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-rw-r--r--src/render/Weather.cpp42
1 files changed, 17 insertions, 25 deletions
diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp
index cb19f6cf..73807d5c 100644
--- a/src/render/Weather.cpp
+++ b/src/render/Weather.cpp
@@ -211,9 +211,9 @@ void CWeather::Update(void)
fNewRain = 0.0f;
if (Rain != fNewRain) { // ok to use comparasion
if (Rain > fNewRain)
- Rain = min(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
+ Rain = max(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
else
- Rain = max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
+ Rain = min(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
}
// Clouds
@@ -356,18 +356,16 @@ void CWeather::AddRain()
for (int i = 0; i < num_splash_attempts; i++) {
CColPoint point;
CEntity* entity;
- if (CWorld::ProcessVerticalLine(fp + CVector(CGeneral::GetRandomNumberInRange(-7.0f, 7.0f), CGeneral::GetRandomNumberInRange(-7.0f, 7.0f), 0.0f) + CVector(0.0f, 0.0f, 40.0f), -40.0f,
- point, entity, true, false, false, false, true, false, nil)) {
+ CVector np = fp + CVector(CGeneral::GetRandomNumberInRange(-7.0f, 7.0f), CGeneral::GetRandomNumberInRange(-7.0f, 7.0f), 0.0f);
+ if (CWorld::ProcessVerticalLine(np + CVector(0.0f, 0.0f, 40.0f), -40.0f, point, entity, true, false, false, false, true, false, nil)) {
for (int j = 0; j < num_splashes; j++)
CParticle::AddParticle((CGeneral::GetRandomTrueFalse() ? PARTICLE_RAIN_SPLASH : PARTICLE_RAIN_SPLASHUP),
- CVector(fp.x + CGeneral::GetRandomNumberInRange(-2.0f, 2.0f), fp.y + CGeneral::GetRandomNumberInRange(-2.0f, 2.0f), point.point.z + 1.0f),
+ CVector(np.x + CGeneral::GetRandomNumberInRange(-2.0f, 2.0f), np.y + CGeneral::GetRandomNumberInRange(-2.0f, 2.0f), point.point.z + 0.1f),
CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour);
}
}
}
-WRAPPER void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale, float distance) { EAXJMP(0x5240E0); }
-/*
void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale, float distance)
{
static float RandomTex;
@@ -386,15 +384,15 @@ void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale,
TempBufferRenderIndexList[TempBufferIndicesStored + 10] = TempBufferVerticesStored + 3;
TempBufferRenderIndexList[TempBufferIndicesStored + 11] = TempBufferVerticesStored + 4;
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0, 0, 0, 0);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 0], pos.x + TheCamera.GetUp().x, pos.y + TheCamera.GetUp().y, pos.z + TheCamera.GetUp().z);
+ 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);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 1], 0, 0, 0, 0);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 1], pos.x - TheCamera.GetUp().x, pos.y - TheCamera.GetUp().y, pos.z - TheCamera.GetUp().z);
+ 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);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 2], 200 * intensity / 256, 200 * intensity / 256, intensity, 255);
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 2], pos.x, pos.y, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 3], 0, 0, 0, 0);
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);
- RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0, 0, 0, 0);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 4], pos.x - 11.0f * TheCamera.GetRight().x, pos.y - 11.0f * TheCamera.GetRight().y, pos.z - 11.0f * TheCamera.GetUp().z);
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0, 0, 0, 0);
+ 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);
float u = STREAK_U;
float v = STREAK_V;
if (scale) {
@@ -424,21 +422,17 @@ void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale,
RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 3], u + RandomTexX);
RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 3], RandomTexY);
RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0.5f * u + RandomTex + RandomTexX);
- RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 5], 0.5f * v - RandomTexY);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 5], 0.5f * v + RandomTexY);
TempBufferIndicesStored += 12;
TempBufferVerticesStored += 5;
}
-*/
-
-WRAPPER void CWeather::RenderRainStreaks(void) { EAXJMP(0x524550); }
-/*
void CWeather::RenderRainStreaks(void)
{
if (CTimer::GetIsCodePaused())
return;
int default_visibility = (64.0f - CTimeCycle::GetFogReduction()) / 64.0f * int(255 * Rain);
- if (!default_visibility)
+ if (default_visibility == 0)
return;
TempBufferIndicesStored = 0;
TempBufferVerticesStored = 0;
@@ -452,15 +446,16 @@ void CWeather::RenderRainStreaks(void)
if (secondsElapsed < STREAK_INTEROLATION_TIME) {
intensity = default_visibility * 0.5f * secondsElapsed / STREAK_INTEROLATION_TIME;
}
- else if (secondsElapsed > STREAK_LIFETIME - STREAK_INTEROLATION_TIME) {
+ else if (secondsElapsed > (STREAK_LIFETIME - STREAK_INTEROLATION_TIME)) {
intensity = (STREAK_LIFETIME - secondsElapsed) * default_visibility / STREAK_INTEROLATION_TIME;
}
else {
intensity = default_visibility;
}
+ debug("intensity: %d\n", intensity);
CVector dir = Streaks[i].direction;
dir.Normalise();
- CVector pos = Streaks[i].direction + secondsElapsed * Streaks[i].direction;
+ CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction;
RenderOneRainStreak(pos, dir, intensity, false, (pos - TheCamera.GetPosition()).Magnitude());
#ifndef FIX_BUGS // remove useless code
if (secondsElapsed > 1.0f && secondsElapsed < STREAK_LIFETIME - 1.0f) {
@@ -472,8 +467,7 @@ void CWeather::RenderRainStreaks(void)
else if ((CGeneral::GetRandomNumber() & 0xF00) == 0){
// 1/16 probability
Streaks[i].direction = CVector(4.0f, 4.0f, -4.0f);
- Streaks[i].position = 6.0f * TheCamera.GetForward() + TheCamera.GetPosition();
- Streaks[i].position += CVector(-1.8f * Streaks[i].direction.x, -1.8f * Streaks[i].direction.y, 8.0f);
+ Streaks[i].position = 6.0f * TheCamera.GetForward() + TheCamera.GetPosition() + CVector(-1.8f * Streaks[i].direction.x, -1.8f * Streaks[i].direction.y, 8.0f);
if (!CCutsceneMgr::IsCutsceneProcessing()) {
Streaks[i].position.x += 2.0f * FindPlayerSpeed().x * 60.0f;
Streaks[i].position.y += 2.0f * FindPlayerSpeed().y * 60.0f;
@@ -485,8 +479,7 @@ void CWeather::RenderRainStreaks(void)
Streaks[i].timer = CTimer::GetTimeInMilliseconds();
}
}
- if (TempBufferIndicesStored)
- {
+ if (TempBufferIndicesStored){
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, 0);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)1);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, 0);
@@ -495,7 +488,7 @@ void CWeather::RenderRainStreaks(void)
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)2);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)1);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpRainDropTex[3]->raster);
- if (RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, 0, 1))
+ if (RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, 1))
{
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
RwIm3DEnd();
@@ -510,7 +503,6 @@ void CWeather::RenderRainStreaks(void)
TempBufferVerticesStored = 0;
TempBufferIndicesStored = 0;
}
-*/
void CWeather::StoreWeatherState()
{