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final fixes

This commit is contained in:
Nikolay Korolev 2020-04-08 21:18:19 +03:00
parent 3e1062392e
commit cf36e09d39

View file

@ -91,9 +91,17 @@ const float Windiness[] = {
#define STREAK_MIN_DISTANCE (8.0f) #define STREAK_MIN_DISTANCE (8.0f)
#define STREAK_MAX_DISTANCE (16.0f) #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_LIFETIME (4.0f)
#define STREAK_INTEROLATION_TIME (0.3f) #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) void CWeather::Init(void)
{ {
NewWeatherType = WEATHER_SUNNY; NewWeatherType = WEATHER_SUNNY;
@ -356,11 +364,14 @@ void CWeather::AddRain()
for (int i = 0; i < num_splash_attempts; i++) { for (int i = 0; i < num_splash_attempts; i++) {
CColPoint point; CColPoint point;
CEntity* entity; 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)) { 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++) for (int j = 0; j < num_splashes; j++)
CParticle::AddParticle((CGeneral::GetRandomTrueFalse() ? PARTICLE_RAIN_SPLASH : PARTICLE_RAIN_SPLASHUP), 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); 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); 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); 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.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); RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 2], pos.x, pos.y, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 3], 0, 0, 0, 0); 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.GetUp().z);
@ -443,16 +454,12 @@ void CWeather::RenderRainStreaks(void)
Streaks[i].timer = 0; Streaks[i].timer = 0;
else{ else{
int intensity; int intensity;
if (secondsElapsed < STREAK_INTEROLATION_TIME) { if (secondsElapsed < STREAK_INTEROLATION_TIME)
intensity = base_intensity * 0.5f * 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; intensity = (STREAK_LIFETIME - secondsElapsed) * 0.5f * base_intensity / STREAK_INTEROLATION_TIME;
} else
else {
intensity = base_intensity * 0.5f; intensity = base_intensity * 0.5f;
}
debug("intensity: %d\n", intensity);
CVector dir = Streaks[i].direction; CVector dir = Streaks[i].direction;
dir.Normalise(); dir.Normalise();
CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction; CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction;