diff options
Diffstat (limited to '')
-rw-r--r-- | src/render/Shadows.cpp | 107 |
1 files changed, 56 insertions, 51 deletions
diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp index 57e7123e..a165309f 100644 --- a/src/render/Shadows.cpp +++ b/src/render/Shadows.cpp @@ -768,24 +768,6 @@ CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture, } } -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); - } - } -} #if 1 void @@ -835,8 +817,8 @@ StoreShadowForCutscenePedObject(CPed *pObject, float fDisplacementX, float fDisp pos.x -= fDisplacementX; pos.y -= fDisplacementY; - float angleY = 360.0f - RADTODEG((CClock::ms_nGameClockMinutes+60* - CClock::ms_nGameClockHours+CClock::ms_nGameClockSeconds/60)*(HALFPI/360.0f)); + float angleY = 360.0f - RADTODEG((CClock::ms_nGameClockMinutes + +60*CClock::ms_nGameClockHours+CClock::ms_nGameClockSeconds/60)*(HALFPI/360.0f)); RwFrame *frame = shadow->SetLightProperties(angleY, -85.0f, true); ASSERT(frame); @@ -858,23 +840,45 @@ StoreShadowForCutscenePedObject(CPed *pObject, float fDisplacementX, float fDisp } #endif + void -CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY, - float fFrontX, float fFrontY, float fSideX, float fSideY) +CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY, + float fFrontX, float fFrontY, float fSideX, float fSideY) { -#if 1 - CPed *ped = (CPed*)pPedObject; - CCutsceneShadow *pShadow = ped->m_pRTShadow; + ASSERT(pPed != NULL); - if (pShadow) + if ( pPed->bIsVisible ) { - if (pShadow->IsInitialized()) - pShadow->UpdateForCutscene(); - ::StoreShadowForCutscenePedObject(ped, fDisplacementX, fDisplacementY, fFrontX, fFrontY, fSideX, fSideY); - return; + if ( !(pPed->bInVehicle && pPed->m_nPedState != PED_DRAG_FROM_CAR && pPed->m_nPedState != PED_EXIT_CAR) ) + { + if ( CTimeCycle::GetShadowStrength() != 0 ) + { + #if 1 + CCutsceneShadow *pShadow = pPed->m_pRTShadow; + + if (pShadow) + { + if (pShadow->IsInitialized()) + pShadow->UpdateForCutscene(); + ::StoreShadowForCutscenePedObject(pPed, fDisplacementX, fDisplacementY, fFrontX, fFrontY, fSideX, fSideY); + } + + return; + #endif + + StoreShadowForPedObject(pPed, + fDisplacementX, fDisplacementY, + fFrontX, fFrontY, + fSideX, fSideY); + } + } } -#endif - +} + +void +CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY, + float fFrontX, float fFrontY, float fSideX, float fSideY) +{ ASSERT(pPedObject != NULL); CVector PedPos = pPedObject->GetPosition(); @@ -2195,12 +2199,12 @@ CShadows::CastShadowEntityXYZ(CEntity *pEntity, CVector *pPosn, scl.z = 1.0f / (radius*0.8f); RwMatrixScale(&proj.invMatrix, &scl, rwCOMBINEPOSTCONCAT); - tr.x = tr.y = 0.5f; - tr.z = 0.0f; + tr.x = 0.5f; + tr.y = tr.z = 0.0f; RwMatrixTranslate(&proj.invMatrix, &tr, rwCOMBINEPOSTCONCAT); proj.shadowValue = nIntensity; - proj.numIm3DBatch = 0; + proj.fade = 0; RwMatrix matrix; pEntity->GetMatrix().CopyToRwMatrix(&matrix); @@ -2343,40 +2347,41 @@ CStaticShadow::Free(void) void CShadows::CalcPedShadowValues(CVector vecLightDir, - float *pfDisplacementX, float *pfDisplacementY, float *pfFrontX, float *pfFrontY, - float *pfSideX, float *pfSideY) + float *pfSideX, float *pfSideY, + float *pfDisplacementX, float *pfDisplacementY) { - ASSERT(pfDisplacementX != NULL); - ASSERT(pfDisplacementY != NULL); ASSERT(pfFrontX != NULL); ASSERT(pfFrontY != NULL); ASSERT(pfSideX != NULL); ASSERT(pfSideY != NULL); + ASSERT(pfDisplacementX != NULL); + ASSERT(pfDisplacementY != NULL); - *pfDisplacementX = -vecLightDir.x; - *pfDisplacementY = -vecLightDir.y; + *pfFrontX = -vecLightDir.x; + *pfFrontY = -vecLightDir.y; - float fDist = Sqrt(*pfDisplacementY * *pfDisplacementY + *pfDisplacementX * *pfDisplacementX); + float fDist = Sqrt(*pfFrontY * *pfFrontY + *pfFrontX * *pfFrontX); float fMult = (fDist + 1.0f) / fDist; - *pfDisplacementX *= fMult; - *pfDisplacementY *= fMult; - - *pfFrontX = -vecLightDir.y / fDist; - *pfFrontY = vecLightDir.x / fDist; + *pfFrontX *= fMult; + *pfFrontY *= fMult; - *pfSideX = -vecLightDir.x; - *pfSideY = -vecLightDir.y; + *pfSideX = -vecLightDir.y / fDist; + *pfSideY = vecLightDir.x / fDist; - *pfDisplacementX /= 2; - *pfDisplacementY /= 2; + *pfDisplacementX = -vecLightDir.x; + *pfDisplacementY = -vecLightDir.y; *pfFrontX /= 2; *pfFrontY /= 2; *pfSideX /= 2; *pfSideY /= 2; + + *pfDisplacementX /= 2; + *pfDisplacementY /= 2; + } |