#include "common.h" #include "Weather.h" #include "Camera.h" #include "Clock.h" #include "CutsceneMgr.h" #include "DMAudio.h" #include "General.h" #include "Pad.h" #include "Particle.h" #include "RenderBuffer.h" #include "Stats.h" #include "Shadows.h" #include "Timecycle.h" #include "Timer.h" #include "Vehicle.h" #include "World.h" #include "ZoneCull.h" int32 CWeather::SoundHandle = -1; int32 CWeather::WeatherTypeInList; int16 CWeather::OldWeatherType; int16 CWeather::NewWeatherType; int16 CWeather::ForcedWeatherType; bool CWeather::LightningFlash; bool CWeather::LightningBurst; uint32 CWeather::LightningStart; uint32 CWeather::LightningFlashLastChange; uint32 CWeather::WhenToPlayLightningSound; uint32 CWeather::LightningDuration; float CWeather::Foggyness; float CWeather::CloudCoverage; float CWeather::Wind; float CWeather::Rain; float CWeather::InterpolationValue; float CWeather::WetRoads; float CWeather::Rainbow; bool CWeather::bScriptsForceRain; bool CWeather::Stored_StateStored; float CWeather::Stored_InterpolationValue; int16 CWeather::Stored_OldWeatherType; int16 CWeather::Stored_NewWeatherType; float CWeather::Stored_Rain; tRainStreak Streaks[NUM_RAIN_STREAKS]; const int16 WeatherTypesList[] = { WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY, WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_RAINY, WEATHER_CLOUDY, }; const float Windyness[] = { 0.0f, // WEATHER_SUNNY 0.7f, // WEATHER_CLOUDY 1.0f, // WEATHER_RAINY 0.5f // WEATHER_FOGGY }; #define MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES (50) #define RAIN_CHANGE_SPEED (0.003f) #define DROPLETS_LEFT_OFFSET (10.0f) #define DROPLETS_RIGHT_OFFSET (10.0f) #define DROPLETS_TOP_OFFSET (10.0f) #define DROPLETS_BOTTOM_OFFSET (10.0f) #define STREAK_U (10.0f) #define STREAK_V (18.0f) #define LARGE_STREAK_COEFFICIENT (1.23f) #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; bScriptsForceRain = false; OldWeatherType = WEATHER_CLOUDY; Stored_StateStored = false; InterpolationValue = 0.0f; WhenToPlayLightningSound = 0; WeatherTypeInList = 0; ForcedWeatherType = WEATHER_RANDOM; SoundHandle = DMAudio.CreateEntity(AUDIOTYPE_WEATHER, (void*)1); if (SoundHandle >= 0) DMAudio.SetEntityStatus(SoundHandle, true); } void CWeather::Update(void) { float fNewInterpolation = CClock::GetMinutes() * 1.0f / 60; if (fNewInterpolation < InterpolationValue) { // new hour OldWeatherType = NewWeatherType; if (ForcedWeatherType >= 0) NewWeatherType = ForcedWeatherType; else { WeatherTypeInList = (WeatherTypeInList + 1) % ARRAY_SIZE(WeatherTypesList); NewWeatherType = WeatherTypesList[WeatherTypeInList]; #ifdef FIX_BUGS } if (NewWeatherType == WEATHER_RAINY) CStats::mmRain += CGeneral::GetRandomNumber() & 7; #else if (NewWeatherType == WEATHER_RAINY) CStats::mmRain += CGeneral::GetRandomNumber() & 7; } #endif } InterpolationValue = fNewInterpolation; if (CPad::GetPad(1)->GetRightShockJustDown()) { NewWeatherType = (NewWeatherType + 1) % WEATHER_TOTAL; OldWeatherType = NewWeatherType; } // Lightning if (NewWeatherType != WEATHER_RAINY || OldWeatherType != WEATHER_RAINY) { LightningFlash = false; LightningBurst = false; } else{ if (LightningBurst) { if ((CGeneral::GetRandomNumber() & 255) >= 32) { // 0.875 probability if (CTimer::GetTimeInMilliseconds() - LightningFlashLastChange > MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES) { bool bOldLightningFlash = LightningFlash; LightningFlash = CGeneral::GetRandomTrueFalse(); if (LightningFlash != bOldLightningFlash) LightningFlashLastChange = CTimer::GetTimeInMilliseconds(); } } else { // 0.125 probability LightningBurst = false; LightningDuration = Min(CTimer::GetFrameCounter() - LightningStart, 20); LightningFlash = false; WhenToPlayLightningSound = CTimer::GetTimeInMilliseconds() + 150 * (20 - LightningDuration); } } else { if (CGeneral::GetRandomNumber() >= 200) { // lower probability on PC due to randomness bug LightningFlash = false; } else { LightningBurst = true; LightningStart = CTimer::GetFrameCounter(); LightningFlashLastChange = CTimer::GetTimeInMilliseconds(); LightningFlash = true; } } } if (WhenToPlayLightningSound && CTimer::GetTimeInMilliseconds() > WhenToPlayLightningSound) { DMAudio.PlayOneShot(SoundHandle, SOUND_LIGHTNING, LightningDuration); CPad::GetPad(0)->StartShake(40 * LightningDuration + 100, 2 * LightningDuration + 80); WhenToPlayLightningSound = 0; } // Wet roads if (OldWeatherType == WEATHER_RAINY) { if (NewWeatherType == WEATHER_RAINY) WetRoads = 1.0f; else WetRoads = 1.0f - InterpolationValue; } else { if (NewWeatherType == WEATHER_RAINY) WetRoads = InterpolationValue; else WetRoads = 0.0f; } // Rain #ifndef VC_RAIN_NERF float fNewRain; if (NewWeatherType == WEATHER_RAINY) { // if raining for >1 hour, values: 0, 0.33, 0.66, 0.99, switching every ~16.5s fNewRain = ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.33f; if (OldWeatherType != WEATHER_RAINY) { if (InterpolationValue < 0.4f) // if rain has just started (<24 minutes), always 0.5 fNewRain = 0.5f; else // if rain is ongoing for >24 minutes, values: 0.25, 0.5, 0.75, 1.0, switching every ~16.5s fNewRain = 0.25f + ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.25f; } } else fNewRain = 0.0f; if (Rain != fNewRain) { // ok to use comparasion if (Rain < fNewRain) Rain = Min(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep()); else Rain = Max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep()); } #else float fNewRain; if (NewWeatherType == WEATHER_RAINY) { // if raining for >1 hour, values: 0, 0.33, switching every ~16.5s fNewRain = (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.33f; if (OldWeatherType != WEATHER_RAINY) { if (InterpolationValue < 0.4f) // if rain has just started (<24 minutes), always 0.5 fNewRain = 0.5f; else // if rain is ongoing for >24 minutes, values: 0.25, 0.5, switching every ~16.5s fNewRain = 0.25f + (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.25f; } fNewRain = Max(fNewRain, 0.5f); } else fNewRain = 0.0f; Rain = fNewRain; #endif // Clouds if (OldWeatherType != WEATHER_SUNNY) CloudCoverage = 1.0f - InterpolationValue; else CloudCoverage = 0.0f; if (NewWeatherType != WEATHER_SUNNY) CloudCoverage += InterpolationValue; // Fog if (OldWeatherType == WEATHER_FOGGY) Foggyness = 1.0f - InterpolationValue; else Foggyness = 0.0f; if (NewWeatherType == WEATHER_FOGGY) Foggyness += InterpolationValue; if (OldWeatherType == WEATHER_RAINY && NewWeatherType == WEATHER_SUNNY && InterpolationValue < 0.5f && CClock::GetHours() > 6 && CClock::GetHours() < 21) Rainbow = 1.0f - 4.0f * Abs(InterpolationValue - 0.25f) / 4.0f; else Rainbow = 0.0f; Wind = InterpolationValue * Windyness[NewWeatherType] + (1.0f - InterpolationValue) * Windyness[OldWeatherType]; AddRain(); } void CWeather::ForceWeather(int16 weather) { ForcedWeatherType = weather; } void CWeather::ForceWeatherNow(int16 weather) { OldWeatherType = weather; NewWeatherType = weather; ForcedWeatherType = weather; } void CWeather::ReleaseWeather() { ForcedWeatherType = -1; } void CWeather::AddRain() { if (CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) return; if (TheCamera.GetLookingLRBFirstPerson()) { CVehicle* pVehicle = FindPlayerVehicle(); if (pVehicle && pVehicle->CarHasRoof()) { CParticle::RemovePSystem(PARTICLE_RAINDROP_2D); return; } } if (Rain <= 0.1f) return; static RwRGBA colour; float screen_width = SCREEN_WIDTH; float screen_height = SCREEN_HEIGHT; int cur_frame = (int)(3 * Rain) & 3; int num_drops = (int)(2 * Rain) + 2; static int STATIC_RAIN_ANGLE = -45; static int count = 1500; static int add_angle = 1; if (--count == 0) { count = 1; if (add_angle) { STATIC_RAIN_ANGLE += 12; if (STATIC_RAIN_ANGLE > 45) { count = 1500; add_angle = !add_angle; } } else { STATIC_RAIN_ANGLE -= 12; if (STATIC_RAIN_ANGLE < -45) { count = 1500; add_angle = !add_angle; } } } float rain_angle = DEGTORAD(STATIC_RAIN_ANGLE + ((STATIC_RAIN_ANGLE < 0) ? 360 : 0)); float sin_angle = Sin(rain_angle); float cos_angle = Cos(rain_angle); float base_x = 0.0f * cos_angle - 1.0f * sin_angle; float base_y = 1.0f * cos_angle + 0.0f * sin_angle; CVector xpos(0.0f, 0.0f, 0.0f); for (int i = 0; i < 2 * num_drops; i++) { CVector dir; dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f); dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f); dir.z = 0; CParticle::AddParticle(PARTICLE_RAINDROP_2D, xpos, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f), colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame); xpos.x += screen_width / (2 * num_drops); xpos.x += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f); } CVector ypos(0.0f, 0.0f, 0.0f); for (int i = 0; i < num_drops; i++) { CVector dir; dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f); dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f); dir.z = 0; CParticle::AddParticle(PARTICLE_RAINDROP_2D, ypos, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f), colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame); ypos.y += screen_width / num_drops; ypos.y += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f); } CVector ypos2(0.0f, 0.0f, 0.0f); for (int i = 0; i < num_drops; i++) { CVector dir; dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f); dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f); dir.z = 0; CParticle::AddParticle(PARTICLE_RAINDROP_2D, ypos2, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f), colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame); ypos2.y += screen_width / num_drops; ypos2.y += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f); } for (int i = 0; i < num_drops; i++) { CVector pos; pos.x = CGeneral::GetRandomNumberInRange(DROPLETS_LEFT_OFFSET, screen_width - DROPLETS_RIGHT_OFFSET); pos.y = CGeneral::GetRandomNumberInRange(DROPLETS_TOP_OFFSET, screen_height - DROPLETS_TOP_OFFSET); pos.z = 0.0f; CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, CVector(0.0f, 0.0f, 0.0f), nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f), colour, CGeneral::GetRandomNumberInRange(-10, 10), 360 - rain_angle + CGeneral::GetRandomNumberInRange(-30, 30), cur_frame, 50); } int num_splash_attempts = (int)(3 * Rain) + 1; int num_splashes = (int)(3 * Rain) + 4; CVector splash_points[4]; splash_points[0] = CVector(-RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) * RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude(); splash_points[1] = CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) * RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude(); splash_points[2] = 4.0f * CVector(-RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) * RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude(); splash_points[3] = 4.0f * CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) * RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude(); RwV3dTransformPoints(splash_points, splash_points, 4, RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera))); CVector fp = (splash_points[0] + splash_points[1] + splash_points[2] + splash_points[3]) / 4; for (int i = 0; i < num_splash_attempts; i++) { CColPoint point; CEntity* entity; 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(-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); } } } void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale, float distance) { static float RandomTex; static float RandomTexX; static float RandomTexY; TempBufferRenderIndexList[TempBufferIndicesStored + 0] = TempBufferVerticesStored + 0; TempBufferRenderIndexList[TempBufferIndicesStored + 1] = TempBufferVerticesStored + 2; TempBufferRenderIndexList[TempBufferIndicesStored + 2] = TempBufferVerticesStored + 1; TempBufferRenderIndexList[TempBufferIndicesStored + 3] = TempBufferVerticesStored + 0; TempBufferRenderIndexList[TempBufferIndicesStored + 4] = TempBufferVerticesStored + 3; TempBufferRenderIndexList[TempBufferIndicesStored + 5] = TempBufferVerticesStored + 2; TempBufferRenderIndexList[TempBufferIndicesStored + 6] = TempBufferVerticesStored + 1; TempBufferRenderIndexList[TempBufferIndicesStored + 7] = TempBufferVerticesStored + 2; TempBufferRenderIndexList[TempBufferIndicesStored + 8] = TempBufferVerticesStored + 4; TempBufferRenderIndexList[TempBufferIndicesStored + 9] = TempBufferVerticesStored + 2; TempBufferRenderIndexList[TempBufferIndicesStored + 10] = TempBufferVerticesStored + 3; TempBufferRenderIndexList[TempBufferIndicesStored + 11] = TempBufferVerticesStored + 4; RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0, 0, 0, 0); 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.GetRight().z); 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.GetRight().z); RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0, 0, 0, 0); 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); float u = STREAK_U; float v = STREAK_V; if (scale) { u *= LARGE_STREAK_COEFFICIENT; v *= LARGE_STREAK_COEFFICIENT; } float distance_coefficient; if (distance < STREAK_MIN_DISTANCE) distance_coefficient = 1.0f; else if (distance > STREAK_MAX_DISTANCE) distance_coefficient = 0.5f; else distance_coefficient = 1.0f - 0.5f * (distance - STREAK_MIN_DISTANCE) / (STREAK_MAX_DISTANCE - STREAK_MIN_DISTANCE); u *= distance_coefficient; v *= distance_coefficient; if (!CTimer::GetIsPaused()) { RandomTex = ((CGeneral::GetRandomNumber() & 255) - 128) * 0.01f; RandomTexX = (CGeneral::GetRandomNumber() & 127) * 0.01f; RandomTexY = (CGeneral::GetRandomNumber() & 127) * 0.01f; } RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0.5f * u - RandomTex + RandomTexX); RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 0], -v * 0.5f + RandomTexY); RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexX); RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexY); RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 2], 0.5f * u + RandomTexX); RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RandomTexY); RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 3], u + RandomTexX); RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 3], RandomTexY); RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0.5f * u + RandomTex + RandomTexX); RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 5], 0.5f * v + RandomTexY); TempBufferIndicesStored += 12; TempBufferVerticesStored += 5; } void CWeather::RenderRainStreaks(void) { if (CTimer::GetIsCodePaused()) return; int base_intensity = (64.0f - CTimeCycle::GetFogReduction()) / 64.0f * int(255 * Rain); if (base_intensity == 0) return; TempBufferIndicesStored = 0; TempBufferVerticesStored = 0; for (int i = 0; i < NUM_RAIN_STREAKS; i++) { if (Streaks[i].timer) { float secondsElapsed = (CTimer::GetTimeInMilliseconds() - Streaks[i].timer) / 1024.0f; if (secondsElapsed > STREAK_LIFETIME) Streaks[i].timer = 0; else{ int intensity; if (secondsElapsed < STREAK_INTEROLATION_TIME) intensity = base_intensity * 0.5f * secondsElapsed / STREAK_INTEROLATION_TIME; else if (secondsElapsed > (STREAK_LIFETIME - STREAK_INTEROLATION_TIME)) intensity = (STREAK_LIFETIME - secondsElapsed) * 0.5f * base_intensity / STREAK_INTEROLATION_TIME; else intensity = base_intensity * 0.5f; CVector dir = Streaks[i].direction; dir.Normalise(); CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction; RenderOneRainStreak(pos, dir, intensity, false, (pos - TheCamera.GetPosition()).Magnitude()); #ifndef FIX_BUGS // remove useless code if (secondsElapsed > 1.0f && secondsElapsed < STREAK_LIFETIME - 1.0f) { CGeneral::GetRandomNumber(), CGeneral::GetRandomNumber(); } #endif } } else if ((CGeneral::GetRandomNumber() & 0xF00) == 0){ // 1/16 probability Streaks[i].direction = CVector(4.0f, 4.0f, -4.0f); Streaks[i].position = 6.0f * TheCamera.GetForward() + TheCamera.GetPosition() + CVector(-1.8f * Streaks[i].direction.x, -1.8f * Streaks[i].direction.y, 8.0f); if (!CCutsceneMgr::IsRunning()) { Streaks[i].position.x += 2.0f * FindPlayerSpeed().x * 60.0f; Streaks[i].position.y += 2.0f * FindPlayerSpeed().y * 60.0f; } else Streaks[i].position += (TheCamera.GetPosition() - TheCamera.m_RealPreviousCameraPosition) * 20.0f; Streaks[i].position.x += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.08f; Streaks[i].position.y += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.08f; Streaks[i].timer = CTimer::GetTimeInMilliseconds(); } } if (TempBufferIndicesStored){ 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(gpRainDropTex[3])); if (RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, 1)) { 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 CWeather::StoreWeatherState() { Stored_StateStored = true; Stored_InterpolationValue = InterpolationValue; Stored_Rain = Rain; Stored_NewWeatherType = NewWeatherType; Stored_OldWeatherType = OldWeatherType; } void CWeather::RestoreWeatherState() { #ifdef FIX_BUGS // it's not used anyway though Stored_StateStored = false; #endif InterpolationValue = Stored_InterpolationValue; Rain = Stored_Rain; NewWeatherType = Stored_NewWeatherType; OldWeatherType = Stored_OldWeatherType; }