param enc mpg123 text encoding value
- * \param source source buffer with plain unsigned bytes (you might need to cast from char *)
+ * \param source source buffer with plain unsigned bytes (you might need to cast from signed char)
* \param source_size number of bytes in the source buffer
- *
- * A prominent error can be that you provided an unknown encoding value, or this build of libmpg123 lacks support for certain encodings (ID3 or ICY stuff missing).
- * Also, you might want to take a bit of care with preparing the data; for example, strip leading zeroes (I have seen that).
+ * \return 0 on error, 1 on success (on error, mpg123_free_string is called on sb)
*/
-EXPORT int mpg123_store_utf8(mpg123_string *sb, enum mpg123_text_encoding enc, const unsigned char *source, size_t source_size);
+MPG123_EXPORT int mpg123_store_utf8(mpg123_string *sb, enum mpg123_text_encoding enc, const unsigned char *source, size_t source_size);
/** Sub data structure for ID3v2, for storing various text fields (including comments).
* This is for ID3v2 COMM, TXXX and all the other text fields.
- * Only COMM and TXXX have a description, only COMM and USLT have a language.
- * You should consult the ID3v2 specification for the use of the various text fields ("frames" in ID3v2 documentation, I use "fields" here to separate from MPEG frames). */
+ * Only COMM, TXXX and USLT may have a description, only COMM and USLT
+ * have a language.
+ * You should consult the ID3v2 specification for the use of the various text fields
+ * ("frames" in ID3v2 documentation, I use "fields" here to separate from MPEG frames). */
typedef struct
{
char lang[3]; /**< Three-letter language code (not terminated). */
@@ -861,6 +1372,45 @@ typedef struct
mpg123_string text; /**< ... */
} mpg123_text;
+/** The picture type values from ID3v2. */
+enum mpg123_id3_pic_type
+{
+ mpg123_id3_pic_other = 0 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_icon = 1 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_other_icon = 2 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_front_cover = 3 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_back_cover = 4 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_leaflet = 5 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_media = 6 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_lead = 7 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_artist = 8 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_conductor = 9 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_orchestra = 10 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_composer = 11 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_lyricist = 12 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_location = 13 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_recording = 14 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_performance = 15 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_video = 16 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_fish = 17 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_illustration = 18 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_artist_logo = 19 /**< see ID3v2 docs */
+ ,mpg123_id3_pic_publisher_logo = 20 /**< see ID3v2 docs */
+};
+
+/** Sub data structure for ID3v2, for storing picture data including comment.
+ * This is for the ID3v2 APIC field. You should consult the ID3v2 specification
+ * for the use of the APIC field ("frames" in ID3v2 documentation, I use "fields"
+ * here to separate from MPEG frames). */
+typedef struct
+{
+ char type; /**< mpg123_id3_pic_type value */
+ mpg123_string description; /**< description string */
+ mpg123_string mime_type; /**< MIME type */
+ size_t size; /**< size in bytes */
+ unsigned char* data; /**< pointer to the image data */
+} mpg123_picture;
+
/** Data structure for storing IDV3v2 tags.
* This structure is not a direct binary mapping with the file contents.
* The ID3v2 text frames are allowed to contain multiple strings.
@@ -883,11 +1433,14 @@ typedef struct
size_t texts; /**< Numer of text fields. */
mpg123_text *extra; /**< The array of extra (TXXX) fields. */
size_t extras; /**< Number of extra text (TXXX) fields. */
+ mpg123_picture *picture; /**< Array of ID3v2 pictures fields (APIC).
+ Only populated if MPG123_PICTURE flag is set! */
+ size_t pictures; /**< Number of picture (APIC) fields. */
} mpg123_id3v2;
/** Data structure for ID3v1 tags (the last 128 bytes of a file).
* Don't take anything for granted (like string termination)!
- * Also note the change ID3v1.1 did: comment[28] = 0; comment[19] = track_number
+ * Also note the change ID3v1.1 did: comment[28] = 0; comment[29] = track_number
* It is your task to support ID3v1 only or ID3v1.1 ...*/
typedef struct
{
@@ -906,23 +1459,50 @@ typedef struct
#define MPG123_NEW_ICY 0x4 /**< 0100 There is ICY info that changed since last call to mpg123_icy. */
/** Query if there is (new) meta info, be it ID3 or ICY (or something new in future).
- The check function returns a combination of flags. */
-EXPORT int mpg123_meta_check(mpg123_handle *mh); /* On error (no valid handle) just 0 is returned. */
+ * \param mh handle
+ * \return combination of flags, 0 on error (same as "nothing new")
+ */
+MPG123_EXPORT int mpg123_meta_check(mpg123_handle *mh);
+
+/** Clean up meta data storage (ID3v2 and ICY), freeing memory.
+ * \param mh handle
+ */
+MPG123_EXPORT void mpg123_meta_free(mpg123_handle *mh);
/** Point v1 and v2 to existing data structures wich may change on any next read/decode function call.
* v1 and/or v2 can be set to NULL when there is no corresponding data.
- * \return Return value is MPG123_OK or MPG123_ERR, */
-EXPORT int mpg123_id3(mpg123_handle *mh, mpg123_id3v1 **v1, mpg123_id3v2 **v2);
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_id3( mpg123_handle *mh
+, mpg123_id3v1 **v1, mpg123_id3v2 **v2 );
+
+/** Return pointers to and size of stored raw ID3 data if storage has
+ * been configured with MPG123_RAW_ID3 and stream parsing passed the
+ * metadata already. Null value with zero size is a possibility!
+ * The storage can change at any next API call.
+ * \param v1 address to store pointer to v1 tag
+ * \param v1_size size of v1 data in bytes
+ * \param v2 address to store pointer to v2 tag
+ * \param v2_size size of v2 data in bytes
+ * \return MPG123_OK or MPG123_ERR. Only on MPG123_OK the output
+ * values are set.
+ */
+MPG123_EXPORT int mpg123_id3_raw( mpg123_handle *mh
+, unsigned char **v1, size_t *v1_size
+, unsigned char **v2, size_t *v2_size );
/** Point icy_meta to existing data structure wich may change on any next read/decode function call.
- * \return Return value is MPG123_OK or MPG123_ERR, */
-EXPORT int mpg123_icy(mpg123_handle *mh, char **icy_meta); /* same for ICY meta string */
+ * \param mh handle
+ * \param icy_meta return address for ICY meta string (set to NULL if nothing there)
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_icy(mpg123_handle *mh, char **icy_meta);
/** Decode from windows-1252 (the encoding ICY metainfo used) to UTF-8.
* Note that this is very similar to mpg123_store_utf8(&sb, mpg123_text_icy, icy_text, strlen(icy_text+1)) .
* \param icy_text The input data in ICY encoding
* \return pointer to newly allocated buffer with UTF-8 data (You free() it!) */
-EXPORT char* mpg123_icy2utf8(const char* icy_text);
+MPG123_EXPORT char* mpg123_icy2utf8(const char* icy_text);
/* @} */
@@ -949,44 +1529,95 @@ struct mpg123_pars_struct;
/** Opaque structure for the libmpg123 decoder parameters. */
typedef struct mpg123_pars_struct mpg123_pars;
-/** Create a handle with preset parameters. */
-EXPORT mpg123_handle *mpg123_parnew(mpg123_pars *mp, const char* decoder, int *error);
+/** Create a handle with preset parameters.
+ * \param mp parameter handle
+ * \param decoder decoder choice
+ * \param error error code return address
+ * \return mpg123 handle
+ */
+MPG123_EXPORT mpg123_handle *mpg123_parnew( mpg123_pars *mp
+, const char* decoder, int *error );
-/** Allocate memory for and return a pointer to a new mpg123_pars */
-EXPORT mpg123_pars *mpg123_new_pars(int *error);
+/** Allocate memory for and return a pointer to a new mpg123_pars
+ * \param error error code return address
+ * \return new parameter handle
+ */
+MPG123_EXPORT mpg123_pars *mpg123_new_pars(int *error);
-/** Delete and free up memory used by a mpg123_pars data structure */
-EXPORT void mpg123_delete_pars(mpg123_pars* mp);
+/** Delete and free up memory used by a mpg123_pars data structure
+ * \param mp parameter handle
+ */
+MPG123_EXPORT void mpg123_delete_pars(mpg123_pars* mp);
/** Configure mpg123 parameters to accept no output format at all,
- * use before specifying supported formats with mpg123_format */
-EXPORT int mpg123_fmt_none(mpg123_pars *mp);
+ * use before specifying supported formats with mpg123_format
+ * \param mp parameter handle
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_fmt_none(mpg123_pars *mp);
/** Configure mpg123 parameters to accept all formats
- * (also any custom rate you may set) -- this is default. */
-EXPORT int mpg123_fmt_all(mpg123_pars *mp);
+ * (also any custom rate you may set) -- this is default.
+ * \param mp parameter handle
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_fmt_all(mpg123_pars *mp);
/** Set the audio format support of a mpg123_pars in detail:
- \param rate The sample rate value (in Hertz).
- \param channels A combination of MPG123_STEREO and MPG123_MONO.
- \param encodings A combination of accepted encodings for rate and channels, p.ex MPG123_ENC_SIGNED16|MPG123_ENC_ULAW_8 (or 0 for no support).
- \return 0 on success, -1 if there was an error. /
+ * \param mp parameter handle
+ * \param rate The sample rate value (in Hertz).
+ * \param channels A combination of MPG123_STEREO and MPG123_MONO.
+ * \param encodings A combination of accepted encodings for rate and channels,
+ * p.ex MPG123_ENC_SIGNED16|MPG123_ENC_ULAW_8 (or 0 for no
+ * support).
+ * \return MPG123_OK on success
*/
-EXPORT int mpg123_fmt(mpg123_pars *mh, long rate, int channels, int encodings); /* 0 is good, -1 is error */
+MPG123_EXPORT int mpg123_fmt(mpg123_pars *mp
+, long rate, int channels, int encodings);
-/** Check to see if a specific format at a specific rate is supported
+/** Set the audio format support of a mpg123_pars in detail:
+ * \param mp parameter handle
+ * \param rate The sample rate value (in Hertz). Special value 0 means
+ * all rates (reason for this variant of mpg123_fmt).
+ * \param channels A combination of MPG123_STEREO and MPG123_MONO.
+ * \param encodings A combination of accepted encodings for rate and channels,
+ * p.ex MPG123_ENC_SIGNED16|MPG123_ENC_ULAW_8 (or 0 for no
+ * support).
+ * \return MPG123_OK on success
+*/
+MPG123_EXPORT int mpg123_fmt2(mpg123_pars *mp
+, long rate, int channels, int encodings);
+
+/** Check to see if a specific format at a specific rate is supported
* by mpg123_pars.
+ * \param mp parameter handle
+ * \param rate sampling rate
+ * \param encoding encoding
* \return 0 for no support (that includes invalid parameters), MPG123_STEREO,
* MPG123_MONO or MPG123_STEREO|MPG123_MONO. */
-EXPORT int mpg123_fmt_support(mpg123_pars *mh, long rate, int encoding);
+MPG123_EXPORT int mpg123_fmt_support(mpg123_pars *mp, long rate, int encoding);
/** Set a specific parameter, for a specific mpg123_pars, using a parameter
- * type key chosen from the mpg123_parms enumeration, to the specified value. */
-EXPORT int mpg123_par(mpg123_pars *mp, enum mpg123_parms type, long value, double fvalue);
+ * type key chosen from the mpg123_parms enumeration, to the specified value.
+ * \param mp parameter handle
+ * \param type parameter choice
+ * \param value integer value
+ * \param fvalue floating point value
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_par( mpg123_pars *mp
+, enum mpg123_parms type, long value, double fvalue );
/** Get a specific parameter, for a specific mpg123_pars.
- * See the mpg123_parms enumeration for a list of available parameters. */
-EXPORT int mpg123_getpar(mpg123_pars *mp, enum mpg123_parms type, long *val, double *fval);
+ * See the mpg123_parms enumeration for a list of available parameters.
+ * \param mp parameter handle
+ * \param type parameter choice
+ * \param value integer value return address
+ * \param fvalue floating point value return address
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_getpar( mpg123_pars *mp
+, enum mpg123_parms type, long *value, double *fvalue);
/* @} */
@@ -997,36 +1628,68 @@ EXPORT int mpg123_getpar(mpg123_pars *mp, enum mpg123_parms type, long *val, dou
* @{ */
/** Replace default internal buffer with user-supplied buffer.
- * Instead of working on it's own private buffer, mpg123 will directly use the one you provide for storing decoded audio. */
-EXPORT int mpg123_replace_buffer(mpg123_handle *mh, unsigned char *data, size_t size);
+ * Instead of working on it's own private buffer, mpg123 will directly use the one you provide for storing decoded audio.
+ * Note that the required buffer size could be bigger than expected from output
+ * encoding if libmpg123 has to convert from primary decoder output (p.ex. 32 bit
+ * storage for 24 bit output).
+ *
+ * Note: The type of data changed to a void pointer in mpg123 1.26.0
+ * (API version 45).
+ *
+ * \param mh handle
+ * \param data pointer to user buffer
+ * \param size of buffer in bytes
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_replace_buffer(mpg123_handle *mh
+, void *data, size_t size);
/** The max size of one frame's decoded output with current settings.
- * Use that to determine an appropriate minimum buffer size for decoding one frame. */
-EXPORT size_t mpg123_outblock(mpg123_handle *mh);
+ * Use that to determine an appropriate minimum buffer size for decoding one frame.
+ * \param mh handle
+ * \return maximum decoded data size in bytes
+ */
+MPG123_EXPORT size_t mpg123_outblock(mpg123_handle *mh);
/** Replace low-level stream access functions; read and lseek as known in POSIX.
* You can use this to make any fancy file opening/closing yourself,
- * using mpg123_open_fd() to set the file descriptor for your read/lseek (doesn't need to be a "real" file descriptor...).
+ * using mpg123_open_fd() to set the file descriptor for your read/lseek
+ * (doesn't need to be a "real" file descriptor...).
* Setting a function to NULL means that the default internal read is
* used (active from next mpg123_open call on).
* Note: As it would be troublesome to mess with this while having a file open,
- * this implies mpg123_close(). */
-EXPORT int mpg123_replace_reader(mpg123_handle *mh, ssize_t (*r_read) (int, void *, size_t), off_t (*r_lseek)(int, off_t, int));
+ * this implies mpg123_close().
+ * \param mh handle
+ * \param r_read callback for reading (behaviour like POSIX read)
+ * \param r_lseek callback for seeking (like POSIX lseek)
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_replace_reader( mpg123_handle *mh
+, ssize_t (*r_read) (int, void *, size_t)
+, off_t (*r_lseek)(int, off_t, int)
+);
-/** Replace I/O functions with your own ones operating on some kind of handle instead of integer descriptors.
+/** Replace I/O functions with your own ones operating on some kind of
+ * handle instead of integer descriptors.
* The handle is a void pointer, so you can pass any data you want...
* mpg123_open_handle() is the call you make to use the I/O defined here.
* There is no fallback to internal read/seek here.
* Note: As it would be troublesome to mess with this while having a file open,
* this mpg123_close() is implied here.
- * \param r_read The callback for reading (behaviour like posix read).
- * \param r_lseek The callback for seeking (like posix lseek).
- * \param cleanup A callback to clean up an I/O handle on mpg123_close, can be NULL for none (you take care of cleaning your handles). */
-EXPORT int mpg123_replace_reader_handle(mpg123_handle *mh, ssize_t (*r_read) (void *, void *, size_t), off_t (*r_lseek)(void *, off_t, int), void (*cleanup)(void*));
+ * \param mh handle
+ * \param r_read callback for reading (behaviour like POSIX read)
+ * \param r_lseek callback for seeking (like POSIX lseek)
+ * \param cleanup A callback to clean up an I/O handle on mpg123_close,
+ * can be NULL for none (you take care of cleaning your handles).
+ * \return MPG123_OK on success
+ */
+MPG123_EXPORT int mpg123_replace_reader_handle( mpg123_handle *mh
+, ssize_t (*r_read) (void *, void *, size_t)
+, off_t (*r_lseek)(void *, off_t, int)
+, void (*cleanup)(void*) );
/* @} */
-
#ifdef __cplusplus
}
#endif
diff --git a/mpg123.32/lib/libmpg123-0.lib b/mpg123.32/lib/libmpg123-0.lib
new file mode 100644
index 00000000..1dddc020
--- /dev/null
+++ b/mpg123.32/lib/libmpg123-0.lib
Binary files differ
diff --git a/mpg123.32/lib/libmpg123.lib b/mpg123.32/lib/libmpg123.lib
deleted file mode 100644
index e3555655..00000000
--- a/mpg123.32/lib/libmpg123.lib
+++ /dev/null
Binary files differ
diff --git a/mpg123.64/dist/libmpg123.dll b/mpg123.64/dist/libmpg123-0.dll
index 545c9de3..545c9de3 100644
--- a/mpg123.64/dist/libmpg123.dll
+++ b/mpg123.64/dist/libmpg123-0.dll
Binary files differ
diff --git a/mpg123.64/lib/libmpg123.lib b/mpg123.64/lib/libmpg123-0.lib
index 0b778c2b..0b778c2b 100644
--- a/mpg123.64/lib/libmpg123.lib
+++ b/mpg123.64/lib/libmpg123-0.lib
Binary files differ
diff --git a/src/audio/oal/stream.cpp b/src/audio/oal/stream.cpp
index f2a9eb22..23a0a0c9 100644
--- a/src/audio/oal/stream.cpp
+++ b/src/audio/oal/stream.cpp
@@ -8,13 +8,8 @@
#include <opusfile.h>
#else
#ifdef _WIN32
-
-// TODO: This is due to version difference of 32-bit libmpg123 and 64-bit libmpg123, fix it
-#ifndef _WIN64
-typedef long ssize_t;
-#endif
#pragma comment( lib, "libsndfile-1.lib" )
-#pragma comment( lib, "libmpg123.lib" )
+#pragma comment( lib, "libmpg123-0.lib" )
#else
#include "crossplatform.h"
#endif
diff --git a/src/control/RoadBlocks.cpp b/src/control/RoadBlocks.cpp
index 010dec3f..e8630bde 100644
--- a/src/control/RoadBlocks.cpp
+++ b/src/control/RoadBlocks.cpp
@@ -111,6 +111,10 @@ CRoadBlocks::GenerateRoadBlocks(void)
{
CMatrix tmp1, tmp2;
static int16 unk;
+#ifdef SQUEEZE_PERFORMANCE
+ if (FindPlayerPed()->m_pWanted->m_RoadblockDensity == 0)
+ return;
+#endif
uint32 frame = CTimer::GetFrameCounter() & 0xF;
int16 nRoadblockNode = (int16)(NUMROADBLOCKS * frame) / 16;
const int16 maxRoadBlocks = (int16)(NUMROADBLOCKS * (frame + 1)) / 16;
diff --git a/src/control/Script.cpp b/src/control/Script.cpp
index eb950464..9508677b 100644
--- a/src/control/Script.cpp
+++ b/src/control/Script.cpp
@@ -12709,13 +12709,13 @@ int8 CRunningScript::ProcessCommands1200To1299(int32 command)
case COMMAND_SET_EXTRA_COLOURS:
{
CollectParameters(&m_nIp, 2);
- debug("SET_EXTRA_COLOURS not implemented, skipping\n");
+ CTimeCycle::StartExtraColour(ScriptParams[0]-1, ScriptParams[1] != 0);
return 0;
}
case COMMAND_CLEAR_EXTRA_COLOURS:
{
CollectParameters(&m_nIp, 1);
- debug("CLEAR_EXTRA_COLOURS not implemented, skipping\n");
+ CTimeCycle::StopExtraColour(ScriptParams[0]);
return 0;
}
//case COMMAND_CLOSE_CAR_BOOT:
diff --git a/src/core/Accident.cpp b/src/core/Accident.cpp
index 1fd6c123..c8611323 100644
--- a/src/core/Accident.cpp
+++ b/src/core/Accident.cpp
@@ -53,6 +53,10 @@ CAccidentManager::ReportAccident(CPed *ped)
void
CAccidentManager::Update()
{
+#ifdef SQUEEZE_PERFORMANCE
+ // Handled after injury registered.
+ return;
+#endif
int32 e;
if (CEventList::GetEvent(EVENT_INJURED_PED, &e)) {
CPed *ped = CPools::GetPed(gaEvent[e].entityRef);
diff --git a/src/core/Accident.h b/src/core/Accident.h
index 949d5fb9..568e1149 100644
--- a/src/core/Accident.h
+++ b/src/core/Accident.h
@@ -1,5 +1,4 @@
#pragma once
-#include "common.h"
#include "config.h"
class CPed;
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp
index 3b11e16f..375e9d5b 100644
--- a/src/core/Cam.cpp
+++ b/src/core/Cam.cpp
@@ -3958,7 +3958,7 @@ CCam::Process_Debug(const CVector&, float, float, float)
if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
12.0f, 0.0f, 0.0f, -12.0f,
- 128, 128, 128, 128, 1000.0f, false, 1.0f);
+ 128, 128, 128, 128, 1000.0f, false, 1.0f, nil, false);
if(CHud::m_Wants_To_Draw_Hud){
char str[256];
@@ -4103,7 +4103,7 @@ CCam::Process_Editor(const CVector&, float, float, float)
if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
12.0f, 0.0f, 0.0f, -12.0f,
- 128, 128, 128, 128, 1000.0f, false, 1.0f);
+ 128, 128, 128, 128, 1000.0f, false, 1.0f, nil, false);
if(CHud::m_Wants_To_Draw_Hud){
char str[256];
diff --git a/src/core/Collision.cpp b/src/core/Collision.cpp
index 268e3c5e..c2037dc5 100644
--- a/src/core/Collision.cpp
+++ b/src/core/Collision.cpp
@@ -1,5 +1,6 @@
#include "common.h"
+#include "VuVector.h"
#include "main.h"
#include "Lists.h"
#include "Game.h"
@@ -25,6 +26,346 @@
//--MIAMI: file done
+
+// TODO: where do these go?
+
+#ifdef VU_COLLISION
+
+struct VuTriangle
+{
+ // Compressed int16 but unpacked
+#ifdef GTA_PS2
+ uint128 v0;
+ uint128 v1;
+ uint128 v2;
+ uint128 plane;
+#else
+ int32 v0[4];
+ int32 v1[4];
+ int32 v2[4];
+ int32 plane[4];
+#endif
+};
+
+#ifndef GTA_PS2
+static int16 vi01;
+static CVuVector vf01;
+static CVuVector vf02;
+static CVuVector vf03;
+
+CVuVector
+DistanceBetweenSphereAndLine(const CVuVector &center, const CVuVector &p0, const CVuVector &line)
+{
+ // center VF12
+ // p0 VF14
+ // line VF15
+ CVuVector ret; // VF16
+ CVuVector p1 = p0+line;
+ CVuVector dist0 = center - p0; // VF20
+ CVuVector dist1 = center - p1; // VF25
+ float lenSq = line.MagnitudeSqr(); // VF21
+ float distSq0 = dist0.MagnitudeSqr(); // VF22
+ float distSq1 = dist1.MagnitudeSqr();
+ float dot = DotProduct(dist0, line); // VF23
+ if(dot < 0.0f){
+ // not above line, closest to p0
+ ret = p0;
+ ret.w = distSq0;
+ return ret;
+ }
+ float t = dot/lenSq; // param of nearest point on infinite line
+ if(t > 1.0f){
+ // not above line, closest to p1
+ ret = p1;
+ ret.w = distSq1;
+ return ret;
+ }
+ // closest to line
+ ret = p0 + line*t;
+ ret.w = (ret - center).MagnitudeSqr();
+ return ret;
+}
+inline int SignFlags(const CVector &v)
+{
+ int f = 0;
+ if(v.x < 0.0f) f |= 1;
+ if(v.y < 0.0f) f |= 2;
+ if(v.z < 0.0f) f |= 4;
+ return f;
+}
+#endif
+
+extern "C" void
+LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1,
+ const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
+ const CVuVector &plane)
+{
+#ifdef GTA_PS2
+ __asm__ volatile (
+ ".set noreorder\n"
+ "lqc2 vf12, 0x0(%0)\n"
+ "lqc2 vf13, 0x0(%1)\n"
+ "lqc2 vf14, 0x0(%2)\n"
+ "lqc2 vf15, 0x0(%3)\n"
+ "lqc2 vf16, 0x0(%4)\n"
+ "lqc2 vf17, 0x0(%5)\n"
+ "vcallms Vu0LineToTriangleCollisionStart\n"
+ ".set reorder\n"
+ :
+ : "r" (&p0), "r" (&p1), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
+ );
+#else
+ float dot0 = DotProduct(plane, p0);
+ float dot1 = DotProduct(plane, p1);
+ float dist0 = plane.w - dot0;
+ float dist1 = plane.w - dot1;
+
+ // if points are on the same side, no collision
+ if(dist0 * dist1 > 0.0f){
+ vi01 = 0;
+ return;
+ }
+
+ CVuVector diff = p1 - p0;
+ float t = dist0/(dot1 - dot0);
+ CVuVector p = p0 + diff*t;
+ p.w = 0.0f;
+ vf01 = p;
+ vf03.x = t;
+
+ // Check if point is inside
+ CVector cross1 = CrossProduct(p-v0, v1-v0);
+ CVector cross2 = CrossProduct(p-v1, v2-v1);
+ CVector cross3 = CrossProduct(p-v2, v0-v2);
+ // Only check relevant directions
+ int flagmask = 0;
+ if(Abs(plane.x) > 0.5f) flagmask |= 1;
+ if(Abs(plane.y) > 0.5f) flagmask |= 2;
+ if(Abs(plane.z) > 0.5f) flagmask |= 4;
+ int flags1 = SignFlags(cross1) & flagmask;
+ int flags2 = SignFlags(cross2) & flagmask;
+ int flags3 = SignFlags(cross3) & flagmask;
+ // inside if on the same side of all edges
+ if(flags1 != flags2 || flags1 != flags3){
+ vi01 = 0;
+ return;
+ }
+ vi01 = 1;
+ vf02 = plane;
+ return;
+#endif
+}
+
+extern "C" void
+LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri)
+{
+#ifdef GTA_PS2
+ __asm__ volatile (
+ ".set noreorder\n"
+ "lqc2 vf12, 0x0(%0)\n"
+ "lqc2 vf13, 0x0(%1)\n"
+ "lqc2 vf14, 0x0(%2)\n"
+ "lqc2 vf15, 0x10(%2)\n"
+ "lqc2 vf16, 0x20(%2)\n"
+ "lqc2 vf17, 0x30(%2)\n"
+ "vcallms Vu0LineToTriangleCollisionCompressedStart\n"
+ ".set reorder\n"
+ :
+ : "r" (&p0), "r" (&p1), "r" (&tri)
+ );
+#else
+ CVuVector v0, v1, v2, plane;
+ v0.x = tri.v0[0]/128.0f;
+ v0.y = tri.v0[1]/128.0f;
+ v0.z = tri.v0[2]/128.0f;
+ v0.w = tri.v0[3]/128.0f;
+ v1.x = tri.v1[0]/128.0f;
+ v1.y = tri.v1[1]/128.0f;
+ v1.z = tri.v1[2]/128.0f;
+ v1.w = tri.v1[3]/128.0f;
+ v2.x = tri.v2[0]/128.0f;
+ v2.y = tri.v2[1]/128.0f;
+ v2.z = tri.v2[2]/128.0f;
+ v2.w = tri.v2[3]/128.0f;
+ plane.x = tri.plane[0]/4096.0f;
+ plane.y = tri.plane[1]/4096.0f;
+ plane.z = tri.plane[2]/4096.0f;
+ plane.w = tri.plane[3]/128.0f;
+ LineToTriangleCollision(p0, p1, v0, v1, v2, plane);
+#endif
+}
+
+extern "C" void
+SphereToTriangleCollision(const CVuVector &sph,
+ const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
+ const CVuVector &plane)
+{
+#ifdef GTA_PS2
+ __asm__ volatile (
+ ".set noreorder\n"
+ "lqc2 vf12, 0x0(%0)\n"
+ "lqc2 vf14, 0x0(%1)\n"
+ "lqc2 vf15, 0x0(%2)\n"
+ "lqc2 vf16, 0x0(%3)\n"
+ "lqc2 vf17, 0x0(%4)\n"
+ "vcallms Vu0SphereToTriangleCollisionStart\n"
+ ".set reorder\n"
+ :
+ : "r" (&sph), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
+ );
+#else
+ float planedist = DotProduct(plane, sph) - plane.w; // VF02
+ if(Abs(planedist) > sph.w){
+ vi01 = 0;
+ return;
+ }
+ // point on plane
+ CVuVector p = sph - planedist*plane;
+ p.w = 0.0f;
+ vf01 = p;
+ planedist = Abs(planedist);
+ // edges
+ CVuVector v01 = v1 - v0;
+ CVuVector v12 = v2 - v1;
+ CVuVector v20 = v0 - v2;
+ // VU code calculates normal again for some weird reason...
+ // Check sides of point
+ CVector cross1 = CrossProduct(p-v0, v01);
+ CVector cross2 = CrossProduct(p-v1, v12);
+ CVector cross3 = CrossProduct(p-v2, v20);
+ // Only check relevant directions
+ int flagmask = 0;
+ if(Abs(plane.x) > 0.1f) flagmask |= 1;
+ if(Abs(plane.y) > 0.1f) flagmask |= 2;
+ if(Abs(plane.z) > 0.1f) flagmask |= 4;
+ int nflags = SignFlags(plane) & flagmask;
+ int flags1 = SignFlags(cross1) & flagmask;
+ int flags2 = SignFlags(cross2) & flagmask;
+ int flags3 = SignFlags(cross3) & flagmask;
+ int testcase = 0;
+ CVuVector closest(0.0f, 0.0f, 0.0f); // VF04
+ if(flags1 == nflags){
+ closest += v2;
+ testcase++;
+ }
+ if(flags2 == nflags){
+ closest += v0;
+ testcase++;
+ }
+ if(flags3 == nflags){
+ closest += v1;
+ testcase++;
+ }
+ if(testcase == 3){
+ // inside triangle - dist to plane already checked
+ vf02 = plane;
+ vf02.w = vf03.x = planedist;
+ vi01 = 1;
+ }else if(testcase == 1){
+ // outside two sides - closest to point opposide inside edge
+ vf01 = closest;
+ vf02 = sph - closest;
+ float distSq = vf02.MagnitudeSqr();
+ vi01 = sph.w*sph.w > distSq;
+ vf03.x = Sqrt(distSq);
+ vf02 *= 1.0f/vf03.x;
+ }else{
+ // inside two sides - closest to third edge
+ if(flags1 != nflags)
+ closest = DistanceBetweenSphereAndLine(sph, v0, v01);
+ else if(flags2 != nflags)
+ closest = DistanceBetweenSphereAndLine(sph, v1, v12);
+ else
+ closest = DistanceBetweenSphereAndLine(sph, v2, v20);
+ vi01 = sph.w*sph.w > closest.w;
+ vf01 = closest;
+ vf02 = sph - closest;
+ vf03.x = Sqrt(closest.w);
+ vf02 *= 1.0f/vf03.x;
+ }
+#endif
+}
+
+extern "C" void
+SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri)
+{
+#ifdef GTA_PS2
+ __asm__ volatile (
+ ".set noreorder\n"
+ "lqc2 vf12, 0x0(%0)\n"
+ "lqc2 vf14, 0x0(%1)\n"
+ "lqc2 vf15, 0x10(%1)\n"
+ "lqc2 vf16, 0x20(%1)\n"
+ "lqc2 vf17, 0x30(%1)\n"
+ "vcallms Vu0SphereToTriangleCollisionCompressedStart\n"
+ ".set reorder\n"
+ :
+ : "r" (&sph), "r" (&tri)
+ );
+#else
+ CVuVector v0, v1, v2, plane;
+ v0.x = tri.v0[0]/128.0f;
+ v0.y = tri.v0[1]/128.0f;
+ v0.z = tri.v0[2]/128.0f;
+ v0.w = tri.v0[3]/128.0f;
+ v1.x = tri.v1[0]/128.0f;
+ v1.y = tri.v1[1]/128.0f;
+ v1.z = tri.v1[2]/128.0f;
+ v1.w = tri.v1[3]/128.0f;
+ v2.x = tri.v2[0]/128.0f;
+ v2.y = tri.v2[1]/128.0f;
+ v2.z = tri.v2[2]/128.0f;
+ v2.w = tri.v2[3]/128.0f;
+ plane.x = tri.plane[0]/4096.0f;
+ plane.y = tri.plane[1]/4096.0f;
+ plane.z = tri.plane[2]/4096.0f;
+ plane.w = tri.plane[3]/128.0f;
+ SphereToTriangleCollision(sph, v0, v1, v2, plane);
+#endif
+}
+
+inline int
+GetVUresult(void)
+{
+#ifdef GTA_PS2
+ int ret;
+ __asm__ volatile (
+ "cfc2.i %0,vi01\n" // .i important! wait for VU0 to finish
+ : "=r" (ret)
+ );
+ return ret;
+#else
+ return vi01;
+#endif
+}
+
+inline int
+GetVUresult(CVuVector &point, CVuVector &normal, float &dist)
+{
+#ifdef GTA_PS2
+ int ret;
+ __asm__ volatile (
+ "cfc2.i %0,vi01\n" // .i important! wait for VU0 to finish
+ "sqc2 vf01,(%1)\n"
+ "sqc2 vf02,(%2)\n"
+ "qmfc2 $12,vf03\n"
+ "sw $12,(%3)\n"
+ : "=r" (ret)
+ : "r" (&point), "r" (&normal), "r" (&dist)
+ : "$12"
+ );
+ return ret;
+#else
+ point = vf01;
+ normal = vf02;
+ dist = vf03.x;
+ return vi01;
+#endif
+}
+
+#endif
+
+
enum Direction
{
DIR_X_POS,
@@ -252,6 +593,20 @@ CCollision::TestVerticalLineBox(const CColLine &line, const CBox &box)
bool
CCollision::TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
{
+#ifdef VU_COLLISION
+ // not used in favour of optimized loops
+ VuTriangle vutri;
+ verts[tri.a].Unpack(vutri.v0);
+ verts[tri.b].Unpack(vutri.v1);
+ verts[tri.c].Unpack(vutri.v2);
+ plane.Unpack(vutri.plane);
+
+ LineToTriangleCollisionCompressed(*(CVuVector*)&line.p0, *(CVuVector*)&line.p1, vutri);
+
+ if(GetVUresult())
+ return true;
+ return false;
+#else
float t;
CVector normal;
plane.GetNormal(normal);
@@ -325,6 +680,7 @@ CCollision::TestLineTriangle(const CColLine &line, const CompressedVector *verts
if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false;
if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false;
return true;
+#endif
}
// Test if line segment intersects with sphere.
@@ -362,6 +718,20 @@ bool
CCollision::TestSphereTriangle(const CColSphere &sphere,
const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
{
+#ifdef VU_COLLISION
+ // not used in favour of optimized loops
+ VuTriangle vutri;
+ verts[tri.a].Unpack(vutri.v0);
+ verts[tri.b].Unpack(vutri.v1);
+ verts[tri.c].Unpack(vutri.v2);
+ plane.Unpack(vutri.plane);
+
+ SphereToTriangleCollisionCompressed(*(CVuVector*)&sphere, vutri);
+
+ if(GetVUresult())
+ return true;
+ return false;
+#else
// If sphere and plane don't intersect, no collision
float planedist = plane.CalcPoint(sphere.center);
if(Abs(planedist) > sphere.radius)
@@ -375,7 +745,9 @@ CCollision::TestSphereTriangle(const CColSphere &sphere,
CVector vec2 = vb - va;
float len = vec2.Magnitude();
vec2 = vec2 * (1.0f/len);
- CVector vec1 = CrossProduct(vec2, plane.normal);
+ CVector normal;
+ plane.GetNormal(normal);
+ CVector vec1 = CrossProduct(vec2, normal);
// We know A has local coordinate [0,0] and B has [0,len].
// Now calculate coordinates on triangle for these two vectors:
@@ -420,11 +792,78 @@ CCollision::TestSphereTriangle(const CColSphere &sphere,
}
return dist < sphere.radius;
+#endif
}
bool
CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough)
{
+#ifdef VU_COLLISION
+ CMatrix matTransform;
+ int i;
+
+ // transform line to model space
+ Invert(matrix, matTransform);
+ CVuVector newline[2];
+ TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2);
+
+ // If we don't intersect with the bounding box, no chance on the rest
+ if(!TestLineBox(*(CColLine*)newline, model.boundingBox))
+ return false;
+
+ for(i = 0; i < model.numSpheres; i++){
+ if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
+ if(TestLineSphere(*(CColLine*)newline, model.spheres[i]))
+ return true;
+ }
+
+ for(i = 0; i < model.numBoxes; i++){
+ if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
+ if(TestLineBox(*(CColLine*)newline, model.boxes[i]))
+ return true;
+ }
+
+ CalculateTrianglePlanes(&model);
+ int lastTest = -1;
+ VuTriangle vutri;
+ for(i = 0; i < model.numTriangles; i++){
+ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
+
+ CColTriangle *tri = &model.triangles[i];
+ model.vertices[tri->a].Unpack(vutri.v0);
+ model.vertices[tri->b].Unpack(vutri.v1);
+ model.vertices[tri->c].Unpack(vutri.v2);
+ model.trianglePlanes[i].Unpack(vutri.plane);
+
+ LineToTriangleCollisionCompressed(newline[0], newline[1], vutri);
+ lastTest = i;
+ break;
+ }
+#ifdef FIX_BUGS
+ // no need to check first again
+ i++;
+#endif
+ for(; i < model.numTriangles; i++){
+ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
+
+ CColTriangle *tri = &model.triangles[i];
+ model.vertices[tri->a].Unpack(vutri.v0);
+ model.vertices[tri->b].Unpack(vutri.v1);
+ model.vertices[tri->c].Unpack(vutri.v2);
+ model.trianglePlanes[i].Unpack(vutri.plane);
+
+ if(GetVUresult())
+ return true;
+
+ LineToTriangleCollisionCompressed(newline[0], newline[1], vutri);
+ lastTest = i;
+
+ }
+ if(lastTest != -1 && GetVUresult())
+ return true;
+
+ return false;
+#else
static CMatrix matTransform;
int i;
@@ -459,6 +898,7 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod
}
return false;
+#endif
}
// TODO: TestPillWithSpheresInColModel, but only called from overloaded CWeapon::FireMelee which isn't used
@@ -475,20 +915,24 @@ CCollision::ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CCol
{
CVector dist = s1.center - s2.center;
float d = dist.Magnitude() - s2.radius; // distance from s1's center to s2
- float dc = d < 0.0f ? 0.0f : d; // clamp to zero, i.e. if s1's center is inside s2
+ float depth = s1.radius - d; // sphere overlap
+ if(d < 0.0f) d = 0.0f; // clamp to zero, i.e. if s1's center is inside s2
// no collision if sphere is not close enough
- if(mindistsq <= dc*dc || s1.radius <= dc)
- return false;
- dist.Normalise();
- point.point = s1.center - dist*dc;
- point.normal = dist;
- point.surfaceA = s1.surface;
- point.pieceA = s1.piece;
- point.surfaceB = s2.surface;
- point.pieceB = s2.piece;
- point.depth = s1.radius - d; // sphere overlap
- mindistsq = dc*dc; // collision radius
- return true;
+ if(d*d < mindistsq && d < s1.radius){
+ dist.Normalise();
+ point.point = s1.center - dist*d;
+ point.normal = dist;
+#ifndef VU_COLLISION
+ point.surfaceA = s1.surface;
+ point.pieceA = s1.piece;
+ point.surfaceB = s2.surface;
+ point.pieceB = s2.piece;
+#endif
+ point.depth = depth;
+ mindistsq = d*d; // collision radius
+ return true;
+ }
+ return false;
}
bool
@@ -528,10 +972,12 @@ CCollision::ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoin
if(lensq < mindistsq){
point.normal = dist * (1.0f/Sqrt(lensq));
point.point = sph.center - point.normal;
+#ifndef VU_COLLISION
point.surfaceA = sph.surface;
point.pieceA = sph.piece;
point.surfaceB = box.surface;
point.pieceB = box.piece;
+#endif
// find absolute distance to the closer side in each dimension
float dx = dist.x > 0.0f ?
@@ -571,10 +1017,12 @@ CCollision::ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoin
float len = Sqrt(lensq);
point.point = p;
point.normal = dist * (1.0f/len);
+#ifndef VU_COLLISION
point.surfaceA = sph.surface;
point.pieceA = sph.piece;
point.surfaceB = box.surface;
point.pieceB = box.piece;
+#endif
point.depth = sph.radius - len;
mindistsq = lensq;
return true;
@@ -689,10 +1137,12 @@ CCollision::ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint &
point.point = p;
point.normal = normal;
+#ifndef VU_COLLISION
point.surfaceA = 0;
point.pieceA = 0;
point.surfaceB = box.surface;
point.pieceB = box.piece;
+#endif
mindist = mint;
return true;
@@ -722,10 +1172,12 @@ CCollision::ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CC
point.point = line.p0 + v01*t;
point.normal = point.point - sphere.center;
point.normal.Normalise();
+#ifndef VU_COLLISION
point.surfaceA = 0;
point.pieceA = 0;
point.surfaceB = sphere.surface;
point.pieceB = sphere.piece;
+#endif
mindist = t;
return true;
}
@@ -736,6 +1188,17 @@ CCollision::ProcessVerticalLineTriangle(const CColLine &line,
const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
CColPoint &point, float &mindist, CStoredCollPoly *poly)
{
+#ifdef VU_COLLISION
+ // not used in favour of optimized loops
+ bool res = ProcessLineTriangle(line, verts, tri, plane, point, mindist);
+ if(res && poly){
+ poly->verts[0] = verts[tri.a].Get();
+ poly->verts[1] = verts[tri.b].Get();
+ poly->verts[2] = verts[tri.c].Get();
+ poly->valid = true;
+ }
+ return res;
+#else
float t;
CVector normal;
@@ -822,11 +1285,40 @@ CCollision::ProcessVerticalLineTriangle(const CColLine &line,
}
mindist = t;
return true;
+#endif
}
bool
CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly)
{
+#ifdef VU_COLLISION
+ if(!poly->valid)
+ return false;
+
+ CVuVector p0 = pos;
+ CVuVector p1 = pos;
+ p1.z = z;
+
+ CVector v01 = poly->verts[1] - poly->verts[0];
+ CVector v02 = poly->verts[2] - poly->verts[0];
+ CVuVector plane = CrossProduct(v02, v01);
+ plane.Normalise();
+ plane.w = DotProduct(plane, poly->verts[0]);
+
+ LineToTriangleCollision(p0, p1, poly->verts[0], poly->verts[1], poly->verts[2], plane);
+
+ CVuVector pnt;
+ float dist;
+ if(!GetVUresult(pnt, plane, dist))
+#ifdef FIX_BUGS
+ // perhaps not needed but be safe
+ return poly->valid = false;
+#else
+ return false;
+#endif
+ point.point = pnt;
+ return true;
+#else
float t;
if(!poly->valid)
@@ -849,7 +1341,9 @@ CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CCol
return poly->valid = false;
// intersection parameter on line
- t = -plane.CalcPoint(p0) / DotProduct(p1 - p0, plane.normal);
+ CVector normal;
+ plane.GetNormal(normal);
+ t = -plane.CalcPoint(p0) / DotProduct(p1 - p0, normal);
// find point of intersection
CVector p = p0 + (p1-p0)*t;
@@ -899,13 +1393,36 @@ CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CCol
if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return poly->valid = false;
point.point = p;
return poly->valid = true;
+#endif
}
bool
-CCollision::ProcessLineTriangle(const CColLine &line ,
+CCollision::ProcessLineTriangle(const CColLine &line,
const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
CColPoint &point, float &mindist, CStoredCollPoly *poly)
{
+#ifdef VU_COLLISION
+ // not used in favour of optimized loops
+ VuTriangle vutri;
+ verts[tri.a].Unpack(vutri.v0);
+ verts[tri.b].Unpack(vutri.v1);
+ verts[tri.c].Unpack(vutri.v2);
+ plane.Unpack(vutri.plane);
+
+ LineToTriangleCollisionCompressed(*(CVuVector*)&line.p0, *(CVuVector*)&line.p1, vutri);
+
+ CVuVector pnt, normal;
+ float dist;
+ if(GetVUresult(pnt, normal, dist)){
+ if(dist < mindist){
+ point.point = pnt;
+ point.normal = normal;
+ mindist = dist;
+ return true;
+ }
+ }
+ return false;
+#else
float t;
CVector normal;
plane.GetNormal(normal);
@@ -985,6 +1502,7 @@ CCollision::ProcessLineTriangle(const CColLine &line ,
}
mindist = t;
return true;
+#endif
}
bool
@@ -992,6 +1510,30 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere,
const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
CColPoint &point, float &mindistsq)
{
+#ifdef VU_COLLISION
+ // not used in favour of optimized loops
+ VuTriangle vutri;
+ verts[tri.a].Unpack(vutri.v0);
+ verts[tri.b].Unpack(vutri.v1);
+ verts[tri.c].Unpack(vutri.v2);
+ plane.Unpack(vutri.plane);
+
+ SphereToTriangleCollisionCompressed(*(CVuVector*)&sphere, vutri);
+
+ CVuVector pnt, normal;
+ float dist;
+ if(GetVUresult(pnt, normal, dist) && dist*dist < mindistsq){
+ float depth = sphere.radius - dist;
+ if(depth > point.depth){
+ point.point = pnt;
+ point.normal = normal;
+ point.depth = depth;
+ mindistsq = dist*dist;
+ return true;
+ }
+ }
+ return false;
+#else
// If sphere and plane don't intersect, no collision
float planedist = plane.CalcPoint(sphere.center);
float distsq = planedist*planedist;
@@ -1061,13 +1603,16 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere,
point.point = p;
point.normal = sphere.center - p;
point.normal.Normalise();
+#ifndef VU_COLLISION
point.surfaceA = sphere.surface;
point.pieceA = sphere.piece;
point.surfaceB = tri.surface;
point.pieceB = 0;
+#endif
point.depth = sphere.radius - dist;
mindistsq = dist*dist;
return true;
+#endif
}
bool
@@ -1075,6 +1620,94 @@ CCollision::ProcessLineOfSight(const CColLine &line,
const CMatrix &matrix, CColModel &model,
CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough)
{
+#ifdef VU_COLLISION
+ CMatrix matTransform;
+ int i;
+
+ // transform line to model space
+ Invert(matrix, matTransform);
+ CVuVector newline[2];
+ TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2);
+
+ if(mindist < 1.0f)
+ newline[1] = newline[0] + (newline[1] - newline[0])*mindist;
+
+ // If we don't intersect with the bounding box, no chance on the rest
+ if(!TestLineBox(*(CColLine*)newline, model.boundingBox))
+ return false;
+
+ float coldist = 1.0f;
+ for(i = 0; i < model.numSpheres; i++){
+ if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
+ if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist))
+ point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece);
+ }
+
+ for(i = 0; i < model.numBoxes; i++){
+ if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
+ if(ProcessLineBox(*(CColLine*)newline, model.boxes[i], point, coldist))
+ point.Set(0, 0, model.boxes[i].surface, model.boxes[i].piece);
+ }
+
+ CalculateTrianglePlanes(&model);
+ VuTriangle vutri;
+ CColTriangle *lasttri = nil;
+ for(i = 0; i < model.numTriangles; i++){
+ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
+
+ CColTriangle *tri = &model.triangles[i];
+ model.vertices[tri->a].Unpack(vutri.v0);
+ model.vertices[tri->b].Unpack(vutri.v1);
+ model.vertices[tri->c].Unpack(vutri.v2);
+ model.trianglePlanes[i].Unpack(vutri.plane);
+
+ LineToTriangleCollisionCompressed(newline[0], newline[1], vutri);
+ lasttri = tri;
+ break;
+ }
+#ifdef FIX_BUGS
+ // no need to check first again
+ i++;
+#endif
+ CVuVector pnt, normal;
+ float dist;
+ for(; i < model.numTriangles; i++){
+ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
+
+ CColTriangle *tri = &model.triangles[i];
+ model.vertices[tri->a].Unpack(vutri.v0);
+ model.vertices[tri->b].Unpack(vutri.v1);
+ model.vertices[tri->c].Unpack(vutri.v2);
+ model.trianglePlanes[i].Unpack(vutri.plane);
+
+ if(GetVUresult(pnt, normal, dist))
+ if(dist < coldist){
+ point.point = pnt;
+ point.normal = normal;
+ point.Set(0, 0, lasttri->surface, 0);
+ coldist = dist;
+ }
+
+ LineToTriangleCollisionCompressed(newline[0], newline[1], vutri);
+ lasttri = tri;
+ }
+ if(lasttri && GetVUresult(pnt, normal, dist))
+ if(dist < coldist){
+ point.point = pnt;
+ point.normal = normal;
+ point.Set(0, 0, lasttri->surface, 0);
+ coldist = dist;
+ }
+
+
+ if(coldist < 1.0f){
+ point.point = matrix * point.point;
+ point.normal = Multiply3x3(matrix, point.normal);
+ mindist *= coldist;
+ return true;
+ }
+ return false;
+#else
static CMatrix matTransform;
int i;
@@ -1113,6 +1746,7 @@ CCollision::ProcessLineOfSight(const CColLine &line,
return true;
}
return false;
+#endif
}
bool
@@ -1120,6 +1754,125 @@ CCollision::ProcessVerticalLine(const CColLine &line,
const CMatrix &matrix, CColModel &model,
CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, CStoredCollPoly *poly)
{
+#ifdef VU_COLLISION
+ static CStoredCollPoly TempStoredPoly;
+ CMatrix matTransform;
+ int i;
+
+ // transform line to model space
+ Invert(matrix, matTransform);
+ CVuVector newline[2];
+ TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2);
+
+ if(mindist < 1.0f)
+ newline[1] = newline[0] + (newline[1] - newline[0])*mindist;
+
+ if(!TestLineBox(*(CColLine*)newline, model.boundingBox))
+ return false;
+
+ float coldist = 1.0f;
+ for(i = 0; i < model.numSpheres; i++){
+ if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
+ if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist))
+ point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece);
+ }
+
+ for(i = 0; i < model.numBoxes; i++){
+ if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
+ if(ProcessLineBox(*(CColLine*)newline, model.boxes[i], point, coldist))
+ point.Set(0, 0, model.boxes[i].surface, model.boxes[i].piece);
+ }
+
+ CalculateTrianglePlanes(&model);
+ TempStoredPoly.valid = false;
+ if(model.numTriangles){
+ bool registeredCol;
+ CColTriangle *lasttri = nil;
+ VuTriangle vutri;
+ for(i = 0; i < model.numTriangles; i++){
+ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
+
+ CColTriangle *tri = &model.triangles[i];
+ model.vertices[tri->a].Unpack(vutri.v0);
+ model.vertices[tri->b].Unpack(vutri.v1);
+ model.vertices[tri->c].Unpack(vutri.v2);
+ model.trianglePlanes[i].Unpack(vutri.plane);
+
+ LineToTriangleCollisionCompressed(newline[0], newline[1], vutri);
+ lasttri = tri;
+ break;
+ }
+#ifdef FIX_BUGS
+ // no need to check first again
+ i++;
+#endif
+ CVuVector pnt, normal;
+ float dist;
+ for(; i < model.numTriangles; i++){
+ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
+
+ CColTriangle *tri = &model.triangles[i];
+ model.vertices[tri->a].Unpack(vutri.v0);
+ model.vertices[tri->b].Unpack(vutri.v1);
+ model.vertices[tri->c].Unpack(vutri.v2);
+ model.trianglePlanes[i].Unpack(vutri.plane);
+
+ if(GetVUresult(pnt, normal, dist)){
+ if(dist < coldist){
+ point.point = pnt;
+ point.normal = normal;
+ point.Set(0, 0, lasttri->surface, 0);
+ coldist = dist;
+ registeredCol = true;
+ }else
+ registeredCol = false;
+ }else
+ registeredCol = false;
+
+ if(registeredCol){
+ TempStoredPoly.verts[0] = model.vertices[lasttri->a].Get();
+ TempStoredPoly.verts[1] = model.vertices[lasttri->b].Get();
+ TempStoredPoly.verts[2] = model.vertices[lasttri->c].Get();
+ TempStoredPoly.valid = true;
+ }
+
+ LineToTriangleCollisionCompressed(newline[0], newline[1], vutri);
+ lasttri = tri;
+ }
+ if(lasttri && GetVUresult(pnt, normal, dist)){
+ if(dist < coldist){
+ point.point = pnt;
+ point.normal = normal;
+ point.Set(0, 0, lasttri->surface, 0);
+ coldist = dist;
+ registeredCol = true;
+ }else
+ registeredCol = false;
+ }else
+ registeredCol = false;
+
+ if(registeredCol){
+ TempStoredPoly.verts[0] = model.vertices[lasttri->a].Get();
+ TempStoredPoly.verts[1] = model.vertices[lasttri->b].Get();
+ TempStoredPoly.verts[2] = model.vertices[lasttri->c].Get();
+ TempStoredPoly.valid = true;
+ }
+ }
+
+ if(coldist < 1.0f){
+ point.point = matrix * point.point;
+ point.normal = Multiply3x3(matrix, point.normal);
+ if(TempStoredPoly.valid && poly){
+ *poly = TempStoredPoly;
+ poly->verts[0] = matrix * CVector(poly->verts[0]);
+ poly->verts[1] = matrix * CVector(poly->verts[1]);
+ poly->verts[2] = matrix * CVector(poly->verts[2]);
+ }
+ mindist *= coldist;
+ return true;
+ }
+ return false;
+#else
static CStoredCollPoly TempStoredPoly;
int i;
@@ -1162,6 +1915,7 @@ CCollision::ProcessVerticalLine(const CColLine &line,
return true;
}
return false;
+#endif
}
enum {
@@ -1171,6 +1925,15 @@ enum {
MAXNUMTRIS = 600
};
+#ifdef VU_COLLISION
+#ifdef GTA_PS2
+#define SPR(off) ((uint8*)(0x70000000 + (off)))
+#else
+static uint8 fakeSPR[16*1024];
+#define SPR(off) ((uint8*)(fakeSPR + (off)))
+#endif
+#endif
+
// This checks model A's spheres and lines against model B's spheres, boxes and triangles.
// Returns the number of A's spheres that collide.
// Returned ColPoints are in world space.
@@ -1180,6 +1943,308 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
const CMatrix &matrixB, CColModel &modelB,
CColPoint *spherepoints, CColPoint *linepoints, float *linedists)
{
+#ifdef VU_COLLISION
+ CVuVector *aSpheresA = (CVuVector*)SPR(0x0000);
+ CVuVector *aSpheresB = (CVuVector*)SPR(0x0800);
+ CVuVector *aLinesA = (CVuVector*)SPR(0x1000);
+ int32 *aSphereIndicesA = (int32*)SPR(0x1200);
+ int32 *aSphereIndicesB = (int32*)SPR(0x1400);
+ int32 *aBoxIndicesB = (int32*)SPR(0x1600);
+ int32 *aTriangleIndicesB = (int32*)SPR(0x1680);
+ bool *aCollided = (bool*)SPR(0x1FE0);
+ CMatrix &matAB = *(CMatrix*)SPR(0x1FF0);
+ CMatrix &matBA = *(CMatrix*)SPR(0x2040);
+ int i, j, k;
+
+ // From model A space to model B space
+ Invert(matrixB, matAB);
+ matAB *= matrixA;
+
+ CVuVector bsphereAB; // bounding sphere of A in B space
+ TransformPoint(bsphereAB, matAB, *(RwV3d*)modelA.boundingSphere.center); // inlined
+ bsphereAB.w = modelA.boundingSphere.radius;
+ if(!TestSphereBox(*(CColSphere*)&bsphereAB, modelB.boundingBox))
+ return 0;
+
+ // transform modelA's spheres and lines to B space
+ TransformPoints(aSpheresA, modelA.numSpheres, matAB, (RwV3d*)&modelA.spheres->center, sizeof(CColSphere));
+ for(i = 0; i < modelA.numSpheres; i++)
+ aSpheresA[i].w = modelA.spheres[i].radius;
+ TransformPoints(aLinesA, modelA.numLines*2, matAB, (RwV3d*)&modelA.lines->p0, sizeof(CColLine)/2);
+
+ // Test them against model B's bounding volumes
+ int numSpheresA = 0;
+ for(i = 0; i < modelA.numSpheres; i++)
+ if(TestSphereBox(*(CColSphere*)&aSpheresA[i], modelB.boundingBox))
+ aSphereIndicesA[numSpheresA++] = i;
+ // No collision
+ if(numSpheresA == 0 && modelA.numLines == 0)
+ return 0;
+
+
+ // B to A space
+ Invert(matrixA, matBA);
+ matBA *= matrixB;
+
+ // transform modelB's spheres to A space
+ TransformPoints(aSpheresB, modelB.numSpheres, matBA, (RwV3d*)&modelB.spheres->center, sizeof(CColSphere));
+ for(i = 0; i < modelB.numSpheres; i++)
+ aSpheresB[i].w = modelB.spheres[i].radius;
+
+ // Check model B against A's bounding volumes
+ int numSpheresB = 0;
+ int numBoxesB = 0;
+ int numTrianglesB = 0;
+ for(i = 0; i < modelB.numSpheres; i++)
+ if(TestSphereBox(*(CColSphere*)&aSpheresB[i], modelA.boundingBox))
+ aSphereIndicesB[numSpheresB++] = i;
+ for(i = 0; i < modelB.numBoxes; i++)
+ if(TestSphereBox(*(CColSphere*)&bsphereAB, modelB.boxes[i]))
+ aBoxIndicesB[numBoxesB++] = i;
+ CalculateTrianglePlanes(&modelB);
+ if(modelB.numTriangles){
+ VuTriangle vutri;
+ // process the first triangle
+ CColTriangle *tri = &modelB.triangles[0];
+ modelB.vertices[tri->a].Unpack(vutri.v0);
+ modelB.vertices[tri->b].Unpack(vutri.v1);
+ modelB.vertices[tri->c].Unpack(vutri.v2);
+ modelB.trianglePlanes[0].Unpack(vutri.plane);
+
+ SphereToTriangleCollisionCompressed(bsphereAB, vutri);
+
+ for(i = 1; i < modelB.numTriangles; i++){
+ // set up the next triangle while VU0 is running
+ tri = &modelB.triangles[i];
+ modelB.vertices[tri->a].Unpack(vutri.v0);
+ modelB.vertices[tri->b].Unpack(vutri.v1);
+ modelB.vertices[tri->c].Unpack(vutri.v2);
+ modelB.trianglePlanes[i].Unpack(vutri.plane);
+
+ // check previous result
+ if(GetVUresult())
+ aTriangleIndicesB[numTrianglesB++] = i-1;
+
+ // kick off this one
+ SphereToTriangleCollisionCompressed(bsphereAB, vutri);
+ }
+
+ // check last result
+ if(GetVUresult())
+ aTriangleIndicesB[numTrianglesB++] = i-1;
+ }
+ // No collision
+ if(numSpheresB == 0 && numBoxesB == 0 && numTrianglesB == 0)
+ return 0;
+
+ // We now have the collision volumes in A and B that are worth processing.
+
+ // Process A's spheres against B's collision volumes
+ int numCollisions = 0;
+ spherepoints[numCollisions].depth = -1.0f;
+ for(i = 0; i < numSpheresA; i++){
+ float coldist = 1.0e24f;
+ bool hasCollided = false;
+ CColSphere *sphA = &modelA.spheres[aSphereIndicesA[i]];
+ CVuVector *vusphA = &aSpheresA[aSphereIndicesA[i]];
+
+ for(j = 0; j < numSpheresB; j++)
+ // This actually looks like something was inlined here
+ if(ProcessSphereSphere(*(CColSphere*)vusphA, modelB.spheres[aSphereIndicesB[j]],
+ spherepoints[numCollisions], coldist)){
+ spherepoints[numCollisions].Set(
+ sphA->surface, sphA->piece,
+ modelB.spheres[aSphereIndicesB[j]].surface, modelB.spheres[aSphereIndicesB[j]].piece);
+ hasCollided = true;
+ }
+ for(j = 0; j < numBoxesB; j++)
+ if(ProcessSphereBox(*(CColSphere*)vusphA, modelB.boxes[aBoxIndicesB[j]],
+ spherepoints[numCollisions], coldist)){
+ spherepoints[numCollisions].Set(
+ sphA->surface, sphA->piece,
+ modelB.boxes[aBoxIndicesB[j]].surface, modelB.boxes[aBoxIndicesB[j]].piece);
+ hasCollided = true;
+ }
+ if(numTrianglesB){
+ CVuVector point, normal;
+ float depth;
+ bool registeredCol;
+ CColTriangle *lasttri;
+
+ VuTriangle vutri;
+ // process the first triangle
+ k = aTriangleIndicesB[0];
+ CColTriangle *tri = &modelB.triangles[k];
+ modelB.vertices[tri->a].Unpack(vutri.v0);
+ modelB.vertices[tri->b].Unpack(vutri.v1);
+ modelB.vertices[tri->c].Unpack(vutri.v2);
+ modelB.trianglePlanes[k].Unpack(vutri.plane);
+
+ SphereToTriangleCollisionCompressed(*vusphA, vutri);
+ lasttri = tri;
+
+ for(j = 1; j < numTrianglesB; j++){
+ k = aTriangleIndicesB[j];
+ // set up the next triangle while VU0 is running
+ tri = &modelB.triangles[k];
+ modelB.vertices[tri->a].Unpack(vutri.v0);
+ modelB.vertices[tri->b].Unpack(vutri.v1);
+ modelB.vertices[tri->c].Unpack(vutri.v2);
+ modelB.trianglePlanes[k].Unpack(vutri.plane);
+
+ // check previous result
+ // TODO: this looks inlined but spherepoints[numCollisions] does not...
+ if(GetVUresult(point, normal, depth)){
+ depth = sphA->radius - depth;
+ if(depth > spherepoints[numCollisions].depth){
+ spherepoints[numCollisions].point = point;
+ spherepoints[numCollisions].normal = normal;
+ spherepoints[numCollisions].Set(depth,
+ sphA->surface, sphA->piece, lasttri->surface, 0);
+ registeredCol = true;
+ }else
+ registeredCol = false;
+ }else
+ registeredCol = false;
+
+ if(registeredCol)
+ hasCollided = true;
+
+ // kick off this one
+ SphereToTriangleCollisionCompressed(*vusphA, vutri);
+ lasttri = tri;
+ }
+
+ // check last result
+ // TODO: this looks inlined but spherepoints[numCollisions] does not...
+ if(GetVUresult(point, normal, depth)){
+ depth = sphA->radius - depth;
+ if(depth > spherepoints[numCollisions].depth){
+ spherepoints[numCollisions].point = point;
+ spherepoints[numCollisions].normal = normal;
+ spherepoints[numCollisions].Set(depth,
+ sphA->surface, sphA->piece, lasttri->surface, 0);
+ registeredCol = true;
+ }else
+ registeredCol = false;
+ }else
+ registeredCol = false;
+
+ if(registeredCol)
+ hasCollided = true;
+ }
+
+ if(hasCollided){
+ numCollisions++;
+ if(numCollisions == MAX_COLLISION_POINTS)
+ break;
+ spherepoints[numCollisions].depth = -1.0f;
+ }
+ }
+ for(i = 0; i < numCollisions; i++){
+ // TODO: both VU0 macros
+ spherepoints[i].point = matrixB * spherepoints[i].point;
+ spherepoints[i].normal = Multiply3x3(matrixB, spherepoints[i].normal);
+ }
+
+ // And the same thing for the lines in A
+ for(i = 0; i < modelA.numLines; i++){
+ aCollided[i] = false;
+ CVuVector *lineA = &aLinesA[i*2];
+
+ for(j = 0; j < numSpheresB; j++)
+ if(ProcessLineSphere(*(CColLine*)lineA, modelB.spheres[aSphereIndicesB[j]],
+ linepoints[i], linedists[i])){
+ linepoints[i].Set(0, 0,
+#ifdef FIX_BUGS
+ modelB.spheres[aSphereIndicesB[j]].surface, modelB.spheres[aSphereIndicesB[j]].piece);
+#else
+ modelB.spheres[j].surface, modelB.spheres[j].piece);
+#endif
+ aCollided[i] = true;
+ }
+ for(j = 0; j < numBoxesB; j++)
+ if(ProcessLineBox(*(CColLine*)lineA, modelB.boxes[aBoxIndicesB[j]],
+ linepoints[i], linedists[i])){
+ linepoints[i].Set(0, 0,
+ modelB.boxes[aBoxIndicesB[j]].surface, modelB.boxes[aBoxIndicesB[j]].piece);
+ aCollided[i] = true;
+ }
+ if(numTrianglesB){
+ CVuVector point, normal;
+ float dist;
+ bool registeredCol;
+ CColTriangle *lasttri;
+
+ VuTriangle vutri;
+ // process the first triangle
+ k = aTriangleIndicesB[0];
+ CColTriangle *tri = &modelB.triangles[k];
+ modelB.vertices[tri->a].Unpack(vutri.v0);
+ modelB.vertices[tri->b].Unpack(vutri.v1);
+ modelB.vertices[tri->c].Unpack(vutri.v2);
+ modelB.trianglePlanes[k].Unpack(vutri.plane);
+
+ LineToTriangleCollisionCompressed(lineA[0], lineA[1], vutri);
+ lasttri = tri;
+
+ for(j = 1; j < numTrianglesB; j++){
+ k = aTriangleIndicesB[j];
+ // set up the next triangle while VU0 is running
+ CColTriangle *tri = &modelB.triangles[k];
+ modelB.vertices[tri->a].Unpack(vutri.v0);
+ modelB.vertices[tri->b].Unpack(vutri.v1);
+ modelB.vertices[tri->c].Unpack(vutri.v2);
+ modelB.trianglePlanes[k].Unpack(vutri.plane);
+
+ // check previous result
+ // TODO: this again somewhat looks inlined
+ if(GetVUresult(point, normal, dist)){
+ if(dist < linedists[i]){
+ linepoints[i].point = point;
+ linepoints[i].normal = normal;
+ linedists[i] = dist;
+ linepoints[i].Set(0, 0, lasttri->surface, 0);
+ registeredCol = true;
+ }else
+ registeredCol = false;
+ }else
+ registeredCol = false;
+
+ if(registeredCol)
+ aCollided[i] = true;
+
+ // kick of this one
+ LineToTriangleCollisionCompressed(lineA[0], lineA[1], vutri);
+ lasttri = tri;
+ }
+
+ // check last result
+ if(GetVUresult(point, normal, dist)){
+ if(dist < linedists[i]){
+ linepoints[i].point = point;
+ linepoints[i].normal = normal;
+ linedists[i] = dist;
+ linepoints[i].Set(0, 0, lasttri->surface, 0);
+ registeredCol = true;
+ }else
+ registeredCol = false;
+ }else
+ registeredCol = false;
+
+ if(registeredCol)
+ aCollided[i] = true;
+ }
+
+ if(aCollided[i]){
+ // TODO: both VU0 macros
+ linepoints[i].point = matrixB * linepoints[i].point;
+ linepoints[i].normal = Multiply3x3(matrixB, linepoints[i].normal);
+ }
+ }
+
+ return numCollisions; // sphere collisions
+#else
static int aSphereIndicesA[MAXNUMSPHERES];
static int aLineIndicesA[MAXNUMLINES];
static int aSphereIndicesB[MAXNUMSPHERES];
@@ -1196,14 +2261,16 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
assert(modelA.numLines <= MAXNUMLINES);
// From model A space to model B space
- matAB = Invert(matrixB, matAB) * matrixA;
+ Invert(matrixB, matAB);
+ matAB *= matrixA;
CColSphere bsphereAB; // bounding sphere of A in B space
bsphereAB.Set(modelA.boundingSphere.radius, matAB * modelA.boundingSphere.center);
if(!TestSphereBox(bsphereAB, modelB.boundingBox))
return 0;
// B to A space
- matBA = Invert(matrixA, matBA) * matrixB;
+ matBA = Invert(matrixA, matBA);
+ matBA *= matrixB;
// transform modelA's spheres and lines to B space
for(i = 0; i < modelA.numSpheres; i++){
@@ -1316,6 +2383,7 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
}
return numCollisions; // sphere collisions
+#endif
}
@@ -1858,6 +2926,19 @@ CColTriangle::Set(const CompressedVector *, int a, int b, int c, uint8 surf, uin
this->surface = surf;
}
+#ifdef VU_COLLISION
+void
+CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
+{
+ CVector norm = CrossProduct(vc-va, vb-va);
+ norm.Normalise();
+ float d = DotProduct(norm, va);
+ normal.x = norm.x*4096.0f;
+ normal.y = norm.y*4096.0f;
+ normal.z = norm.z*4096.0f;
+ dist = d*128.0f;
+}
+#else
void
CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
{
@@ -1873,6 +2954,7 @@ CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
else
dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS;
}
+#endif
CColPoint&
CColPoint::operator=(const CColPoint& other)
diff --git a/src/core/Collision.h b/src/core/Collision.h
index eb11d8c4..fd079028 100644
--- a/src/core/Collision.h
+++ b/src/core/Collision.h
@@ -2,9 +2,12 @@
#include "templates.h"
#include "Game.h" // for eLevelName
+#ifdef VU_COLLISION
+#include "VuVector.h"
+#endif
// If you spawn many tanks at once, you will see that collisions of two entity exceeds 32.
-#ifdef FIX_BUGS
+#if defined(FIX_BUGS) && !defined(SQUEEZE_PERFORMANCE)
#define MAX_COLLISION_POINTS 64
#else
#define MAX_COLLISION_POINTS 32
@@ -16,6 +19,28 @@ struct CompressedVector
int16 x, y, z;
CVector Get(void) const { return CVector(x, y, z)/128.0f; };
void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; };
+#ifdef GTA_PS2
+ void Unpack(uint128 &qword) const {
+ __asm__ volatile (
+ "lh $8, 0(%1)\n"
+ "lh $9, 2(%1)\n"
+ "lh $10, 4(%1)\n"
+ "pextlw $10, $8\n"
+ "pextlw $2, $9, $10\n"
+ "sq $2, %0\n"
+ : "=m" (qword)
+ : "r" (this)
+ : "$8", "$9", "$10", "$2"
+ );
+ }
+#else
+ void Unpack(int32 *qword) const {
+ qword[0] = x;
+ qword[1] = y;
+ qword[2] = z;
+ qword[3] = 0; // junk
+ }
+#endif
#else
float x, y, z;
CVector Get(void) const { return CVector(x, y, z); };
@@ -25,6 +50,7 @@ struct CompressedVector
struct CSphere
{
+ // NB: this has to be compatible with a CVuVector
CVector center;
float radius;
void Set(float radius, const CVector &center) { this->center = center; this->radius = radius; }
@@ -59,6 +85,7 @@ struct CColBox : public CBox
struct CColLine
{
+ // NB: this has to be compatible with two CVuVectors
CVector p0;
int pad0;
CVector p1;
@@ -81,6 +108,39 @@ struct CColTriangle
struct CColTrianglePlane
{
+#ifdef VU_COLLISION
+ CompressedVector normal;
+ int16 dist;
+
+ void Set(const CVector &va, const CVector &vb, const CVector &vc);
+ void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
+ void GetNormal(CVector &n) const { n.x = normal.x/4096.0f; n.y = normal.y/4096.0f; n.z = normal.z/4096.0f; }
+ float CalcPoint(const CVector &v) const { CVector n; GetNormal(n); return DotProduct(n, v) - dist/128.0f; };
+#ifdef GTA_PS2
+ void Unpack(uint128 &qword) const {
+ __asm__ volatile (
+ "lh $8, 0(%1)\n"
+ "lh $9, 2(%1)\n"
+ "lh $10, 4(%1)\n"
+ "lh $11, 6(%1)\n"
+ "pextlw $10, $8\n"
+ "pextlw $11, $9\n"
+ "pextlw $2, $11, $10\n"
+ "sq $2, %0\n"
+ : "=m" (qword)
+ : "r" (this)
+ : "$8", "$9", "$10", "$11", "$2"
+ );
+ }
+#else
+ void Unpack(int32 *qword) const {
+ qword[0] = normal.x;
+ qword[1] = normal.y;
+ qword[2] = normal.z;
+ qword[3] = dist;
+ }
+#endif
+#else
CVector normal;
float dist;
uint8 dir;
@@ -88,7 +148,11 @@ struct CColTrianglePlane
void Set(const CVector &va, const CVector &vb, const CVector &vc);
void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
void GetNormal(CVector &n) const { n = normal; }
+ float GetNormalX() const { return normal.x; }
+ float GetNormalY() const { return normal.y; }
+ float GetNormalZ() const { return normal.z; }
float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
+#endif
};
struct CColPoint
@@ -109,7 +173,11 @@ struct CColPoint
struct CStoredCollPoly
{
+#ifdef VU_COLLISION
+ CVuVector verts[3];
+#else
CVector verts[3];
+#endif
bool valid;
};
diff --git a/src/core/EventList.cpp b/src/core/EventList.cpp
index e5f264c7..da0a5967 100644
--- a/src/core/EventList.cpp
+++ b/src/core/EventList.cpp
@@ -8,6 +8,7 @@
#include "Messages.h"
#include "Text.h"
#include "main.h"
+#include "Accident.h"
int32 CEventList::ms_nFirstFreeSlotIndex;
CEvent gaEvent[NUMEVENTS];
@@ -63,6 +64,13 @@ CEventList::RegisterEvent(eEventType type, eEventEntity entityType, CEntity *ent
int ref;
bool copsDontCare;
+#ifdef SQUEEZE_PERFORMANCE
+ if (type == EVENT_INJURED_PED) {
+ gAccidentManager.ReportAccident((CPed*)ent);
+ return;
+ }
+#endif
+
copsDontCare = false;
switch(entityType){
case EVENT_ENTITY_PED:
diff --git a/src/core/Game.cpp b/src/core/Game.cpp
index 6573ac22..7b113d89 100644
--- a/src/core/Game.cpp
+++ b/src/core/Game.cpp
@@ -110,6 +110,7 @@ int gameTxdSlot;
bool DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha);
void DoRWStuffEndOfFrame(void);
+#ifdef PS2_MENU
void MessageScreen(char *msg)
{
//TODO: stretch_screen
@@ -143,6 +144,7 @@ void MessageScreen(char *msg)
DoRWStuffEndOfFrame();
}
+#endif
bool
CGame::InitialiseOnceBeforeRW(void)
diff --git a/src/core/Stats.cpp b/src/core/Stats.cpp
index 2e3a27b2..29087b34 100644
--- a/src/core/Stats.cpp
+++ b/src/core/Stats.cpp
@@ -61,6 +61,7 @@ int32 CStats::FastestTimes[CStats::TOTAL_FASTEST_TIMES];
int32 CStats::HighestScores[CStats::TOTAL_HIGHEST_SCORES];
int32 CStats::BestPositions[CStats::TOTAL_BEST_POSITIONS];
int32 CStats::PropertyDestroyed;
+int32 CStats::PamphletMissionPassed;
int32 CStats::Sprayings;
float CStats::AutoPaintingBudget;
diff --git a/src/core/Stats.h b/src/core/Stats.h
index 7dd527ea..e6b8df6a 100644
--- a/src/core/Stats.h
+++ b/src/core/Stats.h
@@ -65,6 +65,7 @@ public:
static int32 HighestScores[TOTAL_HIGHEST_SCORES];
static int32 BestPositions[TOTAL_BEST_POSITIONS];
static int32 PropertyDestroyed;
+ static int32 PamphletMissionPassed;
static int32 Sprayings;
static float AutoPaintingBudget;
static int32 NoMoreHurricanes;
diff --git a/src/core/World.cpp b/src/core/World.cpp
index 7126b26f..fb2dbad3 100644
--- a/src/core/World.cpp
+++ b/src/core/World.cpp
@@ -1933,6 +1933,11 @@ CWorld::Process(void)
} else {
for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
CEntity *movingEnt = (CEntity *)node->item;
+#ifdef SQUEEZE_PERFORMANCE
+ if (movingEnt->bRemoveFromWorld) {
+ RemoveEntityInsteadOfProcessingIt(movingEnt);
+ } else
+#endif
if(movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP &&
RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) {
// TODO(MIAMI): doRender argument
diff --git a/src/core/Zones.cpp b/src/core/Zones.cpp
index 3095b36d..96f5dc62 100644
--- a/src/core/Zones.cpp
+++ b/src/core/Zones.cpp
@@ -7,6 +7,7 @@
#include "Clock.h"
#include "Text.h"
#include "World.h"
+#include "Timer.h"
eLevelName CTheZones::m_CurrLevel;
int16 CTheZones::FindIndex;
@@ -127,6 +128,10 @@ CTheZones::Init(void)
void
CTheZones::Update(void)
{
+#ifdef SQUEEZE_PERFORMANCE
+ if (CTimer::GetFrameCounter() % 5 != 0)
+ return;
+#endif
CVector pos;
pos = FindPlayerCoors();
m_CurrLevel = GetLevelFromPosition(&pos);
diff --git a/src/core/common.h b/src/core/common.h
index d22c1715..ba1d24ef 100644
--- a/src/core/common.h
+++ b/src/core/common.h
@@ -89,6 +89,16 @@ typedef uint16_t wchar;
#include <rpskin.h>
#endif
+#ifdef __GNUC__
+#define TYPEALIGN(n) __attribute__ ((aligned (n)))
+#else
+#ifdef _MSC_VER
+#define TYPEALIGN(n) __declspec(align(n))
+#else
+#define TYPEALIGN(n) // unknown compiler...ignore
+#endif
+#endif
+
#define ALIGNPTR(p) (void*)((((uintptr)(void*)p) + sizeof(void*)-1) & ~(sizeof(void*)-1))
// PDP-10 like byte functions
diff --git a/src/core/config.h b/src/core/config.h
index 4cd4cbe1..469f9017 100644
--- a/src/core/config.h
+++ b/src/core/config.h
@@ -167,7 +167,7 @@ enum Config {
#if defined GTA_PS2
# define GTA_PS2_STUFF
# define RANDOMSPLASH
-# define COMPRESSED_COL_VECTORS
+# define VU_COLLISION
#elif defined GTA_PC
# define GTA3_1_1_PATCH
//# define GTA3_STEAM_PATCH
@@ -180,6 +180,10 @@ enum Config {
#elif defined GTA_XBOX
#endif
+#ifdef VU_COLLISION
+#define COMPRESSED_COL_VECTORS // current need compressed vectors in this code
+#endif
+
#ifdef MASTER
// only in master builds
#else
@@ -228,6 +232,9 @@ enum Config {
// #define PC_WATER
#define WATER_CHEATS
+//#define USE_CUTSCENE_SHADOW_FOR_PED
+#define DISABLE_CUTSCENE_SHADOWS
+
// Pad
#if !defined(RW_GL3) && defined(_WIN32)
#define XINPUT
@@ -297,4 +304,13 @@ enum Config {
#ifndef AUDIO_OAL // is not working yet for openal
#define AUDIO_CACHE // cache sound lengths to speed up the cold boot
#endif
-//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS \ No newline at end of file
+//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS
+
+
+//#define SQUEEZE_PERFORMANCE
+#ifdef SQUEEZE_PERFORMANCE
+ #undef PS2_ALPHA_TEST
+ #undef NO_ISLAND_LOADING
+ #define PC_PARTICLE
+ #define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
+#endif \ No newline at end of file
diff --git a/src/core/main.cpp b/src/core/main.cpp
index d4ef8c4b..83d4b66e 100644
--- a/src/core/main.cpp
+++ b/src/core/main.cpp
@@ -852,7 +852,7 @@ RenderScene(void)
CRenderer::RenderFadingInEntities();
RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
CWeather::RenderRainStreaks();
- // CCoronas::RenderSunReflection
+ CCoronas::RenderSunReflection();
}
void
diff --git a/src/core/re3.cpp b/src/core/re3.cpp
index 81b2bfc0..e9c643ac 100644
--- a/src/core/re3.cpp
+++ b/src/core/re3.cpp
@@ -7,6 +7,7 @@
#include "Credits.h"
#include "Camera.h"
#include "Weather.h"
+#include "Timecycle.h"
#include "Clock.h"
#include "World.h"
#include "Vehicle.h"
@@ -406,6 +407,26 @@ DebugMenuPopulate(void)
static const char *weathers[] = {
"Sunny", "Cloudy", "Rainy", "Foggy", "Extrasunny", "Stormy"
};
+ static const char *extracols[] = {
+ "1 - Malibu club",
+ "2 - Strib club",
+ "3 - Hotel",
+ "4 - Bank",
+ "5 - Police HQ",
+ "6 - Mall",
+ "7 - Rifle Range",
+ "8 - Mansion",
+ "9 - Dirt ring",
+ "10 - Blood ring",
+ "11 - Hot ring",
+ "12 - Concert hall",
+ "13 - Auntie Poulets",
+ "14 - Intro at docks",
+ "15 - Biker bar",
+ "16 - Intro cafe",
+ "17 - Studio",
+ "18", "19", "20", "21", "22", "23", "24"
+ };
DebugMenuEntry *e;
e = DebugMenuAddVar("Time & Weather", "Current Hour", &CClock::GetHoursRef(), nil, 1, 0, 23, nil);
DebugMenuEntrySetWrap(e, true);
@@ -416,7 +437,8 @@ DebugMenuPopulate(void)
DebugMenuEntrySetWrap(e, true);
e = DebugMenuAddVar("Time & Weather", "New Weather", (int16*)&CWeather::NewWeatherType, nil, 1, 0, 5, weathers);
DebugMenuEntrySetWrap(e, true);
- DebugMenuAddVar("Time & Weather", "Wind", (float*)&CWeather::Wind, nil, 0.1f, 0.0f, 1.0f);
+ DebugMenuAddVarBool8("Time & Weather", "Extracolours On", &CTimeCycle::m_bExtraColourOn, nil);
+ DebugMenuAddVar("Time & Weather", "Extracolour", &CTimeCycle::m_ExtraColour, nil, 1, 0, 23, extracols);
DebugMenuAddVar("Time & Weather", "Time scale", (float*)&CTimer::GetTimeScale(), nil, 0.1f, 0.0f, 10.0f);
DebugMenuAddCmd("Cheats", "Weapon set 1", WeaponCheat1);
@@ -489,9 +511,7 @@ DebugMenuPopulate(void)
DebugMenuAddVarBool8("Render", "Draw hud", &CHud::m_Wants_To_Draw_Hud, nil);
DebugMenuAddVarBool8("Render", "Backface Culling", &gBackfaceCulling, nil);
-#ifdef LIBRW
DebugMenuAddVarBool8("Render", "PS2 Alpha test Emu", &gPS2alphaTest, nil);
-#endif
DebugMenuAddVarBool8("Render", "Frame limiter", &FrontEndMenuManager.m_PrefsFrameLimiter, nil);
DebugMenuAddVarBool8("Render", "VSynch", &FrontEndMenuManager.m_PrefsVsync, nil);
DebugMenuAddVar("Render", "Max FPS", &RsGlobal.maxFPS, nil, 1, 1, 1000, nil);
diff --git a/src/core/vu0Collision.dsm b/src/core/vu0Collision.dsm
new file mode 100644
index 00000000..657c8b81
--- /dev/null
+++ b/src/core/vu0Collision.dsm
@@ -0,0 +1,21 @@
+.align 4
+.global Vu0CollisionDmaTag
+Vu0CollisionDmaTag:
+DMAcnt *
+MPG 0, *
+.vu
+.include "vu0Collision_1.s"
+.EndMPG
+.EndDmaData
+DMAend
+
+.global Vu0Collision2DmaTag
+Vu0Collision2DmaTag:
+DMAcnt *
+MPG 0, *
+.vu
+.include "vu0Collision_2.s"
+.EndMPG
+.EndDmaData
+DMAend
+.end
diff --git a/src/core/vu0Collision_1.s b/src/core/vu0Collision_1.s
new file mode 100644
index 00000000..055c8640
--- /dev/null
+++ b/src/core/vu0Collision_1.s
@@ -0,0 +1,610 @@
+QuitAndFail:
+ NOP[E] IADDIU VI01, VI00, 0
+ NOP NOP
+
+
+QuitAndSucceed:
+ NOP[E] IADDIU VI01, VI00, 1
+ NOP NOP
+
+
+; 20 -- unused
+; VF12, VF13 xyz: sphere centers
+; VF14, VF15 x: sphere radii
+; out:
+; VI01: set when collision
+; VF01: supposed to be intersection point?
+; VF02: normal (pointing towards s1, not normalized)
+.globl Vu0SphereToSphereCollision
+Vu0SphereToSphereCollision:
+ SUB.xyz VF02, VF13, VF12 NOP ; dist of centers
+ ADD.x VF04, VF14, VF15 NOP ; s = sum of radii
+ MUL.xyzw VF03, VF02, VF02 NOP ;
+ MUL.x VF04, VF04, VF04 DIV Q, VF14x, VF04x ; square s
+ NOP NOP ;
+ NOP NOP ;
+ MULAx.w ACC, VF00, VF03 NOP ;
+ MADDAy.w ACC, VF00, VF03 NOP ;
+ MADDz.w VF03, VF00, VF03 NOP ; d = DistSq of centers
+ NOP NOP ;
+ MULAw.xyz ACC, VF12, VF00 NOP ;
+ MADDq.xyz VF01, VF02, Q NOP ; intersection, but wrong
+ CLIPw.xyz VF04, VF03 NOP ; compare s and d
+ SUB.xyz VF02, VF00, VF02 NOP ; compute normal
+ NOP NOP ;
+ NOP NOP ;
+ NOP FCAND VI01, 0x3 ; 0x2 cannot be set here
+ NOP[E] NOP ;
+ NOP NOP ;
+
+
+; B8 -- unused
+; VF12:
+; VF13: radius
+; VF14:
+; VF15: box dimensions (?)
+.globl Vu0SphereToAABBCollision
+Vu0SphereToAABBCollision:
+ SUB.xyz VF03, VF12, VF14 LOI 0.5
+ MULi.xyz VF15, VF15, I NOP
+ MUL.x VF13, VF13, VF13 NOP
+ SUB.xyz VF04, VF03, VF15 NOP
+ ADD.xyz VF05, VF03, VF15 MR32.xyzw VF16, VF15
+ CLIPw.xyz VF03, VF16 MR32.xyzw VF17, VF16
+ MUL.xyz VF04, VF04, VF04 NOP
+ MUL.xyz VF05, VF05, VF05 NOP
+ CLIPw.xyz VF03, VF17 MR32.xyzw VF16, VF17
+ NOP FCAND VI01, 0x1
+ MINI.xyz VF04, VF04, VF05 MFIR.x VF09, VI01
+ NOP NOP
+ CLIPw.xyz VF03, VF16 FCAND VI01, 0x4
+ NOP MFIR.y VF09, VI01
+ NOP NOP
+ MULAx.w ACC, VF00, VF00 NOP
+ ADD.xyz VF01, VF00, VF03 FCAND VI01, 0x10
+ NOP MFIR.z VF09, VI01
+ NOP LOI 2
+ NOP FCAND VI01, 0x30
+ SUBAw.xyz ACC, VF00, VF00 IADD VI04, VI00, VI01
+ ITOF0.xyz VF09, VF09 FCAND VI01, 0x300
+ NOP IADD VI03, VI00, VI01
+ NOP FCAND VI01, 0x3000
+ NOP IADD VI02, VI00, VI01
+ MADDi.xyzw VF09, VF09, I NOP
+ NOP IBEQ VI04, VI00, IgnoreZValue
+ NOP NOP
+ MADDAz.w ACC, VF00, VF04 NOP
+ MUL.z VF01, VF09, VF15 NOP
+IgnoreZValue:
+ NOP IBEQ VI03, VI00, IgnoreYValue
+ NOP NOP
+ MADDAy.w ACC, VF00, VF04 NOP
+ MUL.y VF01, VF09, VF15 NOP
+IgnoreYValue:
+ NOP IBEQ VI02, VI00, IgnoreXValue
+ NOP NOP
+ MADDAx.w ACC, VF00, VF04 NOP
+ MUL.x VF01, VF09, VF15 NOP
+IgnoreXValue:
+ MADDx.w VF06, VF00, VF00 NOP
+ SUB.xyz VF02, VF03, VF01 NOP
+ ADD.xyz VF01, VF01, VF14 NOP
+ MULx.w VF01, VF00, VF00 NOP
+ CLIPw.xyz VF13, VF06 NOP
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ NOP FCAND VI01, 0x1
+QuitMicrocode:
+ NOP[E] NOP
+ NOP NOP
+
+
+; 240
+.globl Vu0LineToSphereCollision
+Vu0LineToSphereCollision:
+ SUB.xyzw VF01, VF13, VF12 NOP
+ SUB.xyzw VF02, VF14, VF12 NOP
+ MUL.xyz VF03, VF01, VF02 NOP
+ MUL.xyz VF04, VF01, VF01 NOP
+ MUL.x VF15, VF15, VF15 NOP
+ MUL.xyz VF02, VF02, VF02 NOP
+ MULAx.w ACC, VF00, VF03 NOP
+ MADDAy.w ACC, VF00, VF03 NOP
+ MADDz.w VF03, VF00, VF03 NOP
+ MULAx.w ACC, VF00, VF04 NOP
+ MADDAy.w ACC, VF00, VF04 NOP
+ MADDz.w VF01, VF00, VF04 NOP
+ MULAx.w ACC, VF00, VF02 NOP
+ MADDAy.w ACC, VF00, VF02 NOP
+ MADDz.w VF02, VF00, VF02 NOP
+ MULA.w ACC, VF03, VF03 NOP
+ MADDAx.w ACC, VF01, VF15 NOP
+ MSUB.w VF05, VF01, VF02 NOP
+ NOP NOP
+ NOP NOP
+ NOP IADDIU VI02, VI00, 0x10
+ NOP FMAND VI01, VI02
+ NOP IBNE VI01, VI00, QuitAndFail
+ NOP NOP
+ CLIPw.xyz VF15, VF02 SQRT Q, VF05w
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ NOP FCAND VI01, 0x1
+ NOP IBNE VI00, VI01, LineStartInsideSphere
+ NOP NOP
+ SUBq.w VF05, VF03, Q NOP
+ SUB.w VF05, VF05, VF01 DIV Q, VF05w, VF01w
+ NOP FMAND VI01, VI02
+ NOP IBNE VI01, VI00, QuitAndFail
+ NOP NOP
+ NOP FMAND VI01, VI02
+ NOP IBEQ VI01, VI00, QuitAndFail
+ NOP NOP
+ ADDA.xyz ACC, VF12, VF00 NOP
+ MADDq.xyz VF01, VF01, Q NOP
+ MULx.w VF01, VF00, VF00 NOP
+ SUB.xyz VF02, VF01, VF14 NOP
+ NOP[E] NOP
+ NOP NOP
+LineStartInsideSphere:
+ NOP MOVE.xyzw VF01, VF12
+ NOP[E] IADDIU VI01, VI00, 0x1
+ NOP NOP
+
+
+; 3C0
+.globl Vu0LineToAABBCollision
+Vu0LineToAABBCollision:
+ SUB.xyzw VF08, VF13, VF12 LOI 0.5
+ MULi.xyz VF15, VF15, I IADDIU VI08, VI00, 0x0
+ SUB.xyzw VF12, VF12, VF14 NOP
+ SUB.xyzw VF13, VF13, VF14 NOP
+ NOP DIV Q, VF00w, VF08x
+ NOP MR32.xyzw VF03, VF15
+ SUB.xyz VF06, VF15, VF12 NOP
+ ADD.xyz VF07, VF15, VF12 NOP
+ NOP NOP
+ CLIPw.xyz VF12, VF03 MR32.xyzw VF04, VF03
+ NOP NOP
+ ADDq.x VF09, VF00, Q DIV Q, VF00w, VF08y
+ NOP NOP
+ CLIPw.xyz VF12, VF04 MR32.xyzw VF05, VF04
+ SUB.xyz VF07, VF00, VF07 IADDIU VI06, VI00, 0xCC
+ NOP IADDIU VI07, VI00, 0x30
+ NOP NOP
+ CLIPw.xyz VF12, VF05 FCGET VI02
+ NOP IAND VI02, VI02, VI06
+ ADDq.y VF09, VF00, Q DIV Q, VF00w, VF08z
+ SUB.xyz VF10, VF00, VF10 NOP
+ CLIPw.xyz VF13, VF03 FCGET VI03
+ CLIPw.xyz VF13, VF04 IAND VI03, VI03, VI07
+ CLIPw.xyz VF13, VF05 FCAND VI01, 0x3330
+ NOP IBEQ VI01, VI00, StartPointInsideAABB
+ NOP NOP
+ ADDq.z VF09, VF00, Q FCGET VI04
+ NOP FCGET VI05
+ NOP IAND VI04, VI04, VI06
+ NOP IAND VI05, VI05, VI07
+ MULx.xyz VF17, VF08, VF09 NOP
+ MULy.xyz VF18, VF08, VF09 IADDIU VI07, VI00, 0x80
+ MULz.xyz VF19, VF08, VF09 IAND VI06, VI02, VI07
+ MUL.w VF10, VF00, VF00 IAND VI07, VI04, VI07
+ NOP NOP
+ NOP IBEQ VI06, VI07, CheckMaxXSide
+ NOP NOP
+ MULAx.xyz ACC, VF17, VF07 NOP
+ MADDw.xyz VF16, VF12, VF00 NOP
+ MUL.x VF10, VF07, VF09 NOP
+ CLIPw.xyz VF16, VF04 NOP
+ CLIPw.xyz VF16, VF05 NOP
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ NOP FCAND VI01, 0x330
+ NOP IBNE VI01, VI00, CheckMaxXSide
+ NOP NOP
+ MULx.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1
+ ADD.yz VF02, VF00, VF00 MOVE.xyzw VF01, VF16
+ SUBw.x VF02, VF00, VF00 NOP
+CheckMaxXSide:
+ MULAx.xyz ACC, VF17, VF06 IADDIU VI07, VI00, 0x40
+ MADDw.xyz VF16, VF12, VF00 IAND VI06, VI02, VI07
+ MUL.x VF10, VF06, VF09 IAND VI07, VI04, VI07
+ NOP NOP
+ NOP IBEQ VI06, VI07, CheckMinYSide
+ NOP NOP
+ CLIPw.xyz VF16, VF04 NOP
+ CLIPw.xyz VF16, VF05 NOP
+ CLIPw.xyz VF10, VF10 NOP
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ NOP FCAND VI01, 0xCC03
+ NOP IBNE VI01, VI00, CheckMinYSide
+ NOP NOP
+ MULx.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1
+ ADD.yz VF02, VF00, VF00 MOVE.xyzw VF01, VF16
+ ADDw.x VF02, VF00, VF00 NOP
+CheckMinYSide:
+ MULAy.xyz ACC, VF18, VF07 IADDIU VI07, VI00, 0x8
+ MADDw.xyz VF16, VF12, VF00 IAND VI06, VI02, VI07
+ MUL.y VF10, VF07, VF09 IAND VI07, VI04, VI07
+ NOP NOP
+ NOP IBEQ VI06, VI07, CheckMaxYSide
+ NOP NOP
+ CLIPw.xyz VF16, VF03 NOP
+ CLIPw.xyz VF16, VF05 NOP
+ CLIPw.xyz VF10, VF10 NOP
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ NOP FCAND VI01, 0x3C0C
+ NOP IBNE VI01, VI00, CheckMaxYSide
+ NOP NOP
+ MULy.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1
+ ADD.xz VF02, VF00, VF00 MOVE.xyzw VF01, VF16
+ SUBw.y VF02, VF00, VF00 NOP
+CheckMaxYSide:
+ MULAy.xyz ACC, VF18, VF06 IADDIU VI07, VI00, 0x4
+ MADDw.xyz VF16, VF12, VF00 IAND VI06, VI02, VI07
+ MUL.y VF10, VF06, VF09 IAND VI07, VI04, VI07
+ NOP NOP
+ NOP IBEQ VI06, VI07, CheckMinZSide
+ NOP NOP
+ CLIPw.xyz VF16, VF03 NOP
+ CLIPw.xyz VF16, VF05 NOP
+ CLIPw.xyz VF10, VF10 NOP
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ NOP FCAND VI01, 0x3C0C
+ NOP IBNE VI01, VI00, CheckMinZSide
+ NOP NOP
+ MULy.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1
+ ADD.xz VF02, VF00, VF00 MOVE.xyzw VF01, VF16
+ ADDw.y VF02, VF00, VF00 NOP
+CheckMinZSide:
+ MULAz.xyz ACC, VF19, VF07 IADDIU VI07, VI00, 0x20
+ MADDw.xyz VF16, VF12, VF00 IAND VI06, VI03, VI07
+ MUL.z VF10, VF07, VF09 IAND VI07, VI05, VI07
+ NOP NOP
+ NOP IBEQ VI06, VI07, CheckMaxZSide
+ NOP NOP
+ CLIPw.xyz VF16, VF03 NOP
+ CLIPw.xyz VF16, VF04 NOP
+ CLIPw.xyz VF10, VF10 NOP
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ NOP FCAND VI01, 0x3330
+ NOP IBNE VI01, VI00, CheckMaxZSide
+ NOP NOP
+ MULz.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1
+ ADD.xy VF02, VF00, VF00 MOVE.xyzw VF01, VF16
+ SUBw.z VF02, VF00, VF00 NOP
+CheckMaxZSide:
+ MULAz.xyz ACC, VF19, VF06 IADDIU VI07, VI00, 0x10
+ MADDw.xyz VF16, VF12, VF00 IAND VI06, VI03, VI07
+ MUL.z VF10, VF06, VF09 IAND VI07, VI05, VI07
+ NOP NOP
+ NOP IBEQ VI06, VI07, DoneAllChecks
+ NOP NOP
+ CLIPw.xyz VF16, VF03 NOP
+ CLIPw.xyz VF16, VF04 NOP
+ CLIPw.xyz VF10, VF10 NOP
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ NOP FCAND VI01, 0x3330
+ NOP IBNE VI01, VI00, DoneAllChecks
+ NOP NOP
+ MULz.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1
+ ADD.xy VF02, VF00, VF00 MOVE.xyzw VF01, VF16
+ ADDw.z VF02, VF00, VF00 NOP
+DoneAllChecks:
+ ADD.xyz VF01, VF01, VF14 IADD VI01, VI00, VI08
+ NOP[E] NOP
+ NOP NOP
+StartPointInsideAABB:
+ ADD.xyz VF01, VF12, VF14 WAITQ
+ NOP IADDIU VI01, VI00, 0x1
+ NOP[E] NOP
+ NOP NOP
+
+
+; 860
+.globl Vu0LineToTriangleCollisionCompressedStart
+Vu0LineToTriangleCollisionCompressedStart:
+ ITOF0.xyzw VF17, VF17 LOI 0.000244140625 ; 1.0/4096.0
+ ITOF0.xyzw VF14, VF14 NOP
+ ITOF0.xyzw VF15, VF15 NOP
+ ITOF0.xyzw VF16, VF16 NOP
+ MULi.xyz VF17, VF17, I LOI 0.0078125 ; 1.0/128.0
+ MULi.w VF17, VF17, I NOP
+ MULi.xyzw VF14, VF14, I NOP
+ MULi.xyzw VF15, VF15, I NOP
+ MULi.xyzw VF16, VF16, I NOP
+; fall through
+
+; 8A8
+; VF12: point0
+; VF13: point1
+; VF14-16: verts
+; VF17: plane
+; out:
+; VF01: intersection point
+; VF02: triangle normal
+; VF03 x: intersection parameter
+.globl Vu0LineToTriangleCollisionStart
+Vu0LineToTriangleCollisionStart:
+ MUL.xyz VF10, VF17, VF12 LOI 0.5
+ MUL.xyz VF11, VF17, VF13 NOP
+ SUB.xyz VF02, VF13, VF12 NOP ; line dist
+ ADD.xyz VF17, VF17, VF00 NOP
+ MULi.w VF03, VF00, I NOP
+ MULAx.w ACC, VF00, VF10 NOP
+ MADDAy.w ACC, VF00, VF10 IADDIU VI06, VI00, 0xE0
+ MADDz.w VF10, VF00, VF10 FMAND VI05, VI06 ; -- normal sign flags, unused
+ MULAx.w ACC, VF00, VF11 NOP
+ MADDAy.w ACC, VF00, VF11 NOP
+ MADDz.w VF11, VF00, VF11 NOP
+ SUB.w VF09, VF17, VF10 NOP ; plane-pos 0
+ CLIPw.xyz VF17, VF03 NOP ; compare normal against 0.5 to figure out which in which dimension to compare
+ NOP IADDIU VI02, VI00, 0x10 ; Sw flag
+ SUBA.w ACC, VF17, VF11 NOP ; plane-pos 1
+ SUB.w VF08, VF11, VF10 FMAND VI01, VI02
+ NOP NOP
+ NOP NOP
+ NOP FMAND VI02, VI02
+ NOP IBEQ VI01, VI02, QuitAndFail ; if on same side, no collision
+ NOP NOP
+ NOP DIV Q, VF09w, VF08w ; parameter of intersection
+ NOP FCAND VI01, 0x3 ; check x direction
+ NOP IADDIU VI02, VI01, 0x7F
+ NOP IADDIU VI06, VI00, 0x80
+ NOP IAND VI02, VI02, VI06 ; Sx flag
+ NOP FCAND VI01, 0xC ; check y direction
+ NOP IADDIU VI03, VI01, 0x3F
+ MULAw.xyz ACC, VF12, VF00 IADDIU VI06, VI00, 0x40
+ MADDq.xyz VF01, VF02, Q IAND VI03, VI03, VI06 ; point of intersection -- Sy flag
+ MULx.w VF01, VF00, VF00 FCAND VI01, 0x30 ; -- check z direction
+ ADDq.x VF03, VF00, Q IADDIU VI04, VI01, 0x1F ; output parameter
+ SUB.xyz VF05, VF15, VF14 IADDIU VI06, VI00, 0x20 ; edge vectors
+ SUB.xyz VF08, VF01, VF14 IAND VI04, VI04, VI06 ; edge vectors -- Sz flag
+ SUB.xyz VF06, VF16, VF15 IADD VI06, VI02, VI03 ; edge vectors
+ SUB.xyz VF09, VF01, VF15 IADD VI06, VI06, VI04 ; edge vectors -- combine flags
+ SUB.xyz VF07, VF14, VF16 NOP ; edge vectors
+ SUB.xyz VF10, VF01, VF16 NOP ; edge vectors
+ OPMULA.xyz ACC, VF08, VF05 NOP
+ OPMSUB.xyz VF18, VF05, VF08 NOP ; cross1
+ OPMULA.xyz ACC, VF09, VF06 NOP
+ OPMSUB.xyz VF19, VF06, VF09 NOP ; cross2
+ OPMULA.xyz ACC, VF10, VF07 NOP
+ OPMSUB.xyz VF20, VF07, VF10 FMAND VI02, VI06 ; cross3
+ NOP NOP
+ NOP FMAND VI03, VI06
+ NOP NOP
+ NOP FMAND VI04, VI06
+ NOP NOP
+ NOP IBNE VI03, VI02, QuitAndFail ; point has to lie on the same side of all edges (i.e. inside)
+ NOP NOP
+ NOP IBNE VI04, VI02, QuitAndFail
+ NOP NOP
+ MULw.xyz VF02, VF17, VF00 IADDIU VI01, VI00, 0x1 ; success
+ NOP[E] NOP
+ NOP NOP
+
+
+; A68
+; VF12: center
+; VF14: line origin
+; VF15: line vector to other point
+; out: VF16 xyz: nearest point on line; w: distance to that point
+DistanceBetweenSphereAndLine:
+ SUB.xyz VF20, VF12, VF14 NOP
+ MUL.xyz VF21, VF15, VF15 NOP
+ ADDA.xyz ACC, VF14, VF15 NOP
+ MSUBw.xyz VF25, VF12, VF00 NOP ; VF25 = VF12 - (VF14+VF15)
+ MUL.xyz VF22, VF20, VF20 NOP
+ MUL.xyz VF23, VF20, VF15 NOP
+ MULAx.w ACC, VF00, VF21 NOP
+ MADDAy.w ACC, VF00, VF21 NOP
+ MADDz.w VF21, VF00, VF21 NOP ; MagSq VF15 (line length)
+ MULAx.w ACC, VF00, VF23 NOP
+ MADDAy.w ACC, VF00, VF23 NOP
+ MADDz.w VF23, VF00, VF23 NOP ; dot(VF12-VF14, VF15)
+ MULAx.w ACC, VF00, VF22 NOP
+ MADDAy.w ACC, VF00, VF22 NOP
+ MADDz.w VF22, VF00, VF22 IADDIU VI08, VI00, 0x10 ; MagSq VF12-VF14 -- Sw bit
+ MUL.xyz VF25, VF25, VF25 FMAND VI08, VI08
+ NOP DIV Q, VF23w, VF21w
+ NOP IBNE VI00, VI08, NegativeRatio
+ NOP NOP
+ ADDA.xyz ACC, VF00, VF14 NOP
+ MADDq.xyz VF16, VF15, Q WAITQ ; nearest point on infinte line
+ ADDq.x VF24, VF00, Q NOP ; ratio
+ NOP NOP
+ NOP NOP
+ SUB.xyz VF26, VF16, VF12 NOP
+ CLIPw.xyz VF24, VF00 NOP ; compare ratio to 1.0
+ NOP NOP
+ NOP NOP
+ MUL.xyz VF26, VF26, VF26 NOP
+ NOP FCAND VI01, 0x1
+ NOP IBNE VI00, VI01, RatioGreaterThanOne
+ NOP NOP
+ MULAx.w ACC, VF00, VF26 NOP
+ MADDAy.w ACC, VF00, VF26 NOP
+ MADDz.w VF16, VF00, VF26 NOP ; distance
+ NOP JR VI15
+ NOP NOP
+NegativeRatio:
+ ADD.xyz VF16, VF00, VF14 NOP ; return line origin
+ MUL.w VF16, VF00, VF22 NOP ; and DistSq to it
+ NOP JR VI15
+ NOP NOP
+RatioGreaterThanOne:
+ MULAx.w ACC, VF00, VF25 NOP
+ MADDAy.w ACC, VF00, VF25 NOP
+ MADDz.w VF16, VF00, VF25 NOP
+ ADD.xyz VF16, VF14, VF15 NOP ; return toerh line point
+ NOP JR VI15
+ NOP NOP
+
+
+; BE0
+.globl Vu0SphereToTriangleCollisionCompressedStart
+Vu0SphereToTriangleCollisionCompressedStart:
+ ITOF0.xyzw VF17, VF17 LOI 0.000244140625 ; 1.0/4096.0
+ ITOF0.xyzw VF14, VF14 NOP
+ ITOF0.xyzw VF15, VF15 NOP
+ ITOF0.xyzw VF16, VF16 NOP
+ MULi.xyz VF17, VF17, I LOI 0.0078125 ; 1.0/128.0
+ MULi.w VF17, VF17, I NOP
+ MULi.xyzw VF14, VF14, I NOP
+ MULi.xyzw VF15, VF15, I NOP
+ MULi.xyzw VF16, VF16, I NOP
+; fall through
+
+; C28
+; VF12: sphere
+; VF14-16: verts
+; VF17: plane
+; out:
+; VF01: intersection point
+; VF02: triangle normal
+; VF03 x: intersection parameter
+.globl Vu0SphereToTriangleCollisionStart
+Vu0SphereToTriangleCollisionStart:
+ MUL.xyz VF02, VF12, VF17 LOI 0.1
+ ADD.xyz VF17, VF17, VF00 NOP
+ ADDw.x VF13, VF00, VF12 NOP
+ NOP NOP
+ MULAx.w ACC, VF00, VF02 IADDIU VI06, VI00, 0xE0
+ MADDAy.w ACC, VF00, VF02 FMAND VI05, VI06 ; normal sign flags
+ MADDAz.w ACC, VF00, VF02 NOP
+ MSUB.w VF02, VF00, VF17 NOP ; center plane pos
+ MULi.w VF03, VF00, I MOVE.xyzw VF04, VF03
+ NOP NOP
+ NOP NOP
+ CLIPw.xyz VF13, VF02 NOP ; compare dist and radius
+ CLIPw.xyz VF17, VF03 NOP
+ MULAw.xyz ACC, VF12, VF00 IADDIU VI07, VI00, 0x0 ; -- clear test case
+ MSUBw.xyz VF01, VF17, VF02 NOP
+ MULx.w VF01, VF00, VF00 FCAND VI01, 0x3 ; projected center on plane
+ ABS.w VF02, VF02 IBEQ VI00, VI01, QuitAndFail ; no intersection
+ NOP NOP
+ NOP FCAND VI01, 0x3 ; -- check x direction
+ SUB.xyz VF02, VF12, VF01 IADDIU VI02, VI01, 0x7F
+ NOP IADDIU VI06, VI00, 0x80
+ SUB.xyz VF05, VF15, VF14 IAND VI02, VI02, VI06
+ SUB.xyz VF08, VF01, VF14 FCAND VI01, 0xC ; -- check y direction
+ SUB.xyz VF06, VF16, VF15 IADDIU VI03, VI01, 0x3F
+ SUB.xyz VF09, VF01, VF15 IADDIU VI06, VI00, 0x40
+ SUB.xyz VF07, VF14, VF16 IAND VI03, VI03, VI06
+ SUB.xyz VF10, VF01, VF16 FCAND VI01, 0x30 ; -- check z direction
+ MUL.xyz VF03, VF02, VF02 IADDIU VI04, VI01, 0x1F
+ OPMULA.xyz ACC, VF08, VF05 IADDIU VI06, VI00, 0x20
+ OPMSUB.xyz VF18, VF05, VF08 IAND VI04, VI04, VI06
+ OPMULA.xyz ACC, VF09, VF06 NOP
+ OPMSUB.xyz VF19, VF06, VF09 IADD VI06, VI02, VI03
+ OPMULA.xyz ACC, VF10, VF07 IADD VI06, VI06, VI04 ; -- combine flags
+ OPMSUB.xyz VF20, VF07, VF10 FMAND VI02, VI06 ; -- cross 1 flags
+ MULAx.w ACC, VF00, VF03 IAND VI05, VI05, VI06
+ MADDAy.w ACC, VF00, VF03 FMAND VI03, VI06 ; -- cross 2 flags
+ MADDz.w VF03, VF00, VF03 IADDIU VI08, VI00, 0x3
+ NOP FMAND VI04, VI06 ; -- cross 3 flags
+ NOP NOP
+ NOP IBNE VI02, VI05, CheckSide2
+ NOP RSQRT Q, VF00w, VF03w
+ ADD.xyz VF04, VF00, VF16 IADDIU VI07, VI07, 0x1 ; inside side 1
+CheckSide2:
+ NOP IBNE VI03, VI05, CheckSide3
+ NOP NOP
+ ADD.xyz VF04, VF00, VF14 IADDIU VI07, VI07, 0x1 ; inside side 2
+CheckSide3:
+ NOP IBNE VI04, VI05, FinishCheckingSides
+ NOP NOP
+ ADD.xyz VF04, VF00, VF15 IADDIU VI07, VI07, 0x1 ; inside side 3
+ NOP NOP
+ NOP IBEQ VI07, VI08, TotallyInsideTriangle
+ NOP NOP
+FinishCheckingSides:
+ MUL.x VF13, VF13, VF13 IADDIU VI08, VI00, 0x2
+ MULq.xyz VF02, VF02, Q WAITQ
+ NOP IBNE VI07, VI08, IntersectionOutsideTwoSides
+ NOP NOP
+ NOP IBEQ VI02, VI05, CheckDistanceSide2
+ NOP NOP
+ NOP MOVE.xyzw VF15, VF05
+ NOP BAL VI15, DistanceBetweenSphereAndLine
+ NOP NOP
+ NOP B ProcessLineResult
+ NOP NOP
+CheckDistanceSide2:
+ NOP IBEQ VI03, VI05, CheckDistanceSide3
+ NOP NOP
+ NOP MOVE.xyzw VF14, VF15
+ NOP MOVE.xyzw VF15, VF06
+ NOP BAL VI15, DistanceBetweenSphereAndLine
+ NOP NOP
+ NOP B ProcessLineResult
+ NOP NOP
+CheckDistanceSide3:
+ NOP MOVE.xyzw VF14, VF16
+ NOP MOVE.xyzw VF15, VF07
+ NOP BAL VI15, DistanceBetweenSphereAndLine
+ NOP NOP
+ NOP B ProcessLineResult
+ NOP NOP
+IntersectionOutsideTwoSides:
+ SUB.xyz VF05, VF04, VF12 NOP
+ ADD.xyz VF01, VF00, VF04 NOP ; col point
+ SUB.xyz VF02, VF12, VF04 NOP
+ NOP NOP
+ MUL.xyz VF05, VF05, VF05 NOP
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ MULAx.w ACC, VF00, VF05 NOP
+ MADDAy.w ACC, VF00, VF05 NOP
+ MADDz.w VF05, VF00, VF05 NOP ; distSq to vertex
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ CLIPw.xyz VF13, VF05 SQRT Q, VF05w ; compare radiusSq and distSq
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ NOP FCAND VI01, 0x1
+ ADDq.x VF03, VF00, Q WAITQ ; dist to vertex
+ NOP IBEQ VI00, VI01, QuitAndFail ; too far
+ NOP NOP
+ NOP NOP
+ NOP DIV Q, VF00w, VF03x
+ MULq.xyz VF02, VF02, Q WAITQ ; col normal
+ NOP[E] NOP
+ NOP NOP
+TotallyInsideTriangle:
+ ADDw.x VF03, VF00, VF02 WAITQ
+ MULq.xyz VF02, VF02, Q NOP
+ NOP[E] IADDIU VI01, VI00, 0x1
+ NOP NOP
+ProcessLineResult:
+ CLIPw.xyz VF13, VF16 SQRT Q, VF16w
+ ADD.xyz VF01, VF00, VF16 NOP
+ SUB.xyz VF02, VF12, VF16 NOP
+ NOP NOP
+ NOP FCAND VI01, 0x1
+ ADDq.x VF03, VF00, Q WAITQ
+ NOP IBEQ VI00, VI01, QuitAndFail
+ NOP NOP
+ NOP NOP
+ NOP DIV Q, VF00w, VF03x
+ MULq.xyz VF02, VF02, Q WAITQ
+ NOP[E] NOP
+ NOP NOP
+
+EndOfMicrocode:
diff --git a/src/core/vu0Collision_2.s b/src/core/vu0Collision_2.s
new file mode 100644
index 00000000..716c29ac
--- /dev/null
+++ b/src/core/vu0Collision_2.s
@@ -0,0 +1,191 @@
+QuitAndFail2:
+ NOP[E] IADDIU VI01, VI00, 0x0
+ NOP NOP
+
+
+QuitAndSucceed2:
+ NOP[E] IADDIU VI01, VI00, 0x1
+ NOP NOP
+
+
+; 20
+GetBBVertices:
+ MULw.xy VF02, VF01, VF00 NOP
+ MUL.z VF02, VF01, VF11 NOP
+ MULw.xz VF03, VF01, VF00 NOP
+ MUL.y VF03, VF01, VF11 NOP
+ MULw.x VF04, VF01, VF00 NOP
+ MUL.yz VF04, VF01, VF11 NOP
+ NOP JR VI15
+ NOP NOP
+
+
+; 60
+Vu0OBBToOBBCollision:
+ SUBw.xyz VF11, VF00, VF00 LOI 0.5
+ MULi.xyz VF12, VF12, I NOP
+ MULi.xyz VF13, VF13, I NOP
+ NOP NOP
+ NOP NOP
+ NOP MOVE.xyz VF01, VF12
+ NOP BAL VI15, GetBBVertices
+ NOP NOP
+ MULAx.xyz ACC, VF14, VF01 NOP
+ MADDAy.xyz ACC, VF15, VF01 NOP
+ MADDz.xyz VF01, VF16, VF01 NOP
+ MULAx.xyz ACC, VF14, VF02 NOP
+ MADDAy.xyz ACC, VF15, VF02 NOP
+ MADDz.xyz VF02, VF16, VF02 NOP
+ MULAx.xyz ACC, VF14, VF03 NOP
+ MADDAy.xyz ACC, VF15, VF03 NOP
+ MADDz.xyz VF03, VF16, VF03 NOP
+ MULAx.xyz ACC, VF14, VF04 NOP
+ MADDAy.xyz ACC, VF15, VF04 NOP
+ MADDz.xyz VF04, VF16, VF04 NOP
+ ABS.xyz VF05, VF01 NOP
+ ABS.xyz VF06, VF02 NOP
+ ABS.xyz VF07, VF03 NOP
+ ABS.xyz VF08, VF04 NOP
+ NOP NOP
+ MAX.xyz VF05, VF05, VF06 NOP
+ NOP NOP
+ MAX.xyz VF07, VF07, VF08 NOP
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ MAX.xyz VF05, VF05, VF07 NOP
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ ADD.xyz VF09, VF05, VF13 NOP
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ MULx.w VF05, VF00, VF09 NOP
+ MULy.w VF06, VF00, VF09 NOP
+ MULz.w VF07, VF00, VF09 NOP
+ CLIPw.xyz VF17, VF05 NOP
+ CLIPw.xyz VF17, VF06 NOP
+ CLIPw.xyz VF17, VF07 MOVE.xyz VF01, VF13
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ NOP FCAND VI01, 0x3330
+ NOP IBNE VI01, VI00, QuitAndFail2
+ NOP NOP
+ NOP BAL VI15, GetBBVertices
+ NOP NOP
+ MULAx.xyz ACC, VF18, VF01 NOP
+ MADDAy.xyz ACC, VF19, VF01 NOP
+ MADDz.xyz VF01, VF20, VF01 NOP
+ MULAx.xyz ACC, VF18, VF02 NOP
+ MADDAy.xyz ACC, VF19, VF02 NOP
+ MADDz.xyz VF02, VF20, VF02 NOP
+ MULAx.xyz ACC, VF18, VF03 NOP
+ MADDAy.xyz ACC, VF19, VF03 NOP
+ MADDz.xyz VF03, VF20, VF03 NOP
+ MULAx.xyz ACC, VF18, VF04 NOP
+ MADDAy.xyz ACC, VF19, VF04 NOP
+ MADDz.xyz VF04, VF20, VF04 NOP
+ ABS.xyz VF05, VF01 NOP
+ ABS.xyz VF06, VF02 NOP
+ ABS.xyz VF07, VF03 NOP
+ ABS.xyz VF08, VF04 NOP
+ NOP NOP
+ MAX.xyz VF05, VF05, VF06 NOP
+ NOP NOP
+ MAX.xyz VF07, VF07, VF08 NOP
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ MAX.xyz VF05, VF05, VF07 NOP
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ ADD.xyz VF09, VF05, VF12 NOP
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ MULx.w VF05, VF00, VF09 NOP
+ MULy.w VF06, VF00, VF09 NOP
+ MULz.w VF07, VF00, VF09 NOP
+ CLIPw.xyz VF21, VF05 NOP
+ CLIPw.xyz VF21, VF06 NOP
+ CLIPw.xyz VF21, VF07 NOP
+ NOP NOP
+ NOP NOP
+ NOP NOP
+ NOP FCAND VI01, 0x3330
+ NOP IBNE VI01, VI00, QuitAndFail2
+ NOP NOP
+ SUB.xyz VF06, VF02, VF01 NOP
+ SUB.xyz VF07, VF03, VF01 NOP
+ ADD.xyz VF08, VF04, VF01 NOP
+ ADD.x VF09, VF00, VF12 NOP
+ ADD.yz VF09, VF00, VF00 NOP
+ ADD.y VF10, VF00, VF12 NOP
+ ADD.xz VF10, VF00, VF00 NOP
+ ADD.z VF11, VF00, VF12 IADDI VI04, VI00, 0x0
+ ADD.xy VF11, VF00, VF00 IADD VI02, VI00, VI00
+ OPMULA.xyz ACC, VF06, VF09 NOP
+ OPMSUB.xyz VF01, VF09, VF06 NOP
+ OPMULA.xyz ACC, VF06, VF10 NOP
+ OPMSUB.xyz VF02, VF10, VF06 NOP
+ OPMULA.xyz ACC, VF06, VF11 NOP
+ OPMSUB.xyz VF03, VF11, VF06 SQI.xyzw VF01, (VI02++)
+ OPMULA.xyz ACC, VF07, VF09 NOP
+ OPMSUB.xyz VF01, VF09, VF07 SQI.xyzw VF02, (VI02++)
+ OPMULA.xyz ACC, VF07, VF10 NOP
+ OPMSUB.xyz VF02, VF10, VF07 SQI.xyzw VF03, (VI02++)
+ OPMULA.xyz ACC, VF07, VF11 NOP
+ OPMSUB.xyz VF03, VF11, VF07 SQI.xyzw VF01, (VI02++)
+ OPMULA.xyz ACC, VF08, VF09 NOP
+ OPMSUB.xyz VF01, VF09, VF08 SQI.xyzw VF02, (VI02++)
+ OPMULA.xyz ACC, VF08, VF10 NOP
+ OPMSUB.xyz VF02, VF10, VF08 SQI.xyzw VF03, (VI02++)
+ OPMULA.xyz ACC, VF08, VF11 LOI 0.5
+ OPMSUB.xyz VF01, VF11, VF08 SQI.xyzw VF01, (VI02++)
+ MULi.xyz VF06, VF06, I NOP
+ MULi.xyz VF07, VF07, I SQI.xyzw VF02, (VI02++)
+ MULi.xyz VF08, VF08, I NOP
+ MUL.xyz VF02, VF21, VF01 NOP
+ MUL.xyz VF03, VF12, VF01 NOP
+ MUL.xyz VF09, VF06, VF01 NOP
+ MUL.xyz VF10, VF07, VF01 NOP
+ MUL.xyz VF11, VF08, VF01 NOP
+ ABS.xyz VF03, VF03 NOP
+ ADDy.x VF05, VF09, VF09 NOP
+ ADDx.y VF05, VF10, VF10 NOP
+ ADDx.z VF05, VF11, VF11 NOP
+ NOP NOP
+EdgePairLoop:
+ ADDz.x VF05, VF05, VF09 NOP
+ ADDz.y VF05, VF05, VF10 NOP
+ ADDy.z VF05, VF05, VF11 NOP
+ MULAx.w ACC, VF00, VF02 IADD VI03, VI02, VI00
+ MADDAy.w ACC, VF00, VF02 LQD.xyzw VF01, (--VI02)
+ MADDz.w VF02, VF00, VF02 NOP
+ ABS.xyz VF05, VF05 NOP
+ MULAx.w ACC, VF00, VF03 NOP
+ MADDAy.w ACC, VF00, VF03 NOP
+ MADDAz.w ACC, VF00, VF03 NOP
+ MADDAx.w ACC, VF00, VF05 NOP
+ MADDAy.w ACC, VF00, VF05 NOP
+ MADDz.w VF03, VF00, VF05 NOP
+ ADDw.x VF04, VF00, VF02 NOP
+ MUL.xyz VF02, VF21, VF01 NOP
+ MUL.xyz VF03, VF12, VF01 NOP
+ MUL.xyz VF09, VF06, VF01 NOP
+ CLIPw.xyz VF04, VF03 NOP
+ MUL.xyz VF10, VF07, VF01 NOP
+ MUL.xyz VF11, VF08, VF01 NOP
+ ABS.xyz VF03, VF03 NOP
+ ADDy.x VF05, VF09, VF09 FCAND VI01, 0x3
+ ADDx.y VF05, VF10, VF10 IBNE VI01, VI00, QuitAndFail2
+ ADDx.z VF05, VF11, VF11 NOP
+ NOP IBNE VI03, VI00, EdgePairLoop
+ NOP NOP
+ NOP[E] IADDIU VI01, VI00, 0x1
+ NOP NOP
+
+EndOfMicrocode2:
diff --git a/src/entities/Entity.cpp b/src/entities/Entity.cpp
index e9332e8a..b27284bc 100644
--- a/src/entities/Entity.cpp
+++ b/src/entities/Entity.cpp
@@ -445,7 +445,7 @@ CEntity::PreRender(void)
gpShadowExplosionTex, &pos,
8.0f, 0.0f, 0.0f, -8.0f,
255, 200.0f*flicker, 160.0f*flicker, 120.0f*flicker,
- 20.0f, false, 1.0f);
+ 20.0f, false, 1.0f, nil, false);
CPointLights::AddLight(CPointLights::LIGHT_POINT,
pos, CVector(0.0f, 0.0f, 0.0f),
8.0f,
@@ -483,7 +483,7 @@ CEntity::PreRender(void)
CTimeCycle::GetShadowStrength(),
CTimeCycle::GetShadowStrength(),
CTimeCycle::GetShadowStrength(),
- 20.0f, false, 1.0f);
+ 20.0f, false, 1.0f, nil, false);
}
// fall through
case ENTITY_TYPE_DUMMY:
diff --git a/src/math/Matrix.h b/src/math/Matrix.h
index 2d721e93..73870fe5 100644
--- a/src/math/Matrix.h
+++ b/src/math/Matrix.h
@@ -29,6 +29,15 @@ public:
if(m_hasRwMatrix && m_attachment)
RwMatrixDestroy(m_attachment);
}
+#ifdef RWCORE_H
+ operator RwMatrix (void) const {
+ return m_matrix;
+ }
+
+ operator RwMatrix *(void) {
+ return &m_matrix;
+ }
+#endif
void Attach(RwMatrix *matrix, bool owner = false){
#ifdef FIX_BUGS
if(m_attachment && m_hasRwMatrix)
@@ -81,6 +90,7 @@ public:
m_matrix.pos.z += rhs.m_matrix.pos.z;
return *this;
}
+ CMatrix& operator*=(CMatrix const &rhs);
const CVector &GetPosition(void) const { return *(CVector*)&m_matrix.pos; }
CVector& GetPosition(void) { return *(CVector*)&m_matrix.pos; }
@@ -240,6 +250,15 @@ public:
void CopyOnlyMatrix(CMatrix *other){
m_matrix = other->m_matrix;
}
+ void CopyRwMatrix(RwMatrix *matrix){
+ m_matrix = *matrix;
+ }
+
+ void CopyToRwMatrix(RwMatrix *matrix){
+ *matrix = m_matrix;
+ RwMatrixUpdate(matrix);
+ }
+
void SetUnity(void) {
m_matrix.right.x = 1.0f;
m_matrix.right.y = 0.0f;
diff --git a/src/math/VuVector.h b/src/math/VuVector.h
new file mode 100644
index 00000000..f90818e0
--- /dev/null
+++ b/src/math/VuVector.h
@@ -0,0 +1,41 @@
+#pragma once
+
+class TYPEALIGN(16) CVuVector : public CVector
+{
+public:
+ float w;
+ CVuVector(void) {}
+ CVuVector(float x, float y, float z) : CVector(x, y, z) {}
+ CVuVector(float x, float y, float z, float w) : CVector(x, y, z), w(w) {}
+ CVuVector(const CVector &v) : CVector(v.x, v.y, v.z) {}
+#ifdef RWCORE_H
+ CVuVector(const RwV3d &v) : CVector(v.x, v.y, v.z) {}
+
+ operator RwV3d (void) const {
+ RwV3d vecRw = { this->x, this->y, this->z };
+ return vecRw;
+ }
+
+ operator RwV3d *(void) {
+ return (RwV3d*)this;
+ }
+#endif
+/*
+ void Normalise(void) {
+ float sq = MagnitudeSqr();
+ // TODO: VU0 code
+ if(sq > 0.0f){
+ float invsqrt = RecipSqrt(sq);
+ x *= invsqrt;
+ y *= invsqrt;
+ z *= invsqrt;
+ }else
+ x = 1.0f;
+ }
+*/
+};
+
+void TransformPoint(CVuVector &out, const CMatrix &mat, const CVuVector &in);
+void TransformPoint(CVuVector &out, const CMatrix &mat, const RwV3d &in);
+void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const RwV3d *in, int stride);
+void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const CVuVector *in);
diff --git a/src/math/math.cpp b/src/math/math.cpp
index 0661dcac..d231b147 100644
--- a/src/math/math.cpp
+++ b/src/math/math.cpp
@@ -1,9 +1,124 @@
#include "common.h"
#include "Quaternion.h"
+#include "VuVector.h"
// TODO: move more stuff into here
+
+void TransformPoint(CVuVector &out, const CMatrix &mat, const CVuVector &in)
+{
+#ifdef GTA_PS2
+ __asm__ __volatile__("\n\
+ lqc2 vf01,0x0(%2)\n\
+ lqc2 vf02,0x0(%1)\n\
+ lqc2 vf03,0x10(%1)\n\
+ lqc2 vf04,0x20(%1)\n\
+ lqc2 vf05,0x30(%1)\n\
+ vmulax.xyz ACC, vf02,vf01\n\
+ vmadday.xyz ACC, vf03,vf01\n\
+ vmaddaz.xyz ACC, vf04,vf01\n\
+ vmaddw.xyz vf06,vf05,vf00\n\
+ sqc2 vf06,0x0(%0)\n\
+ ": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory");
+#else
+ out = mat * in;
+#endif
+}
+
+void TransformPoint(CVuVector &out, const CMatrix &mat, const RwV3d &in)
+{
+#ifdef GTA_PS2
+ __asm__ __volatile__("\n\
+ ldr $8,0x0(%2)\n\
+ ldl $8,0x7(%2)\n\
+ lw $9,0x8(%2)\n\
+ pcpyld $10,$9,$8\n\
+ qmtc2 $10,vf01\n\
+ lqc2 vf02,0x0(%1)\n\
+ lqc2 vf03,0x10(%1)\n\
+ lqc2 vf04,0x20(%1)\n\
+ lqc2 vf05,0x30(%1)\n\
+ vmulax.xyz ACC, vf02,vf01\n\
+ vmadday.xyz ACC, vf03,vf01\n\
+ vmaddaz.xyz ACC, vf04,vf01\n\
+ vmaddw.xyz vf06,vf05,vf00\n\
+ sqc2 vf06,0x0(%0)\n\
+ ": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory");
+#else
+ out = mat * in;
+#endif
+}
+
+void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const RwV3d *in, int stride)
+{
+#ifdef GTA_PS3
+ __asm__ __volatile__("\n\
+ paddub $3,%4,$0\n\
+ lqc2 vf02,0x0(%2)\n\
+ lqc2 vf03,0x10(%2)\n\
+ lqc2 vf04,0x20(%2)\n\
+ lqc2 vf05,0x30(%2)\n\
+ ldr $8,0x0(%3)\n\
+ ldl $8,0x7(%3)\n\
+ lw $9,0x8(%3)\n\
+ pcpyld $10,$9,$8\n\
+ qmtc2 $10,vf01\n\
+ 1: vmulax.xyz ACC, vf02,vf01\n\
+ vmadday.xyz ACC, vf03,vf01\n\
+ vmaddaz.xyz ACC, vf04,vf01\n\
+ vmaddw.xyz vf06,vf05,vf00\n\
+ add %3,%3,$3\n\
+ ldr $8,0x0(%3)\n\
+ ldl $8,0x7(%3)\n\
+ lw $9,0x8(%3)\n\
+ pcpyld $10,$9,$8\n\
+ qmtc2 $10,vf01\n\
+ addi %1,%1,-1\n\
+ addiu %0,%0,0x10\n\
+ sqc2 vf06,-0x10(%0)\n\
+ bnez %1,1b\n\
+ ": : "r" (out) , "r" (n), "r" (&mat), "r" (in), "r" (stride): "memory");
+#else
+ while(n--){
+ *out = mat * *in;
+ in = (RwV3d*)((uint8*)in + stride);
+ out++;
+ }
+#endif
+}
+
+void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const CVuVector *in)
+{
+#ifdef GTA_PS2
+ __asm__ __volatile__("\n\
+ lqc2 vf02,0x0(%2)\n\
+ lqc2 vf03,0x10(%2)\n\
+ lqc2 vf04,0x20(%2)\n\
+ lqc2 vf05,0x30(%2)\n\
+ lqc2 vf01,0x0(%3)\n\
+ nop\n\
+ 1: vmulax.xyz ACC, vf02,vf01\n\
+ vmadday.xyz ACC, vf03,vf01\n\
+ vmaddaz.xyz ACC, vf04,vf01\n\
+ vmaddw.xyz vf06,vf05,vf00\n\
+ lqc2 vf01,0x10(%3)\n\
+ addiu %3,%3,0x10\n\
+ addi %1,%1,-1\n\
+ addiu %0,%0,0x10\n\
+ sqc2 vf06,-0x10(%0)\n\
+ bnez %1,1b\n\
+ ": : "r" (out) , "r" (n), "r" (&mat) ,"r" (in): "memory");
+#else
+ while(n--){
+ *out = mat * *in;
+ in++;
+ out++;
+ }
+#endif
+}
+
+
void
CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
{
@@ -74,6 +189,7 @@ CMatrix::Reorthogonalise(void)
CMatrix&
Invert(const CMatrix &src, CMatrix &dst)
{
+ // TODO: VU0 code
// GTA handles this as a raw 4x4 orthonormal matrix
// and trashes the RW flags, let's not do that
// actual copy of librw code:
@@ -104,6 +220,7 @@ Invert(const CMatrix &src, CMatrix &dst)
CVector
operator*(const CMatrix &mat, const CVector &vec)
{
+ // TODO: VU0 code
return CVector(
mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x,
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y,
@@ -113,6 +230,7 @@ operator*(const CMatrix &mat, const CVector &vec)
CMatrix
operator*(const CMatrix &m1, const CMatrix &m2)
{
+ // TODO: VU0 code
CMatrix out;
RwMatrix *dst = &out.m_matrix;
const RwMatrix *src1 = &m1.m_matrix;
@@ -132,9 +250,18 @@ operator*(const CMatrix &m1, const CMatrix &m2)
return out;
}
+CMatrix&
+CMatrix::operator*=(CMatrix const &rhs)
+{
+ // TODO: VU0 code
+ *this = *this * rhs;
+ return *this;
+}
+
const CVector
Multiply3x3(const CMatrix &mat, const CVector &vec)
{
+ // TODO: VU0 code
return CVector(
mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
@@ -166,6 +293,7 @@ CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, fl
w1 = Sin((1.0f - t) * theta) * invSin;
w2 = Sin(t * theta) * invSin;
}
+ // TODO: VU0 code
*this = w1*q1 + w2*q2;
}
}
diff --git a/src/objects/CutsceneObject.cpp b/src/objects/CutsceneObject.cpp
index adfec37c..8d1be357 100644
--- a/src/objects/CutsceneObject.cpp
+++ b/src/objects/CutsceneObject.cpp
@@ -11,7 +11,11 @@
#include "ModelIndices.h"
#include "Shadows.h"
#include "Timecycle.h"
+#include "CutsceneShadow.h"
#include "CutsceneObject.h"
+#include "ModelIndices.h"
+#include "RpAnimBlend.h"
+
CCutsceneObject::CCutsceneObject(void)
{
@@ -21,6 +25,19 @@ CCutsceneObject::CCutsceneObject(void)
ObjectCreatedBy = CUTSCENE_OBJECT;
m_fMass = 1.0f;
m_fTurnMass = 1.0f;
+
+ m_pAttachTo = nil;
+ m_pAttachmentObject = nil;
+ m_pShadow = nil;
+}
+
+CCutsceneObject::~CCutsceneObject(void)
+{
+ if ( m_pShadow )
+ {
+ delete m_pShadow;
+ m_pShadow = nil;
+ }
}
void
@@ -34,21 +51,37 @@ CCutsceneObject::SetModelIndex(uint32 id)
}
void
+CCutsceneObject::CreateShadow(void)
+{
+ if ( IsPedModel(GetModelIndex()) )
+ {
+ m_pShadow = new CCutsceneShadow();
+ if (!m_pShadow->IsInitialized())
+ m_pShadow->Create(m_rwObject, 6, true, 4, true);
+ }
+}
+
+void
CCutsceneObject::ProcessControl(void)
{
CPhysical::ProcessControl();
- if(CTimer::GetTimeStep() < 1/100.0f)
- m_vecMoveSpeed *= 100.0f;
+ if ( m_pAttachTo )
+ {
+ if ( m_pAttachmentObject )
+ GetMatrix() = CMatrix((RwMatrix*)m_pAttachTo);
+ else
+ GetMatrix() = CMatrix(RwFrameGetLTM((RwFrame*)m_pAttachTo));
+ }
else
- m_vecMoveSpeed *= 1.0f/CTimer::GetTimeStep();
-
- ApplyMoveSpeed();
-
-#ifdef PED_SKIN
- if(IsClumpSkinned(GetClump()))
- UpdateRpHAnim();
-#endif
+ {
+ if(CTimer::GetTimeStep() < 1/100.0f)
+ m_vecMoveSpeed *= 100.0f;
+ else
+ m_vecMoveSpeed *= 1.0f/CTimer::GetTimeStep();
+
+ ApplyMoveSpeed();
+ }
}
static RpMaterial*
@@ -61,14 +94,52 @@ MaterialSetAlpha(RpMaterial *material, void *data)
void
CCutsceneObject::PreRender(void)
{
- if(IsPedModel(GetModelIndex())){
- CShadows::StoreShadowForPedObject(this,
- CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],
- CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
- CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue],
- CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
- CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue],
- CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
+ if ( m_pAttachTo )
+ {
+ if ( m_pAttachmentObject )
+ {
+ m_pAttachmentObject->UpdateRpHAnim();
+ GetMatrix() = CMatrix((RwMatrix*)m_pAttachTo);
+ }
+ else
+ GetMatrix() = CMatrix(RwFrameGetLTM((RwFrame*)m_pAttachTo));
+
+ if ( RwObjectGetType(m_rwObject) == rpCLUMP && IsClumpSkinned(GetClump()) )
+ {
+ RpAtomic *atomic = GetFirstAtomic(GetClump());
+ atomic->boundingSphere.center = (*RPANIMBLENDCLUMPDATA(GetClump()))->frames[0].hanimFrame->t;
+ }
+ }
+
+ if ( RwObjectGetType(m_rwObject) == rpCLUMP )
+ UpdateRpHAnim();
+
+ if(IsPedModel(GetModelIndex()))
+ {
+ if ( m_pShadow == nil )
+ {
+ CShadows::StoreShadowForPedObject(this,
+ CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],
+ CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
+ CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue],
+ CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
+ CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue],
+ CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
+ }
+ else
+ {
+ if ( m_pShadow->IsInitialized() )
+ m_pShadow->UpdateForCutscene();
+
+ CShadows::StoreShadowForCutscenePedObject(this,
+ CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],
+ CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
+ CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue],
+ CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
+ CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue],
+ CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
+ }
+
// For some reason xbox/android limbs are transparent here...
RpGeometry *geometry = RpAtomicGetGeometry(GetFirstAtomic(GetClump()));
RpGeometrySetFlags(geometry, RpGeometryGetFlags(geometry) | rpGEOMETRYMODULATEMATERIALCOLOR);
@@ -79,7 +150,9 @@ CCutsceneObject::PreRender(void)
void
CCutsceneObject::Render(void)
{
+ RwRenderStateSet(rwRENDERSTATECULLMODE, (void *)rwCULLMODECULLNONE);
CObject::Render();
+ RwRenderStateSet(rwRENDERSTATECULLMODE, (void *)rwCULLMODECULLBACK);
}
bool
diff --git a/src/objects/CutsceneObject.h b/src/objects/CutsceneObject.h
index bb642f3e..af24c0a6 100644
--- a/src/objects/CutsceneObject.h
+++ b/src/objects/CutsceneObject.h
@@ -2,12 +2,20 @@
#include "Object.h"
+class CCutsceneShadow;
+
class CCutsceneObject : public CObject
{
public:
+ CCutsceneShadow *m_pShadow;
+ void *m_pAttachTo;
+ CObject *m_pAttachmentObject;
+
CCutsceneObject(void);
+ ~CCutsceneObject(void);
void SetModelIndex(uint32 id);
+ void CreateShadow(void);
void ProcessControl(void);
void PreRender(void);
void Render(void);
diff --git a/src/objects/ParticleObject.cpp b/src/objects/ParticleObject.cpp
index b2a77bc5..6ed74214 100644
--- a/src/objects/ParticleObject.cpp
+++ b/src/objects/ParticleObject.cpp
@@ -124,8 +124,6 @@ CParticleObject::AddObject(uint16 type, CVector const &pos, CVector const &targe
{
CParticleObject *pobj = pUnusedListHead;
- ASSERT(pobj != nil);
-
if ( pobj == nil )
{
printf("Error: No particle objects available!\n");
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index f6624c1f..a1c03024 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -64,6 +64,7 @@
#include "GameLogic.h"
#include "Bike.h"
#include "WindModifiers.h"
+#include "CutsceneShadow.h"
#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
@@ -147,6 +148,9 @@ void CPed::operator delete(void *p, int handle) { CPools::GetPedPool()->Delete((
// --MIAMI: Done
CPed::~CPed(void)
{
+#ifdef USE_CUTSCENE_SHADOW_FOR_PED
+ if ( m_pRTShadow ) delete m_pRTShadow;
+#endif
CWorld::Remove(this);
if (m_attractor)
GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
@@ -204,6 +208,9 @@ CPed::FlagToDestroyWhenNextProcessed(void)
CPed::CPed(uint32 pedType) : m_pedIK(this)
{
+#ifdef USE_CUTSCENE_SHADOW_FOR_PED
+ m_pRTShadow = nil;
+#endif
m_type = ENTITY_TYPE_PED;
bPedPhysics = true;
bUseCollisionRecords = true;
@@ -2782,12 +2789,16 @@ CPed::SetModelIndex(uint32 mi)
// This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D.
(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta;
-#ifdef PED_SKIN
if(modelInfo->GetHitColModel() == nil)
modelInfo->CreateHitColModelSkinned(GetClump());
- if (IsClumpSkinned(GetClump())) // condition isn't there in VC
- UpdateRpHAnim();
+ UpdateRpHAnim();
+#ifdef USE_CUTSCENE_SHADOW_FOR_PED
+ if (!m_pRTShadow)
+ {
+ m_pRTShadow = new CCutsceneShadow;
+ m_pRTShadow->Create(m_rwObject, 10, 1, 1, 1);
+ }
#endif
}
@@ -16421,16 +16432,16 @@ CPed::PreRender(void)
&& !CCullZones::PlayerNoRain() && GetPedState() != PED_DRIVING)
bIsWindModifierTurnedOn = true;
- bool bIsPlayerDrivingBikeOrOpenTopCar = false;
+ bool bIsPedDrivingBikeOrOpenTopCar = false;
if (GetPedState() == PED_DRIVING && m_pMyVehicle) {
if (m_pMyVehicle->m_vehType == VEHICLE_TYPE_BIKE
|| (m_pMyVehicle->m_vehType == VEHICLE_TYPE_CAR && m_pMyVehicle->IsOpenTopCar()))
- bIsPlayerDrivingBikeOrOpenTopCar = true;
+ bIsPedDrivingBikeOrOpenTopCar = true;
}
- if (bIsWindModifierTurnedOn || bIsPlayerDrivingBikeOrOpenTopCar) {
+ if (bIsWindModifierTurnedOn || bIsPedDrivingBikeOrOpenTopCar) {
float fWindMult = 0.0f;
- if (bIsPlayerDrivingBikeOrOpenTopCar) {
+ if (bIsPedDrivingBikeOrOpenTopCar) {
fWindMult = DotProduct(m_pMyVehicle->m_vecMoveSpeed, GetForward());
if (fWindMult > 0.4f) {
float volume = (fWindMult - 0.4f) / 0.6f;
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index b3d2f71c..6b0cc5fb 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -363,6 +363,9 @@ class CVehicle;
class CPed : public CPhysical
{
public:
+#ifdef USE_CUTSCENE_SHADOW_FOR_PED
+ class CCutsceneShadow *m_pRTShadow;
+#endif
// 0x128
CStoredCollPoly m_collPoly;
float m_fCollisionSpeed;
diff --git a/src/peds/Population.cpp b/src/peds/Population.cpp
index 70caf1f2..f7e0973f 100644
--- a/src/peds/Population.cpp
+++ b/src/peds/Population.cpp
@@ -1004,7 +1004,11 @@ CPopulation::ManagePopulation(void)
}
int pedPoolSize = CPools::GetPedPool()->GetSize();
+#ifndef SQUEEZE_PERFORMANCE
for (int poolIndex = pedPoolSize-1; poolIndex >= 0; poolIndex--) {
+#else
+ for (int poolIndex = (pedPoolSize * (frameMod32 + 1) / 32) - 1; poolIndex >= pedPoolSize * frameMod32 / 32; poolIndex--) {
+#endif
CPed *ped = CPools::GetPedPool()->GetSlot(poolIndex);
if (ped && !ped->IsPlayer() && ped->CanBeDeleted() && !ped->bInVehicle) {
diff --git a/src/render/Antennas.cpp b/src/render/Antennas.cpp
index 452069a0..b9da95cb 100644
--- a/src/render/Antennas.cpp
+++ b/src/render/Antennas.cpp
@@ -2,6 +2,8 @@
#include "Antennas.h"
+//--MIAMI: file done
+
CAntenna CAntennas::aAntennas[NUMANTENNAS];
void
diff --git a/src/render/Coronas.cpp b/src/render/Coronas.cpp
index efe486fe..df5dfadb 100644
--- a/src/render/Coronas.cpp
+++ b/src/render/Coronas.cpp
@@ -2,6 +2,7 @@
#include "main.h"
#include "General.h"
+#include "RenderBuffer.h"
#include "TxdStore.h"
#include "Camera.h"
#include "Sprite.h"
@@ -12,6 +13,8 @@
#include "Timecycle.h"
#include "Coronas.h"
+//--MIAMI: file done
+
struct FlareDef
{
float position;
@@ -130,13 +133,21 @@ void
CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha,
const CVector &coors, float size, float drawDist, RwTexture *tex,
int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle,
- bool longDist, float nearDist)
+ bool useNearDist, float nearDist)
{
int i;
if(sq(drawDist) < (TheCamera.GetPosition() - coors).MagnitudeSqr2D())
return;
+ if(useNearDist){
+ float dist = (TheCamera.GetPosition() - coors).Magnitude();
+ if(dist < 35.0f)
+ return;
+ if(dist < 50.0f)
+ alpha *= (dist - 35.0f)/(50.0f - 35.0f);
+ }
+
for(i = 0; i < NUMCORONAS; i++)
if(aCoronas[i].id == id)
break;
@@ -189,17 +200,19 @@ CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 al
aCoronas[i].reflection = reflection;
aCoronas[i].LOScheck = LOScheck;
aCoronas[i].drawStreak = drawStreak;
+ aCoronas[i].useNearDist = useNearDist;
+ aCoronas[i].nearDist = nearDist;
}
void
CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha,
const CVector &coors, float size, float drawDist, uint8 type,
int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle,
- bool longDist, float nearDist)
+ bool useNearDist, float nearDist)
{
RegisterCorona(id, red, green, blue, alpha, coors, size, drawDist,
gpCoronaTexture[type], flareType, reflection, LOScheck, drawStreak, someAngle,
- longDist, nearDist);
+ useNearDist, nearDist);
}
void
@@ -258,7 +271,10 @@ CCoronas::Render(void)
CVector spriteCoors;
float spritew, spriteh;
- if(CSprite::CalcScreenCoors(aCoronas[i].coors, spriteCoors, &spritew, &spriteh, true)){
+ if(!CSprite::CalcScreenCoors(aCoronas[i].coors, spriteCoors, &spritew, &spriteh, true)){
+ aCoronas[i].offScreen = true;
+ aCoronas[i].sightClear = false;
+ }else{
aCoronas[i].offScreen = false;
if(spriteCoors.x < 0.0f || spriteCoors.y < 0.0f ||
@@ -292,10 +308,7 @@ CCoronas::Render(void)
}
- if(aCoronas[i].fadeAlpha == 0)
- continue;
-
- if(spriteCoors.z < aCoronas[i].drawDist){
+ if(aCoronas[i].fadeAlpha && spriteCoors.z < aCoronas[i].drawDist){
float recipz = 1.0f/spriteCoors.z;
float fadeDistance = aCoronas[i].drawDist / 2.0f;
float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
@@ -312,7 +325,7 @@ CCoronas::Render(void)
if(CCoronas::aCoronas[i].id == SUN_CORE)
spriteCoors.z = 0.95f * RwCameraGetFarClipPlane(Scene.camera);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aCoronas[i].texture));
- spriteCoors.z -= 1.5f;
+ spriteCoors.z -= aCoronas[i].nearDist;
if(aCoronas[i].texture == gpCoronaTexture[8]){
// what's this?
@@ -370,14 +383,11 @@ CCoronas::Render(void)
recipz, 255);
}
}
- }else{
- aCoronas[i].offScreen = true;
- aCoronas[i].sightClear = false;
}
}
}
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
@@ -393,23 +403,24 @@ CCoronas::Render(void)
if(!aCoronas[i].hasValue[j] || !aCoronas[i].hasValue[j+1])
continue;
- int mod1 = (float)(6 - j) / 6 * 128;
- int mod2 = (float)(6 - (j+1)) / 6 * 128;
+ int alpha1 = (float)(6 - j) / 6 * 128;
+ int alpha2 = (float)(6 - (j+1)) / 6 * 128;
RwIm2DVertexSetScreenX(&vertexbufferX[0], aCoronas[i].prevX[j]);
RwIm2DVertexSetScreenY(&vertexbufferX[0], aCoronas[i].prevY[j]);
- RwIm2DVertexSetIntRGBA(&vertexbufferX[0], aCoronas[i].prevRed[j] * mod1 / 256, aCoronas[i].prevGreen[j] * mod1 / 256, aCoronas[i].prevBlue[j] * mod1 / 256, 255);
+ RwIm2DVertexSetIntRGBA(&vertexbufferX[0], aCoronas[i].prevRed[j] * alpha1 / 256, aCoronas[i].prevGreen[j] * alpha1 / 256, aCoronas[i].prevBlue[j] * alpha1 / 256, 255);
RwIm2DVertexSetScreenX(&vertexbufferX[1], aCoronas[i].prevX[j+1]);
RwIm2DVertexSetScreenY(&vertexbufferX[1], aCoronas[i].prevY[j+1]);
- RwIm2DVertexSetIntRGBA(&vertexbufferX[1], aCoronas[i].prevRed[j+1] * mod2 / 256, aCoronas[i].prevGreen[j+1] * mod2 / 256, aCoronas[i].prevBlue[j+1] * mod2 / 256, 255);
+ RwIm2DVertexSetIntRGBA(&vertexbufferX[1], aCoronas[i].prevRed[j+1] * alpha2 / 256, aCoronas[i].prevGreen[j+1] * alpha2 / 256, aCoronas[i].prevBlue[j+1] * alpha2 / 256, 255);
- // BUG: game doesn't do this
+#ifdef FIX_BUGS
RwIm2DVertexSetScreenZ(&vertexbufferX[0], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&vertexbufferX[0], RwCameraGetNearClipPlane(Scene.camera));
RwIm2DVertexSetRecipCameraZ(&vertexbufferX[0], 1.0f/RwCameraGetNearClipPlane(Scene.camera));
RwIm2DVertexSetScreenZ(&vertexbufferX[1], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&vertexbufferX[1], RwCameraGetNearClipPlane(Scene.camera));
RwIm2DVertexSetRecipCameraZ(&vertexbufferX[1], 1.0f/RwCameraGetNearClipPlane(Scene.camera));
+#endif
RwIm2DRenderLine(vertexbufferX, 2, 0, 1);
}
@@ -428,6 +439,8 @@ CCoronas::RenderReflections(void)
CEntity *entity;
if(CWeather::WetRoads > 0.0f){
+ CSprite::InitSpriteBuffer();
+
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
@@ -438,7 +451,8 @@ CCoronas::RenderReflections(void)
for(i = 0; i < NUMCORONAS; i++){
if(aCoronas[i].id == 0 ||
- aCoronas[i].fadeAlpha == 0 && aCoronas[i].alpha == 0)
+ aCoronas[i].fadeAlpha == 0 && aCoronas[i].alpha == 0 ||
+ aCoronas[i].reflection == 0)
continue;
// check if we want a reflection on this corona
@@ -453,11 +467,8 @@ CCoronas::RenderReflections(void)
}
}
- if(!aCoronas[i].renderReflection)
- continue;
-
// Don't draw if reflection is too high
- if(aCoronas[i].heightAboveRoad < 20.0f){
+ if(aCoronas[i].renderReflection && aCoronas[i].heightAboveRoad < 20.0f){
// don't draw if camera is below road
if(CCoronas::aCoronas[i].coors.z - aCoronas[i].heightAboveRoad > TheCamera.GetPosition().z)
continue;
@@ -469,13 +480,14 @@ CCoronas::RenderReflections(void)
float spritew, spriteh;
if(CSprite::CalcScreenCoors(coors, spriteCoors, &spritew, &spriteh, true)){
float drawDist = 0.75f * aCoronas[i].drawDist;
- drawDist = Min(drawDist, 50.0f);
+ drawDist = Min(drawDist, 55.0f);
if(spriteCoors.z < drawDist){
float fadeDistance = drawDist / 2.0f;
float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
distanceFade = clamp(distanceFade, 0.0f, 1.0f);
float recipz = 1.0f/RwCameraGetNearClipPlane(Scene.camera);
- int intensity = (20.0f - aCoronas[i].heightAboveRoad) * 230.0 * distanceFade*CWeather::WetRoads * 0.05f;
+ float heightFade = (20.0f - aCoronas[i].heightAboveRoad)/20.0f;
+ int intensity = distanceFade*heightFade * 230.0 * CWeather::WetRoads;
CSprite::RenderBufferedOneXLUSprite(
spriteCoors.x, spriteCoors.y, RwIm2DGetNearScreenZ(),
@@ -504,6 +516,130 @@ CCoronas::RenderReflections(void)
}
}
+void
+CCoronas::RenderSunReflection(void)
+{
+ float sunZDir = CTimeCycle::GetSunDirection().z;
+ if(sunZDir > -0.05f){
+ float intensity = (0.3f - Abs(sunZDir - 0.25f))/0.3f *
+ (1.0f - CWeather::CloudCoverage) *
+ (1.0f - CWeather::Foggyness) *
+ (1.0f - CWeather::Wind);
+ if(intensity > 0.0f){
+ int r = (CTimeCycle::GetSunCoreRed() + CTimeCycle::GetSunCoronaRed())*intensity*0.25f;
+ int g = (CTimeCycle::GetSunCoreGreen() + CTimeCycle::GetSunCoronaGreen())*intensity*0.25f;
+ int b = (CTimeCycle::GetSunCoreBlue() + CTimeCycle::GetSunCoronaBlue())*intensity*0.25f;
+
+ CVector sunPos = 40.0f*CTimeCycle::GetSunDirection() + TheCamera.GetPosition();
+ sunPos.z = 0.5f*CWeather::Wind + 6.1f;
+ CVector sunDir = CTimeCycle::GetSunDirection();
+ sunDir.z = 0.0;
+ sunDir.Normalise();
+
+ TempBufferIndicesStored = 6;
+ TempBufferRenderIndexList[0] = 2;
+ TempBufferRenderIndexList[1] = 1;
+ TempBufferRenderIndexList[2] = 0;
+ TempBufferRenderIndexList[3] = 2;
+ TempBufferRenderIndexList[4] = 3;
+ TempBufferRenderIndexList[5] = 1;
+
+ // 60 unit square in sun direction
+ TempBufferVerticesStored = 4;
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[0], r, g, b, 255);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[0],
+ sunPos.x + 30.0f*sunDir.y,
+ sunPos.y - 30.0f*sunDir.x,
+ sunPos.z);
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[1], r, g, b, 255);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[1],
+ sunPos.x - 30.0f*sunDir.y,
+ sunPos.y + 30.0f*sunDir.x,
+ sunPos.z);
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[2], r, g, b, 255);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[2],
+ sunPos.x + 60.0f*sunDir.x + 30.0f*sunDir.y,
+ sunPos.y + 60.0f*sunDir.y - 30.0f*sunDir.x,
+ sunPos.z);
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[3], r, g, b, 255);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[3],
+ sunPos.x + 60.0f*sunDir.x - 30.0f*sunDir.y,
+ sunPos.y + 60.0f*sunDir.y + 30.0f*sunDir.x,
+ sunPos.z);
+
+ RwIm3DVertexSetU(&TempBufferRenderVertices[0], 0.0f);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[0], 1.0f);
+ RwIm3DVertexSetU(&TempBufferRenderVertices[1], 1.0f);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[1], 1.0f);
+ RwIm3DVertexSetU(&TempBufferRenderVertices[2], 0.0f);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[2], 0.5f);
+ RwIm3DVertexSetU(&TempBufferRenderVertices[3], 1.0f);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[3], 0.5f);
+
+ int timeInc = 0;
+ int sideInc = 0;
+ int fwdInc = 0;
+ for(int i = 0; i < 20; i++){
+ TempBufferRenderIndexList[TempBufferIndicesStored + 0] = TempBufferVerticesStored;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 1] = TempBufferVerticesStored-1;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 2] = TempBufferVerticesStored-2;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 3] = TempBufferVerticesStored;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 4] = TempBufferVerticesStored+1;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 5] = TempBufferVerticesStored-1;
+ TempBufferIndicesStored += 6;
+
+ // What a weird way to do it...
+ float fwdLen = fwdInc/20 + 60;
+ float sideLen = sideInc/20 + 30;
+ sideLen += 10.0f*Sin((float)(CTimer::GetTimeInMilliseconds()+timeInc & 0x7FF)/0x800*TWOPI);
+ timeInc += 900;
+ sideInc += 970;
+ fwdInc += 1440;
+
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored+0], r, g, b, 255);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored+0],
+ sunPos.x + fwdLen*sunDir.x + sideLen*sunDir.y,
+ sunPos.y + fwdLen*sunDir.y - sideLen*sunDir.x,
+ sunPos.z);
+
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored+1], r, g, b, 255);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored+1],
+ sunPos.x + fwdLen*sunDir.x - sideLen*sunDir.x,
+ sunPos.y + fwdLen*sunDir.y + sideLen*sunDir.y,
+ sunPos.z);
+
+ RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored+0], 0.0f);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored+0], 0.5f);
+ RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored+1], 1.0f);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored+1], 0.5f);
+ TempBufferVerticesStored += 2;
+ }
+
+
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEFOGTYPE, (void*)rwFOGTYPELINEAR);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[4]));
+ if(RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){
+ RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
+ RwIm3DEnd();
+ }
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ TempBufferVerticesStored = 0;
+ TempBufferIndicesStored = 0;
+ }
+ }
+}
+
void
CCoronas::DoSunAndMoon(void)
{
@@ -520,7 +656,7 @@ CCoronas::DoSunAndMoon(void)
255, sunCoors, size,
999999.88f, TYPE_STAR, FLARE_NONE, REFLECTION_OFF, LOSCHECK_OFF, STREAK_OFF, 0.0f);
- if(CTimeCycle::GetSunDirection().z > 0.0f)
+ if(CTimeCycle::GetSunDirection().z > 0.0f && !CGame::IsInInterior())
RegisterCorona(SUN_CORONA,
CTimeCycle::GetSunCoronaRed(), CTimeCycle::GetSunCoronaGreen(), CTimeCycle::GetSunCoronaBlue(),
255, sunCoors, 25.0f * CTimeCycle::GetSunSize(),
diff --git a/src/render/Coronas.h b/src/render/Coronas.h
index cb4e8583..45f027d8 100644
--- a/src/render/Coronas.h
+++ b/src/render/Coronas.h
@@ -4,19 +4,21 @@ extern RwTexture *gpCoronaTexture[9];
struct CRegisteredCorona
{
+ CVector coors;
uint32 id;
uint32 lastLOScheck;
RwTexture *texture;
+ float size;
+ float someAngle;
+ float drawDist;
+ float nearDist;
+ float heightAboveRoad;
uint8 red;
uint8 green;
uint8 blue;
uint8 alpha; // alpha when fully visible
uint8 fadeAlpha; // actual value used for rendering, faded
- CVector coors;
- float size;
- float someAngle;
bool registeredThisFrame;
- float drawDist;
int8 flareType;
int8 reflection;
@@ -25,12 +27,11 @@ struct CRegisteredCorona
uint8 firstUpdate : 1;
uint8 drawStreak : 1;
uint8 sightClear : 1;
+ uint8 useNearDist : 1;
+ uint8 renderReflection : 1;
- bool renderReflection;
- float heightAboveRoad;
-
- float prevX[6];
- float prevY[6];
+ int16 prevX[6];
+ int16 prevY[6];
uint8 prevRed[6];
uint8 prevGreen[6];
uint8 prevBlue[6];
@@ -39,7 +40,7 @@ struct CRegisteredCorona
void Update(void);
};
-VALIDATE_SIZE(CRegisteredCorona, 0x80);
+VALIDATE_SIZE(CRegisteredCorona, 0x68);
class CCoronas
{
@@ -91,13 +92,14 @@ public:
static void RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha,
const CVector &coors, float size, float drawDist, RwTexture *tex,
int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle,
- bool longDist = false, float nearClip = 1.5f);
+ bool useNearDist = false, float nearDist = 1.5f);
static void RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha,
const CVector &coors, float size, float drawDist, uint8 type,
int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle,
- bool longDist = false, float nearClip = 1.5f);
+ bool useNearDist = false, float nearDist = 1.5f);
static void UpdateCoronaCoors(uint32 id, const CVector &coors, float drawDist, float someAngle);
static void Render(void);
static void RenderReflections(void);
+ static void RenderSunReflection(void);
static void DoSunAndMoon(void);
};
diff --git a/src/render/CutsceneShadow.cpp b/src/render/CutsceneShadow.cpp
new file mode 100644
index 00000000..8cb33896
--- /dev/null
+++ b/src/render/CutsceneShadow.cpp
@@ -0,0 +1,269 @@
+#include "common.h"
+#include "main.h"
+#include "rwcore.h"
+#include "rwplcore.h"
+#include "CutsceneShadow.h"
+#include "RwHelper.h"
+
+#define DLIGHT_VALUE 0.8f /* Directional light intensity */
+
+
+CCutsceneShadow::CCutsceneShadow()
+{
+ m_pAtomic = nil;
+ m_nRwObjectType = -1;
+ m_pLight = nil;
+ m_nBlurPasses = 0;
+ m_bResample = false;
+ m_bGradient = false;
+}
+
+CCutsceneShadow::~CCutsceneShadow()
+{
+ Destroy();
+}
+
+bool
+CCutsceneShadow::Create(RwObject *object, int32 rasterSize, bool resample, int32 blurPasses, bool gradient)
+{
+ ASSERT(object != nil);
+
+ RwRGBAReal color;
+ RwFrame *frame;
+
+ if (!object)
+ return false;
+
+ m_pLight = RpLightCreate(rpLIGHTDIRECTIONAL);
+ ASSERT(m_pLight != nil);
+
+ if (!m_pLight)
+ return false;
+
+ color.red = color.green = color.blue = DLIGHT_VALUE;
+ color.alpha = 0.0f;
+
+ RpLightSetColor(m_pLight, &color);
+
+ frame = RwFrameCreate();
+ ASSERT(frame != nil);
+
+ RpLightSetFrame(m_pLight, frame);
+
+ SetLightProperties(180.0f, 90.0f, false);
+
+ m_pObject = object;
+ m_nRwObjectType = RwObjectGetType(m_pObject);
+
+ switch ( m_nRwObjectType )
+ {
+ case rpCLUMP:
+ {
+ RpClumpGetBoundingSphere(m_pClump, &m_BoundingSphere, 1);
+ m_BaseSphere.radius = m_BoundingSphere.radius;
+ RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpClumpGetFrame(m_pClump)));
+ break;
+ }
+
+ case rpATOMIC:
+ {
+ m_BoundingSphere = *RpAtomicGetBoundingSphere(m_pAtomic);
+ m_BaseSphere.radius = m_BoundingSphere.radius;
+ RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpAtomicGetFrame(m_pAtomic)));
+ break;
+ }
+
+ default:
+ {
+ Destroy();
+ return false;
+ break;
+ }
+ }
+
+ if ( !m_Camera.Create(rasterSize) )
+ {
+ Destroy();
+ return false;
+ }
+
+ m_nBlurPasses = blurPasses;
+ m_bResample = resample;
+ m_bGradient = gradient;
+
+ if ( m_bResample && !m_ResampleCamera.Create(rasterSize - 1) )
+ {
+ Destroy();
+ return false;
+ }
+
+ if ( m_nBlurPasses != 0 )
+ {
+ if ( !m_BlurCamera.Create(resample ? rasterSize - 1 : rasterSize) )
+ {
+ Destroy();
+ return false;
+ }
+ }
+
+ if ( m_bGradient )
+ {
+ if ( !m_GradientCamera.Create(resample ? rasterSize - 1 : rasterSize) )
+ {
+ Destroy();
+ return false;
+ }
+
+ m_GradientCamera.MakeGradientRaster();
+ }
+
+ m_Camera.SetLight(m_pLight);
+
+ switch ( m_nRwObjectType )
+ {
+ case rpATOMIC:
+ m_Camera.SetFrustum(1.1f * m_BoundingSphere.radius);
+ break;
+
+ case rpCLUMP:
+ m_Camera.SetFrustum(1.1f * m_BoundingSphere.radius);
+ break;
+ }
+
+ m_Camera.SetCenter(&m_BaseSphere.center);
+ return true;
+}
+
+RwFrame *
+CCutsceneShadow::SetLightProperties(float angleY, float angleX, bool setLight)
+{
+ ASSERT(m_pLight != nil);
+
+ RwFrame *frame;
+ static RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
+ static RwV3d Yaxis = { 0.0f, 1.0f, 0.0f };
+
+ frame = RpLightGetFrame(m_pLight);
+ ASSERT(frame != nil);
+
+ if ( !frame )
+ return nil;
+
+ RwFrameRotate(frame, &Yaxis, angleY, rwCOMBINEREPLACE);
+ RwFrameRotate(frame, &Xaxis, angleX, rwCOMBINEPOSTCONCAT);
+
+ if ( setLight )
+ m_Camera.SetLight(m_pLight);
+
+ return frame;
+}
+
+bool
+CCutsceneShadow::IsInitialized()
+{
+ return m_pObject != nil;
+}
+
+void
+CCutsceneShadow::Destroy()
+{
+ m_Camera.Destroy();
+ m_ResampleCamera.Destroy();
+ m_BlurCamera.Destroy();
+ m_GradientCamera.Destroy();
+
+ m_pAtomic = nil;
+
+ m_nRwObjectType = -1;
+
+ if (m_pLight)
+ {
+ RwFrame *frame = RpLightGetFrame(m_pLight);
+ RpLightSetFrame(m_pLight, nil);
+ RwFrameDestroy(frame);
+ RpLightDestroy(m_pLight);
+ m_pLight = nil;
+ }
+}
+
+RwRaster *
+CCutsceneShadow::Update()
+{
+ switch ( m_nRwObjectType )
+ {
+ case rpCLUMP:
+ ASSERT(m_pClump != nil);
+ RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpClumpGetFrame(m_pClump)));
+ break;
+
+ case rpATOMIC:
+ ASSERT(m_pAtomic != nil);
+ RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpAtomicGetFrame(m_pAtomic)));
+ break;
+ }
+
+ m_Camera.SetCenter(&m_BaseSphere.center);
+
+ switch ( m_nRwObjectType )
+ {
+ case rpCLUMP:
+ m_Camera.Update(m_pClump);
+ break;
+
+ case rpATOMIC:
+ m_Camera.Update(m_pAtomic);
+ break;
+ }
+
+ RwRaster *raster = m_Camera.GetRwRenderRaster();
+ ASSERT(raster != nil);
+
+ if ( m_bResample )
+ return m_ResampleCamera.RasterResample(raster);
+
+ if ( m_nBlurPasses )
+ return m_BlurCamera.RasterBlur(raster, m_nBlurPasses);
+
+ if ( m_bGradient )
+ return m_GradientCamera.RasterGradient(raster);
+
+ return raster;
+}
+
+RwTexture *
+CCutsceneShadow::UpdateForCutscene()
+{
+ Update();
+ return GetShadowRwTexture();
+}
+
+CShadowCamera *
+CCutsceneShadow::GetShadowCamera(int32 camType)
+{
+ switch ( camType )
+ {
+ case RESAMPLE: return &m_ResampleCamera;
+ case BLUR: return &m_BlurCamera;
+ case GRADIENT: return &m_GradientCamera;
+ }
+
+ return &m_Camera;
+}
+
+RwTexture *
+CCutsceneShadow::GetShadowRwTexture()
+{
+ if ( m_bResample )
+ return m_ResampleCamera.GetRwRenderTexture();
+ else
+ return m_Camera.GetRwRenderTexture();
+}
+
+void
+CCutsceneShadow::DrawBorderAroundTexture(RwRGBA const& color)
+{
+ if ( m_bResample )
+ m_ResampleCamera.DrawOutlineBorder(color);
+ else
+ m_Camera.DrawOutlineBorder(color);
+} \ No newline at end of file
diff --git a/src/render/CutsceneShadow.h b/src/render/CutsceneShadow.h
new file mode 100644
index 00000000..a59fe78f
--- /dev/null
+++ b/src/render/CutsceneShadow.h
@@ -0,0 +1,52 @@
+#pragma once
+#include "ShadowCamera.h"
+
+class CCutsceneShadow
+{
+public:
+ enum
+ {
+ RASTER = 0,
+ RESAMPLE,
+ BLUR,
+ GRADIENT,
+ };
+
+ CShadowCamera m_Camera;
+ bool m_bResample;
+ CShadowCamera m_ResampleCamera;
+ int32 m_nBlurPasses;
+ CShadowCamera m_BlurCamera;
+ bool m_bGradient;
+ CShadowCamera m_GradientCamera;
+
+ union
+ {
+ RwObject *m_pObject;
+ RpAtomic *m_pAtomic;
+ RpClump *m_pClump;
+ };
+
+ int32 m_nRwObjectType;
+ RpLight *m_pLight;
+ RwSphere m_BoundingSphere;
+ RwSphere m_BaseSphere;
+
+ CCutsceneShadow();
+ ~CCutsceneShadow();
+
+ RwSphere GetBaseSphere()
+ {
+ return m_BaseSphere;
+ }
+
+ bool Create(RwObject *object, int32 rasterSize, bool resample, int32 blurPasses, bool gradient);
+ RwFrame *SetLightProperties(float angleY, float angleX, bool setLight);
+ bool IsInitialized();
+ void Destroy();
+ RwRaster *Update();
+ RwTexture *UpdateForCutscene();
+ CShadowCamera *GetShadowCamera(int32 camType = RASTER);
+ RwTexture *GetShadowRwTexture();
+ void DrawBorderAroundTexture(RwRGBA const& color);
+};
diff --git a/src/render/Fluff.cpp b/src/render/Fluff.cpp
index 5d8ccf47..14c80a63 100644
--- a/src/render/Fluff.cpp
+++ b/src/render/Fluff.cpp
@@ -7,6 +7,7 @@
#include "Camera.h"
#include "Sprite.h"
#include "Coronas.h"
+#include "PointLights.h"
#include "Rubbish.h"
#include "Timecycle.h"
#include "General.h"
@@ -391,7 +392,7 @@ void CMovingThings::Init()
CPlaneTrails::Init();
CSmokeTrails::Init();
CPlaneBanners::Init();
- CEscalators::Init();
+ CPointLights::Init();
StartCloseList.m_pNext = &CMovingThings::EndCloseList;
StartCloseList.m_pPrev = nil;
@@ -399,6 +400,8 @@ void CMovingThings::Init()
EndCloseList.m_pPrev = &CMovingThings::StartCloseList;
Num = 0;
+ CEscalators::Init();
+
#ifndef MIAMI // something is still used here actually
// Initialize scroll bars
aScrollBars[0].Init(CVector( 228.3f, -669.0f, 39.0f ), SCROLL_BUSINESS, 0.0f, 0.5f, 0.5f, 255, 128, 0, 0.3f);
diff --git a/src/render/MBlur.cpp b/src/render/MBlur.cpp
index 568a0bc1..4c805d25 100644
--- a/src/render/MBlur.cpp
+++ b/src/render/MBlur.cpp
@@ -255,6 +255,11 @@ CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, u
#endif
}
+static uint8 DrunkBlurRed = 128;
+static uint8 DrunkBlurGreen = 128;
+static uint8 DrunkBlurBlue = 128;
+static int32 DrunkBlurIncrement = 1;
+
void
CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, int32 bluralpha)
{
@@ -367,7 +372,36 @@ CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type,
}
}
- // TODO(MIAMI): drunkness
+ int DrunkBlurAlpha = 175.0f * Drunkness;
+ if(DrunkBlurAlpha != 0){
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ if(BlurOn){
+ RwIm2DVertexSetIntRGBA(&Vertex[0], 255, 255, 255, DrunkBlurAlpha);
+ RwIm2DVertexSetIntRGBA(&Vertex[1], 255, 255, 255, DrunkBlurAlpha);
+ RwIm2DVertexSetIntRGBA(&Vertex[2], 255, 255, 255, DrunkBlurAlpha);
+ RwIm2DVertexSetIntRGBA(&Vertex[3], 255, 255, 255, DrunkBlurAlpha);
+ }else{
+ RwIm2DVertexSetIntRGBA(&Vertex[0], DrunkBlurRed, DrunkBlurGreen, DrunkBlurBlue, DrunkBlurAlpha);
+ RwIm2DVertexSetIntRGBA(&Vertex[1], DrunkBlurRed, DrunkBlurGreen, DrunkBlurBlue, DrunkBlurAlpha);
+ RwIm2DVertexSetIntRGBA(&Vertex[2], DrunkBlurRed, DrunkBlurGreen, DrunkBlurBlue, DrunkBlurAlpha);
+ RwIm2DVertexSetIntRGBA(&Vertex[3], DrunkBlurRed, DrunkBlurGreen, DrunkBlurBlue, DrunkBlurAlpha);
+ if(DrunkBlurIncrement){
+ if(DrunkBlurRed < 255) DrunkBlurRed++;
+ if(DrunkBlurGreen < 255) DrunkBlurGreen++;
+ if(DrunkBlurBlue < 255) DrunkBlurBlue++;
+ if(DrunkBlurRed == 255)
+ DrunkBlurIncrement = 0;
+ }else{
+ if(DrunkBlurRed > 128) DrunkBlurRed--;
+ if(DrunkBlurGreen > 128) DrunkBlurGreen--;
+ if(DrunkBlurBlue > 128) DrunkBlurBlue--;
+ if(DrunkBlurRed == 128)
+ DrunkBlurIncrement = 1;
+ }
+ }
+ RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
+ }
// TODO(MIAMI): OverlayRenderFx
diff --git a/src/render/PointLights.cpp b/src/render/PointLights.cpp
index 88b9aaea..b09b07bd 100644
--- a/src/render/PointLights.cpp
+++ b/src/render/PointLights.cpp
@@ -1,6 +1,7 @@
#include "common.h"
#include "main.h"
+#include "CutsceneMgr.h"
#include "Lights.h"
#include "Camera.h"
#include "Weather.h"
@@ -10,8 +11,23 @@
#include "Timer.h"
#include "PointLights.h"
+//--MIAMI: file done
+
int16 CPointLights::NumLights;
CRegisteredPointLight CPointLights::aLights[NUMPOINTLIGHTS];
+CVector CPointLights::aCachedMapReads[32];
+float CPointLights::aCachedMapReadResults[32];
+int32 CPointLights::NextCachedValue;
+
+void
+CPointLights::Init(void)
+{
+ for(int i = 0; i < ARRAY_SIZE(aCachedMapReads); i++){
+ aCachedMapReads[i] = CVector(0.0f, 0.0f, 0.0f);
+ aCachedMapReadResults[i] = 0.0f;
+ }
+ NextCachedValue = 0;
+}
void
CPointLights::InitPerFrame(void)
@@ -86,12 +102,11 @@ CPointLights::GenerateLightsAffectingObject(Const CVector *objCoors)
ret *= distNorm;
}else{
float intensity;
+ // distance fade
if(distNorm < 0.5f)
- // near enough
intensity = 1.0f;
else
- // attenuate
- intensity = 1.0f - (distNorm - 0.5f)*2.0f;
+ intensity = 1.0f - (distNorm - 0.5f)/(1.0f - 0.5f);
if(distance != 0.0f){
CVector dir = dist / distance;
@@ -143,17 +158,22 @@ CPointLights::RenderFogEffect(void)
CVector spriteCoors;
float spritew, spriteh;
+ if(CCutsceneMgr::IsRunning())
+ return;
+
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpPointlightRaster);
+ CSprite::InitSpriteBuffer();
+
for(i = 0; i < NumLights; i++){
if(aLights[i].fogType != FOG_NORMAL && aLights[i].fogType != FOG_ALWAYS)
continue;
- fogginess = aLights[i].fogType == FOG_ALWAYS ? 1.0f : CWeather::Foggyness;
+ fogginess = aLights[i].fogType == FOG_NORMAL ? CWeather::Foggyness : 1.0f;
if(fogginess == 0.0f)
continue;
@@ -198,7 +218,7 @@ CPointLights::RenderFogEffect(void)
float distsq = sq(dx) + sq(dy);
float linedistsq = distsq - sq(dot);
if(dot > 0.0f && dot < FOG_AREA_LENGTH && linedistsq < sq(FOG_AREA_WIDTH)){
- CVector fogcoors(xi, yi, aLights[i].coors.z + 1.0f);
+ CVector fogcoors(xi, yi, aLights[i].coors.z + 10.0f);
if(CWorld::ProcessVerticalLine(fogcoors, fogcoors.z - 20.0f,
point, entity, true, false, false, false, true, false, nil)){
// Now same check again in xyz
@@ -220,9 +240,9 @@ CPointLights::RenderFogEffect(void)
intensity *= 1.0f - sq(Sqrt(linedistsq) / FOG_AREA_WIDTH);
if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
- float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x1FFF;
+ float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x2000;
float size = FogSizes[r>>1];
- CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
+ CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
spritew * size, spriteh * size,
aLights[i].red * intensity, aLights[i].green * intensity, aLights[i].blue * intensity,
intensity, 1/spriteCoors.z, rotation, 255);
@@ -234,9 +254,8 @@ CPointLights::RenderFogEffect(void)
}
}else if(aLights[i].type == LIGHT_POINT || aLights[i].type == LIGHT_FOGONLY || aLights[i].type == LIGHT_FOGONLY_ALWAYS){
- if(CWorld::ProcessVerticalLine(aLights[i].coors, aLights[i].coors.z - 20.0f,
- point, entity, true, false, false, false, true, false, nil)){
-
+ float groundZ;
+ if(ProcessVerticalLineUsingCache(aLights[i].coors, &groundZ)){
xmin = aLights[i].coors.x - FOG_AREA_RADIUS;
ymin = aLights[i].coors.y - FOG_AREA_RADIUS;
xmax = aLights[i].coors.x + FOG_AREA_RADIUS;
@@ -267,11 +286,11 @@ CPointLights::RenderFogEffect(void)
// more intensity the closer to light source
intensity *= 1.0f - sq(lightdist / FOG_AREA_RADIUS);
- CVector fogcoors(xi, yi, point.point.z + 1.6f);
+ CVector fogcoors(xi, yi, groundZ + 1.6f);
if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
- float rotation = (CTimer::GetTimeInMilliseconds()&0x3FFF) * 2*3.14f / 0x3FFF;
+ float rotation = (CTimer::GetTimeInMilliseconds()&0x3FFF) * 2*3.14f / 0x4000;
float size = FogSizes[r>>1];
- CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
+ CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
spritew * size, spriteh * size,
aLights[i].red * intensity, aLights[i].green * intensity, aLights[i].blue * intensity,
intensity, 1/spriteCoors.z, rotation, 255);
@@ -283,4 +302,27 @@ CPointLights::RenderFogEffect(void)
}
}
}
+
+ CSprite::FlushSpriteBuffer();
+}
+
+bool
+CPointLights::ProcessVerticalLineUsingCache(CVector coors, float *groundZ)
+{
+ for(int i = 0; i < ARRAY_SIZE(aCachedMapReads); i++)
+ if(aCachedMapReads[i] == coors){
+ *groundZ = aCachedMapReadResults[i];
+ return true;
+ }
+
+ CColPoint point;
+ CEntity *entity;
+ if(CWorld::ProcessVerticalLine(coors, coors.z - 20.0f, point, entity, true, false, false, false, true, false, nil)){
+ aCachedMapReads[NextCachedValue] = coors;
+ aCachedMapReadResults[NextCachedValue] = point.point.z;
+ NextCachedValue = (NextCachedValue+1) % ARRAY_SIZE(aCachedMapReads);
+ *groundZ = point.point.z;
+ return true;
+ }
+ return false;
}
diff --git a/src/render/PointLights.h b/src/render/PointLights.h
index 9e94328f..827200b9 100644
--- a/src/render/PointLights.h
+++ b/src/render/PointLights.h
@@ -20,6 +20,9 @@ class CPointLights
public:
static int16 NumLights;
static CRegisteredPointLight aLights[NUMPOINTLIGHTS];
+ static CVector aCachedMapReads[32];
+ static float aCachedMapReadResults[32];
+ static int32 NextCachedValue;
enum {
LIGHT_POINT,
@@ -37,9 +40,11 @@ public:
FOG_ALWAYS
};
+ static void Init(void);
static void InitPerFrame(void);
static void AddLight(uint8 type, CVector coors, CVector dir, float radius, float red, float green, float blue, uint8 fogType, bool castExtraShadows);
static float GenerateLightsAffectingObject(Const CVector *objCoors);
static void RemoveLightsAffectingObject(void);
static void RenderFogEffect(void);
+ static bool ProcessVerticalLineUsingCache(CVector coors, float *groundZ);
};
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp
index 0640f25e..03ef1064 100644
--- a/src/render/Renderer.cpp
+++ b/src/render/Renderer.cpp
@@ -74,8 +74,12 @@ CRenderer::PreRender(void)
for(i = 0; i < ms_nNoOfVisibleEntities; i++)
ms_aVisibleEntityPtrs[i]->PreRender();
- for(i = 0; i < ms_nNoOfInVisibleEntities; i++)
+ for (i = 0; i < ms_nNoOfInVisibleEntities; i++) {
+#ifdef SQUEEZE_PERFORMANCE
+ if (ms_aInVisibleEntityPtrs[i]->IsVehicle() && ((CVehicle*)ms_aInVisibleEntityPtrs[i])->IsHeli())
+#endif
ms_aInVisibleEntityPtrs[i]->PreRender();
+ }
for(node = CVisibilityPlugins::m_alphaEntityList.head.next;
node != &CVisibilityPlugins::m_alphaEntityList.tail;
diff --git a/src/render/Rubbish.cpp b/src/render/Rubbish.cpp
index bfd50c07..dada2439 100644
--- a/src/render/Rubbish.cpp
+++ b/src/render/Rubbish.cpp
@@ -8,17 +8,18 @@
#include "World.h"
#include "Vehicle.h"
#include "ZoneCull.h"
+#include "Stats.h"
#include "TxdStore.h"
#include "RenderBuffer.h"
#include "Rubbish.h"
-#define RUBBISH_MAX_DIST (18.0f)
-#define RUBBISH_FADE_DIST (16.5f)
+//--MIAMI: file done
+
+#define RUBBISH_MAX_DIST (23.0f)
+#define RUBBISH_FADE_DIST (20.0f)
RwTexture *gpRubbishTexture[4];
RwImVertexIndex RubbishIndexList[6];
-RwImVertexIndex RubbishIndexList2[6]; // unused
-RwIm3DVertex RubbishVertices[4];
bool CRubbish::bRubbishInvisible;
int CRubbish::RubbishVisibility;
COneSheet CRubbish::aSheets[NUM_RUBBISH_SHEETS];
@@ -52,12 +53,16 @@ CRubbish::Render(void)
{
int type;
+ if(RubbishVisibility == 0)
+ return;
+
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
for(type = 0; type < 4; type++){
- RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRubbishTexture[type]));
+ if(type < 3 || CStats::PamphletMissionPassed)
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRubbishTexture[type]));
TempBufferIndicesStored = 0;
TempBufferVerticesStored = 0;
@@ -69,7 +74,7 @@ CRubbish::Render(void)
if(sheet->m_state == 0)
continue;
- uint32 alpha = 128;
+ uint32 alpha = 100;
CVector pos;
if(sheet->m_state == 1){
pos = sheet->m_basePos;
@@ -82,7 +87,7 @@ CRubbish::Render(void)
float t = (float)(CTimer::GetTimeInMilliseconds() - sheet->m_moveStart)/sheet->m_moveDuration;
float f1 = sheet->m_isVisible ? 1.0f-t : 0.0f;
float f2 = sheet->m_targetIsVisible ? t : 0.0f;
- alpha = 128 * (f1+f2);
+ alpha = 100 * (f1+f2);
}
}
@@ -92,17 +97,27 @@ CRubbish::Render(void)
alpha -= alpha*(camDist-RUBBISH_FADE_DIST)/(RUBBISH_MAX_DIST-RUBBISH_FADE_DIST);
alpha = (RubbishVisibility*alpha)/256;
- float vx = Sin(sheet->m_angle) * 0.4f;
- float vy = Cos(sheet->m_angle) * 0.4f;
+ float vx1, vy1, vx2, vy2;
+ if(type == 0 || type == 1){
+ vx1 = 0.9f*Sin(sheet->m_angle);
+ vy1 = 0.9f*Cos(sheet->m_angle);
+ vx2 = 0.3f*Cos(sheet->m_angle);
+ vy2 = -0.3f*Sin(sheet->m_angle);
+ }else{
+ vx1 = 0.3f*Sin(sheet->m_angle);
+ vy1 = 0.3f*Cos(sheet->m_angle);
+ vx2 = 0.3f*Cos(sheet->m_angle);
+ vy2 = -0.3f*Sin(sheet->m_angle);
+ }
int v = TempBufferVerticesStored;
- RwIm3DVertexSetPos(&TempBufferRenderVertices[v+0], pos.x + vx, pos.y + vy, pos.z);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[v+0], pos.x + vx1 + vx2, pos.y + vy1 + vy2, pos.z);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[v+1], pos.x + vx1 - vx2, pos.y + vy1 - vy2, pos.z);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[v+2], pos.x - vx1 + vx2, pos.y - vy1 + vy2, pos.z);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[v+3], pos.x - vx1 - vx2, pos.y - vy1 - vy2, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+0], 255, 255, 255, alpha);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[v+1], pos.x - vy, pos.y + vx, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+1], 255, 255, 255, alpha);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[v+2], pos.x + vy, pos.y - vx, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+2], 255, 255, 255, alpha);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[v+3], pos.x - vx, pos.y - vy, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+3], 255, 255, 255, alpha);
RwIm3DVertexSetU(&TempBufferRenderVertices[v+0], 0.0f);
RwIm3DVertexSetV(&TempBufferRenderVertices[v+0], 0.0f);
@@ -373,24 +388,6 @@ CRubbish::Init(void)
EndMoversList.m_next = nil;
EndMoversList.m_prev = &StartMoversList;
- // unused
- RwIm3DVertexSetU(&RubbishVertices[0], 0.0f);
- RwIm3DVertexSetV(&RubbishVertices[0], 0.0f);
- RwIm3DVertexSetU(&RubbishVertices[1], 1.0f);
- RwIm3DVertexSetV(&RubbishVertices[1], 0.0f);
- RwIm3DVertexSetU(&RubbishVertices[2], 0.0f);
- RwIm3DVertexSetV(&RubbishVertices[2], 1.0f);
- RwIm3DVertexSetU(&RubbishVertices[3], 1.0f);
- RwIm3DVertexSetV(&RubbishVertices[3], 1.0f);
-
- // unused
- RubbishIndexList2[0] = 0;
- RubbishIndexList2[1] = 2;
- RubbishIndexList2[2] = 1;
- RubbishIndexList2[3] = 1;
- RubbishIndexList2[4] = 2;
- RubbishIndexList2[5] = 3;
-
RubbishIndexList[0] = 0;
RubbishIndexList[1] = 1;
RubbishIndexList[2] = 2;
@@ -414,19 +411,11 @@ void
CRubbish::Shutdown(void)
{
RwTextureDestroy(gpRubbishTexture[0]);
-#ifdef GTA3_1_1_PATCH
gpRubbishTexture[0] = nil;
-#endif
RwTextureDestroy(gpRubbishTexture[1]);
-#ifdef GTA3_1_1_PATCH
gpRubbishTexture[1] = nil;
-#endif
RwTextureDestroy(gpRubbishTexture[2]);
-#ifdef GTA3_1_1_PATCH
gpRubbishTexture[2] = nil;
-#endif
RwTextureDestroy(gpRubbishTexture[3]);
-#ifdef GTA3_1_1_PATCH
gpRubbishTexture[3] = nil;
-#endif
}
diff --git a/src/render/Rubbish.h b/src/render/Rubbish.h
index 52050e20..5a4e479b 100644
--- a/src/render/Rubbish.h
+++ b/src/render/Rubbish.h
@@ -4,7 +4,11 @@ class CVehicle;
enum {
// NB: not all values are allowed, check the code
+#ifdef SQUEEZE_PERFORMANCE
+ NUM_RUBBISH_SHEETS = 32
+#else
NUM_RUBBISH_SHEETS = 64
+#endif
};
class COneSheet
diff --git a/src/render/ShadowCamera.cpp b/src/render/ShadowCamera.cpp
new file mode 100644
index 00000000..ae94f8ac
--- /dev/null
+++ b/src/render/ShadowCamera.cpp
@@ -0,0 +1,549 @@
+#include "common.h"
+#include "rwcore.h"
+#include "ShadowCamera.h"
+#include "RwHelper.h"
+
+#define TEXELOFFSET 0.5f
+
+RpAtomic *ShadowRenderCallBack(RpAtomic *atomic, void *data)
+{
+ RpAtomicCallBackRender savedCB = RpAtomicGetRenderCallBack(atomic);
+ RpAtomicSetRenderCallBack(atomic, AtomicDefaultRenderCallBack);
+ RpAtomicRender(atomic);
+ RpAtomicSetRenderCallBack(atomic, savedCB);
+ return atomic;
+}
+
+CShadowCamera::CShadowCamera()
+{
+ m_pCamera = nil;
+ m_pTexture = nil;
+}
+
+CShadowCamera::~CShadowCamera()
+{
+ Destroy();
+}
+
+void
+CShadowCamera::Destroy()
+{
+ if ( m_pCamera )
+ {
+ RwRaster *raster;
+ RwFrame *frame;
+
+ frame = RwCameraGetFrame(m_pCamera);
+
+ if ( frame )
+ {
+ RwCameraSetFrame(m_pCamera, nil);
+ RwFrameDestroy(frame);
+ }
+
+ raster = RwCameraGetZRaster(m_pCamera);
+ if ( raster )
+ {
+ RwCameraSetZRaster(m_pCamera, nil);
+ RwRasterDestroy(raster);
+ }
+
+ raster = RwCameraGetRaster(m_pCamera);
+ if ( raster )
+ {
+ RwCameraSetRaster(m_pCamera, nil);
+ RwRasterDestroy(raster);
+ }
+
+ if ( m_pTexture )
+ {
+ RwTextureSetRaster(m_pTexture, nil);
+ RwTextureDestroy(m_pTexture);
+ m_pTexture = nil;
+ }
+
+ RwCameraDestroy(m_pCamera);
+ m_pCamera = nil;
+ }
+ return;
+}
+
+RwCamera *
+CShadowCamera::Create(int32 rasterSize)
+{
+ int32 size = 1 << rasterSize;
+
+ m_pCamera = RwCameraCreate();
+ ASSERT(m_pCamera != nil);
+
+ if ( m_pCamera )
+ {
+ RwCameraSetFrame(m_pCamera, RwFrameCreate());
+
+ if( RwCameraGetFrame(m_pCamera) )
+ {
+ RwRaster *zRaster = RwRasterCreate(size, size, 0, rwRASTERTYPEZBUFFER);
+ ASSERT(zRaster != nil);
+
+ if ( zRaster )
+ {
+ RwCameraSetZRaster(m_pCamera, zRaster);
+
+ RwRaster *raster = RwRasterCreate(size, size, 0, rwRASTERTYPECAMERATEXTURE);
+ ASSERT(raster != nil);
+
+ if ( raster )
+ {
+ RwCameraSetRaster(m_pCamera, raster);
+ m_pTexture = RwTextureCreate(raster);
+ ASSERT(m_pTexture != nil);
+
+ if ( m_pTexture )
+ {
+ RwTextureSetAddressing(m_pTexture, rwTEXTUREADDRESSCLAMP);
+ RwTextureSetFilterMode(m_pTexture, rwFILTERLINEAR);
+ RwCameraSetProjection(m_pCamera, rwPARALLEL);
+ return (m_pCamera);
+ }
+ }
+ }
+ }
+ }
+
+ Destroy();
+
+ return (nil);
+}
+
+RwCamera *
+CShadowCamera::SetFrustum(float objectRadius)
+{
+ ASSERT(m_pCamera != nil);
+
+ RwV2d vw;
+
+ RwCameraSetFarClipPlane (m_pCamera, 2.0f * objectRadius);
+ RwCameraSetNearClipPlane(m_pCamera, 0.001f * objectRadius);
+
+ vw.x = objectRadius;
+ vw.y = objectRadius;
+ RwCameraSetViewWindow(m_pCamera, &vw);
+
+ return m_pCamera;
+}
+
+RwCamera *
+CShadowCamera::SetLight(RpLight *light)
+{
+ ASSERT(light != nil);
+ ASSERT(m_pCamera != nil);
+
+ RwFrame *camFrame = RwCameraGetFrame(m_pCamera);
+ RwMatrix *camMatrix = RwFrameGetMatrix(camFrame);
+ RwFrame *lightFrame = RpLightGetFrame(light);
+ RwMatrix *lightMatrix = RwFrameGetMatrix(lightFrame);
+
+ *RwMatrixGetRight(camMatrix) = *RwMatrixGetRight(lightMatrix);
+ *RwMatrixGetUp(camMatrix) = *RwMatrixGetUp(lightMatrix);
+ *RwMatrixGetAt(camMatrix) = *RwMatrixGetAt(lightMatrix);
+
+ RwMatrixUpdate(camMatrix);
+ RwFrameUpdateObjects(camFrame);
+
+ return m_pCamera;
+}
+
+RwCamera *
+CShadowCamera::SetCenter(RwV3d *center)
+{
+ ASSERT(center != nil);
+ ASSERT(m_pCamera != nil);
+
+ RwFrame *camFrame = RwCameraGetFrame(m_pCamera);
+ RwMatrix *camMatrix = RwFrameGetMatrix(camFrame);
+
+ *RwMatrixGetPos(camMatrix) = *center;
+
+ RwV3dIncrementScaled(RwMatrixGetPos(camMatrix), RwMatrixGetAt(camMatrix), -0.5f * RwCameraGetFarClipPlane(m_pCamera));
+
+ RwMatrixUpdate(camMatrix);
+ RwFrameUpdateObjects(camFrame);
+ RwFrameOrthoNormalize(camFrame);
+
+ return m_pCamera;
+}
+
+RwCamera *
+CShadowCamera::Update(RpClump *clump)
+{
+ ASSERT(clump != nil);
+ ASSERT(m_pCamera != nil);
+
+ RwUInt32 flags;
+ RpGeometry *geometry;
+
+ RwRGBA bgColor = { 255, 255, 255, 0 };
+
+ RwCameraClear(m_pCamera, &bgColor, rwCAMERACLEARZ | rwCAMERACLEARIMAGE);
+
+ if ( RwCameraBeginUpdate(m_pCamera) )
+ {
+ geometry = GetFirstAtomic(clump)->geometry;
+ ASSERT(geometry != nil);
+
+ flags = RpGeometryGetFlags(geometry);
+
+ RpGeometrySetFlags(geometry, flags & ~(rpGEOMETRYPRELIT|rpGEOMETRYLIGHT
+ |rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2|rpGEOMETRYMODULATEMATERIALCOLOR));
+
+ RpClumpForAllAtomics(clump, ShadowRenderCallBack, nil);
+
+ RpGeometrySetFlags(geometry, flags);
+
+ InvertRaster();
+ RwCameraEndUpdate(m_pCamera);
+ }
+
+ return m_pCamera;
+}
+
+RwCamera *
+CShadowCamera::Update(RpAtomic *atomic)
+{
+ ASSERT(atomic != nil);
+ ASSERT(m_pCamera != nil);
+
+ RwUInt32 flags;
+ RpGeometry *geometry;
+
+ RwRGBA bgColor = { 255, 255, 255, 0 };
+
+ RwCameraClear(m_pCamera, &bgColor, rwCAMERACLEARZ | rwCAMERACLEARIMAGE);
+
+ if ( RwCameraBeginUpdate(m_pCamera) )
+ {
+ geometry = RpAtomicGetGeometry(atomic);
+ ASSERT(geometry != nil);
+ flags = RpGeometryGetFlags(geometry);
+
+ RpGeometrySetFlags(geometry, flags & ~(rpGEOMETRYPRELIT|rpGEOMETRYLIGHT
+ |rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2|rpGEOMETRYMODULATEMATERIALCOLOR|rpGEOMETRYNORMALS));
+
+ ShadowRenderCallBack(atomic, nil);
+
+ RpGeometrySetFlags(geometry, flags);
+
+ InvertRaster();
+ RwCameraEndUpdate(m_pCamera);
+ }
+
+ return m_pCamera;
+}
+
+void
+CShadowCamera::InvertRaster()
+{
+ ASSERT(m_pCamera != nil);
+
+ RwIm2DVertex vx[4];
+ float crw, crh;
+ RwRaster *raster;
+ float recipZ;
+
+ raster = RwCameraGetRaster(m_pCamera);
+ ASSERT(raster != nil);
+
+ crw = (float)RwRasterGetWidth(raster);
+ crh = (float)RwRasterGetHeight(raster);
+
+ recipZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
+
+ RwIm2DVertexSetScreenX (&vx[0], 0.0f);
+ RwIm2DVertexSetScreenY (&vx[0], 0.0f);
+ RwIm2DVertexSetScreenZ (&vx[0], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetRecipCameraZ(&vx[0], recipZ);
+ RwIm2DVertexSetIntRGBA (&vx[0], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX (&vx[1], 0.0f);
+ RwIm2DVertexSetScreenY (&vx[1], crh);
+ RwIm2DVertexSetScreenZ (&vx[1], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetRecipCameraZ(&vx[1], recipZ);
+ RwIm2DVertexSetIntRGBA (&vx[1], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX (&vx[2], crw);
+ RwIm2DVertexSetScreenY (&vx[2], 0.0f);
+ RwIm2DVertexSetScreenZ (&vx[2], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetRecipCameraZ(&vx[2], recipZ);
+ RwIm2DVertexSetIntRGBA (&vx[2], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX (&vx[3], crw);
+ RwIm2DVertexSetScreenY (&vx[3], crh);
+ RwIm2DVertexSetScreenZ (&vx[3], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetRecipCameraZ(&vx[3], recipZ);
+ RwIm2DVertexSetIntRGBA (&vx[3], 255, 255, 255, 255);
+
+
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)nil);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDINVDESTCOLOR);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDZERO);
+
+ RwIm2DRenderPrimitive(rwPRIMTYPETRISTRIP, vx, 4);
+
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
+}
+
+RwRaster *
+CShadowCamera::MakeGradientRaster()
+{
+ ASSERT(m_pCamera != nil);
+
+ RwIm2DVertex vx[2];
+
+ if ( !m_pCamera )
+ return nil;
+
+ float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
+
+ RwRaster *raster = RwCameraGetRaster(m_pCamera);
+ ASSERT(raster != nil);
+
+ float width = (float)RwRasterGetWidth(raster);
+ float height = (float)RwRasterGetHeight(raster);
+
+ if ( height < 1 )
+ return nil;
+
+ if ( RwCameraBeginUpdate(m_pCamera) )
+ {
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)rwFILTERNAFILTERMODE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDZERO);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDINVDESTCOLOR);
+ RwRenderStateSet(rwRENDERSTATESHADEMODE, (void *)rwSHADEMODEFLAT);
+
+ float color = 255.0f;
+ float step = (-191.0f / height);
+
+ for ( int32 i = 0; i < height; i++ )
+ {
+ RwIm2DVertexSetScreenX (&vx[0], 0.0f);
+ RwIm2DVertexSetScreenY (&vx[0], i);
+ RwIm2DVertexSetScreenZ (&vx[0], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetRecipCameraZ(&vx[0], recipCamZ);
+ RwIm2DVertexSetIntRGBA (&vx[0], (uint32)color, (uint32)color, (uint32)color, (uint32)color);
+
+ RwIm2DVertexSetScreenX (&vx[1], width - 1);
+ RwIm2DVertexSetScreenY (&vx[1], i);
+ RwIm2DVertexSetScreenZ (&vx[1], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetRecipCameraZ(&vx[1], recipCamZ);
+ RwIm2DVertexSetIntRGBA (&vx[1], (uint32)color, (uint32)color, (uint32)color, (uint32)color);
+
+ RwIm2DRenderLine(vx, 2, 0, 1);
+
+ color += step;
+ }
+
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATESHADEMODE, (void *)rwSHADEMODEGOURAUD);
+
+ RwCameraEndUpdate(m_pCamera);
+ }
+
+ return raster;
+}
+
+RwRaster *
+CShadowCamera::RasterResample(RwRaster *dstRaster)
+{
+ ASSERT(dstRaster != nil);
+ ASSERT(m_pCamera != nil);
+
+ if ( !m_pCamera )
+ return nil;
+
+ RwRaster *raster = RwCameraGetRaster(m_pCamera);
+ ASSERT(raster != nil);
+
+ float size = (float) RwRasterGetWidth(raster);
+ float uvOffset = TEXELOFFSET / size;
+ float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
+
+ if ( RwCameraBeginUpdate(m_pCamera) )
+ {
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDZERO);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
+ RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)dstRaster);
+
+ Im2DRenderQuad(0.0f, 0.0f, size, size, RwIm2DGetNearScreenZ(), recipCamZ, uvOffset);
+
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
+
+ RwCameraEndUpdate(m_pCamera);
+ }
+
+ return raster;
+}
+
+RwRaster *
+CShadowCamera::RasterBlur(RwRaster *dstRaster, int32 numPasses)
+{
+ ASSERT(dstRaster != nil);
+ ASSERT(m_pCamera != nil);
+
+ if ( !m_pCamera )
+ return nil;
+
+ RwRaster *raster = RwCameraGetRaster(m_pCamera);
+ ASSERT(raster != nil);
+
+ float size = (float) RwRasterGetWidth(dstRaster);
+ float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
+
+ for (int i = 0; i < numPasses; i++ )
+ {
+ RwCameraSetRaster(m_pCamera, raster);
+
+ if ( RwCameraBeginUpdate(m_pCamera) )
+ {
+ if ( i == 0 )
+ {
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDZERO);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
+ RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
+ }
+
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)dstRaster);
+ Im2DRenderQuad(0.0f, 0.0f, size, size, RwIm2DGetNearScreenZ(), recipCamZ, 1.0f / size);
+ RwCameraEndUpdate(m_pCamera);
+ }
+
+ RwCameraSetRaster(m_pCamera, dstRaster);
+
+ if ( RwCameraBeginUpdate(m_pCamera) )
+ {
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)raster);
+ Im2DRenderQuad(0.0f, 0.0f, size, size, RwIm2DGetNearScreenZ(), recipCamZ, 0);
+
+ if ( i == numPasses - 1 )
+ {
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
+ }
+
+ RwCameraEndUpdate(m_pCamera);
+ }
+ }
+
+ RwCameraSetRaster(m_pCamera, raster);
+
+ return dstRaster;
+}
+
+RwRaster *
+CShadowCamera::RasterGradient(RwRaster *dstRaster)
+{
+ ASSERT(dstRaster != nil);
+ ASSERT(m_pCamera != nil);
+
+ RwRaster *raster = RwCameraGetRaster(m_pCamera);
+ ASSERT(raster != nil);
+
+ float size = (float)RwRasterGetWidth(dstRaster);
+ float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
+
+ RwCameraSetRaster(m_pCamera, dstRaster);
+
+ if ( RwCameraBeginUpdate(m_pCamera) )
+ {
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDZERO);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDSRCCOLOR);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
+ RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)raster);
+
+ Im2DRenderQuad(0, 0, size, size, RwIm2DGetNearScreenZ(), recipCamZ, 0);
+
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
+
+ RwCameraEndUpdate(m_pCamera);
+ }
+
+ RwCameraSetRaster(m_pCamera, raster);
+
+ return dstRaster;
+}
+
+RwRaster *CShadowCamera::DrawOutlineBorder(RwRGBA const& color)
+{
+ ASSERT(m_pCamera != nil);
+
+ RwIm2DVertex vx[4];
+ RwImVertexIndex ix[5];
+
+ RwRaster *raster = RwCameraGetRaster(m_pCamera);
+ ASSERT(raster != nil);
+
+ float size = (float)RwRasterGetWidth(raster) - 1.0f;
+ float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
+
+ RwIm2DVertexSetScreenX (&vx[0], 0.0f);
+ RwIm2DVertexSetScreenY (&vx[0], 0.0f);
+ RwIm2DVertexSetScreenZ (&vx[0], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetIntRGBA (&vx[0], color.red, color.green, color.blue, color.alpha);
+ RwIm2DVertexSetRecipCameraZ(&vx[0], recipCamZ);
+
+ RwIm2DVertexSetScreenX (&vx[1], size);
+ RwIm2DVertexSetScreenY (&vx[1], 0.0f);
+ RwIm2DVertexSetScreenZ (&vx[1], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetIntRGBA (&vx[1], color.red, color.green, color.blue, color.alpha);
+ RwIm2DVertexSetRecipCameraZ(&vx[1], recipCamZ);
+
+ RwIm2DVertexSetScreenX (&vx[2], size);
+ RwIm2DVertexSetScreenY (&vx[2], size);
+ RwIm2DVertexSetScreenZ (&vx[2], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetIntRGBA (&vx[2], color.red, color.green, color.blue, color.alpha);
+ RwIm2DVertexSetRecipCameraZ(&vx[2], recipCamZ);
+
+ RwIm2DVertexSetScreenX (&vx[3], 0.0f);
+ RwIm2DVertexSetScreenY (&vx[3], size);
+ RwIm2DVertexSetScreenZ (&vx[3], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetIntRGBA (&vx[3], color.red, color.green, color.blue, color.alpha);
+ RwIm2DVertexSetRecipCameraZ(&vx[3], recipCamZ);
+
+ ix[0] = 0;
+ ix[4] = 0;
+ ix[1] = 1;
+ ix[2] = 2;
+ ix[3] = 3;
+
+ if ( RwCameraBeginUpdate(m_pCamera) )
+ {
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)nil);
+
+ RwIm2DRenderIndexedPrimitive(rwPRIMTYPEPOLYLINE, vx, 4, ix, 5);
+
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
+
+ RwCameraEndUpdate(m_pCamera);
+ }
+
+ return raster;
+} \ No newline at end of file
diff --git a/src/render/ShadowCamera.h b/src/render/ShadowCamera.h
new file mode 100644
index 00000000..a2149db7
--- /dev/null
+++ b/src/render/ShadowCamera.h
@@ -0,0 +1,54 @@
+#pragma once
+
+
+class CShadowCamera
+{
+public:
+ RwCamera *m_pCamera;
+ RwTexture *m_pTexture;
+
+ CShadowCamera();
+ ~CShadowCamera();
+
+ RwCamera *Create(int32 rasterSize);
+ void Destroy();
+
+ RwCamera *SetFrustum(float objectRadius);
+ RwCamera *SetLight(RpLight *light);
+ RwCamera *SetCenter(RwV3d *center);
+
+ RwCamera *Update(RpClump *clump);
+ RwCamera *Update(RpAtomic *atomic);
+
+ void InvertRaster();
+
+ RwRaster* GetRwRenderRaster()
+ {
+ return RwCameraGetRaster(m_pCamera);
+ }
+
+ // ShadowRasterRender(RwV2d *)
+ // ApplyAlphaMapToRaster(void)
+
+ RwRaster *MakeGradientRaster();
+
+ RwTexture *GetRwRenderTexture()
+ {
+ return m_pTexture;
+ }
+
+ RwRaster* GetRwZRaster()
+ {
+ return RwCameraGetZRaster(m_pCamera);
+ }
+
+ RwRaster *RasterResample(RwRaster *dstRaster);
+ RwRaster *RasterBlur(RwRaster *dstRaster, int32 numPasses);
+ RwRaster *RasterGradient(RwRaster *dstRaster);
+ RwRaster *DrawOutlineBorder(RwRGBA const& color);
+
+ RwCamera *GetRwCamera()
+ {
+ return m_pCamera;
+ }
+}; \ No newline at end of file
diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp
index c4d14fdc..5bb6a734 100644
--- a/src/render/Shadows.cpp
+++ b/src/render/Shadows.cpp
@@ -7,6 +7,7 @@
#include "Timecycle.h"
#include "CutsceneMgr.h"
#include "Automobile.h"
+#include "Bike.h"
#include "Ped.h"
#include "PlayerPed.h"
#include "World.h"
@@ -19,7 +20,11 @@
#include "PointLights.h"
#include "SpecialFX.h"
#include "Script.h"
+#include "TimeStep.h"
#include "Shadows.h"
+#include "CutsceneObject.h"
+#include "CutsceneShadow.h"
+#include "Clock.h"
#ifdef DEBUGMENU
SETTWEAKPATH("Shadows");
@@ -31,6 +36,8 @@ RwImVertexIndex ShadowIndexList[24];
RwTexture *gpShadowCarTex;
RwTexture *gpShadowPedTex;
RwTexture *gpShadowHeliTex;
+RwTexture *gpShadowBikeTex;
+RwTexture *gpShadowBaronTex;
RwTexture *gpShadowExplosionTex;
RwTexture *gpShadowHeadLightsTex;
RwTexture *gpOutline1Tex;
@@ -38,7 +45,6 @@ RwTexture *gpOutline2Tex;
RwTexture *gpOutline3Tex;
RwTexture *gpBloodPoolTex;
RwTexture *gpReflectionTex;
-RwTexture *gpGoalMarkerTex;
RwTexture *gpWalkDontTex;
RwTexture *gpCrackedGlassTex;
RwTexture *gpPostShadowTex;
@@ -60,37 +66,39 @@ CShadows::Init(void)
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);
+ gpShadowCarTex = RwTextureRead("shad_car", nil);
+ gpShadowPedTex = RwTextureRead("shad_ped", nil);
+ gpShadowHeliTex = RwTextureRead("shad_heli", nil);
+ gpShadowBikeTex = RwTextureRead("shad_bike", nil);
+ gpShadowBaronTex = RwTextureRead("shad_rcbaron", nil);
+ gpShadowExplosionTex = RwTextureRead("shad_exp", nil);
+ gpShadowHeadLightsTex = RwTextureRead("headlight", nil);
+ gpOutline1Tex = RwTextureRead("outline_64", nil);
+ gpOutline2Tex = RwTextureRead("outline2_64", nil);
+ gpOutline3Tex = RwTextureRead("outline3_64", nil);
+ gpBloodPoolTex = RwTextureRead("bloodpool_64", nil);
+ gpReflectionTex = RwTextureRead("reflection01", nil);
+ gpWalkDontTex = RwTextureRead("walk_dont", nil);
+ gpCrackedGlassTex = RwTextureRead("wincrack_32", nil);
+ gpPostShadowTex = RwTextureRead("lamp_shad_64", nil);
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);
+ ASSERT(gpShadowCarTex != nil);
+ ASSERT(gpShadowPedTex != nil);
+ ASSERT(gpShadowHeliTex != nil);
+ ASSERT(gpShadowBikeTex != nil);
+ ASSERT(gpShadowBaronTex != nil);
+ ASSERT(gpShadowExplosionTex != nil);
+ ASSERT(gpShadowHeadLightsTex != nil);
+ ASSERT(gpOutline1Tex != nil);
+ ASSERT(gpOutline2Tex != nil);
+ ASSERT(gpOutline3Tex != nil);
+ ASSERT(gpBloodPoolTex != nil);
+ ASSERT(gpReflectionTex != nil);
+ ASSERT(gpWalkDontTex != nil);
+ ASSERT(gpCrackedGlassTex != nil);
+ ASSERT(gpPostShadowTex != nil);
ShadowIndexList[0] = 0;
@@ -129,7 +137,7 @@ CShadows::Init(void)
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
{
aStaticShadows[i].m_nId = 0;
- aStaticShadows[i].m_pPolyBunch = NULL;
+ aStaticShadows[i].m_pPolyBunch = nil;
}
pEmptyBunchList = &aPolyBunches[0];
@@ -137,7 +145,7 @@ CShadows::Init(void)
for ( int32 i = 0; i < MAX_POLYBUNCHES; i++ )
{
if ( i == MAX_POLYBUNCHES - 1 )
- aPolyBunches[i].m_pNext = NULL;
+ aPolyBunches[i].m_pNext = nil;
else
aPolyBunches[i].m_pNext = &aPolyBunches[i + 1];
}
@@ -151,24 +159,27 @@ CShadows::Init(void)
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);
+ ASSERT(gpShadowCarTex != nil);
+ ASSERT(gpShadowPedTex != nil);
+ ASSERT(gpShadowHeliTex != nil);
+ ASSERT(gpShadowBikeTex != nil);
+ ASSERT(gpShadowBaronTex != nil);
+ ASSERT(gpShadowExplosionTex != nil);
+ ASSERT(gpShadowHeadLightsTex != nil);
+ ASSERT(gpOutline1Tex != nil);
+ ASSERT(gpOutline2Tex != nil);
+ ASSERT(gpOutline3Tex != nil);
+ ASSERT(gpBloodPoolTex != nil);
+ ASSERT(gpReflectionTex != nil);
+ ASSERT(gpWalkDontTex != nil);
+ ASSERT(gpCrackedGlassTex != nil);
+ ASSERT(gpPostShadowTex != nil);
RwTextureDestroy(gpShadowCarTex);
RwTextureDestroy(gpShadowPedTex);
RwTextureDestroy(gpShadowHeliTex);
+ RwTextureDestroy(gpShadowBikeTex);
+ RwTextureDestroy(gpShadowBaronTex);
RwTextureDestroy(gpShadowExplosionTex);
RwTextureDestroy(gpShadowHeadLightsTex);
RwTextureDestroy(gpOutline1Tex);
@@ -176,7 +187,6 @@ CShadows::Shutdown(void)
RwTextureDestroy(gpOutline3Tex);
RwTextureDestroy(gpBloodPoolTex);
RwTextureDestroy(gpReflectionTex);
- RwTextureDestroy(gpGoalMarkerTex);
RwTextureDestroy(gpWalkDontTex);
RwTextureDestroy(gpCrackedGlassTex);
RwTextureDestroy(gpPostShadowTex);
@@ -188,8 +198,8 @@ CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPo
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, uint32 nTime, float fScale)
{
- ASSERT(pTexture != NULL);
- ASSERT(pPosn != NULL);
+ ASSERT(pTexture != nil);
+ ASSERT(pPosn != nil);
// find free slot
@@ -216,36 +226,39 @@ CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPo
}
}
-void
+bool
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);
+ ASSERT(pPosn != nil);
float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
- if ( SQR(fDrawDistance) > fDistToCamSqr)
+ if ( SQR(fDrawDistance) > fDistToCamSqr || fDrawDistance == 0.0f )
{
- float fDistToCam = Sqrt(fDistToCamSqr);
-
- if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) )
+ if ( fDrawDistance != 0.0f )
{
- //fDistToCam == 0 -> 4
- //fDistToCam == fDrawDistance -> 0
- float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f))));
+ float fDistToCam = Sqrt(fDistToCamSqr);
- nIntensity = (int32)(nIntensity * fMult);
- nRed = (int32)(nRed * fMult);
- nGreen = (int32)(nGreen * fMult);
- nBlue = (int32)(nBlue * fMult);
+ 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) )
+ while ( nSlot < MAX_STATICSHADOWS && !(nID == aStaticShadows[nSlot].m_nId && aStaticShadows[nSlot].m_pPolyBunch != nil) )
nSlot++;
if ( nSlot < MAX_STATICSHADOWS )
@@ -264,8 +277,10 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
aStaticShadows[nSlot].m_fScale = fScale;
aStaticShadows[nSlot].m_bTemp = bTempShadow;
aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
+
+ return true;
}
- else if ( Abs(pPosn->x - aStaticShadows[nSlot].m_vecPosn.x) < 0.05f
+ 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
@@ -285,6 +300,8 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
aStaticShadows[nSlot].m_fScale = fScale;
aStaticShadows[nSlot].m_bTemp = bTempShadow;
aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
+
+ return true;
}
else
{
@@ -309,12 +326,14 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
GeneratePolysForStaticShadow(nSlot);
+
+ return aStaticShadows[nSlot].m_pPolyBunch != nil;
}
}
else
{
nSlot = 0;
- while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != NULL )
+ while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != nil )
nSlot++;
if ( nSlot != MAX_STATICSHADOWS )
@@ -338,9 +357,13 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
GeneratePolysForStaticShadow(nSlot);
+
+ return aStaticShadows[nSlot].m_pPolyBunch != nil;
}
}
}
+
+ return true;
}
void
@@ -348,7 +371,7 @@ 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);
+ ASSERT(pPosn != nil);
switch ( ShadowTexture )
{
@@ -362,7 +385,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -372,7 +395,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -382,7 +405,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -392,7 +415,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowHeliTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -402,7 +425,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowHeadLightsTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -411,8 +434,8 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpBloodPoolTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
- nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f);
+ nIntensity, nRed, 150, 0,
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -425,46 +448,64 @@ 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)
+ float fZDistance, bool bDrawOnWater, float fScale, CCutsceneShadow *pShadow, bool bDrawOnBuildings)
{
- ASSERT(pTexture != NULL);
- ASSERT(pPosn != NULL);
+ ASSERT(pTexture != nil);
+ ASSERT(pPosn != nil);
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;
+ 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_nFlags.bDrawOnBuildings = bDrawOnBuildings;
+ asShadowsStored[ShadowsStoredToBeRendered].m_fScale = fScale;
+ asShadowsStored[ShadowsStoredToBeRendered].m_pCutsceneShadow = pShadow;
ShadowsStoredToBeRendered++;
}
}
+
void
-CShadows::StoreShadowForCar(CAutomobile *pCar)
+CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
{
- ASSERT(pCar != NULL);
+ ASSERT(pCar != nil);
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;
- float fDrawDistance = 18.0f;
+ float fDrawDistance;
+ switch ( type )
+ {
+ case VEH_SHD_TYPE_SEAPLANE:
+ case VEH_SHD_TYPE_RCPLANE:
+ fDrawDistance = 144.0f;
+ break;
+
+ case VEH_SHD_TYPE_HELI:
+ fDrawDistance = 144.0f;
+ break;
+
+ default:
+ fDrawDistance = 18.0f;
+ break;
+ }
if ( fDistToCamSqr < SQR(fDrawDistance) )
{
@@ -472,46 +513,202 @@ CShadows::StoreShadowForCar(CAutomobile *pCar)
//fDistToCam == 0 -> 4
//fDistToCam == fDrawDistance -> 0
- float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f))) );
+ float fMult = 1.0f - (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f)))) / (fDrawDistance*(1.0f/4.0f));
int32 nColorStrength;
if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) )
- nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
+ nColorStrength = (int32)(fMult * CTimeCycle::GetShadowStrength());
else
nColorStrength = CTimeCycle::GetShadowStrength();
-
+
+
float fVehicleHeight = pCar->GetColModel()->boundingBox.GetSize().y;
float fVehicleWidth = pCar->GetColModel()->boundingBox.GetSize().x;
-
- if ( pCar->GetModelIndex() == MI_DODO )
+
+ float size = 1.0f;
+
+ if ( pCar->GetModelIndex() == MI_HUNTER )
+ {
+ fVehicleWidth *= 3.0f;
+ fVehicleHeight *= 1.4f;
+ size *= 0.5f;
+ }
+ else if ( pCar->GetModelIndex() == MI_ANGEL )
+ {
+ fVehicleHeight = fVehicleHeight * 1.5f;
+ size = 0.03f;
+ }
+ else if ( pCar->GetModelIndex() == MI_SEASPAR )
+ {
+ fVehicleWidth *= 3.0f;
+ fVehicleHeight *= 1.4f;
+ size *= 0.5f;
+ }
+ else if ( pCar->GetModelIndex() == MI_PIZZABOY || pCar->GetModelIndex() == MI_PCJ600 || pCar->GetModelIndex() == MI_FAGGIO )
+ {
+ fVehicleHeight *= 1.2f;
+ size = 0.05f;
+ }
+ else if ( pCar->GetModelIndex() == MI_FREEWAY )
+ {
+ fVehicleHeight *= 1.5f;
+ size = 0.03f;
+ }
+ else if ( pCar->GetModelIndex() == MI_RCRAIDER )
+ {
+ fVehicleHeight *= 1.5f;
+ fVehicleWidth *= 2.0f;
+ size = 0.2f;
+ }
+ else if ( pCar->GetModelIndex() == MI_SANCHEZ )
+ {
+ fVehicleHeight *= 1.5f;
+ size = 0.03f;
+ }
+ else if ( pCar->GetModelIndex() == MI_SPARROW || pCar->GetModelIndex() == MI_MAVERICK || pCar->GetModelIndex() == MI_VCNMAV || pCar->GetModelIndex() == MI_POLMAV )
+ {
+ fVehicleWidth *= 3.0f;
+ fVehicleHeight *= 1.4f;
+ size *= 0.5f;
+ }
+ else if ( pCar->GetModelIndex() == MI_RCGOBLIN )
+ {
+ fVehicleHeight *= 1.5f;
+ fVehicleWidth *= 2.0f;
+ size = 0.2f;
+ }
+ else if ( pCar->GetModelIndex() == MI_DODO )
{
fVehicleHeight *= 0.9f;
fVehicleWidth *= 0.4f;
}
+
+ CarPos.x -= pCar->GetForward().x * (((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)*size);
+ CarPos.y -= pCar->GetForward().y * (((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)*size);
+
+ RwTexture *tex = gpShadowCarTex;
+ switch ( type )
+ {
+ case VEH_SHD_TYPE_BIKE:
+ {
+ float wheelZ = Abs(((CBike*)pCar)->m_fLeanLRAngle);
+ float mul = 5.092958f * wheelZ + 1.0f;
+ if (pCar->GetStatus() == STATUS_PHYSICS)
+ {
+ float z = pCar->GetRight().z;
+ if (z > 0.6f)
+ mul += 4.0f * z;
+ }
+ fVehicleWidth *= mul;
+ tex = gpShadowBikeTex;
+ break;
+ }
+
+ case VEH_SHD_TYPE_HELI:
+ tex = gpShadowHeliTex;
+ break;
+
+ case VEH_SHD_TYPE_SEAPLANE:
+ nColorStrength = CTimeCycle::GetShadowStrength();
+ tex = gpShadowBaronTex;
+ break;
+
+ case VEH_SHD_TYPE_RCPLANE:
+ tex = gpShadowBaronTex;
+ fVehicleHeight *= 1.5f;
+ fVehicleWidth *= 2.2f;
+ break;
+
+ case VEH_SHD_TYPE_CAR:
+ tex = gpShadowCarTex;
+ break;
+ }
+
+ float frontx = pCar->GetForward().x;
+ float fronty = pCar->GetForward().y;
+ float sidex = pCar->GetRight().x;
+ float sidey = pCar->GetRight().y;
+
+ switch ( type )
+ {
+ case VEH_SHD_TYPE_BIKE:
+ if ( Abs(pCar->GetRight().z) > 0.6f )
+ {
+ sidex = pCar->GetUp().x;
+ sidey = pCar->GetUp().y;
+ }
+ break;
+
+ case VEH_SHD_TYPE_HELI:
+ if ( Abs(pCar->GetRight().z) > 0.57f )
+ {
+ sidex = pCar->GetUp().x;
+ sidey = pCar->GetUp().y;
+ }
+ if ( Abs(pCar->GetForward().z) > 0.57f )
+ {
+ frontx = pCar->GetUp().x;
+ fronty = pCar->GetUp().y;
+ }
+ break;
+ }
- 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 )
+ bool bDrawOnBuildings = false;
+ if ( pCar->GetModelIndex() == MI_RCBANDIT
+ || pCar->GetModelIndex() == MI_RCBARON
+ || pCar->GetModelIndex() == MI_RCRAIDER
+ || pCar->GetModelIndex() == MI_RCGOBLIN
+ || pCar == FindPlayerVehicle() )
{
- 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);
+ bDrawOnBuildings = true;
+ }
+
+ if ( pCar->m_vecMoveSpeed.Magnitude() * CTimeStep::ms_fTimeStep > 0.1f || bDrawOnBuildings )
+ {
+ if ( pCar->GetUp().z > 0.0f )
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, tex, &CarPos,
+ frontx * (fVehicleHeight / 2),
+ fronty * (fVehicleHeight / 2),
+ sidex * (fVehicleWidth / 2),
+ sidey * (fVehicleWidth / 2),
+ nColorStrength, nColorStrength, nColorStrength, nColorStrength,
+ 4.5f, false, 1.0f, nil, bDrawOnBuildings);
+ }
+ else
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, tex, &CarPos,
+ frontx * (fVehicleHeight / 2),
+ fronty * (fVehicleHeight / 2),
+ -sidex * (fVehicleWidth / 2),
+ -sidey * (fVehicleWidth / 2),
+ nColorStrength, nColorStrength, nColorStrength, nColorStrength,
+ 4.5f, false, 1.0f, nil, bDrawOnBuildings);
+ }
}
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);
+ if ( pCar->GetUp().z > 0.0f )
+ {
+ StoreStaticShadow((uintptr)pCar + 1, SHADOWTYPE_DARK, tex, &CarPos,
+ frontx * (fVehicleHeight / 2),
+ fronty * (fVehicleHeight / 2),
+ sidex * (fVehicleWidth / 2),
+ sidey * (fVehicleWidth / 2),
+ nColorStrength, nColorStrength, nColorStrength, nColorStrength,
+ 4.5f, 1.0f, 0.0f, false, 0.1f);
+ }
+ else
+ {
+ StoreStaticShadow((uintptr)pCar + 1, SHADOWTYPE_DARK, tex, &CarPos,
+ frontx * (fVehicleHeight / 2),
+ fronty * (fVehicleHeight / 2),
+ -sidex * (fVehicleWidth / 2),
+ -sidey * (fVehicleWidth / 2),
+ nColorStrength, nColorStrength, nColorStrength, nColorStrength,
+ 4.5f, 1.0f, 0.0f, false, 0.1f);
+ }
}
}
}
@@ -522,8 +719,8 @@ CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture,
float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fMaxViewAngle)
{
- ASSERT(pCar != NULL);
- ASSERT(pPosn != NULL);
+ ASSERT(pCar != nil);
+ ASSERT(pPosn != nil);
float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
@@ -551,31 +748,131 @@ CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture,
nBlue = (int32)(nBlue * fMult);
}
- StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, pTexture, pPosn,
- fFrontX, fFrontY,
- fSideX, fSideY,
- 128, nRed, nGreen, nBlue,
- 6.0f, false, 1.0f);
+ if ( pCar->m_vecMoveSpeed.Magnitude() * CTimeStep::ms_fTimeStep > 0.4f || pCar == FindPlayerVehicle() )
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, pTexture, pPosn,
+ fFrontX, fFrontY,
+ fSideX, fSideY,
+ 128, nRed, nGreen, nBlue,
+ 6.0f, false, 1.0f,
+ nil, pCar == FindPlayerVehicle());
+ }
+ else
+ {
+ StoreStaticShadow((uintptr)pCar + nID, SHADOWTYPE_ADDITIVE, pTexture, pPosn,
+ fFrontX, fFrontY,
+ fSideX, fSideY,
+ 128, nRed, nGreen, nBlue,
+ 6.0f, 1.0f, 27.0f,
+ false, 0.4f);
+ }
+ }
+ }
+}
+
+#ifdef USE_CUTSCENE_SHADOW_FOR_PED
+void
+StoreShadowForCutscenePedObject(CPed *pObject, float fDisplacementX, float fDisplacementY,
+ float fFrontX, float fFrontY, float fSideX, float fSideY)
+{
+ ASSERT(pObject != nil);
+
+ CCutsceneShadow *shadow = pObject->m_pRTShadow;
+
+ if ( shadow == nil )
+ return;
+
+ if ( !shadow->IsInitialized() )
+ return;
+
+ CVector pos = pObject->GetPosition();
+
+ float fDistToCamSqr = (pos - TheCamera.GetPosition()).MagnitudeSqr2D();
+
+ float fDrawDistance = 100.0f;
+
+ if ( fDistToCamSqr < SQR(fDrawDistance*0.5f) )
+ {
+ if ( (CEntity*)pObject == FindPlayerPed() || TheCamera.IsSphereVisible(pos, 2.0f) )
+ {
+ float fDistToCam = Sqrt(fDistToCamSqr);
+
+ float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f)));
+ int32 nColorStrength;
+
+ if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) )
+ nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
+ else
+ nColorStrength = CTimeCycle::GetShadowStrength();
+
+ int32 color = int32(nColorStrength * 0.8f);
+
+ pos.x += fDisplacementX;
+ pos.y += fDisplacementY;
+
+ RwTexture *texture = shadow->GetShadowRwTexture();
+ ASSERT(texture);
+ RwRGBA bordercolor = {0, 0, 0, 0};
+ shadow->DrawBorderAroundTexture(bordercolor);
+
+ pos.x -= fDisplacementX;
+ pos.y -= fDisplacementY;
+
+ float angleY = 360.0f - RADTODEG((CClock::ms_nGameClockMinutes
+ +60*CClock::ms_nGameClockHours+CClock::ms_nGameClockSeconds/60)*(HALFPI/360.0f));
+
+ RwFrame *frame = shadow->SetLightProperties(angleY, -85.0f, true);
+ ASSERT(frame);
+ CVector at(RwFrameGetMatrix(frame)->at);
+ at.Normalise();
+
+ CShadows::CalcPedShadowValues(at, &fFrontX, &fFrontY, &fSideX, &fSideY, &fDisplacementX, &fDisplacementY);
+
+ pos.x -= 2.5f * fDisplacementX;
+ pos.y -= 2.5f * fDisplacementY;
+
+ CShadows::StoreShadowToBeRendered(SHADOWTYPE_INVCOLOR, texture, &pos,
+ fFrontX * 1.5f, fFrontY * 1.5f,
+ fSideX * 1.5f, fSideY * 1.5f,
+ color, color, color, color,
+ 4.0f, false, 1.0f, shadow, false);
}
}
}
+#endif
+
void
CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
{
- ASSERT(pPed != NULL);
+ ASSERT(pPed != nil);
if ( pPed->bIsVisible )
{
if ( !(pPed->bInVehicle && pPed->m_nPedState != PED_DRAG_FROM_CAR && pPed->m_nPedState != PED_EXIT_CAR) )
{
if ( CTimeCycle::GetShadowStrength() != 0 )
+ {
+#ifdef USE_CUTSCENE_SHADOW_FOR_PED
+ CCutsceneShadow *pShadow = pPed->m_pRTShadow;
+
+ if (pShadow)
+ {
+ if (pShadow->IsInitialized())
+ pShadow->UpdateForCutscene();
+ ::StoreShadowForCutscenePedObject(pPed, fDisplacementX, fDisplacementY, fFrontX, fFrontY, fSideX, fSideY);
+ }
+
+ return;
+#endif
+
StoreShadowForPedObject(pPed,
fDisplacementX, fDisplacementY,
fFrontX, fFrontY,
fSideX, fSideY);
+ }
}
}
}
@@ -583,8 +880,8 @@ CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacemen
void
CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
-{
- ASSERT(pPedObject != NULL);
+{
+ ASSERT(pPedObject != nil);
CVector PedPos = pPedObject->GetPosition();
@@ -592,7 +889,7 @@ CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, flo
float fDrawDistance = 26.0f;
- if ( fDistToCamSqr < SQR(fDrawDistance*0.5f)/*?*/ )
+ if ( fDistToCamSqr < SQR(fDrawDistance*0.5f) )
{
if ( pPedObject == FindPlayerPed() || TheCamera.IsSphereVisible(PedPos, 2.0f) != false )
{
@@ -615,7 +912,80 @@ CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, flo
fFrontX, fFrontY,
fSideX, fSideY,
nColorStrength, nColorStrength, nColorStrength, nColorStrength,
- 4.0f, false, 1.0f);
+ 4.0f, false, 1.0f, nil, pPedObject == FindPlayerPed());
+ }
+ }
+}
+
+
+void
+CShadows::StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY,
+ float fFrontX, float fFrontY, float fSideX, float fSideY)
+{
+#ifdef DISABLE_CUTSCENE_SHADOWS
+ return;
+#endif
+ ASSERT(pObject != nil);
+
+ CCutsceneShadow *shadow = pObject->m_pShadow;
+
+ if ( shadow == nil )
+ return;
+
+ if ( !shadow->IsInitialized() )
+ return;
+
+ CVector pos = pObject->GetPosition();
+
+ float fDistToCamSqr = (pos - TheCamera.GetPosition()).MagnitudeSqr2D();
+
+ float fDrawDistance = 100.0f;
+
+ if ( fDistToCamSqr < SQR(fDrawDistance*0.5f) )
+ {
+ if ( (CEntity*)pObject == FindPlayerPed() || TheCamera.IsSphereVisible(pos, 2.0f) )
+ {
+ float fDistToCam = Sqrt(fDistToCamSqr);
+
+ float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f)));
+ int32 nColorStrength;
+
+ if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) )
+ nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
+ else
+ nColorStrength = CTimeCycle::GetShadowStrength();
+
+ int32 color = int32(nColorStrength * 0.8f);
+
+ pos.x += fDisplacementX;
+ pos.y += fDisplacementY;
+
+ RwTexture *texture = shadow->GetShadowRwTexture();
+ ASSERT(texture);
+ RwRGBA bordercolor = {0, 0, 0, 0};
+ shadow->DrawBorderAroundTexture(bordercolor);
+
+ pos.x -= fDisplacementX;
+ pos.y -= fDisplacementY;
+
+ float angleY = 360.0f - RADTODEG((CClock::ms_nGameClockMinutes+60*
+ CClock::ms_nGameClockHours+CClock::ms_nGameClockSeconds/60)*(HALFPI/360.0f));
+
+ RwFrame *frame = shadow->SetLightProperties(angleY, -85.0f, true);
+ ASSERT(frame);
+ CVector at(RwFrameGetMatrix(frame)->at);
+ at.Normalise();
+
+ CalcPedShadowValues(at, &fFrontX, &fFrontY, &fSideX, &fSideY, &fDisplacementX, &fDisplacementY);
+
+ pos.x -= 2.5f * fDisplacementX;
+ pos.y -= 2.5f * fDisplacementY;
+
+ StoreShadowToBeRendered(SHADOWTYPE_INVCOLOR, texture, &pos,
+ fFrontX * 1.5f, fFrontY * 1.5f,
+ fSideX * 1.5f, fSideY * 1.5f,
+ color, color, color, color,
+ 4.0f, false, 1.0f, shadow, false);
}
}
}
@@ -623,14 +993,15 @@ CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, flo
void
CShadows::StoreShadowForTree(CEntity *pTree)
{
- ASSERT(pTree != NULL);
+ ASSERT(pTree != nil);
}
+
void
CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ,
float fPoleHeight, float fPoleWidth, uint32 nID)
{
- ASSERT(pPole != NULL);
+ ASSERT(pPole != nil);
if ( CTimeCycle::GetShadowStrength() != 0 )
{
@@ -685,6 +1056,7 @@ CShadows::SetRenderModeForShadowType(uint8 ShadowType)
}
}
+
void
CShadows::RenderStoredShadows(void)
{
@@ -693,17 +1065,20 @@ CShadows::RenderStoredShadows(void)
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void *)rwTEXTUREADDRESSCLAMP);
+
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);
+ ASSERT(asShadowsStored[i].m_pTexture != nil);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(asShadowsStored[i].m_pTexture));
@@ -735,39 +1110,112 @@ CShadows::RenderStoredShadows(void)
{
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);
+ ASSERT(pCurSector != nil);
+
+ if ( asShadowsStored[j].m_pCutsceneShadow )
+ {
+ CastCutsceneShadowSectorList(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,
+ nil,
+ asShadowsStored[j].m_pCutsceneShadow);
+
+ CastCutsceneShadowSectorList(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,
+ nil,
+ asShadowsStored[j].m_pCutsceneShadow);
+ }
+ else if ( asShadowsStored[j].m_nFlags.bDrawOnBuildings )
+ {
+ CastPlayerShadowSectorList(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,
+ nil);
+
+ CastPlayerShadowSectorList(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,
+ nil);
+ }
+ else
+ {
+ 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,
+ nil);
+
+ 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,
+ nil);
+ }
}
}
@@ -777,16 +1225,17 @@ CShadows::RenderStoredShadows(void)
RenderBuffer::RenderStuffInBuffer();
}
-
}
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void *)rwTEXTUREADDRESSWRAP);
ShadowsStoredToBeRendered = 0;
}
+
void
CShadows::RenderStaticShadows(void)
{
@@ -812,19 +1261,19 @@ CShadows::RenderStaticShadows(void)
// optimization trick, render all shadows with same renderstate and texture
for ( int32 j = i; j < MAX_STATICSHADOWS; j++ )
{
- if ( aStaticShadows[j].m_pPolyBunch != NULL
+ if ( aStaticShadows[j].m_pPolyBunch != nil
&& 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 )
+ for ( CPolyBunch *bunch = aStaticShadows[j].m_pPolyBunch; bunch != nil; 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);
+ ASSERT(pIndexes != nil);
+ ASSERT(pVerts != nil);
for ( int32 k = 0; k < bunch->m_nNumVerts; k++ )
{
@@ -858,6 +1307,7 @@ CShadows::RenderStaticShadows(void)
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
}
+
void
CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
{
@@ -884,7 +1334,7 @@ CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
{
CSector *pCurSector = CWorld::GetSector(x, y);
- ASSERT(pCurSector != NULL);
+ ASSERT(pCurSector != nil);
CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
fStartX, fStartY,
@@ -915,50 +1365,162 @@ CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
}
}
+
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);
+ ASSERT(pPosn != nil);
+
+ CPtrNode *pNode = PtrList.first;
+
+ CRect Bound;
+
+ while ( pNode != nil )
+ {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ uint16 nScanCode = pEntity->m_scanCode;
+ pNode = pNode->next;
+
+ ASSERT( pEntity != nil );
+
+ if ( nScanCode != CWorld::GetCurrentScanCode() )
+ {
+ pEntity->m_scanCode = CWorld::GetCurrentScanCode();
+
+ if ( pEntity->bUsesCollision && !pEntity->m_flagE2 )
+ {
+ if ( IsAreaVisible(pEntity->m_area) )
+ {
+ 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 )
+ {
+ CastShadowEntityXY(pEntity,
+ fStartX, fStartY,
+ fEndX, fEndY,
+ pPosn,
+ fFrontX, fFrontY,
+ fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ fZDistance, fScale, ppPolyBunch);
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+
+void
+CShadows::CastPlayerShadowSectorList(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 != nil);
CPtrNode *pNode = PtrList.first;
CRect Bound;
- while ( pNode != NULL )
+ while ( pNode != nil )
{
CEntity *pEntity = (CEntity *)pNode->item;
uint16 nScanCode = pEntity->m_scanCode;
pNode = pNode->next;
- ASSERT( pEntity != NULL );
+ ASSERT( pEntity != nil );
if ( nScanCode != CWorld::GetCurrentScanCode() )
{
- if ( pEntity->bUsesCollision && pEntity->IsBuilding() )
+ pEntity->m_scanCode = CWorld::GetCurrentScanCode();
+
+ if ( pEntity->bUsesCollision )
{
- pEntity->m_scanCode = CWorld::GetCurrentScanCode();
+ if ( IsAreaVisible(pEntity->m_area) )
+ {
+ 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 )
+ {
+ CastShadowEntityXY(pEntity,
+ fStartX, fStartY,
+ fEndX, fEndY,
+ pPosn,
+ fFrontX, fFrontY,
+ fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ fZDistance, fScale, ppPolyBunch);
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+
+void
+CShadows::CastCutsceneShadowSectorList(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, CCutsceneShadow *pShadow)
+{
+ ASSERT(pPosn != nil);
+ ASSERT(pShadow != nil);
+
+ CPtrNode *pNode = PtrList.first;
- Bound = pEntity->GetBoundRect();
+ CRect Bound;
+
+ while ( pNode != nil )
+ {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ uint16 nScanCode = pEntity->m_scanCode;
+ pNode = pNode->next;
- if ( fStartX < Bound.right
- && fEndX > Bound.left
- && fStartY < Bound.bottom
- && fEndY > Bound.top )
+ ASSERT( pEntity != nil );
+
+ if ( nScanCode != CWorld::GetCurrentScanCode() )
+ {
+ pEntity->m_scanCode = CWorld::GetCurrentScanCode();
+
+ if ( pEntity->bUsesCollision )
+ {
+ if ( IsAreaVisible(pEntity->m_area) )
{
- if ( pPosn->z - fZDistance < pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.max.z
- && pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.min.z < pPosn->z )
+ Bound = pEntity->GetBoundRect();
+
+ if ( fStartX < Bound.right
+ && fEndX > Bound.left
+ && fStartY < Bound.bottom
+ && fEndY > Bound.top )
{
- CastShadowEntity(pEntity,
- fStartX, fStartY,
- fEndX, fEndY,
- pPosn,
- fFrontX, fFrontY,
- fSideX, fSideY,
- nIntensity, nRed, nGreen, nBlue,
- fZDistance, fScale, ppPolyBunch);
+ if ( pPosn->z - fZDistance < pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.max.z
+ && pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.min.z < pPosn->z )
+ {
+ CastShadowEntityXYZ(pEntity, pPosn,
+ fFrontX, fFrontY,
+ fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ fZDistance, fScale, ppPolyBunch, pShadow);
+ }
}
}
}
@@ -967,20 +1529,20 @@ CShadows::CastShadowSectorList(CPtrList &PtrList, float fStartX, float fStartY,
}
void
-CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, float fEndX, float fEndY, CVector *pPosn,
+CShadows::CastShadowEntityXY(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);
+{
+ ASSERT(pEntity != nil);
+ ASSERT(pPosn != nil);
static CVector List [20];
static CVector Texture[20];
static CVector Points [4];
CColModel *pCol = pEntity->GetColModel();
- ASSERT(pCol != NULL);
+ ASSERT(pCol != nil);
#ifndef MASTER
if ( gbPrintShite )
@@ -1026,12 +1588,14 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa
for ( int32 i = 0; i < pCol->numTriangles; i++ )
{
CColTrianglePlane *pColTriPlanes = pCol->trianglePlanes;
- ASSERT(pColTriPlanes != NULL);
+ ASSERT(pColTriPlanes != nil);
- if ( Abs(pColTriPlanes[i].normal.z) > 0.1f )
+ CVector normal;
+ pColTriPlanes[i].GetNormal(normal);
+ if ( Abs(normal.z) > 0.1f )
{
CColTriangle *pColTri = pCol->triangles;
- ASSERT(pColTri != NULL);
+ ASSERT(pColTri != nil);
CVector PointA, PointB, PointC;
@@ -1431,12 +1995,12 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa
}
- if ( ppPolyBunch != NULL )
+ if ( ppPolyBunch != nil )
{
- if ( pEmptyBunchList != NULL )
+ if ( pEmptyBunchList != nil )
{
CPolyBunch *pBunch = pEmptyBunchList;
- ASSERT(pBunch != NULL);
+ ASSERT(pBunch != nil);
pEmptyBunchList = pEmptyBunchList->m_pNext;
pBunch->m_pNext = *ppPolyBunch;
*ppPolyBunch = pBunch;
@@ -1461,8 +2025,8 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa
RenderBuffer::StartStoring(3 * (numVerts3 - 2), numVerts3, &pIndexes, &pVerts);
- ASSERT(pIndexes != NULL);
- ASSERT(pVerts != NULL);
+ ASSERT(pIndexes != nil);
+ ASSERT(pVerts != nil);
for ( int32 j = 0; j < numVerts3; j++ )
@@ -1486,12 +2050,222 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa
}
}
+
+typedef struct _ProjectionParam
+{
+ RwV3d at; /* Camera at vector */
+ RwMatrix invMatrix; /* Transforms to shadow camera space */
+ RwUInt8 shadowValue; /* Shadow opacity value */
+ RwBool fade; /* Shadow fades with distance */
+ RwUInt32 numIm3DBatch; /* Number of buffer flushes */
+ RwMatrix entityMatrix;
+}
+ProjectionParam;
+
+RwV3d *ShadowRenderTriangleCB(RwV3d *points, RwV3d *normal, ProjectionParam *param)
+{
+ RwV3d vIn[3];
+ RwV3d vShad[3];
+
+ RwV3dTransformPoints(&vIn[0], points, 3, &param->entityMatrix);
+
+ /*
+ * Reject backfacing triangles
+ * This reject the triangles parallel to the light as well
+ */
+ if (RwV3dDotProduct(normal, &param->at) > 0.0f)
+ {
+ return points;
+ }
+
+ RwV3dTransformPoints(&vShad[0], &vIn[0], 3, &param->invMatrix);
+
+ /*
+ * Reject triangles behind the camera (z test). Note that any world
+ * triangles lying in front of the camera but before the object may
+ * have a shadow applied. To minimize such artefacts, this test could
+ * be modified to use a specific value rather than 0.0f, perhaps
+ * to reject triangles behind the center plane of the object.
+ *
+ * Reject triangles that lie entirely outside the shadow texture range
+ * (x,y test).
+ */
+ if (((vShad[0].z < 0.0f) && (vShad[1].z < 0.0f)
+ && (vShad[2].z < 0.0f)) || ((vShad[0].x < 0.0f)
+ && (vShad[1].x < 0.0f)
+ && (vShad[2].x < 0.0f))
+ || ((vShad[0].x > 1.0f) && (vShad[1].x > 1.0f)
+ && (vShad[2].x > 1.0f)) || ((vShad[0].y < 0.0f)
+ && (vShad[1].y < 0.0f)
+ && (vShad[2].y < 0.0f))
+ || ((vShad[0].y > 1.0f) && (vShad[1].y > 1.0f)
+ && (vShad[2].y > 1.0f)))
+ {
+ return points;
+ }
+
+ RwIm3DVertex *imv = nil;
+ RwImVertexIndex *imi = nil;
+
+ RenderBuffer::StartStoring(3, 3, &imi, &imv);
+
+ /*
+ * Set the immediate mode vertices for this triangle
+ */
+
+ RwIm3DVertexSetPos(imv, vIn[0].x, vIn[0].y, vIn[0].z);
+ RwIm3DVertexSetPos(imv + 1, vIn[1].x, vIn[1].y, vIn[1].z);
+ RwIm3DVertexSetPos(imv + 2, vIn[2].x, vIn[2].y, vIn[2].z);
+
+ RwIm3DVertexSetU(imv, vShad[0].x);
+ RwIm3DVertexSetU(imv + 1, vShad[1].x);
+ RwIm3DVertexSetU(imv + 2, vShad[2].x);
+
+ RwIm3DVertexSetV(imv, vShad[0].y);
+ RwIm3DVertexSetV(imv + 1, vShad[1].y);
+ RwIm3DVertexSetV(imv + 2, vShad[2].y);
+
+ /*
+ * Do we fade out the shadow with distance?
+ */
+ if (param->fade)
+ {
+ RwReal fadeVal;
+ RwUInt8 val;
+
+ fadeVal = 1.0f - vShad[0].z * vShad[0].z;
+ val =
+ (fadeVal <
+ 0.0f) ? 0 : (RwUInt8) (fadeVal * param->shadowValue);
+ RwIm3DVertexSetRGBA(imv, val, val, val, val);
+
+ fadeVal = 1.0f - vShad[1].z * vShad[1].z;
+ val =
+ (fadeVal <
+ 0.0f) ? 0 : (RwUInt8) (fadeVal * param->shadowValue);
+ RwIm3DVertexSetRGBA(imv + 1, val, val, val, val);
+
+ fadeVal = 1.0f - vShad[2].z * vShad[2].z;
+ val =
+ (fadeVal <
+ 0.0f) ? 0 : (RwUInt8) (fadeVal * param->shadowValue);
+ RwIm3DVertexSetRGBA(imv + 2, val, val, val, val);
+ }
+ else
+ {
+ RwUInt8 val = param->shadowValue;
+
+ RwIm3DVertexSetRGBA(imv, val, val, val, val);
+ RwIm3DVertexSetRGBA(imv + 1, val, val, val, val);
+ RwIm3DVertexSetRGBA(imv + 2, val, val, val, val);
+ }
+
+ /*
+ * Update buffer position
+ */
+ imi[0] = 0;
+ imi[1] = 1;
+ imi[2] = 2;
+
+ RenderBuffer::StopStoring();
+
+ return points;
+}
+
+void
+CShadows::CastShadowEntityXYZ(CEntity *pEntity, CVector *pPosn,
+ float fFrontX, float fFrontY, float fSideX, float fSideY,
+ int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
+ float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow)
+{
+ ASSERT(pEntity != nil);
+ ASSERT(pPosn != nil);
+
+ if ( pShadow )
+ {
+ ProjectionParam proj;
+ RwV3d scl;
+ RwV3d tr;
+
+ CShadowCamera *shadow = pShadow->GetShadowCamera();
+ CColModel *collision = pEntity->GetColModel();
+
+ CCollision::CalculateTrianglePlanes(collision);
+
+ RwMatrix mat;
+ mat = *RwFrameGetMatrix(RwCameraGetFrame(shadow->GetRwCamera()));
+
+ RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
+
+ RwMatrixRotate(&mat, &Xaxis, -45.0f, rwCOMBINEPRECONCAT);
+
+ proj.at = mat.at;
+ pEntity->GetMatrix().CopyToRwMatrix(&proj.entityMatrix);
+
+ RwMatrixInvert(&proj.invMatrix, &mat);
+ RwReal radius = RwCameraGetViewWindow(shadow->GetRwCamera())->x;
+
+ scl.x = scl.y = -0.5f / (radius*0.9f);
+ scl.z = 1.0f / (radius*0.8f);
+ RwMatrixScale(&proj.invMatrix, &scl, rwCOMBINEPOSTCONCAT);
+
+ tr.x = 0.5f;
+ tr.y = tr.z = 0.0f;
+ RwMatrixTranslate(&proj.invMatrix, &tr, rwCOMBINEPOSTCONCAT);
+
+ proj.shadowValue = nIntensity;
+ proj.fade = 0;
+
+ RwMatrix matrix;
+ pEntity->GetMatrix().CopyToRwMatrix(&matrix);
+ RwMatrix invMatrix;
+ RwMatrixInvert(&invMatrix, &matrix);
+
+
+ CVector center(pShadow->GetBaseSphere().center);
+ center += CVector(-fFrontX * 1.1f, -fFrontY * 1.1f, -0.5f);
+
+ CSphere sphere;
+ sphere.Set(2.0f, center);
+
+ RwV3d point;
+ RwV3dTransformPoints(&point, center, 1, &invMatrix);
+
+ CColSphere colSphere;
+ colSphere.Set(2.0f, CVector(point), 0, 0);
+
+ int i = 0;
+ while ( i < collision->numTriangles )
+ {
+ CVector p[3];
+
+ collision->GetTrianglePoint(p[0], collision->triangles[i].a);
+ collision->GetTrianglePoint(p[1], collision->triangles[i].b);
+ collision->GetTrianglePoint(p[2], collision->triangles[i].c);
+
+ if ( CCollision::TestSphereTriangle(colSphere, collision->vertices, collision->triangles[i], collision->trianglePlanes[i]) )
+ {
+ CVector n(collision->trianglePlanes[i].GetNormalX(), collision->trianglePlanes[i].GetNormalY(), collision->trianglePlanes[i].GetNormalZ());
+ CVector offset = n * 0.028f;
+
+ p[0] += offset;
+ p[1] += offset;
+ p[2] += offset;
+
+ if ( !ShadowRenderTriangleCB((RwV3d *)p, n, &proj) )
+ break;
+ }
+ i++;
+ }
+ }
+}
+
void
CShadows::UpdateStaticShadows(void)
{
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
{
- if ( aStaticShadows[i].m_pPolyBunch != NULL && !aStaticShadows[i].m_bJustCreated
+ if ( aStaticShadows[i].m_pPolyBunch != nil && !aStaticShadows[i].m_bJustCreated
&& (!aStaticShadows[i].m_bTemp || CTimer::GetTimeInMilliseconds() > aStaticShadows[i].m_nTimeCreated + 5000) )
{
aStaticShadows[i].Free();
@@ -1514,13 +2288,14 @@ CShadows::UpdatePermanentShadows(void)
aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
else
{
+ bool bOk;
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],
+ bOk = StoreStaticShadow((uintptr)&aPermanentShadows[i],
aPermanentShadows[i].m_nType,
aPermanentShadows[i].m_pTexture,
&aPermanentShadows[i].m_vecPos,
@@ -1537,7 +2312,7 @@ CShadows::UpdatePermanentShadows(void)
}
else
{
- StoreStaticShadow((uintptr)&aPermanentShadows[i],
+ bOk = StoreStaticShadow((uintptr)&aPermanentShadows[i],
aPermanentShadows[i].m_nType,
aPermanentShadows[i].m_pTexture,
&aPermanentShadows[i].m_vecPos,
@@ -1552,6 +2327,9 @@ CShadows::UpdatePermanentShadows(void)
aPermanentShadows[i].m_fZDistance,
1.0f, 40.0f, false, 0.0f);
}
+
+ if ( !bOk )
+ aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
}
}
}
@@ -1560,61 +2338,63 @@ CShadows::UpdatePermanentShadows(void)
void
CStaticShadow::Free(void)
{
- if ( m_pPolyBunch != NULL )
+ if ( m_pPolyBunch != nil )
{
CPolyBunch *pFree = CShadows::pEmptyBunchList;
CShadows::pEmptyBunchList = m_pPolyBunch;
CPolyBunch *pUsed = m_pPolyBunch;
- while (pUsed->m_pNext != NULL)
+ while (pUsed->m_pNext != nil)
pUsed = pUsed->m_pNext;
pUsed->m_pNext = pFree;
}
- m_pPolyBunch = NULL;
+ m_pPolyBunch = nil;
m_nId = 0;
}
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
CShadows::RenderExtraPlayerShadows(void)
{
@@ -1625,64 +2405,13 @@ CShadows::RenderExtraPlayerShadows(void)
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 fDisplacementX, fDisplacementY, fFrontX, fFrontY, fSideX, fSideY;
-
- CalcPedShadowValues(vecLight,
- &fDisplacementX, &fDisplacementY,
- &fFrontX, &fFrontY,
- &fSideX, &fSideY);
-
- CVector shadowPos = FindPlayerCoors();
-
- shadowPos.x += fSideX;
- shadowPos.y += fSideY;
-
-
- StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &shadowPos,
- fDisplacementX, fDisplacementY,
- fFrontX, fFrontY,
- nColorStrength, 0, 0, 0,
- 4.0f, false, 1.0f);
- }
- }
- }
- }
- }
+ if ( pCar == nil )
+ ; // R* cut it out for playerped
else
{
- if ( pCar->GetModelIndex() != MI_RCBANDIT )
+ if ( pCar->GetModelIndex() != MI_RCBANDIT
+ && pCar->GetVehicleAppearance() != VEHICLE_APPEARANCE_BIKE
+ && !pCar->IsBike() && !pCar->IsPlane() && !pCar->IsBoat() )
{
for ( int32 i = 0; i < CPointLights::NumLights; i++ )
{
@@ -1735,7 +2464,7 @@ CShadows::RenderExtraPlayerShadows(void)
pCar->GetRight().x * (fVehicleWidth/3),
pCar->GetRight().y * (fVehicleWidth/3),
nColorStrength, 0, 0, 0,
- 4.5f, false, 1.0f);
+ 4.5f, false, 1.0f, nil, false);
}
else
{
@@ -1745,7 +2474,7 @@ CShadows::RenderExtraPlayerShadows(void)
-pCar->GetRight().x * (fVehicleWidth/2),
-pCar->GetRight().y * (fVehicleWidth/2),
nColorStrength, 0, 0, 0,
- 4.5f, false, 1.0f);
+ 4.5f, false, 1.0f, nil, false);
}
}
}
@@ -1767,9 +2496,9 @@ CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTextur
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity)
{
- ASSERT(pPosn != NULL);
+ ASSERT(pPosn != nil);
- C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, Max(fFrontX, -fSideY),
+ C3dMarkers::PlaceMarkerSet(nID, MARKERTYPE_CYLINDER, *pPosn, Max(fFrontX, -fSideY),
SPHERE_MARKER_R, SPHERE_MARKER_G, SPHERE_MARKER_B,
SPHERE_MARKER_A, SPHERE_MARKER_PULSE_PERIOD, 0.2f, 0);
}
diff --git a/src/render/Shadows.h b/src/render/Shadows.h
index 63aaaaf2..94b2981f 100644
--- a/src/render/Shadows.h
+++ b/src/render/Shadows.h
@@ -1,12 +1,19 @@
#pragma once
#define MAX_STOREDSHADOWS 48
-#define MAX_POLYBUNCHES 300
-#define MAX_STATICSHADOWS 64
+#define MAX_POLYBUNCHES 380
+#define MAX_STATICSHADOWS 48
#define MAX_PERMAMENTSHADOWS 48
+
class CEntity;
+class CPtrList;
+class CAutomobile;
+class CVehicle;
+class CPed;
+class CCutsceneShadow;
+class CCutsceneObject;
enum eShadowType
{
@@ -27,6 +34,16 @@ enum eShadowTextureType
SHADOWTEX_BLOOD
};
+enum VEH_SHD_TYPE
+{
+ VEH_SHD_TYPE_CAR = 0,
+ VEH_SHD_TYPE_BIKE,
+ VEH_SHD_TYPE_HELI,
+ VEH_SHD_TYPE_SEAPLANE,
+ VEH_SHD_TYPE_RCPLANE,
+};
+
+
class CStoredShadow
{
public:
@@ -35,6 +52,8 @@ public:
CVector2D m_vecSide;
float m_fZDistance;
float m_fScale;
+ RwTexture *m_pTexture;
+ CCutsceneShadow *m_pCutsceneShadow;
int16 m_nIntensity;
uint8 m_ShadowType;
uint8 m_nRed;
@@ -44,9 +63,9 @@ public:
{
uint8 bDrawOnWater : 1;
uint8 bRendered : 1;
- //uint8 bDrawOnBuildings : 1;
+ uint8 bDrawOnBuildings : 1;
} m_nFlags;
- RwTexture *m_pTexture;
+
CStoredShadow()
{ }
@@ -57,11 +76,11 @@ VALIDATE_SIZE(CStoredShadow, 0x30);
class CPolyBunch
{
public:
- int16 m_nNumVerts;
CVector m_aVerts[7];
+ CPolyBunch *m_pNext;
+ int16 m_nNumVerts;
uint8 m_aU[7];
uint8 m_aV[7];
- CPolyBunch *m_pNext;
CPolyBunch()
{ }
@@ -80,15 +99,16 @@ public:
CVector2D m_vecSide;
float m_fZDistance;
float m_fScale;
- uint8 m_nType;
+ RwTexture *m_pTexture;
int16 m_nIntensity; // unsigned ?
+ uint8 m_nType;
uint8 m_nRed;
uint8 m_nGreen;
uint8 m_nBlue;
bool m_bJustCreated;
bool m_bRendered;
bool m_bTemp;
- RwTexture *m_pTexture;
+
CStaticShadow()
{ }
@@ -106,14 +126,14 @@ public:
CVector2D m_vecSide;
float m_fZDistance;
float m_fScale;
+ uint32 m_nTimeCreated;
+ uint32 m_nLifeTime;
+ RwTexture *m_pTexture;
int16 m_nIntensity;
uint8 m_nType; // eShadowType
uint8 m_nRed;
uint8 m_nGreen;
uint8 m_nBlue;
- uint32 m_nTimeCreated;
- uint32 m_nLifeTime;
- RwTexture *m_pTexture;
CPermanentShadow()
{ }
@@ -121,60 +141,62 @@ public:
VALIDATE_SIZE(CPermanentShadow, 0x38);
-class CPtrList;
-class CAutomobile;
-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);
- static void 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);
- static void 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);
- static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
- static void 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);
- static void StoreShadowForCar (CAutomobile *pCar);
- static void 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);
- static void StoreShadowForPed (CPed *pPed, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
- static void StoreShadowForPedObject (CEntity *pPedObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
- static void StoreShadowForTree (CEntity *pTree);
- static void StoreShadowForPole (CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ, float fPoleHeight, float fPoleWidth, uint32 nID);
- static void SetRenderModeForShadowType (uint8 ShadowType);
- static void RenderStoredShadows (void);
- static void RenderStaticShadows (void);
- static void GeneratePolysForStaticShadow (int16 nStaticShadowID);
- static void CastShadowSectorList (CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY,
+
+ static void Init (void);
+ static void Shutdown (void);
+ static void 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);
+
+ static bool 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);
+ static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
+ static void 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, CCutsceneShadow *pShadow, bool bDrawOnBuildings);
+ static void StoreShadowForVehicle (CVehicle *pCar, VEH_SHD_TYPE type);
+ static void 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);
+ static void StoreShadowForPed (CPed *pPed, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
+ static void StoreShadowForPedObject (CEntity *pPedObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
+ static void StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
+ static void StoreShadowForTree (CEntity *pTree);
+ static void StoreShadowForPole (CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ, float fPoleHeight, float fPoleWidth, uint32 nID);
+ static void SetRenderModeForShadowType (uint8 ShadowType);
+ static void RenderStoredShadows (void);
+ static void RenderStaticShadows (void);
+
+ static void GeneratePolysForStaticShadow (int16 nStaticShadowID);
+ static void 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);
- static void CastShadowEntity (CEntity *pEntity, float fStartX, float fStartY, float fEndX, float fEndY,
+
+ static void CastPlayerShadowSectorList (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);
+
+ static void CastCutsceneShadowSectorList (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, CCutsceneShadow *pShadow);
+
+ static void CastShadowEntityXY (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);
- 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 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);
+
+ static void CastShadowEntityXYZ (CEntity *pEntity, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow);
+
+ static void UpdateStaticShadows (void);
+ static void UpdatePermanentShadows (void);
+ 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);
};
extern RwTexture *gpShadowCarTex;
extern RwTexture *gpShadowPedTex;
extern RwTexture *gpShadowHeliTex;
+extern RwTexture *gpShadowBikeTex;
+extern RwTexture *gpShadowBaronTex;
extern RwTexture *gpShadowExplosionTex;
extern RwTexture *gpShadowHeadLightsTex;
extern RwTexture *gpOutline1Tex;
@@ -182,7 +204,6 @@ extern RwTexture *gpOutline2Tex;
extern RwTexture *gpOutline3Tex;
extern RwTexture *gpBloodPoolTex;
extern RwTexture *gpReflectionTex;
-extern RwTexture *gpGoalMarkerTex;
extern RwTexture *gpWalkDontTex;
extern RwTexture *gpCrackedGlassTex;
extern RwTexture *gpPostShadowTex;
diff --git a/src/render/Skidmarks.cpp b/src/render/Skidmarks.cpp
index efd88387..f2a66db1 100644
--- a/src/render/Skidmarks.cpp
+++ b/src/render/Skidmarks.cpp
@@ -6,6 +6,8 @@
#include "Replay.h"
#include "Skidmarks.h"
+//--MIAMI: file done
+
CSkidmark CSkidmarks::aSkidmarks[NUMSKIDMARKS];
RwImVertexIndex SkidmarkIndexList[SKIDMARK_LENGTH * 6];
@@ -37,13 +39,6 @@ CSkidmarks::Init(void)
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
@@ -141,8 +136,12 @@ CSkidmarks::Render(void)
p2.y -= aSkidmarks[i].m_sideY[j];
RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+0], color.red, color.green, color.blue, alpha);
RwIm3DVertexSetPos(&SkidmarkVertices[j*2+0], p1.x, p1.y, p1.z+0.1f);
+ RwIm3DVertexSetU(&SkidmarkVertices[j*2+0], 0.0f);
+ RwIm3DVertexSetV(&SkidmarkVertices[j*2+0], j*5.01f);
RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+1], color.red, color.green, color.blue, alpha);
RwIm3DVertexSetPos(&SkidmarkVertices[j*2+1], p2.x, p2.y, p2.z+0.1f);
+ RwIm3DVertexSetU(&SkidmarkVertices[j*2+1], 1.0f);
+ RwIm3DVertexSetV(&SkidmarkVertices[j*2+1], j*5.01f);
}
LittleTest();
diff --git a/src/render/Timecycle.cpp b/src/render/Timecycle.cpp
index fe898412..7e8ad5e5 100644
--- a/src/render/Timecycle.cpp
+++ b/src/render/Timecycle.cpp
@@ -10,60 +10,60 @@
#include "FileMgr.h"
#include "Timecycle.h"
-// TODO(MIAMI): change some of the types here
-
-int CTimeCycle::m_nAmbientRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientBlue[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientRed_Obj[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientGreen_Obj[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientBlue_Obj[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientRed_Bl[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientGreen_Bl[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientBlue_Bl[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientRed_Obj_Bl[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientGreen_Obj_Bl[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientBlue_Obj_Bl[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nDirectionalRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nDirectionalGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nDirectionalBlue[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSkyTopRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSkyTopGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSkyTopBlue[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSkyBottomRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSkyBottomGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSkyBottomBlue[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSunCoreRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSunCoreGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSunCoreBlue[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSunCoronaRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSunCoronaGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSunCoronaBlue[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fSunSize[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fSpriteSize[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fSpriteBrightness[NUMHOURS][NUMWEATHERS];
-short CTimeCycle::m_nShadowStrength[NUMHOURS][NUMWEATHERS];
-short CTimeCycle::m_nLightShadowStrength[NUMHOURS][NUMWEATHERS];
-short CTimeCycle::m_nPoleShadowStrength[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fFogStart[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fFarClip[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fLightsOnGroundBrightness[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nLowCloudsRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nLowCloudsGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nLowCloudsBlue[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nFluffyCloudsTopRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nFluffyCloudsTopGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nFluffyCloudsTopBlue[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nFluffyCloudsBottomRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nFluffyCloudsBottomGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nFluffyCloudsBottomBlue[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fBlurRed[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fBlurGreen[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fBlurBlue[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fWaterRed[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fWaterGreen[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fWaterBlue[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fWaterAlpha[NUMHOURS][NUMWEATHERS];
+//--MIAMI: done
+
+uint8 CTimeCycle::m_nAmbientRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientRed_Obj[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientGreen_Obj[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientBlue_Obj[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientRed_Bl[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientGreen_Bl[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientBlue_Bl[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientRed_Obj_Bl[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientGreen_Obj_Bl[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientBlue_Obj_Bl[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nDirectionalRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nDirectionalGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nDirectionalBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSkyTopRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSkyTopGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSkyTopBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSkyBottomRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSkyBottomGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSkyBottomBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSunCoreRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSunCoreGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSunCoreBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSunCoronaRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSunCoronaGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSunCoronaBlue[NUMHOURS][NUMWEATHERS];
+int8 CTimeCycle::m_fSunSize[NUMHOURS][NUMWEATHERS];
+int8 CTimeCycle::m_fSpriteSize[NUMHOURS][NUMWEATHERS];
+int8 CTimeCycle::m_fSpriteBrightness[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nShadowStrength[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nLightShadowStrength[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nPoleShadowStrength[NUMHOURS][NUMWEATHERS];
+int16 CTimeCycle::m_fFogStart[NUMHOURS][NUMWEATHERS];
+int16 CTimeCycle::m_fFarClip[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fLightsOnGroundBrightness[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nLowCloudsRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nLowCloudsGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nLowCloudsBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nFluffyCloudsTopRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nFluffyCloudsTopGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nFluffyCloudsTopBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nFluffyCloudsBottomRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nFluffyCloudsBottomGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nFluffyCloudsBottomBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fBlurRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fBlurGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fBlurBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fWaterRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fWaterGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fWaterBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fWaterAlpha[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fCurrentAmbientRed;
@@ -81,36 +81,36 @@ float CTimeCycle::m_fCurrentAmbientBlue_Obj_Bl;
float CTimeCycle::m_fCurrentDirectionalRed;
float CTimeCycle::m_fCurrentDirectionalGreen;
float CTimeCycle::m_fCurrentDirectionalBlue;
-int CTimeCycle::m_nCurrentSkyTopRed;
-int CTimeCycle::m_nCurrentSkyTopGreen;
-int CTimeCycle::m_nCurrentSkyTopBlue;
-int CTimeCycle::m_nCurrentSkyBottomRed;
-int CTimeCycle::m_nCurrentSkyBottomGreen;
-int CTimeCycle::m_nCurrentSkyBottomBlue;
-int CTimeCycle::m_nCurrentSunCoreRed;
-int CTimeCycle::m_nCurrentSunCoreGreen;
-int CTimeCycle::m_nCurrentSunCoreBlue;
-int CTimeCycle::m_nCurrentSunCoronaRed;
-int CTimeCycle::m_nCurrentSunCoronaGreen;
-int CTimeCycle::m_nCurrentSunCoronaBlue;
+int32 CTimeCycle::m_nCurrentSkyTopRed;
+int32 CTimeCycle::m_nCurrentSkyTopGreen;
+int32 CTimeCycle::m_nCurrentSkyTopBlue;
+int32 CTimeCycle::m_nCurrentSkyBottomRed;
+int32 CTimeCycle::m_nCurrentSkyBottomGreen;
+int32 CTimeCycle::m_nCurrentSkyBottomBlue;
+int32 CTimeCycle::m_nCurrentSunCoreRed;
+int32 CTimeCycle::m_nCurrentSunCoreGreen;
+int32 CTimeCycle::m_nCurrentSunCoreBlue;
+int32 CTimeCycle::m_nCurrentSunCoronaRed;
+int32 CTimeCycle::m_nCurrentSunCoronaGreen;
+int32 CTimeCycle::m_nCurrentSunCoronaBlue;
float CTimeCycle::m_fCurrentSunSize;
float CTimeCycle::m_fCurrentSpriteSize;
float CTimeCycle::m_fCurrentSpriteBrightness;
-int CTimeCycle::m_nCurrentShadowStrength;
-int CTimeCycle::m_nCurrentLightShadowStrength;
-int CTimeCycle::m_nCurrentPoleShadowStrength;
+int32 CTimeCycle::m_nCurrentShadowStrength;
+int32 CTimeCycle::m_nCurrentLightShadowStrength;
+int32 CTimeCycle::m_nCurrentPoleShadowStrength;
float CTimeCycle::m_fCurrentFogStart;
float CTimeCycle::m_fCurrentFarClip;
float CTimeCycle::m_fCurrentLightsOnGroundBrightness;
-int CTimeCycle::m_nCurrentLowCloudsRed;
-int CTimeCycle::m_nCurrentLowCloudsGreen;
-int CTimeCycle::m_nCurrentLowCloudsBlue;
-int CTimeCycle::m_nCurrentFluffyCloudsTopRed;
-int CTimeCycle::m_nCurrentFluffyCloudsTopGreen;
-int CTimeCycle::m_nCurrentFluffyCloudsTopBlue;
-int CTimeCycle::m_nCurrentFluffyCloudsBottomRed;
-int CTimeCycle::m_nCurrentFluffyCloudsBottomGreen;
-int CTimeCycle::m_nCurrentFluffyCloudsBottomBlue;
+int32 CTimeCycle::m_nCurrentLowCloudsRed;
+int32 CTimeCycle::m_nCurrentLowCloudsGreen;
+int32 CTimeCycle::m_nCurrentLowCloudsBlue;
+int32 CTimeCycle::m_nCurrentFluffyCloudsTopRed;
+int32 CTimeCycle::m_nCurrentFluffyCloudsTopGreen;
+int32 CTimeCycle::m_nCurrentFluffyCloudsTopBlue;
+int32 CTimeCycle::m_nCurrentFluffyCloudsBottomRed;
+int32 CTimeCycle::m_nCurrentFluffyCloudsBottomGreen;
+int32 CTimeCycle::m_nCurrentFluffyCloudsBottomBlue;
float CTimeCycle::m_fCurrentBlurRed;
float CTimeCycle::m_fCurrentBlurGreen;
float CTimeCycle::m_fCurrentBlurBlue;
@@ -118,13 +118,16 @@ float CTimeCycle::m_fCurrentWaterRed;
float CTimeCycle::m_fCurrentWaterGreen;
float CTimeCycle::m_fCurrentWaterBlue;
float CTimeCycle::m_fCurrentWaterAlpha;
-int CTimeCycle::m_nCurrentFogColourRed;
-int CTimeCycle::m_nCurrentFogColourGreen;
-int CTimeCycle::m_nCurrentFogColourBlue;
+int32 CTimeCycle::m_nCurrentFogColourRed;
+int32 CTimeCycle::m_nCurrentFogColourGreen;
+int32 CTimeCycle::m_nCurrentFogColourBlue;
-int CTimeCycle::m_FogReduction;
+int32 CTimeCycle::m_FogReduction;
+bool CTimeCycle::m_bExtraColourOn;
+int32 CTimeCycle::m_ExtraColour;
+float CTimeCycle::m_ExtraColourInter;
-int CTimeCycle::m_CurrentStoredValue;
+int32 CTimeCycle::m_CurrentStoredValue;
CVector CTimeCycle::m_VectorToSun[16];
float CTimeCycle::m_fShadowFrontX[16];
float CTimeCycle::m_fShadowFrontY[16];
@@ -133,7 +136,6 @@ float CTimeCycle::m_fShadowSideY[16];
float CTimeCycle::m_fShadowDisplacementX[16];
float CTimeCycle::m_fShadowDisplacementY[16];
-
void
CTimeCycle::Initialise(void)
{
@@ -233,15 +235,15 @@ CTimeCycle::Initialise(void)
m_nSunCoronaRed[h][w] = sunCoronaR;
m_nSunCoronaGreen[h][w] = sunCoronaG;
m_nSunCoronaBlue[h][w] = sunCoronaB;
- m_fSunSize[h][w] = sunSz;
- m_fSpriteSize[h][w] = sprSz;
- m_fSpriteBrightness[h][w] = sprBght;
+ m_fSunSize[h][w] = sunSz * 10.0f;
+ m_fSpriteSize[h][w] = sprSz * 10.0f;
+ m_fSpriteBrightness[h][w] = sprBght * 10.0f;
m_nShadowStrength[h][w] = shad;
m_nLightShadowStrength[h][w] = lightShad;
m_nPoleShadowStrength[h][w] = poleShad;
m_fFarClip[h][w] = farClp;
m_fFogStart[h][w] = fogSt;
- m_fLightsOnGroundBrightness[h][w] = lightGnd;
+ m_fLightsOnGroundBrightness[h][w] = lightGnd * 10.0f;
m_nLowCloudsRed[h][w] = cloudR;
m_nLowCloudsGreen[h][w] = cloudG;
m_nLowCloudsBlue[h][w] = cloudB;
@@ -265,6 +267,51 @@ CTimeCycle::Initialise(void)
debug("CTimeCycle ready\n");
}
+static float interp_c0, interp_c1, interp_c2, interp_c3;
+
+float CTimeCycle::Interpolate(int8 *a, int8 *b)
+{
+ return a[CWeather::OldWeatherType] * interp_c0 +
+ b[CWeather::OldWeatherType] * interp_c1 +
+ a[CWeather::NewWeatherType] * interp_c2 +
+ b[CWeather::NewWeatherType] * interp_c3;
+}
+
+float CTimeCycle::Interpolate(uint8 *a, uint8 *b)
+{
+ return a[CWeather::OldWeatherType] * interp_c0 +
+ b[CWeather::OldWeatherType] * interp_c1 +
+ a[CWeather::NewWeatherType] * interp_c2 +
+ b[CWeather::NewWeatherType] * interp_c3;
+}
+
+float CTimeCycle::Interpolate(int16 *a, int16 *b)
+{
+ return a[CWeather::OldWeatherType] * interp_c0 +
+ b[CWeather::OldWeatherType] * interp_c1 +
+ a[CWeather::NewWeatherType] * interp_c2 +
+ b[CWeather::NewWeatherType] * interp_c3;
+}
+
+void
+CTimeCycle::StartExtraColour(int32 c, bool fade)
+{
+ m_bExtraColourOn = true;
+ m_ExtraColour = c;
+ if(fade)
+ m_ExtraColourInter = 0.0f;
+ else
+ m_ExtraColourInter = 1.0f;
+}
+
+void
+CTimeCycle::StopExtraColour(bool fade)
+{
+ m_bExtraColourOn = false;
+ if(!fade)
+ m_ExtraColourInter = 0.0f;
+}
+
void
CTimeCycle::Update(void)
{
@@ -274,12 +321,12 @@ CTimeCycle::Update(void)
int w2 = CWeather::NewWeatherType;
float timeInterp = (CClock::GetMinutes() + CClock::GetSeconds()/60.0f)/60.0f;
// coefficients for a bilinear interpolation
- float c0 = (1.0f-timeInterp) * (1.0f-CWeather::InterpolationValue);
- float c1 = timeInterp * (1.0f-CWeather::InterpolationValue);
- float c2 = (1.0f-timeInterp) * CWeather::InterpolationValue;
- float c3 = timeInterp * CWeather::InterpolationValue;
+ interp_c0 = (1.0f-timeInterp) * (1.0f-CWeather::InterpolationValue);
+ interp_c1 = timeInterp * (1.0f-CWeather::InterpolationValue);
+ interp_c2 = (1.0f-timeInterp) * CWeather::InterpolationValue;
+ interp_c3 = timeInterp * CWeather::InterpolationValue;
-#define INTERP(v) v[h1][w1]*c0 + v[h2][w1]*c1 + v[h1][w2]*c2 + v[h2][w2]*c3;
+#define INTERP(v) Interpolate(v[h1], v[h2])
m_nCurrentSkyTopRed = INTERP(m_nSkyTopRed);
m_nCurrentSkyTopGreen = INTERP(m_nSkyTopGreen);
@@ -317,15 +364,15 @@ CTimeCycle::Update(void)
m_nCurrentSunCoronaGreen = INTERP(m_nSunCoronaGreen);
m_nCurrentSunCoronaBlue = INTERP(m_nSunCoronaBlue);
- m_fCurrentSunSize = INTERP(m_fSunSize);
- m_fCurrentSpriteSize = INTERP(m_fSpriteSize);
- m_fCurrentSpriteBrightness = INTERP(m_fSpriteBrightness);
+ m_fCurrentSunSize = INTERP(m_fSunSize)/10.0f;
+ m_fCurrentSpriteSize = INTERP(m_fSpriteSize)/10.0f;
+ m_fCurrentSpriteBrightness = INTERP(m_fSpriteBrightness)/10.0f;
m_nCurrentShadowStrength = INTERP(m_nShadowStrength);
m_nCurrentLightShadowStrength = INTERP(m_nLightShadowStrength);
m_nCurrentPoleShadowStrength = INTERP(m_nPoleShadowStrength);
m_fCurrentFarClip = INTERP(m_fFarClip);
m_fCurrentFogStart = INTERP(m_fFogStart);
- m_fCurrentLightsOnGroundBrightness = INTERP(m_fLightsOnGroundBrightness);
+ m_fCurrentLightsOnGroundBrightness = INTERP(m_fLightsOnGroundBrightness)/10.0f;
m_nCurrentLowCloudsRed = INTERP(m_nLowCloudsRed);
m_nCurrentLowCloudsGreen = INTERP(m_nLowCloudsGreen);
@@ -347,6 +394,7 @@ CTimeCycle::Update(void)
m_fCurrentWaterGreen = INTERP(m_fWaterGreen);
m_fCurrentWaterBlue = INTERP(m_fWaterBlue);
m_fCurrentWaterAlpha = INTERP(m_fWaterAlpha);
+#undef INTERP
if(m_FogReduction != 0)
m_fCurrentFarClip = Max(m_fCurrentFarClip, m_FogReduction/64.0f * 650.0f);
@@ -360,7 +408,88 @@ CTimeCycle::Update(void)
sunPos.z = 0.2f - Cos(sunAngle);
sunPos.Normalise();
- // TODO(MIAMI): extra colours
+ if(m_bExtraColourOn)
+ m_ExtraColourInter = Min(1.0f, m_ExtraColourInter + CTimer::GetTimeStep()/120.0f);
+ else
+ m_ExtraColourInter = Max(-.0f, m_ExtraColourInter - CTimer::GetTimeStep()/120.0f);
+ if(m_ExtraColourInter > 0.0f){
+#define INTERP(extra,cur) (m_ExtraColourInter*extra[m_ExtraColour][WEATHER_EXTRACOLOURS] + (1.0f-m_ExtraColourInter)*cur)
+#define INTERPscl(extra,scl,cur) (m_ExtraColourInter*extra[m_ExtraColour][WEATHER_EXTRACOLOURS]/scl + (1.0f-m_ExtraColourInter)*cur)
+ if(m_nSkyTopRed[m_ExtraColour][WEATHER_EXTRACOLOURS] != 0 ||
+ m_nSkyTopGreen[m_ExtraColour][WEATHER_EXTRACOLOURS] != 0 ||
+ m_nSkyTopBlue[m_ExtraColour][WEATHER_EXTRACOLOURS] != 0){
+ m_nCurrentSkyTopRed = INTERP(m_nSkyTopRed,m_nCurrentSkyTopRed);
+ m_nCurrentSkyTopGreen = INTERP(m_nSkyTopGreen,m_nCurrentSkyTopGreen);
+ m_nCurrentSkyTopBlue = INTERP(m_nSkyTopBlue,m_nCurrentSkyTopBlue);
+
+ m_nCurrentSkyBottomRed = INTERP(m_nSkyBottomRed,m_nCurrentSkyBottomRed);
+ m_nCurrentSkyBottomGreen = INTERP(m_nSkyBottomGreen,m_nCurrentSkyBottomGreen);
+ m_nCurrentSkyBottomBlue = INTERP(m_nSkyBottomBlue,m_nCurrentSkyBottomBlue);
+
+ m_nCurrentSunCoreRed = INTERP(m_nSunCoreRed,m_nCurrentSunCoreRed);
+ m_nCurrentSunCoreGreen = INTERP(m_nSunCoreGreen,m_nCurrentSunCoreGreen);
+ m_nCurrentSunCoreBlue = INTERP(m_nSunCoreBlue,m_nCurrentSunCoreBlue);
+
+ m_nCurrentSunCoronaRed = INTERP(m_nSunCoronaRed,m_nCurrentSunCoronaRed);
+ m_nCurrentSunCoronaGreen = INTERP(m_nSunCoronaGreen,m_nCurrentSunCoronaGreen);
+ m_nCurrentSunCoronaBlue = INTERP(m_nSunCoronaBlue,m_nCurrentSunCoronaBlue);
+
+ m_fCurrentSunSize = INTERPscl(m_fSunSize,10.0f,m_fCurrentSunSize);
+
+ m_nCurrentLowCloudsRed = INTERP(m_nLowCloudsRed,m_nCurrentLowCloudsRed);
+ m_nCurrentLowCloudsGreen = INTERP(m_nLowCloudsGreen,m_nCurrentLowCloudsGreen);
+ m_nCurrentLowCloudsBlue = INTERP(m_nLowCloudsBlue,m_nCurrentLowCloudsBlue);
+
+ m_nCurrentFluffyCloudsTopRed = INTERP(m_nFluffyCloudsTopRed,m_nCurrentFluffyCloudsTopRed);
+ m_nCurrentFluffyCloudsTopGreen = INTERP(m_nFluffyCloudsTopGreen,m_nCurrentFluffyCloudsTopGreen);
+ m_nCurrentFluffyCloudsTopBlue = INTERP(m_nFluffyCloudsTopBlue,m_nCurrentFluffyCloudsTopBlue);
+
+ m_nCurrentFluffyCloudsBottomRed = INTERP(m_nFluffyCloudsBottomRed,m_nCurrentFluffyCloudsBottomRed);
+ m_nCurrentFluffyCloudsBottomGreen = INTERP(m_nFluffyCloudsBottomGreen,m_nCurrentFluffyCloudsBottomGreen);
+ m_nCurrentFluffyCloudsBottomBlue = INTERP(m_nFluffyCloudsBottomBlue,m_nCurrentFluffyCloudsBottomBlue);
+
+ m_fCurrentWaterRed = INTERP(m_fWaterRed,m_fCurrentWaterRed);
+ m_fCurrentWaterGreen = INTERP(m_fWaterGreen,m_fCurrentWaterGreen);
+ m_fCurrentWaterBlue = INTERP(m_fWaterBlue,m_fCurrentWaterBlue);
+ m_fCurrentWaterAlpha = INTERP(m_fWaterAlpha,m_fCurrentWaterAlpha);
+ }
+
+ m_fCurrentAmbientRed = INTERP(m_nAmbientRed,m_fCurrentAmbientRed);
+ m_fCurrentAmbientGreen = INTERP(m_nAmbientGreen,m_fCurrentAmbientGreen);
+ m_fCurrentAmbientBlue = INTERP(m_nAmbientBlue,m_fCurrentAmbientBlue);
+
+ m_fCurrentAmbientRed_Obj = INTERP(m_nAmbientRed_Obj,m_fCurrentAmbientRed_Obj);
+ m_fCurrentAmbientGreen_Obj = INTERP(m_nAmbientGreen_Obj,m_fCurrentAmbientGreen_Obj);
+ m_fCurrentAmbientBlue_Obj = INTERP(m_nAmbientBlue_Obj,m_fCurrentAmbientBlue_Obj);
+
+ m_fCurrentAmbientRed_Bl = INTERP(m_nAmbientRed_Bl,m_fCurrentAmbientRed_Bl);
+ m_fCurrentAmbientGreen_Bl = INTERP(m_nAmbientGreen_Bl,m_fCurrentAmbientGreen_Bl);
+ m_fCurrentAmbientBlue_Bl = INTERP(m_nAmbientBlue_Bl,m_fCurrentAmbientBlue_Bl);
+
+ m_fCurrentAmbientRed_Obj_Bl = INTERP(m_nAmbientRed_Obj_Bl,m_fCurrentAmbientRed_Obj_Bl);
+ m_fCurrentAmbientGreen_Obj_Bl = INTERP(m_nAmbientGreen_Obj_Bl,m_fCurrentAmbientGreen_Obj_Bl);
+ m_fCurrentAmbientBlue_Obj_Bl = INTERP(m_nAmbientBlue_Obj_Bl,m_fCurrentAmbientBlue_Obj_Bl);
+
+ m_fCurrentDirectionalRed = INTERP(m_nDirectionalRed,m_fCurrentDirectionalRed);
+ m_fCurrentDirectionalGreen = INTERP(m_nDirectionalGreen,m_fCurrentDirectionalGreen);
+ m_fCurrentDirectionalBlue = INTERP(m_nDirectionalBlue,m_fCurrentDirectionalBlue);
+
+ m_fCurrentSpriteSize = INTERPscl(m_fSpriteSize,10.0f,m_fCurrentSpriteSize);
+ m_fCurrentSpriteBrightness = INTERPscl(m_fSpriteBrightness,10.0f,m_fCurrentSpriteBrightness);
+ m_nCurrentShadowStrength = INTERP(m_nShadowStrength,m_nCurrentShadowStrength);
+ m_nCurrentLightShadowStrength = INTERP(m_nLightShadowStrength,m_nCurrentLightShadowStrength);
+ m_nCurrentPoleShadowStrength = INTERP(m_nPoleShadowStrength,m_nCurrentPoleShadowStrength);
+ m_fCurrentFarClip = INTERP(m_fFarClip,m_fCurrentFarClip);
+ m_fCurrentFogStart = INTERP(m_fFogStart,m_fCurrentFogStart);
+ m_fCurrentLightsOnGroundBrightness = INTERPscl(m_fLightsOnGroundBrightness,10.0f,m_fCurrentLightsOnGroundBrightness);
+
+ m_fCurrentBlurRed = INTERP(m_fBlurRed,m_fCurrentBlurRed);
+ m_fCurrentBlurGreen = INTERP(m_fBlurGreen,m_fCurrentBlurGreen);
+ m_fCurrentBlurBlue = INTERP(m_fBlurBlue,m_fCurrentBlurBlue);
+
+#undef INTERP
+#undef INTERPscl
+ }
if(TheCamera.m_BlurType == MOTION_BLUR_NONE || TheCamera.m_BlurType == MOTION_BLUR_LIGHT_SCENE)
TheCamera.SetMotionBlur(m_fCurrentBlurRed, m_fCurrentBlurGreen, m_fCurrentBlurBlue, 5, MOTION_BLUR_LIGHT_SCENE);
diff --git a/src/render/Timecycle.h b/src/render/Timecycle.h
index 832b36e2..ad079a95 100644
--- a/src/render/Timecycle.h
+++ b/src/render/Timecycle.h
@@ -2,58 +2,58 @@
class CTimeCycle
{
- static int m_nAmbientRed[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientGreen[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientBlue[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientRed_Obj[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientGreen_Obj[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientBlue_Obj[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientRed_Bl[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientGreen_Bl[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientBlue_Bl[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientRed_Obj_Bl[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientGreen_Obj_Bl[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientBlue_Obj_Bl[NUMHOURS][NUMWEATHERS];
- static int m_nDirectionalRed[NUMHOURS][NUMWEATHERS];
- static int m_nDirectionalGreen[NUMHOURS][NUMWEATHERS];
- static int m_nDirectionalBlue[NUMHOURS][NUMWEATHERS];
- static int m_nSkyTopRed[NUMHOURS][NUMWEATHERS];
- static int m_nSkyTopGreen[NUMHOURS][NUMWEATHERS];
- static int m_nSkyTopBlue[NUMHOURS][NUMWEATHERS];
- static int m_nSkyBottomRed[NUMHOURS][NUMWEATHERS];
- static int m_nSkyBottomGreen[NUMHOURS][NUMWEATHERS];
- static int m_nSkyBottomBlue[NUMHOURS][NUMWEATHERS];
- static int m_nSunCoreRed[NUMHOURS][NUMWEATHERS];
- static int m_nSunCoreGreen[NUMHOURS][NUMWEATHERS];
- static int m_nSunCoreBlue[NUMHOURS][NUMWEATHERS];
- static int m_nSunCoronaRed[NUMHOURS][NUMWEATHERS];
- static int m_nSunCoronaGreen[NUMHOURS][NUMWEATHERS];
- static int m_nSunCoronaBlue[NUMHOURS][NUMWEATHERS];
- static float m_fSunSize[NUMHOURS][NUMWEATHERS];
- static float m_fSpriteSize[NUMHOURS][NUMWEATHERS];
- static float m_fSpriteBrightness[NUMHOURS][NUMWEATHERS];
- static short m_nShadowStrength[NUMHOURS][NUMWEATHERS];
- static short m_nLightShadowStrength[NUMHOURS][NUMWEATHERS];
- static short m_nPoleShadowStrength[NUMHOURS][NUMWEATHERS];
- static float m_fFogStart[NUMHOURS][NUMWEATHERS];
- static float m_fFarClip[NUMHOURS][NUMWEATHERS];
- static float m_fLightsOnGroundBrightness[NUMHOURS][NUMWEATHERS];
- static int m_nLowCloudsRed[NUMHOURS][NUMWEATHERS];
- static int m_nLowCloudsGreen[NUMHOURS][NUMWEATHERS];
- static int m_nLowCloudsBlue[NUMHOURS][NUMWEATHERS];
- static int m_nFluffyCloudsTopRed[NUMHOURS][NUMWEATHERS];
- static int m_nFluffyCloudsTopGreen[NUMHOURS][NUMWEATHERS];
- static int m_nFluffyCloudsTopBlue[NUMHOURS][NUMWEATHERS];
- static int m_nFluffyCloudsBottomRed[NUMHOURS][NUMWEATHERS];
- static int m_nFluffyCloudsBottomGreen[NUMHOURS][NUMWEATHERS];
- static int m_nFluffyCloudsBottomBlue[NUMHOURS][NUMWEATHERS];
- static float m_fBlurRed[NUMHOURS][NUMWEATHERS];
- static float m_fBlurGreen[NUMHOURS][NUMWEATHERS];
- static float m_fBlurBlue[NUMHOURS][NUMWEATHERS];
- static float m_fWaterRed[NUMHOURS][NUMWEATHERS];
- static float m_fWaterGreen[NUMHOURS][NUMWEATHERS];
- static float m_fWaterBlue[NUMHOURS][NUMWEATHERS];
- static float m_fWaterAlpha[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientRed_Obj[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientGreen_Obj[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientBlue_Obj[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientRed_Bl[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientGreen_Bl[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientBlue_Bl[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientRed_Obj_Bl[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientGreen_Obj_Bl[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientBlue_Obj_Bl[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nDirectionalRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nDirectionalGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nDirectionalBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSkyTopRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSkyTopGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSkyTopBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSkyBottomRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSkyBottomGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSkyBottomBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSunCoreRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSunCoreGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSunCoreBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSunCoronaRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSunCoronaGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSunCoronaBlue[NUMHOURS][NUMWEATHERS];
+ static int8 m_fSunSize[NUMHOURS][NUMWEATHERS];
+ static int8 m_fSpriteSize[NUMHOURS][NUMWEATHERS];
+ static int8 m_fSpriteBrightness[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nShadowStrength[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nLightShadowStrength[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nPoleShadowStrength[NUMHOURS][NUMWEATHERS];
+ static int16 m_fFogStart[NUMHOURS][NUMWEATHERS];
+ static int16 m_fFarClip[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fLightsOnGroundBrightness[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nLowCloudsRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nLowCloudsGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nLowCloudsBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nFluffyCloudsTopRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nFluffyCloudsTopGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nFluffyCloudsTopBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nFluffyCloudsBottomRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nFluffyCloudsBottomGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nFluffyCloudsBottomBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fBlurRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fBlurGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fBlurBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fWaterRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fWaterGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fWaterBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fWaterAlpha[NUMHOURS][NUMWEATHERS];
static float m_fCurrentAmbientRed;
static float m_fCurrentAmbientGreen;
@@ -70,36 +70,36 @@ class CTimeCycle
static float m_fCurrentDirectionalRed;
static float m_fCurrentDirectionalGreen;
static float m_fCurrentDirectionalBlue;
- static int m_nCurrentSkyTopRed;
- static int m_nCurrentSkyTopGreen;
- static int m_nCurrentSkyTopBlue;
- static int m_nCurrentSkyBottomRed;
- static int m_nCurrentSkyBottomGreen;
- static int m_nCurrentSkyBottomBlue;
- static int m_nCurrentSunCoreRed;
- static int m_nCurrentSunCoreGreen;
- static int m_nCurrentSunCoreBlue;
- static int m_nCurrentSunCoronaRed;
- static int m_nCurrentSunCoronaGreen;
- static int m_nCurrentSunCoronaBlue;
+ static int32 m_nCurrentSkyTopRed;
+ static int32 m_nCurrentSkyTopGreen;
+ static int32 m_nCurrentSkyTopBlue;
+ static int32 m_nCurrentSkyBottomRed;
+ static int32 m_nCurrentSkyBottomGreen;
+ static int32 m_nCurrentSkyBottomBlue;
+ static int32 m_nCurrentSunCoreRed;
+ static int32 m_nCurrentSunCoreGreen;
+ static int32 m_nCurrentSunCoreBlue;
+ static int32 m_nCurrentSunCoronaRed;
+ static int32 m_nCurrentSunCoronaGreen;
+ static int32 m_nCurrentSunCoronaBlue;
static float m_fCurrentSunSize;
static float m_fCurrentSpriteSize;
static float m_fCurrentSpriteBrightness;
- static int m_nCurrentShadowStrength;
- static int m_nCurrentLightShadowStrength;
- static int m_nCurrentPoleShadowStrength;
+ static int32 m_nCurrentShadowStrength;
+ static int32 m_nCurrentLightShadowStrength;
+ static int32 m_nCurrentPoleShadowStrength;
static float m_fCurrentFogStart;
static float m_fCurrentFarClip;
static float m_fCurrentLightsOnGroundBrightness;
- static int m_nCurrentLowCloudsRed;
- static int m_nCurrentLowCloudsGreen;
- static int m_nCurrentLowCloudsBlue;
- static int m_nCurrentFluffyCloudsTopRed;
- static int m_nCurrentFluffyCloudsTopGreen;
- static int m_nCurrentFluffyCloudsTopBlue;
- static int m_nCurrentFluffyCloudsBottomRed;
- static int m_nCurrentFluffyCloudsBottomGreen;
- static int m_nCurrentFluffyCloudsBottomBlue;
+ static int32 m_nCurrentLowCloudsRed;
+ static int32 m_nCurrentLowCloudsGreen;
+ static int32 m_nCurrentLowCloudsBlue;
+ static int32 m_nCurrentFluffyCloudsTopRed;
+ static int32 m_nCurrentFluffyCloudsTopGreen;
+ static int32 m_nCurrentFluffyCloudsTopBlue;
+ static int32 m_nCurrentFluffyCloudsBottomRed;
+ static int32 m_nCurrentFluffyCloudsBottomGreen;
+ static int32 m_nCurrentFluffyCloudsBottomBlue;
static float m_fCurrentBlurRed;
static float m_fCurrentBlurGreen;
static float m_fCurrentBlurBlue;
@@ -107,14 +107,17 @@ class CTimeCycle
static float m_fCurrentWaterGreen;
static float m_fCurrentWaterBlue;
static float m_fCurrentWaterAlpha;
- static int m_nCurrentFogColourRed;
- static int m_nCurrentFogColourGreen;
- static int m_nCurrentFogColourBlue;
+ static int32 m_nCurrentFogColourRed;
+ static int32 m_nCurrentFogColourGreen;
+ static int32 m_nCurrentFogColourBlue;
- static int m_FogReduction;
+ static int32 m_FogReduction;
public:
- static int m_CurrentStoredValue;
+ static bool m_bExtraColourOn;
+ static int32 m_ExtraColour;
+ static float m_ExtraColourInter;
+ static int32 m_CurrentStoredValue;
static CVector m_VectorToSun[16];
static float m_fShadowFrontX[16];
static float m_fShadowFrontY[16];
@@ -138,51 +141,56 @@ public:
static float GetDirectionalRed(void) { return m_fCurrentDirectionalRed; }
static float GetDirectionalGreen(void) { return m_fCurrentDirectionalGreen; }
static float GetDirectionalBlue(void) { return m_fCurrentDirectionalBlue; }
- static int GetSkyTopRed(void) { return m_nCurrentSkyTopRed; }
- static int GetSkyTopGreen(void) { return m_nCurrentSkyTopGreen; }
- static int GetSkyTopBlue(void) { return m_nCurrentSkyTopBlue; }
- static int GetSkyBottomRed(void) { return m_nCurrentSkyBottomRed; }
- static int GetSkyBottomGreen(void) { return m_nCurrentSkyBottomGreen; }
- static int GetSkyBottomBlue(void) { return m_nCurrentSkyBottomBlue; }
- static int GetSunCoreRed(void) { return m_nCurrentSunCoreRed; }
- static int GetSunCoreGreen(void) { return m_nCurrentSunCoreGreen; }
- static int GetSunCoreBlue(void) { return m_nCurrentSunCoreBlue; }
- static int GetSunCoronaRed(void) { return m_nCurrentSunCoronaRed; }
- static int GetSunCoronaGreen(void) { return m_nCurrentSunCoronaGreen; }
- static int GetSunCoronaBlue(void) { return m_nCurrentSunCoronaBlue; }
+ static int32 GetSkyTopRed(void) { return m_nCurrentSkyTopRed; }
+ static int32 GetSkyTopGreen(void) { return m_nCurrentSkyTopGreen; }
+ static int32 GetSkyTopBlue(void) { return m_nCurrentSkyTopBlue; }
+ static int32 GetSkyBottomRed(void) { return m_nCurrentSkyBottomRed; }
+ static int32 GetSkyBottomGreen(void) { return m_nCurrentSkyBottomGreen; }
+ static int32 GetSkyBottomBlue(void) { return m_nCurrentSkyBottomBlue; }
+ static int32 GetSunCoreRed(void) { return m_nCurrentSunCoreRed; }
+ static int32 GetSunCoreGreen(void) { return m_nCurrentSunCoreGreen; }
+ static int32 GetSunCoreBlue(void) { return m_nCurrentSunCoreBlue; }
+ static int32 GetSunCoronaRed(void) { return m_nCurrentSunCoronaRed; }
+ static int32 GetSunCoronaGreen(void) { return m_nCurrentSunCoronaGreen; }
+ static int32 GetSunCoronaBlue(void) { return m_nCurrentSunCoronaBlue; }
static float GetSunSize(void) { return m_fCurrentSunSize; }
static float GetSpriteBrightness(void) { return m_fCurrentSpriteBrightness; }
static float GetSpriteSize(void) { return m_fCurrentSpriteSize; }
- static int GetShadowStrength(void) { return m_nCurrentShadowStrength; }
- static int GetLightShadowStrength(void) { return m_nCurrentLightShadowStrength; }
+ static int32 GetShadowStrength(void) { return m_nCurrentShadowStrength; }
+ static int32 GetLightShadowStrength(void) { return m_nCurrentLightShadowStrength; }
static float GetLightOnGroundBrightness(void) { return m_fCurrentLightsOnGroundBrightness; }
static float GetFarClip(void) { return m_fCurrentFarClip; }
static float GetFogStart(void) { return m_fCurrentFogStart; }
- static int GetLowCloudsRed(void) { return m_nCurrentLowCloudsRed; }
- static int GetLowCloudsGreen(void) { return m_nCurrentLowCloudsGreen; }
- static int GetLowCloudsBlue(void) { return m_nCurrentLowCloudsBlue; }
- static int GetFluffyCloudsTopRed(void) { return m_nCurrentFluffyCloudsTopRed; }
- static int GetFluffyCloudsTopGreen(void) { return m_nCurrentFluffyCloudsTopGreen; }
- static int GetFluffyCloudsTopBlue(void) { return m_nCurrentFluffyCloudsTopBlue; }
- static int GetFluffyCloudsBottomRed(void) { return m_nCurrentFluffyCloudsBottomRed; }
- static int GetFluffyCloudsBottomGreen(void) { return m_nCurrentFluffyCloudsBottomGreen; }
- static int GetFluffyCloudsBottomBlue(void) { return m_nCurrentFluffyCloudsBottomBlue; }
- static int GetFogRed(void) { return m_nCurrentFogColourRed; }
- static int GetFogGreen(void) { return m_nCurrentFogColourGreen; }
- static int GetFogBlue(void) { return m_nCurrentFogColourBlue; }
- static int GetFogReduction(void) { return m_FogReduction; }
+ static int32 GetLowCloudsRed(void) { return m_nCurrentLowCloudsRed; }
+ static int32 GetLowCloudsGreen(void) { return m_nCurrentLowCloudsGreen; }
+ static int32 GetLowCloudsBlue(void) { return m_nCurrentLowCloudsBlue; }
+ static int32 GetFluffyCloudsTopRed(void) { return m_nCurrentFluffyCloudsTopRed; }
+ static int32 GetFluffyCloudsTopGreen(void) { return m_nCurrentFluffyCloudsTopGreen; }
+ static int32 GetFluffyCloudsTopBlue(void) { return m_nCurrentFluffyCloudsTopBlue; }
+ static int32 GetFluffyCloudsBottomRed(void) { return m_nCurrentFluffyCloudsBottomRed; }
+ static int32 GetFluffyCloudsBottomGreen(void) { return m_nCurrentFluffyCloudsBottomGreen; }
+ static int32 GetFluffyCloudsBottomBlue(void) { return m_nCurrentFluffyCloudsBottomBlue; }
+ static int32 GetFogRed(void) { return m_nCurrentFogColourRed; }
+ static int32 GetFogGreen(void) { return m_nCurrentFogColourGreen; }
+ static int32 GetFogBlue(void) { return m_nCurrentFogColourBlue; }
+ static int32 GetFogReduction(void) { return m_FogReduction; }
- static int GetBlurRed(void) { return m_fCurrentBlurRed; }
- static int GetBlurGreen(void) { return m_fCurrentBlurGreen; }
- static int GetBlurBlue(void) { return m_fCurrentBlurBlue; }
- static int GetWaterRed(void) { return m_fCurrentWaterRed; }
- static int GetWaterGreen(void) { return m_fCurrentWaterGreen; }
- static int GetWaterBlue(void) { return m_fCurrentWaterBlue; }
- static int GetWaterAlpha(void) { return m_fCurrentWaterAlpha; }
+ static int32 GetBlurRed(void) { return m_fCurrentBlurRed; }
+ static int32 GetBlurGreen(void) { return m_fCurrentBlurGreen; }
+ static int32 GetBlurBlue(void) { return m_fCurrentBlurBlue; }
+ static int32 GetWaterRed(void) { return m_fCurrentWaterRed; }
+ static int32 GetWaterGreen(void) { return m_fCurrentWaterGreen; }
+ static int32 GetWaterBlue(void) { return m_fCurrentWaterBlue; }
+ static int32 GetWaterAlpha(void) { return m_fCurrentWaterAlpha; }
static void Initialise(void);
static void Update(void);
+ static float Interpolate(int8 *a, int8 *b);
+ static float Interpolate(uint8 *a, uint8 *b);
+ static float Interpolate(int16 *a, int16 *b);
+ static void StartExtraColour(int32 c, bool fade);
+ static void StopExtraColour(bool fade);
static CVector &GetSunDirection(void) { return m_VectorToSun[m_CurrentStoredValue]; }
static float GetShadowFrontX(void) { return m_fShadowFrontX[m_CurrentStoredValue]; }
static float GetShadowFrontY(void) { return m_fShadowFrontY[m_CurrentStoredValue]; }
diff --git a/src/render/Weather.h b/src/render/Weather.h
index ae09e5d1..809bb787 100644
--- a/src/render/Weather.h
+++ b/src/render/Weather.h
@@ -6,7 +6,9 @@ enum {
WEATHER_FOGGY,
WEATHER_EXTRA_SUNNY,
WEATHER_HURRICANE,
- WEATHER_TOTAL
+ WEATHER_TOTAL,
+
+ WEATHER_EXTRACOLOURS = 6
};
class CWeather
diff --git a/src/rw/RwHelper.cpp b/src/rw/RwHelper.cpp
index 7ce1d4f5..58791ce2 100644
--- a/src/rw/RwHelper.cpp
+++ b/src/rw/RwHelper.cpp
@@ -399,6 +399,125 @@ RenderSkeleton(RpHAnimHierarchy *hier)
}
#endif
+
+RwBool Im2DRenderQuad(RwReal x1, RwReal y1, RwReal x2, RwReal y2, RwReal z, RwReal recipCamZ, RwReal uvOffset)
+{
+ RwIm2DVertex vx[4];
+
+ /*
+ * Render an opaque white 2D quad at the given coordinates and
+ * spanning a whole texture.
+ */
+
+ RwIm2DVertexSetScreenX(&vx[0], x1);
+ RwIm2DVertexSetScreenY(&vx[0], y1);
+ RwIm2DVertexSetScreenZ(&vx[0], z);
+ RwIm2DVertexSetIntRGBA(&vx[0], 255, 255, 255, 255);
+ RwIm2DVertexSetRecipCameraZ(&vx[0], recipCamZ);
+ RwIm2DVertexSetU(&vx[0], uvOffset, recipCamZ);
+ RwIm2DVertexSetV(&vx[0], uvOffset, recipCamZ);
+
+ RwIm2DVertexSetScreenX(&vx[1], x1);
+ RwIm2DVertexSetScreenY(&vx[1], y2);
+ RwIm2DVertexSetScreenZ(&vx[1], z);
+ RwIm2DVertexSetIntRGBA(&vx[1], 255, 255, 255, 255);
+ RwIm2DVertexSetRecipCameraZ(&vx[1], recipCamZ);
+ RwIm2DVertexSetU(&vx[1], uvOffset, recipCamZ);
+ RwIm2DVertexSetV(&vx[1], 1.0f + uvOffset, recipCamZ);
+
+ RwIm2DVertexSetScreenX(&vx[2], x2);
+ RwIm2DVertexSetScreenY(&vx[2], y1);
+ RwIm2DVertexSetScreenZ(&vx[2], z);
+ RwIm2DVertexSetIntRGBA(&vx[2], 255, 255, 255, 255);
+ RwIm2DVertexSetRecipCameraZ(&vx[2], recipCamZ);
+ RwIm2DVertexSetU(&vx[2], 1.0f + uvOffset, recipCamZ);
+ RwIm2DVertexSetV(&vx[2], uvOffset, recipCamZ);
+
+ RwIm2DVertexSetScreenX(&vx[3], x2);
+ RwIm2DVertexSetScreenY(&vx[3], y2);
+ RwIm2DVertexSetScreenZ(&vx[3], z);
+ RwIm2DVertexSetIntRGBA(&vx[3], 255, 255, 255, 255);
+ RwIm2DVertexSetRecipCameraZ(&vx[3], recipCamZ);
+ RwIm2DVertexSetU(&vx[3], 1.0f + uvOffset, recipCamZ);
+ RwIm2DVertexSetV(&vx[3], 1.0f + uvOffset, recipCamZ);
+
+ RwIm2DRenderPrimitive(rwPRIMTYPETRISTRIP, vx, 4);
+
+ return TRUE;
+}
+
+bool b_cbsUseLTM = true;
+
+RpAtomic *cbsCalcMeanBSphereRadiusCB(RpAtomic *atomic, void *data)
+{
+ RwV3d atomicPos;
+
+ if ( b_cbsUseLTM )
+ RwV3dTransformPoints(&atomicPos, &RpAtomicGetBoundingSphere(atomic)->center, 1, RwFrameGetLTM(RpClumpGetFrame(atomic->clump)));
+ else
+ RwV3dTransformPoints(&atomicPos, &RpAtomicGetBoundingSphere(atomic)->center, 1, RwFrameGetMatrix(RpClumpGetFrame(atomic->clump)));
+
+ RwV3d temp;
+ RwV3dSub(&temp, &atomicPos, &((RwSphere *)data)->center);
+ RwReal radius = RwV3dLength(&temp) + RpAtomicGetBoundingSphere(atomic)->radius;
+
+ if ( ((RwSphere *)data)->radius < radius )
+ ((RwSphere *)data)->radius = radius;
+
+ return atomic;
+}
+
+RpAtomic *cbsCalcMeanBSphereCenterCB(RpAtomic *atomic, void *data)
+{
+ RwV3d atomicPos;
+
+ if ( b_cbsUseLTM )
+ RwV3dTransformPoints(&atomicPos, &RpAtomicGetBoundingSphere(atomic)->center, 1, RwFrameGetLTM(RpClumpGetFrame(atomic->clump)));
+ else
+ RwV3dTransformPoints(&atomicPos, &RpAtomicGetBoundingSphere(atomic)->center, 1, RwFrameGetMatrix(RpClumpGetFrame(atomic->clump)));
+
+ RwV3dAdd(&((RwSphere *)data)->center, &((RwSphere *)data)->center, &atomicPos);
+
+ return atomic;
+}
+
+RpClump *RpClumpGetBoundingSphere(RpClump *clump, RwSphere *sphere, bool useLTM)
+{
+ RwMatrix matrix;
+ RwSphere result = { 0.0f, 0.0f, 0.0f, 0.0f };
+
+ b_cbsUseLTM = useLTM;
+
+ if ( clump == nil || sphere == nil )
+ return nil;
+
+ sphere->radius = 0.0f;
+ sphere->center.x = 0.0f;
+ sphere->center.y = 0.0f;
+ sphere->center.z = 0.0f;
+
+ RwInt32 numAtomics = RpClumpGetNumAtomics(clump);
+ if ( numAtomics < 1.0f )
+ return nil;
+
+ RpClumpForAllAtomics(clump, cbsCalcMeanBSphereCenterCB, &result);
+
+ RwV3dScale(&result.center, &result.center, 1.0f/numAtomics);
+
+ RpClumpForAllAtomics(clump, cbsCalcMeanBSphereRadiusCB, &result);
+
+ if ( b_cbsUseLTM )
+ RwMatrixInvert(&matrix, RwFrameGetLTM(RpClumpGetFrame(clump)));
+ else
+ RwMatrixInvert(&matrix, RwFrameGetMatrix(RpClumpGetFrame(clump)));
+
+ RwV3dTransformPoints(&result.center, &result.center, 1, &matrix);
+
+ *sphere = result;
+
+ return clump;
+}
+
void
CameraSize(RwCamera * camera, RwRect * rect,
RwReal viewWindow, RwReal aspectRatio)
diff --git a/src/rw/RwHelper.h b/src/rw/RwHelper.h
index 1862c7f1..3f1a3d19 100644
--- a/src/rw/RwHelper.h
+++ b/src/rw/RwHelper.h
@@ -29,6 +29,9 @@ RpAtomic *AtomicRemoveAnimFromSkinCB(RpAtomic *atomic, void *data);
void RenderSkeleton(RpHAnimHierarchy *hier);
#endif
+RwBool Im2DRenderQuad(RwReal x1, RwReal y1, RwReal x2, RwReal y2, RwReal z, RwReal recipCamZ, RwReal uvOffset);
+RpClump *RpClumpGetBoundingSphere(RpClump *clump, RwSphere *sphere, bool useLTM);
+
RwTexDictionary *RwTexDictionaryGtaStreamRead(RwStream *stream);
RwTexDictionary *RwTexDictionaryGtaStreamRead1(RwStream *stream);
RwTexDictionary *RwTexDictionaryGtaStreamRead2(RwStream *stream, RwTexDictionary *texDict);
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp
index 3f329251..e06ce03b 100644
--- a/src/vehicles/Automobile.cpp
+++ b/src/vehicles/Automobile.cpp
@@ -2505,8 +2505,12 @@ CAutomobile::PreRender(void)
// end of lights
}
-//TODO(MIAMI): StoreShadowForVehicle once we have it
- CShadows::StoreShadowForCar(this);
+ if (IsRealHeli())
+ CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_HELI);
+ else if ( GetModelIndex() == MI_RCBARON)
+ CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_RCPLANE);
+ else
+ CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_CAR);
DoSunGlare();
diff --git a/src/vehicles/Bike.cpp b/src/vehicles/Bike.cpp
index e52027f9..c32e72bc 100644
--- a/src/vehicles/Bike.cpp
+++ b/src/vehicles/Bike.cpp
@@ -1546,7 +1546,7 @@ CBike::PreRender(void)
}
AddDamagedVehicleParticles();
-//TODO(MIAMI): StoreShadowForVehicle once we have it
+ CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_BIKE);
CMatrix mat;
CVector pos;
diff --git a/src/vehicles/Heli.cpp b/src/vehicles/Heli.cpp
index 00bb0023..a770f83d 100644
--- a/src/vehicles/Heli.cpp
+++ b/src/vehicles/Heli.cpp
@@ -557,6 +557,7 @@ CHeli::PreRender(void)
{
float radius = (GetPosition().z - FindPlayerCoors().z - 10.0f - 1.0f) * 0.3f + 10.0f;
HeliDustGenerate(this, radius, FindPlayerCoors().z, Max(16.0f - 4.0f*CTimer::GetTimeStep(), 2.0f));
+ CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_HELI);
}
void
@@ -592,7 +593,7 @@ CHeli::PreRenderAlways(void)
CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &shadowPos,
6.0f, 0.0f, 0.0f, -6.0f,
80*m_fSearchLightIntensity, 80*m_fSearchLightIntensity, 80*m_fSearchLightIntensity, 80*m_fSearchLightIntensity,
- 50.0f, true, 1.0f);
+ 50.0f, true, 1.0f, nil, false);
CVector front = GetMatrix() * CVector(0.0f, 7.0f, 0.0f);
CVector toPlayer = FindPlayerCoors() - front;
diff --git a/src/weapons/BulletInfo.cpp b/src/weapons/BulletInfo.cpp
index 129e4b2b..41d9c730 100644
--- a/src/weapons/BulletInfo.cpp
+++ b/src/weapons/BulletInfo.cpp
@@ -24,6 +24,10 @@
#include "World.h"
#include "SurfaceTable.h"
+#ifdef SQUEEZE_PERFORMANCE
+uint32 bulletInfoInUse;
+#endif
+
#define BULLET_LIFETIME (1000)
#define NUM_PED_BLOOD_PARTICLES (8)
#define BLOOD_PARTICLE_OFFSET (CVector(0.0f, 0.0f, 0.0f))
@@ -47,6 +51,9 @@ void CBulletInfo::Initialise(void)
gaBulletInfo[i].m_pSource = nil;
}
debug("CBulletInfo ready\n");
+#ifdef SQUEEZE_PERFORMANCE
+ bulletInfoInUse = 0;
+#endif
}
void CBulletInfo::Shutdown(void)
@@ -71,11 +78,19 @@ bool CBulletInfo::AddBullet(CEntity* pSource, eWeaponType type, CVector vecPosit
gaBulletInfo[i].m_vecSpeed = vecSpeed;
gaBulletInfo[i].m_fTimer = CTimer::GetTimeInMilliseconds() + BULLET_LIFETIME;
gaBulletInfo[i].m_bInUse = true;
+
+#ifdef SQUEEZE_PERFORMANCE
+ bulletInfoInUse++;
+#endif
return true;
}
void CBulletInfo::Update(void)
{
+#ifdef SQUEEZE_PERFORMANCE
+ if (bulletInfoInUse == 0)
+ return;
+#endif
bPlayerSniperBullet = false;
for (int i = 0; i < NUM_BULLETS; i++) {
CBulletInfo* pBullet = &gaBulletInfo[i];
@@ -83,8 +98,12 @@ void CBulletInfo::Update(void)
pBullet->m_pSource = nil;
if (!pBullet->m_bInUse)
continue;
- if (CTimer::GetTimeInMilliseconds() > pBullet->m_fTimer)
+ if (CTimer::GetTimeInMilliseconds() > pBullet->m_fTimer) {
pBullet->m_bInUse = false;
+#ifdef SQUEEZE_PERFORMANCE
+ bulletInfoInUse--;
+#endif
+ }
CVector vecOldPos = pBullet->m_vecPosition;
CVector vecNewPos = pBullet->m_vecPosition + pBullet->m_vecSpeed * CTimer::GetTimeStep() * 0.5f;
CWorld::bIncludeCarTyres = true;
@@ -108,6 +127,9 @@ void CBulletInfo::Update(void)
pPed->InflictDamage(pBullet->m_pSource, pBullet->m_eWeaponType, pBullet->m_nDamage, (ePedPieceTypes)point.pieceB, pPed->GetLocalDirection(pPed->GetPosition() - point.point));
CEventList::RegisterEvent(pPed->m_nPedType == PEDTYPE_COP ? EVENT_SHOOT_COP : EVENT_SHOOT_PED, EVENT_ENTITY_PED, pPed, (CPed*)pBullet->m_pSource, 1000);
pBullet->m_bInUse = false;
+#ifdef SQUEEZE_PERFORMANCE
+ bulletInfoInUse--;
+#endif
vecNewPos = point.point;
}
if (CGame::nastyGame) {
@@ -130,6 +152,9 @@ void CBulletInfo::Update(void)
}
}
pBullet->m_bInUse = false;
+#ifdef SQUEEZE_PERFORMANCE
+ bulletInfoInUse--;
+#endif
vecNewPos = point.point;
}
}
@@ -144,6 +169,9 @@ void CBulletInfo::Update(void)
}
#ifdef FIX_BUGS
pBullet->m_bInUse = false;
+#ifdef SQUEEZE_PERFORMANCE
+ bulletInfoInUse--;
+#endif
vecNewPos = point.point;
#endif
}
@@ -163,6 +191,9 @@ void CBulletInfo::Update(void)
}
#ifdef FIX_BUGS
pBullet->m_bInUse = false;
+#ifdef SQUEEZE_PERFORMANCE
+ bulletInfoInUse--;
+#endif
vecNewPos = point.point;
#endif
}
@@ -213,8 +244,12 @@ void CBulletInfo::Update(void)
}
pBullet->m_vecPosition = vecNewPos;
if (pBullet->m_vecPosition.x < -MAP_BORDER || pBullet->m_vecPosition.x > MAP_BORDER ||
- pBullet->m_vecPosition.y < -MAP_BORDER || pBullet->m_vecPosition.y > MAP_BORDER)
+ pBullet->m_vecPosition.y < -MAP_BORDER || pBullet->m_vecPosition.y > MAP_BORDER) {
pBullet->m_bInUse = false;
+#ifdef SQUEEZE_PERFORMANCE
+ bulletInfoInUse--;
+#endif
+ }
}
}
diff --git a/src/weapons/ProjectileInfo.cpp b/src/weapons/ProjectileInfo.cpp
index 35e55b36..4150852a 100644
--- a/src/weapons/ProjectileInfo.cpp
+++ b/src/weapons/ProjectileInfo.cpp
@@ -13,6 +13,10 @@
#include "Weapon.h"
#include "World.h"
+#ifdef SQUEEZE_PERFORMANCE
+uint32 projectileInUse;
+#endif
+
CProjectileInfo gaProjectileInfo[NUM_PROJECTILES];
CProjectile *CProjectileInfo::ms_apProjectile[NUM_PROJECTILES];
@@ -30,6 +34,10 @@ CProjectileInfo::Initialise()
}
debug("CProjectileInfo ready\n");
+
+#ifdef SQUEEZE_PERFORMANCE
+ projectileInUse = 0;
+#endif
}
void
@@ -163,6 +171,10 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos,
ms_apProjectile[i]->m_fElasticity = elasticity;
ms_apProjectile[i]->m_nSpecialCollisionResponseCases = SpecialCollisionResponseCase;
+#ifdef SQUEEZE_PERFORMANCE
+ projectileInUse++;
+#endif
+
gaProjectileInfo[i].m_bInUse = true;
CWorld::Add(ms_apProjectile[i]);
@@ -178,6 +190,9 @@ void
CProjectileInfo::RemoveProjectile(CProjectileInfo *info, CProjectile *projectile)
{
RemoveNotAdd(info->m_pSource, info->m_eWeaponType, projectile->GetPosition());
+#ifdef SQUEEZE_PERFORMANCE
+ projectileInUse--;
+#endif
info->m_bInUse = false;
CWorld::Remove(projectile);
@@ -205,6 +220,11 @@ CProjectileInfo::RemoveNotAdd(CEntity *entity, eWeaponType weaponType, CVector p
void
CProjectileInfo::Update()
{
+#ifdef SQUEEZE_PERFORMANCE
+ if (projectileInUse == 0)
+ return;
+#endif
+
for (int i = 0; i < ARRAY_SIZE(gaProjectileInfo); i++) {
if (!gaProjectileInfo[i].m_bInUse) continue;
@@ -213,6 +233,10 @@ CProjectileInfo::Update()
gaProjectileInfo[i].m_pSource = nil;
if (ms_apProjectile[i] == nil) {
+#ifdef SQUEEZE_PERFORMANCE
+ projectileInUse--;
+#endif
+
gaProjectileInfo[i].m_bInUse = false;
continue;
}
@@ -276,6 +300,10 @@ CProjectileInfo::IsProjectileInRange(float x1, float x2, float y1, float y2, flo
if (pos.x >= x1 && pos.x <= x2 && pos.y >= y1 && pos.y <= y2 && pos.z >= z1 && pos.z <= z2) {
result = true;
if (remove) {
+#ifdef SQUEEZE_PERFORMANCE
+ projectileInUse--;
+#endif
+
gaProjectileInfo[i].m_bInUse = false;
CWorld::Remove(ms_apProjectile[i]);
delete ms_apProjectile[i];
@@ -304,8 +332,17 @@ CProjectileInfo::RemoveDetonatorProjectiles()
void
CProjectileInfo::RemoveAllProjectiles()
{
+#ifdef SQUEEZE_PERFORMANCE
+ if (projectileInUse == 0)
+ return;
+#endif
+
for (int i = 0; i < ARRAY_SIZE(ms_apProjectile); i++) {
if (gaProjectileInfo[i].m_bInUse) {
+#ifdef SQUEEZE_PERFORMANCE
+ projectileInUse--;
+#endif
+
gaProjectileInfo[i].m_bInUse = false;
CWorld::Remove(ms_apProjectile[i]);
delete ms_apProjectile[i];
@@ -316,12 +353,21 @@ CProjectileInfo::RemoveAllProjectiles()
bool
CProjectileInfo::RemoveIfThisIsAProjectile(CObject *object)
{
+#ifdef SQUEEZE_PERFORMANCE
+ if (projectileInUse == 0)
+ return false;
+#endif
+
int i = 0;
while (ms_apProjectile[i++] != object) {
if (i >= ARRAY_SIZE(ms_apProjectile))
return false;
}
+#ifdef SQUEEZE_PERFORMANCE
+ projectileInUse--;
+#endif
+
gaProjectileInfo[i].m_bInUse = false;
CWorld::Remove(ms_apProjectile[i]);
delete ms_apProjectile[i];
diff --git a/src/weapons/ShotInfo.cpp b/src/weapons/ShotInfo.cpp
index 6fc6341d..a70f3f7b 100644
--- a/src/weapons/ShotInfo.cpp
+++ b/src/weapons/ShotInfo.cpp
@@ -13,6 +13,9 @@
CShotInfo gaShotInfo[NUMSHOTINFOS];
float CShotInfo::ms_afRandTable[20];
+#ifdef SQUEEZE_PERFORMANCE
+uint32 shotInfoInUse;
+#endif
/*
Used for flamethrower. I don't know why it's name is CShotInfo.
@@ -41,6 +44,9 @@ CShotInfo::Initialise()
nextVal += 0.005f;
}
debug("CShotInfo ready\n");
+#ifdef SQUEEZE_PERFORMANCE
+ shotInfoInUse = 0;
+#endif
}
bool
@@ -54,6 +60,10 @@ CShotInfo::AddShot(CEntity *sourceEntity, eWeaponType weapon, CVector startPos,
if (slot == ARRAY_SIZE(gaShotInfo))
return false;
+#ifdef SQUEEZE_PERFORMANCE
+ shotInfoInUse++;
+#endif
+
gaShotInfo[slot].m_inUse = true;
gaShotInfo[slot].m_weapon = weapon;
gaShotInfo[slot].m_startPos = startPos;
@@ -87,6 +97,10 @@ CShotInfo::Shutdown()
void
CShotInfo::Update()
{
+#ifdef SQUEEZE_PERFORMANCE
+ if (shotInfoInUse == 0)
+ return;
+#endif
for (int slot = 0; slot < ARRAY_SIZE(gaShotInfo); slot++) {
CShotInfo &shot = gaShotInfo[slot];
if (shot.m_sourceEntity && shot.m_sourceEntity->IsPed() && !((CPed*)shot.m_sourceEntity)->IsPointerValid())
@@ -96,8 +110,12 @@ CShotInfo::Update()
continue;
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(shot.m_weapon);
- if (CTimer::GetTimeInMilliseconds() > shot.m_timeout)
+ if (CTimer::GetTimeInMilliseconds() > shot.m_timeout) {
+#ifdef SQUEEZE_PERFORMANCE
+ shotInfoInUse--;
+#endif
shot.m_inUse = false;
+ }
if (weaponInfo->m_bSlowsDown)
shot.m_areaAffected *= pow(0.96, CTimer::GetTimeStep()); // FRAMERATE