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https://github.com/halpz/re3.git
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Merge branch 'master' into miami
# Conflicts: # src/animation/RpAnimBlend.cpp # src/audio/oal/stream.cpp # src/audio/sampman.h # src/control/Pickups.cpp # src/core/Collision.cpp # src/core/Collision.h # src/core/FileLoader.cpp # src/core/FileMgr.cpp # src/core/FileMgr.h # src/core/Streaming.cpp # src/core/Streaming.h # src/core/SurfaceTable.h # src/modelinfo/VehicleModelInfo.h # src/peds/Ped.cpp # src/rw/RwHelper.cpp # src/rw/RwHelper.h # src/skel/glfw/glfw.cpp # src/skel/platform.h # src/text/Text.cpp # src/text/Text.h # src/vehicles/CarGen.cpp # src/vehicles/Heli.cpp
This commit is contained in:
@ -3995,8 +3995,8 @@ CCamera::CalculateDerivedValues(void)
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m_cameraMatrix = Invert(m_matrix);
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float hfov = DEGTORAD(CDraw::GetScaledFOV()/2.0f);
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float c = cos(hfov);
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float s = sin(hfov);
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float c = Cos(hfov);
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float s = Sin(hfov);
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// right plane
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m_vecFrustumNormals[0] = CVector(c, -s, 0.0f);
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@ -141,11 +141,8 @@ CFire::ProcessFire(void)
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lightpos.z = m_vecPos.z + 5.0f;
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if (!m_pEntity) {
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CShadows::StoreStaticShadow((uintptr)this, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &lightpos,
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7.0f, 0.0f, 0.0f, -7.0f,
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255, // this is 0 on PC which results in no shadow
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nRandNumber / 2, nRandNumber / 2, 0,
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10.0f, 1.0f, 40.0f, 0, 0.0f);
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CShadows::StoreStaticShadow((uintptr)this, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &lightpos, 7.0f, 0.0f, 0.0f, -7.0f, 0, nRandNumber / 2,
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nRandNumber / 2, 0, 10.0f, 1.0f, 40.0f, 0, 0.0f);
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}
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fGreen = nRandNumber / 128;
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fRed = nRandNumber / 128;
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@ -152,9 +152,14 @@ CGame::InitialiseOnceBeforeRW(void)
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return true;
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}
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#if !defined(LIBRW) && defined(PS2_MATFX)
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#ifndef LIBRW
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#ifdef PS2_MATFX
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void ReplaceMatFxCallback();
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#endif
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#endif // PS2_MATFX
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#ifdef DUAL_PASS_RENDERING
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void ReplaceAtomicPipeCallback();
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#endif // DUAL_PASS_RENDERING
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#endif // !LIBRW
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bool
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CGame::InitialiseRenderWare(void)
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@ -206,9 +211,14 @@ CGame::InitialiseRenderWare(void)
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#else
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rw::MatFX::modulateEnvMap = false;
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#endif
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#elif defined(PS2_MATFX)
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#else
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#ifdef PS2_MATFX
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ReplaceMatFxCallback();
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#endif
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#endif // PS2_MATFX
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#ifdef DUAL_PASS_RENDERING
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ReplaceAtomicPipeCallback();
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#endif // DUAL_PASS_RENDERING
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#endif // LIBRW
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CFont::Initialise();
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CHud::Initialise();
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@ -8,6 +8,7 @@
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#include "common.h"
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#include "crossplatform.h"
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#include "platform.h"
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#ifdef XINPUT
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#include <xinput.h>
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#pragma comment( lib, "Xinput9_1_0.lib" )
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@ -88,6 +88,16 @@ IsShootThrough(uint8 surfType)
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return false;
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}
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inline bool
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IsSeeThrough(uint8 surfType)
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{
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switch(surfType)
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case SURFACE_GLASS:
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case SURFACE_TRANSPARENT_CLOTH:
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return true;
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return false;
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}
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class CSurfaceTable
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{
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static float ms_aAdhesiveLimitTable[NUMADHESIVEGROUPS][NUMADHESIVEGROUPS];
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@ -214,6 +214,7 @@ enum Config {
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#define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
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#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define DUAL_PASS_RENDERING // dual pass rendering from SkyGfx
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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//#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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//#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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@ -292,4 +293,7 @@ enum Config {
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#define FREE_CAM // Rotating cam
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// Audio
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#ifndef AUDIO_OAL // is not working yet for openal
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#define AUDIO_CACHE // cache sound lengths to speed up the cold boot
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#endif
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//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS
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