diff options
Diffstat (limited to 'src/render/Shadows.cpp')
-rw-r--r-- | src/render/Shadows.cpp | 118 |
1 files changed, 40 insertions, 78 deletions
diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp index e14b0453..d5970ebe 100644 --- a/src/render/Shadows.cpp +++ b/src/render/Shadows.cpp @@ -1,5 +1,5 @@ #include "common.h" -#include "patcher.h" + #include "main.h" #include "TxdStore.h" #include "Timer.h" @@ -13,6 +13,9 @@ #include "Weather.h" #include "ModelIndices.h" #include "RenderBuffer.h" +#ifdef FIX_BUGS +#include "Replay.h" +#endif #include "PointLights.h" #include "SpecialFX.h" #include "Shadows.h" @@ -20,43 +23,31 @@ SETTWEAKPATH("Shadows"); TWEAKBOOL(gbPrintShite); -#if 1 RwImVertexIndex ShadowIndexList[24]; -#else -RwImVertexIndex (&ShadowIndexList)[24] = *(RwImVertexIndex (*)[24])*(int *)0x649188; -#endif -RwTexture *&gpShadowCarTex = *(RwTexture **)0x8F2C90; -RwTexture *&gpShadowPedTex = *(RwTexture **)0x8F59D0; -RwTexture *&gpShadowHeliTex = *(RwTexture **)0x8E2A90; -RwTexture *&gpShadowExplosionTex = *(RwTexture **)0x8F2A00; -RwTexture *&gpShadowHeadLightsTex = *(RwTexture **)0x95CB98; -RwTexture *&gpOutline1Tex = *(RwTexture **)0x8F1B24; -RwTexture *&gpOutline2Tex = *(RwTexture **)0x8F1B04; -RwTexture *&gpOutline3Tex = *(RwTexture **)0x8F1B08; -RwTexture *&gpBloodPoolTex = *(RwTexture **)0x9415F8; -RwTexture *&gpReflectionTex = *(RwTexture **)0x8F582C; -RwTexture *&gpGoalMarkerTex = *(RwTexture **)0x94142C; -RwTexture *&gpWalkDontTex = *(RwTexture **)0x95CB4C; -RwTexture *&gpCrackedGlassTex = *(RwTexture **)0x95CB94; -RwTexture *&gpPostShadowTex = *(RwTexture **)0x8F59D4; -RwTexture *&gpGoalTex = *(RwTexture**)0x94142C; - -#if 1 +RwTexture *gpShadowCarTex; +RwTexture *gpShadowPedTex; +RwTexture *gpShadowHeliTex; +RwTexture *gpShadowExplosionTex; +RwTexture *gpShadowHeadLightsTex; +RwTexture *gpOutline1Tex; +RwTexture *gpOutline2Tex; +RwTexture *gpOutline3Tex; +RwTexture *gpBloodPoolTex; +RwTexture *gpReflectionTex; +RwTexture *gpGoalMarkerTex; +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]; -#else -int16 &CShadows::ShadowsStoredToBeRendered = *(int16*)0x95CCEE; -CStoredShadow (&CShadows::asShadowsStored)[MAX_STOREDSHADOWS] = *(CStoredShadow (*)[MAX_STOREDSHADOWS])*(int *)0x779058; -CPolyBunch (&CShadows::aPolyBunches)[MAX_POLYBUNCHES] = *(CPolyBunch (*)[MAX_POLYBUNCHES])*(int *)0x86F4C8; -CStaticShadow (&CShadows::aStaticShadows)[MAX_STATICSHADOWS] = *(CStaticShadow (*)[MAX_STATICSHADOWS])*(int *)0x773BE8; -CPolyBunch *&CShadows::pEmptyBunchList = *(CPolyBunch**)0x8F435C; -CPermanentShadow (&CShadows::aPermanentShadows)[MAX_PERMAMENTSHADOWS] = *(CPermanentShadow (*)[MAX_PERMAMENTSHADOWS])*(int *)0x712040; -#endif + void CShadows::Init(void) @@ -728,10 +719,10 @@ CShadows::RenderStoredShadows(void) 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); + 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(); @@ -874,10 +865,10 @@ CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID) 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); + 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(); @@ -1017,11 +1008,11 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa 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 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 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; @@ -1621,6 +1612,10 @@ CShadows::CalcPedShadowValues(CVector vecLightDir, void CShadows::RenderExtraPlayerShadows(void) { +#ifdef FIX_BUGS + if (CReplay::IsPlayingBack()) + return; +#endif if ( CTimeCycle::GetLightShadowStrength() != 0 ) { CVehicle *pCar = FindPlayerVehicle(); @@ -1647,9 +1642,9 @@ CShadows::RenderExtraPlayerShadows(void) int32 nColorStrength; if ( fLightDist < fRadius*0.5f ) - nColorStrength = CTimeCycle::GetLightShadowStrength(); + nColorStrength = (5*CTimeCycle::GetLightShadowStrength()/8); else - nColorStrength = int32(CTimeCycle::GetLightShadowStrength() * fMult); + nColorStrength = int32((5*CTimeCycle::GetLightShadowStrength()/8) * fMult); float fInv = 1.0f / fLightDist; vecLight.x *= fInv; @@ -1768,40 +1763,7 @@ CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTextur { ASSERT(pPosn != NULL); - C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, max(fFrontX, -fSideY), + C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, Max(fFrontX, -fSideY), 0, 128, 255, 128, 2048, 0.2f, 0); } - - -STARTPATCHES - InjectHook(0x512AB0, CShadows::Init, PATCH_JUMP); - InjectHook(0x512F20, CShadows::Shutdown, PATCH_JUMP); - InjectHook(0x512FD0, CShadows::AddPermanentShadow, PATCH_JUMP); - InjectHook(0x5130A0, CShadows::StoreStaticShadow, PATCH_JUMP); - InjectHook(0x513550, (void(*)(uint8, CVector *, float, float, float, float, int16, uint8, uint8, uint8))CShadows::StoreShadowToBeRendered, PATCH_JUMP); - InjectHook(0x513750, (void(*)(uint8, RwTexture *, CVector *, float, float, float, float, int16, uint8, uint8, uint8, float, bool, float))CShadows::StoreShadowToBeRendered, PATCH_JUMP); - InjectHook(0x513830, CShadows::StoreShadowForCar, PATCH_JUMP); - InjectHook(0x513A70, CShadows::StoreCarLightShadow, PATCH_JUMP); - InjectHook(0x513C50, CShadows::StoreShadowForPed, PATCH_JUMP); - InjectHook(0x513CB0, CShadows::StoreShadowForPedObject, PATCH_JUMP); - InjectHook(0x513E00, CShadows::StoreShadowForTree, PATCH_JUMP); - InjectHook(0x513E10, CShadows::StoreShadowForPole, PATCH_JUMP); - InjectHook(0x513FC0, CShadows::SetRenderModeForShadowType, PATCH_JUMP); - InjectHook(0x514010, CShadows::RenderStoredShadows, PATCH_JUMP); - InjectHook(0x5145F0, CShadows::RenderStaticShadows, PATCH_JUMP); - InjectHook(0x514910, CShadows::GeneratePolysForStaticShadow, PATCH_JUMP); - InjectHook(0x514C90, CShadows::CastShadowSectorList, PATCH_JUMP); - InjectHook(0x514E30, CShadows::CastShadowEntity, PATCH_JUMP); - InjectHook(0x516BE0, CShadows::UpdateStaticShadows, PATCH_JUMP); - InjectHook(0x516C40, CShadows::UpdatePermanentShadows, PATCH_JUMP); - InjectHook(0x516E70, &CStaticShadow::Free, PATCH_JUMP); - InjectHook(0x516EB0, CShadows::CalcPedShadowValues, PATCH_JUMP); - InjectHook(0x516F90, CShadows::RenderExtraPlayerShadows, PATCH_JUMP); - InjectHook(0x517570, CShadows::TidyUpShadows, PATCH_JUMP); - InjectHook(0x517810, CShadows::RenderIndicatorShadow, PATCH_JUMP); - //InjectHook(0x517900, &CPermanentShadow::CPermanentShadow, PATCH_JUMP); - //InjectHook(0x517910, &CStaticShadow::CStaticShadow, PATCH_JUMP); - //InjectHook(0x517920, &CPolyBunch::CPolyBunch, PATCH_JUMP); - //InjectHook(0x517940, &CStoredShadow::CStoredShadow, PATCH_JUMP); -ENDPATCHES
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