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https://github.com/GTAmodding/re3.git
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817 lines
22 KiB
C++
817 lines
22 KiB
C++
#define WITH_D3D
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#include "common.h"
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#ifdef SCREEN_DROPLETS
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#ifndef LIBRW
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#error "Need librw for SCREEN_DROPLETS"
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#endif
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#include "General.h"
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#include "main.h"
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#include "RwHelper.h"
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#include "Timer.h"
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#include "Camera.h"
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#include "World.h"
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#include "ZoneCull.h"
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#include "Weather.h"
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#include "ParticleObject.h"
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#include "Pad.h"
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#include "RenderBuffer.h"
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#include "custompipes.h"
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#include "postfx.h"
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#include "screendroplets.h"
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// for 640
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#define MAXSIZE 15
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#define MINSIZE 4
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int ScreenDroplets::ms_initialised;
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RwTexture *ScreenDroplets::ms_maskTex;
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RwTexture *ScreenDroplets::ms_screenTex;
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bool ScreenDroplets::ms_enabled = true;
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bool ScreenDroplets::ms_movingEnabled = true;
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ScreenDroplets::ScreenDrop ScreenDroplets::ms_drops[ScreenDroplets::MAXDROPS];
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int ScreenDroplets::ms_numDrops;
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ScreenDroplets::ScreenDropMoving ScreenDroplets::ms_dropsMoving[ScreenDroplets::MAXDROPSMOVING];
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int ScreenDroplets::ms_numDropsMoving;
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CVector ScreenDroplets::ms_prevCamUp;
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CVector ScreenDroplets::ms_prevCamPos;
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CVector ScreenDroplets::ms_camMoveDelta;
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float ScreenDroplets::ms_camMoveDist;
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CVector ScreenDroplets::ms_screenMoveDelta;
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float ScreenDroplets::ms_screenMoveDist;
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float ScreenDroplets::ms_camUpAngle;
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int ScreenDroplets::ms_splashDuration;
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CParticleObject *ScreenDroplets::ms_splashObject;
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struct Im2DVertexUV2 : rw::RWDEVICE::Im2DVertex
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{
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rw::float32 u2, v2;
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};
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#ifdef RW_D3D9
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static void *screenDroplet_PS;
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#endif
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#ifdef RW_GL3
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static rw::gl3::Shader *screenDroplet;
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#endif
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// platform specific
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static void openim2d_uv2(void);
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static void closeim2d_uv2(void);
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static void RenderIndexedPrimitive_UV2(RwPrimitiveType primType, Im2DVertexUV2 *vertices, RwInt32 numVertices, RwImVertexIndex *indices, RwInt32 numIndices);
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static Im2DVertexUV2 VertexBuffer[TEMPBUFFERVERTSIZE];
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void
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ScreenDroplets::Initialise(void)
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{
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Clear();
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ms_splashDuration = -1;
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ms_splashObject = nil;
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}
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// Create white circle mask for rain drops
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static RwTexture*
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CreateDropMask(int32 size)
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{
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RwImage *img = RwImageCreate(size, size, 32);
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RwImageAllocatePixels(img);
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uint8 *pixels = RwImageGetPixels(img);
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int32 stride = RwImageGetStride(img);
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for(int y = 0; y < size; y++){
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float yf = ((y + 0.5f)/size - 0.5f)*2.0f;
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for(int x = 0; x < size; x++){
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float xf = ((x + 0.5f)/size - 0.5f)*2.0f;
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memset(&pixels[y*stride + x*4], xf*xf + yf*yf < 1.0f ? 0xFF : 0x00, 4);
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}
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}
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int32 width, height, depth, format;
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RwImageFindRasterFormat(img, rwRASTERTYPETEXTURE, &width, &height, &depth, &format);
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RwRaster *ras = RwRasterCreate(width, height, depth, format);
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RwRasterSetFromImage(ras, img);
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RwImageDestroy(img);
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return RwTextureCreate(ras);
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}
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void
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ScreenDroplets::InitDraw(void)
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{
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ms_maskTex = CreateDropMask(64);
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ms_screenTex = RwTextureCreate(nil);
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RwTextureSetFilterMode(ms_screenTex, rwFILTERLINEAR);
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openim2d_uv2();
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#ifdef RW_D3D9
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#include "shaders/screenDroplet_PS.inc"
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screenDroplet_PS = rw::d3d::createPixelShader(screenDroplet_PS_cso);
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#endif
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#ifdef RW_GL3
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using namespace rw::gl3;
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{
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#include "shaders/im2d_UV2_gl.inc"
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#include "shaders/screenDroplet_fs_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, im2d_UV2_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, screenDroplet_frag_src, nil };
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screenDroplet = Shader::create(vs, fs);
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assert(screenDroplet);
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}
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#endif
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ms_initialised = 1;
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}
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void
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ScreenDroplets::Shutdown(void)
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{
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if(ms_maskTex){
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RwTextureDestroy(ms_maskTex);
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ms_maskTex = nil;
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}
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if(ms_screenTex){
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RwTextureSetRaster(ms_screenTex, nil);
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RwTextureDestroy(ms_screenTex);
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ms_screenTex = nil;
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}
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#ifdef RW_D3D9
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if(screenDroplet_PS){
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rw::d3d::destroyPixelShader(screenDroplet_PS);
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screenDroplet_PS = nil;
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}
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#endif
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#ifdef RW_GL3
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if(screenDroplet){
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screenDroplet->destroy();
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screenDroplet = nil;
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}
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#endif
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closeim2d_uv2();
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}
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void
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ScreenDroplets::Process(void)
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{
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ProcessCameraMovement();
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SprayDrops();
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ProcessMoving();
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Fade();
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}
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static void
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FlushBuffer(void)
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{
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if(TempBufferIndicesStored){
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RenderIndexedPrimitive_UV2(rwPRIMTYPETRILIST,
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VertexBuffer, TempBufferVerticesStored,
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TempBufferRenderIndexList, TempBufferIndicesStored);
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TempBufferVerticesStored = 0;
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TempBufferIndicesStored = 0;
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}
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}
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static int
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StartStoring(int numIndices, int numVertices, RwImVertexIndex **indexStart, Im2DVertexUV2 **vertexStart)
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{
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if(TempBufferIndicesStored + numIndices >= TEMPBUFFERINDEXSIZE ||
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TempBufferVerticesStored + numVertices >= TEMPBUFFERVERTSIZE)
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FlushBuffer();
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*indexStart = &TempBufferRenderIndexList[TempBufferIndicesStored];
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*vertexStart = &VertexBuffer[TempBufferVerticesStored];
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int vertOffset = TempBufferVerticesStored;
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TempBufferIndicesStored += numIndices;
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TempBufferVerticesStored += numVertices;
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return vertOffset;
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}
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void
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ScreenDroplets::Render(void)
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{
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ScreenDrop *drop;
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DefinedState();
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(ms_maskTex));
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, FALSE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, FALSE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwTextureSetRaster(ms_screenTex, CPostFX::pBackBuffer);
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#ifdef RW_D3D9
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rw::d3d::im2dOverridePS = screenDroplet_PS;
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rw::d3d::setTexture(1, ms_screenTex);
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#endif
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#ifdef RW_GL3
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rw::gl3::im2dOverrideShader = screenDroplet;
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rw::gl3::setTexture(1, ms_screenTex);
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#endif
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RenderBuffer::ClearRenderBuffer();
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for(drop = &ms_drops[0]; drop < &ms_drops[MAXDROPS]; drop++)
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if(drop->active)
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AddToRenderList(drop);
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FlushBuffer();
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#ifdef RW_D3D9
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rw::d3d::im2dOverridePS = nil;
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rw::d3d::setTexture(1, nil);
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#endif
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#ifdef RW_GL3
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rw::gl3::im2dOverrideShader = nil;
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rw::gl3::setTexture(1, nil);
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#endif
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, FALSE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, FALSE);
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}
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void
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ScreenDroplets::AddToRenderList(ScreenDroplets::ScreenDrop *drop)
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{
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static float xy[] = {
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-1.0f, -1.0f,
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-1.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, -1.0f
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};
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static float uv[] = {
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, 0.0f
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};
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int i;
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RwImVertexIndex *indices;
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Im2DVertexUV2 *verts;
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int first = StartStoring(6, 4, &indices, &verts);
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float scale = 0.5f*SCREEN_SCALE_X(drop->size);
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float screenz = RwIm2DGetNearScreenZ();
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float z = RwCameraGetNearClipPlane(Scene.camera);
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float recipz = 1.0f/z;
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float magSize = SCREEN_SCALE_Y(drop->magnification*(300.0f-40.0f) + 40.0f);
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float ul = drop->x - magSize;
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float vt = drop->y - magSize;
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float ur = drop->x + magSize;
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float vb = drop->y + magSize;
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ul = Max(ul, 0.0f)/RwRasterGetWidth(CPostFX::pBackBuffer);
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vt = Max(vt, 0.0f)/RwRasterGetHeight(CPostFX::pBackBuffer);
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ur = Min(ur, SCREEN_WIDTH)/RwRasterGetWidth(CPostFX::pBackBuffer);
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vb = Min(vb, SCREEN_HEIGHT)/RwRasterGetHeight(CPostFX::pBackBuffer);
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for(i = 0; i < 4; i++){
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RwIm2DVertexSetScreenX(&verts[i], drop->x + xy[i*2]*scale);
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RwIm2DVertexSetScreenY(&verts[i], drop->y + xy[i*2+1]*scale);
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RwIm2DVertexSetScreenZ(&verts[i], screenz);
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RwIm2DVertexSetCameraZ(&verts[i], z);
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RwIm2DVertexSetRecipCameraZ(&verts[i], recipz);
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RwIm2DVertexSetIntRGBA(&verts[i], drop->color.r, drop->color.g, drop->color.b, drop->color.a);
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RwIm2DVertexSetU(&verts[i], uv[i*2], recipz);
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RwIm2DVertexSetV(&verts[i], uv[i*2+1], recipz);
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verts[i].u2 = i < 2 ? ul : ur;
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verts[i].v2 = i % 3 ? vt : vb;
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}
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indices[0] = first + 0;
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indices[1] = first + 1;
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indices[2] = first + 2;
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indices[3] = first + 2;
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indices[4] = first + 3;
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indices[5] = first + 0;
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}
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void
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ScreenDroplets::Clear(void)
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{
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ScreenDrop *drop;
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for(drop = &ms_drops[0]; drop < &ms_drops[MAXDROPS]; drop++)
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drop->active = false;
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ms_numDrops = 0;
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}
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ScreenDroplets::ScreenDrop*
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ScreenDroplets::NewDrop(float x, float y, float size, float lifetime, bool fades, int r, int g, int b)
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{
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ScreenDrop *drop;
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int i;
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for(i = 0, drop = ms_drops; i < MAXDROPS; i++, drop++)
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if(!ms_drops[i].active)
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goto found;
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return nil;
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found:
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ms_numDrops++;
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drop->x = x;
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drop->y = y;
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drop->size = size;
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drop->magnification = (MAXSIZE - size + 1.0f) / (MAXSIZE - MINSIZE + 1.0f);
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drop->fades = fades;
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drop->active = true;
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drop->color.r = r;
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drop->color.g = g;
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drop->color.b = b;
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drop->color.a = 255;
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drop->time = 0.0f;
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drop->lifetime = lifetime;
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return drop;
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}
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void
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ScreenDroplets::SetMoving(ScreenDroplets::ScreenDrop *drop)
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{
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ScreenDropMoving *moving;
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for(moving = ms_dropsMoving; moving < &ms_dropsMoving[MAXDROPSMOVING]; moving++)
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if(moving->drop == nil)
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goto found;
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return;
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found:
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ms_numDropsMoving++;
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moving->drop = drop;
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moving->dist = 0.0f;
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}
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void
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ScreenDroplets::FillScreen(int n)
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{
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float x, y, size;
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ScreenDrop *drop;
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if(!ms_initialised)
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return;
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ms_numDrops = 0;
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for(drop = &ms_drops[0]; drop < &ms_drops[MAXDROPS]; drop++){
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drop->active = false;
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if(drop < &ms_drops[n]){
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x = CGeneral::GetRandomNumber() % (int)SCREEN_WIDTH;
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y = CGeneral::GetRandomNumber() % (int)SCREEN_HEIGHT;
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size = CGeneral::GetRandomNumberInRange(MINSIZE, MAXSIZE);
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NewDrop(x, y, size, 2000.0f, true);
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}
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}
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}
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void
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ScreenDroplets::FillScreenMoving(float amount, bool isBlood)
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{
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int n = (ms_screenMoveDelta.z > 5.0f ? 1.5f : 1.0f)*amount*20.0f;
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float x, y, size;
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ScreenDrop *drop;
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while(n--)
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if(ms_numDrops < MAXDROPS && ms_numDropsMoving < MAXDROPSMOVING){
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x = CGeneral::GetRandomNumber() % (int)SCREEN_WIDTH;
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y = CGeneral::GetRandomNumber() % (int)SCREEN_HEIGHT;
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size = CGeneral::GetRandomNumberInRange(MINSIZE, MAXSIZE);
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drop = nil;
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if(isBlood)
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drop = NewDrop(x, y, size, 2000.0f, true, 255, 0, 0);
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else
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drop = NewDrop(x, y, size, 2000.0f, true);
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if(drop)
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SetMoving(drop);
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}
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}
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void
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ScreenDroplets::RegisterSplash(CParticleObject *pobj)
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{
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CVector dist = pobj->GetPosition() - ms_prevCamPos;
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if(dist.MagnitudeSqr() < 50.0f){ // 20 originally
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ms_splashDuration = 14;
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ms_splashObject = pobj;
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}
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}
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void
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ScreenDroplets::ProcessCameraMovement(void)
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{
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RwMatrix *camMat = RwFrameGetMatrix(RwCameraGetFrame(Scene.camera));
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CVector camPos = camMat->pos;
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CVector camUp = camMat->at;
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ms_camMoveDelta = camPos - ms_prevCamPos;
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ms_camMoveDist = ms_camMoveDelta.Magnitude();
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ms_prevCamUp = camUp;
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ms_prevCamPos = camPos;
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ms_screenMoveDelta.x = -RwV3dDotProduct(&camMat->right, &ms_camMoveDelta);
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ms_screenMoveDelta.y = RwV3dDotProduct(&camMat->up, &ms_camMoveDelta);
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ms_screenMoveDelta.z = RwV3dDotProduct(&camMat->at, &ms_camMoveDelta);
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ms_screenMoveDelta *= 10.0f;
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ms_screenMoveDist = ms_screenMoveDelta.Magnitude2D();
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uint16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
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bool isTopDown = mode == CCam::MODE_TOPDOWN || mode == CCam::MODE_GTACLASSIC || mode == CCam::MODE_TOP_DOWN_PED;
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bool isLookingInDirection = FindPlayerVehicle() && mode == CCam::MODE_1STPERSON &&
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(CPad::GetPad(0)->GetLookBehindForCar() || CPad::GetPad(0)->GetLookLeft() || CPad::GetPad(0)->GetLookRight());
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ms_enabled = !isTopDown && !isLookingInDirection;
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ms_movingEnabled = !isTopDown && !isLookingInDirection;
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// 0 when looking stright up, 180 when looking up or down
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ms_camUpAngle = RADTODEG(Acos(clamp(camUp.z, -1.0f, 1.0f)));
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}
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void
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ScreenDroplets::SprayDrops(void)
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{
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bool noRain = CCullZones::PlayerNoRain() || CCullZones::CamNoRain();
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if(!noRain && CWeather::Rain > 0.0f && ms_enabled){
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// 180 when looking stright up, 0 when looking up or down
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float angle = 180.0f - ms_camUpAngle;
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angle = Max(angle, 40.0f); // want at least some rain
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FillScreenMoving((angle - 40.0f) / 150.0f * CWeather::Rain * 0.5f);
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}
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int i;
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for(i = 0; i < MAX_AUDIOHYDRANTS; i++){
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CAudioHydrant *hyd = CAudioHydrant::Get(i);
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if (hyd->pParticleObject){
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CVector dist = hyd->pParticleObject->GetPosition() - ms_prevCamPos;
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if(dist.MagnitudeSqr() > 40.0f ||
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DotProduct(dist, ms_prevCamUp) < 0.0f) continue;
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FillScreenMoving(1.0f);
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}
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}
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static int ndrops[] = {
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125, 250, 500, 1000, 1000,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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};
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if(ms_splashDuration >= 0){
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if(ms_numDrops < MAXDROPS) {
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float numDropMult = 1.0f;
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if(ms_splashObject){
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float dist = (ms_splashObject->GetPosition() - ms_prevCamPos).Magnitude();
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numDropMult = 1.0f - (dist - 5.0f)/15.0f;
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if(numDropMult < 0) numDropMult = 0.0f; // fix
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}
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int n = ndrops[ms_splashDuration] * numDropMult;
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while(n--)
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if(ms_numDrops < MAXDROPS){
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float x = CGeneral::GetRandomNumber() % (int)SCREEN_WIDTH;
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float y = CGeneral::GetRandomNumber() % (int)SCREEN_HEIGHT;
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float size = CGeneral::GetRandomNumberInRange(MINSIZE, MAXSIZE);
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NewDrop(x, y, size, 10000.0f, false);
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}
|
|
}
|
|
ms_splashDuration--;
|
|
}
|
|
}
|
|
|
|
void
|
|
ScreenDroplets::NewTrace(ScreenDroplets::ScreenDropMoving *moving)
|
|
{
|
|
if(ms_numDrops < MAXDROPS){
|
|
moving->dist = 0.0f;
|
|
NewDrop(moving->drop->x, moving->drop->y, MINSIZE, 500.0f, true,
|
|
moving->drop->color.r, moving->drop->color.g, moving->drop->color.b);
|
|
}
|
|
}
|
|
|
|
void
|
|
ScreenDroplets::MoveDrop(ScreenDroplets::ScreenDropMoving *moving)
|
|
{
|
|
ScreenDrop *drop = moving->drop;
|
|
if(!ms_movingEnabled)
|
|
return;
|
|
if(!drop->active){
|
|
moving->drop = nil;
|
|
ms_numDropsMoving--;
|
|
return;
|
|
}
|
|
if(ms_screenMoveDelta.z > 0.0f && ms_camMoveDist > 0.3f){
|
|
if(ms_screenMoveDist > 0.5f && TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_1STPERSON){
|
|
// movement when camera turns
|
|
moving->dist += ms_screenMoveDist;
|
|
if(moving->dist > 20.0f && drop->color.a > 100)
|
|
NewTrace(moving);
|
|
|
|
drop->x -= ms_screenMoveDelta.x;
|
|
drop->y += ms_screenMoveDelta.y;
|
|
}else{
|
|
// movement out of center
|
|
float d = ms_screenMoveDelta.z*0.2f;
|
|
float dx, dy, sum;
|
|
dx = drop->x - SCREEN_WIDTH*0.5f + ms_screenMoveDelta.x;
|
|
if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON)
|
|
dy = drop->y - SCREEN_HEIGHT*1.2f - ms_screenMoveDelta.y;
|
|
else
|
|
dy = drop->y - SCREEN_HEIGHT*0.5f - ms_screenMoveDelta.y;
|
|
sum = fabs(dx) + fabs(dy);
|
|
if(sum > 0.001f){
|
|
dx /= sum;
|
|
dy /= sum;
|
|
}
|
|
moving->dist += d;
|
|
if(moving->dist > 20.0f && drop->color.a > 100)
|
|
NewTrace(moving);
|
|
drop->x += dx * d;
|
|
drop->y += dy * d;
|
|
}
|
|
|
|
if(drop->x < 0.0f || drop->y < 0.0f ||
|
|
drop->x > SCREEN_WIDTH || drop->y > SCREEN_HEIGHT){
|
|
moving->drop = nil;
|
|
ms_numDropsMoving--;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
ScreenDroplets::ProcessMoving(void)
|
|
{
|
|
ScreenDropMoving *moving;
|
|
if(!ms_movingEnabled)
|
|
return;
|
|
for(moving = ms_dropsMoving; moving < &ms_dropsMoving[MAXDROPSMOVING]; moving++)
|
|
if(moving->drop)
|
|
MoveDrop(moving);
|
|
}
|
|
|
|
void
|
|
ScreenDroplets::Fade(void)
|
|
{
|
|
ScreenDrop *drop;
|
|
for(drop = &ms_drops[0]; drop < &ms_drops[MAXDROPS]; drop++)
|
|
if(drop->active)
|
|
drop->Fade();
|
|
}
|
|
|
|
void
|
|
ScreenDroplets::ScreenDrop::Fade(void)
|
|
{
|
|
int delta = CTimer::GetTimeStepInMilliseconds();
|
|
time += delta;
|
|
if(time < lifetime){
|
|
color.a = 255 - time/lifetime*255;
|
|
}else if(fades){
|
|
ScreenDroplets::ms_numDrops--;
|
|
active = false;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* Im2D with two uv coors
|
|
*/
|
|
|
|
#ifdef RW_D3D9
|
|
// stolen from RW, not in a public header
|
|
namespace rw {
|
|
namespace d3d {
|
|
void addDynamicVB(uint32 length, uint32 fvf, IDirect3DVertexBuffer9 **buf); // NB: don't share this pointer
|
|
void removeDynamicVB(IDirect3DVertexBuffer9 **buf);
|
|
void addDynamicIB(uint32 length, IDirect3DIndexBuffer9 **buf); // NB: don't share this pointer
|
|
void removeDynamicIB(IDirect3DIndexBuffer9 **buf);
|
|
}
|
|
}
|
|
// different than im2d
|
|
#define NUMINDICES 1024
|
|
#define NUMVERTICES 1024
|
|
|
|
static int primTypeMap[] = {
|
|
D3DPT_POINTLIST, // invalid
|
|
D3DPT_LINELIST,
|
|
D3DPT_LINESTRIP,
|
|
D3DPT_TRIANGLELIST,
|
|
D3DPT_TRIANGLESTRIP,
|
|
D3DPT_TRIANGLEFAN,
|
|
D3DPT_POINTLIST, // actually not supported!
|
|
};
|
|
// end of stolen stuff
|
|
|
|
|
|
static IDirect3DVertexDeclaration9 *im2ddecl_uv2;
|
|
static IDirect3DVertexBuffer9 *im2dvertbuf_uv2;
|
|
static IDirect3DIndexBuffer9 *im2dindbuf_uv2;
|
|
|
|
void
|
|
openim2d_uv2(void)
|
|
{
|
|
using namespace rw;
|
|
using namespace d3d;
|
|
D3DVERTEXELEMENT9 elements[5] = {
|
|
{ 0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0 },
|
|
{ 0, offsetof(Im2DVertexUV2, color), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
|
|
{ 0, offsetof(Im2DVertexUV2, u), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
|
|
{ 0, offsetof(Im2DVertexUV2, u2), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
|
|
D3DDECL_END()
|
|
};
|
|
assert(im2ddecl_uv2 == nil);
|
|
im2ddecl_uv2 = (IDirect3DVertexDeclaration9*)d3d9::createVertexDeclaration((d3d9::VertexElement*)elements);
|
|
assert(im2ddecl_uv2);
|
|
|
|
assert(im2dvertbuf_uv2 == nil);
|
|
im2dvertbuf_uv2 = (IDirect3DVertexBuffer9*)createVertexBuffer(NUMVERTICES*sizeof(Im2DVertexUV2), 0, true);
|
|
assert(im2dvertbuf_uv2);
|
|
addDynamicVB(NUMVERTICES*sizeof(Im2DVertexUV2), 0, &im2dvertbuf_uv2);
|
|
|
|
assert(im2dindbuf_uv2 == nil);
|
|
im2dindbuf_uv2 = (IDirect3DIndexBuffer9*)createIndexBuffer(NUMINDICES*sizeof(rw::uint16), true);
|
|
assert(im2dindbuf_uv2);
|
|
addDynamicIB(NUMINDICES*sizeof(rw::uint16), &im2dindbuf_uv2);
|
|
}
|
|
|
|
void
|
|
closeim2d_uv2(void)
|
|
{
|
|
using namespace rw;
|
|
using namespace d3d;
|
|
|
|
d3d9::destroyVertexDeclaration(im2ddecl_uv2);
|
|
im2ddecl_uv2 = nil;
|
|
|
|
removeDynamicVB(&im2dvertbuf_uv2);
|
|
destroyVertexBuffer(im2dvertbuf_uv2);
|
|
im2dvertbuf_uv2 = nil;
|
|
|
|
removeDynamicIB(&im2dindbuf_uv2);
|
|
destroyIndexBuffer(im2dindbuf_uv2);
|
|
im2dindbuf_uv2 = nil;
|
|
}
|
|
|
|
void
|
|
RenderIndexedPrimitive_UV2(RwPrimitiveType primType, Im2DVertexUV2 *vertices, RwInt32 numVertices, RwImVertexIndex *indices, RwInt32 numIndices)
|
|
{
|
|
using namespace rw;
|
|
using namespace d3d;
|
|
|
|
if(numVertices > NUMVERTICES ||
|
|
numIndices > NUMINDICES){
|
|
// TODO: error
|
|
return;
|
|
}
|
|
rw::uint16 *lockedindices = lockIndices(im2dindbuf_uv2, 0, numIndices*sizeof(rw::uint16), D3DLOCK_DISCARD);
|
|
memcpy(lockedindices, indices, numIndices*sizeof(rw::uint16));
|
|
unlockIndices(im2dindbuf_uv2);
|
|
|
|
rw::uint8 *lockedvertices = lockVertices(im2dvertbuf_uv2, 0, numVertices*sizeof(Im2DVertexUV2), D3DLOCK_DISCARD);
|
|
memcpy(lockedvertices, vertices, numVertices*sizeof(Im2DVertexUV2));
|
|
unlockVertices(im2dvertbuf_uv2);
|
|
|
|
setStreamSource(0, im2dvertbuf_uv2, 0, sizeof(Im2DVertexUV2));
|
|
setIndices(im2dindbuf_uv2);
|
|
setVertexDeclaration(im2ddecl_uv2);
|
|
|
|
if(im2dOverridePS)
|
|
setPixelShader(im2dOverridePS);
|
|
else if(engine->device.getRenderState(TEXTURERASTER))
|
|
setPixelShader(im2d_tex_PS);
|
|
else
|
|
setPixelShader(im2d_PS);
|
|
|
|
d3d::flushCache();
|
|
|
|
rw::uint32 primCount = 0;
|
|
switch(primType){
|
|
case PRIMTYPELINELIST:
|
|
primCount = numIndices/2;
|
|
break;
|
|
case PRIMTYPEPOLYLINE:
|
|
primCount = numIndices-1;
|
|
break;
|
|
case PRIMTYPETRILIST:
|
|
primCount = numIndices/3;
|
|
break;
|
|
case PRIMTYPETRISTRIP:
|
|
primCount = numIndices-2;
|
|
break;
|
|
case PRIMTYPETRIFAN:
|
|
primCount = numIndices-2;
|
|
break;
|
|
case PRIMTYPEPOINTLIST:
|
|
primCount = numIndices;
|
|
break;
|
|
}
|
|
d3ddevice->DrawIndexedPrimitive((D3DPRIMITIVETYPE)primTypeMap[primType], 0,
|
|
0, numVertices,
|
|
0, primCount);
|
|
}
|
|
#endif
|
|
|
|
#ifdef RW_GL3
|
|
// different than im2d
|
|
#define NUMINDICES 1024
|
|
#define NUMVERTICES 1024
|
|
|
|
static rw::gl3::AttribDesc im2d_UV2_attribDesc[4] = {
|
|
{ rw::gl3::ATTRIB_POS, GL_FLOAT, GL_FALSE, 4,
|
|
sizeof(Im2DVertexUV2), 0 },
|
|
{ rw::gl3::ATTRIB_COLOR, GL_UNSIGNED_BYTE, GL_TRUE, 4,
|
|
sizeof(Im2DVertexUV2), offsetof(Im2DVertexUV2, r) },
|
|
{ rw::gl3::ATTRIB_TEXCOORDS0, GL_FLOAT, GL_FALSE, 2,
|
|
sizeof(Im2DVertexUV2), offsetof(Im2DVertexUV2, u) },
|
|
{ rw::gl3::ATTRIB_TEXCOORDS1, GL_FLOAT, GL_FALSE, 2,
|
|
sizeof(Im2DVertexUV2), offsetof(Im2DVertexUV2, u2) }
|
|
};
|
|
|
|
static int primTypeMap[] = {
|
|
GL_POINTS, // invalid
|
|
GL_LINES,
|
|
GL_LINE_STRIP,
|
|
GL_TRIANGLES,
|
|
GL_TRIANGLE_STRIP,
|
|
GL_TRIANGLE_FAN,
|
|
GL_POINTS
|
|
};
|
|
|
|
static int32 u_xform;
|
|
|
|
uint32 im2D_UV2_Vbo, im2D_UV2_Ibo;
|
|
#ifdef RW_GL_USE_VAOS
|
|
uint32 im2D_UV2_Vao;
|
|
#endif
|
|
|
|
void
|
|
openim2d_uv2(void)
|
|
{
|
|
u_xform = rw::gl3::registerUniform("u_xform"); // this doesn't add a new one, so it's safe
|
|
|
|
glGenBuffers(1, &im2D_UV2_Ibo);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2D_UV2_Ibo);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, NUMINDICES*2, nil, GL_STREAM_DRAW);
|
|
|
|
glGenBuffers(1, &im2D_UV2_Vbo);
|
|
glBindBuffer(GL_ARRAY_BUFFER, im2D_UV2_Vbo);
|
|
glBufferData(GL_ARRAY_BUFFER, NUMVERTICES*sizeof(Im2DVertexUV2), nil, GL_STREAM_DRAW);
|
|
|
|
#ifdef RW_GL_USE_VAOS
|
|
glGenVertexArrays(1, &im2D_UV2_Vao);
|
|
glBindVertexArray(im2D_UV2_Vao);
|
|
setAttribPointers(im2d_UV2_attribDesc, 4);
|
|
#endif
|
|
}
|
|
|
|
void
|
|
closeim2d_uv2(void)
|
|
{
|
|
glDeleteBuffers(1, &im2D_UV2_Ibo);
|
|
glDeleteBuffers(1, &im2D_UV2_Vbo);
|
|
#ifdef RW_GL_USE_VAOS
|
|
glDeleteVertexArrays(1, &im2D_UV2_Vao);
|
|
#endif
|
|
}
|
|
|
|
void
|
|
RenderIndexedPrimitive_UV2(RwPrimitiveType primType, Im2DVertexUV2 *vertices, RwInt32 numVertices, RwImVertexIndex *indices, RwInt32 numIndices)
|
|
{
|
|
using namespace rw;
|
|
using namespace gl3;
|
|
|
|
GLfloat xform[4];
|
|
Camera *cam;
|
|
cam = (Camera*)engine->currentCamera;
|
|
|
|
#ifdef RW_GL_USE_VAOS
|
|
glBindVertexArray(im2D_UV2_Vao);
|
|
#endif
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2D_UV2_Ibo);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, NUMINDICES*2, nil, GL_STREAM_DRAW);
|
|
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, numIndices*2, indices);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, im2D_UV2_Vbo);
|
|
glBufferData(GL_ARRAY_BUFFER, NUMVERTICES*sizeof(Im2DVertexUV2), nil, GL_STREAM_DRAW);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im2DVertexUV2), vertices);
|
|
|
|
xform[0] = 2.0f/cam->frameBuffer->width;
|
|
xform[1] = -2.0f/cam->frameBuffer->height;
|
|
xform[2] = -1.0f;
|
|
xform[3] = 1.0f;
|
|
|
|
if(im2dOverrideShader)
|
|
im2dOverrideShader->use();
|
|
else
|
|
assert(0);//im2dShader->use();
|
|
#ifndef RW_GL_USE_VAOS
|
|
setAttribPointers(im2d_UV2_attribDesc, 4);
|
|
#endif
|
|
|
|
glUniform4fv(currentShader->uniformLocations[u_xform], 1, xform);
|
|
|
|
flushCache();
|
|
glDrawElements(primTypeMap[primType], numIndices,
|
|
GL_UNSIGNED_SHORT, nil);
|
|
#ifndef RW_GL_USE_VAOS
|
|
disableAttribPointers(im2d_UV2_attribDesc, 4);
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#endif
|