implemented col line rendering

This commit is contained in:
aap 2019-07-19 13:58:19 +02:00
parent 59145cea83
commit 0ad39c020c
14 changed files with 354 additions and 22 deletions

View File

@ -18,6 +18,7 @@
#include "CutsceneMgr.h"
#include "RenderBuffer.h"
#include "SurfaceTable.h"
#include "Lines.h"
#include "Collision.h"
enum Direction
@ -1387,6 +1388,223 @@ CCollision::CalculateTrianglePlanes(CColModel *model)
void
CCollision::DrawColModel(const CMatrix &mat, const CColModel &colModel)
{
int i;
CVector min, max;
CVector verts[8];
CVector c;
float r;
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
min = colModel.boundingBox.min;
max = colModel.boundingBox.max;
verts[0] = mat * CVector(min.x, min.y, min.z);
verts[1] = mat * CVector(min.x, min.y, max.z);
verts[2] = mat * CVector(min.x, max.y, min.z);
verts[3] = mat * CVector(min.x, max.y, max.z);
verts[4] = mat * CVector(max.x, min.y, min.z);
verts[5] = mat * CVector(max.x, min.y, max.z);
verts[6] = mat * CVector(max.x, max.y, min.z);
verts[7] = mat * CVector(max.x, max.y, max.z);
CLines::RenderLineWithClipping(
verts[0].x, verts[0].y, verts[0].z,
verts[1].x, verts[1].y, verts[1].z,
0xFF0000FF, 0xFF0000FF);
CLines::RenderLineWithClipping(
verts[1].x, verts[1].y, verts[1].z,
verts[3].x, verts[3].y, verts[3].z,
0xFF0000FF, 0xFF0000FF);
CLines::RenderLineWithClipping(
verts[3].x, verts[3].y, verts[3].z,
verts[2].x, verts[2].y, verts[2].z,
0xFF0000FF, 0xFF0000FF);
CLines::RenderLineWithClipping(
verts[2].x, verts[2].y, verts[2].z,
verts[0].x, verts[0].y, verts[0].z,
0xFF0000FF, 0xFF0000FF);
CLines::RenderLineWithClipping(
verts[4].x, verts[4].y, verts[4].z,
verts[5].x, verts[5].y, verts[5].z,
0xFF0000FF, 0xFF0000FF);
CLines::RenderLineWithClipping(
verts[5].x, verts[5].y, verts[5].z,
verts[7].x, verts[7].y, verts[7].z,
0xFF0000FF, 0xFF0000FF);
CLines::RenderLineWithClipping(
verts[7].x, verts[7].y, verts[7].z,
verts[6].x, verts[6].y, verts[6].z,
0xFF0000FF, 0xFF0000FF);
CLines::RenderLineWithClipping(
verts[6].x, verts[6].y, verts[6].z,
verts[4].x, verts[4].y, verts[4].z,
0xFF0000FF, 0xFF0000FF);
CLines::RenderLineWithClipping(
verts[0].x, verts[0].y, verts[0].z,
verts[4].x, verts[4].y, verts[4].z,
0xFF0000FF, 0xFF0000FF);
CLines::RenderLineWithClipping(
verts[1].x, verts[1].y, verts[1].z,
verts[5].x, verts[5].y, verts[5].z,
0xFF0000FF, 0xFF0000FF);
CLines::RenderLineWithClipping(
verts[2].x, verts[2].y, verts[2].z,
verts[6].x, verts[6].y, verts[6].z,
0xFF0000FF, 0xFF0000FF);
CLines::RenderLineWithClipping(
verts[3].x, verts[3].y, verts[3].z,
verts[7].x, verts[7].y, verts[7].z,
0xFF0000FF, 0xFF0000FF);
for(i = 0; i < colModel.numSpheres; i++){
c = mat * colModel.spheres[i].center;
r = colModel.spheres[i].radius;
CLines::RenderLineWithClipping(
c.x, c.y, c.z-r,
c.x-r, c.y-r, c.z,
0xFF00FFFF, 0xFF00FFFF);
CLines::RenderLineWithClipping(
c.x, c.y, c.z-r,
c.x-r, c.y+r, c.z,
0xFF00FFFF, 0xFF00FFFF);
CLines::RenderLineWithClipping(
c.x, c.y, c.z-r,
c.x+r, c.y-r, c.z,
0xFF00FFFF, 0xFF00FFFF);
CLines::RenderLineWithClipping(
c.x, c.y, c.z-r,
c.x+r, c.y+r, c.z,
0xFF00FFFF, 0xFF00FFFF);
CLines::RenderLineWithClipping(
c.x-r, c.y-r, c.z,
c.x, c.y, c.z+r,
0xFF00FFFF, 0xFF00FFFF);
CLines::RenderLineWithClipping(
c.x-r, c.y+r, c.z,
c.x, c.y, c.z+r,
0xFF00FFFF, 0xFF00FFFF);
CLines::RenderLineWithClipping(
c.x+r, c.y-r, c.z,
c.x, c.y, c.z+r,
0xFF00FFFF, 0xFF00FFFF);
CLines::RenderLineWithClipping(
c.x+r, c.y+r, c.z,
c.x, c.y, c.z+r,
0xFF00FFFF, 0xFF00FFFF);
}
for(i = 0; i < colModel.numLines; i++){
verts[0] = colModel.lines[i].p0;
verts[1] = colModel.lines[i].p1;
verts[0] = mat * verts[0];
verts[1] = mat * verts[1];
CLines::RenderLineWithClipping(
verts[0].x, verts[0].y, verts[0].z,
verts[1].x, verts[1].y, verts[1].z,
0x00FFFFFF, 0x00FFFFFF);
}
for(i = 0; i < colModel.numBoxes; i++){
min = colModel.boxes[i].min;
max = colModel.boxes[i].max;
verts[0] = mat * CVector(min.x, min.y, min.z);
verts[1] = mat * CVector(min.x, min.y, max.z);
verts[2] = mat * CVector(min.x, max.y, min.z);
verts[3] = mat * CVector(min.x, max.y, max.z);
verts[4] = mat * CVector(max.x, min.y, min.z);
verts[5] = mat * CVector(max.x, min.y, max.z);
verts[6] = mat * CVector(max.x, max.y, min.z);
verts[7] = mat * CVector(max.x, max.y, max.z);
CLines::RenderLineWithClipping(
verts[0].x, verts[0].y, verts[0].z,
verts[1].x, verts[1].y, verts[1].z,
0xFFFFFFFF, 0xFFFFFFFF);
CLines::RenderLineWithClipping(
verts[1].x, verts[1].y, verts[1].z,
verts[3].x, verts[3].y, verts[3].z,
0xFFFFFFFF, 0xFFFFFFFF);
CLines::RenderLineWithClipping(
verts[3].x, verts[3].y, verts[3].z,
verts[2].x, verts[2].y, verts[2].z,
0xFFFFFFFF, 0xFFFFFFFF);
CLines::RenderLineWithClipping(
verts[2].x, verts[2].y, verts[2].z,
verts[0].x, verts[0].y, verts[0].z,
0xFFFFFFFF, 0xFFFFFFFF);
CLines::RenderLineWithClipping(
verts[4].x, verts[4].y, verts[4].z,
verts[5].x, verts[5].y, verts[5].z,
0xFFFFFFFF, 0xFFFFFFFF);
CLines::RenderLineWithClipping(
verts[5].x, verts[5].y, verts[5].z,
verts[7].x, verts[7].y, verts[7].z,
0xFFFFFFFF, 0xFFFFFFFF);
CLines::RenderLineWithClipping(
verts[7].x, verts[7].y, verts[7].z,
verts[6].x, verts[6].y, verts[6].z,
0xFFFFFFFF, 0xFFFFFFFF);
CLines::RenderLineWithClipping(
verts[6].x, verts[6].y, verts[6].z,
verts[4].x, verts[4].y, verts[4].z,
0xFFFFFFFF, 0xFFFFFFFF);
CLines::RenderLineWithClipping(
verts[0].x, verts[0].y, verts[0].z,
verts[4].x, verts[4].y, verts[4].z,
0xFFFFFFFF, 0xFFFFFFFF);
CLines::RenderLineWithClipping(
verts[1].x, verts[1].y, verts[1].z,
verts[5].x, verts[5].y, verts[5].z,
0xFFFFFFFF, 0xFFFFFFFF);
CLines::RenderLineWithClipping(
verts[2].x, verts[2].y, verts[2].z,
verts[6].x, verts[6].y, verts[6].z,
0xFFFFFFFF, 0xFFFFFFFF);
CLines::RenderLineWithClipping(
verts[3].x, verts[3].y, verts[3].z,
verts[7].x, verts[7].y, verts[7].z,
0xFFFFFFFF, 0xFFFFFFFF);
}
for(i = 0; i < colModel.numTriangles; i++){
colModel.GetTrianglePoint(verts[0], colModel.triangles[i].a);
colModel.GetTrianglePoint(verts[1], colModel.triangles[i].b);
colModel.GetTrianglePoint(verts[2], colModel.triangles[i].c);
verts[0] = mat * verts[0];
verts[1] = mat * verts[1];
verts[2] = mat * verts[2];
CLines::RenderLineWithClipping(
verts[0].x, verts[0].y, verts[0].z,
verts[1].x, verts[1].y, verts[1].z,
0x00FF00FF, 0x00FF00FF);
CLines::RenderLineWithClipping(
verts[0].x, verts[0].y, verts[0].z,
verts[2].x, verts[2].y, verts[2].z,
0x00FF00FF, 0x00FF00FF);
CLines::RenderLineWithClipping(
verts[1].x, verts[1].y, verts[1].z,
verts[2].x, verts[2].y, verts[2].z,
0x00FF00FF, 0x00FF00FF);
}
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
}
void
@ -1407,7 +1625,6 @@ CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel,
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
extern int gDbgSurf;
for(i = 0; i < colModel.numTriangles; i++){
colModel.GetTrianglePoint(verts[0], colModel.triangles[i].a);
@ -1417,7 +1634,7 @@ extern int gDbgSurf;
verts[1] = mat * verts[1];
verts[2] = mat * verts[2];
// TODO: surface
// game doesn't do this
r = 255;
g = 128;
b = 0;
@ -1457,10 +1674,15 @@ extern int gDbgSurf;
b *= f;
}
// TODO: make some surface types flicker?
//if(s != gDbgSurf) continue;
if(s == SURFACE_SCAFFOLD || s == SURFACE_METAL_FENCE ||
s == SURFACE_BOLLARD || s == SURFACE_METAL_POLE)
if(CTimer::GetFrameCounter() & 1){
r = 0;
g = 0;
b = 0;
}
if(s > SURFACE_32){
if(s > SURFACE_GATE){
r = CGeneral::GetRandomNumber();
g = CGeneral::GetRandomNumber();
b = CGeneral::GetRandomNumber();
@ -1533,8 +1755,13 @@ extern int gDbgSurf;
b *= f;
}
// TODO: make some surface types flicker?
//if(s != gDbgSurf) continue;
if(s == SURFACE_SCAFFOLD || s == SURFACE_METAL_FENCE ||
s == SURFACE_BOLLARD || s == SURFACE_METAL_POLE)
if(CTimer::GetFrameCounter() & 1){
r = 0;
g = 0;
b = 0;
}
RenderBuffer::StartStoring(36, 8, &iptr, &vptr);
RwIm3DVertexSetRGBA(&vptr[0], r, g, b, 255);

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@ -381,5 +381,3 @@ extern CPad *Pads; //[2]
#define IsButtonJustDown(pad, btn) \
(!(pad)->OldState.btn && (pad)->NewState.btn)
void LittleTest(void);

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@ -77,6 +77,8 @@ enum eSurfaceType
SURFACE_LOOSE30,
SURFACE_BOLLARD,
SURFACE_GATE,
// These are illegal
SURFACE_SAND33,
SURFACE_ROAD34,
};

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@ -295,6 +295,8 @@ void
RenderDebugShit(void)
{
// CTheScripts::RenderTheScriptDebugLines()
if(gbShowCollisionLines)
CRenderer::RenderCollisionLines();
}
void

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@ -26,3 +26,5 @@ void LoadingIslandScreen(const char *levelName);
CSprite2d *LoadSplash(const char *name);
char *GetLevelSplashScreen(int level);
char *GetRandomSplashScreen(void);
void LittleTest(void);

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@ -58,8 +58,6 @@ mysrand(unsigned int seed)
myrand_seed = seed;
}
int gDbgSurf;
void (*DebugMenuProcess)(void);
void (*DebugMenuRender)(void);
static void stub(void) { }
@ -246,12 +244,13 @@ DebugMenuPopulate(void)
DebugMenuAddVarBool8("Debug", "Show Ped Road Groups", (int8*)&gbShowPedRoadGroups, nil);
DebugMenuAddVarBool8("Debug", "Show Car Road Groups", (int8*)&gbShowCarRoadGroups, nil);
DebugMenuAddVarBool8("Debug", "Show Collision Lines", (int8*)&gbShowCollisionLines, nil);
DebugMenuAddVarBool8("Debug", "Show Collision Polys", (int8*)&gbShowCollisionPolys, nil);
DebugMenuAddVarBool8("Debug", "Don't render Buildings", (int8*)&gbDontRenderBuildings, nil);
DebugMenuAddVarBool8("Debug", "Don't render Big Buildings", (int8*)&gbDontRenderBigBuildings, nil);
DebugMenuAddVarBool8("Debug", "Don't render Peds", (int8*)&gbDontRenderPeds, nil);
DebugMenuAddVarBool8("Debug", "Don't render Vehicles", (int8*)&gbDontRenderVehicles, nil);
DebugMenuAddVarBool8("Debug", "Don't render Objects", (int8*)&gbDontRenderObjects, nil);
DebugMenuAddVar("Debug", "Dbg Surface", &gDbgSurf, nil, 1, 0, 34, nil);
DebugMenuAddCmd("Debug", "Start Credits", CCredits::Start);
DebugMenuAddCmd("Debug", "Stop Credits", CCredits::Stop);

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@ -1,4 +1,5 @@
#include "common.h"
#include "main.h"
#include "patcher.h"
#include "Fluff.h"
#include "Camera.h"
@ -7,7 +8,6 @@
#include "General.h"
#include "Timer.h"
#include "Clock.h"
#include "Pad.h"
#include "Weather.h"
#include "Stats.h"
#include "math/maths.h"
@ -705,7 +705,6 @@ void CTowerClock::Render()
m_Position.z + Cos(angleHour) * 0.75f * m_fScale;
);
// Stupid thing that does absolutely nothing
LittleTest();
// Draw lines

74
src/render/Lines.cpp Normal file
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@ -0,0 +1,74 @@
#include "common.h"
#include "patcher.h"
#include "main.h"
#include "Lines.h"
// This is super inefficient, why split the line into segments at all?
void
CLines::RenderLineWithClipping(float x1, float y1, float z1, float x2, float y2, float z2, uint32 c1, uint32 c2)
{
static RwIm3DVertex v[2];
#ifdef THIS_IS_STUPID
int i;
float f1, f2;
float len = sqrt(sq(x1-x2) + sq(y1-y2) + sq(z1-z2));
int numsegs = len/1.5f + 1.0f;
RwRGBA col1;
col1.red = c1>>24;
col1.green = c1>>16;
col1.blue = c1>>8;
col1.alpha = c1;
RwRGBA col2;
col2.red = c2>>24;
col2.green = c2>>16;
col2.blue = c2>>8;
col2.alpha = c2;
float dx = x2 - x1;
float dy = y2 - y1;
float dz = z2 - z1;
for(i = 0; i < numsegs; i++){
f1 = (float)i/numsegs;
f2 = (float)(i+1)/numsegs;
RwIm3DVertexSetRGBA(&v[0], (int)(col1.red + (col2.red-col1.red)*f1),
(int)(col1.green + (col2.green-col1.green)*f1),
(int)(col1.blue + (col2.blue-col1.blue)*f1),
(int)(col1.alpha + (col2.alpha-col1.alpha)*f1));
RwIm3DVertexSetRGBA(&v[1], (int)(col1.red + (col2.red-col1.red)*f2),
(int)(col1.green + (col2.green-col1.green)*f2),
(int)(col1.blue + (col2.blue-col1.blue)*f2),
(int)(col1.alpha + (col2.alpha-col1.alpha)*f2));
RwIm3DVertexSetPos(&v[0], x1 + dx*f1, y1 + dy*f1, z1 + dz*f1);
RwIm3DVertexSetPos(&v[1], x1 + dx*f2, y1 + dy*f2, z1 + dz*f2);
LittleTest();
if(RwIm3DTransform(v, 2, nil, 0)){
RwIm3DRenderLine(0, 1);
RwIm3DEnd();
}
}
#else
RwRGBA col1;
col1.red = c1>>24;
col1.green = c1>>16;
col1.blue = c1>>8;
col1.alpha = c1;
RwRGBA col2;
col2.red = c2>>24;
col2.green = c2>>16;
col2.blue = c2>>8;
col2.alpha = c2;
RwIm3DVertexSetRGBA(&v[0], col1.red, col1.green, col1.blue, col1.alpha);
RwIm3DVertexSetRGBA(&v[1], col2.red, col2.green, col2.blue, col2.alpha);
RwIm3DVertexSetPos(&v[0], x1, y1, z1);
RwIm3DVertexSetPos(&v[1], x2, y2, z2);
LittleTest();
if(RwIm3DTransform(v, 2, nil, 0)){
RwIm3DRenderLine(0, 1);
RwIm3DEnd();
}
#endif
}

7
src/render/Lines.h Normal file
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@ -0,0 +1,7 @@
#pragma once
class CLines
{
public:
static void RenderLineWithClipping(float x1, float y1, float z1, float x2, float y2, float z2, uint32 c1, uint32 c2);
};

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@ -23,11 +23,13 @@
bool gbShowPedRoadGroups;
bool gbShowCarRoadGroups;
bool gbShowCollisionPolys;
bool gbShowCollisionLines;
bool gbDontRenderBuildings;
bool gbDontRenderBigBuildings;
bool gbDontRenderPeds;
bool gbDontRenderObjects;
bool gbDontRenderVehicles;
struct EntityInfo
{
@ -132,6 +134,10 @@ CRenderer::RenderOneNonRoad(CEntity *e)
else if(e->IsObject() || e->IsDummy()){
if(gbDontRenderObjects)
return;
}else if(e->IsVehicle()){
// re3 addition
if(gbDontRenderVehicles)
return;
}
#endif
@ -285,6 +291,21 @@ CRenderer::RenderFadingInEntities(void)
CVisibilityPlugins::RenderFadingEntities();
}
void
CRenderer::RenderCollisionLines(void)
{
int i;
// game doesn't draw fading in entities
// this should probably be fixed
for(i = 0; i < ms_nNoOfVisibleEntities; i++){
CEntity *e = ms_aVisibleEntityPtrs[i];
if(Abs(e->GetPosition().x - ms_vecCameraPosition.x) < 100.0f &&
Abs(e->GetPosition().y - ms_vecCameraPosition.y) < 100.0f)
CCollision::DrawColModel(e->GetMatrix(), *e->GetColModel());
}
}
enum Visbility
{
VIS_INVISIBLE,

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@ -5,11 +5,13 @@ class CEntity;
extern bool gbShowPedRoadGroups;
extern bool gbShowCarRoadGroups;
extern bool gbShowCollisionPolys;
extern bool gbShowCollisionLines;
extern bool gbDontRenderBuildings;
extern bool gbDontRenderBigBuildings;
extern bool gbDontRenderPeds;
extern bool gbDontRenderObjects;
extern bool gbDontRenderVehicles;
class CVehicle;
class CPtrList;
@ -41,6 +43,8 @@ public:
static void RenderOneNonRoad(CEntity *);
static void RenderFirstPersonVehicle(void);
static void RenderCollisionLines(void);
static int32 SetupEntityVisibility(CEntity *ent);
static int32 SetupBigBuildingVisibility(CEntity *ent);

View File

@ -1,4 +1,5 @@
#include "common.h"
#include "main.h"
#include "FileMgr.h"
#include "TxdStore.h"
#include "Timer.h"

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@ -34,8 +34,6 @@ RwObject *GetCurrentAtomicObjectCB(RwObject *object, void *data);
bool &CAutomobile::m_sAllTaxiLights = *(bool*)0x95CD21;
WRAPPER CAutomobile* CAutomobile::ctor(int, uint8) { EAXJMP(0x52C6B0); }
CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
: CVehicle(CreatedBy)
{
@ -154,7 +152,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
m_bombType = CARBOMB_NONE;
bHadDriver = false;
field_4DC = nil;
m_pBombRigger = nil;
if(m_nDoorLock == CARLOCK_UNLOCKED &&
(id == MI_POLICE || id == MI_ENFORCER || id == MI_RHINO))
@ -257,7 +255,7 @@ CAutomobile::ProcessControl(void)
if(!bHadDriver && m_bombType == CARBOMB_ONIGNITIONACTIVE){
// If someone enters the car and there is a bomb, detonate
m_nBombTimer = 1000;
m_pBlowUpEntity = field_4DC;
m_pBlowUpEntity = m_pBombRigger;
if(m_pBlowUpEntity)
m_pBlowUpEntity->RegisterReference((CEntity**)&m_pBlowUpEntity);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_TICK, 1.0f);
@ -1476,7 +1474,7 @@ CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
FindPlayerVehicle() && FindPlayerVehicle() == m_pDamageEntity &&
m_status != STATUS_ABANDONED &&
FindPlayerVehicle()->m_vecMoveSpeed.Magnitude() >= m_vecMoveSpeed.Magnitude() &&
FindPlayerVehicle()->m_vecMoveSpeed.Magnitude() > 0.2f)
FindPlayerVehicle()->m_vecMoveSpeed.Magnitude() > 0.1f)
FindPlayerPed()->SetWantedLevelNoDrop(1);
if(m_status == STATUS_PLAYER && impulse > 50.0f){

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@ -52,7 +52,7 @@ public:
uint8 bNotDamagedUpsideDown : 1;
uint8 bMoreResistantToDamage : 1;
uint8 field_4DB;
CEntity *field_4DC; // blow up entity
CEntity *m_pBombRigger;
int16 field_4E0;
int16 field_4E2;
uint32 m_nBusDoorTimerEnd;
@ -146,7 +146,5 @@ public:
void ReduceHornCounter(void);
static void SetAllTaxiLights(bool set);
CAutomobile* ctor(int, uint8);
};
static_assert(sizeof(CAutomobile) == 0x5A8, "CAutomobile: error");