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-rw-r--r--src/core/re3.cpp2
-rw-r--r--src/render/Timecycle.h1
-rw-r--r--src/render/Weather.cpp463
-rw-r--r--src/render/Weather.h22
4 files changed, 481 insertions, 7 deletions
diff --git a/src/core/re3.cpp b/src/core/re3.cpp
index 6d4ff252..6eae8685 100644
--- a/src/core/re3.cpp
+++ b/src/core/re3.cpp
@@ -458,7 +458,7 @@ void re3_debug(const char *format, ...)
vsprintf_s(re3_buff, re3_buffsize, format, va);
va_end(va);
-// printf("%s", re3_buff);
+ printf("%s", re3_buff);
CDebug::DebugAddText(re3_buff);
}
diff --git a/src/render/Timecycle.h b/src/render/Timecycle.h
index 235d559c..f126dca6 100644
--- a/src/render/Timecycle.h
+++ b/src/render/Timecycle.h
@@ -136,6 +136,7 @@ public:
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 void Initialise(void);
static void Update(void);
diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp
index c1988ab4..0970b94b 100644
--- a/src/render/Weather.cpp
+++ b/src/render/Weather.cpp
@@ -2,6 +2,22 @@
#include "patcher.h"
#include "Weather.h"
+#include "Camera.h"
+#include "Clock.h"
+#include "CutsceneMgr.h"
+#include "DMAudio.h"
+#include "General.h"
+#include "Pad.h"
+#include "Particle.h"
+#include "RenderBuffer.h"
+#include "Stats.h"
+#include "Shadows.h"
+#include "Timecycle.h"
+#include "Timer.h"
+#include "Vehicle.h"
+#include "World.h"
+#include "ZoneCull.h"
+
int32 &CWeather::SoundHandle = *(int32*)0x5FFBC4;
int32 &CWeather::WeatherTypeInList = *(int32*)0x8F626C;
@@ -32,13 +48,195 @@ int16 &CWeather::Stored_OldWeatherType = *(int16*)0x95CC68;
int16 &CWeather::Stored_NewWeatherType = *(int16*)0x95CCAE;
float &CWeather::Stored_Rain = *(float*)0x885B4C;
-WRAPPER void CWeather::RenderRainStreaks(void) { EAXJMP(0x524550); }
-WRAPPER void CWeather::Update(void) { EAXJMP(0x522C10); }
-WRAPPER void CWeather::Init(void) { EAXJMP(0x522BA0); }
+tRainStreak Streaks[NUM_RAIN_STREAKS];
-void CWeather::ReleaseWeather()
+const int16 WeatherTypesList[] = {
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY,
+ WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_CLOUDY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_CLOUDY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY, WEATHER_CLOUDY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY,
+ WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_CLOUDY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_RAINY, WEATHER_CLOUDY,
+};
+
+const float Windiness[] = {
+ 0.0f, // WEATHER_SUNNY
+ 0.7f, // WEATHER_RAINY
+ 1.0f, // WEATHER_CLOUDY
+ 0.5f // WEATHER_FOGGY
+};
+
+#define MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES (50)
+
+#define RAIN_CHANGE_SPEED (0.003f)
+
+#define DROPLETS_LEFT_OFFSET (10.0f)
+#define DROPLETS_RIGHT_OFFSET (10.0f)
+#define DROPLETS_TOP_OFFSET (10.0f)
+#define DROPLETS_BOTTOM_OFFSET (10.0f)
+
+#define STREAK_U (10.0f)
+#define STREAK_V (18.0f)
+#define LARGE_STREAK_COEFFICIENT (1.23f)
+#define STREAK_MIN_DISTANCE (8.0f)
+#define STREAK_MAX_DISTANCE (16.0f)
+
+#define STREAK_LIFETIME (4.0f)
+#define STREAK_INTEROLATION_TIME (0.3f)
+
+void CWeather::Init(void)
{
- ForcedWeatherType = -1;
+ NewWeatherType = WEATHER_SUNNY;
+ bScriptsForceRain = false;
+ OldWeatherType = WEATHER_RAINY;
+ Stored_StateStored = false;
+ InterpolationValue = 0.0f;
+ WhenToPlayLightningSound = 0;
+ WeatherTypeInList = 0;
+ ForcedWeatherType = WEATHER_RANDOM;
+ SoundHandle = DMAudio.CreateEntity(AUDIOTYPE_WEATHER, (void*)1);
+ if (SoundHandle >= 0)
+ DMAudio.SetEntityStatus(SoundHandle, 1);
+}
+
+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) % ARRAYSIZE(WeatherTypesList);
+ NewWeatherType = WeatherTypesList[WeatherTypeInList];
+#ifdef FIX_BUGS
+ }
+ if (NewWeatherType == WEATHER_RAINY)
+ CStats::mmRain += CGeneral::GetRandomNumber() & 7;
+#else
+ if (NewWeatherType == WEATHER_RAINY)
+ CStats::mmRain += CGeneral::GetRandomNumber() & 7;
+ }
+#endif
+ }
+ InterpolationValue = fNewInterpolation;
+ if (CPad::GetPad(1)->GetRightShockJustDown()) {
+ NewWeatherType = (NewWeatherType + 1) % WEATHER_TOTAL;
+ OldWeatherType = NewWeatherType;
+ }
+
+ // Lightning
+ if (NewWeatherType != WEATHER_RAINY || OldWeatherType != WEATHER_RAINY) {
+ LightningFlash = false;
+ LightningBurst = false;
+ }
+ else{
+ if (LightningBurst) {
+ if ((CGeneral::GetRandomNumber() & 255) >= 32) {
+ // 0.875 probability
+ if (CTimer::GetTimeInMilliseconds() - LightningFlashLastChange > MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES) {
+ bool bOldLightningFlash = LightningFlash;
+ LightningFlash = CGeneral::GetRandomTrueFalse();
+ if (LightningFlash != bOldLightningFlash)
+ LightningFlashLastChange = CTimer::GetTimeInMilliseconds();
+ }
+ }
+ else {
+ // 0.125 probability
+ LightningBurst = false;
+ LightningDuration = min(CTimer::GetFrameCounter() - LightningStart, 20);
+ LightningFlash = false;
+ WhenToPlayLightningSound = CTimer::GetTimeInMilliseconds() + 150 * (20 - LightningDuration);
+ }
+ }
+ else {
+ if (CGeneral::GetRandomNumber() >= 200) {
+ // lower probability on PC due to randomness bug
+ LightningFlash = false;
+ }
+ else {
+ LightningBurst = true;
+ LightningStart = CTimer::GetFrameCounter();
+ LightningFlashLastChange = CTimer::GetTimeInMilliseconds();
+ LightningFlash = true;
+ }
+ }
+ }
+ if (WhenToPlayLightningSound && CTimer::GetTimeInMilliseconds() > WhenToPlayLightningSound) {
+ DMAudio.PlayOneShot(SoundHandle, SOUND_LIGHTNING, LightningDuration);
+ CPad::GetPad(0)->StartShake(40 * LightningDuration + 100, 2 * LightningDuration + 80);
+ WhenToPlayLightningSound = 0;
+ }
+
+ // Wet roads
+ if (OldWeatherType == WEATHER_RAINY) {
+ if (NewWeatherType == WEATHER_RAINY)
+ WetRoads = 1.0f;
+ else
+ WetRoads = 1.0f - InterpolationValue;
+ }
+ else {
+ if (NewWeatherType == WEATHER_RAINY)
+ WetRoads = InterpolationValue;
+ else
+ WetRoads = 0.0f;
+ }
+
+ // Rain
+ float fNewRain;
+ if (NewWeatherType == WEATHER_RAINY) {
+ // if raining for >1 hour, values: 0, 0.33, 0.66, 0.99, switching every ~16.5s
+ fNewRain = ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.33f;
+ if (OldWeatherType != WEATHER_RAINY) {
+ if (InterpolationValue < 0.4f)
+ // if rain has just started (<24 minutes), always 0.5
+ fNewRain = 0.5f;
+ else
+ // 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;
+ }
+ }
+ else
+ fNewRain = 0.0f;
+ if (Rain != fNewRain) { // ok to use comparasion
+ if (Rain < fNewRain)
+ Rain = min(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
+ else
+ Rain = max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
+ }
+
+ // Clouds
+ if (OldWeatherType != WEATHER_SUNNY)
+ CloudCoverage = 1.0f - InterpolationValue;
+ else
+ CloudCoverage = 0.0f;
+ if (NewWeatherType != WEATHER_SUNNY)
+ CloudCoverage += InterpolationValue;
+
+ // Fog
+ if (OldWeatherType == WEATHER_FOGGY)
+ Foggyness = 1.0f - InterpolationValue;
+ else
+ Foggyness = 0.0f;
+ if (NewWeatherType == WEATHER_FOGGY)
+ Foggyness += InterpolationValue;
+ if (OldWeatherType == WEATHER_RAINY && NewWeatherType == WEATHER_SUNNY && InterpolationValue < 0.5f && CClock::GetHours() > 6 && CClock::GetHours() < 21)
+ Rainbow = 1.0f - 4.0f * Abs(InterpolationValue - 0.25f) / 4.0f;
+ else
+ Rainbow = 0.0f;
+ Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType];
+ AddRain();
}
void CWeather::ForceWeather(int16 weather)
@@ -53,6 +251,259 @@ void CWeather::ForceWeatherNow(int16 weather)
ForcedWeatherType = weather;
}
+void CWeather::ReleaseWeather()
+{
+ ForcedWeatherType = -1;
+}
+
+void CWeather::AddRain()
+{
+ if (CCullZones::CamNoRain() || CCullZones::PlayerNoRain())
+ return;
+ if (TheCamera.GetLookingLRBFirstPerson()) {
+ CVehicle* pVehicle = FindPlayerVehicle();
+ if (pVehicle && pVehicle->CarHasRoof()) {
+ CParticle::RemovePSystem(PARTICLE_RAINDROP_2D);
+ return;
+ }
+ }
+ 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 * sin_angle - 1.0f * cos_angle;
+ float base_y = 1.0f * sin_angle + 0.0f * cos_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(0, 20) - 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(0, 20) - 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(0, 20) - 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);
+ 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(0.0f, 20.0f) - 10, 360 - rain_angle + CGeneral::GetRandomNumberInRange(0.0f, 60.0f) - 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(-7.0f, 7.0f), CGeneral::GetRandomNumberInRange(-7.0f, 7.0f), 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(-2.0f, 2.0f), np.y + CGeneral::GetRandomNumberInRange(-2.0f, 2.0f), point.point.z + 0.1f),
+ CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour);
+ }
+ }
+}
+
+void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale, float distance)
+{
+ static float RandomTex;
+ static float RandomTexX;
+ static float RandomTexY;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 0] = TempBufferVerticesStored + 0;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 1] = TempBufferVerticesStored + 2;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 2] = TempBufferVerticesStored + 1;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 3] = TempBufferVerticesStored + 0;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 4] = TempBufferVerticesStored + 3;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 5] = TempBufferVerticesStored + 2;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 6] = TempBufferVerticesStored + 1;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 7] = TempBufferVerticesStored + 2;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 8] = TempBufferVerticesStored + 4;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 9] = TempBufferVerticesStored + 2;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 10] = TempBufferVerticesStored + 3;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 11] = TempBufferVerticesStored + 4;
+ 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);
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 2], 200 * intensity / 256, 200 * intensity / 256, intensity, 255);
+ 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);
+ 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;
+ float v = STREAK_V;
+ if (scale) {
+ u *= LARGE_STREAK_COEFFICIENT;
+ v *= LARGE_STREAK_COEFFICIENT;
+ }
+ float distance_coefficient;
+ if (distance < STREAK_MIN_DISTANCE)
+ distance_coefficient = 1.0f;
+ else if (distance > STREAK_MAX_DISTANCE)
+ distance_coefficient = 0.5f;
+ else
+ distance_coefficient = 1.0f - 0.5f * (distance - STREAK_MIN_DISTANCE) / (STREAK_MAX_DISTANCE - STREAK_MIN_DISTANCE);
+ 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;
+ }
+ RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0.5f * u - RandomTex + RandomTexX);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 0], -v * 0.5f + RandomTexY);
+ RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexX);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexY);
+ RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 2], 0.5f * u + RandomTexX);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RandomTexY);
+ RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 3], u + RandomTexX);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 3], RandomTexY);
+ RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0.5f * u + RandomTex + RandomTexX);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 5], 0.5f * v + RandomTexY);
+ TempBufferIndicesStored += 12;
+ TempBufferVerticesStored += 5;
+}
+
+void CWeather::RenderRainStreaks(void)
+{
+ if (CTimer::GetIsCodePaused())
+ return;
+ int base_intensity = (64.0f - CTimeCycle::GetFogReduction()) / 64.0f * int(255 * Rain);
+ if (base_intensity == 0)
+ return;
+ TempBufferIndicesStored = 0;
+ TempBufferVerticesStored = 0;
+ for (int i = 0; i < NUM_RAIN_STREAKS; i++) {
+ if (Streaks[i].timer) {
+ float secondsElapsed = (CTimer::GetTimeInMilliseconds() - Streaks[i].timer) / 1024.0f;
+ if (secondsElapsed > STREAK_LIFETIME)
+ Streaks[i].timer = 0;
+ else{
+ int intensity;
+ if (secondsElapsed < STREAK_INTEROLATION_TIME) {
+ intensity = base_intensity * 0.5f * secondsElapsed / STREAK_INTEROLATION_TIME;
+ }
+ else if (secondsElapsed > (STREAK_LIFETIME - STREAK_INTEROLATION_TIME)) {
+ intensity = (STREAK_LIFETIME - secondsElapsed) * 0.5f * base_intensity / STREAK_INTEROLATION_TIME;
+ }
+ else {
+ intensity = base_intensity * 0.5f;
+ }
+ debug("intensity: %d\n", intensity);
+ CVector dir = Streaks[i].direction;
+ dir.Normalise();
+ CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction;
+ RenderOneRainStreak(pos, dir, intensity, false, (pos - TheCamera.GetPosition()).Magnitude());
+#ifndef FIX_BUGS // remove useless code
+ if (secondsElapsed > 1.0f && secondsElapsed < STREAK_LIFETIME - 1.0f) {
+ CGeneral::GetRandomNumber(), CGeneral::GetRandomNumber();
+ }
+#endif
+ }
+ }
+ else if ((CGeneral::GetRandomNumber() & 0xF00) == 0){
+ // 1/16 probability
+ Streaks[i].direction = CVector(4.0f, 4.0f, -4.0f);
+ 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::IsCutsceneProcessing()) {
+ Streaks[i].position.x += 2.0f * FindPlayerSpeed().x * 60.0f;
+ Streaks[i].position.y += 2.0f * FindPlayerSpeed().y * 60.0f;
+ }
+ 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].timer = CTimer::GetTimeInMilliseconds();
+ }
+ }
+ if (TempBufferIndicesStored){
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, 0);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)1);
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, 0);
+ RwRenderStateSet(rwRENDERSTATEFOGTYPE, (void*)1);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)2);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)2);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)1);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpRainDropTex[3]->raster);
+ if (RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, 1))
+ {
+ RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
+ RwIm3DEnd();
+ }
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)1);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)1);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)5);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)6);
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, 0);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, 0);
+ }
+ TempBufferVerticesStored = 0;
+ TempBufferIndicesStored = 0;
+}
+
void CWeather::StoreWeatherState()
{
Stored_StateStored = true;
@@ -71,4 +522,4 @@ void CWeather::RestoreWeatherState()
Rain = Stored_Rain;
NewWeatherType = Stored_NewWeatherType;
OldWeatherType = Stored_OldWeatherType;
-} \ No newline at end of file
+}
diff --git a/src/render/Weather.h b/src/render/Weather.h
index 63def9b9..9e4ea378 100644
--- a/src/render/Weather.h
+++ b/src/render/Weather.h
@@ -8,6 +8,14 @@ enum {
class CWeather
{
public:
+ enum {
+ WEATHER_RANDOM = -1,
+ WEATHER_SUNNY = 0,
+ WEATHER_CLOUDY = 1,
+ WEATHER_RAINY = 2,
+ WEATHER_FOGGY = 3,
+ WEATHER_TOTAL = 4
+ };
static int32 &SoundHandle;
static int32 &WeatherTypeInList;
@@ -46,4 +54,18 @@ public:
static void ForceWeatherNow(int16);
static void StoreWeatherState();
static void RestoreWeatherState();
+ static void AddRain();
};
+
+enum {
+ NUM_RAIN_STREAKS = 35
+};
+
+struct tRainStreak
+{
+ CVector position;
+ CVector direction;
+ uint32 timer;
+};
+
+extern RwTexture* (&gpRainDropTex)[4]; \ No newline at end of file