mirror of
https://github.com/GTAmodding/re3.git
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256 lines
6.5 KiB
C++
256 lines
6.5 KiB
C++
#include "common.h"
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#include "patcher.h"
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#include "RwHelper.h"
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#include "Clouds.h"
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#include "Draw.h"
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#include "Sprite2d.h"
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#include "Renderer.h"
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#include "Coronas.h"
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#include "WaterLevel.h"
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#include "Weather.h"
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#include "Glass.h"
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#include "WaterCannon.h"
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#include "SpecialFX.h"
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#include "Shadows.h"
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#include "Skidmarks.h"
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#include "Antennas.h"
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#include "Rubbish.h"
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#include "Particle.h"
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#include "Pickups.h"
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#include "WeaponEffects.h"
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#include "PointLights.h"
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#include "Fluff.h"
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#include "Replay.h"
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#include "Camera.h"
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#include "World.h"
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#include "Ped.h"
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#include "Font.h"
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#include "Pad.h"
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#include "Hud.h"
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#include "User.h"
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#include "Messages.h"
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#include "Darkel.h"
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#include "Garages.h"
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#include "MusicManager.h"
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#include "Frontend.h"
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// This is certainly a very useful function
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void
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DoRWRenderHorizon(void)
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{
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CClouds::RenderHorizon();
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}
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void
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RenderScene(void)
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{
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CClouds::Render();
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DoRWRenderHorizon();
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CRenderer::RenderRoads();
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CCoronas::RenderReflections();
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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CRenderer::RenderEverythingBarRoads();
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CRenderer::RenderBoats();
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DefinedState();
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CWaterLevel::RenderWater();
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CRenderer::RenderFadingInEntities();
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CRenderer::RenderVehiclesButNotBoats();
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CWeather::RenderRainStreaks();
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}
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void
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RenderDebugShit(void)
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{
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// CTheScripts::RenderTheScriptDebugLines()
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}
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void
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RenderEffects(void)
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{
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CGlass::Render();
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CWaterCannons::Render();
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CSpecialFX::Render();
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CShadows::RenderStaticShadows();
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CShadows::RenderStoredShadows();
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CSkidmarks::Render();
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CAntennas::Render();
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CRubbish::Render();
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CCoronas::Render();
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CParticle::Render();
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CPacManPickups::Render();
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CWeaponEffects::Render();
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CPointLights::RenderFogEffect();
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CMovingThings::Render();
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CRenderer::RenderFirstPersonVehicle();
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}
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void
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Render2dStuff(void)
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{
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
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CReplay::Display();
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CPickups::RenderPickUpText();
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if(TheCamera.m_WideScreenOn)
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TheCamera.DrawBordersForWideScreen();
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CPed *player = FindPlayerPed();
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int weaponType = 0;
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if(player)
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weaponType = player->GetWeapon()->m_eWeaponType;
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bool firstPersonWeapon = false;
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int cammode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
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if(cammode == CCam::MODE_SNIPER ||
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cammode == CCam::MODE_SNIPER_RUN_AROUND ||
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cammode == CCam::MODE_ROCKET ||
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cammode == CCam::MODE_ROCKET_RUN_AROUND)
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firstPersonWeapon = true;
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// Draw black border for sniper and rocket launcher
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if((weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_ROCKETLAUNCHER) && firstPersonWeapon){
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CRGBA black(0, 0, 0, 255);
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// top and bottom strips
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if(weaponType == WEAPONTYPE_ROCKETLAUNCHER){
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CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREENW, SCREENH/2 - SCREEN_STRETCH_Y(180)), black);
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CSprite2d::DrawRect(CRect(0.0f, SCREENH/2 + SCREEN_STRETCH_Y(170), SCREENW, SCREENH), black);
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}else{
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CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREENW, SCREENH/2 - SCREEN_STRETCH_Y(210)), black);
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CSprite2d::DrawRect(CRect(0.0f, SCREENH/2 + SCREEN_STRETCH_Y(210), SCREENW, SCREENH), black);
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}
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CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREENW/2 - SCREEN_STRETCH_X(210), SCREENH), black);
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CSprite2d::DrawRect(CRect(SCREENW/2 + SCREEN_STRETCH_X(210), 0.0f, SCREENW, SCREENH), black);
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}
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MusicManager.DisplayRadioStationName();
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// TheConsole.Display();
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/*
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if(CSceneEdit::m_bEditOn)
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CSceneEdit::Draw();
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else
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*/
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CHud::Draw();
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CUserDisplay::OnscnTimer.ProcessForDisplay();
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CMessages::Display();
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CDarkel::DrawMessages();
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CGarages::PrintMessages();
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CPad::PrintErrorMessage();
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CFont::DrawFonts();
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}
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void
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RenderMenus(void)
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{
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if(FrontEndMenuManager.m_bMenuActive)
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FrontEndMenuManager.DrawFrontEnd();
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}
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bool &JustLoadedDontFadeInYet = *(bool*)0x95CDB4;
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bool &StillToFadeOut = *(bool*)0x95CD99;
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int32 &TimeStartedCountingForFade = *(int32*)0x9430EC;
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int32 &TimeToStayFadedBeforeFadeOut = *(int32*)0x611564;
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void
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DoFade(void)
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{
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if(CTimer::GetIsPaused())
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return;
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if(JustLoadedDontFadeInYet){
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JustLoadedDontFadeInYet = false;
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TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds();
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}
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if(StillToFadeOut){
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if(CTimer::GetTimeInMilliseconds() - TimeStartedCountingForFade > TimeToStayFadedBeforeFadeOut){
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StillToFadeOut = false;
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TheCamera.Fade(3.0f, 1);
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TheCamera.ProcessFade();
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TheCamera.ProcessMusicFade();
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}else{
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TheCamera.SetFadeColour(0, 0, 0);
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TheCamera.Fade(0.0f, 0);
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TheCamera.ProcessFade();
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}
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}
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if(CDraw::FadeValue != 0 || CMenuManager::m_PrefsBrightness < 256){
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// LoadSplash
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CRGBA fadeColor;
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CRect rect;
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int fadeValue = CDraw::FadeValue;
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float brightness = min(CMenuManager::m_PrefsBrightness, 256);
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if(brightness <= 50)
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brightness = 50;
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if(FrontEndMenuManager.m_bMenuActive)
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brightness = 256;
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if(TheCamera.m_FadeTargetIsSplashScreen)
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fadeValue = 0;
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float fade = fadeValue + 256 - brightness;
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if(fade == 0){
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fadeColor.r = 0;
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fadeColor.g = 0;
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fadeColor.b = 0;
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fadeColor.a = 0;
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}else{
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fadeColor.r = fadeValue * CDraw::FadeRed / fade;
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fadeColor.g = fadeValue * CDraw::FadeGreen / fade;
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fadeColor.b = fadeValue * CDraw::FadeBlue / fade;
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int alpha = 255 - brightness*(256 - fadeValue)/256;
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if(alpha < 0)
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alpha = 0;
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fadeColor.a = alpha;
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}
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if(TheCamera.m_WideScreenOn){
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// what's this?
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float y = SCREENH/2 * TheCamera.m_ScreenReductionPercentage/100.0f;
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rect.left = 0.0f;
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rect.right = SCREENW;
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rect.top = y - 8.0f;
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rect.bottom = SCREENH - y - 8.0f;
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}else{
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rect.left = 0.0f;
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rect.right = SCREENW;
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rect.top = 0.0f;
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rect.bottom = SCREENH;
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}
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CSprite2d::DrawRect(rect, fadeColor);
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if(CDraw::FadeValue != 0 && TheCamera.m_FadeTargetIsSplashScreen){
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fadeColor.r = 255;
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fadeColor.g = 255;
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fadeColor.b = 255;
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fadeColor.a = CDraw::FadeValue;
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CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREENW, SCREENH), fadeColor, fadeColor, fadeColor, fadeColor);
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}
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}
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}
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void
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Render2dStuffAfterFade(void)
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{
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CHud::DrawAfterFade();
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CFont::DrawFonts();
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}
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STARTPATCHES
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InjectHook(0x48E030, RenderScene, PATCH_JUMP);
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InjectHook(0x48E080, RenderDebugShit, PATCH_JUMP);
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InjectHook(0x48E090, RenderEffects, PATCH_JUMP);
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InjectHook(0x48E0E0, Render2dStuff, PATCH_JUMP);
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InjectHook(0x48E450, RenderMenus, PATCH_JUMP);
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InjectHook(0x48D120, DoFade, PATCH_JUMP);
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InjectHook(0x48E470, Render2dStuffAfterFade, PATCH_JUMP);
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ENDPATCHES
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