diff options
Diffstat (limited to 'src/render/Coronas.cpp')
-rw-r--r-- | src/render/Coronas.cpp | 188 |
1 files changed, 162 insertions, 26 deletions
diff --git a/src/render/Coronas.cpp b/src/render/Coronas.cpp index efe486fe..2d621d18 100644 --- a/src/render/Coronas.cpp +++ b/src/render/Coronas.cpp @@ -2,6 +2,7 @@ #include "main.h" #include "General.h" +#include "RenderBuffer.h" #include "TxdStore.h" #include "Camera.h" #include "Sprite.h" @@ -12,6 +13,8 @@ #include "Timecycle.h" #include "Coronas.h" +//--MIAMI: file done + struct FlareDef { float position; @@ -130,13 +133,21 @@ void CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha, const CVector &coors, float size, float drawDist, RwTexture *tex, int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle, - bool longDist, float nearDist) + bool useNearDist, float nearDist) { int i; if(sq(drawDist) < (TheCamera.GetPosition() - coors).MagnitudeSqr2D()) return; + if(useNearDist){ + float dist = (TheCamera.GetPosition() - coors).Magnitude(); + if(dist < 35.0f) + return; + if(dist < 50.0f) + alpha *= (dist - 35.0f)/(50.0f - 35.0f); + } + for(i = 0; i < NUMCORONAS; i++) if(aCoronas[i].id == id) break; @@ -189,17 +200,19 @@ CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 al aCoronas[i].reflection = reflection; aCoronas[i].LOScheck = LOScheck; aCoronas[i].drawStreak = drawStreak; + aCoronas[i].useNearDist = useNearDist; + aCoronas[i].nearDist = nearDist; } void CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha, const CVector &coors, float size, float drawDist, uint8 type, int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle, - bool longDist, float nearDist) + bool useNearDist, float nearDist) { RegisterCorona(id, red, green, blue, alpha, coors, size, drawDist, gpCoronaTexture[type], flareType, reflection, LOScheck, drawStreak, someAngle, - longDist, nearDist); + useNearDist, nearDist); } void @@ -258,7 +271,10 @@ CCoronas::Render(void) CVector spriteCoors; float spritew, spriteh; - if(CSprite::CalcScreenCoors(aCoronas[i].coors, spriteCoors, &spritew, &spriteh, true)){ + if(!CSprite::CalcScreenCoors(aCoronas[i].coors, spriteCoors, &spritew, &spriteh, true)){ + aCoronas[i].offScreen = true; + aCoronas[i].sightClear = false; + }else{ aCoronas[i].offScreen = false; if(spriteCoors.x < 0.0f || spriteCoors.y < 0.0f || @@ -292,10 +308,7 @@ CCoronas::Render(void) } - if(aCoronas[i].fadeAlpha == 0) - continue; - - if(spriteCoors.z < aCoronas[i].drawDist){ + if(aCoronas[i].fadeAlpha && spriteCoors.z < aCoronas[i].drawDist){ float recipz = 1.0f/spriteCoors.z; float fadeDistance = aCoronas[i].drawDist / 2.0f; float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance; @@ -312,7 +325,7 @@ CCoronas::Render(void) if(CCoronas::aCoronas[i].id == SUN_CORE) spriteCoors.z = 0.95f * RwCameraGetFarClipPlane(Scene.camera); RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aCoronas[i].texture)); - spriteCoors.z -= 1.5f; + spriteCoors.z -= aCoronas[i].nearDist; if(aCoronas[i].texture == gpCoronaTexture[8]){ // what's this? @@ -370,14 +383,11 @@ CCoronas::Render(void) recipz, 255); } } - }else{ - aCoronas[i].offScreen = true; - aCoronas[i].sightClear = false; } } } - RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE); @@ -393,23 +403,24 @@ CCoronas::Render(void) if(!aCoronas[i].hasValue[j] || !aCoronas[i].hasValue[j+1]) continue; - int mod1 = (float)(6 - j) / 6 * 128; - int mod2 = (float)(6 - (j+1)) / 6 * 128; + int alpha1 = (float)(6 - j) / 6 * 128; + int alpha2 = (float)(6 - (j+1)) / 6 * 128; RwIm2DVertexSetScreenX(&vertexbufferX[0], aCoronas[i].prevX[j]); RwIm2DVertexSetScreenY(&vertexbufferX[0], aCoronas[i].prevY[j]); - RwIm2DVertexSetIntRGBA(&vertexbufferX[0], aCoronas[i].prevRed[j] * mod1 / 256, aCoronas[i].prevGreen[j] * mod1 / 256, aCoronas[i].prevBlue[j] * mod1 / 256, 255); + RwIm2DVertexSetIntRGBA(&vertexbufferX[0], aCoronas[i].prevRed[j] * alpha1 / 256, aCoronas[i].prevGreen[j] * alpha1 / 256, aCoronas[i].prevBlue[j] * alpha1 / 256, 255); RwIm2DVertexSetScreenX(&vertexbufferX[1], aCoronas[i].prevX[j+1]); RwIm2DVertexSetScreenY(&vertexbufferX[1], aCoronas[i].prevY[j+1]); - RwIm2DVertexSetIntRGBA(&vertexbufferX[1], aCoronas[i].prevRed[j+1] * mod2 / 256, aCoronas[i].prevGreen[j+1] * mod2 / 256, aCoronas[i].prevBlue[j+1] * mod2 / 256, 255); + RwIm2DVertexSetIntRGBA(&vertexbufferX[1], aCoronas[i].prevRed[j+1] * alpha2 / 256, aCoronas[i].prevGreen[j+1] * alpha2 / 256, aCoronas[i].prevBlue[j+1] * alpha2 / 256, 255); - // BUG: game doesn't do this +#ifdef FIX_BUGS RwIm2DVertexSetScreenZ(&vertexbufferX[0], RwIm2DGetNearScreenZ()); RwIm2DVertexSetCameraZ(&vertexbufferX[0], RwCameraGetNearClipPlane(Scene.camera)); RwIm2DVertexSetRecipCameraZ(&vertexbufferX[0], 1.0f/RwCameraGetNearClipPlane(Scene.camera)); RwIm2DVertexSetScreenZ(&vertexbufferX[1], RwIm2DGetNearScreenZ()); RwIm2DVertexSetCameraZ(&vertexbufferX[1], RwCameraGetNearClipPlane(Scene.camera)); RwIm2DVertexSetRecipCameraZ(&vertexbufferX[1], 1.0f/RwCameraGetNearClipPlane(Scene.camera)); +#endif RwIm2DRenderLine(vertexbufferX, 2, 0, 1); } @@ -428,6 +439,8 @@ CCoronas::RenderReflections(void) CEntity *entity; if(CWeather::WetRoads > 0.0f){ + CSprite::InitSpriteBuffer(); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); @@ -438,7 +451,8 @@ CCoronas::RenderReflections(void) for(i = 0; i < NUMCORONAS; i++){ if(aCoronas[i].id == 0 || - aCoronas[i].fadeAlpha == 0 && aCoronas[i].alpha == 0) + aCoronas[i].fadeAlpha == 0 && aCoronas[i].alpha == 0 || + aCoronas[i].reflection == 0) continue; // check if we want a reflection on this corona @@ -453,11 +467,8 @@ CCoronas::RenderReflections(void) } } - if(!aCoronas[i].renderReflection) - continue; - // Don't draw if reflection is too high - if(aCoronas[i].heightAboveRoad < 20.0f){ + if(aCoronas[i].renderReflection && aCoronas[i].heightAboveRoad < 20.0f){ // don't draw if camera is below road if(CCoronas::aCoronas[i].coors.z - aCoronas[i].heightAboveRoad > TheCamera.GetPosition().z) continue; @@ -469,13 +480,14 @@ CCoronas::RenderReflections(void) float spritew, spriteh; if(CSprite::CalcScreenCoors(coors, spriteCoors, &spritew, &spriteh, true)){ float drawDist = 0.75f * aCoronas[i].drawDist; - drawDist = Min(drawDist, 50.0f); + drawDist = Min(drawDist, 55.0f); if(spriteCoors.z < drawDist){ float fadeDistance = drawDist / 2.0f; float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance; distanceFade = clamp(distanceFade, 0.0f, 1.0f); float recipz = 1.0f/RwCameraGetNearClipPlane(Scene.camera); - int intensity = (20.0f - aCoronas[i].heightAboveRoad) * 230.0 * distanceFade*CWeather::WetRoads * 0.05f; + float heightFade = (20.0f - aCoronas[i].heightAboveRoad)/20.0f; + int intensity = distanceFade*heightFade * 230.0 * CWeather::WetRoads; CSprite::RenderBufferedOneXLUSprite( spriteCoors.x, spriteCoors.y, RwIm2DGetNearScreenZ(), @@ -504,6 +516,130 @@ CCoronas::RenderReflections(void) } } +void +CCoronas::RenderSunReflection(void) +{ + float sunZDir = CTimeCycle::GetSunDirection().z; + if(sunZDir > -0.05f){ + float intensity = (0.3f - Abs(sunZDir - 0.25f))/0.3f * + (1.0f - CWeather::CloudCoverage) * + (1.0f - CWeather::Foggyness) * + (1.0f - CWeather::Wind); + if(intensity > 0.0f){ + int r = (CTimeCycle::GetSunCoreRed() + CTimeCycle::GetSunCoronaRed())*intensity*0.25f; + int g = (CTimeCycle::GetSunCoreGreen() + CTimeCycle::GetSunCoronaGreen())*intensity*0.25f; + int b = (CTimeCycle::GetSunCoreBlue() + CTimeCycle::GetSunCoronaBlue())*intensity*0.25f; + + CVector sunPos = 40.0f*CTimeCycle::GetSunDirection() + TheCamera.GetPosition(); + sunPos.z = 0.5f*CWeather::Wind + 6.1f; + CVector sunDir = CTimeCycle::GetSunDirection(); + sunDir.z = 0.0; + sunDir.Normalise(); + + TempBufferIndicesStored = 6; + TempBufferRenderIndexList[0] = 2; + TempBufferRenderIndexList[1] = 1; + TempBufferRenderIndexList[2] = 0; + TempBufferRenderIndexList[3] = 2; + TempBufferRenderIndexList[4] = 3; + TempBufferRenderIndexList[5] = 1; + + // 60 unit square in sun direction + TempBufferVerticesStored = 4; + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[0], r, g, b, 255); + RwIm3DVertexSetPos(&TempBufferRenderVertices[0], + sunPos.x + 30.0f*sunDir.y, + sunPos.y - 30.0f*sunDir.x, + sunPos.z); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[1], r, g, b, 255); + RwIm3DVertexSetPos(&TempBufferRenderVertices[1], + sunPos.x - 30.0f*sunDir.y, + sunPos.y + 30.0f*sunDir.x, + sunPos.z); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[2], r, g, b, 255); + RwIm3DVertexSetPos(&TempBufferRenderVertices[2], + sunPos.x + 60.0f*sunDir.x + 30.0f*sunDir.y, + sunPos.y + 60.0f*sunDir.y - 30.0f*sunDir.x, + sunPos.z); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[3], r, g, b, 255); + RwIm3DVertexSetPos(&TempBufferRenderVertices[3], + sunPos.x + 60.0f*sunDir.x - 30.0f*sunDir.y, + sunPos.y + 60.0f*sunDir.y + 30.0f*sunDir.x, + sunPos.z); + + RwIm3DVertexSetU(&TempBufferRenderVertices[0], 0.0f); + RwIm3DVertexSetV(&TempBufferRenderVertices[0], 1.0f); + RwIm3DVertexSetU(&TempBufferRenderVertices[1], 1.0f); + RwIm3DVertexSetV(&TempBufferRenderVertices[1], 1.0f); + RwIm3DVertexSetU(&TempBufferRenderVertices[2], 0.0f); + RwIm3DVertexSetV(&TempBufferRenderVertices[2], 0.5f); + RwIm3DVertexSetU(&TempBufferRenderVertices[3], 1.0f); + RwIm3DVertexSetV(&TempBufferRenderVertices[3], 0.5f); + + int timeInc = 0; + int sideInc = 0; + int fwdInc = 0; + for(int i = 0; i < 20; i++){ + TempBufferRenderIndexList[TempBufferIndicesStored + 0] = TempBufferVerticesStored; + TempBufferRenderIndexList[TempBufferIndicesStored + 1] = TempBufferVerticesStored-1; + TempBufferRenderIndexList[TempBufferIndicesStored + 2] = TempBufferVerticesStored-2; + TempBufferRenderIndexList[TempBufferIndicesStored + 3] = TempBufferVerticesStored; + TempBufferRenderIndexList[TempBufferIndicesStored + 4] = TempBufferVerticesStored+1; + TempBufferRenderIndexList[TempBufferIndicesStored + 5] = TempBufferVerticesStored-1; + TempBufferIndicesStored += 6; + + // What a weird way to do it... + float fwdLen = fwdInc/20 + 60; + float sideLen = sideInc/20 + 30; + sideLen += 10.0f*Sin((float)(CTimer::GetTimeInMilliseconds()+timeInc & 0x7FF)/0x800*TWOPI); + timeInc += 900; + sideInc += 970; + fwdInc += 1440; + + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored+0], r, g, b, 255); + RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored+0], + sunPos.x + fwdLen*sunDir.x + sideLen*sunDir.y, + sunPos.y + fwdLen*sunDir.y - sideLen*sunDir.x, + sunPos.z); + + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored+1], r, g, b, 255); + RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored+1], + sunPos.x + fwdLen*sunDir.x - sideLen*sunDir.y, + sunPos.y + fwdLen*sunDir.y + sideLen*sunDir.x, + sunPos.z); + + RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored+0], 0.0f); + RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored+0], 0.5f); + RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored+1], 1.0f); + RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored+1], 0.5f); + TempBufferVerticesStored += 2; + } + + + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEFOGTYPE, (void*)rwFOGTYPELINEAR); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[4])); + if(RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){ + RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored); + RwIm3DEnd(); + } + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); + TempBufferVerticesStored = 0; + TempBufferIndicesStored = 0; + } + } +} + void CCoronas::DoSunAndMoon(void) { @@ -520,7 +656,7 @@ CCoronas::DoSunAndMoon(void) 255, sunCoors, size, 999999.88f, TYPE_STAR, FLARE_NONE, REFLECTION_OFF, LOSCHECK_OFF, STREAK_OFF, 0.0f); - if(CTimeCycle::GetSunDirection().z > 0.0f) + if(CTimeCycle::GetSunDirection().z > 0.0f && !CGame::IsInInterior()) RegisterCorona(SUN_CORONA, CTimeCycle::GetSunCoronaRed(), CTimeCycle::GetSunCoronaGreen(), CTimeCycle::GetSunCoronaBlue(), 255, sunCoors, 25.0f * CTimeCycle::GetSunSize(), |