mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-13 06:49:16 +00:00
1249 lines
39 KiB
C++
1249 lines
39 KiB
C++
#include "common.h"
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#include "main.h"
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#include "FileMgr.h"
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#include "TxdStore.h"
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#include "Timer.h"
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#include "Weather.h"
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#include "Camera.h"
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#include "Vehicle.h"
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#include "Boat.h"
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#include "World.h"
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#include "General.h"
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#include "Timecycle.h"
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#include "ZoneCull.h"
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#include "Clock.h"
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#include "Particle.h"
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#include "ParticleMgr.h"
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#include "RwHelper.h"
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#include "Streaming.h"
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#include "CdStream.h"
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#include "Pad.h"
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#include "RenderBuffer.h"
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#include <rpworld.h>
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#include "WaterLevel.h"
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float TEXTURE_ADDU;
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float TEXTURE_ADDV;
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int32 CWaterLevel::ms_nNoOfWaterLevels;
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float CWaterLevel::ms_aWaterZs[48];
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CRect CWaterLevel::ms_aWaterRects[48];
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uint8 CWaterLevel::aWaterBlockList[WATER_BLOCK_SIZE][WATER_BLOCK_SIZE];
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uint8 CWaterLevel::aWaterFineBlockList[WATER_FINEBLOCK_SIZE][WATER_FINEBLOCK_SIZE];
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bool CWaterLevel::WavesCalculatedThisFrame;
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RpAtomic *CWaterLevel::ms_pWavyAtomic;
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RpGeometry *CWaterLevel::apGeomArray[8];
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int16 CWaterLevel::nGeomUsed;
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//"Custom" Don´t Render Water Toggle
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bool gbDontRenderWater;
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//RwTexture *gpWaterTex;
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//RwRaster *gpWaterRaster;
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RwTexture *gpWaterTex;
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RwRaster *gpWaterRaster;
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const float fAdd1 = 180.0f;
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const float fAdd2 = 80.0f;
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const float fRedMult = 0.6f;
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const float fGreenMult = 1.0f;
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const float fBlueMult = 1.4f;
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void
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CWaterLevel::Initialise(Const char *pWaterDat)
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{
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ms_nNoOfWaterLevels = 0;
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int32 hFile = -1;
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do
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{
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hFile = CFileMgr::OpenFile("DATA\\waterpro.dat", "rb");
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}
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while ( hFile < 0 );
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if ( hFile > 0 )
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{
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if ( hFile >= 0 )
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{
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CFileMgr::Read(hFile, (char *)&ms_nNoOfWaterLevels, sizeof(ms_nNoOfWaterLevels));
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CFileMgr::Read(hFile, (char *)ms_aWaterZs, sizeof(ms_aWaterZs));
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CFileMgr::Read(hFile, (char *)ms_aWaterRects, sizeof(ms_aWaterRects));
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CFileMgr::Read(hFile, (char *)aWaterBlockList, sizeof(aWaterBlockList));
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CFileMgr::Read(hFile, (char *)aWaterFineBlockList, sizeof(aWaterFineBlockList));
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}
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CFileMgr::CloseFile(hFile);
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}
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CTxdStore::PushCurrentTxd();
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int32 slot = CTxdStore::FindTxdSlot("particle");
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CTxdStore::SetCurrentTxd(slot);
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if ( gpWaterTex == NULL )
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gpWaterTex = RwTextureRead("water_old", NULL);
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gpWaterRaster = RwTextureGetRaster(gpWaterTex);
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CTxdStore::PopCurrentTxd();
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CreateWavyAtomic();
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FreeBoatWakeArray();
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printf("Done Initing waterlevels\n");
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}
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void
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CWaterLevel::Shutdown()
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{
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FreeBoatWakeArray();
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DestroyWavyAtomic();
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if ( gpWaterTex != NULL )
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{
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RwTextureDestroy(gpWaterTex);
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gpWaterTex = NULL;
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}
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}
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void
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CWaterLevel::CreateWavyAtomic()
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{
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RpGeometry *wavyGeometry;
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RpMaterial *wavyMaterial;
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RpTriangle *wavyTriangles;
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RpMorphTarget *wavyMorphTarget;
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RwSphere boundingSphere;
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RwV3d *wavyVert;
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RwFrame *wavyFrame;
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{
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wavyGeometry = RpGeometryCreate(9*9, 8*8*2, rpGEOMETRYTRISTRIP
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|rpGEOMETRYTEXTURED
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|rpGEOMETRYPRELIT
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|rpGEOMETRYMODULATEMATERIALCOLOR);
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ASSERT(wavyGeometry != NULL);
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}
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{
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wavyMaterial = RpMaterialCreate();
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ASSERT(wavyMaterial != NULL);
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ASSERT(gpWaterTex != NULL);
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RpMaterialSetTexture(wavyMaterial, gpWaterTex);
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}
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{
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wavyTriangles = RpGeometryGetTriangles(wavyGeometry);
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ASSERT(wavyTriangles != NULL);
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/*
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[B] [C]
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***********
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* * *
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* * *
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* * *
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* * *
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***********
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[A] [D]
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*/
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for ( int32 i = 0; i < 8; i++ )
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{
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for ( int32 j = 0; j < 8; j++ )
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{
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RpGeometryTriangleSetVertexIndices(wavyGeometry,
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&wavyTriangles[2 * 8*i + 2*j + 0], /*A*/9*i+j+0, /*B*/9*i+j+1, /*C*/9*i+j+9+1);
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RpGeometryTriangleSetVertexIndices(wavyGeometry,
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&wavyTriangles[2 * 8*i + 2*j + 1], /*A*/9*i+j+0, /*C*/9*i+j+9+1, /*D*/9*i+j+9 );
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RpGeometryTriangleSetMaterial(wavyGeometry, &wavyTriangles[2 * 8*i + 2*j + 0], wavyMaterial);
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RpGeometryTriangleSetMaterial(wavyGeometry, &wavyTriangles[2 * 8*i + 2*j + 1], wavyMaterial);
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}
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}
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}
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{
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wavyMorphTarget = RpGeometryGetMorphTarget(wavyGeometry, 0);
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ASSERT(wavyMorphTarget != NULL);
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wavyVert = RpMorphTargetGetVertices(wavyMorphTarget);
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ASSERT(wavyVert != NULL);
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for ( int32 i = 0; i < 9; i++ )
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{
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for ( int32 j = 0; j < 9; j++ )
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{
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wavyVert[9*i+j].x = (float)i * 4.0f;
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wavyVert[9*i+j].y = (float)j * 4.0f;
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wavyVert[9*i+j].z = 0.0f;
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}
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}
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RpMorphTargetCalcBoundingSphere(wavyMorphTarget, &boundingSphere);
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RpMorphTargetSetBoundingSphere(wavyMorphTarget, &boundingSphere);
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RpGeometryUnlock(wavyGeometry);
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}
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{
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wavyFrame = RwFrameCreate();
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ASSERT( wavyFrame != NULL );
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ms_pWavyAtomic = RpAtomicCreate();
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ASSERT( ms_pWavyAtomic != NULL );
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RpAtomicSetGeometry(ms_pWavyAtomic, wavyGeometry, 0);
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RpAtomicSetFrame(ms_pWavyAtomic, wavyFrame);
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RpMaterialDestroy(wavyMaterial);
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RpGeometryDestroy(wavyGeometry);
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}
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}
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void
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CWaterLevel::DestroyWavyAtomic()
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{
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RwFrame *frame;
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frame = RpAtomicGetFrame(ms_pWavyAtomic);
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RpAtomicDestroy(ms_pWavyAtomic);
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RwFrameDestroy(frame);
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}
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bool
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CWaterLevel::GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool bDontCheckZ)
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{
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int32 x = WATER_HUGE_X(fX);
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int32 y = WATER_HUGE_Y(fY);
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ASSERT( x >= 0 && x < HUGE_SECTOR_SIZE );
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ASSERT( y >= 0 && y < HUGE_SECTOR_SIZE );
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uint8 nBlock = aWaterFineBlockList[x][y];
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if ( nBlock == 128 )
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return false;
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ASSERT( pfOutLevel != NULL );
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*pfOutLevel = ms_aWaterZs[nBlock];
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float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f);
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float fWave = Sin
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(
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/*( WATER_UNSIGN_Y(fY) - float(y) * MAX_HUGE_SECTORS + WATER_UNSIGN_X(fX) - float(x) * MAX_HUGE_SECTORS )*/ // VC
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(float)( ((int32)fX & (MAX_HUGE_SECTORS-1)) + ((int32)fY & (MAX_HUGE_SECTORS-1)) )
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* (TWOPI / MAX_HUGE_SECTORS ) + fAngle
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);
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float fWindFactor = CWeather::Wind * 0.7f + 0.3f;
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*pfOutLevel += fWave * fWindFactor;
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if ( bDontCheckZ == false && (*pfOutLevel - fZ) > 3.0f )
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{
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*pfOutLevel = 0.0f;
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return false;
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}
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return true;
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}
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bool
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CWaterLevel::GetWaterLevelNoWaves(float fX, float fY, float fZ, float *pfOutLevel)
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{
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int32 x = WATER_HUGE_X(fX);
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int32 y = WATER_HUGE_Y(fY);
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ASSERT( x >= 0 && x < HUGE_SECTOR_SIZE );
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ASSERT( y >= 0 && y < HUGE_SECTOR_SIZE );
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uint8 nBlock = aWaterFineBlockList[x][y];
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if ( nBlock == 128 )
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return false;
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ASSERT( pfOutLevel != NULL );
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*pfOutLevel = ms_aWaterZs[nBlock];
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return true;
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}
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inline float
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_GetWaterDrawDist()
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{
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// if z less then 15.0f return 1200.0f
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if ( TheCamera.GetPosition().z < 15.0f )
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return 1200.0f;
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// if z greater then 60.0f return 2000.0f;
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if ( TheCamera.GetPosition().z > 60.0f )
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return 2000.0f;
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return (TheCamera.GetPosition().z + -15.0f) * 800.0f / 45.0f + 1200.0f;
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}
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inline float
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_GetWavyDrawDist()
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{
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if ( FindPlayerVehicle() && FindPlayerVehicle()->IsBoat() )
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return 120.0f;
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else
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return 70.0f;
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}
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inline void
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_GetCamBounds(bool *bUseCamStartY, bool *bUseCamEndY, bool *bUseCamStartX, bool *bUseCamEndX)
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{
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if ( TheCamera.GetForward().z > -0.8f )
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{
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if ( Abs(TheCamera.GetForward().x) > Abs(TheCamera.GetForward().y) )
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{
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if ( TheCamera.GetForward().x > 0.0f )
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*bUseCamStartX = true;
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else
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*bUseCamEndX = true;
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}
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else
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{
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if ( TheCamera.GetForward().y > 0.0f )
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*bUseCamStartY = true;
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else
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*bUseCamEndY = true;
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}
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}
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}
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inline float
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SectorRadius(float fSize)
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{
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return Sqrt(Pow(fSize, 2) + Pow(fSize, 2));
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}
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void
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CWaterLevel::RenderWater()
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{
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//"Custom" Don´t Render Water Toggle
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#ifndef MASTER
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if (gbDontRenderWater)
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return;
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#endif
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bool bUseCamEndX = false;
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bool bUseCamStartY = false;
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bool bUseCamStartX = false;
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bool bUseCamEndY = false;
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float fWavySectorMaxRenderDist = _GetWavyDrawDist();
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float fWavySectorMaxRenderDistSqr = SQR(fWavySectorMaxRenderDist);
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_GetCamBounds(&bUseCamStartY, &bUseCamEndY, &bUseCamStartX, &bUseCamEndX);
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float fHugeSectorMaxRenderDist = _GetWaterDrawDist();
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float fHugeSectorMaxRenderDistSqr = SQR(fHugeSectorMaxRenderDist);
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float windAddUV = CWeather::Wind * 0.0015f + 0.0005f;
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if ( !CTimer::GetIsPaused() )
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{
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#ifdef FIX_BUGS
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TEXTURE_ADDU += (CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV) * CTimer::GetTimeStepFix();
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TEXTURE_ADDV += (CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV) * CTimer::GetTimeStepFix();
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#else
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TEXTURE_ADDU += CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV;
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TEXTURE_ADDV += CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV;
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#endif
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}
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if ( TEXTURE_ADDU >= 1.0f )
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TEXTURE_ADDU = 0.0f;
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if ( TEXTURE_ADDV >= 1.0f )
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TEXTURE_ADDV = 0.0f;
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WavesCalculatedThisFrame = false;
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RwRGBA color = { 0, 0, 0, 255 };
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color.red = uint32((CTimeCycle::GetDirectionalRed() * 0.5f + CTimeCycle::GetAmbientRed() ) * 255.0f);
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color.green = uint32((CTimeCycle::GetDirectionalGreen() * 0.5f + CTimeCycle::GetAmbientGreen()) * 255.0f);
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color.blue = uint32((CTimeCycle::GetDirectionalBlue() * 0.5f + CTimeCycle::GetAmbientBlue() ) * 255.0f);
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TempBufferVerticesStored = 0;
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TempBufferIndicesStored = 0;
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpWaterRaster);
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDZERO);
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CVector2D camPos
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(
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TheCamera.GetPosition().x,
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TheCamera.GetPosition().y
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);
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int32 nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x - fHugeSectorMaxRenderDist);
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int32 nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x + fHugeSectorMaxRenderDist) + 1;
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int32 nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y - fHugeSectorMaxRenderDist);
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int32 nEndY = WATER_TO_HUGE_SECTOR_Y(camPos.y + fHugeSectorMaxRenderDist) + 1;
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if ( bUseCamStartX )
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nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x);
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if ( bUseCamEndX )
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nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x);
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if ( bUseCamStartY )
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nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y);
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if ( bUseCamEndY )
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nEndY = WATER_TO_HUGE_SECTOR_Y(camPos.y);
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nStartX = clamp(nStartX, 0, MAX_HUGE_SECTORS - 1);
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nEndX = clamp(nEndX, 0, MAX_HUGE_SECTORS - 1);
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nStartY = clamp(nStartY, 0, MAX_HUGE_SECTORS - 1);
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nEndY = clamp(nEndY, 0, MAX_HUGE_SECTORS - 1);
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for ( int32 x = nStartX; x <= nEndX; x++ )
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{
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for ( int32 y = nStartY; y <= nEndY; y++ )
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{
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if ( !(aWaterBlockList[2*x+0][2*y+0] & 128)
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|| !(aWaterBlockList[2*x+1][2*y+0] & 128)
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|| !(aWaterBlockList[2*x+0][2*y+1] & 128)
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|| !(aWaterBlockList[2*x+1][2*y+1] & 128) )
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{
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float fX = WATER_FROM_HUGE_SECTOR_X(x);
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float fY = WATER_FROM_HUGE_SECTOR_Y(y);
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CVector2D vecHugeSectorCentre
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(
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fX + HUGE_SECTOR_SIZE/2,
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fY + HUGE_SECTOR_SIZE/2
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);
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float fHugeSectorDistToCamSqr = (camPos - vecHugeSectorCentre).MagnitudeSqr();
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if ( fHugeSectorMaxRenderDistSqr > fHugeSectorDistToCamSqr )
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{
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if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE),
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&TheCamera.GetCameraMatrix()) )
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{
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if ( fHugeSectorDistToCamSqr >= SQR(500.0f) /*fHugeSectorNearDist*/ )
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{
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float fZ;
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if ( !(aWaterBlockList[2*x+0][2*y+0] & 128) )
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fZ = ms_aWaterZs[ aWaterBlockList[2*x+0][2*y+0] ];
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if ( !(aWaterBlockList[2*x+1][2*y+0] & 128) )
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fZ = ms_aWaterZs[ aWaterBlockList[2*x+1][2*y+0] ];
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if ( !(aWaterBlockList[2*x+0][2*y+1] & 128) )
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fZ = ms_aWaterZs[ aWaterBlockList[2*x+0][2*y+1] ];
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if ( !(aWaterBlockList[2*x+1][2*y+1] & 128) )
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fZ = ms_aWaterZs[ aWaterBlockList[2*x+1][2*y+1] ];
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RenderOneFlatHugeWaterPoly(fX, fY, fZ, color);
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}
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else
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{
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for ( int32 x2 = 2*x; x2 <= 2*x+1; x2++ )
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{
|
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for ( int32 y2 = 2*y; y2 <= 2*y+1; y2++ )
|
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{
|
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if ( !(aWaterBlockList[x2][y2] & 128) )
|
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{
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float fLargeX = WATER_FROM_LARGE_SECTOR_X(x2);
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float fLargeY = WATER_FROM_LARGE_SECTOR_Y(y2);
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CVector2D vecLargeSectorCentre
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(
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fLargeX + LARGE_SECTOR_SIZE/2,
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fLargeY + LARGE_SECTOR_SIZE/2
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);
|
||
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float fLargeSectorDistToCamSqr = (camPos - vecLargeSectorCentre).MagnitudeSqr();
|
||
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||
if ( fLargeSectorDistToCamSqr < fHugeSectorMaxRenderDistSqr )
|
||
{
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||
if ( TheCamera.IsSphereVisible(CVector(vecLargeSectorCentre.x, vecLargeSectorCentre.y, 0.0f), SectorRadius(LARGE_SECTOR_SIZE), //90.879997f,
|
||
&TheCamera.GetCameraMatrix()) )
|
||
{
|
||
// Render four small(32x32) sectors, or one large(64x64).
|
||
|
||
//
|
||
// [N]
|
||
// ---------
|
||
// |0x1|1x1|
|
||
// [W] --------- [E]
|
||
// |0x0|1x0|
|
||
// ---------
|
||
// [S]
|
||
//
|
||
|
||
if ( fLargeSectorDistToCamSqr < SQR(176.0f) )
|
||
{
|
||
float fZ;
|
||
|
||
// WS
|
||
if ( !(aWaterFineBlockList[2*x2+0][2*y2+0] & 128) )
|
||
{
|
||
float fSmallX = fLargeX;
|
||
float fSmallY = fLargeY;
|
||
|
||
CVector2D vecSmallSectorCentre
|
||
(
|
||
fSmallX + SMALL_SECTOR_SIZE/2,
|
||
fSmallY + SMALL_SECTOR_SIZE/2
|
||
);
|
||
|
||
float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr();
|
||
fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+0][2*y2+0] ];
|
||
|
||
if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr )
|
||
RenderOneWavySector(fSmallX, fSmallY, fZ, color);
|
||
else
|
||
RenderOneFlatSmallWaterPoly(fSmallX, fSmallY, fZ, color);
|
||
}
|
||
|
||
// SE
|
||
if ( !(aWaterFineBlockList[2*x2+1][2*y2+0] & 128) )
|
||
{
|
||
float fSmallX = fLargeX + (LARGE_SECTOR_SIZE/2);
|
||
float fSmallY = fLargeY;
|
||
|
||
CVector2D vecSmallSectorCentre
|
||
(
|
||
fSmallX + SMALL_SECTOR_SIZE/2,
|
||
fSmallY + SMALL_SECTOR_SIZE/2
|
||
);
|
||
|
||
float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr();
|
||
fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+1][2*y2+0] ];
|
||
|
||
if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr )
|
||
RenderOneWavySector(fSmallX, fSmallY, fZ, color);
|
||
else
|
||
RenderOneFlatSmallWaterPoly(fSmallX, fSmallY, fZ, color);
|
||
}
|
||
|
||
// WN
|
||
if ( !(aWaterFineBlockList[2*x2+0][2*y2+1] & 128) )
|
||
{
|
||
float fSmallX = fLargeX;
|
||
float fSmallY = fLargeY + (LARGE_SECTOR_SIZE/2);
|
||
|
||
CVector2D vecSmallSectorCentre
|
||
(
|
||
fSmallX + SMALL_SECTOR_SIZE/2,
|
||
fSmallY + SMALL_SECTOR_SIZE/2
|
||
);
|
||
|
||
float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr();
|
||
fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+0][2*y2+1] ];
|
||
|
||
if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr )
|
||
RenderOneWavySector(fSmallX, fSmallY, fZ, color);
|
||
else
|
||
RenderOneFlatSmallWaterPoly(fSmallX, fSmallY, fZ, color);
|
||
}
|
||
|
||
//NE
|
||
if ( !(aWaterFineBlockList[2*x2+1][2*y2+1] & 128) )
|
||
{
|
||
float fSmallX = fLargeX + (LARGE_SECTOR_SIZE/2);
|
||
float fSmallY = fLargeY + (LARGE_SECTOR_SIZE/2);
|
||
|
||
CVector2D vecSmallSectorCentre
|
||
(
|
||
fSmallX + SMALL_SECTOR_SIZE/2,
|
||
fSmallY + SMALL_SECTOR_SIZE/2
|
||
);
|
||
|
||
float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr();
|
||
fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+1][2*y2+1] ];
|
||
|
||
if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr )
|
||
RenderOneWavySector(fSmallX, fSmallY, fZ, color);
|
||
else
|
||
RenderOneFlatSmallWaterPoly(fSmallX, fSmallY, fZ, color);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
float fZ;
|
||
|
||
fZ = ms_aWaterZs[ aWaterBlockList[x2][y2] ];
|
||
|
||
RenderOneFlatLargeWaterPoly(fLargeX, fLargeY, fZ, color);
|
||
}
|
||
} // if ( TheCamera.IsSphereVisible
|
||
} // if ( fLargeSectorDistToCamSqr < fHugeSectorMaxRenderDistSqr )
|
||
} // if ( !(aWaterBlockList[x2][y2] & 128) )
|
||
} // for ( int32 y2 = 2*y; y2 <= 2*y+1; y2++ )
|
||
} // for ( int32 x2 = 2*x; x2 <= 2*x+1; x2++ )
|
||
//
|
||
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
----------- ---------------------- ----------------------
|
||
| [N] | | [ EndY ] | | [ top ] |
|
||
| | | | | |
|
||
|[W] [0] [E]| |[StartX] [] [ EndX ]| |[ left ] [] [ right]|
|
||
| | | | | |
|
||
| [S] | | [StartY] | | [bottom] |
|
||
----------- ---------------------- ----------------------
|
||
|
||
|
||
[S] [StartY] [bottom]
|
||
[N] [EndY] [top]
|
||
[W] [StartX] [left]
|
||
[E] [EndX] [right]
|
||
|
||
[S] -> [N] && [W] -> [E]
|
||
bottom -> top && left -> right
|
||
*/
|
||
|
||
if ( !bUseCamStartY )
|
||
{
|
||
for ( int32 x = 0; x < 26; x++ )
|
||
{
|
||
for ( int32 y = 0; y < 5; y++ )
|
||
{
|
||
float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
|
||
float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
|
||
|
||
CVector2D vecExtraHugeSectorCentre
|
||
(
|
||
fX + EXTRAHUGE_SECTOR_SIZE/2,
|
||
fY + EXTRAHUGE_SECTOR_SIZE/2
|
||
);
|
||
|
||
float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude();
|
||
|
||
if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
|
||
{
|
||
if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
|
||
&TheCamera.GetCameraMatrix()) )
|
||
{
|
||
RenderOneFlatExtraHugeWaterPoly(
|
||
vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
|
||
vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2,
|
||
0.0f,
|
||
color);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
for ( int32 y = 5; y < 21; y++ )
|
||
{
|
||
for ( int32 x = 0; x < 5; x++ )
|
||
{
|
||
float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
|
||
float fX2 = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
|
||
float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
|
||
|
||
if ( !bUseCamStartX )
|
||
{
|
||
CVector2D vecExtraHugeSectorCentre
|
||
(
|
||
fX + EXTRAHUGE_SECTOR_SIZE/2,
|
||
fY + EXTRAHUGE_SECTOR_SIZE/2
|
||
);
|
||
|
||
float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude();
|
||
|
||
if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
|
||
{
|
||
if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
|
||
&TheCamera.GetCameraMatrix()) )
|
||
{
|
||
RenderOneFlatExtraHugeWaterPoly(
|
||
vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
|
||
vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2,
|
||
0.0f,
|
||
color);
|
||
}
|
||
}
|
||
}
|
||
|
||
if ( !bUseCamEndX )
|
||
{
|
||
CVector2D vecExtraHugeSectorCentre
|
||
(
|
||
-(fX2 + EXTRAHUGE_SECTOR_SIZE/2),
|
||
fY + EXTRAHUGE_SECTOR_SIZE/2
|
||
);
|
||
|
||
float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude();
|
||
|
||
if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
|
||
{
|
||
if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
|
||
&TheCamera.GetCameraMatrix()) )
|
||
{
|
||
RenderOneFlatExtraHugeWaterPoly(
|
||
vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
|
||
vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2,
|
||
0.0f,
|
||
color);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
RenderAndEmptyRenderBuffer();
|
||
|
||
CVector cur_pos = TheCamera.GetPosition();
|
||
|
||
if ( !CCullZones::CamNoRain()
|
||
&& !CCullZones::PlayerNoRain()
|
||
&& CWeather::NewWeatherType == WEATHER_SUNNY
|
||
&& CClock::GetHours() > 6 && CClock::GetHours() < 20
|
||
&& WavesCalculatedThisFrame)
|
||
{
|
||
static CVector prev_pos(0.0f, 0.0f, 0.0f);
|
||
static CVector prev_front(0.0f, 0.0f, 0.0f);
|
||
static int32 timecounter;
|
||
|
||
if ( Abs(prev_pos.x - cur_pos.x) + Abs(prev_pos.y - cur_pos.y) + Abs(prev_pos.z - cur_pos.z) > 1.5f )
|
||
{
|
||
prev_pos = cur_pos;
|
||
timecounter = CTimer::GetTimeInMilliseconds();
|
||
}
|
||
else if ( CTimer::GetTimeInMilliseconds() - timecounter > 5000 )
|
||
{
|
||
static int32 birdgenTime = 0;
|
||
|
||
if ( CTimer::GetTimeInMilliseconds() - birdgenTime > 1000 )
|
||
{
|
||
birdgenTime = CTimer::GetTimeInMilliseconds();
|
||
|
||
CVector vecPos = cur_pos;
|
||
|
||
float fAngle = CGeneral::GetRandomNumberInRange(90.0f, 150.0f);
|
||
|
||
int32 nRot = CGeneral::GetRandomNumber() % CParticle::SIN_COS_TABLE_SIZE-1;
|
||
|
||
float fCos = CParticle::Cos(nRot);
|
||
float fSin = CParticle::Sin(nRot);
|
||
|
||
vecPos.x += (fCos - fSin) * fAngle;
|
||
vecPos.y += (fSin + fCos) * fAngle;
|
||
vecPos.z += CGeneral::GetRandomNumberInRange(10.0f, 30.0f);
|
||
|
||
CVector vecDir(CGeneral::GetRandomNumberInRange(-1.0f, 1.0f),
|
||
CGeneral::GetRandomNumberInRange(-1.0f, 1.0f),
|
||
0.0f);
|
||
|
||
CParticle::AddParticle(PARTICLE_BIRD_FRONT, vecPos, vecDir);
|
||
}
|
||
}
|
||
}
|
||
|
||
DefinedState();
|
||
}
|
||
|
||
void
|
||
CWaterLevel::RenderOneFlatSmallWaterPoly(float fX, float fY, float fZ, RwRGBA const &color)
|
||
{
|
||
if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 )
|
||
RenderAndEmptyRenderBuffer();
|
||
|
||
int32 vidx = TempBufferVerticesStored;
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue, color.alpha);
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + SMALL_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 1.0f);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 1], color.red, color.green, color.blue, color.alpha);
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + SMALL_SECTOR_SIZE, fY + SMALL_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 1.0f);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 1.0f);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 2], color.red, color.green, color.blue, color.alpha);
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + SMALL_SECTOR_SIZE, fY, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 1.0f);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 3], color.red, color.green, color.blue, color.alpha);
|
||
|
||
|
||
int32 iidx = TempBufferIndicesStored;
|
||
|
||
TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0;
|
||
TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2;
|
||
TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1;
|
||
TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0;
|
||
TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3;
|
||
TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2;
|
||
|
||
TempBufferVerticesStored += 4;
|
||
TempBufferIndicesStored += 6;
|
||
}
|
||
|
||
void
|
||
CWaterLevel::RenderOneFlatLargeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color)
|
||
{
|
||
if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 )
|
||
RenderAndEmptyRenderBuffer();
|
||
|
||
int32 vidx = TempBufferVerticesStored;
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue, color.alpha);
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + LARGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 2.0f);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 1], color.red, color.green, color.blue, color.alpha);
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + LARGE_SECTOR_SIZE, fY + LARGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 2.0f);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 2.0f);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 2], color.red, color.green, color.blue, color.alpha);
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + LARGE_SECTOR_SIZE, fY, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 2.0f);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 3], color.red, color.green, color.blue, color.alpha);
|
||
|
||
|
||
int32 iidx = TempBufferIndicesStored;
|
||
|
||
TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0;
|
||
TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2;
|
||
TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1;
|
||
TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0;
|
||
TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3;
|
||
TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2;
|
||
|
||
TempBufferVerticesStored += 4;
|
||
TempBufferIndicesStored += 6;
|
||
}
|
||
|
||
void
|
||
CWaterLevel::RenderOneFlatHugeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color)
|
||
{
|
||
if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 )
|
||
RenderAndEmptyRenderBuffer();
|
||
|
||
int32 vidx = TempBufferVerticesStored;
|
||
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue, 255);
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + HUGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 4.0f);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 1], color.red, color.green, color.blue, 255);
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + HUGE_SECTOR_SIZE, fY + HUGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 4.0f);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 4.0f);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 2], color.red, color.green, color.blue, 255);
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + HUGE_SECTOR_SIZE, fY, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 4.0f);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 3], color.red, color.green, color.blue, 255);
|
||
|
||
|
||
int32 iidx = TempBufferIndicesStored;
|
||
|
||
TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0;
|
||
TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2;
|
||
TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1;
|
||
TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0;
|
||
TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3;
|
||
TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2;
|
||
|
||
TempBufferVerticesStored += 4;
|
||
TempBufferIndicesStored += 6;
|
||
}
|
||
|
||
void
|
||
CWaterLevel::RenderOneFlatExtraHugeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color)
|
||
{
|
||
if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 )
|
||
RenderAndEmptyRenderBuffer();
|
||
|
||
int32 vidx = TempBufferVerticesStored;
|
||
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue, 255);
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + EXTRAHUGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 8.0f);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 1], color.red, color.green, color.blue, 255);
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + EXTRAHUGE_SECTOR_SIZE, fY + EXTRAHUGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 8.0f);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 8.0f);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 2], color.red, color.green, color.blue, 255);
|
||
|
||
RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + EXTRAHUGE_SECTOR_SIZE, fY, fZ - WATER_Z_OFFSET);
|
||
RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 8.0f);
|
||
RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV);
|
||
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 3], color.red, color.green, color.blue, 255);
|
||
|
||
|
||
int32 iidx = TempBufferIndicesStored;
|
||
|
||
TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0;
|
||
TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2;
|
||
TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1;
|
||
TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0;
|
||
TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3;
|
||
TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2;
|
||
|
||
TempBufferVerticesStored += 4;
|
||
TempBufferIndicesStored += 6;
|
||
}
|
||
|
||
void
|
||
CWaterLevel::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &color, bool bUnk)
|
||
{
|
||
float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f);
|
||
|
||
if ( !WavesCalculatedThisFrame )
|
||
{
|
||
nGeomUsed = 0;
|
||
|
||
WavesCalculatedThisFrame = true;
|
||
|
||
CBoat::FillBoatList();
|
||
|
||
ASSERT( ms_pWavyAtomic != NULL );
|
||
|
||
RpGeometry *geometry = RpAtomicGetGeometry(ms_pWavyAtomic);
|
||
|
||
ASSERT( geometry != NULL );
|
||
|
||
RwRGBA *wavyPreLights = RpGeometryGetPreLightColors(geometry);
|
||
RwTexCoords *wavyTexCoords = RpGeometryGetVertexTexCoords(geometry, rwTEXTURECOORDINATEINDEX0);
|
||
RwV3d *wavyVertices = RpMorphTargetGetVertices(RpGeometryGetMorphTarget(geometry, 0));
|
||
|
||
ASSERT( wavyPreLights != NULL );
|
||
ASSERT( wavyTexCoords != NULL );
|
||
ASSERT( wavyVertices != NULL );
|
||
|
||
RpGeometryLock(geometry, rpGEOMETRYLOCKVERTICES
|
||
| rpGEOMETRYLOCKPRELIGHT
|
||
| rpGEOMETRYLOCKTEXCOORDS);
|
||
|
||
for ( int32 i = 0; i < 9; i++ )
|
||
{
|
||
for ( int32 j = 0; j < 9; j++ )
|
||
{
|
||
wavyTexCoords[9*i+j].u = float(i) / 8 + TEXTURE_ADDV;
|
||
wavyTexCoords[9*i+j].v = float(j) / 8 + TEXTURE_ADDU;
|
||
RwRGBAAssign(&wavyPreLights[9*i+j], &color);
|
||
|
||
wavyVertices[9*i+j].z = ( CWeather::Wind * 0.7f + 0.3f )
|
||
* ( Sin(float(i + j) * DEGTORAD(45.0f) + fAngle) )
|
||
+ ( CWeather::Wind * 0.2f * Sin(float(j - i) * PI + (2.0f * fAngle)) );
|
||
}
|
||
}
|
||
|
||
RpGeometryUnlock(geometry);
|
||
}
|
||
|
||
static CBoat *apBoatList[4] = { NULL };
|
||
|
||
if ( apGeomArray[0]
|
||
&& nGeomUsed < MAX_BOAT_WAKES
|
||
&& CBoat::IsSectorAffectedByWake(
|
||
CVector2D(fX + (SMALL_SECTOR_SIZE / 2), fY + (SMALL_SECTOR_SIZE / 2)),
|
||
SMALL_SECTOR_SIZE / 2,
|
||
apBoatList) )
|
||
{
|
||
float fWakeColor = fAdd1 - Max(255.0f - float(color.blue + color.red + color.green) / 3, fAdd2);
|
||
|
||
RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic);
|
||
RpGeometry *geom = apGeomArray[nGeomUsed++];
|
||
|
||
ASSERT( wavyGeometry != NULL );
|
||
ASSERT( geom != NULL );
|
||
|
||
RpAtomic *atomic = RpAtomicCreate();
|
||
ASSERT( atomic != NULL );
|
||
|
||
RpAtomicSetGeometry(atomic, geom, 0);
|
||
|
||
RwFrame *frame = RwFrameCreate();
|
||
ASSERT( frame != NULL );
|
||
|
||
RwMatrixCopy(RwFrameGetMatrix(frame), RwFrameGetMatrix(RpAtomicGetFrame(ms_pWavyAtomic)));
|
||
RpAtomicSetFrame(atomic, frame);
|
||
|
||
RwTexCoords *geomTexCoords = RpGeometryGetVertexTexCoords(geom, rwTEXTURECOORDINATEINDEX0);
|
||
RwTexCoords *wavyTexCoord = RpGeometryGetVertexTexCoords(wavyGeometry, rwTEXTURECOORDINATEINDEX0);
|
||
RwRGBA *geomPreLights = RpGeometryGetPreLightColors(geom);
|
||
RwV3d *geomVertices = RpMorphTargetGetVertices(RpGeometryGetMorphTarget(geom, 0));
|
||
RwV3d *wavyVertices = RpMorphTargetGetVertices(RpGeometryGetMorphTarget(wavyGeometry, 0));
|
||
|
||
ASSERT( geomTexCoords != NULL );
|
||
ASSERT( wavyTexCoord != NULL );
|
||
ASSERT( geomPreLights != NULL );
|
||
ASSERT( geomVertices != NULL );
|
||
ASSERT( wavyVertices != NULL );
|
||
|
||
RpGeometryLock(geom, rpGEOMETRYLOCKVERTICES | rpGEOMETRYLOCKPRELIGHT | rpGEOMETRYLOCKTEXCOORDS);
|
||
|
||
for ( int32 i = 0; i < 9; i++ )
|
||
{
|
||
for ( int32 j = 0; j < 9; j++ )
|
||
{
|
||
geomTexCoords[9*i+j] = wavyTexCoord[9*i+j];
|
||
|
||
float fVertexX = (float)i * 4.0f + fX;
|
||
float fVertexY = (float)j * 4.0f + fY;
|
||
|
||
float fDistMult = 0.0f;
|
||
|
||
for ( int32 k = 0; k < 4; k++ )
|
||
{
|
||
if ( apBoatList[k] != NULL )
|
||
fDistMult += CBoat::IsVertexAffectedByWake(CVector(fVertexX, fVertexY, 0.0f), apBoatList[k]);
|
||
}
|
||
|
||
if ( fDistMult > 0.0f )
|
||
{
|
||
RwRGBA wakeColor;
|
||
|
||
RwRGBAAssign(&wakeColor, &color);
|
||
|
||
wakeColor.red = Min(color.red + int32(fWakeColor * fRedMult * fDistMult), 255);
|
||
wakeColor.green = Min(color.green + int32(fWakeColor * fGreenMult * fDistMult), 255);
|
||
wakeColor.blue = Min(color.blue + int32(fWakeColor * fBlueMult * fDistMult), 255);
|
||
|
||
RwRGBAAssign(&geomPreLights[9*i+j], &wakeColor);
|
||
|
||
}
|
||
else
|
||
RwRGBAAssign(&geomPreLights[9*i+j], &color);
|
||
|
||
|
||
geomVertices[9*i+j].z = wavyVertices[9*i+j].z;
|
||
}
|
||
}
|
||
|
||
RpGeometryUnlock(geom);
|
||
|
||
|
||
RwV3d pos = {0.0f, 0.0f, 0.0f};
|
||
|
||
pos.x = fX;
|
||
pos.z = fZ;
|
||
pos.y = fY;
|
||
|
||
RwFrameTranslate(RpAtomicGetFrame(atomic), &pos, rwCOMBINEREPLACE);
|
||
|
||
RpAtomicRender(atomic);
|
||
|
||
RpAtomicDestroy(atomic);
|
||
RwFrameDestroy(frame);
|
||
}
|
||
else
|
||
{
|
||
RwV3d pos = { 0.0f, 0.0f, 0.0f };
|
||
|
||
pos.x = fX;
|
||
pos.y = fY;
|
||
pos.z = fZ;
|
||
|
||
ASSERT( ms_pWavyAtomic != NULL );
|
||
|
||
RwFrameTranslate(RpAtomicGetFrame(ms_pWavyAtomic), &pos, rwCOMBINEREPLACE);
|
||
|
||
RpAtomicRender(ms_pWavyAtomic);
|
||
}
|
||
}
|
||
|
||
float
|
||
CWaterLevel::CalcDistanceToWater(float fX, float fY)
|
||
{
|
||
const float fSectorMaxRenderDist = 75.0f;
|
||
|
||
int32 nStartX = WATER_TO_SMALL_SECTOR_X(fX - fSectorMaxRenderDist) - 1;
|
||
int32 nEndX = WATER_TO_SMALL_SECTOR_X(fX + fSectorMaxRenderDist) + 1;
|
||
int32 nStartY = WATER_TO_SMALL_SECTOR_Y(fY - fSectorMaxRenderDist) - 1;
|
||
int32 nEndY = WATER_TO_SMALL_SECTOR_Y(fY + fSectorMaxRenderDist) + 1;
|
||
|
||
nStartX = clamp(nStartX, 0, MAX_SMALL_SECTORS - 1);
|
||
nEndX = clamp(nEndX, 0, MAX_SMALL_SECTORS - 1);
|
||
nStartY = clamp(nStartY, 0, MAX_SMALL_SECTORS - 1);
|
||
nEndY = clamp(nEndY, 0, MAX_SMALL_SECTORS - 1);
|
||
|
||
float fDistSqr = 1.0e10f;
|
||
|
||
for ( int32 x = nStartX; x <= nEndX; x++ )
|
||
{
|
||
for ( int32 y = nStartY; y <= nEndY; y++ )
|
||
{
|
||
if ( !(aWaterFineBlockList[x][y] & 128) )
|
||
{
|
||
float fSectorX = WATER_FROM_SMALL_SECTOR_X(x);
|
||
float fSectorY = WATER_FROM_SMALL_SECTOR_Y(y);
|
||
|
||
CVector2D vecDist
|
||
(
|
||
fSectorX + SMALL_SECTOR_SIZE - fX,
|
||
fSectorY + SMALL_SECTOR_SIZE - fY
|
||
);
|
||
|
||
fDistSqr = Min(vecDist.MagnitudeSqr(), fDistSqr);
|
||
}
|
||
}
|
||
}
|
||
|
||
return clamp(Sqrt(fDistSqr) - 23.0f, 0.0f, fSectorMaxRenderDist);
|
||
}
|
||
|
||
void
|
||
CWaterLevel::RenderAndEmptyRenderBuffer()
|
||
{
|
||
if ( TempBufferVerticesStored )
|
||
{
|
||
LittleTest();
|
||
|
||
if ( RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, NULL, rwIM3D_VERTEXUV) )
|
||
{
|
||
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
|
||
RwIm3DEnd();
|
||
}
|
||
}
|
||
|
||
TempBufferIndicesStored = 0;
|
||
TempBufferVerticesStored = 0;
|
||
}
|
||
|
||
void
|
||
CWaterLevel::AllocateBoatWakeArray()
|
||
{
|
||
CStreaming::MakeSpaceFor(14 * CDSTREAM_SECTOR_SIZE);
|
||
|
||
ASSERT(ms_pWavyAtomic != NULL );
|
||
|
||
RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic);
|
||
ASSERT(wavyGeometry != NULL );
|
||
RpMorphTarget *wavyMorphTarget = RpGeometryGetMorphTarget(wavyGeometry, 0);
|
||
RpMaterial *wavyMaterial = RpGeometryGetMaterial(wavyGeometry, 0);
|
||
|
||
ASSERT(wavyMorphTarget != NULL );
|
||
ASSERT(wavyMaterial != NULL );
|
||
|
||
for ( int32 geom = 0; geom < MAX_BOAT_WAKES; geom++ )
|
||
{
|
||
if ( apGeomArray[geom] == NULL )
|
||
{
|
||
apGeomArray[geom] = RpGeometryCreate(9*9, 8*8*2, rpGEOMETRYTRISTRIP
|
||
| rpGEOMETRYPRELIT
|
||
| rpGEOMETRYMODULATEMATERIALCOLOR
|
||
| rpGEOMETRYTEXTURED);
|
||
ASSERT(apGeomArray[geom] != NULL);
|
||
|
||
RpTriangle *geomTriangles = RpGeometryGetTriangles(apGeomArray[geom]);
|
||
|
||
ASSERT( geomTriangles != NULL );
|
||
|
||
for ( int32 i = 0; i < 8; i++ )
|
||
{
|
||
for ( int32 j = 0; j < 8; j++ )
|
||
{
|
||
|
||
/*
|
||
[B] [C]
|
||
***********
|
||
* * *
|
||
* * *
|
||
* * *
|
||
* * *
|
||
***********
|
||
[A] [D]
|
||
*/
|
||
|
||
|
||
RpGeometryTriangleSetVertexIndices(apGeomArray[geom],
|
||
&geomTriangles[2 * 8*i + 2*j + 0], /*A*/i*9+j+0, /*B*/i*9+j+1, /*C*/i*9+j+9+1);
|
||
|
||
RpGeometryTriangleSetVertexIndices(apGeomArray[geom],
|
||
&geomTriangles[2 * 8*i + 2*j + 1], /*A*/i*9+j+0, /*C*/i*9+j+9+1, /*D*/i*9+j+9 );
|
||
|
||
RpGeometryTriangleSetMaterial(apGeomArray[geom], &geomTriangles[2 * 8*i + 2*j + 0], wavyMaterial);
|
||
|
||
RpGeometryTriangleSetMaterial(apGeomArray[geom], &geomTriangles[2 * 8*i + 2*j + 1], wavyMaterial);
|
||
}
|
||
}
|
||
|
||
RpMorphTarget *geomMorphTarget = RpGeometryGetMorphTarget(apGeomArray[geom], 0);
|
||
RwV3d *geomVertices = RpMorphTargetGetVertices(geomMorphTarget);
|
||
|
||
ASSERT( geomMorphTarget != NULL );
|
||
ASSERT( geomVertices != NULL );
|
||
|
||
for ( int32 i = 0; i < 9; i++ )
|
||
{
|
||
for ( int32 j = 0; j < 9; j++ )
|
||
{
|
||
geomVertices[9*i+j].x = (float)i * 4.0f;
|
||
geomVertices[9*i+j].y = (float)j * 4.0f;
|
||
geomVertices[9*i+j].z = 0.0f;
|
||
}
|
||
}
|
||
|
||
RpMorphTargetSetBoundingSphere(geomMorphTarget, RpMorphTargetGetBoundingSphere(wavyMorphTarget));
|
||
RpGeometryUnlock(apGeomArray[geom]);
|
||
}
|
||
}
|
||
}
|
||
|
||
void
|
||
CWaterLevel::FreeBoatWakeArray()
|
||
{
|
||
for ( int32 i = 0; i < MAX_BOAT_WAKES; i++ )
|
||
{
|
||
if ( apGeomArray[i] != NULL )
|
||
{
|
||
RpGeometryDestroy(apGeomArray[i]);
|
||
apGeomArray[i] = NULL;
|
||
}
|
||
}
|
||
|
||
nGeomUsed = 0;
|
||
}
|