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coronas done

This commit is contained in:
aap 2020-08-09 13:17:48 +02:00
parent dbaeaa45cf
commit b02c7cdc44
3 changed files with 177 additions and 39 deletions

View file

@ -852,7 +852,7 @@ RenderScene(void)
CRenderer::RenderFadingInEntities();
RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
CWeather::RenderRainStreaks();
// CCoronas::RenderSunReflection
CCoronas::RenderSunReflection();
}
void

View file

@ -2,6 +2,7 @@
#include "main.h"
#include "General.h"
#include "RenderBuffer.h"
#include "TxdStore.h"
#include "Camera.h"
#include "Sprite.h"
@ -12,6 +13,8 @@
#include "Timecycle.h"
#include "Coronas.h"
//--MIAMI: file done
struct FlareDef
{
float position;
@ -130,13 +133,21 @@ void
CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha,
const CVector &coors, float size, float drawDist, RwTexture *tex,
int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle,
bool longDist, float nearDist)
bool useNearDist, float nearDist)
{
int i;
if(sq(drawDist) < (TheCamera.GetPosition() - coors).MagnitudeSqr2D())
return;
if(useNearDist){
float dist = (TheCamera.GetPosition() - coors).Magnitude();
if(dist < 35.0f)
return;
if(dist < 50.0f)
alpha *= (dist - 35.0f)/(50.0f - 35.0f);
}
for(i = 0; i < NUMCORONAS; i++)
if(aCoronas[i].id == id)
break;
@ -189,17 +200,19 @@ CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 al
aCoronas[i].reflection = reflection;
aCoronas[i].LOScheck = LOScheck;
aCoronas[i].drawStreak = drawStreak;
aCoronas[i].useNearDist = useNearDist;
aCoronas[i].nearDist = nearDist;
}
void
CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha,
const CVector &coors, float size, float drawDist, uint8 type,
int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle,
bool longDist, float nearDist)
bool useNearDist, float nearDist)
{
RegisterCorona(id, red, green, blue, alpha, coors, size, drawDist,
gpCoronaTexture[type], flareType, reflection, LOScheck, drawStreak, someAngle,
longDist, nearDist);
useNearDist, nearDist);
}
void
@ -258,7 +271,10 @@ CCoronas::Render(void)
CVector spriteCoors;
float spritew, spriteh;
if(CSprite::CalcScreenCoors(aCoronas[i].coors, spriteCoors, &spritew, &spriteh, true)){
if(!CSprite::CalcScreenCoors(aCoronas[i].coors, spriteCoors, &spritew, &spriteh, true)){
aCoronas[i].offScreen = true;
aCoronas[i].sightClear = false;
}else{
aCoronas[i].offScreen = false;
if(spriteCoors.x < 0.0f || spriteCoors.y < 0.0f ||
@ -292,10 +308,7 @@ CCoronas::Render(void)
}
if(aCoronas[i].fadeAlpha == 0)
continue;
if(spriteCoors.z < aCoronas[i].drawDist){
if(aCoronas[i].fadeAlpha && spriteCoors.z < aCoronas[i].drawDist){
float recipz = 1.0f/spriteCoors.z;
float fadeDistance = aCoronas[i].drawDist / 2.0f;
float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
@ -312,7 +325,7 @@ CCoronas::Render(void)
if(CCoronas::aCoronas[i].id == SUN_CORE)
spriteCoors.z = 0.95f * RwCameraGetFarClipPlane(Scene.camera);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aCoronas[i].texture));
spriteCoors.z -= 1.5f;
spriteCoors.z -= aCoronas[i].nearDist;
if(aCoronas[i].texture == gpCoronaTexture[8]){
// what's this?
@ -370,14 +383,11 @@ CCoronas::Render(void)
recipz, 255);
}
}
}else{
aCoronas[i].offScreen = true;
aCoronas[i].sightClear = false;
}
}
}
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
@ -393,23 +403,24 @@ CCoronas::Render(void)
if(!aCoronas[i].hasValue[j] || !aCoronas[i].hasValue[j+1])
continue;
int mod1 = (float)(6 - j) / 6 * 128;
int mod2 = (float)(6 - (j+1)) / 6 * 128;
int alpha1 = (float)(6 - j) / 6 * 128;
int alpha2 = (float)(6 - (j+1)) / 6 * 128;
RwIm2DVertexSetScreenX(&vertexbufferX[0], aCoronas[i].prevX[j]);
RwIm2DVertexSetScreenY(&vertexbufferX[0], aCoronas[i].prevY[j]);
RwIm2DVertexSetIntRGBA(&vertexbufferX[0], aCoronas[i].prevRed[j] * mod1 / 256, aCoronas[i].prevGreen[j] * mod1 / 256, aCoronas[i].prevBlue[j] * mod1 / 256, 255);
RwIm2DVertexSetIntRGBA(&vertexbufferX[0], aCoronas[i].prevRed[j] * alpha1 / 256, aCoronas[i].prevGreen[j] * alpha1 / 256, aCoronas[i].prevBlue[j] * alpha1 / 256, 255);
RwIm2DVertexSetScreenX(&vertexbufferX[1], aCoronas[i].prevX[j+1]);
RwIm2DVertexSetScreenY(&vertexbufferX[1], aCoronas[i].prevY[j+1]);
RwIm2DVertexSetIntRGBA(&vertexbufferX[1], aCoronas[i].prevRed[j+1] * mod2 / 256, aCoronas[i].prevGreen[j+1] * mod2 / 256, aCoronas[i].prevBlue[j+1] * mod2 / 256, 255);
RwIm2DVertexSetIntRGBA(&vertexbufferX[1], aCoronas[i].prevRed[j+1] * alpha2 / 256, aCoronas[i].prevGreen[j+1] * alpha2 / 256, aCoronas[i].prevBlue[j+1] * alpha2 / 256, 255);
// BUG: game doesn't do this
#ifdef FIX_BUGS
RwIm2DVertexSetScreenZ(&vertexbufferX[0], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&vertexbufferX[0], RwCameraGetNearClipPlane(Scene.camera));
RwIm2DVertexSetRecipCameraZ(&vertexbufferX[0], 1.0f/RwCameraGetNearClipPlane(Scene.camera));
RwIm2DVertexSetScreenZ(&vertexbufferX[1], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&vertexbufferX[1], RwCameraGetNearClipPlane(Scene.camera));
RwIm2DVertexSetRecipCameraZ(&vertexbufferX[1], 1.0f/RwCameraGetNearClipPlane(Scene.camera));
#endif
RwIm2DRenderLine(vertexbufferX, 2, 0, 1);
}
@ -428,6 +439,8 @@ CCoronas::RenderReflections(void)
CEntity *entity;
if(CWeather::WetRoads > 0.0f){
CSprite::InitSpriteBuffer();
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
@ -438,7 +451,8 @@ CCoronas::RenderReflections(void)
for(i = 0; i < NUMCORONAS; i++){
if(aCoronas[i].id == 0 ||
aCoronas[i].fadeAlpha == 0 && aCoronas[i].alpha == 0)
aCoronas[i].fadeAlpha == 0 && aCoronas[i].alpha == 0 ||
aCoronas[i].reflection == 0)
continue;
// check if we want a reflection on this corona
@ -453,11 +467,8 @@ CCoronas::RenderReflections(void)
}
}
if(!aCoronas[i].renderReflection)
continue;
// Don't draw if reflection is too high
if(aCoronas[i].heightAboveRoad < 20.0f){
if(aCoronas[i].renderReflection && aCoronas[i].heightAboveRoad < 20.0f){
// don't draw if camera is below road
if(CCoronas::aCoronas[i].coors.z - aCoronas[i].heightAboveRoad > TheCamera.GetPosition().z)
continue;
@ -469,13 +480,14 @@ CCoronas::RenderReflections(void)
float spritew, spriteh;
if(CSprite::CalcScreenCoors(coors, spriteCoors, &spritew, &spriteh, true)){
float drawDist = 0.75f * aCoronas[i].drawDist;
drawDist = Min(drawDist, 50.0f);
drawDist = Min(drawDist, 55.0f);
if(spriteCoors.z < drawDist){
float fadeDistance = drawDist / 2.0f;
float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
distanceFade = clamp(distanceFade, 0.0f, 1.0f);
float recipz = 1.0f/RwCameraGetNearClipPlane(Scene.camera);
int intensity = (20.0f - aCoronas[i].heightAboveRoad) * 230.0 * distanceFade*CWeather::WetRoads * 0.05f;
float heightFade = (20.0f - aCoronas[i].heightAboveRoad)/20.0f;
int intensity = distanceFade*heightFade * 230.0 * CWeather::WetRoads;
CSprite::RenderBufferedOneXLUSprite(
spriteCoors.x, spriteCoors.y, RwIm2DGetNearScreenZ(),
@ -504,6 +516,130 @@ CCoronas::RenderReflections(void)
}
}
void
CCoronas::RenderSunReflection(void)
{
float sunZDir = CTimeCycle::GetSunDirection().z;
if(sunZDir > -0.05f){
float intensity = (0.3f - Abs(sunZDir - 0.25f))/0.3f *
(1.0f - CWeather::CloudCoverage) *
(1.0f - CWeather::Foggyness) *
(1.0f - CWeather::Wind);
if(intensity > 0.0f){
int r = (CTimeCycle::GetSunCoreRed() + CTimeCycle::GetSunCoronaRed())*intensity*0.25f;
int g = (CTimeCycle::GetSunCoreGreen() + CTimeCycle::GetSunCoronaGreen())*intensity*0.25f;
int b = (CTimeCycle::GetSunCoreBlue() + CTimeCycle::GetSunCoronaBlue())*intensity*0.25f;
CVector sunPos = 40.0f*CTimeCycle::GetSunDirection() + TheCamera.GetPosition();
sunPos.z = 0.5f*CWeather::Wind + 6.1f;
CVector sunDir = CTimeCycle::GetSunDirection();
sunDir.z = 0.0;
sunDir.Normalise();
TempBufferIndicesStored = 6;
TempBufferRenderIndexList[0] = 2;
TempBufferRenderIndexList[1] = 1;
TempBufferRenderIndexList[2] = 0;
TempBufferRenderIndexList[3] = 2;
TempBufferRenderIndexList[4] = 3;
TempBufferRenderIndexList[5] = 1;
// 60 unit square in sun direction
TempBufferVerticesStored = 4;
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[0], r, g, b, 255);
RwIm3DVertexSetPos(&TempBufferRenderVertices[0],
sunPos.x + 30.0f*sunDir.y,
sunPos.y - 30.0f*sunDir.x,
sunPos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[1], r, g, b, 255);
RwIm3DVertexSetPos(&TempBufferRenderVertices[1],
sunPos.x - 30.0f*sunDir.y,
sunPos.y + 30.0f*sunDir.x,
sunPos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[2], r, g, b, 255);
RwIm3DVertexSetPos(&TempBufferRenderVertices[2],
sunPos.x + 60.0f*sunDir.x + 30.0f*sunDir.y,
sunPos.y + 60.0f*sunDir.y - 30.0f*sunDir.x,
sunPos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[3], r, g, b, 255);
RwIm3DVertexSetPos(&TempBufferRenderVertices[3],
sunPos.x + 60.0f*sunDir.x - 30.0f*sunDir.y,
sunPos.y + 60.0f*sunDir.y + 30.0f*sunDir.x,
sunPos.z);
RwIm3DVertexSetU(&TempBufferRenderVertices[0], 0.0f);
RwIm3DVertexSetV(&TempBufferRenderVertices[0], 1.0f);
RwIm3DVertexSetU(&TempBufferRenderVertices[1], 1.0f);
RwIm3DVertexSetV(&TempBufferRenderVertices[1], 1.0f);
RwIm3DVertexSetU(&TempBufferRenderVertices[2], 0.0f);
RwIm3DVertexSetV(&TempBufferRenderVertices[2], 0.5f);
RwIm3DVertexSetU(&TempBufferRenderVertices[3], 1.0f);
RwIm3DVertexSetV(&TempBufferRenderVertices[3], 0.5f);
int timeInc = 0;
int sideInc = 0;
int fwdInc = 0;
for(int i = 0; i < 20; i++){
TempBufferRenderIndexList[TempBufferIndicesStored + 0] = TempBufferVerticesStored;
TempBufferRenderIndexList[TempBufferIndicesStored + 1] = TempBufferVerticesStored-1;
TempBufferRenderIndexList[TempBufferIndicesStored + 2] = TempBufferVerticesStored-2;
TempBufferRenderIndexList[TempBufferIndicesStored + 3] = TempBufferVerticesStored;
TempBufferRenderIndexList[TempBufferIndicesStored + 4] = TempBufferVerticesStored+1;
TempBufferRenderIndexList[TempBufferIndicesStored + 5] = TempBufferVerticesStored-1;
TempBufferIndicesStored += 6;
// What a weird way to do it...
float fwdLen = fwdInc/20 + 60;
float sideLen = sideInc/20 + 30;
sideLen += 10.0f*Sin((float)(CTimer::GetTimeInMilliseconds()+timeInc & 0x7FF)/0x800*TWOPI);
timeInc += 900;
sideInc += 970;
fwdInc += 1440;
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored+0], r, g, b, 255);
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored+0],
sunPos.x + fwdLen*sunDir.x + sideLen*sunDir.y,
sunPos.y + fwdLen*sunDir.y - sideLen*sunDir.x,
sunPos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored+1], r, g, b, 255);
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored+1],
sunPos.x + fwdLen*sunDir.x - sideLen*sunDir.x,
sunPos.y + fwdLen*sunDir.y + sideLen*sunDir.y,
sunPos.z);
RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored+0], 0.0f);
RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored+0], 0.5f);
RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored+1], 1.0f);
RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored+1], 0.5f);
TempBufferVerticesStored += 2;
}
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(gpCoronaTexture[4]));
if(RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){
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
CCoronas::DoSunAndMoon(void)
{
@ -520,7 +656,7 @@ CCoronas::DoSunAndMoon(void)
255, sunCoors, size,
999999.88f, TYPE_STAR, FLARE_NONE, REFLECTION_OFF, LOSCHECK_OFF, STREAK_OFF, 0.0f);
if(CTimeCycle::GetSunDirection().z > 0.0f)
if(CTimeCycle::GetSunDirection().z > 0.0f && !CGame::IsInInterior())
RegisterCorona(SUN_CORONA,
CTimeCycle::GetSunCoronaRed(), CTimeCycle::GetSunCoronaGreen(), CTimeCycle::GetSunCoronaBlue(),
255, sunCoors, 25.0f * CTimeCycle::GetSunSize(),

View file

@ -4,19 +4,21 @@ extern RwTexture *gpCoronaTexture[9];
struct CRegisteredCorona
{
CVector coors;
uint32 id;
uint32 lastLOScheck;
RwTexture *texture;
float size;
float someAngle;
float drawDist;
float nearDist;
float heightAboveRoad;
uint8 red;
uint8 green;
uint8 blue;
uint8 alpha; // alpha when fully visible
uint8 fadeAlpha; // actual value used for rendering, faded
CVector coors;
float size;
float someAngle;
bool registeredThisFrame;
float drawDist;
int8 flareType;
int8 reflection;
@ -25,12 +27,11 @@ struct CRegisteredCorona
uint8 firstUpdate : 1;
uint8 drawStreak : 1;
uint8 sightClear : 1;
uint8 useNearDist : 1;
uint8 renderReflection : 1;
bool renderReflection;
float heightAboveRoad;
float prevX[6];
float prevY[6];
int16 prevX[6];
int16 prevY[6];
uint8 prevRed[6];
uint8 prevGreen[6];
uint8 prevBlue[6];
@ -39,7 +40,7 @@ struct CRegisteredCorona
void Update(void);
};
VALIDATE_SIZE(CRegisteredCorona, 0x80);
VALIDATE_SIZE(CRegisteredCorona, 0x68);
class CCoronas
{
@ -91,13 +92,14 @@ public:
static void RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha,
const CVector &coors, float size, float drawDist, RwTexture *tex,
int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle,
bool longDist = false, float nearClip = 1.5f);
bool useNearDist = false, float nearDist = 1.5f);
static void RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha,
const CVector &coors, float size, float drawDist, uint8 type,
int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle,
bool longDist = false, float nearClip = 1.5f);
bool useNearDist = false, float nearDist = 1.5f);
static void UpdateCoronaCoors(uint32 id, const CVector &coors, float drawDist, float someAngle);
static void Render(void);
static void RenderReflections(void);
static void RenderSunReflection(void);
static void DoSunAndMoon(void);
};