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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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533 lines
22 KiB
C++
533 lines
22 KiB
C++
#include "common.h"
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#include "Weather.h"
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#include "Camera.h"
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#include "Clock.h"
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#include "CutsceneMgr.h"
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#include "DMAudio.h"
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#include "General.h"
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#include "Pad.h"
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#include "Particle.h"
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#include "RenderBuffer.h"
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#include "Stats.h"
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#include "Shadows.h"
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#include "Timecycle.h"
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#include "Timer.h"
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#include "Vehicle.h"
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#include "World.h"
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#include "ZoneCull.h"
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int32 CWeather::SoundHandle = -1;
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int32 CWeather::WeatherTypeInList;
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int16 CWeather::OldWeatherType;
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int16 CWeather::NewWeatherType;
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int16 CWeather::ForcedWeatherType;
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bool CWeather::LightningFlash;
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bool CWeather::LightningBurst;
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uint32 CWeather::LightningStart;
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uint32 CWeather::LightningFlashLastChange;
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uint32 CWeather::WhenToPlayLightningSound;
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uint32 CWeather::LightningDuration;
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float CWeather::Foggyness;
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float CWeather::CloudCoverage;
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float CWeather::Wind;
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float CWeather::Rain;
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float CWeather::InterpolationValue;
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float CWeather::WetRoads;
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float CWeather::Rainbow;
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bool CWeather::bScriptsForceRain;
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bool CWeather::Stored_StateStored;
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float CWeather::Stored_InterpolationValue;
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int16 CWeather::Stored_OldWeatherType;
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int16 CWeather::Stored_NewWeatherType;
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float CWeather::Stored_Rain;
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tRainStreak Streaks[NUM_RAIN_STREAKS];
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const int16 WeatherTypesList[] = {
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY,
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WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_CLOUDY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_CLOUDY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY, WEATHER_CLOUDY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY,
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WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_CLOUDY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_RAINY, WEATHER_CLOUDY,
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};
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const float Windiness[] = {
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0.0f, // WEATHER_SUNNY
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0.7f, // WEATHER_CLOUDY
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1.0f, // WEATHER_RAINY
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0.5f // WEATHER_FOGGY
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};
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#define MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES (50)
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#define RAIN_CHANGE_SPEED (0.003f)
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#define DROPLETS_LEFT_OFFSET (10.0f)
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#define DROPLETS_RIGHT_OFFSET (10.0f)
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#define DROPLETS_TOP_OFFSET (10.0f)
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#define DROPLETS_BOTTOM_OFFSET (10.0f)
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#define STREAK_U (10.0f)
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#define STREAK_V (18.0f)
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#define LARGE_STREAK_COEFFICIENT (1.23f)
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#define STREAK_MIN_DISTANCE (8.0f)
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#define STREAK_MAX_DISTANCE (16.0f)
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#define SPLASH_CHECK_RADIUS (7.0f)
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#define SPLASH_OFFSET_RADIUS (2.0f)
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#define STREAK_LIFETIME (4.0f)
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#define STREAK_INTEROLATION_TIME (0.3f)
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#define RAIN_COLOUR_R (200)
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#define RAIN_COLOUR_G (200)
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#define RAIN_COLOUR_B (256)
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#define RAIN_ALPHA (255)
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void CWeather::Init(void)
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{
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NewWeatherType = WEATHER_SUNNY;
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bScriptsForceRain = false;
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OldWeatherType = WEATHER_CLOUDY;
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Stored_StateStored = false;
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InterpolationValue = 0.0f;
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WhenToPlayLightningSound = 0;
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WeatherTypeInList = 0;
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ForcedWeatherType = WEATHER_RANDOM;
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SoundHandle = DMAudio.CreateEntity(AUDIOTYPE_WEATHER, (void*)1);
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if (SoundHandle >= 0)
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DMAudio.SetEntityStatus(SoundHandle, 1);
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}
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void CWeather::Update(void)
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{
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float fNewInterpolation = CClock::GetMinutes() * 1.0f / 60;
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if (fNewInterpolation < InterpolationValue) {
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// new hour
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OldWeatherType = NewWeatherType;
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if (ForcedWeatherType >= 0)
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NewWeatherType = ForcedWeatherType;
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else {
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WeatherTypeInList = (WeatherTypeInList + 1) % ARRAY_SIZE(WeatherTypesList);
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NewWeatherType = WeatherTypesList[WeatherTypeInList];
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#ifdef FIX_BUGS
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}
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if (NewWeatherType == WEATHER_RAINY)
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CStats::mmRain += CGeneral::GetRandomNumber() & 7;
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#else
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if (NewWeatherType == WEATHER_RAINY)
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CStats::mmRain += CGeneral::GetRandomNumber() & 7;
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}
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#endif
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}
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InterpolationValue = fNewInterpolation;
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if (CPad::GetPad(1)->GetRightShockJustDown()) {
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NewWeatherType = (NewWeatherType + 1) % WEATHER_TOTAL;
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OldWeatherType = NewWeatherType;
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}
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// Lightning
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if (NewWeatherType != WEATHER_RAINY || OldWeatherType != WEATHER_RAINY) {
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LightningFlash = false;
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LightningBurst = false;
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}
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else{
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if (LightningBurst) {
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if ((CGeneral::GetRandomNumber() & 255) >= 32) {
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// 0.875 probability
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if (CTimer::GetTimeInMilliseconds() - LightningFlashLastChange > MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES) {
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bool bOldLightningFlash = LightningFlash;
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LightningFlash = CGeneral::GetRandomTrueFalse();
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if (LightningFlash != bOldLightningFlash)
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LightningFlashLastChange = CTimer::GetTimeInMilliseconds();
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}
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}
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else {
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// 0.125 probability
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LightningBurst = false;
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LightningDuration = Min(CTimer::GetFrameCounter() - LightningStart, 20);
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LightningFlash = false;
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WhenToPlayLightningSound = CTimer::GetTimeInMilliseconds() + 150 * (20 - LightningDuration);
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}
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}
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else {
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if (CGeneral::GetRandomNumber() >= 200) {
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// lower probability on PC due to randomness bug
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LightningFlash = false;
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}
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else {
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LightningBurst = true;
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LightningStart = CTimer::GetFrameCounter();
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LightningFlashLastChange = CTimer::GetTimeInMilliseconds();
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LightningFlash = true;
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}
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}
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}
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if (WhenToPlayLightningSound && CTimer::GetTimeInMilliseconds() > WhenToPlayLightningSound) {
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DMAudio.PlayOneShot(SoundHandle, SOUND_LIGHTNING, LightningDuration);
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CPad::GetPad(0)->StartShake(40 * LightningDuration + 100, 2 * LightningDuration + 80);
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WhenToPlayLightningSound = 0;
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}
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// Wet roads
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if (OldWeatherType == WEATHER_RAINY) {
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if (NewWeatherType == WEATHER_RAINY)
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WetRoads = 1.0f;
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else
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WetRoads = 1.0f - InterpolationValue;
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}
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else {
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if (NewWeatherType == WEATHER_RAINY)
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WetRoads = InterpolationValue;
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else
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WetRoads = 0.0f;
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}
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// Rain
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float fNewRain;
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if (NewWeatherType == WEATHER_RAINY) {
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// if raining for >1 hour, values: 0, 0.33, 0.66, 0.99, switching every ~16.5s
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fNewRain = ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.33f;
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if (OldWeatherType != WEATHER_RAINY) {
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if (InterpolationValue < 0.4f)
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// if rain has just started (<24 minutes), always 0.5
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fNewRain = 0.5f;
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else
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// if rain is ongoing for >24 minutes, values: 0.25, 0.5, 0.75, 1.0, switching every ~16.5s
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fNewRain = 0.25f + ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.25f;
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}
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}
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else
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fNewRain = 0.0f;
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if (Rain != fNewRain) { // ok to use comparasion
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if (Rain < fNewRain)
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Rain = Min(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
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else
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Rain = Max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
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}
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// Clouds
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if (OldWeatherType != WEATHER_SUNNY)
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CloudCoverage = 1.0f - InterpolationValue;
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else
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CloudCoverage = 0.0f;
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if (NewWeatherType != WEATHER_SUNNY)
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CloudCoverage += InterpolationValue;
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// Fog
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if (OldWeatherType == WEATHER_FOGGY)
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Foggyness = 1.0f - InterpolationValue;
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else
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Foggyness = 0.0f;
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if (NewWeatherType == WEATHER_FOGGY)
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Foggyness += InterpolationValue;
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if (OldWeatherType == WEATHER_RAINY && NewWeatherType == WEATHER_SUNNY && InterpolationValue < 0.5f && CClock::GetHours() > 6 && CClock::GetHours() < 21)
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Rainbow = 1.0f - 4.0f * Abs(InterpolationValue - 0.25f) / 4.0f;
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else
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Rainbow = 0.0f;
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Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType];
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AddRain();
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}
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void CWeather::ForceWeather(int16 weather)
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{
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ForcedWeatherType = weather;
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}
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void CWeather::ForceWeatherNow(int16 weather)
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{
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OldWeatherType = weather;
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NewWeatherType = weather;
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ForcedWeatherType = weather;
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}
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void CWeather::ReleaseWeather()
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{
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ForcedWeatherType = -1;
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}
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void CWeather::AddRain()
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{
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if (CCullZones::CamNoRain() || CCullZones::PlayerNoRain())
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return;
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if (TheCamera.GetLookingLRBFirstPerson()) {
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CVehicle* pVehicle = FindPlayerVehicle();
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if (pVehicle && pVehicle->CarHasRoof()) {
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CParticle::RemovePSystem(PARTICLE_RAINDROP_2D);
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return;
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}
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}
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if (Rain <= 0.1f)
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return;
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static RwRGBA colour;
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float screen_width = RsGlobal.width;
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float screen_height = RsGlobal.height;
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int cur_frame = (int)(3 * Rain) & 3;
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int num_drops = (int)(2 * Rain) + 2;
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static int STATIC_RAIN_ANGLE = -45;
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static int count = 1500;
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static int add_angle = 1;
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if (--count == 0) {
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count = 1;
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if (add_angle) {
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STATIC_RAIN_ANGLE += 12;
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if (STATIC_RAIN_ANGLE > 45) {
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count = 1500;
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add_angle = !add_angle;
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}
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}
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else {
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STATIC_RAIN_ANGLE -= 12;
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if (STATIC_RAIN_ANGLE < -45) {
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count = 1500;
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add_angle = !add_angle;
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}
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}
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}
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float rain_angle = DEGTORAD(STATIC_RAIN_ANGLE + ((STATIC_RAIN_ANGLE < 0) ? 360 : 0));
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float sin_angle = Sin(rain_angle);
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float cos_angle = Cos(rain_angle);
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float base_x = 0.0f * cos_angle - 1.0f * sin_angle;
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float base_y = 1.0f * cos_angle + 0.0f * sin_angle;
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CVector xpos(0.0f, 0.0f, 0.0f);
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for (int i = 0; i < 2 * num_drops; i++) {
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CVector dir;
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dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
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dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
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dir.z = 0;
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CParticle::AddParticle(PARTICLE_RAINDROP_2D, xpos, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
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colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
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xpos.x += screen_width / (2 * num_drops);
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xpos.x += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
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}
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CVector ypos(0.0f, 0.0f, 0.0f);
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for (int i = 0; i < num_drops; i++) {
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CVector dir;
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dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
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dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
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dir.z = 0;
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CParticle::AddParticle(PARTICLE_RAINDROP_2D, ypos, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
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colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
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ypos.y += screen_width / num_drops;
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ypos.y += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
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}
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CVector ypos2(0.0f, 0.0f, 0.0f);
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for (int i = 0; i < num_drops; i++) {
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CVector dir;
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dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
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dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
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dir.z = 0;
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CParticle::AddParticle(PARTICLE_RAINDROP_2D, ypos2, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
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colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
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ypos2.y += screen_width / num_drops;
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ypos2.y += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
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}
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for (int i = 0; i < num_drops; i++) {
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CVector pos;
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pos.x = CGeneral::GetRandomNumberInRange(DROPLETS_LEFT_OFFSET, screen_width - DROPLETS_RIGHT_OFFSET);
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pos.y = CGeneral::GetRandomNumberInRange(DROPLETS_TOP_OFFSET, screen_height - DROPLETS_TOP_OFFSET);
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pos.z = 0.0f;
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CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, CVector(0.0f, 0.0f, 0.0f), nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
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colour, CGeneral::GetRandomNumberInRange(-10, 10), 360 - rain_angle + CGeneral::GetRandomNumberInRange(-30, 30), cur_frame, 0);
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}
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int num_splash_attempts = (int)(3 * Rain) + 1;
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int num_splashes = (int)(3 * Rain) + 4;
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CVector splash_points[4];
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splash_points[0] = CVector(-RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
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RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
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splash_points[1] = CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
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RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
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splash_points[2] = 4.0f * CVector(-RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
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RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
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splash_points[3] = 4.0f * CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
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RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
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RwV3dTransformPoints((RwV3d*)splash_points, (RwV3d*)splash_points, 4, RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)));
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CVector fp = (splash_points[0] + splash_points[1] + splash_points[2] + splash_points[3]) / 4;
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for (int i = 0; i < num_splash_attempts; i++) {
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CColPoint point;
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CEntity* entity;
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CVector np = fp + CVector(CGeneral::GetRandomNumberInRange(-SPLASH_CHECK_RADIUS, SPLASH_CHECK_RADIUS), CGeneral::GetRandomNumberInRange(-SPLASH_CHECK_RADIUS, SPLASH_CHECK_RADIUS), 0.0f);
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if (CWorld::ProcessVerticalLine(np + CVector(0.0f, 0.0f, 40.0f), -40.0f, point, entity, true, false, false, false, true, false, nil)) {
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for (int j = 0; j < num_splashes; j++)
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CParticle::AddParticle((CGeneral::GetRandomTrueFalse() ? PARTICLE_RAIN_SPLASH : PARTICLE_RAIN_SPLASHUP),
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CVector(
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np.x + CGeneral::GetRandomNumberInRange(-SPLASH_OFFSET_RADIUS, SPLASH_OFFSET_RADIUS),
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np.y + CGeneral::GetRandomNumberInRange(-SPLASH_OFFSET_RADIUS, SPLASH_OFFSET_RADIUS),
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point.point.z + 0.1f),
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CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour);
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}
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}
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}
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void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale, float distance)
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{
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static float RandomTex;
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static float RandomTexX;
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static float RandomTexY;
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TempBufferRenderIndexList[TempBufferIndicesStored + 0] = TempBufferVerticesStored + 0;
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TempBufferRenderIndexList[TempBufferIndicesStored + 1] = TempBufferVerticesStored + 2;
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TempBufferRenderIndexList[TempBufferIndicesStored + 2] = TempBufferVerticesStored + 1;
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TempBufferRenderIndexList[TempBufferIndicesStored + 3] = TempBufferVerticesStored + 0;
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TempBufferRenderIndexList[TempBufferIndicesStored + 4] = TempBufferVerticesStored + 3;
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TempBufferRenderIndexList[TempBufferIndicesStored + 5] = TempBufferVerticesStored + 2;
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TempBufferRenderIndexList[TempBufferIndicesStored + 6] = TempBufferVerticesStored + 1;
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TempBufferRenderIndexList[TempBufferIndicesStored + 7] = TempBufferVerticesStored + 2;
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TempBufferRenderIndexList[TempBufferIndicesStored + 8] = TempBufferVerticesStored + 4;
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TempBufferRenderIndexList[TempBufferIndicesStored + 9] = TempBufferVerticesStored + 2;
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TempBufferRenderIndexList[TempBufferIndicesStored + 10] = TempBufferVerticesStored + 3;
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TempBufferRenderIndexList[TempBufferIndicesStored + 11] = TempBufferVerticesStored + 4;
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0, 0, 0, 0);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 0], pos.x + 11.0f * TheCamera.GetUp().x, pos.y + 11.0f * TheCamera.GetUp().y, pos.z + 11.0f * TheCamera.GetUp().z);
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 1], 0, 0, 0, 0);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 1], pos.x - 9.0f * TheCamera.GetRight().x, pos.y - 9.0f * TheCamera.GetRight().y, pos.z - 9.0f * TheCamera.GetUp().z);
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RAIN_COLOUR_R * intensity / 256, RAIN_COLOUR_G * intensity / 256, RAIN_COLOUR_B * intensity / 256, RAIN_ALPHA);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 2], pos.x, pos.y, pos.z);
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 3], 0, 0, 0, 0);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 3], pos.x + 9.0f * TheCamera.GetRight().x, pos.y + 9.0f * TheCamera.GetRight().y, pos.z + 9.0f * TheCamera.GetUp().z);
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0, 0, 0, 0);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 4], pos.x - 11.0f * TheCamera.GetUp().x, pos.y - 11.0f * TheCamera.GetUp().y, pos.z - 11.0f * TheCamera.GetUp().z);
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float u = STREAK_U;
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float v = STREAK_V;
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if (scale) {
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u *= LARGE_STREAK_COEFFICIENT;
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v *= LARGE_STREAK_COEFFICIENT;
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}
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float distance_coefficient;
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if (distance < STREAK_MIN_DISTANCE)
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distance_coefficient = 1.0f;
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else if (distance > STREAK_MAX_DISTANCE)
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distance_coefficient = 0.5f;
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else
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distance_coefficient = 1.0f - 0.5f * (distance - STREAK_MIN_DISTANCE) / (STREAK_MAX_DISTANCE - STREAK_MIN_DISTANCE);
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u *= distance_coefficient;
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v *= distance_coefficient;
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if (!CTimer::GetIsPaused()) {
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RandomTex = ((CGeneral::GetRandomNumber() & 255) - 128) * 0.01f;
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RandomTexX = (CGeneral::GetRandomNumber() & 127) * 0.01f;
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RandomTexY = (CGeneral::GetRandomNumber() & 127) * 0.01f;
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}
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RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0.5f * u - RandomTex + RandomTexX);
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RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 0], -v * 0.5f + RandomTexY);
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RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexX);
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RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexY);
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RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 2], 0.5f * u + RandomTexX);
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RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RandomTexY);
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RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 3], u + RandomTexX);
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RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 3], RandomTexY);
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RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0.5f * u + RandomTex + RandomTexX);
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RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 5], 0.5f * v + RandomTexY);
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TempBufferIndicesStored += 12;
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TempBufferVerticesStored += 5;
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}
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void CWeather::RenderRainStreaks(void)
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{
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if (CTimer::GetIsCodePaused())
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return;
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int base_intensity = (64.0f - CTimeCycle::GetFogReduction()) / 64.0f * int(255 * Rain);
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if (base_intensity == 0)
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return;
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TempBufferIndicesStored = 0;
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TempBufferVerticesStored = 0;
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for (int i = 0; i < NUM_RAIN_STREAKS; i++) {
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if (Streaks[i].timer) {
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float secondsElapsed = (CTimer::GetTimeInMilliseconds() - Streaks[i].timer) / 1024.0f;
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if (secondsElapsed > STREAK_LIFETIME)
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Streaks[i].timer = 0;
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else{
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int intensity;
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if (secondsElapsed < STREAK_INTEROLATION_TIME)
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intensity = base_intensity * 0.5f * secondsElapsed / STREAK_INTEROLATION_TIME;
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else if (secondsElapsed > (STREAK_LIFETIME - STREAK_INTEROLATION_TIME))
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intensity = (STREAK_LIFETIME - secondsElapsed) * 0.5f * base_intensity / STREAK_INTEROLATION_TIME;
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else
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intensity = base_intensity * 0.5f;
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CVector dir = Streaks[i].direction;
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dir.Normalise();
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CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction;
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RenderOneRainStreak(pos, dir, intensity, false, (pos - TheCamera.GetPosition()).Magnitude());
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#ifndef FIX_BUGS // remove useless code
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if (secondsElapsed > 1.0f && secondsElapsed < STREAK_LIFETIME - 1.0f) {
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CGeneral::GetRandomNumber(), CGeneral::GetRandomNumber();
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}
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#endif
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}
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}
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else if ((CGeneral::GetRandomNumber() & 0xF00) == 0){
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// 1/16 probability
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Streaks[i].direction = CVector(4.0f, 4.0f, -4.0f);
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Streaks[i].position = 6.0f * TheCamera.GetForward() + TheCamera.GetPosition() + CVector(-1.8f * Streaks[i].direction.x, -1.8f * Streaks[i].direction.y, 8.0f);
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if (!CCutsceneMgr::IsRunning()) {
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Streaks[i].position.x += 2.0f * FindPlayerSpeed().x * 60.0f;
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Streaks[i].position.y += 2.0f * FindPlayerSpeed().y * 60.0f;
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}
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else
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Streaks[i].position += (TheCamera.GetPosition() - TheCamera.m_RealPreviousCameraPosition) * 20.0f;
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Streaks[i].position.x += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.08f;
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Streaks[i].position.y += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.08f;
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Streaks[i].timer = CTimer::GetTimeInMilliseconds();
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}
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}
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if (TempBufferIndicesStored){
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEFOGTYPE, (void*)rwFOGTYPELINEAR);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRainDropTex[3]));
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if (RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, 1))
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{
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RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
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RwIm3DEnd();
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}
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
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}
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TempBufferVerticesStored = 0;
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TempBufferIndicesStored = 0;
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}
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void CWeather::StoreWeatherState()
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{
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Stored_StateStored = true;
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Stored_InterpolationValue = InterpolationValue;
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Stored_Rain = Rain;
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Stored_NewWeatherType = NewWeatherType;
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Stored_OldWeatherType = OldWeatherType;
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}
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void CWeather::RestoreWeatherState()
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{
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#ifdef FIX_BUGS // it's not used anyway though
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Stored_StateStored = false;
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#endif
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InterpolationValue = Stored_InterpolationValue;
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Rain = Stored_Rain;
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NewWeatherType = Stored_NewWeatherType;
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OldWeatherType = Stored_OldWeatherType;
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}
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