From 9c6a8c1a3bc0eb67e73984a376ef1b9235cf9783 Mon Sep 17 00:00:00 2001 From: XProger Date: Fri, 20 Apr 2018 02:25:30 +0300 Subject: [PATCH] #8 fix cutscene (TR2 CUT1) --- src/animation.h | 13 ++++++++----- src/camera.h | 7 +++++-- src/controller.h | 13 +++++++++---- src/debug.h | 3 ++- src/format.h | 12 +++++++++++- src/level.h | 9 ++++++--- 6 files changed, 41 insertions(+), 16 deletions(-) diff --git a/src/animation.h b/src/animation.h index 1bd0cf4..ff4d821 100644 --- a/src/animation.h +++ b/src/animation.h @@ -16,13 +16,14 @@ struct Animation { TR::AnimFrame *frameA, *frameB; vec3 offset, jump; bool isEnded, isPrepareToNext, flip; + bool smooth; quat *overrides; // left & right arms animation frames int overrideMask; Animation() : overrides(NULL) {} - Animation(TR::Level *level, const TR::Model *model) : level(level), overrides(NULL), overrideMask(0) { + Animation(TR::Level *level, const TR::Model *model, bool smooth = true) : level(level), smooth(smooth), overrides(NULL), overrideMask(0) { setModel(model); } @@ -90,7 +91,7 @@ struct Animation { } void playNext() { - setAnim(next, anims[index].nextFrame); + setAnim(next, anims[index].nextFrame, false); } TR::AnimFrame* getFrame(TR::Animation *anim, int index) { @@ -121,8 +122,7 @@ struct Animation { int k = fIndex * anim->frameRate; delta = (time * 30.0f - k) / min((int)anim->frameRate, max(1, framesCount - k)); // min is because in some cases framesCount > realFramesCount / frameRate * frameRate - // size of frame (in bytes) - int fIndexA = fIndex % fCount, + int fIndexA = fIndex % fCount, fIndexB = (fIndex + 1) % fCount; frameA = getFrame(anim, fIndexA); @@ -138,7 +138,10 @@ struct Animation { getCommand(anim, frameNext, NULL, NULL, &flip); - frameB = getFrame(anim, fIndexB); + if (smooth) + frameB = getFrame(anim, fIndexB); + else + frameB = frameA; } bool isFrameActive(int index) { diff --git a/src/camera.h b/src/camera.h index 06e8373..f40a066 100644 --- a/src/camera.h +++ b/src/camera.h @@ -332,9 +332,12 @@ struct Camera : ICamera { TR::CameraFrame *frameA = &level->cameraFrames[indexA]; TR::CameraFrame *frameB = &level->cameraFrames[indexB]; - const int eps = 512; + const float maxDelta = 256 * 256; - if (abs(frameA->pos.x - frameB->pos.x) > eps || abs(frameA->pos.y - frameB->pos.y) > eps || abs(frameA->pos.z - frameB->pos.z) > eps) { + float dp = (vec3(frameA->pos) - vec3(frameB->pos)).length2(); + float dt = (vec3(frameA->target) - vec3(frameB->target)).length2(); + + if (dp > maxDelta || dt > maxDelta) { eye.pos = frameA->pos; target.pos = frameA->target; fov = frameA->fov / 32767.0f * 120.0f; diff --git a/src/controller.h b/src/controller.h index d3df251..14ccfe0 100644 --- a/src/controller.h +++ b/src/controller.h @@ -144,7 +144,7 @@ struct Controller { vec3 lastPos; bool invertAim; - Controller(IGame *game, int entity) : next(NULL), game(game), level(game->getLevel()), entity(entity), animation(level, getModel()), state(animation.state), layers(0), explodeMask(0), explodeParts(0), lastPos(0), invertAim(false) { + Controller(IGame *game, int entity) : next(NULL), game(game), level(game->getLevel()), entity(entity), animation(level, getModel(), level->entities[entity].flags.smooth), state(animation.state), layers(0), explodeMask(0), explodeParts(0), lastPos(0), invertAim(false) { const TR::Entity &e = getEntity(); pos = vec3(float(e.x), float(e.y), float(e.z)); angle = vec3(0.0f, e.rotation, 0.0f); @@ -977,8 +977,13 @@ struct Controller { } case TR::Effect::INV_ON : flags.invisible = true; break; case TR::Effect::INV_OFF : flags.invisible = false; break; - case TR::Effect::DYN_ON : break; // TODO TR2 - case TR::Effect::DYN_OFF : break; // TODO TR2 + case TR::Effect::DYN_ON : + Core::lightColor[1] = vec4(0.6f, 0.5f, 0.1f, 1.0f / 4096.0f); + Core::lightPos[1] = getPos(); + break; + case TR::Effect::DYN_OFF : + Core::lightColor[1] = vec4(0, 0, 0, 1); + break; case TR::Effect::FOOTPRINT : break; // TODO TR3 default : ASSERT(false); } @@ -1043,7 +1048,7 @@ struct Controller { if (animation.isEnded) { // if animation is end - switch to next if (animation.offset != 0.0f) cmdOffset(animation.offset); if (animation.jump != 0.0f) cmdJump(animation.jump); - animation.playNext(); + // animation.playNext(); } else animation.framePrev = animation.frameIndex; } diff --git a/src/debug.h b/src/debug.h index 292dee8..277989a 100644 --- a/src/debug.h +++ b/src/debug.h @@ -48,6 +48,7 @@ namespace Debug { } void begin() { + glActiveTexture(GL_TEXTURE0); glDisable(GL_TEXTURE_2D); glMatrixMode(GL_PROJECTION); glLoadMatrixf((GLfloat*)&Core::mProj); @@ -484,7 +485,7 @@ namespace Debug { if (!controller) continue; sprintf(buf, "%s (%d) %s", getEntityName(level, e), i, controller->flags.invisible ? "INVISIBLE" : ""); - Debug::Draw::text(controller->getPos() + randf() * 64, controller->flags.active ? vec4(0, 0, 0.8f, 1) : vec4(0.8f, 0, 0, 1), buf); + Debug::Draw::text(controller->getPos() + randf() * 64.0f, controller->flags.active ? vec4(0, 0, 0.8f, 1) : vec4(0.8f, 0, 0, 1), buf); } for (int i = 0; i < level.camerasCount; i++) { diff --git a/src/format.h b/src/format.h index 9cae927..0cbb799 100644 --- a/src/format.h +++ b/src/format.h @@ -1480,7 +1480,7 @@ namespace TR { int16 intensity2; union Flags { struct { - uint16 state:2, unused:4, collision:1, invisible:1, once:1, active:5, reverse:1, rendered:1; + uint16 state:2, unused:3, smooth:1, collision:1, invisible:1, once:1, active:5, reverse:1, rendered:1; }; uint16 value; } flags; @@ -2897,6 +2897,15 @@ namespace TR { cutMatrix.rotateY(e.rotation); } } + + // turn off interpolation for some entities + if (id == LVL_TR2_CUT_1) + for (int i = 0; i < entitiesBaseCount; i++) { + Entity &e = entities[i]; + if (e.type == Entity::CUT_6 || e.type == Entity::CUT_8 || e.type == Entity::CUT_9) { + e.flags.smooth = false; + } + } } LevelID getTitleId() const { @@ -3557,6 +3566,7 @@ namespace TR { if (version & (VER_TR2 | VER_TR3)) stream.read(e.intensity2); stream.read(e.flags.value); + e.flags.smooth = true; e.type = Entity::remap(version, e.type); diff --git a/src/level.h b/src/level.h index 1cb845f..0fc6f43 100644 --- a/src/level.h +++ b/src/level.h @@ -2029,16 +2029,19 @@ struct Level : IGame { for (int i = 0; i < level.entitiesCount; i++) { TR::Entity &e = level.entities[i]; Controller *controller = (Controller*)e.controller; - if (controller && controller->isActive() && e.isEnemy() && e.castShadow() && controller != players[0] && controller != players[1]) { + if (controller && e.castShadow() && controller != players[0] && controller != players[1]) { int pIndex = 0; - float dist = (players[0]->pos - controller->pos).length2(); + float dist = (players[0]->getPos() - controller->getPos()).length2(); if (players[1]) { - float dist2 = (players[1]->pos - controller->pos).length2(); + float dist2 = (players[1]->getPos() - controller->getPos()).length2(); if (dist2 < dist) { dist = dist2; pIndex = 1; } } + + if (dist > 8192 * 8192) continue; + // get index to insert int index = base; while (index < count) {