#include "common.h" #include "Sprite.h" #include "Sprite2d.h" #include "General.h" #include "Coronas.h" #include "Camera.h" #include "TxdStore.h" #include "Weather.h" #include "Clock.h" #include "Timer.h" #include "Timecycle.h" #include "Renderer.h" #include "Clouds.h" #define SMALLSTRIPHEIGHT 4.0f #define HORIZSTRIPHEIGHT 48.0f RwTexture *gpCloudTex[5]; float CClouds::CloudRotation; uint32 CClouds::IndividualRotation; float CClouds::ms_cameraRoll; float CClouds::ms_horizonZ; CRGBA CClouds::ms_colourTop; CRGBA CClouds::ms_colourBottom; void CClouds::Init(void) { CTxdStore::PushCurrentTxd(); CTxdStore::SetCurrentTxd(CTxdStore::FindTxdSlot("particle")); gpCloudTex[0] = RwTextureRead("cloud1", nil); gpCloudTex[1] = RwTextureRead("cloud2", nil); gpCloudTex[2] = RwTextureRead("cloud3", nil); gpCloudTex[3] = RwTextureRead("cloudhilit", nil); gpCloudTex[4] = RwTextureRead("cloudmasked", nil); CTxdStore::PopCurrentTxd(); CloudRotation = 0.0f; } void CClouds::Shutdown(void) { RwTextureDestroy(gpCloudTex[0]); #if GTA_VERSION >= GTA3_PC_11 gpCloudTex[0] = nil; #endif RwTextureDestroy(gpCloudTex[1]); #if GTA_VERSION >= GTA3_PC_11 gpCloudTex[1] = nil; #endif RwTextureDestroy(gpCloudTex[2]); #if GTA_VERSION >= GTA3_PC_11 gpCloudTex[2] = nil; #endif RwTextureDestroy(gpCloudTex[3]); #if GTA_VERSION >= GTA3_PC_11 gpCloudTex[3] = nil; #endif RwTextureDestroy(gpCloudTex[4]); #if GTA_VERSION >= GTA3_PC_11 gpCloudTex[4] = nil; #endif } void CClouds::Update(void) { float s = Sin(TheCamera.Orientation - 0.85f); #ifdef FIX_BUGS CloudRotation += CWeather::Wind*s*0.0025f*CTimer::GetTimeStepFix(); IndividualRotation += (CWeather::Wind*CTimer::GetTimeStep() + 0.3f*CTimer::GetTimeStepFix()) * 60.0f; #else CloudRotation += CWeather::Wind*s*0.0025f; IndividualRotation += (CWeather::Wind*CTimer::GetTimeStep() + 0.3f) * 60.0f; #endif } float StarCoorsX[9] = { 0.0f, 0.05f, 0.12f, 0.5f, 0.8f, 0.6f, 0.27f, 0.55f, 0.75f }; float StarCoorsY[9] = { 0.0f, 0.45f, 0.9f, 1.0f, 0.85f, 0.52f, 0.48f, 0.35f, 0.2f }; float StarSizes[9] = { 1.0f, 1.4f, 0.9f, 1.0f, 0.6f, 1.5f, 1.3f, 1.0f, 0.8f }; float LowCloudsX[12] = { 1.0f, 0.7f, 0.0f, -0.7f, -1.0f, -0.7f, 0.0f, 0.7f, 0.8f, -0.8f, 0.4f, -0.4f }; float LowCloudsY[12] = { 0.0f, -0.7f, -1.0f, -0.7f, 0.0f, 0.7f, 1.0f, 0.7f, 0.4f, 0.4f, -0.8f, -0.8f }; float LowCloudsZ[12] = { 0.0f, 1.0f, 0.5f, 0.0f, 1.0f, 0.3f, 0.9f, 0.4f, 1.3f, 1.4f, 1.2f, 1.7f }; float CoorsOffsetX[37] = { 0.0f, 60.0f, 72.0f, 48.0f, 21.0f, 12.0f, 9.0f, -3.0f, -8.4f, -18.0f, -15.0f, -36.0f, -40.0f, -48.0f, -60.0f, -24.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, -30.0f, -20.0f, 10.0f, 30.0f, 0.0f, -100.0f, -100.0f, -100.0f, -100.0f, -100.0f, -100.0f }; float CoorsOffsetY[37] = { 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f, -30.0f, 10.0f, -25.0f, -5.0f, 28.0f, -10.0f, 10.0f, 0.0f, 15.0f, 40.0f, -100.0f, -100.0f, -100.0f, -100.0f, -100.0f, -40.0f, -20.0f, 0.0f, 10.0f, 30.0f, 35.0f }; float CoorsOffsetZ[37] = { 2.0f, 1.0f, 0.0f, 0.3f, 0.7f, 1.4f, 1.7f, 0.24f, 0.7f, 1.3f, 1.6f, 1.0f, 1.2f, 0.3f, 0.7f, 1.4f, 0.0f, 0.1f, 0.5f, 0.4f, 0.55f, 0.75f, 1.0f, 1.4f, 1.7f, 2.0f, 2.0f, 2.3f, 1.9f, 2.4f, 2.0f, 2.0f, 1.5f, 1.2f, 1.7f, 1.5f, 2.1f }; uint8 BowRed[6] = { 30, 30, 30, 10, 0, 15 }; uint8 BowGreen[6] = { 0, 15, 30, 30, 0, 0 }; uint8 BowBlue[6] = { 0, 0, 0, 10, 30, 30 }; void CClouds::Render(void) { int i; float szx, szy; RwV3d screenpos; RwV3d worldpos; CCoronas::SunBlockedByClouds = false; RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); CSprite::InitSpriteBuffer(); int minute = CClock::GetHours()*60 + CClock::GetMinutes(); RwV3d campos = *(RwV3d*)&TheCamera.GetPosition(); // Moon int moonfadeout = Abs(minute - 180); // fully visible at 3AM if(moonfadeout < 180){ // fade in/out 3 hours float coverage = Max(CWeather::Foggyness, CWeather::CloudCoverage); int brightness = (1.0f - coverage) * (180 - moonfadeout); RwV3d pos = { 0.0f, -100.0f, 15.0f }; RwV3dAdd(&worldpos, &campos, &pos); if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[2])); if(CCoronas::bSmallMoon){ szx *= 4.0f; szy *= 4.0f; }else{ szx *= 10.0f; szy *= 10.0f; } CSprite::RenderOneXLUSprite(screenpos.x, screenpos.y, screenpos.z, szx, szy, brightness, brightness, brightness, 255, 1.0f/screenpos.z, 255); } } // The R* logo int starintens = 0; if(CClock::GetHours() < 22 && CClock::GetHours() > 5) starintens = 0; else if(CClock::GetHours() > 22 || CClock::GetHours() < 5) starintens = 255; else if(CClock::GetHours() == 22) starintens = 255 * CClock::GetMinutes()/60.0f; else if(CClock::GetHours() == 5) starintens = 255 * (60 - CClock::GetMinutes())/60.0f; if(starintens != 0){ float coverage = Max(CWeather::Foggyness, CWeather::CloudCoverage); int brightness = (1.0f - coverage) * starintens; // R RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[0])); for(i = 0; i < 11; i++){ RwV3d pos = { 100.0f, 0.0f, 10.0f }; if(i >= 9) pos.x = -pos.x; RwV3dAdd(&worldpos, &campos, &pos); worldpos.y -= 90.0f*StarCoorsX[i%9]; worldpos.z += 80.0f*StarCoorsY[i%9]; if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){ float sz = 0.8f*StarSizes[i%9]; CSprite::RenderBufferedOneXLUSprite(screenpos.x, screenpos.y, screenpos.z, szx*sz, szy*sz, brightness, brightness, brightness, 255, 1.0f/screenpos.z, 255); } } CSprite::FlushSpriteBuffer(); // * RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[0])); RwV3d pos = { 100.0f, 0.0f, 10.0f }; RwV3dAdd(&worldpos, &campos, &pos); worldpos.y -= 90.0f; if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){ brightness *= (CGeneral::GetRandomNumber()&127) / 640.0f + 0.5f; CSprite::RenderOneXLUSprite(screenpos.x, screenpos.y, screenpos.z, szx*5.0f, szy*5.0f, brightness, brightness, brightness, 255, 1.0f/screenpos.z, 255); } } // Low clouds float lowcloudintensity = 1.0f - Max(CWeather::Foggyness, CWeather::CloudCoverage); int r = CTimeCycle::GetLowCloudsRed() * lowcloudintensity; int g = CTimeCycle::GetLowCloudsGreen() * lowcloudintensity; int b = CTimeCycle::GetLowCloudsBlue() * lowcloudintensity; for(int cloudtype = 0; cloudtype < 3; cloudtype++){ for(i = cloudtype; i < 12; i += 3){ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCloudTex[cloudtype])); RwV3d pos = { 800.0f*LowCloudsX[i], 800.0f*LowCloudsY[i], 60.0f*LowCloudsZ[i] }; worldpos.x = campos.x + pos.x; worldpos.y = campos.y + pos.y; worldpos.z = 40.0f + pos.z; if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)) CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension(screenpos.x, screenpos.y, screenpos.z, szx*320.0f, szy*40.0f, r, g, b, 255, 1.0f/screenpos.z, ms_cameraRoll, 255); } CSprite::FlushSpriteBuffer(); } // Fluffy clouds float rot_sin = Sin(CloudRotation); float rot_cos = Cos(CloudRotation); int fluffyalpha = 160 * (1.0f - CWeather::Foggyness); if(fluffyalpha != 0){ static bool bCloudOnScreen[37]; float hilight; RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCloudTex[4])); for(i = 0; i < 37; i++){ RwV3d pos = { 2.0f*CoorsOffsetX[i], 2.0f*CoorsOffsetY[i], 40.0f*CoorsOffsetZ[i] + 40.0f }; worldpos.x = pos.x*rot_cos + pos.y*rot_sin + campos.x; worldpos.y = pos.x*rot_sin - pos.y*rot_cos + campos.y; worldpos.z = pos.z; if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){ float sundist = Sqrt(sq(screenpos.x-CCoronas::SunScreenX) + sq(screenpos.y-CCoronas::SunScreenY)); int tr = CTimeCycle::GetFluffyCloudsTopRed(); int tg = CTimeCycle::GetFluffyCloudsTopGreen(); int tb = CTimeCycle::GetFluffyCloudsTopBlue(); int br = CTimeCycle::GetFluffyCloudsBottomRed(); int bg = CTimeCycle::GetFluffyCloudsBottomGreen(); int bb = CTimeCycle::GetFluffyCloudsBottomBlue(); if(sundist < SCREEN_WIDTH/2){ hilight = (1.0f - Max(CWeather::Foggyness, CWeather::CloudCoverage)) * (1.0f - sundist/(SCREEN_WIDTH/2)); tr = tr*(1.0f-hilight) + 255*hilight; tg = tg*(1.0f-hilight) + 190*hilight; tb = tb*(1.0f-hilight) + 190*hilight; br = br*(1.0f-hilight) + 255*hilight; bg = bg*(1.0f-hilight) + 190*hilight; bb = bb*(1.0f-hilight) + 190*hilight; if(sundist < SCREEN_WIDTH/10) CCoronas::SunBlockedByClouds = true; }else hilight = 0.0f; CSprite::RenderBufferedOneXLUSprite_Rotate_2Colours(screenpos.x, screenpos.y, screenpos.z, szx*55.0f, szy*55.0f, tr, tg, tb, br, bg, bb, 0.0f, -1.0f, 1.0f/screenpos.z, (uint16)IndividualRotation/65336.0f * 6.28f + ms_cameraRoll, fluffyalpha); bCloudOnScreen[i] = true; }else bCloudOnScreen[i] = false; } CSprite::FlushSpriteBuffer(); // Highlights RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCloudTex[3])); for(i = 0; i < 37; i++){ RwV3d pos = { 2.0f*CoorsOffsetX[i], 2.0f*CoorsOffsetY[i], 40.0f*CoorsOffsetZ[i] + 40.0f }; worldpos.x = campos.x*rot_cos + campos.y*rot_sin + pos.x; worldpos.y = campos.x*rot_sin + campos.y*rot_cos + pos.y; worldpos.z = pos.z; if(bCloudOnScreen[i] && CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){ // BUG: this is stupid....would have to do this for each cloud individually if(hilight > 0.0f){ CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(screenpos.x, screenpos.y, screenpos.z, szx*30.0f, szy*30.0f, 200*hilight, 0, 0, 255, 1.0f/screenpos.z, 1.7f - CGeneral::GetATanOfXY(screenpos.x-CCoronas::SunScreenX, screenpos.y-CCoronas::SunScreenY) + CClouds::ms_cameraRoll, 255); } } } CSprite::FlushSpriteBuffer(); } // Rainbow if(CWeather::Rainbow != 0.0f){ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[0])); for(i = 0; i < 6; i++){ RwV3d pos = { i*1.5f, 100.0f, 5.0f }; RwV3dAdd(&worldpos, &campos, &pos); if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)) CSprite::RenderBufferedOneXLUSprite(screenpos.x, screenpos.y, screenpos.z, 2.0f*szx, 50.0*szy, BowRed[i]*CWeather::Rainbow, BowGreen[i]*CWeather::Rainbow, BowBlue[i]*CWeather::Rainbow, 255, 1.0f/screenpos.z, 255); } CSprite::FlushSpriteBuffer(); } RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); } bool UseDarkBackground(void) { return TheCamera.GetForward().z < -0.9f || gbShowCollisionPolys; } void CClouds::RenderBackground(int16 topred, int16 topgreen, int16 topblue, int16 botred, int16 botgreen, int16 botblue, int16 alpha) { CVector left = TheCamera.GetRight(); float c = left.Magnitude2D(); if(c > 1.0f) c = 1.0f; ms_cameraRoll = Acos(c); if(left.z < 0.0f) ms_cameraRoll = -ms_cameraRoll; if(UseDarkBackground()){ ms_colourTop.r = 50; ms_colourTop.g = 50; ms_colourTop.b = 50; ms_colourTop.a = 255; if(gbShowCollisionPolys){ if(CTimer::GetFrameCounter() & 1){ ms_colourTop.r = 0; ms_colourTop.g = 0; ms_colourTop.b = 0; }else{ ms_colourTop.r = 255; ms_colourTop.g = 255; ms_colourTop.b = 255; } } ms_colourBottom = ms_colourTop; CRect r(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); CSprite2d::DrawRect(r, ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop); }else{ ms_horizonZ = CSprite::CalcHorizonCoors(); // Draw top/bottom gradient float gradheight = SCREEN_HEIGHT/2.0f; float topedge = ms_horizonZ - gradheight; float botpos, toppos; if(ms_horizonZ > 0.0f && topedge < SCREEN_HEIGHT){ ms_colourTop.r = topred; ms_colourTop.g = topgreen; ms_colourTop.b = topblue; ms_colourTop.a = alpha; ms_colourBottom.r = botred; ms_colourBottom.g = botgreen; ms_colourBottom.b = botblue; ms_colourBottom.a = alpha; if(ms_horizonZ < SCREEN_HEIGHT) botpos = ms_horizonZ; else{ float f = (ms_horizonZ - SCREEN_HEIGHT)/gradheight; ms_colourBottom.r = topred*f + (1.0f-f)*botred; ms_colourBottom.g = topgreen*f + (1.0f-f)*botgreen; ms_colourBottom.b = topblue*f + (1.0f-f)*botblue; botpos = SCREEN_HEIGHT; } if(topedge >= 0.0f) toppos = topedge; else{ float f = (0.0f - topedge)/gradheight; ms_colourTop.r = botred*f + (1.0f-f)*topred; ms_colourTop.g = botgreen*f + (1.0f-f)*topgreen; ms_colourTop.b = botblue*f + (1.0f-f)*topblue; toppos = 0.0f; } CSprite2d::DrawRect(CRect(0, toppos, SCREEN_WIDTH, botpos), ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop); } // draw the small stripe (whatever it's supposed to be) if(ms_horizonZ > -SMALLSTRIPHEIGHT && ms_horizonZ < SCREEN_HEIGHT){ // Same colour as fog ms_colourTop.r = (topred + 2 * botred) / 3; ms_colourTop.g = (topgreen + 2 * botgreen) / 3; ms_colourTop.b = (topblue + 2 * botblue) / 3; CSprite2d::DrawRect(CRect(0, ms_horizonZ, SCREEN_WIDTH, ms_horizonZ+SMALLSTRIPHEIGHT), ms_colourTop, ms_colourTop, ms_colourTop, ms_colourTop); } // Only top if(topedge > 0.0f){ ms_colourTop.r = topred; ms_colourTop.g = topgreen; ms_colourTop.b = topblue; ms_colourTop.a = alpha; ms_colourBottom.r = topred; ms_colourBottom.g = topgreen; ms_colourBottom.b = topblue; ms_colourBottom.a = alpha; botpos = Min(SCREEN_HEIGHT, topedge); CSprite2d::DrawRect(CRect(0, 0, SCREEN_WIDTH, botpos), ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop); } // Set both to fog colour for RenderHorizon ms_colourTop.r = (topred + 2 * botred) / 3; ms_colourTop.g = (topgreen + 2 * botgreen) / 3; ms_colourTop.b = (topblue + 2 * botblue) / 3; ms_colourBottom.r = (topred + 2 * botred) / 3; ms_colourBottom.g = (topgreen + 2 * botgreen) / 3; ms_colourBottom.b = (topblue + 2 * botblue) / 3; } } void CClouds::RenderHorizon(void) { if(UseDarkBackground()) return; ms_colourBottom.a = 230; ms_colourTop.a = 80; if(ms_horizonZ > SCREEN_HEIGHT) return; float z1 = Min(ms_horizonZ + SMALLSTRIPHEIGHT, SCREEN_HEIGHT); CSprite2d::DrawRectXLU(CRect(0, ms_horizonZ, SCREEN_WIDTH, z1), ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop); // This is just weird float a = SCREEN_HEIGHT/400.0f * HORIZSTRIPHEIGHT + SCREEN_HEIGHT/300.0f * Max(TheCamera.GetPosition().z, 0.0f); float b = TheCamera.GetUp().z < 0.0f ? SCREEN_HEIGHT : SCREEN_HEIGHT * Abs(TheCamera.GetRight().z); float z2 = z1 + (a + b)*TheCamera.LODDistMultiplier; z2 = Min(z2, SCREEN_HEIGHT); CSprite2d::DrawRect(CRect(0, z1, SCREEN_WIDTH, z2), ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop); }