mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-11 18:34:37 +01:00
133 lines
3.0 KiB
C++
133 lines
3.0 KiB
C++
#include "common.h"
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#include "main.h"
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#include "WeaponEffects.h"
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#include "TxdStore.h"
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#include "Sprite.h"
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#include "PlayerPed.h"
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#include "World.h"
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#include "WeaponType.h"
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RwTexture *gpCrossHairTex;
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CWeaponEffects gCrossHair;
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CWeaponEffects::CWeaponEffects()
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{
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}
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CWeaponEffects::~CWeaponEffects()
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{
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}
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void
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CWeaponEffects::Init(void)
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{
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gCrossHair.m_bActive = false;
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gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f);
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gCrossHair.m_nRed = 255;
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gCrossHair.m_nGreen = 0;
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gCrossHair.m_nBlue = 0;
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gCrossHair.m_nAlpha = 127;
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gCrossHair.m_fSize = 1.0f;
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gCrossHair.m_fRotation = 0.0f;
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CTxdStore::PushCurrentTxd();
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int32 slot = CTxdStore::FindTxdSlot("particle");
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CTxdStore::SetCurrentTxd(slot);
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gpCrossHairTex = RwTextureRead("target256", "target256m");
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CTxdStore::PopCurrentTxd();
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}
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void
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CWeaponEffects::Shutdown(void)
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{
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RwTextureDestroy(gpCrossHairTex);
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gpCrossHairTex = nil;
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}
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void
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CWeaponEffects::MarkTarget(CVector pos, uint8 red, uint8 green, uint8 blue, uint8 alpha, float size)
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{
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gCrossHair.m_bActive = true;
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gCrossHair.m_vecPos = pos;
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gCrossHair.m_fSize = size;
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}
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void
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CWeaponEffects::ClearCrossHair(void)
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{
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gCrossHair.m_bActive = false;
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}
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void
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CWeaponEffects::Render(void)
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{
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static float aCrossHairSize[WEAPONTYPE_TOTALWEAPONS] =
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{
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1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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0.4f, 0.4f,
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0.5f,
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0.3f,
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0.9f, 0.9f, 0.9f,
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0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f,
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0.1f, 0.1f,
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1.0f,
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0.6f,
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0.7f,
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0.0f, 0.0f
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};
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if ( gCrossHair.m_bActive )
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{
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float size = aCrossHairSize[FindPlayerPed()->GetWeapon()->m_eWeaponType];
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
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#ifdef FIX_BUGS
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
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#else
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVDESTALPHA);
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#endif
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpCrossHairTex));
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RwV3d pos;
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float w, h;
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if ( CSprite::CalcScreenCoors(gCrossHair.m_vecPos, &pos, &w, &h, true) )
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{
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PUSH_RENDERGROUP("CWeaponEffects::Render");
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float recipz = 1.0f / pos.z;
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CSprite::RenderOneXLUSprite_Rotate_Aspect(pos.x, pos.y, pos.z,
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w, h,
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255, 88, 100, 158,
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recipz, gCrossHair.m_fRotation, gCrossHair.m_nAlpha);
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float recipz2 = 1.0f / pos.z;
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CSprite::RenderOneXLUSprite_Rotate_Aspect(pos.x, pos.y, pos.z,
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size*w, size*h,
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107, 134, 247, 158,
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recipz2, TWOPI - gCrossHair.m_fRotation, gCrossHair.m_nAlpha);
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gCrossHair.m_fRotation += 0.02f;
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if ( gCrossHair.m_fRotation > TWOPI )
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gCrossHair.m_fRotation = 0.0;
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POP_RENDERGROUP();
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}
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
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}
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} |