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-rw-r--r--src/render/2dEffect.h34
-rw-r--r--src/render/Glass.cpp2
-rw-r--r--src/render/Glass.h1
-rw-r--r--src/render/PointLights.cpp6
-rw-r--r--src/render/PointLights.h6
-rw-r--r--src/render/Shadows.cpp12
-rw-r--r--src/render/Shadows.h12
-rw-r--r--src/render/SpecialFX.cpp2
-rw-r--r--src/render/SpecialFX.h6
9 files changed, 69 insertions, 12 deletions
diff --git a/src/render/2dEffect.h b/src/render/2dEffect.h
index 780d9b4f..1610f908 100644
--- a/src/render/2dEffect.h
+++ b/src/render/2dEffect.h
@@ -4,19 +4,45 @@ enum {
EFFECT_ATTRACTOR
};
+enum {
+ LIGHT_ON,
+ LIGHT_ON_NIGHT,
+ LIGHT_FLICKER,
+ LIGHT_FLICKER_NIGHT,
+ LIGHT_FLASH1,
+ LIGHT_FLASH1_NIGHT,
+ LIGHT_FLASH2,
+ LIGHT_FLASH2_NIGHT,
+ LIGHT_FLASH3,
+ LIGHT_FLASH3_NIGHT,
+ LIGHT_RANDOM_FLICKER,
+ LIGHT_RANDOM_FLICKER_NIGHT,
+ LIGHT_SPECIAL,
+ LIGHT_BRIDGE_FLASH1,
+ LIGHT_BRIDGE_FLASH2,
+};
+
+enum {
+ LIGHTFLAG_LOSCHECK = 1,
+ // same order as CPointLights flags, must start at 2
+ LIGHTFLAG_FOG_NORMAL = 2, // can have light and fog
+ LIGHTFLAG_FOG_ALWAYS = 4, // fog only
+ LIGHTFLAG_FOG = (LIGHTFLAG_FOG_NORMAL|LIGHTFLAG_FOG_ALWAYS)
+};
+
class C2dEffect
{
public:
struct Light {
float dist;
- float outerRange;
+ float range; // of pointlight
float size;
- float innerRange;
- uint8 flash;
+ float shadowRange;
+ uint8 lightType; // LIGHT_
uint8 roadReflection;
uint8 flareType;
uint8 shadowIntensity;
- uint8 flags;
+ uint8 flags; // LIGHTFLAG_
RwTexture *corona;
RwTexture *shadow;
};
diff --git a/src/render/Glass.cpp b/src/render/Glass.cpp
index aba8f9e0..9a233584 100644
--- a/src/render/Glass.cpp
+++ b/src/render/Glass.cpp
@@ -2,6 +2,8 @@
#include "patcher.h"
#include "Glass.h"
+WRAPPER void CGlass::AskForObjectToBeRenderedInGlass(CEntity *ent) { EAXJMP(0x5033F0); }
+
WRAPPER void
CGlass::WindowRespondsToCollision(CEntity *ent, float amount, CVector speed, CVector point, bool foo)
{
diff --git a/src/render/Glass.h b/src/render/Glass.h
index 460c4548..60592c39 100644
--- a/src/render/Glass.h
+++ b/src/render/Glass.h
@@ -5,6 +5,7 @@ class CEntity;
class CGlass
{
public:
+ static void AskForObjectToBeRenderedInGlass(CEntity *ent);
static void WindowRespondsToCollision(CEntity *ent, float amount, CVector speed, CVector point, bool foo);
static void WindowRespondsToSoftCollision(CEntity *ent, float amount);
static void Render(void);
diff --git a/src/render/PointLights.cpp b/src/render/PointLights.cpp
index 2b840314..9e98a327 100644
--- a/src/render/PointLights.cpp
+++ b/src/render/PointLights.cpp
@@ -13,8 +13,6 @@
int16 &CPointLights::NumLights = *(int16*)0x95CC3E;
CRegisteredPointLight *CPointLights::aLights = (CRegisteredPointLight*)0x7096D0;
-//WRAPPER void CPointLights::RenderFogEffect(void) { EAXJMP(0x510C30); }
-
void
CPointLights::InitPerFrame(void)
{
@@ -69,7 +67,7 @@ CPointLights::GenerateLightsAffectingObject(CVector *objCoors)
ret = 1.0f;
for(i = 0; i < NumLights; i++){
- if(aLights[i].type == LIGHT_FOGONLY_3 || aLights[i].type == LIGHT_FOGONLY_4)
+ if(aLights[i].type == LIGHT_FOGONLY || aLights[i].type == LIGHT_FOGONLY_ALWAYS)
continue;
// same weird distance calculation. simplified here
@@ -235,7 +233,7 @@ CPointLights::RenderFogEffect(void)
}
}
- }else if(aLights[i].type == LIGHT_POINT || aLights[i].type == LIGHT_FOGONLY_3 || aLights[i].type == LIGHT_FOGONLY_4){
+ }else if(aLights[i].type == LIGHT_POINT || aLights[i].type == LIGHT_FOGONLY || aLights[i].type == LIGHT_FOGONLY_ALWAYS){
if(CWorld::ProcessVerticalLine(aLights[i].coors, aLights[i].coors.z - 20.0f,
point, entity, true, false, false, false, true, false, nil)){
diff --git a/src/render/PointLights.h b/src/render/PointLights.h
index 288571d0..c350e4c8 100644
--- a/src/render/PointLights.h
+++ b/src/render/PointLights.h
@@ -26,8 +26,10 @@ public:
LIGHT_DIRECTIONAL,
LIGHT_DARKEN, // no effects at all
// these have only fog, otherwise no difference?
- LIGHT_FOGONLY_3,
- LIGHT_FOGONLY_4,
+ // only used by CEntity::ProcessLightsForEntity it seems
+ // and there used together with fog type
+ LIGHT_FOGONLY_ALWAYS,
+ LIGHT_FOGONLY,
};
enum {
FOG_NONE,
diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp
index cb5cedfb..0852938f 100644
--- a/src/render/Shadows.cpp
+++ b/src/render/Shadows.cpp
@@ -7,6 +7,16 @@ WRAPPER void CShadows::RenderStaticShadows(void) { EAXJMP(0x5145F0); }
WRAPPER void CShadows::RenderStoredShadows(void) { EAXJMP(0x514010); }
WRAPPER void CShadows::RenderExtraPlayerShadows(void) { EAXJMP(0x516F90); }
WRAPPER void CShadows::CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY) { EAXJMP(0x516EB0); }
+WRAPPER void CShadows::StoreShadowForPole(CEntity *ent, float offsetX, float offsetY, float offsetZ, float poleHeight, float poleWidth, uint32 subId) { EAXJMP(0x513E10); }
WRAPPER void CShadows::StoreShadowForPedObject(CEntity *ent, float dispX, float dispY, float frontX, float frontY, float sideX, float sideY) { EAXJMP(0x513CB0); }
+WRAPPER void CShadows::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) { EAXJMP(0x5130A0); }
+WRAPPER void CShadows::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) { EAXJMP(0x513750); }
-RwTexture*& gpBloodPoolTex = *(RwTexture * *)0x9415F8; \ No newline at end of file
+RwTexture *&gpBloodPoolTex = *(RwTexture**)0x9415F8;
+RwTexture *&gpShadowExplosionTex = *(RwTexture**)0x8F2A00;
+
+void
+CShadows::StoreShadowForTree(CEntity *ent)
+{
+ // empty
+}
diff --git a/src/render/Shadows.h b/src/render/Shadows.h
index 2a41f81e..37749de4 100644
--- a/src/render/Shadows.h
+++ b/src/render/Shadows.h
@@ -3,6 +3,11 @@
struct RwTexture;
class CEntity;
+enum
+{
+ SHADOWTYPE_2 = 2
+};
+
class CShadows
{
public:
@@ -11,7 +16,12 @@ public:
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);
};
-extern RwTexture*& gpBloodPoolTex;
+extern RwTexture *&gpBloodPoolTex;
+extern RwTexture *&gpShadowExplosionTex;
diff --git a/src/render/SpecialFX.cpp b/src/render/SpecialFX.cpp
index 3aa60f2f..32923b12 100644
--- a/src/render/SpecialFX.cpp
+++ b/src/render/SpecialFX.cpp
@@ -3,3 +3,5 @@
#include "SpecialFX.h"
WRAPPER void CSpecialFX::Render(void) { EAXJMP(0x518DC0); }
+
+WRAPPER void CMotionBlurStreaks::RegisterStreak(int32 id, uint8 r, uint8 g, uint8 b, CVector p1, CVector p2) { EAXJMP(0x519460); }
diff --git a/src/render/SpecialFX.h b/src/render/SpecialFX.h
index ffa2a90a..1a1a4c1e 100644
--- a/src/render/SpecialFX.h
+++ b/src/render/SpecialFX.h
@@ -5,3 +5,9 @@ class CSpecialFX
public:
static void Render(void);
};
+
+class CMotionBlurStreaks
+{
+public:
+ static void RegisterStreak(int32 id, uint8 r, uint8 g, uint8 b, CVector p1, CVector p2);
+};