re3/src/render/WaterLevel.cpp

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#include "common.h"
#include "main.h"
#include "FileMgr.h"
#include "TxdStore.h"
#include "Timer.h"
#include "Weather.h"
#include "Camera.h"
#include "Vehicle.h"
#include "Boat.h"
#include "World.h"
#include "General.h"
#include "Timecycle.h"
#include "ZoneCull.h"
#include "Clock.h"
#include "Particle.h"
#include "ParticleMgr.h"
#include "RwHelper.h"
#include "Streaming.h"
#include "CdStream.h"
#include "Pad.h"
#include "RenderBuffer.h"
#include <rpworld.h>
#include "WaterLevel.h"
#include "MemoryHeap.h"
float TEXTURE_ADDU;
float TEXTURE_ADDV;
int32 CWaterLevel::ms_nNoOfWaterLevels;
float CWaterLevel::ms_aWaterZs[48];
CRect CWaterLevel::ms_aWaterRects[48];
uint8 CWaterLevel::aWaterBlockList[WATER_BLOCK_SIZE][WATER_BLOCK_SIZE];
uint8 CWaterLevel::aWaterFineBlockList[WATER_FINEBLOCK_SIZE][WATER_FINEBLOCK_SIZE];
bool CWaterLevel::WavesCalculatedThisFrame;
RpAtomic *CWaterLevel::ms_pWavyAtomic;
RpGeometry *CWaterLevel::apGeomArray[8];
int16 CWaterLevel::nGeomUsed;
//"Custom" Don´t Render Water Toggle
bool gbDontRenderWater;
//RwTexture *gpWaterTex;
//RwRaster *gpWaterRaster;
RwTexture *gpWaterTex;
RwRaster *gpWaterRaster;
const float fAdd1 = 180.0f;
const float fAdd2 = 80.0f;
const float fRedMult = 0.6f;
const float fGreenMult = 1.0f;
const float fBlueMult = 1.4f;
void
CWaterLevel::Initialise(Const char *pWaterDat)
{
ms_nNoOfWaterLevels = 0;
int32 hFile = -1;
do
{
hFile = CFileMgr::OpenFile("DATA\\waterpro.dat", "rb");
}
while ( hFile < 0 );
if ( hFile > 0 )
{
if ( hFile >= 0 )
{
CFileMgr::Read(hFile, (char *)&ms_nNoOfWaterLevels, sizeof(ms_nNoOfWaterLevels));
CFileMgr::Read(hFile, (char *)ms_aWaterZs, sizeof(ms_aWaterZs));
CFileMgr::Read(hFile, (char *)ms_aWaterRects, sizeof(ms_aWaterRects));
CFileMgr::Read(hFile, (char *)aWaterBlockList, sizeof(aWaterBlockList));
CFileMgr::Read(hFile, (char *)aWaterFineBlockList, sizeof(aWaterFineBlockList));
}
CFileMgr::CloseFile(hFile);
}
CTxdStore::PushCurrentTxd();
int32 slot = CTxdStore::FindTxdSlot("particle");
CTxdStore::SetCurrentTxd(slot);
if ( gpWaterTex == NULL )
gpWaterTex = RwTextureRead("water_old", NULL);
gpWaterRaster = RwTextureGetRaster(gpWaterTex);
CTxdStore::PopCurrentTxd();
CreateWavyAtomic();
FreeBoatWakeArray();
printf("Done Initing waterlevels\n");
}
void
CWaterLevel::Shutdown()
{
FreeBoatWakeArray();
DestroyWavyAtomic();
if ( gpWaterTex != NULL )
{
RwTextureDestroy(gpWaterTex);
gpWaterTex = NULL;
}
}
void
CWaterLevel::CreateWavyAtomic()
{
RpGeometry *wavyGeometry;
RpMaterial *wavyMaterial;
RpTriangle *wavyTriangles;
RpMorphTarget *wavyMorphTarget;
RwSphere boundingSphere;
RwV3d *wavyVert;
RwFrame *wavyFrame;
{
wavyGeometry = RpGeometryCreate(9*9, 8*8*2, rpGEOMETRYTRISTRIP
|rpGEOMETRYTEXTURED
|rpGEOMETRYPRELIT
|rpGEOMETRYMODULATEMATERIALCOLOR);
ASSERT(wavyGeometry != NULL);
}
{
wavyMaterial = RpMaterialCreate();
ASSERT(wavyMaterial != NULL);
ASSERT(gpWaterTex != NULL);
RpMaterialSetTexture(wavyMaterial, gpWaterTex);
}
{
wavyTriangles = RpGeometryGetTriangles(wavyGeometry);
ASSERT(wavyTriangles != NULL);
/*
[B] [C]
***********
* * *
* * *
* * *
* * *
***********
[A] [D]
*/
for ( int32 i = 0; i < 8; i++ )
{
for ( int32 j = 0; j < 8; j++ )
{
RpGeometryTriangleSetVertexIndices(wavyGeometry,
&wavyTriangles[2 * 8*i + 2*j + 0], /*A*/9*i+j+0, /*B*/9*i+j+1, /*C*/9*i+j+9+1);
RpGeometryTriangleSetVertexIndices(wavyGeometry,
&wavyTriangles[2 * 8*i + 2*j + 1], /*A*/9*i+j+0, /*C*/9*i+j+9+1, /*D*/9*i+j+9 );
RpGeometryTriangleSetMaterial(wavyGeometry, &wavyTriangles[2 * 8*i + 2*j + 0], wavyMaterial);
RpGeometryTriangleSetMaterial(wavyGeometry, &wavyTriangles[2 * 8*i + 2*j + 1], wavyMaterial);
}
}
}
{
wavyMorphTarget = RpGeometryGetMorphTarget(wavyGeometry, 0);
ASSERT(wavyMorphTarget != NULL);
wavyVert = RpMorphTargetGetVertices(wavyMorphTarget);
ASSERT(wavyVert != NULL);
for ( int32 i = 0; i < 9; i++ )
{
for ( int32 j = 0; j < 9; j++ )
{
wavyVert[9*i+j].x = (float)i * 4.0f;
wavyVert[9*i+j].y = (float)j * 4.0f;
wavyVert[9*i+j].z = 0.0f;
}
}
RpMorphTargetCalcBoundingSphere(wavyMorphTarget, &boundingSphere);
RpMorphTargetSetBoundingSphere(wavyMorphTarget, &boundingSphere);
RpGeometryUnlock(wavyGeometry);
}
{
wavyFrame = RwFrameCreate();
ASSERT( wavyFrame != NULL );
ms_pWavyAtomic = RpAtomicCreate();
ASSERT( ms_pWavyAtomic != NULL );
RpAtomicSetGeometry(ms_pWavyAtomic, wavyGeometry, 0);
RpAtomicSetFrame(ms_pWavyAtomic, wavyFrame);
RpMaterialDestroy(wavyMaterial);
RpGeometryDestroy(wavyGeometry);
}
}
void
CWaterLevel::DestroyWavyAtomic()
{
RwFrame *frame;
frame = RpAtomicGetFrame(ms_pWavyAtomic);
RpAtomicDestroy(ms_pWavyAtomic);
RwFrameDestroy(frame);
}
bool
CWaterLevel::GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool bDontCheckZ)
{
int32 x = WATER_HUGE_X(fX);
int32 y = WATER_HUGE_Y(fY);
ASSERT( x >= 0 && x < HUGE_SECTOR_SIZE );
ASSERT( y >= 0 && y < HUGE_SECTOR_SIZE );
uint8 nBlock = aWaterFineBlockList[x][y];
if ( nBlock == 128 )
return false;
ASSERT( pfOutLevel != NULL );
*pfOutLevel = ms_aWaterZs[nBlock];
float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f);
float fWave = Sin
(
/*( WATER_UNSIGN_Y(fY) - float(y) * MAX_HUGE_SECTORS + WATER_UNSIGN_X(fX) - float(x) * MAX_HUGE_SECTORS )*/ // VC
(float)( ((int32)fX & (MAX_HUGE_SECTORS-1)) + ((int32)fY & (MAX_HUGE_SECTORS-1)) )
* (TWOPI / MAX_HUGE_SECTORS ) + fAngle
);
float fWindFactor = CWeather::Wind * 0.7f + 0.3f;
*pfOutLevel += fWave * fWindFactor;
if ( bDontCheckZ == false && (*pfOutLevel - fZ) > 3.0f )
{
*pfOutLevel = 0.0f;
return false;
}
return true;
}
bool
CWaterLevel::GetWaterLevelNoWaves(float fX, float fY, float fZ, float *pfOutLevel)
{
int32 x = WATER_HUGE_X(fX);
int32 y = WATER_HUGE_Y(fY);
ASSERT( x >= 0 && x < HUGE_SECTOR_SIZE );
ASSERT( y >= 0 && y < HUGE_SECTOR_SIZE );
uint8 nBlock = aWaterFineBlockList[x][y];
if ( nBlock == 128 )
return false;
ASSERT( pfOutLevel != NULL );
*pfOutLevel = ms_aWaterZs[nBlock];
return true;
}
inline float
_GetWaterDrawDist()
{
// if z less then 15.0f return 1200.0f
if ( TheCamera.GetPosition().z < 15.0f )
return 1200.0f;
// if z greater then 60.0f return 2000.0f;
if ( TheCamera.GetPosition().z > 60.0f )
return 2000.0f;
return (TheCamera.GetPosition().z + -15.0f) * 800.0f / 45.0f + 1200.0f;
}
inline float
_GetWavyDrawDist()
{
if ( FindPlayerVehicle() && FindPlayerVehicle()->IsBoat() )
return 120.0f;
else
return 70.0f;
}
inline void
_GetCamBounds(bool *bUseCamStartY, bool *bUseCamEndY, bool *bUseCamStartX, bool *bUseCamEndX)
{
if ( TheCamera.GetForward().z > -0.8f )
{
if ( Abs(TheCamera.GetForward().x) > Abs(TheCamera.GetForward().y) )
{
if ( TheCamera.GetForward().x > 0.0f )
*bUseCamStartX = true;
else
*bUseCamEndX = true;
}
else
{
if ( TheCamera.GetForward().y > 0.0f )
*bUseCamStartY = true;
else
*bUseCamEndY = true;
}
}
}
inline float
SectorRadius(float fSize)
{
return Sqrt(Pow(fSize, 2) + Pow(fSize, 2));
}
void
CWaterLevel::RenderWater()
{
//"Custom" Don´t Render Water Toggle
#ifndef MASTER
if (gbDontRenderWater)
return;
#endif
bool bUseCamEndX = false;
bool bUseCamStartY = false;
bool bUseCamStartX = false;
bool bUseCamEndY = false;
float fWavySectorMaxRenderDist = _GetWavyDrawDist();
float fWavySectorMaxRenderDistSqr = SQR(fWavySectorMaxRenderDist);
_GetCamBounds(&bUseCamStartY, &bUseCamEndY, &bUseCamStartX, &bUseCamEndX);
float fHugeSectorMaxRenderDist = _GetWaterDrawDist();
float fHugeSectorMaxRenderDistSqr = SQR(fHugeSectorMaxRenderDist);
float windAddUV = CWeather::Wind * 0.0015f + 0.0005f;
if ( !CTimer::GetIsPaused() )
{
#ifdef FIX_BUGS
TEXTURE_ADDU += (CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV) * CTimer::GetTimeStepFix();
TEXTURE_ADDV += (CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV) * CTimer::GetTimeStepFix();
#else
TEXTURE_ADDU += CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV;
TEXTURE_ADDV += CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV;
#endif
}
if ( TEXTURE_ADDU >= 1.0f )
TEXTURE_ADDU = 0.0f;
if ( TEXTURE_ADDV >= 1.0f )
TEXTURE_ADDV = 0.0f;
WavesCalculatedThisFrame = false;
RwRGBA color = { 0, 0, 0, 255 };
color.red = uint32((CTimeCycle::GetDirectionalRed() * 0.5f + CTimeCycle::GetAmbientRed() ) * 255.0f);
color.green = uint32((CTimeCycle::GetDirectionalGreen() * 0.5f + CTimeCycle::GetAmbientGreen()) * 255.0f);
color.blue = uint32((CTimeCycle::GetDirectionalBlue() * 0.5f + CTimeCycle::GetAmbientBlue() ) * 255.0f);
TempBufferVerticesStored = 0;
TempBufferIndicesStored = 0;
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpWaterRaster);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDZERO);
CVector2D camPos
(
TheCamera.GetPosition().x,
TheCamera.GetPosition().y
);
int32 nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x - fHugeSectorMaxRenderDist);
int32 nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x + fHugeSectorMaxRenderDist) + 1;
int32 nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y - fHugeSectorMaxRenderDist);
int32 nEndY = WATER_TO_HUGE_SECTOR_Y(camPos.y + fHugeSectorMaxRenderDist) + 1;
if ( bUseCamStartX )
nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x);
if ( bUseCamEndX )
nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x);
if ( bUseCamStartY )
nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y);
if ( bUseCamEndY )
nEndY = WATER_TO_HUGE_SECTOR_Y(camPos.y);
nStartX = clamp(nStartX, 0, MAX_HUGE_SECTORS - 1);
nEndX = clamp(nEndX, 0, MAX_HUGE_SECTORS - 1);
nStartY = clamp(nStartY, 0, MAX_HUGE_SECTORS - 1);
nEndY = clamp(nEndY, 0, MAX_HUGE_SECTORS - 1);
for ( int32 x = nStartX; x <= nEndX; x++ )
{
for ( int32 y = nStartY; y <= nEndY; y++ )
{
if ( !(aWaterBlockList[2*x+0][2*y+0] & 128)
|| !(aWaterBlockList[2*x+1][2*y+0] & 128)
|| !(aWaterBlockList[2*x+0][2*y+1] & 128)
|| !(aWaterBlockList[2*x+1][2*y+1] & 128) )
{
float fX = WATER_FROM_HUGE_SECTOR_X(x);
float fY = WATER_FROM_HUGE_SECTOR_Y(y);
CVector2D vecHugeSectorCentre
(
fX + HUGE_SECTOR_SIZE/2,
fY + HUGE_SECTOR_SIZE/2
);
float fHugeSectorDistToCamSqr = (camPos - vecHugeSectorCentre).MagnitudeSqr();
if ( fHugeSectorMaxRenderDistSqr > fHugeSectorDistToCamSqr )
{
if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE),
&TheCamera.GetCameraMatrix()) )
{
if ( fHugeSectorDistToCamSqr >= SQR(500.0f) /*fHugeSectorNearDist*/ )
{
float fZ;
if ( !(aWaterBlockList[2*x+0][2*y+0] & 128) )
fZ = ms_aWaterZs[ aWaterBlockList[2*x+0][2*y+0] ];
if ( !(aWaterBlockList[2*x+1][2*y+0] & 128) )
fZ = ms_aWaterZs[ aWaterBlockList[2*x+1][2*y+0] ];
if ( !(aWaterBlockList[2*x+0][2*y+1] & 128) )
fZ = ms_aWaterZs[ aWaterBlockList[2*x+0][2*y+1] ];
if ( !(aWaterBlockList[2*x+1][2*y+1] & 128) )
fZ = ms_aWaterZs[ aWaterBlockList[2*x+1][2*y+1] ];
RenderOneFlatHugeWaterPoly(fX, fY, fZ, color);
}
else
{
for ( int32 x2 = 2*x; x2 <= 2*x+1; x2++ )
{
for ( int32 y2 = 2*y; y2 <= 2*y+1; y2++ )
{
if ( !(aWaterBlockList[x2][y2] & 128) )
{
float fLargeX = WATER_FROM_LARGE_SECTOR_X(x2);
float fLargeY = WATER_FROM_LARGE_SECTOR_Y(y2);
CVector2D vecLargeSectorCentre
(
fLargeX + LARGE_SECTOR_SIZE/2,
fLargeY + LARGE_SECTOR_SIZE/2
);
float fLargeSectorDistToCamSqr = (camPos - vecLargeSectorCentre).MagnitudeSqr();
if ( fLargeSectorDistToCamSqr < fHugeSectorMaxRenderDistSqr )
{
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);
PUSH_MEMID(MEMID_STREAM);
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]);
}
}
POP_MEMID();
}
void
CWaterLevel::FreeBoatWakeArray()
{
for ( int32 i = 0; i < MAX_BOAT_WAKES; i++ )
{
if ( apGeomArray[i] != NULL )
{
RpGeometryDestroy(apGeomArray[i]);
apGeomArray[i] = NULL;
}
}
nGeomUsed = 0;
}