From 2100bdd5295d63359bb901a765ec7fdde0065ba2 Mon Sep 17 00:00:00 2001 From: aap Date: Tue, 7 Apr 2020 01:19:24 +0200 Subject: [PATCH] implemented CRubbish --- README.md | 1 - src/render/Rubbish.cpp | 422 ++++++++++++++++++++++++++++++++++++++++- src/render/Rubbish.h | 39 +++- 3 files changed, 454 insertions(+), 8 deletions(-) diff --git a/README.md b/README.md index e1b1b340..5d81e0b2 100644 --- a/README.md +++ b/README.md @@ -56,7 +56,6 @@ CPools - save/loading CRecordDataForChase CRecordDataForGame CRoadBlocks -CRubbish CSceneEdit CSkidmarks CSpecialFX diff --git a/src/render/Rubbish.cpp b/src/render/Rubbish.cpp index a52e59a0..65d8b2dd 100644 --- a/src/render/Rubbish.cpp +++ b/src/render/Rubbish.cpp @@ -1,10 +1,420 @@ #include "common.h" +#include "main.h" #include "patcher.h" +#include "General.h" +#include "Timer.h" +#include "Weather.h" +#include "Camera.h" +#include "World.h" +#include "Vehicle.h" +#include "ZoneCull.h" +#include "TxdStore.h" +#include "RenderBuffer.h" #include "Rubbish.h" -WRAPPER void CRubbish::Render(void) { EAXJMP(0x512190); } -WRAPPER void CRubbish::StirUp(CVehicle *veh) { EAXJMP(0x512690); } -WRAPPER void CRubbish::Update(void) { EAXJMP(0x511B90); } -WRAPPER void CRubbish::SetVisibility(bool) { EAXJMP(0x512AA0); } -WRAPPER void CRubbish::Init(void) { EAXJMP(0x511940); } -WRAPPER void CRubbish::Shutdown(void) { EAXJMP(0x511B50); } +#define RUBBISH_MAX_DIST (18.0f) +#define RUBBISH_FADE_DIST (16.5f) + +RwTexture *gpRubbishTexture[4]; +RwImVertexIndex RubbishIndexList[6]; +RwImVertexIndex RubbishIndexList2[6]; // unused +RwIm3DVertex RubbishVertices[4]; +bool CRubbish::bRubbishInvisible; +int CRubbish::RubbishVisibility; +COneSheet CRubbish::aSheets[NUM_RUBBISH_SHEETS]; +COneSheet CRubbish::StartEmptyList; +COneSheet CRubbish::EndEmptyList; +COneSheet CRubbish::StartStaticsList; +COneSheet CRubbish::EndStaticsList; +COneSheet CRubbish::StartMoversList; +COneSheet CRubbish::EndMoversList; + + +void +COneSheet::AddToList(COneSheet *list) +{ + this->m_next = list->m_next; + this->m_prev = list; + list->m_next = this; + this->m_next->m_prev = this; +} + +void +COneSheet::RemoveFromList(void) +{ + m_next->m_prev = m_prev; + m_prev->m_next = m_next; +} + + +void +CRubbish::Render(void) +{ + int type; + + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + + for(type = 0; type < 4; type++){ + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRubbishTexture[type])); + + TempBufferIndicesStored = 0; + TempBufferVerticesStored = 0; + + COneSheet *sheet; + for(sheet = &aSheets[type*NUM_RUBBISH_SHEETS / 4]; + sheet < &aSheets[(type+1)*NUM_RUBBISH_SHEETS / 4]; + sheet++){ + if(sheet->m_state == 0) + continue; + + uint32 alpha = 128; + CVector pos; + if(sheet->m_state == 1){ + pos = sheet->m_basePos; + if(!sheet->m_isVisible) + alpha = 0; + }else{ + pos = sheet->m_animatedPos; + // Not fully visible during animation, calculate current alpha + if(!sheet->m_isVisible || !sheet->m_targetIsVisible){ + float t = (float)(CTimer::GetTimeInMilliseconds() - sheet->m_moveStart)/sheet->m_moveDuration; + float f1 = sheet->m_isVisible ? 1.0f-t : 0.0f; + float f2 = sheet->m_targetIsVisible ? t : 0.0f; + alpha = 128 * (f1+f2); + } + } + + float camDist = (pos - TheCamera.GetPosition()).Magnitude2D(); + if(camDist < RUBBISH_MAX_DIST){ + if(camDist >= RUBBISH_FADE_DIST) + alpha -= alpha*(camDist-RUBBISH_FADE_DIST)/(RUBBISH_MAX_DIST-RUBBISH_FADE_DIST); + alpha = (RubbishVisibility*alpha)/256; + + float vx = Sin(sheet->m_angle) * 0.4f; + float vy = Cos(sheet->m_angle) * 0.4f; + + int v = TempBufferVerticesStored; + RwIm3DVertexSetPos(&TempBufferRenderVertices[v+0], pos.x + vx, pos.y + vy, pos.z); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+0], 255, 255, 255, alpha); + RwIm3DVertexSetPos(&TempBufferRenderVertices[v+1], pos.x - vy, pos.y + vx, pos.z); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+1], 255, 255, 255, alpha); + RwIm3DVertexSetPos(&TempBufferRenderVertices[v+2], pos.x + vy, pos.y - vx, pos.z); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+2], 255, 255, 255, alpha); + RwIm3DVertexSetPos(&TempBufferRenderVertices[v+3], pos.x - vx, pos.y - vy, pos.z); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+3], 255, 255, 255, alpha); + RwIm3DVertexSetU(&TempBufferRenderVertices[v+0], 0.0f); + RwIm3DVertexSetV(&TempBufferRenderVertices[v+0], 0.0f); + RwIm3DVertexSetU(&TempBufferRenderVertices[v+1], 1.0f); + RwIm3DVertexSetV(&TempBufferRenderVertices[v+1], 0.0f); + RwIm3DVertexSetU(&TempBufferRenderVertices[v+2], 0.0f); + RwIm3DVertexSetV(&TempBufferRenderVertices[v+2], 1.0f); + RwIm3DVertexSetU(&TempBufferRenderVertices[v+3], 1.0f); + RwIm3DVertexSetV(&TempBufferRenderVertices[v+3], 1.0f); + + int i = TempBufferIndicesStored; + TempBufferRenderIndexList[i+0] = RubbishIndexList[0] + TempBufferVerticesStored; + TempBufferRenderIndexList[i+1] = RubbishIndexList[1] + TempBufferVerticesStored; + TempBufferRenderIndexList[i+2] = RubbishIndexList[2] + TempBufferVerticesStored; + TempBufferRenderIndexList[i+3] = RubbishIndexList[3] + TempBufferVerticesStored; + TempBufferRenderIndexList[i+4] = RubbishIndexList[4] + TempBufferVerticesStored; + TempBufferRenderIndexList[i+5] = RubbishIndexList[5] + TempBufferVerticesStored; + TempBufferVerticesStored += 4; + TempBufferIndicesStored += 6; + } + } + + if(TempBufferIndicesStored != 0){ + LittleTest(); + if(RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){ + RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored); + RwIm3DEnd(); + } + } + } + + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); +} + +void +CRubbish::StirUp(CVehicle *veh) +{ + if((CTimer::GetFrameCounter() ^ (veh->m_randomSeed&3)) == 0) + return; + + if(Abs(veh->GetPosition().x - TheCamera.GetPosition().x) < 20.0f && + Abs(veh->GetPosition().y - TheCamera.GetPosition().y) < 20.0f) + if(Abs(veh->GetMoveSpeed().x) > 0.05f || Abs(veh->GetMoveSpeed().y) > 0.05f){ + float speed = veh->GetMoveSpeed().Magnitude2D(); + if(speed > 0.05f){ + bool movingForward = DotProduct2D(veh->GetMoveSpeed(), veh->GetForward()) > 0.0f; + COneSheet *sheet = StartStaticsList.m_next; + CVector2D size = veh->GetColModel()->boundingBox.max; + + // Check all static sheets + while(sheet != &EndStaticsList){ + COneSheet *next = sheet->m_next; + CVector2D carToSheet = sheet->m_basePos - veh->GetPosition(); + float distFwd = DotProduct2D(carToSheet, veh->GetForward()); + + // sheet has to be a bit behind car + if(movingForward && distFwd < -0.5f*size.y && distFwd > -1.5f*size.y || + !movingForward && distFwd > 0.5f*size.y && distFwd < 1.5f*size.y){ + float distSide = Abs(DotProduct2D(carToSheet, veh->GetRight())); + if(distSide < 1.5*size.x){ + // Check with higher speed for sheet directly behind car + float speedToCheck = distSide < size.x ? speed : speed*0.5f; + if(speedToCheck > 0.05f){ + sheet->m_state = 2; + if(speedToCheck > 0.15f) + sheet->m_animationType = 2; + else + sheet->m_animationType = 1; + sheet->m_moveDuration = 2000; + sheet->m_xDist = veh->GetMoveSpeed().x; + sheet->m_yDist = veh->GetMoveSpeed().y; + float dist = Sqrt(SQR(sheet->m_xDist)+SQR(sheet->m_yDist)); + sheet->m_xDist *= 25.0f*speed/dist; + sheet->m_yDist *= 25.0f*speed/dist; + sheet->m_animHeight = 3.0f*speed; + sheet->m_moveStart = CTimer::GetTimeInMilliseconds(); + float tx = sheet->m_basePos.x + sheet->m_xDist; + float ty = sheet->m_basePos.y + sheet->m_yDist; + float tz = sheet->m_basePos.z + 3.0f; + sheet->m_targetZ = CWorld::FindGroundZFor3DCoord(tx, ty, tz, nil) + 0.1f; + sheet->RemoveFromList(); + sheet->AddToList(&StartMoversList); + } + } + } + + sheet = next; + } + } + } +} + +static float aAnimations[3][34] = { + { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }, + + // Normal move + { 0.0f, 0.05f, 0.12f, 0.25f, 0.42f, 0.57f, 0.68f, 0.8f, 0.86f, 0.9f, 0.93f, 0.95f, 0.96f, 0.97f, 0.98f, 0.99f, 1.0f, // XY movemnt + 0.15f, 0.35f, 0.6f, 0.9f, 1.2f, 1.25f, 1.3f, 1.2f, 1.1f, 0.95f, 0.8f, 0.6f, 0.45f, 0.3f, 0.2f, 0.1f, 0 }, // Z movement + + // Stirred up by fast vehicle + { 0.0f, 0.05f, 0.12f, 0.25f, 0.42f, 0.57f, 0.68f, 0.8f, 0.95f, 1.1f, 1.15f, 1.18f, 1.15f, 1.1f, 1.05f, 1.03f, 1.0f, + 0.15f, 0.35f, 0.6f, 0.9f, 1.2f, 1.25f, 1.3f, 1.2f, 1.1f, 0.95f, 0.8f, 0.6f, 0.45f, 0.3f, 0.2f, 0.1f, 0 } +}; + +void +CRubbish::Update(void) +{ + bool foundGround; + + // FRAMETIME + if(bRubbishInvisible) + RubbishVisibility = max(RubbishVisibility-5, 0); + else + RubbishVisibility = min(RubbishVisibility+5, 255); + + // Spawn a new sheet + COneSheet *sheet = StartEmptyList.m_next; + if(sheet != &EndEmptyList){ + float spawnDist; + float spawnAngle; + + spawnDist = (CGeneral::GetRandomNumber()&0xFF)/256.0f + RUBBISH_MAX_DIST; + uint8 r = CGeneral::GetRandomNumber(); + if(r&1) + spawnAngle = (CGeneral::GetRandomNumber()&0xFF)/256.0f * 6.28f; + else + spawnAngle = (r-128)/160.0f + TheCamera.Orientation; + sheet->m_basePos.x = TheCamera.GetPosition().x + spawnDist*Sin(spawnAngle); + sheet->m_basePos.y = TheCamera.GetPosition().y + spawnDist*Cos(spawnAngle); + sheet->m_basePos.z = CWorld::FindGroundZFor3DCoord(sheet->m_basePos.x, sheet->m_basePos.y, TheCamera.GetPosition().z, &foundGround) + 0.1f; + if(foundGround){ + // Found ground, so add to statics list + sheet->m_angle = (CGeneral::GetRandomNumber()&0xFF)/256.0f * 6.28f; + sheet->m_state = 1; + if(CCullZones::FindAttributesForCoors(sheet->m_basePos, nil) & ATTRZONE_NORAIN) + sheet->m_isVisible = false; + else + sheet->m_isVisible = true; + sheet->RemoveFromList(); + sheet->AddToList(&StartStaticsList); + } + } + + // Process animation + sheet = StartMoversList.m_next; + while(sheet != &EndMoversList){ + uint32 currentTime = CTimer::GetTimeInMilliseconds() - sheet->m_moveStart; + if(currentTime < sheet->m_moveDuration){ + // Animation + int step = 16 * currentTime / sheet->m_moveDuration; // 16 steps in animation + int stepTime = sheet->m_moveDuration/16; // time in each step + float s = (float)(currentTime - stepTime*step) / stepTime; // position on step + float t = (float)currentTime / sheet->m_moveDuration; // position on total animation + // factors for xy and z-movment + float fxy = aAnimations[sheet->m_animationType][step]*(1.0f-s) + aAnimations[sheet->m_animationType][step+1]*s; + float fz = aAnimations[sheet->m_animationType][step+17]*(1.0f-s) + aAnimations[sheet->m_animationType][step+1+17]*s; + sheet->m_animatedPos.x = sheet->m_basePos.x + fxy*sheet->m_xDist; + sheet->m_animatedPos.y = sheet->m_basePos.y + fxy*sheet->m_yDist; + sheet->m_animatedPos.z = (1.0f-t)*sheet->m_basePos.z + t*sheet->m_targetZ + fz*sheet->m_animHeight; + sheet->m_angle += CTimer::GetTimeStep()*0.04f; + if(sheet->m_angle > 6.28f) + sheet->m_angle -= 6.28f; + sheet = sheet->m_next; + }else{ + // End of animation, back into statics list + sheet->m_basePos.x += sheet->m_xDist; + sheet->m_basePos.y += sheet->m_yDist; + sheet->m_basePos.z = sheet->m_targetZ; + sheet->m_state = 1; + sheet->m_isVisible = sheet->m_targetIsVisible; + + COneSheet *next = sheet->m_next; + sheet->RemoveFromList(); + sheet->AddToList(&StartStaticsList); + sheet = next; + } + } + + // Stir up a sheet by wind + // FRAMETIME + int freq; + if(CWeather::Wind < 0.1f) + freq = 31; + else if(CWeather::Wind < 0.4f) + freq = 7; + else if(CWeather::Wind < 0.7f) + freq = 1; + else + freq = 0; + if((CTimer::GetFrameCounter() & freq) == 0){ + // Pick a random sheet and set animation state if static + int i = CGeneral::GetRandomNumber() % NUM_RUBBISH_SHEETS; + if(aSheets[i].m_state == 1){ + aSheets[i].m_moveStart = CTimer::GetTimeInMilliseconds(); + aSheets[i].m_moveDuration = CWeather::Wind*1500.0f + 1000.0f; + aSheets[i].m_animHeight = 0.2f; + aSheets[i].m_xDist = 3.0f*CWeather::Wind; + aSheets[i].m_yDist = 3.0f*CWeather::Wind; + // Check if target position is ok + float tx = aSheets[i].m_basePos.x + aSheets[i].m_xDist; + float ty = aSheets[i].m_basePos.y + aSheets[i].m_yDist; + float tz = aSheets[i].m_basePos.z + 3.0f; + aSheets[i].m_targetZ = CWorld::FindGroundZFor3DCoord(tx, ty, tz, &foundGround) + 0.1f; + if(CCullZones::FindAttributesForCoors(CVector(tx, ty, aSheets[i].m_targetZ), nil) & ATTRZONE_NORAIN) + aSheets[i].m_targetIsVisible = false; + else + aSheets[i].m_targetIsVisible = true; + if(foundGround){ + // start animation + aSheets[i].m_state = 2; + aSheets[i].m_animationType = 1; + aSheets[i].RemoveFromList(); + aSheets[i].AddToList(&StartMoversList); + } + } + } + + // Remove sheets that are too far away + int i = (CTimer::GetFrameCounter()%(NUM_RUBBISH_SHEETS/4))*4; + int last = ((CTimer::GetFrameCounter()%(NUM_RUBBISH_SHEETS/4)) + 1)*4; + for(; i < last; i++){ + if(aSheets[i].m_state == 1 && + (aSheets[i].m_basePos - TheCamera.GetPosition()).MagnitudeSqr2D() > SQR(RUBBISH_MAX_DIST+1.0f)){ + aSheets[i].m_state = 0; + aSheets[i].RemoveFromList(); + aSheets[i].AddToList(&StartEmptyList); + } + } +} + +void +CRubbish::SetVisibility(bool visible) +{ + bRubbishInvisible = !visible; +} + +void +CRubbish::Init(void) +{ + int i; + for(i = 0; i < NUM_RUBBISH_SHEETS; i++){ + aSheets[i].m_state = 0; + if(i < NUM_RUBBISH_SHEETS-1) + aSheets[i].m_next = &aSheets[i+1]; + else + aSheets[i].m_next = &EndEmptyList; + if(i > 0) + aSheets[i].m_prev = &aSheets[i-1]; + else + aSheets[i].m_prev = &StartEmptyList; + } + + StartEmptyList.m_next = &aSheets[0]; + StartEmptyList.m_prev = nil; + EndEmptyList.m_next = nil; + EndEmptyList.m_prev = &aSheets[NUM_RUBBISH_SHEETS-1]; + + StartStaticsList.m_next = &EndStaticsList; + StartStaticsList.m_prev = nil; + EndStaticsList.m_next = nil; + EndStaticsList.m_prev = &StartStaticsList; + + StartMoversList.m_next = &EndMoversList; + StartMoversList.m_prev = nil; + EndMoversList.m_next = nil; + EndMoversList.m_prev = &StartMoversList; + + // unused + RwIm3DVertexSetU(&RubbishVertices[0], 0.0f); + RwIm3DVertexSetV(&RubbishVertices[0], 0.0f); + RwIm3DVertexSetU(&RubbishVertices[1], 1.0f); + RwIm3DVertexSetV(&RubbishVertices[1], 0.0f); + RwIm3DVertexSetU(&RubbishVertices[2], 0.0f); + RwIm3DVertexSetV(&RubbishVertices[2], 1.0f); + RwIm3DVertexSetU(&RubbishVertices[3], 1.0f); + RwIm3DVertexSetV(&RubbishVertices[3], 1.0f); + + // unused + RubbishIndexList2[0] = 0; + RubbishIndexList2[1] = 2; + RubbishIndexList2[2] = 1; + RubbishIndexList2[3] = 1; + RubbishIndexList2[4] = 2; + RubbishIndexList2[5] = 3; + + RubbishIndexList[0] = 0; + RubbishIndexList[1] = 1; + RubbishIndexList[2] = 2; + RubbishIndexList[3] = 1; + RubbishIndexList[4] = 3; + RubbishIndexList[5] = 2; + + CTxdStore::PushCurrentTxd(); + int slot = CTxdStore::FindTxdSlot("particle"); + CTxdStore::SetCurrentTxd(slot); + gpRubbishTexture[0] = RwTextureRead("gameleaf01_64", nil); + gpRubbishTexture[1] = RwTextureRead("gameleaf02_64", nil); + gpRubbishTexture[2] = RwTextureRead("newspaper01_64", nil); + gpRubbishTexture[3] = RwTextureRead("newspaper02_64", nil); + CTxdStore::PopCurrentTxd(); + RubbishVisibility = 255; + bRubbishInvisible = false; +} + +void +CRubbish::Shutdown(void) +{ + RwTextureDestroy(gpRubbishTexture[0]); + RwTextureDestroy(gpRubbishTexture[1]); + RwTextureDestroy(gpRubbishTexture[2]); + RwTextureDestroy(gpRubbishTexture[3]); +} diff --git a/src/render/Rubbish.h b/src/render/Rubbish.h index 17323694..2be592fe 100644 --- a/src/render/Rubbish.h +++ b/src/render/Rubbish.h @@ -2,13 +2,50 @@ class CVehicle; +enum { + // NB: not all values are allowed, check the code + NUM_RUBBISH_SHEETS = 64 +}; + +class COneSheet +{ +public: + CVector m_basePos; + CVector m_animatedPos; + float m_targetZ; + int8 m_state; + int8 m_animationType; + uint32 m_moveStart; + uint32 m_moveDuration; + float m_animHeight; + float m_xDist; + float m_yDist; + float m_angle; + bool m_isVisible; + bool m_targetIsVisible; + COneSheet *m_next; + COneSheet *m_prev; + + void AddToList(COneSheet *list); + void RemoveFromList(void); +}; + class CRubbish { + static bool bRubbishInvisible; + static int RubbishVisibility; + static COneSheet aSheets[NUM_RUBBISH_SHEETS]; + static COneSheet StartEmptyList; + static COneSheet EndEmptyList; + static COneSheet StartStaticsList; + static COneSheet EndStaticsList; + static COneSheet StartMoversList; + static COneSheet EndMoversList; public: static void Render(void); static void StirUp(CVehicle *veh); // CAutomobile on PS2 static void Update(void); - static void SetVisibility(bool); + static void SetVisibility(bool visible); static void Init(void); static void Shutdown(void); };