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author | Sergeanur <s.anureev@yandex.ua> | 2021-07-15 17:19:32 +0200 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2021-07-17 23:04:26 +0200 |
commit | d0404cbdb77bd82abf578ce28093990db94743f2 (patch) | |
tree | 1a7232c3dcdd6c371ab5fbde0fc6bf04c5bc7005 /src/render/Rubbish.cpp | |
parent | Merge pull request #1217 from Nopey/master (diff) | |
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Diffstat (limited to 'src/render/Rubbish.cpp')
-rw-r--r-- | src/render/Rubbish.cpp | 436 |
1 files changed, 0 insertions, 436 deletions
diff --git a/src/render/Rubbish.cpp b/src/render/Rubbish.cpp deleted file mode 100644 index 8da6b025..00000000 --- a/src/render/Rubbish.cpp +++ /dev/null @@ -1,436 +0,0 @@ -#include "common.h" -#include "main.h" - -#include "General.h" -#include "Timer.h" -#include "Weather.h" -#include "Camera.h" -#include "World.h" -#include "Vehicle.h" -#include "ZoneCull.h" -#include "TxdStore.h" -#include "RenderBuffer.h" -#include "Rubbish.h" - -#define RUBBISH_MAX_DIST (18.0f) -#define RUBBISH_FADE_DIST (16.5f) - -RwTexture *gpRubbishTexture[4]; -RwImVertexIndex RubbishIndexList[6]; -RwImVertexIndex RubbishIndexList2[6]; // unused -RwIm3DVertex RubbishVertices[4]; -bool CRubbish::bRubbishInvisible; -int CRubbish::RubbishVisibility; -COneSheet CRubbish::aSheets[NUM_RUBBISH_SHEETS]; -COneSheet CRubbish::StartEmptyList; -COneSheet CRubbish::EndEmptyList; -COneSheet CRubbish::StartStaticsList; -COneSheet CRubbish::EndStaticsList; -COneSheet CRubbish::StartMoversList; -COneSheet CRubbish::EndMoversList; - - -void -COneSheet::AddToList(COneSheet *list) -{ - this->m_next = list->m_next; - this->m_prev = list; - list->m_next = this; - this->m_next->m_prev = this; -} - -void -COneSheet::RemoveFromList(void) -{ - m_next->m_prev = m_prev; - m_prev->m_next = m_next; -} - - -void -CRubbish::Render(void) -{ - int type; - - PUSH_RENDERGROUP("CRubbish::Render"); - - RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); - RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); - RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); - - for(type = 0; type < 4; type++){ - RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRubbishTexture[type])); - - TempBufferIndicesStored = 0; - TempBufferVerticesStored = 0; - - COneSheet *sheet; - for(sheet = &aSheets[type*NUM_RUBBISH_SHEETS / 4]; - sheet < &aSheets[(type+1)*NUM_RUBBISH_SHEETS / 4]; - sheet++){ - if(sheet->m_state == 0) - continue; - - uint32 alpha = 128; - CVector pos; - if(sheet->m_state == 1){ - pos = sheet->m_basePos; - if(!sheet->m_isVisible) - alpha = 0; - }else{ - pos = sheet->m_animatedPos; - // Not fully visible during animation, calculate current alpha - if(!sheet->m_isVisible || !sheet->m_targetIsVisible){ - float t = (float)(CTimer::GetTimeInMilliseconds() - sheet->m_moveStart)/sheet->m_moveDuration; - float f1 = sheet->m_isVisible ? 1.0f-t : 0.0f; - float f2 = sheet->m_targetIsVisible ? t : 0.0f; - alpha = 128 * (f1+f2); - } - } - - float camDist = (pos - TheCamera.GetPosition()).Magnitude2D(); - if(camDist < RUBBISH_MAX_DIST){ - if(camDist >= RUBBISH_FADE_DIST) - alpha -= alpha*(camDist-RUBBISH_FADE_DIST)/(RUBBISH_MAX_DIST-RUBBISH_FADE_DIST); - alpha = (RubbishVisibility*alpha)/256; - - float vx = Sin(sheet->m_angle) * 0.4f; - float vy = Cos(sheet->m_angle) * 0.4f; - - int v = TempBufferVerticesStored; - RwIm3DVertexSetPos(&TempBufferRenderVertices[v+0], pos.x + vx, pos.y + vy, pos.z); - RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+0], 255, 255, 255, alpha); - RwIm3DVertexSetPos(&TempBufferRenderVertices[v+1], pos.x - vy, pos.y + vx, pos.z); - RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+1], 255, 255, 255, alpha); - RwIm3DVertexSetPos(&TempBufferRenderVertices[v+2], pos.x + vy, pos.y - vx, pos.z); - RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+2], 255, 255, 255, alpha); - RwIm3DVertexSetPos(&TempBufferRenderVertices[v+3], pos.x - vx, pos.y - vy, pos.z); - RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+3], 255, 255, 255, alpha); - RwIm3DVertexSetU(&TempBufferRenderVertices[v+0], 0.0f); - RwIm3DVertexSetV(&TempBufferRenderVertices[v+0], 0.0f); - RwIm3DVertexSetU(&TempBufferRenderVertices[v+1], 1.0f); - RwIm3DVertexSetV(&TempBufferRenderVertices[v+1], 0.0f); - RwIm3DVertexSetU(&TempBufferRenderVertices[v+2], 0.0f); - RwIm3DVertexSetV(&TempBufferRenderVertices[v+2], 1.0f); - RwIm3DVertexSetU(&TempBufferRenderVertices[v+3], 1.0f); - RwIm3DVertexSetV(&TempBufferRenderVertices[v+3], 1.0f); - - int i = TempBufferIndicesStored; - TempBufferRenderIndexList[i+0] = RubbishIndexList[0] + TempBufferVerticesStored; - TempBufferRenderIndexList[i+1] = RubbishIndexList[1] + TempBufferVerticesStored; - TempBufferRenderIndexList[i+2] = RubbishIndexList[2] + TempBufferVerticesStored; - TempBufferRenderIndexList[i+3] = RubbishIndexList[3] + TempBufferVerticesStored; - TempBufferRenderIndexList[i+4] = RubbishIndexList[4] + TempBufferVerticesStored; - TempBufferRenderIndexList[i+5] = RubbishIndexList[5] + TempBufferVerticesStored; - TempBufferVerticesStored += 4; - TempBufferIndicesStored += 6; - } - } - - if(TempBufferIndicesStored != 0){ - LittleTest(); - if(RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){ - RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored); - RwIm3DEnd(); - } - } - } - - RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); - RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); - RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); - - POP_RENDERGROUP(); -} - -void -CRubbish::StirUp(CVehicle *veh) -{ - if((CTimer::GetFrameCounter() ^ (veh->m_randomSeed&3)) == 0) - return; - - if(Abs(veh->GetPosition().x - TheCamera.GetPosition().x) < 20.0f && - Abs(veh->GetPosition().y - TheCamera.GetPosition().y) < 20.0f) - if(Abs(veh->GetMoveSpeed().x) > 0.05f || Abs(veh->GetMoveSpeed().y) > 0.05f){ - float speed = veh->GetMoveSpeed().Magnitude2D(); - if(speed > 0.05f){ - bool movingForward = DotProduct2D(veh->GetMoveSpeed(), veh->GetForward()) > 0.0f; - COneSheet *sheet = StartStaticsList.m_next; - CVector2D size = veh->GetColModel()->boundingBox.max; - - // Check all static sheets - while(sheet != &EndStaticsList){ - COneSheet *next = sheet->m_next; - CVector2D carToSheet = sheet->m_basePos - veh->GetPosition(); - float distFwd = DotProduct2D(carToSheet, veh->GetForward()); - - // sheet has to be a bit behind car - if(movingForward && distFwd < -0.5f*size.y && distFwd > -1.5f*size.y || - !movingForward && distFwd > 0.5f*size.y && distFwd < 1.5f*size.y){ - float distSide = Abs(DotProduct2D(carToSheet, veh->GetRight())); - if(distSide < 1.5*size.x){ - // Check with higher speed for sheet directly behind car - float speedToCheck = distSide < size.x ? speed : speed*0.5f; - if(speedToCheck > 0.05f){ - sheet->m_state = 2; - if(speedToCheck > 0.15f) - sheet->m_animationType = 2; - else - sheet->m_animationType = 1; - sheet->m_moveDuration = 2000; - sheet->m_xDist = veh->GetMoveSpeed().x; - sheet->m_yDist = veh->GetMoveSpeed().y; - float dist = Sqrt(SQR(sheet->m_xDist)+SQR(sheet->m_yDist)); - sheet->m_xDist *= 25.0f*speed/dist; - sheet->m_yDist *= 25.0f*speed/dist; - sheet->m_animHeight = 3.0f*speed; - sheet->m_moveStart = CTimer::GetTimeInMilliseconds(); - float tx = sheet->m_basePos.x + sheet->m_xDist; - float ty = sheet->m_basePos.y + sheet->m_yDist; - float tz = sheet->m_basePos.z + 3.0f; - sheet->m_targetZ = CWorld::FindGroundZFor3DCoord(tx, ty, tz, nil) + 0.1f; - sheet->RemoveFromList(); - sheet->AddToList(&StartMoversList); - } - } - } - - sheet = next; - } - } - } -} - -static float aAnimations[3][34] = { - { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }, - - // Normal move - { 0.0f, 0.05f, 0.12f, 0.25f, 0.42f, 0.57f, 0.68f, 0.8f, 0.86f, 0.9f, 0.93f, 0.95f, 0.96f, 0.97f, 0.98f, 0.99f, 1.0f, // XY movemnt - 0.15f, 0.35f, 0.6f, 0.9f, 1.2f, 1.25f, 1.3f, 1.2f, 1.1f, 0.95f, 0.8f, 0.6f, 0.45f, 0.3f, 0.2f, 0.1f, 0 }, // Z movement - - // Stirred up by fast vehicle - { 0.0f, 0.05f, 0.12f, 0.25f, 0.42f, 0.57f, 0.68f, 0.8f, 0.95f, 1.1f, 1.15f, 1.18f, 1.15f, 1.1f, 1.05f, 1.03f, 1.0f, - 0.15f, 0.35f, 0.6f, 0.9f, 1.2f, 1.25f, 1.3f, 1.2f, 1.1f, 0.95f, 0.8f, 0.6f, 0.45f, 0.3f, 0.2f, 0.1f, 0 } -}; - -void -CRubbish::Update(void) -{ - bool foundGround; - - // FRAMETIME - if(bRubbishInvisible) - RubbishVisibility = Max(RubbishVisibility-5, 0); - else - RubbishVisibility = Min(RubbishVisibility+5, 255); - - // Spawn a new sheet - COneSheet *sheet = StartEmptyList.m_next; - if(sheet != &EndEmptyList){ - float spawnDist; - float spawnAngle; - - spawnDist = (CGeneral::GetRandomNumber()&0xFF)/256.0f + RUBBISH_MAX_DIST; - uint8 r = CGeneral::GetRandomNumber(); - if(r&1) - spawnAngle = (CGeneral::GetRandomNumber()&0xFF)/256.0f * 6.28f; - else - spawnAngle = (r-128)/160.0f + TheCamera.Orientation; - sheet->m_basePos.x = TheCamera.GetPosition().x + spawnDist*Sin(spawnAngle); - sheet->m_basePos.y = TheCamera.GetPosition().y + spawnDist*Cos(spawnAngle); - sheet->m_basePos.z = CWorld::FindGroundZFor3DCoord(sheet->m_basePos.x, sheet->m_basePos.y, TheCamera.GetPosition().z, &foundGround) + 0.1f; - if(foundGround){ - // Found ground, so add to statics list - sheet->m_angle = (CGeneral::GetRandomNumber()&0xFF)/256.0f * 6.28f; - sheet->m_state = 1; - if(CCullZones::FindAttributesForCoors(sheet->m_basePos, nil) & ATTRZONE_NORAIN) - sheet->m_isVisible = false; - else - sheet->m_isVisible = true; - sheet->RemoveFromList(); - sheet->AddToList(&StartStaticsList); - } - } - - // Process animation - sheet = StartMoversList.m_next; - while(sheet != &EndMoversList){ - uint32 currentTime = CTimer::GetTimeInMilliseconds() - sheet->m_moveStart; - if(currentTime < sheet->m_moveDuration){ - // Animation - int step = 16 * currentTime / sheet->m_moveDuration; // 16 steps in animation - int stepTime = sheet->m_moveDuration/16; // time in each step - float s = (float)(currentTime - stepTime*step) / stepTime; // position on step - float t = (float)currentTime / sheet->m_moveDuration; // position on total animation - // factors for xy and z-movment - float fxy = aAnimations[sheet->m_animationType][step]*(1.0f-s) + aAnimations[sheet->m_animationType][step+1]*s; - float fz = aAnimations[sheet->m_animationType][step+17]*(1.0f-s) + aAnimations[sheet->m_animationType][step+1+17]*s; - sheet->m_animatedPos.x = sheet->m_basePos.x + fxy*sheet->m_xDist; - sheet->m_animatedPos.y = sheet->m_basePos.y + fxy*sheet->m_yDist; - sheet->m_animatedPos.z = (1.0f-t)*sheet->m_basePos.z + t*sheet->m_targetZ + fz*sheet->m_animHeight; - sheet->m_angle += CTimer::GetTimeStep()*0.04f; - if(sheet->m_angle > 6.28f) - sheet->m_angle -= 6.28f; - sheet = sheet->m_next; - }else{ - // End of animation, back into statics list - sheet->m_basePos.x += sheet->m_xDist; - sheet->m_basePos.y += sheet->m_yDist; - sheet->m_basePos.z = sheet->m_targetZ; - sheet->m_state = 1; - sheet->m_isVisible = sheet->m_targetIsVisible; - - COneSheet *next = sheet->m_next; - sheet->RemoveFromList(); - sheet->AddToList(&StartStaticsList); - sheet = next; - } - } - - // Stir up a sheet by wind - // FRAMETIME - int freq; - if(CWeather::Wind < 0.1f) - freq = 31; - else if(CWeather::Wind < 0.4f) - freq = 7; - else if(CWeather::Wind < 0.7f) - freq = 1; - else - freq = 0; - if((CTimer::GetFrameCounter() & freq) == 0){ - // Pick a random sheet and set animation state if static - int i = CGeneral::GetRandomNumber() % NUM_RUBBISH_SHEETS; - if(aSheets[i].m_state == 1){ - aSheets[i].m_moveStart = CTimer::GetTimeInMilliseconds(); - aSheets[i].m_moveDuration = CWeather::Wind*1500.0f + 1000.0f; - aSheets[i].m_animHeight = 0.2f; - aSheets[i].m_xDist = 3.0f*CWeather::Wind; - aSheets[i].m_yDist = 3.0f*CWeather::Wind; - // Check if target position is ok - float tx = aSheets[i].m_basePos.x + aSheets[i].m_xDist; - float ty = aSheets[i].m_basePos.y + aSheets[i].m_yDist; - float tz = aSheets[i].m_basePos.z + 3.0f; - aSheets[i].m_targetZ = CWorld::FindGroundZFor3DCoord(tx, ty, tz, &foundGround) + 0.1f; - if(CCullZones::FindAttributesForCoors(CVector(tx, ty, aSheets[i].m_targetZ), nil) & ATTRZONE_NORAIN) - aSheets[i].m_targetIsVisible = false; - else - aSheets[i].m_targetIsVisible = true; - if(foundGround){ - // start animation - aSheets[i].m_state = 2; - aSheets[i].m_animationType = 1; - aSheets[i].RemoveFromList(); - aSheets[i].AddToList(&StartMoversList); - } - } - } - - // Remove sheets that are too far away - int i = (CTimer::GetFrameCounter()%(NUM_RUBBISH_SHEETS/4))*4; - int last = ((CTimer::GetFrameCounter()%(NUM_RUBBISH_SHEETS/4)) + 1)*4; - for(; i < last; i++){ - if(aSheets[i].m_state == 1 && - (aSheets[i].m_basePos - TheCamera.GetPosition()).MagnitudeSqr2D() > SQR(RUBBISH_MAX_DIST+1.0f)){ - aSheets[i].m_state = 0; - aSheets[i].RemoveFromList(); - aSheets[i].AddToList(&StartEmptyList); - } - } -} - -void -CRubbish::SetVisibility(bool visible) -{ - bRubbishInvisible = !visible; -} - -void -CRubbish::Init(void) -{ - int i; - for(i = 0; i < NUM_RUBBISH_SHEETS; i++){ - aSheets[i].m_state = 0; - if(i < NUM_RUBBISH_SHEETS-1) - aSheets[i].m_next = &aSheets[i+1]; - else - aSheets[i].m_next = &EndEmptyList; - if(i > 0) - aSheets[i].m_prev = &aSheets[i-1]; - else - aSheets[i].m_prev = &StartEmptyList; - } - - StartEmptyList.m_next = &aSheets[0]; - StartEmptyList.m_prev = nil; - EndEmptyList.m_next = nil; - EndEmptyList.m_prev = &aSheets[NUM_RUBBISH_SHEETS-1]; - - StartStaticsList.m_next = &EndStaticsList; - StartStaticsList.m_prev = nil; - EndStaticsList.m_next = nil; - EndStaticsList.m_prev = &StartStaticsList; - - StartMoversList.m_next = &EndMoversList; - StartMoversList.m_prev = nil; - EndMoversList.m_next = nil; - EndMoversList.m_prev = &StartMoversList; - - // unused - RwIm3DVertexSetU(&RubbishVertices[0], 0.0f); - RwIm3DVertexSetV(&RubbishVertices[0], 0.0f); - RwIm3DVertexSetU(&RubbishVertices[1], 1.0f); - RwIm3DVertexSetV(&RubbishVertices[1], 0.0f); - RwIm3DVertexSetU(&RubbishVertices[2], 0.0f); - RwIm3DVertexSetV(&RubbishVertices[2], 1.0f); - RwIm3DVertexSetU(&RubbishVertices[3], 1.0f); - RwIm3DVertexSetV(&RubbishVertices[3], 1.0f); - - // unused - RubbishIndexList2[0] = 0; - RubbishIndexList2[1] = 2; - RubbishIndexList2[2] = 1; - RubbishIndexList2[3] = 1; - RubbishIndexList2[4] = 2; - RubbishIndexList2[5] = 3; - - RubbishIndexList[0] = 0; - RubbishIndexList[1] = 1; - RubbishIndexList[2] = 2; - RubbishIndexList[3] = 1; - RubbishIndexList[4] = 3; - RubbishIndexList[5] = 2; - - CTxdStore::PushCurrentTxd(); - int slot = CTxdStore::FindTxdSlot("particle"); - CTxdStore::SetCurrentTxd(slot); - gpRubbishTexture[0] = RwTextureRead("gameleaf01_64", nil); - gpRubbishTexture[1] = RwTextureRead("gameleaf02_64", nil); - gpRubbishTexture[2] = RwTextureRead("newspaper01_64", nil); - gpRubbishTexture[3] = RwTextureRead("newspaper02_64", nil); - CTxdStore::PopCurrentTxd(); - RubbishVisibility = 255; - bRubbishInvisible = false; -} - -void -CRubbish::Shutdown(void) -{ - RwTextureDestroy(gpRubbishTexture[0]); -#if GTA_VERSION >= GTA3_PC_11 - gpRubbishTexture[0] = nil; -#endif - RwTextureDestroy(gpRubbishTexture[1]); -#if GTA_VERSION >= GTA3_PC_11 - gpRubbishTexture[1] = nil; -#endif - RwTextureDestroy(gpRubbishTexture[2]); -#if GTA_VERSION >= GTA3_PC_11 - gpRubbishTexture[2] = nil; -#endif - RwTextureDestroy(gpRubbishTexture[3]); -#if GTA_VERSION >= GTA3_PC_11 - gpRubbishTexture[3] = nil; -#endif -} |