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re3/src/render/Weather.cpp

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#include "common.h"
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#include "Weather.h"
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#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"
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int32 CWeather::SoundHandle = -1;
int32 CWeather::WeatherTypeInList;
int16 CWeather::OldWeatherType;
int16 CWeather::NewWeatherType;
int16 CWeather::ForcedWeatherType;
bool CWeather::LightningFlash;
bool CWeather::LightningBurst;
uint32 CWeather::LightningStart;
uint32 CWeather::LightningFlashLastChange;
uint32 CWeather::WhenToPlayLightningSound;
uint32 CWeather::LightningDuration;
float CWeather::Foggyness;
float CWeather::CloudCoverage;
float CWeather::Wind;
float CWeather::Rain;
float CWeather::InterpolationValue;
float CWeather::WetRoads;
float CWeather::Rainbow;
bool CWeather::bScriptsForceRain;
bool CWeather::Stored_StateStored;
float CWeather::Stored_InterpolationValue;
int16 CWeather::Stored_OldWeatherType;
int16 CWeather::Stored_NewWeatherType;
float CWeather::Stored_Rain;
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tRainStreak Streaks[NUM_RAIN_STREAKS];
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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,
};
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const float Windyness[] = {
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0.0f, // WEATHER_SUNNY
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0.7f, // WEATHER_CLOUDY
1.0f, // WEATHER_RAINY
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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)
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#define SPLASH_CHECK_RADIUS (7.0f)
#define SPLASH_OFFSET_RADIUS (2.0f)
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#define STREAK_LIFETIME (4.0f)
#define STREAK_INTEROLATION_TIME (0.3f)
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#define RAIN_COLOUR_R (200)
#define RAIN_COLOUR_G (200)
#define RAIN_COLOUR_B (256)
#define RAIN_ALPHA (255)
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void CWeather::Init(void)
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{
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NewWeatherType = WEATHER_SUNNY;
bScriptsForceRain = false;
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OldWeatherType = WEATHER_CLOUDY;
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Stored_StateStored = false;
InterpolationValue = 0.0f;
WhenToPlayLightningSound = 0;
WeatherTypeInList = 0;
ForcedWeatherType = WEATHER_RANDOM;
SoundHandle = DMAudio.CreateEntity(AUDIOTYPE_WEATHER, (void*)1);
if (SoundHandle >= 0)
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DMAudio.SetEntityStatus(SoundHandle, true);
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}
void CWeather::Update(void)
{
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float fNewInterpolation = CClock::GetMinutes() * 1.0f / 60;
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if (fNewInterpolation < InterpolationValue) {
// new hour
OldWeatherType = NewWeatherType;
if (ForcedWeatherType >= 0)
NewWeatherType = ForcedWeatherType;
else {
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WeatherTypeInList = (WeatherTypeInList + 1) % ARRAY_SIZE(WeatherTypesList);
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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;
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LightningDuration = Min(CTimer::GetFrameCounter() - LightningStart, 20);
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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
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#ifndef VC_RAIN_NERF
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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
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if (Rain < fNewRain)
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Rain = Min(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
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else
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Rain = Max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
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}
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#else
float fNewRain;
if (NewWeatherType == WEATHER_RAINY) {
// if raining for >1 hour, values: 0, 0.33, switching every ~16.5s
fNewRain = (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 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, switching every ~16.5s
fNewRain = 0.25f + (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.25f;
}
fNewRain = Max(fNewRain, 0.5f);
}
else
fNewRain = 0.0f;
Rain = fNewRain;
#endif
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// 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;
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Wind = InterpolationValue * Windyness[NewWeatherType] + (1.0f - InterpolationValue) * Windyness[OldWeatherType];
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AddRain();
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}
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void CWeather::ForceWeather(int16 weather)
{
ForcedWeatherType = weather;
}
void CWeather::ForceWeatherNow(int16 weather)
{
OldWeatherType = weather;
NewWeatherType = weather;
ForcedWeatherType = weather;
}
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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;
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float screen_width = SCREEN_WIDTH;
float screen_height = SCREEN_HEIGHT;
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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);
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float base_x = 0.0f * cos_angle - 1.0f * sin_angle;
float base_y = 1.0f * cos_angle + 0.0f * sin_angle;
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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),
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colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
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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),
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colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
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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),
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colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
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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),
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colour, CGeneral::GetRandomNumberInRange(-10, 10), 360 - rain_angle + CGeneral::GetRandomNumberInRange(-30, 30), cur_frame, 50);
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}
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(splash_points, splash_points, 4, RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)));
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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;
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CVector np = fp + CVector(CGeneral::GetRandomNumberInRange(-SPLASH_CHECK_RADIUS, SPLASH_CHECK_RADIUS), CGeneral::GetRandomNumberInRange(-SPLASH_CHECK_RADIUS, SPLASH_CHECK_RADIUS), 0.0f);
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if (CWorld::ProcessVerticalLine(np + CVector(0.0f, 0.0f, 40.0f), -40.0f, point, entity, true, false, false, false, true, false, nil)) {
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for (int j = 0; j < num_splashes; j++)
CParticle::AddParticle((CGeneral::GetRandomTrueFalse() ? PARTICLE_RAIN_SPLASH : PARTICLE_RAIN_SPLASHUP),
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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),
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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);
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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);
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 1], 0, 0, 0, 0);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 1], pos.x - 9.0f * TheCamera.GetRight().x, pos.y - 9.0f * TheCamera.GetRight().y, pos.z - 9.0f * TheCamera.GetRight().z);
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RAIN_COLOUR_R * intensity / 256, RAIN_COLOUR_G * intensity / 256, RAIN_COLOUR_B * intensity / 256, RAIN_ALPHA);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 2], pos.x, pos.y, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 3], 0, 0, 0, 0);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 3], pos.x + 9.0f * TheCamera.GetRight().x, pos.y + 9.0f * TheCamera.GetRight().y, pos.z + 9.0f * TheCamera.GetRight().z);
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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);
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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);
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RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 5], 0.5f * v + RandomTexY);
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TempBufferIndicesStored += 12;
TempBufferVerticesStored += 5;
}
void CWeather::RenderRainStreaks(void)
{
if (CTimer::GetIsCodePaused())
return;
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int base_intensity = (64.0f - CTimeCycle::GetFogReduction()) / 64.0f * int(255 * Rain);
if (base_intensity == 0)
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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;
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if (secondsElapsed < STREAK_INTEROLATION_TIME)
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intensity = base_intensity * 0.5f * secondsElapsed / STREAK_INTEROLATION_TIME;
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else if (secondsElapsed > (STREAK_LIFETIME - STREAK_INTEROLATION_TIME))
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intensity = (STREAK_LIFETIME - secondsElapsed) * 0.5f * base_intensity / STREAK_INTEROLATION_TIME;
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else
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intensity = base_intensity * 0.5f;
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CVector dir = Streaks[i].direction;
dir.Normalise();
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CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction;
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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);
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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::IsRunning()) {
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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();
}
}
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if (TempBufferIndicesStored){
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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);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRainDropTex[3]));
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if (RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, 1))
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{
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
RwIm3DEnd();
}
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
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}
TempBufferVerticesStored = 0;
TempBufferIndicesStored = 0;
}
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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;
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}