re3/src/render/Skidmarks.cpp

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#include "common.h"
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#include "main.h"
#include "TxdStore.h"
#include "Timer.h"
#include "Replay.h"
#include "Skidmarks.h"
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CSkidmark CSkidmarks::aSkidmarks[NUMSKIDMARKS];
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RwImVertexIndex SkidmarkIndexList[SKIDMARK_LENGTH * 6];
RwIm3DVertex SkidmarkVertices[SKIDMARK_LENGTH * 2];
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RwTexture *gpSkidTex;
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void
CSkidmarks::Init(void)
{
int i, ix, slot;
CTxdStore::PushCurrentTxd();
slot = CTxdStore::FindTxdSlot("particle");
CTxdStore::SetCurrentTxd(slot);
gpSkidTex = RwTextureRead("particleskid", nil);
CTxdStore::PopCurrentTxd();
for(i = 0; i < NUMSKIDMARKS; i++){
aSkidmarks[i].m_state = 0;
aSkidmarks[i].m_wasUpdated = false;
}
ix = 0;
for(i = 0; i < SKIDMARK_LENGTH; i++){
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SkidmarkIndexList[i*6+0] = ix+0;
SkidmarkIndexList[i*6+1] = ix+2;
SkidmarkIndexList[i*6+2] = ix+1;
SkidmarkIndexList[i*6+3] = ix+1;
SkidmarkIndexList[i*6+4] = ix+2;
SkidmarkIndexList[i*6+5] = ix+3;
ix += 2;
}
}
void
CSkidmarks::Shutdown(void)
{
RwTextureDestroy(gpSkidTex);
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gpSkidTex = nil;
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}
void
CSkidmarks::Clear(void)
{
int i;
for(i = 0; i < NUMSKIDMARKS; i++){
aSkidmarks[i].m_state = 0;
aSkidmarks[i].m_wasUpdated = false;
}
}
void
CSkidmarks::Update(void)
{
int i;
uint32 t1 = CTimer::GetTimeInMilliseconds() + 2500;
uint32 t2 = CTimer::GetTimeInMilliseconds() + 5000;
uint32 t3 = CTimer::GetTimeInMilliseconds() + 10000;
uint32 t4 = CTimer::GetTimeInMilliseconds() + 20000;
for(i = 0; i < NUMSKIDMARKS; i++){
switch(aSkidmarks[i].m_state){
case 1:
if(!aSkidmarks[i].m_wasUpdated){
// Didn't continue this one last time, so finish it and set fade times
aSkidmarks[i].m_state = 2;
if(aSkidmarks[i].m_last < 4){
aSkidmarks[i].m_fadeStart = t1;
aSkidmarks[i].m_fadeEnd = t2;
}else if(aSkidmarks[i].m_last < 9){
aSkidmarks[i].m_fadeStart = t2;
aSkidmarks[i].m_fadeEnd = t3;
}else{
aSkidmarks[i].m_fadeStart = t3;
aSkidmarks[i].m_fadeEnd = t4;
}
}
break;
case 2:
if(CTimer::GetTimeInMilliseconds() > aSkidmarks[i].m_fadeEnd)
aSkidmarks[i].m_state = 0;
break;
}
aSkidmarks[i].m_wasUpdated = false;
}
}
void
CSkidmarks::Render(void)
{
int i, j;
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSkidTex));
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for(i = 0; i < NUMSKIDMARKS; i++){
if(aSkidmarks[i].m_state == 0 || aSkidmarks[i].m_last < 1)
continue;
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CRGBA color(0, 0, 0, 255);
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switch(aSkidmarks[i].m_type){
case SKIDMARK_NORMAL: color = CRGBA(0, 0, 0, 255); break;
case SKIDMARK_MUDDY: color = CRGBA(90, 62, 9, 255); break;
case SKIDMARK_SANDY: color = CRGBA(108, 108, 96, 255); break;
case SKIDMARK_BLOODY: color = CRGBA(132, 34, 11, 255); break;
}
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uint32 fade, alpha;
if(aSkidmarks[i].m_state == 1 || CTimer::GetTimeInMilliseconds() < aSkidmarks[i].m_fadeStart)
fade = 255;
else
fade = 255*(aSkidmarks[i].m_fadeEnd - CTimer::GetTimeInMilliseconds()) / (aSkidmarks[i].m_fadeEnd - aSkidmarks[i].m_fadeStart);
for(j = 0; j <= aSkidmarks[i].m_last; j++){
alpha = 128;
if(j == 0 || j == aSkidmarks[i].m_last && aSkidmarks[i].m_state == 2)
alpha = 0;
alpha = alpha*fade/256;
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CVector p1 = aSkidmarks[i].m_pos[j];
p1.x += aSkidmarks[i].m_sideX[j];
p1.y += aSkidmarks[i].m_sideY[j];
CVector p2 = aSkidmarks[i].m_pos[j];
p2.x -= aSkidmarks[i].m_sideX[j];
p2.y -= aSkidmarks[i].m_sideY[j];
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RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+0], color.red, color.green, color.blue, alpha);
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RwIm3DVertexSetPos(&SkidmarkVertices[j*2+0], p1.x, p1.y, p1.z+0.1f);
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RwIm3DVertexSetU(&SkidmarkVertices[j*2+0], 0.0f);
RwIm3DVertexSetV(&SkidmarkVertices[j*2+0], j*5.01f);
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RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+1], color.red, color.green, color.blue, alpha);
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RwIm3DVertexSetPos(&SkidmarkVertices[j*2+1], p2.x, p2.y, p2.z+0.1f);
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RwIm3DVertexSetU(&SkidmarkVertices[j*2+1], 1.0f);
RwIm3DVertexSetV(&SkidmarkVertices[j*2+1], j*5.01f);
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}
LittleTest();
if(RwIm3DTransform(SkidmarkVertices, 2*(aSkidmarks[i].m_last+1), nil, rwIM3D_VERTEXUV)){
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, SkidmarkIndexList, 6*aSkidmarks[i].m_last);
RwIm3DEnd();
}
}
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
}
void
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CSkidmarks::RegisterOne(uintptr id, const CVector &pos, float fwdX, float fwdY, bool *isMuddy, bool *isBloody)
{
eSkidmarkType type;
if(*isBloody)
type = SKIDMARK_BLOODY;
else if(*isMuddy)
type = SKIDMARK_MUDDY;
else
type = SKIDMARK_NORMAL;
RegisterOne(id, pos, fwdX, fwdY, type, isBloody);
}
void
CSkidmarks::RegisterOne(uintptr id, const CVector &pos, float fwdX, float fwdY, eSkidmarkType type, bool *isBloody)
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{
int i;
CVector2D fwd(fwdX, fwdY);
if(CReplay::IsPlayingBack())
return;
// Find a skidmark to continue
for(i = 0; i < NUMSKIDMARKS; i++)
if(aSkidmarks[i].m_state == 1 && aSkidmarks[i].m_id == id)
break;
if(i < NUMSKIDMARKS){
// Continue this one
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if((aSkidmarks[i].m_type==SKIDMARK_BLOODY) != *isBloody){
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// Blood-status changed, end this one
aSkidmarks[i].m_state = 2;
aSkidmarks[i].m_fadeStart = CTimer::GetTimeInMilliseconds() + 10000;
aSkidmarks[i].m_fadeEnd = CTimer::GetTimeInMilliseconds() + 20000;
return;
}
aSkidmarks[i].m_wasUpdated = true;
if(CTimer::GetTimeInMilliseconds() - aSkidmarks[i].m_lastUpdate <= 100){
// Last update was recently, just change last coords
aSkidmarks[i].m_pos[aSkidmarks[i].m_last] = pos;
return;
}
aSkidmarks[i].m_lastUpdate = CTimer::GetTimeInMilliseconds();
if(aSkidmarks[i].m_last >= SKIDMARK_LENGTH-1){
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// No space to continue, end it
aSkidmarks[i].m_state = 2;
aSkidmarks[i].m_fadeStart = CTimer::GetTimeInMilliseconds() + 10000;
aSkidmarks[i].m_fadeEnd = CTimer::GetTimeInMilliseconds() + 20000;
*isBloody = false; // stpo blood marks at end
return;
}
aSkidmarks[i].m_last++;
aSkidmarks[i].m_pos[aSkidmarks[i].m_last] = pos;
CVector2D right(aSkidmarks[i].m_pos[aSkidmarks[i].m_last].y - aSkidmarks[i].m_pos[aSkidmarks[i].m_last - 1].y,
aSkidmarks[i].m_pos[aSkidmarks[i].m_last - 1].x - aSkidmarks[i].m_pos[aSkidmarks[i].m_last].x);
right.Normalise();
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fwd.Normalise();
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float turn = DotProduct2D(fwd, right);
turn = Abs(turn) + 1.0f;
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aSkidmarks[i].m_sideX[aSkidmarks[i].m_last] = right.x * turn * 0.125f;
aSkidmarks[i].m_sideY[aSkidmarks[i].m_last] = right.y * turn * 0.125f;
if(aSkidmarks[i].m_last == 1){
aSkidmarks[i].m_sideX[0] = aSkidmarks[i].m_sideX[1];
aSkidmarks[i].m_sideY[0] = aSkidmarks[i].m_sideY[1];
}
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if(aSkidmarks[i].m_last > 8)
*isBloody = false; // stop blood marks after 8
return;
}
// Start a new one
for(i = 0; i < NUMSKIDMARKS; i++)
if(aSkidmarks[i].m_state == 0)
break;
if(i < NUMSKIDMARKS){
// Found a free slot
aSkidmarks[i].m_state = 1;
aSkidmarks[i].m_id = id;
aSkidmarks[i].m_pos[0] = pos;
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aSkidmarks[i].m_sideX[0] = 0.0f;
aSkidmarks[i].m_sideY[0] = 0.0f;
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aSkidmarks[i].m_wasUpdated = true;
aSkidmarks[i].m_last = 0;
aSkidmarks[i].m_lastUpdate = CTimer::GetTimeInMilliseconds() - 1000;
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if(*isBloody)
aSkidmarks[i].m_type = SKIDMARK_BLOODY;
else
aSkidmarks[i].m_type = type;
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}else
*isBloody = false; // stop blood marks if no space
}