void DrawEERIEInter_Render(EERIE_3DOBJ *eobj, const TransformInfo &t, Entity *io, float invisibility) { ColorMod colorMod; colorMod.updateFromEntity(io, !io); Vec3f tv = t.pos; if(io && (io->ioflags & IO_ITEM)) tv.y -= 60.f; else tv.y -= 90.f; UpdateLlights(tv, false); for(size_t i = 0; i < eobj->facelist.size(); i++) { const EERIE_FACE & face = eobj->facelist[i]; if(CullFace(eobj, face)) continue; if(face.texid < 0) continue; TextureContainer *pTex = eobj->texturecontainer[face.texid]; if(!pTex) continue; float fTransp = 0.f; TexturedVertex *tvList = GetNewVertexList(pTex, face, invisibility, fTransp); for(size_t n = 0; n < 3; n++) { if(io && (io->ioflags & IO_ANGULAR)) { const Vec3f & position = eobj->vertexlist3[face.vid[n]].v; const Vec3f & normal = face.norm; eobj->vertexlist3[face.vid[n]].vert.color = ApplyLight(&t.rotation, position, normal, colorMod, 0.5f); } else { Vec3f & position = eobj->vertexlist3[face.vid[n]].v; Vec3f & normal = eobj->vertexlist[face.vid[n]].norm; eobj->vertexlist3[face.vid[n]].vert.color = ApplyLight(&t.rotation, position, normal, colorMod); } tvList[n] = eobj->vertexlist[face.vid[n]].vert; tvList[n].uv.x = face.u[n]; tvList[n].uv.y = face.v[n]; // Treat WATER Polys (modify UVs) if(face.facetype & POLY_WATER) { tvList[n].uv += getWaterFxUvOffset(eobj->vertexlist[face.vid[n]].v, 0.3f); } if(face.facetype & POLY_GLOW) { // unaffected by light tvList[n].color = 0xffffffff; } else { // Normal Illuminations tvList[n].color = eobj->vertexlist3[face.vid[n]].vert.color; } // TODO copy-paste if(io && Project.improve) { long lr=(tvList[n].color>>16) & 255; float ffr=(float)(lr); float dd = tvList[n].rhw; dd = clamp(dd, 0.f, 1.f); Vec3f & norm = eobj->vertexlist[face.vid[n]].norm; float fb=((1.f-dd)*6.f + (EEfabs(norm.x) + EEfabs(norm.y))) * 0.125f; float fr=((.6f-dd)*6.f + (EEfabs(norm.z) + EEfabs(norm.y))) * 0.125f; if(fr < 0.f) fr = 0.f; else fr = std::max(ffr, fr * 255.f); fr=std::min(fr,255.f); fb*=255.f; fb=std::min(fb,255.f); u8 lfr = fr; u8 lfb = fb; u8 lfg = 0x1E; tvList[n].color = (0xff000000L | (lfr << 16) | (lfg << 8) | (lfb)); } // Transparent poly: storing info to draw later if((face.facetype & POLY_TRANS) || invisibility > 0.f) { tvList[n].color = Color::gray(fTransp).toBGR(); } } // HALO HANDLING START if(io && (io->halo.flags & HALO_ACTIVE)) { AddFixedObjectHalo(face, t, io, tvList, eobj); } }
static void Cedric_RenderObject(EERIE_3DOBJ * eobj, Skeleton * obj, Entity * io, const Vec3f & pos, float invisibility) { if(invisibility == 1.f) return; Entity *use_io = io; if(!io && IN_BOOK_DRAW && eobj == entities.player()->obj) use_io = entities.player(); HaloInfo haloInfo; if(use_io) { if(use_io == entities.player()) { pushSlotHalo(haloInfo, EQUIP_SLOT_HELMET, eobj->fastaccess.sel_head); pushSlotHalo(haloInfo, EQUIP_SLOT_ARMOR, eobj->fastaccess.sel_chest); pushSlotHalo(haloInfo, EQUIP_SLOT_LEGGINGS, eobj->fastaccess.sel_leggings); } if(use_io->halo.flags & HALO_ACTIVE) { haloInfo.push(HaloRenderInfo(&use_io->halo)); } if(haloInfo.size > 0) { PrepareAnimatedObjectHalo(haloInfo, pos, obj, eobj); } } bool glow = false; ColorRGBA glowColor; if(io && (io->sfx_flag & SFX_TYPE_YLSIDE_DEATH) && io->show != SHOW_FLAG_TELEPORTING) { const ArxDuration elapsed = arxtime.now() - io->sfx_time; if(elapsed >= ArxDurationMs(3000) && elapsed < ArxDurationMs(6000)) { float ratio = toMs(elapsed - ArxDurationMs(3000)) * (1.0f / 3000); glowColor = Color::gray(ratio).toRGB(); glow = true; } } for(size_t i = 0; i < eobj->facelist.size(); i++) { const EERIE_FACE & face = eobj->facelist[i]; if((face.facetype & POLY_HIDE) && !IN_BOOK_DRAW) continue; if(CullFace(eobj, face)) continue; if(face.texid < 0) continue; TextureContainer *pTex = eobj->texturecontainer[face.texid]; if(!pTex) continue; float fTransp = 0.f; TexturedVertex *tvList = GetNewVertexList(&pTex->m_modelBatch, face, invisibility, fTransp); for(size_t n = 0; n < 3; n++) { tvList[n].p = eobj->vertexlist3[face.vid[n]].vert.p; tvList[n].rhw = eobj->vertexlist3[face.vid[n]].vert.rhw; tvList[n].color = eobj->vertexlist3[face.vid[n]].vert.color; tvList[n].uv.x = face.u[n]; tvList[n].uv.y = face.v[n]; } if((face.facetype & POLY_TRANS) || invisibility > 0.f) { tvList[0].color = tvList[1].color = tvList[2].color = Color::gray(fTransp).toRGB(); } if(haloInfo.size) { AddAnimatedObjectHalo(haloInfo, face.vid, invisibility, eobj, io, tvList); } if(glow) { TexturedVertex * tv2 = PushVertexInTable(&TexSpecialColor.m_modelBatch, BatchBucket_Opaque); std::copy(tvList, tvList + 3, tv2); tv2[0].color = tv2[1].color = tv2[2].color = glowColor; } } }