#include "common.h" #include "SmokeTrails.h" #include "Camera.h" #include "World.h" #include "CutsceneMgr.h" #include "PlayerPed.h" #include "Entity.h" #include "rpworld.h" #include "Bones.h" #include "Timer.h" #include "Weather.h" bool CSmokeTrails::CigOn = false; CSmokeTrail CSmokeTrails::aSmoke[3]; extern RwImVertexIndex SmokeTrailIndices[32] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16 }; float RandomSmoke[16] = { 10.0f, 5.0f, -1.0f, -9.0f, -7.0f, -1.0f, 0.0f, 3.0f, 6.0f, 7.0f, 4.0f, 2.0f, 5.0f, 7.0f }; void CSmokeTrail::RegisterPoint(CVector regPosition, float opacity) { bool bShifted = false; if (m_time[0] && CTimer::GetTimeInMilliseconds() - m_time[0] > 150) { bShifted = true; for (int32 i = 15; i > 0; i--) { m_pos[i] = m_pos[i - 1]; m_time[i] = m_time[i - 1]; m_density[i] = m_density[i - 1]; } ++m_seed; } m_pos[0] = regPosition; if (bShifted || !m_time[0]) { m_time[0] = CTimer::GetTimeInMilliseconds(); float currentDensity = 0.1f / (m_pos[1] - m_pos[2]).Magnitude(); m_density[1] = opacity * Min(currentDensity, 1.0f); } m_density[0] = 0.0f; } void CSmokeTrail::Init(int num) { for (int32 i = 0; i < 16; i++) m_time[i] = 0; m_seed = num * 2; } void CSmokeTrails::Init(void) { for(int32 i = 0; i < 3; i++) aSmoke[i].Init(i); } void CSmokeTrails::Render(void) { for (int32 i = 0; i < 3; i++) aSmoke[i].Render(); } void CSmokeTrail::Render(void) { int numVerts = 0; RwIm3DVertex TempVertexBuffer[16]; if (TheCamera.IsSphereVisible(m_pos[0], 10.0f)) { for (int32 i = 0; i < 16; i++) { int timeSinceSpawned = CTimer::GetTimeInMilliseconds() - m_time[i]; if (timeSinceSpawned > 2250) m_time[i] = 0; if (m_time[i]) { int alpha = (1.0f - timeSinceSpawned / 2250.0f) * 110.0f * m_density[i]; float offset = timeSinceSpawned * CWeather::Wind * 0.000099f; float currentX = (m_pos[i].x + timeSinceSpawned * RandomSmoke[(i - m_seed) & 0xF] * 0.0000099f) - offset; float currentY = (m_pos[i].y + timeSinceSpawned * RandomSmoke[(i - m_seed + 5) & 0xF] * 0.0000099f) - offset; float currentZ = m_pos[i].z + timeSinceSpawned * 0.00039f; RwIm3DVertexSetRGBA(&TempVertexBuffer[i], 200, 200, 200, alpha); RwIm3DVertexSetPos(&TempVertexBuffer[i], currentX, currentY, currentZ); numVerts++; } } } if (numVerts > 1) { RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); if (RwIm3DTransform(TempVertexBuffer, numVerts, nil, rwIM3D_VERTEXXYZ | rwIM3D_VERTEXRGBA)) { RwIm3DRenderIndexedPrimitive(rwPRIMTYPEPOLYLINE, SmokeTrailIndices, 2*(numVerts - 1)); RwIm3DEnd(); } } } void CSmokeTrails::Update(void) { if (!CSmokeTrails::CigOn || TheCamera.Using1stPersonWeaponMode() || !FindPlayerPed() || FindPlayerVehicle() || CCutsceneMgr::IsRunning() || !FindPlayerPed()->GetClump()) return; RwV3d startPos = {0.026f, 0.15f, 0.02f}; RwV3d endPos = {0.026f, 0.05f, 0.02f}; RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(FindPlayerPed()->GetClump()); int32 idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_HEAD)); RwMatrix *head = &RpHAnimHierarchyGetMatrixArray(hier)[idx]; RwV3dTransformPoints(&startPos, &startPos, 1, head); RwV3dTransformPoints(&endPos, &endPos, 1, head); aSmoke[0].RegisterPoint(startPos, 1.0f); aSmoke[1].RegisterPoint(startPos, 0.75f); aSmoke[2].RegisterPoint(startPos, 0.5f); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); int32 color = 255; RwIm3DVertex TempVertexBuffer[2]; RwIm3DVertexSetRGBA(&TempVertexBuffer[0], color, color, color, color); RwIm3DVertexSetPos(&TempVertexBuffer[0], startPos.x, startPos.y, startPos.z); RwIm3DVertexSetRGBA(&TempVertexBuffer[1], color, color, color, color); RwIm3DVertexSetPos(&TempVertexBuffer[1], endPos.x, endPos.y, endPos.z); if (RwIm3DTransform(TempVertexBuffer, 2, nil, rwIM3D_VERTEXXYZ | rwIM3D_VERTEXRGBA)) { RwIm3DRenderIndexedPrimitive(rwPRIMTYPEPOLYLINE, SmokeTrailIndices, 2); RwIm3DEnd(); } }