implemented col line rendering

This commit is contained in:
aap
2019-07-19 13:58:19 +02:00
parent 59145cea83
commit 0ad39c020c
14 changed files with 354 additions and 22 deletions

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@ -1,4 +1,5 @@
#include "common.h"
#include "main.h"
#include "patcher.h"
#include "Fluff.h"
#include "Camera.h"
@ -7,7 +8,6 @@
#include "General.h"
#include "Timer.h"
#include "Clock.h"
#include "Pad.h"
#include "Weather.h"
#include "Stats.h"
#include "math/maths.h"
@ -705,7 +705,6 @@ void CTowerClock::Render()
m_Position.z + Cos(angleHour) * 0.75f * m_fScale;
);
// Stupid thing that does absolutely nothing
LittleTest();
// Draw lines

74
src/render/Lines.cpp Normal file
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@ -0,0 +1,74 @@
#include "common.h"
#include "patcher.h"
#include "main.h"
#include "Lines.h"
// This is super inefficient, why split the line into segments at all?
void
CLines::RenderLineWithClipping(float x1, float y1, float z1, float x2, float y2, float z2, uint32 c1, uint32 c2)
{
static RwIm3DVertex v[2];
#ifdef THIS_IS_STUPID
int i;
float f1, f2;
float len = sqrt(sq(x1-x2) + sq(y1-y2) + sq(z1-z2));
int numsegs = len/1.5f + 1.0f;
RwRGBA col1;
col1.red = c1>>24;
col1.green = c1>>16;
col1.blue = c1>>8;
col1.alpha = c1;
RwRGBA col2;
col2.red = c2>>24;
col2.green = c2>>16;
col2.blue = c2>>8;
col2.alpha = c2;
float dx = x2 - x1;
float dy = y2 - y1;
float dz = z2 - z1;
for(i = 0; i < numsegs; i++){
f1 = (float)i/numsegs;
f2 = (float)(i+1)/numsegs;
RwIm3DVertexSetRGBA(&v[0], (int)(col1.red + (col2.red-col1.red)*f1),
(int)(col1.green + (col2.green-col1.green)*f1),
(int)(col1.blue + (col2.blue-col1.blue)*f1),
(int)(col1.alpha + (col2.alpha-col1.alpha)*f1));
RwIm3DVertexSetRGBA(&v[1], (int)(col1.red + (col2.red-col1.red)*f2),
(int)(col1.green + (col2.green-col1.green)*f2),
(int)(col1.blue + (col2.blue-col1.blue)*f2),
(int)(col1.alpha + (col2.alpha-col1.alpha)*f2));
RwIm3DVertexSetPos(&v[0], x1 + dx*f1, y1 + dy*f1, z1 + dz*f1);
RwIm3DVertexSetPos(&v[1], x1 + dx*f2, y1 + dy*f2, z1 + dz*f2);
LittleTest();
if(RwIm3DTransform(v, 2, nil, 0)){
RwIm3DRenderLine(0, 1);
RwIm3DEnd();
}
}
#else
RwRGBA col1;
col1.red = c1>>24;
col1.green = c1>>16;
col1.blue = c1>>8;
col1.alpha = c1;
RwRGBA col2;
col2.red = c2>>24;
col2.green = c2>>16;
col2.blue = c2>>8;
col2.alpha = c2;
RwIm3DVertexSetRGBA(&v[0], col1.red, col1.green, col1.blue, col1.alpha);
RwIm3DVertexSetRGBA(&v[1], col2.red, col2.green, col2.blue, col2.alpha);
RwIm3DVertexSetPos(&v[0], x1, y1, z1);
RwIm3DVertexSetPos(&v[1], x2, y2, z2);
LittleTest();
if(RwIm3DTransform(v, 2, nil, 0)){
RwIm3DRenderLine(0, 1);
RwIm3DEnd();
}
#endif
}

7
src/render/Lines.h Normal file
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@ -0,0 +1,7 @@
#pragma once
class CLines
{
public:
static void RenderLineWithClipping(float x1, float y1, float z1, float x2, float y2, float z2, uint32 c1, uint32 c2);
};

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@ -23,11 +23,13 @@
bool gbShowPedRoadGroups;
bool gbShowCarRoadGroups;
bool gbShowCollisionPolys;
bool gbShowCollisionLines;
bool gbDontRenderBuildings;
bool gbDontRenderBigBuildings;
bool gbDontRenderPeds;
bool gbDontRenderObjects;
bool gbDontRenderVehicles;
struct EntityInfo
{
@ -132,6 +134,10 @@ CRenderer::RenderOneNonRoad(CEntity *e)
else if(e->IsObject() || e->IsDummy()){
if(gbDontRenderObjects)
return;
}else if(e->IsVehicle()){
// re3 addition
if(gbDontRenderVehicles)
return;
}
#endif
@ -285,6 +291,21 @@ CRenderer::RenderFadingInEntities(void)
CVisibilityPlugins::RenderFadingEntities();
}
void
CRenderer::RenderCollisionLines(void)
{
int i;
// game doesn't draw fading in entities
// this should probably be fixed
for(i = 0; i < ms_nNoOfVisibleEntities; i++){
CEntity *e = ms_aVisibleEntityPtrs[i];
if(Abs(e->GetPosition().x - ms_vecCameraPosition.x) < 100.0f &&
Abs(e->GetPosition().y - ms_vecCameraPosition.y) < 100.0f)
CCollision::DrawColModel(e->GetMatrix(), *e->GetColModel());
}
}
enum Visbility
{
VIS_INVISIBLE,

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@ -5,11 +5,13 @@ class CEntity;
extern bool gbShowPedRoadGroups;
extern bool gbShowCarRoadGroups;
extern bool gbShowCollisionPolys;
extern bool gbShowCollisionLines;
extern bool gbDontRenderBuildings;
extern bool gbDontRenderBigBuildings;
extern bool gbDontRenderPeds;
extern bool gbDontRenderObjects;
extern bool gbDontRenderVehicles;
class CVehicle;
class CPtrList;
@ -41,6 +43,8 @@ public:
static void RenderOneNonRoad(CEntity *);
static void RenderFirstPersonVehicle(void);
static void RenderCollisionLines(void);
static int32 SetupEntityVisibility(CEntity *ent);
static int32 SetupBigBuildingVisibility(CEntity *ent);

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@ -1,4 +1,5 @@
#include "common.h"
#include "main.h"
#include "FileMgr.h"
#include "TxdStore.h"
#include "Timer.h"