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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-24 01:59:15 +01:00
CClouds; disabled object clipping for SA cam
This commit is contained in:
parent
4b566c26a3
commit
40829b5242
@ -5101,7 +5101,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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CColPoint foundCol;
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CEntity* foundEnt;
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CWorld::pIgnoreEntity = CamTargetEntity;
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if (CWorld::ProcessLineOfSight(TargetCoors, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false)) {
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if (CWorld::ProcessLineOfSight(TargetCoors, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, false, false, true, false)) {
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float obstacleTargetDist = (TargetCoors - foundCol.point).Magnitude();
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float obstacleCamDist = newDistance - obstacleTargetDist;
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if (!foundEnt->IsPed() || obstacleCamDist <= 1.0f) {
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@ -5110,7 +5110,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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RwCameraSetNearClipPlane(Scene.camera, Max(0.05f, obstacleTargetDist - 0.3f));
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}
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} else {
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if (!CWorld::ProcessLineOfSight(foundCol.point, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false)) {
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if (!CWorld::ProcessLineOfSight(foundCol.point, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, false, false, true, false)) {
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float lessClip = obstacleCamDist - 0.35f;
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if (lessClip <= DEFAULT_NEAR)
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RwCameraSetNearClipPlane(Scene.camera, lessClip);
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@ -661,6 +661,13 @@ void CGame::Process(void)
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}
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}
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bool
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CGame::CanSeeOutSideFromCurrArea(void)
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{
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return currArea == AREA_MAIN_MAP || currArea == AREA_MALL ||
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currArea == AREA_MANSION || currArea == AREA_HOTEL;
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}
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void CGame::DrasticTidyUpMemory(bool)
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{
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#ifdef PS2
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@ -60,6 +60,7 @@ public:
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static void Process(void);
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static bool IsInInterior(void) { return currArea != AREA_MAIN_MAP; }
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static bool CanSeeOutSideFromCurrArea(void);
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// NB: these do something on PS2
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static void TidyUpMemory(bool, bool);
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@ -3,6 +3,7 @@
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#include "Sprite.h"
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#include "Sprite2d.h"
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#include "General.h"
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#include "Game.h"
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#include "Coronas.h"
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#include "Camera.h"
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#include "TxdStore.h"
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@ -23,8 +24,10 @@ uint32 CClouds::IndividualRotation;
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float CClouds::ms_cameraRoll;
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float CClouds::ms_horizonZ;
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float CClouds::ms_HorizonTilt;
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CRGBA CClouds::ms_colourTop;
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CRGBA CClouds::ms_colourBottom;
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CRGBA CClouds::ms_colourBkGrd;
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void
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CClouds::Init(void)
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@ -44,33 +47,23 @@ void
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CClouds::Shutdown(void)
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{
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RwTextureDestroy(gpCloudTex[0]);
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#ifdef GTA3_1_1_PATCH
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gpCloudTex[0] = nil;
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#endif
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RwTextureDestroy(gpCloudTex[1]);
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#ifdef GTA3_1_1_PATCH
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gpCloudTex[1] = nil;
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#endif
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RwTextureDestroy(gpCloudTex[2]);
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#ifdef GTA3_1_1_PATCH
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gpCloudTex[2] = nil;
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#endif
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RwTextureDestroy(gpCloudTex[3]);
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#ifdef GTA3_1_1_PATCH
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gpCloudTex[3] = nil;
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#endif
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RwTextureDestroy(gpCloudTex[4]);
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#ifdef GTA3_1_1_PATCH
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gpCloudTex[4] = nil;
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#endif
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}
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void
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CClouds::Update(void)
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{
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float s = Sin(TheCamera.Orientation - 0.85f);
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CloudRotation += CWeather::Wind*s*0.0025f;
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IndividualRotation += (CWeather::Wind*CTimer::GetTimeStep() + 0.3f) * 60.0f;
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CloudRotation += CWeather::Wind*s*0.001f;
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IndividualRotation += (CWeather::Wind*CTimer::GetTimeStep()*0.5f + 0.3f) * 60.0f;
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}
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void
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@ -81,6 +74,9 @@ CClouds::Render(void)
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RwV3d screenpos;
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RwV3d worldpos;
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if(!CGame::CanSeeOutSideFromCurrArea())
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return;
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CCoronas::SunBlockedByClouds = false;
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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@ -90,26 +86,21 @@ CClouds::Render(void)
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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CSprite::InitSpriteBuffer();
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int minute = CClock::GetHours()*60 + CClock::GetMinutes();
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float minute = CClock::GetHours()*60 + CClock::GetMinutes() + CClock::GetSeconds()/60.0f;
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RwV3d campos = *(RwV3d*)&TheCamera.GetPosition();
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float coverage = CWeather::CloudCoverage <= CWeather::Foggyness ? CWeather::Foggyness : CWeather::CloudCoverage;
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float coverage = Max(CWeather::Foggyness, CWeather::Foggyness);
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// Moon
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int moonfadeout = Abs(minute - 180); // fully visible at 3AM
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if(moonfadeout < 180){ // fade in/out 3 hours
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int brightness = (1.0f - coverage) * (180 - moonfadeout);
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float moonfadeout = Abs(minute - 180.0f); // fully visible at 3AM
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if((int)moonfadeout < 180){ // fade in/out 3 hours
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int brightness = (1.0f - coverage) * (180 - (int)moonfadeout);
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RwV3d pos = { 0.0f, -100.0f, 15.0f };
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RwV3dAdd(&worldpos, &campos, &pos);
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if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[2]));
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if(CCoronas::bSmallMoon){
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szx *= 4.0f;
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szy *= 4.0f;
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}else{
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szx *= 10.0f;
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szy *= 10.0f;
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}
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szx *= CCoronas::MoonSize*2.0f + 4.0f;
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szy *= CCoronas::MoonSize*2.0f + 4.0f;
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CSprite::RenderOneXLUSprite(screenpos.x, screenpos.y, screenpos.z,
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szx, szy, brightness, brightness, brightness, 255, 1.0f/screenpos.z, 255);
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}
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@ -127,7 +118,7 @@ CClouds::Render(void)
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starintens = 255 * (60 - CClock::GetMinutes())/60.0f;
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if(starintens != 0){
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// R
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static float StarCoorsX[9] = { 0.0f, 0.05f, 0.12f, 0.5f, 0.8f, 0.6f, 0.27f, 0.55f, 0.75f };
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static float StarCoorsX[9] = { 0.0f, 0.05f, 0.13f, 0.4f, 0.7f, 0.6f, 0.27f, 0.55f, 0.75f };
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static float StarCoorsY[9] = { 0.0f, 0.45f, 0.9f, 1.0f, 0.85f, 0.52f, 0.48f, 0.35f, 0.2f };
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static float StarSizes[9] = { 1.0f, 1.4f, 0.9f, 1.0f, 0.6f, 1.5f, 1.3f, 1.0f, 0.8f };
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int brightness = (1.0f - coverage) * starintens;
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@ -165,7 +156,7 @@ CClouds::Render(void)
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1.0f, 0.7f, 0.4f, 0.4f, -0.8f, -0.8f };
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static float LowCloudsZ[12] = { 0.0f, 1.0f, 0.5f, 0.0f, 1.0f, 0.3f,
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0.9f, 0.4f, 1.3f, 1.4f, 1.2f, 1.7f };
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float lowcloudintensity = 1.0f - coverage;
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float lowcloudintensity = 1.0f - Max(coverage, CWeather::ExtraSunnyness);
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int r = CTimeCycle::GetLowCloudsRed() * lowcloudintensity;
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int g = CTimeCycle::GetLowCloudsGreen() * lowcloudintensity;
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int b = CTimeCycle::GetLowCloudsBlue() * lowcloudintensity;
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@ -186,7 +177,7 @@ CClouds::Render(void)
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// Fluffy clouds
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float rot_sin = Sin(CloudRotation);
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float rot_cos = Cos(CloudRotation);
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int fluffyalpha = 160 * (1.0f - CWeather::Foggyness);
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int fluffyalpha = 160 * (1.0f - Max(CWeather::Foggyness, CWeather::ExtraSunnyness));
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if(fluffyalpha != 0){
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static float CoorsOffsetX[37] = {
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0.0f, 60.0f, 72.0f, 48.0f, 21.0f, 12.0f,
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@ -213,7 +204,7 @@ CClouds::Render(void)
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2.0f, 2.0f, 1.5f, 1.2f, 1.7f, 1.5f, 2.1f
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};
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static bool bCloudOnScreen[37];
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float hilight;
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float sundist, hilight;
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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@ -225,15 +216,16 @@ CClouds::Render(void)
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worldpos.z = pos.z;
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if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
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float sundist = Sqrt(sq(screenpos.x-CCoronas::SunScreenX) + sq(screenpos.y-CCoronas::SunScreenY));
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sundist = Sqrt(sq(screenpos.x-CCoronas::SunScreenX) + sq(screenpos.y-CCoronas::SunScreenY));
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int tr = CTimeCycle::GetFluffyCloudsTopRed();
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int tg = CTimeCycle::GetFluffyCloudsTopGreen();
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int tb = CTimeCycle::GetFluffyCloudsTopBlue();
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int br = CTimeCycle::GetFluffyCloudsBottomRed();
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int bg = CTimeCycle::GetFluffyCloudsBottomGreen();
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int bb = CTimeCycle::GetFluffyCloudsBottomBlue();
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if(sundist < SCREEN_WIDTH/2){
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hilight = (1.0f - coverage) * (1.0f - sundist/(SCREEN_WIDTH/2));
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int distLimit = (3*SCREEN_WIDTH)/4;
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if(sundist < distLimit){
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hilight = (1.0f - coverage) * (1.0f - sundist/(float)distLimit);
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tr = tr*(1.0f-hilight) + 255*hilight;
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tg = tg*(1.0f-hilight) + 190*hilight;
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tb = tb*(1.0f-hilight) + 190*hilight;
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@ -267,8 +259,7 @@ CClouds::Render(void)
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worldpos.y = campos.x*rot_sin + campos.y*rot_cos + pos.y;
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worldpos.z = pos.z;
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if(bCloudOnScreen[i] && CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
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// BUG: this is stupid....would have to do this for each cloud individually
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if(hilight > 0.0f){
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if(sundist < SCREEN_WIDTH/3){
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CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(screenpos.x, screenpos.y, screenpos.z,
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szx*30.0f, szy*30.0f,
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200*hilight, 0, 0, 255, 1.0f/screenpos.z,
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@ -308,22 +299,24 @@ CClouds::Render(void)
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bool
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UseDarkBackground(void)
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{
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return RwFrameGetLTM(RwCameraGetFrame(TheCamera.m_pRwCamera))->up.z < -0.9f ||
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gbShowCollisionPolys;
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return TheCamera.GetForward().z < -0.9f || gbShowCollisionPolys;
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}
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void
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CClouds::RenderBackground(int16 topred, int16 topgreen, int16 topblue,
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int16 botred, int16 botgreen, int16 botblue, int16 alpha)
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{
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RwMatrix *mat = RwFrameGetLTM(RwCameraGetFrame(TheCamera.m_pRwCamera));
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float c = Sqrt(mat->right.x * mat->right.x + mat->right.y * mat->right.y);
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CVector right = CrossProduct(TheCamera.GetUp(), TheCamera.GetForward());
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right.Normalise();
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float c = right.Magnitude2D();
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if(c > 1.0f)
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c = 1.0f;
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ms_cameraRoll = Acos(c);
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if(mat->right.z < 0.0f)
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if(right.z < 0.0f)
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ms_cameraRoll = -ms_cameraRoll;
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ms_HorizonTilt = SCREEN_WIDTH/2.0f * Tan(ms_cameraRoll);
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if(UseDarkBackground()){
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ms_colourTop.r = 50;
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ms_colourTop.g = 50;
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@ -346,75 +339,74 @@ CClouds::RenderBackground(int16 topred, int16 topgreen, int16 topblue,
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}else{
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ms_horizonZ = CSprite::CalcHorizonCoors();
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int fogr = (topred + 2 * botred) / 3;
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int fogg = (topgreen + 2 * botgreen) / 3;
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int fogb = (topblue + 2 * botblue) / 3;
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// Draw top/bottom gradient
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float gradheight = SCREEN_HEIGHT/2.0f;
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float topedge = ms_horizonZ - gradheight;
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float botpos, toppos;
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if(ms_horizonZ > 0.0f && topedge < SCREEN_HEIGHT){
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ms_colourTop.r = topred;
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ms_colourTop.g = topgreen;
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ms_colourTop.b = topblue;
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ms_colourTop.a = alpha;
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ms_colourBottom.r = botred;
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ms_colourBottom.g = botgreen;
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ms_colourBottom.b = botblue;
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ms_colourBottom.a = alpha;
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float botright = ms_horizonZ - ms_HorizonTilt;
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float botleft = ms_horizonZ + ms_HorizonTilt;
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float topright = botright - gradheight;
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float topleft = botleft - gradheight;
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CSprite2d::DrawAnyRect(0.0f, topleft, SCREEN_WIDTH, topright, 0.0f, botleft, SCREEN_WIDTH, botright,
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ms_colourTop, ms_colourTop, ms_colourBottom, ms_colourBottom);
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// draw the small stripe (whatever it's supposed to be)
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ms_colourTop.r = fogr;
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ms_colourTop.g = fogg;
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ms_colourTop.b = fogb;
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ms_colourTop.a = alpha;
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topright = ms_horizonZ - ms_HorizonTilt;
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topleft = ms_horizonZ + ms_HorizonTilt;
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botright = topright + SMALLSTRIPHEIGHT;
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botleft = topleft + SMALLSTRIPHEIGHT;
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CSprite2d::DrawAnyRect(0.0f, topleft, SCREEN_WIDTH, topright, 0.0f, botleft, SCREEN_WIDTH, botright,
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ms_colourTop, ms_colourTop, ms_colourTop, ms_colourTop);
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// Only top
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if(ms_horizonZ + ms_HorizonTilt - gradheight > 0.0f ||
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ms_horizonZ - ms_HorizonTilt - gradheight > 0.0f){
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ms_colourTop.r = topred;
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ms_colourTop.g = topgreen;
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ms_colourTop.b = topblue;
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ms_colourTop.a = alpha;
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ms_colourBottom.r = botred;
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ms_colourBottom.g = botgreen;
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ms_colourBottom.b = botblue;
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ms_colourBottom.a = alpha;
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if(ms_horizonZ < SCREEN_HEIGHT)
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botpos = ms_horizonZ;
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else{
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float f = (ms_horizonZ - SCREEN_HEIGHT)/gradheight;
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ms_colourBottom.r = topred*f + (1.0f-f)*botred;
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ms_colourBottom.g = topgreen*f + (1.0f-f)*botgreen;
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ms_colourBottom.b = topblue*f + (1.0f-f)*botblue;
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botpos = SCREEN_HEIGHT;
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if(ms_horizonZ - Abs(ms_HorizonTilt) - gradheight > SCREEN_HEIGHT){
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// only top is visible
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topleft = 0.0f;
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topright = 0.0f;
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botleft = SCREEN_HEIGHT;
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botright = SCREEN_HEIGHT;
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}else{
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botright = ms_horizonZ - ms_HorizonTilt - gradheight;
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botleft = ms_horizonZ + ms_HorizonTilt - gradheight;
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topright = Min(ms_horizonZ - ms_HorizonTilt - 2*SCREEN_HEIGHT, 0.0f);
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topleft = Min(ms_horizonZ + ms_HorizonTilt - 2*SCREEN_HEIGHT, 0.0f);
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}
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if(topedge >= 0.0f)
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toppos = topedge;
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else{
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float f = (0.0f - topedge)/gradheight;
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ms_colourTop.r = botred*f + (1.0f-f)*topred;
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ms_colourTop.g = botgreen*f + (1.0f-f)*topgreen;
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ms_colourTop.b = botblue*f + (1.0f-f)*topblue;
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toppos = 0.0f;
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}
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CSprite2d::DrawRect(CRect(0, toppos, SCREEN_WIDTH, botpos),
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ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
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}
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// draw the small stripe (whatever it's supposed to be)
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if(ms_horizonZ > -SMALLSTRIPHEIGHT && ms_horizonZ < SCREEN_HEIGHT){
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// Same colour as fog
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ms_colourTop.r = (topred + 2 * botred) / 3;
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ms_colourTop.g = (topgreen + 2 * botgreen) / 3;
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ms_colourTop.b = (topblue + 2 * botblue) / 3;
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CSprite2d::DrawRect(CRect(0, ms_horizonZ, SCREEN_WIDTH, ms_horizonZ+SMALLSTRIPHEIGHT),
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CSprite2d::DrawAnyRect(0.0f, topleft, SCREEN_WIDTH, topright, 0.0f, botleft, SCREEN_WIDTH, botright,
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ms_colourTop, ms_colourTop, ms_colourTop, ms_colourTop);
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}
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// Only top
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if(topedge > 0.0f){
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ms_colourTop.r = topred;
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ms_colourTop.g = topgreen;
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ms_colourTop.b = topblue;
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ms_colourTop.a = alpha;
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ms_colourBottom.r = topred;
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ms_colourBottom.g = topgreen;
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ms_colourBottom.b = topblue;
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ms_colourBottom.a = alpha;
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botpos = Min(SCREEN_HEIGHT, topedge);
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CSprite2d::DrawRect(CRect(0, 0, SCREEN_WIDTH, botpos),
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ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
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}
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// Set both to fog colour for RenderHorizon
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ms_colourTop.r = (topred + 2 * botred) / 3;
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ms_colourTop.g = (topgreen + 2 * botgreen) / 3;
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ms_colourTop.b = (topblue + 2 * botblue) / 3;
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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;
|
||||
}
|
||||
}
|
||||
|
||||
@ -427,21 +419,35 @@ 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;
|
||||
|
||||
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);
|
||||
CSprite2d::DrawAnyRect(0.0f, topleft, SCREEN_WIDTH, topright, 0.0f, botleft, SCREEN_WIDTH, botright,
|
||||
ms_colourTop, ms_colourTop, ms_colourBottom, ms_colourBottom);
|
||||
|
||||
// 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);
|
||||
|
||||
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);
|
||||
|
||||
CSprite2d::DrawAnyRect(0.0f, topleft, SCREEN_WIDTH, topright, 0.0f, botleft, SCREEN_WIDTH, botright,
|
||||
ms_colourBkGrd, ms_colourBkGrd, ms_colourBkGrd, ms_colourBkGrd);
|
||||
}
|
||||
|
@ -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);
|
||||
|
@ -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;
|
||||
|
||||
|
@ -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;
|
||||
|
||||
|
@ -1542,7 +1542,7 @@ 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
|
||||
@ -1582,7 +1582,7 @@ 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 )
|
||||
@ -1635,7 +1635,7 @@ void CParticle::Render()
|
||||
particle->m_Color.blue,
|
||||
particle->m_nColorIntensity,
|
||||
1.0f / coors.z,
|
||||
fRotation,
|
||||
DEGTORAD(fRotation),
|
||||
particle->m_nAlpha);
|
||||
|
||||
particle->m_vecScreenPosition = coors;
|
||||
@ -1684,7 +1684,7 @@ 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 )
|
||||
|
@ -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,
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
|
||||
|
@ -32,6 +32,7 @@ uint32 CWeather::LightningFlashLastChange;
|
||||
uint32 CWeather::WhenToPlayLightningSound;
|
||||
uint32 CWeather::LightningDuration;
|
||||
|
||||
float CWeather::ExtraSunnyness;
|
||||
float CWeather::Foggyness;
|
||||
float CWeather::CloudCoverage;
|
||||
float CWeather::Wind;
|
||||
|
@ -30,6 +30,7 @@ public:
|
||||
static uint32 WhenToPlayLightningSound;
|
||||
static uint32 LightningDuration;
|
||||
|
||||
static float ExtraSunnyness;
|
||||
static float Foggyness;
|
||||
static float CloudCoverage;
|
||||
static float Wind;
|
||||
|
@ -1511,7 +1511,7 @@ CWeapon::FireSniper(CEntity *shooter)
|
||||
CVector dir = cam->Front;
|
||||
|
||||
if ( DotProduct(dir, CVector(0.0f, -0.9894f, 0.145f)) > 0.997f )
|
||||
CCoronas::bSmallMoon = !CCoronas::bSmallMoon;
|
||||
CCoronas::MoonSize = (CCoronas::MoonSize+1) & 7;
|
||||
|
||||
dir.Normalise();
|
||||
dir *= 16.0f;
|
||||
|
Loading…
Reference in New Issue
Block a user