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weather fixes
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ac5af18891
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@ -209,8 +209,8 @@ enum Config {
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#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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//#define USE_TEXTURE_POOL
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#define CUTSCENE_BORDERS_SWITCH
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//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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#define MULTISAMPLING // adds MSAA option
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#ifdef LIBRW
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@ -69,7 +69,7 @@ const int16 WeatherTypesList[] = {
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_RAINY, WEATHER_CLOUDY,
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};
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const float Windiness[] = {
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const float Windyness[] = {
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0.0f, // WEATHER_SUNNY
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0.7f, // WEATHER_CLOUDY
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1.0f, // WEATHER_RAINY
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@ -243,7 +243,7 @@ void CWeather::Update(void)
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Rainbow = 1.0f - 4.0f * Abs(InterpolationValue - 0.25f) / 4.0f;
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else
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Rainbow = 0.0f;
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Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType];
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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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@ -278,8 +278,8 @@ void CWeather::AddRain()
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if (Rain <= 0.1f)
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return;
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static RwRGBA colour;
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float screen_width = RsGlobal.width;
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float screen_height = RsGlobal.height;
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float screen_width = SCREEN_WIDTH;
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float screen_height = SCREEN_HEIGHT;
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int cur_frame = (int)(3 * Rain) & 3;
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int num_drops = (int)(2 * Rain) + 2;
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static int STATIC_RAIN_ANGLE = -45;
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@ -397,11 +397,11 @@ void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale,
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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.GetUp().z);
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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);
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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.GetUp().z);
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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);
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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;
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