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@ -441,7 +441,7 @@ int m_iModeObbeCamIsInForCar;
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static bool &m_bUseMouse3rdPerson;
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CMatrix &GetCameraMatrix(void) { return m_cameraMatrix; }
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inline const CMatrix GetCameraMatrix(void) { return m_cameraMatrix; }
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CVector &GetGameCamPosition(void) { return m_vecGameCamPos; }
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bool IsPointVisible(const CVector ¢er, const CMatrix *mat);
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bool IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat);
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@ -190,21 +190,6 @@ void CTweakVars::AddDBG(const char *path)
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bAddTweakVarsNow = true;
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}
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//inline DebugMenuEntry * DebugMenuAddVar (const char *path , name, ptr, trig, step, lowerBound, upperBound, const char **strings)
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/*
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inline DebugMenuEntry *
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DebugMenuAddVar
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(const char *path,
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const char *name,
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int8_t *ptr,
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TriggerFunc triggerFunc,
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int8_t step,
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int8_t lowerBound,
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int8_t upperBound,
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const char **strings)
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*/
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void CTweakSwitch::AddDBG(const char *path)
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{
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DebugMenuEntry *e = DebugMenuAddVar(m_pPath == NULL ? path : m_pPath, m_pVarName, (int32_t *)m_pIntVar, m_pFunc, 1, m_nMin, m_nMax, m_aStr);
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@ -405,7 +405,7 @@ CEntity::PreRender(void)
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}else if(GetModelIndex() == MI_MISSILE){
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CVector pos = GetPosition();
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float flicker = (CGeneral::GetRandomNumber() & 0xF)/(float)0x10;
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CShadows::StoreShadowToBeRendered(SHADOWTYPE_2,
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CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE,
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gpShadowExplosionTex, &pos,
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8.0f, 0.0f, 0.0f, -8.0f,
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255, 200.0f*flicker, 160.0f*flicker, 120.0f*flicker,
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@ -758,7 +758,7 @@ CEntity::ProcessLightsForEntity(void)
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// Light shadow
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if(effect->light.shadowRange != 0.0f){
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if(lightOn){
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CShadows::StoreStaticShadow((uintptr)this + i, SHADOWTYPE_2,
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CShadows::StoreStaticShadow((uintptr)this + i, SHADOWTYPE_ADDITIVE,
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effect->light.shadow, &pos,
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effect->light.shadowRange, 0.0f,
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0.0f, -effect->light.shadowRange,
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@ -768,7 +768,7 @@ CEntity::ProcessLightsForEntity(void)
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effect->col.b*CTimeCycle::GetSpriteBrightness()*effect->light.shadowIntensity/255.0f,
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15.0f, 1.0f, 40.0f, false, 0.0f);
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}else if(lightFlickering){
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CShadows::StoreStaticShadow((uintptr)this + i, SHADOWTYPE_2,
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CShadows::StoreStaticShadow((uintptr)this + i, SHADOWTYPE_ADDITIVE,
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effect->light.shadow, &pos,
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effect->light.shadowRange, 0.0f,
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0.0f, -effect->light.shadowRange,
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@ -9,11 +9,6 @@
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struct RwTexture;
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class CEntity;
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enum
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{
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SHADOWTYPE_2 = 2
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};
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enum eShadowType
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{
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SHADOWTYPE_NONE = 0,
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@ -323,7 +323,7 @@ _GetCamBounds(bool *bUseCamStartY, bool *bUseCamEndY, bool *bUseCamStartX, bool
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}
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}
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float
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inline float
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SectorRadius(float fSize)
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{
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return Sqrt(Pow(fSize, 2) + Pow(fSize, 2));
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@ -424,7 +424,7 @@ CWaterLevel::RenderWater()
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if ( fHugeSectorMaxRenderDistSqr > fHugeSectorDistToCamSqr )
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{
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if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE),
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&CMatrix(TheCamera.GetCameraMatrix())) )
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&TheCamera.GetCameraMatrix()) )
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{
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if ( fHugeSectorDistToCamSqr >= SQR(500.0f) /*fHugeSectorNearDist*/ )
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{
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@ -466,7 +466,7 @@ CWaterLevel::RenderWater()
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if ( fLargeSectorDistToCamSqr < fHugeSectorMaxRenderDistSqr )
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{
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if ( TheCamera.IsSphereVisible(CVector(vecLargeSectorCentre.x, vecLargeSectorCentre.y, 0.0f), SectorRadius(LARGE_SECTOR_SIZE), //90.879997f,
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&CMatrix(TheCamera.GetCameraMatrix())) )
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&TheCamera.GetCameraMatrix()) )
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{
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// Render four small(32x32) sectors, or one large(64x64).
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@ -629,7 +629,7 @@ CWaterLevel::RenderWater()
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if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
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{
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if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
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&CMatrix(TheCamera.GetCameraMatrix())) )
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&TheCamera.GetCameraMatrix()) )
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{
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RenderOneFlatExtraHugeWaterPoly(
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vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
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@ -663,7 +663,7 @@ CWaterLevel::RenderWater()
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if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
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{
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if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
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&CMatrix(TheCamera.GetCameraMatrix())) )
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&TheCamera.GetCameraMatrix()) )
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{
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RenderOneFlatExtraHugeWaterPoly(
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vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
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@ -687,7 +687,7 @@ CWaterLevel::RenderWater()
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if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
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{
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if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
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&CMatrix(TheCamera.GetCameraMatrix())) )
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&TheCamera.GetCameraMatrix()) )
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{
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RenderOneFlatExtraHugeWaterPoly(
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vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
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@ -37,8 +37,8 @@ bool CBoat::IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoat
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{
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float fDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[j]) * fShapeTime + float(j) * fShapeLength + fSize;
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if ( fabs(pBoat->m_avec2dWakePoints[j].x - sector.x) < fDist
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&& fabs(pBoat->m_avec2dWakePoints[i].y - sector.y) < fDist )
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if ( Abs(pBoat->m_avec2dWakePoints[j].x - sector.x) < fDist
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&& Abs(pBoat->m_avec2dWakePoints[i].y - sector.y) < fDist )
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{
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apBoats[numVerts] = pBoat;
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numVerts = 1; // += ?
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@ -56,13 +56,12 @@ float CBoat::IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat)
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{
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float fMaxDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fShapeTime + float(i) * fShapeLength;
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float fX = pBoat->m_avec2dWakePoints[i].x - vecVertex.x;
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float fY = pBoat->m_avec2dWakePoints[i].y - vecVertex.y;
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CVector2D vecDist = pBoat->m_avec2dWakePoints[i] - CVector2D(vecVertex);
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float fDist = fY * fY + fX * fX;
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float fDist = vecDist.MagnitudeSqr();
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if ( fDist < SQR(fMaxDist) )
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return 1.0f - min(fRangeMult * sqrt(fDist / SQR(fMaxDist)) + (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fTimeMult, 1.0f);
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return 1.0f - min(fRangeMult * Sqrt(fDist / SQR(fMaxDist)) + (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fTimeMult, 1.0f);
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}
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return 0.0f;
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