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-rw-r--r--src/render/Weather.cpp552
1 files changed, 0 insertions, 552 deletions
diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp
deleted file mode 100644
index e57d57d6..00000000
--- a/src/render/Weather.cpp
+++ /dev/null
@@ -1,552 +0,0 @@
-#include "common.h"
-
-#include "Weather.h"
-
-#include "Camera.h"
-#include "Clock.h"
-#include "CutsceneMgr.h"
-#include "DMAudio.h"
-#include "General.h"
-#include "Pad.h"
-#include "Particle.h"
-#include "RenderBuffer.h"
-#include "Stats.h"
-#include "Shadows.h"
-#include "Timecycle.h"
-#include "Timer.h"
-#include "Vehicle.h"
-#include "World.h"
-#include "ZoneCull.h"
-
-int32 CWeather::SoundHandle = -1;
-
-int32 CWeather::WeatherTypeInList;
-int16 CWeather::OldWeatherType;
-int16 CWeather::NewWeatherType;
-int16 CWeather::ForcedWeatherType;
-
-bool CWeather::LightningFlash;
-bool CWeather::LightningBurst;
-uint32 CWeather::LightningStart;
-uint32 CWeather::LightningFlashLastChange;
-uint32 CWeather::WhenToPlayLightningSound;
-uint32 CWeather::LightningDuration;
-
-float CWeather::Foggyness;
-float CWeather::CloudCoverage;
-float CWeather::Wind;
-float CWeather::Rain;
-float CWeather::InterpolationValue;
-float CWeather::WetRoads;
-float CWeather::Rainbow;
-
-bool CWeather::bScriptsForceRain;
-bool CWeather::Stored_StateStored;
-
-float CWeather::Stored_InterpolationValue;
-int16 CWeather::Stored_OldWeatherType;
-int16 CWeather::Stored_NewWeatherType;
-float CWeather::Stored_Rain;
-
-tRainStreak Streaks[NUM_RAIN_STREAKS];
-
-const int16 WeatherTypesList[] = {
- WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
- WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
- WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
- WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
- WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY,
- WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
- WEATHER_CLOUDY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_CLOUDY,
- WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY, WEATHER_CLOUDY,
- WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
- WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
- WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY,
- WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_CLOUDY, WEATHER_SUNNY,
- WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
- WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
- WEATHER_SUNNY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_SUNNY,
- WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_RAINY, WEATHER_CLOUDY,
-};
-
-const float Windyness[] = {
- 0.0f, // WEATHER_SUNNY
- 0.7f, // WEATHER_CLOUDY
- 1.0f, // WEATHER_RAINY
- 0.5f // WEATHER_FOGGY
-};
-
-#define MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES (50)
-
-#define RAIN_CHANGE_SPEED (0.003f)
-
-#define DROPLETS_LEFT_OFFSET (10.0f)
-#define DROPLETS_RIGHT_OFFSET (10.0f)
-#define DROPLETS_TOP_OFFSET (10.0f)
-#define DROPLETS_BOTTOM_OFFSET (10.0f)
-
-#define STREAK_U (10.0f)
-#define STREAK_V (18.0f)
-#define LARGE_STREAK_COEFFICIENT (1.23f)
-#define STREAK_MIN_DISTANCE (8.0f)
-#define STREAK_MAX_DISTANCE (16.0f)
-
-#define SPLASH_CHECK_RADIUS (7.0f)
-#define SPLASH_OFFSET_RADIUS (2.0f)
-
-#define STREAK_LIFETIME (4.0f)
-#define STREAK_INTEROLATION_TIME (0.3f)
-
-#define RAIN_COLOUR_R (200)
-#define RAIN_COLOUR_G (200)
-#define RAIN_COLOUR_B (256)
-#define RAIN_ALPHA (255)
-
-void CWeather::Init(void)
-{
- NewWeatherType = WEATHER_SUNNY;
- bScriptsForceRain = false;
- OldWeatherType = WEATHER_CLOUDY;
- Stored_StateStored = false;
- InterpolationValue = 0.0f;
- WhenToPlayLightningSound = 0;
- WeatherTypeInList = 0;
- ForcedWeatherType = WEATHER_RANDOM;
- SoundHandle = DMAudio.CreateEntity(AUDIOTYPE_WEATHER, (void*)1);
- if (SoundHandle >= 0)
- DMAudio.SetEntityStatus(SoundHandle, TRUE);
-}
-
-void CWeather::Update(void)
-{
- float fNewInterpolation = CClock::GetMinutes() * 1.0f / 60;
- if (fNewInterpolation < InterpolationValue) {
- // new hour
- OldWeatherType = NewWeatherType;
- if (ForcedWeatherType >= 0)
- NewWeatherType = ForcedWeatherType;
- else {
- WeatherTypeInList = (WeatherTypeInList + 1) % ARRAY_SIZE(WeatherTypesList);
- NewWeatherType = WeatherTypesList[WeatherTypeInList];
-#ifdef FIX_BUGS
- }
- if (NewWeatherType == WEATHER_RAINY)
- CStats::mmRain += CGeneral::GetRandomNumber() & 7;
-#else
- if (NewWeatherType == WEATHER_RAINY)
- CStats::mmRain += CGeneral::GetRandomNumber() & 7;
- }
-#endif
- }
- InterpolationValue = fNewInterpolation;
- if (CPad::GetPad(1)->GetRightShockJustDown()) {
- NewWeatherType = (NewWeatherType + 1) % WEATHER_TOTAL;
- OldWeatherType = NewWeatherType;
- }
-
- // Lightning
- if (NewWeatherType != WEATHER_RAINY || OldWeatherType != WEATHER_RAINY) {
- LightningFlash = false;
- LightningBurst = false;
- }
- else{
- if (LightningBurst) {
- if ((CGeneral::GetRandomNumber() & 255) >= 32) {
- // 0.875 probability
- if (CTimer::GetTimeInMilliseconds() - LightningFlashLastChange > MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES) {
- bool bOldLightningFlash = LightningFlash;
- LightningFlash = CGeneral::GetRandomTrueFalse();
- if (LightningFlash != bOldLightningFlash)
- LightningFlashLastChange = CTimer::GetTimeInMilliseconds();
- }
- }
- else {
- // 0.125 probability
- LightningBurst = false;
- LightningDuration = Min(CTimer::GetFrameCounter() - LightningStart, 20);
- LightningFlash = false;
- WhenToPlayLightningSound = CTimer::GetTimeInMilliseconds() + 150 * (20 - LightningDuration);
- }
- }
- else {
- if (CGeneral::GetRandomNumber() >= 200) {
- // lower probability on PC due to randomness bug
- LightningFlash = false;
- }
- else {
- LightningBurst = true;
- LightningStart = CTimer::GetFrameCounter();
- LightningFlashLastChange = CTimer::GetTimeInMilliseconds();
- LightningFlash = true;
- }
- }
- }
- if (WhenToPlayLightningSound && CTimer::GetTimeInMilliseconds() > WhenToPlayLightningSound) {
- DMAudio.PlayOneShot(SoundHandle, SOUND_LIGHTNING, LightningDuration);
- CPad::GetPad(0)->StartShake(40 * LightningDuration + 100, 2 * LightningDuration + 80);
- WhenToPlayLightningSound = 0;
- }
-
- // Wet roads
- if (OldWeatherType == WEATHER_RAINY) {
- if (NewWeatherType == WEATHER_RAINY)
- WetRoads = 1.0f;
- else
- WetRoads = 1.0f - InterpolationValue;
- }
- else {
- if (NewWeatherType == WEATHER_RAINY)
- WetRoads = InterpolationValue;
- else
- WetRoads = 0.0f;
- }
-
- // Rain
-#ifndef VC_RAIN_NERF
- float fNewRain;
- if (NewWeatherType == WEATHER_RAINY) {
- // if raining for >1 hour, values: 0, 0.33, 0.66, 0.99, switching every ~16.5s
- fNewRain = ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.33f;
- if (OldWeatherType != WEATHER_RAINY) {
- if (InterpolationValue < 0.4f)
- // if rain has just started (<24 minutes), always 0.5
- fNewRain = 0.5f;
- else
- // if rain is ongoing for >24 minutes, values: 0.25, 0.5, 0.75, 1.0, switching every ~16.5s
- fNewRain = 0.25f + ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.25f;
- }
- }
- else
- fNewRain = 0.0f;
- if (Rain != fNewRain) { // ok to use comparasion
- if (Rain < fNewRain)
- Rain = Min(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
- else
- Rain = Max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
- }
-#else
- float fNewRain;
- if (NewWeatherType == WEATHER_RAINY) {
- // if raining for >1 hour, values: 0, 0.33, switching every ~16.5s
- fNewRain = (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.33f;
- if (OldWeatherType != WEATHER_RAINY) {
- if (InterpolationValue < 0.4f)
- // if rain has just started (<24 minutes), always 0.5
- fNewRain = 0.5f;
- else
- // if rain is ongoing for >24 minutes, values: 0.25, 0.5, switching every ~16.5s
- fNewRain = 0.25f + (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.25f;
- }
- fNewRain = Max(fNewRain, 0.5f);
- }
- else
- fNewRain = 0.0f;
- Rain = fNewRain;
-#endif
-
- // Clouds
- if (OldWeatherType != WEATHER_SUNNY)
- CloudCoverage = 1.0f - InterpolationValue;
- else
- CloudCoverage = 0.0f;
- if (NewWeatherType != WEATHER_SUNNY)
- CloudCoverage += InterpolationValue;
-
- // Fog
- if (OldWeatherType == WEATHER_FOGGY)
- Foggyness = 1.0f - InterpolationValue;
- else
- Foggyness = 0.0f;
- if (NewWeatherType == WEATHER_FOGGY)
- Foggyness += InterpolationValue;
- if (OldWeatherType == WEATHER_RAINY && NewWeatherType == WEATHER_SUNNY && InterpolationValue < 0.5f && CClock::GetHours() > 6 && CClock::GetHours() < 21)
- Rainbow = 1.0f - 4.0f * Abs(InterpolationValue - 0.25f) / 4.0f;
- else
- Rainbow = 0.0f;
- Wind = InterpolationValue * Windyness[NewWeatherType] + (1.0f - InterpolationValue) * Windyness[OldWeatherType];
- AddRain();
-}
-
-void CWeather::ForceWeather(int16 weather)
-{
- ForcedWeatherType = weather;
-}
-
-void CWeather::ForceWeatherNow(int16 weather)
-{
- OldWeatherType = weather;
- NewWeatherType = weather;
- ForcedWeatherType = weather;
-}
-
-void CWeather::ReleaseWeather()
-{
- ForcedWeatherType = -1;
-}
-
-void CWeather::AddRain()
-{
- if (CCullZones::CamNoRain() || CCullZones::PlayerNoRain())
- return;
- if (TheCamera.GetLookingLRBFirstPerson()) {
- CVehicle* pVehicle = FindPlayerVehicle();
- if (pVehicle && pVehicle->CarHasRoof()) {
- CParticle::RemovePSystem(PARTICLE_RAINDROP_2D);
- return;
- }
- }
- if (Rain <= 0.1f)
- return;
- static RwRGBA colour;
- float screen_width = SCREEN_WIDTH;
- float screen_height = SCREEN_HEIGHT;
- int cur_frame = (int)(3 * Rain) & 3;
- int num_drops = (int)(2 * Rain) + 2;
- static int STATIC_RAIN_ANGLE = -45;
- static int count = 1500;
- static int add_angle = 1;
- if (--count == 0) {
- count = 1;
- if (add_angle) {
- STATIC_RAIN_ANGLE += 12;
- if (STATIC_RAIN_ANGLE > 45) {
- count = 1500;
- add_angle = !add_angle;
- }
- }
- else {
- STATIC_RAIN_ANGLE -= 12;
- if (STATIC_RAIN_ANGLE < -45) {
- count = 1500;
- add_angle = !add_angle;
- }
- }
- }
- float rain_angle = DEGTORAD(STATIC_RAIN_ANGLE + ((STATIC_RAIN_ANGLE < 0) ? 360 : 0));
- float sin_angle = Sin(rain_angle);
- float cos_angle = Cos(rain_angle);
- float base_x = 0.0f * cos_angle - 1.0f * sin_angle;
- float base_y = 1.0f * cos_angle + 0.0f * sin_angle;
- CVector xpos(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < 2 * num_drops; i++) {
- CVector dir;
- dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.z = 0;
- CParticle::AddParticle(PARTICLE_RAINDROP_2D, xpos, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
- colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
- xpos.x += screen_width / (2 * num_drops);
- xpos.x += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
- }
- CVector ypos(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < num_drops; i++) {
- CVector dir;
- dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.z = 0;
- CParticle::AddParticle(PARTICLE_RAINDROP_2D, ypos, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
- colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
- ypos.y += screen_width / num_drops;
- ypos.y += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
- }
- CVector ypos2(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < num_drops; i++) {
- CVector dir;
- dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.z = 0;
- CParticle::AddParticle(PARTICLE_RAINDROP_2D, ypos2, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
- colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
- ypos2.y += screen_width / num_drops;
- ypos2.y += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
- }
- for (int i = 0; i < num_drops; i++) {
- CVector pos;
- pos.x = CGeneral::GetRandomNumberInRange(DROPLETS_LEFT_OFFSET, screen_width - DROPLETS_RIGHT_OFFSET);
- pos.y = CGeneral::GetRandomNumberInRange(DROPLETS_TOP_OFFSET, screen_height - DROPLETS_TOP_OFFSET);
- pos.z = 0.0f;
- CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, CVector(0.0f, 0.0f, 0.0f), nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
- colour, CGeneral::GetRandomNumberInRange(-10, 10), 360 - rain_angle + CGeneral::GetRandomNumberInRange(-30, 30), cur_frame, 50);
- }
- int num_splash_attempts = (int)(3 * Rain) + 1;
- int num_splashes = (int)(3 * Rain) + 4;
- CVector splash_points[4];
- splash_points[0] = CVector(-RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
- RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
- splash_points[1] = CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
- RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
- splash_points[2] = 4.0f * CVector(-RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
- RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
- splash_points[3] = 4.0f * CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
- RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
- RwV3dTransformPoints(splash_points, splash_points, 4, RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)));
- CVector fp = (splash_points[0] + splash_points[1] + splash_points[2] + splash_points[3]) / 4;
- for (int i = 0; i < num_splash_attempts; i++) {
- CColPoint point;
- CEntity* entity;
- CVector np = fp + CVector(CGeneral::GetRandomNumberInRange(-SPLASH_CHECK_RADIUS, SPLASH_CHECK_RADIUS), CGeneral::GetRandomNumberInRange(-SPLASH_CHECK_RADIUS, SPLASH_CHECK_RADIUS), 0.0f);
- if (CWorld::ProcessVerticalLine(np + CVector(0.0f, 0.0f, 40.0f), -40.0f, point, entity, true, false, false, false, true, false, nil)) {
- for (int j = 0; j < num_splashes; j++)
- CParticle::AddParticle((CGeneral::GetRandomTrueFalse() ? PARTICLE_RAIN_SPLASH : PARTICLE_RAIN_SPLASHUP),
- CVector(
- np.x + CGeneral::GetRandomNumberInRange(-SPLASH_OFFSET_RADIUS, SPLASH_OFFSET_RADIUS),
- np.y + CGeneral::GetRandomNumberInRange(-SPLASH_OFFSET_RADIUS, SPLASH_OFFSET_RADIUS),
- point.point.z + 0.1f),
- CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour);
- }
- }
-}
-
-void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale, float distance)
-{
- static float RandomTex;
- static float RandomTexX;
- static float RandomTexY;
- TempBufferRenderIndexList[TempBufferIndicesStored + 0] = TempBufferVerticesStored + 0;
- TempBufferRenderIndexList[TempBufferIndicesStored + 1] = TempBufferVerticesStored + 2;
- TempBufferRenderIndexList[TempBufferIndicesStored + 2] = TempBufferVerticesStored + 1;
- TempBufferRenderIndexList[TempBufferIndicesStored + 3] = TempBufferVerticesStored + 0;
- TempBufferRenderIndexList[TempBufferIndicesStored + 4] = TempBufferVerticesStored + 3;
- TempBufferRenderIndexList[TempBufferIndicesStored + 5] = TempBufferVerticesStored + 2;
- TempBufferRenderIndexList[TempBufferIndicesStored + 6] = TempBufferVerticesStored + 1;
- TempBufferRenderIndexList[TempBufferIndicesStored + 7] = TempBufferVerticesStored + 2;
- TempBufferRenderIndexList[TempBufferIndicesStored + 8] = TempBufferVerticesStored + 4;
- TempBufferRenderIndexList[TempBufferIndicesStored + 9] = TempBufferVerticesStored + 2;
- TempBufferRenderIndexList[TempBufferIndicesStored + 10] = TempBufferVerticesStored + 3;
- TempBufferRenderIndexList[TempBufferIndicesStored + 11] = TempBufferVerticesStored + 4;
- RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0, 0, 0, 0);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 0], pos.x + 11.0f * TheCamera.GetUp().x, pos.y + 11.0f * TheCamera.GetUp().y, pos.z + 11.0f * TheCamera.GetUp().z);
- RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 1], 0, 0, 0, 0);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 1], pos.x - 9.0f * TheCamera.GetRight().x, pos.y - 9.0f * TheCamera.GetRight().y, pos.z - 9.0f * TheCamera.GetRight().z);
- RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RAIN_COLOUR_R * intensity / 256, RAIN_COLOUR_G * intensity / 256, RAIN_COLOUR_B * intensity / 256, RAIN_ALPHA);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 2], pos.x, pos.y, pos.z);
- RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 3], 0, 0, 0, 0);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 3], pos.x + 9.0f * TheCamera.GetRight().x, pos.y + 9.0f * TheCamera.GetRight().y, pos.z + 9.0f * TheCamera.GetRight().z);
- RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0, 0, 0, 0);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 4], pos.x - 11.0f * TheCamera.GetUp().x, pos.y - 11.0f * TheCamera.GetUp().y, pos.z - 11.0f * TheCamera.GetUp().z);
- float u = STREAK_U;
- float v = STREAK_V;
- if (scale) {
- u *= LARGE_STREAK_COEFFICIENT;
- v *= LARGE_STREAK_COEFFICIENT;
- }
- float distance_coefficient;
- if (distance < STREAK_MIN_DISTANCE)
- distance_coefficient = 1.0f;
- else if (distance > STREAK_MAX_DISTANCE)
- distance_coefficient = 0.5f;
- else
- distance_coefficient = 1.0f - 0.5f * (distance - STREAK_MIN_DISTANCE) / (STREAK_MAX_DISTANCE - STREAK_MIN_DISTANCE);
- u *= distance_coefficient;
- v *= distance_coefficient;
- if (!CTimer::GetIsPaused()) {
- RandomTex = ((CGeneral::GetRandomNumber() & 255) - 128) * 0.01f;
- RandomTexX = (CGeneral::GetRandomNumber() & 127) * 0.01f;
- RandomTexY = (CGeneral::GetRandomNumber() & 127) * 0.01f;
- }
- RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0.5f * u - RandomTex + RandomTexX);
- RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 0], -v * 0.5f + RandomTexY);
- RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexX);
- RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexY);
- RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 2], 0.5f * u + RandomTexX);
- RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RandomTexY);
- RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 3], u + RandomTexX);
- RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 3], RandomTexY);
- RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0.5f * u + RandomTex + RandomTexX);
- RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 5], 0.5f * v + RandomTexY);
- TempBufferIndicesStored += 12;
- TempBufferVerticesStored += 5;
-}
-
-void CWeather::RenderRainStreaks(void)
-{
- if (CTimer::GetIsCodePaused())
- return;
- int base_intensity = (64.0f - CTimeCycle::GetFogReduction()) / 64.0f * int(255 * Rain);
- if (base_intensity == 0)
- return;
- TempBufferIndicesStored = 0;
- TempBufferVerticesStored = 0;
- for (int i = 0; i < NUM_RAIN_STREAKS; i++) {
- if (Streaks[i].timer) {
- float secondsElapsed = (CTimer::GetTimeInMilliseconds() - Streaks[i].timer) / 1024.0f;
- if (secondsElapsed > STREAK_LIFETIME)
- Streaks[i].timer = 0;
- else{
- int intensity;
- if (secondsElapsed < STREAK_INTEROLATION_TIME)
- intensity = base_intensity * 0.5f * secondsElapsed / STREAK_INTEROLATION_TIME;
- else if (secondsElapsed > (STREAK_LIFETIME - STREAK_INTEROLATION_TIME))
- intensity = (STREAK_LIFETIME - secondsElapsed) * 0.5f * base_intensity / STREAK_INTEROLATION_TIME;
- else
- intensity = base_intensity * 0.5f;
- CVector dir = Streaks[i].direction;
- dir.Normalise();
- CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction;
- RenderOneRainStreak(pos, dir, intensity, false, (pos - TheCamera.GetPosition()).Magnitude());
-#ifndef FIX_BUGS // remove useless code
- if (secondsElapsed > 1.0f && secondsElapsed < STREAK_LIFETIME - 1.0f) {
- CGeneral::GetRandomNumber(), CGeneral::GetRandomNumber();
- }
-#endif
- }
- }
- else if ((CGeneral::GetRandomNumber() & 0xF00) == 0){
- // 1/16 probability
- Streaks[i].direction = CVector(4.0f, 4.0f, -4.0f);
- Streaks[i].position = 6.0f * TheCamera.GetForward() + TheCamera.GetPosition() + CVector(-1.8f * Streaks[i].direction.x, -1.8f * Streaks[i].direction.y, 8.0f);
- if (!CCutsceneMgr::IsRunning()) {
- Streaks[i].position.x += 2.0f * FindPlayerSpeed().x * 60.0f;
- Streaks[i].position.y += 2.0f * FindPlayerSpeed().y * 60.0f;
- }
- else
- Streaks[i].position += (TheCamera.GetPosition() - TheCamera.m_RealPreviousCameraPosition) * 20.0f;
- Streaks[i].position.x += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.08f;
- Streaks[i].position.y += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.08f;
- Streaks[i].timer = CTimer::GetTimeInMilliseconds();
- }
- }
- if (TempBufferIndicesStored){
- 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(gpRainDropTex[3]));
- if (RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, 1))
- {
- 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 CWeather::StoreWeatherState()
-{
- Stored_StateStored = true;
- Stored_InterpolationValue = InterpolationValue;
- Stored_Rain = Rain;
- Stored_NewWeatherType = NewWeatherType;
- Stored_OldWeatherType = OldWeatherType;
-}
-
-void CWeather::RestoreWeatherState()
-{
-#ifdef FIX_BUGS // it's not used anyway though
- Stored_StateStored = false;
-#endif
- InterpolationValue = Stored_InterpolationValue;
- Rain = Stored_Rain;
- NewWeatherType = Stored_NewWeatherType;
- OldWeatherType = Stored_OldWeatherType;
-}