summaryrefslogtreecommitdiffstats
path: root/src/render
diff options
context:
space:
mode:
authorFire_Head <Fire-Head@users.noreply.github.com>2020-08-27 19:35:14 +0200
committerGitHub <noreply@github.com>2020-08-27 19:35:14 +0200
commita8999bbf38cae233e39b5995118fa03bca7894ef (patch)
treeada9bd1935512f4b46fe6b4f42d9160eb2281262 /src/render
parentbike shooting fix + trace temp fix (diff)
parentupdate librw (diff)
downloadre3-a8999bbf38cae233e39b5995118fa03bca7894ef.tar
re3-a8999bbf38cae233e39b5995118fa03bca7894ef.tar.gz
re3-a8999bbf38cae233e39b5995118fa03bca7894ef.tar.bz2
re3-a8999bbf38cae233e39b5995118fa03bca7894ef.tar.lz
re3-a8999bbf38cae233e39b5995118fa03bca7894ef.tar.xz
re3-a8999bbf38cae233e39b5995118fa03bca7894ef.tar.zst
re3-a8999bbf38cae233e39b5995118fa03bca7894ef.zip
Diffstat (limited to 'src/render')
-rw-r--r--src/render/Antennas.cpp2
-rw-r--r--src/render/Clouds.cpp84
-rw-r--r--src/render/Coronas.cpp188
-rw-r--r--src/render/Coronas.h26
-rw-r--r--src/render/Fluff.cpp198
-rw-r--r--src/render/Fluff.h32
-rw-r--r--src/render/Hud.cpp62
-rw-r--r--src/render/MBlur.cpp68
-rw-r--r--src/render/PlayerSkin.cpp12
-rw-r--r--src/render/PointLights.cpp68
-rw-r--r--src/render/PointLights.h5
-rw-r--r--src/render/Renderer.cpp88
-rw-r--r--src/render/Rubbish.cpp67
-rw-r--r--src/render/ShadowCamera.cpp4
-rw-r--r--src/render/Shadows.cpp2
-rw-r--r--src/render/Shadows.h2
-rw-r--r--src/render/Skidmarks.cpp13
-rw-r--r--src/render/SpecialFX.cpp40
-rw-r--r--src/render/SpecialFX.h1
-rw-r--r--src/render/Sprite.cpp6
-rw-r--r--src/render/Sprite2d.cpp234
-rw-r--r--src/render/Sprite2d.h3
-rw-r--r--src/render/Timecycle.cpp325
-rw-r--r--src/render/Timecycle.h238
-rw-r--r--src/render/Weather.cpp308
-rw-r--r--src/render/Weather.h7
-rw-r--r--src/render/WindModifiers.cpp44
-rw-r--r--src/render/WindModifiers.h7
28 files changed, 1421 insertions, 713 deletions
diff --git a/src/render/Antennas.cpp b/src/render/Antennas.cpp
index 452069a0..b9da95cb 100644
--- a/src/render/Antennas.cpp
+++ b/src/render/Antennas.cpp
@@ -2,6 +2,8 @@
#include "Antennas.h"
+//--MIAMI: file done
+
CAntenna CAntennas::aAntennas[NUMANTENNAS];
void
diff --git a/src/render/Clouds.cpp b/src/render/Clouds.cpp
index c6ba0f10..15bae90b 100644
--- a/src/render/Clouds.cpp
+++ b/src/render/Clouds.cpp
@@ -71,6 +71,43 @@ CClouds::Update(void)
#endif
}
+float StarCoorsX[9] = { 0.0f, 0.05f, 0.13f, 0.4f, 0.7f, 0.6f, 0.27f, 0.55f, 0.75f };
+float StarCoorsY[9] = { 0.0f, 0.45f, 0.9f, 1.0f, 0.85f, 0.52f, 0.48f, 0.35f, 0.2f };
+float StarSizes[9] = { 1.0f, 1.4f, 0.9f, 1.0f, 0.6f, 1.5f, 1.3f, 1.0f, 0.8f };
+
+float LowCloudsX[12] = { 1.0f, 0.7f, 0.0f, -0.7f, -1.0f, -0.7f, 0.0f, 0.7f, 0.8f, -0.8f, 0.4f, -0.4f };
+float LowCloudsY[12] = { 0.0f, -0.7f, -1.0f, -0.7f, 0.0f, 0.7f, 1.0f, 0.7f, 0.4f, 0.4f, -0.8f, -0.8f };
+float LowCloudsZ[12] = { 0.0f, 1.0f, 0.5f, 0.0f, 1.0f, 0.3f, 0.9f, 0.4f, 1.3f, 1.4f, 1.2f, 1.7f };
+
+float CoorsOffsetX[37] = {
+ 0.0f, 60.0f, 72.0f, 48.0f, 21.0f, 12.0f,
+ 9.0f, -3.0f, -8.4f, -18.0f, -15.0f, -36.0f,
+ -40.0f, -48.0f, -60.0f, -24.0f, 100.0f, 100.0f,
+ 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f,
+ 100.0f, 100.0f, -30.0f, -20.0f, 10.0f, 30.0f,
+ 0.0f, -100.0f, -100.0f, -100.0f, -100.0f, -100.0f, -100.0f
+};
+float CoorsOffsetY[37] = {
+ 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f,
+ 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f,
+ 100.0f, 100.0f, 100.0f, 100.0f, -30.0f, 10.0f,
+ -25.0f, -5.0f, 28.0f, -10.0f, 10.0f, 0.0f,
+ 15.0f, 40.0f, -100.0f, -100.0f, -100.0f, -100.0f,
+ -100.0f, -40.0f, -20.0f, 0.0f, 10.0f, 30.0f, 35.0f
+};
+float CoorsOffsetZ[37] = {
+ 2.0f, 1.0f, 0.0f, 0.3f, 0.7f, 1.4f,
+ 1.7f, 0.24f, 0.7f, 1.3f, 1.6f, 1.0f,
+ 1.2f, 0.3f, 0.7f, 1.4f, 0.0f, 0.1f,
+ 0.5f, 0.4f, 0.55f, 0.75f, 1.0f, 1.4f,
+ 1.7f, 2.0f, 2.0f, 2.3f, 1.9f, 2.4f,
+ 2.0f, 2.0f, 1.5f, 1.2f, 1.7f, 1.5f, 2.1f
+};
+
+uint8 BowRed[6] = { 30, 30, 30, 10, 0, 15 };
+uint8 BowGreen[6] = { 0, 15, 30, 30, 0, 0 };
+uint8 BowBlue[6] = { 0, 0, 0, 10, 30, 30 };
+
void
CClouds::Render(void)
{
@@ -94,11 +131,10 @@ CClouds::Render(void)
float minute = CClock::GetHours()*60 + CClock::GetMinutes() + CClock::GetSeconds()/60.0f;
RwV3d campos = *(RwV3d*)&TheCamera.GetPosition();
- float coverage = Max(CWeather::Foggyness, CWeather::Foggyness);
-
// Moon
float moonfadeout = Abs(minute - 180.0f); // fully visible at 3AM
if((int)moonfadeout < 180){ // fade in/out 3 hours
+ float coverage = Max(CWeather::Foggyness, CWeather::CloudCoverage);
int brightness = (1.0f - coverage) * (180 - (int)moonfadeout);
RwV3d pos = { 0.0f, -100.0f, 15.0f };
RwV3dAdd(&worldpos, &campos, &pos);
@@ -122,11 +158,10 @@ CClouds::Render(void)
else if(CClock::GetHours() == 5)
starintens = 255 * (60 - CClock::GetMinutes())/60.0f;
if(starintens != 0){
- // R
- static float StarCoorsX[9] = { 0.0f, 0.05f, 0.13f, 0.4f, 0.7f, 0.6f, 0.27f, 0.55f, 0.75f };
- static float StarCoorsY[9] = { 0.0f, 0.45f, 0.9f, 1.0f, 0.85f, 0.52f, 0.48f, 0.35f, 0.2f };
- static float StarSizes[9] = { 1.0f, 1.4f, 0.9f, 1.0f, 0.6f, 1.5f, 1.3f, 1.0f, 0.8f };
+ float coverage = Max(CWeather::Foggyness, CWeather::CloudCoverage);
int brightness = (1.0f - coverage) * starintens;
+
+ // R
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[0]));
for(i = 0; i < 11; i++){
RwV3d pos = { 100.0f, 0.0f, 10.0f };
@@ -155,13 +190,7 @@ CClouds::Render(void)
}
// Low clouds
- static float LowCloudsX[12] = { 1.0f, 0.7f, 0.0f, -0.7f, -1.0f, -0.7f,
- 0.0f, 0.7f, 0.8f, -0.8f, 0.4f, -0.4f };
- static float LowCloudsY[12] = { 0.0f, -0.7f, -1.0f, -0.7f, 0.0f, 0.7f,
- 1.0f, 0.7f, 0.4f, 0.4f, -0.8f, -0.8f };
- static float LowCloudsZ[12] = { 0.0f, 1.0f, 0.5f, 0.0f, 1.0f, 0.3f,
- 0.9f, 0.4f, 1.3f, 1.4f, 1.2f, 1.7f };
- float lowcloudintensity = 1.0f - Max(coverage, CWeather::ExtraSunnyness);
+ float lowcloudintensity = 1.0f - Max(Max(CWeather::Foggyness, CWeather::CloudCoverage), CWeather::ExtraSunnyness);
int r = CTimeCycle::GetLowCloudsRed() * lowcloudintensity;
int g = CTimeCycle::GetLowCloudsGreen() * lowcloudintensity;
int b = CTimeCycle::GetLowCloudsBlue() * lowcloudintensity;
@@ -184,30 +213,6 @@ CClouds::Render(void)
float rot_cos = Cos(CloudRotation);
int fluffyalpha = 160 * (1.0f - Max(CWeather::Foggyness, CWeather::ExtraSunnyness));
if(fluffyalpha != 0){
- static float CoorsOffsetX[37] = {
- 0.0f, 60.0f, 72.0f, 48.0f, 21.0f, 12.0f,
- 9.0f, -3.0f, -8.4f, -18.0f, -15.0f, -36.0f,
- -40.0f, -48.0f, -60.0f, -24.0f, 100.0f, 100.0f,
- 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f,
- 100.0f, 100.0f, -30.0f, -20.0f, 10.0f, 30.0f,
- 0.0f, -100.0f, -100.0f, -100.0f, -100.0f, -100.0f, -100.0f
- };
- static float CoorsOffsetY[37] = {
- 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f,
- 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f,
- 100.0f, 100.0f, 100.0f, 100.0f, -30.0f, 10.0f,
- -25.0f, -5.0f, 28.0f, -10.0f, 10.0f, 0.0f,
- 15.0f, 40.0f, -100.0f, -100.0f, -100.0f, -100.0f,
- -100.0f, -40.0f, -20.0f, 0.0f, 10.0f, 30.0f, 35.0f
- };
- static float CoorsOffsetZ[37] = {
- 2.0f, 1.0f, 0.0f, 0.3f, 0.7f, 1.4f,
- 1.7f, 0.24f, 0.7f, 1.3f, 1.6f, 1.0f,
- 1.2f, 0.3f, 0.7f, 1.4f, 0.0f, 0.1f,
- 0.5f, 0.4f, 0.55f, 0.75f, 1.0f, 1.4f,
- 1.7f, 2.0f, 2.0f, 2.3f, 1.9f, 2.4f,
- 2.0f, 2.0f, 1.5f, 1.2f, 1.7f, 1.5f, 2.1f
- };
static bool bCloudOnScreen[37];
float sundist, hilight;
@@ -230,7 +235,7 @@ CClouds::Render(void)
int bb = CTimeCycle::GetFluffyCloudsBottomBlue();
int distLimit = (3*SCREEN_WIDTH)/4;
if(sundist < distLimit){
- hilight = (1.0f - coverage) * (1.0f - sundist/(float)distLimit);
+ hilight = (1.0f - Max(CWeather::Foggyness, CWeather::CloudCoverage)) * (1.0f - sundist/(float)distLimit);
tr = tr*(1.0f-hilight) + 255*hilight;
tg = tg*(1.0f-hilight) + 190*hilight;
tb = tb*(1.0f-hilight) + 190*hilight;
@@ -277,9 +282,6 @@ CClouds::Render(void)
// Rainbow
if(CWeather::Rainbow != 0.0f){
- static uint8 BowRed[6] = { 30, 30, 30, 10, 0, 15 };
- static uint8 BowGreen[6] = { 0, 15, 30, 30, 0, 0 };
- static uint8 BowBlue[6] = { 0, 0, 0, 10, 30, 30 };
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[0]));
for(i = 0; i < 6; i++){
RwV3d pos = { i*1.5f, 100.0f, 5.0f };
diff --git a/src/render/Coronas.cpp b/src/render/Coronas.cpp
index efe486fe..2d621d18 100644
--- a/src/render/Coronas.cpp
+++ b/src/render/Coronas.cpp
@@ -2,6 +2,7 @@
#include "main.h"
#include "General.h"
+#include "RenderBuffer.h"
#include "TxdStore.h"
#include "Camera.h"
#include "Sprite.h"
@@ -12,6 +13,8 @@
#include "Timecycle.h"
#include "Coronas.h"
+//--MIAMI: file done
+
struct FlareDef
{
float position;
@@ -130,13 +133,21 @@ void
CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha,
const CVector &coors, float size, float drawDist, RwTexture *tex,
int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle,
- bool longDist, float nearDist)
+ bool useNearDist, float nearDist)
{
int i;
if(sq(drawDist) < (TheCamera.GetPosition() - coors).MagnitudeSqr2D())
return;
+ if(useNearDist){
+ float dist = (TheCamera.GetPosition() - coors).Magnitude();
+ if(dist < 35.0f)
+ return;
+ if(dist < 50.0f)
+ alpha *= (dist - 35.0f)/(50.0f - 35.0f);
+ }
+
for(i = 0; i < NUMCORONAS; i++)
if(aCoronas[i].id == id)
break;
@@ -189,17 +200,19 @@ CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 al
aCoronas[i].reflection = reflection;
aCoronas[i].LOScheck = LOScheck;
aCoronas[i].drawStreak = drawStreak;
+ aCoronas[i].useNearDist = useNearDist;
+ aCoronas[i].nearDist = nearDist;
}
void
CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha,
const CVector &coors, float size, float drawDist, uint8 type,
int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle,
- bool longDist, float nearDist)
+ bool useNearDist, float nearDist)
{
RegisterCorona(id, red, green, blue, alpha, coors, size, drawDist,
gpCoronaTexture[type], flareType, reflection, LOScheck, drawStreak, someAngle,
- longDist, nearDist);
+ useNearDist, nearDist);
}
void
@@ -258,7 +271,10 @@ CCoronas::Render(void)
CVector spriteCoors;
float spritew, spriteh;
- if(CSprite::CalcScreenCoors(aCoronas[i].coors, spriteCoors, &spritew, &spriteh, true)){
+ if(!CSprite::CalcScreenCoors(aCoronas[i].coors, spriteCoors, &spritew, &spriteh, true)){
+ aCoronas[i].offScreen = true;
+ aCoronas[i].sightClear = false;
+ }else{
aCoronas[i].offScreen = false;
if(spriteCoors.x < 0.0f || spriteCoors.y < 0.0f ||
@@ -292,10 +308,7 @@ CCoronas::Render(void)
}
- if(aCoronas[i].fadeAlpha == 0)
- continue;
-
- if(spriteCoors.z < aCoronas[i].drawDist){
+ if(aCoronas[i].fadeAlpha && spriteCoors.z < aCoronas[i].drawDist){
float recipz = 1.0f/spriteCoors.z;
float fadeDistance = aCoronas[i].drawDist / 2.0f;
float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
@@ -312,7 +325,7 @@ CCoronas::Render(void)
if(CCoronas::aCoronas[i].id == SUN_CORE)
spriteCoors.z = 0.95f * RwCameraGetFarClipPlane(Scene.camera);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aCoronas[i].texture));
- spriteCoors.z -= 1.5f;
+ spriteCoors.z -= aCoronas[i].nearDist;
if(aCoronas[i].texture == gpCoronaTexture[8]){
// what's this?
@@ -370,14 +383,11 @@ CCoronas::Render(void)
recipz, 255);
}
}
- }else{
- aCoronas[i].offScreen = true;
- aCoronas[i].sightClear = false;
}
}
}
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
@@ -393,23 +403,24 @@ CCoronas::Render(void)
if(!aCoronas[i].hasValue[j] || !aCoronas[i].hasValue[j+1])
continue;
- int mod1 = (float)(6 - j) / 6 * 128;
- int mod2 = (float)(6 - (j+1)) / 6 * 128;
+ int alpha1 = (float)(6 - j) / 6 * 128;
+ int alpha2 = (float)(6 - (j+1)) / 6 * 128;
RwIm2DVertexSetScreenX(&vertexbufferX[0], aCoronas[i].prevX[j]);
RwIm2DVertexSetScreenY(&vertexbufferX[0], aCoronas[i].prevY[j]);
- RwIm2DVertexSetIntRGBA(&vertexbufferX[0], aCoronas[i].prevRed[j] * mod1 / 256, aCoronas[i].prevGreen[j] * mod1 / 256, aCoronas[i].prevBlue[j] * mod1 / 256, 255);
+ RwIm2DVertexSetIntRGBA(&vertexbufferX[0], aCoronas[i].prevRed[j] * alpha1 / 256, aCoronas[i].prevGreen[j] * alpha1 / 256, aCoronas[i].prevBlue[j] * alpha1 / 256, 255);
RwIm2DVertexSetScreenX(&vertexbufferX[1], aCoronas[i].prevX[j+1]);
RwIm2DVertexSetScreenY(&vertexbufferX[1], aCoronas[i].prevY[j+1]);
- RwIm2DVertexSetIntRGBA(&vertexbufferX[1], aCoronas[i].prevRed[j+1] * mod2 / 256, aCoronas[i].prevGreen[j+1] * mod2 / 256, aCoronas[i].prevBlue[j+1] * mod2 / 256, 255);
+ RwIm2DVertexSetIntRGBA(&vertexbufferX[1], aCoronas[i].prevRed[j+1] * alpha2 / 256, aCoronas[i].prevGreen[j+1] * alpha2 / 256, aCoronas[i].prevBlue[j+1] * alpha2 / 256, 255);
- // BUG: game doesn't do this
+#ifdef FIX_BUGS
RwIm2DVertexSetScreenZ(&vertexbufferX[0], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&vertexbufferX[0], RwCameraGetNearClipPlane(Scene.camera));
RwIm2DVertexSetRecipCameraZ(&vertexbufferX[0], 1.0f/RwCameraGetNearClipPlane(Scene.camera));
RwIm2DVertexSetScreenZ(&vertexbufferX[1], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&vertexbufferX[1], RwCameraGetNearClipPlane(Scene.camera));
RwIm2DVertexSetRecipCameraZ(&vertexbufferX[1], 1.0f/RwCameraGetNearClipPlane(Scene.camera));
+#endif
RwIm2DRenderLine(vertexbufferX, 2, 0, 1);
}
@@ -428,6 +439,8 @@ CCoronas::RenderReflections(void)
CEntity *entity;
if(CWeather::WetRoads > 0.0f){
+ CSprite::InitSpriteBuffer();
+
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
@@ -438,7 +451,8 @@ CCoronas::RenderReflections(void)
for(i = 0; i < NUMCORONAS; i++){
if(aCoronas[i].id == 0 ||
- aCoronas[i].fadeAlpha == 0 && aCoronas[i].alpha == 0)
+ aCoronas[i].fadeAlpha == 0 && aCoronas[i].alpha == 0 ||
+ aCoronas[i].reflection == 0)
continue;
// check if we want a reflection on this corona
@@ -453,11 +467,8 @@ CCoronas::RenderReflections(void)
}
}
- if(!aCoronas[i].renderReflection)
- continue;
-
// Don't draw if reflection is too high
- if(aCoronas[i].heightAboveRoad < 20.0f){
+ if(aCoronas[i].renderReflection && aCoronas[i].heightAboveRoad < 20.0f){
// don't draw if camera is below road
if(CCoronas::aCoronas[i].coors.z - aCoronas[i].heightAboveRoad > TheCamera.GetPosition().z)
continue;
@@ -469,13 +480,14 @@ CCoronas::RenderReflections(void)
float spritew, spriteh;
if(CSprite::CalcScreenCoors(coors, spriteCoors, &spritew, &spriteh, true)){
float drawDist = 0.75f * aCoronas[i].drawDist;
- drawDist = Min(drawDist, 50.0f);
+ drawDist = Min(drawDist, 55.0f);
if(spriteCoors.z < drawDist){
float fadeDistance = drawDist / 2.0f;
float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
distanceFade = clamp(distanceFade, 0.0f, 1.0f);
float recipz = 1.0f/RwCameraGetNearClipPlane(Scene.camera);
- int intensity = (20.0f - aCoronas[i].heightAboveRoad) * 230.0 * distanceFade*CWeather::WetRoads * 0.05f;
+ float heightFade = (20.0f - aCoronas[i].heightAboveRoad)/20.0f;
+ int intensity = distanceFade*heightFade * 230.0 * CWeather::WetRoads;
CSprite::RenderBufferedOneXLUSprite(
spriteCoors.x, spriteCoors.y, RwIm2DGetNearScreenZ(),
@@ -504,6 +516,130 @@ CCoronas::RenderReflections(void)
}
}
+void
+CCoronas::RenderSunReflection(void)
+{
+ float sunZDir = CTimeCycle::GetSunDirection().z;
+ if(sunZDir > -0.05f){
+ float intensity = (0.3f - Abs(sunZDir - 0.25f))/0.3f *
+ (1.0f - CWeather::CloudCoverage) *
+ (1.0f - CWeather::Foggyness) *
+ (1.0f - CWeather::Wind);
+ if(intensity > 0.0f){
+ int r = (CTimeCycle::GetSunCoreRed() + CTimeCycle::GetSunCoronaRed())*intensity*0.25f;
+ int g = (CTimeCycle::GetSunCoreGreen() + CTimeCycle::GetSunCoronaGreen())*intensity*0.25f;
+ int b = (CTimeCycle::GetSunCoreBlue() + CTimeCycle::GetSunCoronaBlue())*intensity*0.25f;
+
+ CVector sunPos = 40.0f*CTimeCycle::GetSunDirection() + TheCamera.GetPosition();
+ sunPos.z = 0.5f*CWeather::Wind + 6.1f;
+ CVector sunDir = CTimeCycle::GetSunDirection();
+ sunDir.z = 0.0;
+ sunDir.Normalise();
+
+ TempBufferIndicesStored = 6;
+ TempBufferRenderIndexList[0] = 2;
+ TempBufferRenderIndexList[1] = 1;
+ TempBufferRenderIndexList[2] = 0;
+ TempBufferRenderIndexList[3] = 2;
+ TempBufferRenderIndexList[4] = 3;
+ TempBufferRenderIndexList[5] = 1;
+
+ // 60 unit square in sun direction
+ TempBufferVerticesStored = 4;
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[0], r, g, b, 255);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[0],
+ sunPos.x + 30.0f*sunDir.y,
+ sunPos.y - 30.0f*sunDir.x,
+ sunPos.z);
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[1], r, g, b, 255);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[1],
+ sunPos.x - 30.0f*sunDir.y,
+ sunPos.y + 30.0f*sunDir.x,
+ sunPos.z);
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[2], r, g, b, 255);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[2],
+ sunPos.x + 60.0f*sunDir.x + 30.0f*sunDir.y,
+ sunPos.y + 60.0f*sunDir.y - 30.0f*sunDir.x,
+ sunPos.z);
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[3], r, g, b, 255);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[3],
+ sunPos.x + 60.0f*sunDir.x - 30.0f*sunDir.y,
+ sunPos.y + 60.0f*sunDir.y + 30.0f*sunDir.x,
+ sunPos.z);
+
+ RwIm3DVertexSetU(&TempBufferRenderVertices[0], 0.0f);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[0], 1.0f);
+ RwIm3DVertexSetU(&TempBufferRenderVertices[1], 1.0f);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[1], 1.0f);
+ RwIm3DVertexSetU(&TempBufferRenderVertices[2], 0.0f);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[2], 0.5f);
+ RwIm3DVertexSetU(&TempBufferRenderVertices[3], 1.0f);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[3], 0.5f);
+
+ int timeInc = 0;
+ int sideInc = 0;
+ int fwdInc = 0;
+ for(int i = 0; i < 20; i++){
+ TempBufferRenderIndexList[TempBufferIndicesStored + 0] = TempBufferVerticesStored;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 1] = TempBufferVerticesStored-1;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 2] = TempBufferVerticesStored-2;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 3] = TempBufferVerticesStored;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 4] = TempBufferVerticesStored+1;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 5] = TempBufferVerticesStored-1;
+ TempBufferIndicesStored += 6;
+
+ // What a weird way to do it...
+ float fwdLen = fwdInc/20 + 60;
+ float sideLen = sideInc/20 + 30;
+ sideLen += 10.0f*Sin((float)(CTimer::GetTimeInMilliseconds()+timeInc & 0x7FF)/0x800*TWOPI);
+ timeInc += 900;
+ sideInc += 970;
+ fwdInc += 1440;
+
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored+0], r, g, b, 255);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored+0],
+ sunPos.x + fwdLen*sunDir.x + sideLen*sunDir.y,
+ sunPos.y + fwdLen*sunDir.y - sideLen*sunDir.x,
+ sunPos.z);
+
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored+1], r, g, b, 255);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored+1],
+ sunPos.x + fwdLen*sunDir.x - sideLen*sunDir.y,
+ sunPos.y + fwdLen*sunDir.y + sideLen*sunDir.x,
+ sunPos.z);
+
+ RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored+0], 0.0f);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored+0], 0.5f);
+ RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored+1], 1.0f);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored+1], 0.5f);
+ TempBufferVerticesStored += 2;
+ }
+
+
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEFOGTYPE, (void*)rwFOGTYPELINEAR);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[4]));
+ if(RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){
+ RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
+ RwIm3DEnd();
+ }
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ TempBufferVerticesStored = 0;
+ TempBufferIndicesStored = 0;
+ }
+ }
+}
+
void
CCoronas::DoSunAndMoon(void)
{
@@ -520,7 +656,7 @@ CCoronas::DoSunAndMoon(void)
255, sunCoors, size,
999999.88f, TYPE_STAR, FLARE_NONE, REFLECTION_OFF, LOSCHECK_OFF, STREAK_OFF, 0.0f);
- if(CTimeCycle::GetSunDirection().z > 0.0f)
+ if(CTimeCycle::GetSunDirection().z > 0.0f && !CGame::IsInInterior())
RegisterCorona(SUN_CORONA,
CTimeCycle::GetSunCoronaRed(), CTimeCycle::GetSunCoronaGreen(), CTimeCycle::GetSunCoronaBlue(),
255, sunCoors, 25.0f * CTimeCycle::GetSunSize(),
diff --git a/src/render/Coronas.h b/src/render/Coronas.h
index cb4e8583..45f027d8 100644
--- a/src/render/Coronas.h
+++ b/src/render/Coronas.h
@@ -4,19 +4,21 @@ extern RwTexture *gpCoronaTexture[9];
struct CRegisteredCorona
{
+ CVector coors;
uint32 id;
uint32 lastLOScheck;
RwTexture *texture;
+ float size;
+ float someAngle;
+ float drawDist;
+ float nearDist;
+ float heightAboveRoad;
uint8 red;
uint8 green;
uint8 blue;
uint8 alpha; // alpha when fully visible
uint8 fadeAlpha; // actual value used for rendering, faded
- CVector coors;
- float size;
- float someAngle;
bool registeredThisFrame;
- float drawDist;
int8 flareType;
int8 reflection;
@@ -25,12 +27,11 @@ struct CRegisteredCorona
uint8 firstUpdate : 1;
uint8 drawStreak : 1;
uint8 sightClear : 1;
+ uint8 useNearDist : 1;
+ uint8 renderReflection : 1;
- bool renderReflection;
- float heightAboveRoad;
-
- float prevX[6];
- float prevY[6];
+ int16 prevX[6];
+ int16 prevY[6];
uint8 prevRed[6];
uint8 prevGreen[6];
uint8 prevBlue[6];
@@ -39,7 +40,7 @@ struct CRegisteredCorona
void Update(void);
};
-VALIDATE_SIZE(CRegisteredCorona, 0x80);
+VALIDATE_SIZE(CRegisteredCorona, 0x68);
class CCoronas
{
@@ -91,13 +92,14 @@ public:
static void RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha,
const CVector &coors, float size, float drawDist, RwTexture *tex,
int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle,
- bool longDist = false, float nearClip = 1.5f);
+ bool useNearDist = false, float nearDist = 1.5f);
static void RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha,
const CVector &coors, float size, float drawDist, uint8 type,
int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle,
- bool longDist = false, float nearClip = 1.5f);
+ bool useNearDist = false, float nearDist = 1.5f);
static void UpdateCoronaCoors(uint32 id, const CVector &coors, float drawDist, float someAngle);
static void Render(void);
static void RenderReflections(void);
+ static void RenderSunReflection(void);
static void DoSunAndMoon(void);
};
diff --git a/src/render/Fluff.cpp b/src/render/Fluff.cpp
index 5d8ccf47..77d2af2a 100644
--- a/src/render/Fluff.cpp
+++ b/src/render/Fluff.cpp
@@ -7,6 +7,7 @@
#include "Camera.h"
#include "Sprite.h"
#include "Coronas.h"
+#include "PointLights.h"
#include "Rubbish.h"
#include "Timecycle.h"
#include "General.h"
@@ -391,7 +392,7 @@ void CMovingThings::Init()
CPlaneTrails::Init();
CSmokeTrails::Init();
CPlaneBanners::Init();
- CEscalators::Init();
+ CPointLights::Init();
StartCloseList.m_pNext = &CMovingThings::EndCloseList;
StartCloseList.m_pPrev = nil;
@@ -399,6 +400,8 @@ void CMovingThings::Init()
EndCloseList.m_pPrev = &CMovingThings::StartCloseList;
Num = 0;
+ CEscalators::Init();
+
#ifndef MIAMI // something is still used here actually
// Initialize scroll bars
aScrollBars[0].Init(CVector( 228.3f, -669.0f, 39.0f ), SCROLL_BUSINESS, 0.0f, 0.5f, 0.5f, 255, 128, 0, 0.3f);
@@ -1517,4 +1520,197 @@ CEscalators::Shutdown(void) {
aEscalators[i].SwitchOff();
}
NumEscalators = 0;
+}
+
+
+CScriptPath CScriptPaths::aArray[3];
+
+void CScriptPath::FindCoorsFromDistanceOnPath(float t, float *pX, float *pY, float *pZ)
+{
+ int32 i;
+ for (i = 0; m_pNode[i + 1].t < t; i++)
+ if (i == m_numNodes - 1) {
+ // don't go beyond last node
+ *pX = m_pNode[m_numNodes - 1].p.x;
+ *pY = m_pNode[m_numNodes - 1].p.y;
+ *pZ = m_pNode[m_numNodes - 1].p.z;
+ return;
+ }
+ float f = (t - m_pNode[i].t) / (m_pNode[i + 1].t - m_pNode[i].t);
+ *pX = (1.0f - f)*m_pNode[i].p.x + f*m_pNode[i + 1].p.x;
+ *pY = (1.0f - f)*m_pNode[i].p.y + f*m_pNode[i + 1].p.y;
+ *pZ = (1.0f - f)*m_pNode[i].p.z + f*m_pNode[i + 1].p.z;
+}
+
+void CScriptPath::Update(void) {
+ if (m_state != SCRIPT_PATH_ACTIVE)
+ return;
+
+ m_fPosition += m_fSpeed * CTimer::GetTimeStepInSeconds();
+ m_fPosition = clamp(m_fPosition, 0.0f, m_fTotalLength);
+
+ if (m_pObjects[0] || m_pObjects[1] || m_pObjects[2] || m_pObjects[3]
+ || m_pObjects[4] || m_pObjects[5]) {
+
+ float t1, t2;
+ CVector pos1, pos2;
+
+ t1 = Max(m_fPosition - m_fObjectLength / 2.0f, 0.0f);
+ FindCoorsFromDistanceOnPath(t1, &pos1.x, &pos1.y, &pos1.z);
+ t2 = Min(m_fPosition + m_fObjectLength / 2.0f, m_fTotalLength);
+ FindCoorsFromDistanceOnPath(t2, &pos2.x, &pos2.y, &pos2.z);
+
+ CVector newForward, newUp(0.0f, 0.0f, 1.0f), newRight;
+
+ newForward = pos2 - pos1;
+ newForward.Normalise();
+ newRight = CrossProduct(newForward, newUp);
+ newRight.Normalise();
+ newUp = CrossProduct(newRight, newForward);
+
+ for (int i = 0; i < 6; i++) {
+ if (m_pObjects[i]) {
+ CMatrix prevMat(m_pObjects[i]->GetMatrix());
+ CVector prevPosition = m_pObjects[i]->GetPosition();
+
+ m_pObjects[i]->SetPosition((pos1 + pos2) / 2.0f);
+ m_pObjects[i]->GetRight() = newRight;
+ m_pObjects[i]->GetUp() = newUp;
+ m_pObjects[i]->GetForward() = newForward;
+ m_pObjects[i]->GetMatrix().UpdateRW();
+ m_pObjects[i]->UpdateRwFrame();
+
+ if (!m_pObjects[i]->bIsBIGBuilding && prevPosition != m_pObjects[i]->GetPosition())
+ m_pObjects[i]->RemoveAndAdd();
+
+ m_pObjects[i]->GetMatrix().UpdateRW();
+ m_pObjects[i]->UpdateRwFrame();
+
+ m_pObjects[i]->m_vecMoveSpeed = (m_pObjects[i]->GetPosition() - prevMat.GetPosition()) / CTimer::GetTimeStep();
+
+ float deltaAngle = m_pObjects[i]->GetForward().Heading() - prevMat.GetForward().Heading();
+ while (deltaAngle < (float)PI) deltaAngle += (float)TWOPI;
+ while (deltaAngle > (float)PI) deltaAngle -= (float)TWOPI;
+ float zTurnSpeed = deltaAngle / CTimer::GetTimeStep();
+
+ m_pObjects[i]->m_vecTurnSpeed = CVector(0.0f, 0.0f, zTurnSpeed);
+ m_pObjects[i]->m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
+ m_pObjects[i]->m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
+ }
+ }
+ }
+}
+
+void CScriptPath::Clear(void) {
+ if (m_pNode)
+ delete m_pNode;
+ m_pNode = nil;
+ m_numNodes = 0;
+ for (int i = 0; i < 6; i++)
+ m_pObjects[i] = nil;
+ m_state = SCRIPT_PATH_DISABLED;
+}
+
+void CScriptPath::InitialiseOne(int32 numNodes, float width) {
+ char Dest[32];
+ sprintf(Dest, "data\\paths\\spath%d.dat", numNodes);
+ m_pNode = CPlane::LoadPath(Dest, m_numNodes, m_fTotalLength, false);
+ m_fSpeed = 1.0f;
+ m_fPosition = 0.0f;
+ m_fObjectLength = width;
+ m_state = SCRIPT_PATH_INITIALIZED;
+}
+
+void CScriptPath::SetObjectToControl(CObject *pObj) {
+ int32 i = 0;
+ while (i < 6 && m_pObjects[i])
+ i++;
+ m_pObjects[i] = pObj;
+ pObj->RegisterReference((CEntity**)&m_pObjects[i]);
+ pObj->m_phy_flagA08 = false;
+ m_state = SCRIPT_PATH_ACTIVE;
+}
+
+void CScriptPaths::Init(void) {
+ for (int i = 0; i < 3; i++)
+ aArray[i].Clear();
+}
+
+void CScriptPaths::Shutdown(void) {
+ for (int i = 0; i < 3; i++)
+ aArray[i].Clear();
+}
+
+void CScriptPaths::Update(void) {
+ for (int i = 0; i < 3; i++)
+ aArray[i].Update();
+}
+
+bool CScriptPaths::IsOneActive(void) {
+ for (int i = 0; i < 3; i++)
+ if (aArray[i].m_state == SCRIPT_PATH_ACTIVE && aArray[i].m_fSpeed != 0.0f)
+ return true;
+
+ return false;
+}
+
+void CScriptPaths::Load(uint8 *buf, uint32 size) {
+INITSAVEBUF
+ for (int32 i = 0; i < 3; i++)
+ aArray[i].Clear();
+
+ for (int32 i = 0; i < 3; i++) {
+ aArray[i] = ReadSaveBuf<CScriptPath>(buf);
+
+ for (int32 j = 0; j < 6; j++) {
+ CScriptPath *pPath = &aArray[i];
+ if (pPath->m_pObjects[j] != nil) {
+ pPath->m_pObjects[j] = CPools::GetObjectPool()->GetSlot((uintptr)pPath->m_pObjects[j] - 1);
+ pPath->m_pObjects[j]->m_phy_flagA08 = false;
+ }
+ }
+
+ aArray[i].m_pNode = new CPlaneNode[aArray[i].m_numNodes];
+ for (int32 j = 0; j < aArray[i].m_numNodes; j++) {
+ aArray[i].m_pNode[j] = ReadSaveBuf<CPlaneNode>(buf);
+ }
+ }
+VALIDATESAVEBUF(size)
+}
+
+void CScriptPaths::Save(uint8 *buf, uint32 *size) {
+ *size = sizeof(aArray);
+INITSAVEBUF
+ for (int32 i = 0; i < 3; i++) {
+ CScriptPath *pPath = WriteSaveBuf(buf, aArray[i]);
+
+ for (int32 j = 0; j < 6; j++) {
+ if (pPath->m_pObjects[j] != nil)
+ pPath->m_pObjects[j] = (CObject*)(CPools::GetObjectPool()->GetJustIndex(pPath->m_pObjects[j]) + 1);
+ }
+
+ for (int32 j = 0; j < aArray[i].m_numNodes; j++) {
+ WriteSaveBuf(buf, aArray[i].m_pNode[j]);
+ *size += sizeof(aArray[i].m_pNode[j]);
+ }
+ }
+VALIDATESAVEBUF(*size);
+}
+
+CObject* g_pScriptPathObjects[18];
+
+void CScriptPaths::Load_ForReplay(void) {
+ for (int i = 0; i < 3; i++) {
+ for (int32 j = 0; j < 6; j++) {
+ aArray[i].m_pObjects[j] = g_pScriptPathObjects[6 * i + j];
+ }
+ }
+}
+
+void CScriptPaths::Save_ForReplay(void) {
+ for (int i = 0; i < 3; i++) {
+ for (int32 j = 0; j < 6; j++) {
+ g_pScriptPathObjects[6 * i + j] = aArray[i].m_pObjects[j];
+ }
+ }
} \ No newline at end of file
diff --git a/src/render/Fluff.h b/src/render/Fluff.h
index a938a4fe..a31ac335 100644
--- a/src/render/Fluff.h
+++ b/src/render/Fluff.h
@@ -2,17 +2,45 @@
#include "common.h"
#include "Vector.h"
#include "Object.h"
+#include "Plane.h"
+
+enum {
+ SCRIPT_PATH_DISABLED = 0,
+ SCRIPT_PATH_INITIALIZED,
+ SCRIPT_PATH_ACTIVE
+};
-// TODO
class CScriptPath
{
public:
+ int32 m_numNodes;
+ CPlaneNode *m_pNode;
+ float m_fTotalLength;
+ float m_fSpeed;
+ float m_fPosition;
+ float m_fObjectLength;
+ int32 m_state;
+ CObject *m_pObjects[6];
+
+ void Clear(void);
+ void Update(void);
+ void InitialiseOne(int32 numNodes, float width);
+ void FindCoorsFromDistanceOnPath(float t, float *pX, float *pY, float *pZ);
+ void SetObjectToControl(CObject *pObj);
};
-// TODO
class CScriptPaths
{
public:
+ static CScriptPath aArray[3];
+ static void Init(void);
+ static void Shutdown(void);
+ static void Update(void);
+ static bool IsOneActive(void);
+ static void Save(uint8 *buf, uint32 *size);
+ static void Load(uint8 *buf, uint32 size);
+ static void Save_ForReplay();
+ static void Load_ForReplay();
};
class CPlaneTrail
diff --git a/src/render/Hud.cpp b/src/render/Hud.cpp
index 10408355..cbf3c7f2 100644
--- a/src/render/Hud.cpp
+++ b/src/render/Hud.cpp
@@ -205,7 +205,8 @@ void CHud::Draw()
rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.6f);
rect.bottom = f3rdY + SCREEN_SCALE_Y(32.0f * 0.6f);
- Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
+ Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
+ 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
}
else {
rect.left = f3rdX - SCREEN_SCALE_X(32.0f * 0.4f);
@@ -213,7 +214,8 @@ void CHud::Draw()
rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.4f);
rect.bottom = f3rdY + SCREEN_SCALE_Y(32.0f * 0.4f);
- Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
+ Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
+ 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
}
} else {
if (Mode == CCam::MODE_M16_1STPERSON ||
@@ -223,7 +225,8 @@ void CHud::Draw()
rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(32.0f);
rect.right = (SCREEN_WIDTH / 2) + SCREEN_SCALE_X(32.0f);
rect.bottom = (SCREEN_HEIGHT / 2) + SCREEN_SCALE_Y(32.0f);
- Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
+ Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
+ 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
}
else if (Mode == CCam::MODE_1STPERSON_RUNABOUT) {
rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(32.0f * 0.7f);
@@ -231,7 +234,8 @@ void CHud::Draw()
rect.right = (SCREEN_WIDTH / 2) + SCREEN_SCALE_X(32.0f * 0.7f);
rect.bottom = (SCREEN_HEIGHT / 2) + SCREEN_SCALE_Y(32.0f * 0.7f);
- Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
+ Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
+ 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
}
else if (Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
@@ -248,29 +252,33 @@ void CHud::Draw()
// TODO(Miami)
// Sniper
- rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f);
- rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f);
- rect.right = SCREEN_WIDTH / 2;
- rect.bottom = SCREEN_HEIGHT / 2;
- Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
-
- rect.right = (SCREEN_WIDTH / 2);
- rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f);
- rect.left = SCREEN_SCALE_X(210.0f) + (SCREEN_WIDTH / 2);
- rect.bottom = SCREEN_HEIGHT / 2;
- Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
-
- rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f);
- rect.bottom = (SCREEN_HEIGHT / 2);
- rect.right = (SCREEN_WIDTH / 2);
- rect.top = SCREEN_SCALE_Y(210.0f) + (SCREEN_HEIGHT / 2);
- Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
-
- rect.right = (SCREEN_WIDTH / 2);
- rect.bottom = (SCREEN_HEIGHT / 2);
- rect.left = SCREEN_SCALE_X(210.0f) + (SCREEN_WIDTH / 2);
- rect.top = SCREEN_SCALE_Y(210.0f) + (SCREEN_HEIGHT / 2);
- Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
+ rect.left = SCREEN_WIDTH/2 - SCREEN_SCALE_X(210.0f);
+ rect.top = SCREEN_HEIGHT/2 - SCREEN_SCALE_Y(210.0f);
+ rect.right = SCREEN_WIDTH/2;
+ rect.bottom = SCREEN_HEIGHT/2;
+ Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
+ 0.01f, 0.01f, 1.0f, 0.0f, 0.01f, 1.0f, 1.0f, 1.0f);
+
+ rect.left = SCREEN_WIDTH/2;
+ rect.top = SCREEN_HEIGHT/2 - SCREEN_SCALE_Y(210.0f);
+ rect.right = SCREEN_WIDTH/2 + SCREEN_SCALE_X(210.0f);
+ rect.bottom = SCREEN_HEIGHT/2;
+ Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
+ 0.99f, 0.0f, 0.01f, 0.01f, 0.99f, 1.0f, 0.01f, 1.0f);
+
+ rect.left = SCREEN_WIDTH/2 - SCREEN_SCALE_X(210.0f);
+ rect.top = SCREEN_HEIGHT/2;
+ rect.right = SCREEN_WIDTH/2;
+ rect.bottom = SCREEN_HEIGHT/2 + SCREEN_SCALE_Y(210.0f);
+ Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
+ 0.01f, 0.99f, 1.0f, 0.99f, 0.01f, 0.01f, 1.0f, 0.01f);
+
+ rect.left = SCREEN_WIDTH/2;
+ rect.top = SCREEN_HEIGHT/2;
+ rect.right = SCREEN_WIDTH/2 + SCREEN_SCALE_X(210.0f);
+ rect.bottom = SCREEN_HEIGHT/2 + SCREEN_SCALE_Y(210.0f);
+ Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
+ 0.99f, 0.99f, 0.01f, 0.99f, 0.99f, 0.01f, 0.1f, 0.01f);
}
}
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
diff --git a/src/render/MBlur.cpp b/src/render/MBlur.cpp
index 568a0bc1..08298a1f 100644
--- a/src/render/MBlur.cpp
+++ b/src/render/MBlur.cpp
@@ -11,6 +11,7 @@
#include "Camera.h"
#include "MBlur.h"
#include "Timer.h"
+#include "postfx.h"
// Originally taken from RW example 'mblur'
@@ -30,6 +31,10 @@ extern "C" D3DCAPS8 _RwD3D8DeviceCaps;
RwBool
CMBlur::MotionBlurOpen(RwCamera *cam)
{
+#ifdef EXTENDED_COLOURFILTER
+ CPostFX::Open(cam);
+ return TRUE;
+#else
#ifdef GTA_PS2
RwRect rect = {0, 0, 0, 0};
@@ -130,18 +135,22 @@ CMBlur::MotionBlurOpen(RwCamera *cam)
return TRUE;
#endif
+#endif
}
RwBool
CMBlur::MotionBlurClose(void)
{
+#ifdef EXTENDED_COLOURFILTER
+ CPostFX::Close();
+#else
if(pFrontBuffer){
RwRasterDestroy(pFrontBuffer);
pFrontBuffer = nil;
return TRUE;
}
-
+#endif
return FALSE;
}
@@ -197,8 +206,8 @@ CMBlur::CreateImmediateModeData(RwCamera *cam, RwRect *rect)
RwIm2DVertexSetIntRGBA(&Vertex[3], 255, 255, 255, 255);
- RwIm2DVertexSetScreenX(&Vertex2[0], zero);
- RwIm2DVertexSetScreenY(&Vertex2[0], zero);
+ RwIm2DVertexSetScreenX(&Vertex2[0], zero + 2.0f);
+ RwIm2DVertexSetScreenY(&Vertex2[0], zero + 2.0f);
RwIm2DVertexSetScreenZ(&Vertex2[0], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&Vertex2[0], RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetRecipCameraZ(&Vertex2[0], 1.0f/RwCameraGetNearClipPlane(cam));
@@ -206,8 +215,8 @@ CMBlur::CreateImmediateModeData(RwCamera *cam, RwRect *rect)
RwIm2DVertexSetV(&Vertex2[0], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetIntRGBA(&Vertex2[0], 255, 255, 255, 255);
- RwIm2DVertexSetScreenX(&Vertex2[1], zero);
- RwIm2DVertexSetScreenY(&Vertex2[1], ymax);
+ RwIm2DVertexSetScreenX(&Vertex2[1], 2.0f);
+ RwIm2DVertexSetScreenY(&Vertex2[1], ymax + 2.0f);
RwIm2DVertexSetScreenZ(&Vertex2[1], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&Vertex2[1], RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetRecipCameraZ(&Vertex2[1], 1.0f/RwCameraGetNearClipPlane(cam));
@@ -215,8 +224,8 @@ CMBlur::CreateImmediateModeData(RwCamera *cam, RwRect *rect)
RwIm2DVertexSetV(&Vertex2[1], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetIntRGBA(&Vertex2[1], 255, 255, 255, 255);
- RwIm2DVertexSetScreenX(&Vertex2[2], xmax);
- RwIm2DVertexSetScreenY(&Vertex2[2], ymax);
+ RwIm2DVertexSetScreenX(&Vertex2[2], xmax + 2.0f);
+ RwIm2DVertexSetScreenY(&Vertex2[2], ymax + 2.0f);
RwIm2DVertexSetScreenZ(&Vertex2[2], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&Vertex2[2], RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetRecipCameraZ(&Vertex2[2], 1.0f/RwCameraGetNearClipPlane(cam));
@@ -224,20 +233,22 @@ CMBlur::CreateImmediateModeData(RwCamera *cam, RwRect *rect)
RwIm2DVertexSetV(&Vertex2[2], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetIntRGBA(&Vertex2[2], 255, 255, 255, 255);
- RwIm2DVertexSetScreenX(&Vertex2[3], xmax);
- RwIm2DVertexSetScreenY(&Vertex2[3], zero);
+ RwIm2DVertexSetScreenX(&Vertex2[3], xmax + 2.0f);
+ RwIm2DVertexSetScreenY(&Vertex2[3], zero + 2.0f);
RwIm2DVertexSetScreenZ(&Vertex2[3], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&Vertex2[3], RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetRecipCameraZ(&Vertex2[3], 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetU(&Vertex2[3], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetV(&Vertex2[3], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetIntRGBA(&Vertex2[3], 255, 255, 255, 255);
-
}
void
CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 bluralpha)
{
+#ifdef EXTENDED_COLOURFILTER
+ CPostFX::Render(cam, red, green, blue, blur, type, bluralpha);
+#else
RwRGBA color = { (RwUInt8)red, (RwUInt8)green, (RwUInt8)blue, (RwUInt8)blur };
#ifdef GTA_PS2
if( pFrontBuffer )
@@ -253,8 +264,14 @@ CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, u
RwRasterPopContext();
}
#endif
+#endif
}
+static uint8 DrunkBlurRed = 128;
+static uint8 DrunkBlurGreen = 128;
+static uint8 DrunkBlurBlue = 128;
+static int32 DrunkBlurIncrement = 1;
+
void
CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, int32 bluralpha)
{
@@ -367,7 +384,36 @@ CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type,
}
}
- // TODO(MIAMI): drunkness
+ int DrunkBlurAlpha = 175.0f * Drunkness;
+ if(DrunkBlurAlpha != 0){
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ if(BlurOn){
+ RwIm2DVertexSetIntRGBA(&Vertex[0], 255, 255, 255, DrunkBlurAlpha);
+ RwIm2DVertexSetIntRGBA(&Vertex[1], 255, 255, 255, DrunkBlurAlpha);
+ RwIm2DVertexSetIntRGBA(&Vertex[2], 255, 255, 255, DrunkBlurAlpha);
+ RwIm2DVertexSetIntRGBA(&Vertex[3], 255, 255, 255, DrunkBlurAlpha);
+ }else{
+ RwIm2DVertexSetIntRGBA(&Vertex[0], DrunkBlurRed, DrunkBlurGreen, DrunkBlurBlue, DrunkBlurAlpha);
+ RwIm2DVertexSetIntRGBA(&Vertex[1], DrunkBlurRed, DrunkBlurGreen, DrunkBlurBlue, DrunkBlurAlpha);
+ RwIm2DVertexSetIntRGBA(&Vertex[2], DrunkBlurRed, DrunkBlurGreen, DrunkBlurBlue, DrunkBlurAlpha);
+ RwIm2DVertexSetIntRGBA(&Vertex[3], DrunkBlurRed, DrunkBlurGreen, DrunkBlurBlue, DrunkBlurAlpha);
+ if(DrunkBlurIncrement){
+ if(DrunkBlurRed < 255) DrunkBlurRed++;
+ if(DrunkBlurGreen < 255) DrunkBlurGreen++;
+ if(DrunkBlurBlue < 255) DrunkBlurBlue++;
+ if(DrunkBlurRed == 255)
+ DrunkBlurIncrement = 0;
+ }else{
+ if(DrunkBlurRed > 128) DrunkBlurRed--;
+ if(DrunkBlurGreen > 128) DrunkBlurGreen--;
+ if(DrunkBlurBlue > 128) DrunkBlurBlue--;
+ if(DrunkBlurRed == 128)
+ DrunkBlurIncrement = 1;
+ }
+ }
+ RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
+ }
// TODO(MIAMI): OverlayRenderFx
diff --git a/src/render/PlayerSkin.cpp b/src/render/PlayerSkin.cpp
index d66f7ce4..b3e82cd9 100644
--- a/src/render/PlayerSkin.cpp
+++ b/src/render/PlayerSkin.cpp
@@ -15,6 +15,8 @@
#include "Timer.h"
#include "Lights.h"
+//--MIAMI: file done
+
RpClump *gpPlayerClump;
float gOldFov;
@@ -109,9 +111,7 @@ CPlayerSkin::GetSkinTexture(const char *texName)
tex = RwTextureCreate(raster);
RwTextureSetName(tex, texName);
-#ifdef FIX_BUGS
- RwTextureSetFilterMode(tex, rwFILTERLINEAR); // filtering bugfix from VC
-#endif
+ RwTextureSetFilterMode(tex, rwFILTERLINEAR);
RwTexDictionaryAddTexture(CTxdStore::GetSlot(m_txdSlot)->texDict, tex);
RwImageDestroy(image);
@@ -143,8 +143,7 @@ CPlayerSkin::RenderFrontendSkinEdit(void)
static float rotation = 0.0f;
RwRGBAReal AmbientColor = { 0.65f, 0.65f, 0.65f, 1.0f };
const RwV3d pos = { 1.35f, 0.35f, 7.725f };
- const RwV3d axis1 = { 1.0f, 0.0f, 0.0f };
- const RwV3d axis2 = { 0.0f, 0.0f, 1.0f };
+ const RwV3d axis = { 0.0f, 1.0f, 0.0f };
static uint32 LastFlash = 0;
RwFrame *frame = RpClumpGetFrame(gpPlayerClump);
@@ -157,8 +156,7 @@ CPlayerSkin::RenderFrontendSkinEdit(void)
}
RwFrameTransform(frame, RwFrameGetMatrix(RwCameraGetFrame(Scene.camera)), rwCOMBINEREPLACE);
RwFrameTranslate(frame, &pos, rwCOMBINEPRECONCAT);
- RwFrameRotate(frame, &axis1, -90.0f, rwCOMBINEPRECONCAT);
- RwFrameRotate(frame, &axis2, rotation, rwCOMBINEPRECONCAT);
+ RwFrameRotate(frame, &axis, rotation, rwCOMBINEPRECONCAT);
RwFrameUpdateObjects(frame);
SetAmbientColours(&AmbientColor);
RpClumpRender(gpPlayerClump);
diff --git a/src/render/PointLights.cpp b/src/render/PointLights.cpp
index 88b9aaea..b09b07bd 100644
--- a/src/render/PointLights.cpp
+++ b/src/render/PointLights.cpp
@@ -1,6 +1,7 @@
#include "common.h"
#include "main.h"
+#include "CutsceneMgr.h"
#include "Lights.h"
#include "Camera.h"
#include "Weather.h"
@@ -10,8 +11,23 @@
#include "Timer.h"
#include "PointLights.h"
+//--MIAMI: file done
+
int16 CPointLights::NumLights;
CRegisteredPointLight CPointLights::aLights[NUMPOINTLIGHTS];
+CVector CPointLights::aCachedMapReads[32];
+float CPointLights::aCachedMapReadResults[32];
+int32 CPointLights::NextCachedValue;
+
+void
+CPointLights::Init(void)
+{
+ for(int i = 0; i < ARRAY_SIZE(aCachedMapReads); i++){
+ aCachedMapReads[i] = CVector(0.0f, 0.0f, 0.0f);
+ aCachedMapReadResults[i] = 0.0f;
+ }
+ NextCachedValue = 0;
+}
void
CPointLights::InitPerFrame(void)
@@ -86,12 +102,11 @@ CPointLights::GenerateLightsAffectingObject(Const CVector *objCoors)
ret *= distNorm;
}else{
float intensity;
+ // distance fade
if(distNorm < 0.5f)
- // near enough
intensity = 1.0f;
else
- // attenuate
- intensity = 1.0f - (distNorm - 0.5f)*2.0f;
+ intensity = 1.0f - (distNorm - 0.5f)/(1.0f - 0.5f);
if(distance != 0.0f){
CVector dir = dist / distance;
@@ -143,17 +158,22 @@ CPointLights::RenderFogEffect(void)
CVector spriteCoors;
float spritew, spriteh;
+ if(CCutsceneMgr::IsRunning())
+ return;
+
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpPointlightRaster);
+ CSprite::InitSpriteBuffer();
+
for(i = 0; i < NumLights; i++){
if(aLights[i].fogType != FOG_NORMAL && aLights[i].fogType != FOG_ALWAYS)
continue;
- fogginess = aLights[i].fogType == FOG_ALWAYS ? 1.0f : CWeather::Foggyness;
+ fogginess = aLights[i].fogType == FOG_NORMAL ? CWeather::Foggyness : 1.0f;
if(fogginess == 0.0f)
continue;
@@ -198,7 +218,7 @@ CPointLights::RenderFogEffect(void)
float distsq = sq(dx) + sq(dy);
float linedistsq = distsq - sq(dot);
if(dot > 0.0f && dot < FOG_AREA_LENGTH && linedistsq < sq(FOG_AREA_WIDTH)){
- CVector fogcoors(xi, yi, aLights[i].coors.z + 1.0f);
+ CVector fogcoors(xi, yi, aLights[i].coors.z + 10.0f);
if(CWorld::ProcessVerticalLine(fogcoors, fogcoors.z - 20.0f,
point, entity, true, false, false, false, true, false, nil)){
// Now same check again in xyz
@@ -220,9 +240,9 @@ CPointLights::RenderFogEffect(void)
intensity *= 1.0f - sq(Sqrt(linedistsq) / FOG_AREA_WIDTH);
if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
- float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x1FFF;
+ float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x2000;
float size = FogSizes[r>>1];
- CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
+ CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
spritew * size, spriteh * size,
aLights[i].red * intensity, aLights[i].green * intensity, aLights[i].blue * intensity,
intensity, 1/spriteCoors.z, rotation, 255);
@@ -234,9 +254,8 @@ CPointLights::RenderFogEffect(void)
}
}else if(aLights[i].type == LIGHT_POINT || aLights[i].type == LIGHT_FOGONLY || aLights[i].type == LIGHT_FOGONLY_ALWAYS){
- if(CWorld::ProcessVerticalLine(aLights[i].coors, aLights[i].coors.z - 20.0f,
- point, entity, true, false, false, false, true, false, nil)){
-
+ float groundZ;
+ if(ProcessVerticalLineUsingCache(aLights[i].coors, &groundZ)){
xmin = aLights[i].coors.x - FOG_AREA_RADIUS;
ymin = aLights[i].coors.y - FOG_AREA_RADIUS;
xmax = aLights[i].coors.x + FOG_AREA_RADIUS;
@@ -267,11 +286,11 @@ CPointLights::RenderFogEffect(void)
// more intensity the closer to light source
intensity *= 1.0f - sq(lightdist / FOG_AREA_RADIUS);
- CVector fogcoors(xi, yi, point.point.z + 1.6f);
+ CVector fogcoors(xi, yi, groundZ + 1.6f);
if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
- float rotation = (CTimer::GetTimeInMilliseconds()&0x3FFF) * 2*3.14f / 0x3FFF;
+ float rotation = (CTimer::GetTimeInMilliseconds()&0x3FFF) * 2*3.14f / 0x4000;
float size = FogSizes[r>>1];
- CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
+ CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
spritew * size, spriteh * size,
aLights[i].red * intensity, aLights[i].green * intensity, aLights[i].blue * intensity,
intensity, 1/spriteCoors.z, rotation, 255);
@@ -283,4 +302,27 @@ CPointLights::RenderFogEffect(void)
}
}
}
+
+ CSprite::FlushSpriteBuffer();
+}
+
+bool
+CPointLights::ProcessVerticalLineUsingCache(CVector coors, float *groundZ)
+{
+ for(int i = 0; i < ARRAY_SIZE(aCachedMapReads); i++)
+ if(aCachedMapReads[i] == coors){
+ *groundZ = aCachedMapReadResults[i];
+ return true;
+ }
+
+ CColPoint point;
+ CEntity *entity;
+ if(CWorld::ProcessVerticalLine(coors, coors.z - 20.0f, point, entity, true, false, false, false, true, false, nil)){
+ aCachedMapReads[NextCachedValue] = coors;
+ aCachedMapReadResults[NextCachedValue] = point.point.z;
+ NextCachedValue = (NextCachedValue+1) % ARRAY_SIZE(aCachedMapReads);
+ *groundZ = point.point.z;
+ return true;
+ }
+ return false;
}
diff --git a/src/render/PointLights.h b/src/render/PointLights.h
index 9e94328f..827200b9 100644
--- a/src/render/PointLights.h
+++ b/src/render/PointLights.h
@@ -20,6 +20,9 @@ class CPointLights
public:
static int16 NumLights;
static CRegisteredPointLight aLights[NUMPOINTLIGHTS];
+ static CVector aCachedMapReads[32];
+ static float aCachedMapReadResults[32];
+ static int32 NextCachedValue;
enum {
LIGHT_POINT,
@@ -37,9 +40,11 @@ public:
FOG_ALWAYS
};
+ static void Init(void);
static void InitPerFrame(void);
static void AddLight(uint8 type, CVector coors, CVector dir, float radius, float red, float green, float blue, uint8 fogType, bool castExtraShadows);
static float GenerateLightsAffectingObject(Const CVector *objCoors);
static void RemoveLightsAffectingObject(void);
static void RenderFogEffect(void);
+ static bool ProcessVerticalLineUsingCache(CVector coors, float *groundZ);
};
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp
index 03ef1064..3b996b55 100644
--- a/src/render/Renderer.cpp
+++ b/src/render/Renderer.cpp
@@ -21,6 +21,7 @@
#include "PointLights.h"
#include "Occlusion.h"
#include "Renderer.h"
+#include "custompipes.h"
//--MIAMI: file done
@@ -243,6 +244,11 @@ CRenderer::RenderEverythingBarRoads(void)
if(IsRoad(e))
continue;
+#ifdef EXTENDED_PIPELINES
+ if(CustomPipes::bRenderingEnvMap && (e->IsPed() || e->IsVehicle()))
+ continue;
+#endif
+
if(e->IsVehicle() ||
e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){
if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){
@@ -883,6 +889,12 @@ CalcNewDelta(RwV2d *a, RwV2d *b)
return (b->x - a->x) / (b->y - a->y);
}
+#ifdef FIX_BUGS
+#define TOINT(x) ((int)Floor(x))
+#else
+#define TOINT(x) ((int)(x))
+#endif
+
void
CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrList *))
{
@@ -908,8 +920,8 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
a2 = i;
}
}
- y = miny;
- yend = maxy;
+ y = TOINT(miny);
+ yend = TOINT(maxy);
// Go left in poly to find first edge b
b2 = a2;
@@ -917,8 +929,8 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
b1 = b2--;
if(b2 < 0) b2 = numVertices-1;
if(poly[b1].x < xstart)
- xstart = poly[b1].x;
- if((int)poly[b1].y != (int)poly[b2].y)
+ xstart = TOINT(poly[b1].x);
+ if(TOINT(poly[b1].y) != TOINT(poly[b2].y))
break;
}
// Go right to find first edge a
@@ -926,8 +938,8 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
a1 = a2++;
if(a2 == numVertices) a2 = 0;
if(poly[a1].x > xend)
- xend = poly[a1].x;
- if((int)poly[a1].y != (int)poly[a2].y)
+ xend = TOINT(poly[a1].x);
+ if(TOINT(poly[a1].y) != TOINT(poly[a2].y))
break;
}
@@ -938,17 +950,17 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
xB = deltaB * (Ceil(poly[b1].y) - poly[b1].y) + poly[b1].x;
if(y != yend){
- if(deltaB < 0.0f && (int)xB < xstart)
- xstart = xB;
- if(deltaA >= 0.0f && (int)xA > xend)
- xend = xA;
+ if(deltaB < 0.0f && TOINT(xB) < xstart)
+ xstart = TOINT(xB);
+ if(deltaA >= 0.0f && TOINT(xA) > xend)
+ xend = TOINT(xA);
}
while(y <= yend && y < NUMSECTORS_Y){
// scan one x-line
if(y >= 0 && xstart < NUMSECTORS_X)
- for(x = xstart; x <= xend; x++)
- if(x >= 0 && x != NUMSECTORS_X)
+ for(x = xstart; x <= xend && x != NUMSECTORS_X; x++)
+ if(x >= 0)
scanfunc(CWorld::GetSector(x, y)->m_lists);
// advance one scan line
@@ -957,74 +969,74 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
xB += deltaB;
// update left side
- if(y == (int)poly[b2].y){
+ if(y == TOINT(poly[b2].y)){
// reached end of edge
if(y == yend){
if(deltaB < 0.0f){
do{
- xstart = poly[b2--].x;
+ xstart = TOINT(poly[b2--].x);
if(b2 < 0) b2 = numVertices-1;
- }while(xstart > (int)poly[b2].x);
+ }while(xstart > TOINT(poly[b2].x));
}else
- xstart = xB - deltaB;
+ xstart = TOINT(xB - deltaB);
}else{
// switch edges
if(deltaB < 0.0f)
- xstart = poly[b2].x;
+ xstart = TOINT(poly[b2].x);
else
- xstart = xB - deltaB;
+ xstart = TOINT(xB - deltaB);
do{
b1 = b2--;
if(b2 < 0) b2 = numVertices-1;
- if((int)poly[b1].x < xstart)
- xstart = poly[b1].x;
- }while(y == (int)poly[b2].y);
+ if(TOINT(poly[b1].x) < xstart)
+ xstart = TOINT(poly[b1].x);
+ }while(y == TOINT(poly[b2].y));
deltaB = CalcNewDelta(&poly[b1], &poly[b2]);
xB = deltaB * (Ceil(poly[b1].y) - poly[b1].y) + poly[b1].x;
- if(deltaB < 0.0f && (int)xB < xstart)
- xstart = xB;
+ if(deltaB < 0.0f && TOINT(xB) < xstart)
+ xstart = TOINT(xB);
}
}else{
if(deltaB < 0.0f)
- xstart = xB;
+ xstart = TOINT(xB);
else
- xstart = xB - deltaB;
+ xstart = TOINT(xB - deltaB);
}
// update right side
- if(y == (int)poly[a2].y){
+ if(y == TOINT(poly[a2].y)){
// reached end of edge
if(y == yend){
if(deltaA < 0.0f)
- xend = xA - deltaA;
+ xend = TOINT(xA - deltaA);
else{
do{
- xend = poly[a2++].x;
+ xend = TOINT(poly[a2++].x);
if(a2 == numVertices) a2 = 0;
- }while(xend < (int)poly[a2].x);
+ }while(xend < TOINT(poly[a2].x));
}
}else{
// switch edges
if(deltaA < 0.0f)
- xend = xA - deltaA;
+ xend = TOINT(xA - deltaA);
else
- xend = poly[a2].x;
+ xend = TOINT(poly[a2].x);
do{
a1 = a2++;
if(a2 == numVertices) a2 = 0;
- if((int)poly[a1].x > xend)
- xend = poly[a1].x;
- }while(y == (int)poly[a2].y);
+ if(TOINT(poly[a1].x) > xend)
+ xend = TOINT(poly[a1].x);
+ }while(y == TOINT(poly[a2].y));
deltaA = CalcNewDelta(&poly[a1], &poly[a2]);
xA = deltaA * (Ceil(poly[a1].y) - poly[a1].y) + poly[a1].x;
- if(deltaA >= 0.0f && (int)xA > xend)
- xend = xA;
+ if(deltaA >= 0.0f && TOINT(xA) > xend)
+ xend = TOINT(xA);
}
}else{
if(deltaA < 0.0f)
- xend = xA - deltaA;
+ xend = TOINT(xA - deltaA);
else
- xend = xA;
+ xend = TOINT(xA);
}
}
}
diff --git a/src/render/Rubbish.cpp b/src/render/Rubbish.cpp
index bfd50c07..dada2439 100644
--- a/src/render/Rubbish.cpp
+++ b/src/render/Rubbish.cpp
@@ -8,17 +8,18 @@
#include "World.h"
#include "Vehicle.h"
#include "ZoneCull.h"
+#include "Stats.h"
#include "TxdStore.h"
#include "RenderBuffer.h"
#include "Rubbish.h"
-#define RUBBISH_MAX_DIST (18.0f)
-#define RUBBISH_FADE_DIST (16.5f)
+//--MIAMI: file done
+
+#define RUBBISH_MAX_DIST (23.0f)
+#define RUBBISH_FADE_DIST (20.0f)
RwTexture *gpRubbishTexture[4];
RwImVertexIndex RubbishIndexList[6];
-RwImVertexIndex RubbishIndexList2[6]; // unused
-RwIm3DVertex RubbishVertices[4];
bool CRubbish::bRubbishInvisible;
int CRubbish::RubbishVisibility;
COneSheet CRubbish::aSheets[NUM_RUBBISH_SHEETS];
@@ -52,12 +53,16 @@ CRubbish::Render(void)
{
int type;
+ if(RubbishVisibility == 0)
+ return;
+
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
for(type = 0; type < 4; type++){
- RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRubbishTexture[type]));
+ if(type < 3 || CStats::PamphletMissionPassed)
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRubbishTexture[type]));
TempBufferIndicesStored = 0;
TempBufferVerticesStored = 0;
@@ -69,7 +74,7 @@ CRubbish::Render(void)
if(sheet->m_state == 0)
continue;
- uint32 alpha = 128;
+ uint32 alpha = 100;
CVector pos;
if(sheet->m_state == 1){
pos = sheet->m_basePos;
@@ -82,7 +87,7 @@ CRubbish::Render(void)
float t = (float)(CTimer::GetTimeInMilliseconds() - sheet->m_moveStart)/sheet->m_moveDuration;
float f1 = sheet->m_isVisible ? 1.0f-t : 0.0f;
float f2 = sheet->m_targetIsVisible ? t : 0.0f;
- alpha = 128 * (f1+f2);
+ alpha = 100 * (f1+f2);
}
}
@@ -92,17 +97,27 @@ CRubbish::Render(void)
alpha -= alpha*(camDist-RUBBISH_FADE_DIST)/(RUBBISH_MAX_DIST-RUBBISH_FADE_DIST);
alpha = (RubbishVisibility*alpha)/256;
- float vx = Sin(sheet->m_angle) * 0.4f;
- float vy = Cos(sheet->m_angle) * 0.4f;
+ float vx1, vy1, vx2, vy2;
+ if(type == 0 || type == 1){
+ vx1 = 0.9f*Sin(sheet->m_angle);
+ vy1 = 0.9f*Cos(sheet->m_angle);
+ vx2 = 0.3f*Cos(sheet->m_angle);
+ vy2 = -0.3f*Sin(sheet->m_angle);
+ }else{
+ vx1 = 0.3f*Sin(sheet->m_angle);
+ vy1 = 0.3f*Cos(sheet->m_angle);
+ vx2 = 0.3f*Cos(sheet->m_angle);
+ vy2 = -0.3f*Sin(sheet->m_angle);
+ }
int v = TempBufferVerticesStored;
- RwIm3DVertexSetPos(&TempBufferRenderVertices[v+0], pos.x + vx, pos.y + vy, pos.z);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[v+0], pos.x + vx1 + vx2, pos.y + vy1 + vy2, pos.z);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[v+1], pos.x + vx1 - vx2, pos.y + vy1 - vy2, pos.z);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[v+2], pos.x - vx1 + vx2, pos.y - vy1 + vy2, pos.z);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[v+3], pos.x - vx1 - vx2, pos.y - vy1 - vy2, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+0], 255, 255, 255, alpha);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[v+1], pos.x - vy, pos.y + vx, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+1], 255, 255, 255, alpha);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[v+2], pos.x + vy, pos.y - vx, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+2], 255, 255, 255, alpha);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[v+3], pos.x - vx, pos.y - vy, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+3], 255, 255, 255, alpha);
RwIm3DVertexSetU(&TempBufferRenderVertices[v+0], 0.0f);
RwIm3DVertexSetV(&TempBufferRenderVertices[v+0], 0.0f);
@@ -373,24 +388,6 @@ CRubbish::Init(void)
EndMoversList.m_next = nil;
EndMoversList.m_prev = &StartMoversList;
- // unused
- RwIm3DVertexSetU(&RubbishVertices[0], 0.0f);
- RwIm3DVertexSetV(&RubbishVertices[0], 0.0f);
- RwIm3DVertexSetU(&RubbishVertices[1], 1.0f);
- RwIm3DVertexSetV(&RubbishVertices[1], 0.0f);
- RwIm3DVertexSetU(&RubbishVertices[2], 0.0f);
- RwIm3DVertexSetV(&RubbishVertices[2], 1.0f);
- RwIm3DVertexSetU(&RubbishVertices[3], 1.0f);
- RwIm3DVertexSetV(&RubbishVertices[3], 1.0f);
-
- // unused
- RubbishIndexList2[0] = 0;
- RubbishIndexList2[1] = 2;
- RubbishIndexList2[2] = 1;
- RubbishIndexList2[3] = 1;
- RubbishIndexList2[4] = 2;
- RubbishIndexList2[5] = 3;
-
RubbishIndexList[0] = 0;
RubbishIndexList[1] = 1;
RubbishIndexList[2] = 2;
@@ -414,19 +411,11 @@ void
CRubbish::Shutdown(void)
{
RwTextureDestroy(gpRubbishTexture[0]);
-#ifdef GTA3_1_1_PATCH
gpRubbishTexture[0] = nil;
-#endif
RwTextureDestroy(gpRubbishTexture[1]);
-#ifdef GTA3_1_1_PATCH
gpRubbishTexture[1] = nil;
-#endif
RwTextureDestroy(gpRubbishTexture[2]);
-#ifdef GTA3_1_1_PATCH
gpRubbishTexture[2] = nil;
-#endif
RwTextureDestroy(gpRubbishTexture[3]);
-#ifdef GTA3_1_1_PATCH
gpRubbishTexture[3] = nil;
-#endif
}
diff --git a/src/render/ShadowCamera.cpp b/src/render/ShadowCamera.cpp
index ae94f8ac..f69c234f 100644
--- a/src/render/ShadowCamera.cpp
+++ b/src/render/ShadowCamera.cpp
@@ -160,7 +160,7 @@ CShadowCamera::SetCenter(RwV3d *center)
ASSERT(m_pCamera != nil);
RwFrame *camFrame = RwCameraGetFrame(m_pCamera);
- RwMatrix *camMatrix = RwFrameGetMatrix(camFrame);
+ RwMatrix *camMatrix = RwFrameGetMatrix(camFrame);
*RwMatrixGetPos(camMatrix) = *center;
@@ -188,7 +188,7 @@ CShadowCamera::Update(RpClump *clump)
if ( RwCameraBeginUpdate(m_pCamera) )
{
- geometry = GetFirstAtomic(clump)->geometry;
+ geometry = RpAtomicGetGeometry(GetFirstAtomic(clump));
ASSERT(geometry != nil);
flags = RpGeometryGetFlags(geometry);
diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp
index 5bb6a734..a964ceb6 100644
--- a/src/render/Shadows.cpp
+++ b/src/render/Shadows.cpp
@@ -715,7 +715,7 @@ CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
}
void
-CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn,
+CShadows::StoreCarLightShadow(CVehicle *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fMaxViewAngle)
{
diff --git a/src/render/Shadows.h b/src/render/Shadows.h
index 94b2981f..937ff4eb 100644
--- a/src/render/Shadows.h
+++ b/src/render/Shadows.h
@@ -159,7 +159,7 @@ public:
static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
static void StoreShadowToBeRendered ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, bool bDrawOnWater, float fScale, CCutsceneShadow *pShadow, bool bDrawOnBuildings);
static void StoreShadowForVehicle (CVehicle *pCar, VEH_SHD_TYPE type);
- static void StoreCarLightShadow (CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, float fMaxViewAngle);
+ static void StoreCarLightShadow (CVehicle *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, float fMaxViewAngle);
static void StoreShadowForPed (CPed *pPed, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
static void StoreShadowForPedObject (CEntity *pPedObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
static void StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
diff --git a/src/render/Skidmarks.cpp b/src/render/Skidmarks.cpp
index efd88387..f2a66db1 100644
--- a/src/render/Skidmarks.cpp
+++ b/src/render/Skidmarks.cpp
@@ -6,6 +6,8 @@
#include "Replay.h"
#include "Skidmarks.h"
+//--MIAMI: file done
+
CSkidmark CSkidmarks::aSkidmarks[NUMSKIDMARKS];
RwImVertexIndex SkidmarkIndexList[SKIDMARK_LENGTH * 6];
@@ -37,13 +39,6 @@ CSkidmarks::Init(void)
SkidmarkIndexList[i*6+5] = ix+3;
ix += 2;
}
-
- for(i = 0; i < SKIDMARK_LENGTH; i++){
- RwIm3DVertexSetU(&SkidmarkVertices[i*2 + 0], 0.0f);
- RwIm3DVertexSetV(&SkidmarkVertices[i*2 + 0], i*5.01f);
- RwIm3DVertexSetU(&SkidmarkVertices[i*2 + 1], 1.0f);
- RwIm3DVertexSetV(&SkidmarkVertices[i*2 + 1], i*5.01f);
- }
}
void
@@ -141,8 +136,12 @@ CSkidmarks::Render(void)
p2.y -= aSkidmarks[i].m_sideY[j];
RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+0], color.red, color.green, color.blue, alpha);
RwIm3DVertexSetPos(&SkidmarkVertices[j*2+0], p1.x, p1.y, p1.z+0.1f);
+ RwIm3DVertexSetU(&SkidmarkVertices[j*2+0], 0.0f);
+ RwIm3DVertexSetV(&SkidmarkVertices[j*2+0], j*5.01f);
RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+1], color.red, color.green, color.blue, alpha);
RwIm3DVertexSetPos(&SkidmarkVertices[j*2+1], p2.x, p2.y, p2.z+0.1f);
+ RwIm3DVertexSetU(&SkidmarkVertices[j*2+1], 1.0f);
+ RwIm3DVertexSetV(&SkidmarkVertices[j*2+1], j*5.01f);
}
LittleTest();
diff --git a/src/render/SpecialFX.cpp b/src/render/SpecialFX.cpp
index 3bc99a4d..fa8379f0 100644
--- a/src/render/SpecialFX.cpp
+++ b/src/render/SpecialFX.cpp
@@ -21,6 +21,9 @@
#include "Camera.h"
#include "Shadows.h"
#include "main.h"
+#include "ColStore.h"
+#include "Coronas.h"
+#include "Script.h"
RwIm3DVertex StreakVertices[4];
RwImVertexIndex StreakIndexList[12];
@@ -371,6 +374,8 @@ MarkerAtomicCB(RpAtomic *atomic, void *data)
return atomic;
}
+// --MIAMI: C3dMarker and C3dMarkers done
+
bool
C3dMarker::AddMarker(uint32 identifier, uint16 type, float fSize, uint8 r, uint8 g, uint8 b, uint8 a, uint16 pulsePeriod, float pulseFraction, int16 rotateRate)
{
@@ -415,6 +420,7 @@ C3dMarker::DeleteMarkerObject()
m_nIdentifier = 0;
m_nStartTime = 0;
m_bIsUsed = false;
+ m_bFindZOnNextPlacement = false;
m_nType = MARKERTYPE_INVALID;
frame = RpAtomicGetFrame(m_pAtomic);
@@ -458,6 +464,7 @@ C3dMarkers::Init()
m_aMarkerArray[i].m_pAtomic = nil;
m_aMarkerArray[i].m_nType = MARKERTYPE_INVALID;
m_aMarkerArray[i].m_bIsUsed = false;
+ m_aMarkerArray[i].m_bFindZOnNextPlacement = false;
m_aMarkerArray[i].m_nIdentifier = 0;
m_aMarkerArray[i].m_Color.red = 255;
m_aMarkerArray[i].m_Color.green = 255;
@@ -503,8 +510,15 @@ C3dMarkers::Render()
ActivateDirectional();
for (int i = 0; i < NUM3DMARKERS; i++) {
if (m_aMarkerArray[i].m_bIsUsed) {
- if (m_aMarkerArray[i].m_fCameraRange < 120.0f)
+ if (m_aMarkerArray[i].m_fCameraRange < 150.0f) {
m_aMarkerArray[i].Render();
+ if (m_aMarkerArray[i].m_nType == MARKERTYPE_ARROW) {
+ CCoronas::RegisterCorona((uintptr)&m_aMarkerArray[i],
+ SPHERE_MARKER_R, SPHERE_MARKER_G, SPHERE_MARKER_B, 192,
+ m_aMarkerArray[i].m_Matrix.GetPosition(), 1.2f * m_aMarkerArray[i].m_fSize, 50.0f * TheCamera.LODDistMultiplier,
+ CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f, false);
+ }
+ }
NumActiveMarkers++;
m_aMarkerArray[i].m_bIsUsed = false;
} else if (m_aMarkerArray[i].m_pAtomic != nil) {
@@ -517,9 +531,9 @@ C3dMarker *
C3dMarkers::PlaceMarker(uint32 identifier, uint16 type, CVector &pos, float size, uint8 r, uint8 g, uint8 b, uint8 a, uint16 pulsePeriod, float pulseFraction, int16 rotateRate)
{
C3dMarker *pMarker;
-
+ CVector2D playerPos = FindPlayerCentreOfWorld(0);
pMarker = nil;
- float dist = Sqrt((pos.x - FindPlayerCentreOfWorld(0).x) * (pos.x - FindPlayerCentreOfWorld(0).x) + (pos.y - FindPlayerCentreOfWorld(0).y) * (pos.y - FindPlayerCentreOfWorld(0).y));
+ float dist = ((CVector2D)pos - playerPos).Magnitude();
if (type != MARKERTYPE_ARROW && type != MARKERTYPE_CYLINDER) return nil;
@@ -592,6 +606,15 @@ C3dMarkers::PlaceMarker(uint32 identifier, uint16 type, CVector &pos, float size
}
if (type == MARKERTYPE_ARROW)
pMarker->m_Matrix.GetPosition() = pos;
+
+ if (pMarker->m_bFindZOnNextPlacement) {
+ if ((playerPos - pos).MagnitudeSqr() < sq(100.f) && CColStore::HasCollisionLoaded(CVector2D(pos))) {
+ float z = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z + 1.0f, nil);
+ if (z != 0.0f)
+ pMarker->m_Matrix.GetPosition().z = z - 0.05f * size;
+ pMarker->m_bFindZOnNextPlacement = false;
+ }
+ }
pMarker->m_bIsUsed = true;
return pMarker;
}
@@ -601,9 +624,14 @@ C3dMarkers::PlaceMarker(uint32 identifier, uint16 type, CVector &pos, float size
pMarker->AddMarker(identifier, type, size, r, g, b, a, pulsePeriod, pulseFraction, rotateRate);
if (type == MARKERTYPE_CYLINDER || type == MARKERTYPE_0 || type == MARKERTYPE_2) {
- float z = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z + 1.0f, nil);
- if (z != 0.0f)
- pos.z = z - 0.05f * size;
+ if ((playerPos - pos).MagnitudeSqr() < sq(100.f) && CColStore::HasCollisionLoaded(CVector2D(pos))) {
+ float z = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z + 1.0f, nil);
+ if (z != 0.0f)
+ pos.z = z - 0.05f * size;
+ pMarker->m_bFindZOnNextPlacement = false;
+ } else {
+ pMarker->m_bFindZOnNextPlacement = true;
+ }
}
pMarker->m_Matrix.SetTranslate(pos.x, pos.y, pos.z);
if (type == MARKERTYPE_2) {
diff --git a/src/render/SpecialFX.h b/src/render/SpecialFX.h
index 55ad6cb9..8bd0d5e1 100644
--- a/src/render/SpecialFX.h
+++ b/src/render/SpecialFX.h
@@ -87,6 +87,7 @@ public:
RpMaterial *m_pMaterial;
uint16 m_nType;
bool m_bIsUsed;
+ bool m_bFindZOnNextPlacement;
uint32 m_nIdentifier;
RwRGBA m_Color;
uint16 m_nPulsePeriod;
diff --git a/src/render/Sprite.cpp b/src/render/Sprite.cpp
index f26f8e63..401eebd0 100644
--- a/src/render/Sprite.cpp
+++ b/src/render/Sprite.cpp
@@ -148,10 +148,10 @@ CSprite::RenderOneXLUSprite_Rotate_Aspect(float x, float y, float z, float w, fl
// Fade out when too near
// why not in buffered version?
- if(z < 3.0f){
- if(z < 1.5f)
+ if(z < 2.3f){
+ if(z < 1.3f)
return;
- int f = (z - 1.5f)/1.5f * 255;
+ int f = (z - 1.3f)/(2.3f-1.3f) * 255;
r = f*r >> 8;
g = f*g >> 8;
b = f*b >> 8;
diff --git a/src/render/Sprite2d.cpp b/src/render/Sprite2d.cpp
index cba64e7a..0cd0e8bb 100644
--- a/src/render/Sprite2d.cpp
+++ b/src/render/Sprite2d.cpp
@@ -9,6 +9,7 @@
float CSprite2d::RecipNearClip;
float CSprite2d::NearScreenZ;
+float CSprite2d::NearCamZ;
int CSprite2d::nextBufferVertex;
int CSprite2d::nextBufferIndex;
RwIm2DVertex CSprite2d::maVertices[8];
@@ -26,6 +27,9 @@ CSprite2d::InitPerFrame(void)
nextBufferIndex = 0;
RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera);
NearScreenZ = RwIm2DGetNearScreenZ();
+ // not original but you're supposed to set camera z too
+ // wrapping all this in FIX_BUGS is too ugly
+ NearCamZ = RwCameraGetNearClipPlane(Scene.camera);
}
void
CSprite2d::Delete(void)
@@ -71,7 +75,7 @@ CSprite2d::SetRenderState(void)
void
CSprite2d::Draw(float x, float y, float w, float h, const CRGBA &col)
{
- SetVertices(CRect(x, y, x + w, y + h), col, col, col, col, 0);
+ SetVertices(CRect(x, y, x + w, y + h), col, col, col, col);
SetRenderState();
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
}
@@ -79,7 +83,7 @@ CSprite2d::Draw(float x, float y, float w, float h, const CRGBA &col)
void
CSprite2d::Draw(const CRect &rect, const CRGBA &col)
{
- SetVertices(rect, col, col, col, col, 0);
+ SetVertices(rect, col, col, col, col);
SetRenderState();
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
}
@@ -96,7 +100,7 @@ CSprite2d::Draw(const CRect &rect, const CRGBA &col,
void
CSprite2d::Draw(const CRect &rect, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
{
- SetVertices(rect, c0, c1, c2, c3, 0);
+ SetVertices(rect, c0, c1, c2, c3);
SetRenderState();
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
}
@@ -114,18 +118,9 @@ CSprite2d::Draw(float x1, float y1, float x2, float y2, float x3, float y3, floa
// | |
// 0---1
void
-CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, uint32 far)
+CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
{
- float screenz, z, recipz;
-
- if(far){
- screenz = RwIm2DGetFarScreenZ();
- z = RwCameraGetFarClipPlane(Scene.camera);
- }else{
- screenz = NearScreenZ;
- z = 1.0f/RecipNearClip;
- }
- recipz = 1.0f/z;
+ float offset = 1.0f/1024.0f;
// This is what we draw:
// 0---1
@@ -133,159 +128,141 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
// 3---2
RwIm2DVertexSetScreenX(&maVertices[0], r.left);
RwIm2DVertexSetScreenY(&maVertices[0], r.top);
- RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
- RwIm2DVertexSetCameraZ(&maVertices[0], z);
- RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
+ RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
- RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz);
- RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz);
+ RwIm2DVertexSetU(&maVertices[0], 0.0f+offset, RecipNearClip);
+ RwIm2DVertexSetV(&maVertices[0], 0.0f+offset, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[1], r.right);
RwIm2DVertexSetScreenY(&maVertices[1], r.top);
- RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
- RwIm2DVertexSetCameraZ(&maVertices[1], z);
- RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
+ RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
- RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz);
- RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz);
+ RwIm2DVertexSetU(&maVertices[1], 1.0f+offset, RecipNearClip);
+ RwIm2DVertexSetV(&maVertices[1], 0.0f+offset, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[2], r.right);
RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
- RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
- RwIm2DVertexSetCameraZ(&maVertices[2], z);
- RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
+ RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
- RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz);
- RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz);
+ RwIm2DVertexSetU(&maVertices[2], 1.0f+offset, RecipNearClip);
+ RwIm2DVertexSetV(&maVertices[2], 1.0f+offset, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[3], r.left);
RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
- RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
- RwIm2DVertexSetCameraZ(&maVertices[3], z);
- RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
+ RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
- RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz);
- RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz);
+ RwIm2DVertexSetU(&maVertices[3], 0.0f+offset, RecipNearClip);
+ RwIm2DVertexSetV(&maVertices[3], 1.0f+offset, RecipNearClip);
}
void
CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3,
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
{
- float screenz, z, recipz;
-
- screenz = NearScreenZ;
- z = 1.0f/RecipNearClip;
- recipz = 1.0f/z;
-
// This is what we draw:
// 0---1
// | / |
// 3---2
RwIm2DVertexSetScreenX(&maVertices[0], r.left);
RwIm2DVertexSetScreenY(&maVertices[0], r.top);
- RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
- RwIm2DVertexSetCameraZ(&maVertices[0], z);
- RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
+ RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
- RwIm2DVertexSetU(&maVertices[0], u0, recipz);
- RwIm2DVertexSetV(&maVertices[0], v0, recipz);
+ RwIm2DVertexSetU(&maVertices[0], u0, RecipNearClip);
+ RwIm2DVertexSetV(&maVertices[0], v0, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[1], r.right);
RwIm2DVertexSetScreenY(&maVertices[1], r.top);
- RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
- RwIm2DVertexSetCameraZ(&maVertices[1], z);
- RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
+ RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
- RwIm2DVertexSetU(&maVertices[1], u1, recipz);
- RwIm2DVertexSetV(&maVertices[1], v1, recipz);
+ RwIm2DVertexSetU(&maVertices[1], u1, RecipNearClip);
+ RwIm2DVertexSetV(&maVertices[1], v1, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[2], r.right);
RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
- RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
- RwIm2DVertexSetCameraZ(&maVertices[2], z);
- RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
+ RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
- RwIm2DVertexSetU(&maVertices[2], u2, recipz);
- RwIm2DVertexSetV(&maVertices[2], v2, recipz);
+ RwIm2DVertexSetU(&maVertices[2], u2, RecipNearClip);
+ RwIm2DVertexSetV(&maVertices[2], v2, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[3], r.left);
RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
- RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
- RwIm2DVertexSetCameraZ(&maVertices[3], z);
- RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
+ RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
- RwIm2DVertexSetU(&maVertices[3], u3, recipz);
- RwIm2DVertexSetV(&maVertices[3], v3, recipz);
+ RwIm2DVertexSetU(&maVertices[3], u3, RecipNearClip);
+ RwIm2DVertexSetV(&maVertices[3], v3, RecipNearClip);
}
void
CSprite2d::SetVertices(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4,
const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
{
- float screenz, recipz;
- float z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
-
- screenz = NearScreenZ;
- recipz = RecipNearClip;
-
RwIm2DVertexSetScreenX(&maVertices[0], x3);
RwIm2DVertexSetScreenY(&maVertices[0], y3);
- RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
- RwIm2DVertexSetCameraZ(&maVertices[0], z);
- RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
+ RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
- RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz);
- RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz);
+ RwIm2DVertexSetU(&maVertices[0], 0.0f, RecipNearClip);
+ RwIm2DVertexSetV(&maVertices[0], 0.0f, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[1], x4);
RwIm2DVertexSetScreenY(&maVertices[1], y4);
- RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
- RwIm2DVertexSetCameraZ(&maVertices[1], z);
- RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
+ RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
- RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz);
- RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz);
+ RwIm2DVertexSetU(&maVertices[1], 1.0f, RecipNearClip);
+ RwIm2DVertexSetV(&maVertices[1], 0.0f, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[2], x2);
RwIm2DVertexSetScreenY(&maVertices[2], y2);
- RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
- RwIm2DVertexSetCameraZ(&maVertices[2], z);
- RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
+ RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
- RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz);
- RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz);
+ RwIm2DVertexSetU(&maVertices[2], 1.0f, RecipNearClip);
+ RwIm2DVertexSetV(&maVertices[2], 1.0f, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[3], x1);
RwIm2DVertexSetScreenY(&maVertices[3], y1);
- RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
- RwIm2DVertexSetCameraZ(&maVertices[3], z);
- RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
+ RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
- RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz);
- RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz);
+ RwIm2DVertexSetU(&maVertices[3], 0.0f, RecipNearClip);
+ RwIm2DVertexSetV(&maVertices[3], 1.0f, RecipNearClip);
}
void
CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col)
{
int i;
- float screenz, recipz, z;
-
- screenz = NearScreenZ;
- recipz = RecipNearClip;
- z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
-
for(i = 0; i < n; i++){
RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]);
RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]);
- RwIm2DVertexSetScreenZ(&maVertices[i], screenz + 0.0001f);
- RwIm2DVertexSetCameraZ(&maVertices[i], z);
- RwIm2DVertexSetRecipCameraZ(&maVertices[i], recipz);
+ RwIm2DVertexSetScreenZ(&maVertices[i], NearScreenZ + 0.0001f);
+ RwIm2DVertexSetCameraZ(&maVertices[i], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&maVertices[i], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[i], col.r, col.g, col.b, col.a);
- RwIm2DVertexSetU(&maVertices[i], uvs[i*2 + 0], recipz);
- RwIm2DVertexSetV(&maVertices[i], uvs[i*2 + 1], recipz);
+ RwIm2DVertexSetU(&maVertices[i], uvs[i*2 + 0], RecipNearClip);
+ RwIm2DVertexSetV(&maVertices[i], uvs[i*2 + 1], RecipNearClip);
}
}
@@ -293,18 +270,13 @@ void
CSprite2d::SetMaskVertices(int n, float *positions)
{
int i;
- float screenz, recipz, z;
-
- screenz = NearScreenZ;
- recipz = RecipNearClip;
- z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
for(i = 0; i < n; i++){
RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]);
RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]);
- RwIm2DVertexSetScreenZ(&maVertices[i], screenz);
- RwIm2DVertexSetCameraZ(&maVertices[i], z);
- RwIm2DVertexSetRecipCameraZ(&maVertices[i], recipz);
+ RwIm2DVertexSetScreenZ(&maVertices[i], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&maVertices[i], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&maVertices[i], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[i], 255, 255, 255, 255); // 0, 0, 0, 0 on PC
}
}
@@ -313,53 +285,47 @@ void
CSprite2d::SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3,
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
{
- float screenz, recipz, z;
-
- screenz = NearScreenZ;
- recipz = RecipNearClip;
- z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
-
RwIm2DVertexSetScreenX(&verts[0], r.left);
RwIm2DVertexSetScreenY(&verts[0], r.top);
- RwIm2DVertexSetScreenZ(&verts[0], screenz);
- RwIm2DVertexSetCameraZ(&verts[0], z);
- RwIm2DVertexSetRecipCameraZ(&verts[0], recipz);
+ RwIm2DVertexSetScreenZ(&verts[0], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&verts[0], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&verts[0], RecipNearClip);
RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a);
- RwIm2DVertexSetU(&verts[0], u0, recipz);
- RwIm2DVertexSetV(&verts[0], v0, recipz);
+ RwIm2DVertexSetU(&verts[0], u0, RecipNearClip);
+ RwIm2DVertexSetV(&verts[0], v0, RecipNearClip);
RwIm2DVertexSetScreenX(&verts[1], r.right);
RwIm2DVertexSetScreenY(&verts[1], r.top);
- RwIm2DVertexSetScreenZ(&verts[1], screenz);
- RwIm2DVertexSetCameraZ(&verts[1], z);
- RwIm2DVertexSetRecipCameraZ(&verts[1], recipz);
+ RwIm2DVertexSetScreenZ(&verts[1], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&verts[1], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&verts[1], RecipNearClip);
RwIm2DVertexSetIntRGBA(&verts[1], c3.r, c3.g, c3.b, c3.a);
- RwIm2DVertexSetU(&verts[1], u1, recipz);
- RwIm2DVertexSetV(&verts[1], v1, recipz);
+ RwIm2DVertexSetU(&verts[1], u1, RecipNearClip);
+ RwIm2DVertexSetV(&verts[1], v1, RecipNearClip);
RwIm2DVertexSetScreenX(&verts[2], r.right);
RwIm2DVertexSetScreenY(&verts[2], r.bottom);
- RwIm2DVertexSetScreenZ(&verts[2], screenz);
- RwIm2DVertexSetCameraZ(&verts[2], z);
- RwIm2DVertexSetRecipCameraZ(&verts[2], recipz);
+ RwIm2DVertexSetScreenZ(&verts[2], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&verts[2], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&verts[2], RecipNearClip);
RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a);
- RwIm2DVertexSetU(&verts[2], u2, recipz);
- RwIm2DVertexSetV(&verts[2], v2, recipz);
+ RwIm2DVertexSetU(&verts[2], u2, RecipNearClip);
+ RwIm2DVertexSetV(&verts[2], v2, RecipNearClip);
RwIm2DVertexSetScreenX(&verts[3], r.left);
RwIm2DVertexSetScreenY(&verts[3], r.bottom);
- RwIm2DVertexSetScreenZ(&verts[3], screenz);
- RwIm2DVertexSetCameraZ(&verts[3], z);
- RwIm2DVertexSetRecipCameraZ(&verts[3], recipz);
+ RwIm2DVertexSetScreenZ(&verts[3], NearScreenZ);
+ RwIm2DVertexSetCameraZ(&verts[3], NearCamZ);
+ RwIm2DVertexSetRecipCameraZ(&verts[3], RecipNearClip);
RwIm2DVertexSetIntRGBA(&verts[3], c0.r, c0.g, c0.b, c0.a);
- RwIm2DVertexSetU(&verts[3], u3, recipz);
- RwIm2DVertexSetV(&verts[3], v3, recipz);
+ RwIm2DVertexSetU(&verts[3], u3, RecipNearClip);
+ RwIm2DVertexSetV(&verts[3], v3, RecipNearClip);
}
void
CSprite2d::DrawRect(const CRect &r, const CRGBA &col)
{
- SetVertices(r, col, col, col, col, false);
+ SetVertices(r, col, col, col, col);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
@@ -374,7 +340,7 @@ CSprite2d::DrawRect(const CRect &r, const CRGBA &col)
void
CSprite2d::DrawRect(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
{
- SetVertices(r, c0, c1, c2, c3, false);
+ SetVertices(r, c0, c1, c2, c3);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
@@ -387,7 +353,7 @@ CSprite2d::DrawRect(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGB
void
CSprite2d::DrawRectXLU(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
{
- SetVertices(r, c0, c1, c2, c3, false);
+ SetVertices(r, c0, c1, c2, c3);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
diff --git a/src/render/Sprite2d.h b/src/render/Sprite2d.h
index 1adb5d49..5abd8d71 100644
--- a/src/render/Sprite2d.h
+++ b/src/render/Sprite2d.h
@@ -4,6 +4,7 @@ class CSprite2d
{
static float RecipNearClip;
static float NearScreenZ;
+ static float NearCamZ; // not original
static int nextBufferVertex;
static int nextBufferIndex;
static RwIm2DVertex maVertices[8];
@@ -27,7 +28,7 @@ public:
void Draw(const CRect &rect, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3);
void Draw(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &col);
- static void SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, uint32 far);
+ static void SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3);
static void SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3,
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2);
static void SetVertices(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4,
diff --git a/src/render/Timecycle.cpp b/src/render/Timecycle.cpp
index fe898412..b20a2443 100644
--- a/src/render/Timecycle.cpp
+++ b/src/render/Timecycle.cpp
@@ -10,60 +10,60 @@
#include "FileMgr.h"
#include "Timecycle.h"
-// TODO(MIAMI): change some of the types here
-
-int CTimeCycle::m_nAmbientRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientBlue[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientRed_Obj[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientGreen_Obj[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientBlue_Obj[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientRed_Bl[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientGreen_Bl[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientBlue_Bl[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientRed_Obj_Bl[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientGreen_Obj_Bl[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nAmbientBlue_Obj_Bl[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nDirectionalRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nDirectionalGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nDirectionalBlue[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSkyTopRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSkyTopGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSkyTopBlue[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSkyBottomRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSkyBottomGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSkyBottomBlue[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSunCoreRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSunCoreGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSunCoreBlue[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSunCoronaRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSunCoronaGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nSunCoronaBlue[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fSunSize[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fSpriteSize[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fSpriteBrightness[NUMHOURS][NUMWEATHERS];
-short CTimeCycle::m_nShadowStrength[NUMHOURS][NUMWEATHERS];
-short CTimeCycle::m_nLightShadowStrength[NUMHOURS][NUMWEATHERS];
-short CTimeCycle::m_nPoleShadowStrength[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fFogStart[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fFarClip[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fLightsOnGroundBrightness[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nLowCloudsRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nLowCloudsGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nLowCloudsBlue[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nFluffyCloudsTopRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nFluffyCloudsTopGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nFluffyCloudsTopBlue[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nFluffyCloudsBottomRed[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nFluffyCloudsBottomGreen[NUMHOURS][NUMWEATHERS];
-int CTimeCycle::m_nFluffyCloudsBottomBlue[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fBlurRed[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fBlurGreen[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fBlurBlue[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fWaterRed[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fWaterGreen[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fWaterBlue[NUMHOURS][NUMWEATHERS];
-float CTimeCycle::m_fWaterAlpha[NUMHOURS][NUMWEATHERS];
+//--MIAMI: done
+
+uint8 CTimeCycle::m_nAmbientRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientRed_Obj[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientGreen_Obj[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientBlue_Obj[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientRed_Bl[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientGreen_Bl[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientBlue_Bl[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientRed_Obj_Bl[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientGreen_Obj_Bl[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nAmbientBlue_Obj_Bl[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nDirectionalRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nDirectionalGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nDirectionalBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSkyTopRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSkyTopGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSkyTopBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSkyBottomRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSkyBottomGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSkyBottomBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSunCoreRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSunCoreGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSunCoreBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSunCoronaRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSunCoronaGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nSunCoronaBlue[NUMHOURS][NUMWEATHERS];
+int8 CTimeCycle::m_fSunSize[NUMHOURS][NUMWEATHERS];
+int8 CTimeCycle::m_fSpriteSize[NUMHOURS][NUMWEATHERS];
+int8 CTimeCycle::m_fSpriteBrightness[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nShadowStrength[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nLightShadowStrength[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nPoleShadowStrength[NUMHOURS][NUMWEATHERS];
+int16 CTimeCycle::m_fFogStart[NUMHOURS][NUMWEATHERS];
+int16 CTimeCycle::m_fFarClip[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fLightsOnGroundBrightness[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nLowCloudsRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nLowCloudsGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nLowCloudsBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nFluffyCloudsTopRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nFluffyCloudsTopGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nFluffyCloudsTopBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nFluffyCloudsBottomRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nFluffyCloudsBottomGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_nFluffyCloudsBottomBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fBlurRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fBlurGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fBlurBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fWaterRed[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fWaterGreen[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fWaterBlue[NUMHOURS][NUMWEATHERS];
+uint8 CTimeCycle::m_fWaterAlpha[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fCurrentAmbientRed;
@@ -81,36 +81,36 @@ float CTimeCycle::m_fCurrentAmbientBlue_Obj_Bl;
float CTimeCycle::m_fCurrentDirectionalRed;
float CTimeCycle::m_fCurrentDirectionalGreen;
float CTimeCycle::m_fCurrentDirectionalBlue;
-int CTimeCycle::m_nCurrentSkyTopRed;
-int CTimeCycle::m_nCurrentSkyTopGreen;
-int CTimeCycle::m_nCurrentSkyTopBlue;
-int CTimeCycle::m_nCurrentSkyBottomRed;
-int CTimeCycle::m_nCurrentSkyBottomGreen;
-int CTimeCycle::m_nCurrentSkyBottomBlue;
-int CTimeCycle::m_nCurrentSunCoreRed;
-int CTimeCycle::m_nCurrentSunCoreGreen;
-int CTimeCycle::m_nCurrentSunCoreBlue;
-int CTimeCycle::m_nCurrentSunCoronaRed;
-int CTimeCycle::m_nCurrentSunCoronaGreen;
-int CTimeCycle::m_nCurrentSunCoronaBlue;
+int32 CTimeCycle::m_nCurrentSkyTopRed;
+int32 CTimeCycle::m_nCurrentSkyTopGreen;
+int32 CTimeCycle::m_nCurrentSkyTopBlue;
+int32 CTimeCycle::m_nCurrentSkyBottomRed;
+int32 CTimeCycle::m_nCurrentSkyBottomGreen;
+int32 CTimeCycle::m_nCurrentSkyBottomBlue;
+int32 CTimeCycle::m_nCurrentSunCoreRed;
+int32 CTimeCycle::m_nCurrentSunCoreGreen;
+int32 CTimeCycle::m_nCurrentSunCoreBlue;
+int32 CTimeCycle::m_nCurrentSunCoronaRed;
+int32 CTimeCycle::m_nCurrentSunCoronaGreen;
+int32 CTimeCycle::m_nCurrentSunCoronaBlue;
float CTimeCycle::m_fCurrentSunSize;
float CTimeCycle::m_fCurrentSpriteSize;
float CTimeCycle::m_fCurrentSpriteBrightness;
-int CTimeCycle::m_nCurrentShadowStrength;
-int CTimeCycle::m_nCurrentLightShadowStrength;
-int CTimeCycle::m_nCurrentPoleShadowStrength;
+int32 CTimeCycle::m_nCurrentShadowStrength;
+int32 CTimeCycle::m_nCurrentLightShadowStrength;
+int32 CTimeCycle::m_nCurrentPoleShadowStrength;
float CTimeCycle::m_fCurrentFogStart;
float CTimeCycle::m_fCurrentFarClip;
float CTimeCycle::m_fCurrentLightsOnGroundBrightness;
-int CTimeCycle::m_nCurrentLowCloudsRed;
-int CTimeCycle::m_nCurrentLowCloudsGreen;
-int CTimeCycle::m_nCurrentLowCloudsBlue;
-int CTimeCycle::m_nCurrentFluffyCloudsTopRed;
-int CTimeCycle::m_nCurrentFluffyCloudsTopGreen;
-int CTimeCycle::m_nCurrentFluffyCloudsTopBlue;
-int CTimeCycle::m_nCurrentFluffyCloudsBottomRed;
-int CTimeCycle::m_nCurrentFluffyCloudsBottomGreen;
-int CTimeCycle::m_nCurrentFluffyCloudsBottomBlue;
+int32 CTimeCycle::m_nCurrentLowCloudsRed;
+int32 CTimeCycle::m_nCurrentLowCloudsGreen;
+int32 CTimeCycle::m_nCurrentLowCloudsBlue;
+int32 CTimeCycle::m_nCurrentFluffyCloudsTopRed;
+int32 CTimeCycle::m_nCurrentFluffyCloudsTopGreen;
+int32 CTimeCycle::m_nCurrentFluffyCloudsTopBlue;
+int32 CTimeCycle::m_nCurrentFluffyCloudsBottomRed;
+int32 CTimeCycle::m_nCurrentFluffyCloudsBottomGreen;
+int32 CTimeCycle::m_nCurrentFluffyCloudsBottomBlue;
float CTimeCycle::m_fCurrentBlurRed;
float CTimeCycle::m_fCurrentBlurGreen;
float CTimeCycle::m_fCurrentBlurBlue;
@@ -118,13 +118,16 @@ float CTimeCycle::m_fCurrentWaterRed;
float CTimeCycle::m_fCurrentWaterGreen;
float CTimeCycle::m_fCurrentWaterBlue;
float CTimeCycle::m_fCurrentWaterAlpha;
-int CTimeCycle::m_nCurrentFogColourRed;
-int CTimeCycle::m_nCurrentFogColourGreen;
-int CTimeCycle::m_nCurrentFogColourBlue;
+int32 CTimeCycle::m_nCurrentFogColourRed;
+int32 CTimeCycle::m_nCurrentFogColourGreen;
+int32 CTimeCycle::m_nCurrentFogColourBlue;
-int CTimeCycle::m_FogReduction;
+int32 CTimeCycle::m_FogReduction;
+int32 CTimeCycle::m_bExtraColourOn;
+int32 CTimeCycle::m_ExtraColour;
+float CTimeCycle::m_ExtraColourInter;
-int CTimeCycle::m_CurrentStoredValue;
+int32 CTimeCycle::m_CurrentStoredValue;
CVector CTimeCycle::m_VectorToSun[16];
float CTimeCycle::m_fShadowFrontX[16];
float CTimeCycle::m_fShadowFrontY[16];
@@ -133,7 +136,6 @@ float CTimeCycle::m_fShadowSideY[16];
float CTimeCycle::m_fShadowDisplacementX[16];
float CTimeCycle::m_fShadowDisplacementY[16];
-
void
CTimeCycle::Initialise(void)
{
@@ -233,15 +235,15 @@ CTimeCycle::Initialise(void)
m_nSunCoronaRed[h][w] = sunCoronaR;
m_nSunCoronaGreen[h][w] = sunCoronaG;
m_nSunCoronaBlue[h][w] = sunCoronaB;
- m_fSunSize[h][w] = sunSz;
- m_fSpriteSize[h][w] = sprSz;
- m_fSpriteBrightness[h][w] = sprBght;
+ m_fSunSize[h][w] = sunSz * 10.0f;
+ m_fSpriteSize[h][w] = sprSz * 10.0f;
+ m_fSpriteBrightness[h][w] = sprBght * 10.0f;
m_nShadowStrength[h][w] = shad;
m_nLightShadowStrength[h][w] = lightShad;
m_nPoleShadowStrength[h][w] = poleShad;
m_fFarClip[h][w] = farClp;
m_fFogStart[h][w] = fogSt;
- m_fLightsOnGroundBrightness[h][w] = lightGnd;
+ m_fLightsOnGroundBrightness[h][w] = lightGnd * 10.0f;
m_nLowCloudsRed[h][w] = cloudR;
m_nLowCloudsGreen[h][w] = cloudG;
m_nLowCloudsBlue[h][w] = cloudB;
@@ -265,6 +267,51 @@ CTimeCycle::Initialise(void)
debug("CTimeCycle ready\n");
}
+static float interp_c0, interp_c1, interp_c2, interp_c3;
+
+float CTimeCycle::Interpolate(int8 *a, int8 *b)
+{
+ return a[CWeather::OldWeatherType] * interp_c0 +
+ b[CWeather::OldWeatherType] * interp_c1 +
+ a[CWeather::NewWeatherType] * interp_c2 +
+ b[CWeather::NewWeatherType] * interp_c3;
+}
+
+float CTimeCycle::Interpolate(uint8 *a, uint8 *b)
+{
+ return a[CWeather::OldWeatherType] * interp_c0 +
+ b[CWeather::OldWeatherType] * interp_c1 +
+ a[CWeather::NewWeatherType] * interp_c2 +
+ b[CWeather::NewWeatherType] * interp_c3;
+}
+
+float CTimeCycle::Interpolate(int16 *a, int16 *b)
+{
+ return a[CWeather::OldWeatherType] * interp_c0 +
+ b[CWeather::OldWeatherType] * interp_c1 +
+ a[CWeather::NewWeatherType] * interp_c2 +
+ b[CWeather::NewWeatherType] * interp_c3;
+}
+
+void
+CTimeCycle::StartExtraColour(int32 c, bool fade)
+{
+ m_bExtraColourOn = true;
+ m_ExtraColour = c;
+ if(fade)
+ m_ExtraColourInter = 0.0f;
+ else
+ m_ExtraColourInter = 1.0f;
+}
+
+void
+CTimeCycle::StopExtraColour(bool fade)
+{
+ m_bExtraColourOn = false;
+ if(!fade)
+ m_ExtraColourInter = 0.0f;
+}
+
void
CTimeCycle::Update(void)
{
@@ -274,12 +321,12 @@ CTimeCycle::Update(void)
int w2 = CWeather::NewWeatherType;
float timeInterp = (CClock::GetMinutes() + CClock::GetSeconds()/60.0f)/60.0f;
// coefficients for a bilinear interpolation
- float c0 = (1.0f-timeInterp) * (1.0f-CWeather::InterpolationValue);
- float c1 = timeInterp * (1.0f-CWeather::InterpolationValue);
- float c2 = (1.0f-timeInterp) * CWeather::InterpolationValue;
- float c3 = timeInterp * CWeather::InterpolationValue;
+ interp_c0 = (1.0f-timeInterp) * (1.0f-CWeather::InterpolationValue);
+ interp_c1 = timeInterp * (1.0f-CWeather::InterpolationValue);
+ interp_c2 = (1.0f-timeInterp) * CWeather::InterpolationValue;
+ interp_c3 = timeInterp * CWeather::InterpolationValue;
-#define INTERP(v) v[h1][w1]*c0 + v[h2][w1]*c1 + v[h1][w2]*c2 + v[h2][w2]*c3;
+#define INTERP(v) Interpolate(v[h1], v[h2])
m_nCurrentSkyTopRed = INTERP(m_nSkyTopRed);
m_nCurrentSkyTopGreen = INTERP(m_nSkyTopGreen);
@@ -317,15 +364,15 @@ CTimeCycle::Update(void)
m_nCurrentSunCoronaGreen = INTERP(m_nSunCoronaGreen);
m_nCurrentSunCoronaBlue = INTERP(m_nSunCoronaBlue);
- m_fCurrentSunSize = INTERP(m_fSunSize);
- m_fCurrentSpriteSize = INTERP(m_fSpriteSize);
- m_fCurrentSpriteBrightness = INTERP(m_fSpriteBrightness);
+ m_fCurrentSunSize = INTERP(m_fSunSize)/10.0f;
+ m_fCurrentSpriteSize = INTERP(m_fSpriteSize)/10.0f;
+ m_fCurrentSpriteBrightness = INTERP(m_fSpriteBrightness)/10.0f;
m_nCurrentShadowStrength = INTERP(m_nShadowStrength);
m_nCurrentLightShadowStrength = INTERP(m_nLightShadowStrength);
m_nCurrentPoleShadowStrength = INTERP(m_nPoleShadowStrength);
m_fCurrentFarClip = INTERP(m_fFarClip);
m_fCurrentFogStart = INTERP(m_fFogStart);
- m_fCurrentLightsOnGroundBrightness = INTERP(m_fLightsOnGroundBrightness);
+ m_fCurrentLightsOnGroundBrightness = INTERP(m_fLightsOnGroundBrightness)/10.0f;
m_nCurrentLowCloudsRed = INTERP(m_nLowCloudsRed);
m_nCurrentLowCloudsGreen = INTERP(m_nLowCloudsGreen);
@@ -347,6 +394,7 @@ CTimeCycle::Update(void)
m_fCurrentWaterGreen = INTERP(m_fWaterGreen);
m_fCurrentWaterBlue = INTERP(m_fWaterBlue);
m_fCurrentWaterAlpha = INTERP(m_fWaterAlpha);
+#undef INTERP
if(m_FogReduction != 0)
m_fCurrentFarClip = Max(m_fCurrentFarClip, m_FogReduction/64.0f * 650.0f);
@@ -360,7 +408,88 @@ CTimeCycle::Update(void)
sunPos.z = 0.2f - Cos(sunAngle);
sunPos.Normalise();
- // TODO(MIAMI): extra colours
+ if(m_bExtraColourOn)
+ m_ExtraColourInter = Min(1.0f, m_ExtraColourInter + CTimer::GetTimeStep()/120.0f);
+ else
+ m_ExtraColourInter = Max(-.0f, m_ExtraColourInter - CTimer::GetTimeStep()/120.0f);
+ if(m_ExtraColourInter > 0.0f){
+#define INTERP(extra,cur) (m_ExtraColourInter*extra[m_ExtraColour][WEATHER_EXTRACOLOURS] + (1.0f-m_ExtraColourInter)*cur)
+#define INTERPscl(extra,scl,cur) (m_ExtraColourInter*extra[m_ExtraColour][WEATHER_EXTRACOLOURS]/scl + (1.0f-m_ExtraColourInter)*cur)
+ if(m_nSkyTopRed[m_ExtraColour][WEATHER_EXTRACOLOURS] != 0 ||
+ m_nSkyTopGreen[m_ExtraColour][WEATHER_EXTRACOLOURS] != 0 ||
+ m_nSkyTopBlue[m_ExtraColour][WEATHER_EXTRACOLOURS] != 0){
+ m_nCurrentSkyTopRed = INTERP(m_nSkyTopRed,m_nCurrentSkyTopRed);
+ m_nCurrentSkyTopGreen = INTERP(m_nSkyTopGreen,m_nCurrentSkyTopGreen);
+ m_nCurrentSkyTopBlue = INTERP(m_nSkyTopBlue,m_nCurrentSkyTopBlue);
+
+ m_nCurrentSkyBottomRed = INTERP(m_nSkyBottomRed,m_nCurrentSkyBottomRed);
+ m_nCurrentSkyBottomGreen = INTERP(m_nSkyBottomGreen,m_nCurrentSkyBottomGreen);
+ m_nCurrentSkyBottomBlue = INTERP(m_nSkyBottomBlue,m_nCurrentSkyBottomBlue);
+
+ m_nCurrentSunCoreRed = INTERP(m_nSunCoreRed,m_nCurrentSunCoreRed);
+ m_nCurrentSunCoreGreen = INTERP(m_nSunCoreGreen,m_nCurrentSunCoreGreen);
+ m_nCurrentSunCoreBlue = INTERP(m_nSunCoreBlue,m_nCurrentSunCoreBlue);
+
+ m_nCurrentSunCoronaRed = INTERP(m_nSunCoronaRed,m_nCurrentSunCoronaRed);
+ m_nCurrentSunCoronaGreen = INTERP(m_nSunCoronaGreen,m_nCurrentSunCoronaGreen);
+ m_nCurrentSunCoronaBlue = INTERP(m_nSunCoronaBlue,m_nCurrentSunCoronaBlue);
+
+ m_fCurrentSunSize = INTERPscl(m_fSunSize,10.0f,m_fCurrentSunSize);
+
+ m_nCurrentLowCloudsRed = INTERP(m_nLowCloudsRed,m_nCurrentLowCloudsRed);
+ m_nCurrentLowCloudsGreen = INTERP(m_nLowCloudsGreen,m_nCurrentLowCloudsGreen);
+ m_nCurrentLowCloudsBlue = INTERP(m_nLowCloudsBlue,m_nCurrentLowCloudsBlue);
+
+ m_nCurrentFluffyCloudsTopRed = INTERP(m_nFluffyCloudsTopRed,m_nCurrentFluffyCloudsTopRed);
+ m_nCurrentFluffyCloudsTopGreen = INTERP(m_nFluffyCloudsTopGreen,m_nCurrentFluffyCloudsTopGreen);
+ m_nCurrentFluffyCloudsTopBlue = INTERP(m_nFluffyCloudsTopBlue,m_nCurrentFluffyCloudsTopBlue);
+
+ m_nCurrentFluffyCloudsBottomRed = INTERP(m_nFluffyCloudsBottomRed,m_nCurrentFluffyCloudsBottomRed);
+ m_nCurrentFluffyCloudsBottomGreen = INTERP(m_nFluffyCloudsBottomGreen,m_nCurrentFluffyCloudsBottomGreen);
+ m_nCurrentFluffyCloudsBottomBlue = INTERP(m_nFluffyCloudsBottomBlue,m_nCurrentFluffyCloudsBottomBlue);
+
+ m_fCurrentWaterRed = INTERP(m_fWaterRed,m_fCurrentWaterRed);
+ m_fCurrentWaterGreen = INTERP(m_fWaterGreen,m_fCurrentWaterGreen);
+ m_fCurrentWaterBlue = INTERP(m_fWaterBlue,m_fCurrentWaterBlue);
+ m_fCurrentWaterAlpha = INTERP(m_fWaterAlpha,m_fCurrentWaterAlpha);
+ }
+
+ m_fCurrentAmbientRed = INTERP(m_nAmbientRed,m_fCurrentAmbientRed);
+ m_fCurrentAmbientGreen = INTERP(m_nAmbientGreen,m_fCurrentAmbientGreen);
+ m_fCurrentAmbientBlue = INTERP(m_nAmbientBlue,m_fCurrentAmbientBlue);
+
+ m_fCurrentAmbientRed_Obj = INTERP(m_nAmbientRed_Obj,m_fCurrentAmbientRed_Obj);
+ m_fCurrentAmbientGreen_Obj = INTERP(m_nAmbientGreen_Obj,m_fCurrentAmbientGreen_Obj);
+ m_fCurrentAmbientBlue_Obj = INTERP(m_nAmbientBlue_Obj,m_fCurrentAmbientBlue_Obj);
+
+ m_fCurrentAmbientRed_Bl = INTERP(m_nAmbientRed_Bl,m_fCurrentAmbientRed_Bl);
+ m_fCurrentAmbientGreen_Bl = INTERP(m_nAmbientGreen_Bl,m_fCurrentAmbientGreen_Bl);
+ m_fCurrentAmbientBlue_Bl = INTERP(m_nAmbientBlue_Bl,m_fCurrentAmbientBlue_Bl);
+
+ m_fCurrentAmbientRed_Obj_Bl = INTERP(m_nAmbientRed_Obj_Bl,m_fCurrentAmbientRed_Obj_Bl);
+ m_fCurrentAmbientGreen_Obj_Bl = INTERP(m_nAmbientGreen_Obj_Bl,m_fCurrentAmbientGreen_Obj_Bl);
+ m_fCurrentAmbientBlue_Obj_Bl = INTERP(m_nAmbientBlue_Obj_Bl,m_fCurrentAmbientBlue_Obj_Bl);
+
+ m_fCurrentDirectionalRed = INTERP(m_nDirectionalRed,m_fCurrentDirectionalRed);
+ m_fCurrentDirectionalGreen = INTERP(m_nDirectionalGreen,m_fCurrentDirectionalGreen);
+ m_fCurrentDirectionalBlue = INTERP(m_nDirectionalBlue,m_fCurrentDirectionalBlue);
+
+ m_fCurrentSpriteSize = INTERPscl(m_fSpriteSize,10.0f,m_fCurrentSpriteSize);
+ m_fCurrentSpriteBrightness = INTERPscl(m_fSpriteBrightness,10.0f,m_fCurrentSpriteBrightness);
+ m_nCurrentShadowStrength = INTERP(m_nShadowStrength,m_nCurrentShadowStrength);
+ m_nCurrentLightShadowStrength = INTERP(m_nLightShadowStrength,m_nCurrentLightShadowStrength);
+ m_nCurrentPoleShadowStrength = INTERP(m_nPoleShadowStrength,m_nCurrentPoleShadowStrength);
+ m_fCurrentFarClip = INTERP(m_fFarClip,m_fCurrentFarClip);
+ m_fCurrentFogStart = INTERP(m_fFogStart,m_fCurrentFogStart);
+ m_fCurrentLightsOnGroundBrightness = INTERPscl(m_fLightsOnGroundBrightness,10.0f,m_fCurrentLightsOnGroundBrightness);
+
+ m_fCurrentBlurRed = INTERP(m_fBlurRed,m_fCurrentBlurRed);
+ m_fCurrentBlurGreen = INTERP(m_fBlurGreen,m_fCurrentBlurGreen);
+ m_fCurrentBlurBlue = INTERP(m_fBlurBlue,m_fCurrentBlurBlue);
+
+#undef INTERP
+#undef INTERPscl
+ }
if(TheCamera.m_BlurType == MOTION_BLUR_NONE || TheCamera.m_BlurType == MOTION_BLUR_LIGHT_SCENE)
TheCamera.SetMotionBlur(m_fCurrentBlurRed, m_fCurrentBlurGreen, m_fCurrentBlurBlue, 5, MOTION_BLUR_LIGHT_SCENE);
diff --git a/src/render/Timecycle.h b/src/render/Timecycle.h
index 832b36e2..da911b75 100644
--- a/src/render/Timecycle.h
+++ b/src/render/Timecycle.h
@@ -2,58 +2,58 @@
class CTimeCycle
{
- static int m_nAmbientRed[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientGreen[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientBlue[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientRed_Obj[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientGreen_Obj[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientBlue_Obj[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientRed_Bl[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientGreen_Bl[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientBlue_Bl[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientRed_Obj_Bl[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientGreen_Obj_Bl[NUMHOURS][NUMWEATHERS];
- static int m_nAmbientBlue_Obj_Bl[NUMHOURS][NUMWEATHERS];
- static int m_nDirectionalRed[NUMHOURS][NUMWEATHERS];
- static int m_nDirectionalGreen[NUMHOURS][NUMWEATHERS];
- static int m_nDirectionalBlue[NUMHOURS][NUMWEATHERS];
- static int m_nSkyTopRed[NUMHOURS][NUMWEATHERS];
- static int m_nSkyTopGreen[NUMHOURS][NUMWEATHERS];
- static int m_nSkyTopBlue[NUMHOURS][NUMWEATHERS];
- static int m_nSkyBottomRed[NUMHOURS][NUMWEATHERS];
- static int m_nSkyBottomGreen[NUMHOURS][NUMWEATHERS];
- static int m_nSkyBottomBlue[NUMHOURS][NUMWEATHERS];
- static int m_nSunCoreRed[NUMHOURS][NUMWEATHERS];
- static int m_nSunCoreGreen[NUMHOURS][NUMWEATHERS];
- static int m_nSunCoreBlue[NUMHOURS][NUMWEATHERS];
- static int m_nSunCoronaRed[NUMHOURS][NUMWEATHERS];
- static int m_nSunCoronaGreen[NUMHOURS][NUMWEATHERS];
- static int m_nSunCoronaBlue[NUMHOURS][NUMWEATHERS];
- static float m_fSunSize[NUMHOURS][NUMWEATHERS];
- static float m_fSpriteSize[NUMHOURS][NUMWEATHERS];
- static float m_fSpriteBrightness[NUMHOURS][NUMWEATHERS];
- static short m_nShadowStrength[NUMHOURS][NUMWEATHERS];
- static short m_nLightShadowStrength[NUMHOURS][NUMWEATHERS];
- static short m_nPoleShadowStrength[NUMHOURS][NUMWEATHERS];
- static float m_fFogStart[NUMHOURS][NUMWEATHERS];
- static float m_fFarClip[NUMHOURS][NUMWEATHERS];
- static float m_fLightsOnGroundBrightness[NUMHOURS][NUMWEATHERS];
- static int m_nLowCloudsRed[NUMHOURS][NUMWEATHERS];
- static int m_nLowCloudsGreen[NUMHOURS][NUMWEATHERS];
- static int m_nLowCloudsBlue[NUMHOURS][NUMWEATHERS];
- static int m_nFluffyCloudsTopRed[NUMHOURS][NUMWEATHERS];
- static int m_nFluffyCloudsTopGreen[NUMHOURS][NUMWEATHERS];
- static int m_nFluffyCloudsTopBlue[NUMHOURS][NUMWEATHERS];
- static int m_nFluffyCloudsBottomRed[NUMHOURS][NUMWEATHERS];
- static int m_nFluffyCloudsBottomGreen[NUMHOURS][NUMWEATHERS];
- static int m_nFluffyCloudsBottomBlue[NUMHOURS][NUMWEATHERS];
- static float m_fBlurRed[NUMHOURS][NUMWEATHERS];
- static float m_fBlurGreen[NUMHOURS][NUMWEATHERS];
- static float m_fBlurBlue[NUMHOURS][NUMWEATHERS];
- static float m_fWaterRed[NUMHOURS][NUMWEATHERS];
- static float m_fWaterGreen[NUMHOURS][NUMWEATHERS];
- static float m_fWaterBlue[NUMHOURS][NUMWEATHERS];
- static float m_fWaterAlpha[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientRed_Obj[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientGreen_Obj[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientBlue_Obj[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientRed_Bl[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientGreen_Bl[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientBlue_Bl[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientRed_Obj_Bl[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientGreen_Obj_Bl[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nAmbientBlue_Obj_Bl[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nDirectionalRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nDirectionalGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nDirectionalBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSkyTopRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSkyTopGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSkyTopBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSkyBottomRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSkyBottomGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSkyBottomBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSunCoreRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSunCoreGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSunCoreBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSunCoronaRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSunCoronaGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nSunCoronaBlue[NUMHOURS][NUMWEATHERS];
+ static int8 m_fSunSize[NUMHOURS][NUMWEATHERS];
+ static int8 m_fSpriteSize[NUMHOURS][NUMWEATHERS];
+ static int8 m_fSpriteBrightness[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nShadowStrength[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nLightShadowStrength[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nPoleShadowStrength[NUMHOURS][NUMWEATHERS];
+ static int16 m_fFogStart[NUMHOURS][NUMWEATHERS];
+ static int16 m_fFarClip[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fLightsOnGroundBrightness[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nLowCloudsRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nLowCloudsGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nLowCloudsBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nFluffyCloudsTopRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nFluffyCloudsTopGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nFluffyCloudsTopBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nFluffyCloudsBottomRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nFluffyCloudsBottomGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_nFluffyCloudsBottomBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fBlurRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fBlurGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fBlurBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fWaterRed[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fWaterGreen[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fWaterBlue[NUMHOURS][NUMWEATHERS];
+ static uint8 m_fWaterAlpha[NUMHOURS][NUMWEATHERS];
static float m_fCurrentAmbientRed;
static float m_fCurrentAmbientGreen;
@@ -70,36 +70,36 @@ class CTimeCycle
static float m_fCurrentDirectionalRed;
static float m_fCurrentDirectionalGreen;
static float m_fCurrentDirectionalBlue;
- static int m_nCurrentSkyTopRed;
- static int m_nCurrentSkyTopGreen;
- static int m_nCurrentSkyTopBlue;
- static int m_nCurrentSkyBottomRed;
- static int m_nCurrentSkyBottomGreen;
- static int m_nCurrentSkyBottomBlue;
- static int m_nCurrentSunCoreRed;
- static int m_nCurrentSunCoreGreen;
- static int m_nCurrentSunCoreBlue;
- static int m_nCurrentSunCoronaRed;
- static int m_nCurrentSunCoronaGreen;
- static int m_nCurrentSunCoronaBlue;
+ static int32 m_nCurrentSkyTopRed;
+ static int32 m_nCurrentSkyTopGreen;
+ static int32 m_nCurrentSkyTopBlue;
+ static int32 m_nCurrentSkyBottomRed;
+ static int32 m_nCurrentSkyBottomGreen;
+ static int32 m_nCurrentSkyBottomBlue;
+ static int32 m_nCurrentSunCoreRed;
+ static int32 m_nCurrentSunCoreGreen;
+ static int32 m_nCurrentSunCoreBlue;
+ static int32 m_nCurrentSunCoronaRed;
+ static int32 m_nCurrentSunCoronaGreen;
+ static int32 m_nCurrentSunCoronaBlue;
static float m_fCurrentSunSize;
static float m_fCurrentSpriteSize;
static float m_fCurrentSpriteBrightness;
- static int m_nCurrentShadowStrength;
- static int m_nCurrentLightShadowStrength;
- static int m_nCurrentPoleShadowStrength;
+ static int32 m_nCurrentShadowStrength;
+ static int32 m_nCurrentLightShadowStrength;
+ static int32 m_nCurrentPoleShadowStrength;
static float m_fCurrentFogStart;
static float m_fCurrentFarClip;
static float m_fCurrentLightsOnGroundBrightness;
- static int m_nCurrentLowCloudsRed;
- static int m_nCurrentLowCloudsGreen;
- static int m_nCurrentLowCloudsBlue;
- static int m_nCurrentFluffyCloudsTopRed;
- static int m_nCurrentFluffyCloudsTopGreen;
- static int m_nCurrentFluffyCloudsTopBlue;
- static int m_nCurrentFluffyCloudsBottomRed;
- static int m_nCurrentFluffyCloudsBottomGreen;
- static int m_nCurrentFluffyCloudsBottomBlue;
+ static int32 m_nCurrentLowCloudsRed;
+ static int32 m_nCurrentLowCloudsGreen;
+ static int32 m_nCurrentLowCloudsBlue;
+ static int32 m_nCurrentFluffyCloudsTopRed;
+ static int32 m_nCurrentFluffyCloudsTopGreen;
+ static int32 m_nCurrentFluffyCloudsTopBlue;
+ static int32 m_nCurrentFluffyCloudsBottomRed;
+ static int32 m_nCurrentFluffyCloudsBottomGreen;
+ static int32 m_nCurrentFluffyCloudsBottomBlue;
static float m_fCurrentBlurRed;
static float m_fCurrentBlurGreen;
static float m_fCurrentBlurBlue;
@@ -107,14 +107,17 @@ class CTimeCycle
static float m_fCurrentWaterGreen;
static float m_fCurrentWaterBlue;
static float m_fCurrentWaterAlpha;
- static int m_nCurrentFogColourRed;
- static int m_nCurrentFogColourGreen;
- static int m_nCurrentFogColourBlue;
+ static int32 m_nCurrentFogColourRed;
+ static int32 m_nCurrentFogColourGreen;
+ static int32 m_nCurrentFogColourBlue;
- static int m_FogReduction;
+ static int32 m_FogReduction;
public:
- static int m_CurrentStoredValue;
+ static int32 m_bExtraColourOn;
+ static int32 m_ExtraColour;
+ static float m_ExtraColourInter;
+ static int32 m_CurrentStoredValue;
static CVector m_VectorToSun[16];
static float m_fShadowFrontX[16];
static float m_fShadowFrontY[16];
@@ -138,51 +141,56 @@ public:
static float GetDirectionalRed(void) { return m_fCurrentDirectionalRed; }
static float GetDirectionalGreen(void) { return m_fCurrentDirectionalGreen; }
static float GetDirectionalBlue(void) { return m_fCurrentDirectionalBlue; }
- static int GetSkyTopRed(void) { return m_nCurrentSkyTopRed; }
- static int GetSkyTopGreen(void) { return m_nCurrentSkyTopGreen; }
- static int GetSkyTopBlue(void) { return m_nCurrentSkyTopBlue; }
- static int GetSkyBottomRed(void) { return m_nCurrentSkyBottomRed; }
- static int GetSkyBottomGreen(void) { return m_nCurrentSkyBottomGreen; }
- static int GetSkyBottomBlue(void) { return m_nCurrentSkyBottomBlue; }
- static int GetSunCoreRed(void) { return m_nCurrentSunCoreRed; }
- static int GetSunCoreGreen(void) { return m_nCurrentSunCoreGreen; }
- static int GetSunCoreBlue(void) { return m_nCurrentSunCoreBlue; }
- static int GetSunCoronaRed(void) { return m_nCurrentSunCoronaRed; }
- static int GetSunCoronaGreen(void) { return m_nCurrentSunCoronaGreen; }
- static int GetSunCoronaBlue(void) { return m_nCurrentSunCoronaBlue; }
+ static int32 GetSkyTopRed(void) { return m_nCurrentSkyTopRed; }
+ static int32 GetSkyTopGreen(void) { return m_nCurrentSkyTopGreen; }
+ static int32 GetSkyTopBlue(void) { return m_nCurrentSkyTopBlue; }
+ static int32 GetSkyBottomRed(void) { return m_nCurrentSkyBottomRed; }
+ static int32 GetSkyBottomGreen(void) { return m_nCurrentSkyBottomGreen; }
+ static int32 GetSkyBottomBlue(void) { return m_nCurrentSkyBottomBlue; }
+ static int32 GetSunCoreRed(void) { return m_nCurrentSunCoreRed; }
+ static int32 GetSunCoreGreen(void) { return m_nCurrentSunCoreGreen; }
+ static int32 GetSunCoreBlue(void) { return m_nCurrentSunCoreBlue; }
+ static int32 GetSunCoronaRed(void) { return m_nCurrentSunCoronaRed; }
+ static int32 GetSunCoronaGreen(void) { return m_nCurrentSunCoronaGreen; }
+ static int32 GetSunCoronaBlue(void) { return m_nCurrentSunCoronaBlue; }
static float GetSunSize(void) { return m_fCurrentSunSize; }
static float GetSpriteBrightness(void) { return m_fCurrentSpriteBrightness; }
static float GetSpriteSize(void) { return m_fCurrentSpriteSize; }
- static int GetShadowStrength(void) { return m_nCurrentShadowStrength; }
- static int GetLightShadowStrength(void) { return m_nCurrentLightShadowStrength; }
+ static int32 GetShadowStrength(void) { return m_nCurrentShadowStrength; }
+ static int32 GetLightShadowStrength(void) { return m_nCurrentLightShadowStrength; }
static float GetLightOnGroundBrightness(void) { return m_fCurrentLightsOnGroundBrightness; }
static float GetFarClip(void) { return m_fCurrentFarClip; }
static float GetFogStart(void) { return m_fCurrentFogStart; }
- static int GetLowCloudsRed(void) { return m_nCurrentLowCloudsRed; }
- static int GetLowCloudsGreen(void) { return m_nCurrentLowCloudsGreen; }
- static int GetLowCloudsBlue(void) { return m_nCurrentLowCloudsBlue; }
- static int GetFluffyCloudsTopRed(void) { return m_nCurrentFluffyCloudsTopRed; }
- static int GetFluffyCloudsTopGreen(void) { return m_nCurrentFluffyCloudsTopGreen; }
- static int GetFluffyCloudsTopBlue(void) { return m_nCurrentFluffyCloudsTopBlue; }
- static int GetFluffyCloudsBottomRed(void) { return m_nCurrentFluffyCloudsBottomRed; }
- static int GetFluffyCloudsBottomGreen(void) { return m_nCurrentFluffyCloudsBottomGreen; }
- static int GetFluffyCloudsBottomBlue(void) { return m_nCurrentFluffyCloudsBottomBlue; }
- static int GetFogRed(void) { return m_nCurrentFogColourRed; }
- static int GetFogGreen(void) { return m_nCurrentFogColourGreen; }
- static int GetFogBlue(void) { return m_nCurrentFogColourBlue; }
- static int GetFogReduction(void) { return m_FogReduction; }
+ static int32 GetLowCloudsRed(void) { return m_nCurrentLowCloudsRed; }
+ static int32 GetLowCloudsGreen(void) { return m_nCurrentLowCloudsGreen; }
+ static int32 GetLowCloudsBlue(void) { return m_nCurrentLowCloudsBlue; }
+ static int32 GetFluffyCloudsTopRed(void) { return m_nCurrentFluffyCloudsTopRed; }
+ static int32 GetFluffyCloudsTopGreen(void) { return m_nCurrentFluffyCloudsTopGreen; }
+ static int32 GetFluffyCloudsTopBlue(void) { return m_nCurrentFluffyCloudsTopBlue; }
+ static int32 GetFluffyCloudsBottomRed(void) { return m_nCurrentFluffyCloudsBottomRed; }
+ static int32 GetFluffyCloudsBottomGreen(void) { return m_nCurrentFluffyCloudsBottomGreen; }
+ static int32 GetFluffyCloudsBottomBlue(void) { return m_nCurrentFluffyCloudsBottomBlue; }
+ static int32 GetFogRed(void) { return m_nCurrentFogColourRed; }
+ static int32 GetFogGreen(void) { return m_nCurrentFogColourGreen; }
+ static int32 GetFogBlue(void) { return m_nCurrentFogColourBlue; }
+ static int32 GetFogReduction(void) { return m_FogReduction; }
- static int GetBlurRed(void) { return m_fCurrentBlurRed; }
- static int GetBlurGreen(void) { return m_fCurrentBlurGreen; }
- static int GetBlurBlue(void) { return m_fCurrentBlurBlue; }
- static int GetWaterRed(void) { return m_fCurrentWaterRed; }
- static int GetWaterGreen(void) { return m_fCurrentWaterGreen; }
- static int GetWaterBlue(void) { return m_fCurrentWaterBlue; }
- static int GetWaterAlpha(void) { return m_fCurrentWaterAlpha; }
+ static int32 GetBlurRed(void) { return m_fCurrentBlurRed; }
+ static int32 GetBlurGreen(void) { return m_fCurrentBlurGreen; }
+ static int32 GetBlurBlue(void) { return m_fCurrentBlurBlue; }
+ static int32 GetWaterRed(void) { return m_fCurrentWaterRed; }
+ static int32 GetWaterGreen(void) { return m_fCurrentWaterGreen; }
+ static int32 GetWaterBlue(void) { return m_fCurrentWaterBlue; }
+ static int32 GetWaterAlpha(void) { return m_fCurrentWaterAlpha; }
static void Initialise(void);
static void Update(void);
+ static float Interpolate(int8 *a, int8 *b);
+ static float Interpolate(uint8 *a, uint8 *b);
+ static float Interpolate(int16 *a, int16 *b);
+ static void StartExtraColour(int32 c, bool fade);
+ static void StopExtraColour(bool fade);
static CVector &GetSunDirection(void) { return m_VectorToSun[m_CurrentStoredValue]; }
static float GetShadowFrontX(void) { return m_fShadowFrontX[m_CurrentStoredValue]; }
static float GetShadowFrontY(void) { return m_fShadowFrontY[m_CurrentStoredValue]; }
diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp
index 945e1f5e..3f242362 100644
--- a/src/render/Weather.cpp
+++ b/src/render/Weather.cpp
@@ -19,6 +19,9 @@
#include "World.h"
#include "ZoneCull.h"
#include "SpecialFX.h"
+#include "Replay.h"
+
+//--MIAMI: file done
int32 CWeather::SoundHandle = -1;
@@ -33,6 +36,7 @@ uint32 CWeather::LightningStart;
uint32 CWeather::LightningFlashLastChange;
uint32 CWeather::WhenToPlayLightningSound;
uint32 CWeather::LightningDuration;
+int32 CWeather::StreamAfterRainTimer;
float CWeather::ExtraSunnyness;
float CWeather::Foggyness;
@@ -88,7 +92,7 @@ const int16 WeatherTypesList_WithHurricanes[] = {
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY
};
-const float Windiness[] = {
+const float Windyness[] = {
0.25f,// WEATHER_SUNNY
0.7f, // WEATHER_CLOUDY
1.0f, // WEATHER_RAINY
@@ -140,22 +144,27 @@ void CWeather::Init(void)
void CWeather::Update(void)
{
- float fNewInterpolation = CClock::GetMinutes() * 1.0f / 60;
- if (fNewInterpolation < InterpolationValue) {
- // new hour
- OldWeatherType = NewWeatherType;
- if (ForcedWeatherType >= 0)
- NewWeatherType = ForcedWeatherType;
- else {
- WeatherTypeInList = (WeatherTypeInList + 1) % ARRAY_SIZE(WeatherTypesList);
- NewWeatherType = CStats::NoMoreHurricanes ? WeatherTypesList[WeatherTypeInList] : WeatherTypesList_WithHurricanes[WeatherTypeInList];
+ if(!CReplay::IsPlayingBack()){
+ float fNewInterpolation = (CClock::GetMinutes() + CClock::GetSeconds()/60.0f)/60.0f;
+ if (fNewInterpolation < InterpolationValue) {
+ // new hour
+ OldWeatherType = NewWeatherType;
+ if (ForcedWeatherType >= 0)
+ NewWeatherType = ForcedWeatherType;
+ else {
+ WeatherTypeInList = (WeatherTypeInList + 1) % ARRAY_SIZE(WeatherTypesList);
+ NewWeatherType = CStats::NoMoreHurricanes ? WeatherTypesList[WeatherTypeInList] : WeatherTypesList_WithHurricanes[WeatherTypeInList];
+ }
}
+ InterpolationValue = fNewInterpolation;
}
- InterpolationValue = fNewInterpolation;
+
+#ifndef FINAL
if (CPad::GetPad(1)->GetRightShockJustDown()) {
NewWeatherType = (NewWeatherType + 1) % WEATHER_TOTAL;
OldWeatherType = NewWeatherType;
}
+#endif
// Lightning
if (NewWeatherType != WEATHER_RAINY || OldWeatherType != WEATHER_RAINY) {
@@ -227,6 +236,7 @@ void CWeather::Update(void)
// if rain is ongoing for >24 minutes, values: 0.25, 0.5, 0.75, 1.0, switching every ~16.5s
fNewRain = 0.25f + ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.25f;
}
+ fNewRain = Max(fNewRain, 0.5f);
}
else
fNewRain = 0.0f;
@@ -257,7 +267,7 @@ void CWeather::Update(void)
ExtraSunnyness += InterpolationValue;
// Rainbow
- if (OldWeatherType == WEATHER_RAINY && (NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) &&
+ if (OldWeatherType == WEATHER_CLOUDY && (NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) &&
InterpolationValue < 0.5f && CClock::GetHours() > 6 && CClock::GetHours() < 21)
Rainbow = 1.0f - 4.0f * Abs(InterpolationValue - 0.25f) / 4.0f;
else
@@ -278,18 +288,21 @@ void CWeather::Update(void)
SunGlare *= (1.0f - (CGeneral::GetRandomNumber()&0x1F)*0.007f);
}
- Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType];
+ Wind = InterpolationValue * Windyness[NewWeatherType] + (1.0f - InterpolationValue) * Windyness[OldWeatherType];
WindClipped = Min(1.0f, Wind);
- if (CClock::GetHours() == 20)
+ if (CClock::GetHours() > 20)
+ TrafficLightBrightness = 1.0f;
+ else if (CClock::GetHours() > 19)
TrafficLightBrightness = CClock::GetMinutes() / 60.0f;
- else if (CClock::GetHours() > 6 && CClock::GetHours() < 20)
+ else if (CClock::GetHours() > 6)
TrafficLightBrightness = 0.0f;
- else if (CClock::GetHours() == 6)
+ else if (CClock::GetHours() > 5)
TrafficLightBrightness = 1.0f - CClock::GetMinutes() / 60.0f;
else
TrafficLightBrightness = 1.0f;
TrafficLightBrightness = Max(WetRoads, TrafficLightBrightness);
+ TrafficLightBrightness = Max(Foggyness, TrafficLightBrightness);
TrafficLightBrightness = Max(Rain, TrafficLightBrightness);
AddRain();
@@ -312,12 +325,32 @@ void CWeather::Update(void)
void CWeather::AddHeatHaze()
{
- /* TODO(MIAMI) */
+ if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
+ TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED)
+ return;
+ CVector pos;
+ pos.x = SCREEN_WIDTH*0.5f;
+ if(TheCamera.GetLookingForwardFirstPerson())
+ pos.y = CGeneral::GetRandomNumberInRange(SCREEN_HEIGHT*0.25f, SCREEN_HEIGHT*0.9f);
+ else
+ pos.y = CGeneral::GetRandomNumberInRange(SCREEN_HEIGHT*0.4f, SCREEN_HEIGHT*0.9f);
+ pos.z = 100.0f;
+ CParticle::AddParticle(PARTICLE_HEATHAZE_IN_DIST, pos, CVector(0.0f, 0.0f, 0.0f));
}
void CWeather::AddBeastie()
{
- /* TODO(MIAMI) */
+ if(FindPlayerVehicle() || CTimer::GetFrameCounter()%10 || (CGeneral::GetRandomNumber()&5) == 0)
+ return;
+ CVector pos = TheCamera.GetPosition();
+ float dist = CGeneral::GetRandomNumberInRange(90.0f, 60.0f);
+ int angle = CGeneral::GetRandomNumber() % CParticle::SIN_COS_TABLE_SIZE;
+ float c = CParticle::m_CosTable[angle];
+ float s = CParticle::m_SinTable[angle];
+ pos.x += dist*(c - s);
+ pos.y += dist*(c + s);
+ pos.z += CGeneral::GetRandomNumberInRange(7.5f, 30.0f);
+ CParticle::AddParticle(PARTICLE_BEASTIE, pos, CVector(0.0f, 0.0f, 0.0f));
}
void CWeather::ForceWeather(int16 weather)
@@ -337,6 +370,62 @@ void CWeather::ReleaseWeather()
ForcedWeatherType = -1;
}
+void CWeather::AddSplashesDuringHurricane()
+{
+ RwRGBA colour = { 255, 255, 255, 32 };
+ CVector pos = TheCamera.pTargetEntity ? TheCamera.pTargetEntity->GetPosition() : TheCamera.GetPosition();
+ bool foundGround;
+ float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &foundGround) + 0.1f;
+ if(!foundGround)
+ groundZ = pos.z + 0.5f;
+ for(int i = 0; i < 20; i++){
+ float dist = (CGeneral::GetRandomNumber()&0xFF)/255.0f +
+ CGeneral::GetRandomNumberInRange(-10.0f, 30.0f);
+ float angle;
+ uint8 rnd = CGeneral::GetRandomNumber();
+ if(rnd&1)
+ angle = (CGeneral::GetRandomNumber()&0x7F)/128.0f * TWOPI;
+ else
+ angle = TheCamera.Orientation + (rnd-128)/160.0f;
+ pos.x = TheCamera.GetPosition().x + dist*Sin(angle);
+ pos.y = TheCamera.GetPosition().y + dist*Cos(angle);
+ pos.z = groundZ;
+ if(foundGround)
+ CParticle::AddParticle(PARTICLE_GROUND_STEAM, pos, CVector(-0.002f, -0.002f, 0.015f), nil, 0.0f, colour);
+ }
+}
+
+static int startStreamAfterRain;
+
+void CWeather::AddStreamAfterRain()
+{
+ if(CClock::GetHours() > 6 && CClock::GetHours() < 18){
+ RwRGBA colour = { 255, 255, 255, 24 };
+ CVector pos = TheCamera.pTargetEntity ? TheCamera.pTargetEntity->GetPosition() : TheCamera.GetPosition();
+ bool foundGround;
+ float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &foundGround) + 0.2f;
+ if(!foundGround)
+ groundZ = pos.z + 0.75f;
+ for(int i = 0; i < 20; i++){
+ float dist = (CGeneral::GetRandomNumber()&0xFF)/255.0f +
+ CGeneral::GetRandomNumberInRange(-10.0f, 30.0f);
+ float angle;
+ uint8 rnd = CGeneral::GetRandomNumber();
+ if(rnd&1)
+ angle = (CGeneral::GetRandomNumber()&0x7F)/128.0f * TWOPI;
+ else
+ angle = TheCamera.Orientation + (rnd-128)/160.0f;
+ pos.x = TheCamera.GetPosition().x + dist*Sin(angle);
+ pos.y = TheCamera.GetPosition().y + dist*Cos(angle);
+ pos.z = groundZ;
+ CParticle::AddParticle(PARTICLE_GROUND_STEAM, pos, CVector(0.0f, 0.0f, 0.015f), nil, 0.0f, colour);
+ }
+ }else{
+ startStreamAfterRain = 0;
+ StreamAfterRainTimer = 800;
+ }
+}
+
void CWeather::AddRain()
{
if (CCullZones::CamNoRain() || CCullZones::PlayerNoRain())
@@ -348,104 +437,77 @@ void CWeather::AddRain()
return;
}
}
+
+ if(Rain > 0.0){
+ startStreamAfterRain = 1;
+ StreamAfterRainTimer = 800;
+ }else if(startStreamAfterRain){
+ if(StreamAfterRainTimer > 0){
+ AddStreamAfterRain();
+ StreamAfterRainTimer--;
+ }else{
+ startStreamAfterRain = 0;
+ StreamAfterRainTimer = 800;
+ }
+ }
+
+ if (Wind > 1.1f)
+ AddSplashesDuringHurricane();
+
if (Rain <= 0.1f)
return;
static RwRGBA colour;
- float screen_width = RsGlobal.width;
- float screen_height = RsGlobal.height;
- int cur_frame = (int)(3 * Rain) & 3;
- int num_drops = (int)(2 * Rain) + 2;
- static int STATIC_RAIN_ANGLE = -45;
- static int count = 1500;
- static int add_angle = 1;
- if (--count == 0) {
- count = 1;
- if (add_angle) {
- STATIC_RAIN_ANGLE += 12;
- if (STATIC_RAIN_ANGLE > 45) {
- count = 1500;
- add_angle = !add_angle;
- }
- }
- else {
- STATIC_RAIN_ANGLE -= 12;
- if (STATIC_RAIN_ANGLE < -45) {
- count = 1500;
- add_angle = !add_angle;
- }
- }
- }
- float rain_angle = DEGTORAD(STATIC_RAIN_ANGLE + ((STATIC_RAIN_ANGLE < 0) ? 360 : 0));
- float sin_angle = Sin(rain_angle);
- float cos_angle = Cos(rain_angle);
- float base_x = 0.0f * cos_angle - 1.0f * sin_angle;
- float base_y = 1.0f * cos_angle + 0.0f * sin_angle;
- CVector xpos(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < 2 * num_drops; i++) {
- CVector dir;
- dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.z = 0;
- CParticle::AddParticle(PARTICLE_RAINDROP_2D, xpos, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
- colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
- xpos.x += screen_width / (2 * num_drops);
- xpos.x += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
- }
- CVector ypos(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < num_drops; i++) {
- CVector dir;
- dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.z = 0;
- CParticle::AddParticle(PARTICLE_RAINDROP_2D, ypos, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
- colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
- ypos.y += screen_width / num_drops;
- ypos.y += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
- }
- CVector ypos2(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < num_drops; i++) {
- CVector dir;
- dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.z = 0;
- CParticle::AddParticle(PARTICLE_RAINDROP_2D, ypos2, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
- colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
- ypos2.y += screen_width / num_drops;
- ypos2.y += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
- }
- for (int i = 0; i < num_drops; i++) {
- CVector pos;
- pos.x = CGeneral::GetRandomNumberInRange(DROPLETS_LEFT_OFFSET, screen_width - DROPLETS_RIGHT_OFFSET);
- pos.y = CGeneral::GetRandomNumberInRange(DROPLETS_TOP_OFFSET, screen_height - DROPLETS_TOP_OFFSET);
+ int numDrops = 5.0f * Rain;
+ int numSplashes = 2.0f * Rain;
+ CVector pos, dir;
+ for(int i = 0; i < numDrops; i++){
+ pos.x = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_WIDTH);
+ pos.y = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_HEIGHT/5);
+ pos.z = 0.0f;
+ dir.x = 0.0f;
+ dir.y = CGeneral::GetRandomNumberInRange(30.0f, 40.0f);
+ dir.z = 0.0f;
+ CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, dir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.75f), 0, 0, (int)Rain&3, 0);
+
+ pos.x = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_WIDTH);
+ pos.y = CGeneral::GetRandomNumberInRange((int)SCREEN_HEIGHT/5, (int)SCREEN_HEIGHT/2);
+ pos.z = 0.0f;
+ dir.x = 0.0f;
+ dir.y = CGeneral::GetRandomNumberInRange(30.0f, 40.0f);
+ dir.z = 0.0f;
+ CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, dir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.75f), 0, 0, (int)Rain&3, 0);
+
+ pos.x = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_WIDTH);
+ pos.y = 0.0f;
+ pos.z = 0.0f;
+ dir.x = 0.0f;
+ dir.y = CGeneral::GetRandomNumberInRange(30.0f, 40.0f);
+ dir.z = 0.0f;
+ CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, dir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.75f), 0, 0, (int)Rain&3, 0);
+
+ float dist = CGeneral::GetRandomNumberInRange(0.0f, Max(10.0f*Rain, 40.0f)/2.0f);
+ float angle;
+ uint8 rnd = CGeneral::GetRandomNumber();
+ if(rnd&1)
+ angle = (CGeneral::GetRandomNumber()&0x7F)/128.0f * TWOPI;
+ else
+ angle = TheCamera.Orientation + (rnd-128)/160.0f;
+ pos.x = TheCamera.GetPosition().x + dist*Sin(angle);
+ pos.y = TheCamera.GetPosition().y + dist*Cos(angle);
pos.z = 0.0f;
- CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, CVector(0.0f, 0.0f, 0.0f), nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
- colour, CGeneral::GetRandomNumberInRange(-10, 10), 360 - rain_angle + CGeneral::GetRandomNumberInRange(-30, 30), cur_frame, 0);
- }
- int num_splash_attempts = (int)(3 * Rain) + 1;
- int num_splashes = (int)(3 * Rain) + 4;
- CVector splash_points[4];
- splash_points[0] = CVector(-RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
- RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
- splash_points[1] = CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
- RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
- splash_points[2] = 4.0f * CVector(-RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
- RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
- splash_points[3] = 4.0f * CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
- RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
- RwV3dTransformPoints((RwV3d*)splash_points, (RwV3d*)splash_points, 4, RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)));
- CVector fp = (splash_points[0] + splash_points[1] + splash_points[2] + splash_points[3]) / 4;
- for (int i = 0; i < num_splash_attempts; i++) {
CColPoint point;
- CEntity* entity;
- CVector np = fp + CVector(CGeneral::GetRandomNumberInRange(-SPLASH_CHECK_RADIUS, SPLASH_CHECK_RADIUS), CGeneral::GetRandomNumberInRange(-SPLASH_CHECK_RADIUS, SPLASH_CHECK_RADIUS), 0.0f);
- if (CWorld::ProcessVerticalLine(np + CVector(0.0f, 0.0f, 40.0f), -40.0f, point, entity, true, false, false, false, true, false, nil)) {
- for (int j = 0; j < num_splashes; j++)
- CParticle::AddParticle((CGeneral::GetRandomTrueFalse() ? PARTICLE_RAIN_SPLASH : PARTICLE_RAIN_SPLASHUP),
- CVector(
- np.x + CGeneral::GetRandomNumberInRange(-SPLASH_OFFSET_RADIUS, SPLASH_OFFSET_RADIUS),
- np.y + CGeneral::GetRandomNumberInRange(-SPLASH_OFFSET_RADIUS, SPLASH_OFFSET_RADIUS),
- point.point.z + 0.1f),
- CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour);
+ CEntity *ent;
+ if(CWorld::ProcessVerticalLine(pos+CVector(0.0f, 0.0f, 40.0f), -40.0f, point, ent, true, false, false, false, true, false, nil)){
+ pos.z = point.point.z;
+ for(int j = 0; j < numSplashes+15; j++){
+ CVector pos2 = pos;
+ pos2.x += CGeneral::GetRandomNumberInRange(-15.0f, 15.0f);
+ pos2.y += CGeneral::GetRandomNumberInRange(-15.0f, 15.0f);
+ if(CGeneral::GetRandomNumber() & 1)
+ CParticle::AddParticle(PARTICLE_RAIN_SPLASH, pos2, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour);
+ else
+ CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, pos2, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour);
+ }
}
}
}
@@ -470,11 +532,11 @@ void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale,
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0, 0, 0, 0);
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 0], pos.x + 11.0f * TheCamera.GetUp().x, pos.y + 11.0f * TheCamera.GetUp().y, pos.z + 11.0f * TheCamera.GetUp().z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 1], 0, 0, 0, 0);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 1], pos.x - 9.0f * TheCamera.GetRight().x, pos.y - 9.0f * TheCamera.GetRight().y, pos.z - 9.0f * TheCamera.GetUp().z);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 1], pos.x - 9.0f * TheCamera.GetRight().x, pos.y - 9.0f * TheCamera.GetRight().y, pos.z - 9.0f * TheCamera.GetRight().z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RAIN_COLOUR_R * intensity / 256, RAIN_COLOUR_G * intensity / 256, RAIN_COLOUR_B * intensity / 256, RAIN_ALPHA);
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 2], pos.x, pos.y, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 3], 0, 0, 0, 0);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 3], pos.x + 9.0f * TheCamera.GetRight().x, pos.y + 9.0f * TheCamera.GetRight().y, pos.z + 9.0f * TheCamera.GetUp().z);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 3], pos.x + 9.0f * TheCamera.GetRight().x, pos.y + 9.0f * TheCamera.GetRight().y, pos.z + 9.0f * TheCamera.GetRight().z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0, 0, 0, 0);
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 4], pos.x - 11.0f * TheCamera.GetUp().x, pos.y - 11.0f * TheCamera.GetUp().y, pos.z - 11.0f * TheCamera.GetUp().z);
float u = STREAK_U;
@@ -493,9 +555,9 @@ void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale,
u *= distance_coefficient;
v *= distance_coefficient;
if (!CTimer::GetIsPaused()) {
- RandomTex = ((CGeneral::GetRandomNumber() & 255) - 128) * 0.01f;
- RandomTexX = (CGeneral::GetRandomNumber() & 127) * 0.01f;
- RandomTexY = (CGeneral::GetRandomNumber() & 127) * 0.01f;
+ RandomTex = 0.0f;
+ RandomTexX = 0.0f;
+ RandomTexY = 0.0f;
}
RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0.5f * u - RandomTex + RandomTexX);
RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 0], -v * 0.5f + RandomTexY);
@@ -518,6 +580,8 @@ void CWeather::RenderRainStreaks(void)
int base_intensity = (64.0f - CTimeCycle::GetFogReduction()) / 64.0f * int(255 * Rain);
if (base_intensity == 0)
return;
+ if (TheCamera.m_CameraAverageSpeed > 1.75f)
+ return;
TempBufferIndicesStored = 0;
TempBufferVerticesStored = 0;
for (int i = 0; i < NUM_RAIN_STREAKS; i++) {
@@ -528,11 +592,11 @@ void CWeather::RenderRainStreaks(void)
else{
int intensity;
if (secondsElapsed < STREAK_INTEROLATION_TIME)
- intensity = base_intensity * 0.5f * secondsElapsed / STREAK_INTEROLATION_TIME;
+ intensity = base_intensity * 0.25f * secondsElapsed / STREAK_INTEROLATION_TIME;
else if (secondsElapsed > (STREAK_LIFETIME - STREAK_INTEROLATION_TIME))
- intensity = (STREAK_LIFETIME - secondsElapsed) * 0.5f * base_intensity / STREAK_INTEROLATION_TIME;
+ intensity = (STREAK_LIFETIME - secondsElapsed) * 0.25f * base_intensity / STREAK_INTEROLATION_TIME;
else
- intensity = base_intensity * 0.5f;
+ intensity = base_intensity * 0.25f;
CVector dir = Streaks[i].direction;
dir.Normalise();
CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction;
@@ -546,7 +610,7 @@ void CWeather::RenderRainStreaks(void)
}
else if ((CGeneral::GetRandomNumber() & 0xF00) == 0){
// 1/16 probability
- Streaks[i].direction = CVector(4.0f, 4.0f, -4.0f);
+ Streaks[i].direction = CVector(0.0f, 0.0f, -12.0f);
Streaks[i].position = 6.0f * TheCamera.GetForward() + TheCamera.GetPosition() + CVector(-1.8f * Streaks[i].direction.x, -1.8f * Streaks[i].direction.y, 8.0f);
if (!CCutsceneMgr::IsRunning()) {
Streaks[i].position.x += 2.0f * FindPlayerSpeed().x * 60.0f;
@@ -554,8 +618,8 @@ void CWeather::RenderRainStreaks(void)
}
else
Streaks[i].position += (TheCamera.GetPosition() - TheCamera.m_RealPreviousCameraPosition) * 20.0f;
- Streaks[i].position.x += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.08f;
- Streaks[i].position.y += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.08f;
+ Streaks[i].position.x += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.04f;
+ Streaks[i].position.y += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.04f;
Streaks[i].timer = CTimer::GetTimeInMilliseconds();
}
}
diff --git a/src/render/Weather.h b/src/render/Weather.h
index ae09e5d1..ef62ebb6 100644
--- a/src/render/Weather.h
+++ b/src/render/Weather.h
@@ -6,7 +6,9 @@ enum {
WEATHER_FOGGY,
WEATHER_EXTRA_SUNNY,
WEATHER_HURRICANE,
- WEATHER_TOTAL
+ WEATHER_TOTAL,
+
+ WEATHER_EXTRACOLOURS = 6
};
class CWeather
@@ -25,6 +27,7 @@ public:
static uint32 LightningFlashLastChange;
static uint32 WhenToPlayLightningSound;
static uint32 LightningDuration;
+ static int32 StreamAfterRainTimer;
static float ExtraSunnyness;
static float Foggyness;
@@ -47,6 +50,8 @@ public:
static void ReleaseWeather();
static void ForceWeather(int16);
static void ForceWeatherNow(int16);
+ static void AddSplashesDuringHurricane();
+ static void AddStreamAfterRain();
static void AddRain();
static void AddHeatHaze();
static void AddBeastie();
diff --git a/src/render/WindModifiers.cpp b/src/render/WindModifiers.cpp
index 49e7c96a..2061df6a 100644
--- a/src/render/WindModifiers.cpp
+++ b/src/render/WindModifiers.cpp
@@ -1,13 +1,51 @@
#include "common.h"
#include "WindModifiers.h"
+#include "Camera.h"
+#include "General.h"
+
+#define MAX_HEIGHT_DIST 40.0f
+#define MIN_FADE_DIST 20.0f
+#define MAX_FADE_DIST 50.0f
+
+CWindModifiers Array[16];
+int32 CWindModifiers::Number;
void
-CWindModifiers::RegisterOne(CVector pos, int32 unk)
+CWindModifiers::RegisterOne(CVector pos, int32 type = 1)
{
+ if (CWindModifiers::Number < 16 && (pos - TheCamera.GetPosition()).Magnitude() < 100.0f) {
+ Array[Number].m_pos = pos;
+ Array[Number].m_type = type;
+ Number++;
+ }
}
-int32
+bool
CWindModifiers::FindWindModifier(CVector pos, float *x, float *y)
{
- return 0;
+ bool bWasWindModifierFound = false;
+ CVector2D dir;
+ for (int i = 0; i < Number; i++) {
+ if (Array[i].m_type == 1) {
+ float zDist = Abs(15.0f + pos.z - Array[i].m_pos.z);
+
+ if (zDist < MAX_HEIGHT_DIST) {
+ float dist = (pos - Array[i].m_pos).Magnitude();
+ if (dist < MAX_FADE_DIST) {
+ float distFade = dist < MIN_FADE_DIST ? 1.0f : 1.0f - (dist - MIN_FADE_DIST) / (MAX_FADE_DIST - MIN_FADE_DIST);
+ float heightFade = 1.0f - zDist / MAX_HEIGHT_DIST;
+ dir = (pos - Array[i].m_pos) * heightFade / dist;
+ bWasWindModifierFound = true;
+ }
+ }
+ }
+ }
+
+ if (bWasWindModifierFound) {
+ float directionMult = ((CGeneral::GetRandomNumber() & 0x1F) - 16) * 0.0035f + 1.0f;
+ *x += dir.x * directionMult;
+ *y += dir.y * directionMult;
+ }
+
+ return bWasWindModifierFound;
}
diff --git a/src/render/WindModifiers.h b/src/render/WindModifiers.h
index c42e185d..7c2e57bd 100644
--- a/src/render/WindModifiers.h
+++ b/src/render/WindModifiers.h
@@ -2,7 +2,10 @@
class CWindModifiers
{
+ CVector m_pos;
+ int32 m_type;
public:
- static void RegisterOne(CVector pos, int32 unk);
- static int32 FindWindModifier(CVector pos, float *x, float *y);
+ static int32 Number;
+ static void RegisterOne(CVector pos, int32 windSourceType);
+ static bool FindWindModifier(CVector pos, float *x, float *y);
};