cutsceneshadow fixes

This commit is contained in:
Fire-Head 2020-07-30 01:32:21 +03:00
parent f2f19ccea3
commit e2ded2d6ce
4 changed files with 82 additions and 77 deletions

View file

@ -768,24 +768,6 @@ CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture,
}
}
void
CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
{
ASSERT(pPed != NULL);
if ( pPed->bIsVisible )
{
if ( !(pPed->bInVehicle && pPed->m_nPedState != PED_DRAG_FROM_CAR && pPed->m_nPedState != PED_EXIT_CAR) )
{
if ( CTimeCycle::GetShadowStrength() != 0 )
StoreShadowForPedObject(pPed,
fDisplacementX, fDisplacementY,
fFrontX, fFrontY,
fSideX, fSideY);
}
}
}
#if 1
void
@ -835,8 +817,8 @@ StoreShadowForCutscenePedObject(CPed *pObject, float fDisplacementX, float fDisp
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));
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);
@ -858,23 +840,45 @@ StoreShadowForCutscenePedObject(CPed *pObject, float fDisplacementX, float fDisp
}
#endif
void
CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
{
ASSERT(pPed != NULL);
if ( pPed->bIsVisible )
{
if ( !(pPed->bInVehicle && pPed->m_nPedState != PED_DRAG_FROM_CAR && pPed->m_nPedState != PED_EXIT_CAR) )
{
if ( CTimeCycle::GetShadowStrength() != 0 )
{
#if 1
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)
{
#if 1
CPed *ped = (CPed*)pPedObject;
CCutsceneShadow *pShadow = ped->m_pRTShadow;
if (pShadow)
{
if (pShadow->IsInitialized())
pShadow->UpdateForCutscene();
::StoreShadowForCutscenePedObject(ped, fDisplacementX, fDisplacementY, fFrontX, fFrontY, fSideX, fSideY);
return;
}
#endif
{
ASSERT(pPedObject != NULL);
CVector PedPos = pPedObject->GetPosition();
@ -2195,12 +2199,12 @@ CShadows::CastShadowEntityXYZ(CEntity *pEntity, CVector *pPosn,
scl.z = 1.0f / (radius*0.8f);
RwMatrixScale(&proj.invMatrix, &scl, rwCOMBINEPOSTCONCAT);
tr.x = tr.y = 0.5f;
tr.z = 0.0f;
tr.x = 0.5f;
tr.y = tr.z = 0.0f;
RwMatrixTranslate(&proj.invMatrix, &tr, rwCOMBINEPOSTCONCAT);
proj.shadowValue = nIntensity;
proj.numIm3DBatch = 0;
proj.fade = 0;
RwMatrix matrix;
pEntity->GetMatrix().CopyToRwMatrix(&matrix);
@ -2343,40 +2347,41 @@ CStaticShadow::Free(void)
void
CShadows::CalcPedShadowValues(CVector vecLightDir,
float *pfDisplacementX, float *pfDisplacementY,
float *pfFrontX, float *pfFrontY,
float *pfSideX, float *pfSideY)
float *pfSideX, float *pfSideY,
float *pfDisplacementX, float *pfDisplacementY)
{
ASSERT(pfDisplacementX != NULL);
ASSERT(pfDisplacementY != NULL);
ASSERT(pfFrontX != NULL);
ASSERT(pfFrontY != NULL);
ASSERT(pfSideX != NULL);
ASSERT(pfSideY != NULL);
ASSERT(pfDisplacementX != NULL);
ASSERT(pfDisplacementY != NULL);
*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;
float fDist = Sqrt(*pfDisplacementY * *pfDisplacementY + *pfDisplacementX * *pfDisplacementX);
float fMult = (fDist + 1.0f) / fDist;
*pfDisplacementX *= fMult;
*pfDisplacementY *= fMult;
*pfFrontX = -vecLightDir.y / fDist;
*pfFrontY = vecLightDir.x / fDist;
*pfSideX = -vecLightDir.x;
*pfSideY = -vecLightDir.y;
*pfDisplacementX /= 2;
*pfDisplacementY /= 2;
*pfFrontX /= 2;
*pfFrontY /= 2;
*pfSideX /= 2;
*pfSideY /= 2;
*pfDisplacementX /= 2;
*pfDisplacementY /= 2;
}