#include "Runtime/Graphics/CSimpleShadow.hpp" #include "Runtime/CStateManager.hpp" #include "Runtime/Collision/CGameCollision.hpp" namespace urde { CSimpleShadow::CSimpleShadow(float scale, float userAlpha, float maxObjHeight, float displacement) : x30_scale(scale), x38_userAlpha(userAlpha), x40_maxObjHeight(maxObjHeight), x44_displacement(displacement) { x48_24_collision = false; x48_25_alwaysCalculateRadius = true; x48_26_radiusCalculated = false; } zeus::CAABox CSimpleShadow::GetMaxShadowBox(const zeus::CAABox& aabb) const { float extent = x34_radius * x30_scale; zeus::CVector3f center = aabb.center(); zeus::CAABox expandedAABB = aabb; expandedAABB.accumulateBounds({center.x() + extent, center.y() + extent, center.z() - GetMaxObjectHeight()}); expandedAABB.accumulateBounds({center.x() - extent, center.y() - extent, center.z() - GetMaxObjectHeight()}); return expandedAABB; } zeus::CAABox CSimpleShadow::GetBounds() const { float extent = x34_radius * x30_scale; return {{x0_xf.origin.x() - extent, x0_xf.origin.y() - extent, x0_xf.origin.z() - extent}, {x0_xf.origin.x() + extent, x0_xf.origin.y() + extent, x0_xf.origin.z() + extent}}; } void CSimpleShadow::Render(const TLockedToken& tex) const { if (!x48_24_collision) return; SCOPED_GRAPHICS_DEBUG_GROUP("CSimpleShadow::Render", zeus::skGrey); CGraphics::DisableAllLights(); CGraphics::SetModelMatrix(x0_xf); if (!m_filter || m_filter->GetTex().GetObj() != tex.GetObj()) m_filter.emplace(EFilterType::InvDstMultiply, tex, CTexturedQuadFilter::ZTest::LEqual); float radius = x34_radius * x30_scale; CTexturedQuadFilter::Vert verts[] = {{{-radius, 0.f, -radius}, {0.f, 0.f}}, {{radius, 0.f, -radius}, {0.f, 1.f}}, {{-radius, 0.f, radius}, {1.f, 0.f}}, {{radius, 0.f, radius}, {1.f, 1.f}}}; m_filter->drawVerts(zeus::skWhite, verts); } void CSimpleShadow::Calculate(const zeus::CAABox& aabb, const zeus::CTransform& xf, const CStateManager& mgr) { x48_24_collision = false; float halfHeight = (aabb.max.z() - aabb.min.z()) * 0.5f; zeus::CVector3f pos = xf.origin + zeus::CVector3f(0.f, 0.f, halfHeight); CRayCastResult res = mgr.RayStaticIntersection(pos, zeus::skDown, x40_maxObjHeight, CMaterialFilter::MakeExclude({EMaterialTypes::SeeThrough})); float height = x40_maxObjHeight; if (res.IsValid()) { x48_24_collision = true; height = res.GetT(); } if (height > 0.1f + halfHeight) { TUniqueId cid = kInvalidUniqueId; rstl::reserved_vector nearList; CRayCastResult resD = CGameCollision::RayDynamicIntersection( mgr, cid, pos, zeus::skDown, x40_maxObjHeight, CMaterialFilter::skPassEverything, nearList); if (resD.IsValid() && resD.GetT() < height) { x48_24_collision = true; height = resD.GetT(); res = resD; } } if (x48_24_collision) { x3c_heightAlpha = 1.f - height / x40_maxObjHeight; x0_xf = zeus::lookAt(res.GetPlane().normal(), zeus::skZero3f); x0_xf.origin = res.GetPlane().normal() * x44_displacement + res.GetPoint(); if (x48_25_alwaysCalculateRadius || !x48_26_radiusCalculated) { float xExtent = aabb.max.x() - aabb.min.x(); float yExtent = aabb.max.y() - aabb.min.y(); x34_radius = std::sqrt(xExtent * xExtent + yExtent * yExtent) * 0.5f; x48_26_radiusCalculated = true; } } } } // namespace urde