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-rw-r--r--src/render/WaterLevel.h41
1 files changed, 22 insertions, 19 deletions
diff --git a/src/render/WaterLevel.h b/src/render/WaterLevel.h
index 0e682305..5a497ddf 100644
--- a/src/render/WaterLevel.h
+++ b/src/render/WaterLevel.h
@@ -2,10 +2,10 @@
#define WATER_X_OFFSET (400.0f)
-#define WATER_BLOCK_SECTORS MAX_LARGE_SECTORS
-#define WATER_FINEBLOCK_SECTORS MAX_SMALL_SECTORS
#define WATER_Z_OFFSET (0.5f)
+#define NO_WATER -128
+
#define MAX_SMALL_SECTORS 128
#define MAX_LARGE_SECTORS 64
#define MAX_HUGE_SECTORS 32
@@ -25,7 +25,6 @@
#define WATER_WIDTH ((WATER_END_X - WATER_START_X))
#define WATER_HEIGHT ((WATER_END_Y - WATER_START_Y))
-
#define WATER_UNSIGN_X(x) ( (x) + (WATER_WIDTH /2) )
#define WATER_UNSIGN_Y(y) ( (y) + (WATER_HEIGHT/2) )
#define WATER_SIGN_X(x) ( (x) - (WATER_WIDTH /2) )
@@ -38,7 +37,7 @@
// 128x128 Small blocks 32x32 each
#define WATER_TO_FINEBLOCK_X(x) ( WATER_UNSIGN_X(x) / WATER_FINEBLOCK_SECTORS )
#define WATER_TO_FINEBLOCK_Y(x) ( WATER_UNSIGN_Y(x) / WATER_FINEBLOCK_SECTORS )
-
+
// 32
#define WATER_SMALL_X(x) ( WATER_UNSIGN_X(x) / MAX_SMALL_SECTORS )
#define WATER_SMALL_Y(y) ( WATER_UNSIGN_Y(y) / MAX_SMALL_SECTORS )
@@ -104,31 +103,35 @@ public:
static int32 ms_nNoOfWaterLevels;
static float ms_aWaterZs[48];
static CRect ms_aWaterRects[48];
- static uint8 aWaterBlockList[WATER_BLOCK_SECTORS][WATER_BLOCK_SECTORS]; // 64x64 Large blocks 64x64 each
- static uint8 aWaterFineBlockList[WATER_FINEBLOCK_SECTORS][WATER_FINEBLOCK_SECTORS]; // 128x128 Small blocks 32x32 each
+ static int8 aWaterBlockList[MAX_LARGE_SECTORS][MAX_LARGE_SECTORS]; // 64x64 Large blocks 64x64 each
+ static int8 aWaterFineBlockList[MAX_SMALL_SECTORS][MAX_SMALL_SECTORS]; // 128x128 Small blocks 32x32 each
static bool WavesCalculatedThisFrame;
-
+
static bool RequireWavySector;
static bool MaskCalculatedThisFrame;
static CVector PreCalculatedMaskPosn;
static bool m_bRenderSeaBed;
static int32 m_nRenderWaterLayers;
-
+
static RpAtomic *ms_pWavyAtomic;
static RpAtomic *ms_pMaskAtomic;
static void Shutdown();
-
+
static void CreateWavyAtomic();
static void DestroyWavyAtomic();
-
-
+
+ static void AddWaterLevel(float fXLeft, float fYBottom, float fXRight, float fYTop, float fLevel);
+ static bool WaterLevelAccordingToRectangles(float fX, float fY, float *pfOutLevel = nil);
+ static bool TestVisibilityForFineWaterBlocks(const CVector &worldPos);
+ static void RemoveIsolatedWater();
+
static bool GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool bDontCheckZ);
static bool GetWaterLevel(CVector coors, float *pfOutLevel, bool bDontCheckZ) { return GetWaterLevel(coors.x, coors.y, coors.z, pfOutLevel, bDontCheckZ); }
static bool GetWaterLevelNoWaves(float fX, float fY, float fZ, float *pfOutLevel);
static float GetWaterWavesOnly(short x, short y); // unused
static CVector GetWaterNormal(float fX, float fY);
-
+
static void RenderWater();
static void RenderTransparentWater(void);
// unused
@@ -151,11 +154,11 @@ public:
static bool PreCalcWavySector(RwRGBA const &color); //fucked up
static bool PreCalcWavyMask(float fX, float fY, float fZ, float fSectorX, float fSectorY, float fCamPosX, float fCamPosY, float fCamDirX, float fCamDirY, RwRGBA const&color);
#endif
-
-
+
+
static void RenderBoatWakes(void);
static void RenderWakeSegment(CVector2D &vecA, CVector2D &vecB, CVector2D &vecC, CVector2D &vecD, float &fSizeA, float &fSizeB, float &fAlphaA, float &fAlphaB, float &fWakeZ);
-
+
// unused
static void RenderOneSlopedUnderWaterPoly(float fX, float fY, float fZ, RwRGBA const&color); // UNUSED
static void RenderOneFlatSmallWaterPolyBlended(float fX, float fY, float fZ, float fCamX, float fCamY, RwRGBA const &color, RwRGBA const &colorTrans, float fDrawDist);
@@ -163,18 +166,18 @@ public:
static void RenderAndEmptyRenderBuffer();
static bool GetGroundLevel(CVector const &vecPosn, float *pfOutLevel, ColData *pData, float fDistance);
-
+
// unused
static bool IsLocationOutOfWorldBounds_WS(CVector const &vecPosn, int nOffset);
// unused
static bool GetGroundLevel_WS(CVector const & vecPosn, float *pfOutLevel, ColData *pData, float fDistance);
static bool GetWaterDepth(CVector const &vecPosn, float *pfDepth, float *pfLevelNoWaves, float *pfGroundLevel);
-
+
static void RenderSeaBirds();
static void RenderShipsOnHorizon();
-
+
static void HandleSeaLifeForms();
-
+
static void HandleBeachToysStuff(void);
static CEntity *CreateBeachToy(CVector const &vec, eBeachToy beachtoy);
};