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authorSergeanur <s.anureev@yandex.ua>2021-07-18 00:03:57 +0300
committerSergeanur <s.anureev@yandex.ua>2021-07-18 00:03:57 +0300
commitc937bdbfea8f522d14d7a41f24372bddf5bdafcc (patch)
treeeb8f97f6cf9fac31d7ab90388af232d51cc9c137 /src/renderer/Shadows.cpp
parentc8cb1ed013a880a49f83859757af942ca8bbac19 (diff)
render -> renderer (original name)
Diffstat (limited to 'src/renderer/Shadows.cpp')
-rw-r--r--src/renderer/Shadows.cpp2520
1 files changed, 2520 insertions, 0 deletions
diff --git a/src/renderer/Shadows.cpp b/src/renderer/Shadows.cpp
new file mode 100644
index 00000000..dd87bff6
--- /dev/null
+++ b/src/renderer/Shadows.cpp
@@ -0,0 +1,2520 @@
+#include "common.h"
+
+#include "main.h"
+#include "TxdStore.h"
+#include "Timer.h"
+#include "Camera.h"
+#include "Timecycle.h"
+#include "CutsceneMgr.h"
+#include "Automobile.h"
+#include "Bike.h"
+#include "Ped.h"
+#include "PlayerPed.h"
+#include "World.h"
+#include "Weather.h"
+#include "ModelIndices.h"
+#include "RenderBuffer.h"
+#ifdef FIX_BUGS
+#include "Replay.h"
+#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"
+#include "VarConsole.h"
+
+#ifdef DEBUGMENU
+//SETTWEAKPATH("Shadows");
+//TWEAKBOOL(gbPrintShite);
+#endif
+
+RwImVertexIndex ShadowIndexList[24];
+
+RwTexture *gpShadowCarTex;
+RwTexture *gpShadowPedTex;
+RwTexture *gpShadowHeliTex;
+RwTexture *gpShadowBikeTex;
+RwTexture *gpShadowBaronTex;
+RwTexture *gpShadowExplosionTex;
+RwTexture *gpShadowHeadLightsTex;
+RwTexture *gpOutline1Tex;
+RwTexture *gpOutline2Tex;
+RwTexture *gpOutline3Tex;
+RwTexture *gpBloodPoolTex;
+RwTexture *gpReflectionTex;
+RwTexture *gpWalkDontTex;
+RwTexture *gpCrackedGlassTex;
+RwTexture *gpPostShadowTex;
+RwTexture *gpGoalTex;
+
+int16 CShadows::ShadowsStoredToBeRendered;
+CStoredShadow CShadows::asShadowsStored [MAX_STOREDSHADOWS];
+CPolyBunch CShadows::aPolyBunches [MAX_POLYBUNCHES];
+CStaticShadow CShadows::aStaticShadows [MAX_STATICSHADOWS];
+CPolyBunch *CShadows::pEmptyBunchList;
+CPermanentShadow CShadows::aPermanentShadows[MAX_PERMAMENTSHADOWS];
+
+#ifndef MASTER
+bool gbCountPolysInShadow;
+#endif
+
+void
+CShadows::Init(void)
+{
+ CTxdStore::PushCurrentTxd();
+
+ int32 slut = CTxdStore::FindTxdSlot("particle");
+ CTxdStore::SetCurrentTxd(slut);
+
+ 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 != 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;
+ ShadowIndexList[1] = 2;
+ ShadowIndexList[2] = 1;
+
+ ShadowIndexList[3] = 0;
+ ShadowIndexList[4] = 3;
+ ShadowIndexList[5] = 2;
+
+ ShadowIndexList[6] = 0;
+ ShadowIndexList[7] = 4;
+ ShadowIndexList[8] = 3;
+
+ ShadowIndexList[9] = 0;
+ ShadowIndexList[10] = 5;
+ ShadowIndexList[11] = 4;
+
+ ShadowIndexList[12] = 0;
+ ShadowIndexList[13] = 6;
+ ShadowIndexList[14] = 5;
+
+ ShadowIndexList[15] = 0;
+ ShadowIndexList[16] = 7;
+ ShadowIndexList[17] = 6;
+
+ ShadowIndexList[18] = 0;
+ ShadowIndexList[19] = 8;
+ ShadowIndexList[20] = 7;
+
+ ShadowIndexList[21] = 0;
+ ShadowIndexList[22] = 9;
+ ShadowIndexList[23] = 8;
+
+
+ for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
+ {
+ aStaticShadows[i].m_nId = 0;
+ aStaticShadows[i].m_pPolyBunch = nil;
+ }
+
+ pEmptyBunchList = &aPolyBunches[0];
+
+ for ( int32 i = 0; i < MAX_POLYBUNCHES; i++ )
+ {
+ if ( i == MAX_POLYBUNCHES - 1 )
+ aPolyBunches[i].m_pNext = nil;
+ else
+ aPolyBunches[i].m_pNext = &aPolyBunches[i + 1];
+ }
+
+ for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ )
+ {
+ aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
+ }
+
+#ifndef MASTER
+ VarConsole.Add("Count polys in shadow", &gbCountPolysInShadow, true);
+#endif
+}
+
+void
+CShadows::Shutdown(void)
+{
+ 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);
+ RwTextureDestroy(gpOutline2Tex);
+ RwTextureDestroy(gpOutline3Tex);
+ RwTextureDestroy(gpBloodPoolTex);
+ RwTextureDestroy(gpReflectionTex);
+ RwTextureDestroy(gpWalkDontTex);
+ RwTextureDestroy(gpCrackedGlassTex);
+ RwTextureDestroy(gpPostShadowTex);
+}
+
+void
+CShadows::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)
+{
+ ASSERT(pTexture != nil);
+ ASSERT(pPosn != nil);
+
+
+ // find free slot
+ int32 nSlot = 0;
+ while ( nSlot < MAX_PERMAMENTSHADOWS && aPermanentShadows[nSlot].m_nType != SHADOWTYPE_NONE )
+ nSlot++;
+
+ if ( nSlot < MAX_PERMAMENTSHADOWS )
+ {
+ aPermanentShadows[nSlot].m_nType = ShadowType;
+ aPermanentShadows[nSlot].m_pTexture = pTexture;
+ aPermanentShadows[nSlot].m_vecPos = *pPosn;
+ aPermanentShadows[nSlot].m_vecFront.x = fFrontX;
+ aPermanentShadows[nSlot].m_vecFront.y = fFrontY;
+ aPermanentShadows[nSlot].m_vecSide.x = fSideX;
+ aPermanentShadows[nSlot].m_vecSide.y = fSideY;
+ aPermanentShadows[nSlot].m_nIntensity = nIntensity;
+ aPermanentShadows[nSlot].m_nRed = nRed;
+ aPermanentShadows[nSlot].m_nGreen = nGreen;
+ aPermanentShadows[nSlot].m_nBlue = nBlue;
+ aPermanentShadows[nSlot].m_fZDistance = fZDistance;
+ aPermanentShadows[nSlot].m_nLifeTime = nTime;
+ aPermanentShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
+ }
+}
+
+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 != nil);
+
+ float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
+
+ if ( SQR(fDrawDistance) > fDistToCamSqr || fDrawDistance == 0.0f )
+ {
+ if ( fDrawDistance != 0.0f )
+ {
+ float fDistToCam = Sqrt(fDistToCamSqr);
+
+ 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 != nil) )
+ nSlot++;
+
+ if ( nSlot < MAX_STATICSHADOWS )
+ {
+ if ( Abs(pPosn->x - aStaticShadows[nSlot].m_vecPosn.x) < fUpDistance
+ && Abs(pPosn->y - aStaticShadows[nSlot].m_vecPosn.y) < fUpDistance )
+ {
+ aStaticShadows[nSlot].m_bJustCreated = true;
+ aStaticShadows[nSlot].m_nType = ShadowType;
+ aStaticShadows[nSlot].m_pTexture = pTexture;
+ aStaticShadows[nSlot].m_nIntensity = nIntensity;
+ aStaticShadows[nSlot].m_nRed = nRed;
+ aStaticShadows[nSlot].m_nGreen = nGreen;
+ aStaticShadows[nSlot].m_nBlue = nBlue;
+ aStaticShadows[nSlot].m_fZDistance = fZDistance;
+ 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
+ && Abs(pPosn->y - aStaticShadows[nSlot].m_vecPosn.y) < 0.05f
+ && Abs(pPosn->z - aStaticShadows[nSlot].m_vecPosn.z) < 2.0f
+
+ && fFrontX == aStaticShadows[nSlot].m_vecFront.x
+ && fFrontY == aStaticShadows[nSlot].m_vecFront.y
+ && fSideX == aStaticShadows[nSlot].m_vecSide.x
+ && fSideY == aStaticShadows[nSlot].m_vecSide.y )
+ {
+ aStaticShadows[nSlot].m_bJustCreated = true;
+ aStaticShadows[nSlot].m_nType = ShadowType;
+ aStaticShadows[nSlot].m_pTexture = pTexture;
+ aStaticShadows[nSlot].m_nIntensity = nIntensity;
+ aStaticShadows[nSlot].m_nRed = nRed;
+ aStaticShadows[nSlot].m_nGreen = nGreen;
+ aStaticShadows[nSlot].m_nBlue = nBlue;
+ aStaticShadows[nSlot].m_fZDistance = fZDistance;
+ aStaticShadows[nSlot].m_fScale = fScale;
+ aStaticShadows[nSlot].m_bTemp = bTempShadow;
+ aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
+
+ return true;
+ }
+ else
+ {
+ aStaticShadows[nSlot].Free();
+
+ aStaticShadows[nSlot].m_nId = nID;
+ aStaticShadows[nSlot].m_nType = ShadowType;
+ aStaticShadows[nSlot].m_pTexture = pTexture;
+ aStaticShadows[nSlot].m_nIntensity = nIntensity;
+ aStaticShadows[nSlot].m_nRed = nRed;
+ aStaticShadows[nSlot].m_nGreen = nGreen;
+ aStaticShadows[nSlot].m_nBlue = nBlue;
+ aStaticShadows[nSlot].m_fZDistance = fZDistance;
+ aStaticShadows[nSlot].m_fScale = fScale;
+ aStaticShadows[nSlot].m_vecPosn = *pPosn;
+ aStaticShadows[nSlot].m_vecFront.x = fFrontX;
+ aStaticShadows[nSlot].m_vecFront.y = fFrontY;
+ aStaticShadows[nSlot].m_vecSide.x = fSideX;
+ aStaticShadows[nSlot].m_vecSide.y = fSideY;
+ aStaticShadows[nSlot].m_bJustCreated = true;
+ aStaticShadows[nSlot].m_bTemp = bTempShadow;
+ 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 != nil )
+ nSlot++;
+
+ if ( nSlot != MAX_STATICSHADOWS )
+ {
+ aStaticShadows[nSlot].m_nId = nID;
+ aStaticShadows[nSlot].m_nType = ShadowType;
+ aStaticShadows[nSlot].m_pTexture = pTexture;
+ aStaticShadows[nSlot].m_nIntensity = nIntensity;
+ aStaticShadows[nSlot].m_nRed = nRed;
+ aStaticShadows[nSlot].m_nGreen = nGreen;
+ aStaticShadows[nSlot].m_nBlue = nBlue;
+ aStaticShadows[nSlot].m_fZDistance = fZDistance;
+ aStaticShadows[nSlot].m_fScale = fScale;
+ aStaticShadows[nSlot].m_vecPosn = *pPosn;
+ aStaticShadows[nSlot].m_vecFront.x = fFrontX;
+ aStaticShadows[nSlot].m_vecFront.y = fFrontY;
+ aStaticShadows[nSlot].m_vecSide.x = fSideX;
+ aStaticShadows[nSlot].m_vecSide.y = fSideY;
+ aStaticShadows[nSlot].m_bJustCreated = true;
+ aStaticShadows[nSlot].m_bTemp = bTempShadow;
+ aStaticShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
+
+ GeneratePolysForStaticShadow(nSlot);
+
+ return aStaticShadows[nSlot].m_pPolyBunch != nil;
+ }
+ }
+ }
+
+ return true;
+}
+
+void
+CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
+ float fFrontX, float fFrontY, float fSideX, float fSideY,
+ int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue)
+{
+ ASSERT(pPosn != nil);
+
+ switch ( ShadowTexture )
+ {
+ case SHADOWTEX_NONE:
+ {
+ break;
+ }
+
+ case SHADOWTEX_CAR:
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, pPosn,
+ fFrontX, fFrontY, fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ 15.0f, false, 1.0f, nil, false);
+
+ break;
+ }
+
+ case SHADOWTEX_PED:
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, pPosn,
+ fFrontX, fFrontY, fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ 15.0f, false, 1.0f, nil, false);
+
+ break;
+ }
+
+ case SHADOWTEX_EXPLOSION:
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, pPosn,
+ fFrontX, fFrontY, fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ 15.0f, false, 1.0f, nil, false);
+
+ break;
+ }
+
+ case SHADOWTEX_HELI:
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowHeliTex, pPosn,
+ fFrontX, fFrontY, fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ 15.0f, false, 1.0f, nil, false);
+
+ break;
+ }
+
+ case SHADOWTEX_HEADLIGHTS:
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowHeadLightsTex, pPosn,
+ fFrontX, fFrontY, fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ 15.0f, false, 1.0f, nil, false);
+
+ break;
+ }
+
+ case SHADOWTEX_BLOOD:
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpBloodPoolTex, pPosn,
+ fFrontX, fFrontY, fSideX, fSideY,
+ nIntensity, nRed, 150, 0,
+ 15.0f, false, 1.0f, nil, false);
+
+ break;
+ }
+ }
+
+ //ASSERT(false);
+}
+
+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, CCutsceneShadow *pShadow, bool bDrawOnBuildings)
+{
+ 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_nFlags.bDrawOnBuildings = bDrawOnBuildings;
+ asShadowsStored[ShadowsStoredToBeRendered].m_fScale = fScale;
+ asShadowsStored[ShadowsStoredToBeRendered].m_pCutsceneShadow = pShadow;
+
+ ShadowsStoredToBeRendered++;
+ }
+}
+
+
+void
+CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
+{
+ ASSERT(pCar != nil);
+
+ if ( CTimeCycle::GetShadowStrength() != 0 )
+ {
+ CVector CarPos = pCar->GetPosition();
+ float fDistToCamSqr = (CarPos - TheCamera.GetPosition()).MagnitudeSqr2D();
+
+ if ( CCutsceneMgr::IsRunning() )
+ fDistToCamSqr /= SQR(TheCamera.LODDistMultiplier) * 4.0f;
+
+ 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) )
+ {
+ float fDistToCam = Sqrt(fDistToCamSqr);
+
+ //fDistToCam == 0 -> 4
+ //fDistToCam == fDrawDistance -> 0
+ 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)(fMult * CTimeCycle::GetShadowStrength());
+ else
+ nColorStrength = CTimeCycle::GetShadowStrength();
+
+
+ float fVehicleHeight = pCar->GetColModel()->boundingBox.GetSize().y;
+ float fVehicleWidth = pCar->GetColModel()->boundingBox.GetSize().x;
+
+ 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;
+ }
+
+ bool bDrawOnBuildings = false;
+ if ( pCar->GetModelIndex() == MI_RCBANDIT
+ || pCar->GetModelIndex() == MI_RCBARON
+ || pCar->GetModelIndex() == MI_RCRAIDER
+ || pCar->GetModelIndex() == MI_RCGOBLIN
+ || pCar == FindPlayerVehicle() )
+ {
+ 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
+ {
+ 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(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 != nil);
+ ASSERT(pPosn != nil);
+
+ float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
+
+ bool bSpecialCam = TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN
+ || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED
+ || CCutsceneMgr::IsRunning();
+
+ float fDrawDistance = 27.0f;
+
+ if ( fDistToCamSqr < SQR(fDrawDistance) || bSpecialCam )
+ {
+ if ( bSpecialCam || DotProduct2D(CVector2D(TheCamera.CamFrontXNorm, TheCamera.CamFrontYNorm),
+ *pPosn - TheCamera.GetPosition() ) > -fMaxViewAngle )
+ {
+ float fDistToCam = Sqrt(fDistToCamSqr);
+
+ if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) && !bSpecialCam ) // BUG? must be 3.0?
+ {
+ //fDistToCam == 0 -> 3
+ //fDistToCam == fDrawDistance -> 0
+ float fMult = 1.0f - (3.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/3.0f))) );
+
+ nRed = (int32)(nRed * fMult);
+ nGreen = (int32)(nGreen * fMult);
+ nBlue = (int32)(nBlue * fMult);
+ }
+
+ 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 != 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);
+ }
+ }
+ }
+}
+
+void
+CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY,
+ float fFrontX, float fFrontY, float fSideX, float fSideY)
+{
+ ASSERT(pPedObject != nil);
+
+ CVector PedPos = pPedObject->GetPosition();
+
+ float fDistToCamSqr = (PedPos - TheCamera.GetPosition()).MagnitudeSqr2D();
+
+ float fDrawDistance = 26.0f;
+
+ if ( fDistToCamSqr < SQR(fDrawDistance*0.5f) )
+ {
+ if ( pPedObject == FindPlayerPed() || TheCamera.IsSphereVisible(PedPos, 2.0f) != false )
+ {
+ float fDistToCam = Sqrt(fDistToCamSqr);
+
+ //fDistToCam == 0 -> 2
+ //fDistToCam == fDrawDistance -> -2
+ float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f))); // BUG ? negative
+ int32 nColorStrength;
+
+ if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) ) // BUG ? negative
+ nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
+ else
+ nColorStrength = CTimeCycle::GetShadowStrength();
+
+ PedPos.x += fDisplacementX;
+ PedPos.y += fDisplacementY;
+
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &PedPos,
+ fFrontX, fFrontY,
+ fSideX, fSideY,
+ nColorStrength, nColorStrength, nColorStrength, nColorStrength,
+ 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);
+ }
+ }
+}
+
+void
+CShadows::StoreShadowForTree(CEntity *pTree)
+{
+ ASSERT(pTree != nil);
+}
+
+
+void
+CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ,
+ float fPoleHeight, float fPoleWidth, uint32 nID)
+{
+ ASSERT(pPole != nil);
+
+ if ( CTimeCycle::GetShadowStrength() != 0 )
+ {
+ if ( pPole->GetUp().z < 0.5f )
+ return;
+
+ CVector PolePos = pPole->GetPosition();
+
+ PolePos.x += fOffsetX * pPole->GetRight().x + fOffsetY * pPole->GetForward().x;
+ PolePos.y += fOffsetX * pPole->GetRight().y + fOffsetY * pPole->GetForward().y;
+ PolePos.z += fOffsetZ;
+
+ PolePos.x += -CTimeCycle::GetSunDirection().x * (fPoleHeight / 2);
+ PolePos.y += -CTimeCycle::GetSunDirection().y * (fPoleHeight / 2);
+
+ StoreStaticShadow((uintptr)pPole + nID + _TODOCONST(51), SHADOWTYPE_DARK, gpPostShadowTex, &PolePos,
+ -CTimeCycle::GetSunDirection().x * (fPoleHeight / 2),
+ -CTimeCycle::GetSunDirection().y * (fPoleHeight / 2),
+ CTimeCycle::GetShadowSideX() * fPoleWidth,
+ CTimeCycle::GetShadowSideY() * fPoleWidth,
+ 2 * (int32)((pPole->GetUp().z - 0.5f) * CTimeCycle::GetShadowStrength() * 2.0f) / 3,
+ 0, 0, 0,
+ 15.0f, 1.0f, 40.0f, false, 0.0f);
+ }
+}
+
+void
+CShadows::SetRenderModeForShadowType(uint8 ShadowType)
+{
+ switch ( ShadowType )
+ {
+ case SHADOWTYPE_DARK:
+ {
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
+ break;
+ }
+
+ case SHADOWTYPE_ADDITIVE:
+ {
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
+ break;
+ }
+
+ case SHADOWTYPE_INVCOLOR:
+ {
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDZERO);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCCOLOR);
+ break;
+ }
+ }
+}
+
+
+void
+CShadows::RenderStoredShadows(void)
+{
+ PUSH_RENDERGROUP("CShadows::RenderStoredShadows");
+
+ RenderBuffer::ClearRenderBuffer();
+
+ 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 != nil);
+
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(asShadowsStored[i].m_pTexture));
+
+ for ( int32 j = i; j < ShadowsStoredToBeRendered; j++ )
+ {
+ if ( asShadowsStored[i].m_ShadowType == asShadowsStored[j].m_ShadowType
+ && asShadowsStored[i].m_pTexture == asShadowsStored[j].m_pTexture )
+ {
+ float fWidth = Abs(asShadowsStored[j].m_vecFront.x) + Abs(asShadowsStored[j].m_vecSide.x);
+ float fHeight = Abs(asShadowsStored[j].m_vecFront.y) + Abs(asShadowsStored[j].m_vecSide.y);
+
+ CVector shadowPos = asShadowsStored[j].m_vecPos;
+
+ float fStartX = shadowPos.x - fWidth;
+ float fEndX = shadowPos.x + fWidth;
+ float fStartY = shadowPos.y - fHeight;
+ float fEndY = shadowPos.y + fHeight;
+
+ int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
+ int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
+ int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
+ int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
+
+ CWorld::AdvanceCurrentScanCode();
+
+ for ( int32 y = nStartY; y <= nEndY; y++ )
+ {
+ for ( int32 x = nStartX; x <= nEndX; x++ )
+ {
+ CSector *pCurSector = CWorld::GetSector(x, y);
+
+ 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);
+ }
+ }
+ }
+
+ asShadowsStored[j].m_nFlags.bRendered = true;
+ }
+ }
+
+ RenderBuffer::RenderStuffInBuffer();
+ }
+ }
+
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void *)rwTEXTUREADDRESSWRAP);
+
+ ShadowsStoredToBeRendered = 0;
+
+ POP_RENDERGROUP();
+}
+
+
+void
+CShadows::RenderStaticShadows(void)
+{
+ PUSH_RENDERGROUP("CShadows::RenderStaticShadows");
+
+ RenderBuffer::ClearRenderBuffer();
+
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE);
+
+ SetAlphaTest(0);
+
+ for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
+ aStaticShadows[i].m_bRendered = false;
+
+ for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
+ {
+ if ( aStaticShadows[i].m_pPolyBunch && !aStaticShadows[i].m_bRendered )
+ {
+ SetRenderModeForShadowType(aStaticShadows[i].m_nType);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aStaticShadows[i].m_pTexture));
+
+ // optimization trick, render all shadows with same renderstate and texture
+ for ( int32 j = i; j < MAX_STATICSHADOWS; j++ )
+ {
+ 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 != nil; bunch = bunch->m_pNext )
+ {
+ RwImVertexIndex *pIndexes;
+ RwIm3DVertex *pVerts;
+
+ RenderBuffer::StartStoring(3 * (bunch->m_nNumVerts - 2), bunch->m_nNumVerts, &pIndexes, &pVerts);
+
+ ASSERT(pIndexes != nil);
+ ASSERT(pVerts != nil);
+
+ for ( int32 k = 0; k < bunch->m_nNumVerts; k++ )
+ {
+ RwIm3DVertexSetRGBA(&pVerts[k],
+ aStaticShadows[j].m_nRed,
+ aStaticShadows[j].m_nGreen,
+ aStaticShadows[j].m_nBlue,
+ (int32)(aStaticShadows[j].m_nIntensity * (1.0f - CWeather::Foggyness * 0.5f)));
+
+ RwIm3DVertexSetU (&pVerts[k], bunch->m_aU[k] / 200.0f);
+ RwIm3DVertexSetV (&pVerts[k], bunch->m_aV[k] / 200.0f);
+ RwIm3DVertexSetPos(&pVerts[k], bunch->m_aVerts[k].x, bunch->m_aVerts[k].y, bunch->m_aVerts[k].z + 0.03f);
+ }
+
+ for ( int32 k = 0; k < 3 * (bunch->m_nNumVerts - 2); k++ )
+ pIndexes[k] = ShadowIndexList[k];
+
+ RenderBuffer::StopStoring();
+ }
+
+ aStaticShadows[j].m_bRendered = true;
+ }
+ }
+
+ RenderBuffer::RenderStuffInBuffer();
+ }
+ }
+ RestoreAlphaTest();
+
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
+
+ POP_RENDERGROUP();
+}
+
+
+void
+CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
+{
+ float fWidth = Abs(aStaticShadows[nStaticShadowID].m_vecFront.x) + Abs(aStaticShadows[nStaticShadowID].m_vecSide.x);
+ float fHeight = Abs(aStaticShadows[nStaticShadowID].m_vecFront.y) + Abs(aStaticShadows[nStaticShadowID].m_vecSide.y);
+
+ CVector shadowPos = aStaticShadows[nStaticShadowID].m_vecPosn;
+
+ float fStartX = shadowPos.x - fWidth;
+ float fEndX = shadowPos.x + fWidth;
+ float fStartY = shadowPos.y - fHeight;
+ float fEndY = shadowPos.y + fHeight;
+
+ int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
+ int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
+ int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
+ int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
+
+ CWorld::AdvanceCurrentScanCode();
+
+ for ( int32 y = nStartY; y <= nEndY; y++ )
+ {
+ for ( int32 x = nStartX; x <= nEndX; x++ )
+ {
+ CSector *pCurSector = CWorld::GetSector(x, y);
+
+ ASSERT(pCurSector != nil);
+
+ CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
+ fStartX, fStartY,
+ fEndX, fEndY,
+ &shadowPos,
+ aStaticShadows[nStaticShadowID].m_vecFront.x,
+ aStaticShadows[nStaticShadowID].m_vecFront.y,
+ aStaticShadows[nStaticShadowID].m_vecSide.x,
+ aStaticShadows[nStaticShadowID].m_vecSide.y,
+ 0, 0, 0, 0,
+ aStaticShadows[nStaticShadowID].m_fZDistance,
+ aStaticShadows[nStaticShadowID].m_fScale,
+ &aStaticShadows[nStaticShadowID].m_pPolyBunch);
+
+ CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
+ fStartX, fStartY,
+ fEndX, fEndY,
+ &shadowPos,
+ aStaticShadows[nStaticShadowID].m_vecFront.x,
+ aStaticShadows[nStaticShadowID].m_vecFront.y,
+ aStaticShadows[nStaticShadowID].m_vecSide.x,
+ aStaticShadows[nStaticShadowID].m_vecSide.y,
+ 0, 0, 0, 0,
+ aStaticShadows[nStaticShadowID].m_fZDistance,
+ aStaticShadows[nStaticShadowID].m_fScale,
+ &aStaticShadows[nStaticShadowID].m_pPolyBunch);
+ }
+ }
+}
+
+
+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 != 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 && !pEntity->bDontCastShadowsOn)
+ {
+ 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;
+
+ 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 )
+ {
+ CastShadowEntityXY(pEntity,
+ fStartX, fStartY,
+ fEndX, fEndY,
+ pPosn,
+ fFrontX, fFrontY,
+ fSideX, fSideY,
+ nIntensity, nRed, nGreen, nBlue,
+ fZDistance, fScale, ppPolyBunch);
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+
+void
+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 != nil);
+ ASSERT(pPosn != nil);
+
+ static CVector List [20];
+ static CVector Texture[20];
+ static CVector Points [4];
+
+ CColModel *pCol = pEntity->GetColModel();
+ ASSERT(pCol != nil);
+
+#ifndef MASTER
+ if ( gbPrintShite )
+ printf("MI:%d Triangles:%d Coors:%f %f BBoxXY:%f %f\n",
+ pEntity->GetModelIndex(),
+ pCol->numTriangles,
+ pEntity->GetPosition().x,
+ pEntity->GetPosition().y,
+ pCol->boundingBox.GetSize().x,
+ pCol->boundingBox.GetSize().y);
+#endif
+
+ CCollision::CalculateTrianglePlanes(pCol);
+
+ float fFrontRight = DotProduct2D(CVector2D(fFrontX, fFrontY), pEntity->GetRight());
+ float fFrontForward = DotProduct2D(CVector2D(fFrontX, fFrontY), pEntity->GetForward());
+ float fSideRight = DotProduct2D(CVector2D(fSideX, fSideY), pEntity->GetRight());
+ float fSideForward = DotProduct2D(CVector2D(fSideX, fSideY), pEntity->GetForward());
+ float fLengthRight = DotProduct2D(*pPosn - pEntity->GetPosition(), pEntity->GetRight());
+ float fLengthForward = DotProduct2D(*pPosn - pEntity->GetPosition(), pEntity->GetForward());
+
+ Points[0].x = (fLengthRight + fFrontRight ) - fSideRight;
+ Points[0].y = (fLengthForward + fFrontForward) - fSideForward;
+
+ Points[1].x = fSideRight + (fLengthRight + fFrontRight);
+ Points[1].y = fSideForward + (fLengthForward + fFrontForward);
+
+ Points[2].x = fSideRight + (fLengthRight - fFrontRight);
+ Points[2].y = fSideForward + (fLengthForward - fFrontForward);
+
+ Points[3].x = (fLengthRight - fFrontRight) - fSideRight;
+ Points[3].y = (fLengthForward - fFrontForward) - fSideForward;
+
+ float MinX = Min(Min(Points[0].x, Points[1].x), Min(Points[2].x, Points[3].x));
+ float MaxX = Max(Max(Points[0].x, Points[1].x), Max(Points[2].x, Points[3].x));
+
+ float MinY = Min(Min(Points[0].y, Points[1].y), Min(Points[2].y, Points[3].y));
+ float MaxY = Max(Max(Points[0].y, Points[1].y), Max(Points[2].y, Points[3].y));
+
+ float MaxZ = pPosn->z - pEntity->GetPosition().z;
+ float MinZ = MaxZ - fZDistance;
+
+ for ( int32 i = 0; i < pCol->numTriangles; i++ )
+ {
+ CColTrianglePlane *pColTriPlanes = pCol->trianglePlanes;
+ ASSERT(pColTriPlanes != nil);
+
+ CVector normal;
+ pColTriPlanes[i].GetNormal(normal);
+ if ( Abs(normal.z) > 0.1f )
+ {
+ CColTriangle *pColTri = pCol->triangles;
+ ASSERT(pColTri != nil);
+
+ CVector PointA, PointB, PointC;
+
+ pCol->GetTrianglePoint(PointA, pColTri[i].a);
+ pCol->GetTrianglePoint(PointB, pColTri[i].b);
+ pCol->GetTrianglePoint(PointC, pColTri[i].c);
+
+ if ( (PointA.x > MinX || PointB.x > MinX || PointC.x > MinX)
+ && (PointA.x < MaxX || PointB.x < MaxX || PointC.x < MaxX)
+ && (PointA.y > MinY || PointB.y > MinY || PointC.y > MinY)
+ && (PointA.y < MaxY || PointB.y < MaxY || PointC.y < MaxY)
+ && (PointA.z < MaxZ || PointB.z < MaxZ || PointC.z < MaxZ)
+ && (PointA.z > MinZ || PointB.z > MinZ || PointC.z > MinZ) )
+
+ {
+ List[0].x = Points[0].x;
+ List[0].y = Points[0].y;
+
+ List[1].x = Points[1].x;
+ List[1].y = Points[1].y;
+
+ List[2].x = Points[2].x;
+ List[2].y = Points[2].y;
+
+ List[3].x = Points[3].x;
+ List[3].y = Points[3].y;
+
+ Texture[0].x = 0.0f;
+ Texture[0].y = 0.0f;
+
+ Texture[1].x = 1.0f;
+ Texture[1].y = 0.0f;
+
+ Texture[2].x = 1.0f;
+ Texture[2].y = 1.0f;
+
+ Texture[3].x = 0.0f;
+ Texture[3].y = 1.0f;
+
+
+ CVector2D start;
+ CVector2D dist;
+
+ int32 numVerts1 = 0;
+ int16 vertType1 = 0;
+ {
+ for ( int32 j = 0; j < 4; j++ )
+ {
+ start = PointA;
+ dist = PointB - PointA;
+
+ int32 in = j;
+
+ float cp = CrossProduct2D(CVector2D(List[in]) - start, dist);
+
+ if ( cp > 0.0f )
+ {
+ switch ( vertType1 )
+ {
+ case 0:
+ {
+ int32 out = numVerts1++ + 10;
+
+ Texture[out].x = Texture[in].x;
+ Texture[out].y = Texture[in].y;
+ List[out].x = List[in].x;
+ List[out].y = List[in].y;
+
+ break;
+ }
+
+ case 1:
+ {
+ int32 out = numVerts1++ + 10;
+
+ Texture[out].x = Texture[in].x;
+ Texture[out].y = Texture[in].y;
+ List[out].x = List[in].x;
+ List[out].y = List[in].y;
+
+ break;
+ }
+
+ case 2:
+ {
+ float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
+ float Compl = 1.0f - Scale;
+
+ int32 out1 = numVerts1++ + 10;
+ int32 out2 = numVerts1++ + 10;
+
+ Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
+ Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
+ List[out1].x = Compl*List[in-1].x + Scale*List[in].x;
+ List[out1].y = Compl*List[in-1].y + Scale*List[in].y;
+
+ Texture[out2].x = Texture[in].x;
+ Texture[out2].y = Texture[in].y;
+ List[out2].x = List[in].x;
+ List[out2].y = List[in].y;
+
+ break;
+ }
+ }
+
+ vertType1 = 1;
+ }
+ else
+ {
+ switch ( vertType1 )
+ {
+ case 1:
+ {
+ float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
+ float Compl = 1.0f - Scale;
+
+ int32 out = numVerts1++ + 10;
+
+ Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
+ Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
+ List[out].x = Compl*List[in-1].x + Scale*List[in].x;
+ List[out].y = Compl*List[in-1].y + Scale*List[in].y;
+
+ break;
+ }
+ }
+
+ vertType1 = 2;
+ }
+ }
+
+ float cp1 = CrossProduct2D(CVector2D(List[0]) - start, dist);
+ if ( cp1 > 0.0f && vertType1 == 2 || cp1 <= 0.0f && vertType1 == 1 )
+ {
+ float cp2 = CrossProduct2D(CVector2D(List[3]) - start, dist);
+
+ float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1));
+ float Compl = 1.0f - Scale;
+
+ int32 out = numVerts1++ + 10;
+
+ Texture[out].x = Compl*Texture[3].x + Scale*Texture[0].x;
+ Texture[out].y = Compl*Texture[3].y + Scale*Texture[0].y;
+ List[out].x = Compl*List[3].x + Scale*List[0].x;
+ List[out].y = Compl*List[3].y + Scale*List[0].y;
+ }
+ }
+
+ int32 numVerts2 = 0;
+ int16 vertType2 = 0;
+ {
+ for ( int32 j = 0; j < numVerts1; j++ )
+ {
+ start = PointB;
+ dist = PointC - PointB;
+
+ int32 in = j + 10;
+ float cp = CrossProduct2D(CVector2D(List[in]) - start, dist);
+
+ if ( cp > 0.0f )
+ {
+ switch ( vertType2 )
+ {
+ case 0:
+ {
+ int32 out = numVerts2++;
+
+ Texture[out].x = Texture[in].x;
+ Texture[out].y = Texture[in].y;
+ List[out].x = List[in].x;
+ List[out].y = List[in].y;
+
+ break;
+ }
+
+ case 1:
+ {
+ int32 out = numVerts2++;
+
+ Texture[out].x = Texture[in].x;
+ Texture[out].y = Texture[in].y;
+ List[out].x = List[in].x;
+ List[out].y = List[in].y;
+
+ break;
+ }
+
+ case 2:
+ {
+ float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
+ float Compl = 1.0f - Scale;
+
+ int32 out1 = numVerts2++;
+ int32 out2 = numVerts2++;
+
+ Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
+ Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
+ List[out1].x = Compl*List[in-1].x + Scale*List[in].x;
+ List[out1].y = Compl*List[in-1].y + Scale*List[in].y;
+
+ Texture[out2].x = Texture[in].x;
+ Texture[out2].y = Texture[in].y;
+ List[out2].x = List[in].x;
+ List[out2].y = List[in].y;
+
+ break;
+ }
+ }
+
+ vertType2 = 1;
+ }
+ else
+ {
+ switch ( vertType2 )
+ {
+ case 1:
+ {
+ float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
+ float Compl = 1.0f - Scale;
+
+ int32 out = numVerts2++;
+
+ Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
+ Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
+ List[out].x = Compl*List[in-1].x + Scale*List[in].x;
+ List[out].y = Compl*List[in-1].y + Scale*List[in].y;
+
+ break;
+ }
+ }
+
+ vertType2 = 2;
+ }
+ }
+
+ float cp1 = CrossProduct2D(CVector2D(List[10]) - start, dist);
+ if ( cp1 > 0.0f && vertType2 == 2 || cp1 <= 0.0f && vertType2 == 1 )
+ {
+ int32 in = numVerts1 + 10;
+
+ float cp2 = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1));
+ float Compl = 1.0f - Scale;
+
+ int32 out = numVerts2++;
+
+ Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[10].x;
+ Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[10].y;
+ List[out].x = Compl*List[in-1].x + Scale*List[10].x;
+ List[out].y = Compl*List[in-1].y + Scale*List[10].y;
+ }
+ }
+
+ int32 numVerts3 = 0;
+ int16 vertType3 = 0;
+ {
+ for ( int32 j = 0; j < numVerts2; j++ )
+ {
+ start = PointC;
+ dist = PointA - PointC;
+
+ int32 in = j;
+ float cp = CrossProduct2D(CVector2D(List[in]) - start, dist);
+
+ if ( cp > 0.0f )
+ {
+ switch ( vertType3 )
+ {
+ case 0:
+ {
+ int32 out = numVerts3++ + 10;
+
+ Texture[out].x = Texture[in].x;
+ Texture[out].y = Texture[in].y;
+ List[out].x = List[in].x;
+ List[out].y = List[in].y;
+
+ break;
+ }
+
+ case 1:
+ {
+ int32 out = numVerts3++ + 10;
+
+ Texture[out].x = Texture[in].x;
+ Texture[out].y = Texture[in].y;
+ List[out].x = List[in].x;
+ List[out].y = List[in].y;
+
+ break;
+ }
+
+ case 2:
+ {
+ float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
+ float Compl = 1.0f - Scale;
+
+ int32 out1 = numVerts3++ + 10;
+ int32 out2 = numVerts3++ + 10;
+
+ Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
+ Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
+ List[out1].x = Compl*List[in-1].x + Scale*List[in].x;
+ List[out1].y = Compl*List[in-1].y + Scale*List[in].y;
+
+ Texture[out2].x = Texture[in].x;
+ Texture[out2].y = Texture[in].y;
+ List[out2].x = List[in].x;
+ List[out2].y = List[in].y;
+
+ break;
+ }
+ }
+
+ vertType3 = 1;
+ }
+ else
+ {
+ switch ( vertType3 )
+ {
+ case 1:
+ {
+ float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
+ float Compl = 1.0f - Scale;
+
+ int32 out = numVerts3++ + 10;
+
+ Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
+ Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
+ List[out].x = Compl*List[in-1].x + Scale*List[in].x;
+ List[out].y = Compl*List[in-1].y + Scale*List[in].y;
+
+ break;
+ }
+ }
+
+ vertType3 = 2;
+ }
+ }
+
+ float cp1 = CrossProduct2D(CVector2D(List[0]) - start, dist);
+ if ( cp1 > 0.0f && vertType3 == 2 || cp1 <= 0.0f && vertType3 == 1 )
+ {
+ int32 in = numVerts2;
+
+ float cp2 = CrossProduct2D(CVector2D(List[in-1]) - start, dist);
+
+ float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1));
+ float Compl = 1.0f - Scale;
+
+ int32 out = numVerts3++ + 10;
+
+ Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[0].x;
+ Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[0].y;
+ List[out].x = Compl*List[in-1].x + Scale*List[0].x;
+ List[out].y = Compl*List[in-1].y + Scale*List[0].y;
+ }
+ }
+
+ if ( numVerts3 >= 3 )
+ {
+ CVector norm;
+
+ pColTriPlanes[i].GetNormal(norm);
+
+ float dot = DotProduct(norm, PointA);
+
+ for ( int32 j = 0; j < numVerts3; j++ )
+ {
+ int32 idx = j + 10;
+
+ List[idx].z = -(DotProduct2D(norm, List[idx]) - dot) / norm.z;
+ }
+
+ for ( int32 j = 0; j < numVerts3; j++ )
+ {
+ int32 idx = j + 10;
+
+ CVector p = List[idx];
+
+ List[idx].x = p.y * pEntity->GetForward().x + p.x * pEntity->GetRight().x + pEntity->GetPosition().x;
+ List[idx].y = p.y * pEntity->GetForward().y + p.x * pEntity->GetRight().y + pEntity->GetPosition().y;
+ List[idx].z = p.z + pEntity->GetPosition().z;
+ }
+
+
+ if ( ppPolyBunch != nil )
+ {
+ if ( pEmptyBunchList != nil )
+ {
+ CPolyBunch *pBunch = pEmptyBunchList;
+ ASSERT(pBunch != nil);
+ pEmptyBunchList = pEmptyBunchList->m_pNext;
+ pBunch->m_pNext = *ppPolyBunch;
+ *ppPolyBunch = pBunch;
+
+ pBunch->m_nNumVerts = numVerts3;
+
+ for ( int32 j = 0; j < numVerts3; j++ )
+ {
+ int32 in = j + 10;
+
+ pBunch->m_aVerts[j] = List[in];
+
+ pBunch->m_aU[j] = (int32)(Texture[in].x * 200.0f);
+ pBunch->m_aV[j] = (int32)(Texture[in].y * 200.0f);
+ }
+ }
+ }
+ else
+ {
+ RwImVertexIndex *pIndexes;
+ RwIm3DVertex *pVerts;
+
+ RenderBuffer::StartStoring(3 * (numVerts3 - 2), numVerts3, &pIndexes, &pVerts);
+
+ ASSERT(pIndexes != nil);
+ ASSERT(pVerts != nil);
+
+
+ for ( int32 j = 0; j < numVerts3; j++ )
+ {
+ int32 in = j + 10;
+
+ RwIm3DVertexSetRGBA(&pVerts[j], nRed, nGreen, nBlue, nIntensity);
+ RwIm3DVertexSetU (&pVerts[j], Texture[in].x*fScale);
+ RwIm3DVertexSetV (&pVerts[j], Texture[in].y*fScale);
+ RwIm3DVertexSetPos (&pVerts[j], List[in].x, List[in].y, List[in].z + 0.03f);
+ }
+
+ for ( int32 j = 0; j < 3*(numVerts3 - 2); j++ )
+ pIndexes[j] = ShadowIndexList[j];
+
+ RenderBuffer::StopStoring();
+ }
+ }
+ }
+ }
+ }
+}
+
+
+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(p, &n, &proj) )
+ break;
+ }
+ i++;
+ }
+ }
+}
+
+void
+CShadows::UpdateStaticShadows(void)
+{
+ for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
+ {
+ if ( aStaticShadows[i].m_pPolyBunch != nil && !aStaticShadows[i].m_bJustCreated
+ && (!aStaticShadows[i].m_bTemp || CTimer::GetTimeInMilliseconds() > aStaticShadows[i].m_nTimeCreated + 5000) )
+ {
+ aStaticShadows[i].Free();
+ }
+
+ aStaticShadows[i].m_bJustCreated = false;
+ }
+}
+
+void
+CShadows::UpdatePermanentShadows(void)
+{
+ for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ )
+ {
+ if ( aPermanentShadows[i].m_nType != SHADOWTYPE_NONE )
+ {
+ uint32 timePassed = CTimer::GetTimeInMilliseconds() - aPermanentShadows[i].m_nTimeCreated;
+
+ if ( timePassed >= aPermanentShadows[i].m_nLifeTime )
+ 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);
+
+ bOk = StoreStaticShadow((uintptr)&aPermanentShadows[i],
+ aPermanentShadows[i].m_nType,
+ aPermanentShadows[i].m_pTexture,
+ &aPermanentShadows[i].m_vecPos,
+ aPermanentShadows[i].m_vecFront.x,
+ aPermanentShadows[i].m_vecFront.y,
+ aPermanentShadows[i].m_vecSide.x,
+ aPermanentShadows[i].m_vecSide.y,
+ (int32)(aPermanentShadows[i].m_nIntensity * fMult),
+ (int32)(aPermanentShadows[i].m_nRed * fMult),
+ (int32)(aPermanentShadows[i].m_nGreen * fMult),
+ (int32)(aPermanentShadows[i].m_nBlue * fMult),
+ aPermanentShadows[i].m_fZDistance,
+ 1.0f, 40.0f, false, 0.0f);
+ }
+ else
+ {
+ bOk = StoreStaticShadow((uintptr)&aPermanentShadows[i],
+ aPermanentShadows[i].m_nType,
+ aPermanentShadows[i].m_pTexture,
+ &aPermanentShadows[i].m_vecPos,
+ aPermanentShadows[i].m_vecFront.x,
+ aPermanentShadows[i].m_vecFront.y,
+ aPermanentShadows[i].m_vecSide.x,
+ aPermanentShadows[i].m_vecSide.y,
+ aPermanentShadows[i].m_nIntensity,
+ aPermanentShadows[i].m_nRed,
+ aPermanentShadows[i].m_nGreen,
+ aPermanentShadows[i].m_nBlue,
+ aPermanentShadows[i].m_fZDistance,
+ 1.0f, 40.0f, false, 0.0f);
+ }
+
+ if ( !bOk )
+ aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
+ }
+ }
+ }
+}
+
+void
+CStaticShadow::Free(void)
+{
+ if ( m_pPolyBunch != nil )
+ {
+ CPolyBunch *pFree = CShadows::pEmptyBunchList;
+ CShadows::pEmptyBunchList = m_pPolyBunch;
+
+ CPolyBunch *pUsed = m_pPolyBunch;
+ while (pUsed->m_pNext != nil)
+ pUsed = pUsed->m_pNext;
+
+ pUsed->m_pNext = pFree;
+ }
+
+ m_pPolyBunch = nil;
+
+ m_nId = 0;
+}
+
+void
+CShadows::CalcPedShadowValues(CVector vecLightDir,
+ float *pfFrontX, float *pfFrontY,
+ float *pfSideX, float *pfSideY,
+ float *pfDisplacementX, float *pfDisplacementY)
+{
+ ASSERT(pfFrontX != nil);
+ ASSERT(pfFrontY != nil);
+ ASSERT(pfSideX != nil);
+ ASSERT(pfSideY != nil);
+ ASSERT(pfDisplacementX != nil);
+ ASSERT(pfDisplacementY != nil);
+
+ *pfFrontX = -vecLightDir.x;
+ *pfFrontY = -vecLightDir.y;
+
+ float fDist = Sqrt(*pfFrontY * *pfFrontY + *pfFrontX * *pfFrontX);
+ float fMult = (fDist + 1.0f) / fDist;
+
+ *pfFrontX *= fMult;
+ *pfFrontY *= fMult;
+
+ *pfSideX = -vecLightDir.y / fDist;
+ *pfSideY = vecLightDir.x / fDist;
+
+ *pfDisplacementX = -vecLightDir.x;
+ *pfDisplacementY = -vecLightDir.y;
+
+ *pfFrontX /= 2;
+ *pfFrontY /= 2;
+
+ *pfSideX /= 2;
+ *pfSideY /= 2;
+
+ *pfDisplacementX /= 2;
+ *pfDisplacementY /= 2;
+
+}
+
+
+void
+CShadows::RenderExtraPlayerShadows(void)
+{
+#ifdef FIX_BUGS
+ if (CReplay::IsPlayingBack())
+ return;
+#endif
+ if ( CTimeCycle::GetLightShadowStrength() != 0 )
+ {
+ CVehicle *pCar = FindPlayerVehicle();
+ if ( pCar == nil )
+ ; // R* cut it out for playerped
+ else
+ {
+ if ( pCar->GetModelIndex() != MI_RCBANDIT
+ && pCar->GetVehicleAppearance() != VEHICLE_APPEARANCE_BIKE
+ && !pCar->IsBike() && !pCar->IsPlane() && !pCar->IsBoat() )
+ {
+ for ( int32 i = 0; i < CPointLights::NumLights; i++ )
+ {
+ if ( CPointLights::aLights[i].type == CPointLights::LIGHT_POINT
+ && CPointLights::aLights[i].castExtraShadows
+ &&(0.0f != CPointLights::aLights[i].red
+ || 0.0f != CPointLights::aLights[i].green
+ || 0.0f != CPointLights::aLights[i].blue) )
+ {
+ CVector vecLight = CPointLights::aLights[i].coors - FindPlayerCoors();
+ float fLightDist = vecLight.Magnitude();
+ float fRadius = CPointLights::aLights[i].radius;
+
+ if ( fLightDist < fRadius )
+ {
+ // fLightDist == 0 -> 2.0f
+ // fLightDist == fRadius -> 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;
+
+ CVector shadowPos = pCar->GetPosition();
+
+ shadowPos.x -= vecLight.x * 1.2f;
+ shadowPos.y -= vecLight.y * 1.2f;
+
+ float fVehicleWidth = pCar->GetColModel()->boundingBox.GetSize().x;
+ float fVehicleHeight = pCar->GetColModel()->boundingBox.GetSize().y;
+
+ shadowPos.x -= ((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)
+ * pCar->GetForward().x;
+
+ shadowPos.y -= ((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)
+ * pCar->GetForward().y;
+
+ if ( pCar->GetUp().z > 0.0f )
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &shadowPos,
+ pCar->GetForward().x * (fVehicleHeight/2),
+ pCar->GetForward().y * (fVehicleHeight/2),
+ pCar->GetRight().x * (fVehicleWidth/3),
+ pCar->GetRight().y * (fVehicleWidth/3),
+ nColorStrength, 0, 0, 0,
+ 4.5f, false, 1.0f, nil, false);
+ }
+ else
+ {
+ StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &shadowPos,
+ pCar->GetForward().x * (fVehicleHeight/2),
+ pCar->GetForward().y * (fVehicleHeight/2),
+ -pCar->GetRight().x * (fVehicleWidth/2),
+ -pCar->GetRight().y * (fVehicleWidth/2),
+ nColorStrength, 0, 0, 0,
+ 4.5f, false, 1.0f, nil, false);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+void
+CShadows::TidyUpShadows(void)
+{
+ for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ )
+ aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
+}
+
+void
+CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn,
+ float fFrontX, float fFrontY, float fSideX, float fSideY,
+ int16 nIntensity)
+{
+ ASSERT(pPosn != nil);
+
+ C3dMarkers::PlaceMarkerSet(nID, MARKERTYPE_CYLINDER, *pPosn, Max(fFrontX, -fSideY),
+ SPHERE_MARKER_R, SPHERE_MARKER_G, SPHERE_MARKER_B,
+ SPHERE_MARKER_A, SPHERE_MARKER_PULSE_PERIOD, 0.2f, 0);
+}