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-rw-r--r--src/render/Clouds.cpp14
-rw-r--r--src/render/Fluff.cpp4
-rw-r--r--src/render/MBlur.cpp3
-rw-r--r--src/render/Skidmarks.cpp247
-rw-r--r--src/render/Skidmarks.h26
-rw-r--r--src/render/SpecialFX.cpp465
-rw-r--r--src/render/Sprite.cpp2
-rw-r--r--src/render/Sprite2d.cpp30
-rw-r--r--src/render/Timecycle.h1
-rw-r--r--src/render/VisibilityPlugins.cpp2
-rw-r--r--src/render/Weather.cpp470
-rw-r--r--src/render/Weather.h22
12 files changed, 1014 insertions, 272 deletions
diff --git a/src/render/Clouds.cpp b/src/render/Clouds.cpp
index 2884894c..39866294 100644
--- a/src/render/Clouds.cpp
+++ b/src/render/Clouds.cpp
@@ -87,7 +87,7 @@ CClouds::Render(void)
RwV3d pos = { 0.0f, -100.0f, 15.0f };
RwV3dAdd(&worldpos, &campos, &pos);
if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
- RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCoronaTexture[2]->raster);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[2]));
if(CCoronas::bSmallMoon){
szx *= 4.0f;
szy *= 4.0f;
@@ -116,7 +116,7 @@ CClouds::Render(void)
static float StarCoorsY[9] = { 0.0f, 0.45f, 0.9f, 1.0f, 0.85f, 0.52f, 0.48f, 0.35f, 0.2f };
static float StarSizes[9] = { 1.0f, 1.4f, 0.9f, 1.0f, 0.6f, 1.5f, 1.3f, 1.0f, 0.8f };
int brightness = (1.0f - coverage) * starintens;
- RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCoronaTexture[0]->raster);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[0]));
for(i = 0; i < 11; i++){
RwV3d pos = { 100.0f, 0.0f, 10.0f };
if(i >= 9) pos.x = -pos.x;
@@ -132,7 +132,7 @@ CClouds::Render(void)
CSprite::FlushSpriteBuffer();
// *
- RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCoronaTexture[0]->raster);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[0]));
RwV3d pos = { 100.0f, 0.0f, 10.0f };
RwV3dAdd(&worldpos, &campos, &pos);
worldpos.y -= 90.0f;
@@ -156,7 +156,7 @@ CClouds::Render(void)
int b = CTimeCycle::GetLowCloudsBlue() * lowcloudintensity;
for(int cloudtype = 0; cloudtype < 3; cloudtype++){
for(i = cloudtype; i < 12; i += 3){
- RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCloudTex[cloudtype]->raster);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCloudTex[cloudtype]));
RwV3d pos = { 800.0f*LowCloudsX[i], 800.0f*LowCloudsY[i], 60.0f*LowCloudsZ[i] };
worldpos.x = campos.x + pos.x;
worldpos.y = campos.y + pos.y;
@@ -202,7 +202,7 @@ CClouds::Render(void)
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
- RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCloudTex[4]->raster);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCloudTex[4]));
for(i = 0; i < 37; i++){
RwV3d pos = { 2.0f*CoorsOffsetX[i], 2.0f*CoorsOffsetY[i], 40.0f*CoorsOffsetZ[i] + 40.0f };
worldpos.x = pos.x*rot_cos + pos.y*rot_sin + campos.x;
@@ -244,7 +244,7 @@ CClouds::Render(void)
// Highlights
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
- RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCloudTex[3]->raster);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCloudTex[3]));
for(i = 0; i < 37; i++){
RwV3d pos = { 2.0f*CoorsOffsetX[i], 2.0f*CoorsOffsetY[i], 40.0f*CoorsOffsetZ[i] + 40.0f };
@@ -269,7 +269,7 @@ CClouds::Render(void)
static uint8 BowRed[6] = { 30, 30, 30, 10, 0, 15 };
static uint8 BowGreen[6] = { 0, 15, 30, 30, 0, 0 };
static uint8 BowBlue[6] = { 0, 0, 0, 10, 30, 30 };
- RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCoronaTexture[0]->raster);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[0]));
for(i = 0; i < 6; i++){
RwV3d pos = { i*1.5f, 100.0f, 5.0f };
RwV3dAdd(&worldpos, &campos, &pos);
diff --git a/src/render/Fluff.cpp b/src/render/Fluff.cpp
index 8d7fad92..e2899532 100644
--- a/src/render/Fluff.cpp
+++ b/src/render/Fluff.cpp
@@ -755,14 +755,14 @@ void CTowerClock::Render()
&TempV[1],
m_Position.x + Sin(angleMinute) * m_fScale * m_Size.x,
m_Position.y + Sin(angleMinute) * m_fScale * m_Size.y,
- m_Position.z + Cos(angleMinute) * m_fScale;
+ m_Position.z + Cos(angleMinute) * m_fScale
);
RwIm3DVertexSetPos(&TempV[2], m_Position.x, m_Position.y, m_Position.z);
RwIm3DVertexSetPos(
&TempV[3],
m_Position.x + Sin(angleHour) * 0.75f * m_fScale * m_Size.x,
m_Position.y + Sin(angleHour) * 0.75f * m_fScale * m_Size.y,
- m_Position.z + Cos(angleHour) * 0.75f * m_fScale;
+ m_Position.z + Cos(angleHour) * 0.75f * m_fScale
);
LittleTest();
diff --git a/src/render/MBlur.cpp b/src/render/MBlur.cpp
index 1cf27ee0..d28671fa 100644
--- a/src/render/MBlur.cpp
+++ b/src/render/MBlur.cpp
@@ -4,12 +4,13 @@
#include "Camera.h"
#include "MBlur.h"
+// Originally taken from RW example 'mblur'
+
RwRaster *&CMBlur::pFrontBuffer = *(RwRaster**)0x8E2C48;
bool &CMBlur::ms_bJustInitialised = *(bool*)0x95CDAB;
bool &CMBlur::BlurOn = *(bool*)0x95CDAD;
static RwIm2DVertex Vertex[4];
-//static RwIm2DVertex *Vertex = (RwIm2DVertex*)0x62F780;
static RwImVertexIndex Index[6] = { 0, 1, 2, 0, 2, 3 };
void
diff --git a/src/render/Skidmarks.cpp b/src/render/Skidmarks.cpp
index c2725ed6..41ee5d1d 100644
--- a/src/render/Skidmarks.cpp
+++ b/src/render/Skidmarks.cpp
@@ -1,12 +1,247 @@
#include "common.h"
#include "patcher.h"
+#include "main.h"
+#include "TxdStore.h"
+#include "Timer.h"
+#include "Replay.h"
#include "Skidmarks.h"
-WRAPPER void CSkidmarks::Clear(void) { EAXJMP(0x518130); }
-WRAPPER void CSkidmarks::Update() { EAXJMP(0x518200); }
+CSkidmark CSkidmarks::aSkidmarks[NUMSKIDMARKS];
-WRAPPER void CSkidmarks::Render(void) { EAXJMP(0x5182E0); }
-WRAPPER void CSkidmarks::RegisterOne(uint32 id, CVector pos, float fwdx, float fwdY, bool *isMuddy, bool *isBloddy) { EAXJMP(0x5185C0); }
+RwImVertexIndex SkidmarkIndexList[SKIDMARK_LENGTH * 6];
+RwIm3DVertex SkidmarkVertices[SKIDMARK_LENGTH * 2];
+RwTexture *gpSkidTex;
+RwTexture *gpSkidBloodTex;
+RwTexture *gpSkidMudTex;
-WRAPPER void CSkidmarks::Init(void) { EAXJMP(0x517D70); }
-WRAPPER void CSkidmarks::Shutdown(void) { EAXJMP(0x518100); }
+void
+CSkidmarks::Init(void)
+{
+ int i, ix, slot;
+ CTxdStore::PushCurrentTxd();
+ slot = CTxdStore::FindTxdSlot("particle");
+ CTxdStore::SetCurrentTxd(slot);
+ gpSkidTex = RwTextureRead("particleskid", nil);
+ gpSkidBloodTex = RwTextureRead("particleskidblood", nil);
+ gpSkidMudTex = RwTextureRead("particleskidmud", nil);
+ CTxdStore::PopCurrentTxd();
+
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ aSkidmarks[i].m_state = 0;
+ aSkidmarks[i].m_wasUpdated = false;
+ }
+
+ ix = 0;
+ for(i = 0; i < SKIDMARK_LENGTH; i++){
+ SkidmarkIndexList[i*6+0] = ix+0;
+ SkidmarkIndexList[i*6+1] = ix+2;
+ SkidmarkIndexList[i*6+2] = ix+1;
+ SkidmarkIndexList[i*6+3] = ix+1;
+ SkidmarkIndexList[i*6+4] = ix+2;
+ SkidmarkIndexList[i*6+5] = ix+3;
+ ix += 2;
+ }
+
+ for(i = 0; i < SKIDMARK_LENGTH; i++){
+ RwIm3DVertexSetU(&SkidmarkVertices[i*2 + 0], 0.0f);
+ RwIm3DVertexSetV(&SkidmarkVertices[i*2 + 0], i*5.01f);
+ RwIm3DVertexSetU(&SkidmarkVertices[i*2 + 1], 1.0f);
+ RwIm3DVertexSetV(&SkidmarkVertices[i*2 + 1], i*5.01f);
+ }
+}
+
+void
+CSkidmarks::Shutdown(void)
+{
+ RwTextureDestroy(gpSkidTex);
+ RwTextureDestroy(gpSkidBloodTex);
+ RwTextureDestroy(gpSkidMudTex);
+}
+
+void
+CSkidmarks::Clear(void)
+{
+ int i;
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ aSkidmarks[i].m_state = 0;
+ aSkidmarks[i].m_wasUpdated = false;
+ }
+}
+
+void
+CSkidmarks::Update(void)
+{
+ int i;
+ uint32 t1 = CTimer::GetTimeInMilliseconds() + 2500;
+ uint32 t2 = CTimer::GetTimeInMilliseconds() + 5000;
+ uint32 t3 = CTimer::GetTimeInMilliseconds() + 10000;
+ uint32 t4 = CTimer::GetTimeInMilliseconds() + 20000;
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ switch(aSkidmarks[i].m_state){
+ case 1:
+ if(!aSkidmarks[i].m_wasUpdated){
+ // Didn't continue this one last time, so finish it and set fade times
+ aSkidmarks[i].m_state = 2;
+ if(aSkidmarks[i].m_last < 4){
+ aSkidmarks[i].m_fadeStart = t1;
+ aSkidmarks[i].m_fadeEnd = t2;
+ }else if(aSkidmarks[i].m_last < 9){
+ aSkidmarks[i].m_fadeStart = t2;
+ aSkidmarks[i].m_fadeEnd = t3;
+ }else{
+ aSkidmarks[i].m_fadeStart = t3;
+ aSkidmarks[i].m_fadeEnd = t4;
+ }
+ }
+ break;
+ case 2:
+ if(CTimer::GetTimeInMilliseconds() > aSkidmarks[i].m_fadeEnd)
+ aSkidmarks[i].m_state = 0;
+ break;
+ }
+ aSkidmarks[i].m_wasUpdated = false;
+ }
+}
+
+void
+CSkidmarks::Render(void)
+{
+ int i, j;
+ RwTexture *lastTex = nil;
+
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ if(aSkidmarks[i].m_state == 0 || aSkidmarks[i].m_last < 1)
+ continue;
+
+ if(aSkidmarks[i].m_isBloody){
+ if(lastTex != gpSkidBloodTex){
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSkidBloodTex));
+ lastTex = gpSkidBloodTex;
+ }
+ }else if(aSkidmarks[i].m_isMuddy){
+ if(lastTex != gpSkidMudTex){
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSkidMudTex));
+ lastTex = gpSkidMudTex;
+ }
+ }else{
+ if(lastTex != gpSkidTex){
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSkidTex));
+ lastTex = gpSkidTex;
+ }
+ }
+
+ uint32 fade, alpha;
+ if(aSkidmarks[i].m_state == 1 || CTimer::GetTimeInMilliseconds() < aSkidmarks[i].m_fadeStart)
+ fade = 255;
+ else
+ fade = 255*(aSkidmarks[i].m_fadeEnd - CTimer::GetTimeInMilliseconds()) / (aSkidmarks[i].m_fadeEnd - aSkidmarks[i].m_fadeStart);
+
+ for(j = 0; j <= aSkidmarks[i].m_last; j++){
+ alpha = 128;
+ if(j == 0 || j == aSkidmarks[i].m_last && aSkidmarks[i].m_state == 2)
+ alpha = 0;
+ alpha = alpha*fade/256;
+
+ CVector p1 = aSkidmarks[i].m_pos[j] + aSkidmarks[i].m_side[j];
+ CVector p2 = aSkidmarks[i].m_pos[j] - aSkidmarks[i].m_side[j];
+ RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+0], 255, 255, 255, alpha);
+ RwIm3DVertexSetPos(&SkidmarkVertices[j*2+0], p1.x, p1.y, p1.z+0.1f);
+ RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+1], 255, 255, 255, alpha);
+ RwIm3DVertexSetPos(&SkidmarkVertices[j*2+1], p2.x, p2.y, p2.z+0.1f);
+ }
+
+ LittleTest();
+ if(RwIm3DTransform(SkidmarkVertices, 2*(aSkidmarks[i].m_last+1), nil, rwIM3D_VERTEXUV)){
+ RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, SkidmarkIndexList, 6*aSkidmarks[i].m_last);
+ RwIm3DEnd();
+ }
+ }
+
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+}
+
+void
+CSkidmarks::RegisterOne(uintptr id, CVector pos, float fwdX, float fwdY, bool *isMuddy, bool *isBloody)
+{
+ int i;
+ CVector2D fwd(fwdX, fwdY);
+
+ if(CReplay::IsPlayingBack())
+ return;
+
+ // Find a skidmark to continue
+ for(i = 0; i < NUMSKIDMARKS; i++)
+ if(aSkidmarks[i].m_state == 1 && aSkidmarks[i].m_id == id)
+ break;
+
+ if(i < NUMSKIDMARKS){
+ // Continue this one
+
+ if(aSkidmarks[i].m_isBloody != *isBloody){
+ // Blood-status changed, end this one
+ aSkidmarks[i].m_state = 2;
+ aSkidmarks[i].m_fadeStart = CTimer::GetTimeInMilliseconds() + 10000;
+ aSkidmarks[i].m_fadeEnd = CTimer::GetTimeInMilliseconds() + 20000;
+ return;
+ }
+
+ aSkidmarks[i].m_wasUpdated = true;
+
+ if(CTimer::GetTimeInMilliseconds() - aSkidmarks[i].m_lastUpdate <= 100){
+ // Last update was recently, just change last coords
+ aSkidmarks[i].m_pos[aSkidmarks[i].m_last] = pos;
+ return;
+ }
+ aSkidmarks[i].m_lastUpdate = CTimer::GetTimeInMilliseconds();
+
+ if(aSkidmarks[i].m_last >= SKIDMARK_LENGTH-1){
+ // No space to continue, end it
+ aSkidmarks[i].m_state = 2;
+ aSkidmarks[i].m_fadeStart = CTimer::GetTimeInMilliseconds() + 10000;
+ aSkidmarks[i].m_fadeEnd = CTimer::GetTimeInMilliseconds() + 20000;
+ *isBloody = false; // stpo blood marks at end
+ return;
+ }
+ aSkidmarks[i].m_last++;
+
+ aSkidmarks[i].m_pos[aSkidmarks[i].m_last] = pos;
+
+ CVector2D dist = aSkidmarks[i].m_pos[aSkidmarks[i].m_last] - aSkidmarks[i].m_pos[aSkidmarks[i].m_last-1];
+ dist.Normalise();
+ CVector2D right(dist.y, -dist.x);
+ float turn = DotProduct2D(fwd, right);
+ turn = Abs(turn) + 1.0f;
+ aSkidmarks[i].m_side[aSkidmarks[i].m_last] = CVector(right.x, right.y, 0.0f) * turn * 0.125f;
+ if(aSkidmarks[i].m_last == 1)
+ aSkidmarks[i].m_side[0] = aSkidmarks[i].m_side[1];
+
+ if(aSkidmarks[i].m_last > 8)
+ *isBloody = false; // stop blood marks after 8
+ return;
+ }
+
+ // Start a new one
+ for(i = 0; i < NUMSKIDMARKS; i++)
+ if(aSkidmarks[i].m_state == 0)
+ break;
+ if(i < NUMSKIDMARKS){
+ // Found a free slot
+ aSkidmarks[i].m_state = 1;
+ aSkidmarks[i].m_id = id;
+ aSkidmarks[i].m_pos[0] = pos;
+ aSkidmarks[i].m_side[0] = CVector(0.0f, 0.0f, 0.0f);
+ aSkidmarks[i].m_wasUpdated = true;
+ aSkidmarks[i].m_last = 0;
+ aSkidmarks[i].m_lastUpdate = CTimer::GetTimeInMilliseconds() - 1000;
+ aSkidmarks[i].m_isBloody = *isBloody;
+ aSkidmarks[i].m_isMuddy = *isMuddy;
+ }else
+ *isBloody = false; // stop blood marks if no space
+}
diff --git a/src/render/Skidmarks.h b/src/render/Skidmarks.h
index bf2da7e4..085b4c6d 100644
--- a/src/render/Skidmarks.h
+++ b/src/render/Skidmarks.h
@@ -1,12 +1,32 @@
#pragma once
+enum { SKIDMARK_LENGTH = 16 };
+
+class CSkidmark
+{
+public:
+ uint8 m_state;
+ bool m_wasUpdated;
+ bool m_isBloody;
+ bool m_isMuddy;
+ uintptr m_id;
+ int16 m_last;
+ uint32 m_lastUpdate;;
+ uint32 m_fadeStart;
+ uint32 m_fadeEnd;
+ CVector m_pos[SKIDMARK_LENGTH];
+ CVector m_side[SKIDMARK_LENGTH];
+};
+
class CSkidmarks
{
+ static CSkidmark aSkidmarks[NUMSKIDMARKS];
public:
+
+ static void Init(void);
+ static void Shutdown(void);
static void Clear(void);
static void Update(void);
static void Render(void);
- static void RegisterOne(uint32 id, CVector pos, float fwdx, float fwdY, bool *isMuddy, bool *isBloddy);
- static void Init(void);
- static void Shutdown(void);
+ static void RegisterOne(uintptr id, CVector pos, float fwdX, float fwdY, bool *isMuddy, bool *isBloody);
};
diff --git a/src/render/SpecialFX.cpp b/src/render/SpecialFX.cpp
index 0d856d9c..9189a7c2 100644
--- a/src/render/SpecialFX.cpp
+++ b/src/render/SpecialFX.cpp
@@ -22,10 +22,10 @@
#include "Shadows.h"
#include "main.h"
-RxObjSpace3DVertex StreakVertices[4];
+RwIm3DVertex StreakVertices[4];
RwImVertexIndex StreakIndexList[12];
-RxObjSpace3DVertex TraceVertices[6];
+RwIm3DVertex TraceVertices[6];
RwImVertexIndex TraceIndexList[12];
@@ -34,60 +34,60 @@ CSpecialFX::Init(void)
{
CBulletTraces::Init();
- RwIm3DVertexSetU(&StreakVertices[0], 0.0f);
- RwIm3DVertexSetV(&StreakVertices[0], 0.0f);
- RwIm3DVertexSetU(&StreakVertices[1], 1.0f);
- RwIm3DVertexSetV(&StreakVertices[1], 0.0f);
- RwIm3DVertexSetU(&StreakVertices[2], 0.0f);
- RwIm3DVertexSetV(&StreakVertices[2], 0.0f);
- RwIm3DVertexSetU(&StreakVertices[3], 1.0f);
- RwIm3DVertexSetV(&StreakVertices[3], 0.0f);
-
- StreakIndexList[0] = 0;
- StreakIndexList[1] = 1;
- StreakIndexList[2] = 2;
- StreakIndexList[3] = 1;
- StreakIndexList[4] = 3;
- StreakIndexList[5] = 2;
- StreakIndexList[6] = 0;
- StreakIndexList[7] = 2;
- StreakIndexList[8] = 1;
- StreakIndexList[9] = 1;
- StreakIndexList[10] = 2;
- StreakIndexList[11] = 3;
-
- RwIm3DVertexSetRGBA(&TraceVertices[0], 20, 20, 20, 255);
- RwIm3DVertexSetRGBA(&TraceVertices[1], 20, 20, 20, 255);
- RwIm3DVertexSetRGBA(&TraceVertices[2], 70, 70, 70, 255);
- RwIm3DVertexSetRGBA(&TraceVertices[3], 70, 70, 70, 255);
- RwIm3DVertexSetRGBA(&TraceVertices[4], 10, 10, 10, 255);
- RwIm3DVertexSetRGBA(&TraceVertices[5], 10, 10, 10, 255);
- RwIm3DVertexSetU(&TraceVertices[0], 0.0);
- RwIm3DVertexSetV(&TraceVertices[0], 0.0);
- RwIm3DVertexSetU(&TraceVertices[1], 1.0);
- RwIm3DVertexSetV(&TraceVertices[1], 0.0);
- RwIm3DVertexSetU(&TraceVertices[2], 0.0);
- RwIm3DVertexSetV(&TraceVertices[2], 0.5);
- RwIm3DVertexSetU(&TraceVertices[3], 1.0);
- RwIm3DVertexSetV(&TraceVertices[3], 0.5);
- RwIm3DVertexSetU(&TraceVertices[4], 0.0);
- RwIm3DVertexSetV(&TraceVertices[4], 1.0);
- RwIm3DVertexSetU(&TraceVertices[5], 1.0);
- RwIm3DVertexSetV(&TraceVertices[5], 1.0);
-
- TraceIndexList[0] = 0;
- TraceIndexList[1] = 2;
- TraceIndexList[2] = 1;
- TraceIndexList[3] = 1;
- TraceIndexList[4] = 2;
- TraceIndexList[5] = 3;
- TraceIndexList[6] = 2;
- TraceIndexList[7] = 4;
- TraceIndexList[8] = 3;
- TraceIndexList[9] = 3;
- TraceIndexList[10] = 4;
- TraceIndexList[11] = 5;
-
+ RwIm3DVertexSetU(&StreakVertices[0], 0.0f);
+ RwIm3DVertexSetV(&StreakVertices[0], 0.0f);
+ RwIm3DVertexSetU(&StreakVertices[1], 1.0f);
+ RwIm3DVertexSetV(&StreakVertices[1], 0.0f);
+ RwIm3DVertexSetU(&StreakVertices[2], 0.0f);
+ RwIm3DVertexSetV(&StreakVertices[2], 0.0f);
+ RwIm3DVertexSetU(&StreakVertices[3], 1.0f);
+ RwIm3DVertexSetV(&StreakVertices[3], 0.0f);
+
+ StreakIndexList[0] = 0;
+ StreakIndexList[1] = 1;
+ StreakIndexList[2] = 2;
+ StreakIndexList[3] = 1;
+ StreakIndexList[4] = 3;
+ StreakIndexList[5] = 2;
+ StreakIndexList[6] = 0;
+ StreakIndexList[7] = 2;
+ StreakIndexList[8] = 1;
+ StreakIndexList[9] = 1;
+ StreakIndexList[10] = 2;
+ StreakIndexList[11] = 3;
+
+ RwIm3DVertexSetRGBA(&TraceVertices[0], 20, 20, 20, 255);
+ RwIm3DVertexSetRGBA(&TraceVertices[1], 20, 20, 20, 255);
+ RwIm3DVertexSetRGBA(&TraceVertices[2], 70, 70, 70, 255);
+ RwIm3DVertexSetRGBA(&TraceVertices[3], 70, 70, 70, 255);
+ RwIm3DVertexSetRGBA(&TraceVertices[4], 10, 10, 10, 255);
+ RwIm3DVertexSetRGBA(&TraceVertices[5], 10, 10, 10, 255);
+ RwIm3DVertexSetU(&TraceVertices[0], 0.0);
+ RwIm3DVertexSetV(&TraceVertices[0], 0.0);
+ RwIm3DVertexSetU(&TraceVertices[1], 1.0);
+ RwIm3DVertexSetV(&TraceVertices[1], 0.0);
+ RwIm3DVertexSetU(&TraceVertices[2], 0.0);
+ RwIm3DVertexSetV(&TraceVertices[2], 0.5);
+ RwIm3DVertexSetU(&TraceVertices[3], 1.0);
+ RwIm3DVertexSetV(&TraceVertices[3], 0.5);
+ RwIm3DVertexSetU(&TraceVertices[4], 0.0);
+ RwIm3DVertexSetV(&TraceVertices[4], 1.0);
+ RwIm3DVertexSetU(&TraceVertices[5], 1.0);
+ RwIm3DVertexSetV(&TraceVertices[5], 1.0);
+
+ TraceIndexList[0] = 0;
+ TraceIndexList[1] = 2;
+ TraceIndexList[2] = 1;
+ TraceIndexList[3] = 1;
+ TraceIndexList[4] = 2;
+ TraceIndexList[5] = 3;
+ TraceIndexList[6] = 2;
+ TraceIndexList[7] = 4;
+ TraceIndexList[8] = 3;
+ TraceIndexList[9] = 3;
+ TraceIndexList[10] = 4;
+ TraceIndexList[11] = 5;
+
CMotionBlurStreaks::Init();
CBrightLights::Init();
CShinyTexts::Init();
@@ -112,13 +112,13 @@ LookForBatCB(RwObject *object, void *data)
void
CSpecialFX::Update(void)
{
- CMotionBlurStreaks::Update();
- CBulletTraces::Update();
-
- if(FindPlayerPed() &&
- FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT &&
- FindPlayerPed()->GetWeapon()->m_eWeaponState == WEAPONSTATE_FIRING)
- RwFrameForAllObjects(FindPlayerPed()->GetNodeFrame(PED_HANDR), LookForBatCB, CModelInfo::GetModelInfo(MI_BASEBALL_BAT));
+ CMotionBlurStreaks::Update();
+ CBulletTraces::Update();
+
+ if(FindPlayerPed() &&
+ FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT &&
+ FindPlayerPed()->GetWeapon()->m_eWeaponState == WEAPONSTATE_FIRING)
+ RwFrameForAllObjects(FindPlayerPed()->GetNodeFrame(PED_HANDR), LookForBatCB, CModelInfo::GetModelInfo(MI_BASEBALL_BAT));
}
void
@@ -130,78 +130,78 @@ CSpecialFX::Shutdown(void)
void
CSpecialFX::Render(void)
{
- CMotionBlurStreaks::Render();
- CBulletTraces::Render();
- CBrightLights::Render();
- CShinyTexts::Render();
- CMoneyMessages::Render();
- C3dMarkers::Render();
+ CMotionBlurStreaks::Render();
+ CBulletTraces::Render();
+ CBrightLights::Render();
+ CShinyTexts::Render();
+ CMoneyMessages::Render();
+ C3dMarkers::Render();
}
CRegisteredMotionBlurStreak CMotionBlurStreaks::aStreaks[NUMMBLURSTREAKS];
-void
-CRegisteredMotionBlurStreak::Update(void)
-{
- int i;
- bool wasUpdated;
- bool lastWasUpdated = false;
- for(i = 2; i > 0; i--){
- m_pos1[i] = m_pos1[i-1];
- m_pos2[i] = m_pos2[i-1];
- m_isValid[i] = m_isValid[i-1];
- wasUpdated = true;
- if(!lastWasUpdated && !m_isValid[i])
- wasUpdated = false;
- lastWasUpdated = wasUpdated;
- }
- m_isValid[0] = false;
- if(!wasUpdated)
- m_id = 0;
-}
-
-void
-CRegisteredMotionBlurStreak::Render(void)
-{
- int i;
- int a1, a2;
- for(i = 0; i < 2; i++)
- if(m_isValid[i] && m_isValid[i+1]){
- a1 = (255/3)*(3-i)/3;
- RwIm3DVertexSetRGBA(&StreakVertices[0], m_red, m_green, m_blue, a1);
- RwIm3DVertexSetRGBA(&StreakVertices[1], m_red, m_green, m_blue, a1);
- a2 = (255/3)*(3-(i+1))/3;
- RwIm3DVertexSetRGBA(&StreakVertices[2], m_red, m_green, m_blue, a2);
- RwIm3DVertexSetRGBA(&StreakVertices[3], m_red, m_green, m_blue, a2);
- RwIm3DVertexSetPos(&StreakVertices[0], m_pos1[i].x, m_pos1[i].y, m_pos1[i].z);
- RwIm3DVertexSetPos(&StreakVertices[1], m_pos2[i].x, m_pos2[i].y, m_pos2[i].z);
- RwIm3DVertexSetPos(&StreakVertices[2], m_pos1[i+1].x, m_pos1[i+1].y, m_pos1[i+1].z);
- RwIm3DVertexSetPos(&StreakVertices[3], m_pos2[i+1].x, m_pos2[i+1].y, m_pos2[i+1].z);
+void
+CRegisteredMotionBlurStreak::Update(void)
+{
+ int i;
+ bool wasUpdated;
+ bool lastWasUpdated = false;
+ for(i = 2; i > 0; i--){
+ m_pos1[i] = m_pos1[i-1];
+ m_pos2[i] = m_pos2[i-1];
+ m_isValid[i] = m_isValid[i-1];
+ wasUpdated = true;
+ if(!lastWasUpdated && !m_isValid[i])
+ wasUpdated = false;
+ lastWasUpdated = wasUpdated;
+ }
+ m_isValid[0] = false;
+ if(!wasUpdated)
+ m_id = 0;
+}
+
+void
+CRegisteredMotionBlurStreak::Render(void)
+{
+ int i;
+ int a1, a2;
+ for(i = 0; i < 2; i++)
+ if(m_isValid[i] && m_isValid[i+1]){
+ a1 = (255/3)*(3-i)/3;
+ RwIm3DVertexSetRGBA(&StreakVertices[0], m_red, m_green, m_blue, a1);
+ RwIm3DVertexSetRGBA(&StreakVertices[1], m_red, m_green, m_blue, a1);
+ a2 = (255/3)*(3-(i+1))/3;
+ RwIm3DVertexSetRGBA(&StreakVertices[2], m_red, m_green, m_blue, a2);
+ RwIm3DVertexSetRGBA(&StreakVertices[3], m_red, m_green, m_blue, a2);
+ RwIm3DVertexSetPos(&StreakVertices[0], m_pos1[i].x, m_pos1[i].y, m_pos1[i].z);
+ RwIm3DVertexSetPos(&StreakVertices[1], m_pos2[i].x, m_pos2[i].y, m_pos2[i].z);
+ RwIm3DVertexSetPos(&StreakVertices[2], m_pos1[i+1].x, m_pos1[i+1].y, m_pos1[i+1].z);
+ RwIm3DVertexSetPos(&StreakVertices[3], m_pos2[i+1].x, m_pos2[i+1].y, m_pos2[i+1].z);
LittleTest();
if(RwIm3DTransform(StreakVertices, 4, nil, rwIM3D_VERTEXUV)){
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, StreakIndexList, 12);
RwIm3DEnd();
- }
- }
-}
-
-void
-CMotionBlurStreaks::Init(void)
-{
- int i;
- for(i = 0; i < NUMMBLURSTREAKS; i++)
- aStreaks[i].m_id = 0;
-}
-
-void
-CMotionBlurStreaks::Update(void)
-{
- int i;
- for(i = 0; i < NUMMBLURSTREAKS; i++)
- if(aStreaks[i].m_id)
- aStreaks[i].Update();
-}
-
+ }
+ }
+}
+
+void
+CMotionBlurStreaks::Init(void)
+{
+ int i;
+ for(i = 0; i < NUMMBLURSTREAKS; i++)
+ aStreaks[i].m_id = 0;
+}
+
+void
+CMotionBlurStreaks::Update(void)
+{
+ int i;
+ for(i = 0; i < NUMMBLURSTREAKS; i++)
+ if(aStreaks[i].m_id)
+ aStreaks[i].Update();
+}
+
void
CMotionBlurStreaks::RegisterStreak(uintptr id, uint8 r, uint8 g, uint8 b, CVector p1, CVector p2)
{
@@ -234,32 +234,32 @@ CMotionBlurStreaks::RegisterStreak(uintptr id, uint8 r, uint8 g, uint8 b, CVecto
aStreaks[i].m_isValid[2] = false;
}
-void
-CMotionBlurStreaks::Render(void)
-{
+void
+CMotionBlurStreaks::Render(void)
+{
bool setRenderStates = false;
int i;
- for(i = 0; i < NUMMBLURSTREAKS; i++)
- if(aStreaks[i].m_id){
- if(!setRenderStates){
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
- RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
- RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE);
+ for(i = 0; i < NUMMBLURSTREAKS; i++)
+ if(aStreaks[i].m_id){
+ if(!setRenderStates){
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGCOLOR,
(void*)RWRGBALONG(CTimeCycle::GetFogRed(), CTimeCycle::GetFogGreen(), CTimeCycle::GetFogBlue(), 255));
- RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
- RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
- RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void*)FALSE);
- setRenderStates = true;
- }
- aStreaks[i].Render();
- }
- if(setRenderStates){
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
- RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
- RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE);
- }
-}
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void*)FALSE);
+ setRenderStates = true;
+ }
+ aStreaks[i].Render();
+ }
+ if(setRenderStates){
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE);
+ }
+}
CBulletTrace CBulletTraces::aTraces[NUMBULLETTRACES];
@@ -291,10 +291,10 @@ void CBulletTraces::Render(void)
for (int i = 0; i < NUMBULLETTRACES; i++) {
if (!aTraces[i].m_bInUse)
continue;
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)0);
- RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)2);
- RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)2);
- RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpShadowExplosionTex->raster);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpShadowExplosionTex));
CVector inf = aTraces[i].m_vecCurrentPos;
CVector sup = aTraces[i].m_vecTargetPos;
CVector center = (inf + sup) / 2;
@@ -316,9 +316,9 @@ void CBulletTraces::Render(void)
RwIm3DEnd();
}
}
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)1);
- RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)5);
- RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)6);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
}
void CBulletTraces::Update(void)
@@ -414,8 +414,7 @@ C3dMarker::Render()
{
if (m_pAtomic == nil) return;
- RwRGBA *color = RpMaterialGetColor(m_pMaterial);
- *color = m_Color;
+ RpMaterialSetColor(m_pMaterial, &m_Color);
m_Matrix.UpdateRW();
@@ -643,13 +642,13 @@ C3dMarkers::Update()
int CBrightLights::NumBrightLights;
CBrightLight CBrightLights::aBrightLights[NUMBRIGHTLIGHTS];
-
-void
-CBrightLights::Init(void)
-{
- NumBrightLights = 0;
-}
-
+
+void
+CBrightLights::Init(void)
+{
+ NumBrightLights = 0;
+}
+
void
CBrightLights::RegisterOne(CVector pos, CVector up, CVector side, CVector front,
uint8 type, uint8 red, uint8 green, uint8 blue)
@@ -661,13 +660,13 @@ CBrightLights::RegisterOne(CVector pos, CVector up, CVector side, CVector front,
if(aBrightLights[NumBrightLights].m_camDist > BRIGHTLIGHTS_MAX_DIST)
return;
- aBrightLights[NumBrightLights].m_pos = pos;
- aBrightLights[NumBrightLights].m_up = up;
- aBrightLights[NumBrightLights].m_side = side;
- aBrightLights[NumBrightLights].m_front = front;
- aBrightLights[NumBrightLights].m_type = type;
- aBrightLights[NumBrightLights].m_red = red;
- aBrightLights[NumBrightLights].m_green = green;
+ aBrightLights[NumBrightLights].m_pos = pos;
+ aBrightLights[NumBrightLights].m_up = up;
+ aBrightLights[NumBrightLights].m_side = side;
+ aBrightLights[NumBrightLights].m_front = front;
+ aBrightLights[NumBrightLights].m_type = type;
+ aBrightLights[NumBrightLights].m_red = red;
+ aBrightLights[NumBrightLights].m_green = green;
aBrightLights[NumBrightLights].m_blue = blue;
NumBrightLights++;
@@ -696,22 +695,22 @@ static RwImVertexIndex CubeIndices[12*3] = {
6, 0, 4, 6, 2, 0, 6, 5, 7, 6, 4, 5
};
-void
-CBrightLights::Render(void)
-{
+void
+CBrightLights::Render(void)
+{
int i, j;
CVector pos;
- if(NumBrightLights == 0)
- return;
-
- RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
- RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
- RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
- RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
-
- for(i = 0; i < NumBrightLights; i++){
+ if(NumBrightLights == 0)
+ return;
+
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
+
+ for(i = 0; i < NumBrightLights; i++){
if(TempBufferIndicesStored > TEMPBUFFERINDEXSIZE-40 || TempBufferVerticesStored > TEMPBUFFERVERTSIZE-40)
RenderOutGeometryBuffer();
@@ -753,14 +752,14 @@ CBrightLights::Render(void)
a = 255;
else
a = 255*(1.0f - (aBrightLights[i].m_camDist-BRIGHTLIGHTS_FADE_DIST)/(BRIGHTLIGHTS_MAX_DIST-BRIGHTLIGHTS_FADE_DIST));
- // fade car lights down to 31 as they come near
- if(aBrightLights[i].m_type >= BRIGHTLIGHT_FRONT_LONG && aBrightLights[i].m_type <= BRIGHTLIGHT_REAR_TALL){
+ // fade car lights down to 31 as they come near
+ if(aBrightLights[i].m_type >= BRIGHTLIGHT_FRONT_LONG && aBrightLights[i].m_type <= BRIGHTLIGHT_REAR_TALL){
if(aBrightLights[i].m_camDist < CARLIGHTS_FADE_DIST)
a = 31;
else if(aBrightLights[i].m_camDist < CARLIGHTS_MAX_DIST)
a = 31 + (255-31)*((aBrightLights[i].m_camDist-CARLIGHTS_FADE_DIST)/(CARLIGHTS_MAX_DIST-CARLIGHTS_FADE_DIST));
- }
-
+ }
+
switch(aBrightLights[i].m_type){
case BRIGHTLIGHT_TRAFFIC_GREEN:
case BRIGHTLIGHT_TRAFFIC_YELLOW:
@@ -793,7 +792,7 @@ CBrightLights::Render(void)
TempBufferVerticesStored += 8;
TempBufferIndicesStored += 12*3;
break;
-
+
case BRIGHTLIGHT_FRONT_SMALL:
case BRIGHTLIGHT_REAR_SMALL:
for(j = 0; j < 8; j++){
@@ -809,7 +808,7 @@ CBrightLights::Render(void)
TempBufferVerticesStored += 8;
TempBufferIndicesStored += 12*3;
break;
-
+
case BRIGHTLIGHT_FRONT_TALL:
case BRIGHTLIGHT_REAR_TALL:
for(j = 0; j < 8; j++){
@@ -840,17 +839,17 @@ CBrightLights::Render(void)
TempBufferIndicesStored += 4*3;
break;
- }
- }
-
- RenderOutGeometryBuffer();
- RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
- NumBrightLights = 0;
-}
-
-void
-CBrightLights::RenderOutGeometryBuffer(void)
-{
+ }
+ }
+
+ RenderOutGeometryBuffer();
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ NumBrightLights = 0;
+}
+
+void
+CBrightLights::RenderOutGeometryBuffer(void)
+{
if(TempBufferIndicesStored != 0){
LittleTest();
if(RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){
@@ -864,13 +863,13 @@ CBrightLights::RenderOutGeometryBuffer(void)
int CShinyTexts::NumShinyTexts;
CShinyText CShinyTexts::aShinyTexts[NUMSHINYTEXTS];
-
-void
-CShinyTexts::Init(void)
-{
- NumShinyTexts = 0;
-}
-
+
+void
+CShinyTexts::Init(void)
+{
+ NumShinyTexts = 0;
+}
+
void
CShinyTexts::RegisterOne(CVector p0, CVector p1, CVector p2, CVector p3,
float u0, float v0, float u1, float v1, float u2, float v2, float u3, float v3,
@@ -910,20 +909,20 @@ CShinyTexts::RegisterOne(CVector p0, CVector p1, CVector p2, CVector p3,
NumShinyTexts++;
}
-void
-CShinyTexts::Render(void)
-{
- int i, ix, v;
- RwTexture *lastTex = nil;
-
- if(NumShinyTexts == 0)
- return;
-
- RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
- RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
- RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
-
+void
+CShinyTexts::Render(void)
+{
+ int i, ix, v;
+ RwTexture *lastTex = nil;
+
+ if(NumShinyTexts == 0)
+ return;
+
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
+
TempBufferVerticesStored = 0;
TempBufferIndicesStored = 0;
@@ -984,15 +983,15 @@ CShinyTexts::Render(void)
RenderOutGeometryBuffer();
NumShinyTexts = 0;
- RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
- RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
-}
-
-void
-CShinyTexts::RenderOutGeometryBuffer(void)
-{
+}
+
+void
+CShinyTexts::RenderOutGeometryBuffer(void)
+{
if(TempBufferIndicesStored != 0){
LittleTest();
if(RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){
@@ -1002,8 +1001,8 @@ CShinyTexts::RenderOutGeometryBuffer(void)
TempBufferVerticesStored = 0;
TempBufferIndicesStored = 0;
}
-}
-
+}
+
#define MONEY_MESSAGE_LIFETIME_MS 2000
diff --git a/src/render/Sprite.cpp b/src/render/Sprite.cpp
index 24577f41..fec50c7e 100644
--- a/src/render/Sprite.cpp
+++ b/src/render/Sprite.cpp
@@ -432,6 +432,7 @@ void
CSprite::Set6Vertices2D(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
{
float screenz, recipz;
+ float z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
screenz = m_f2DNearScreenZ;
recipz = m_fRecipNearClipPlane;
@@ -496,6 +497,7 @@ CSprite::Set6Vertices2D(RwIm2DVertex *verts, float x1, float y1, float x2, float
const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
{
float screenz, recipz;
+ float z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
screenz = m_f2DNearScreenZ;
recipz = m_fRecipNearClipPlane;
diff --git a/src/render/Sprite2d.cpp b/src/render/Sprite2d.cpp
index c4dbcdaa..3f21516a 100644
--- a/src/render/Sprite2d.cpp
+++ b/src/render/Sprite2d.cpp
@@ -267,6 +267,7 @@ CSprite2d::SetVertices(float x1, float y1, float x2, float y2, float x3, float y
const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
{
float screenz, recipz;
+ float z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
screenz = RwIm2DGetNearScreenZ();
recipz = RecipNearClip;
@@ -312,10 +313,11 @@ void
CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col)
{
int i;
- float screenz, recipz;
+ float screenz, recipz, z;
screenz = RwIm2DGetNearScreenZ();
recipz = RecipNearClip;
+ z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
for(i = 0; i < n; i++){
@@ -334,10 +336,11 @@ void
CSprite2d::SetMaskVertices(int n, float *positions)
{
int i;
- float screenz, recipz;
+ float screenz, recipz, z;
screenz = RwIm2DGetNearScreenZ();
recipz = RecipNearClip;
+ z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
for(i = 0; i < n; i++){
RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]);
@@ -345,7 +348,7 @@ CSprite2d::SetMaskVertices(int n, float *positions)
RwIm2DVertexSetScreenZ(&maVertices[i], screenz);
RwIm2DVertexSetCameraZ(&maVertices[i], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[i], recipz);
- RwIm2DVertexSetIntRGBA(&maVertices[i], 0, 0, 0, 0);
+ RwIm2DVertexSetIntRGBA(&maVertices[i], 255, 255, 255, 255); // 0, 0, 0, 0 on PC
}
}
@@ -353,10 +356,11 @@ void
CSprite2d::SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3,
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
{
- float screenz, recipz;
+ float screenz, recipz, z;
screenz = RwIm2DGetNearScreenZ();
recipz = RecipNearClip;
+ z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
RwIm2DVertexSetScreenX(&verts[0], r.left);
RwIm2DVertexSetScreenY(&verts[0], r.top);
@@ -459,15 +463,15 @@ CSprite2d::DrawRectXLU(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
void CSprite2d::Draw2DPolygon(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &color)
{
- SetVertices(x1, y1, x2, y2, x3, y3, x4, y4, color, color, color, color);
- RwRenderStateSet(rwRENDERSTATETEXTURERASTER, 0);
- RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT);
- RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
- RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(color.a != 255));
- RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
- RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ SetVertices(x1, y1, x2, y2, x3, y3, x4, y4, color, color, color, color);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, 0);
+ RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(color.a != 255));
+ RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD);
}
diff --git a/src/render/Timecycle.h b/src/render/Timecycle.h
index 235d559c..f126dca6 100644
--- a/src/render/Timecycle.h
+++ b/src/render/Timecycle.h
@@ -136,6 +136,7 @@ public:
static int GetFogRed(void) { return m_nCurrentFogColourRed; }
static int GetFogGreen(void) { return m_nCurrentFogColourGreen; }
static int GetFogBlue(void) { return m_nCurrentFogColourBlue; }
+ static int GetFogReduction(void) { return m_FogReduction; }
static void Initialise(void);
static void Update(void);
diff --git a/src/render/VisibilityPlugins.cpp b/src/render/VisibilityPlugins.cpp
index 74cd2590..f8b1f6b2 100644
--- a/src/render/VisibilityPlugins.cpp
+++ b/src/render/VisibilityPlugins.cpp
@@ -117,7 +117,7 @@ CVisibilityPlugins::SetRenderWareCamera(RwCamera *camera)
RpMaterial*
SetAlphaCB(RpMaterial *material, void *data)
{
- material->color.alpha = (uint8)(uint32)data;
+ ((RwRGBA*)RpMaterialGetColor(material))->alpha = (uint8)(uint32)data;
return material;
}
diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp
index c1988ab4..d132ffdb 100644
--- a/src/render/Weather.cpp
+++ b/src/render/Weather.cpp
@@ -2,6 +2,22 @@
#include "patcher.h"
#include "Weather.h"
+#include "Camera.h"
+#include "Clock.h"
+#include "CutsceneMgr.h"
+#include "DMAudio.h"
+#include "General.h"
+#include "Pad.h"
+#include "Particle.h"
+#include "RenderBuffer.h"
+#include "Stats.h"
+#include "Shadows.h"
+#include "Timecycle.h"
+#include "Timer.h"
+#include "Vehicle.h"
+#include "World.h"
+#include "ZoneCull.h"
+
int32 &CWeather::SoundHandle = *(int32*)0x5FFBC4;
int32 &CWeather::WeatherTypeInList = *(int32*)0x8F626C;
@@ -32,13 +48,203 @@ int16 &CWeather::Stored_OldWeatherType = *(int16*)0x95CC68;
int16 &CWeather::Stored_NewWeatherType = *(int16*)0x95CCAE;
float &CWeather::Stored_Rain = *(float*)0x885B4C;
-WRAPPER void CWeather::RenderRainStreaks(void) { EAXJMP(0x524550); }
-WRAPPER void CWeather::Update(void) { EAXJMP(0x522C10); }
-WRAPPER void CWeather::Init(void) { EAXJMP(0x522BA0); }
+tRainStreak Streaks[NUM_RAIN_STREAKS];
-void CWeather::ReleaseWeather()
+const int16 WeatherTypesList[] = {
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY,
+ WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_CLOUDY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_CLOUDY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY, WEATHER_CLOUDY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY,
+ WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_CLOUDY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_SUNNY,
+ WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_RAINY, WEATHER_CLOUDY,
+};
+
+const float Windiness[] = {
+ 0.0f, // WEATHER_SUNNY
+ 0.7f, // WEATHER_RAINY
+ 1.0f, // WEATHER_CLOUDY
+ 0.5f // WEATHER_FOGGY
+};
+
+#define MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES (50)
+
+#define RAIN_CHANGE_SPEED (0.003f)
+
+#define DROPLETS_LEFT_OFFSET (10.0f)
+#define DROPLETS_RIGHT_OFFSET (10.0f)
+#define DROPLETS_TOP_OFFSET (10.0f)
+#define DROPLETS_BOTTOM_OFFSET (10.0f)
+
+#define STREAK_U (10.0f)
+#define STREAK_V (18.0f)
+#define LARGE_STREAK_COEFFICIENT (1.23f)
+#define STREAK_MIN_DISTANCE (8.0f)
+#define STREAK_MAX_DISTANCE (16.0f)
+
+#define SPLASH_CHECK_RADIUS (7.0f)
+#define SPLASH_OFFSET_RADIUS (2.0f)
+
+#define STREAK_LIFETIME (4.0f)
+#define STREAK_INTEROLATION_TIME (0.3f)
+
+#define RAIN_COLOUR_R (200)
+#define RAIN_COLOUR_G (200)
+#define RAIN_COLOUR_B (256)
+#define RAIN_ALPHA (255)
+
+void CWeather::Init(void)
{
- ForcedWeatherType = -1;
+ NewWeatherType = WEATHER_SUNNY;
+ bScriptsForceRain = false;
+ OldWeatherType = WEATHER_RAINY;
+ Stored_StateStored = false;
+ InterpolationValue = 0.0f;
+ WhenToPlayLightningSound = 0;
+ WeatherTypeInList = 0;
+ ForcedWeatherType = WEATHER_RANDOM;
+ SoundHandle = DMAudio.CreateEntity(AUDIOTYPE_WEATHER, (void*)1);
+ if (SoundHandle >= 0)
+ DMAudio.SetEntityStatus(SoundHandle, 1);
+}
+
+void CWeather::Update(void)
+{
+ float fNewInterpolation = CClock::GetMinutes() * 1.0f / 60;
+ if (fNewInterpolation < InterpolationValue) {
+ // new hour
+ OldWeatherType = NewWeatherType;
+ if (ForcedWeatherType >= 0)
+ NewWeatherType = ForcedWeatherType;
+ else {
+ WeatherTypeInList = (WeatherTypeInList + 1) % ARRAYSIZE(WeatherTypesList);
+ NewWeatherType = WeatherTypesList[WeatherTypeInList];
+#ifdef FIX_BUGS
+ }
+ if (NewWeatherType == WEATHER_RAINY)
+ CStats::mmRain += CGeneral::GetRandomNumber() & 7;
+#else
+ if (NewWeatherType == WEATHER_RAINY)
+ CStats::mmRain += CGeneral::GetRandomNumber() & 7;
+ }
+#endif
+ }
+ InterpolationValue = fNewInterpolation;
+ if (CPad::GetPad(1)->GetRightShockJustDown()) {
+ NewWeatherType = (NewWeatherType + 1) % WEATHER_TOTAL;
+ OldWeatherType = NewWeatherType;
+ }
+
+ // Lightning
+ if (NewWeatherType != WEATHER_RAINY || OldWeatherType != WEATHER_RAINY) {
+ LightningFlash = false;
+ LightningBurst = false;
+ }
+ else{
+ if (LightningBurst) {
+ if ((CGeneral::GetRandomNumber() & 255) >= 32) {
+ // 0.875 probability
+ if (CTimer::GetTimeInMilliseconds() - LightningFlashLastChange > MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES) {
+ bool bOldLightningFlash = LightningFlash;
+ LightningFlash = CGeneral::GetRandomTrueFalse();
+ if (LightningFlash != bOldLightningFlash)
+ LightningFlashLastChange = CTimer::GetTimeInMilliseconds();
+ }
+ }
+ else {
+ // 0.125 probability
+ LightningBurst = false;
+ LightningDuration = min(CTimer::GetFrameCounter() - LightningStart, 20);
+ LightningFlash = false;
+ WhenToPlayLightningSound = CTimer::GetTimeInMilliseconds() + 150 * (20 - LightningDuration);
+ }
+ }
+ else {
+ if (CGeneral::GetRandomNumber() >= 200) {
+ // lower probability on PC due to randomness bug
+ LightningFlash = false;
+ }
+ else {
+ LightningBurst = true;
+ LightningStart = CTimer::GetFrameCounter();
+ LightningFlashLastChange = CTimer::GetTimeInMilliseconds();
+ LightningFlash = true;
+ }
+ }
+ }
+ if (WhenToPlayLightningSound && CTimer::GetTimeInMilliseconds() > WhenToPlayLightningSound) {
+ DMAudio.PlayOneShot(SoundHandle, SOUND_LIGHTNING, LightningDuration);
+ CPad::GetPad(0)->StartShake(40 * LightningDuration + 100, 2 * LightningDuration + 80);
+ WhenToPlayLightningSound = 0;
+ }
+
+ // Wet roads
+ if (OldWeatherType == WEATHER_RAINY) {
+ if (NewWeatherType == WEATHER_RAINY)
+ WetRoads = 1.0f;
+ else
+ WetRoads = 1.0f - InterpolationValue;
+ }
+ else {
+ if (NewWeatherType == WEATHER_RAINY)
+ WetRoads = InterpolationValue;
+ else
+ WetRoads = 0.0f;
+ }
+
+ // Rain
+ float fNewRain;
+ if (NewWeatherType == WEATHER_RAINY) {
+ // if raining for >1 hour, values: 0, 0.33, 0.66, 0.99, switching every ~16.5s
+ fNewRain = ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.33f;
+ if (OldWeatherType != WEATHER_RAINY) {
+ if (InterpolationValue < 0.4f)
+ // if rain has just started (<24 minutes), always 0.5
+ fNewRain = 0.5f;
+ else
+ // if rain is ongoing for >24 minutes, values: 0.25, 0.5, 0.75, 1.0, switching every ~16.5s
+ fNewRain = 0.25f + ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.25f;
+ }
+ }
+ else
+ fNewRain = 0.0f;
+ if (Rain != fNewRain) { // ok to use comparasion
+ if (Rain < fNewRain)
+ Rain = min(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
+ else
+ Rain = max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
+ }
+
+ // Clouds
+ if (OldWeatherType != WEATHER_SUNNY)
+ CloudCoverage = 1.0f - InterpolationValue;
+ else
+ CloudCoverage = 0.0f;
+ if (NewWeatherType != WEATHER_SUNNY)
+ CloudCoverage += InterpolationValue;
+
+ // Fog
+ if (OldWeatherType == WEATHER_FOGGY)
+ Foggyness = 1.0f - InterpolationValue;
+ else
+ Foggyness = 0.0f;
+ if (NewWeatherType == WEATHER_FOGGY)
+ Foggyness += InterpolationValue;
+ if (OldWeatherType == WEATHER_RAINY && NewWeatherType == WEATHER_SUNNY && InterpolationValue < 0.5f && CClock::GetHours() > 6 && CClock::GetHours() < 21)
+ Rainbow = 1.0f - 4.0f * Abs(InterpolationValue - 0.25f) / 4.0f;
+ else
+ Rainbow = 0.0f;
+ Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType];
+ AddRain();
}
void CWeather::ForceWeather(int16 weather)
@@ -53,6 +259,258 @@ void CWeather::ForceWeatherNow(int16 weather)
ForcedWeatherType = weather;
}
+void CWeather::ReleaseWeather()
+{
+ ForcedWeatherType = -1;
+}
+
+void CWeather::AddRain()
+{
+ if (CCullZones::CamNoRain() || CCullZones::PlayerNoRain())
+ return;
+ if (TheCamera.GetLookingLRBFirstPerson()) {
+ CVehicle* pVehicle = FindPlayerVehicle();
+ if (pVehicle && pVehicle->CarHasRoof()) {
+ CParticle::RemovePSystem(PARTICLE_RAINDROP_2D);
+ return;
+ }
+ }
+ if (Rain <= 0.1f)
+ return;
+ static RwRGBA colour;
+ float screen_width = RsGlobal.width;
+ float screen_height = RsGlobal.height;
+ int cur_frame = (int)(3 * Rain) & 3;
+ int num_drops = (int)(2 * Rain) + 2;
+ static int STATIC_RAIN_ANGLE = -45;
+ static int count = 1500;
+ static int add_angle = 1;
+ if (--count == 0) {
+ count = 1;
+ if (add_angle) {
+ STATIC_RAIN_ANGLE += 12;
+ if (STATIC_RAIN_ANGLE > 45) {
+ count = 1500;
+ add_angle = !add_angle;
+ }
+ }
+ else {
+ STATIC_RAIN_ANGLE -= 12;
+ if (STATIC_RAIN_ANGLE < -45) {
+ count = 1500;
+ add_angle = !add_angle;
+ }
+ }
+ }
+ float rain_angle = DEGTORAD(STATIC_RAIN_ANGLE + ((STATIC_RAIN_ANGLE < 0) ? 360 : 0));
+ float sin_angle = Sin(rain_angle);
+ float cos_angle = Cos(rain_angle);
+ float base_x = 0.0f * cos_angle - 1.0f * sin_angle;
+ float base_y = 1.0f * cos_angle + 0.0f * sin_angle;
+ CVector xpos(0.0f, 0.0f, 0.0f);
+ for (int i = 0; i < 2 * num_drops; i++) {
+ CVector dir;
+ dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
+ dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
+ dir.z = 0;
+ CParticle::AddParticle(PARTICLE_RAINDROP_2D, xpos, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
+ colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
+ xpos.x += screen_width / (2 * num_drops);
+ xpos.x += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
+ }
+ CVector ypos(0.0f, 0.0f, 0.0f);
+ for (int i = 0; i < num_drops; i++) {
+ CVector dir;
+ dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
+ dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
+ dir.z = 0;
+ CParticle::AddParticle(PARTICLE_RAINDROP_2D, ypos, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
+ colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
+ ypos.y += screen_width / num_drops;
+ ypos.y += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
+ }
+ CVector ypos2(0.0f, 0.0f, 0.0f);
+ for (int i = 0; i < num_drops; i++) {
+ CVector dir;
+ dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
+ dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
+ dir.z = 0;
+ CParticle::AddParticle(PARTICLE_RAINDROP_2D, ypos2, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
+ colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
+ ypos2.y += screen_width / num_drops;
+ ypos2.y += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
+ }
+ for (int i = 0; i < num_drops; i++) {
+ CVector pos;
+ pos.x = CGeneral::GetRandomNumberInRange(DROPLETS_LEFT_OFFSET, screen_width - DROPLETS_RIGHT_OFFSET);
+ pos.y = CGeneral::GetRandomNumberInRange(DROPLETS_TOP_OFFSET, screen_height - DROPLETS_TOP_OFFSET);
+ pos.z = 0.0f;
+ CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, CVector(0.0f, 0.0f, 0.0f), nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
+ colour, CGeneral::GetRandomNumberInRange(-10, 10), 360 - rain_angle + CGeneral::GetRandomNumberInRange(-30, 30), cur_frame, 0);
+ }
+ int num_splash_attempts = (int)(3 * Rain) + 1;
+ int num_splashes = (int)(3 * Rain) + 4;
+ CVector splash_points[4];
+ splash_points[0] = CVector(-RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
+ RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
+ splash_points[1] = CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
+ RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
+ splash_points[2] = 4.0f * CVector(-RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
+ RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
+ splash_points[3] = 4.0f * CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
+ RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
+ RwV3dTransformPoints((RwV3d*)splash_points, (RwV3d*)splash_points, 4, RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)));
+ CVector fp = (splash_points[0] + splash_points[1] + splash_points[2] + splash_points[3]) / 4;
+ for (int i = 0; i < num_splash_attempts; i++) {
+ CColPoint point;
+ CEntity* entity;
+ CVector np = fp + CVector(CGeneral::GetRandomNumberInRange(-SPLASH_CHECK_RADIUS, SPLASH_CHECK_RADIUS), CGeneral::GetRandomNumberInRange(-SPLASH_CHECK_RADIUS, SPLASH_CHECK_RADIUS), 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(
+ np.x + CGeneral::GetRandomNumberInRange(-SPLASH_OFFSET_RADIUS, SPLASH_OFFSET_RADIUS),
+ np.y + CGeneral::GetRandomNumberInRange(-SPLASH_OFFSET_RADIUS, SPLASH_OFFSET_RADIUS),
+ point.point.z + 0.1f),
+ CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour);
+ }
+ }
+}
+
+void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale, float distance)
+{
+ static float RandomTex;
+ static float RandomTexX;
+ static float RandomTexY;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 0] = TempBufferVerticesStored + 0;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 1] = TempBufferVerticesStored + 2;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 2] = TempBufferVerticesStored + 1;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 3] = TempBufferVerticesStored + 0;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 4] = TempBufferVerticesStored + 3;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 5] = TempBufferVerticesStored + 2;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 6] = TempBufferVerticesStored + 1;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 7] = TempBufferVerticesStored + 2;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 8] = TempBufferVerticesStored + 4;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 9] = TempBufferVerticesStored + 2;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 10] = TempBufferVerticesStored + 3;
+ TempBufferRenderIndexList[TempBufferIndicesStored + 11] = TempBufferVerticesStored + 4;
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0, 0, 0, 0);
+ 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 - 9.0f * TheCamera.GetRight().x, pos.y - 9.0f * TheCamera.GetRight().y, pos.z - 9.0f * TheCamera.GetUp().z);
+ RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RAIN_COLOUR_R * intensity / 256, RAIN_COLOUR_G * intensity / 256, RAIN_COLOUR_B * intensity / 256, RAIN_ALPHA);
+ 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.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) {
+ u *= LARGE_STREAK_COEFFICIENT;
+ v *= LARGE_STREAK_COEFFICIENT;
+ }
+ float distance_coefficient;
+ if (distance < STREAK_MIN_DISTANCE)
+ distance_coefficient = 1.0f;
+ else if (distance > STREAK_MAX_DISTANCE)
+ distance_coefficient = 0.5f;
+ else
+ distance_coefficient = 1.0f - 0.5f * (distance - STREAK_MIN_DISTANCE) / (STREAK_MAX_DISTANCE - STREAK_MIN_DISTANCE);
+ u *= distance_coefficient;
+ v *= distance_coefficient;
+ if (!CTimer::GetIsPaused()) {
+ RandomTex = ((CGeneral::GetRandomNumber() & 255) - 128) * 0.01f;
+ RandomTexX = (CGeneral::GetRandomNumber() & 127) * 0.01f;
+ RandomTexY = (CGeneral::GetRandomNumber() & 127) * 0.01f;
+ }
+ RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0.5f * u - RandomTex + RandomTexX);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 0], -v * 0.5f + RandomTexY);
+ RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexX);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexY);
+ RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 2], 0.5f * u + RandomTexX);
+ RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RandomTexY);
+ 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);
+ TempBufferIndicesStored += 12;
+ TempBufferVerticesStored += 5;
+}
+
+void CWeather::RenderRainStreaks(void)
+{
+ if (CTimer::GetIsCodePaused())
+ return;
+ int base_intensity = (64.0f - CTimeCycle::GetFogReduction()) / 64.0f * int(255 * Rain);
+ if (base_intensity == 0)
+ return;
+ TempBufferIndicesStored = 0;
+ TempBufferVerticesStored = 0;
+ for (int i = 0; i < NUM_RAIN_STREAKS; i++) {
+ if (Streaks[i].timer) {
+ float secondsElapsed = (CTimer::GetTimeInMilliseconds() - Streaks[i].timer) / 1024.0f;
+ if (secondsElapsed > STREAK_LIFETIME)
+ Streaks[i].timer = 0;
+ else{
+ int intensity;
+ if (secondsElapsed < STREAK_INTEROLATION_TIME)
+ intensity = base_intensity * 0.5f * secondsElapsed / STREAK_INTEROLATION_TIME;
+ else if (secondsElapsed > (STREAK_LIFETIME - STREAK_INTEROLATION_TIME))
+ intensity = (STREAK_LIFETIME - secondsElapsed) * 0.5f * base_intensity / STREAK_INTEROLATION_TIME;
+ else
+ intensity = base_intensity * 0.5f;
+ CVector dir = Streaks[i].direction;
+ dir.Normalise();
+ 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) {
+ CGeneral::GetRandomNumber(), CGeneral::GetRandomNumber();
+ }
+#endif
+ }
+ }
+ 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() + 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;
+ }
+ else
+ Streaks[i].position += (TheCamera.GetPosition() - TheCamera.m_RealPreviousCameraPosition) * 20.0f;
+ Streaks[i].position.x += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.08f;
+ Streaks[i].position.y += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.08f;
+ Streaks[i].timer = CTimer::GetTimeInMilliseconds();
+ }
+ }
+ if (TempBufferIndicesStored){
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEFOGTYPE, (void*)rwFOGTYPELINEAR);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRainDropTex[3]));
+ if (RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, 1))
+ {
+ RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
+ RwIm3DEnd();
+ }
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ }
+ TempBufferVerticesStored = 0;
+ TempBufferIndicesStored = 0;
+}
+
void CWeather::StoreWeatherState()
{
Stored_StateStored = true;
@@ -71,4 +529,4 @@ void CWeather::RestoreWeatherState()
Rain = Stored_Rain;
NewWeatherType = Stored_NewWeatherType;
OldWeatherType = Stored_OldWeatherType;
-} \ No newline at end of file
+}
diff --git a/src/render/Weather.h b/src/render/Weather.h
index 63def9b9..9e4ea378 100644
--- a/src/render/Weather.h
+++ b/src/render/Weather.h
@@ -8,6 +8,14 @@ enum {
class CWeather
{
public:
+ enum {
+ WEATHER_RANDOM = -1,
+ WEATHER_SUNNY = 0,
+ WEATHER_CLOUDY = 1,
+ WEATHER_RAINY = 2,
+ WEATHER_FOGGY = 3,
+ WEATHER_TOTAL = 4
+ };
static int32 &SoundHandle;
static int32 &WeatherTypeInList;
@@ -46,4 +54,18 @@ public:
static void ForceWeatherNow(int16);
static void StoreWeatherState();
static void RestoreWeatherState();
+ static void AddRain();
};
+
+enum {
+ NUM_RAIN_STREAKS = 35
+};
+
+struct tRainStreak
+{
+ CVector position;
+ CVector direction;
+ uint32 timer;
+};
+
+extern RwTexture* (&gpRainDropTex)[4]; \ No newline at end of file