mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-13 00:49:15 +00:00
coronas done
This commit is contained in:
parent
dbaeaa45cf
commit
b02c7cdc44
|
@ -852,7 +852,7 @@ RenderScene(void)
|
|||
CRenderer::RenderFadingInEntities();
|
||||
RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
|
||||
CWeather::RenderRainStreaks();
|
||||
// CCoronas::RenderSunReflection
|
||||
CCoronas::RenderSunReflection();
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -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(),
|
||||
|
|
|
@ -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);
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue