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-rw-r--r--src/render/Shadows.cpp1265
1 files changed, 996 insertions, 269 deletions
diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp
index 8c892be3..a964ceb6 100644
--- a/src/render/Shadows.cpp
+++ b/src/render/Shadows.cpp
@@ -7,6 +7,7 @@
#include "Timecycle.h"
#include "CutsceneMgr.h"
#include "Automobile.h"
+#include "Bike.h"
#include "Ped.h"
#include "PlayerPed.h"
#include "World.h"
@@ -18,7 +19,12 @@
#endif
#include "PointLights.h"
#include "SpecialFX.h"
+#include "Script.h"
+#include "TimeStep.h"
#include "Shadows.h"
+#include "CutsceneObject.h"
+#include "CutsceneShadow.h"
+#include "Clock.h"
#ifdef DEBUGMENU
SETTWEAKPATH("Shadows");
@@ -30,6 +36,8 @@ RwImVertexIndex ShadowIndexList[24];
RwTexture *gpShadowCarTex;
RwTexture *gpShadowPedTex;
RwTexture *gpShadowHeliTex;
+RwTexture *gpShadowBikeTex;
+RwTexture *gpShadowBaronTex;
RwTexture *gpShadowExplosionTex;
RwTexture *gpShadowHeadLightsTex;
RwTexture *gpOutline1Tex;
@@ -37,7 +45,6 @@ RwTexture *gpOutline2Tex;
RwTexture *gpOutline3Tex;
RwTexture *gpBloodPoolTex;
RwTexture *gpReflectionTex;
-RwTexture *gpGoalMarkerTex;
RwTexture *gpWalkDontTex;
RwTexture *gpCrackedGlassTex;
RwTexture *gpPostShadowTex;
@@ -59,37 +66,39 @@ CShadows::Init(void)
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);
+ gpShadowCarTex = RwTextureRead("shad_car", nil);
+ gpShadowPedTex = RwTextureRead("shad_ped", nil);
+ gpShadowHeliTex = RwTextureRead("shad_heli", nil);
+ gpShadowBikeTex = RwTextureRead("shad_bike", nil);
+ gpShadowBaronTex = RwTextureRead("shad_rcbaron", nil);
+ gpShadowExplosionTex = RwTextureRead("shad_exp", nil);
+ gpShadowHeadLightsTex = RwTextureRead("headlight", nil);
+ gpOutline1Tex = RwTextureRead("outline_64", nil);
+ gpOutline2Tex = RwTextureRead("outline2_64", nil);
+ gpOutline3Tex = RwTextureRead("outline3_64", nil);
+ gpBloodPoolTex = RwTextureRead("bloodpool_64", nil);
+ gpReflectionTex = RwTextureRead("reflection01", nil);
+ gpWalkDontTex = RwTextureRead("walk_dont", nil);
+ gpCrackedGlassTex = RwTextureRead("wincrack_32", nil);
+ gpPostShadowTex = RwTextureRead("lamp_shad_64", nil);
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);
+ ASSERT(gpShadowCarTex != nil);
+ ASSERT(gpShadowPedTex != nil);
+ ASSERT(gpShadowHeliTex != nil);
+ ASSERT(gpShadowBikeTex != nil);
+ ASSERT(gpShadowBaronTex != nil);
+ ASSERT(gpShadowExplosionTex != nil);
+ ASSERT(gpShadowHeadLightsTex != nil);
+ ASSERT(gpOutline1Tex != nil);
+ ASSERT(gpOutline2Tex != nil);
+ ASSERT(gpOutline3Tex != nil);
+ ASSERT(gpBloodPoolTex != nil);
+ ASSERT(gpReflectionTex != nil);
+ ASSERT(gpWalkDontTex != nil);
+ ASSERT(gpCrackedGlassTex != nil);
+ ASSERT(gpPostShadowTex != nil);
ShadowIndexList[0] = 0;
@@ -128,7 +137,7 @@ CShadows::Init(void)
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
{
aStaticShadows[i].m_nId = 0;
- aStaticShadows[i].m_pPolyBunch = NULL;
+ aStaticShadows[i].m_pPolyBunch = nil;
}
pEmptyBunchList = &aPolyBunches[0];
@@ -136,7 +145,7 @@ CShadows::Init(void)
for ( int32 i = 0; i < MAX_POLYBUNCHES; i++ )
{
if ( i == MAX_POLYBUNCHES - 1 )
- aPolyBunches[i].m_pNext = NULL;
+ aPolyBunches[i].m_pNext = nil;
else
aPolyBunches[i].m_pNext = &aPolyBunches[i + 1];
}
@@ -150,24 +159,27 @@ CShadows::Init(void)
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);
+ ASSERT(gpShadowCarTex != nil);
+ ASSERT(gpShadowPedTex != nil);
+ ASSERT(gpShadowHeliTex != nil);
+ ASSERT(gpShadowBikeTex != nil);
+ ASSERT(gpShadowBaronTex != nil);
+ ASSERT(gpShadowExplosionTex != nil);
+ ASSERT(gpShadowHeadLightsTex != nil);
+ ASSERT(gpOutline1Tex != nil);
+ ASSERT(gpOutline2Tex != nil);
+ ASSERT(gpOutline3Tex != nil);
+ ASSERT(gpBloodPoolTex != nil);
+ ASSERT(gpReflectionTex != nil);
+ ASSERT(gpWalkDontTex != nil);
+ ASSERT(gpCrackedGlassTex != nil);
+ ASSERT(gpPostShadowTex != nil);
RwTextureDestroy(gpShadowCarTex);
RwTextureDestroy(gpShadowPedTex);
RwTextureDestroy(gpShadowHeliTex);
+ RwTextureDestroy(gpShadowBikeTex);
+ RwTextureDestroy(gpShadowBaronTex);
RwTextureDestroy(gpShadowExplosionTex);
RwTextureDestroy(gpShadowHeadLightsTex);
RwTextureDestroy(gpOutline1Tex);
@@ -175,7 +187,6 @@ CShadows::Shutdown(void)
RwTextureDestroy(gpOutline3Tex);
RwTextureDestroy(gpBloodPoolTex);
RwTextureDestroy(gpReflectionTex);
- RwTextureDestroy(gpGoalMarkerTex);
RwTextureDestroy(gpWalkDontTex);
RwTextureDestroy(gpCrackedGlassTex);
RwTextureDestroy(gpPostShadowTex);
@@ -187,8 +198,8 @@ CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPo
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, uint32 nTime, float fScale)
{
- ASSERT(pTexture != NULL);
- ASSERT(pPosn != NULL);
+ ASSERT(pTexture != nil);
+ ASSERT(pPosn != nil);
// find free slot
@@ -215,36 +226,39 @@ CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPo
}
}
-void
+bool
CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, Const 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);
+ ASSERT(pPosn != nil);
float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
- if ( SQR(fDrawDistance) > fDistToCamSqr)
+ if ( SQR(fDrawDistance) > fDistToCamSqr || fDrawDistance == 0.0f )
{
- float fDistToCam = Sqrt(fDistToCamSqr);
-
- if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) )
+ if ( fDrawDistance != 0.0f )
{
- //fDistToCam == 0 -> 4
- //fDistToCam == fDrawDistance -> 0
- float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f))));
+ float fDistToCam = Sqrt(fDistToCamSqr);
- nIntensity = (int32)(nIntensity * fMult);
- nRed = (int32)(nRed * fMult);
- nGreen = (int32)(nGreen * fMult);
- nBlue = (int32)(nBlue * fMult);
+ 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) )
+ while ( nSlot < MAX_STATICSHADOWS && !(nID == aStaticShadows[nSlot].m_nId && aStaticShadows[nSlot].m_pPolyBunch != nil) )
nSlot++;
if ( nSlot < MAX_STATICSHADOWS )
@@ -263,8 +277,10 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
aStaticShadows[nSlot].m_fScale = fScale;
aStaticShadows[nSlot].m_bTemp = bTempShadow;
aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
+
+ return true;
}
- else if ( Abs(pPosn->x - aStaticShadows[nSlot].m_vecPosn.x) < 0.05f
+ 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
@@ -284,6 +300,8 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
aStaticShadows[nSlot].m_fScale = fScale;
aStaticShadows[nSlot].m_bTemp = bTempShadow;
aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
+
+ return true;
}
else
{
@@ -308,12 +326,14 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
GeneratePolysForStaticShadow(nSlot);
+
+ return aStaticShadows[nSlot].m_pPolyBunch != nil;
}
}
else
{
nSlot = 0;
- while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != NULL )
+ while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != nil )
nSlot++;
if ( nSlot != MAX_STATICSHADOWS )
@@ -337,9 +357,13 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
GeneratePolysForStaticShadow(nSlot);
+
+ return aStaticShadows[nSlot].m_pPolyBunch != nil;
}
}
}
+
+ return true;
}
void
@@ -347,7 +371,7 @@ 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);
+ ASSERT(pPosn != nil);
switch ( ShadowTexture )
{
@@ -361,7 +385,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -371,7 +395,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -381,7 +405,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -391,7 +415,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowHeliTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -401,7 +425,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowHeadLightsTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -410,8 +434,8 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
{
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpBloodPoolTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
- nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f);
+ nIntensity, nRed, 150, 0,
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -424,36 +448,39 @@ 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)
+ float fZDistance, bool bDrawOnWater, float fScale, CCutsceneShadow *pShadow, bool bDrawOnBuildings)
{
- ASSERT(pTexture != NULL);
- ASSERT(pPosn != NULL);
+ ASSERT(pTexture != nil);
+ ASSERT(pPosn != nil);
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;
+ 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_nFlags.bDrawOnBuildings = bDrawOnBuildings;
+ asShadowsStored[ShadowsStoredToBeRendered].m_fScale = fScale;
+ asShadowsStored[ShadowsStoredToBeRendered].m_pCutsceneShadow = pShadow;
ShadowsStoredToBeRendered++;
}
}
+
void
-CShadows::StoreShadowForCar(CAutomobile *pCar)
+CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
{
- ASSERT(pCar != NULL);
+ ASSERT(pCar != nil);
if ( CTimeCycle::GetShadowStrength() != 0 )
{
@@ -463,7 +490,22 @@ CShadows::StoreShadowForCar(CAutomobile *pCar)
if ( CCutsceneMgr::IsRunning() )
fDistToCamSqr /= SQR(TheCamera.LODDistMultiplier) * 4.0f;
- float fDrawDistance = 18.0f;
+ float fDrawDistance;
+ switch ( type )
+ {
+ case VEH_SHD_TYPE_SEAPLANE:
+ case VEH_SHD_TYPE_RCPLANE:
+ fDrawDistance = 144.0f;
+ break;
+
+ case VEH_SHD_TYPE_HELI:
+ fDrawDistance = 144.0f;
+ break;
+
+ default:
+ fDrawDistance = 18.0f;
+ break;
+ }
if ( fDistToCamSqr < SQR(fDrawDistance) )
{
@@ -471,58 +513,214 @@ CShadows::StoreShadowForCar(CAutomobile *pCar)
//fDistToCam == 0 -> 4
//fDistToCam == fDrawDistance -> 0
- float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f))) );
+ float fMult = 1.0f - (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f)))) / (fDrawDistance*(1.0f/4.0f));
int32 nColorStrength;
if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) )
- nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
+ nColorStrength = (int32)(fMult * CTimeCycle::GetShadowStrength());
else
nColorStrength = CTimeCycle::GetShadowStrength();
-
+
+
float fVehicleHeight = pCar->GetColModel()->boundingBox.GetSize().y;
float fVehicleWidth = pCar->GetColModel()->boundingBox.GetSize().x;
-
- if ( pCar->GetModelIndex() == MI_DODO )
+
+ float size = 1.0f;
+
+ if ( pCar->GetModelIndex() == MI_HUNTER )
+ {
+ fVehicleWidth *= 3.0f;
+ fVehicleHeight *= 1.4f;
+ size *= 0.5f;
+ }
+ else if ( pCar->GetModelIndex() == MI_ANGEL )
+ {
+ fVehicleHeight = fVehicleHeight * 1.5f;
+ size = 0.03f;
+ }
+ else if ( pCar->GetModelIndex() == MI_SEASPAR )
+ {
+ fVehicleWidth *= 3.0f;
+ fVehicleHeight *= 1.4f;
+ size *= 0.5f;
+ }
+ else if ( pCar->GetModelIndex() == MI_PIZZABOY || pCar->GetModelIndex() == MI_PCJ600 || pCar->GetModelIndex() == MI_FAGGIO )
+ {
+ fVehicleHeight *= 1.2f;
+ size = 0.05f;
+ }
+ else if ( pCar->GetModelIndex() == MI_FREEWAY )
+ {
+ fVehicleHeight *= 1.5f;
+ size = 0.03f;
+ }
+ else if ( pCar->GetModelIndex() == MI_RCRAIDER )
+ {
+ fVehicleHeight *= 1.5f;
+ fVehicleWidth *= 2.0f;
+ size = 0.2f;
+ }
+ else if ( pCar->GetModelIndex() == MI_SANCHEZ )
+ {
+ fVehicleHeight *= 1.5f;
+ size = 0.03f;
+ }
+ else if ( pCar->GetModelIndex() == MI_SPARROW || pCar->GetModelIndex() == MI_MAVERICK || pCar->GetModelIndex() == MI_VCNMAV || pCar->GetModelIndex() == MI_POLMAV )
+ {
+ fVehicleWidth *= 3.0f;
+ fVehicleHeight *= 1.4f;
+ size *= 0.5f;
+ }
+ else if ( pCar->GetModelIndex() == MI_RCGOBLIN )
+ {
+ fVehicleHeight *= 1.5f;
+ fVehicleWidth *= 2.0f;
+ size = 0.2f;
+ }
+ else if ( pCar->GetModelIndex() == MI_DODO )
{
fVehicleHeight *= 0.9f;
fVehicleWidth *= 0.4f;
}
+
+ CarPos.x -= pCar->GetForward().x * (((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)*size);
+ CarPos.y -= pCar->GetForward().y * (((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)*size);
+
+ RwTexture *tex = gpShadowCarTex;
+ switch ( type )
+ {
+ case VEH_SHD_TYPE_BIKE:
+ {
+ float wheelZ = Abs(((CBike*)pCar)->m_fLeanLRAngle);
+ float mul = 5.092958f * wheelZ + 1.0f;
+ if (pCar->GetStatus() == STATUS_PHYSICS)
+ {
+ float z = pCar->GetRight().z;
+ if (z > 0.6f)
+ mul += 4.0f * z;
+ }
+ fVehicleWidth *= mul;
+ tex = gpShadowBikeTex;
+ break;
+ }
+
+ case VEH_SHD_TYPE_HELI:
+ tex = gpShadowHeliTex;
+ break;
+
+ case VEH_SHD_TYPE_SEAPLANE:
+ nColorStrength = CTimeCycle::GetShadowStrength();
+ tex = gpShadowBaronTex;
+ break;
+
+ case VEH_SHD_TYPE_RCPLANE:
+ tex = gpShadowBaronTex;
+ fVehicleHeight *= 1.5f;
+ fVehicleWidth *= 2.2f;
+ break;
+
+ case VEH_SHD_TYPE_CAR:
+ tex = gpShadowCarTex;
+ break;
+ }
+
+ float frontx = pCar->GetForward().x;
+ float fronty = pCar->GetForward().y;
+ float sidex = pCar->GetRight().x;
+ float sidey = pCar->GetRight().y;
+
+ switch ( type )
+ {
+ case VEH_SHD_TYPE_BIKE:
+ if ( Abs(pCar->GetRight().z) > 0.6f )
+ {
+ sidex = pCar->GetUp().x;
+ sidey = pCar->GetUp().y;
+ }
+ break;
+
+ case VEH_SHD_TYPE_HELI:
+ if ( Abs(pCar->GetRight().z) > 0.57f )
+ {
+ sidex = pCar->GetUp().x;
+ sidey = pCar->GetUp().y;
+ }
+ if ( Abs(pCar->GetForward().z) > 0.57f )
+ {
+ frontx = pCar->GetUp().x;
+ fronty = pCar->GetUp().y;
+ }
+ break;
+ }
- 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 )
+ bool bDrawOnBuildings = false;
+ if ( pCar->GetModelIndex() == MI_RCBANDIT
+ || pCar->GetModelIndex() == MI_RCBARON
+ || pCar->GetModelIndex() == MI_RCRAIDER
+ || pCar->GetModelIndex() == MI_RCGOBLIN
+ || pCar == FindPlayerVehicle() )
{
- 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);
+ bDrawOnBuildings = true;
+ }
+
+ if ( pCar->m_vecMoveSpeed.Magnitude() * CTimeStep::ms_fTimeStep > 0.1f || bDrawOnBuildings )
+ {
+ if ( pCar->GetUp().z > 0.0f )
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, tex, &CarPos,
+ frontx * (fVehicleHeight / 2),
+ fronty * (fVehicleHeight / 2),
+ sidex * (fVehicleWidth / 2),
+ sidey * (fVehicleWidth / 2),
+ nColorStrength, nColorStrength, nColorStrength, nColorStrength,
+ 4.5f, false, 1.0f, nil, bDrawOnBuildings);
+ }
+ else
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, tex, &CarPos,
+ frontx * (fVehicleHeight / 2),
+ fronty * (fVehicleHeight / 2),
+ -sidex * (fVehicleWidth / 2),
+ -sidey * (fVehicleWidth / 2),
+ nColorStrength, nColorStrength, nColorStrength, nColorStrength,
+ 4.5f, false, 1.0f, nil, bDrawOnBuildings);
+ }
}
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);
+ if ( pCar->GetUp().z > 0.0f )
+ {
+ StoreStaticShadow((uintptr)pCar + 1, SHADOWTYPE_DARK, tex, &CarPos,
+ frontx * (fVehicleHeight / 2),
+ fronty * (fVehicleHeight / 2),
+ sidex * (fVehicleWidth / 2),
+ sidey * (fVehicleWidth / 2),
+ nColorStrength, nColorStrength, nColorStrength, nColorStrength,
+ 4.5f, 1.0f, 0.0f, false, 0.1f);
+ }
+ else
+ {
+ StoreStaticShadow((uintptr)pCar + 1, SHADOWTYPE_DARK, tex, &CarPos,
+ frontx * (fVehicleHeight / 2),
+ fronty * (fVehicleHeight / 2),
+ -sidex * (fVehicleWidth / 2),
+ -sidey * (fVehicleWidth / 2),
+ nColorStrength, nColorStrength, nColorStrength, nColorStrength,
+ 4.5f, 1.0f, 0.0f, false, 0.1f);
+ }
}
}
}
}
void
-CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn,
+CShadows::StoreCarLightShadow(CVehicle *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);
+ ASSERT(pCar != nil);
+ ASSERT(pPosn != nil);
float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
@@ -550,31 +748,131 @@ CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture,
nBlue = (int32)(nBlue * fMult);
}
- StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, pTexture, pPosn,
- fFrontX, fFrontY,
- fSideX, fSideY,
- 128, nRed, nGreen, nBlue,
- 6.0f, false, 1.0f);
+ if ( pCar->m_vecMoveSpeed.Magnitude() * CTimeStep::ms_fTimeStep > 0.4f || pCar == FindPlayerVehicle() )
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, pTexture, pPosn,
+ fFrontX, fFrontY,
+ fSideX, fSideY,
+ 128, nRed, nGreen, nBlue,
+ 6.0f, false, 1.0f,
+ nil, pCar == FindPlayerVehicle());
+ }
+ else
+ {
+ StoreStaticShadow((uintptr)pCar + nID, SHADOWTYPE_ADDITIVE, pTexture, pPosn,
+ fFrontX, fFrontY,
+ fSideX, fSideY,
+ 128, nRed, nGreen, nBlue,
+ 6.0f, 1.0f, 27.0f,
+ false, 0.4f);
+ }
+ }
+ }
+}
+
+#ifdef USE_CUTSCENE_SHADOW_FOR_PED
+void
+StoreShadowForCutscenePedObject(CPed *pObject, float fDisplacementX, float fDisplacementY,
+ float fFrontX, float fFrontY, float fSideX, float fSideY)
+{
+ ASSERT(pObject != nil);
+
+ CCutsceneShadow *shadow = pObject->m_pRTShadow;
+
+ if ( shadow == nil )
+ return;
+
+ if ( !shadow->IsInitialized() )
+ return;
+
+ CVector pos = pObject->GetPosition();
+
+ float fDistToCamSqr = (pos - TheCamera.GetPosition()).MagnitudeSqr2D();
+
+ float fDrawDistance = 100.0f;
+
+ if ( fDistToCamSqr < SQR(fDrawDistance*0.5f) )
+ {
+ if ( (CEntity*)pObject == FindPlayerPed() || TheCamera.IsSphereVisible(pos, 2.0f) )
+ {
+ float fDistToCam = Sqrt(fDistToCamSqr);
+
+ float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f)));
+ int32 nColorStrength;
+
+ if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) )
+ nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
+ else
+ nColorStrength = CTimeCycle::GetShadowStrength();
+
+ int32 color = int32(nColorStrength * 0.8f);
+
+ pos.x += fDisplacementX;
+ pos.y += fDisplacementY;
+
+ RwTexture *texture = shadow->GetShadowRwTexture();
+ ASSERT(texture);
+ RwRGBA bordercolor = {0, 0, 0, 0};
+ shadow->DrawBorderAroundTexture(bordercolor);
+
+ 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));
+
+ RwFrame *frame = shadow->SetLightProperties(angleY, -85.0f, true);
+ ASSERT(frame);
+ CVector at(RwFrameGetMatrix(frame)->at);
+ at.Normalise();
+
+ CShadows::CalcPedShadowValues(at, &fFrontX, &fFrontY, &fSideX, &fSideY, &fDisplacementX, &fDisplacementY);
+
+ pos.x -= 2.5f * fDisplacementX;
+ pos.y -= 2.5f * fDisplacementY;
+
+ CShadows::StoreShadowToBeRendered(SHADOWTYPE_INVCOLOR, texture, &pos,
+ fFrontX * 1.5f, fFrontY * 1.5f,
+ fSideX * 1.5f, fSideY * 1.5f,
+ color, color, color, color,
+ 4.0f, false, 1.0f, shadow, false);
}
}
}
+#endif
+
void
CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
{
- ASSERT(pPed != NULL);
+ ASSERT(pPed != nil);
if ( pPed->bIsVisible )
{
if ( !(pPed->bInVehicle && pPed->m_nPedState != PED_DRAG_FROM_CAR && pPed->m_nPedState != PED_EXIT_CAR) )
{
if ( CTimeCycle::GetShadowStrength() != 0 )
+ {
+#ifdef USE_CUTSCENE_SHADOW_FOR_PED
+ 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);
+ }
}
}
}
@@ -582,8 +880,8 @@ CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacemen
void
CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
-{
- ASSERT(pPedObject != NULL);
+{
+ ASSERT(pPedObject != nil);
CVector PedPos = pPedObject->GetPosition();
@@ -591,7 +889,7 @@ CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, flo
float fDrawDistance = 26.0f;
- if ( fDistToCamSqr < SQR(fDrawDistance*0.5f)/*?*/ )
+ if ( fDistToCamSqr < SQR(fDrawDistance*0.5f) )
{
if ( pPedObject == FindPlayerPed() || TheCamera.IsSphereVisible(PedPos, 2.0f) != false )
{
@@ -614,7 +912,80 @@ CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, flo
fFrontX, fFrontY,
fSideX, fSideY,
nColorStrength, nColorStrength, nColorStrength, nColorStrength,
- 4.0f, false, 1.0f);
+ 4.0f, false, 1.0f, nil, pPedObject == FindPlayerPed());
+ }
+ }
+}
+
+
+void
+CShadows::StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY,
+ float fFrontX, float fFrontY, float fSideX, float fSideY)
+{
+#ifdef DISABLE_CUTSCENE_SHADOWS
+ return;
+#endif
+ ASSERT(pObject != nil);
+
+ CCutsceneShadow *shadow = pObject->m_pShadow;
+
+ if ( shadow == nil )
+ return;
+
+ if ( !shadow->IsInitialized() )
+ return;
+
+ CVector pos = pObject->GetPosition();
+
+ float fDistToCamSqr = (pos - TheCamera.GetPosition()).MagnitudeSqr2D();
+
+ float fDrawDistance = 100.0f;
+
+ if ( fDistToCamSqr < SQR(fDrawDistance*0.5f) )
+ {
+ if ( (CEntity*)pObject == FindPlayerPed() || TheCamera.IsSphereVisible(pos, 2.0f) )
+ {
+ float fDistToCam = Sqrt(fDistToCamSqr);
+
+ float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f)));
+ int32 nColorStrength;
+
+ if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) )
+ nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
+ else
+ nColorStrength = CTimeCycle::GetShadowStrength();
+
+ int32 color = int32(nColorStrength * 0.8f);
+
+ pos.x += fDisplacementX;
+ pos.y += fDisplacementY;
+
+ RwTexture *texture = shadow->GetShadowRwTexture();
+ ASSERT(texture);
+ RwRGBA bordercolor = {0, 0, 0, 0};
+ shadow->DrawBorderAroundTexture(bordercolor);
+
+ 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));
+
+ RwFrame *frame = shadow->SetLightProperties(angleY, -85.0f, true);
+ ASSERT(frame);
+ CVector at(RwFrameGetMatrix(frame)->at);
+ at.Normalise();
+
+ CalcPedShadowValues(at, &fFrontX, &fFrontY, &fSideX, &fSideY, &fDisplacementX, &fDisplacementY);
+
+ pos.x -= 2.5f * fDisplacementX;
+ pos.y -= 2.5f * fDisplacementY;
+
+ StoreShadowToBeRendered(SHADOWTYPE_INVCOLOR, texture, &pos,
+ fFrontX * 1.5f, fFrontY * 1.5f,
+ fSideX * 1.5f, fSideY * 1.5f,
+ color, color, color, color,
+ 4.0f, false, 1.0f, shadow, false);
}
}
}
@@ -622,14 +993,15 @@ CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, flo
void
CShadows::StoreShadowForTree(CEntity *pTree)
{
- ASSERT(pTree != NULL);
+ ASSERT(pTree != nil);
}
+
void
CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ,
float fPoleHeight, float fPoleWidth, uint32 nID)
{
- ASSERT(pPole != NULL);
+ ASSERT(pPole != nil);
if ( CTimeCycle::GetShadowStrength() != 0 )
{
@@ -684,6 +1056,7 @@ CShadows::SetRenderModeForShadowType(uint8 ShadowType)
}
}
+
void
CShadows::RenderStoredShadows(void)
{
@@ -692,17 +1065,20 @@ CShadows::RenderStoredShadows(void)
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void *)rwTEXTUREADDRESSCLAMP);
+
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);
+ ASSERT(asShadowsStored[i].m_pTexture != nil);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(asShadowsStored[i].m_pTexture));
@@ -734,39 +1110,112 @@ CShadows::RenderStoredShadows(void)
{
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);
+ ASSERT(pCurSector != nil);
+
+ if ( asShadowsStored[j].m_pCutsceneShadow )
+ {
+ CastCutsceneShadowSectorList(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,
+ nil,
+ asShadowsStored[j].m_pCutsceneShadow);
+
+ CastCutsceneShadowSectorList(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,
+ nil,
+ asShadowsStored[j].m_pCutsceneShadow);
+ }
+ else if ( asShadowsStored[j].m_nFlags.bDrawOnBuildings )
+ {
+ CastPlayerShadowSectorList(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,
+ nil);
+
+ CastPlayerShadowSectorList(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,
+ nil);
+ }
+ else
+ {
+ 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,
+ nil);
+
+ 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,
+ nil);
+ }
}
}
@@ -776,16 +1225,17 @@ CShadows::RenderStoredShadows(void)
RenderBuffer::RenderStuffInBuffer();
}
-
}
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void *)rwTEXTUREADDRESSWRAP);
ShadowsStoredToBeRendered = 0;
}
+
void
CShadows::RenderStaticShadows(void)
{
@@ -811,19 +1261,19 @@ CShadows::RenderStaticShadows(void)
// optimization trick, render all shadows with same renderstate and texture
for ( int32 j = i; j < MAX_STATICSHADOWS; j++ )
{
- if ( aStaticShadows[j].m_pPolyBunch != NULL
+ if ( aStaticShadows[j].m_pPolyBunch != nil
&& 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 )
+ for ( CPolyBunch *bunch = aStaticShadows[j].m_pPolyBunch; bunch != nil; 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);
+ ASSERT(pIndexes != nil);
+ ASSERT(pVerts != nil);
for ( int32 k = 0; k < bunch->m_nNumVerts; k++ )
{
@@ -857,6 +1307,7 @@ CShadows::RenderStaticShadows(void)
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
}
+
void
CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
{
@@ -883,7 +1334,7 @@ CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
{
CSector *pCurSector = CWorld::GetSector(x, y);
- ASSERT(pCurSector != NULL);
+ ASSERT(pCurSector != nil);
CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
fStartX, fStartY,
@@ -914,50 +1365,109 @@ CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
}
}
+
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);
+ ASSERT(pPosn != nil);
CPtrNode *pNode = PtrList.first;
CRect Bound;
- while ( pNode != NULL )
+ while ( pNode != nil )
{
CEntity *pEntity = (CEntity *)pNode->item;
uint16 nScanCode = pEntity->m_scanCode;
pNode = pNode->next;
- ASSERT( pEntity != NULL );
+ ASSERT( pEntity != nil );
if ( nScanCode != CWorld::GetCurrentScanCode() )
{
- if ( pEntity->bUsesCollision && pEntity->IsBuilding() )
+ pEntity->m_scanCode = CWorld::GetCurrentScanCode();
+
+ if ( pEntity->bUsesCollision && !pEntity->m_flagE2 )
{
- pEntity->m_scanCode = CWorld::GetCurrentScanCode();
+ if ( IsAreaVisible(pEntity->m_area) )
+ {
+ 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 )
+ {
+ CastShadowEntityXY(pEntity,
+ fStartX, fStartY,
+ fEndX, fEndY,
+ pPosn,
+ fFrontX, fFrontY,
+ fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ fZDistance, fScale, ppPolyBunch);
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+
+void
+CShadows::CastPlayerShadowSectorList(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 != nil);
+
+ CPtrNode *pNode = PtrList.first;
+
+ CRect Bound;
+
+ while ( pNode != nil )
+ {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ uint16 nScanCode = pEntity->m_scanCode;
+ pNode = pNode->next;
- Bound = pEntity->GetBoundRect();
+ ASSERT( pEntity != nil );
- if ( fStartX < Bound.right
- && fEndX > Bound.left
- && fStartY < Bound.bottom
- && fEndY > Bound.top )
+ if ( nScanCode != CWorld::GetCurrentScanCode() )
+ {
+ pEntity->m_scanCode = CWorld::GetCurrentScanCode();
+
+ if ( pEntity->bUsesCollision )
+ {
+ if ( IsAreaVisible(pEntity->m_area) )
{
- if ( pPosn->z - fZDistance < pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.max.z
- && pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.min.z < pPosn->z )
+ Bound = pEntity->GetBoundRect();
+
+ if ( fStartX < Bound.right
+ && fEndX > Bound.left
+ && fStartY < Bound.bottom
+ && fEndY > Bound.top )
{
- CastShadowEntity(pEntity,
- fStartX, fStartY,
- fEndX, fEndY,
- pPosn,
- fFrontX, fFrontY,
- fSideX, fSideY,
- nIntensity, nRed, nGreen, nBlue,
- fZDistance, fScale, ppPolyBunch);
+ if ( pPosn->z - fZDistance < pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.max.z
+ && pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.min.z < pPosn->z )
+ {
+ CastShadowEntityXY(pEntity,
+ fStartX, fStartY,
+ fEndX, fEndY,
+ pPosn,
+ fFrontX, fFrontY,
+ fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ fZDistance, fScale, ppPolyBunch);
+ }
}
}
}
@@ -965,21 +1475,74 @@ CShadows::CastShadowSectorList(CPtrList &PtrList, float fStartX, float fStartY,
}
}
+
void
-CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, float fEndX, float fEndY, CVector *pPosn,
+CShadows::CastCutsceneShadowSectorList(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, CCutsceneShadow *pShadow)
+{
+ ASSERT(pPosn != nil);
+ ASSERT(pShadow != nil);
+
+ CPtrNode *pNode = PtrList.first;
+
+ CRect Bound;
+
+ while ( pNode != nil )
+ {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ uint16 nScanCode = pEntity->m_scanCode;
+ pNode = pNode->next;
+
+ ASSERT( pEntity != nil );
+
+ if ( nScanCode != CWorld::GetCurrentScanCode() )
+ {
+ pEntity->m_scanCode = CWorld::GetCurrentScanCode();
+
+ if ( pEntity->bUsesCollision )
+ {
+ if ( IsAreaVisible(pEntity->m_area) )
+ {
+ 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 )
+ {
+ CastShadowEntityXYZ(pEntity, pPosn,
+ fFrontX, fFrontY,
+ fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ fZDistance, fScale, ppPolyBunch, pShadow);
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+void
+CShadows::CastShadowEntityXY(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);
+{
+ ASSERT(pEntity != nil);
+ ASSERT(pPosn != nil);
static CVector List [20];
static CVector Texture[20];
static CVector Points [4];
CColModel *pCol = pEntity->GetColModel();
- ASSERT(pCol != NULL);
+ ASSERT(pCol != nil);
#ifndef MASTER
if ( gbPrintShite )
@@ -1025,14 +1588,14 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa
for ( int32 i = 0; i < pCol->numTriangles; i++ )
{
CColTrianglePlane *pColTriPlanes = pCol->trianglePlanes;
- ASSERT(pColTriPlanes != NULL);
+ ASSERT(pColTriPlanes != nil);
CVector normal;
pColTriPlanes[i].GetNormal(normal);
if ( Abs(normal.z) > 0.1f )
{
CColTriangle *pColTri = pCol->triangles;
- ASSERT(pColTri != NULL);
+ ASSERT(pColTri != nil);
CVector PointA, PointB, PointC;
@@ -1432,12 +1995,12 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa
}
- if ( ppPolyBunch != NULL )
+ if ( ppPolyBunch != nil )
{
- if ( pEmptyBunchList != NULL )
+ if ( pEmptyBunchList != nil )
{
CPolyBunch *pBunch = pEmptyBunchList;
- ASSERT(pBunch != NULL);
+ ASSERT(pBunch != nil);
pEmptyBunchList = pEmptyBunchList->m_pNext;
pBunch->m_pNext = *ppPolyBunch;
*ppPolyBunch = pBunch;
@@ -1462,8 +2025,8 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa
RenderBuffer::StartStoring(3 * (numVerts3 - 2), numVerts3, &pIndexes, &pVerts);
- ASSERT(pIndexes != NULL);
- ASSERT(pVerts != NULL);
+ ASSERT(pIndexes != nil);
+ ASSERT(pVerts != nil);
for ( int32 j = 0; j < numVerts3; j++ )
@@ -1487,12 +2050,222 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa
}
}
+
+typedef struct _ProjectionParam
+{
+ RwV3d at; /* Camera at vector */
+ RwMatrix invMatrix; /* Transforms to shadow camera space */
+ RwUInt8 shadowValue; /* Shadow opacity value */
+ RwBool fade; /* Shadow fades with distance */
+ RwUInt32 numIm3DBatch; /* Number of buffer flushes */
+ RwMatrix entityMatrix;
+}
+ProjectionParam;
+
+RwV3d *ShadowRenderTriangleCB(RwV3d *points, RwV3d *normal, ProjectionParam *param)
+{
+ RwV3d vIn[3];
+ RwV3d vShad[3];
+
+ RwV3dTransformPoints(&vIn[0], points, 3, &param->entityMatrix);
+
+ /*
+ * Reject backfacing triangles
+ * This reject the triangles parallel to the light as well
+ */
+ if (RwV3dDotProduct(normal, &param->at) > 0.0f)
+ {
+ return points;
+ }
+
+ RwV3dTransformPoints(&vShad[0], &vIn[0], 3, &param->invMatrix);
+
+ /*
+ * Reject triangles behind the camera (z test). Note that any world
+ * triangles lying in front of the camera but before the object may
+ * have a shadow applied. To minimize such artefacts, this test could
+ * be modified to use a specific value rather than 0.0f, perhaps
+ * to reject triangles behind the center plane of the object.
+ *
+ * Reject triangles that lie entirely outside the shadow texture range
+ * (x,y test).
+ */
+ if (((vShad[0].z < 0.0f) && (vShad[1].z < 0.0f)
+ && (vShad[2].z < 0.0f)) || ((vShad[0].x < 0.0f)
+ && (vShad[1].x < 0.0f)
+ && (vShad[2].x < 0.0f))
+ || ((vShad[0].x > 1.0f) && (vShad[1].x > 1.0f)
+ && (vShad[2].x > 1.0f)) || ((vShad[0].y < 0.0f)
+ && (vShad[1].y < 0.0f)
+ && (vShad[2].y < 0.0f))
+ || ((vShad[0].y > 1.0f) && (vShad[1].y > 1.0f)
+ && (vShad[2].y > 1.0f)))
+ {
+ return points;
+ }
+
+ RwIm3DVertex *imv = nil;
+ RwImVertexIndex *imi = nil;
+
+ RenderBuffer::StartStoring(3, 3, &imi, &imv);
+
+ /*
+ * Set the immediate mode vertices for this triangle
+ */
+
+ RwIm3DVertexSetPos(imv, vIn[0].x, vIn[0].y, vIn[0].z);
+ RwIm3DVertexSetPos(imv + 1, vIn[1].x, vIn[1].y, vIn[1].z);
+ RwIm3DVertexSetPos(imv + 2, vIn[2].x, vIn[2].y, vIn[2].z);
+
+ RwIm3DVertexSetU(imv, vShad[0].x);
+ RwIm3DVertexSetU(imv + 1, vShad[1].x);
+ RwIm3DVertexSetU(imv + 2, vShad[2].x);
+
+ RwIm3DVertexSetV(imv, vShad[0].y);
+ RwIm3DVertexSetV(imv + 1, vShad[1].y);
+ RwIm3DVertexSetV(imv + 2, vShad[2].y);
+
+ /*
+ * Do we fade out the shadow with distance?
+ */
+ if (param->fade)
+ {
+ RwReal fadeVal;
+ RwUInt8 val;
+
+ fadeVal = 1.0f - vShad[0].z * vShad[0].z;
+ val =
+ (fadeVal <
+ 0.0f) ? 0 : (RwUInt8) (fadeVal * param->shadowValue);
+ RwIm3DVertexSetRGBA(imv, val, val, val, val);
+
+ fadeVal = 1.0f - vShad[1].z * vShad[1].z;
+ val =
+ (fadeVal <
+ 0.0f) ? 0 : (RwUInt8) (fadeVal * param->shadowValue);
+ RwIm3DVertexSetRGBA(imv + 1, val, val, val, val);
+
+ fadeVal = 1.0f - vShad[2].z * vShad[2].z;
+ val =
+ (fadeVal <
+ 0.0f) ? 0 : (RwUInt8) (fadeVal * param->shadowValue);
+ RwIm3DVertexSetRGBA(imv + 2, val, val, val, val);
+ }
+ else
+ {
+ RwUInt8 val = param->shadowValue;
+
+ RwIm3DVertexSetRGBA(imv, val, val, val, val);
+ RwIm3DVertexSetRGBA(imv + 1, val, val, val, val);
+ RwIm3DVertexSetRGBA(imv + 2, val, val, val, val);
+ }
+
+ /*
+ * Update buffer position
+ */
+ imi[0] = 0;
+ imi[1] = 1;
+ imi[2] = 2;
+
+ RenderBuffer::StopStoring();
+
+ return points;
+}
+
+void
+CShadows::CastShadowEntityXYZ(CEntity *pEntity, CVector *pPosn,
+ float fFrontX, float fFrontY, float fSideX, float fSideY,
+ int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
+ float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow)
+{
+ ASSERT(pEntity != nil);
+ ASSERT(pPosn != nil);
+
+ if ( pShadow )
+ {
+ ProjectionParam proj;
+ RwV3d scl;
+ RwV3d tr;
+
+ CShadowCamera *shadow = pShadow->GetShadowCamera();
+ CColModel *collision = pEntity->GetColModel();
+
+ CCollision::CalculateTrianglePlanes(collision);
+
+ RwMatrix mat;
+ mat = *RwFrameGetMatrix(RwCameraGetFrame(shadow->GetRwCamera()));
+
+ RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
+
+ RwMatrixRotate(&mat, &Xaxis, -45.0f, rwCOMBINEPRECONCAT);
+
+ proj.at = mat.at;
+ pEntity->GetMatrix().CopyToRwMatrix(&proj.entityMatrix);
+
+ RwMatrixInvert(&proj.invMatrix, &mat);
+ RwReal radius = RwCameraGetViewWindow(shadow->GetRwCamera())->x;
+
+ scl.x = scl.y = -0.5f / (radius*0.9f);
+ scl.z = 1.0f / (radius*0.8f);
+ RwMatrixScale(&proj.invMatrix, &scl, rwCOMBINEPOSTCONCAT);
+
+ tr.x = 0.5f;
+ tr.y = tr.z = 0.0f;
+ RwMatrixTranslate(&proj.invMatrix, &tr, rwCOMBINEPOSTCONCAT);
+
+ proj.shadowValue = nIntensity;
+ proj.fade = 0;
+
+ RwMatrix matrix;
+ pEntity->GetMatrix().CopyToRwMatrix(&matrix);
+ RwMatrix invMatrix;
+ RwMatrixInvert(&invMatrix, &matrix);
+
+
+ CVector center(pShadow->GetBaseSphere().center);
+ center += CVector(-fFrontX * 1.1f, -fFrontY * 1.1f, -0.5f);
+
+ CSphere sphere;
+ sphere.Set(2.0f, center);
+
+ RwV3d point;
+ RwV3dTransformPoints(&point, center, 1, &invMatrix);
+
+ CColSphere colSphere;
+ colSphere.Set(2.0f, CVector(point), 0, 0);
+
+ int i = 0;
+ while ( i < collision->numTriangles )
+ {
+ CVector p[3];
+
+ collision->GetTrianglePoint(p[0], collision->triangles[i].a);
+ collision->GetTrianglePoint(p[1], collision->triangles[i].b);
+ collision->GetTrianglePoint(p[2], collision->triangles[i].c);
+
+ if ( CCollision::TestSphereTriangle(colSphere, collision->vertices, collision->triangles[i], collision->trianglePlanes[i]) )
+ {
+ CVector n(collision->trianglePlanes[i].GetNormalX(), collision->trianglePlanes[i].GetNormalY(), collision->trianglePlanes[i].GetNormalZ());
+ CVector offset = n * 0.028f;
+
+ p[0] += offset;
+ p[1] += offset;
+ p[2] += offset;
+
+ if ( !ShadowRenderTriangleCB((RwV3d *)p, n, &proj) )
+ break;
+ }
+ i++;
+ }
+ }
+}
+
void
CShadows::UpdateStaticShadows(void)
{
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
{
- if ( aStaticShadows[i].m_pPolyBunch != NULL && !aStaticShadows[i].m_bJustCreated
+ if ( aStaticShadows[i].m_pPolyBunch != nil && !aStaticShadows[i].m_bJustCreated
&& (!aStaticShadows[i].m_bTemp || CTimer::GetTimeInMilliseconds() > aStaticShadows[i].m_nTimeCreated + 5000) )
{
aStaticShadows[i].Free();
@@ -1515,13 +2288,14 @@ CShadows::UpdatePermanentShadows(void)
aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
else
{
+ bool bOk;
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((uintptr)&aPermanentShadows[i],
+ bOk = StoreStaticShadow((uintptr)&aPermanentShadows[i],
aPermanentShadows[i].m_nType,
aPermanentShadows[i].m_pTexture,
&aPermanentShadows[i].m_vecPos,
@@ -1538,7 +2312,7 @@ CShadows::UpdatePermanentShadows(void)
}
else
{
- StoreStaticShadow((uintptr)&aPermanentShadows[i],
+ bOk = StoreStaticShadow((uintptr)&aPermanentShadows[i],
aPermanentShadows[i].m_nType,
aPermanentShadows[i].m_pTexture,
&aPermanentShadows[i].m_vecPos,
@@ -1553,6 +2327,9 @@ CShadows::UpdatePermanentShadows(void)
aPermanentShadows[i].m_fZDistance,
1.0f, 40.0f, false, 0.0f);
}
+
+ if ( !bOk )
+ aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
}
}
}
@@ -1561,19 +2338,19 @@ CShadows::UpdatePermanentShadows(void)
void
CStaticShadow::Free(void)
{
- if ( m_pPolyBunch != NULL )
+ if ( m_pPolyBunch != nil )
{
CPolyBunch *pFree = CShadows::pEmptyBunchList;
CShadows::pEmptyBunchList = m_pPolyBunch;
CPolyBunch *pUsed = m_pPolyBunch;
- while (pUsed->m_pNext != NULL)
+ while (pUsed->m_pNext != nil)
pUsed = pUsed->m_pNext;
pUsed->m_pNext = pFree;
}
- m_pPolyBunch = NULL;
+ m_pPolyBunch = nil;
m_nId = 0;
}
@@ -1617,6 +2394,7 @@ CShadows::CalcPedShadowValues(CVector vecLightDir,
}
+
void
CShadows::RenderExtraPlayerShadows(void)
{
@@ -1627,64 +2405,13 @@ 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 = (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;
-
- float fFrontX, fFrontY, fSideX, fSideY, fDisplacementX, fDisplacementY;
-
- CalcPedShadowValues(vecLight,
- &fFrontX, &fFrontY,
- &fSideX, &fSideY,
- &fDisplacementX, &fDisplacementY);
-
- CVector shadowPos = FindPlayerCoors();
-
- shadowPos.x += fDisplacementX;
- shadowPos.y += fDisplacementY;
-
-
- StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &shadowPos,
- fFrontX, fFrontY,
- fSideX, fSideY,
- nColorStrength, 0, 0, 0,
- 4.0f, false, 1.0f);
- }
- }
- }
- }
- }
+ if ( pCar == nil )
+ ; // R* cut it out for playerped
else
{
- if ( pCar->GetModelIndex() != MI_RCBANDIT )
+ if ( pCar->GetModelIndex() != MI_RCBANDIT
+ && pCar->GetVehicleAppearance() != VEHICLE_APPEARANCE_BIKE
+ && !pCar->IsBike() && !pCar->IsPlane() && !pCar->IsBoat() )
{
for ( int32 i = 0; i < CPointLights::NumLights; i++ )
{
@@ -1737,7 +2464,7 @@ CShadows::RenderExtraPlayerShadows(void)
pCar->GetRight().x * (fVehicleWidth/3),
pCar->GetRight().y * (fVehicleWidth/3),
nColorStrength, 0, 0, 0,
- 4.5f, false, 1.0f);
+ 4.5f, false, 1.0f, nil, false);
}
else
{
@@ -1747,7 +2474,7 @@ CShadows::RenderExtraPlayerShadows(void)
-pCar->GetRight().x * (fVehicleWidth/2),
-pCar->GetRight().y * (fVehicleWidth/2),
nColorStrength, 0, 0, 0,
- 4.5f, false, 1.0f);
+ 4.5f, false, 1.0f, nil, false);
}
}
}
@@ -1769,9 +2496,9 @@ CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTextur
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity)
{
- ASSERT(pPosn != NULL);
+ ASSERT(pPosn != nil);
C3dMarkers::PlaceMarkerSet(nID, MARKERTYPE_CYLINDER, *pPosn, Max(fFrontX, -fSideY),
- 0, 128, 255, 128,
- 2048, 0.2f, 0);
+ SPHERE_MARKER_R, SPHERE_MARKER_G, SPHERE_MARKER_B,
+ SPHERE_MARKER_A, SPHERE_MARKER_PULSE_PERIOD, 0.2f, 0);
}