diff options
-rw-r--r-- | premake5.lua | 7 | ||||
-rw-r--r-- | src/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/collision/ColLine.h | 4 | ||||
-rw-r--r-- | src/collision/ColPoint.h | 4 | ||||
-rw-r--r-- | src/collision/ColSphere.h | 5 | ||||
-rw-r--r-- | src/collision/ColTriangle.h | 1 | ||||
-rw-r--r-- | src/collision/Collision.cpp | 18 | ||||
-rw-r--r-- | src/core/config.h | 1 | ||||
-rw-r--r-- | src/math/Vector.cpp | 15 | ||||
-rw-r--r-- | src/math/Vector.h | 9 | ||||
-rw-r--r-- | src/math/VuVector.h | 4 | ||||
-rw-r--r-- | src/render/WaterCannon.cpp | 60 | ||||
-rw-r--r-- | src/render/WaterCannon.h | 3 |
13 files changed, 98 insertions, 35 deletions
diff --git a/premake5.lua b/premake5.lua index 2a8e6c93..010810a0 100644 --- a/premake5.lua +++ b/premake5.lua @@ -71,6 +71,13 @@ workspace "reLCS" symbols "Full" staticruntime "off" + -- for CVECTORHACK + configuration { "gmake*" } + buildoptions { "-fpermissive" } + + filter { "platforms:macosx*" } + buildoptions { "-Wno-address-of-temporary" } + if _OPTIONS["with-asan"] then buildoptions { "-fsanitize=address -g3 -fno-omit-frame-pointer" } linkoptions { "-fsanitize=address" } diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index f3d51b06..8325938c 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -102,6 +102,8 @@ if(CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang if (NOT LIBRW_PLATFORM_PS2) target_compile_options(${EXECUTABLE} PRIVATE + -fpermissive # for CVECTORHACK + -Wno-address-of-temporary # for CVECTORHACK -Wextra -Wdouble-promotion -Wpedantic diff --git a/src/collision/ColLine.h b/src/collision/ColLine.h index 21587a06..a2cb9a0b 100644 --- a/src/collision/ColLine.h +++ b/src/collision/ColLine.h @@ -4,9 +4,9 @@ struct CColLine { // NB: this has to be compatible with two CVuVectors CVector p0; - int pad0; +// int pad0; CVector p1; - int pad1; +// int pad1; CColLine(void) { }; CColLine(const CVector &p0, const CVector &p1) { this->p0 = p0; this->p1 = p1; }; diff --git a/src/collision/ColPoint.h b/src/collision/ColPoint.h index a15b2345..f978720d 100644 --- a/src/collision/ColPoint.h +++ b/src/collision/ColPoint.h @@ -3,10 +3,10 @@ struct CColPoint { CVector point; - int pad1; + int pad1; // this is stupid // the surface normal on the surface of point CVector normal; - int pad2; + //int pad2; uint8 surfaceA; uint8 pieceA; uint8 surfaceB; diff --git a/src/collision/ColSphere.h b/src/collision/ColSphere.h index f86b282a..3f18d8c0 100644 --- a/src/collision/ColSphere.h +++ b/src/collision/ColSphere.h @@ -2,10 +2,11 @@ #include "SurfaceTable.h" -struct CSphere +// TODO(LCS): maybe this was in a union with CVuVector? or is the alignment manual? +struct TYPEALIGN(16) CSphere { // NB: this has to be compatible with a CVuVector - CVector center; + RwV3d center; float radius; void Set(float radius, const CVector ¢er) { this->center = center; this->radius = radius; } }; diff --git a/src/collision/ColTriangle.h b/src/collision/ColTriangle.h index a2580c58..5ce543b5 100644 --- a/src/collision/ColTriangle.h +++ b/src/collision/ColTriangle.h @@ -62,6 +62,7 @@ struct CColTrianglePlane } #endif #else + // TODO(LCS): LCS actually uses CompressedVector too CVector normal; float dist; uint8 dir; diff --git a/src/collision/Collision.cpp b/src/collision/Collision.cpp index bead5183..82681645 100644 --- a/src/collision/Collision.cpp +++ b/src/collision/Collision.cpp @@ -24,6 +24,10 @@ #include "Camera.h" #include "ColStore.h" +// gotta figure out how they handled CSphere exactly +// so using this to remind me to look into it again. +#define CVECTORHACK(rwv3d) CVector(rwv3d) + #ifdef VU_COLLISION #include "VuCollision.h" @@ -391,7 +395,7 @@ CCollision::TestLineSphere(const CColLine &line, const CColSphere &sph) // The length of the tangent would be this: Sqrt((c-p0)^2 - r^2). // Negative if p0 is inside the sphere! This breaks the test! float tansq = 4.0f * linesq * - (sph.center.MagnitudeSqr() - 2.0f*DotProduct(sph.center, line.p0) + line.p0.MagnitudeSqr() - sph.radius*sph.radius); + (CVECTORHACK(sph.center).MagnitudeSqr() - 2.0f*DotProduct(sph.center, line.p0) + line.p0.MagnitudeSqr() - sph.radius*sph.radius); float diffsq = projline*projline - tansq; // if diffsq < 0 that means the line is a passant, so no intersection if(diffsq < 0.0f) @@ -470,9 +474,9 @@ CCollision::TestSphereTriangle(const CColSphere &sphere, case 2: // closest to an edge // looks like original game as DistToLine manually inlined - if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center); - else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center); - else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center); + if(!insideAB) dist = DistToLine(&va, &vb, &CVECTORHACK(sphere.center)); + else if(!insideAC) dist = DistToLine(&va, &vc, &CVECTORHACK(sphere.center)); + else if(!insideBC) dist = DistToLine(&vb, &vc, &CVECTORHACK(sphere.center)); else assert(0); break; case 3: @@ -1279,9 +1283,9 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere, case 2: // closest to an edge // looks like original game as DistToLine manually inlined - if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center, p); - else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center, p); - else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center, p); + if(!insideAB) dist = DistToLine(&va, &vb, &CVECTORHACK(sphere.center), p); + else if(!insideAC) dist = DistToLine(&va, &vc, &CVECTORHACK(sphere.center), p); + else if(!insideBC) dist = DistToLine(&vb, &vc, &CVECTORHACK(sphere.center), p); else assert(0); break; case 3: diff --git a/src/core/config.h b/src/core/config.h index c5799817..94b2eb60 100644 --- a/src/core/config.h +++ b/src/core/config.h @@ -287,6 +287,7 @@ enum Config { // Water & Particle // #define PC_WATER #define WATER_CHEATS +//#define PSP_WATERCANNON //#define USE_CUTSCENE_SHADOW_FOR_PED #define DISABLE_CUTSCENE_SHADOWS diff --git a/src/math/Vector.cpp b/src/math/Vector.cpp index ee76e555..e29d4335 100644 --- a/src/math/Vector.cpp +++ b/src/math/Vector.cpp @@ -44,3 +44,18 @@ operator*(const CMatrix &mat, const CVector &vec) mat.ry * vec.x + mat.fy * vec.y + mat.uy * vec.z + mat.py, mat.rz * vec.x + mat.fz * vec.y + mat.uz * vec.z + mat.pz); } + +void +RwV3dTransformPoints(CVector * pointsOut, const CVector * pointsIn, RwInt32 numPoints, const RwMatrix * matrix) +{ + while(numPoints--){ + float x = pointsIn->x*matrix->right.x + pointsIn->y*matrix->up.x + pointsIn->z*matrix->at.x + matrix->pos.x; + float y = pointsIn->x*matrix->right.y + pointsIn->y*matrix->up.y + pointsIn->z*matrix->at.y + matrix->pos.y; + float z = pointsIn->x*matrix->right.z + pointsIn->y*matrix->up.z + pointsIn->z*matrix->at.z + matrix->pos.z; + pointsOut->x = x; + pointsOut->y = y; + pointsOut->z = z; + pointsOut++; + pointsIn++; + } +} diff --git a/src/math/Vector.h b/src/math/Vector.h index 02128454..87895806 100644 --- a/src/math/Vector.h +++ b/src/math/Vector.h @@ -1,8 +1,12 @@ #pragma once +// TODO(LCS): this should have 16 byte alignment but VS doesn't like passing aligned values by value +// need a solution for this eventually if we ever want to load original assets class CVector : public RwV3d { public: + float w; + CVector(void) {} CVector(float x, float y, float z) { @@ -126,4 +130,7 @@ class CMatrix; CVector Multiply3x3(const CMatrix &mat, const CVector &vec); CVector Multiply3x3(const CVector &vec, const CMatrix &mat); -CVector operator*(const CMatrix &mat, const CVector &vec);
\ No newline at end of file +CVector operator*(const CMatrix &mat, const CVector &vec); + +// we need this because CVector and RwV3d have different size now +void RwV3dTransformPoints(CVector * pointsOut, const CVector * pointsIn, RwInt32 numPoints, const RwMatrix * matrix); diff --git a/src/math/VuVector.h b/src/math/VuVector.h index 30d62cfc..026965d1 100644 --- a/src/math/VuVector.h +++ b/src/math/VuVector.h @@ -3,10 +3,10 @@ class TYPEALIGN(16) CVuVector : public CVector { public: - float w; +// float w; // in CVector now 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(float x, float y, float z, float w) : CVector(x, y, z)/*, w(w)*/ { this->w = w;} CVuVector(const CVector &v) : CVector(v.x, v.y, v.z) {} CVuVector(const RwV3d &v) : CVector(v) {} /* diff --git a/src/render/WaterCannon.cpp b/src/render/WaterCannon.cpp index 53b4d30e..65d8b388 100644 --- a/src/render/WaterCannon.cpp +++ b/src/render/WaterCannon.cpp @@ -13,6 +13,16 @@ #include "Camera.h" #include "Particle.h" +// --LCS: file done + +#ifdef PSP_WATERCANNON + //PSP: + #define WATER_COLOR 255 +#else + //PS2: + #define WATER_COLOR 127 +#endif + #define WATERCANNONVERTS 4 #define WATERCANNONINDEXES 12 @@ -115,24 +125,34 @@ void CWaterCannon::Update_NewInput(CVector *pos, CVector *dir) m_abUsed[m_nCur] = true; } +static float fWaterCannonU = 0.0f; void CWaterCannon::Render(void) { + extern RwRaster *gpFireHoseRaster; + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE); RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE); - RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpWaterRaster); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpFireHoseRaster); - float v = float(CGeneral::GetRandomNumber() & 255) / 256; - - RwIm3DVertexSetV(&WaterCannonVertices[0], v); - RwIm3DVertexSetV(&WaterCannonVertices[1], v); - RwIm3DVertexSetV(&WaterCannonVertices[2], v); - RwIm3DVertexSetV(&WaterCannonVertices[3], v); + fWaterCannonU += CTimer::GetTimeStepInSeconds() * 6.0f; - int16 pointA = m_nCur % NUM_SEGMENTPOINTS; + while ( fWaterCannonU >= 1.0f ) + fWaterCannonU -= 1.0f; + RwIm3DVertexSetU(&WaterCannonVertices[0], -fWaterCannonU); + RwIm3DVertexSetV(&WaterCannonVertices[0], 0.0f); + RwIm3DVertexSetU(&WaterCannonVertices[1], -fWaterCannonU); + RwIm3DVertexSetV(&WaterCannonVertices[1], 1.0f); + RwIm3DVertexSetU(&WaterCannonVertices[2], 1.0f - fWaterCannonU); + RwIm3DVertexSetV(&WaterCannonVertices[2], 0.0f); + RwIm3DVertexSetU(&WaterCannonVertices[3], 1.0f - fWaterCannonU); + RwIm3DVertexSetV(&WaterCannonVertices[3], 1.0f); + + int16 pointA = m_nCur % NUM_SEGMENTPOINTS; int16 pointB = pointA - 1; - if ( (pointA - 1) < 0 ) + int16 pointC = pointA; + if ( pointB < 0 ) pointB += NUM_SEGMENTPOINTS; bool bInit = false; @@ -142,6 +162,10 @@ void CWaterCannon::Render(void) { if ( m_abUsed[pointA] && m_abUsed[pointB] ) { + bool bFirst = false; + if ( i == 0 || m_abUsed[pointA] && !m_abUsed[pointC] ) + bFirst = true; + if ( !bInit ) { CVector cp = CrossProduct(m_avecPos[pointB] - m_avecPos[pointA], TheCamera.GetForward()); @@ -149,26 +173,25 @@ void CWaterCannon::Render(void) bInit = true; } - float dist = float(i*i*i) / 300.0f + 1.0f; float brightness = float(i) / NUM_SEGMENTPOINTS; - int32 color = (int32)((1.0f - brightness*brightness) * 255.0f); - CVector offset = dist * norm; - RwIm3DVertexSetRGBA(&WaterCannonVertices[0], color, color, color, color); + CVector offset = (float(i)+1.0f) * norm; + + RwIm3DVertexSetRGBA(&WaterCannonVertices[0], WATER_COLOR, WATER_COLOR, WATER_COLOR, bFirst ? 0 : color); RwIm3DVertexSetPos (&WaterCannonVertices[0], m_avecPos[pointA].x - offset.x, m_avecPos[pointA].y - offset.y, m_avecPos[pointA].z - offset.z); - RwIm3DVertexSetRGBA(&WaterCannonVertices[1], color, color, color, color); + RwIm3DVertexSetRGBA(&WaterCannonVertices[1], WATER_COLOR, WATER_COLOR, WATER_COLOR, bFirst ? 0 : color); RwIm3DVertexSetPos (&WaterCannonVertices[1], m_avecPos[pointA].x + offset.x, m_avecPos[pointA].y + offset.y, m_avecPos[pointA].z + offset.z); - RwIm3DVertexSetRGBA(&WaterCannonVertices[2], color, color, color, color); + offset = (float(i+1)+1.0f) * norm; + + RwIm3DVertexSetRGBA(&WaterCannonVertices[2], WATER_COLOR, WATER_COLOR, WATER_COLOR, color); RwIm3DVertexSetPos (&WaterCannonVertices[2], m_avecPos[pointB].x - offset.x, m_avecPos[pointB].y - offset.y, m_avecPos[pointB].z - offset.z); - RwIm3DVertexSetRGBA(&WaterCannonVertices[3], color, color, color, color); + RwIm3DVertexSetRGBA(&WaterCannonVertices[3], WATER_COLOR, WATER_COLOR, WATER_COLOR, color); RwIm3DVertexSetPos (&WaterCannonVertices[3], m_avecPos[pointB].x + offset.x, m_avecPos[pointB].y + offset.y, m_avecPos[pointB].z + offset.z); - LittleTest(); - if ( RwIm3DTransform(WaterCannonVertices, WATERCANNONVERTS, NULL, rwIM3D_VERTEXUV) ) { RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, WaterCannonIndexList, WATERCANNONINDEXES); @@ -176,6 +199,7 @@ void CWaterCannon::Render(void) } } + pointC = pointA; pointA = pointB--; if ( pointB < 0 ) pointB += NUM_SEGMENTPOINTS; diff --git a/src/render/WaterCannon.h b/src/render/WaterCannon.h index a37bdd12..5b60639c 100644 --- a/src/render/WaterCannon.h +++ b/src/render/WaterCannon.h @@ -14,6 +14,7 @@ public: int32 m_nId; int16 m_nCur; uint32 m_nTimeCreated; + int32 field_C; CVector m_avecPos[NUM_SEGMENTPOINTS]; CVector m_avecVelocity[NUM_SEGMENTPOINTS]; bool m_abUsed[NUM_SEGMENTPOINTS]; @@ -25,7 +26,7 @@ public: void PushPeds(void); }; -VALIDATE_SIZE(CWaterCannon, 412); +VALIDATE_SIZE(CWaterCannon, 0x1A0); class CWaterCannons { |