SpecialFX fixes

This commit is contained in:
Roman Masanin 2020-10-15 15:52:37 +03:00
parent a96146c87b
commit 07143ee73b

View File

@ -204,7 +204,7 @@ CMotionBlurStreaks::Update(void)
{
int i;
for(i = 0; i < NUMMBLURSTREAKS; i++)
if(aStreaks[i].m_id)
if(aStreaks[i].m_id != 0)
aStreaks[i].Update();
}
@ -225,7 +225,7 @@ CMotionBlurStreaks::RegisterStreak(uintptr id, uint8 r, uint8 g, uint8 b, CVecto
}
}
// Find free slot
for(i = 0; aStreaks[i].m_id; i++)
for(i = 0; aStreaks[i].m_id != 0; i++)
if(i == NUMMBLURSTREAKS-1)
return;
// Create a new streak
@ -246,7 +246,7 @@ CMotionBlurStreaks::Render(void)
bool setRenderStates = false;
int i;
for(i = 0; i < NUMMBLURSTREAKS; i++)
if(aStreaks[i].m_id){
if(aStreaks[i].m_id != 0){
if(!setRenderStates){
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
@ -323,7 +323,7 @@ void CBulletTraces::Render(void)
RwIm3DVertexSetPos(&TraceVertices[4], sup.x + width.x, sup.y + width.y, sup.z + width.z);
RwIm3DVertexSetPos(&TraceVertices[5], sup.x - width.x, sup.y - width.y, sup.z - width.z);
LittleTest();
if (RwIm3DTransform(TraceVertices, ARRAY_SIZE(TraceVertices), nil, 1)) {
if (RwIm3DTransform(TraceVertices, ARRAY_SIZE(TraceVertices), nil, rwIM3D_VERTEXUV)) {
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TraceIndexList, ARRAY_SIZE(TraceIndexList));
RwIm3DEnd();
}
@ -821,6 +821,22 @@ CBrightLights::Render(void)
TempBufferIndicesStored += 12*3;
break;
case BRIGHTLIGHT_FRONT_BIG:
case BRIGHTLIGHT_REAR_BIG:
for (j = 0; j < 8; j++) {
pos = BigCarHeadLightsSide[j] * aBrightLights[i].m_side +
BigCarHeadLightsUp[j] * aBrightLights[i].m_up +
BigCarHeadLightsFront[j] * aBrightLights[i].m_front +
aBrightLights[i].m_pos;
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + j], r, g, b, a);
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + j], pos.x, pos.y, pos.z);
}
for (j = 0; j < 12 * 3; j++)
TempBufferRenderIndexList[TempBufferIndicesStored + j] = CubeIndices[j] + TempBufferVerticesStored;
TempBufferVerticesStored += 8;
TempBufferIndicesStored += 12 * 3;
break;
case BRIGHTLIGHT_FRONT_TALL:
case BRIGHTLIGHT_REAR_TALL:
for(j = 0; j < 8; j++){
@ -839,8 +855,8 @@ CBrightLights::Render(void)
case BRIGHTLIGHT_SIREN:
for(j = 0; j < 6; j++){
pos = SirenLightsSide[j]*aBrightLights[i].m_side +
SirenLightsUp[j]*aBrightLights[i].m_up +
pos = SirenLightsSide[j] * TheCamera.GetRight() +
SirenLightsUp[j] * TheCamera.GetUp() +
aBrightLights[i].m_pos;
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored+j], r, g, b, a);
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored+j], pos.x, pos.y, pos.z);
@ -1037,11 +1053,8 @@ CMoneyMessage::Render()
CFont::SetPropOn();
CFont::SetBackgroundOff();
float fScaleY = fDistY / 100.0f;
if (fScaleY > MAX_SCALE) fScaleY = MAX_SCALE;
float fScaleX = fDistX / 100.0f;
if (fScaleX > MAX_SCALE) fScaleX = MAX_SCALE;
float fScaleY = Min(fDistY / 100.0f, MAX_SCALE);
float fScaleX = Min(fDistX / 100.0f, MAX_SCALE);
CFont::SetScale(fScaleX, fScaleY); // maybe use SCREEN_SCALE_X and SCREEN_SCALE_Y here?
CFont::SetCentreOn();