diff options
Diffstat (limited to 'src/render')
-rw-r--r-- | src/render/2dEffect.h | 12 | ||||
-rw-r--r-- | src/render/Clouds.cpp | 225 | ||||
-rw-r--r-- | src/render/Clouds.h | 2 | ||||
-rw-r--r-- | src/render/Coronas.cpp | 13 | ||||
-rw-r--r-- | src/render/Coronas.h | 8 | ||||
-rw-r--r-- | src/render/Fluff.cpp | 4 | ||||
-rw-r--r-- | src/render/Hud.cpp | 395 | ||||
-rw-r--r-- | src/render/Hud.h | 39 | ||||
-rw-r--r-- | src/render/MBlur.cpp | 147 | ||||
-rw-r--r-- | src/render/MBlur.h | 6 | ||||
-rw-r--r-- | src/render/Occlusion.cpp | 44 | ||||
-rw-r--r-- | src/render/Occlusion.h | 26 | ||||
-rw-r--r-- | src/render/Particle.cpp | 8 | ||||
-rw-r--r-- | src/render/Renderer.cpp | 436 | ||||
-rw-r--r-- | src/render/Renderer.h | 9 | ||||
-rw-r--r-- | src/render/Skidmarks.cpp | 42 | ||||
-rw-r--r-- | src/render/Sprite.cpp | 8 | ||||
-rw-r--r-- | src/render/Sprite2d.cpp | 17 | ||||
-rw-r--r-- | src/render/Sprite2d.h | 2 | ||||
-rw-r--r-- | src/render/Timecycle.cpp | 131 | ||||
-rw-r--r-- | src/render/Timecycle.h | 46 | ||||
-rw-r--r-- | src/render/WaterLevel.cpp | 89 | ||||
-rw-r--r-- | src/render/WaterLevel.h | 4 | ||||
-rw-r--r-- | src/render/Weather.cpp | 183 | ||||
-rw-r--r-- | src/render/Weather.h | 29 | ||||
-rw-r--r-- | src/render/WindModifiers.cpp | 8 | ||||
-rw-r--r-- | src/render/WindModifiers.h | 7 |
27 files changed, 1303 insertions, 637 deletions
diff --git a/src/render/2dEffect.h b/src/render/2dEffect.h index 2a71a8d5..504824c5 100644 --- a/src/render/2dEffect.h +++ b/src/render/2dEffect.h @@ -3,7 +3,9 @@ enum { EFFECT_LIGHT, EFFECT_PARTICLE, - EFFECT_ATTRACTOR + EFFECT_ATTRACTOR, + EFFECT_PED_ATTRACTOR, + EFFECT_SUNGLARE }; enum { @@ -34,6 +36,8 @@ enum { // same order as CPointLights flags, must start at 2 LIGHTFLAG_FOG_NORMAL = 2, // can have light and fog LIGHTFLAG_FOG_ALWAYS = 4, // fog only + LIGHTFLAG_HIDE_OBJECT = 8, // hide the object instead of rendering light (???) + LIGHTFLAG_LONG_DIST = 16, LIGHTFLAG_FOG = (LIGHTFLAG_FOG_NORMAL|LIGHTFLAG_FOG_ALWAYS) }; @@ -63,6 +67,11 @@ public: uint8 flags; uint8 probability; }; + struct PedAttractor { + CVector queueDir; + CVector useDir; + int8 type; + }; CVector pos; CRGBA col; @@ -71,6 +80,7 @@ public: Light light; Particle particle; Attractor attractor; + PedAttractor pedattr; }; C2dEffect(void) {} diff --git a/src/render/Clouds.cpp b/src/render/Clouds.cpp index 60450213..c6ba0f10 100644 --- a/src/render/Clouds.cpp +++ b/src/render/Clouds.cpp @@ -3,6 +3,7 @@ #include "Sprite.h" #include "Sprite2d.h" #include "General.h" +#include "Game.h" #include "Coronas.h" #include "Camera.h" #include "TxdStore.h" @@ -23,8 +24,10 @@ uint32 CClouds::IndividualRotation; float CClouds::ms_cameraRoll; float CClouds::ms_horizonZ; +float CClouds::ms_HorizonTilt; CRGBA CClouds::ms_colourTop; CRGBA CClouds::ms_colourBottom; +CRGBA CClouds::ms_colourBkGrd; void CClouds::Init(void) @@ -44,25 +47,15 @@ void CClouds::Shutdown(void) { RwTextureDestroy(gpCloudTex[0]); -#ifdef GTA3_1_1_PATCH gpCloudTex[0] = nil; -#endif RwTextureDestroy(gpCloudTex[1]); -#ifdef GTA3_1_1_PATCH gpCloudTex[1] = nil; -#endif RwTextureDestroy(gpCloudTex[2]); -#ifdef GTA3_1_1_PATCH gpCloudTex[2] = nil; -#endif RwTextureDestroy(gpCloudTex[3]); -#ifdef GTA3_1_1_PATCH gpCloudTex[3] = nil; -#endif RwTextureDestroy(gpCloudTex[4]); -#ifdef GTA3_1_1_PATCH gpCloudTex[4] = nil; -#endif } void @@ -70,11 +63,11 @@ CClouds::Update(void) { float s = Sin(TheCamera.Orientation - 0.85f); #ifdef FIX_BUGS - CloudRotation += CWeather::Wind*s*0.0025f*CTimer::GetTimeStepFix(); - IndividualRotation += (CWeather::Wind*CTimer::GetTimeStep() + 0.3f*CTimer::GetTimeStepFix()) * 60.0f; + CloudRotation += CWeather::Wind*s*0.001f*CTimer::GetTimeStepFix(); + IndividualRotation += (CWeather::Wind*CTimer::GetTimeStep()*0.5f + 0.3f*CTimer::GetTimeStepFix()) * 60.0f; #else - CloudRotation += CWeather::Wind*s*0.0025f; - IndividualRotation += (CWeather::Wind*CTimer::GetTimeStep() + 0.3f) * 60.0f; + CloudRotation += CWeather::Wind*s*0.001f; + IndividualRotation += (CWeather::Wind*CTimer::GetTimeStep()*0.5f + 0.3f) * 60.0f; #endif } @@ -86,6 +79,9 @@ CClouds::Render(void) RwV3d screenpos; RwV3d worldpos; + if(!CGame::CanSeeOutSideFromCurrArea()) + return; + CCoronas::SunBlockedByClouds = false; RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); @@ -95,26 +91,21 @@ CClouds::Render(void) RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); CSprite::InitSpriteBuffer(); - int minute = CClock::GetHours()*60 + CClock::GetMinutes(); + float minute = CClock::GetHours()*60 + CClock::GetMinutes() + CClock::GetSeconds()/60.0f; RwV3d campos = *(RwV3d*)&TheCamera.GetPosition(); float coverage = Max(CWeather::Foggyness, CWeather::Foggyness); // Moon - int moonfadeout = Abs(minute - 180); // fully visible at 3AM - if(moonfadeout < 180){ // fade in/out 3 hours - int brightness = (1.0f - coverage) * (180 - moonfadeout); + float moonfadeout = Abs(minute - 180.0f); // fully visible at 3AM + if((int)moonfadeout < 180){ // fade in/out 3 hours + int brightness = (1.0f - coverage) * (180 - (int)moonfadeout); RwV3d pos = { 0.0f, -100.0f, 15.0f }; RwV3dAdd(&worldpos, &campos, &pos); if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[2])); - if(CCoronas::bSmallMoon){ - szx *= 4.0f; - szy *= 4.0f; - }else{ - szx *= 10.0f; - szy *= 10.0f; - } + szx *= CCoronas::MoonSize*2.0f + 4.0f; + szy *= CCoronas::MoonSize*2.0f + 4.0f; CSprite::RenderOneXLUSprite(screenpos.x, screenpos.y, screenpos.z, szx, szy, brightness, brightness, brightness, 255, 1.0f/screenpos.z, 255); } @@ -132,7 +123,7 @@ CClouds::Render(void) starintens = 255 * (60 - CClock::GetMinutes())/60.0f; if(starintens != 0){ // R - static float StarCoorsX[9] = { 0.0f, 0.05f, 0.12f, 0.5f, 0.8f, 0.6f, 0.27f, 0.55f, 0.75f }; + 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 }; int brightness = (1.0f - coverage) * starintens; @@ -170,7 +161,7 @@ CClouds::Render(void) 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 - coverage; + float lowcloudintensity = 1.0f - Max(coverage, CWeather::ExtraSunnyness); int r = CTimeCycle::GetLowCloudsRed() * lowcloudintensity; int g = CTimeCycle::GetLowCloudsGreen() * lowcloudintensity; int b = CTimeCycle::GetLowCloudsBlue() * lowcloudintensity; @@ -191,7 +182,7 @@ CClouds::Render(void) // Fluffy clouds float rot_sin = Sin(CloudRotation); float rot_cos = Cos(CloudRotation); - int fluffyalpha = 160 * (1.0f - CWeather::Foggyness); + 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, @@ -218,7 +209,7 @@ CClouds::Render(void) 2.0f, 2.0f, 1.5f, 1.2f, 1.7f, 1.5f, 2.1f }; static bool bCloudOnScreen[37]; - float hilight; + float sundist, hilight; RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); @@ -230,15 +221,16 @@ CClouds::Render(void) worldpos.z = pos.z; if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){ - float sundist = Sqrt(sq(screenpos.x-CCoronas::SunScreenX) + sq(screenpos.y-CCoronas::SunScreenY)); + sundist = Sqrt(sq(screenpos.x-CCoronas::SunScreenX) + sq(screenpos.y-CCoronas::SunScreenY)); int tr = CTimeCycle::GetFluffyCloudsTopRed(); int tg = CTimeCycle::GetFluffyCloudsTopGreen(); int tb = CTimeCycle::GetFluffyCloudsTopBlue(); int br = CTimeCycle::GetFluffyCloudsBottomRed(); int bg = CTimeCycle::GetFluffyCloudsBottomGreen(); int bb = CTimeCycle::GetFluffyCloudsBottomBlue(); - if(sundist < SCREEN_WIDTH/2){ - hilight = (1.0f - coverage) * (1.0f - sundist/(SCREEN_WIDTH/2)); + int distLimit = (3*SCREEN_WIDTH)/4; + if(sundist < distLimit){ + hilight = (1.0f - coverage) * (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; @@ -272,8 +264,7 @@ CClouds::Render(void) worldpos.y = campos.x*rot_sin + campos.y*rot_cos + pos.y; worldpos.z = pos.z; if(bCloudOnScreen[i] && CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){ - // BUG: this is stupid....would have to do this for each cloud individually - if(hilight > 0.0f){ + if(sundist < SCREEN_WIDTH/3){ CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(screenpos.x, screenpos.y, screenpos.z, szx*30.0f, szy*30.0f, 200*hilight, 0, 0, 255, 1.0f/screenpos.z, @@ -320,14 +311,17 @@ void CClouds::RenderBackground(int16 topred, int16 topgreen, int16 topblue, int16 botred, int16 botgreen, int16 botblue, int16 alpha) { - CVector left = TheCamera.GetRight(); - float c = left.Magnitude2D(); + CVector right = CrossProduct(TheCamera.GetUp(), TheCamera.GetForward()); + right.Normalise(); + float c = right.Magnitude2D(); if(c > 1.0f) c = 1.0f; ms_cameraRoll = Acos(c); - if(left.z < 0.0f) + if(right.z < 0.0f) ms_cameraRoll = -ms_cameraRoll; + ms_HorizonTilt = SCREEN_WIDTH/2.0f * Tan(ms_cameraRoll); + if(UseDarkBackground()){ ms_colourTop.r = 50; ms_colourTop.g = 50; @@ -350,75 +344,74 @@ CClouds::RenderBackground(int16 topred, int16 topgreen, int16 topblue, }else{ ms_horizonZ = CSprite::CalcHorizonCoors(); + int fogr = (topred + 2 * botred) / 3; + int fogg = (topgreen + 2 * botgreen) / 3; + int fogb = (topblue + 2 * botblue) / 3; + // Draw top/bottom gradient float gradheight = SCREEN_HEIGHT/2.0f; - float topedge = ms_horizonZ - gradheight; - float botpos, toppos; - if(ms_horizonZ > 0.0f && topedge < SCREEN_HEIGHT){ - ms_colourTop.r = topred; - ms_colourTop.g = topgreen; - ms_colourTop.b = topblue; - ms_colourTop.a = alpha; - ms_colourBottom.r = botred; - ms_colourBottom.g = botgreen; - ms_colourBottom.b = botblue; - ms_colourBottom.a = alpha; - - if(ms_horizonZ < SCREEN_HEIGHT) - botpos = ms_horizonZ; - else{ - float f = (ms_horizonZ - SCREEN_HEIGHT)/gradheight; - ms_colourBottom.r = topred*f + (1.0f-f)*botred; - ms_colourBottom.g = topgreen*f + (1.0f-f)*botgreen; - ms_colourBottom.b = topblue*f + (1.0f-f)*botblue; - botpos = SCREEN_HEIGHT; - } - if(topedge >= 0.0f) - toppos = topedge; - else{ - float f = (0.0f - topedge)/gradheight; - ms_colourTop.r = botred*f + (1.0f-f)*topred; - ms_colourTop.g = botgreen*f + (1.0f-f)*topgreen; - ms_colourTop.b = botblue*f + (1.0f-f)*topblue; - toppos = 0.0f; - } - CSprite2d::DrawRect(CRect(0, toppos, SCREEN_WIDTH, botpos), - ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop); - } + + ms_colourTop.r = topred; + ms_colourTop.g = topgreen; + ms_colourTop.b = topblue; + ms_colourTop.a = alpha; + ms_colourBottom.r = botred; + ms_colourBottom.g = botgreen; + ms_colourBottom.b = botblue; + ms_colourBottom.a = alpha; + + float botright = ms_horizonZ - ms_HorizonTilt; + float botleft = ms_horizonZ + ms_HorizonTilt; + float topright = botright - gradheight; + float topleft = botleft - gradheight; + + CSprite2d::DrawAnyRect(0.0f, topleft, SCREEN_WIDTH, topright, 0.0f, botleft, SCREEN_WIDTH, botright, + ms_colourTop, ms_colourTop, ms_colourBottom, ms_colourBottom); // draw the small stripe (whatever it's supposed to be) - if(ms_horizonZ > -SMALLSTRIPHEIGHT && ms_horizonZ < SCREEN_HEIGHT){ - // Same colour as fog - ms_colourTop.r = (topred + 2 * botred) / 3; - ms_colourTop.g = (topgreen + 2 * botgreen) / 3; - ms_colourTop.b = (topblue + 2 * botblue) / 3; - CSprite2d::DrawRect(CRect(0, ms_horizonZ, SCREEN_WIDTH, ms_horizonZ+SMALLSTRIPHEIGHT), - ms_colourTop, ms_colourTop, ms_colourTop, ms_colourTop); - } + ms_colourTop.r = fogr; + ms_colourTop.g = fogg; + ms_colourTop.b = fogb; + ms_colourTop.a = alpha; + topright = ms_horizonZ - ms_HorizonTilt; + topleft = ms_horizonZ + ms_HorizonTilt; + botright = topright + SMALLSTRIPHEIGHT; + botleft = topleft + SMALLSTRIPHEIGHT; + CSprite2d::DrawAnyRect(0.0f, topleft, SCREEN_WIDTH, topright, 0.0f, botleft, SCREEN_WIDTH, botright, + ms_colourTop, ms_colourTop, ms_colourTop, ms_colourTop); // Only top - if(topedge > 0.0f){ + if(ms_horizonZ + ms_HorizonTilt - gradheight > 0.0f || + ms_horizonZ - ms_HorizonTilt - gradheight > 0.0f){ ms_colourTop.r = topred; ms_colourTop.g = topgreen; ms_colourTop.b = topblue; ms_colourTop.a = alpha; - ms_colourBottom.r = topred; - ms_colourBottom.g = topgreen; - ms_colourBottom.b = topblue; - ms_colourBottom.a = alpha; - - botpos = Min(SCREEN_HEIGHT, topedge); - CSprite2d::DrawRect(CRect(0, 0, SCREEN_WIDTH, botpos), - ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop); + + if(ms_horizonZ - Abs(ms_HorizonTilt) - gradheight > SCREEN_HEIGHT){ + // only top is visible + topleft = 0.0f; + topright = 0.0f; + botleft = SCREEN_HEIGHT; + botright = SCREEN_HEIGHT; + }else{ + botright = ms_horizonZ - ms_HorizonTilt - gradheight; + botleft = ms_horizonZ + ms_HorizonTilt - gradheight; + topright = Min(ms_horizonZ - ms_HorizonTilt - 2*SCREEN_HEIGHT, 0.0f); + topleft = Min(ms_horizonZ + ms_HorizonTilt - 2*SCREEN_HEIGHT, 0.0f); + } + + CSprite2d::DrawAnyRect(0.0f, topleft, SCREEN_WIDTH, topright, 0.0f, botleft, SCREEN_WIDTH, botright, + ms_colourTop, ms_colourTop, ms_colourTop, ms_colourTop); } // Set both to fog colour for RenderHorizon - ms_colourTop.r = (topred + 2 * botred) / 3; - ms_colourTop.g = (topgreen + 2 * botgreen) / 3; - ms_colourTop.b = (topblue + 2 * botblue) / 3; - ms_colourBottom.r = (topred + 2 * botred) / 3; - ms_colourBottom.g = (topgreen + 2 * botgreen) / 3; - ms_colourBottom.b = (topblue + 2 * botblue) / 3; + ms_colourTop.r = fogr; + ms_colourTop.g = fogg; + ms_colourTop.b = fogb; + ms_colourBottom.r = fogr; + ms_colourBottom.g = fogg; + ms_colourBottom.b = fogb; } } @@ -431,21 +424,35 @@ CClouds::RenderHorizon(void) ms_colourBottom.a = 230; ms_colourTop.a = 80; - if(ms_horizonZ > SCREEN_HEIGHT) - return; + float topright = ms_horizonZ - ms_HorizonTilt; + float topleft = ms_horizonZ + ms_HorizonTilt; + float botright = topright + SMALLSTRIPHEIGHT; + float botleft = topleft + SMALLSTRIPHEIGHT; + + CSprite2d::DrawAnyRect(0.0f, topleft, SCREEN_WIDTH, topright, 0.0f, botleft, SCREEN_WIDTH, botright, + ms_colourTop, ms_colourTop, ms_colourBottom, ms_colourBottom); + + + ms_colourBkGrd.r = 128.0f*CTimeCycle::GetAmbientRed(); + ms_colourBkGrd.g = 128.0f*CTimeCycle::GetAmbientGreen(); + ms_colourBkGrd.b = 128.0f*CTimeCycle::GetAmbientBlue(); + ms_colourBkGrd.a = 255; + + float horzstrip = SCREEN_STRETCH_Y(HORIZSTRIPHEIGHT); + topright = botright; + topleft = botleft; + botright = topright + horzstrip; + botleft = topleft + horzstrip; + + CSprite2d::DrawAnyRect(0.0f, topleft, SCREEN_WIDTH, topright, 0.0f, botleft, SCREEN_WIDTH, botright, + ms_colourBottom, ms_colourBottom, ms_colourBkGrd, ms_colourBkGrd); + + + topright = botright; + topleft = botleft; + botright = Max(topright, SCREEN_HEIGHT); + botleft = Max(topleft, 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); - 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); - CSprite2d::DrawRect(CRect(0, z1, SCREEN_WIDTH, z2), - ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop); + CSprite2d::DrawAnyRect(0.0f, topleft, SCREEN_WIDTH, topright, 0.0f, botleft, SCREEN_WIDTH, botright, + ms_colourBkGrd, ms_colourBkGrd, ms_colourBkGrd, ms_colourBkGrd); } diff --git a/src/render/Clouds.h b/src/render/Clouds.h index 4d8cd2c8..ef33030b 100644 --- a/src/render/Clouds.h +++ b/src/render/Clouds.h @@ -8,8 +8,10 @@ public: static float ms_cameraRoll; static float ms_horizonZ; + static float ms_HorizonTilt; static CRGBA ms_colourTop; static CRGBA ms_colourBottom; + static CRGBA ms_colourBkGrd; static void Init(void); static void Shutdown(void); diff --git a/src/render/Coronas.cpp b/src/render/Coronas.cpp index de3b5c78..8e832ab1 100644 --- a/src/render/Coronas.cpp +++ b/src/render/Coronas.cpp @@ -53,7 +53,7 @@ RwTexture *gpCoronaTexture[9] = { nil, nil, nil, nil, nil, nil, nil, nil, nil }; float CCoronas::LightsMult = 1.0f; float CCoronas::SunScreenX; float CCoronas::SunScreenY; -bool CCoronas::bSmallMoon; +int CCoronas::MoonSize; bool CCoronas::SunBlockedByClouds; int CCoronas::bChangeBrightnessImmediately; @@ -129,7 +129,8 @@ CCoronas::Update(void) 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) + int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle, + bool longDist, float nearDist) { int i; @@ -192,11 +193,13 @@ CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 al 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) + const CVector &coors, float size, float drawDist, uint8 type, + int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle, + bool longDist, float nearDist) { RegisterCorona(id, red, green, blue, alpha, coors, size, drawDist, - gpCoronaTexture[type], flareType, reflection, LOScheck, drawStreak, someAngle); + gpCoronaTexture[type], flareType, reflection, LOScheck, drawStreak, someAngle, + longDist, nearDist); } void diff --git a/src/render/Coronas.h b/src/render/Coronas.h index 46eb4315..cb4e8583 100644 --- a/src/render/Coronas.h +++ b/src/render/Coronas.h @@ -81,7 +81,7 @@ public: static float LightsMult; static float SunScreenY; static float SunScreenX; - static bool bSmallMoon; + static int MoonSize; static bool SunBlockedByClouds; static int bChangeBrightnessImmediately; @@ -90,10 +90,12 @@ public: static void Update(void); 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); + int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle, + bool longDist = false, float nearClip = 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); + int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle, + bool longDist = false, float nearClip = 1.5f); static void UpdateCoronaCoors(uint32 id, const CVector &coors, float drawDist, float someAngle); static void Render(void); static void RenderReflections(void); diff --git a/src/render/Fluff.cpp b/src/render/Fluff.cpp index 9f3f6929..59ac1652 100644 --- a/src/render/Fluff.cpp +++ b/src/render/Fluff.cpp @@ -104,7 +104,8 @@ void CMovingThings::Init() EndCloseList.m_pNext = nil; EndCloseList.m_pPrev = &CMovingThings::StartCloseList; Num = 0; - + +#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); aScrollBars[1].Init(CVector( 772.0f, 164.0f, -9.5f ), SCROLL_TRAFFIC, 0.0f, 0.5f, 0.25f, 128, 255, 0, 0.3f); @@ -137,6 +138,7 @@ void CMovingThings::Init() CVector(58.145f - sz.y * 0.05f - sz.x * 0.3f, -1079.268f + sz.x * 0.05f - sz.y * 0.3f, 32.803f), -sz.x, -sz.y, 0, 255, 0, 100.0f, 0.8f ); +#endif } void CMovingThings::Shutdown() diff --git a/src/render/Hud.cpp b/src/render/Hud.cpp index 8c7904ef..7289d70c 100644 --- a/src/render/Hud.cpp +++ b/src/render/Hud.cpp @@ -23,18 +23,20 @@ // Game has colors inlined in code. // For easier modification we collect them here: -CRGBA MONEY_COLOR(89, 115, 150, 255); -CRGBA AMMO_COLOR(0, 0, 0, 255); -CRGBA HEALTH_COLOR(186, 101, 50, 255); -CRGBA ARMOUR_COLOR(124, 140, 95, 255); -CRGBA WANTED_COLOR(193, 164, 120, 255); -CRGBA ZONE_COLOR(152, 154, 82, 255); -CRGBA VEHICLE_COLOR(194, 165, 120, 255); -CRGBA CLOCK_COLOR(194, 165, 120, 255); -CRGBA TIMER_COLOR(186, 101, 50, 255); -CRGBA COUNTER_COLOR(0, 106, 164, 255); +CRGBA MONEY_COLOR(0, 207, 133, 255); +CRGBA AMMO_COLOR(255, 150, 225, 255); +CRGBA HEALTH_COLOR(255, 150, 225, 255); +CRGBA ARMOUR_COLOR(185, 185, 185, 255); +CRGBA NOTWANTED_COLOR(27, 89, 130, 255); +CRGBA WANTED_COLOR_FLASH(62, 141, 181, 255); +CRGBA WANTED_COLOR(97, 194, 247, 255); +CRGBA ZONE_COLOR(45, 155, 90, 255); +CRGBA VEHICLE_COLOR(97, 194, 247, 255); +CRGBA CLOCK_COLOR(97, 194, 247, 255); +CRGBA TIMER_COLOR(97, 194, 247, 255); +CRGBA COUNTER_COLOR(97, 194, 247, 255); CRGBA PAGER_COLOR(32, 162, 66, 205); -CRGBA RADARDISC_COLOR(0, 0, 0, 255); +CRGBA RADARDISC_COLOR(255, 255, 255, 255); CRGBA BIGMESSAGE_COLOR(85, 119, 133, 255); CRGBA WASTEDBUSTED_COLOR(170, 123, 87, 255); CRGBA ODDJOB_COLOR(89, 115, 150, 255); @@ -86,6 +88,21 @@ float CHud::PagerXOffset; int16 CHud::PagerTimer; int16 CHud::PagerOn; +uint32 CHud::m_WantedFadeTimer; +uint32 CHud::m_WantedState; +uint32 CHud::m_WantedTimer; +uint32 CHud::m_EnergyLostFadeTimer; +uint32 CHud::m_EnergyLostState; +uint32 CHud::m_EnergyLostTimer; +uint32 CHud::m_DisplayScoreFadeTimer; +uint32 CHud::m_DisplayScoreState; +uint32 CHud::m_DisplayScoreTimer; +uint32 CHud::m_WeaponFadeTimer; +uint32 CHud::m_WeaponState; +uint32 CHud::m_WeaponTimer; + +uint32 CHud::m_LastDisplayScore; + CSprite2d CHud::Sprites[NUM_HUD_SPRITES]; struct @@ -123,6 +140,10 @@ RwTexture *gpRocketSightTex; void CHud::Draw() { + RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERNEAREST); + RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void*)rwTEXTUREADDRESSCLAMP); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); + // disable hud via second controller if (CPad::GetPad(1)->GetStartJustDown()) m_Wants_To_Draw_Hud = !m_Wants_To_Draw_Hud; @@ -134,22 +155,29 @@ void CHud::Draw() bool DrawCrossHair = 0; bool DrawCrossHairPC = 0; - int32 WeaponType = FindPlayerPed()->m_weapons[FindPlayerPed()->m_currentWeapon].m_eWeaponType; + CPlayerPed *playerPed = FindPlayerPed(); + eWeaponType WeaponType = playerPed->GetWeapon()->m_eWeaponType; int32 Mode = TheCamera.Cams[TheCamera.ActiveCam].Mode; - if (Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON) - DrawCrossHair = 1; - if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT) - DrawCrossHairPC = 1; + // TODO(Miami): New cam mode + if ((Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON/* || Mode == 46*/) + && playerPed && !playerPed->GetWeapon()->IsTypeMelee()) + DrawCrossHair = true; - /* - Draw Crosshairs - */ - if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && - (!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_1STPERSON_RUNABOUT) { - if (FindPlayerPed() && !FindPlayerPed()->EnteringCar()) { - if ((WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_M16) || WeaponType == WEAPONTYPE_FLAMETHROWER) - DrawCrossHairPC = 1; + if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT) + DrawCrossHairPC = true; + if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && (!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) + || Mode == CCam::MODE_1STPERSON_RUNABOUT) { + if (playerPed) { + if (playerPed->m_nPedState != PED_ENTER_CAR && playerPed->m_nPedState != PED_CARJACK) { + + // TODO(Miami): Uncomment + if (WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_AK47 + /*|| WeaponType == WEAPONTYPE_M60 || || WeaponType == WEAPONTYPE_MINIGUN */ + || WeaponType == WEAPONTYPE_FLAMETHROWER) { + DrawCrossHairPC = 1; + } + } } } @@ -169,7 +197,8 @@ void CHud::Draw() #ifdef ASPECT_RATIO_SCALE f3rdY -= SCREEN_SCALE_Y(2.0f); #endif - if (FindPlayerPed() && WeaponType == WEAPONTYPE_M16) { + // TODO(Miami): M60 + if (playerPed && (WeaponType == WEAPONTYPE_M16 || WeaponType == WEAPONTYPE_AK47/* || WeaponType == WEAPONTYPE_M60*/)) { rect.left = f3rdX - SCREEN_SCALE_X(32.0f * 0.6f); rect.top = f3rdY - SCREEN_SCALE_Y(32.0f * 0.6f); rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.6f); @@ -185,8 +214,7 @@ void CHud::Draw() Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255)); } - } - else { + } else { if (Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_HELICANNON_1STPERSON) { @@ -213,8 +241,11 @@ void CHud::Draw() RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRocketSightTex)); CSprite::RenderOneXLUSprite(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 1.0f, SCREEN_SCALE_X(40.0f), SCREEN_SCALE_Y(40.0f), (100.0f * fMultBright), (200.0f * fMultBright), (100.0f * fMultBright), 255, 1.0f, 255); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); } else { + + // TODO(Miami) // Sniper rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f); rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f); @@ -241,9 +272,9 @@ void CHud::Draw() Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255)); } } - RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); } else { SpriteBrightness = 0; @@ -252,35 +283,51 @@ void CHud::Draw() /* DrawMoneyCounter */ + wchar sPrint[16]; wchar sPrintIcon[16]; char sTemp[16]; + float alpha; - sprintf(sTemp, "$%08d", CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney); - AsciiToUnicode(sTemp, sPrint); - - CFont::SetPropOff(); - CFont::SetBackgroundOff(); - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); - CFont::SetCentreOff(); - CFont::SetRightJustifyOn(); - CFont::SetRightJustifyWrap(0.0f); - CFont::SetBackGroundOnlyTextOff(); - CFont::SetFontStyle(FONT_HEADING); - CFont::SetPropOff(); - CFont::SetColor(CRGBA(0, 0, 0, 255)); - - CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f - 2.0f), SCREEN_SCALE_Y(43.0f + 2.0f), sPrint); + if (m_LastDisplayScore == CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney) { + alpha = CHud::DrawFadeState(HUD_SCORE_FADING, 0); + } else { + alpha = CHud::DrawFadeState(HUD_SCORE_FADING, 1); + m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney; + } + if (m_DisplayScoreState != FADED_OUT) { + sprintf(sTemp, "$%08d", CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney); + AsciiToUnicode(sTemp, sPrint); - CFont::SetColor(MONEY_COLOR); - CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f), SCREEN_SCALE_Y(43.0f), sPrint); + CFont::SetPropOff(); + CFont::SetBackgroundOff(); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); + CFont::SetCentreOff(); + CFont::SetRightJustifyOn(); + CFont::SetRightJustifyWrap(0.0f); + CFont::SetBackGroundOnlyTextOff(); + CFont::SetFontStyle(FONT_HEADING); + CFont::SetPropOff(); + CFont::SetDropShadowPosition(2); + CFont::SetDropColor(CRGBA(0, 0, 0, alpha)); + MONEY_COLOR.a = alpha; + CFont::SetColor(MONEY_COLOR); + + // TODO(Miami): m_nHudMode + //if (CMenuManager.m_nHudMode) + { + CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f), SCREEN_SCALE_Y(43.0f), sPrint); + } + } /* DrawAmmo */ - uint32 AmmoAmount = CWeaponInfo::GetWeaponInfo(FindPlayerPed()->GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition; - uint32 AmmoInClip = FindPlayerPed()->m_weapons[FindPlayerPed()->m_currentWeapon].m_nAmmoInClip; - uint32 TotalAmmo = FindPlayerPed()->m_weapons[FindPlayerPed()->m_currentWeapon].m_nAmmoTotal; + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo((eWeaponType)WeaponType); + CWeapon *weapon = playerPed->GetWeapon(); + uint32 AmmoAmount = weaponInfo->m_nAmountofAmmunition; + uint32 AmmoInClip = weapon->m_nAmmoInClip; + uint32 TotalAmmo = weapon->m_nAmmoTotal; uint32 Ammo, Clip; if (AmmoAmount <= 1 || AmmoAmount >= 1000) @@ -311,36 +358,59 @@ void CHud::Draw() /* DrawWeaponIcon */ - Sprites[WeaponType].Draw( - CRect(SCREEN_SCALE_FROM_RIGHT(99.0f), SCREEN_SCALE_Y(27.0f), SCREEN_SCALE_FROM_RIGHT(35.0f), SCREEN_SCALE_Y(91.0f)), - CRGBA(255, 255, 255, 255), - 0.015f, - 0.015f, - 1.0f, - 0.0f, - 0.015f, - 1.0f, - 1.0f, - 1.0f); + + if (weaponInfo->m_nModelId <= 0) { + Sprites[WeaponType].Draw( + CRect(SCREEN_SCALE_FROM_RIGHT(99.0f), SCREEN_SCALE_Y(27.0f), SCREEN_SCALE_FROM_RIGHT(35.0f), SCREEN_SCALE_Y(91.0f)), + CRGBA(255, 255, 255, 255), + 0.015f, + 0.015f, + 1.0f, + 0.0f, + 0.015f, + 1.0f, + 1.0f, + 1.0f); + } else { + CBaseModelInfo *weaponModel = CModelInfo::GetModelInfo(weaponInfo->m_nModelId); + RwTexDictionary *weaponTxd = CTxdStore::GetSlot(weaponModel->GetTxdSlot())->texDict; + if (weaponTxd) { + RwTexture *weaponIcon = RwTexDictionaryFindNamedTexture(weaponTxd, weaponModel->GetName()); + if (weaponIcon) { + RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(weaponIcon)); + const float xSize = SCREEN_SCALE_X(64.0f / 2.0f); + const float ySize = SCREEN_SCALE_X(64.0f / 2.0f); + CSprite::RenderOneXLUSprite(SCREEN_SCALE_FROM_RIGHT(99.0f) + xSize, SCREEN_SCALE_Y(25.0f) + ySize, 1.0f, xSize, ySize, + 255, 255, 255, 255, 1.0f, 255); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + } + } + } CFont::SetBackgroundOff(); - CFont::SetScale(SCREEN_SCALE_X(0.4f), SCREEN_SCALE_Y(0.6f)); + CFont::SetScale(SCREEN_SCALE_X(0.5f), SCREEN_SCALE_Y(0.8f)); CFont::SetJustifyOff(); CFont::SetCentreOn(); CFont::SetCentreSize(SCREEN_SCALE_X(640.0f)); CFont::SetPropOn(); + CFont::SetDropShadowPosition(0); CFont::SetFontStyle(FONT_BANK); - if (!CDarkel::FrenzyOnGoing() && WeaponType != WEAPONTYPE_UNARMED && WeaponType != WEAPONTYPE_BASEBALLBAT) { + if (Min(9999, TotalAmmo - AmmoInClip) != 9999 && !CDarkel::FrenzyOnGoing() && weaponInfo->m_nWeaponSlot > 1 && weapon->m_eWeaponType != WEAPONTYPE_DETONATOR) { + CFont::SetDropShadowPosition(2); + CFont::SetDropColor(CRGBA(0, 0, 0, 255)); CFont::SetColor(AMMO_COLOR); - CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(66.0f), SCREEN_SCALE_Y(73.0f), sPrint); + CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(66.0f), SCREEN_SCALE_Y(90.0f), sPrint); + CFont::SetDropShadowPosition(0); } /* DrawHealth */ CFont::SetBackgroundOff(); - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); CFont::SetJustifyOff(); CFont::SetCentreOff(); CFont::SetRightJustifyWrap(0.0f); @@ -350,16 +420,16 @@ void CHud::Draw() if (m_ItemToFlash == ITEM_HEALTH && CTimer::GetFrameCounter() & 8 || m_ItemToFlash != ITEM_HEALTH - || FindPlayerPed()->m_fHealth < 10 + || playerPed->m_fHealth < 10 && CTimer::GetFrameCounter() & 8) { - if (FindPlayerPed()->m_fHealth >= 10 - || FindPlayerPed()->m_fHealth < 10 && CTimer::GetFrameCounter() & 8) { + if (playerPed->m_fHealth >= 10 + || playerPed->m_fHealth < 10 && CTimer::GetFrameCounter() & 8) { AsciiToUnicode("{", sPrintIcon); #ifdef FIX_BUGS - sprintf(sTemp, "%03d", int32(FindPlayerPed()->m_fHealth + 0.5f)); + sprintf(sTemp, "%03d", int32(playerPed->m_fHealth + 0.5f)); #else - sprintf(sTemp, "%03d", (int32)FindPlayerPed()->m_fHealth); + sprintf(sTemp, "%03d", (int32)playerPed->m_fHealth); #endif AsciiToUnicode(sTemp, sPrint); @@ -383,13 +453,13 @@ void CHud::Draw() DrawArmour */ if (m_ItemToFlash == ITEM_ARMOUR && CTimer::GetFrameCounter() & 8 || m_ItemToFlash != ITEM_ARMOUR) { - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); - if (FindPlayerPed()->m_fArmour > 1.0f) { + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); + if (playerPed->m_fArmour > 1.0f) { AsciiToUnicode("[", sPrintIcon); #ifdef FIX_BUGS - sprintf(sTemp, "%03d", int32(FindPlayerPed()->m_fArmour + 0.5f)); + sprintf(sTemp, "%03d", int32(playerPed->m_fArmour + 0.5f)); #else - sprintf(sTemp, "%03d", (int32)FindPlayerPed()->m_fArmour); + sprintf(sTemp, "%03d", (int32)playerPed->m_fArmour); #endif AsciiToUnicode(sTemp, sPrint); @@ -414,27 +484,33 @@ void CHud::Draw() DrawWantedLevel */ CFont::SetBackgroundOff(); - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); CFont::SetJustifyOff(); CFont::SetCentreOff(); - CFont::SetRightJustifyOff(); + CFont::SetRightJustifyOn(); CFont::SetPropOn(); CFont::SetFontStyle(FONT_HEADING); + CFont::SetDropShadowPosition(2); // TODO(Miami): Remove that, VC keeps that open above AsciiToUnicode("]", sPrintIcon); for (int i = 0; i < 6; i++) { - CFont::SetColor(CRGBA(0, 0, 0, 255)); - CFont::PrintString(2.0f + SCREEN_SCALE_FROM_RIGHT(60.0f - 2.0f + 24.0f * i), SCREEN_SCALE_Y(87.0f + 2.0f), sPrintIcon); - if (FindPlayerPed()->m_pWanted->m_nWantedLevel > i - && (CTimer::GetTimeInMilliseconds() > FindPlayerPed()->m_pWanted->m_nLastWantedLevelChange + if (playerPed->m_pWanted->m_nWantedLevel > i + && (CTimer::GetTimeInMilliseconds() > playerPed->m_pWanted->m_nLastWantedLevelChange + 2000 || CTimer::GetFrameCounter() & 4)) { CFont::SetColor(WANTED_COLOR); - CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(60.0f + 24.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon); + CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon); + + // TODO(Miami): There is one more condition in here + }else if (playerPed->m_pWanted->m_nWantedLevel <= i) { + CFont::SetColor(NOTWANTED_COLOR); + CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon); } } + CFont::SetDropShadowPosition(0); // TODO(Miami): Remove that, VC keeps that open + /* DrawZoneName */ @@ -517,15 +593,20 @@ void CHud::Draw() else CFont::SetScale(SCREEN_SCALE_X(1.2f), SCREEN_SCALE_Y(1.2f)); + CFont::SetSlantRefPoint(SCREEN_SCALE_FROM_RIGHT(32.0f), SCREEN_SCALE_FROM_BOTTOM(128.0f)); + CFont::SetSlant(0.15f); + CFont::SetRightJustifyOn(); CFont::SetRightJustifyWrap(0.0f); CFont::SetBackGroundOnlyTextOff(); CFont::SetFontStyle(FONT_BANK); CFont::SetColor(CRGBA(0, 0, 0, fZoneAlpha)); - CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(32.0f) + SCREEN_SCALE_X(1.0f), SCREEN_SCALE_FROM_BOTTOM(30.0f) + SCREEN_SCALE_Y(1.0f), m_ZoneToPrint); + CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(32.0f) + SCREEN_SCALE_X(1.0f), SCREEN_SCALE_FROM_BOTTOM(128.0f) + SCREEN_SCALE_Y(1.0f), m_ZoneToPrint); CFont::SetColor(CRGBA(ZONE_COLOR.r, ZONE_COLOR.g, ZONE_COLOR.b, fZoneAlpha)); - CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(32.0f), SCREEN_SCALE_FROM_BOTTOM(30.0f), m_ZoneToPrint); + CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(32.0f), SCREEN_SCALE_FROM_BOTTOM(128.0f), m_ZoneToPrint); + + CFont::SetSlant(0.f); } } } @@ -611,15 +692,20 @@ void CHud::Draw() else CFont::SetScale(SCREEN_SCALE_X(1.2f * 0.85f), SCREEN_SCALE_Y(1.2f)); + CFont::SetSlantRefPoint(SCREEN_SCALE_FROM_RIGHT(32.0f), SCREEN_SCALE_FROM_BOTTOM(105.0f)); + CFont::SetSlant(0.15f); + CFont::SetRightJustifyOn(); CFont::SetRightJustifyWrap(0.0f); CFont::SetBackGroundOnlyTextOff(); CFont::SetFontStyle(FONT_BANK); CFont::SetColor(CRGBA(0, 0, 0, fVehicleAlpha)); - CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(32.0f) + SCREEN_SCALE_X(1.0f), SCREEN_SCALE_FROM_BOTTOM(55.0f) + SCREEN_SCALE_Y(1.0f), m_pVehicleNameToPrint); + CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(32.0f) + SCREEN_SCALE_X(1.0f), SCREEN_SCALE_FROM_BOTTOM(105.f) + SCREEN_SCALE_Y(1.0f), m_pVehicleNameToPrint); CFont::SetColor(CRGBA(VEHICLE_COLOR.r, VEHICLE_COLOR.g, VEHICLE_COLOR.b, fVehicleAlpha)); - CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(32.0f), SCREEN_SCALE_FROM_BOTTOM(55.0f), m_pVehicleNameToPrint); + CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(32.0f), SCREEN_SCALE_FROM_BOTTOM(105.0f), m_pVehicleNameToPrint); + + CFont::SetSlant(0.f); } } } @@ -636,7 +722,7 @@ void CHud::Draw() CFont::SetJustifyOff(); CFont::SetCentreOff(); CFont::SetBackgroundOff(); - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); CFont::SetBackGroundOnlyTextOff(); CFont::SetPropOff(); CFont::SetFontStyle(FONT_HEADING); @@ -685,7 +771,7 @@ void CHud::Draw() AsciiToUnicode(CUserDisplay::OnscnTimer.m_sEntries[0].m_bTimerBuffer, sTimer); CFont::SetPropOn(); CFont::SetBackgroundOff(); - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); CFont::SetRightJustifyOn(); CFont::SetRightJustifyWrap(0.0f); CFont::SetFontStyle(FONT_LOCALE(FONT_HEADING)); @@ -693,7 +779,7 @@ void CHud::Draw() CFont::SetBackGroundOnlyTextOn(); CFont::SetColor(CRGBA(0, 0, 0, 255)); CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) + SCREEN_SCALE_X(2.0f), SCREEN_SCALE_Y(110.0f) + SCREEN_SCALE_Y(2.0f), sTimer); - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); CFont::SetColor(TIMER_COLOR); CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET), SCREEN_SCALE_Y(110.0f), sTimer); @@ -725,7 +811,7 @@ void CHud::Draw() CFont::SetPropOn(); CFont::SetBackgroundOff(); - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); CFont::SetCentreOff(); CFont::SetRightJustifyOn(); CFont::SetRightJustifyWrap(0.0f); @@ -751,7 +837,7 @@ void CHud::Draw() if (CUserDisplay::OnscnTimer.m_sEntries[0].m_aCounterText[0]) { CFont::SetPropOn(); - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); CFont::SetColor(CRGBA(0, 0, 0, 255)); CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) - SCREEN_SCALE_X(61.0f) + SCREEN_SCALE_Y(2.0f), SCREEN_SCALE_Y(132.0f) + SCREEN_SCALE_Y(2.0f), TheText.Get(CUserDisplay::OnscnTimer.m_sEntries[0].m_aCounterText)); @@ -1417,6 +1503,21 @@ void CHud::Initialise() PagerSoundPlayed = 0; PagerXOffset = 150.0f; + m_WantedFadeTimer = 0; + m_WantedState = FADE_DISABLED; + m_WantedTimer = 0; + m_EnergyLostFadeTimer = 0; + m_EnergyLostState = FADE_DISABLED; + m_EnergyLostTimer = 0; + m_DisplayScoreFadeTimer = 0; + m_DisplayScoreState = FADE_DISABLED; + m_DisplayScoreTimer = 0; + m_WeaponFadeTimer = 0; + m_WeaponState = FADE_DISABLED; + m_WeaponTimer = 0; + + m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney; + CTxdStore::PopCurrentTxd(); } @@ -1440,6 +1541,21 @@ void CHud::ReInitialise() { PagerTimer = 0; PagerSoundPlayed = 0; PagerXOffset = 150.0f; + + m_WantedFadeTimer = 0; + m_WantedState = FADE_DISABLED; + m_WantedTimer = 0; + m_EnergyLostFadeTimer = 0; + m_EnergyLostState = FADE_DISABLED; + m_EnergyLostTimer = 0; + m_DisplayScoreFadeTimer = 0; + m_DisplayScoreState = FADE_DISABLED; + m_DisplayScoreTimer = 0; + m_WeaponFadeTimer = 0; + m_WeaponState = FADE_DISABLED; + m_WeaponTimer = 0; + + m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney; } wchar LastBigMessage[6][128]; @@ -1536,3 +1652,106 @@ void CHud::Shutdown() int HudTXD = CTxdStore::FindTxdSlot("hud"); CTxdStore::RemoveTxdSlot(HudTXD); } + +float CHud::DrawFadeState(DRAW_FADE_STATE fadingElement, int forceFadingIn) +{ + float alpha = 255.0f; + uint32 operation, timer; + int32 fadeTimer; + + switch (fadingElement) { + case HUD_WANTED_FADING: + fadeTimer = m_WantedFadeTimer; + operation = m_WantedState; + timer = m_WantedTimer; + break; + case HUD_ENERGY_FADING: + fadeTimer = m_EnergyLostFadeTimer; + operation = m_EnergyLostState; + timer = m_EnergyLostTimer; + break; + case HUD_SCORE_FADING: + fadeTimer = m_DisplayScoreFadeTimer; + operation = m_DisplayScoreState; + timer = m_DisplayScoreTimer; + break; + case HUD_WEAPON_FADING: + fadeTimer = m_WeaponFadeTimer; + operation = m_WeaponState; + timer = m_WeaponTimer; + break; + default: + break; + } + if (forceFadingIn) { + switch (operation) { + case FADED_OUT: + fadeTimer = 0; + case START_FADE_OUT: + case FADING_OUT: + timer = 5; + operation = FADING_IN; + break; + default: + break; + } + } + if (operation != FADED_OUT && operation != FADE_DISABLED) { + switch (operation) { + case START_FADE_OUT: + fadeTimer = 1000; + alpha = 255.0f; + if (timer > 10000) { + fadeTimer = 3000; + operation = FADING_OUT; + } + break; + case FADING_IN: + fadeTimer += CTimer::GetTimeStepInMilliseconds(); + if (fadeTimer > 1000.0f) { + operation = START_FADE_OUT; + fadeTimer = 1000; + } + alpha = fadeTimer / 1000.0f * 255.0f; + break; + case FADING_OUT: + fadeTimer -= CTimer::GetTimeStepInMilliseconds(); + if (fadeTimer < 0.0f) { + fadeTimer = 0; + operation = FADED_OUT; + } + alpha = fadeTimer / 1000.0f * 255.0f; + break; + default: + break; + } + timer += CTimer::GetTimeStepInMilliseconds(); + } + + switch (fadingElement) { + case HUD_WANTED_FADING: + m_WantedFadeTimer = fadeTimer; + m_WantedState = operation; + m_WantedTimer = timer; + break; + case HUD_ENERGY_FADING: + m_EnergyLostFadeTimer = fadeTimer; + m_EnergyLostState = operation; + m_EnergyLostTimer = timer; + break; + case HUD_SCORE_FADING: + m_DisplayScoreFadeTimer = fadeTimer; + m_DisplayScoreState = operation; + m_DisplayScoreTimer = timer; + break; + case HUD_WEAPON_FADING: + m_WeaponFadeTimer = fadeTimer; + m_WeaponState = operation; + m_WeaponTimer = timer; + break; + default: + break; + } + + return clamp(alpha, 0.0f, 255.0f); +} diff --git a/src/render/Hud.h b/src/render/Hud.h index 701e47e2..bae19ee4 100644 --- a/src/render/Hud.h +++ b/src/render/Hud.h @@ -9,6 +9,25 @@ enum eItems ITEM_RADAR = 8 }; +// Thanks for vague name, R* +enum DRAW_FADE_STATE +{ + HUD_WANTED_FADING = 0, + HUD_ENERGY_FADING, + HUD_SCORE_FADING, + HUD_WEAPON_FADING, +}; + +// My name +enum eFadeOperation +{ + FADED_OUT = 0, + START_FADE_OUT, + FADING_IN, + FADING_OUT, + FADE_DISABLED = 5, +}; + enum eSprites { HUD_FIST, @@ -32,6 +51,10 @@ enum eSprites NUM_HUD_SPRITES, }; +// TODO(Miami): Make those 0.7f - 1.25f once fonts have been ported +#define HUD_TEXT_SCALE_X 0.8f +#define HUD_TEXT_SCALE_Y 1.35f + class CHud { public: @@ -82,6 +105,21 @@ public: static int16 PagerTimer; static int16 PagerOn; + static uint32 m_WantedFadeTimer; + static uint32 m_WantedState; + static uint32 m_WantedTimer; + static uint32 m_EnergyLostFadeTimer; + static uint32 m_EnergyLostState; + static uint32 m_EnergyLostTimer; + static uint32 m_DisplayScoreFadeTimer; + static uint32 m_DisplayScoreState; + static uint32 m_DisplayScoreTimer; + static uint32 m_WeaponFadeTimer; + static uint32 m_WeaponState; + static uint32 m_WeaponTimer; + + static uint32 m_LastDisplayScore; + public: static void Draw(); static void DrawAfterFade(); @@ -95,4 +133,5 @@ public: static void SetVehicleName(wchar *name); static void SetZoneName(wchar *name); static void Shutdown(); + static float DrawFadeState(DRAW_FADE_STATE, int); }; diff --git a/src/render/MBlur.cpp b/src/render/MBlur.cpp index 68ec1194..9934ae18 100644 --- a/src/render/MBlur.cpp +++ b/src/render/MBlur.cpp @@ -3,14 +3,17 @@ #include "RwHelper.h" #include "Camera.h" #include "MBlur.h" +#include "Timer.h" // Originally taken from RW example 'mblur' RwRaster *CMBlur::pFrontBuffer; bool CMBlur::ms_bJustInitialised; bool CMBlur::BlurOn; +float CMBlur::Drunkness; static RwIm2DVertex Vertex[4]; +static RwIm2DVertex Vertex2[4]; static RwImVertexIndex Index[6] = { 0, 1, 2, 0, 2, 3 }; void @@ -103,29 +106,62 @@ CMBlur::CreateImmediateModeData(RwCamera *cam, RwRect *rect) RwIm2DVertexSetV(&Vertex[3], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam)); RwIm2DVertexSetIntRGBA(&Vertex[3], 255, 255, 255, 255); + + RwIm2DVertexSetScreenX(&Vertex2[0], zero); + RwIm2DVertexSetScreenY(&Vertex2[0], zero); + RwIm2DVertexSetScreenZ(&Vertex2[0], RwIm2DGetNearScreenZ()); + RwIm2DVertexSetCameraZ(&Vertex2[0], RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetRecipCameraZ(&Vertex2[0], 1.0f/RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetU(&Vertex2[0], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetV(&Vertex2[0], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetIntRGBA(&Vertex2[0], 255, 255, 255, 255); + + RwIm2DVertexSetScreenX(&Vertex2[1], zero); + RwIm2DVertexSetScreenY(&Vertex2[1], ymax); + RwIm2DVertexSetScreenZ(&Vertex2[1], RwIm2DGetNearScreenZ()); + RwIm2DVertexSetCameraZ(&Vertex2[1], RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetRecipCameraZ(&Vertex2[1], 1.0f/RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetU(&Vertex2[1], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetV(&Vertex2[1], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetIntRGBA(&Vertex2[1], 255, 255, 255, 255); + + RwIm2DVertexSetScreenX(&Vertex2[2], xmax); + RwIm2DVertexSetScreenY(&Vertex2[2], ymax); + RwIm2DVertexSetScreenZ(&Vertex2[2], RwIm2DGetNearScreenZ()); + RwIm2DVertexSetCameraZ(&Vertex2[2], RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetRecipCameraZ(&Vertex2[2], 1.0f/RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetU(&Vertex2[2], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetV(&Vertex2[2], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetIntRGBA(&Vertex2[2], 255, 255, 255, 255); + + RwIm2DVertexSetScreenX(&Vertex2[3], xmax); + RwIm2DVertexSetScreenY(&Vertex2[3], zero); + 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 addalpha) +CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type) { RwRGBA color = { (RwUInt8)red, (RwUInt8)green, (RwUInt8)blue, (RwUInt8)blur }; + if(ms_bJustInitialised) + ms_bJustInitialised = false; + else + OverlayRender(cam, pFrontBuffer, color, type); if(BlurOn){ - if(pFrontBuffer){ - if(ms_bJustInitialised) - ms_bJustInitialised = false; - else - OverlayRender(cam, pFrontBuffer, color, type, addalpha); - } RwRasterPushContext(pFrontBuffer); RwRasterRenderFast(RwCameraGetRaster(cam), 0, 0); RwRasterPopContext(); - }else{ - OverlayRender(cam, nil, color, type, addalpha); } } void -CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, uint32 addalpha) +CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type) { int r, g, b, a; @@ -170,41 +206,75 @@ CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, } if(!BlurOn){ - r *= 0.6f; - g *= 0.6f; - b *= 0.6f; - if(type != 1) - a *= 0.6f; - // game clamps to 255 here, but why? + // gta clamps these to 255 (probably a macro or inlined function) + int ovR = r * 0.6f; + int ovG = g * 0.6f; + int ovB = b * 0.6f; + int ovA = type == MBLUR_SNIPER ? a : a*0.6f; + RwIm2DVertexSetIntRGBA(&Vertex[0], ovR, ovG, ovB, ovA); + RwIm2DVertexSetIntRGBA(&Vertex[1], ovR, ovG, ovB, ovA); + RwIm2DVertexSetIntRGBA(&Vertex[2], ovR, ovG, ovB, ovA); + RwIm2DVertexSetIntRGBA(&Vertex[3], ovR, ovG, ovB, ovA); + }else{ + RwIm2DVertexSetIntRGBA(&Vertex2[0], r, g, b, a); + RwIm2DVertexSetIntRGBA(&Vertex[0], r, g, b, a); + RwIm2DVertexSetIntRGBA(&Vertex2[1], r, g, b, a); + RwIm2DVertexSetIntRGBA(&Vertex[1], r, g, b, a); + RwIm2DVertexSetIntRGBA(&Vertex2[2], r, g, b, a); + RwIm2DVertexSetIntRGBA(&Vertex[2], r, g, b, a); + RwIm2DVertexSetIntRGBA(&Vertex2[3], r, g, b, a); + RwIm2DVertexSetIntRGBA(&Vertex[3], r, g, b, a); } - RwIm2DVertexSetIntRGBA(&Vertex[0], r, g, b, a); - RwIm2DVertexSetIntRGBA(&Vertex[1], r, g, b, a); - RwIm2DVertexSetIntRGBA(&Vertex[2], r, g, b, a); - RwIm2DVertexSetIntRGBA(&Vertex[3], r, g, b, a); RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERNEAREST); RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); - RwRenderStateSet(rwRENDERSTATETEXTURERASTER, BlurOn ? raster : nil); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, raster); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); - RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); - RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); - RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6); - - a = addalpha/2; - if(a < 30) - a = 30; - - if(BlurOn && a != 0){ // the second condition should always be true - RwIm2DVertexSetIntRGBA(&Vertex[0], 255, 255, 255, a); - RwIm2DVertexSetIntRGBA(&Vertex[1], 255, 255, 255, a); - RwIm2DVertexSetIntRGBA(&Vertex[2], 255, 255, 255, a); - RwIm2DVertexSetIntRGBA(&Vertex[3], 255, 255, 255, a); - RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); + + if(BlurOn){ + if(type == MBLUR_SNIPER){ + RwIm2DVertexSetIntRGBA(&Vertex2[0], r, g, b, 80); + RwIm2DVertexSetIntRGBA(&Vertex2[1], r, g, b, 80); + RwIm2DVertexSetIntRGBA(&Vertex2[2], r, g, b, 80); + RwIm2DVertexSetIntRGBA(&Vertex2[3], r, g, b, 80); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + // TODO(MIAMI): pBufVertCount = 0; + }else{ + RwIm2DVertexSetIntRGBA(&Vertex2[0], r*2, g*2, b*2, 30); + RwIm2DVertexSetIntRGBA(&Vertex2[1], r*2, g*2, b*2, 30); + RwIm2DVertexSetIntRGBA(&Vertex2[2], r*2, g*2, b*2, 30); + RwIm2DVertexSetIntRGBA(&Vertex2[3], r*2, g*2, b*2, 30); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex2, 4, Index, 6); + + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); + + RwIm2DVertexSetIntRGBA(&Vertex2[0], r, g, b, a); + RwIm2DVertexSetIntRGBA(&Vertex[0], r, g, b, a); + RwIm2DVertexSetIntRGBA(&Vertex2[1], r, g, b, a); + RwIm2DVertexSetIntRGBA(&Vertex[1], r, g, b, a); + RwIm2DVertexSetIntRGBA(&Vertex2[2], r, g, b, a); + RwIm2DVertexSetIntRGBA(&Vertex[2], r, g, b, a); + RwIm2DVertexSetIntRGBA(&Vertex2[3], r, g, b, a); + RwIm2DVertexSetIntRGBA(&Vertex[3], r, g, b, a); + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6); + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex2, 4, Index, 6); + } } + // TODO(MIAMI): drunkness + + // TODO(MIAMI): OverlayRenderFx + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); @@ -213,3 +283,10 @@ CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); } + +void +CMBlur::ClearDrunkBlur() +{ + Drunkness = 0.0f; + CTimer::SetTimeScale(1.0f); +}
\ No newline at end of file diff --git a/src/render/MBlur.h b/src/render/MBlur.h index e8a5bef8..3129c070 100644 --- a/src/render/MBlur.h +++ b/src/render/MBlur.h @@ -6,11 +6,13 @@ public: static RwRaster *pFrontBuffer; static bool ms_bJustInitialised; static bool BlurOn; + static float Drunkness; public: static void MotionBlurOpen(RwCamera *cam); static void MotionBlurClose(void); static void CreateImmediateModeData(RwCamera *cam, RwRect *rect); - static void MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 addalpha); - static void OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, uint32 bluralpha); + static void MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type); + static void OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type); + static void ClearDrunkBlur(); }; diff --git a/src/render/Occlusion.cpp b/src/render/Occlusion.cpp new file mode 100644 index 00000000..1c4e4266 --- /dev/null +++ b/src/render/Occlusion.cpp @@ -0,0 +1,44 @@ +#include "common.h" + +#include "Occlusion.h" + +int32 COcclusion::NumOccludersOnMap; +int16 COcclusion::FarAwayList; +int16 COcclusion::NearbyList; +int16 COcclusion::ListWalkThroughFA; +int16 COcclusion::PreviousListWalkThroughFA; +COccluder COcclusion::aOccluders[NUMOCCLUSIONVOLUMES]; + +void +COcclusion::Init(void) +{ + NumOccludersOnMap = 0; + FarAwayList = -1; + NearbyList = -1; + ListWalkThroughFA = -1; + PreviousListWalkThroughFA = -1; +} + +void +COcclusion::AddOne(float x, float y, float z, float width, float length, float height, float angle) +{ + if(NumOccludersOnMap >= NUMOCCLUSIONVOLUMES) + return; + + aOccluders[NumOccludersOnMap].x = x; + aOccluders[NumOccludersOnMap].y = y; + aOccluders[NumOccludersOnMap].z = z; + aOccluders[NumOccludersOnMap].width = width; + aOccluders[NumOccludersOnMap].length = length; + aOccluders[NumOccludersOnMap].height = height; + while(angle < 0.0f) angle += 360.0f; + while(angle > 360.0f) angle -= 360.0f; + aOccluders[NumOccludersOnMap].angle = angle * UINT16_MAX/360.0f; + aOccluders[NumOccludersOnMap].listIndex = FarAwayList; + FarAwayList = NumOccludersOnMap++; +} + +void +COcclusion::ProcessBeforeRendering(void) +{ +} diff --git a/src/render/Occlusion.h b/src/render/Occlusion.h new file mode 100644 index 00000000..ac0ede5e --- /dev/null +++ b/src/render/Occlusion.h @@ -0,0 +1,26 @@ +#pragma once + +class COccluder +{ +public: + int16 width, length, height; + int16 x, y, z; + uint16 angle; + int16 listIndex; +}; + +class COcclusion +{ +public: + static int32 NumOccludersOnMap; + static int16 FarAwayList; + static int16 NearbyList; + static int16 ListWalkThroughFA; + static int16 PreviousListWalkThroughFA; + + static COccluder aOccluders[NUMOCCLUSIONVOLUMES]; + + static void Init(void); + static void AddOne(float x, float y, float z, float width, float length, float height, float angle); + static void ProcessBeforeRendering(void); +}; diff --git a/src/render/Particle.cpp b/src/render/Particle.cpp index a867ae13..5f37bdc6 100644 --- a/src/render/Particle.cpp +++ b/src/render/Particle.cpp @@ -1546,7 +1546,7 @@ void CParticle::Render() particle->m_fSize * 63.0f, particle->m_Color, particle->m_nColorIntensity, - (float)particle->m_nRotation, //DEGTORAD((float)particle->m_nRotation) ps2 + DEGTORAD(particle->m_nRotation), particle->m_nAlpha); } else @@ -1586,7 +1586,7 @@ void CParticle::Render() particle->m_Color.blue, particle->m_nColorIntensity, 1.0f / coors.z, - float(particle->m_nRotation), // DEGTORAD((float)particle->m_nRotation) ps2 + DEGTORAD(particle->m_nRotation), particle->m_nAlpha); } else if ( psystem->Flags & SCREEN_TRAIL ) @@ -1639,7 +1639,7 @@ void CParticle::Render() particle->m_Color.blue, particle->m_nColorIntensity, 1.0f / coors.z, - fRotation, + DEGTORAD(fRotation), particle->m_nAlpha); particle->m_vecScreenPosition = coors; @@ -1688,7 +1688,7 @@ void CParticle::Render() particle->m_Color.blue, particle->m_nColorIntensity, 1.0f / coors.z, - fRotation, + DEGTORAD(fRotation), particle->m_nAlpha); } else if ( psystem->Flags & VERT_TRAIL ) diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp index 8a48eb11..f149c6fb 100644 --- a/src/render/Renderer.cpp +++ b/src/render/Renderer.cpp @@ -18,13 +18,13 @@ #include "Streaming.h" #include "Shadows.h" #include "PointLights.h" +#include "Occlusion.h" #include "Renderer.h" -bool gbShowPedRoadGroups; -bool gbShowCarRoadGroups; +//--MIAMI: file almost done, just one bike flag left + bool gbShowCollisionPolys; bool gbShowCollisionLines; -bool gbShowCullZoneDebugStuff; bool gbBigWhiteDebugLightSwitchedOn; bool gbDontRenderBuildings; @@ -142,8 +142,11 @@ CRenderer::RenderOneNonRoad(CEntity *e) resetLights = e->SetupLighting(); - if(e->IsVehicle()) + if(e->IsVehicle()){ + // unfortunately can't use GetClump here + CVisibilityPlugins::SetupVehicleVariables((RpClump*)e->m_rwObject); CVisibilityPlugins::InitAlphaAtomicList(); + } // Render Peds in vehicle before vehicle itself if(e->IsVehicle()){ @@ -153,6 +156,7 @@ CRenderer::RenderOneNonRoad(CEntity *e) for(i = 0; i < 8; i++) if(veh->pPassengers[i] && veh->pPassengers[i]->m_nPedState == PED_DRIVING) veh->pPassengers[i]->Render(); + SetCullMode(rwCULLMODECULLNONE); } e->Render(); @@ -160,6 +164,7 @@ CRenderer::RenderOneNonRoad(CEntity *e) e->bImBeingRendered = true; CVisibilityPlugins::RenderAlphaAtomics(); e->bImBeingRendered = false; + SetCullMode(rwCULLMODECULLBACK); } e->RemoveLighting(resetLights); @@ -180,38 +185,40 @@ CRenderer::RenderFirstPersonVehicle(void) RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); } +inline bool IsRoad(CEntity *e) { return e->IsBuilding() && ((CSimpleModelInfo*)CModelInfo::GetModelInfo(e->GetModelIndex()))->m_wetRoadReflection; } + void CRenderer::RenderRoads(void) { int i; - CTreadable *t; + CEntity *e; RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + SetCullMode(rwCULLMODECULLBACK); DeActivateDirectional(); SetAmbientColours(); for(i = 0; i < ms_nNoOfVisibleEntities; i++){ - t = (CTreadable*)ms_aVisibleEntityPtrs[i]; - if(t->IsBuilding() && t->GetIsATreadable()){ -#ifndef MASTER - if(gbShowCarRoadGroups || gbShowPedRoadGroups){ - int ind = 0; - if(gbShowCarRoadGroups) - ind += ThePaths.m_pathNodes[t->m_nodeIndices[PATH_CAR][0]].group; - if(gbShowPedRoadGroups) - ind += ThePaths.m_pathNodes[t->m_nodeIndices[PATH_PED][0]].group; - SetAmbientColoursToIndicateRoadGroup(ind); - } -#endif - RenderOneRoad(t); -#ifndef MASTER - if(gbShowCarRoadGroups || gbShowPedRoadGroups) - ReSetAmbientAndDirectionalColours(); -#endif - } + e = ms_aVisibleEntityPtrs[i]; + if(IsRoad(e)) + RenderOneRoad(e); } } +inline bool PutIntoSortedVehicleList(CVehicle *veh) +{ + if(veh->IsBoat()){ + int mode = TheCamera.Cams[TheCamera.ActiveCam].Mode; + if(mode == CCam::MODE_WHEELCAM || + mode == CCam::MODE_1STPERSON && TheCamera.GetLookDirection() != LOOKING_FORWARD && TheCamera.GetLookDirection() != LOOKING_BEHIND || + CVisibilityPlugins::GetClumpAlpha(veh->GetClump()) != 255) + return false; + return true; + }else + return veh->bTouchingWater; +} + void CRenderer::RenderEverythingBarRoads(void) { @@ -220,17 +227,20 @@ CRenderer::RenderEverythingBarRoads(void) CVector dist; EntityInfo ei; + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + SetCullMode(rwCULLMODECULLBACK); gSortedVehiclesAndPeds.Clear(); for(i = 0; i < ms_nNoOfVisibleEntities; i++){ e = ms_aVisibleEntityPtrs[i]; - if(e->IsBuilding() && ((CBuilding*)e)->GetIsATreadable()) + if(IsRoad(e)) continue; if(e->IsVehicle() || e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){ - if(e->IsVehicle() && ((CVehicle*)e)->IsBoat()){ + if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)){ ei.ent = e; dist = ms_vecCameraPosition - e->GetPosition(); ei.sort = dist.MagnitudeSqr(); @@ -248,27 +258,14 @@ CRenderer::RenderEverythingBarRoads(void) } void -CRenderer::RenderVehiclesButNotBoats(void) -{ - // This function doesn't do anything - // because only boats are inserted into the list - CLink<EntityInfo> *node; - - for(node = gSortedVehiclesAndPeds.tail.prev; - node != &gSortedVehiclesAndPeds.head; - node = node->prev){ - // only boats in this list - CVehicle *v = (CVehicle*)node->item.ent; - if(!v->IsBoat()) - RenderOneNonRoad(v); - } -} - -void CRenderer::RenderBoats(void) { CLink<EntityInfo> *node; + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + SetCullMode(rwCULLMODECULLBACK); + for(node = gSortedVehiclesAndPeds.tail.prev; node != &gSortedVehiclesAndPeds.head; node = node->prev){ @@ -283,12 +280,22 @@ void CRenderer::RenderFadingInEntities(void) { RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + SetCullMode(rwCULLMODECULLBACK); DeActivateDirectional(); SetAmbientColours(); CVisibilityPlugins::RenderFadingEntities(); } void +CRenderer::RenderFadingInUnderwaterEntities(void) +{ + DeActivateDirectional(); + SetAmbientColours(); + CVisibilityPlugins::RenderFadingUnderwaterEntities(); +} + +void CRenderer::RenderCollisionLines(void) { int i; @@ -332,7 +339,7 @@ CRenderer::SetupEntityVisibility(CEntity *ent) float dist; bool request = true; - if (mi->GetModelType() == MITYPE_TIME) { + if(mi->GetModelType() == MITYPE_TIME){ ti = (CTimeModelInfo*)mi; other = ti->GetOtherTimeModel(); if(CClock::GetIsTimeInRange(ti->GetTimeOn(), ti->GetTimeOff())){ @@ -348,25 +355,36 @@ CRenderer::SetupEntityVisibility(CEntity *ent) request = false; } }else{ - if (mi->GetModelType() != MITYPE_SIMPLE) { + if(mi->GetModelType() != MITYPE_SIMPLE && mi->GetModelType() != MITYPE_WEAPON){ if(FindPlayerVehicle() == ent && - TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON){ + TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON && +//TODO(MIAMI): that bike flag + (!FindPlayerVehicle()->IsBike() || true)){ // Player's vehicle in first person mode - if(TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_FORWARD || + CVehicle *veh = (CVehicle*)ent; + int model = veh->GetModelIndex(); + int direction = TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking; + if(direction == LOOKING_FORWARD || ent->GetModelIndex() == MI_RHINO || ent->GetModelIndex() == MI_COACH || - TheCamera.m_bInATunnelAndABigVehicle){ + TheCamera.m_bInATunnelAndABigVehicle || + direction == LOOKING_BEHIND && veh->pHandling->Flags & HANDLING_UNKNOWN){ ent->bNoBrightHeadLights = true; - }else{ + return VIS_OFFSCREEN; + } + + if(direction != LOOKING_BEHIND || + !veh->IsBoat() || model == MI_REEFER || model == MI_TROPIC || model == MI_PREDATOR || model == MI_SKIMMER){ m_pFirstPersonVehicle = (CVehicle*)ent; ent->bNoBrightHeadLights = false; + return VIS_OFFSCREEN; } - return VIS_OFFSCREEN; } + // All sorts of Clumps if(ent->m_rwObject == nil || !ent->bIsVisible) return VIS_INVISIBLE; - if(!ent->GetIsOnScreen()) + if(!ent->GetIsOnScreen() || ent->IsEntityOccluded()) return VIS_OFFSCREEN; if(ent->bDrawLast){ dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude(); @@ -376,22 +394,36 @@ CRenderer::SetupEntityVisibility(CEntity *ent) } return VIS_VISIBLE; } - if(ent->IsObject() && - ((CObject*)ent)->ObjectCreatedBy == TEMP_OBJECT){ + if(ent->m_flagE10){ if(ent->m_rwObject == nil || !ent->bIsVisible) return VIS_INVISIBLE; - return ent->GetIsOnScreen() ? VIS_VISIBLE : VIS_OFFSCREEN; + if(!ent->GetIsOnScreen() || ent->IsEntityOccluded()) + return VIS_OFFSCREEN; + if(ent->bDrawLast){ + dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude(); + CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); + ent->bDistanceFade = false; + return VIS_INVISIBLE; + } + return VIS_VISIBLE; } } // Simple ModelInfo + if(!IsAreaVisible(ent->m_area)) + return VIS_INVISIBLE; + dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude(); - // This can only happen with multi-atomic models (e.g. railtracks) - // but why do we bump up the distance? can only be fading... - if(LOD_DISTANCE + STREAM_DISTANCE < dist && dist < mi->GetLargestLodDistance()) - dist = mi->GetLargestLodDistance(); +#ifndef FIX_BUGS + // Whatever this is supposed to do, it breaks fading for objects + // whose draw dist is > LOD_DISTANCE-FADE_DISTANCE, i.e. 280 + // because decreasing dist here makes the object visible above LOD_DISTANCE + // before fading normally once below LOD_DISTANCE. + if(LOD_DISTANCE < dist && dist < mi->GetLargestLodDistance() + FADE_DISTANCE) + dist += mi->GetLargestLodDistance() - LOD_DISTANCE; +#endif if(ent->IsObject() && ent->bRenderDamaged) mi->m_isDamaged = true; @@ -411,7 +443,7 @@ CRenderer::SetupEntityVisibility(CEntity *ent) if(ent->m_rwObject == nil || !ent->bIsVisible) return VIS_INVISIBLE; - if(!ent->GetIsOnScreen()){ + if(!ent->GetIsOnScreen() || ent->IsEntityOccluded()){ mi->m_alpha = 255; return VIS_OFFSCREEN; } @@ -423,9 +455,10 @@ CRenderer::SetupEntityVisibility(CEntity *ent) } if(mi->m_drawLast || ent->bDrawLast){ - CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); - ent->bDistanceFade = false; - return VIS_INVISIBLE; + if(CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist)){ + ent->bDistanceFade = false; + return VIS_INVISIBLE; + } } return VIS_VISIBLE; } @@ -461,7 +494,7 @@ CRenderer::SetupEntityVisibility(CEntity *ent) if(ent->m_rwObject == nil || !ent->bIsVisible) return VIS_INVISIBLE; - if(!ent->GetIsOnScreen()){ + if(!ent->GetIsOnScreen() || ent->IsEntityOccluded()){ mi->m_alpha = 255; return VIS_OFFSCREEN; }else{ @@ -474,19 +507,32 @@ CRenderer::SetupEntityVisibility(CEntity *ent) int32 CRenderer::SetupBigBuildingVisibility(CEntity *ent) { - CSimpleModelInfo *mi = (CSimpleModelInfo *)CModelInfo::GetModelInfo(ent->GetModelIndex()); + CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->m_modelIndex); CTimeModelInfo *ti; int32 other; - if (mi->GetModelType() == MITYPE_TIME) { - ti = (CTimeModelInfo*)mi; + if(!IsAreaVisible(ent->m_area)) + return VIS_INVISIBLE; + + bool request = true; + if(mi->GetModelType() == MITYPE_TIME){ + ti = (CTimeModelInfo*)mi; other = ti->GetOtherTimeModel(); - // Hide objects not in time range if possible - if(CANTIMECULL) - if(!CClock::GetIsTimeInRange(ti->GetTimeOn(), ti->GetTimeOff())) + if(CClock::GetIsTimeInRange(ti->GetTimeOn(), ti->GetTimeOff())){ + // don't fade in, or between time objects + if(CANTIMECULL) + ti->m_alpha = 255; + }else{ + // Hide if possible + if(CANTIMECULL){ + ent->DeleteRwObject(); return VIS_INVISIBLE; - // Draw like normal - } else if (mi->GetModelType() == MITYPE_VEHICLE) + } + // can't cull, so we'll try to draw this one, but don't request + // it since what we really want is the other one. + request = false; + } + }else if(mi->GetModelType() == MITYPE_VEHICLE) return ent->IsVisible() ? VIS_VISIBLE : VIS_INVISIBLE; float dist = (ms_vecCameraPosition-ent->GetPosition()).Magnitude(); @@ -495,7 +541,7 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent) // Find out whether to draw below near distance. // This is only the case if there is a non-LOD which is either not // loaded or not completely faded in yet. - if(dist < mi->GetNearDistance() && dist < LOD_DISTANCE + STREAM_DISTANCE){ + if(dist < mi->GetNearDistance() && dist < LOD_DISTANCE){ // No non-LOD or non-LOD is completely visible. if(nonLOD == nil || nonLOD->GetRwObject() && nonLOD->m_alpha == 255) @@ -503,7 +549,7 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent) // But if it is a time object, we'd rather draw the wrong // non-LOD than the right LOD. - if (nonLOD->GetModelType() == MITYPE_TIME) { + if(nonLOD->GetModelType() == MITYPE_TIME){ ti = (CTimeModelInfo*)nonLOD; other = ti->GetOtherTimeModel(); if(other != -1 && CModelInfo::GetModelInfo(other)->GetRwObject()) @@ -511,7 +557,7 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent) } } - RpAtomic *a = mi->GetAtomicFromDistance(dist); + RpAtomic *a = mi->GetFirstAtomicFromDistance(dist); if(a){ if(ent->m_rwObject == nil) ent->CreateRwObject(); @@ -522,8 +568,18 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent) // that of an atomic for another draw distance. if(RpAtomicGetGeometry(a) != RpAtomicGetGeometry(rwobj)) RpAtomicSetGeometry(rwobj, RpAtomicGetGeometry(a), rpATOMICSAMEBOUNDINGSPHERE); // originally 5 (mistake?) - if(!ent->IsVisibleComplex()) + mi->IncreaseAlpha(); + if(!ent->IsVisibleComplex() || ent->IsEntityOccluded()){ + mi->m_alpha = 255; return VIS_INVISIBLE; + } + + if(mi->m_alpha != 255){ + CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); + ent->bDistanceFade = true; + return VIS_INVISIBLE; + } + if(mi->m_drawLast){ CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); ent->bDistanceFade = false; @@ -539,10 +595,14 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent) // get faded atomic - a = mi->GetAtomicFromDistance(dist - FADE_DISTANCE); + a = mi->GetFirstAtomicFromDistance(dist - FADE_DISTANCE); if(a == nil){ - ent->DeleteRwObject(); - return VIS_INVISIBLE; + if(ent->bStreamBIGBuilding && dist-STREAM_DISTANCE < mi->GetLodDistance(0) && request){ + return ent->GetIsOnScreen() ? VIS_STREAMME : VIS_INVISIBLE; + }else{ + ent->DeleteRwObject(); + return VIS_INVISIBLE; + } } // Fade... @@ -552,14 +612,21 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent) RpAtomic *rwobj = (RpAtomic*)ent->m_rwObject; if(RpAtomicGetGeometry(a) != RpAtomicGetGeometry(rwobj)) RpAtomicSetGeometry(rwobj, RpAtomicGetGeometry(a), rpATOMICSAMEBOUNDINGSPHERE); // originally 5 (mistake?) - if(ent->IsVisibleComplex()) - CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); + mi->IncreaseAlpha(); + if(!ent->IsVisibleComplex() || ent->IsEntityOccluded()){ + mi->m_alpha = 255; + return VIS_INVISIBLE; + } + CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); + ent->bDistanceFade = true; return VIS_INVISIBLE; } void CRenderer::ConstructRenderList(void) { + COcclusion::ProcessBeforeRendering(); + ms_nNoOfVisibleEntities = 0; ms_nNoOfInVisibleEntities = 0; ms_vecCameraPosition = TheCamera.GetPosition(); @@ -619,6 +686,15 @@ CRenderer::ScanWorld(void) CVisibilityPlugins::InitAlphaEntityList(); CWorld::AdvanceCurrentScanCode(); + // unused + static CVector prevPos; + static CVector prevFwd; + static bool smallMovement; + smallMovement = (TheCamera.GetPosition() - prevPos).MagnitudeSqr() < SQR(4.0f) && + DotProduct(TheCamera.GetForward(), prevFwd) > 0.98f; + prevPos = TheCamera.GetPosition(); + prevFwd = TheCamera.GetForward(); + if(cammatrix->at.z > 0.0f){ // looking up, bottom corners are further away vectors[CORNER_LOD_LEFT] = vectors[CORNER_FAR_BOTLEFT] * LOD_DISTANCE/f; @@ -664,6 +740,7 @@ CRenderer::ScanWorld(void) for(int y = y1; y <= y2; y++) ScanSectorList(CWorld::GetSector(x1, y)->m_lists); }else{ +#ifdef GTA_TRAIN CVehicle *train = FindPlayerTrain(); if(train && train->GetPosition().z < 0.0f){ poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x); @@ -673,7 +750,9 @@ CRenderer::ScanWorld(void) poly[2].x = CWorld::GetSectorX(vectors[CORNER_LOD_RIGHT].x); poly[2].y = CWorld::GetSectorY(vectors[CORNER_LOD_RIGHT].y); ScanSectorPoly(poly, 3, ScanSectorList_Subway); - }else{ + }else +#endif + { if(f <= LOD_DISTANCE){ poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x); poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y); @@ -701,7 +780,7 @@ CRenderer::ScanWorld(void) } ScanSectorPoly(poly, 3, ScanSectorList); - ScanBigBuildingList(CWorld::GetBigBuildingList(CCollision::ms_collisionInMemory)); + ScanBigBuildingList(CWorld::GetBigBuildingList(CGame::currLevel)); ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_NONE)); } } @@ -733,6 +812,7 @@ CRenderer::RequestObjectsInFrustum(void) cammatrix = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)); CWorld::AdvanceCurrentScanCode(); + ms_vecCameraPosition = TheCamera.GetPosition(); if(cammatrix->at.z > 0.0f){ // looking up, bottom corners are further away @@ -945,11 +1025,26 @@ CRenderer::ScanBigBuildingList(CPtrList &list) { CPtrNode *node; CEntity *ent; + int vis; + int f = CTimer::GetFrameCounter() & 3; for(node = list.first; node; node = node->next){ ent = (CEntity*)node->item; - if(!ent->bZoneCulled && SetupBigBuildingVisibility(ent) == VIS_VISIBLE) + if(ent->bOffscreen || (ent->m_randomSeed&3) != f){ + ent->bOffscreen = true; + vis = SetupBigBuildingVisibility(ent); + }else + vis = VIS_VISIBLE; + switch(vis){ + case VIS_VISIBLE: ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; + ent->bOffscreen = false; + break; + case VIS_STREAMME: + if(!CStreaming::ms_disableStreaming) + CStreaming::RequestModel(ent->GetModelIndex(), 0); + break; + } } } @@ -969,35 +1064,30 @@ CRenderer::ScanSectorList(CPtrList *lists) if(ent->m_scanCode == CWorld::GetCurrentScanCode()) continue; // already seen ent->m_scanCode = CWorld::GetCurrentScanCode(); + ent->bOffscreen = false; - if(IsEntityCullZoneVisible(ent)) - switch(SetupEntityVisibility(ent)){ - case VIS_VISIBLE: - ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; - break; - case VIS_INVISIBLE: - if(!IsGlass(ent->GetModelIndex())) - break; - // fall through - case VIS_OFFSCREEN: - dx = ms_vecCameraPosition.x - ent->GetPosition().x; - dy = ms_vecCameraPosition.y - ent->GetPosition().y; - if(dx > -65.0f && dx < 65.0f && - dy > -65.0f && dy < 65.0f && - ms_nNoOfInVisibleEntities < NUMINVISIBLEENTITIES - 1) - ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent; - break; - case VIS_STREAMME: - if(!CStreaming::ms_disableStreaming) - if(!m_loadingPriority || CStreaming::ms_numModelsRequested < 10) - CStreaming::RequestModel(ent->GetModelIndex(), 0); + switch(SetupEntityVisibility(ent)){ + case VIS_VISIBLE: + ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; + break; + case VIS_INVISIBLE: + if(!IsGlass(ent->GetModelIndex())) break; - } - else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){ + // fall through + case VIS_OFFSCREEN: + ent->bOffscreen = true; + dx = ms_vecCameraPosition.x - ent->GetPosition().x; + dy = ms_vecCameraPosition.y - ent->GetPosition().y; + if(dx > -30.0f && dx < 30.0f && + dy > -30.0f && dy < 30.0f && + ms_nNoOfInVisibleEntities < NUMINVISIBLEENTITIES - 1) + ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent; + break; + case VIS_STREAMME: if(!CStreaming::ms_disableStreaming) - if(SetupEntityVisibility(ent) == VIS_STREAMME) - if(!m_loadingPriority || CStreaming::ms_numModelsRequested < 10) - CStreaming::RequestModel(ent->GetModelIndex(), 0); + if(!m_loadingPriority || CStreaming::ms_numModelsRequested < 10) + CStreaming::RequestModel(ent->GetModelIndex(), 0); + break; } } } @@ -1019,41 +1109,38 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists) if(ent->m_scanCode == CWorld::GetCurrentScanCode()) continue; // already seen ent->m_scanCode = CWorld::GetCurrentScanCode(); + ent->bOffscreen = false; - if(IsEntityCullZoneVisible(ent)) - switch(SetupEntityVisibility(ent)){ - case VIS_VISIBLE: - ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; - break; - case VIS_INVISIBLE: - if(!IsGlass(ent->GetModelIndex())) - break; - // fall through - case VIS_OFFSCREEN: - dx = ms_vecCameraPosition.x - ent->GetPosition().x; - dy = ms_vecCameraPosition.y - ent->GetPosition().y; - if(dx > -65.0f && dx < 65.0f && - dy > -65.0f && dy < 65.0f && - ms_nNoOfInVisibleEntities < NUMINVISIBLEENTITIES - 1) - ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent; - break; - case VIS_STREAMME: - if(!CStreaming::ms_disableStreaming){ - CStreaming::RequestModel(ent->GetModelIndex(), 0); - if(CStreaming::ms_aInfoForModel[ent->GetModelIndex()].m_loadState != STREAMSTATE_LOADED) - m_loadingPriority = true; - } + switch(SetupEntityVisibility(ent)){ + case VIS_VISIBLE: + ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; + break; + case VIS_INVISIBLE: + if(!IsGlass(ent->GetModelIndex())) break; + // fall through + case VIS_OFFSCREEN: + ent->bOffscreen = true; + dx = ms_vecCameraPosition.x - ent->GetPosition().x; + dy = ms_vecCameraPosition.y - ent->GetPosition().y; + if(dx > -30.0f && dx < 30.0f && + dy > -30.0f && dy < 30.0f && + ms_nNoOfInVisibleEntities < NUMINVISIBLEENTITIES - 1) + ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent; + break; + case VIS_STREAMME: + if(!CStreaming::ms_disableStreaming){ + CStreaming::RequestModel(ent->GetModelIndex(), 0); + if(CStreaming::ms_aInfoForModel[ent->GetModelIndex()].m_loadState != STREAMSTATE_LOADED) + m_loadingPriority = true; } - else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){ - if(!CStreaming::ms_disableStreaming) - if(SetupEntityVisibility(ent) == VIS_STREAMME) - CStreaming::RequestModel(ent->GetModelIndex(), 0); + break; } } } } +#ifdef GTA_TRAIN void CRenderer::ScanSectorList_Subway(CPtrList *lists) { @@ -1070,15 +1157,17 @@ CRenderer::ScanSectorList_Subway(CPtrList *lists) if(ent->m_scanCode == CWorld::GetCurrentScanCode()) continue; // already seen ent->m_scanCode = CWorld::GetCurrentScanCode(); + ent->bOffscreen = false; switch(SetupEntityVisibility(ent)){ case VIS_VISIBLE: ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent; break; case VIS_OFFSCREEN: + ent->bOffscreen = true; dx = ms_vecCameraPosition.x - ent->GetPosition().x; dy = ms_vecCameraPosition.y - ent->GetPosition().y; - if(dx > -65.0f && dx < 65.0f && - dy > -65.0f && dy < 65.0f && + if(dx > -30.0f && dx < 30.0f && + dy > -30.0f && dy < 30.0f && ms_nNoOfInVisibleEntities < NUMINVISIBLEENTITIES - 1) ms_aInVisibleEntityPtrs[ms_nNoOfInVisibleEntities++] = ent; break; @@ -1086,6 +1175,7 @@ CRenderer::ScanSectorList_Subway(CPtrList *lists) } } } +#endif void CRenderer::ScanSectorList_RequestModels(CPtrList *lists) @@ -1102,8 +1192,7 @@ CRenderer::ScanSectorList_RequestModels(CPtrList *lists) if(ent->m_scanCode == CWorld::GetCurrentScanCode()) continue; // already seen ent->m_scanCode = CWorld::GetCurrentScanCode(); - if(IsEntityCullZoneVisible(ent)) - if(ShouldModelBeStreamed(ent)) + if(ShouldModelBeStreamed(ent, ms_vecCameraPosition)) CStreaming::RequestModel(ent->GetModelIndex(), 0); } } @@ -1138,70 +1227,29 @@ CRenderer::SortBIGBuildingsForSectorList(CPtrList *list) } bool -CRenderer::ShouldModelBeStreamed(CEntity *ent) +CRenderer::ShouldModelBeStreamed(CEntity *ent, const CVector &campos) { - CSimpleModelInfo *mi = (CSimpleModelInfo *)CModelInfo::GetModelInfo(ent->GetModelIndex()); - float dist = (ent->GetPosition() - ms_vecCameraPosition).Magnitude(); + if(!IsAreaVisible(ent->m_area)) + return false; + CTimeModelInfo *mi = (CTimeModelInfo *)CModelInfo::GetModelInfo(ent->GetModelIndex()); + if(mi->GetModelType() == MITYPE_TIME) + if(!CClock::GetIsTimeInRange(mi->GetTimeOn(), mi->GetTimeOff())) + return false; + float dist = (ent->GetPosition() - campos).Magnitude(); if(mi->m_noFade) return dist - STREAM_DISTANCE < mi->GetLargestLodDistance(); else return dist - FADE_DISTANCE - STREAM_DISTANCE < mi->GetLargestLodDistance(); } -bool -CRenderer::IsEntityCullZoneVisible(CEntity *ent) -{ - CPed *ped; - CObject *obj; - - if(ent->bZoneCulled) - return false; - - switch(ent->GetType()){ - case ENTITY_TYPE_VEHICLE: - return IsVehicleCullZoneVisible(ent); - case ENTITY_TYPE_PED: - ped = (CPed*)ent; - if (ped->bInVehicle) { - if (ped->m_pMyVehicle) - return IsVehicleCullZoneVisible(ped->m_pMyVehicle); - else - return true; - } - return !(ped->m_pCurSurface && ped->m_pCurSurface->bZoneCulled2); - case ENTITY_TYPE_OBJECT: - obj = (CObject*)ent; - if(!obj->IsStatic()) - return true; - return !(obj->m_pCurSurface && obj->m_pCurSurface->bZoneCulled2); - default: break; - } - return true; -} - -bool -CRenderer::IsVehicleCullZoneVisible(CEntity *ent) -{ - CVehicle *v = (CVehicle*)ent; - switch(v->GetStatus()) { - case STATUS_SIMPLE: - case STATUS_PHYSICS: - case STATUS_ABANDONED: - case STATUS_WRECKED: - return !(v->m_pCurGroundEntity && v->m_pCurGroundEntity->bZoneCulled2); - default: break; - } - return true; -} - void CRenderer::RemoveVehiclePedLights(CEntity *ent, bool reset) { - if(ent->bRenderScorched){ - WorldReplaceScorchedLightsWithNormal(Scene.world); - return; + if(!ent->bRenderScorched){ + CPointLights::RemoveLightsAffectingObject(); + if(reset) + ReSetAmbientAndDirectionalColours(); } - CPointLights::RemoveLightsAffectingObject(); - if(reset) - ReSetAmbientAndDirectionalColours(); + SetAmbientColours(); + DeActivateDirectional(); } diff --git a/src/render/Renderer.h b/src/render/Renderer.h index 362741e3..e9f82078 100644 --- a/src/render/Renderer.h +++ b/src/render/Renderer.h @@ -2,11 +2,8 @@ class CEntity; -extern bool gbShowPedRoadGroups; -extern bool gbShowCarRoadGroups; extern bool gbShowCollisionPolys; extern bool gbShowCollisionLines; -extern bool gbShowCullZoneDebugStuff; extern bool gbBigWhiteDebugLightSwitchedOn; extern bool gbDontRenderBuildings; @@ -38,8 +35,8 @@ public: static void RenderRoads(void); static void RenderFadingInEntities(void); + static void RenderFadingInUnderwaterEntities(void); static void RenderEverythingBarRoads(void); - static void RenderVehiclesButNotBoats(void); static void RenderBoats(void); static void RenderOneRoad(CEntity *); static void RenderOneNonRoad(CEntity *); @@ -63,9 +60,7 @@ public: static void SortBIGBuildings(void); static void SortBIGBuildingsForSectorList(CPtrList *list); - static bool ShouldModelBeStreamed(CEntity *ent); - static bool IsEntityCullZoneVisible(CEntity *ent); - static bool IsVehicleCullZoneVisible(CEntity *ent); + static bool ShouldModelBeStreamed(CEntity *ent, const CVector &campos); static void RemoveVehiclePedLights(CEntity *ent, bool reset); }; diff --git a/src/render/Skidmarks.cpp b/src/render/Skidmarks.cpp index 5d521041..7f057319 100644 --- a/src/render/Skidmarks.cpp +++ b/src/render/Skidmarks.cpp @@ -11,8 +11,6 @@ CSkidmark CSkidmarks::aSkidmarks[NUMSKIDMARKS]; RwImVertexIndex SkidmarkIndexList[SKIDMARK_LENGTH * 6]; RwIm3DVertex SkidmarkVertices[SKIDMARK_LENGTH * 2]; RwTexture *gpSkidTex; -RwTexture *gpSkidBloodTex; -RwTexture *gpSkidMudTex; void CSkidmarks::Init(void) @@ -22,8 +20,6 @@ CSkidmarks::Init(void) slot = CTxdStore::FindTxdSlot("particle"); CTxdStore::SetCurrentTxd(slot); gpSkidTex = RwTextureRead("particleskid", nil); - gpSkidBloodTex = RwTextureRead("particleskidblood", nil); - gpSkidMudTex = RwTextureRead("particleskidmud", nil); CTxdStore::PopCurrentTxd(); for(i = 0; i < NUMSKIDMARKS; i++){ @@ -54,17 +50,7 @@ void CSkidmarks::Shutdown(void) { RwTextureDestroy(gpSkidTex); -#ifdef GTA3_1_1_PATCH gpSkidTex = nil; -#endif - RwTextureDestroy(gpSkidBloodTex); -#ifdef GTA3_1_1_PATCH - gpSkidBloodTex = nil; -#endif - RwTextureDestroy(gpSkidMudTex); -#ifdef GTA3_1_1_PATCH - gpSkidMudTex = nil; -#endif } void @@ -116,33 +102,23 @@ void CSkidmarks::Render(void) { int i, j; - RwTexture *lastTex = nil; RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSkidTex)); for(i = 0; i < NUMSKIDMARKS; i++){ if(aSkidmarks[i].m_state == 0 || aSkidmarks[i].m_last < 1) continue; - if(aSkidmarks[i].m_isBloody){ - if(lastTex != gpSkidBloodTex){ - RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSkidBloodTex)); - lastTex = gpSkidBloodTex; - } - }else if(aSkidmarks[i].m_isMuddy){ - if(lastTex != gpSkidMudTex){ - RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSkidMudTex)); - lastTex = gpSkidMudTex; - } - }else{ - if(lastTex != gpSkidTex){ - RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSkidTex)); - lastTex = gpSkidTex; - } - } + CRGBA color(0, 0, 0, 255); + // TODO(MIAMI): we have a type field here actually (0-3) + if(aSkidmarks[i].m_isBloody) // TODO: type 3 + color = CRGBA(132, 34, 11, 255); + else if(aSkidmarks[i].m_isMuddy) // TODO: type 1 + color = CRGBA(90, 62, 9, 255); uint32 fade, alpha; if(aSkidmarks[i].m_state == 1 || CTimer::GetTimeInMilliseconds() < aSkidmarks[i].m_fadeStart) @@ -158,9 +134,9 @@ CSkidmarks::Render(void) CVector p1 = aSkidmarks[i].m_pos[j] + aSkidmarks[i].m_side[j]; CVector p2 = aSkidmarks[i].m_pos[j] - aSkidmarks[i].m_side[j]; - RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+0], 255, 255, 255, alpha); + 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); - RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+1], 255, 255, 255, alpha); + 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); } diff --git a/src/render/Sprite.cpp b/src/render/Sprite.cpp index 1dd1aaab..9631aced 100644 --- a/src/render/Sprite.cpp +++ b/src/render/Sprite.cpp @@ -267,8 +267,8 @@ CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension(float x, float y, float z, { m_bFlushSpriteBufferSwitchZTest = 0; // TODO: replace with lookup - float c = Cos(DEGTORAD(rotation)); - float s = Sin(DEGTORAD(rotation)); + float c = Cos(rotation); + float s = Sin(rotation); float xs[4]; float ys[4]; @@ -580,8 +580,8 @@ CSprite::RenderBufferedOneXLUSprite2D_Rotate_Dimension(float x, float y, float w { m_bFlushSpriteBufferSwitchZTest = 1; CRGBA col(intens * colour.red >> 8, intens * colour.green >> 8, intens * colour.blue >> 8, alpha); - float c = Cos(DEGTORAD(rotation)); - float s = Sin(DEGTORAD(rotation)); + float c = Cos(rotation); + float s = Sin(rotation); Set6Vertices2D(&SpriteBufferVerts[6 * nSpriteBufferIndex], x + c*w - s*h, diff --git a/src/render/Sprite2d.cpp b/src/render/Sprite2d.cpp index 52b85018..189c9797 100644 --- a/src/render/Sprite2d.cpp +++ b/src/render/Sprite2d.cpp @@ -151,7 +151,6 @@ CSprite2d::Draw(float x1, float y1, float x2, float y2, float x3, float y3, floa RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); } - // Arguments: // 2---3 // | | @@ -461,6 +460,22 @@ CSprite2d::DrawRectXLU(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); } +void +CSprite2d::DrawAnyRect(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) +{ + SetVertices(x1, y1, x2, y2, x3, y3, x4, y4, c0, c1, c2, c3); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); + RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(c0.alpha != 255 || c1.alpha != 255 || c2.alpha != 255 || c3.alpha != 255)); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD); +} + void CSprite2d::Draw2DPolygon(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &color) { SetVertices(x1, y1, x2, y2, x3, y3, x4, y4, color, color, color, color); diff --git a/src/render/Sprite2d.h b/src/render/Sprite2d.h index 0e12d441..04b40591 100644 --- a/src/render/Sprite2d.h +++ b/src/render/Sprite2d.h @@ -46,6 +46,8 @@ public: static void DrawRect(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3); static void DrawRect(const CRect &r, const CRGBA &col); static void DrawRectXLU(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3); + static void DrawAnyRect(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); static void Draw2DPolygon(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &color); diff --git a/src/render/Timecycle.cpp b/src/render/Timecycle.cpp index cf3426d7..c120c003 100644 --- a/src/render/Timecycle.cpp +++ b/src/render/Timecycle.cpp @@ -10,9 +10,20 @@ #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]; @@ -33,7 +44,7 @@ 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_nTreeShadowStrength[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]; @@ -49,11 +60,24 @@ 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_fBlurAlpha[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]; + float CTimeCycle::m_fCurrentAmbientRed; float CTimeCycle::m_fCurrentAmbientGreen; float CTimeCycle::m_fCurrentAmbientBlue; +float CTimeCycle::m_fCurrentAmbientRed_Obj; +float CTimeCycle::m_fCurrentAmbientGreen_Obj; +float CTimeCycle::m_fCurrentAmbientBlue_Obj; +float CTimeCycle::m_fCurrentAmbientRed_Bl; +float CTimeCycle::m_fCurrentAmbientGreen_Bl; +float CTimeCycle::m_fCurrentAmbientBlue_Bl; +float CTimeCycle::m_fCurrentAmbientRed_Obj_Bl; +float CTimeCycle::m_fCurrentAmbientGreen_Obj_Bl; +float CTimeCycle::m_fCurrentAmbientBlue_Obj_Bl; float CTimeCycle::m_fCurrentDirectionalRed; float CTimeCycle::m_fCurrentDirectionalGreen; float CTimeCycle::m_fCurrentDirectionalBlue; @@ -74,7 +98,7 @@ float CTimeCycle::m_fCurrentSpriteSize; float CTimeCycle::m_fCurrentSpriteBrightness; int CTimeCycle::m_nCurrentShadowStrength; int CTimeCycle::m_nCurrentLightShadowStrength; -int CTimeCycle::m_nCurrentTreeShadowStrength; +int CTimeCycle::m_nCurrentPoleShadowStrength; float CTimeCycle::m_fCurrentFogStart; float CTimeCycle::m_fCurrentFarClip; float CTimeCycle::m_fCurrentLightsOnGroundBrightness; @@ -90,7 +114,10 @@ int CTimeCycle::m_nCurrentFluffyCloudsBottomBlue; float CTimeCycle::m_fCurrentBlurRed; float CTimeCycle::m_fCurrentBlurGreen; float CTimeCycle::m_fCurrentBlurBlue; -float CTimeCycle::m_fCurrentBlurAlpha; +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; @@ -115,18 +142,22 @@ CTimeCycle::Initialise(void) char line[1040]; int ambR, ambG, ambB; + int ambobjR, ambobjG, ambobjB; + int ambblR, ambblG, ambblB; + int ambobjblR, ambobjblG, ambobjblB; int dirR, dirG, dirB; int skyTopR, skyTopG, skyTopB; int skyBotR, skyBotG, skyBotB; int sunCoreR, sunCoreG, sunCoreB; int sunCoronaR, sunCoronaG, sunCoronaB; float sunSz, sprSz, sprBght; - int shad, lightShad, treeShad; + int shad, lightShad, poleShad; float farClp, fogSt, lightGnd; int cloudR, cloudG, cloudB; int fluffyTopR, fluffyTopG, fluffyTopB; int fluffyBotR, fluffyBotG, fluffyBotB; - float blurR, blurG, blurB, blurA; + float blurR, blurG, blurB; + float waterR, waterG, waterB, waterA; debug("Intialising CTimeCycle...\n"); @@ -150,25 +181,39 @@ CTimeCycle::Initialise(void) bi++; sscanf(line, "%d %d %d %d %d %d %d %d %d %d %d %d " + "%d %d %d %d %d %d %d %d %d " "%d %d %d %d %d %d %f %f %f %d %d %d %f %f %f " - "%d %d %d %d %d %d %d %d %d %f %f %f %f", + "%d %d %d %d %d %d %d %d %d %f %f %f %f %f %f %f", &ambR, &ambG, &ambB, - &dirR, &dirG, &dirB, + &ambobjR, &ambobjG, &ambobjB, + &ambblR, &ambblG, &ambblB, + &ambobjblR, &ambobjblG, &ambobjblB, + &dirR, &dirG, &dirB, &skyTopR, &skyTopG, &skyTopB, &skyBotR, &skyBotG, &skyBotB, &sunCoreR, &sunCoreG, &sunCoreB, &sunCoronaR, &sunCoronaG, &sunCoronaB, &sunSz, &sprSz, &sprBght, - &shad, &lightShad, &treeShad, + &shad, &lightShad, &poleShad, &farClp, &fogSt, &lightGnd, &cloudR, &cloudG, &cloudB, &fluffyTopR, &fluffyTopG, &fluffyTopB, &fluffyBotR, &fluffyBotG, &fluffyBotB, - &blurR, &blurG, &blurB, &blurA); + &blurR, &blurG, &blurB, + &waterR, &waterG, &waterB, &waterA); m_nAmbientRed[h][w] = ambR; m_nAmbientGreen[h][w] = ambG; m_nAmbientBlue[h][w] = ambB; + m_nAmbientRed_Obj[h][w] = ambobjR; + m_nAmbientGreen_Obj[h][w] = ambobjG; + m_nAmbientBlue_Obj[h][w] = ambobjB; + m_nAmbientRed_Bl[h][w] = ambblR; + m_nAmbientGreen_Bl[h][w] = ambblG; + m_nAmbientBlue_Bl[h][w] = ambblB; + m_nAmbientRed_Obj_Bl[h][w] = ambobjblR; + m_nAmbientGreen_Obj_Bl[h][w] = ambobjblG; + m_nAmbientBlue_Obj_Bl[h][w] = ambobjblB; m_nDirectionalRed[h][w] = dirR; m_nDirectionalGreen[h][w] = dirG; m_nDirectionalBlue[h][w] = dirB; @@ -189,7 +234,7 @@ CTimeCycle::Initialise(void) m_fSpriteBrightness[h][w] = sprBght; m_nShadowStrength[h][w] = shad; m_nLightShadowStrength[h][w] = lightShad; - m_nTreeShadowStrength[h][w] = treeShad; + m_nPoleShadowStrength[h][w] = poleShad; m_fFarClip[h][w] = farClp; m_fFogStart[h][w] = fogSt; m_fLightsOnGroundBrightness[h][w] = lightGnd; @@ -205,7 +250,10 @@ CTimeCycle::Initialise(void) m_fBlurRed[h][w] = blurR; m_fBlurGreen[h][w] = blurG; m_fBlurBlue[h][w] = blurB; - m_fBlurAlpha[h][w] = blurA; + m_fWaterRed[h][w] = waterR; + m_fWaterGreen[h][w] = waterG; + m_fWaterBlue[h][w] = waterB; + m_fWaterAlpha[h][w] = waterA; } m_FogReduction = 0; @@ -220,7 +268,7 @@ CTimeCycle::Update(void) int h2 = (h1+1)%24; int w1 = CWeather::OldWeatherType; int w2 = CWeather::NewWeatherType; - float timeInterp = CClock::GetMinutes()/60.0f; + 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); @@ -240,16 +288,22 @@ CTimeCycle::Update(void) m_fCurrentAmbientRed = INTERP(m_nAmbientRed); m_fCurrentAmbientGreen = INTERP(m_nAmbientGreen); m_fCurrentAmbientBlue = INTERP(m_nAmbientBlue); - m_fCurrentAmbientRed /= 255.0f; - m_fCurrentAmbientGreen /= 255.0f; - m_fCurrentAmbientBlue /= 255.0f; + + m_fCurrentAmbientRed_Obj = INTERP(m_nAmbientRed_Obj); + m_fCurrentAmbientGreen_Obj = INTERP(m_nAmbientGreen_Obj); + m_fCurrentAmbientBlue_Obj = INTERP(m_nAmbientBlue_Obj); + + m_fCurrentAmbientRed_Bl = INTERP(m_nAmbientRed_Bl); + m_fCurrentAmbientGreen_Bl = INTERP(m_nAmbientGreen_Bl); + m_fCurrentAmbientBlue_Bl = INTERP(m_nAmbientBlue_Bl); + + m_fCurrentAmbientRed_Obj_Bl = INTERP(m_nAmbientRed_Obj_Bl); + m_fCurrentAmbientGreen_Obj_Bl = INTERP(m_nAmbientGreen_Obj_Bl); + m_fCurrentAmbientBlue_Obj_Bl = INTERP(m_nAmbientBlue_Obj_Bl); m_fCurrentDirectionalRed = INTERP(m_nDirectionalRed); m_fCurrentDirectionalGreen = INTERP(m_nDirectionalGreen); m_fCurrentDirectionalBlue = INTERP(m_nDirectionalBlue); - m_fCurrentDirectionalRed /= 255.0f; - m_fCurrentDirectionalGreen /= 255.0f; - m_fCurrentDirectionalBlue /= 255.0f; m_nCurrentSunCoreRed = INTERP(m_nSunCoreRed); m_nCurrentSunCoreGreen = INTERP(m_nSunCoreGreen); @@ -264,7 +318,7 @@ CTimeCycle::Update(void) m_fCurrentSpriteBrightness = INTERP(m_fSpriteBrightness); m_nCurrentShadowStrength = INTERP(m_nShadowStrength); m_nCurrentLightShadowStrength = INTERP(m_nLightShadowStrength); - m_nCurrentTreeShadowStrength = INTERP(m_nTreeShadowStrength); + m_nCurrentPoleShadowStrength = INTERP(m_nPoleShadowStrength); m_fCurrentFarClip = INTERP(m_fFarClip); m_fCurrentFogStart = INTERP(m_fFogStart); m_fCurrentLightsOnGroundBrightness = INTERP(m_fLightsOnGroundBrightness); @@ -284,26 +338,49 @@ CTimeCycle::Update(void) m_fCurrentBlurRed = INTERP(m_fBlurRed); m_fCurrentBlurGreen = INTERP(m_fBlurGreen); m_fCurrentBlurBlue = INTERP(m_fBlurBlue); - m_fCurrentBlurAlpha = INTERP(m_fBlurAlpha); - if(TheCamera.m_BlurType == MBLUR_NONE || TheCamera.m_BlurType == MBLUR_NORMAL) - TheCamera.SetMotionBlur(m_fCurrentBlurRed, m_fCurrentBlurGreen, m_fCurrentBlurBlue, m_fCurrentBlurAlpha, MBLUR_NORMAL); + m_fCurrentWaterRed = INTERP(m_fWaterRed); + m_fCurrentWaterGreen = INTERP(m_fWaterGreen); + m_fCurrentWaterBlue = INTERP(m_fWaterBlue); + m_fCurrentWaterAlpha = INTERP(m_fWaterAlpha); if(m_FogReduction != 0) 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; m_CurrentStoredValue = (m_CurrentStoredValue+1)&0xF; - float sunAngle = 2*PI*(CClock::GetMinutes() + CClock::GetHours()*60)/(24*60); + float sunAngle = 2*PI*(CClock::GetSeconds()/60.0f + CClock::GetMinutes() + CClock::GetHours()*60)/(24*60); CVector &sunPos = GetSunPosition(); sunPos.x = Sin(sunAngle); sunPos.y = 1.0f; sunPos.z = 0.2f - Cos(sunAngle); sunPos.Normalise(); + // TODO(MIAMI): extra colours + + if(TheCamera.m_BlurType == MBLUR_NONE || TheCamera.m_BlurType == MBLUR_NORMAL) + TheCamera.SetMotionBlur(m_fCurrentBlurRed, m_fCurrentBlurGreen, m_fCurrentBlurBlue, 5, MBLUR_NORMAL); + + m_nCurrentFogColourRed = (m_nCurrentSkyTopRed + 2*m_nCurrentSkyBottomRed) / 3; + m_nCurrentFogColourGreen = (m_nCurrentSkyTopGreen + 2*m_nCurrentSkyBottomGreen) / 3; + m_nCurrentFogColourBlue = (m_nCurrentSkyTopBlue + 2*m_nCurrentSkyBottomBlue) / 3; + + m_fCurrentAmbientRed /= 255.0f; + m_fCurrentAmbientGreen /= 255.0f; + m_fCurrentAmbientBlue /= 255.0f; + m_fCurrentAmbientRed_Obj /= 255.0f; + m_fCurrentAmbientGreen_Obj /= 255.0f; + m_fCurrentAmbientBlue_Obj /= 255.0f; + m_fCurrentAmbientRed_Bl /= 255.0f; + m_fCurrentAmbientGreen_Bl /= 255.0f; + m_fCurrentAmbientBlue_Bl /= 255.0f; + m_fCurrentAmbientRed_Obj_Bl /= 255.0f; + m_fCurrentAmbientGreen_Obj_Bl /= 255.0f; + m_fCurrentAmbientBlue_Obj_Bl /= 255.0f; + m_fCurrentDirectionalRed /= 255.0f; + m_fCurrentDirectionalGreen /= 255.0f; + m_fCurrentDirectionalBlue /= 255.0f; + CShadows::CalcPedShadowValues(sunPos, &m_fShadowFrontX[m_CurrentStoredValue], &m_fShadowFrontY[m_CurrentStoredValue], &m_fShadowSideX[m_CurrentStoredValue], &m_fShadowSideY[m_CurrentStoredValue], diff --git a/src/render/Timecycle.h b/src/render/Timecycle.h index 28a0b7dd..dc52d493 100644 --- a/src/render/Timecycle.h +++ b/src/render/Timecycle.h @@ -5,6 +5,15 @@ 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]; @@ -25,7 +34,7 @@ class CTimeCycle static float m_fSpriteBrightness[NUMHOURS][NUMWEATHERS]; static short m_nShadowStrength[NUMHOURS][NUMWEATHERS]; static short m_nLightShadowStrength[NUMHOURS][NUMWEATHERS]; - static short m_nTreeShadowStrength[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]; @@ -41,11 +50,23 @@ class CTimeCycle static float m_fBlurRed[NUMHOURS][NUMWEATHERS]; static float m_fBlurGreen[NUMHOURS][NUMWEATHERS]; static float m_fBlurBlue[NUMHOURS][NUMWEATHERS]; - static float m_fBlurAlpha[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 float m_fCurrentAmbientRed; static float m_fCurrentAmbientGreen; static float m_fCurrentAmbientBlue; + static float m_fCurrentAmbientRed_Obj; + static float m_fCurrentAmbientGreen_Obj; + static float m_fCurrentAmbientBlue_Obj; + static float m_fCurrentAmbientRed_Bl; + static float m_fCurrentAmbientGreen_Bl; + static float m_fCurrentAmbientBlue_Bl; + static float m_fCurrentAmbientRed_Obj_Bl; + static float m_fCurrentAmbientGreen_Obj_Bl; + static float m_fCurrentAmbientBlue_Obj_Bl; static float m_fCurrentDirectionalRed; static float m_fCurrentDirectionalGreen; static float m_fCurrentDirectionalBlue; @@ -66,7 +87,7 @@ class CTimeCycle static float m_fCurrentSpriteBrightness; static int m_nCurrentShadowStrength; static int m_nCurrentLightShadowStrength; - static int m_nCurrentTreeShadowStrength; + static int m_nCurrentPoleShadowStrength; static float m_fCurrentFogStart; static float m_fCurrentFarClip; static float m_fCurrentLightsOnGroundBrightness; @@ -82,7 +103,10 @@ class CTimeCycle static float m_fCurrentBlurRed; static float m_fCurrentBlurGreen; static float m_fCurrentBlurBlue; - static float m_fCurrentBlurAlpha; + static float m_fCurrentWaterRed; + static float m_fCurrentWaterGreen; + static float m_fCurrentWaterBlue; + static float m_fCurrentWaterAlpha; static int m_nCurrentFogColourRed; static int m_nCurrentFogColourGreen; static int m_nCurrentFogColourBlue; @@ -102,6 +126,15 @@ public: static float GetAmbientRed(void) { return m_fCurrentAmbientRed; } static float GetAmbientGreen(void) { return m_fCurrentAmbientGreen; } static float GetAmbientBlue(void) { return m_fCurrentAmbientBlue; } + static float GetAmbientRed_Obj(void) { return m_fCurrentAmbientRed_Obj; } + static float GetAmbientGreen_Obj(void) { return m_fCurrentAmbientGreen_Obj; } + static float GetAmbientBlue_Obj(void) { return m_fCurrentAmbientBlue_Obj; } + static float GetAmbientRed_Bl(void) { return m_fCurrentAmbientRed_Bl; } + static float GetAmbientGreen_Bl(void) { return m_fCurrentAmbientGreen_Bl; } + static float GetAmbientBlue_Bl(void) { return m_fCurrentAmbientBlue_Bl; } + static float GetAmbientRed_Obj_Bl(void) { return m_fCurrentAmbientRed_Obj_Bl; } + static float GetAmbientGreen_Obj_Bl(void) { return m_fCurrentAmbientGreen_Obj_Bl; } + static float GetAmbientBlue_Obj_Bl(void) { return m_fCurrentAmbientBlue_Obj_Bl; } static float GetDirectionalRed(void) { return m_fCurrentDirectionalRed; } static float GetDirectionalGreen(void) { return m_fCurrentDirectionalGreen; } static float GetDirectionalBlue(void) { return m_fCurrentDirectionalBlue; } @@ -140,6 +173,11 @@ public: static int GetFogBlue(void) { return m_nCurrentFogColourBlue; } static int GetFogReduction(void) { return m_FogReduction; } + 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 void Initialise(void); static void Update(void); static CVector &GetSunPosition(void) { return m_VectorToSun[m_CurrentStoredValue]; } diff --git a/src/render/WaterLevel.cpp b/src/render/WaterLevel.cpp index 1a28ce83..f1ccccb3 100644 --- a/src/render/WaterLevel.cpp +++ b/src/render/WaterLevel.cpp @@ -36,9 +36,6 @@ RpAtomic *CWaterLevel::ms_pWavyAtomic; RpGeometry *CWaterLevel::apGeomArray[8]; int16 CWaterLevel::nGeomUsed; -//RwTexture *gpWaterTex; -//RwRaster *gpWaterRaster; - RwTexture *gpWaterTex; RwRaster *gpWaterRaster; @@ -84,7 +81,7 @@ CWaterLevel::Initialise(Const char *pWaterDat) CTxdStore::SetCurrentTxd(slot); if ( gpWaterTex == NULL ) - gpWaterTex = RwTextureRead("water_old", NULL); + gpWaterTex = RwTextureRead("waterclear256", NULL); gpWaterRaster = RwTextureGetRaster(gpWaterTex); CTxdStore::PopCurrentTxd(); @@ -222,7 +219,7 @@ CWaterLevel::DestroyWavyAtomic() bool CWaterLevel::GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool bDontCheckZ) { - int32 x = WATER_HUGE_X(fX); + int32 x = WATER_HUGE_X(fX + WATER_X_OFFSET); int32 y = WATER_HUGE_Y(fY); ASSERT( x >= 0 && x < HUGE_SECTOR_SIZE ); @@ -240,8 +237,9 @@ CWaterLevel::GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool float fWave = Sin ( - /*( WATER_UNSIGN_Y(fY) - float(y) * MAX_HUGE_SECTORS + WATER_UNSIGN_X(fX) - float(x) * MAX_HUGE_SECTORS )*/ // VC - (float)( ((int32)fX & (MAX_HUGE_SECTORS-1)) + ((int32)fY & (MAX_HUGE_SECTORS-1)) ) + ( WATER_UNSIGN_Y(fY) - float(y) * MAX_HUGE_SECTORS + + WATER_UNSIGN_X(fX + WATER_X_OFFSET) - float(x) * MAX_HUGE_SECTORS ) + * (TWOPI / MAX_HUGE_SECTORS ) + fAngle ); @@ -261,7 +259,7 @@ CWaterLevel::GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool bool CWaterLevel::GetWaterLevelNoWaves(float fX, float fY, float fZ, float *pfOutLevel) { - int32 x = WATER_HUGE_X(fX); + int32 x = WATER_HUGE_X(fX + WATER_X_OFFSET); int32 y = WATER_HUGE_Y(fY); ASSERT( x >= 0 && x < HUGE_SECTOR_SIZE ); @@ -368,10 +366,10 @@ CWaterLevel::RenderWater() WavesCalculatedThisFrame = false; RwRGBA color = { 0, 0, 0, 255 }; - - color.red = uint32((CTimeCycle::GetDirectionalRed() * 0.5f + CTimeCycle::GetAmbientRed() ) * 255.0f); - color.green = uint32((CTimeCycle::GetDirectionalGreen() * 0.5f + CTimeCycle::GetAmbientGreen()) * 255.0f); - color.blue = uint32((CTimeCycle::GetDirectionalBlue() * 0.5f + CTimeCycle::GetAmbientBlue() ) * 255.0f); + + color.red = CTimeCycle::GetWaterRed(); + color.green = CTimeCycle::GetWaterGreen(); + color.blue = CTimeCycle::GetWaterBlue(); TempBufferVerticesStored = 0; TempBufferIndicesStored = 0; @@ -387,15 +385,15 @@ CWaterLevel::RenderWater() TheCamera.GetPosition().y ); - int32 nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x - fHugeSectorMaxRenderDist); - int32 nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x + fHugeSectorMaxRenderDist) + 1; + int32 nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x - fHugeSectorMaxRenderDist + WATER_X_OFFSET); + int32 nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x + fHugeSectorMaxRenderDist + WATER_X_OFFSET) + 1; int32 nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y - fHugeSectorMaxRenderDist); int32 nEndY = WATER_TO_HUGE_SECTOR_Y(camPos.y + fHugeSectorMaxRenderDist) + 1; if ( bUseCamStartX ) - nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x); + nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x + WATER_X_OFFSET); if ( bUseCamEndX ) - nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x); + nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x + WATER_X_OFFSET); if ( bUseCamStartY ) nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y); if ( bUseCamEndY ) @@ -415,7 +413,7 @@ CWaterLevel::RenderWater() || !(aWaterBlockList[2*x+0][2*y+1] & 128) || !(aWaterBlockList[2*x+1][2*y+1] & 128) ) { - float fX = WATER_FROM_HUGE_SECTOR_X(x); + float fX = WATER_FROM_HUGE_SECTOR_X(x) - WATER_X_OFFSET; float fY = WATER_FROM_HUGE_SECTOR_Y(y); CVector2D vecHugeSectorCentre @@ -457,7 +455,7 @@ CWaterLevel::RenderWater() { if ( !(aWaterBlockList[x2][y2] & 128) ) { - float fLargeX = WATER_FROM_LARGE_SECTOR_X(x2); + float fLargeX = WATER_FROM_LARGE_SECTOR_X(x2) - WATER_X_OFFSET; float fLargeY = WATER_FROM_LARGE_SECTOR_Y(y2); CVector2D vecLargeSectorCentre @@ -614,15 +612,15 @@ CWaterLevel::RenderWater() bottom -> top && left -> right */ - if ( !bUseCamStartY ) + for ( int32 x = 0; x < 26; x++ ) { - for ( int32 x = 0; x < 26; x++ ) + for ( int32 y = 0; y < 5; y++ ) { - for ( int32 y = 0; y < 5; y++ ) + float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f - 400.0f; + float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f; + + if ( !bUseCamStartY ) { - float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f; - float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f; - CVector2D vecExtraHugeSectorCentre ( fX + EXTRAHUGE_SECTOR_SIZE/2, @@ -633,8 +631,7 @@ CWaterLevel::RenderWater() if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr ) { - if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), - &TheCamera.GetCameraMatrix()) ) + if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) ) { RenderOneFlatExtraHugeWaterPoly( vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2, @@ -644,6 +641,30 @@ CWaterLevel::RenderWater() } } } + + if ( !bUseCamEndY ) + { + CVector2D vecExtraHugeSectorCentre + ( + fX + EXTRAHUGE_SECTOR_SIZE/2, + -(fY + EXTRAHUGE_SECTOR_SIZE/2) + ); + + float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude(); + + if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr ) + { + if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) ) + { + RenderOneFlatExtraHugeWaterPoly( + vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2, + vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2, + 0.0f, + color); + } + } + } + } } @@ -651,8 +672,8 @@ CWaterLevel::RenderWater() { for ( int32 x = 0; x < 5; x++ ) { - float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f; - float fX2 = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f; + float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f - 400.0f; + float fX2 = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f + 400.0f; float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f; if ( !bUseCamStartX ) @@ -667,8 +688,7 @@ CWaterLevel::RenderWater() if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr ) { - if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), - &TheCamera.GetCameraMatrix()) ) + if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) ) { RenderOneFlatExtraHugeWaterPoly( vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2, @@ -691,8 +711,7 @@ CWaterLevel::RenderWater() if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr ) { - if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), - &TheCamera.GetCameraMatrix()) ) + if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) ) { RenderOneFlatExtraHugeWaterPoly( vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2, @@ -1092,8 +1111,8 @@ CWaterLevel::CalcDistanceToWater(float fX, float fY) { const float fSectorMaxRenderDist = 75.0f; - int32 nStartX = WATER_TO_SMALL_SECTOR_X(fX - fSectorMaxRenderDist) - 1; - int32 nEndX = WATER_TO_SMALL_SECTOR_X(fX + fSectorMaxRenderDist) + 1; + int32 nStartX = WATER_TO_SMALL_SECTOR_X(fX - fSectorMaxRenderDist + WATER_X_OFFSET) - 1; + int32 nEndX = WATER_TO_SMALL_SECTOR_X(fX + fSectorMaxRenderDist + WATER_X_OFFSET) + 1; int32 nStartY = WATER_TO_SMALL_SECTOR_Y(fY - fSectorMaxRenderDist) - 1; int32 nEndY = WATER_TO_SMALL_SECTOR_Y(fY + fSectorMaxRenderDist) + 1; @@ -1110,7 +1129,7 @@ CWaterLevel::CalcDistanceToWater(float fX, float fY) { if ( !(aWaterFineBlockList[x][y] & 128) ) { - float fSectorX = WATER_FROM_SMALL_SECTOR_X(x); + float fSectorX = WATER_FROM_SMALL_SECTOR_X(x) - WATER_X_OFFSET; float fSectorY = WATER_FROM_SMALL_SECTOR_Y(y); CVector2D vecDist diff --git a/src/render/WaterLevel.h b/src/render/WaterLevel.h index 985c9744..435692c1 100644 --- a/src/render/WaterLevel.h +++ b/src/render/WaterLevel.h @@ -1,8 +1,10 @@ #pragma once +#define WATER_X_OFFSET (400.0f) + #define WATER_BLOCK_SIZE LARGE_SECTOR_SIZE #define WATER_FINEBLOCK_SIZE HUGE_SECTOR_SIZE -#define WATER_Z_OFFSET (1.5f) +#define WATER_Z_OFFSET (0.5f) #define MAX_SMALL_SECTORS 128 #define MAX_LARGE_SECTORS 64 diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp index b4031705..fc3e0d61 100644 --- a/src/render/Weather.cpp +++ b/src/render/Weather.cpp @@ -8,6 +8,7 @@ #include "DMAudio.h" #include "General.h" #include "Pad.h" +#include "PlayerPed.h" #include "Particle.h" #include "RenderBuffer.h" #include "Stats.h" @@ -32,6 +33,7 @@ uint32 CWeather::LightningFlashLastChange; uint32 CWeather::WhenToPlayLightningSound; uint32 CWeather::LightningDuration; +float CWeather::ExtraSunnyness; float CWeather::Foggyness; float CWeather::CloudCoverage; float CWeather::Wind; @@ -39,41 +41,60 @@ float CWeather::Rain; float CWeather::InterpolationValue; float CWeather::WetRoads; float CWeather::Rainbow; +float CWeather::SunGlare; +float CWeather::WindClipped; +float CWeather::TrafficLightBrightness; bool CWeather::bScriptsForceRain; -bool CWeather::Stored_StateStored; - -float CWeather::Stored_InterpolationValue; -int16 CWeather::Stored_OldWeatherType; -int16 CWeather::Stored_NewWeatherType; -float CWeather::Stored_Rain; tRainStreak Streaks[NUM_RAIN_STREAKS]; const int16 WeatherTypesList[] = { + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, + WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_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_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, - WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY, + WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY, + WEATHER_RAINY, WEATHER_RAINY, 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_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY +}; + +const int16 WeatherTypesList_WithHurricanes[] = { + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, + WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_CLOUDY, + WEATHER_HURRICANE, WEATHER_HURRICANE, WEATHER_CLOUDY, WEATHER_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, 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, + WEATHER_CLOUDY, WEATHER_HURRICANE, WEATHER_HURRICANE, WEATHER_HURRICANE, + WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, + WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY }; const float Windiness[] = { - 0.0f, // WEATHER_SUNNY + 0.25f,// WEATHER_SUNNY 0.7f, // WEATHER_CLOUDY 1.0f, // WEATHER_RAINY - 0.5f // WEATHER_FOGGY + 0.0f, // WEATHER_FOGGY + 0.0f, // WEATHER_EXTRA_SUNNY + 2.0f, // WEATHER_HURRICANE + 0.0f }; #define MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES (50) @@ -104,10 +125,9 @@ const float Windiness[] = { void CWeather::Init(void) { - NewWeatherType = WEATHER_SUNNY; + NewWeatherType = WEATHER_EXTRA_SUNNY; bScriptsForceRain = false; - OldWeatherType = WEATHER_CLOUDY; - Stored_StateStored = false; + OldWeatherType = WEATHER_EXTRA_SUNNY; InterpolationValue = 0.0f; WhenToPlayLightningSound = 0; WeatherTypeInList = 0; @@ -127,16 +147,8 @@ void CWeather::Update(void) NewWeatherType = ForcedWeatherType; else { WeatherTypeInList = (WeatherTypeInList + 1) % ARRAY_SIZE(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; + NewWeatherType = CStats::NoMoreHurricanes ? WeatherTypesList[WeatherTypeInList] : WeatherTypesList_WithHurricanes[WeatherTypeInList]; } -#endif } InterpolationValue = fNewInterpolation; if (CPad::GetPad(1)->GetRightShockJustDown()) { @@ -188,14 +200,14 @@ void CWeather::Update(void) } // Wet roads - if (OldWeatherType == WEATHER_RAINY) { - if (NewWeatherType == WEATHER_RAINY) + if (OldWeatherType == WEATHER_RAINY || OldWeatherType == WEATHER_HURRICANE) { + if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE) WetRoads = 1.0f; else WetRoads = 1.0f - InterpolationValue; } else { - if (NewWeatherType == WEATHER_RAINY) + if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE) WetRoads = InterpolationValue; else WetRoads = 0.0f; @@ -203,10 +215,10 @@ void CWeather::Update(void) // Rain float fNewRain; - if (NewWeatherType == WEATHER_RAINY) { + if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE) { // 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 (OldWeatherType != WEATHER_RAINY && OldWeatherType != WEATHER_HURRICANE) { if (InterpolationValue < 0.4f) // if rain has just started (<24 minutes), always 0.5 fNewRain = 0.5f; @@ -217,19 +229,14 @@ void CWeather::Update(void) } 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()); - } + Rain = fNewRain; // Clouds - if (OldWeatherType != WEATHER_SUNNY) + if (OldWeatherType != WEATHER_SUNNY && OldWeatherType != WEATHER_EXTRA_SUNNY) CloudCoverage = 1.0f - InterpolationValue; else CloudCoverage = 0.0f; - if (NewWeatherType != WEATHER_SUNNY) + if (NewWeatherType != WEATHER_SUNNY && OldWeatherType != WEATHER_EXTRA_SUNNY) CloudCoverage += InterpolationValue; // Fog @@ -239,12 +246,76 @@ void CWeather::Update(void) 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) + + // Extra Sunnyness + if (OldWeatherType == WEATHER_EXTRA_SUNNY) + ExtraSunnyness = 1.0f - InterpolationValue; + else + ExtraSunnyness = 0.0f; + if (NewWeatherType == WEATHER_EXTRA_SUNNY) + ExtraSunnyness += InterpolationValue; + + // Rainbow + if (OldWeatherType == WEATHER_RAINY && (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 Rainbow = 0.0f; + + // Sun Glare + if (OldWeatherType == WEATHER_EXTRA_SUNNY) + SunGlare = 1.0f - InterpolationValue; + else + SunGlare = 0.0f; + if (NewWeatherType == WEATHER_EXTRA_SUNNY) + SunGlare += InterpolationValue; + + if (SunGlare > 0.0f) { + SunGlare *= Min(1.0f, 7.0 * CTimeCycle::GetSunPosition().z); + SunGlare = clamp(SunGlare, 0.0f, 1.0f); + // TODO(MIAMI): if (CSpecialFX::bSnapShotActive)... + } + Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType]; + WindClipped = Max(1.0f, Wind); + + if (CClock::GetHours() == 20) + TrafficLightBrightness = CClock::GetMinutes() / 60.0f; + else if (CClock::GetHours() > 6 && CClock::GetHours() < 20) + TrafficLightBrightness = 0.0f; + else if (CClock::GetHours() == 6) + TrafficLightBrightness = 1.0f - CClock::GetMinutes() / 60.0f; + else + TrafficLightBrightness = 1.0f; + TrafficLightBrightness = Max(WetRoads, TrafficLightBrightness); + TrafficLightBrightness = Max(Rain, TrafficLightBrightness); + AddRain(); + + if ((NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) && + !CGame::IsInInterior() && !CCutsceneMgr::IsRunning() && (CTimer::GetFrameCounter() & 7) == 0) { +#ifdef FIX_BUGS + if (FindPlayerPed() && (!FindPlayerPed()->CheckIfInTheAir() || FindPlayerPed()->CheckIfInTheAir() && FindPlayerPed()->GetPosition().z < 7.5f && + CClock::GetHours() > 6 && CClock::GetHours() < 18)) +#else + if (!FindPlayerPed()->CheckIfInTheAir() || FindPlayerPed()->CheckIfInTheAir() && FindPlayerPed()->GetPosition().z < 7.5f && + CClock::GetHours() > 6 && CClock::GetHours() < 18) +#endif + AddHeatHaze(); + } + + if ((NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) && !CGame::IsInInterior() && !CCutsceneMgr::IsRunning()) + AddBeastie(); +} + +void CWeather::AddHeatHaze() +{ + /* TODO(MIAMI) */ +} + +void CWeather::AddBeastie() +{ + /* TODO(MIAMI) */ } void CWeather::ForceWeather(int16 weather) @@ -510,23 +581,3 @@ void CWeather::RenderRainStreaks(void) TempBufferVerticesStored = 0; TempBufferIndicesStored = 0; } - -void CWeather::StoreWeatherState() -{ - Stored_StateStored = true; - Stored_InterpolationValue = InterpolationValue; - Stored_Rain = Rain; - Stored_NewWeatherType = NewWeatherType; - Stored_OldWeatherType = OldWeatherType; -} - -void CWeather::RestoreWeatherState() -{ -#ifdef FIX_BUGS // it's not used anyway though - Stored_StateStored = false; -#endif - InterpolationValue = Stored_InterpolationValue; - Rain = Stored_Rain; - NewWeatherType = Stored_NewWeatherType; - OldWeatherType = Stored_OldWeatherType; -} diff --git a/src/render/Weather.h b/src/render/Weather.h index 9c670317..bd9b9603 100644 --- a/src/render/Weather.h +++ b/src/render/Weather.h @@ -1,21 +1,17 @@ enum { - WEATHER_SUNNY, + WEATHER_RANDOM = -1, + WEATHER_SUNNY = 0, WEATHER_CLOUDY, WEATHER_RAINY, - WEATHER_FOGGY + WEATHER_FOGGY, + WEATHER_EXTRA_SUNNY, + WEATHER_HURRICANE, + WEATHER_TOTAL }; 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; @@ -30,6 +26,7 @@ public: static uint32 WhenToPlayLightningSound; static uint32 LightningDuration; + static float ExtraSunnyness; static float Foggyness; static float CloudCoverage; static float Wind; @@ -37,13 +34,11 @@ public: static float InterpolationValue; static float WetRoads; static float Rainbow; + static float SunGlare; + static float WindClipped; + static float TrafficLightBrightness; static bool bScriptsForceRain; - static bool Stored_StateStored; - static float Stored_InterpolationValue; - static int16 Stored_OldWeatherType; - static int16 Stored_NewWeatherType; - static float Stored_Rain; static void RenderRainStreaks(void); static void Update(void); @@ -52,9 +47,9 @@ public: static void ReleaseWeather(); static void ForceWeather(int16); static void ForceWeatherNow(int16); - static void StoreWeatherState(); - static void RestoreWeatherState(); static void AddRain(); + static void AddHeatHaze(); + static void AddBeastie(); }; enum { diff --git a/src/render/WindModifiers.cpp b/src/render/WindModifiers.cpp new file mode 100644 index 00000000..d7405c7a --- /dev/null +++ b/src/render/WindModifiers.cpp @@ -0,0 +1,8 @@ +#include "common.h" +#include "WindModifiers.h" + +int32 +CWindModifiers::FindWindModifier(CVector pos, float *x, float *y) +{ + return 0; +} diff --git a/src/render/WindModifiers.h b/src/render/WindModifiers.h new file mode 100644 index 00000000..b4024343 --- /dev/null +++ b/src/render/WindModifiers.h @@ -0,0 +1,7 @@ +#pragma once + +class CWindModifiers +{ +public: + static int32 FindWindModifier(CVector pos, float *x, float *y); +}; |