diff options
Diffstat (limited to 'src/render')
-rw-r--r-- | src/render/Clouds.cpp | 8 | ||||
-rw-r--r-- | src/render/Coronas.cpp | 20 | ||||
-rw-r--r-- | src/render/Lights.cpp | 28 | ||||
-rw-r--r-- | src/render/ParticleMgr.cpp | 2 | ||||
-rw-r--r-- | src/render/PointLights.cpp | 2 | ||||
-rw-r--r-- | src/render/Shadows.cpp | 26 | ||||
-rw-r--r-- | src/render/Timecycle.cpp | 6 | ||||
-rw-r--r-- | src/render/WaterLevel.cpp | 10 |
8 files changed, 51 insertions, 51 deletions
diff --git a/src/render/Clouds.cpp b/src/render/Clouds.cpp index a461301c..2884894c 100644 --- a/src/render/Clouds.cpp +++ b/src/render/Clouds.cpp @@ -388,7 +388,7 @@ CClouds::RenderBackground(int16 topred, int16 topgreen, int16 topblue, ms_colourBottom.b = topblue; ms_colourBottom.a = alpha; - botpos = Min(SCREEN_HEIGHT, topedge); + botpos = min(SCREEN_HEIGHT, topedge); CSprite2d::DrawRect(CRect(0, 0, SCREEN_WIDTH, botpos), ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop); } @@ -415,18 +415,18 @@ CClouds::RenderHorizon(void) if(ms_horizonZ > SCREEN_HEIGHT) return; - float z1 = Min(ms_horizonZ + SMALLSTRIPHEIGHT, SCREEN_HEIGHT); + float z1 = min(ms_horizonZ + SMALLSTRIPHEIGHT, SCREEN_HEIGHT); CSprite2d::DrawRectXLU(CRect(0, ms_horizonZ, SCREEN_WIDTH, z1), ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop); // This is just weird float a = SCREEN_HEIGHT/400.0f * HORIZSTRIPHEIGHT + - SCREEN_HEIGHT/300.0f * Max(TheCamera.GetPosition().z, 0.0f); + SCREEN_HEIGHT/300.0f * max(TheCamera.GetPosition().z, 0.0f); float b = TheCamera.GetUp().z < 0.0f ? SCREEN_HEIGHT : SCREEN_HEIGHT * Abs(TheCamera.GetRight().z); float z2 = z1 + (a + b)*TheCamera.LODDistMultiplier; - z2 = Min(z2, SCREEN_HEIGHT); + z2 = min(z2, SCREEN_HEIGHT); CSprite2d::DrawRect(CRect(0, z1, SCREEN_WIDTH, z2), ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop); } diff --git a/src/render/Coronas.cpp b/src/render/Coronas.cpp index 9881e764..1a6cfea3 100644 --- a/src/render/Coronas.cpp +++ b/src/render/Coronas.cpp @@ -109,7 +109,7 @@ CCoronas::Update(void) int i; static int LastCamLook = 0; - LightsMult = Min(LightsMult + 0.03f * CTimer::GetTimeStep(), 1.0f); + LightsMult = min(LightsMult + 0.03f * CTimer::GetTimeStep(), 1.0f); int CamLook = 0; if(TheCamera.Cams[TheCamera.ActiveCam].LookingLeft) CamLook |= 1; @@ -121,7 +121,7 @@ CCoronas::Update(void) if(LastCamLook != CamLook) bChangeBrightnessImmediately = 3; else - bChangeBrightnessImmediately = Max(bChangeBrightnessImmediately-1, 0); + bChangeBrightnessImmediately = max(bChangeBrightnessImmediately-1, 0); LastCamLook = CamLook; for(i = 0; i < NUMCORONAS; i++) @@ -309,7 +309,7 @@ CCoronas::Render(void) // render corona itself if(aCoronas[i].texture){ - float fogscale = CWeather::Foggyness*Min(spriteCoors.z, 40.0f)/40.0f + 1.0f; + float fogscale = CWeather::Foggyness*min(spriteCoors.z, 40.0f)/40.0f + 1.0f; if(CCoronas::aCoronas[i].id == SUN_CORE) spriteCoors.z = 0.95f * RwCameraGetFarClipPlane(Scene.camera); RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aCoronas[i].texture)); @@ -320,7 +320,7 @@ CCoronas::Render(void) float f = 1.0f - aCoronas[i].someAngle*2.0f/PI; float wscale = 6.0f*sq(sq(sq(f))) + 0.5f; float hscale = 0.35f - (wscale - 0.5f) * 0.06f; - hscale = Max(hscale, 0.15f); + hscale = max(hscale, 0.15f); CSprite::RenderOneXLUSprite(spriteCoors.x, spriteCoors.y, spriteCoors.z, spritew * aCoronas[i].size * wscale, @@ -467,7 +467,7 @@ 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, 50.0f); if(spriteCoors.z < drawDist){ float fadeDistance = drawDist / 2.0f; float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance; @@ -546,25 +546,25 @@ CRegisteredCorona::Update(void) (CCoronas::SunBlockedByClouds && id == CCoronas::SUN_CORONA || !CWorld::GetIsLineOfSightClear(coors, TheCamera.GetPosition(), true, false, false, false, false, false))){ // Corona is blocked, fade out - fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f); + fadeAlpha = max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f); }else if(offScreen){ // Same when off screen - fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f); + fadeAlpha = max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f); }else{ // Visible if(alpha > fadeAlpha){ // fade in - fadeAlpha = Min(fadeAlpha + 15.0f*CTimer::GetTimeStep(), alpha); + fadeAlpha = min(fadeAlpha + 15.0f*CTimer::GetTimeStep(), alpha); if(CCoronas::bChangeBrightnessImmediately) fadeAlpha = alpha; }else if(alpha < fadeAlpha){ // too visible, decrease alpha but not below alpha - fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), alpha); + fadeAlpha = max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), alpha); } // darken scene when the sun is visible if(id == CCoronas::SUN_CORONA) - CCoronas::LightsMult = Max(CCoronas::LightsMult - CTimer::GetTimeStep()*0.06f, 0.6f); + CCoronas::LightsMult = max(CCoronas::LightsMult - CTimer::GetTimeStep()*0.06f, 0.6f); } // remove if invisible diff --git a/src/render/Lights.cpp b/src/render/Lights.cpp index 85d7ba13..cd83a898 100644 --- a/src/render/Lights.cpp +++ b/src/render/Lights.cpp @@ -37,9 +37,9 @@ SetLightsWithTimeOfDayColour(RpWorld *) AmbientLightColourForFrame.green = 1.0f; AmbientLightColourForFrame.blue = 1.0f; } - AmbientLightColourForFrame_PedsCarsAndObjects.red = Min(1.0f, AmbientLightColourForFrame.red*1.3f); - AmbientLightColourForFrame_PedsCarsAndObjects.green = Min(1.0f, AmbientLightColourForFrame.green*1.3f); - AmbientLightColourForFrame_PedsCarsAndObjects.blue = Min(1.0f, AmbientLightColourForFrame.blue*1.3f); + AmbientLightColourForFrame_PedsCarsAndObjects.red = min(1.0f, AmbientLightColourForFrame.red*1.3f); + AmbientLightColourForFrame_PedsCarsAndObjects.green = min(1.0f, AmbientLightColourForFrame.green*1.3f); + AmbientLightColourForFrame_PedsCarsAndObjects.blue = min(1.0f, AmbientLightColourForFrame.blue*1.3f); RpLightSetColor(pAmbient, &AmbientLightColourForFrame); } @@ -70,16 +70,16 @@ SetLightsWithTimeOfDayColour(RpWorld *) float f1 = 2.0f * (CMenuManager::m_PrefsBrightness/256.0f - 1.0f) * 0.6f + 1.0f; float f2 = 3.0f * (CMenuManager::m_PrefsBrightness/256.0f - 1.0f) * 0.6f + 1.0f; - AmbientLightColourForFrame.red = Min(1.0f, AmbientLightColourForFrame.red * f2); - AmbientLightColourForFrame.green = Min(1.0f, AmbientLightColourForFrame.green * f2); - AmbientLightColourForFrame.blue = Min(1.0f, AmbientLightColourForFrame.blue * f2); - AmbientLightColourForFrame_PedsCarsAndObjects.red = Min(1.0f, AmbientLightColourForFrame_PedsCarsAndObjects.red * f1); - AmbientLightColourForFrame_PedsCarsAndObjects.green = Min(1.0f, AmbientLightColourForFrame_PedsCarsAndObjects.green * f1); - AmbientLightColourForFrame_PedsCarsAndObjects.blue = Min(1.0f, AmbientLightColourForFrame_PedsCarsAndObjects.blue * f1); + AmbientLightColourForFrame.red = min(1.0f, AmbientLightColourForFrame.red * f2); + AmbientLightColourForFrame.green = min(1.0f, AmbientLightColourForFrame.green * f2); + AmbientLightColourForFrame.blue = min(1.0f, AmbientLightColourForFrame.blue * f2); + AmbientLightColourForFrame_PedsCarsAndObjects.red = min(1.0f, AmbientLightColourForFrame_PedsCarsAndObjects.red * f1); + AmbientLightColourForFrame_PedsCarsAndObjects.green = min(1.0f, AmbientLightColourForFrame_PedsCarsAndObjects.green * f1); + AmbientLightColourForFrame_PedsCarsAndObjects.blue = min(1.0f, AmbientLightColourForFrame_PedsCarsAndObjects.blue * f1); #ifdef FIX_BUGS - DirectionalLightColourForFrame.red = Min(1.0f, DirectionalLightColourForFrame.red * f1); - DirectionalLightColourForFrame.green = Min(1.0f, DirectionalLightColourForFrame.green * f1); - DirectionalLightColourForFrame.blue = Min(1.0f, DirectionalLightColourForFrame.blue * f1); + DirectionalLightColourForFrame.red = min(1.0f, DirectionalLightColourForFrame.red * f1); + DirectionalLightColourForFrame.green = min(1.0f, DirectionalLightColourForFrame.green * f1); + DirectionalLightColourForFrame.blue = min(1.0f, DirectionalLightColourForFrame.blue * f1); #else DirectionalLightColourForFrame.red = min(1.0f, AmbientLightColourForFrame.red * f1); DirectionalLightColourForFrame.green = min(1.0f, AmbientLightColourForFrame.green * f1); @@ -193,7 +193,7 @@ AddAnExtraDirectionalLight(RpWorld *world, float dirx, float diry, float dirz, f RwRGBAReal color; RwV3d *dir; - strength = Max(Max(red, green), blue); + strength = max(max(red, green), blue); n = -1; if(NumExtraDirLightsInWorld < NUMEXTRADIRECTIONALS) n = NumExtraDirLightsInWorld; @@ -221,7 +221,7 @@ AddAnExtraDirectionalLight(RpWorld *world, float dirx, float diry, float dirz, f RwFrameUpdateObjects(RpLightGetFrame(pExtraDirectionals[n])); RpLightSetFlags(pExtraDirectionals[n], rpLIGHTLIGHTATOMICS); LightStrengths[n] = strength; - NumExtraDirLightsInWorld = Min(NumExtraDirLightsInWorld+1, NUMEXTRADIRECTIONALS); + NumExtraDirLightsInWorld = min(NumExtraDirLightsInWorld+1, NUMEXTRADIRECTIONALS); } void diff --git a/src/render/ParticleMgr.cpp b/src/render/ParticleMgr.cpp index 9381787c..7a1804de 100644 --- a/src/render/ParticleMgr.cpp +++ b/src/render/ParticleMgr.cpp @@ -91,7 +91,7 @@ void cParticleSystemMgr::LoadParticleData() break; case CFG_PARAM_INITIAL_COLOR_VARIATION: - entry->m_InitialColorVariation = Min(atoi(value), 100); + entry->m_InitialColorVariation = min(atoi(value), 100); break; case CFG_PARAM_FADE_DESTINATION_COLOR_R: diff --git a/src/render/PointLights.cpp b/src/render/PointLights.cpp index 8e942ce6..a015ec54 100644 --- a/src/render/PointLights.cpp +++ b/src/render/PointLights.cpp @@ -98,7 +98,7 @@ CPointLights::GenerateLightsAffectingObject(CVector *objCoors) if(aLights[i].type == LIGHT_DIRECTIONAL){ float dot = -DotProduct(dir, aLights[i].dir); - intensity *= Max((dot-0.5f)*2.0f, 0.0f); + intensity *= max((dot-0.5f)*2.0f, 0.0f); } if(intensity > 0.0f) diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp index b5147f02..4d2e4605 100644 --- a/src/render/Shadows.cpp +++ b/src/render/Shadows.cpp @@ -727,10 +727,10 @@ CShadows::RenderStoredShadows(void) float fStartY = shadowPos.y - fHeight; float fEndY = shadowPos.y + fHeight; - int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0); - int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0); - int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1); - int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1); + int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0); + int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0); + int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1); + int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1); CWorld::AdvanceCurrentScanCode(); @@ -873,10 +873,10 @@ CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID) float fStartY = shadowPos.y - fHeight; float fEndY = shadowPos.y + fHeight; - int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0); - int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0); - int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1); - int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1); + int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0); + int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0); + int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1); + int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1); CWorld::AdvanceCurrentScanCode(); @@ -1016,11 +1016,11 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa Points[3].x = (fLengthRight - fFrontRight) - fSideRight; Points[3].y = (fLengthForward - fFrontForward) - fSideForward; - float MinX = Min(Min(Points[0].x, Points[1].x), Min(Points[2].x, Points[3].x)); - float MaxX = Max(Max(Points[0].x, Points[1].x), Max(Points[2].x, Points[3].x)); + float MinX = min(min(Points[0].x, Points[1].x), min(Points[2].x, Points[3].x)); + float MaxX = max(max(Points[0].x, Points[1].x), max(Points[2].x, Points[3].x)); - float MinY = Min(Min(Points[0].y, Points[1].y), Min(Points[2].y, Points[3].y)); - float MaxY = Max(Max(Points[0].y, Points[1].y), Max(Points[2].y, Points[3].y)); + float MinY = min(min(Points[0].y, Points[1].y), min(Points[2].y, Points[3].y)); + float MaxY = max(max(Points[0].y, Points[1].y), max(Points[2].y, Points[3].y)); float MaxZ = pPosn->z - pEntity->GetPosition().z; float MinZ = MaxZ - fZDistance; @@ -1767,7 +1767,7 @@ CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTextur { ASSERT(pPosn != NULL); - C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, Max(fFrontX, -fSideY), + C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, max(fFrontX, -fSideY), 0, 128, 255, 128, 2048, 0.2f, 0); } diff --git a/src/render/Timecycle.cpp b/src/render/Timecycle.cpp index 0113c001..7ab3e91e 100644 --- a/src/render/Timecycle.cpp +++ b/src/render/Timecycle.cpp @@ -290,7 +290,7 @@ CTimeCycle::Update(void) TheCamera.SetMotionBlur(m_fCurrentBlurRed, m_fCurrentBlurGreen, m_fCurrentBlurBlue, m_fCurrentBlurAlpha, MBLUR_NORMAL); if(m_FogReduction != 0) - m_fCurrentFarClip = Max(m_fCurrentFarClip, m_FogReduction/64.0f * 650.0f); + m_fCurrentFarClip = max(m_fCurrentFarClip, m_FogReduction/64.0f * 650.0f); m_nCurrentFogColourRed = (m_nCurrentSkyTopRed + 2*m_nCurrentSkyBottomRed) / 3; m_nCurrentFogColourGreen = (m_nCurrentSkyTopGreen + 2*m_nCurrentSkyBottomGreen) / 3; m_nCurrentFogColourBlue = (m_nCurrentSkyTopBlue + 2*m_nCurrentSkyBottomBlue) / 3; @@ -311,9 +311,9 @@ CTimeCycle::Update(void) if(TheCamera.GetForward().z < -0.9f || !CWeather::bScriptsForceRain && (CCullZones::PlayerNoRain() || CCullZones::CamNoRain() || CCutsceneMgr::IsRunning())) - m_FogReduction = Min(m_FogReduction+1, 64); + m_FogReduction = min(m_FogReduction+1, 64); else - m_FogReduction = Max(m_FogReduction-1, 0); + m_FogReduction = max(m_FogReduction-1, 0); } STARTPATCHES diff --git a/src/render/WaterLevel.cpp b/src/render/WaterLevel.cpp index c711c8c8..a1c2af93 100644 --- a/src/render/WaterLevel.cpp +++ b/src/render/WaterLevel.cpp @@ -979,7 +979,7 @@ CWaterLevel::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &col SMALL_SECTOR_SIZE / 2, apBoatList) ) { - float fWakeColor = fAdd1 - Max(255.0f - float(color.blue + color.red + color.green) / 3, fAdd2); + float fWakeColor = fAdd1 - max(255.0f - float(color.blue + color.red + color.green) / 3, fAdd2); RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic); RpGeometry *geom = apGeomArray[nGeomUsed++]; @@ -1035,9 +1035,9 @@ CWaterLevel::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &col RwRGBAAssign(&wakeColor, &color); - wakeColor.red = Min(color.red + int32(fWakeColor * fRedMult * fDistMult), 255); - wakeColor.green = Min(color.green + int32(fWakeColor * fGreenMult * fDistMult), 255); - wakeColor.blue = Min(color.blue + int32(fWakeColor * fBlueMult * fDistMult), 255); + wakeColor.red = min(color.red + int32(fWakeColor * fRedMult * fDistMult), 255); + wakeColor.green = min(color.green + int32(fWakeColor * fGreenMult * fDistMult), 255); + wakeColor.blue = min(color.blue + int32(fWakeColor * fBlueMult * fDistMult), 255); RwRGBAAssign(&geomPreLights[9*i+j], &wakeColor); @@ -1114,7 +1114,7 @@ CWaterLevel::CalcDistanceToWater(float fX, float fY) fSectorY + SMALL_SECTOR_SIZE - fY ); - fDistSqr = Min(vecDist.MagnitudeSqr(), fDistSqr); + fDistSqr = min(vecDist.MagnitudeSqr(), fDistSqr); } } } |