diff options
Diffstat (limited to 'src/render/Glass.cpp')
-rw-r--r-- | src/render/Glass.cpp | 720 |
1 files changed, 710 insertions, 10 deletions
diff --git a/src/render/Glass.cpp b/src/render/Glass.cpp index ac04032b..41d31985 100644 --- a/src/render/Glass.cpp +++ b/src/render/Glass.cpp @@ -1,21 +1,721 @@ #include "common.h" #include "patcher.h" #include "Glass.h" +#include "Timer.h" +#include "Object.h" +#include "General.h" +#include "AudioScriptObject.h" +#include "World.h" +#include "TimeCycle.h" +#include "Particle.h" +#include "Camera.h" +#include "RenderBuffer.h" +#include "Shadows.h" +#include "ModelIndices.h" +#include "main.h" -WRAPPER void CGlass::AskForObjectToBeRenderedInGlass(CEntity *ent) { EAXJMP(0x5033F0); } -WRAPPER void -CGlass::WindowRespondsToCollision(CEntity *ent, float amount, CVector speed, CVector point, bool foo) +uint32 CGlass::NumGlassEntities; +CEntity *CGlass::apEntitiesToBeRendered[NUM_GLASSENTITIES]; +CFallingGlassPane CGlass::aGlassPanes[NUM_GLASSPANES]; + + +CVector2D CentersWithTriangle[NUM_GLASSTRIANGLES]; +const CVector2D CoorsWithTriangle[NUM_GLASSTRIANGLES][3] = +{ + { + CVector2D(0.0f, 0.0f), + CVector2D(0.0f, 1.0f), + CVector2D(0.4f, 0.5f) + }, + + { + CVector2D(0.0f, 1.0f), + CVector2D(1.0f, 1.0f), + CVector2D(0.4f, 0.5f) + }, + + { + CVector2D(0.0f, 0.0f), + CVector2D(0.4f, 0.5f), + CVector2D(0.7f, 0.0f) + }, + + { + CVector2D(0.7f, 0.0f), + CVector2D(0.4f, 0.5f), + CVector2D(1.0f, 1.0f) + }, + + { + CVector2D(0.7f, 0.0f), + CVector2D(1.0f, 1.0f), + CVector2D(1.0f, 0.0f) + } +}; + +#define TEMPBUFFERVERTHILIGHTOFFSET 0 +#define TEMPBUFFERINDEXHILIGHTOFFSET 0 +#define TEMPBUFFERVERTHILIGHTSIZE 128 +#define TEMPBUFFERINDEXHILIGHTSIZE 512 + +#define TEMPBUFFERVERTSHATTEREDOFFSET TEMPBUFFERVERTHILIGHTSIZE +#define TEMPBUFFERINDEXSHATTEREDOFFSET TEMPBUFFERINDEXHILIGHTSIZE +#define TEMPBUFFERVERTSHATTEREDSIZE 192 +#define TEMPBUFFERINDEXSHATTEREDSIZE 768 + +#define TEMPBUFFERVERTREFLECTIONOFFSET TEMPBUFFERVERTSHATTEREDSIZE +#define TEMPBUFFERINDEXREFLECTIONOFFSET TEMPBUFFERINDEXSHATTEREDSIZE +#define TEMPBUFFERVERTREFLECTIONSIZE 256 +#define TEMPBUFFERINDEXREFLECTIONSIZE 1024 + +int32 TempBufferIndicesStoredHiLight = 0; +int32 TempBufferVerticesStoredHiLight = 0; +int32 TempBufferIndicesStoredShattered = 0; +int32 TempBufferVerticesStoredShattered = 0; +int32 TempBufferIndicesStoredReflection = 0; +int32 TempBufferVerticesStoredReflection = 0; + +void +CFallingGlassPane::Update(void) +{ + if ( CTimer::GetTimeInMilliseconds() >= m_nTimer ) + { + // Apply MoveSpeed + GetPosition() += m_vecMoveSpeed * CTimer::GetTimeStep(); + + // Apply Gravity + m_vecMoveSpeed.z -= 0.02f * CTimer::GetTimeStep(); + + // Apply TurnSpeed + GetRight() += CrossProduct(m_vecTurn, GetRight()); + GetForward() += CrossProduct(m_vecTurn, GetForward()); + GetUp() += CrossProduct(m_vecTurn, GetUp()); + + if ( GetPosition().z < m_fGroundZ ) + { + CVector pos; + CVector dir; + + m_bActive = false; + + pos = CVector(GetPosition().x, GetPosition().y, m_fGroundZ); + + PlayOneShotScriptObject(_SCRSOUND_GLASS_SHARD, pos); + + RwRGBA color = { 255, 255, 255, 255 }; + + static int32 nFrameGen = 0; + + for ( int32 i = 0; i < 4; i++ ) + { + dir.x = CGeneral::GetRandomNumberInRange(-0.35f, 0.35f); + dir.y = CGeneral::GetRandomNumberInRange(-0.35f, 0.35f); + dir.z = CGeneral::GetRandomNumberInRange(0.05f, 0.20f); + + CParticle::AddParticle(PARTICLE_CAR_DEBRIS, + pos, + dir, + nil, + CGeneral::GetRandomNumberInRange(0.02f, 0.2f), + color, + CGeneral::GetRandomNumberInRange(-40, 40), + 0, + ++nFrameGen & 3, + 500); + } + } + } +} + +void +CFallingGlassPane::Render(void) +{ + float distToCamera = (TheCamera.GetPosition() - GetPosition()).Magnitude(); + + CVector fwdNorm = GetForward(); + fwdNorm.Normalise(); + uint8 alpha = CGlass::CalcAlphaWithNormal(&fwdNorm); + + int32 time = clamp(CTimer::GetTimeInMilliseconds() - m_nTimer, 0, 500); + + uint8 color = int32( float(alpha) * (float(time) / 500) ); + + if ( TempBufferIndicesStoredHiLight >= TEMPBUFFERINDEXHILIGHTSIZE-7 || TempBufferVerticesStoredHiLight >= TEMPBUFFERVERTHILIGHTSIZE-4 ) + CGlass::RenderHiLightPolys(); + + // HiLight Polys + + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], color, color, color, color); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], color, color, color, color); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], color, color, color, color); + + RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], 0.5f); + RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], 0.5f); + RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], 0.5f); + RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], 0.6f); + RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], 0.6f); + RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], 0.6f); + + ASSERT(m_nTriIndex < NUM_GLASSTRIANGLES); + + CVector2D p0 = CoorsWithTriangle[m_nTriIndex][0] - CentersWithTriangle[m_nTriIndex]; + CVector2D p1 = CoorsWithTriangle[m_nTriIndex][1] - CentersWithTriangle[m_nTriIndex]; + CVector2D p2 = CoorsWithTriangle[m_nTriIndex][2] - CentersWithTriangle[m_nTriIndex]; + CVector v0 = *this * CVector(p0.x, 0.0f, p0.y); + CVector v1 = *this * CVector(p1.x, 0.0f, p1.y); + CVector v2 = *this * CVector(p2.x, 0.0f, p2.y); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], v0.x, v0.y, v0.z); + RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], v1.x, v1.y, v1.z); + RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], v2.x, v2.y, v2.z); + + TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 0] = TempBufferVerticesStoredHiLight + 0; + TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 1] = TempBufferVerticesStoredHiLight + 1; + TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 2] = TempBufferVerticesStoredHiLight + 2; + TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 3] = TempBufferVerticesStoredHiLight + 0; + TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 4] = TempBufferVerticesStoredHiLight + 2; + TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 5] = TempBufferVerticesStoredHiLight + 1; + + TempBufferVerticesStoredHiLight += 3; + TempBufferIndicesStoredHiLight += 6; + + if ( m_bShattered ) + { + if ( TempBufferIndicesStoredShattered >= TEMPBUFFERINDEXSHATTEREDSIZE-7 || TempBufferVerticesStoredShattered >= TEMPBUFFERVERTSHATTEREDSIZE-4 ) + CGlass::RenderShatteredPolys(); + + uint8 shatteredColor = 255; + if ( distToCamera > 30.0f ) + shatteredColor = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 255); + + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], shatteredColor, shatteredColor, shatteredColor, shatteredColor); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], shatteredColor, shatteredColor, shatteredColor, shatteredColor); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], shatteredColor, shatteredColor, shatteredColor, shatteredColor); + + RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 4.0f * CoorsWithTriangle[m_nTriIndex][0].x * m_fStep); + RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 4.0f * CoorsWithTriangle[m_nTriIndex][0].y * m_fStep); + RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 4.0f * CoorsWithTriangle[m_nTriIndex][1].x * m_fStep); + RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 4.0f * CoorsWithTriangle[m_nTriIndex][1].y * m_fStep); + RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 4.0f * CoorsWithTriangle[m_nTriIndex][2].x * m_fStep); + RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 4.0f * CoorsWithTriangle[m_nTriIndex][2].y * m_fStep); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], v0.x, v0.y, v0.z); + RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], v1.x, v1.y, v1.z); + RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], v2.x, v2.y, v2.z); + + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 0] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 0; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 1] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 1; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 2] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 2; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 3] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 0; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 4] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 2; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 5] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 1; + + TempBufferIndicesStoredShattered += 6; + TempBufferVerticesStoredShattered += 3; + } +} + +void +CGlass::Init(void) +{ + for ( int32 i = 0; i < NUM_GLASSPANES; i++ ) + aGlassPanes[i].m_bActive = false; + + for ( int32 i = 0; i < NUM_GLASSTRIANGLES; i++ ) + CentersWithTriangle[i] = (CoorsWithTriangle[i][0] + CoorsWithTriangle[i][1] + CoorsWithTriangle[i][2]) / 3; +} + +void +CGlass::Update(void) +{ + for ( int32 i = 0; i < NUM_GLASSPANES; i++ ) + { + if ( aGlassPanes[i].m_bActive ) + aGlassPanes[i].Update(); + } +} + +void +CGlass::Render(void) +{ + TempBufferVerticesStoredHiLight = 0; + TempBufferIndicesStoredHiLight = 0; + + TempBufferVerticesStoredShattered = TEMPBUFFERVERTSHATTEREDOFFSET; + TempBufferIndicesStoredShattered = TEMPBUFFERINDEXSHATTEREDOFFSET; + + TempBufferVerticesStoredReflection = TEMPBUFFERVERTREFLECTIONOFFSET; + TempBufferIndicesStoredReflection = TEMPBUFFERINDEXREFLECTIONOFFSET; + + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); + RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE); + RwRenderStateSet(rwRENDERSTATEFOGCOLOR, (void *)RWRGBALONG(CTimeCycle::GetFogRed(), CTimeCycle::GetFogGreen(), CTimeCycle::GetFogBlue(), 255)); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE); + + for ( int32 i = 0; i < NUM_GLASSPANES; i++ ) + { + if ( aGlassPanes[i].m_bActive ) + aGlassPanes[i].Render(); + } + + for ( uint32 i = 0; i < NumGlassEntities; i++ ) + RenderEntityInGlass(apEntitiesToBeRendered[i]); + + NumGlassEntities = 0; + + RenderHiLightPolys(); + RenderShatteredPolys(); + RenderReflectionPolys(); + + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE); +} + +CFallingGlassPane * +CGlass::FindFreePane(void) +{ + for ( int32 i = 0; i < NUM_GLASSPANES; i++ ) + { + if ( !aGlassPanes[i].m_bActive ) + return &aGlassPanes[i]; + } + + return nil; +} + +void +CGlass::GeneratePanesForWindow(uint32 type, CVector pos, CVector up, CVector right, CVector speed, CVector point, + float moveSpeed, bool cracked, bool explosion) +{ + float upLen = up.Magnitude(); + float rightLen = right.Magnitude(); + + float upSteps = upLen + 0.75f; + if ( upSteps < 1.0f ) upSteps = 1.0f; + + float rightSteps = rightLen + 0.75f; + if ( rightSteps < 1.0f ) rightSteps = 1.0f; + + uint32 ysteps = (uint32)upSteps; + if ( ysteps > 3 ) ysteps = 3; + + uint32 xsteps = (uint32)rightSteps; + if ( xsteps > 3 ) xsteps = 3; + + if ( explosion ) + { + if ( ysteps > 1 ) ysteps = 1; + if ( xsteps > 1 ) xsteps = 1; + } + + float upScl = upLen / float(ysteps); + float rightScl = rightLen / float(xsteps); + + bool bZFound; + float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &bZFound); + if ( !bZFound ) groundZ = pos.z - 2.0f; + + for ( uint32 y = 0; y < ysteps; y++ ) + { + for ( uint32 x = 0; x < xsteps; x++ ) + { + float stepy = float(y) * upLen / float(ysteps); + float stepx = float(x) * rightLen / float(xsteps); + + for ( int32 i = 0; i < NUM_GLASSTRIANGLES; i++ ) + { + CFallingGlassPane *pane = FindFreePane(); + if ( pane ) + { + pane->m_nTriIndex = i; + + pane->GetRight() = (right * rightScl) / rightLen; +#ifdef FIX_BUGS + pane->GetUp() = (up * upScl) / upLen; +#else + pane->GetUp() = (up * upScl) / rightLen; // copypaste bug +#endif + CVector fwd = CrossProduct(pane->GetRight(), pane->GetUp()); + fwd.Normalise(); + + pane->GetForward() = fwd; + + pane->GetPosition() = right / rightLen * (rightScl * CentersWithTriangle[i].x + stepx) + + up / upLen * (upScl * CentersWithTriangle[i].y + stepy) + + pos; + + pane->m_vecMoveSpeed.x = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0015f + speed.x; + pane->m_vecMoveSpeed.y = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0015f + speed.y; + pane->m_vecMoveSpeed.z = 0.0f + speed.z; + + if ( moveSpeed != 0.0f ) + { + CVector dist = pane->GetPosition() - point; + dist.Normalise(); + + pane->m_vecMoveSpeed += moveSpeed * dist; + } + + pane->m_vecTurn.x = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f; + pane->m_vecTurn.y = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f; + pane->m_vecTurn.z = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f; + + switch ( type ) + { + case 0: + pane->m_nTimer = CTimer::GetTimeInMilliseconds(); + break; + case 1: + float dist = (pane->GetPosition() - point).Magnitude(); + pane->m_nTimer = uint32(dist*100 + CTimer::GetTimeInMilliseconds()); + break; + } + + pane->m_fGroundZ = groundZ; + pane->m_bShattered = cracked; + pane->m_fStep = upLen / float(ysteps); + pane->m_bActive = true; + } + } + } + } +} + +void +CGlass::AskForObjectToBeRenderedInGlass(CEntity *entity) +{ +#ifdef FIX_BUGS + if ( NumGlassEntities < NUM_GLASSPANES ) +#else + if ( NumGlassEntities < NUM_GLASSPANES-1 ) +#endif + { + apEntitiesToBeRendered[NumGlassEntities++] = entity; + } +} + +void +CGlass::RenderEntityInGlass(CEntity *entity) +{ + CObject *object = (CObject *)entity; + + if ( object->bGlassBroken ) + return; + + float distToCamera = (TheCamera.GetPosition() - object->GetPosition()).Magnitude(); + + if ( distToCamera > 40.0f ) + return; + + CVector fwdNorm = object->GetForward(); + fwdNorm.Normalise(); + uint8 alpha = CalcAlphaWithNormal(&fwdNorm); + + CColModel *col = object->GetColModel(); + + if ( col->numTriangles >= 2 ) + { + CVector a = object->GetMatrix() * col->vertices[0]; + CVector b = object->GetMatrix() * col->vertices[1]; + CVector c = object->GetMatrix() * col->vertices[2]; + CVector d = object->GetMatrix() * col->vertices[3]; + + if ( object->bGlassCracked ) + { + uint8 color = 255; + if ( distToCamera > 30.0f ) + color = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 255); + + if ( TempBufferIndicesStoredShattered >= TEMPBUFFERINDEXSHATTEREDSIZE-13 || TempBufferVerticesStoredShattered >= TEMPBUFFERVERTSHATTEREDSIZE-5 ) + RenderShatteredPolys(); + + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], color, color, color, color); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], color, color, color, color); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], color, color, color, color); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], color, color, color, color); + + RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 0.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 0.0f); + RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 16.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 0.0f); + RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 0.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 16.0f); + RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], 16.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], 16.0f); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], a.x, a.y, a.z); + RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], b.x, b.y, b.z); + RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], c.x, c.y, c.z); + RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], d.x, d.y, d.z); + + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 0] = col->triangles[0].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 1] = col->triangles[0].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 2] = col->triangles[0].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 3] = col->triangles[1].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 4] = col->triangles[1].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 5] = col->triangles[1].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 6] = col->triangles[0].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 7] = col->triangles[0].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 8] = col->triangles[0].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 9] = col->triangles[1].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 10] = col->triangles[1].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 11] = col->triangles[1].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET; + + TempBufferIndicesStoredShattered += 12; + TempBufferVerticesStoredShattered += 4; + } + + if ( TempBufferIndicesStoredReflection >= TEMPBUFFERINDEXREFLECTIONSIZE-13 || TempBufferVerticesStoredReflection >= TEMPBUFFERVERTREFLECTIONSIZE-5 ) + RenderReflectionPolys(); + + uint8 color = 100; + if ( distToCamera > 30.0f ) + color = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 100); + + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], color, color, color, color); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], color, color, color, color); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], color, color, color, color); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], color, color, color, color); + + float FwdAngle = CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y); + float v = 2.0f * TheCamera.GetForward().z * 0.2f; + float u = float(object->m_randomSeed & 15) * 0.02f + (FwdAngle / TWOPI); + + RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], u); + RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], v); + RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], u+0.2f); + RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], v); + RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], u); + RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], v+0.2f); + RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], u+0.2f); + RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], v+0.2f); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], a.x, a.y, a.z); + RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], b.x, b.y, b.z); + RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], c.x, c.y, c.z); + RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], d.x, d.y, d.z); + + TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 0] = col->triangles[0].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 1] = col->triangles[0].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 2] = col->triangles[0].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 3] = col->triangles[1].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 4] = col->triangles[1].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 5] = col->triangles[1].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 6] = col->triangles[0].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 7] = col->triangles[0].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 8] = col->triangles[0].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 9] = col->triangles[1].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 10] = col->triangles[1].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET; + TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 11] = col->triangles[1].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET; + + TempBufferIndicesStoredReflection += 12; + TempBufferVerticesStoredReflection += 4; + } +} + +int32 +CGlass::CalcAlphaWithNormal(CVector *normal) { - EAXJMP(0x503F10); + float fwdDir = 2.0f * DotProduct(*normal, TheCamera.GetForward()); + float fwdDot = DotProduct(TheCamera.GetForward()-fwdDir*(*normal), CVector(0.57f, 0.57f, -0.57f)); + return int32(lerp(fwdDot*fwdDot*fwdDot*fwdDot*fwdDot*fwdDot, 20.0f, 255.0f)); } -WRAPPER void -CGlass::WindowRespondsToSoftCollision(CEntity *ent, float amount) +void +CGlass::RenderHiLightPolys(void) { - EAXJMP(0x504630); + if ( TempBufferVerticesStoredHiLight != TEMPBUFFERVERTHILIGHTOFFSET ) + { + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpShadowExplosionTex)); + + LittleTest(); + + if ( RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStoredHiLight, nil, rwIM3D_VERTEXUV) ) + { + RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStoredHiLight); + RwIm3DEnd(); + } + + TempBufferVerticesStoredHiLight = TEMPBUFFERVERTHILIGHTOFFSET; + TempBufferIndicesStoredHiLight = TEMPBUFFERINDEXHILIGHTOFFSET; + } +} + +void +CGlass::RenderShatteredPolys(void) +{ + if ( TempBufferVerticesStoredShattered != TEMPBUFFERVERTSHATTEREDOFFSET ) + { + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpCrackedGlassTex)); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA); + + LittleTest(); + + if ( RwIm3DTransform(&TempBufferRenderVertices[TEMPBUFFERVERTSHATTEREDOFFSET], TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET, nil, rwIM3D_VERTEXUV) ) + { + RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, &TempBufferRenderIndexList[TEMPBUFFERINDEXSHATTEREDOFFSET], TempBufferIndicesStoredShattered - TEMPBUFFERINDEXSHATTEREDOFFSET); + RwIm3DEnd(); + } + + TempBufferIndicesStoredShattered = TEMPBUFFERINDEXSHATTEREDOFFSET; + TempBufferVerticesStoredShattered = TEMPBUFFERVERTSHATTEREDOFFSET; + } +} + +void +CGlass::RenderReflectionPolys(void) +{ + if ( TempBufferVerticesStoredReflection != TEMPBUFFERVERTREFLECTIONOFFSET ) + { + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpShadowHeadLightsTex)); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA); + + LittleTest(); + + if ( RwIm3DTransform(&TempBufferRenderVertices[TEMPBUFFERVERTREFLECTIONOFFSET], TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET, nil, rwIM3D_VERTEXUV) ) + { + RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, &TempBufferRenderIndexList[TEMPBUFFERINDEXREFLECTIONOFFSET], TempBufferIndicesStoredReflection - TEMPBUFFERINDEXREFLECTIONOFFSET); + RwIm3DEnd(); + } + + TempBufferIndicesStoredReflection = TEMPBUFFERINDEXREFLECTIONOFFSET; + TempBufferVerticesStoredReflection = TEMPBUFFERVERTREFLECTIONOFFSET; + } +} + +void +CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed, CVector point, bool explosion) +{ + CObject *object = (CObject *)entity; + + if ( object->bGlassBroken ) + return; + + object->bGlassCracked = true; + + CColModel *col = object->GetColModel(); + + CVector a = object->GetMatrix() * col->vertices[0]; + CVector b = object->GetMatrix() * col->vertices[1]; + CVector c = object->GetMatrix() * col->vertices[2]; + CVector d = object->GetMatrix() * col->vertices[3]; + + float minx = min(min(a.x, b.x), min(c.x, d.x)); + float maxx = max(max(a.x, b.x), max(c.x, d.x)); + float miny = min(min(a.y, b.y), min(c.y, d.y)); + float maxy = max(max(a.y, b.y), max(c.y, d.y)); + float minz = min(min(a.z, b.z), min(c.z, d.z)); + float maxz = max(max(a.z, b.z), max(c.z, d.z)); + + + if ( amount > 300.0f ) + { + PlayOneShotScriptObject(_SCRSOUND_GLASS_SMASH_1, object->GetPosition()); + + GeneratePanesForWindow(0, + CVector(minx, miny, minz), + CVector(0.0f, 0.0f, maxz-minz), + CVector(maxx-minx, maxy-miny, 0.0f), + speed, point, 0.1f, !!object->bGlassCracked, explosion); + } + else + { + PlayOneShotScriptObject(_SCRSOUND_GLASS_SMASH_2, object->GetPosition()); + + GeneratePanesForWindow(1, + CVector(minx, miny, minz), + CVector(0.0f, 0.0f, maxz-minz), + CVector(maxx-minx, maxy-miny, 0.0f), + speed, point, 0.1f, !!object->bGlassCracked, explosion); + } + + object->bGlassBroken = true; + object->GetPosition().z = -100.0f; +} + +void +CGlass::WindowRespondsToSoftCollision(CEntity *entity, float amount) +{ + CObject *object = (CObject *)entity; + + if ( amount > 50.0f && !object->bGlassCracked ) + { + PlayOneShotScriptObject(_SCRSOUND_GLASS_CRACK, object->GetPosition()); + object->bGlassCracked = true; + } +} + +void +CGlass::WasGlassHitByBullet(CEntity *entity, CVector point) +{ + CObject *object = (CObject *)entity; + + if ( IsGlass(object->GetModelIndex()) ) + { + if ( !object->bGlassCracked ) + { + PlayOneShotScriptObject(_SCRSOUND_GLASS_CRACK, object->GetPosition()); + object->bGlassCracked = true; + } + else + { + if ( (CGeneral::GetRandomNumber() & 3) == 2 ) + WindowRespondsToCollision(object, 0.0f, CVector(0.0f, 0.0f, 0.0f), point, false); + } + } +} + +void +CGlass::WindowRespondsToExplosion(CEntity *entity, CVector point) +{ + CObject *object = (CObject *)entity; + + CVector distToGlass = object->GetPosition() - point; + + float fDistToGlass = distToGlass.Magnitude(); + + if ( fDistToGlass < 10.0f ) + { + distToGlass.Normalise(0.3f); + WindowRespondsToCollision(object, 10000.0f, distToGlass, object->GetPosition(), true); + } + else + { + if ( fDistToGlass < 30.0f ) + object->bGlassCracked = true; + } } -WRAPPER void CGlass::Render(void) { EAXJMP(0x502350); } -WRAPPER void CGlass::Update(void) { EAXJMP(0x502050); } -WRAPPER void CGlass::Init(void) { EAXJMP(0x501F20); } +STARTPATCHES + InjectHook(0x501F20, CGlass::Init, PATCH_JUMP); + InjectHook(0x502050, CGlass::Update, PATCH_JUMP); + InjectHook(0x502080, &CFallingGlassPane::Update, PATCH_JUMP); + InjectHook(0x502350, CGlass::Render, PATCH_JUMP); + InjectHook(0x502490, CGlass::FindFreePane, PATCH_JUMP); + InjectHook(0x5024C0, &CFallingGlassPane::Render, PATCH_JUMP); + InjectHook(0x502AC0, CGlass::GeneratePanesForWindow, PATCH_JUMP); + InjectHook(0x5033F0, CGlass::AskForObjectToBeRenderedInGlass, PATCH_JUMP); + InjectHook(0x503420, CGlass::RenderEntityInGlass, PATCH_JUMP); + InjectHook(0x503C90, CGlass::CalcAlphaWithNormal, PATCH_JUMP); + InjectHook(0x503D60, CGlass::RenderHiLightPolys, PATCH_JUMP); + InjectHook(0x503DE0, CGlass::RenderShatteredPolys, PATCH_JUMP); + InjectHook(0x503E70, CGlass::RenderReflectionPolys, PATCH_JUMP); + InjectHook(0x503F10, CGlass::WindowRespondsToCollision, PATCH_JUMP); + InjectHook(0x504630, CGlass::WindowRespondsToSoftCollision, PATCH_JUMP); + InjectHook(0x504670, CGlass::WasGlassHitByBullet, PATCH_JUMP); + InjectHook(0x504790, CGlass::WindowRespondsToExplosion, PATCH_JUMP); + //InjectHook(0x504880, `global constructor keyed to'glass.cpp, PATCH_JUMP); + //InjectHook(0x5048D0, CFallingGlassPane::~CFallingGlassPane, PATCH_JUMP); + //InjectHook(0x5048E0, CFallingGlassPane::CFallingGlassPane, PATCH_JUMP); +ENDPATCHES |