re3-wiiu/src/render/Coronas.cpp

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#include "common.h"
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#include "main.h"
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#include "General.h"
#include "TxdStore.h"
#include "Camera.h"
#include "Sprite.h"
#include "Timer.h"
#include "World.h"
#include "Weather.h"
#include "Collision.h"
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#include "Timecycle.h"
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#include "Coronas.h"
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struct FlareDef
{
float position;
float size;
int16 red;
int16 green;
int16 blue;
int16 alpha;
int16 texture;
};
FlareDef SunFlareDef[] = {
{ -0.5f, 15.0f, 50, 50, 0, 200, 1 },
{ -1.0f, 10.0f, 50, 20, 0, 200, 2 },
{ -1.5f, 15.0f, 50, 0, 0, 200, 3 },
{ -2.5f, 25.0f, 50, 0, 0, 200, 1 },
{ 0.5f, 12.5f, 40, 40, 25, 200, 1 },
{ 0.05f, 20.0f, 30, 22, 9, 200, 2 },
{ 1.3f, 7.5f, 50, 30, 9, 200, 3 },
{ 0.0f, 0.0f, 255, 255, 255, 255, 0 }
};
FlareDef HeadLightsFlareDef[] = {
{ -0.5f, 15.5, 70, 70, 70, 200, 1 },
{ -1.0f, 10.0, 70, 70, 70, 200, 2 },
{ -1.5f, 5.5f, 50, 50, 50, 200, 3 },
{ 0.5f, 12.0f, 50, 50, 50, 200, 1 },
{ 0.05f, 20.0f, 40, 40, 40, 200, 2 },
{ 1.3f, 8.0f, 60, 60, 60, 200, 3 },
{ -2.0f, 12.0f, 50, 50, 50, 200, 1 },
{ -2.3f, 15.0f, 40, 40, 40, 200, 2 },
{ -3.0f, 16.0f, 40, 40, 40, 200, 3 },
{ 0.0f, 0.0f, 255, 255, 255, 255, 0 }
};
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RwTexture *gpCoronaTexture[9] = { nil, nil, nil, nil, nil, nil, nil, nil, nil };
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float CCoronas::LightsMult = 1.0f;
float CCoronas::SunScreenX;
float CCoronas::SunScreenY;
bool CCoronas::bSmallMoon;
bool CCoronas::SunBlockedByClouds;
int CCoronas::bChangeBrightnessImmediately;
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CRegisteredCorona CCoronas::aCoronas[NUMCORONAS];
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const char aCoronaSpriteNames[][32] = {
"coronastar",
"corona",
"coronamoon",
"coronareflect",
"coronaheadlightline",
"coronahex",
"coronacircle",
"coronaringa",
"streek"
};
void
CCoronas::Init(void)
{
int i;
CTxdStore::PushCurrentTxd();
CTxdStore::SetCurrentTxd(CTxdStore::FindTxdSlot("particle"));
for(i = 0; i < 9; i++)
if(gpCoronaTexture[i] == nil)
gpCoronaTexture[i] = RwTextureRead(aCoronaSpriteNames[i], nil);
CTxdStore::PopCurrentTxd();
for(i = 0; i < NUMCORONAS; i++)
aCoronas[i].id = 0;
}
void
CCoronas::Shutdown(void)
{
int i;
for(i = 0; i < 9; i++)
if(gpCoronaTexture[i]){
RwTextureDestroy(gpCoronaTexture[i]);
gpCoronaTexture[i] = nil;
}
}
void
CCoronas::Update(void)
{
int i;
static int LastCamLook = 0;
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LightsMult = Min(LightsMult + 0.03f * CTimer::GetTimeStep(), 1.0f);
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int CamLook = 0;
if(TheCamera.Cams[TheCamera.ActiveCam].LookingLeft) CamLook |= 1;
if(TheCamera.Cams[TheCamera.ActiveCam].LookingRight) CamLook |= 2;
if(TheCamera.Cams[TheCamera.ActiveCam].LookingBehind) CamLook |= 4;
// BUG?
if(TheCamera.GetLookDirection() == LOOKING_BEHIND) CamLook |= 8;
if(LastCamLook != CamLook)
bChangeBrightnessImmediately = 3;
else
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bChangeBrightnessImmediately = Max(bChangeBrightnessImmediately-1, 0);
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LastCamLook = CamLook;
for(i = 0; i < NUMCORONAS; i++)
if(aCoronas[i].id != 0)
aCoronas[i].Update();
}
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)
{
int i;
if(sq(drawDist) < (TheCamera.GetPosition() - coors).MagnitudeSqr2D())
return;
for(i = 0; i < NUMCORONAS; i++)
if(aCoronas[i].id == id)
break;
if(i == NUMCORONAS){
// add a new one
// find empty slot
for(i = 0; i < NUMCORONAS; i++)
if(aCoronas[i].id == 0)
break;
if(i == NUMCORONAS)
return; // no space
aCoronas[i].fadeAlpha = 0;
aCoronas[i].offScreen = true;
aCoronas[i].firstUpdate = true;
aCoronas[i].renderReflection = false;
aCoronas[i].lastLOScheck = 0;
aCoronas[i].sightClear = false;
aCoronas[i].hasValue[0] = false;
aCoronas[i].hasValue[1] = false;
aCoronas[i].hasValue[2] = false;
aCoronas[i].hasValue[3] = false;
aCoronas[i].hasValue[4] = false;
aCoronas[i].hasValue[5] = false;
}else{
// use existing one
if(aCoronas[i].fadeAlpha == 0 && alpha == 0){
// unregister
aCoronas[i].id = 0;
return;
}
}
aCoronas[i].id = id;
aCoronas[i].red = red;
aCoronas[i].green = green;
aCoronas[i].blue = blue;
aCoronas[i].alpha = alpha;
aCoronas[i].coors = coors;
aCoronas[i].size = size;
aCoronas[i].someAngle = someAngle;
aCoronas[i].registeredThisFrame = true;
aCoronas[i].drawDist = drawDist;
aCoronas[i].texture = tex;
aCoronas[i].flareType = flareType;
aCoronas[i].reflection = reflection;
aCoronas[i].LOScheck = LOScheck;
aCoronas[i].drawStreak = drawStreak;
}
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)
{
RegisterCorona(id, red, green, blue, alpha, coors, size, drawDist,
gpCoronaTexture[type], flareType, reflection, LOScheck, drawStreak, someAngle);
}
void
CCoronas::UpdateCoronaCoors(uint32 id, const CVector &coors, float drawDist, float someAngle)
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{
int i;
if(sq(drawDist) < (TheCamera.GetPosition() - coors).MagnitudeSqr2D())
return;
for(i = 0; i < NUMCORONAS; i++)
if(aCoronas[i].id == id)
break;
if(i == NUMCORONAS)
return;
if(aCoronas[i].fadeAlpha == 0)
aCoronas[i].id = 0; // faded out, remove
else{
aCoronas[i].coors = coors;
aCoronas[i].someAngle = someAngle;
}
}
static RwIm2DVertex vertexbufferX[2];
void
CCoronas::Render(void)
{
int i, j;
int screenw, screenh;
screenw = RwRasterGetWidth(RwCameraGetRaster(Scene.camera));
screenh = RwRasterGetHeight(RwCameraGetRaster(Scene.camera));
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
for(i = 0; i < NUMCORONAS; i++){
for(j = 5; j > 0; j--){
aCoronas[i].prevX[j] = aCoronas[i].prevX[j-1];
aCoronas[i].prevY[j] = aCoronas[i].prevY[j-1];
aCoronas[i].prevRed[j] = aCoronas[i].prevRed[j-1];
aCoronas[i].prevGreen[j] = aCoronas[i].prevGreen[j-1];
aCoronas[i].prevBlue[j] = aCoronas[i].prevBlue[j-1];
aCoronas[i].hasValue[j] = aCoronas[i].hasValue[j-1];
}
aCoronas[i].hasValue[0] = false;
if(aCoronas[i].id == 0 ||
aCoronas[i].fadeAlpha == 0 && aCoronas[i].alpha == 0)
continue;
CVector spriteCoors;
float spritew, spriteh;
if(CSprite::CalcScreenCoors(aCoronas[i].coors, spriteCoors, &spritew, &spriteh, true)){
aCoronas[i].offScreen = false;
if(spriteCoors.x < 0.0f || spriteCoors.y < 0.0f ||
spriteCoors.x > screenw || spriteCoors.y > screenh){
aCoronas[i].offScreen = true;
aCoronas[i].sightClear = false;
}else{
if(CTimer::GetTimeInMilliseconds() > aCoronas[i].lastLOScheck + 2000){
aCoronas[i].lastLOScheck = CTimer::GetTimeInMilliseconds();
aCoronas[i].sightClear = CWorld::GetIsLineOfSightClear(
aCoronas[i].coors, TheCamera.Cams[TheCamera.ActiveCam].Source,
true, true, false, false, false, true, false);
}
// add new streak point
if(aCoronas[i].sightClear){
aCoronas[i].prevX[0] = spriteCoors.x;
aCoronas[i].prevY[0] = spriteCoors.y;
aCoronas[i].prevRed[0] = aCoronas[i].red;
aCoronas[i].prevGreen[0] = aCoronas[i].green;
aCoronas[i].prevBlue[0] = aCoronas[i].blue;
aCoronas[i].hasValue[0] = true;
}
// if distance too big, break streak
if(aCoronas[i].hasValue[1]){
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if(Abs(aCoronas[i].prevX[0] - aCoronas[i].prevX[1]) > 50.0f ||
Abs(aCoronas[i].prevY[0] - aCoronas[i].prevY[1]) > 50.0f)
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aCoronas[i].hasValue[0] = false;
}
}
if(aCoronas[i].fadeAlpha == 0)
continue;
if(spriteCoors.z < aCoronas[i].drawDist){
float recipz = 1.0f/spriteCoors.z;
float fadeDistance = aCoronas[i].drawDist / 2.0f;
float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
int totalFade = aCoronas[i].fadeAlpha * distanceFade;
if(aCoronas[i].LOScheck)
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
else
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
// render corona itself
if(aCoronas[i].texture){
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float fogscale = CWeather::Foggyness*Min(spriteCoors.z, 40.0f)/40.0f + 1.0f;
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if(CCoronas::aCoronas[i].id == SUN_CORE)
spriteCoors.z = 0.95f * RwCameraGetFarClipPlane(Scene.camera);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aCoronas[i].texture));
spriteCoors.z -= 1.5f;
if(aCoronas[i].texture == gpCoronaTexture[8]){
// what's this?
float f = 1.0f - aCoronas[i].someAngle*2.0f/PI;
float wscale = 6.0f*sq(sq(sq(f))) + 0.5f;
float hscale = 0.35f - (wscale - 0.5f) * 0.06f;
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hscale = Max(hscale, 0.15f);
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CSprite::RenderOneXLUSprite(spriteCoors.x, spriteCoors.y, spriteCoors.z,
spritew * aCoronas[i].size * wscale,
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spriteh * aCoronas[i].size * fogscale * hscale,
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CCoronas::aCoronas[i].red / fogscale,
CCoronas::aCoronas[i].green / fogscale,
CCoronas::aCoronas[i].blue / fogscale,
totalFade,
recipz,
255);
}else{
CSprite::RenderOneXLUSprite_Rotate_Aspect(
spriteCoors.x, spriteCoors.y, spriteCoors.z,
spritew * aCoronas[i].size * fogscale,
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spriteh * aCoronas[i].size * fogscale,
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CCoronas::aCoronas[i].red / fogscale,
CCoronas::aCoronas[i].green / fogscale,
CCoronas::aCoronas[i].blue / fogscale,
totalFade,
recipz,
20.0f * recipz,
255);
}
}
// render flares
if(aCoronas[i].flareType != FLARE_NONE){
FlareDef *flare;
switch(aCoronas[i].flareType){
case FLARE_SUN: flare = SunFlareDef; break;
case FLARE_HEADLIGHTS: flare = HeadLightsFlareDef; break;
default: assert(0);
}
for(; flare->texture; flare++){
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[flare->texture + 4]));
CSprite::RenderOneXLUSprite(
(spriteCoors.x - (screenw/2)) * flare->position + (screenw/2),
(spriteCoors.y - (screenh/2)) * flare->position + (screenh/2),
spriteCoors.z,
4.0f*flare->size * spritew/spriteh,
4.0f*flare->size,
(flare->red * aCoronas[i].red)>>8,
(flare->green * aCoronas[i].green)>>8,
(flare->blue * aCoronas[i].blue)>>8,
(totalFade * flare->alpha)>>8,
recipz, 255);
}
}
}else{
aCoronas[i].offScreen = true;
aCoronas[i].sightClear = false;
}
}
}
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
// streaks
for(i = 0; i < NUMCORONAS; i++){
if(aCoronas[i].id == 0 || !aCoronas[i].drawStreak)
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continue;
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for(j = 0; j < 5; j++){
if(!aCoronas[i].hasValue[j] || !aCoronas[i].hasValue[j+1])
continue;
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int mod1 = (float)(6 - j) / 6 * 128;
int mod2 = (float)(6 - (j+1)) / 6 * 128;
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RwIm2DVertexSetScreenX(&vertexbufferX[0], aCoronas[i].prevX[j]);
RwIm2DVertexSetScreenY(&vertexbufferX[0], aCoronas[i].prevY[j]);
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RwIm2DVertexSetIntRGBA(&vertexbufferX[0], aCoronas[i].prevRed[j] * mod1 / 256, aCoronas[i].prevGreen[j] * mod1 / 256, aCoronas[i].prevBlue[j] * mod1 / 256, 255);
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RwIm2DVertexSetScreenX(&vertexbufferX[1], aCoronas[i].prevX[j+1]);
RwIm2DVertexSetScreenY(&vertexbufferX[1], aCoronas[i].prevY[j+1]);
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RwIm2DVertexSetIntRGBA(&vertexbufferX[1], aCoronas[i].prevRed[j+1] * mod2 / 256, aCoronas[i].prevGreen[j+1] * mod2 / 256, aCoronas[i].prevBlue[j+1] * mod2 / 256, 255);
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// BUG: game doesn't do this
RwIm2DVertexSetScreenZ(&vertexbufferX[0], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&vertexbufferX[0], RwCameraGetNearClipPlane(Scene.camera));
RwIm2DVertexSetRecipCameraZ(&vertexbufferX[0], 1.0f/RwCameraGetNearClipPlane(Scene.camera));
RwIm2DVertexSetScreenZ(&vertexbufferX[1], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&vertexbufferX[1], RwCameraGetNearClipPlane(Scene.camera));
RwIm2DVertexSetRecipCameraZ(&vertexbufferX[1], 1.0f/RwCameraGetNearClipPlane(Scene.camera));
RwIm2DRenderLine(vertexbufferX, 2, 0, 1);
}
}
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
}
void
CCoronas::RenderReflections(void)
{
int i;
CColPoint point;
CEntity *entity;
if(CWeather::WetRoads > 0.0f){
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[3]));
for(i = 0; i < NUMCORONAS; i++){
if(aCoronas[i].id == 0 ||
aCoronas[i].fadeAlpha == 0 && aCoronas[i].alpha == 0)
continue;
// check if we want a reflection on this corona
if(aCoronas[i].renderReflection){
if(((CTimer::GetFrameCounter() + i) & 0xF) == 0 &&
CWorld::ProcessVerticalLine(aCoronas[i].coors, -1000.0f, point, entity, true, false, false, false, true, false, nil))
aCoronas[i].heightAboveRoad = aCoronas[i].coors.z - point.point.z;
}else{
if(CWorld::ProcessVerticalLine(aCoronas[i].coors, -1000.0f, point, entity, true, false, false, false, true, false, nil)){
aCoronas[i].heightAboveRoad = aCoronas[i].coors.z - point.point.z;
aCoronas[i].renderReflection = true;
}
}
if(!aCoronas[i].renderReflection)
continue;
// Don't draw if reflection is too high
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if(aCoronas[i].heightAboveRoad < 20.0f){
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// don't draw if camera is below road
if(CCoronas::aCoronas[i].coors.z - aCoronas[i].heightAboveRoad > TheCamera.GetPosition().z)
continue;
CVector coors = aCoronas[i].coors;
coors.z -= 2.0f*aCoronas[i].heightAboveRoad;
CVector spriteCoors;
float spritew, spriteh;
if(CSprite::CalcScreenCoors(coors, spriteCoors, &spritew, &spriteh, true)){
float drawDist = 0.75f * aCoronas[i].drawDist;
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drawDist = Min(drawDist, 50.0f);
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if(spriteCoors.z < drawDist){
float fadeDistance = drawDist / 2.0f;
float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
distanceFade = clamp(distanceFade, 0.0f, 1.0f);
float recipz = 1.0f/RwCameraGetNearClipPlane(Scene.camera);
int intensity = (20.0f - aCoronas[i].heightAboveRoad) * 230.0 * distanceFade*CWeather::WetRoads * 0.05f;
CSprite::RenderBufferedOneXLUSprite(
spriteCoors.x, spriteCoors.y, RwIm2DGetNearScreenZ(),
spritew * aCoronas[i].size * 0.75f,
spriteh * aCoronas[i].size * 2.0f,
(intensity * CCoronas::aCoronas[i].red)>>8,
(intensity * CCoronas::aCoronas[i].green)>>8,
(intensity * CCoronas::aCoronas[i].blue)>>8,
255,
recipz,
255);
}
}
}
}
CSprite::FlushSpriteBuffer();
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
}else{
for(i = 0; i < NUMCORONAS; i++)
aCoronas[i].renderReflection = false;
}
}
void
CCoronas::DoSunAndMoon(void)
{
// yeah, moon is done somewhere else....
CVector sunCoors = CTimeCycle::GetSunPosition();
sunCoors *= 150.0f;
sunCoors += TheCamera.GetPosition();
if(CTimeCycle::GetSunPosition().z > -0.2f){
float size = ((CGeneral::GetRandomNumber()&0xFF) * 0.005f + 10.0f) * CTimeCycle::GetSunSize();
RegisterCorona(SUN_CORE,
CTimeCycle::GetSunCoreRed(), CTimeCycle::GetSunCoreGreen(), CTimeCycle::GetSunCoreBlue(),
255, sunCoors, size,
999999.88f, TYPE_STAR, FLARE_NONE, REFLECTION_OFF, LOSCHECK_OFF, STREAK_OFF, 0.0f);
if(CTimeCycle::GetSunPosition().z > 0.0f)
RegisterCorona(SUN_CORONA,
CTimeCycle::GetSunCoronaRed(), CTimeCycle::GetSunCoronaGreen(), CTimeCycle::GetSunCoronaBlue(),
255, sunCoors, 25.0f * CTimeCycle::GetSunSize(),
999999.88f, TYPE_STAR, FLARE_SUN, REFLECTION_OFF, LOSCHECK_ON, STREAK_OFF, 0.0f);
}
CVector spriteCoors;
float spritew, spriteh;
if(CSprite::CalcScreenCoors(sunCoors, spriteCoors, &spritew, &spriteh, true)){
SunScreenX = spriteCoors.x;
SunScreenY = spriteCoors.y;
}else{
SunScreenX = 1000000.0f;
SunScreenY = 1000000.0f;
}
}
void
CRegisteredCorona::Update(void)
{
if(!registeredThisFrame)
alpha = 0;
if(LOScheck &&
(CCoronas::SunBlockedByClouds && id == CCoronas::SUN_CORONA ||
!CWorld::GetIsLineOfSightClear(coors, TheCamera.GetPosition(), true, false, false, false, false, false))){
// Corona is blocked, fade out
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fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
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}else if(offScreen){
// Same when off screen
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fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
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}else{
// Visible
if(alpha > fadeAlpha){
// fade in
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fadeAlpha = Min(fadeAlpha + 15.0f*CTimer::GetTimeStep(), alpha);
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if(CCoronas::bChangeBrightnessImmediately)
fadeAlpha = alpha;
}else if(alpha < fadeAlpha){
// too visible, decrease alpha but not below alpha
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fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), alpha);
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}
// darken scene when the sun is visible
if(id == CCoronas::SUN_CORONA)
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CCoronas::LightsMult = Max(CCoronas::LightsMult - CTimer::GetTimeStep()*0.06f, 0.6f);
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}
// remove if invisible
if(fadeAlpha == 0 && !firstUpdate)
id = 0;
firstUpdate = false;
registeredThisFrame = false;
}