diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp index 0970b94b..34caf1bd 100644 --- a/src/render/Weather.cpp +++ b/src/render/Weather.cpp @@ -91,9 +91,17 @@ const float Windiness[] = { #define STREAK_MIN_DISTANCE (8.0f) #define STREAK_MAX_DISTANCE (16.0f) +#define SPLASH_CHECK_RADIUS (7.0f) +#define SPLASH_OFFSET_RADIUS (2.0f) + #define STREAK_LIFETIME (4.0f) #define STREAK_INTEROLATION_TIME (0.3f) +#define RAIN_COLOUR_R (200) +#define RAIN_COLOUR_G (200) +#define RAIN_COLOUR_B (256) +#define RAIN_ALPHA (255) + void CWeather::Init(void) { NewWeatherType = WEATHER_SUNNY; @@ -356,11 +364,14 @@ void CWeather::AddRain() for (int i = 0; i < num_splash_attempts; i++) { CColPoint point; CEntity* entity; - CVector np = fp + CVector(CGeneral::GetRandomNumberInRange(-7.0f, 7.0f), CGeneral::GetRandomNumberInRange(-7.0f, 7.0f), 0.0f); + 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(-2.0f, 2.0f), np.y + CGeneral::GetRandomNumberInRange(-2.0f, 2.0f), point.point.z + 0.1f), + 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); } } @@ -387,7 +398,7 @@ void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale, 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); - RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 2], 200 * intensity / 256, 200 * intensity / 256, intensity, 255); + 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); @@ -443,16 +454,12 @@ void CWeather::RenderRainStreaks(void) Streaks[i].timer = 0; else{ int intensity; - if (secondsElapsed < STREAK_INTEROLATION_TIME) { + if (secondsElapsed < STREAK_INTEROLATION_TIME) intensity = base_intensity * 0.5f * secondsElapsed / STREAK_INTEROLATION_TIME; - } - else if (secondsElapsed > (STREAK_LIFETIME - STREAK_INTEROLATION_TIME)) { + else if (secondsElapsed > (STREAK_LIFETIME - STREAK_INTEROLATION_TIME)) intensity = (STREAK_LIFETIME - secondsElapsed) * 0.5f * base_intensity / STREAK_INTEROLATION_TIME; - } - else { + else intensity = base_intensity * 0.5f; - } - debug("intensity: %d\n", intensity); CVector dir = Streaks[i].direction; dir.Normalise(); CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction;