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author | aap <aap@papnet.eu> | 2020-08-23 13:30:21 +0200 |
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committer | aap <aap@papnet.eu> | 2020-08-23 13:30:21 +0200 |
commit | 771235d21367bcc293749082aed2086f2a7a5939 (patch) | |
tree | 0281f772c3dad2bdb07cdad9d525b331a4250f16 /src | |
parent | fixed CRenderer::ScanSectorPoly again (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/core/config.h | 4 | ||||
-rw-r--r-- | src/render/Weather.cpp | 12 |
2 files changed, 8 insertions, 8 deletions
diff --git a/src/core/config.h b/src/core/config.h index c4b4fc77..2c4e26e5 100644 --- a/src/core/config.h +++ b/src/core/config.h @@ -209,8 +209,8 @@ enum Config { #define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU //#define USE_TEXTURE_POOL #define CUTSCENE_BORDERS_SWITCH -//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur) -//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo) +#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur) +#define EXTENDED_PIPELINES // custom render pipelines (includes Neo) #define MULTISAMPLING // adds MSAA option #ifdef LIBRW diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp index b4031705..2c0b27d2 100644 --- a/src/render/Weather.cpp +++ b/src/render/Weather.cpp @@ -69,7 +69,7 @@ const int16 WeatherTypesList[] = { WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_RAINY, WEATHER_CLOUDY, }; -const float Windiness[] = { +const float Windyness[] = { 0.0f, // WEATHER_SUNNY 0.7f, // WEATHER_CLOUDY 1.0f, // WEATHER_RAINY @@ -243,7 +243,7 @@ void CWeather::Update(void) Rainbow = 1.0f - 4.0f * Abs(InterpolationValue - 0.25f) / 4.0f; else Rainbow = 0.0f; - Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType]; + Wind = InterpolationValue * Windyness[NewWeatherType] + (1.0f - InterpolationValue) * Windyness[OldWeatherType]; AddRain(); } @@ -278,8 +278,8 @@ void CWeather::AddRain() if (Rain <= 0.1f) return; static RwRGBA colour; - float screen_width = RsGlobal.width; - float screen_height = RsGlobal.height; + 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; @@ -397,11 +397,11 @@ void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale, 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.GetUp().z); + 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.GetUp().z); + 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; |