580 lines
18 KiB
C++
580 lines
18 KiB
C++
#include "common.h"
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#include "main.h"
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#include "General.h"
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#include "TxdStore.h"
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#include "Camera.h"
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#include "Sprite.h"
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#include "Timer.h"
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#include "World.h"
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#include "Weather.h"
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#include "Collision.h"
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#include "Timecycle.h"
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#include "Coronas.h"
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struct FlareDef
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{
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float position;
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float size;
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int16 red;
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int16 green;
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int16 blue;
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int16 alpha;
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int16 texture;
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};
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FlareDef SunFlareDef[] = {
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{ -0.5f, 15.0f, 50, 50, 0, 200, 1 },
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{ -1.0f, 10.0f, 50, 20, 0, 200, 2 },
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{ -1.5f, 15.0f, 50, 0, 0, 200, 3 },
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{ -2.5f, 25.0f, 50, 0, 0, 200, 1 },
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{ 0.5f, 12.5f, 40, 40, 25, 200, 1 },
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{ 0.05f, 20.0f, 30, 22, 9, 200, 2 },
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{ 1.3f, 7.5f, 50, 30, 9, 200, 3 },
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{ 0.0f, 0.0f, 255, 255, 255, 255, 0 }
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};
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FlareDef HeadLightsFlareDef[] = {
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{ -0.5f, 15.5, 70, 70, 70, 200, 1 },
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{ -1.0f, 10.0, 70, 70, 70, 200, 2 },
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{ -1.5f, 5.5f, 50, 50, 50, 200, 3 },
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{ 0.5f, 12.0f, 50, 50, 50, 200, 1 },
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{ 0.05f, 20.0f, 40, 40, 40, 200, 2 },
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{ 1.3f, 8.0f, 60, 60, 60, 200, 3 },
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{ -2.0f, 12.0f, 50, 50, 50, 200, 1 },
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{ -2.3f, 15.0f, 40, 40, 40, 200, 2 },
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{ -3.0f, 16.0f, 40, 40, 40, 200, 3 },
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{ 0.0f, 0.0f, 255, 255, 255, 255, 0 }
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};
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RwTexture *gpCoronaTexture[9] = { nil, nil, nil, nil, nil, nil, nil, nil, nil };
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float CCoronas::LightsMult = 1.0f;
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float CCoronas::SunScreenX;
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float CCoronas::SunScreenY;
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bool CCoronas::bSmallMoon;
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bool CCoronas::SunBlockedByClouds;
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int CCoronas::bChangeBrightnessImmediately;
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CRegisteredCorona CCoronas::aCoronas[NUMCORONAS];
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const char aCoronaSpriteNames[][32] = {
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"coronastar",
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"corona",
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"coronamoon",
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"coronareflect",
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"coronaheadlightline",
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"coronahex",
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"coronacircle",
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"coronaringa",
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"streek"
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};
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void
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CCoronas::Init(void)
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{
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int i;
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CTxdStore::PushCurrentTxd();
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CTxdStore::SetCurrentTxd(CTxdStore::FindTxdSlot("particle"));
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for(i = 0; i < 9; i++)
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if(gpCoronaTexture[i] == nil)
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gpCoronaTexture[i] = RwTextureRead(aCoronaSpriteNames[i], nil);
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CTxdStore::PopCurrentTxd();
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for(i = 0; i < NUMCORONAS; i++)
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aCoronas[i].id = 0;
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}
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void
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CCoronas::Shutdown(void)
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{
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int i;
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for(i = 0; i < 9; i++)
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if(gpCoronaTexture[i]){
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RwTextureDestroy(gpCoronaTexture[i]);
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gpCoronaTexture[i] = nil;
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}
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}
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void
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CCoronas::Update(void)
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{
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int i;
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static int LastCamLook = 0;
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LightsMult = Min(LightsMult + 0.03f * CTimer::GetTimeStep(), 1.0f);
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int CamLook = 0;
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if(TheCamera.Cams[TheCamera.ActiveCam].LookingLeft) CamLook |= 1;
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if(TheCamera.Cams[TheCamera.ActiveCam].LookingRight) CamLook |= 2;
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if(TheCamera.Cams[TheCamera.ActiveCam].LookingBehind) CamLook |= 4;
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// BUG?
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if(TheCamera.GetLookDirection() == LOOKING_BEHIND) CamLook |= 8;
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if(LastCamLook != CamLook)
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bChangeBrightnessImmediately = 3;
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else
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bChangeBrightnessImmediately = Max(bChangeBrightnessImmediately-1, 0);
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LastCamLook = CamLook;
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for(i = 0; i < NUMCORONAS; i++)
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if(aCoronas[i].id != 0)
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aCoronas[i].Update();
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}
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void
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CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha,
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const CVector &coors, float size, float drawDist, RwTexture *tex,
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int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle)
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{
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int i;
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if(sq(drawDist) < (TheCamera.GetPosition() - coors).MagnitudeSqr2D())
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return;
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for(i = 0; i < NUMCORONAS; i++)
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if(aCoronas[i].id == id)
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break;
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if(i == NUMCORONAS){
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// add a new one
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// find empty slot
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for(i = 0; i < NUMCORONAS; i++)
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if(aCoronas[i].id == 0)
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break;
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if(i == NUMCORONAS)
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return; // no space
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aCoronas[i].fadeAlpha = 0;
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aCoronas[i].offScreen = true;
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aCoronas[i].firstUpdate = true;
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aCoronas[i].renderReflection = false;
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aCoronas[i].lastLOScheck = 0;
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aCoronas[i].sightClear = false;
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aCoronas[i].hasValue[0] = false;
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aCoronas[i].hasValue[1] = false;
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aCoronas[i].hasValue[2] = false;
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aCoronas[i].hasValue[3] = false;
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aCoronas[i].hasValue[4] = false;
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aCoronas[i].hasValue[5] = false;
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}else{
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// use existing one
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if(aCoronas[i].fadeAlpha == 0 && alpha == 0){
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// unregister
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aCoronas[i].id = 0;
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return;
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}
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}
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aCoronas[i].id = id;
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aCoronas[i].red = red;
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aCoronas[i].green = green;
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aCoronas[i].blue = blue;
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aCoronas[i].alpha = alpha;
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aCoronas[i].coors = coors;
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aCoronas[i].size = size;
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aCoronas[i].someAngle = someAngle;
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aCoronas[i].registeredThisFrame = true;
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aCoronas[i].drawDist = drawDist;
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aCoronas[i].texture = tex;
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aCoronas[i].flareType = flareType;
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aCoronas[i].reflection = reflection;
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aCoronas[i].LOScheck = LOScheck;
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aCoronas[i].drawStreak = drawStreak;
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}
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void
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CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha,
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const CVector &coors, float size, float drawDist, uint8 type,
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int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle)
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{
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RegisterCorona(id, red, green, blue, alpha, coors, size, drawDist,
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gpCoronaTexture[type], flareType, reflection, LOScheck, drawStreak, someAngle);
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}
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void
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CCoronas::UpdateCoronaCoors(uint32 id, const CVector &coors, float drawDist, float someAngle)
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{
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int i;
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if(sq(drawDist) < (TheCamera.GetPosition() - coors).MagnitudeSqr2D())
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return;
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for(i = 0; i < NUMCORONAS; i++)
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if(aCoronas[i].id == id)
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break;
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if(i == NUMCORONAS)
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return;
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if(aCoronas[i].fadeAlpha == 0)
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aCoronas[i].id = 0; // faded out, remove
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else{
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aCoronas[i].coors = coors;
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aCoronas[i].someAngle = someAngle;
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}
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}
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static RwIm2DVertex vertexbufferX[2];
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void
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CCoronas::Render(void)
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{
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int i, j;
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int screenw, screenh;
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screenw = RwRasterGetWidth(RwCameraGetRaster(Scene.camera));
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screenh = RwRasterGetHeight(RwCameraGetRaster(Scene.camera));
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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for(i = 0; i < NUMCORONAS; i++){
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for(j = 5; j > 0; j--){
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aCoronas[i].prevX[j] = aCoronas[i].prevX[j-1];
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aCoronas[i].prevY[j] = aCoronas[i].prevY[j-1];
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aCoronas[i].prevRed[j] = aCoronas[i].prevRed[j-1];
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aCoronas[i].prevGreen[j] = aCoronas[i].prevGreen[j-1];
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aCoronas[i].prevBlue[j] = aCoronas[i].prevBlue[j-1];
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aCoronas[i].hasValue[j] = aCoronas[i].hasValue[j-1];
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}
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aCoronas[i].hasValue[0] = false;
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if(aCoronas[i].id == 0 ||
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aCoronas[i].fadeAlpha == 0 && aCoronas[i].alpha == 0)
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continue;
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CVector spriteCoors;
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float spritew, spriteh;
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if(!CSprite::CalcScreenCoors(aCoronas[i].coors, &spriteCoors, &spritew, &spriteh, true)){
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aCoronas[i].offScreen = true;
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aCoronas[i].sightClear = false;
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}else{
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aCoronas[i].offScreen = false;
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if(spriteCoors.x < 0.0f || spriteCoors.y < 0.0f ||
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spriteCoors.x > screenw || spriteCoors.y > screenh){
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aCoronas[i].offScreen = true;
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aCoronas[i].sightClear = false;
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}else{
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if(CTimer::GetTimeInMilliseconds() > aCoronas[i].lastLOScheck + 2000){
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aCoronas[i].lastLOScheck = CTimer::GetTimeInMilliseconds();
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aCoronas[i].sightClear = CWorld::GetIsLineOfSightClear(
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aCoronas[i].coors, TheCamera.Cams[TheCamera.ActiveCam].Source,
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true, true, false, false, false, true, false);
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}
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// add new streak point
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if(aCoronas[i].sightClear){
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aCoronas[i].prevX[0] = spriteCoors.x;
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aCoronas[i].prevY[0] = spriteCoors.y;
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aCoronas[i].prevRed[0] = aCoronas[i].red;
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aCoronas[i].prevGreen[0] = aCoronas[i].green;
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aCoronas[i].prevBlue[0] = aCoronas[i].blue;
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aCoronas[i].hasValue[0] = true;
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}
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// if distance too big, break streak
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if(aCoronas[i].hasValue[1]){
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if(Abs(aCoronas[i].prevX[0] - aCoronas[i].prevX[1]) > 50.0f ||
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Abs(aCoronas[i].prevY[0] - aCoronas[i].prevY[1]) > 50.0f)
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aCoronas[i].hasValue[0] = false;
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}
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}
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if(aCoronas[i].fadeAlpha && spriteCoors.z < aCoronas[i].drawDist){
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float recipz = 1.0f/spriteCoors.z;
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float fadeDistance = aCoronas[i].drawDist / 2.0f;
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float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
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int totalFade = aCoronas[i].fadeAlpha * distanceFade;
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if(aCoronas[i].LOScheck)
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
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else
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
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// render corona itself
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if(aCoronas[i].texture){
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float fogscale = CWeather::Foggyness*Min(spriteCoors.z, 40.0f)/40.0f + 1.0f;
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if(CCoronas::aCoronas[i].id == SUN_CORE)
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spriteCoors.z = 0.95f * RwCameraGetFarClipPlane(Scene.camera);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aCoronas[i].texture));
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spriteCoors.z -= 1.5f;
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if(aCoronas[i].texture == gpCoronaTexture[8]){
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// what's this?
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float f = 1.0f - aCoronas[i].someAngle*2.0f/PI;
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float wscale = 6.0f*sq(sq(sq(f))) + 0.5f;
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float hscale = 0.35f - (wscale - 0.5f) * 0.06f;
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hscale = Max(hscale, 0.15f);
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CSprite::RenderOneXLUSprite(spriteCoors.x, spriteCoors.y, spriteCoors.z,
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spritew * aCoronas[i].size * wscale,
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spriteh * aCoronas[i].size * fogscale * hscale,
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CCoronas::aCoronas[i].red / fogscale,
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CCoronas::aCoronas[i].green / fogscale,
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CCoronas::aCoronas[i].blue / fogscale,
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totalFade,
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recipz,
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255);
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}else{
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CSprite::RenderOneXLUSprite_Rotate_Aspect(
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spriteCoors.x, spriteCoors.y, spriteCoors.z,
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spritew * aCoronas[i].size * fogscale,
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spriteh * aCoronas[i].size * fogscale,
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CCoronas::aCoronas[i].red / fogscale,
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CCoronas::aCoronas[i].green / fogscale,
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CCoronas::aCoronas[i].blue / fogscale,
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totalFade,
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recipz,
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20.0f * recipz,
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255);
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}
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}
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// render flares
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if(aCoronas[i].flareType != FLARE_NONE){
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FlareDef *flare;
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switch(aCoronas[i].flareType){
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case FLARE_SUN: flare = SunFlareDef; break;
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case FLARE_HEADLIGHTS: flare = HeadLightsFlareDef; break;
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default: assert(0);
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}
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for(; flare->texture; flare++){
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[flare->texture + 4]));
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CSprite::RenderOneXLUSprite(
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(spriteCoors.x - (screenw/2)) * flare->position + (screenw/2),
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(spriteCoors.y - (screenh/2)) * flare->position + (screenh/2),
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spriteCoors.z,
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4.0f*flare->size * spritew/spriteh,
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4.0f*flare->size,
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(flare->red * aCoronas[i].red)>>8,
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(flare->green * aCoronas[i].green)>>8,
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(flare->blue * aCoronas[i].blue)>>8,
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(totalFade * flare->alpha)>>8,
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recipz, 255);
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}
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}
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}
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}
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}
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
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// streaks
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for(i = 0; i < NUMCORONAS; i++){
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if(aCoronas[i].id == 0 || !aCoronas[i].drawStreak)
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continue;
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for(j = 0; j < 5; j++){
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if(!aCoronas[i].hasValue[j] || !aCoronas[i].hasValue[j+1])
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continue;
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int alpha1 = (float)(6 - j) / 6 * 128;
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int alpha2 = (float)(6 - (j+1)) / 6 * 128;
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RwIm2DVertexSetScreenX(&vertexbufferX[0], aCoronas[i].prevX[j]);
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RwIm2DVertexSetScreenY(&vertexbufferX[0], aCoronas[i].prevY[j]);
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RwIm2DVertexSetIntRGBA(&vertexbufferX[0], aCoronas[i].prevRed[j] * alpha1 / 256, aCoronas[i].prevGreen[j] * alpha1 / 256, aCoronas[i].prevBlue[j] * alpha1 / 256, 255);
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RwIm2DVertexSetScreenX(&vertexbufferX[1], aCoronas[i].prevX[j+1]);
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RwIm2DVertexSetScreenY(&vertexbufferX[1], aCoronas[i].prevY[j+1]);
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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);
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#ifdef FIX_BUGS
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RwIm2DVertexSetScreenZ(&vertexbufferX[0], RwIm2DGetNearScreenZ());
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RwIm2DVertexSetCameraZ(&vertexbufferX[0], RwCameraGetNearClipPlane(Scene.camera));
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RwIm2DVertexSetRecipCameraZ(&vertexbufferX[0], 1.0f/RwCameraGetNearClipPlane(Scene.camera));
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RwIm2DVertexSetScreenZ(&vertexbufferX[1], RwIm2DGetNearScreenZ());
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RwIm2DVertexSetCameraZ(&vertexbufferX[1], RwCameraGetNearClipPlane(Scene.camera));
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RwIm2DVertexSetRecipCameraZ(&vertexbufferX[1], 1.0f/RwCameraGetNearClipPlane(Scene.camera));
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#endif
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RwIm2DRenderLine(vertexbufferX, 2, 0, 1);
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}
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}
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
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}
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void
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CCoronas::RenderReflections(void)
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{
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int i;
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CColPoint point;
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CEntity *entity;
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if(CWeather::WetRoads > 0.0f){
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#ifdef FIX_BUGS
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CSprite::InitSpriteBuffer();
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#endif
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[3]));
|
|
|
|
for(i = 0; i < NUMCORONAS; i++){
|
|
if(aCoronas[i].id == 0 ||
|
|
aCoronas[i].fadeAlpha == 0 && aCoronas[i].alpha == 0 ||
|
|
aCoronas[i].reflection == 0)
|
|
continue;
|
|
|
|
// check if we want a reflection on this corona
|
|
if(aCoronas[i].renderReflection){
|
|
if(((CTimer::GetFrameCounter() + i) & 0xF) == 0 &&
|
|
CWorld::ProcessVerticalLine(aCoronas[i].coors, -1000.0f, point, entity, true, false, false, false, true, false, nil))
|
|
aCoronas[i].heightAboveRoad = aCoronas[i].coors.z - point.point.z;
|
|
}else{
|
|
if(CWorld::ProcessVerticalLine(aCoronas[i].coors, -1000.0f, point, entity, true, false, false, false, true, false, nil)){
|
|
aCoronas[i].heightAboveRoad = aCoronas[i].coors.z - point.point.z;
|
|
aCoronas[i].renderReflection = true;
|
|
}
|
|
}
|
|
|
|
// Don't draw if reflection is too high
|
|
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;
|
|
|
|
CVector coors = aCoronas[i].coors;
|
|
coors.z -= 2.0f*aCoronas[i].heightAboveRoad;
|
|
|
|
CVector spriteCoors;
|
|
float spritew, spriteh;
|
|
if(CSprite::CalcScreenCoors(coors, &spriteCoors, &spritew, &spriteh, true)){
|
|
float drawDist = 0.75f * aCoronas[i].drawDist;
|
|
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);
|
|
float heightFade = (20.0f - aCoronas[i].heightAboveRoad)/20.0f;
|
|
int intensity = distanceFade*heightFade * 230.0 * CWeather::WetRoads;
|
|
|
|
CSprite::RenderBufferedOneXLUSprite(
|
|
#ifdef FIX_BUGS
|
|
spriteCoors.x, spriteCoors.y, spriteCoors.z,
|
|
#else
|
|
spriteCoors.x, spriteCoors.y, RwIm2DGetNearScreenZ(),
|
|
#endif
|
|
spritew * aCoronas[i].size * 0.75f,
|
|
spriteh * aCoronas[i].size * 2.0f,
|
|
(intensity * CCoronas::aCoronas[i].red)>>8,
|
|
(intensity * CCoronas::aCoronas[i].green)>>8,
|
|
(intensity * CCoronas::aCoronas[i].blue)>>8,
|
|
255,
|
|
recipz,
|
|
255);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
CSprite::FlushSpriteBuffer();
|
|
|
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
|
|
}else{
|
|
for(i = 0; i < NUMCORONAS; i++)
|
|
aCoronas[i].renderReflection = false;
|
|
}
|
|
}
|
|
|
|
void
|
|
CCoronas::DoSunAndMoon(void)
|
|
{
|
|
// yeah, moon is done somewhere else....
|
|
|
|
CVector sunCoors = CTimeCycle::GetSunDirection();
|
|
sunCoors *= 150.0f;
|
|
sunCoors += TheCamera.GetPosition();
|
|
|
|
if(CTimeCycle::GetSunDirection().z > -0.2f){
|
|
float size = ((CGeneral::GetRandomNumber()&0xFF) * 0.005f + 10.0f) * CTimeCycle::GetSunSize();
|
|
RegisterCorona(SUN_CORE,
|
|
CTimeCycle::GetSunCoreRed(), CTimeCycle::GetSunCoreGreen(), CTimeCycle::GetSunCoreBlue(),
|
|
255, sunCoors, size,
|
|
999999.88f, TYPE_STAR, FLARE_NONE, REFLECTION_OFF, LOSCHECK_OFF, STREAK_OFF, 0.0f);
|
|
|
|
if(CTimeCycle::GetSunDirection().z > 0.0f)
|
|
RegisterCorona(SUN_CORONA,
|
|
CTimeCycle::GetSunCoronaRed(), CTimeCycle::GetSunCoronaGreen(), CTimeCycle::GetSunCoronaBlue(),
|
|
255, sunCoors, 25.0f * CTimeCycle::GetSunSize(),
|
|
999999.88f, TYPE_STAR, FLARE_SUN, REFLECTION_OFF, LOSCHECK_ON, STREAK_OFF, 0.0f);
|
|
}
|
|
|
|
CVector spriteCoors;
|
|
float spritew, spriteh;
|
|
if(CSprite::CalcScreenCoors(sunCoors, &spriteCoors, &spritew, &spriteh, true)){
|
|
SunScreenX = spriteCoors.x;
|
|
SunScreenY = spriteCoors.y;
|
|
}else{
|
|
SunScreenX = 1000000.0f;
|
|
SunScreenY = 1000000.0f;
|
|
}
|
|
}
|
|
|
|
void
|
|
CRegisteredCorona::Update(void)
|
|
{
|
|
if(!registeredThisFrame)
|
|
alpha = 0;
|
|
|
|
if(LOScheck &&
|
|
(CCoronas::SunBlockedByClouds && id == CCoronas::SUN_CORONA ||
|
|
!CWorld::GetIsLineOfSightClear(coors, TheCamera.GetPosition(), true, false, false, false, false, false))){
|
|
// Corona is blocked, fade out
|
|
fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
|
|
}else if(offScreen){
|
|
// Same when off screen
|
|
fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
|
|
}else{
|
|
// Visible
|
|
if(alpha > fadeAlpha){
|
|
// fade in
|
|
fadeAlpha = Min(fadeAlpha + 15.0f*CTimer::GetTimeStep(), alpha);
|
|
if(CCoronas::bChangeBrightnessImmediately)
|
|
fadeAlpha = alpha;
|
|
}else if(alpha < fadeAlpha){
|
|
// too visible, decrease alpha but not below alpha
|
|
fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), alpha);
|
|
}
|
|
|
|
// darken scene when the sun is visible
|
|
if(id == CCoronas::SUN_CORONA)
|
|
CCoronas::LightsMult = Max(CCoronas::LightsMult - CTimer::GetTimeStep()*0.06f, 0.6f);
|
|
}
|
|
|
|
// remove if invisible
|
|
if(fadeAlpha == 0 && !firstUpdate)
|
|
id = 0;
|
|
firstUpdate = false;
|
|
registeredThisFrame = false;
|
|
}
|