mirror of
https://github.com/GTAmodding/re3.git
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189 lines
6.6 KiB
C++
189 lines
6.6 KiB
C++
#pragma once
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#define MAX_STOREDSHADOWS 48
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#define MAX_POLYBUNCHES 300
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#define MAX_STATICSHADOWS 64
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#define MAX_PERMAMENTSHADOWS 48
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class CEntity;
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enum eShadowType
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{
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SHADOWTYPE_NONE = 0,
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SHADOWTYPE_DARK,
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SHADOWTYPE_ADDITIVE,
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SHADOWTYPE_INVCOLOR
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};
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enum eShadowTextureType
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{
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SHADOWTEX_NONE = 0,
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SHADOWTEX_CAR,
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SHADOWTEX_PED,
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SHADOWTEX_EXPLOSION,
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SHADOWTEX_HELI,
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SHADOWTEX_HEADLIGHTS,
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SHADOWTEX_BLOOD
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};
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class CStoredShadow
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{
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public:
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CVector m_vecPos;
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CVector2D m_vecFront;
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CVector2D m_vecSide;
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float m_fZDistance;
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float m_fScale;
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int16 m_nIntensity;
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uint8 m_ShadowType;
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uint8 m_nRed;
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uint8 m_nGreen;
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uint8 m_nBlue;
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struct
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{
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uint8 bDrawOnWater : 1;
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uint8 bRendered : 1;
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//uint8 bDrawOnBuildings : 1;
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} m_nFlags;
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RwTexture *m_pTexture;
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CStoredShadow()
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{ }
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};
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VALIDATE_SIZE(CStoredShadow, 0x30);
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class CPolyBunch
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{
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public:
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int16 m_nNumVerts;
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CVector m_aVerts[7];
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uint8 m_aU[7];
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uint8 m_aV[7];
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CPolyBunch *m_pNext;
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CPolyBunch()
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{ }
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};
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VALIDATE_SIZE(CPolyBunch, 0x6C);
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class CStaticShadow
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{
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public:
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uint32 m_nId;
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CPolyBunch *m_pPolyBunch;
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uint32 m_nTimeCreated;
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CVector m_vecPosn;
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CVector2D m_vecFront;
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CVector2D m_vecSide;
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float m_fZDistance;
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float m_fScale;
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uint8 m_nType;
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int16 m_nIntensity; // unsigned ?
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uint8 m_nRed;
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uint8 m_nGreen;
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uint8 m_nBlue;
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bool m_bJustCreated;
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bool m_bRendered;
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bool m_bTemp;
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RwTexture *m_pTexture;
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CStaticShadow()
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{ }
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void Free();
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};
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VALIDATE_SIZE(CStaticShadow, 0x40);
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class CPermanentShadow
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{
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public:
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CVector m_vecPos;
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CVector2D m_vecFront;
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CVector2D m_vecSide;
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float m_fZDistance;
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float m_fScale;
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int16 m_nIntensity;
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uint8 m_nType; // eShadowType
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uint8 m_nRed;
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uint8 m_nGreen;
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uint8 m_nBlue;
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uint32 m_nTimeCreated;
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uint32 m_nLifeTime;
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RwTexture *m_pTexture;
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CPermanentShadow()
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{ }
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};
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VALIDATE_SIZE(CPermanentShadow, 0x38);
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class CPtrList;
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class CAutomobile;
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class CPed;
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class CShadows
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{
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public:
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#if 1
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static int16 ShadowsStoredToBeRendered;
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static CStoredShadow asShadowsStored [MAX_STOREDSHADOWS];
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static CPolyBunch aPolyBunches [MAX_POLYBUNCHES];
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static CStaticShadow aStaticShadows [MAX_STATICSHADOWS];
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static CPolyBunch *pEmptyBunchList;
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static CPermanentShadow aPermanentShadows[MAX_PERMAMENTSHADOWS];
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#else
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static int16 &ShadowsStoredToBeRendered;
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static CStoredShadow (&asShadowsStored) [MAX_STOREDSHADOWS];
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static CPolyBunch (&aPolyBunches) [MAX_POLYBUNCHES];
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static CStaticShadow (&aStaticShadows) [MAX_STATICSHADOWS];
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static CPolyBunch *&pEmptyBunchList;
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static CPermanentShadow (&aPermanentShadows)[MAX_PERMAMENTSHADOWS];
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#endif
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static void Init (void);
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static void Shutdown (void);
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static void 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);
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static void 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);
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static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
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static void 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);
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static void StoreShadowForCar (CAutomobile *pCar);
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static void StoreCarLightShadow (CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, float fMaxViewAngle);
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static void StoreShadowForPed (CPed *pPed, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
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static void StoreShadowForPedObject (CEntity *pPedObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
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static void StoreShadowForTree (CEntity *pTree);
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static void StoreShadowForPole (CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ, float fPoleHeight, float fPoleWidth, uint32 nID);
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static void SetRenderModeForShadowType (uint8 ShadowType);
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static void RenderStoredShadows (void);
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static void RenderStaticShadows (void);
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static void GeneratePolysForStaticShadow (int16 nStaticShadowID);
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static void CastShadowSectorList (CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY,
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CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch);
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static void CastShadowEntity (CEntity *pEntity, float fStartX, float fStartY, float fEndX, float fEndY,
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CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch);
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static void UpdateStaticShadows (void);
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static void UpdatePermanentShadows (void);
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static void CalcPedShadowValues (CVector vecLightDir, float *pfDisplacementX, float *pfDisplacementY, float *pfFrontX, float *pfFrontY, float *pfSideX, float *pfSideY);
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static void RenderExtraPlayerShadows (void);
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static void TidyUpShadows (void);
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static void RenderIndicatorShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity);
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};
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extern RwTexture *gpShadowCarTex;
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extern RwTexture *gpShadowPedTex;
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extern RwTexture *gpShadowHeliTex;
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extern RwTexture *gpShadowExplosionTex;
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extern RwTexture *gpShadowHeadLightsTex;
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extern RwTexture *gpOutline1Tex;
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extern RwTexture *gpOutline2Tex;
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extern RwTexture *gpOutline3Tex;
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extern RwTexture *gpBloodPoolTex;
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extern RwTexture *gpReflectionTex;
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extern RwTexture *gpGoalMarkerTex;
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extern RwTexture *gpWalkDontTex;
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extern RwTexture *gpCrackedGlassTex;
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extern RwTexture *gpPostShadowTex;
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extern RwTexture *gpGoalTex;
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