mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-26 19:14:15 +01:00
implemented col line rendering
This commit is contained in:
parent
59145cea83
commit
0ad39c020c
@ -18,6 +18,7 @@
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#include "CutsceneMgr.h"
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#include "RenderBuffer.h"
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#include "SurfaceTable.h"
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#include "Lines.h"
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#include "Collision.h"
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enum Direction
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@ -1387,6 +1388,223 @@ CCollision::CalculateTrianglePlanes(CColModel *model)
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void
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CCollision::DrawColModel(const CMatrix &mat, const CColModel &colModel)
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{
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int i;
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CVector min, max;
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CVector verts[8];
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CVector c;
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float r;
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
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min = colModel.boundingBox.min;
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max = colModel.boundingBox.max;
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verts[0] = mat * CVector(min.x, min.y, min.z);
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verts[1] = mat * CVector(min.x, min.y, max.z);
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verts[2] = mat * CVector(min.x, max.y, min.z);
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verts[3] = mat * CVector(min.x, max.y, max.z);
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verts[4] = mat * CVector(max.x, min.y, min.z);
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verts[5] = mat * CVector(max.x, min.y, max.z);
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verts[6] = mat * CVector(max.x, max.y, min.z);
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verts[7] = mat * CVector(max.x, max.y, max.z);
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CLines::RenderLineWithClipping(
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verts[0].x, verts[0].y, verts[0].z,
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verts[1].x, verts[1].y, verts[1].z,
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0xFF0000FF, 0xFF0000FF);
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CLines::RenderLineWithClipping(
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verts[1].x, verts[1].y, verts[1].z,
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verts[3].x, verts[3].y, verts[3].z,
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0xFF0000FF, 0xFF0000FF);
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CLines::RenderLineWithClipping(
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verts[3].x, verts[3].y, verts[3].z,
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verts[2].x, verts[2].y, verts[2].z,
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0xFF0000FF, 0xFF0000FF);
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CLines::RenderLineWithClipping(
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verts[2].x, verts[2].y, verts[2].z,
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verts[0].x, verts[0].y, verts[0].z,
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0xFF0000FF, 0xFF0000FF);
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CLines::RenderLineWithClipping(
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verts[4].x, verts[4].y, verts[4].z,
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verts[5].x, verts[5].y, verts[5].z,
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0xFF0000FF, 0xFF0000FF);
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CLines::RenderLineWithClipping(
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verts[5].x, verts[5].y, verts[5].z,
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verts[7].x, verts[7].y, verts[7].z,
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0xFF0000FF, 0xFF0000FF);
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CLines::RenderLineWithClipping(
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verts[7].x, verts[7].y, verts[7].z,
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verts[6].x, verts[6].y, verts[6].z,
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0xFF0000FF, 0xFF0000FF);
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CLines::RenderLineWithClipping(
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verts[6].x, verts[6].y, verts[6].z,
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verts[4].x, verts[4].y, verts[4].z,
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0xFF0000FF, 0xFF0000FF);
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CLines::RenderLineWithClipping(
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verts[0].x, verts[0].y, verts[0].z,
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verts[4].x, verts[4].y, verts[4].z,
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0xFF0000FF, 0xFF0000FF);
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CLines::RenderLineWithClipping(
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verts[1].x, verts[1].y, verts[1].z,
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verts[5].x, verts[5].y, verts[5].z,
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0xFF0000FF, 0xFF0000FF);
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CLines::RenderLineWithClipping(
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verts[2].x, verts[2].y, verts[2].z,
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verts[6].x, verts[6].y, verts[6].z,
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0xFF0000FF, 0xFF0000FF);
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CLines::RenderLineWithClipping(
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verts[3].x, verts[3].y, verts[3].z,
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verts[7].x, verts[7].y, verts[7].z,
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0xFF0000FF, 0xFF0000FF);
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for(i = 0; i < colModel.numSpheres; i++){
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c = mat * colModel.spheres[i].center;
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r = colModel.spheres[i].radius;
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CLines::RenderLineWithClipping(
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c.x, c.y, c.z-r,
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c.x-r, c.y-r, c.z,
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0xFF00FFFF, 0xFF00FFFF);
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CLines::RenderLineWithClipping(
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c.x, c.y, c.z-r,
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c.x-r, c.y+r, c.z,
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0xFF00FFFF, 0xFF00FFFF);
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CLines::RenderLineWithClipping(
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c.x, c.y, c.z-r,
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c.x+r, c.y-r, c.z,
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0xFF00FFFF, 0xFF00FFFF);
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CLines::RenderLineWithClipping(
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c.x, c.y, c.z-r,
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c.x+r, c.y+r, c.z,
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0xFF00FFFF, 0xFF00FFFF);
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CLines::RenderLineWithClipping(
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c.x-r, c.y-r, c.z,
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c.x, c.y, c.z+r,
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0xFF00FFFF, 0xFF00FFFF);
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CLines::RenderLineWithClipping(
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c.x-r, c.y+r, c.z,
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c.x, c.y, c.z+r,
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0xFF00FFFF, 0xFF00FFFF);
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CLines::RenderLineWithClipping(
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c.x+r, c.y-r, c.z,
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c.x, c.y, c.z+r,
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0xFF00FFFF, 0xFF00FFFF);
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CLines::RenderLineWithClipping(
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c.x+r, c.y+r, c.z,
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c.x, c.y, c.z+r,
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0xFF00FFFF, 0xFF00FFFF);
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}
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for(i = 0; i < colModel.numLines; i++){
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verts[0] = colModel.lines[i].p0;
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verts[1] = colModel.lines[i].p1;
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verts[0] = mat * verts[0];
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verts[1] = mat * verts[1];
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CLines::RenderLineWithClipping(
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verts[0].x, verts[0].y, verts[0].z,
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verts[1].x, verts[1].y, verts[1].z,
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0x00FFFFFF, 0x00FFFFFF);
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}
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for(i = 0; i < colModel.numBoxes; i++){
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min = colModel.boxes[i].min;
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max = colModel.boxes[i].max;
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verts[0] = mat * CVector(min.x, min.y, min.z);
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verts[1] = mat * CVector(min.x, min.y, max.z);
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verts[2] = mat * CVector(min.x, max.y, min.z);
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verts[3] = mat * CVector(min.x, max.y, max.z);
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verts[4] = mat * CVector(max.x, min.y, min.z);
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verts[5] = mat * CVector(max.x, min.y, max.z);
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verts[6] = mat * CVector(max.x, max.y, min.z);
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verts[7] = mat * CVector(max.x, max.y, max.z);
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CLines::RenderLineWithClipping(
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verts[0].x, verts[0].y, verts[0].z,
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verts[1].x, verts[1].y, verts[1].z,
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0xFFFFFFFF, 0xFFFFFFFF);
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CLines::RenderLineWithClipping(
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verts[1].x, verts[1].y, verts[1].z,
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verts[3].x, verts[3].y, verts[3].z,
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0xFFFFFFFF, 0xFFFFFFFF);
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CLines::RenderLineWithClipping(
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verts[3].x, verts[3].y, verts[3].z,
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verts[2].x, verts[2].y, verts[2].z,
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0xFFFFFFFF, 0xFFFFFFFF);
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CLines::RenderLineWithClipping(
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verts[2].x, verts[2].y, verts[2].z,
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verts[0].x, verts[0].y, verts[0].z,
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0xFFFFFFFF, 0xFFFFFFFF);
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CLines::RenderLineWithClipping(
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verts[4].x, verts[4].y, verts[4].z,
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verts[5].x, verts[5].y, verts[5].z,
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0xFFFFFFFF, 0xFFFFFFFF);
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CLines::RenderLineWithClipping(
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verts[5].x, verts[5].y, verts[5].z,
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verts[7].x, verts[7].y, verts[7].z,
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0xFFFFFFFF, 0xFFFFFFFF);
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CLines::RenderLineWithClipping(
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verts[7].x, verts[7].y, verts[7].z,
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verts[6].x, verts[6].y, verts[6].z,
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0xFFFFFFFF, 0xFFFFFFFF);
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CLines::RenderLineWithClipping(
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verts[6].x, verts[6].y, verts[6].z,
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verts[4].x, verts[4].y, verts[4].z,
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0xFFFFFFFF, 0xFFFFFFFF);
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CLines::RenderLineWithClipping(
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verts[0].x, verts[0].y, verts[0].z,
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verts[4].x, verts[4].y, verts[4].z,
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0xFFFFFFFF, 0xFFFFFFFF);
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CLines::RenderLineWithClipping(
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verts[1].x, verts[1].y, verts[1].z,
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verts[5].x, verts[5].y, verts[5].z,
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0xFFFFFFFF, 0xFFFFFFFF);
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CLines::RenderLineWithClipping(
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verts[2].x, verts[2].y, verts[2].z,
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verts[6].x, verts[6].y, verts[6].z,
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0xFFFFFFFF, 0xFFFFFFFF);
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CLines::RenderLineWithClipping(
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verts[3].x, verts[3].y, verts[3].z,
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verts[7].x, verts[7].y, verts[7].z,
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0xFFFFFFFF, 0xFFFFFFFF);
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}
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for(i = 0; i < colModel.numTriangles; i++){
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colModel.GetTrianglePoint(verts[0], colModel.triangles[i].a);
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colModel.GetTrianglePoint(verts[1], colModel.triangles[i].b);
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colModel.GetTrianglePoint(verts[2], colModel.triangles[i].c);
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verts[0] = mat * verts[0];
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verts[1] = mat * verts[1];
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verts[2] = mat * verts[2];
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CLines::RenderLineWithClipping(
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verts[0].x, verts[0].y, verts[0].z,
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verts[1].x, verts[1].y, verts[1].z,
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0x00FF00FF, 0x00FF00FF);
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CLines::RenderLineWithClipping(
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verts[0].x, verts[0].y, verts[0].z,
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verts[2].x, verts[2].y, verts[2].z,
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0x00FF00FF, 0x00FF00FF);
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CLines::RenderLineWithClipping(
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verts[1].x, verts[1].y, verts[1].z,
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verts[2].x, verts[2].y, verts[2].z,
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0x00FF00FF, 0x00FF00FF);
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}
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
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}
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void
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@ -1407,7 +1625,6 @@ CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel,
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
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extern int gDbgSurf;
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for(i = 0; i < colModel.numTriangles; i++){
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colModel.GetTrianglePoint(verts[0], colModel.triangles[i].a);
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@ -1417,7 +1634,7 @@ extern int gDbgSurf;
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verts[1] = mat * verts[1];
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verts[2] = mat * verts[2];
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// TODO: surface
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// game doesn't do this
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r = 255;
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g = 128;
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b = 0;
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@ -1457,10 +1674,15 @@ extern int gDbgSurf;
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b *= f;
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}
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// TODO: make some surface types flicker?
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//if(s != gDbgSurf) continue;
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if(s == SURFACE_SCAFFOLD || s == SURFACE_METAL_FENCE ||
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s == SURFACE_BOLLARD || s == SURFACE_METAL_POLE)
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if(CTimer::GetFrameCounter() & 1){
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r = 0;
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g = 0;
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b = 0;
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}
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if(s > SURFACE_32){
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if(s > SURFACE_GATE){
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r = CGeneral::GetRandomNumber();
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g = CGeneral::GetRandomNumber();
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b = CGeneral::GetRandomNumber();
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@ -1533,8 +1755,13 @@ extern int gDbgSurf;
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b *= f;
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}
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// TODO: make some surface types flicker?
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//if(s != gDbgSurf) continue;
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if(s == SURFACE_SCAFFOLD || s == SURFACE_METAL_FENCE ||
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s == SURFACE_BOLLARD || s == SURFACE_METAL_POLE)
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if(CTimer::GetFrameCounter() & 1){
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r = 0;
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g = 0;
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b = 0;
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}
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RenderBuffer::StartStoring(36, 8, &iptr, &vptr);
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RwIm3DVertexSetRGBA(&vptr[0], r, g, b, 255);
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@ -381,5 +381,3 @@ extern CPad *Pads; //[2]
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#define IsButtonJustDown(pad, btn) \
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(!(pad)->OldState.btn && (pad)->NewState.btn)
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void LittleTest(void);
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@ -77,6 +77,8 @@ enum eSurfaceType
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SURFACE_LOOSE30,
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SURFACE_BOLLARD,
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SURFACE_GATE,
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// These are illegal
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SURFACE_SAND33,
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SURFACE_ROAD34,
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};
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@ -295,6 +295,8 @@ void
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RenderDebugShit(void)
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{
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// CTheScripts::RenderTheScriptDebugLines()
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if(gbShowCollisionLines)
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CRenderer::RenderCollisionLines();
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}
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void
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@ -26,3 +26,5 @@ void LoadingIslandScreen(const char *levelName);
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CSprite2d *LoadSplash(const char *name);
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char *GetLevelSplashScreen(int level);
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char *GetRandomSplashScreen(void);
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void LittleTest(void);
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@ -58,8 +58,6 @@ mysrand(unsigned int seed)
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myrand_seed = seed;
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}
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int gDbgSurf;
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void (*DebugMenuProcess)(void);
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void (*DebugMenuRender)(void);
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static void stub(void) { }
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@ -246,12 +244,13 @@ DebugMenuPopulate(void)
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DebugMenuAddVarBool8("Debug", "Show Ped Road Groups", (int8*)&gbShowPedRoadGroups, nil);
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DebugMenuAddVarBool8("Debug", "Show Car Road Groups", (int8*)&gbShowCarRoadGroups, nil);
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DebugMenuAddVarBool8("Debug", "Show Collision Lines", (int8*)&gbShowCollisionLines, nil);
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DebugMenuAddVarBool8("Debug", "Show Collision Polys", (int8*)&gbShowCollisionPolys, nil);
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DebugMenuAddVarBool8("Debug", "Don't render Buildings", (int8*)&gbDontRenderBuildings, nil);
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DebugMenuAddVarBool8("Debug", "Don't render Big Buildings", (int8*)&gbDontRenderBigBuildings, nil);
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DebugMenuAddVarBool8("Debug", "Don't render Peds", (int8*)&gbDontRenderPeds, nil);
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DebugMenuAddVarBool8("Debug", "Don't render Vehicles", (int8*)&gbDontRenderVehicles, nil);
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DebugMenuAddVarBool8("Debug", "Don't render Objects", (int8*)&gbDontRenderObjects, nil);
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DebugMenuAddVar("Debug", "Dbg Surface", &gDbgSurf, nil, 1, 0, 34, nil);
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DebugMenuAddCmd("Debug", "Start Credits", CCredits::Start);
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DebugMenuAddCmd("Debug", "Stop Credits", CCredits::Stop);
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@ -1,4 +1,5 @@
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#include "common.h"
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#include "main.h"
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#include "patcher.h"
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#include "Fluff.h"
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#include "Camera.h"
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@ -7,7 +8,6 @@
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#include "General.h"
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#include "Timer.h"
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#include "Clock.h"
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#include "Pad.h"
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#include "Weather.h"
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#include "Stats.h"
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#include "math/maths.h"
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@ -705,7 +705,6 @@ void CTowerClock::Render()
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m_Position.z + Cos(angleHour) * 0.75f * m_fScale;
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);
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// Stupid thing that does absolutely nothing
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LittleTest();
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// Draw lines
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74
src/render/Lines.cpp
Normal file
74
src/render/Lines.cpp
Normal file
@ -0,0 +1,74 @@
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#include "common.h"
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#include "patcher.h"
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#include "main.h"
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#include "Lines.h"
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// This is super inefficient, why split the line into segments at all?
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void
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CLines::RenderLineWithClipping(float x1, float y1, float z1, float x2, float y2, float z2, uint32 c1, uint32 c2)
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{
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static RwIm3DVertex v[2];
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#ifdef THIS_IS_STUPID
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int i;
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float f1, f2;
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float len = sqrt(sq(x1-x2) + sq(y1-y2) + sq(z1-z2));
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int numsegs = len/1.5f + 1.0f;
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RwRGBA col1;
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col1.red = c1>>24;
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col1.green = c1>>16;
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col1.blue = c1>>8;
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col1.alpha = c1;
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RwRGBA col2;
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col2.red = c2>>24;
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col2.green = c2>>16;
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col2.blue = c2>>8;
|
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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
7
src/render/Lines.h
Normal file
@ -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);
|
||||
};
|
@ -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,
|
||||
|
@ -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);
|
||||
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include "common.h"
|
||||
#include "main.h"
|
||||
#include "FileMgr.h"
|
||||
#include "TxdStore.h"
|
||||
#include "Timer.h"
|
||||
|
@ -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){
|
||||
|
@ -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");
|
||||
|
Loading…
Reference in New Issue
Block a user