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-rw-r--r--src/render/Shadows.cpp107
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;
+
}