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-rw-r--r--src/render/Draw.cpp22
-rw-r--r--src/render/Draw.h13
-rw-r--r--src/render/Font.cpp8
-rw-r--r--src/render/Hud.cpp25
-rw-r--r--src/render/Hud.h3
-rw-r--r--src/render/Renderer.cpp515
-rw-r--r--src/render/Renderer.h2
-rw-r--r--src/render/Sprite.cpp4
-rw-r--r--src/render/Weather.cpp25
-rw-r--r--src/render/Weather.h8
10 files changed, 286 insertions, 339 deletions
diff --git a/src/render/Draw.cpp b/src/render/Draw.cpp
index 912399c9..507653f6 100644
--- a/src/render/Draw.cpp
+++ b/src/render/Draw.cpp
@@ -20,6 +20,16 @@ uint8 CDraw::FadeRed;
uint8 CDraw::FadeGreen;
uint8 CDraw::FadeBlue;
+#ifdef PROPER_SCALING
+bool CDraw::ms_bProperScaling = true;
+#endif
+#ifdef FIX_RADAR
+bool CDraw::ms_bFixRadar = true;
+#endif
+#ifdef FIX_SPRITES
+bool CDraw::ms_bFixSprites = true;
+#endif
+
float
CDraw::CalculateAspectRatio(void)
{
@@ -75,13 +85,9 @@ CDraw::SetFOV(float fov)
ms_fFOV = fov;
}
-#ifdef ASPECT_RATIO_SCALE
-float
-ScaleAndCenterX(float x)
+#ifdef PROPER_SCALING
+float CDraw::ScaleY(float y)
{
- if (SCREEN_WIDTH == DEFAULT_SCREEN_WIDTH)
- return x;
- else
- return (SCREEN_WIDTH - SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH)) / 2 + SCREEN_SCALE_X(x);
+ return ms_bProperScaling ? y : y * ((float)DEFAULT_SCREEN_HEIGHT/SCREEN_HEIGHT_NTSC);
}
-#endif \ No newline at end of file
+#endif \ No newline at end of file
diff --git a/src/render/Draw.h b/src/render/Draw.h
index 2976dc34..1a63c980 100644
--- a/src/render/Draw.h
+++ b/src/render/Draw.h
@@ -30,6 +30,16 @@ public:
static uint8 FadeRed;
static uint8 FadeGreen;
static uint8 FadeBlue;
+
+#ifdef PROPER_SCALING
+ static bool ms_bProperScaling;
+#endif
+#ifdef FIX_RADAR
+ static bool ms_bFixRadar;
+#endif
+#ifdef FIX_SPRITES
+ static bool ms_bFixSprites;
+#endif
static void SetNearClipZ(float nearclip) { ms_fNearClipZ = nearclip; }
static float GetNearClipZ(void) { return ms_fNearClipZ; }
@@ -50,4 +60,7 @@ public:
#endif
static float GetAspectRatio(void) { return ms_fAspectRatio; }
static void SetAspectRatio(float ratio) { ms_fAspectRatio = ratio; }
+#ifdef PROPER_SCALING
+ static float ScaleY(float y);
+#endif
};
diff --git a/src/render/Font.cpp b/src/render/Font.cpp
index 3517031d..6d569591 100644
--- a/src/render/Font.cpp
+++ b/src/render/Font.cpp
@@ -444,7 +444,7 @@ CFont::PrintChar(float x, float y, wchar c)
}
#endif
- if(Details.style == FONT_BANK || Details.style == FONT_STANDARD){
+ if(RenderState.style == FONT_BANK || RenderState.style == FONT_STANDARD){
if (bDontPrint) return;
if (RenderState.slant == 0.0f) {
#ifdef FIX_BUGS
@@ -1051,10 +1051,10 @@ CFont::GetCharacterWidth(wchar c)
return Size[LanguageSet][Details.style][192];
#else
- if (Details.proportional)
- return Size[Details.style][c];
+ if (RenderState.proportional)
+ return Size[RenderState.style][c];
else
- return Size[Details.style][209];
+ return Size[RenderState.style][209];
#endif // MORE_LANGUAGES
}
diff --git a/src/render/Hud.cpp b/src/render/Hud.cpp
index 1c870fd2..350e8c45 100644
--- a/src/render/Hud.cpp
+++ b/src/render/Hud.cpp
@@ -28,6 +28,16 @@
// --MIAMI: file done
+#if defined(FIX_BUGS)
+ #define SCREEN_SCALE_X_FIX(a) SCREEN_SCALE_X(a)
+ #define SCREEN_SCALE_Y_FIX(a) SCREEN_SCALE_Y(a)
+ #define SCALE_AND_CENTER_X_FIX(a) SCALE_AND_CENTER_X(a)
+#else
+ #define SCREEN_SCALE_X_FIX(a) (a)
+ #define SCREEN_SCALE_Y_FIX(a) (a)
+ #define SCALE_AND_CENTER_X_FIX(a) (a)
+#endif
+
// Game has colors inlined in code.
// For easier modification we collect them here:
CRGBA MONEY_COLOR(0, 207, 133, 255);
@@ -81,7 +91,7 @@ bool CHud::m_HideRadar;
int32 CHud::m_ClockState;
// These aren't really in CHud
-float CHud::BigMessageInUse[6];
+float BigMessageInUse[6];
float CHud::BigMessageAlpha[6];
float CHud::BigMessageX[6];
float CHud::OddJob2OffTimer;
@@ -1052,16 +1062,17 @@ void CHud::Draw()
CRadar::DrawMap();
if (FrontEndMenuManager.m_PrefsRadarMode != 1) {
CRect rect(0.0f, 0.0f, SCREEN_SCALE_X(RADAR_WIDTH), SCREEN_SCALE_Y(RADAR_HEIGHT));
+
+ rect.Translate(SCREEN_SCALE_X_FIX(RADAR_LEFT), SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT));
+
#ifdef FIX_BUGS
- rect.Translate(SCREEN_SCALE_X(RADAR_LEFT), SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT));
+ rect.Grow(SCREEN_SCALE_X(6.0f), SCREEN_SCALE_X(6.0f), SCREEN_SCALE_Y(6.0f), SCREEN_SCALE_Y(6.0f));
#else
- rect.Translate(RADAR_LEFT, SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT));
-#endif
-
rect.Grow(6.0f);
- rect.Translate(0.0f, 2.0f);
+#endif
+ rect.Translate(SCREEN_SCALE_X_FIX(0.0f), SCREEN_SCALE_Y_FIX(2.0f));
Sprites[HUD_RADARDISC].Draw(rect, CRGBA(0, 0, 0, 255));
- rect.Translate(0.0f, -2.0f);
+ rect.Translate(SCREEN_SCALE_X_FIX(0.0f), SCREEN_SCALE_Y_FIX(-2.0f));
Sprites[HUD_RADARDISC].Draw(rect, RADARDISC_COLOR);
}
CRadar::DrawBlips();
diff --git a/src/render/Hud.h b/src/render/Hud.h
index a4b9609a..354f2438 100644
--- a/src/render/Hud.h
+++ b/src/render/Hud.h
@@ -47,6 +47,8 @@ enum eSprites
NUM_HUD_SPRITES = 69,
};
+extern float BigMessageInUse[6];
+
class CHud
{
public:
@@ -82,7 +84,6 @@ public:
static int32 m_ClockState;
// These aren't really in CHud
- static float BigMessageInUse[6];
static float BigMessageAlpha[6];
static float BigMessageX[6];
static float OddJob2OffTimer;
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp
index 660b05fe..5c65eea5 100644
--- a/src/render/Renderer.cpp
+++ b/src/render/Renderer.cpp
@@ -2,6 +2,7 @@
#include "common.h"
#include "main.h"
+#include "General.h"
#include "Lights.h"
#include "ModelInfo.h"
#include "Treadable.h"
@@ -20,6 +21,7 @@
#include "ModelIndices.h"
#include "Streaming.h"
#include "Shadows.h"
+#include "Coronas.h"
#include "PointLights.h"
#include "Occlusion.h"
#include "Renderer.h"
@@ -40,6 +42,8 @@ bool gbDontRenderPeds;
bool gbDontRenderObjects;
bool gbDontRenderVehicles;
+bool gbRenderDebugEnvMap;
+
// unused
int16 TestCloseThings;
int16 TestBigThings;
@@ -347,8 +351,6 @@ enum {
PASS_BLEND // normal blend
};
-static RwRGBAReal black;
-
static void
SetStencilState(int state)
{
@@ -377,314 +379,6 @@ SetStencilState(int state)
}
}
-#ifdef RW_D3D9
-struct BuildingInst
-{
- rw::RawMatrix combinedMat;
- rw::d3d9::InstanceDataHeader *instHeader;
- uint8 fadeAlpha;
- bool lighting;
-};
-static BuildingInst blendInsts[3][2000];
-static int numBlendInsts[3];
-
-static void
-SetMatrix(BuildingInst *building, rw::Matrix *worldMat)
-{
- using namespace rw;
- RawMatrix world, worldview;
- Camera *cam = engine->currentCamera;
- convMatrix(&world, worldMat);
- RawMatrix::mult(&worldview, &world, &cam->devView);
- RawMatrix::mult(&building->combinedMat, &worldview, &cam->devProj);
-}
-
-static bool
-IsTextureTransparent(RwTexture *tex)
-{
- if(tex == nil || tex->raster == nil)
- return false;
- return PLUGINOFFSET(rw::d3d::D3dRaster, tex->raster, rw::d3d::nativeRasterOffset)->hasAlpha;
-}
-
-// Render all opaque meshes and put atomics that needs blending
-// into the deferred list.
-static void
-AtomicFirstPass(RpAtomic *atomic, int pass)
-{
- using namespace rw;
- using namespace rw::d3d;
- using namespace rw::d3d9;
-
- BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
-
- atomic->getPipeline()->instance(atomic);
- building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
- assert(building->instHeader != nil);
- assert(building->instHeader->platform == PLATFORM_D3D9);
- building->fadeAlpha = 255;
- building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
-
- bool setupDone = false;
- bool defer = false;
- SetMatrix(building, atomic->getFrame()->getLTM());
-
- InstanceData *inst = building->instHeader->inst;
- for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
- Material *m = inst->material;
-
- if(inst->vertexAlpha || m->color.alpha != 255 ||
- IsTextureTransparent(m->texture)){
- defer = true;
- continue;
- }
-
- // alright we're rendering this atomic
- if(!setupDone){
- setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
- setIndices(building->instHeader->indexBuffer);
- setVertexDeclaration(building->instHeader->vertexDeclaration);
- setVertexShader(default_amb_VS);
- d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
- if(building->lighting)
- setAmbient(pAmbient->color);
- else
- setAmbient(black);
- setupDone = true;
- }
-
- setMaterial(m->color, m->surfaceProps);
-
- if(m->texture){
- d3d::setTexture(0, m->texture);
- setPixelShader(default_tex_PS);
- }else
- setPixelShader(default_PS);
-
- drawInst(building->instHeader, inst);
- }
- if(defer)
- numBlendInsts[pass]++;
-}
-
-static void
-AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
-{
- using namespace rw;
- using namespace rw::d3d;
- using namespace rw::d3d9;
-
- BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
-
- atomic->getPipeline()->instance(atomic);
- building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
- assert(building->instHeader != nil);
- assert(building->instHeader->platform == PLATFORM_D3D9);
- building->fadeAlpha = fadeAlpha;
- building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
- SetMatrix(building, atomic->getFrame()->getLTM());
- numBlendInsts[pass]++;
-}
-
-static void
-RenderBlendPass(int pass)
-{
- using namespace rw;
- using namespace rw::d3d;
- using namespace rw::d3d9;
-
- setVertexShader(default_amb_VS);
-
- int i;
- for(i = 0; i < numBlendInsts[pass]; i++){
- BuildingInst *building = &blendInsts[pass][i];
-
- setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
- setIndices(building->instHeader->indexBuffer);
- setVertexDeclaration(building->instHeader->vertexDeclaration);
- d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
- if(building->lighting)
- setAmbient(pAmbient->color);
- else
- setAmbient(black);
-
- InstanceData *inst = building->instHeader->inst;
- for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
- Material *m = inst->material;
- if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
- continue; // already done this one
-
- rw::RGBA color = m->color;
- color.alpha = (color.alpha * building->fadeAlpha)/255;
- setMaterial(color, m->surfaceProps);
-
- if(m->texture){
- d3d::setTexture(0, m->texture);
- setPixelShader(default_tex_PS);
- }else
- setPixelShader(default_PS);
-
- drawInst(building->instHeader, inst);
- }
- }
-}
-#endif
-#ifdef RW_GL3
-struct BuildingInst
-{
- rw::Matrix matrix;
- rw::gl3::InstanceDataHeader *instHeader;
- uint8 fadeAlpha;
- bool lighting;
-};
-static BuildingInst blendInsts[3][2000];
-static int numBlendInsts[3];
-
-static bool
-IsTextureTransparent(RwTexture *tex)
-{
- if(tex == nil || tex->raster == nil)
- return false;
- return PLUGINOFFSET(rw::gl3::Gl3Raster, tex->raster, rw::gl3::nativeRasterOffset)->hasAlpha;
-}
-
-// Render all opaque meshes and put atomics that needs blending
-// into the deferred list.
-static void
-AtomicFirstPass(RpAtomic *atomic, int pass)
-{
- using namespace rw;
- using namespace rw::gl3;
-
- BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
-
- atomic->getPipeline()->instance(atomic);
- building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
- assert(building->instHeader != nil);
- assert(building->instHeader->platform == PLATFORM_GL3);
- building->fadeAlpha = 255;
- building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
-
- WorldLights lights;
- lights.numAmbients = 1;
- lights.numDirectionals = 0;
- lights.numLocals = 0;
- if(building->lighting)
- lights.ambient = pAmbient->color;
- else
- lights.ambient = black;
-
- bool setupDone = false;
- bool defer = false;
- building->matrix = *atomic->getFrame()->getLTM();
-
- InstanceData *inst = building->instHeader->inst;
- for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
- Material *m = inst->material;
-
- if(inst->vertexAlpha || m->color.alpha != 255 ||
- IsTextureTransparent(m->texture)){
- defer = true;
- continue;
- }
-
- // alright we're rendering this atomic
- if(!setupDone){
- defaultShader->use();
- setWorldMatrix(&building->matrix);
-#ifdef RW_GL_USE_VAOS
- glBindVertexArray(building->instHeader->vao);
-#else
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
- glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
- setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
-#endif
- setLights(&lights);
- setupDone = true;
- }
-
- setMaterial(m->color, m->surfaceProps);
-
- setTexture(0, m->texture);
-
- drawInst(building->instHeader, inst);
- }
-#ifndef RW_GL_USE_VAOS
- disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
-#endif
- if(defer)
- numBlendInsts[pass]++;
-}
-
-static void
-AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
-{
- using namespace rw;
- using namespace rw::gl3;
-
- BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
-
- atomic->getPipeline()->instance(atomic);
- building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
- assert(building->instHeader != nil);
- assert(building->instHeader->platform == PLATFORM_GL3);
- building->fadeAlpha = fadeAlpha;
- building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
- building->matrix = *atomic->getFrame()->getLTM();
- numBlendInsts[pass]++;
-}
-
-static void
-RenderBlendPass(int pass)
-{
- using namespace rw;
- using namespace rw::gl3;
-
- defaultShader->use();
- WorldLights lights;
- lights.numAmbients = 1;
- lights.numDirectionals = 0;
- lights.numLocals = 0;
-
- int i;
- for(i = 0; i < numBlendInsts[pass]; i++){
- BuildingInst *building = &blendInsts[pass][i];
-
-#ifdef RW_GL_USE_VAOS
- glBindVertexArray(building->instHeader->vao);
-#else
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
- glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
- setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
-#endif
- setWorldMatrix(&building->matrix);
- if(building->lighting)
- lights.ambient = pAmbient->color;
- else
- lights.ambient = black;
- setLights(&lights);
-
- InstanceData *inst = building->instHeader->inst;
- for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
- Material *m = inst->material;
- if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
- continue; // already done this one
-
- rw::RGBA color = m->color;
- color.alpha = (color.alpha * building->fadeAlpha)/255;
- setMaterial(color, m->surfaceProps);
-
- setTexture(0, m->texture);
-
- drawInst(building->instHeader, inst);
- }
-#ifndef RW_GL_USE_VAOS
- disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
-#endif
- }
-}
-#endif
-
void
CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
{
@@ -715,16 +409,16 @@ CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
alpha = mi->m_alpha * fadefactor;
if(alpha == 255)
- AtomicFirstPass(atomic, pass);
+ WorldRender::AtomicFirstPass(atomic, pass);
else{
// not quite sure what this is about, do we have to do that?
RpGeometry *geo = RpAtomicGetGeometry(lodatm);
if(geo != RpAtomicGetGeometry(atomic))
RpAtomicSetGeometry(atomic, geo, rpATOMICSAMEBOUNDINGSPHERE);
- AtomicFullyTransparent(atomic, pass, alpha);
+ WorldRender::AtomicFullyTransparent(atomic, pass, alpha);
}
}else
- AtomicFirstPass(atomic, pass);
+ WorldRender::AtomicFirstPass(atomic, pass);
ent->bImBeingRendered = false; // TODO: this seems wrong, but do we even need it?
}
@@ -779,16 +473,16 @@ CRenderer::RenderWorld(int pass)
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
- RenderBlendPass(PASS_NOZ);
+ WorldRender::RenderBlendPass(PASS_NOZ);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
break;
case 2:
// Transparent
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
- RenderBlendPass(PASS_ADD);
+ WorldRender::RenderBlendPass(PASS_ADD);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
- RenderBlendPass(PASS_BLEND);
+ WorldRender::RenderBlendPass(PASS_BLEND);
break;
}
}
@@ -872,9 +566,9 @@ CRenderer::ClearForFrame(void)
ms_nNoOfInVisibleEntities = 0;
gSortedVehiclesAndPeds.Clear();
- numBlendInsts[PASS_NOZ] = 0;
- numBlendInsts[PASS_ADD] = 0;
- numBlendInsts[PASS_BLEND] = 0;
+ WorldRender::numBlendInsts[PASS_NOZ] = 0;
+ WorldRender::numBlendInsts[PASS_ADD] = 0;
+ WorldRender::numBlendInsts[PASS_BLEND] = 0;
}
#endif
@@ -1952,3 +1646,186 @@ CRenderer::RemoveVehiclePedLights(CEntity *ent, bool reset)
SetAmbientColours();
DeActivateDirectional();
}
+
+
+#include "postfx.h"
+
+static RwIm2DVertex Screen2EnvQuad[4];
+static RwImVertexIndex EnvQuadIndices[6] = { 0, 1, 2, 0, 2, 3 };
+
+static void
+SetQuadVertices(RwRaster *env, RwRaster *screen, float z)
+{
+ uint32 width = RwRasterGetWidth(env);
+ uint32 height = RwRasterGetHeight(env);
+
+ float zero, xmax, ymax;
+
+ zero = -HALFPX;
+ xmax = width - HALFPX;
+ ymax = height - HALFPX;
+
+ float recipz = 1.0f/z;
+ float umax = (float)SCREEN_WIDTH/RwRasterGetWidth(screen);
+ float vmax = (float)SCREEN_HEIGHT/RwRasterGetHeight(screen);
+
+ RwIm2DVertexSetScreenX(&Screen2EnvQuad[0], zero);
+ RwIm2DVertexSetScreenY(&Screen2EnvQuad[0], zero);
+ RwIm2DVertexSetScreenZ(&Screen2EnvQuad[0], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Screen2EnvQuad[0], z);
+ RwIm2DVertexSetRecipCameraZ(&Screen2EnvQuad[0], recipz);
+ RwIm2DVertexSetU(&Screen2EnvQuad[0], 0.0f, recipz);
+ RwIm2DVertexSetV(&Screen2EnvQuad[0], 0.0f, recipz);
+ RwIm2DVertexSetIntRGBA(&Screen2EnvQuad[0], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX(&Screen2EnvQuad[1], zero);
+ RwIm2DVertexSetScreenY(&Screen2EnvQuad[1], ymax);
+ RwIm2DVertexSetScreenZ(&Screen2EnvQuad[1], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Screen2EnvQuad[1], z);
+ RwIm2DVertexSetRecipCameraZ(&Screen2EnvQuad[1], recipz);
+ RwIm2DVertexSetU(&Screen2EnvQuad[1], 0.0f, recipz);
+ RwIm2DVertexSetV(&Screen2EnvQuad[1], vmax, recipz);
+ RwIm2DVertexSetIntRGBA(&Screen2EnvQuad[1], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX(&Screen2EnvQuad[2], xmax);
+ RwIm2DVertexSetScreenY(&Screen2EnvQuad[2], ymax);
+ RwIm2DVertexSetScreenZ(&Screen2EnvQuad[2], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Screen2EnvQuad[2], z);
+ RwIm2DVertexSetRecipCameraZ(&Screen2EnvQuad[2], recipz);
+ RwIm2DVertexSetU(&Screen2EnvQuad[2], umax, recipz);
+ RwIm2DVertexSetV(&Screen2EnvQuad[2], vmax, recipz);
+ RwIm2DVertexSetIntRGBA(&Screen2EnvQuad[2], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX(&Screen2EnvQuad[3], xmax);
+ RwIm2DVertexSetScreenY(&Screen2EnvQuad[3], zero);
+ RwIm2DVertexSetScreenZ(&Screen2EnvQuad[3], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Screen2EnvQuad[3], z);
+ RwIm2DVertexSetRecipCameraZ(&Screen2EnvQuad[3], recipz);
+ RwIm2DVertexSetU(&Screen2EnvQuad[3], umax, recipz);
+ RwIm2DVertexSetV(&Screen2EnvQuad[3], 0.0f, recipz);
+ RwIm2DVertexSetIntRGBA(&Screen2EnvQuad[3], 255, 255, 255, 255);
+}
+
+static RwIm2DVertex coronaVerts[4*4];
+static RwImVertexIndex coronaIndices[6*4];
+static int numCoronaVerts, numCoronaIndices;
+
+static void
+AddCorona(float x, float y, float sz)
+{
+ float nearz, recipz;
+ RwIm2DVertex *v;
+ nearz = RwIm2DGetNearScreenZ();
+ float z = RwCameraGetNearClipPlane(RwCameraGetCurrentCamera());
+ recipz = 1.0f/z;
+
+ v = &coronaVerts[numCoronaVerts];
+ RwIm2DVertexSetScreenX(&v[0], x);
+ RwIm2DVertexSetScreenY(&v[0], y);
+ RwIm2DVertexSetScreenZ(&v[0], z);
+ RwIm2DVertexSetScreenZ(&v[0], nearz);
+ RwIm2DVertexSetRecipCameraZ(&v[0], recipz);
+ RwIm2DVertexSetU(&v[0], 0.0f, recipz);
+ RwIm2DVertexSetV(&v[0], 0.0f, recipz);
+ RwIm2DVertexSetIntRGBA(&v[0], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX(&v[1], x);
+ RwIm2DVertexSetScreenY(&v[1], y + sz);
+ RwIm2DVertexSetScreenZ(&v[1], z);
+ RwIm2DVertexSetScreenZ(&v[1], nearz);
+ RwIm2DVertexSetRecipCameraZ(&v[1], recipz);
+ RwIm2DVertexSetU(&v[1], 0.0f, recipz);
+ RwIm2DVertexSetV(&v[1], 1.0f, recipz);
+ RwIm2DVertexSetIntRGBA(&v[1], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX(&v[2], x + sz);
+ RwIm2DVertexSetScreenY(&v[2], y + sz);
+ RwIm2DVertexSetScreenZ(&v[2], z);
+ RwIm2DVertexSetScreenZ(&v[2], nearz);
+ RwIm2DVertexSetRecipCameraZ(&v[2], recipz);
+ RwIm2DVertexSetU(&v[2], 1.0f, recipz);
+ RwIm2DVertexSetV(&v[2], 1.0f, recipz);
+ RwIm2DVertexSetIntRGBA(&v[2], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX(&v[3], x + sz);
+ RwIm2DVertexSetScreenY(&v[3], y);
+ RwIm2DVertexSetScreenZ(&v[3], z);
+ RwIm2DVertexSetScreenZ(&v[3], nearz);
+ RwIm2DVertexSetRecipCameraZ(&v[3], recipz);
+ RwIm2DVertexSetU(&v[3], 1.0f, recipz);
+ RwIm2DVertexSetV(&v[3], 0.0f, recipz);
+ RwIm2DVertexSetIntRGBA(&v[3], 255, 255, 255, 255);
+
+
+ coronaIndices[numCoronaIndices++] = numCoronaVerts;
+ coronaIndices[numCoronaIndices++] = numCoronaVerts + 1;
+ coronaIndices[numCoronaIndices++] = numCoronaVerts + 2;
+ coronaIndices[numCoronaIndices++] = numCoronaVerts;
+ coronaIndices[numCoronaIndices++] = numCoronaVerts + 2;
+ coronaIndices[numCoronaIndices++] = numCoronaVerts + 3;
+ numCoronaVerts += 4;
+}
+#include "Debug.h"
+
+static void
+DrawEnvMapCoronas(float heading)
+{
+ RwRaster *rt = RwTextureGetRaster(CustomPipes::EnvMapTex);
+ const float BIG = 89.0f * RwRasterGetWidth(rt)/128.0f;
+ const float SMALL = 38.0f * RwRasterGetHeight(rt)/128.0f;
+
+ float x;
+ numCoronaVerts = 0;
+ numCoronaIndices = 0;
+ x = (heading - PI)/TWOPI;// - 1.0f;
+ x *= BIG+SMALL;
+ AddCorona(x, 0.0f, BIG); x += BIG;
+ AddCorona(x, 12.0f, SMALL); x += SMALL;
+ AddCorona(x, 0.0f, BIG); x += BIG;
+ AddCorona(x, 12.0f, SMALL); x += SMALL;
+
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[CCoronas::TYPE_STAR]));
+ RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, coronaVerts, numCoronaVerts, coronaIndices, numCoronaIndices);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+}
+
+void
+CRenderer::GenerateEnvironmentMap(void)
+{
+ // We'll probably do this differently eventually
+ // re-using all sorts of stuff here...
+
+ CPostFX::GetBackBuffer(Scene.camera);
+
+ RwCameraBeginUpdate(CustomPipes::EnvMapCam);
+
+ // get current scene
+ SetQuadVertices(RwTextureGetRaster(CustomPipes::EnvMapTex), CPostFX::pBackBuffer, RwCameraGetNearClipPlane(RwCameraGetCurrentCamera()));
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, CPostFX::pBackBuffer);
+ RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Screen2EnvQuad, 4, EnvQuadIndices, 6);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+
+ // Draw coronas
+ if(CustomPipes::VehiclePipeSwitch != CustomPipes::VEHICLEPIPE_MOBILE)
+ DrawEnvMapCoronas(TheCamera.GetForward().Heading());
+
+ RwCameraEndUpdate(CustomPipes::EnvMapCam);
+
+
+ RwCameraBeginUpdate(Scene.camera);
+
+ if(gbRenderDebugEnvMap){
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(CustomPipes::EnvMapTex));
+ RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, CustomPipes::EnvScreenQuad, 4, (RwImVertexIndex*)CustomPipes::QuadIndices, 6);
+ }
+}
diff --git a/src/render/Renderer.h b/src/render/Renderer.h
index 9b202098..a4b6b0b8 100644
--- a/src/render/Renderer.h
+++ b/src/render/Renderer.h
@@ -102,4 +102,6 @@ public:
static void RenderTransparentWater(void); // keep-out polys and transparent water
#endif
static void InsertEntityIntoList(CEntity *ent);
+
+ static void GenerateEnvironmentMap(void);
};
diff --git a/src/render/Sprite.cpp b/src/render/Sprite.cpp
index 38ddc114..0e4d4fcd 100644
--- a/src/render/Sprite.cpp
+++ b/src/render/Sprite.cpp
@@ -46,7 +46,11 @@ CSprite::CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh,
// this is used to scale correctly if you zoom in with sniper rifle
float fovScale = fov / CDraw::GetFOV();
+#ifdef FIX_SPRITES
+ *outw = CDraw::ms_bFixSprites ? (fovScale * recip * SCREEN_HEIGHT) : (fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH);
+#else
*outw = fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH;
+#endif
*outh = fovScale * recip * SCREEN_HEIGHT;
return true;
diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp
index 333801d8..59dcb02a 100644
--- a/src/render/Weather.cpp
+++ b/src/render/Weather.cpp
@@ -51,6 +51,11 @@ float CWeather::WindClipped;
float CWeather::TrafficLightBrightness;
bool CWeather::bScriptsForceRain;
+bool CWeather::Stored_StateStored;
+float CWeather::Stored_InterpolationValue;
+int16 CWeather::Stored_OldWeatherType;
+int16 CWeather::Stored_NewWeatherType;
+float CWeather::Stored_Rain;
tRainStreak Streaks[NUM_RAIN_STREAKS];
@@ -649,3 +654,23 @@ void CWeather::RenderRainStreaks(void)
TempBufferVerticesStored = 0;
TempBufferIndicesStored = 0;
}
+
+void CWeather::StoreWeatherState()
+{
+ Stored_StateStored = true;
+ Stored_InterpolationValue = InterpolationValue;
+ Stored_Rain = Rain;
+ Stored_NewWeatherType = NewWeatherType;
+ Stored_OldWeatherType = OldWeatherType;
+}
+
+void CWeather::RestoreWeatherState()
+{
+#ifdef FIX_BUGS // it's not used anyway though
+ Stored_StateStored = false;
+#endif
+ InterpolationValue = Stored_InterpolationValue;
+ Rain = Stored_Rain;
+ NewWeatherType = Stored_NewWeatherType;
+ OldWeatherType = Stored_OldWeatherType;
+}
diff --git a/src/render/Weather.h b/src/render/Weather.h
index ef62ebb6..da88168d 100644
--- a/src/render/Weather.h
+++ b/src/render/Weather.h
@@ -42,6 +42,11 @@ public:
static float TrafficLightBrightness;
static bool bScriptsForceRain;
+ static bool Stored_StateStored;
+ static float Stored_InterpolationValue;
+ static int16 Stored_OldWeatherType;
+ static int16 Stored_NewWeatherType;
+ static float Stored_Rain;
static void RenderRainStreaks(void);
static void Update(void);
@@ -55,6 +60,9 @@ public:
static void AddRain();
static void AddHeatHaze();
static void AddBeastie();
+
+ static void StoreWeatherState();
+ static void RestoreWeatherState();
};
enum {