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-rw-r--r--src/render/WaterLevel.cpp43
1 files changed, 24 insertions, 19 deletions
diff --git a/src/render/WaterLevel.cpp b/src/render/WaterLevel.cpp
index 6247c611..759a3595 100644
--- a/src/render/WaterLevel.cpp
+++ b/src/render/WaterLevel.cpp
@@ -73,7 +73,7 @@ RwRaster *gpWaterEnvBaseRaster;
RwRaster *gpWaterWakeRaster;
bool _bSeaLife;
-float _fWaterZOffset = 0.5f;
+float _fWaterZOffset = WATER_Z_OFFSET;
#ifdef PC_WATER
float fEnvScale = 0.25f;
@@ -318,6 +318,7 @@ CWaterLevel::Shutdown()
_DELETE_TEXTURE(gpWaterTex);
_DELETE_TEXTURE(gpWaterEnvTex);
+ _DELETE_TEXTURE(gpWaterWakeTex);
_DELETE_TEXTURE(gpWaterEnvBaseTex);
#undef _DELETE_TEXTURE
@@ -610,14 +611,14 @@ CWaterLevel::TestVisibilityForFineWaterBlocks(const CVector &worldPos)
if ((lineEnd.x > WORLD_MIN_X && lineEnd.x < WORLD_MAX_X) && (lineEnd.y > WORLD_MIN_Y && lineEnd.y < WORLD_MAX_Y))
{
- if (!CWorld::ProcessLineOfSight(lineStart, lineEnd, col, entity, true, false, false, false, true, false, nil))
+ if (!CWorld::ProcessLineOfSight(lineStart, lineEnd, col, entity, true, false, false, false, true, false))
{
lineStart.x += 0.4f;
lineStart.y += 0.4f;
lineEnd.x += 0.4f;
lineEnd.y += 0.4f;
- if (!CWorld::ProcessLineOfSight(lineStart, lineEnd, col, entity, true, false, false, false, true, false, nil))
+ if (!CWorld::ProcessLineOfSight(lineStart, lineEnd, col, entity, true, false, false, false, true, false))
{
return false;
}
@@ -714,9 +715,9 @@ CWaterLevel::GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool
if ( y < 0 || y >= MAX_SMALL_SECTORS ) return false;
#endif
- uint8 nBlock = aWaterFineBlockList[x][y];
+ int8 nBlock = aWaterFineBlockList[x][y];
- if ( nBlock == 0x80 )
+ if ( nBlock == NO_WATER )
return false;
ASSERT( pfOutLevel != nil );
@@ -756,9 +757,9 @@ CWaterLevel::GetWaterLevelNoWaves(float fX, float fY, float fZ, float *pfOutLeve
if ( y < 0 || y >= MAX_SMALL_SECTORS ) return false;
#endif
- uint8 nBlock = aWaterFineBlockList[x][y];
+ int8 nBlock = aWaterFineBlockList[x][y];
- if ( nBlock == 0x80 )
+ if ( nBlock == NO_WATER )
return false;
ASSERT( pfOutLevel != nil );
@@ -1013,7 +1014,7 @@ CWaterLevel::RenderWater()
if ( fHugeSectorMaxRenderDistSqr > fHugeSectorDistToCamSqr )
{
- if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
+ if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE)) )
{
#ifndef PC_WATER
WavesCalculatedThisFrame = true;
@@ -1076,7 +1077,7 @@ CWaterLevel::RenderWater()
{
for ( int32 y = 0; y < 5; y++ )
{
- float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f - 400.0f;
+ float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f - WATER_X_OFFSET;
float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
if ( !bUseCamStartY )
@@ -1087,7 +1088,7 @@ CWaterLevel::RenderWater()
if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
{
- if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
+ if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE)) )
{
RenderOneFlatExtraHugeWaterPoly(
vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
@@ -1106,7 +1107,7 @@ CWaterLevel::RenderWater()
if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
{
- if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
+ if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE)) )
{
RenderOneFlatExtraHugeWaterPoly(
vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
@@ -1135,7 +1136,7 @@ CWaterLevel::RenderWater()
if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
{
- if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
+ if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE)) )
{
RenderOneFlatExtraHugeWaterPoly(
vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
@@ -1154,7 +1155,7 @@ CWaterLevel::RenderWater()
if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
{
- if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.x, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
+ if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.x, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE)) )
{
RenderOneFlatExtraHugeWaterPoly(
vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
@@ -1201,6 +1202,8 @@ CWaterLevel::RenderTransparentWater(void)
if ( !CGame::CanSeeWaterFromCurrArea() )
return;
+ PUSH_RENDERGROUP("CWaterLevel::RenderTransparentWater");
+
float fWaterDrawDist = _GetWavyDrawDist();
float fWaterDrawDistLarge = fWaterDrawDist + 90.0f;
float fWavySectorMaxRenderDistSqr = SQR(fWaterDrawDist);
@@ -1284,7 +1287,7 @@ CWaterLevel::RenderTransparentWater(void)
if ( fHugeSectorMaxRenderDistSqr > fHugeSectorDistToCamSqr )
{
- if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
+ if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE)) )
{
if ( fHugeSectorDistToCamSqr >= SQR(500.0f) )
{
@@ -1308,7 +1311,7 @@ CWaterLevel::RenderTransparentWater(void)
if ( fLargeSectorDistToCamSqr < fHugeSectorMaxRenderDistSqr )
{
- if ( TheCamera.IsSphereVisible(CVector(vecLargeSectorCentre.x, vecLargeSectorCentre.y, 0.0f), SectorRadius(LARGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
+ if ( TheCamera.IsSphereVisible(CVector(vecLargeSectorCentre.x, vecLargeSectorCentre.y, 0.0f), SectorRadius(LARGE_SECTOR_SIZE)) )
{
// Render four small(32x32) sectors, or one large(64x64).
@@ -1462,7 +1465,7 @@ CWaterLevel::RenderTransparentWater(void)
int32 nBlock;
- int32 BlockX = WATER_TO_SMALL_SECTOR_X(fCamX + 400.0f) + 1;
+ int32 BlockX = WATER_TO_SMALL_SECTOR_X(fCamX + WATER_X_OFFSET) + 1;
int32 BlockY = WATER_TO_SMALL_SECTOR_Y(fCamY) + 1;
if (_IsColideWithBlock(BlockX, BlockY, nBlock))
@@ -1472,7 +1475,7 @@ CWaterLevel::RenderTransparentWater(void)
float fMaskX = Floor(fCamX / 2.0f) * 2.0f;
float fMaskY = Floor(fCamY / 2.0f) * 2.0f;
float fWaterZ = CWaterLevel::ms_aWaterZs[nBlock];
- float fSectorX = WATER_FROM_SMALL_SECTOR_X(BlockX) - 400.0f;
+ float fSectorX = WATER_FROM_SMALL_SECTOR_X(BlockX) - WATER_X_OFFSET;
float fSectorY = WATER_FROM_SMALL_SECTOR_Y(BlockY);
RenderWavyMask(fMaskX, fMaskY, fWaterZ,
@@ -1484,6 +1487,8 @@ CWaterLevel::RenderTransparentWater(void)
DefinedState();
#endif
+
+ POP_RENDERGROUP();
}
void CWaterLevel::RenderOneFlatSmallWaterPoly(float fX, float fY, float fZ, RwRGBA const &color)
@@ -3193,7 +3198,7 @@ CWaterLevel::HandleBeachToysStuff(void)
vecPos.x += (fCos - fSin) * fAngle;
vecPos.y += (fSin + fCos) * fAngle;
- if ( TheCamera.IsSphereVisible(vecPos, 1.0f, &TheCamera.GetCameraMatrix()) )
+ if ( TheCamera.IsSphereVisible(vecPos, 1.0f) )
{
float fWaterLevel;
@@ -3237,7 +3242,7 @@ CWaterLevel::HandleBeachToysStuff(void)
vecPos.x += (fCos - fSin) * fAngle;
vecPos.y += (fSin + fCos) * fAngle;
- if ( TheCamera.IsSphereVisible(vecPos, 2.0f, &TheCamera.GetCameraMatrix()) )
+ if ( TheCamera.IsSphereVisible(vecPos, 2.0f) )
{
float fWaterLevel;