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-rw-r--r--src/extras/screendroplets.cpp46
1 files changed, 36 insertions, 10 deletions
diff --git a/src/extras/screendroplets.cpp b/src/extras/screendroplets.cpp
index 2d34cdcb..74c44da0 100644
--- a/src/extras/screendroplets.cpp
+++ b/src/extras/screendroplets.cpp
@@ -1,4 +1,4 @@
-#define WITH_D3D
+#define WITHD3D
#include "common.h"
#ifdef SCREEN_DROPLETS
@@ -8,11 +8,11 @@
#endif
#include "General.h"
-#include "Main.h"
+#include "main.h"
#include "RwHelper.h"
-#include "Main.h"
#include "Timer.h"
#include "Camera.h"
+#include "World.h"
#include "ZoneCull.h"
#include "Weather.h"
#include "ParticleObject.h"
@@ -76,11 +76,36 @@ ScreenDroplets::Initialise(void)
ms_splashObject = nil;
}
+// Create white circle mask for rain drops
+static RwTexture*
+CreateDropMask(int32 size)
+{
+ RwImage *img = RwImageCreate(size, size, 32);
+ RwImageAllocatePixels(img);
+
+ uint8 *pixels = RwImageGetPixels(img);
+ int32 stride = RwImageGetStride(img);
+
+ for(int y = 0; y < size; y++){
+ float yf = ((y + 0.5f)/size - 0.5f)*2.0f;
+ for(int x = 0; x < size; x++){
+ float xf = ((x + 0.5f)/size - 0.5f)*2.0f;
+ memset(&pixels[y*stride + x*4], xf*xf + yf*yf < 1.0f ? 0xFF : 0x00, 4);
+ }
+ }
+
+ int32 width, height, depth, format;
+ RwImageFindRasterFormat(img, rwRASTERTYPETEXTURE, &width, &height, &depth, &format);
+ RwRaster *ras = RwRasterCreate(width, height, depth, format);
+ RwRasterSetFromImage(ras, img);
+ RwImageDestroy(img);
+ return RwTextureCreate(ras);
+}
+
void
ScreenDroplets::InitDraw(void)
{
- if(CustomPipes::neoTxd)
- ms_maskTex = CustomPipes::neoTxd->find("dropmask");
+ ms_maskTex = CreateDropMask(64);
ms_screenTex = RwTextureCreate(nil);
RwTextureSetFilterMode(ms_screenTex, rwFILTERLINEAR);
@@ -366,7 +391,7 @@ void
ScreenDroplets::RegisterSplash(CParticleObject *pobj)
{
CVector dist = pobj->GetPosition() - ms_prevCamPos;
- if(dist.MagnitudeSqr() < 20.0f){
+ if(dist.MagnitudeSqr() < 50.0f){ // 20 originally
ms_splashDuration = 14;
ms_splashObject = pobj;
}
@@ -384,15 +409,16 @@ ScreenDroplets::ProcessCameraMovement(void)
ms_prevCamUp = camUp;
ms_prevCamPos = camPos;
- ms_screenMoveDelta.x = -RwV3dDotProduct(&camMat->right, (RwV3d*)&ms_camMoveDelta);
- ms_screenMoveDelta.y = RwV3dDotProduct(&camMat->up, (RwV3d*)&ms_camMoveDelta);
- ms_screenMoveDelta.z = RwV3dDotProduct(&camMat->at, (RwV3d*)&ms_camMoveDelta);
+ ms_screenMoveDelta.x = -RwV3dDotProduct(&camMat->right, &ms_camMoveDelta);
+ ms_screenMoveDelta.y = RwV3dDotProduct(&camMat->up, &ms_camMoveDelta);
+ ms_screenMoveDelta.z = RwV3dDotProduct(&camMat->at, &ms_camMoveDelta);
ms_screenMoveDelta *= 10.0f;
ms_screenMoveDist = ms_screenMoveDelta.Magnitude2D();
uint16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
bool isTopDown = mode == CCam::MODE_TOPDOWN || mode == CCam::MODE_GTACLASSIC || mode == CCam::MODE_TOP_DOWN_PED;
- bool isLookingInDirection = CPad::GetPad(0)->GetLookBehindForCar() || CPad::GetPad(0)->GetLookLeft() || CPad::GetPad(0)->GetLookRight();
+ bool isLookingInDirection = FindPlayerVehicle() && mode == CCam::MODE_1STPERSON &&
+ (CPad::GetPad(0)->GetLookBehindForCar() || CPad::GetPad(0)->GetLookLeft() || CPad::GetPad(0)->GetLookRight());
ms_enabled = !isTopDown && !isLookingInDirection;
ms_movingEnabled = !isTopDown && !isLookingInDirection;