diff options
Diffstat (limited to 'src/render/Shadows.h')
-rw-r--r-- | src/render/Shadows.h | 176 |
1 files changed, 164 insertions, 12 deletions
diff --git a/src/render/Shadows.h b/src/render/Shadows.h index 37749de4..585518ee 100644 --- a/src/render/Shadows.h +++ b/src/render/Shadows.h @@ -1,26 +1,178 @@ #pragma once +#define MAX_STOREDSHADOWS 48 +#define MAX_POLYBUNCHES 300 +#define MAX_STATICSHADOWS 64 +#define MAX_PERMAMENTSHADOWS 48 + + struct RwTexture; class CEntity; -enum +enum eShadowType +{ + SHADOWTYPE_NONE = 0, + SHADOWTYPE_DARK, + SHADOWTYPE_ADDITIVE, + SHADOWTYPE_INVCOLOR +}; + +enum eShadowTextureType +{ + SHADOWTEX_NONE = 0, + SHADOWTEX_CAR, + SHADOWTEX_PED, + SHADOWTEX_EXPLOSION, + SHADOWTEX_HELI, + SHADOWTEX_HEADLIGHTS, + SHADOWTEX_BLOOD +}; + +class CStoredShadow +{ +public: + CVector m_vecPos; + CVector2D m_vecFront; + CVector2D m_vecSide; + float m_fZDistance; + float m_fScale; + int16 m_nIntensity; + uint8 m_ShadowType; + uint8 m_nRed; + uint8 m_nGreen; + uint8 m_nBlue; + struct + { + uint8 bDrawOnWater : 1; + uint8 bRendered : 1; + //uint8 bDrawOnBuildings : 1; + } m_nFlags; + char _pad0; + RwTexture *m_pTexture; + + CStoredShadow() + { } +}; +VALIDATE_SIZE(CStoredShadow, 0x30); + +class CPolyBunch { - SHADOWTYPE_2 = 2 +public: + int16 m_nNumVerts; + char _pad0[2]; + CVector m_aVerts[7]; + uint8 m_aU[7]; + uint8 m_aV[7]; + char _pad1[2]; + CPolyBunch *m_pNext; + + CPolyBunch() + { } +}; +VALIDATE_SIZE(CPolyBunch, 0x6C); + +class CStaticShadow +{ +public: + uint32 m_nId; + CPolyBunch *m_pPolyBunch; + uint32 m_nTimeCreated; + CVector m_vecPosn; + CVector2D m_vecFront; + CVector2D m_vecSide; + float m_fZDistance; + float m_fScale; + uint8 m_nType; + char _pad0; + int16 m_nIntensity; // unsigned ? + uint8 m_nRed; + uint8 m_nGreen; + uint8 m_nBlue; + bool m_bJustCreated; + bool m_bRendered; + bool m_bTemp; + char _pad1[2]; + RwTexture *m_pTexture; + + CStaticShadow() + { } + + void Free(); }; +VALIDATE_SIZE(CStaticShadow, 0x40); + +class CPermanentShadow +{ +public: + CVector m_vecPos; + CVector2D m_vecFront; + CVector2D m_vecSide; + float m_fZDistance; + float m_fScale; + int16 m_nIntensity; + uint8 m_nType; // eShadowType + uint8 m_nRed; + uint8 m_nGreen; + uint8 m_nBlue; + char _pad0[2]; + uint32 m_nTimeCreated; + uint32 m_nLifeTime; + RwTexture *m_pTexture; + + CPermanentShadow() + { } +}; +VALIDATE_SIZE(CPermanentShadow, 0x38); + +class CPtrList; +class CAutomobile; +class CPed; class CShadows { public: - static void AddPermanentShadow(uint8 ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, uint32 nTime, float fScale); - static void RenderStaticShadows(void); - static void RenderStoredShadows(void); - static void RenderExtraPlayerShadows(void); - static void CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY); - static void StoreShadowForTree(CEntity *ent); - static void StoreShadowForPole(CEntity *ent, float offsetX, float offsetY, float offsetZ, float poleHeight, float poleWidth, uint32 subId); - static void StoreShadowForPedObject(CEntity *ent, float dispX, float dispY, float frontX, float frontY, float sideX, float sideY); - static void StoreStaticShadow(uint32 id, uint8 type, RwTexture *texture, CVector *coors, float frontX, float frontY, float sideX, float sideY, int16 intensity, uint8 red, uint8 green, uint8 blue, float zDistance, float scale, float drawDistance, bool temporaryShadow, float upDistance);; - static void StoreShadowToBeRendered(uint8 type, RwTexture *texture, CVector *coors, float frontX, float frontY, float sideX, float sideY, int16 intensity, uint8 red, uint8 green, uint8 blue, float zDistance, bool drawOnWater, float upDistance); +#if 1 + static int16 ShadowsStoredToBeRendered; + static CStoredShadow asShadowsStored [MAX_STOREDSHADOWS]; + static CPolyBunch aPolyBunches [MAX_POLYBUNCHES]; + static CStaticShadow aStaticShadows [MAX_STATICSHADOWS]; + static CPolyBunch *pEmptyBunchList; + static CPermanentShadow aPermanentShadows[MAX_PERMAMENTSHADOWS]; +#else + static int16 &ShadowsStoredToBeRendered; + static CStoredShadow (&asShadowsStored) [MAX_STOREDSHADOWS]; + static CPolyBunch (&aPolyBunches) [MAX_POLYBUNCHES]; + static CStaticShadow (&aStaticShadows) [MAX_STATICSHADOWS]; + static CPolyBunch *&pEmptyBunchList; + static CPermanentShadow (&aPermanentShadows)[MAX_PERMAMENTSHADOWS]; +#endif + + static void Init (void); + static void Shutdown (void); + static void AddPermanentShadow ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, uint32 nTime, float fScale); + static void StoreStaticShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, 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); + static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue); + static void 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); + static void StoreShadowForCar (CAutomobile *pCar); + static void StoreCarLightShadow (CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, float fMaxViewAngle); + static void StoreShadowForPed (CPed *pPed, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY); + static void StoreShadowForPedObject (CEntity *pPedObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY); + static void StoreShadowForTree (CEntity *pTree); + static void StoreShadowForPole (CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ, float fPoleHeight, float fPoleWidth, uint32 nID); + static void SetRenderModeForShadowType (uint8 ShadowType); + static void RenderStoredShadows (void); + static void RenderStaticShadows (void); + static void GeneratePolysForStaticShadow (int16 nStaticShadowID); + static void 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); + static void CastShadowEntity (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); + static void UpdateStaticShadows (void); + static void UpdatePermanentShadows (void); + static void CalcPedShadowValues (CVector vecLightDir, float *pfDisplacementX, float *pfDisplacementY, float *pfFrontX, float *pfFrontY, float *pfSideX, float *pfSideY); + static void RenderExtraPlayerShadows (void); + static void TidyUpShadows (void); + static void RenderIndicatorShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity); }; extern RwTexture *&gpBloodPoolTex; |