mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-13 00:59:16 +00:00
CWeather done
This commit is contained in:
parent
0fd6fb1ff4
commit
38a01a59fa
|
@ -299,6 +299,12 @@ SETTWEAKPATH("TEST");
|
|||
TWEAKSWITCH(CWeather::NewWeatherType, 0, 3, wt, NULL);
|
||||
*/
|
||||
|
||||
void
|
||||
switchWeather(void)
|
||||
{
|
||||
CWeather::StreamAfterRainTimer = 0;
|
||||
}
|
||||
|
||||
void
|
||||
DebugMenuPopulate(void)
|
||||
{
|
||||
|
@ -332,9 +338,9 @@ DebugMenuPopulate(void)
|
|||
e = DebugMenuAddVar("Time & Weather", "Current Minute", &CClock::GetMinutesRef(),
|
||||
[](){ CWeather::InterpolationValue = CClock::GetMinutes()/60.0f; }, 1, 0, 59, nil);
|
||||
DebugMenuEntrySetWrap(e, true);
|
||||
e = DebugMenuAddVar("Time & Weather", "Old Weather", (int16*)&CWeather::OldWeatherType, nil, 1, 0, 5, weathers);
|
||||
e = DebugMenuAddVar("Time & Weather", "Old Weather", (int16*)&CWeather::OldWeatherType, switchWeather, 1, 0, 5, weathers);
|
||||
DebugMenuEntrySetWrap(e, true);
|
||||
e = DebugMenuAddVar("Time & Weather", "New Weather", (int16*)&CWeather::NewWeatherType, nil, 1, 0, 5, weathers);
|
||||
e = DebugMenuAddVar("Time & Weather", "New Weather", (int16*)&CWeather::NewWeatherType, switchWeather, 1, 0, 5, weathers);
|
||||
DebugMenuEntrySetWrap(e, true);
|
||||
DebugMenuAddVarBool32("Time & Weather", "Extracolours On", &CTimeCycle::m_bExtraColourOn, nil);
|
||||
DebugMenuAddVar("Time & Weather", "Extracolour", &CTimeCycle::m_ExtraColour, nil, 1, 0, 23, extracols);
|
||||
|
|
|
@ -19,6 +19,9 @@
|
|||
#include "World.h"
|
||||
#include "ZoneCull.h"
|
||||
#include "SpecialFX.h"
|
||||
#include "Replay.h"
|
||||
|
||||
//--MIAMI: file done
|
||||
|
||||
int32 CWeather::SoundHandle = -1;
|
||||
|
||||
|
@ -33,6 +36,7 @@ uint32 CWeather::LightningStart;
|
|||
uint32 CWeather::LightningFlashLastChange;
|
||||
uint32 CWeather::WhenToPlayLightningSound;
|
||||
uint32 CWeather::LightningDuration;
|
||||
int32 CWeather::StreamAfterRainTimer;
|
||||
|
||||
float CWeather::ExtraSunnyness;
|
||||
float CWeather::Foggyness;
|
||||
|
@ -88,7 +92,7 @@ const int16 WeatherTypesList_WithHurricanes[] = {
|
|||
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY
|
||||
};
|
||||
|
||||
const float Windiness[] = {
|
||||
const float Windyness[] = {
|
||||
0.25f,// WEATHER_SUNNY
|
||||
0.7f, // WEATHER_CLOUDY
|
||||
1.0f, // WEATHER_RAINY
|
||||
|
@ -140,22 +144,27 @@ void CWeather::Init(void)
|
|||
|
||||
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) % ARRAY_SIZE(WeatherTypesList);
|
||||
NewWeatherType = CStats::NoMoreHurricanes ? WeatherTypesList[WeatherTypeInList] : WeatherTypesList_WithHurricanes[WeatherTypeInList];
|
||||
if(!CReplay::IsPlayingBack()){
|
||||
float fNewInterpolation = (CClock::GetMinutes() + CClock::GetSeconds()/60.0f)/60.0f;
|
||||
if (fNewInterpolation < InterpolationValue) {
|
||||
// new hour
|
||||
OldWeatherType = NewWeatherType;
|
||||
if (ForcedWeatherType >= 0)
|
||||
NewWeatherType = ForcedWeatherType;
|
||||
else {
|
||||
WeatherTypeInList = (WeatherTypeInList + 1) % ARRAY_SIZE(WeatherTypesList);
|
||||
NewWeatherType = CStats::NoMoreHurricanes ? WeatherTypesList[WeatherTypeInList] : WeatherTypesList_WithHurricanes[WeatherTypeInList];
|
||||
}
|
||||
}
|
||||
InterpolationValue = fNewInterpolation;
|
||||
}
|
||||
InterpolationValue = fNewInterpolation;
|
||||
|
||||
#ifndef FINAL
|
||||
if (CPad::GetPad(1)->GetRightShockJustDown()) {
|
||||
NewWeatherType = (NewWeatherType + 1) % WEATHER_TOTAL;
|
||||
OldWeatherType = NewWeatherType;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Lightning
|
||||
if (NewWeatherType != WEATHER_RAINY || OldWeatherType != WEATHER_RAINY) {
|
||||
|
@ -227,6 +236,7 @@ void CWeather::Update(void)
|
|||
// 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;
|
||||
}
|
||||
fNewRain = Max(fNewRain, 0.5f);
|
||||
}
|
||||
else
|
||||
fNewRain = 0.0f;
|
||||
|
@ -257,7 +267,7 @@ void CWeather::Update(void)
|
|||
ExtraSunnyness += InterpolationValue;
|
||||
|
||||
// Rainbow
|
||||
if (OldWeatherType == WEATHER_RAINY && (NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) &&
|
||||
if (OldWeatherType == WEATHER_CLOUDY && (NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) &&
|
||||
InterpolationValue < 0.5f && CClock::GetHours() > 6 && CClock::GetHours() < 21)
|
||||
Rainbow = 1.0f - 4.0f * Abs(InterpolationValue - 0.25f) / 4.0f;
|
||||
else
|
||||
|
@ -278,18 +288,21 @@ void CWeather::Update(void)
|
|||
SunGlare *= (1.0f - (CGeneral::GetRandomNumber()&0x1F)*0.007f);
|
||||
}
|
||||
|
||||
Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType];
|
||||
Wind = InterpolationValue * Windyness[NewWeatherType] + (1.0f - InterpolationValue) * Windyness[OldWeatherType];
|
||||
WindClipped = Min(1.0f, Wind);
|
||||
|
||||
if (CClock::GetHours() == 20)
|
||||
if (CClock::GetHours() > 20)
|
||||
TrafficLightBrightness = 1.0f;
|
||||
else if (CClock::GetHours() > 19)
|
||||
TrafficLightBrightness = CClock::GetMinutes() / 60.0f;
|
||||
else if (CClock::GetHours() > 6 && CClock::GetHours() < 20)
|
||||
else if (CClock::GetHours() > 6)
|
||||
TrafficLightBrightness = 0.0f;
|
||||
else if (CClock::GetHours() == 6)
|
||||
else if (CClock::GetHours() > 5)
|
||||
TrafficLightBrightness = 1.0f - CClock::GetMinutes() / 60.0f;
|
||||
else
|
||||
TrafficLightBrightness = 1.0f;
|
||||
TrafficLightBrightness = Max(WetRoads, TrafficLightBrightness);
|
||||
TrafficLightBrightness = Max(Foggyness, TrafficLightBrightness);
|
||||
TrafficLightBrightness = Max(Rain, TrafficLightBrightness);
|
||||
|
||||
AddRain();
|
||||
|
@ -312,12 +325,32 @@ void CWeather::Update(void)
|
|||
|
||||
void CWeather::AddHeatHaze()
|
||||
{
|
||||
/* TODO(MIAMI) */
|
||||
if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
|
||||
TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED)
|
||||
return;
|
||||
CVector pos;
|
||||
pos.x = SCREEN_WIDTH*0.5f;
|
||||
if(TheCamera.GetLookingForwardFirstPerson())
|
||||
pos.y = CGeneral::GetRandomNumberInRange(SCREEN_HEIGHT*0.25f, SCREEN_HEIGHT*0.9f);
|
||||
else
|
||||
pos.y = CGeneral::GetRandomNumberInRange(SCREEN_HEIGHT*0.4f, SCREEN_HEIGHT*0.9f);
|
||||
pos.z = 100.0f;
|
||||
CParticle::AddParticle(PARTICLE_HEATHAZE_IN_DIST, pos, CVector(0.0f, 0.0f, 0.0f));
|
||||
}
|
||||
|
||||
void CWeather::AddBeastie()
|
||||
{
|
||||
/* TODO(MIAMI) */
|
||||
if(FindPlayerVehicle() || CTimer::GetFrameCounter()%10 || (CGeneral::GetRandomNumber()&5) == 0)
|
||||
return;
|
||||
CVector pos = TheCamera.GetPosition();
|
||||
float dist = CGeneral::GetRandomNumberInRange(90.0f, 60.0f);
|
||||
int angle = CGeneral::GetRandomNumber() % CParticle::SIN_COS_TABLE_SIZE;
|
||||
float c = CParticle::m_CosTable[angle];
|
||||
float s = CParticle::m_SinTable[angle];
|
||||
pos.x += dist*(c - s);
|
||||
pos.y += dist*(c + s);
|
||||
pos.z += CGeneral::GetRandomNumberInRange(7.5f, 30.0f);
|
||||
CParticle::AddParticle(PARTICLE_BEASTIE, pos, CVector(0.0f, 0.0f, 0.0f));
|
||||
}
|
||||
|
||||
void CWeather::ForceWeather(int16 weather)
|
||||
|
@ -337,6 +370,62 @@ void CWeather::ReleaseWeather()
|
|||
ForcedWeatherType = -1;
|
||||
}
|
||||
|
||||
void CWeather::AddSplashesDuringHurricane()
|
||||
{
|
||||
RwRGBA colour = { 255, 255, 255, 32 };
|
||||
CVector pos = TheCamera.pTargetEntity ? TheCamera.pTargetEntity->GetPosition() : TheCamera.GetPosition();
|
||||
bool foundGround;
|
||||
float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &foundGround) + 0.1f;
|
||||
if(!foundGround)
|
||||
groundZ = pos.z + 0.5f;
|
||||
for(int i = 0; i < 20; i++){
|
||||
float dist = (CGeneral::GetRandomNumber()&0xFF)/255.0f +
|
||||
CGeneral::GetRandomNumberInRange(-10.0f, 30.0f);
|
||||
float angle;
|
||||
uint8 rnd = CGeneral::GetRandomNumber();
|
||||
if(rnd&1)
|
||||
angle = (CGeneral::GetRandomNumber()&0x7F)/128.0f * TWOPI;
|
||||
else
|
||||
angle = TheCamera.Orientation + (rnd-128)/160.0f;
|
||||
pos.x = TheCamera.GetPosition().x + dist*Sin(angle);
|
||||
pos.y = TheCamera.GetPosition().y + dist*Cos(angle);
|
||||
pos.z = groundZ;
|
||||
if(foundGround)
|
||||
CParticle::AddParticle(PARTICLE_GROUND_STEAM, pos, CVector(-0.002f, -0.002f, 0.015f), nil, 0.0f, colour);
|
||||
}
|
||||
}
|
||||
|
||||
static int startStreamAfterRain;
|
||||
|
||||
void CWeather::AddStreamAfterRain()
|
||||
{
|
||||
if(CClock::GetHours() > 6 && CClock::GetHours() < 18){
|
||||
RwRGBA colour = { 255, 255, 255, 24 };
|
||||
CVector pos = TheCamera.pTargetEntity ? TheCamera.pTargetEntity->GetPosition() : TheCamera.GetPosition();
|
||||
bool foundGround;
|
||||
float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &foundGround) + 0.2f;
|
||||
if(!foundGround)
|
||||
groundZ = pos.z + 0.75f;
|
||||
for(int i = 0; i < 20; i++){
|
||||
float dist = (CGeneral::GetRandomNumber()&0xFF)/255.0f +
|
||||
CGeneral::GetRandomNumberInRange(-10.0f, 30.0f);
|
||||
float angle;
|
||||
uint8 rnd = CGeneral::GetRandomNumber();
|
||||
if(rnd&1)
|
||||
angle = (CGeneral::GetRandomNumber()&0x7F)/128.0f * TWOPI;
|
||||
else
|
||||
angle = TheCamera.Orientation + (rnd-128)/160.0f;
|
||||
pos.x = TheCamera.GetPosition().x + dist*Sin(angle);
|
||||
pos.y = TheCamera.GetPosition().y + dist*Cos(angle);
|
||||
pos.z = groundZ;
|
||||
CParticle::AddParticle(PARTICLE_GROUND_STEAM, pos, CVector(0.0f, 0.0f, 0.015f), nil, 0.0f, colour);
|
||||
}
|
||||
}else{
|
||||
startStreamAfterRain = 0;
|
||||
StreamAfterRainTimer = 800;
|
||||
}
|
||||
}
|
||||
|
||||
void CWeather::AddRain()
|
||||
{
|
||||
if (CCullZones::CamNoRain() || CCullZones::PlayerNoRain())
|
||||
|
@ -348,104 +437,77 @@ void CWeather::AddRain()
|
|||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if(Rain > 0.0){
|
||||
startStreamAfterRain = 1;
|
||||
StreamAfterRainTimer = 800;
|
||||
}else if(startStreamAfterRain){
|
||||
if(StreamAfterRainTimer > 0){
|
||||
AddStreamAfterRain();
|
||||
StreamAfterRainTimer--;
|
||||
}else{
|
||||
startStreamAfterRain = 0;
|
||||
StreamAfterRainTimer = 800;
|
||||
}
|
||||
}
|
||||
|
||||
if (Wind > 1.1f)
|
||||
AddSplashesDuringHurricane();
|
||||
|
||||
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);
|
||||
int numDrops = 5.0f * Rain;
|
||||
int numSplashes = 2.0f * Rain;
|
||||
CVector pos, dir;
|
||||
for(int i = 0; i < numDrops; i++){
|
||||
pos.x = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_WIDTH);
|
||||
pos.y = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_HEIGHT/5);
|
||||
pos.z = 0.0f;
|
||||
dir.x = 0.0f;
|
||||
dir.y = CGeneral::GetRandomNumberInRange(30.0f, 40.0f);
|
||||
dir.z = 0.0f;
|
||||
CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, dir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.75f), 0, 0, (int)Rain&3, 0);
|
||||
|
||||
pos.x = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_WIDTH);
|
||||
pos.y = CGeneral::GetRandomNumberInRange((int)SCREEN_HEIGHT/5, (int)SCREEN_HEIGHT/2);
|
||||
pos.z = 0.0f;
|
||||
dir.x = 0.0f;
|
||||
dir.y = CGeneral::GetRandomNumberInRange(30.0f, 40.0f);
|
||||
dir.z = 0.0f;
|
||||
CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, dir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.75f), 0, 0, (int)Rain&3, 0);
|
||||
|
||||
pos.x = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_WIDTH);
|
||||
pos.y = 0.0f;
|
||||
pos.z = 0.0f;
|
||||
dir.x = 0.0f;
|
||||
dir.y = CGeneral::GetRandomNumberInRange(30.0f, 40.0f);
|
||||
dir.z = 0.0f;
|
||||
CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, dir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.75f), 0, 0, (int)Rain&3, 0);
|
||||
|
||||
float dist = CGeneral::GetRandomNumberInRange(0.0f, Max(10.0f*Rain, 40.0f)/2.0f);
|
||||
float angle;
|
||||
uint8 rnd = CGeneral::GetRandomNumber();
|
||||
if(rnd&1)
|
||||
angle = (CGeneral::GetRandomNumber()&0x7F)/128.0f * TWOPI;
|
||||
else
|
||||
angle = TheCamera.Orientation + (rnd-128)/160.0f;
|
||||
pos.x = TheCamera.GetPosition().x + dist*Sin(angle);
|
||||
pos.y = TheCamera.GetPosition().y + dist*Cos(angle);
|
||||
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);
|
||||
CEntity *ent;
|
||||
if(CWorld::ProcessVerticalLine(pos+CVector(0.0f, 0.0f, 40.0f), -40.0f, point, ent, true, false, false, false, true, false, nil)){
|
||||
pos.z = point.point.z;
|
||||
for(int j = 0; j < numSplashes+15; j++){
|
||||
CVector pos2 = pos;
|
||||
pos2.x += CGeneral::GetRandomNumberInRange(-15.0f, 15.0f);
|
||||
pos2.y += CGeneral::GetRandomNumberInRange(-15.0f, 15.0f);
|
||||
if(CGeneral::GetRandomNumber() & 1)
|
||||
CParticle::AddParticle(PARTICLE_RAIN_SPLASH, pos2, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour);
|
||||
else
|
||||
CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, pos2, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -470,11 +532,11 @@ void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale,
|
|||
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);
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
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;
|
||||
|
@ -493,9 +555,9 @@ void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale,
|
|||
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;
|
||||
RandomTex = 0.0f;
|
||||
RandomTexX = 0.0f;
|
||||
RandomTexY = 0.0f;
|
||||
}
|
||||
RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0.5f * u - RandomTex + RandomTexX);
|
||||
RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 0], -v * 0.5f + RandomTexY);
|
||||
|
@ -518,6 +580,8 @@ void CWeather::RenderRainStreaks(void)
|
|||
int base_intensity = (64.0f - CTimeCycle::GetFogReduction()) / 64.0f * int(255 * Rain);
|
||||
if (base_intensity == 0)
|
||||
return;
|
||||
if (TheCamera.m_CameraAverageSpeed > 1.75f)
|
||||
return;
|
||||
TempBufferIndicesStored = 0;
|
||||
TempBufferVerticesStored = 0;
|
||||
for (int i = 0; i < NUM_RAIN_STREAKS; i++) {
|
||||
|
@ -528,11 +592,11 @@ void CWeather::RenderRainStreaks(void)
|
|||
else{
|
||||
int intensity;
|
||||
if (secondsElapsed < STREAK_INTEROLATION_TIME)
|
||||
intensity = base_intensity * 0.5f * secondsElapsed / STREAK_INTEROLATION_TIME;
|
||||
intensity = base_intensity * 0.25f * secondsElapsed / STREAK_INTEROLATION_TIME;
|
||||
else if (secondsElapsed > (STREAK_LIFETIME - STREAK_INTEROLATION_TIME))
|
||||
intensity = (STREAK_LIFETIME - secondsElapsed) * 0.5f * base_intensity / STREAK_INTEROLATION_TIME;
|
||||
intensity = (STREAK_LIFETIME - secondsElapsed) * 0.25f * base_intensity / STREAK_INTEROLATION_TIME;
|
||||
else
|
||||
intensity = base_intensity * 0.5f;
|
||||
intensity = base_intensity * 0.25f;
|
||||
CVector dir = Streaks[i].direction;
|
||||
dir.Normalise();
|
||||
CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction;
|
||||
|
@ -546,7 +610,7 @@ void CWeather::RenderRainStreaks(void)
|
|||
}
|
||||
else if ((CGeneral::GetRandomNumber() & 0xF00) == 0){
|
||||
// 1/16 probability
|
||||
Streaks[i].direction = CVector(4.0f, 4.0f, -4.0f);
|
||||
Streaks[i].direction = CVector(0.0f, 0.0f, -12.0f);
|
||||
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::IsRunning()) {
|
||||
Streaks[i].position.x += 2.0f * FindPlayerSpeed().x * 60.0f;
|
||||
|
@ -554,8 +618,8 @@ void CWeather::RenderRainStreaks(void)
|
|||
}
|
||||
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].position.x += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.04f;
|
||||
Streaks[i].position.y += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.04f;
|
||||
Streaks[i].timer = CTimer::GetTimeInMilliseconds();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -27,6 +27,7 @@ public:
|
|||
static uint32 LightningFlashLastChange;
|
||||
static uint32 WhenToPlayLightningSound;
|
||||
static uint32 LightningDuration;
|
||||
static int32 StreamAfterRainTimer;
|
||||
|
||||
static float ExtraSunnyness;
|
||||
static float Foggyness;
|
||||
|
@ -49,6 +50,8 @@ public:
|
|||
static void ReleaseWeather();
|
||||
static void ForceWeather(int16);
|
||||
static void ForceWeatherNow(int16);
|
||||
static void AddSplashesDuringHurricane();
|
||||
static void AddStreamAfterRain();
|
||||
static void AddRain();
|
||||
static void AddHeatHaze();
|
||||
static void AddBeastie();
|
||||
|
|
Loading…
Reference in a new issue