mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-23 16:21:50 +01:00
Glass done
This commit is contained in:
parent
8e3ee096e2
commit
13fb853fd8
@ -215,6 +215,7 @@ void re3_assert(const char *expr, const char *filename, unsigned int lineno, con
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#define ABS(a) (((a) < 0) ? (-(a)) : (a))
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#define norm(value, min, max) (((value) < (min)) ? 0 : (((value) > (max)) ? 1 : (((value) - (min)) / ((max) - (min)))))
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#define lerp(norm, min, max) ( (norm) * ((max) - (min)) + (min) )
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#define STRINGIFY(x) #x
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#define STR(x) STRINGIFY(x)
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@ -94,6 +94,8 @@ enum Config {
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NUM_GARAGES = 32,
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NUM_PROJECTILES = 32,
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NUM_GLASSPANES = 45,
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NUM_GLASSENTITIES = 32,
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NUM_WATERCANNONS = 3,
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NUMPEDROUTES = 200,
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@ -38,8 +38,8 @@ CObject::CObject(void)
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bIsPickup = false;
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m_obj_flag2 = false;
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bOutOfStock = false;
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m_obj_flag8 = false;
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m_obj_flag10 = false;
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bGlassCracked = false;
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bGlassBroken = false;
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bHasBeenDamaged = false;
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m_nRefModelIndex = -1;
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bUseVehicleColours = false;
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@ -36,8 +36,8 @@ public:
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int8 bIsPickup : 1;
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int8 m_obj_flag2 : 1;
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int8 bOutOfStock : 1;
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int8 m_obj_flag8 : 1;
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int8 m_obj_flag10 : 1;
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int8 bGlassCracked : 1;
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int8 bGlassBroken : 1;
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int8 bHasBeenDamaged : 1;
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int8 bUseVehicleColours : 1;
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int8 m_obj_flag80 : 1;
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@ -1,21 +1,721 @@
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#include "common.h"
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#include "patcher.h"
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#include "Glass.h"
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#include "Timer.h"
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#include "Object.h"
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#include "General.h"
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#include "AudioScriptObject.h"
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#include "World.h"
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#include "TimeCycle.h"
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#include "Particle.h"
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#include "Camera.h"
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#include "RenderBuffer.h"
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#include "Shadows.h"
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#include "ModelIndices.h"
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#include "main.h"
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WRAPPER void CGlass::AskForObjectToBeRenderedInGlass(CEntity *ent) { EAXJMP(0x5033F0); }
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WRAPPER void
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CGlass::WindowRespondsToCollision(CEntity *ent, float amount, CVector speed, CVector point, bool foo)
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uint32 CGlass::NumGlassEntities;
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CEntity *CGlass::apEntitiesToBeRendered[NUM_GLASSENTITIES];
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CFallingGlassPane CGlass::aGlassPanes[NUM_GLASSPANES];
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CVector2D CentersWithTriangle[NUM_GLASSTRIANGLES];
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CVector2D CoorsWithTriangle[NUM_GLASSTRIANGLES][3] =
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{
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EAXJMP(0x503F10);
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{
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CVector2D(0.0f, 0.0f),
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CVector2D(0.0f, 1.0f),
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CVector2D(0.4f, 0.5f)
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},
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{
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CVector2D(0.0f, 1.0f),
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CVector2D(1.0f, 1.0f),
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CVector2D(0.4f, 0.5f)
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},
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{
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CVector2D(0.0f, 0.0f),
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CVector2D(0.4f, 0.5f),
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CVector2D(0.7f, 0.0f)
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},
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{
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CVector2D(0.7f, 0.0f),
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CVector2D(0.4f, 0.5f),
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CVector2D(1.0f, 1.0f)
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},
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{
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CVector2D(0.7f, 0.0f),
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CVector2D(1.0f, 1.0f),
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CVector2D(1.0f, 0.0f)
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}
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};
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#define TEMPBUFFERVERTHILIGHTOFFSET 0
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#define TEMPBUFFERINDEXHILIGHTOFFSET 0
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#define TEMPBUFFERVERTHILIGHTSIZE 128
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#define TEMPBUFFERINDEXHILIGHTSIZE 512
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#define TEMPBUFFERVERTSHATTEREDOFFSET TEMPBUFFERVERTHILIGHTSIZE
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#define TEMPBUFFERINDEXSHATTEREDOFFSET TEMPBUFFERINDEXHILIGHTSIZE
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#define TEMPBUFFERVERTSHATTEREDSIZE 192
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#define TEMPBUFFERINDEXSHATTEREDSIZE 768
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#define TEMPBUFFERVERTREFLECTIONOFFSET TEMPBUFFERVERTSHATTEREDSIZE
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#define TEMPBUFFERINDEXREFLECTIONOFFSET TEMPBUFFERINDEXSHATTEREDSIZE
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#define TEMPBUFFERVERTREFLECTIONSIZE 256
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#define TEMPBUFFERINDEXREFLECTIONSIZE 1024
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int32 TempBufferIndicesStoredHiLight = 0;
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int32 TempBufferVerticesStoredHiLight = 0;
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int32 TempBufferIndicesStoredShattered = 0;
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int32 TempBufferVerticesStoredShattered = 0;
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int32 TempBufferIndicesStoredReflection = 0;
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int32 TempBufferVerticesStoredReflection = 0;
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void
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CFallingGlassPane::Update(void)
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{
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if ( CTimer::GetTimeInMilliseconds() >= m_nTimer )
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{
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// Apply MoveSpeed
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GetPosition() += m_vecMoveSpeed * CTimer::GetTimeStep();
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// Apply Gravity
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m_vecMoveSpeed.z -= 0.02f * CTimer::GetTimeStep();
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// Apply TurnSpeed
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GetRight() += CrossProduct(m_vecTurn, GetRight());
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GetForward() += CrossProduct(m_vecTurn, GetForward());
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GetUp() += CrossProduct(m_vecTurn, GetUp());
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if ( GetPosition().z < m_fGroundZ )
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{
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CVector pos;
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CVector dir;
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m_bActive = false;
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pos = CVector(GetPosition().x, GetPosition().y, m_fGroundZ);
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PlayOneShotScriptObject(_SCRSOUND_GLASS_SHARD, pos);
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RwRGBA color = { 255, 255, 255, 255 };
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static int32 nFrameGen = 0;
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for ( int32 i = 0; i < 4; i++ )
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{
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dir.x = CGeneral::GetRandomNumberInRange(-0.35f, 0.35f);
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dir.y = CGeneral::GetRandomNumberInRange(-0.35f, 0.35f);
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dir.z = CGeneral::GetRandomNumberInRange(0.05f, 0.20f);
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CParticle::AddParticle(PARTICLE_CAR_DEBRIS,
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pos,
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dir,
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NULL,
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CGeneral::GetRandomNumberInRange(0.02f, 0.2f),
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color,
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CGeneral::GetRandomNumberInRange(-40, 40),
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0,
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++nFrameGen & 3,
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500);
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}
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}
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}
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}
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WRAPPER void
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CGlass::WindowRespondsToSoftCollision(CEntity *ent, float amount)
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void
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CFallingGlassPane::Render(void)
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{
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EAXJMP(0x504630);
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float distToCamera = (TheCamera.GetPosition() - GetPosition()).Magnitude();
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CVector fwdNorm = GetForward();
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fwdNorm.Normalise();
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uint8 alpha = CGlass::CalcAlphaWithNormal(&fwdNorm);
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int32 time = clamp(CTimer::GetTimeInMilliseconds() - m_nTimer, 0, 500);
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uint8 color = int32( float(alpha) * (float(time) / 500) );
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if ( TempBufferIndicesStoredHiLight >= TEMPBUFFERINDEXHILIGHTSIZE-7 || TempBufferVerticesStoredHiLight >= TEMPBUFFERVERTHILIGHTSIZE-4 )
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CGlass::RenderHiLightPolys();
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// HiLight Polys
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RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], color, color, color, color);
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RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], color, color, color, color);
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RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], color, color, color, color);
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RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], 0.5f);
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RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], 0.5f);
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RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], 0.5f);
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RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], 0.6f);
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RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], 0.6f);
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RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], 0.6f);
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ASSERT(m_nTriIndex < NUM_GLASSTRIANGLES);
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CVector2D p0 = CoorsWithTriangle[m_nTriIndex][0] - CentersWithTriangle[m_nTriIndex];
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CVector2D p1 = CoorsWithTriangle[m_nTriIndex][1] - CentersWithTriangle[m_nTriIndex];
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CVector2D p2 = CoorsWithTriangle[m_nTriIndex][2] - CentersWithTriangle[m_nTriIndex];
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CVector v0 = *this * CVector(p0.x, 0.0f, p0.y);
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CVector v1 = *this * CVector(p1.x, 0.0f, p1.y);
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CVector v2 = *this * CVector(p2.x, 0.0f, p2.y);
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RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], v0.x, v0.y, v0.z);
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RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], v1.x, v1.y, v1.z);
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RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], v2.x, v2.y, v2.z);
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TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 0] = TempBufferVerticesStoredHiLight + 0;
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TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 1] = TempBufferVerticesStoredHiLight + 1;
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TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 2] = TempBufferVerticesStoredHiLight + 2;
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TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 3] = TempBufferVerticesStoredHiLight + 0;
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TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 4] = TempBufferVerticesStoredHiLight + 2;
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TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 5] = TempBufferVerticesStoredHiLight + 1;
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TempBufferVerticesStoredHiLight += 3;
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TempBufferIndicesStoredHiLight += 6;
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if ( m_bShattered )
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{
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if ( TempBufferIndicesStoredShattered >= TEMPBUFFERINDEXSHATTEREDSIZE-7 || TempBufferVerticesStoredShattered >= TEMPBUFFERVERTSHATTEREDSIZE-4 )
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CGlass::RenderShatteredPolys();
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uint8 shatteredColor = 255;
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if ( distToCamera > 30.0f )
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shatteredColor = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 255);
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RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
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RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
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RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
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RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 4.0f * CoorsWithTriangle[m_nTriIndex][0].x * m_fStep);
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RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 4.0f * CoorsWithTriangle[m_nTriIndex][0].y * m_fStep);
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RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 4.0f * CoorsWithTriangle[m_nTriIndex][1].x * m_fStep);
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RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 4.0f * CoorsWithTriangle[m_nTriIndex][1].y * m_fStep);
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RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 4.0f * CoorsWithTriangle[m_nTriIndex][2].x * m_fStep);
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RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 4.0f * CoorsWithTriangle[m_nTriIndex][2].y * m_fStep);
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RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], v0.x, v0.y, v0.z);
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RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], v1.x, v1.y, v1.z);
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RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], v2.x, v2.y, v2.z);
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TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 0] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 0;
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TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 1] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 1;
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TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 2] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 2;
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TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 3] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 0;
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TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 4] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 2;
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TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 5] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 1;
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TempBufferIndicesStoredShattered += 6;
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TempBufferVerticesStoredShattered += 3;
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}
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}
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WRAPPER void CGlass::Render(void) { EAXJMP(0x502350); }
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WRAPPER void CGlass::Update(void) { EAXJMP(0x502050); }
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WRAPPER void CGlass::Init(void) { EAXJMP(0x501F20); }
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void
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CGlass::Init(void)
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{
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for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
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aGlassPanes[i].m_bActive = false;
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for ( int32 i = 0; i < NUM_GLASSTRIANGLES; i++ )
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CentersWithTriangle[i] = (CoorsWithTriangle[i][0] + CoorsWithTriangle[i][1] + CoorsWithTriangle[i][2]) / 3;
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}
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void
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CGlass::Update(void)
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{
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for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
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{
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if ( aGlassPanes[i].m_bActive )
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aGlassPanes[i].Update();
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}
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}
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void
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CGlass::Render(void)
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{
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TempBufferVerticesStoredHiLight = 0;
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TempBufferIndicesStoredHiLight = 0;
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TempBufferVerticesStoredShattered = TEMPBUFFERVERTSHATTEREDOFFSET;
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TempBufferIndicesStoredShattered = TEMPBUFFERINDEXSHATTEREDOFFSET;
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TempBufferVerticesStoredReflection = TEMPBUFFERVERTREFLECTIONOFFSET;
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TempBufferIndicesStoredReflection = TEMPBUFFERINDEXREFLECTIONOFFSET;
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
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RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATEFOGCOLOR, (void *)RWRGBALONG(CTimeCycle::GetFogRed(), CTimeCycle::GetFogGreen(), CTimeCycle::GetFogBlue(), 255));
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
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for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
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{
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if ( aGlassPanes[i].m_bActive )
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aGlassPanes[i].Render();
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}
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for ( uint32 i = 0; i < NumGlassEntities; i++ )
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RenderEntityInGlass(apEntitiesToBeRendered[i]);
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NumGlassEntities = 0;
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RenderHiLightPolys();
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RenderShatteredPolys();
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RenderReflectionPolys();
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE);
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}
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CFallingGlassPane *
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CGlass::FindFreePane(void)
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{
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for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
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{
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if ( !aGlassPanes[i].m_bActive )
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return &aGlassPanes[i];
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}
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return NULL;
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}
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void
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CGlass::GeneratePanesForWindow(uint32 type, CVector pos, CVector up, CVector right, CVector speed, CVector point,
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float moveSpeed, bool cracked, bool explosion)
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{
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float upLen = up.Magnitude();
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float rightLen = right.Magnitude();
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float upSteps = upLen + 0.75f;
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if ( upSteps < 1.0f ) upSteps = 1.0f;
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float rightSteps = rightLen + 0.75f;
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if ( rightSteps < 1.0f ) rightSteps = 1.0f;
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uint32 ysteps = (uint32)upSteps;
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if ( ysteps > 3 ) ysteps = 3;
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uint32 xsteps = (uint32)rightSteps;
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if ( xsteps > 3 ) xsteps = 3;
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if ( explosion )
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{
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if ( ysteps > 1 ) ysteps = 1;
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if ( xsteps > 1 ) xsteps = 1;
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}
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float upScl = upLen / float(ysteps);
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float rightScl = rightLen / float(xsteps);
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bool bZFound;
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float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &bZFound);
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if ( !bZFound ) groundZ = pos.z - 2.0f;
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for ( uint32 y = 0; y < ysteps; y++ )
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{
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for ( uint32 x = 0; x < xsteps; x++ )
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{
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float stepy = float(y) * upLen / float(ysteps);
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||||
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)
|
||||
{
|
||||
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));
|
||||
}
|
||||
|
||||
void
|
||||
CGlass::RenderHiLightPolys(void)
|
||||
{
|
||||
if ( TempBufferVerticesStoredHiLight != TEMPBUFFERVERTHILIGHTOFFSET )
|
||||
{
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpShadowExplosionTex));
|
||||
|
||||
LittleTest();
|
||||
|
||||
if ( RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStoredHiLight, NULL, 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, NULL, 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, NULL, 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;
|
||||
}
|
||||
}
|
||||
|
||||
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
|
@ -2,13 +2,52 @@
|
||||
|
||||
class CEntity;
|
||||
|
||||
class CGlass
|
||||
class CFallingGlassPane : public CMatrix
|
||||
{
|
||||
public:
|
||||
static void AskForObjectToBeRenderedInGlass(CEntity *ent);
|
||||
static void WindowRespondsToCollision(CEntity *ent, float amount, CVector speed, CVector point, bool foo);
|
||||
static void WindowRespondsToSoftCollision(CEntity *ent, float amount);
|
||||
static void Render(void);
|
||||
static void Update(void);
|
||||
static void Init(void);
|
||||
CVector m_vecMoveSpeed;
|
||||
CVector m_vecTurn;
|
||||
uint32 m_nTimer;
|
||||
float m_fGroundZ;
|
||||
float m_fStep;
|
||||
uint8 m_nTriIndex;
|
||||
bool m_bActive;
|
||||
bool m_bShattered;
|
||||
char _pad0[1];
|
||||
|
||||
CFallingGlassPane() { }
|
||||
~CFallingGlassPane() { }
|
||||
|
||||
void Update(void);
|
||||
void Render(void);
|
||||
};
|
||||
|
||||
VALIDATE_SIZE(CFallingGlassPane, 0x70);
|
||||
|
||||
enum
|
||||
{
|
||||
NUM_GLASSTRIANGLES = 5,
|
||||
};
|
||||
|
||||
class CGlass
|
||||
{
|
||||
static uint32 NumGlassEntities;
|
||||
static CEntity *apEntitiesToBeRendered[NUM_GLASSENTITIES];
|
||||
static CFallingGlassPane aGlassPanes[NUM_GLASSPANES];
|
||||
public:
|
||||
static void Init(void);
|
||||
static void Update(void);
|
||||
static void Render(void);
|
||||
static CFallingGlassPane *FindFreePane(void);
|
||||
static void GeneratePanesForWindow(uint32 type, CVector pos, CVector up, CVector right, CVector speed, CVector point, float moveSpeed, bool cracked, bool explosion);
|
||||
static void AskForObjectToBeRenderedInGlass(CEntity *entity);
|
||||
static void RenderEntityInGlass(CEntity *entity);
|
||||
static int32 CalcAlphaWithNormal(CVector *normal);
|
||||
static void RenderHiLightPolys(void);
|
||||
static void RenderShatteredPolys(void);
|
||||
static void RenderReflectionPolys(void);
|
||||
static void WindowRespondsToCollision(CEntity *entity, float amount, CVector speed, CVector point, bool explosion);
|
||||
static void WindowRespondsToSoftCollision(CEntity *entity, float amount);
|
||||
static void WasGlassHitByBullet(CEntity *entity, CVector point);
|
||||
static void WindowRespondsToExplosion(CEntity *entity, CVector point);
|
||||
};
|
@ -182,3 +182,4 @@ extern RwTexture *&gpGoalTex;
|
||||
extern RwTexture *&gpOutline1Tex;
|
||||
extern RwTexture *&gpOutline2Tex;
|
||||
extern RwTexture *&gpOutline3Tex;
|
||||
extern RwTexture *&gpCrackedGlassTex;
|
||||
|
Loading…
Reference in New Issue
Block a user