mirror of https://github.com/Nofated095/re-GTA.git
weather stuff
This commit is contained in:
parent
f192d7052e
commit
f7ac85e492
|
@ -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);
|
||||
|
|
|
@ -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 +48,195 @@ 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 STREAK_LIFETIME (4.0f)
|
||||
#define STREAK_INTEROLATION_TIME (0.3f)
|
||||
|
||||
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() / 60.0f;
|
||||
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 +251,267 @@ 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 * sin_angle - 1.0f * cos_angle;
|
||||
float base_y = 1.0f * sin_angle + 0.0f * cos_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(0, 20) - 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(0, 20) - 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(0, 20) - 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(0.0f, 20.0f) - 10, 360 - rain_angle + CGeneral::GetRandomNumberInRange(0.0f, 60.0f) - 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;
|
||||
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)) {
|
||||
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(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;
|
||||
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 + TheCamera.GetUp().x, pos.y + TheCamera.GetUp().y, pos.z + 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);
|
||||
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);
|
||||
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;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
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)
|
||||
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 = default_visibility * 0.5f * secondsElapsed / STREAK_INTEROLATION_TIME;
|
||||
}
|
||||
else if (secondsElapsed > STREAK_LIFETIME - STREAK_INTEROLATION_TIME) {
|
||||
intensity = (STREAK_LIFETIME - secondsElapsed) * default_visibility / STREAK_INTEROLATION_TIME;
|
||||
}
|
||||
else {
|
||||
intensity = default_visibility;
|
||||
}
|
||||
CVector dir = Streaks[i].direction;
|
||||
dir.Normalise();
|
||||
CVector pos = Streaks[i].direction + 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();
|
||||
Streaks[i].position += 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, 0);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)1);
|
||||
RwRenderStateSet(rwRENDERSTATEFOGENABLE, 0);
|
||||
RwRenderStateSet(rwRENDERSTATEFOGTYPE, (void*)1);
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)2);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)2);
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)1);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpRainDropTex[3]->raster);
|
||||
if (RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, 0, 1))
|
||||
{
|
||||
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
|
||||
RwIm3DEnd();
|
||||
}
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)1);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)1);
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)5);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)6);
|
||||
RwRenderStateSet(rwRENDERSTATEFOGENABLE, 0);
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, 0);
|
||||
}
|
||||
TempBufferVerticesStored = 0;
|
||||
TempBufferIndicesStored = 0;
|
||||
}
|
||||
*/
|
||||
|
||||
void CWeather::StoreWeatherState()
|
||||
{
|
||||
Stored_StateStored = true;
|
||||
|
@ -71,4 +530,4 @@ void CWeather::RestoreWeatherState()
|
|||
Rain = Stored_Rain;
|
||||
NewWeatherType = Stored_NewWeatherType;
|
||||
OldWeatherType = Stored_OldWeatherType;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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];
|
Loading…
Reference in New Issue