re3-wiiu/src/render/Shadows.cpp
Nikolay Korolev d492390fec script utils
2020-03-02 22:54:13 +03:00

1807 lines
56 KiB
C++

#include "common.h"
#include "patcher.h"
#include "main.h"
#include "TxdStore.h"
#include "Timer.h"
#include "Camera.h"
#include "Timecycle.h"
#include "CutsceneMgr.h"
#include "Automobile.h"
#include "Ped.h"
#include "PlayerPed.h"
#include "World.h"
#include "Weather.h"
#include "ModelIndices.h"
#include "RenderBuffer.h"
#include "PointLights.h"
#include "SpecialFX.h"
#include "Shadows.h"
SETTWEAKPATH("Shadows");
TWEAKBOOL(gbPrintShite);
#if 1
RwImVertexIndex ShadowIndexList[24];
#else
RwImVertexIndex (&ShadowIndexList)[24] = *(RwImVertexIndex (*)[24])*(int *)0x649188;
#endif
RwTexture *&gpShadowCarTex = *(RwTexture **)0x8F2C90;
RwTexture *&gpShadowPedTex = *(RwTexture **)0x8F59D0;
RwTexture *&gpShadowHeliTex = *(RwTexture **)0x8E2A90;
RwTexture *&gpShadowExplosionTex = *(RwTexture **)0x8F2A00;
RwTexture *&gpShadowHeadLightsTex = *(RwTexture **)0x95CB98;
RwTexture *&gpOutline1Tex = *(RwTexture **)0x8F1B24;
RwTexture *&gpOutline2Tex = *(RwTexture **)0x8F1B04;
RwTexture *&gpOutline3Tex = *(RwTexture **)0x8F1B08;
RwTexture *&gpBloodPoolTex = *(RwTexture **)0x9415F8;
RwTexture *&gpReflectionTex = *(RwTexture **)0x8F582C;
RwTexture *&gpGoalMarkerTex = *(RwTexture **)0x94142C;
RwTexture *&gpWalkDontTex = *(RwTexture **)0x95CB4C;
RwTexture *&gpCrackedGlassTex = *(RwTexture **)0x95CB94;
RwTexture *&gpPostShadowTex = *(RwTexture **)0x8F59D4;
RwTexture *&gpGoalTex = *(RwTexture**)0x94142C;
#if 1
int16 CShadows::ShadowsStoredToBeRendered;
CStoredShadow CShadows::asShadowsStored [MAX_STOREDSHADOWS];
CPolyBunch CShadows::aPolyBunches [MAX_POLYBUNCHES];
CStaticShadow CShadows::aStaticShadows [MAX_STATICSHADOWS];
CPolyBunch *CShadows::pEmptyBunchList;
CPermanentShadow CShadows::aPermanentShadows[MAX_PERMAMENTSHADOWS];
#else
int16 &CShadows::ShadowsStoredToBeRendered = *(int16*)0x95CCEE;
CStoredShadow (&CShadows::asShadowsStored)[MAX_STOREDSHADOWS] = *(CStoredShadow (*)[MAX_STOREDSHADOWS])*(int *)0x779058;
CPolyBunch (&CShadows::aPolyBunches)[MAX_POLYBUNCHES] = *(CPolyBunch (*)[MAX_POLYBUNCHES])*(int *)0x86F4C8;
CStaticShadow (&CShadows::aStaticShadows)[MAX_STATICSHADOWS] = *(CStaticShadow (*)[MAX_STATICSHADOWS])*(int *)0x773BE8;
CPolyBunch *&CShadows::pEmptyBunchList = *(CPolyBunch**)0x8F435C;
CPermanentShadow (&CShadows::aPermanentShadows)[MAX_PERMAMENTSHADOWS] = *(CPermanentShadow (*)[MAX_PERMAMENTSHADOWS])*(int *)0x712040;
#endif
void
CShadows::Init(void)
{
CTxdStore::PushCurrentTxd();
int32 slut = CTxdStore::FindTxdSlot("particle");
CTxdStore::SetCurrentTxd(slut);
gpShadowCarTex = RwTextureRead("shad_car", NULL);
gpShadowPedTex = RwTextureRead("shad_ped", NULL);
gpShadowHeliTex = RwTextureRead("shad_heli", NULL);
gpShadowExplosionTex = RwTextureRead("shad_exp", NULL);
gpShadowHeadLightsTex = RwTextureRead("headlight", NULL);
gpOutline1Tex = RwTextureRead("outline_64", NULL);
gpOutline2Tex = RwTextureRead("outline2_64", NULL);
gpOutline3Tex = RwTextureRead("outline3_64", NULL);
gpBloodPoolTex = RwTextureRead("bloodpool_64", NULL);
gpReflectionTex = RwTextureRead("reflection01", NULL);
gpGoalMarkerTex = RwTextureRead("goal", NULL);
gpWalkDontTex = RwTextureRead("walk_dont", NULL);
gpCrackedGlassTex = RwTextureRead("wincrack_32", NULL);
gpPostShadowTex = RwTextureRead("lamp_shad_64", NULL);
CTxdStore::PopCurrentTxd();
ASSERT(gpShadowCarTex != NULL);
ASSERT(gpShadowPedTex != NULL);
ASSERT(gpShadowHeliTex != NULL);
ASSERT(gpShadowExplosionTex != NULL);
ASSERT(gpShadowHeadLightsTex != NULL);
ASSERT(gpOutline1Tex != NULL);
ASSERT(gpOutline2Tex != NULL);
ASSERT(gpOutline3Tex != NULL);
ASSERT(gpBloodPoolTex != NULL);
ASSERT(gpReflectionTex != NULL);
ASSERT(gpGoalMarkerTex != NULL);
ASSERT(gpWalkDontTex != NULL);
ASSERT(gpCrackedGlassTex != NULL);
ASSERT(gpPostShadowTex != NULL);
ShadowIndexList[0] = 0;
ShadowIndexList[1] = 2;
ShadowIndexList[2] = 1;
ShadowIndexList[3] = 0;
ShadowIndexList[4] = 3;
ShadowIndexList[5] = 2;
ShadowIndexList[6] = 0;
ShadowIndexList[7] = 4;
ShadowIndexList[8] = 3;
ShadowIndexList[9] = 0;
ShadowIndexList[10] = 5;
ShadowIndexList[11] = 4;
ShadowIndexList[12] = 0;
ShadowIndexList[13] = 6;
ShadowIndexList[14] = 5;
ShadowIndexList[15] = 0;
ShadowIndexList[16] = 7;
ShadowIndexList[17] = 6;
ShadowIndexList[18] = 0;
ShadowIndexList[19] = 8;
ShadowIndexList[20] = 7;
ShadowIndexList[21] = 0;
ShadowIndexList[22] = 9;
ShadowIndexList[23] = 8;
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
{
aStaticShadows[i].m_nId = 0;
aStaticShadows[i].m_pPolyBunch = NULL;
}
pEmptyBunchList = &aPolyBunches[0];
for ( int32 i = 0; i < MAX_POLYBUNCHES; i++ )
{
if ( i == MAX_POLYBUNCHES - 1 )
aPolyBunches[i].m_pNext = NULL;
else
aPolyBunches[i].m_pNext = &aPolyBunches[i + 1];
}
for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ )
{
aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
}
}
void
CShadows::Shutdown(void)
{
ASSERT(gpShadowCarTex != NULL);
ASSERT(gpShadowPedTex != NULL);
ASSERT(gpShadowHeliTex != NULL);
ASSERT(gpShadowExplosionTex != NULL);
ASSERT(gpShadowHeadLightsTex != NULL);
ASSERT(gpOutline1Tex != NULL);
ASSERT(gpOutline2Tex != NULL);
ASSERT(gpOutline3Tex != NULL);
ASSERT(gpBloodPoolTex != NULL);
ASSERT(gpReflectionTex != NULL);
ASSERT(gpGoalMarkerTex != NULL);
ASSERT(gpWalkDontTex != NULL);
ASSERT(gpCrackedGlassTex != NULL);
ASSERT(gpPostShadowTex != NULL);
RwTextureDestroy(gpShadowCarTex);
RwTextureDestroy(gpShadowPedTex);
RwTextureDestroy(gpShadowHeliTex);
RwTextureDestroy(gpShadowExplosionTex);
RwTextureDestroy(gpShadowHeadLightsTex);
RwTextureDestroy(gpOutline1Tex);
RwTextureDestroy(gpOutline2Tex);
RwTextureDestroy(gpOutline3Tex);
RwTextureDestroy(gpBloodPoolTex);
RwTextureDestroy(gpReflectionTex);
RwTextureDestroy(gpGoalMarkerTex);
RwTextureDestroy(gpWalkDontTex);
RwTextureDestroy(gpCrackedGlassTex);
RwTextureDestroy(gpPostShadowTex);
}
void
CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, uint32 nTime, float fScale)
{
ASSERT(pTexture != NULL);
ASSERT(pPosn != NULL);
// find free slot
int32 nSlot = 0;
while ( nSlot < MAX_PERMAMENTSHADOWS && aPermanentShadows[nSlot].m_nType != SHADOWTYPE_NONE )
nSlot++;
if ( nSlot < MAX_PERMAMENTSHADOWS )
{
aPermanentShadows[nSlot].m_nType = ShadowType;
aPermanentShadows[nSlot].m_pTexture = pTexture;
aPermanentShadows[nSlot].m_vecPos = *pPosn;
aPermanentShadows[nSlot].m_vecFront.x = fFrontX;
aPermanentShadows[nSlot].m_vecFront.y = fFrontY;
aPermanentShadows[nSlot].m_vecSide.x = fSideX;
aPermanentShadows[nSlot].m_vecSide.y = fSideY;
aPermanentShadows[nSlot].m_nIntensity = nIntensity;
aPermanentShadows[nSlot].m_nRed = nRed;
aPermanentShadows[nSlot].m_nGreen = nGreen;
aPermanentShadows[nSlot].m_nBlue = nBlue;
aPermanentShadows[nSlot].m_fZDistance = fZDistance;
aPermanentShadows[nSlot].m_nLifeTime = nTime;
aPermanentShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
}
}
void
CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance)
{
ASSERT(pPosn != NULL);
float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
if ( SQR(fDrawDistance) > fDistToCamSqr)
{
float fDistToCam = Sqrt(fDistToCamSqr);
if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) )
{
//fDistToCam == 0 -> 4
//fDistToCam == fDrawDistance -> 0
float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f))));
nIntensity = (int32)(nIntensity * fMult);
nRed = (int32)(nRed * fMult);
nGreen = (int32)(nGreen * fMult);
nBlue = (int32)(nBlue * fMult);
}
int32 nSlot;
nSlot = 0;
while ( nSlot < MAX_STATICSHADOWS && !(nID == aStaticShadows[nSlot].m_nId && aStaticShadows[nSlot].m_pPolyBunch != NULL) )
nSlot++;
if ( nSlot < MAX_STATICSHADOWS )
{
if ( Abs(pPosn->x - aStaticShadows[nSlot].m_vecPosn.x) < fUpDistance
&& Abs(pPosn->y - aStaticShadows[nSlot].m_vecPosn.y) < fUpDistance )
{
aStaticShadows[nSlot].m_bJustCreated = true;
aStaticShadows[nSlot].m_nType = ShadowType;
aStaticShadows[nSlot].m_pTexture = pTexture;
aStaticShadows[nSlot].m_nIntensity = nIntensity;
aStaticShadows[nSlot].m_nRed = nRed;
aStaticShadows[nSlot].m_nGreen = nGreen;
aStaticShadows[nSlot].m_nBlue = nBlue;
aStaticShadows[nSlot].m_fZDistance = fZDistance;
aStaticShadows[nSlot].m_fScale = fScale;
aStaticShadows[nSlot].m_bTemp = bTempShadow;
aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
}
else if ( Abs(pPosn->x - aStaticShadows[nSlot].m_vecPosn.x) < 0.05f
&& Abs(pPosn->y - aStaticShadows[nSlot].m_vecPosn.y) < 0.05f
&& Abs(pPosn->z - aStaticShadows[nSlot].m_vecPosn.z) < 2.0f
&& fFrontX == aStaticShadows[nSlot].m_vecFront.x
&& fFrontY == aStaticShadows[nSlot].m_vecFront.y
&& fSideX == aStaticShadows[nSlot].m_vecSide.x
&& fSideY == aStaticShadows[nSlot].m_vecSide.y )
{
aStaticShadows[nSlot].m_bJustCreated = true;
aStaticShadows[nSlot].m_nType = ShadowType;
aStaticShadows[nSlot].m_pTexture = pTexture;
aStaticShadows[nSlot].m_nIntensity = nIntensity;
aStaticShadows[nSlot].m_nRed = nRed;
aStaticShadows[nSlot].m_nGreen = nGreen;
aStaticShadows[nSlot].m_nBlue = nBlue;
aStaticShadows[nSlot].m_fZDistance = fZDistance;
aStaticShadows[nSlot].m_fScale = fScale;
aStaticShadows[nSlot].m_bTemp = bTempShadow;
aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
}
else
{
aStaticShadows[nSlot].Free();
aStaticShadows[nSlot].m_nId = nID;
aStaticShadows[nSlot].m_nType = ShadowType;
aStaticShadows[nSlot].m_pTexture = pTexture;
aStaticShadows[nSlot].m_nIntensity = nIntensity;
aStaticShadows[nSlot].m_nRed = nRed;
aStaticShadows[nSlot].m_nGreen = nGreen;
aStaticShadows[nSlot].m_nBlue = nBlue;
aStaticShadows[nSlot].m_fZDistance = fZDistance;
aStaticShadows[nSlot].m_fScale = fScale;
aStaticShadows[nSlot].m_vecPosn = *pPosn;
aStaticShadows[nSlot].m_vecFront.x = fFrontX;
aStaticShadows[nSlot].m_vecFront.y = fFrontY;
aStaticShadows[nSlot].m_vecSide.x = fSideX;
aStaticShadows[nSlot].m_vecSide.y = fSideY;
aStaticShadows[nSlot].m_bJustCreated = true;
aStaticShadows[nSlot].m_bTemp = bTempShadow;
aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
GeneratePolysForStaticShadow(nSlot);
}
}
else
{
nSlot = 0;
while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != NULL )
nSlot++;
if ( nSlot != MAX_STATICSHADOWS )
{
aStaticShadows[nSlot].m_nId = nID;
aStaticShadows[nSlot].m_nType = ShadowType;
aStaticShadows[nSlot].m_pTexture = pTexture;
aStaticShadows[nSlot].m_nIntensity = nIntensity;
aStaticShadows[nSlot].m_nRed = nRed;
aStaticShadows[nSlot].m_nGreen = nGreen;
aStaticShadows[nSlot].m_nBlue = nBlue;
aStaticShadows[nSlot].m_fZDistance = fZDistance;
aStaticShadows[nSlot].m_fScale = fScale;
aStaticShadows[nSlot].m_vecPosn = *pPosn;
aStaticShadows[nSlot].m_vecFront.x = fFrontX;
aStaticShadows[nSlot].m_vecFront.y = fFrontY;
aStaticShadows[nSlot].m_vecSide.x = fSideX;
aStaticShadows[nSlot].m_vecSide.y = fSideY;
aStaticShadows[nSlot].m_bJustCreated = true;
aStaticShadows[nSlot].m_bTemp = bTempShadow;
aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
GeneratePolysForStaticShadow(nSlot);
}
}
}
}
void
CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue)
{
ASSERT(pPosn != NULL);
switch ( ShadowTexture )
{
case SHADOWTEX_NONE:
{
break;
}
case SHADOWTEX_CAR:
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
15.0f, false, 1.0f);
break;
}
case SHADOWTEX_PED:
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
15.0f, false, 1.0f);
break;
}
case SHADOWTEX_EXPLOSION:
{
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
15.0f, false, 1.0f);
break;
}
case SHADOWTEX_HELI:
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowHeliTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
15.0f, false, 1.0f);
break;
}
case SHADOWTEX_HEADLIGHTS:
{
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowHeadLightsTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
15.0f, false, 1.0f);
break;
}
case SHADOWTEX_BLOOD:
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpBloodPoolTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
15.0f, false, 1.0f);
break;
}
}
//ASSERT(false);
}
void
CShadows::StoreShadowToBeRendered(uint8 ShadowType, RwTexture *pTexture, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, bool bDrawOnWater, float fScale)
{
ASSERT(pTexture != NULL);
ASSERT(pPosn != NULL);
if ( ShadowsStoredToBeRendered < MAX_STOREDSHADOWS )
{
asShadowsStored[ShadowsStoredToBeRendered].m_ShadowType = ShadowType;
asShadowsStored[ShadowsStoredToBeRendered].m_pTexture = pTexture;
asShadowsStored[ShadowsStoredToBeRendered].m_vecPos = *pPosn;
asShadowsStored[ShadowsStoredToBeRendered].m_vecFront.x = fFrontX;
asShadowsStored[ShadowsStoredToBeRendered].m_vecFront.y = fFrontY;
asShadowsStored[ShadowsStoredToBeRendered].m_vecSide.x = fSideX;
asShadowsStored[ShadowsStoredToBeRendered].m_vecSide.y = fSideY;
asShadowsStored[ShadowsStoredToBeRendered].m_nIntensity = nIntensity;
asShadowsStored[ShadowsStoredToBeRendered].m_nRed = nRed;
asShadowsStored[ShadowsStoredToBeRendered].m_nGreen = nGreen;
asShadowsStored[ShadowsStoredToBeRendered].m_nBlue = nBlue;
asShadowsStored[ShadowsStoredToBeRendered].m_fZDistance = fZDistance;
asShadowsStored[ShadowsStoredToBeRendered].m_nFlags.bDrawOnWater = bDrawOnWater;
asShadowsStored[ShadowsStoredToBeRendered].m_fScale = fScale;
ShadowsStoredToBeRendered++;
}
}
void
CShadows::StoreShadowForCar(CAutomobile *pCar)
{
ASSERT(pCar != NULL);
if ( CTimeCycle::GetShadowStrength() != 0 )
{
CVector CarPos = pCar->GetPosition();
float fDistToCamSqr = (CarPos - TheCamera.GetPosition()).MagnitudeSqr();
if ( CCutsceneMgr::IsRunning() )
fDistToCamSqr /= SQR(TheCamera.LODDistMultiplier) * 4.0f;
float fDrawDistance = 18.0f;
if ( fDistToCamSqr < SQR(fDrawDistance) )
{
float fDistToCam = Sqrt(fDistToCamSqr);
//fDistToCam == 0 -> 4
//fDistToCam == fDrawDistance -> 0
float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f))) );
int32 nColorStrength;
if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) )
nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
else
nColorStrength = CTimeCycle::GetShadowStrength();
float fVehicleHeight = pCar->GetColModel()->boundingBox.GetSize().y;
float fVehicleWidth = pCar->GetColModel()->boundingBox.GetSize().x;
if ( pCar->GetModelIndex() == MI_DODO )
{
fVehicleHeight *= 0.9f;
fVehicleWidth *= 0.4f;
}
CarPos.x -= pCar->GetForward().x * ((fVehicleHeight / 2) - pCar->GetColModel()->boundingBox.max.y);
CarPos.y -= pCar->GetForward().y * ((fVehicleHeight / 2) - pCar->GetColModel()->boundingBox.max.y);
if ( pCar->GetUp().z > 0.0f )
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &CarPos,
pCar->GetForward().x * (fVehicleHeight / 2),
pCar->GetForward().y * (fVehicleHeight / 2),
pCar->GetRight().x * (fVehicleWidth / 2),
pCar->GetRight().y * (fVehicleWidth / 2),
nColorStrength, nColorStrength, nColorStrength, nColorStrength,
4.5f, false, 1.0f);
}
else
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &CarPos,
pCar->GetForward().x * (fVehicleHeight / 2),
pCar->GetForward().y * (fVehicleHeight / 2),
-pCar->GetRight().x * (fVehicleWidth / 2),
-pCar->GetRight().y * (fVehicleWidth / 2),
nColorStrength, nColorStrength, nColorStrength, nColorStrength,
4.5f, false, 1.0f);
}
}
}
}
void
CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fMaxViewAngle)
{
ASSERT(pCar != NULL);
ASSERT(pPosn != NULL);
float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
bool bSpecialCam = TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN
|| TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED
|| CCutsceneMgr::IsRunning();
float fDrawDistance = 27.0f;
if ( fDistToCamSqr < SQR(fDrawDistance) || bSpecialCam )
{
if ( bSpecialCam || DotProduct2D(CVector2D(TheCamera.CamFrontXNorm, TheCamera.CamFrontYNorm),
*pPosn - TheCamera.GetPosition() ) > -fMaxViewAngle )
{
float fDistToCam = Sqrt(fDistToCamSqr);
if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) && !bSpecialCam ) // BUG? must be 3.0?
{
//fDistToCam == 0 -> 3
//fDistToCam == fDrawDistance -> 0
float fMult = 1.0f - (3.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/3.0f))) );
nRed = (int32)(nRed * fMult);
nGreen = (int32)(nGreen * fMult);
nBlue = (int32)(nBlue * fMult);
}
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, pTexture, pPosn,
fFrontX, fFrontY,
fSideX, fSideY,
128, nRed, nGreen, nBlue,
6.0f, false, 1.0f);
}
}
}
void
CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
{
ASSERT(pPed != NULL);
if ( pPed->bIsVisible )
{
if ( !(pPed->bInVehicle && pPed->m_nPedState != PED_DRAG_FROM_CAR && pPed->m_nPedState != PED_EXIT_CAR) )
{
if ( CTimeCycle::GetShadowStrength() != 0 )
StoreShadowForPedObject(pPed,
fDisplacementX, fDisplacementY,
fFrontX, fFrontY,
fSideX, fSideY);
}
}
}
void
CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
{
ASSERT(pPedObject != NULL);
CVector PedPos = pPedObject->GetPosition();
float fDistToCamSqr = (PedPos - TheCamera.GetPosition()).MagnitudeSqr2D();
float fDrawDistance = 26.0f;
if ( fDistToCamSqr < SQR(fDrawDistance*0.5f)/*?*/ )
{
if ( pPedObject == FindPlayerPed() || TheCamera.IsSphereVisible(PedPos, 2.0f) != false )
{
float fDistToCam = Sqrt(fDistToCamSqr);
//fDistToCam == 0 -> 2
//fDistToCam == fDrawDistance -> -2
float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f))); // BUG ? negative
int32 nColorStrength;
if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) ) // BUG ? negative
nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
else
nColorStrength = CTimeCycle::GetShadowStrength();
PedPos.x += fDisplacementX;
PedPos.y += fDisplacementY;
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &PedPos,
fFrontX, fFrontY,
fSideX, fSideY,
nColorStrength, nColorStrength, nColorStrength, nColorStrength,
4.0f, false, 1.0f);
}
}
}
void
CShadows::StoreShadowForTree(CEntity *pTree)
{
ASSERT(pTree != NULL);
}
void
CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ,
float fPoleHeight, float fPoleWidth, uint32 nID)
{
ASSERT(pPole != NULL);
if ( CTimeCycle::GetShadowStrength() != 0 )
{
if ( pPole->GetUp().z < 0.5f )
return;
CVector PolePos = pPole->GetPosition();
PolePos.x += fOffsetX * pPole->GetRight().x + fOffsetY * pPole->GetForward().x;
PolePos.y += fOffsetX * pPole->GetRight().y + fOffsetY * pPole->GetForward().y;
PolePos.z += fOffsetZ;
PolePos.x += -CTimeCycle::GetSunPosition().x * (fPoleHeight / 2);
PolePos.y += -CTimeCycle::GetSunPosition().y * (fPoleHeight / 2);
StoreStaticShadow((uint32)pPole + nID + _TODOCONST(51), SHADOWTYPE_DARK, gpPostShadowTex, &PolePos,
-CTimeCycle::GetSunPosition().x * (fPoleHeight / 2),
-CTimeCycle::GetSunPosition().y * (fPoleHeight / 2),
CTimeCycle::GetShadowSideX() * fPoleWidth,
CTimeCycle::GetShadowSideY() * fPoleWidth,
2 * (int32)((pPole->GetUp().z - 0.5f) * CTimeCycle::GetShadowStrength() * 2.0f) / 3,
0, 0, 0,
15.0f, 1.0f, 40.0f, false, 0.0f);
}
}
void
CShadows::SetRenderModeForShadowType(uint8 ShadowType)
{
switch ( ShadowType )
{
case SHADOWTYPE_DARK:
{
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
break;
}
case SHADOWTYPE_ADDITIVE:
{
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
break;
}
case SHADOWTYPE_INVCOLOR:
{
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDZERO);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCCOLOR);
break;
}
}
}
void
CShadows::RenderStoredShadows(void)
{
RenderBuffer::ClearRenderBuffer();
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
for ( int32 i = 0; i < ShadowsStoredToBeRendered; i++ )
asShadowsStored[i].m_nFlags.bRendered = false;
for ( int32 i = 0; i < ShadowsStoredToBeRendered; i++ )
{
if ( !asShadowsStored[i].m_nFlags.bRendered )
{
SetRenderModeForShadowType(asShadowsStored[i].m_ShadowType);
ASSERT(asShadowsStored[i].m_pTexture != NULL);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(asShadowsStored[i].m_pTexture));
for ( int32 j = i; j < ShadowsStoredToBeRendered; j++ )
{
if ( asShadowsStored[i].m_ShadowType == asShadowsStored[j].m_ShadowType
&& asShadowsStored[i].m_pTexture == asShadowsStored[j].m_pTexture )
{
float fWidth = Abs(asShadowsStored[j].m_vecFront.x) + Abs(asShadowsStored[j].m_vecSide.x);
float fHeight = Abs(asShadowsStored[j].m_vecFront.y) + Abs(asShadowsStored[j].m_vecSide.y);
CVector shadowPos = asShadowsStored[j].m_vecPos;
float fStartX = shadowPos.x - fWidth;
float fEndX = shadowPos.x + fWidth;
float fStartY = shadowPos.y - fHeight;
float fEndY = shadowPos.y + fHeight;
int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
CWorld::AdvanceCurrentScanCode();
for ( int32 y = nStartY; y <= nEndY; y++ )
{
for ( int32 x = nStartX; x <= nEndX; x++ )
{
CSector *pCurSector = CWorld::GetSector(x, y);
ASSERT(pCurSector != NULL);
CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
fStartX, fStartY,
fEndX, fEndY,
&shadowPos,
asShadowsStored[j].m_vecFront.x,
asShadowsStored[j].m_vecFront.y,
asShadowsStored[j].m_vecSide.x,
asShadowsStored[j].m_vecSide.y,
asShadowsStored[j].m_nIntensity,
asShadowsStored[j].m_nRed,
asShadowsStored[j].m_nGreen,
asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale,
NULL);
CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
fStartX, fStartY,
fEndX, fEndY,
&shadowPos,
asShadowsStored[j].m_vecFront.x,
asShadowsStored[j].m_vecFront.y,
asShadowsStored[j].m_vecSide.x,
asShadowsStored[j].m_vecSide.y,
asShadowsStored[j].m_nIntensity,
asShadowsStored[j].m_nRed,
asShadowsStored[j].m_nGreen,
asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale,
NULL);
}
}
asShadowsStored[j].m_nFlags.bRendered = true;
}
}
RenderBuffer::RenderStuffInBuffer();
}
}
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
ShadowsStoredToBeRendered = 0;
}
void
CShadows::RenderStaticShadows(void)
{
RenderBuffer::ClearRenderBuffer();
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE);
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
aStaticShadows[i].m_bRendered = false;
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
{
if ( aStaticShadows[i].m_pPolyBunch && !aStaticShadows[i].m_bRendered )
{
SetRenderModeForShadowType(aStaticShadows[i].m_nType);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aStaticShadows[i].m_pTexture));
// optimization trick, render all shadows with same renderstate and texture
for ( int32 j = i; j < MAX_STATICSHADOWS; j++ )
{
if ( aStaticShadows[j].m_pPolyBunch != NULL
&& aStaticShadows[i].m_nType == aStaticShadows[j].m_nType
&& aStaticShadows[i].m_pTexture == aStaticShadows[j].m_pTexture )
{
for ( CPolyBunch *bunch = aStaticShadows[j].m_pPolyBunch; bunch != NULL; bunch = bunch->m_pNext )
{
RwImVertexIndex *pIndexes;
RwIm3DVertex *pVerts;
RenderBuffer::StartStoring(3 * (bunch->m_nNumVerts - 2), bunch->m_nNumVerts, &pIndexes, &pVerts);
ASSERT(pIndexes != NULL);
ASSERT(pVerts != NULL);
for ( int32 k = 0; k < bunch->m_nNumVerts; k++ )
{
RwIm3DVertexSetRGBA(&pVerts[k],
aStaticShadows[j].m_nRed,
aStaticShadows[j].m_nGreen,
aStaticShadows[j].m_nBlue,
(int32)(aStaticShadows[j].m_nIntensity * (1.0f - CWeather::Foggyness * 0.5f)));
RwIm3DVertexSetU (&pVerts[k], bunch->m_aU[k] / 200.0f);
RwIm3DVertexSetV (&pVerts[k], bunch->m_aV[k] / 200.0f);
RwIm3DVertexSetPos(&pVerts[k], bunch->m_aVerts[k].x, bunch->m_aVerts[k].y, bunch->m_aVerts[k].z + 0.03f);
}
for ( int32 k = 0; k < 3 * (bunch->m_nNumVerts - 2); k++ )
pIndexes[k] = ShadowIndexList[k];
RenderBuffer::StopStoring();
}
aStaticShadows[j].m_bRendered = true;
}
}
RenderBuffer::RenderStuffInBuffer();
}
}
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
}
void
CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
{
float fWidth = Abs(aStaticShadows[nStaticShadowID].m_vecFront.x) + Abs(aStaticShadows[nStaticShadowID].m_vecSide.x);
float fHeight = Abs(aStaticShadows[nStaticShadowID].m_vecFront.y) + Abs(aStaticShadows[nStaticShadowID].m_vecSide.y);
CVector shadowPos = aStaticShadows[nStaticShadowID].m_vecPosn;
float fStartX = shadowPos.x - fWidth;
float fEndX = shadowPos.x + fWidth;
float fStartY = shadowPos.y - fHeight;
float fEndY = shadowPos.y + fHeight;
int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
CWorld::AdvanceCurrentScanCode();
for ( int32 y = nStartY; y <= nEndY; y++ )
{
for ( int32 x = nStartX; x <= nEndX; x++ )
{
CSector *pCurSector = CWorld::GetSector(x, y);
ASSERT(pCurSector != NULL);
CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
fStartX, fStartY,
fEndX, fEndY,
&shadowPos,
aStaticShadows[nStaticShadowID].m_vecFront.x,
aStaticShadows[nStaticShadowID].m_vecFront.y,
aStaticShadows[nStaticShadowID].m_vecSide.x,
aStaticShadows[nStaticShadowID].m_vecSide.y,
0, 0, 0, 0,
aStaticShadows[nStaticShadowID].m_fZDistance,
aStaticShadows[nStaticShadowID].m_fScale,
&aStaticShadows[nStaticShadowID].m_pPolyBunch);
CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
fStartX, fStartY,
fEndX, fEndY,
&shadowPos,
aStaticShadows[nStaticShadowID].m_vecFront.x,
aStaticShadows[nStaticShadowID].m_vecFront.y,
aStaticShadows[nStaticShadowID].m_vecSide.x,
aStaticShadows[nStaticShadowID].m_vecSide.y,
0, 0, 0, 0,
aStaticShadows[nStaticShadowID].m_fZDistance,
aStaticShadows[nStaticShadowID].m_fScale,
&aStaticShadows[nStaticShadowID].m_pPolyBunch);
}
}
}
void
CShadows::CastShadowSectorList(CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
{
ASSERT(pPosn != NULL);
CPtrNode *pNode = PtrList.first;
CRect Bound;
while ( pNode != NULL )
{
CEntity *pEntity = (CEntity *)pNode->item;
uint16 nScanCode = pEntity->m_scanCode;
pNode = pNode->next;
ASSERT( pEntity != NULL );
if ( nScanCode != CWorld::GetCurrentScanCode() )
{
if ( pEntity->bUsesCollision && pEntity->IsBuilding() )
{
pEntity->m_scanCode = CWorld::GetCurrentScanCode();
Bound = pEntity->GetBoundRect();
if ( fStartX < Bound.right
&& fEndX > Bound.left
&& fStartY < Bound.bottom
&& fEndY > Bound.top )
{
if ( pPosn->z - fZDistance < pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.max.z
&& pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.min.z < pPosn->z )
{
CastShadowEntity(pEntity,
fStartX, fStartY,
fEndX, fEndY,
pPosn,
fFrontX, fFrontY,
fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
fZDistance, fScale, ppPolyBunch);
}
}
}
}
}
}
void
CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, float fEndX, float fEndY, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
{
ASSERT(pEntity != NULL);
ASSERT(pPosn != NULL);
static CVector List [20];
static CVector Texture[20];
static CVector Points [4];
CColModel *pCol = pEntity->GetColModel();
ASSERT(pCol != NULL);
#ifndef MASTER
if ( gbPrintShite )
printf("MI:%d Triangles:%d Coors:%f %f BBoxXY:%f %f\n",
pEntity->GetModelIndex(),
pCol->numTriangles,
pEntity->GetPosition().x,
pEntity->GetPosition().y,
pCol->boundingBox.GetSize().x,
pCol->boundingBox.GetSize().y);
#endif
CCollision::CalculateTrianglePlanes(pCol);
float fFrontRight = DotProduct2D(CVector2D(fFrontX, fFrontY), pEntity->GetRight());
float fFrontForward = DotProduct2D(CVector2D(fFrontX, fFrontY), pEntity->GetForward());
float fSideRight = DotProduct2D(CVector2D(fSideX, fSideY), pEntity->GetRight());
float fSideForward = DotProduct2D(CVector2D(fSideX, fSideY), pEntity->GetForward());
float fLengthRight = DotProduct2D(*pPosn - pEntity->GetPosition(), pEntity->GetRight());
float fLengthForward = DotProduct2D(*pPosn - pEntity->GetPosition(), pEntity->GetForward());
Points[0].x = (fLengthRight + fFrontRight ) - fSideRight;
Points[0].y = (fLengthForward + fFrontForward) - fSideForward;
Points[1].x = fSideRight + (fLengthRight + fFrontRight);
Points[1].y = fSideForward + (fLengthForward + fFrontForward);
Points[2].x = fSideRight + (fLengthRight - fFrontRight);
Points[2].y = fSideForward + (fLengthForward - fFrontForward);
Points[3].x = (fLengthRight - fFrontRight) - fSideRight;
Points[3].y = (fLengthForward - fFrontForward) - fSideForward;
float MinX = min(min(Points[0].x, Points[1].x), min(Points[2].x, Points[3].x));
float MaxX = max(max(Points[0].x, Points[1].x), max(Points[2].x, Points[3].x));
float MinY = min(min(Points[0].y, Points[1].y), min(Points[2].y, Points[3].y));
float MaxY = max(max(Points[0].y, Points[1].y), max(Points[2].y, Points[3].y));
float MaxZ = pPosn->z - pEntity->GetPosition().z;
float MinZ = MaxZ - fZDistance;
for ( int32 i = 0; i < pCol->numTriangles; i++ )
{
CColTrianglePlane *pColTriPlanes = pCol->trianglePlanes;
ASSERT(pColTriPlanes != NULL);
if ( Abs(pColTriPlanes[i].normal.z) > 0.1f )
{
CColTriangle *pColTri = pCol->triangles;
ASSERT(pColTri != NULL);
CVector PointA, PointB, PointC;
pCol->GetTrianglePoint(PointA, pColTri[i].a);
pCol->GetTrianglePoint(PointB, pColTri[i].b);
pCol->GetTrianglePoint(PointC, pColTri[i].c);
if ( (PointA.x > MinX || PointB.x > MinX || PointC.x > MinX)
&& (PointA.x < MaxX || PointB.x < MaxX || PointC.x < MaxX)
&& (PointA.y > MinY || PointB.y > MinY || PointC.y > MinY)
&& (PointA.y < MaxY || PointB.y < MaxY || PointC.y < MaxY)
&& (PointA.z < MaxZ || PointB.z < MaxZ || PointC.z < MaxZ)
&& (PointA.z > MinZ || PointB.z > MinZ || PointC.z > MinZ) )
{
List[0].x = Points[0].x;
List[0].y = Points[0].y;
List[1].x = Points[1].x;
List[1].y = Points[1].y;
List[2].x = Points[2].x;
List[2].y = Points[2].y;
List[3].x = Points[3].x;
List[3].y = Points[3].y;
Texture[0].x = 0.0f;
Texture[0].y = 0.0f;
Texture[1].x = 1.0f;
Texture[1].y = 0.0f;
Texture[2].x = 1.0f;
Texture[2].y = 1.0f;
Texture[3].x = 0.0f;
Texture[3].y = 1.0f;
CVector2D start;
CVector2D dist;
int32 numVerts1 = 0;
int16 vertType1 = 0;
{
for ( int32 j = 0; j < 4; j++ )
{
start = PointA;
dist = PointB - PointA;
int32 in = j;
float cp = CrossProduct2D(CVector2D(List[in]) - start, dist);
if ( cp > 0.0f )
{
switch ( vertType1 )
{
case 0:
{
int32 out = numVerts1++ + 10;
Texture[out].x = Texture[in].x;
Texture[out].y = Texture[in].y;
List[out].x = List[in].x;
List[out].y = List[in].y;
break;
}
case 1:
{
int32 out = numVerts1++ + 10;
Texture[out].x = Texture[in].x;
Texture[out].y = Texture[in].y;
List[out].x = List[in].x;
List[out].y = List[in].y;
break;
}
case 2:
{
float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
float Compl = 1.0f - Scale;
int32 out1 = numVerts1++ + 10;
int32 out2 = numVerts1++ + 10;
Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
List[out1].x = Compl*List[in-1].x + Scale*List[in].x;
List[out1].y = Compl*List[in-1].y + Scale*List[in].y;
Texture[out2].x = Texture[in].x;
Texture[out2].y = Texture[in].y;
List[out2].x = List[in].x;
List[out2].y = List[in].y;
break;
}
}
vertType1 = 1;
}
else
{
switch ( vertType1 )
{
case 1:
{
float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
float Compl = 1.0f - Scale;
int32 out = numVerts1++ + 10;
Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
List[out].x = Compl*List[in-1].x + Scale*List[in].x;
List[out].y = Compl*List[in-1].y + Scale*List[in].y;
break;
}
}
vertType1 = 2;
}
}
float cp1 = CrossProduct2D(CVector2D(List[0]) - start, dist);
if ( cp1 > 0.0f && vertType1 == 2 || cp1 <= 0.0f && vertType1 == 1 )
{
float cp2 = CrossProduct2D(CVector2D(List[3]) - start, dist);
float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1));
float Compl = 1.0f - Scale;
int32 out = numVerts1++ + 10;
Texture[out].x = Compl*Texture[3].x + Scale*Texture[0].x;
Texture[out].y = Compl*Texture[3].y + Scale*Texture[0].y;
List[out].x = Compl*List[3].x + Scale*List[0].x;
List[out].y = Compl*List[3].y + Scale*List[0].y;
}
}
int32 numVerts2 = 0;
int16 vertType2 = 0;
{
for ( int32 j = 0; j < numVerts1; j++ )
{
start = PointB;
dist = PointC - PointB;
int32 in = j + 10;
float cp = CrossProduct2D(CVector2D(List[in]) - start, dist);
if ( cp > 0.0f )
{
switch ( vertType2 )
{
case 0:
{
int32 out = numVerts2++;
Texture[out].x = Texture[in].x;
Texture[out].y = Texture[in].y;
List[out].x = List[in].x;
List[out].y = List[in].y;
break;
}
case 1:
{
int32 out = numVerts2++;
Texture[out].x = Texture[in].x;
Texture[out].y = Texture[in].y;
List[out].x = List[in].x;
List[out].y = List[in].y;
break;
}
case 2:
{
float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
float Compl = 1.0f - Scale;
int32 out1 = numVerts2++;
int32 out2 = numVerts2++;
Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
List[out1].x = Compl*List[in-1].x + Scale*List[in].x;
List[out1].y = Compl*List[in-1].y + Scale*List[in].y;
Texture[out2].x = Texture[in].x;
Texture[out2].y = Texture[in].y;
List[out2].x = List[in].x;
List[out2].y = List[in].y;
break;
}
}
vertType2 = 1;
}
else
{
switch ( vertType2 )
{
case 1:
{
float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
float Compl = 1.0f - Scale;
int32 out = numVerts2++;
Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
List[out].x = Compl*List[in-1].x + Scale*List[in].x;
List[out].y = Compl*List[in-1].y + Scale*List[in].y;
break;
}
}
vertType2 = 2;
}
}
float cp1 = CrossProduct2D(CVector2D(List[10]) - start, dist);
if ( cp1 > 0.0f && vertType2 == 2 || cp1 <= 0.0f && vertType2 == 1 )
{
int32 in = numVerts1 + 10;
float cp2 = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1));
float Compl = 1.0f - Scale;
int32 out = numVerts2++;
Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[10].x;
Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[10].y;
List[out].x = Compl*List[in-1].x + Scale*List[10].x;
List[out].y = Compl*List[in-1].y + Scale*List[10].y;
}
}
int32 numVerts3 = 0;
int16 vertType3 = 0;
{
for ( int32 j = 0; j < numVerts2; j++ )
{
start = PointC;
dist = PointA - PointC;
int32 in = j;
float cp = CrossProduct2D(CVector2D(List[in]) - start, dist);
if ( cp > 0.0f )
{
switch ( vertType3 )
{
case 0:
{
int32 out = numVerts3++ + 10;
Texture[out].x = Texture[in].x;
Texture[out].y = Texture[in].y;
List[out].x = List[in].x;
List[out].y = List[in].y;
break;
}
case 1:
{
int32 out = numVerts3++ + 10;
Texture[out].x = Texture[in].x;
Texture[out].y = Texture[in].y;
List[out].x = List[in].x;
List[out].y = List[in].y;
break;
}
case 2:
{
float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
float Compl = 1.0f - Scale;
int32 out1 = numVerts3++ + 10;
int32 out2 = numVerts3++ + 10;
Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
List[out1].x = Compl*List[in-1].x + Scale*List[in].x;
List[out1].y = Compl*List[in-1].y + Scale*List[in].y;
Texture[out2].x = Texture[in].x;
Texture[out2].y = Texture[in].y;
List[out2].x = List[in].x;
List[out2].y = List[in].y;
break;
}
}
vertType3 = 1;
}
else
{
switch ( vertType3 )
{
case 1:
{
float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
float Compl = 1.0f - Scale;
int32 out = numVerts3++ + 10;
Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
List[out].x = Compl*List[in-1].x + Scale*List[in].x;
List[out].y = Compl*List[in-1].y + Scale*List[in].y;
break;
}
}
vertType3 = 2;
}
}
float cp1 = CrossProduct2D(CVector2D(List[0]) - start, dist);
if ( cp1 > 0.0f && vertType3 == 2 || cp1 <= 0.0f && vertType3 == 1 )
{
int32 in = numVerts2;
float cp2 = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1));
float Compl = 1.0f - Scale;
int32 out = numVerts3++ + 10;
Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[0].x;
Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[0].y;
List[out].x = Compl*List[in-1].x + Scale*List[0].x;
List[out].y = Compl*List[in-1].y + Scale*List[0].y;
}
}
if ( numVerts3 >= 3 )
{
CVector norm;
pColTriPlanes[i].GetNormal(norm);
float dot = DotProduct(norm, PointA);
for ( int32 j = 0; j < numVerts3; j++ )
{
int32 idx = j + 10;
List[idx].z = -(DotProduct2D(norm, List[idx]) - dot) / norm.z;
}
for ( int32 j = 0; j < numVerts3; j++ )
{
int32 idx = j + 10;
CVector p = List[idx];
List[idx].x = p.y * pEntity->GetForward().x + p.x * pEntity->GetRight().x + pEntity->GetPosition().x;
List[idx].y = p.y * pEntity->GetForward().y + p.x * pEntity->GetRight().y + pEntity->GetPosition().y;
List[idx].z = p.z + pEntity->GetPosition().z;
}
if ( ppPolyBunch != NULL )
{
if ( pEmptyBunchList != NULL )
{
CPolyBunch *pBunch = pEmptyBunchList;
ASSERT(pBunch != NULL);
pEmptyBunchList = pEmptyBunchList->m_pNext;
pBunch->m_pNext = *ppPolyBunch;
*ppPolyBunch = pBunch;
pBunch->m_nNumVerts = numVerts3;
for ( int32 j = 0; j < numVerts3; j++ )
{
int32 in = j + 10;
pBunch->m_aVerts[j] = List[in];
pBunch->m_aU[j] = (int32)(Texture[in].x * 200.0f);
pBunch->m_aV[j] = (int32)(Texture[in].y * 200.0f);
}
}
}
else
{
RwImVertexIndex *pIndexes;
RwIm3DVertex *pVerts;
RenderBuffer::StartStoring(3 * (numVerts3 - 2), numVerts3, &pIndexes, &pVerts);
ASSERT(pIndexes != NULL);
ASSERT(pVerts != NULL);
for ( int32 j = 0; j < numVerts3; j++ )
{
int32 in = j + 10;
RwIm3DVertexSetRGBA(&pVerts[j], nRed, nGreen, nBlue, nIntensity);
RwIm3DVertexSetU (&pVerts[j], Texture[in].x*fScale);
RwIm3DVertexSetV (&pVerts[j], Texture[in].y*fScale);
RwIm3DVertexSetPos (&pVerts[j], List[in].x, List[in].y, List[in].z + 0.03f);
}
for ( int32 j = 0; j < 3*(numVerts3 - 2); j++ )
pIndexes[j] = ShadowIndexList[j];
RenderBuffer::StopStoring();
}
}
}
}
}
}
void
CShadows::UpdateStaticShadows(void)
{
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
{
if ( aStaticShadows[i].m_pPolyBunch != NULL && !aStaticShadows[i].m_bJustCreated
&& (!aStaticShadows[i].m_bTemp || CTimer::GetTimeInMilliseconds() > aStaticShadows[i].m_nTimeCreated + 5000) )
{
aStaticShadows[i].Free();
}
aStaticShadows[i].m_bJustCreated = false;
}
}
void
CShadows::UpdatePermanentShadows(void)
{
for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ )
{
if ( aPermanentShadows[i].m_nType != SHADOWTYPE_NONE )
{
uint32 timePassed = CTimer::GetTimeInMilliseconds() - aPermanentShadows[i].m_nTimeCreated;
if ( timePassed >= aPermanentShadows[i].m_nLifeTime )
aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
else
{
if ( timePassed >= (aPermanentShadows[i].m_nLifeTime * 3 / 4) )
{
// timePassed == 0 -> 4
// timePassed == aPermanentShadows[i].m_nLifeTime -> 0
float fMult = 1.0f - float(timePassed - (aPermanentShadows[i].m_nLifeTime * 3 / 4)) / (aPermanentShadows[i].m_nLifeTime / 4);
StoreStaticShadow((uint32)&aPermanentShadows[i],
aPermanentShadows[i].m_nType,
aPermanentShadows[i].m_pTexture,
&aPermanentShadows[i].m_vecPos,
aPermanentShadows[i].m_vecFront.x,
aPermanentShadows[i].m_vecFront.y,
aPermanentShadows[i].m_vecSide.x,
aPermanentShadows[i].m_vecSide.y,
(int32)(aPermanentShadows[i].m_nIntensity * fMult),
(int32)(aPermanentShadows[i].m_nRed * fMult),
(int32)(aPermanentShadows[i].m_nGreen * fMult),
(int32)(aPermanentShadows[i].m_nBlue * fMult),
aPermanentShadows[i].m_fZDistance,
1.0f, 40.0f, false, 0.0f);
}
else
{
StoreStaticShadow((uint32)&aPermanentShadows[i],
aPermanentShadows[i].m_nType,
aPermanentShadows[i].m_pTexture,
&aPermanentShadows[i].m_vecPos,
aPermanentShadows[i].m_vecFront.x,
aPermanentShadows[i].m_vecFront.y,
aPermanentShadows[i].m_vecSide.x,
aPermanentShadows[i].m_vecSide.y,
aPermanentShadows[i].m_nIntensity,
aPermanentShadows[i].m_nRed,
aPermanentShadows[i].m_nGreen,
aPermanentShadows[i].m_nBlue,
aPermanentShadows[i].m_fZDistance,
1.0f, 40.0f, false, 0.0f);
}
}
}
}
}
void
CStaticShadow::Free(void)
{
if ( m_pPolyBunch != NULL )
{
CPolyBunch *pFree = CShadows::pEmptyBunchList;
CShadows::pEmptyBunchList = m_pPolyBunch;
CPolyBunch *pUsed = m_pPolyBunch;
while (pUsed->m_pNext != NULL)
pUsed = pUsed->m_pNext;
pUsed->m_pNext = pFree;
}
m_pPolyBunch = NULL;
m_nId = 0;
}
void
CShadows::CalcPedShadowValues(CVector vecLightDir,
float *pfDisplacementX, float *pfDisplacementY,
float *pfFrontX, float *pfFrontY,
float *pfSideX, float *pfSideY)
{
ASSERT(pfDisplacementX != NULL);
ASSERT(pfDisplacementY != NULL);
ASSERT(pfFrontX != NULL);
ASSERT(pfFrontY != NULL);
ASSERT(pfSideX != NULL);
ASSERT(pfSideY != NULL);
*pfDisplacementX = -vecLightDir.x;
*pfDisplacementY = -vecLightDir.y;
float fDist = Sqrt(*pfDisplacementY * *pfDisplacementY + *pfDisplacementX * *pfDisplacementX);
float fMult = (fDist + 1.0f) / fDist;
*pfDisplacementX *= fMult;
*pfDisplacementY *= fMult;
*pfFrontX = -vecLightDir.y / fDist;
*pfFrontY = vecLightDir.x / fDist;
*pfSideX = -vecLightDir.x;
*pfSideY = -vecLightDir.y;
*pfDisplacementX /= 2;
*pfDisplacementY /= 2;
*pfFrontX /= 2;
*pfFrontY /= 2;
*pfSideX /= 2;
*pfSideY /= 2;
}
void
CShadows::RenderExtraPlayerShadows(void)
{
if ( CTimeCycle::GetLightShadowStrength() != 0 )
{
CVehicle *pCar = FindPlayerVehicle();
if ( pCar == NULL )
{
for ( int32 i = 0; i < CPointLights::NumLights; i++ )
{
if ( 0.0f != CPointLights::aLights[i].red
|| 0.0f != CPointLights::aLights[i].green
|| 0.0f != CPointLights::aLights[i].blue )
{
if ( CPointLights::aLights[i].castExtraShadows )
{
CVector vecLight = CPointLights::aLights[i].coors - FindPlayerCoors();
float fLightDist = vecLight.Magnitude();
float fRadius = CPointLights::aLights[i].radius;
if ( fLightDist < fRadius )
{
// fLightDist == fRadius -> 2.0f
// fLightDist == 0 -> 0.0f
float fMult = (1.0f - (2.0f * fLightDist - fRadius) / fRadius);
int32 nColorStrength;
if ( fLightDist < fRadius*0.5f )
nColorStrength = CTimeCycle::GetLightShadowStrength();
else
nColorStrength = int32(CTimeCycle::GetLightShadowStrength() * fMult);
float fInv = 1.0f / fLightDist;
vecLight.x *= fInv;
vecLight.y *= fInv;
vecLight.z *= fInv;
float fDisplacementX, fDisplacementY, fFrontX, fFrontY, fSideX, fSideY;
CalcPedShadowValues(vecLight,
&fDisplacementX, &fDisplacementY,
&fFrontX, &fFrontY,
&fSideX, &fSideY);
CVector shadowPos = FindPlayerCoors();
shadowPos.x += fSideX;
shadowPos.y += fSideY;
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &shadowPos,
fDisplacementX, fDisplacementY,
fFrontX, fFrontY,
nColorStrength, 0, 0, 0,
4.0f, false, 1.0f);
}
}
}
}
}
else
{
if ( pCar->GetModelIndex() != MI_RCBANDIT )
{
for ( int32 i = 0; i < CPointLights::NumLights; i++ )
{
if ( CPointLights::aLights[i].type == CPointLights::LIGHT_POINT
&& CPointLights::aLights[i].castExtraShadows
&&(0.0f != CPointLights::aLights[i].red
|| 0.0f != CPointLights::aLights[i].green
|| 0.0f != CPointLights::aLights[i].blue) )
{
CVector vecLight = CPointLights::aLights[i].coors - FindPlayerCoors();
float fLightDist = vecLight.Magnitude();
float fRadius = CPointLights::aLights[i].radius;
if ( fLightDist < fRadius )
{
// fLightDist == 0 -> 2.0f
// fLightDist == fRadius -> 0.0f
float fMult = (1.0f - (2.0f * fLightDist - fRadius) / fRadius);
int32 nColorStrength;
if ( fLightDist < fRadius*0.5f )
nColorStrength = (5*CTimeCycle::GetLightShadowStrength()/8);
else
nColorStrength = int32((5*CTimeCycle::GetLightShadowStrength()/8) * fMult);
float fInv = 1.0f / fLightDist;
vecLight.x *= fInv;
vecLight.y *= fInv;
vecLight.z *= fInv;
CVector shadowPos = pCar->GetPosition();
shadowPos.x -= vecLight.x * 1.2f;
shadowPos.y -= vecLight.y * 1.2f;
float fVehicleWidth = pCar->GetColModel()->boundingBox.GetSize().x;
float fVehicleHeight = pCar->GetColModel()->boundingBox.GetSize().y;
shadowPos.x -= ((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)
* pCar->GetForward().x;
shadowPos.y -= ((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)
* pCar->GetForward().y;
if ( pCar->GetUp().z > 0.0f )
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &shadowPos,
pCar->GetForward().x * (fVehicleHeight/2),
pCar->GetForward().y * (fVehicleHeight/2),
pCar->GetRight().x * (fVehicleWidth/3),
pCar->GetRight().y * (fVehicleWidth/3),
nColorStrength, 0, 0, 0,
4.5f, false, 1.0f);
}
else
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &shadowPos,
pCar->GetForward().x * (fVehicleHeight/2),
pCar->GetForward().y * (fVehicleHeight/2),
-pCar->GetRight().x * (fVehicleWidth/2),
-pCar->GetRight().y * (fVehicleWidth/2),
nColorStrength, 0, 0, 0,
4.5f, false, 1.0f);
}
}
}
}
}
}
}
}
void
CShadows::TidyUpShadows(void)
{
for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ )
aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
}
void
CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity)
{
ASSERT(pPosn != NULL);
C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, max(fFrontX, -fSideY),
0, 128, 255, 128,
2048, 0.2f, 0);
}
STARTPATCHES
InjectHook(0x512AB0, CShadows::Init, PATCH_JUMP);
InjectHook(0x512F20, CShadows::Shutdown, PATCH_JUMP);
InjectHook(0x512FD0, CShadows::AddPermanentShadow, PATCH_JUMP);
InjectHook(0x5130A0, CShadows::StoreStaticShadow, PATCH_JUMP);
InjectHook(0x513550, (void(*)(uint8, CVector *, float, float, float, float, int16, uint8, uint8, uint8))CShadows::StoreShadowToBeRendered, PATCH_JUMP);
InjectHook(0x513750, (void(*)(uint8, RwTexture *, CVector *, float, float, float, float, int16, uint8, uint8, uint8, float, bool, float))CShadows::StoreShadowToBeRendered, PATCH_JUMP);
InjectHook(0x513830, CShadows::StoreShadowForCar, PATCH_JUMP);
InjectHook(0x513A70, CShadows::StoreCarLightShadow, PATCH_JUMP);
InjectHook(0x513C50, CShadows::StoreShadowForPed, PATCH_JUMP);
InjectHook(0x513CB0, CShadows::StoreShadowForPedObject, PATCH_JUMP);
InjectHook(0x513E00, CShadows::StoreShadowForTree, PATCH_JUMP);
InjectHook(0x513E10, CShadows::StoreShadowForPole, PATCH_JUMP);
InjectHook(0x513FC0, CShadows::SetRenderModeForShadowType, PATCH_JUMP);
InjectHook(0x514010, CShadows::RenderStoredShadows, PATCH_JUMP);
InjectHook(0x5145F0, CShadows::RenderStaticShadows, PATCH_JUMP);
InjectHook(0x514910, CShadows::GeneratePolysForStaticShadow, PATCH_JUMP);
InjectHook(0x514C90, CShadows::CastShadowSectorList, PATCH_JUMP);
InjectHook(0x514E30, CShadows::CastShadowEntity, PATCH_JUMP);
InjectHook(0x516BE0, CShadows::UpdateStaticShadows, PATCH_JUMP);
InjectHook(0x516C40, CShadows::UpdatePermanentShadows, PATCH_JUMP);
InjectHook(0x516E70, &CStaticShadow::Free, PATCH_JUMP);
InjectHook(0x516EB0, CShadows::CalcPedShadowValues, PATCH_JUMP);
InjectHook(0x516F90, CShadows::RenderExtraPlayerShadows, PATCH_JUMP);
InjectHook(0x517570, CShadows::TidyUpShadows, PATCH_JUMP);
InjectHook(0x517810, CShadows::RenderIndicatorShadow, PATCH_JUMP);
//InjectHook(0x517900, &CPermanentShadow::CPermanentShadow, PATCH_JUMP);
//InjectHook(0x517910, &CStaticShadow::CStaticShadow, PATCH_JUMP);
//InjectHook(0x517920, &CPolyBunch::CPolyBunch, PATCH_JUMP);
//InjectHook(0x517940, &CStoredShadow::CStoredShadow, PATCH_JUMP);
ENDPATCHES