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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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WaterLevel done
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@ -138,6 +138,7 @@ inline float sq(float x) { return x*x; }
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#define SQR(x) ((x) * (x))
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#define PI M_PI
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#define TWOPI PI*2
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#define DEGTORAD(x) ((x) * PI / 180.0f)
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#define RADTODEG(x) ((x) * 180.0f / PI)
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@ -6,13 +6,13 @@ class CEntity;
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class CParticle
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{
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public:
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enum
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{
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RAND_TABLE_SIZE = 20,
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SIN_COS_TABLE_SIZE = 1024
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};
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public:
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CVector m_vecPosition;
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CVector m_vecVelocity;
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CVector m_vecScreenPosition;
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@ -5,7 +5,7 @@
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int32 &TempBufferVerticesStored = *(int32*)0x8F5F78;
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int32 &TempBufferIndicesStored = *(int32*)0x8F1A4C;
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RwIm3DVertex *TempVertexBuffer = (RwIm3DVertex*)0x862330;
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RwIm3DVertex *TempBufferRenderVertices = (RwIm3DVertex*)0x862330;
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RwImVertexIndex *TempBufferRenderIndexList = (RwImVertexIndex*)0x846288;
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int RenderBuffer::VerticesToBeStored;
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@ -21,12 +21,12 @@ RenderBuffer::ClearRenderBuffer(void)
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void
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RenderBuffer::StartStoring(int numIndices, int numVertices, RwImVertexIndex **indexStart, RwIm3DVertex **vertexStart)
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{
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if(TempBufferIndicesStored + numIndices >= 1024)
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if(TempBufferIndicesStored + numIndices >= TEMPBUFFERINDEXSIZE)
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RenderStuffInBuffer();
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if(TempBufferVerticesStored + numVertices >= 256)
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if(TempBufferVerticesStored + numVertices >= TEMPBUFFERVERTSIZE)
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RenderStuffInBuffer();
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*indexStart = &TempBufferRenderIndexList[TempBufferIndicesStored];
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*vertexStart = &TempVertexBuffer[TempBufferVerticesStored];
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*vertexStart = &TempBufferRenderVertices[TempBufferVerticesStored];
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IndicesToBeStored = numIndices;
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VerticesToBeStored = numVertices;
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}
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@ -44,7 +44,7 @@ RenderBuffer::StopStoring(void)
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void
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RenderBuffer::RenderStuffInBuffer(void)
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{
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if(TempBufferVerticesStored && RwIm3DTransform(TempVertexBuffer, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){
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if(TempBufferVerticesStored && RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){
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RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
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RwIm3DEnd();
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}
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@ -8,3 +8,11 @@ public:
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static void StopStoring(void);
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static void RenderStuffInBuffer(void);
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};
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#define TEMPBUFFERVERTSIZE 256
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#define TEMPBUFFERINDEXSIZE 1024
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extern int32 &TempBufferVerticesStored;
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extern int32 &TempBufferIndicesStored;
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extern RwIm3DVertex *TempBufferRenderVertices;
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extern RwImVertexIndex *TempBufferRenderIndexList;
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File diff suppressed because it is too large
Load Diff
@ -1,7 +1,97 @@
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#pragma once
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#define WATER_BLOCK_SIZE LARGE_SECTOR_SIZE
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#define WATER_FINEBLOCK_SIZE HUGE_SECTOR_SIZE
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#define WATER_Z_OFFSET (1.5f)
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#define MAX_SMALL_SECTORS 128
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#define MAX_LARGE_SECTORS 64
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#define MAX_HUGE_SECTORS 32
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#define MAX_EXTRAHUGE_SECTORS 16
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#define SMALL_SECTOR_SIZE 32
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#define LARGE_SECTOR_SIZE 64
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#define HUGE_SECTOR_SIZE 128
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#define EXTRAHUGE_SECTOR_SIZE 256
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#define WATER_START_X -2048.0f
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#define WATER_END_X 2048.0f
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#define WATER_START_Y -2048.0f
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#define WATER_END_Y 2048.0f
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#define WATER_WIDTH ((WATER_END_X - WATER_START_X))
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#define WATER_HEIGHT ((WATER_END_Y - WATER_START_Y))
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#define WATER_UNSIGN_X(x) ( (x) + (WATER_WIDTH /2) )
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#define WATER_UNSIGN_Y(y) ( (y) + (WATER_HEIGHT/2) )
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#define WATER_SIGN_X(x) ( (x) - (WATER_WIDTH /2) )
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#define WATER_SIGN_Y(y) ( (y) - (WATER_HEIGHT/2) )
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// 32
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#define WATER_SMALL_X(x) ( WATER_UNSIGN_X(x) / MAX_SMALL_SECTORS )
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#define WATER_SMALL_Y(y) ( WATER_UNSIGN_Y(y) / MAX_SMALL_SECTORS )
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#define WATER_FROM_SMALL_SECTOR_X(x) ( ((x) - (MAX_SMALL_SECTORS/2) ) * SMALL_SECTOR_SIZE )
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#define WATER_FROM_SMALL_SECTOR_Y(y) ( ((y) - (MAX_SMALL_SECTORS/2) ) * SMALL_SECTOR_SIZE )
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#define WATER_TO_SMALL_SECTOR_X(x) ( WATER_UNSIGN_X(x) / SMALL_SECTOR_SIZE )
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#define WATER_TO_SMALL_SECTOR_Y(y) ( WATER_UNSIGN_Y(y) / SMALL_SECTOR_SIZE )
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// 64
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#define WATER_LARGE_X(x) ( WATER_UNSIGN_X(x) / MAX_LARGE_SECTORS )
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#define WATER_LARGE_Y(y) ( WATER_UNSIGN_Y(y) / MAX_LARGE_SECTORS )
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#define WATER_FROM_LARGE_SECTOR_X(x) ( ((x) - (MAX_LARGE_SECTORS/2) ) * LARGE_SECTOR_SIZE )
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#define WATER_FROM_LARGE_SECTOR_Y(y) ( ((y) - (MAX_LARGE_SECTORS/2) ) * LARGE_SECTOR_SIZE )
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#define WATER_TO_LARGE_SECTOR_X(x) ( WATER_UNSIGN_X(x) / LARGE_SECTOR_SIZE )
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#define WATER_TO_LARGE_SECTOR_Y(y) ( WATER_UNSIGN_Y(y) / LARGE_SECTOR_SIZE )
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// 128
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#define WATER_HUGE_X(x) ( WATER_UNSIGN_X(x) / MAX_HUGE_SECTORS )
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#define WATER_HUGE_Y(y) ( WATER_UNSIGN_Y(y) / MAX_HUGE_SECTORS )
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#define WATER_FROM_HUGE_SECTOR_X(x) ( ((x) - (MAX_HUGE_SECTORS/2) ) * HUGE_SECTOR_SIZE )
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#define WATER_FROM_HUGE_SECTOR_Y(y) ( ((y) - (MAX_HUGE_SECTORS/2) ) * HUGE_SECTOR_SIZE )
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#define WATER_TO_HUGE_SECTOR_X(x) ( WATER_UNSIGN_X(x) / HUGE_SECTOR_SIZE )
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#define WATER_TO_HUGE_SECTOR_Y(y) ( WATER_UNSIGN_Y(y) / HUGE_SECTOR_SIZE )
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// 256
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#define WATER_EXTRAHUGE_X(x) ( WATER_UNSIGN_X(x) / MAX_EXTRAHUGE_SECTORS )
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#define WATER_EXTRAHUGE_Y(y) ( WATER_UNSIGN_Y(y) / MAX_EXTRAHUGE_SECTORS )
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#define WATER_FROM_EXTRAHUGE_SECTOR_X(x) ( ((x) - (MAX_EXTRAHUGE_SECTORS/2)) * EXTRAHUGE_SECTOR_SIZE )
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#define WATER_FROM_EXTRAHUGE_SECTOR_Y(y) ( ((y) - (MAX_EXTRAHUGE_SECTORS/2)) * EXTRAHUGE_SECTOR_SIZE )
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#define WATER_TO_EXTRAHUGE_SECTOR_X(x) ( WATER_UNSIGN_X(x) / EXTRAHUGE_SECTOR_SIZE )
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#define WATER_TO_EXTRAHUGE_SECTOR_Y(y) ( WATER_UNSIGN_Y(y) / EXTRAHUGE_SECTOR_SIZE )
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#define MAX_BOAT_WAKES 8
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class CWaterLevel
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{
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static int32 ms_nNoOfWaterLevels;
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static float ms_aWaterZs[48];
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static CRect ms_aWaterRects[48];
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static uint8 aWaterBlockList[WATER_BLOCK_SIZE][WATER_BLOCK_SIZE];
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static uint8 aWaterFineBlockList[WATER_FINEBLOCK_SIZE][WATER_FINEBLOCK_SIZE];
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static bool WavesCalculatedThisFrame;
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static RpAtomic *ms_pWavyAtomic;
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static RpGeometry *apGeomArray[MAX_BOAT_WAKES];
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static int16 nGeomUsed;
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public:
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static void RenderWater(void);
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static void Initialise(char *pWaterDat);
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static void Shutdown();
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static void CreateWavyAtomic();
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static void DestroyWavyAtomic();
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static bool GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool bDontCheckZ);
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static bool GetWaterLevelNoWaves(float fX, float fY, float fZ, float *pfOutLevel);
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static void RenderWater();
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static void RenderOneFlatSmallWaterPoly (float fX, float fY, float fZ, RwRGBA const &color);
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static void RenderOneFlatLargeWaterPoly (float fX, float fY, float fZ, RwRGBA const &color);
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static void RenderOneFlatHugeWaterPoly (float fX, float fY, float fZ, RwRGBA const &color);
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static void RenderOneFlatExtraHugeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color);
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static void RenderOneWavySector (float fX, float fY, float fZ, RwRGBA const &color, bool bUnk = false);
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static float CalcDistanceToWater(float fX, float fY);
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static void RenderAndEmptyRenderBuffer();
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static void AllocateBoatWakeArray();
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static void FreeBoatWakeArray();
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};
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#include "patcher.h"
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#include "Boat.h"
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float &fShapeLength = *(float*)0x600E78;
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float &fShapeTime = *(float*)0x600E7C;
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float &fRangeMult = *(float*)0x600E80; //0.6f; // 0.75f gta 3
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float &fTimeMult = *(float*)0xA0FCF4;
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float MAX_WAKE_LENGTH = 50.0f;
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float MIN_WAKE_INTERVAL = 1.0f;
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float WAKE_LIFETIME = 400.0f;
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CBoat * (&CBoat::apFrameWakeGeneratingBoats)[4] = *(CBoat * (*)[4])*(uintptr*)0x8620E0;
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CBoat::CBoat(int mi, uint8 owner)
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{
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ctor(mi, owner);
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@ -9,6 +20,58 @@ CBoat::CBoat(int mi, uint8 owner)
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WRAPPER CBoat* CBoat::ctor(int, uint8) { EAXJMP(0x53E3E0); }
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bool CBoat::IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoats)
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{
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uint8 numVerts = 0;
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if ( apFrameWakeGeneratingBoats[0] == NULL )
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return false;
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for ( int32 i = 0; i < 4; i++ )
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{
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CBoat *pBoat = apFrameWakeGeneratingBoats[i];
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if ( !pBoat )
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break;
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for ( int j = 0; j < pBoat->m_nNumWakePoints; j++ )
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{
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float fDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[j]) * fShapeTime + float(j) * fShapeLength + fSize;
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if ( fabs(pBoat->m_avec2dWakePoints[j].x - sector.x) < fDist
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&& fabs(pBoat->m_avec2dWakePoints[i].y - sector.y) < fDist )
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{
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apBoats[numVerts] = pBoat;
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numVerts = 1; // += ?
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break;
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}
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}
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}
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return numVerts != 0;
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}
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float CBoat::IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat)
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{
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for ( int i = 0; i < pBoat->m_nNumWakePoints; i++ )
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{
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float fMaxDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fShapeTime + float(i) * fShapeLength;
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float fX = pBoat->m_avec2dWakePoints[i].x - vecVertex.x;
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float fY = pBoat->m_avec2dWakePoints[i].y - vecVertex.y;
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float fDist = fY * fY + fX * fX;
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if ( fDist < SQR(fMaxDist) )
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return 1.0f - min(fRangeMult * sqrt(fDist / SQR(fMaxDist)) + (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fTimeMult, 1.0f);
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}
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return 0.0f;
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}
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WRAPPER void CBoat::FillBoatList(void) { EAXJMP(0x542250); }
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STARTPATCHES
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InjectHook(0x53E790, &CBoat::dtor, PATCH_JUMP);
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ENDPATCHES
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@ -6,12 +6,52 @@ class CBoat : public CVehicle
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{
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public:
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// 0x288
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uint8 stuff1[57];
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float field_288;
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float field_28C;
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float field_290;
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float field_294;
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float field_298;
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float field_29C;
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float field_2A0;
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float field_2A4;
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float m_fMovingHiRotation;
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int32 _unk0;
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RwFrame *m_aBoatNodes[4];
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uint8 m_nBoatFlags;
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bool m_bIsAnchored;
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uint8 stuff[450];
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char _pad0[2];
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float field_2C4;
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int32 _unk1;
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float field_2CC;
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CEntity *field_2D0;
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bool _unk2;
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char _pad1[3];
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float m_fAccelerate;
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float m_fBrake;
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float m_fSteeringLeftRight;
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uint8 m_nPadID;
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char _pad2[3];
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int32 _unk3;
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float m_fTurnForceZ;
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CVector m_vecMoveForce;
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float field_2FC;
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uint16 field_300;
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uint16 m_nNumWakePoints;
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CVector2D m_avec2dWakePoints[32];
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float m_afWakePointLifeTime[32];
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CBoat(int, uint8);
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CBoat* ctor(int, uint8);
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void dtor() { this->CBoat::~CBoat(); };
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static CBoat *(&apFrameWakeGeneratingBoats)[4];
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static bool IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoats);
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static float IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat);
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static void FillBoatList(void);
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};
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static_assert(sizeof(CBoat) == 0x484, "CBoat: error");
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extern float MAX_WAKE_LENGTH;
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extern float MIN_WAKE_INTERVAL;
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extern float WAKE_LIFETIME;
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