diff options
Diffstat (limited to 'src/renderer/WaterLevel.cpp')
-rw-r--r-- | src/renderer/WaterLevel.cpp | 3378 |
1 files changed, 3378 insertions, 0 deletions
diff --git a/src/renderer/WaterLevel.cpp b/src/renderer/WaterLevel.cpp new file mode 100644 index 00000000..a241ac9f --- /dev/null +++ b/src/renderer/WaterLevel.cpp @@ -0,0 +1,3378 @@ +#include "common.h" +#include "main.h" +#include "FileMgr.h" +#include "FileLoader.h" +#include "TxdStore.h" +#include "Timer.h" +#include "Weather.h" +#include "Camera.h" +#include "Vehicle.h" +#include "PlayerPed.h" +#include "Boat.h" +#include "World.h" +#include "General.h" +#include "Timecycle.h" +#include "ZoneCull.h" +#include "Clock.h" +#include "Particle.h" +#include "ParticleMgr.h" +#include "RwHelper.h" +#include "Streaming.h" +#include "ColStore.h" +#include "CdStream.h" +#include "Pad.h" +#include "RenderBuffer.h" +#include <rwcore.h> +#include <rpworld.h> +#include <rpmatfx.h> +#include "Occlusion.h" +#include "Replay.h" +#include "WaterLevel.h" +#include "SurfaceTable.h" +#include "WaterCreatures.h" + +#define RwIm3DVertexSet_RGBA(vert, rgba) RwIm3DVertexSetRGBA(vert, rgba.red, rgba.green, rgba.blue, rgba.alpha) // (RwRGBAAssign(&(_dst)->color, &_src)) + +float TEXTURE_ADDU; +float TEXTURE_ADDV; + +float _TEXTURE_MASK_ADDU; +float _TEXTURE_MASK_ADDV; + +float _TEXTURE_WAKE_ADDU; +float _TEXTURE_WAKE_ADDV; + +int32 CWaterLevel::ms_nNoOfWaterLevels; +float CWaterLevel::ms_aWaterZs[48]; +CRect CWaterLevel::ms_aWaterRects[48]; +int8 CWaterLevel::aWaterBlockList[MAX_LARGE_SECTORS][MAX_LARGE_SECTORS]; +int8 CWaterLevel::aWaterFineBlockList[MAX_SMALL_SECTORS][MAX_SMALL_SECTORS]; +bool CWaterLevel::WavesCalculatedThisFrame; + + +bool CWaterLevel::RequireWavySector; +bool CWaterLevel::MaskCalculatedThisFrame; +CVector CWaterLevel::PreCalculatedMaskPosn; +bool CWaterLevel::m_bRenderSeaBed; +int32 CWaterLevel::m_nRenderWaterLayers; + +RpAtomic *CWaterLevel::ms_pWavyAtomic; +RpAtomic *CWaterLevel::ms_pMaskAtomic; +//"Custom" Don't Render Water Toggle +bool gbDontRenderWater; + + +RwTexture *gpWaterTex; +RwTexture *gpWaterEnvTex; +RwTexture *gpWaterEnvBaseTex; +RwTexture *gpWaterWakeTex; + +RwRaster *gpWaterRaster; +RwRaster *gpWaterEnvRaster; +RwRaster *gpWaterEnvBaseRaster; +RwRaster *gpWaterWakeRaster; + +bool _bSeaLife; +float _fWaterZOffset = WATER_Z_OFFSET; + +#ifdef PC_WATER +float fEnvScale = 0.25f; +#else +float fEnvScale = 0.5f; +#endif +float fWave2InvLength = 0.03f; +float fWave2NormScale = 0.5f; +float fWave2Ampl = 0.1f; +uint8 nWaterAlpha = 192; +uint8 nWakeAlpha = 192; +float fUnder1 = 4.0; +float fUnder2 = 2.5; +float fUnder3 = 1.5; +int nMaskAlpha = 230; +float fAdd1 = 180.0f; +float fAdd2 = 80.0; +float fRedMult = 0.6f; +float fGreenMult = 1.0f; +float fBlueMult = 1.4f; +float fAlphaMult = 500.0f; +float fAlphaBase = 30.0f; +float fRandomMoveDiv = 8.0f; +float fRandomDamp = 0.99f; +float fNormMult = 2.0f; +float fNormMultB = 1.0f; +float fBumpScale = 1.5; +float fBumpTexRepeat = 2.0; +float fNormalDirectionScalar1 = 2.0f; +float fNormalDirectionScalar2 = 1.0f; +bool bTestDoNormals = true; +float fSeaBedZ = 25.0f; +float aAlphaFade[5] = { 0.4f, 1.0f, 0.2f, 1.0f, 0.4f}; //CWaterLevel::RenderWakeSegment +float fFlatWaterBlendRange = 0.05f; +float fStartBlendDistanceAdd = 64.0f; +float fMinWaterAlphaMult = -30.0f; + + +void +CWaterLevel::Initialise(Const char *pWaterDat) +{ + ms_nNoOfWaterLevels = 0; + +#ifdef MASTER + int32 hFile = -1; + + do + { + hFile = CFileMgr::OpenFile("DATA\\waterpro.dat", "rb"); + } + while ( hFile < 0 ); +#else + int32 hFile = CFileMgr::OpenFile("DATA\\waterpro.dat", "rb"); +#endif + + if (hFile > 0) + { + CFileMgr::Read(hFile, (char *)&ms_nNoOfWaterLevels, sizeof(ms_nNoOfWaterLevels)); + CFileMgr::Read(hFile, (char *)ms_aWaterZs, sizeof(ms_aWaterZs)); + CFileMgr::Read(hFile, (char *)ms_aWaterRects, sizeof(ms_aWaterRects)); + CFileMgr::Read(hFile, (char *)aWaterBlockList, sizeof(aWaterBlockList)); + CFileMgr::Read(hFile, (char *)aWaterFineBlockList, sizeof(aWaterFineBlockList)); + CFileMgr::CloseFile(hFile); + } +#ifndef MASTER + else + { + printf("Init waterlevels\n"); + + // collision is streamed in VC + CColStore::LoadAllCollision(); + + CFileMgr::SetDir(""); + hFile = CFileMgr::OpenFile(pWaterDat, "r"); + + char *line; + + while ((line = CFileLoader::LoadLine(hFile))) + { + if (*line && *line != ';' && !strstr(line, "* ;end of file")) + { + float z, l, b, r, t; + sscanf(line, "%f %f %f %f %f", &z, &l, &b, &r, &t); + AddWaterLevel(l, b, r, t, z); + } + } + + CFileMgr::CloseFile(hFile); + + for (int32 x = 0; x < MAX_SMALL_SECTORS; x++) + { + for (int32 y = 0; y < MAX_SMALL_SECTORS; y++) + { + aWaterFineBlockList[x][y] = NO_WATER; + } + } + + // rasterize water rects read from file + for (int32 i = 0; i < ms_nNoOfWaterLevels; i++) + { + int32 l = WATER_HUGE_X(ms_aWaterRects[i].left + WATER_X_OFFSET); + int32 r = WATER_HUGE_X(ms_aWaterRects[i].right + WATER_X_OFFSET) + 1.0f; + int32 t = WATER_HUGE_Y(ms_aWaterRects[i].top); + int32 b = WATER_HUGE_Y(ms_aWaterRects[i].bottom) + 1.0f; + + l = Clamp(l, 0, MAX_SMALL_SECTORS - 1); + r = Clamp(r, 0, MAX_SMALL_SECTORS - 1); + t = Clamp(t, 0, MAX_SMALL_SECTORS - 1); + b = Clamp(b, 0, MAX_SMALL_SECTORS - 1); + + for (int32 x = l; x <= r; x++) + { + for (int32 y = t; y <= b; y++) + { + aWaterFineBlockList[x][y] = i; + } + } + } + + // remove tiles that are obscured by land + for (int32 x = 0; x < MAX_SMALL_SECTORS; x++) + { + float worldX = WATER_START_X + x * SMALL_SECTOR_SIZE - WATER_X_OFFSET; + + for (int32 y = 0; y < MAX_SMALL_SECTORS; y++) + { + if (CWaterLevel::aWaterFineBlockList[x][y] >= 0) + { + float worldY = WATER_START_Y + y * SMALL_SECTOR_SIZE; + + int32 i; + for (i = 0; i <= 8; i++) + { + for (int32 j = 0; j <= 8; j++) + { + CVector worldPos = CVector(worldX + i * (SMALL_SECTOR_SIZE / 8), worldY + j * (SMALL_SECTOR_SIZE / 8), ms_aWaterZs[aWaterFineBlockList[x][y]]); + + if ((worldPos.x > WORLD_MIN_X && worldPos.x < WORLD_MAX_X) && (worldPos.y > WORLD_MIN_Y && worldPos.y < WORLD_MAX_Y) && + (!WaterLevelAccordingToRectangles(worldPos.x, worldPos.y) || TestVisibilityForFineWaterBlocks(worldPos))) + continue; + + // at least one point in the tile wasn't blocked, so don't remove water + i = 1000; + break; + } + } + + if (i < 1000) + aWaterFineBlockList[x][y] = NO_WATER; + } + } + } + + RemoveIsolatedWater(); + + // calculate coarse tiles from fine tiles + for (int32 x = 0; x < MAX_LARGE_SECTORS; x++) + { + for (int32 y = 0; y < MAX_LARGE_SECTORS; y++) + { + if (aWaterFineBlockList[x * 2][y * 2] >= 0) + { + aWaterBlockList[x][y] = aWaterFineBlockList[x * 2][y * 2]; + } + else if (aWaterFineBlockList[x * 2 + 1][y * 2] >= 0) + { + aWaterBlockList[x][y] = aWaterFineBlockList[x * 2 + 1][y * 2]; + } + else if (aWaterFineBlockList[x * 2][y * 2 + 1] >= 0) + { + aWaterBlockList[x][y] = aWaterFineBlockList[x * 2][y * 2 + 1]; + } + else if (aWaterFineBlockList[x * 2 + 1][y * 2 + 1] >= 0) + { + aWaterBlockList[x][y] = aWaterFineBlockList[x * 2 + 1][y * 2 + 1]; + } + else + { + aWaterBlockList[x][y] = NO_WATER; + } + } + } + + hFile = CFileMgr::OpenFileForWriting("data\\waterpro.dat"); + + if (hFile > 0) + { + CFileMgr::Write(hFile, (char *)&ms_nNoOfWaterLevels, sizeof(ms_nNoOfWaterLevels)); + CFileMgr::Write(hFile, (char *)ms_aWaterZs, sizeof(ms_aWaterZs)); + CFileMgr::Write(hFile, (char *)ms_aWaterRects, sizeof(ms_aWaterRects)); + CFileMgr::Write(hFile, (char *)aWaterBlockList, sizeof(aWaterBlockList)); + CFileMgr::Write(hFile, (char *)aWaterFineBlockList, sizeof(aWaterFineBlockList)); + + CFileMgr::CloseFile(hFile); + } + + // collision is streamed in VC + CColStore::RemoveAllCollision(); + } +#endif + + CTxdStore::PushCurrentTxd(); + + int32 slot = CTxdStore::FindTxdSlot("particle"); + CTxdStore::SetCurrentTxd(slot); + + if ( gpWaterTex == nil ) + gpWaterTex = RwTextureRead("waterclear256", nil); + gpWaterRaster = RwTextureGetRaster(gpWaterTex); + + if ( gpWaterEnvTex == nil ) + gpWaterEnvTex = RwTextureRead("waterreflection2", nil); + gpWaterEnvRaster = RwTextureGetRaster(gpWaterEnvTex); + +#ifdef PC_WATER + if ( gpWaterEnvBaseTex == nil ) + gpWaterEnvBaseTex = RwTextureRead("sandywater", nil); + gpWaterEnvBaseRaster = RwTextureGetRaster(gpWaterEnvBaseTex); +#endif + + if ( gpWaterWakeTex == nil ) + gpWaterWakeTex = RwTextureRead("waterwake", nil); + gpWaterWakeRaster = RwTextureGetRaster(gpWaterWakeTex); + + CTxdStore::PopCurrentTxd(); + + CreateWavyAtomic(); + + printf("Done Initing waterlevels\n"); +} + +void +CWaterLevel::Shutdown() +{ + DestroyWavyAtomic(); + +#define _DELETE_TEXTURE(t) if ( t ) \ + { \ + RwTextureDestroy(t); \ + t = nil; \ + } + + _DELETE_TEXTURE(gpWaterTex); + _DELETE_TEXTURE(gpWaterEnvTex); + _DELETE_TEXTURE(gpWaterWakeTex); + _DELETE_TEXTURE(gpWaterEnvBaseTex); + +#undef _DELETE_TEXTURE +} + +void +CWaterLevel::CreateWavyAtomic() +{ + RpGeometry *wavyGeometry; + RpGeometry *maskGeometry; + RpMaterial *wavyMaterial; + RpMaterial *maskMaterial; + + RpTriangle *wavytlist; + RpTriangle *masktlist; + + RpMorphTarget *wavyMorphTarget; + RpMorphTarget *maskMorphTarget; + + RwSphere boundingSphere; + + RwV3d *wavyVert; + RwV3d *wavyNormal; + + RwV3d *maskVert; + RwV3d *maskNormal; + + RwFrame *wavyFrame; + RwFrame *maskFrame; + + { + wavyGeometry = RpGeometryCreate(17*17, 512, rpGEOMETRYTRISTRIP + |rpGEOMETRYTEXTURED + |rpGEOMETRYPRELIT + |rpGEOMETRYNORMALS + |rpGEOMETRYMODULATEMATERIALCOLOR); +#ifdef PC_WATER + RpGeometryAddMorphTarget(wavyGeometry); +#endif + } + + { + maskGeometry = RpGeometryCreate(33*33, 2048, rpGEOMETRYTRISTRIP + |rpGEOMETRYTEXTURED + |rpGEOMETRYPRELIT + |rpGEOMETRYNORMALS + |rpGEOMETRYMODULATEMATERIALCOLOR); +#ifdef PC_WATER + RpGeometryAddMorphTarget(maskGeometry); +#endif + } + + { + wavyMaterial = RpMaterialCreate(); + RpMaterialSetTexture(wavyMaterial, gpWaterTex); + RwRGBA watercolor = { 255, 255, 255, 192 }; + RpMaterialSetColor(wavyMaterial, &watercolor); + } + + { + maskMaterial = RpMaterialCreate(); +#ifdef PC_WATER + RpMaterialSetTexture(maskMaterial, gpWaterEnvBaseTex); +#else + RpMaterialSetTexture(maskMaterial, gpWaterTex); +#endif + RwRGBA watercolor = { 255, 255, 255, 192 }; + RpMaterialSetColor(maskMaterial, &watercolor); + } + + { + wavytlist = RpGeometryGetTriangles(wavyGeometry); + + for ( int32 i = 0; i < 16; i++ ) + { + for ( int32 j = 0; j < 16; j++ ) + { + const RwUInt16 base = (RwUInt16)((16 + 1)*i+j); + + RpGeometryTriangleSetVertexIndices(wavyGeometry, + wavytlist, (RwInt16)base, (RwInt16)(base+1), (RwInt16)(base+16+2)); + + RpGeometryTriangleSetVertexIndices(wavyGeometry, + (wavytlist+1), (RwInt16)base, (RwInt16)(base+16+2), (RwInt16)(base+16+1)); + + RpGeometryTriangleSetMaterial(wavyGeometry, wavytlist, wavyMaterial); + + RpGeometryTriangleSetMaterial(wavyGeometry, (wavytlist+1), wavyMaterial); + + wavytlist+=2; + } + } + } + + { + masktlist = RpGeometryGetTriangles(maskGeometry); + + for ( int32 i = 0; i < 32; i++ ) + { + for ( int32 j = 0; j < 32; j++ ) + { + const RwUInt16 base = (RwUInt16)((32 + 1)*i+j); + + RpGeometryTriangleSetVertexIndices(maskGeometry, + masktlist, (RwInt16)base, (RwInt16)(base+1), (RwInt16)(base+32+2)); + + RpGeometryTriangleSetVertexIndices(maskGeometry, + (masktlist+1), (RwInt16)base, (RwInt16)(base+32+2), (RwInt16)(base+32+1)); + + RpGeometryTriangleSetMaterial(maskGeometry, masktlist, maskMaterial); + + RpGeometryTriangleSetMaterial(maskGeometry, (masktlist+1), maskMaterial); + + masktlist+=2; + } + } + } + + { + wavyMorphTarget = RpGeometryGetMorphTarget(wavyGeometry, 0); + wavyVert = RpMorphTargetGetVertices(wavyMorphTarget); + wavyNormal = RpMorphTargetGetVertexNormals(wavyMorphTarget); + + for ( int32 i = 0; i < 17; i++ ) + { + for ( int32 j = 0; j < 17; j++ ) + { + (*wavyVert).x = (float)i * 2.0f; + (*wavyVert).y = (float)j * 2.0f; + (*wavyVert).z = 0.0f; + + (*wavyNormal).x = 0.0f; + (*wavyNormal).y = 0.0f; + (*wavyNormal).z = 1.0f; + + wavyVert++; + wavyNormal++; + } + } + + RpMorphTargetCalcBoundingSphere(wavyMorphTarget, &boundingSphere); + RpMorphTargetSetBoundingSphere(wavyMorphTarget, &boundingSphere); + RpGeometryUnlock(wavyGeometry); + } + + { + maskMorphTarget = RpGeometryGetMorphTarget(maskGeometry, 0); + maskVert = RpMorphTargetGetVertices(maskMorphTarget); + maskNormal = RpMorphTargetGetVertexNormals(maskMorphTarget); + + for ( int32 i = 0; i < 33; i++ ) + { + for ( int32 j = 0; j < 33; j++ ) + { + (*maskVert).x = (float)i * 2.0f; + (*maskVert).y = (float)j * 2.0f; + (*maskVert).z = 0.0f; + + (*maskNormal).x = 0.0f; + (*maskNormal).y = 0.0f; + (*maskNormal).z = 1.0f; + + maskVert++; + maskNormal++; + } + } + + RpMorphTargetCalcBoundingSphere(maskMorphTarget, &boundingSphere); + RpMorphTargetSetBoundingSphere(maskMorphTarget, &boundingSphere); + RpGeometryUnlock(maskGeometry); + } + + { + wavyFrame = RwFrameCreate(); + ms_pWavyAtomic = RpAtomicCreate(); + RpAtomicSetGeometry(ms_pWavyAtomic, wavyGeometry, 0); + RpAtomicSetFrame(ms_pWavyAtomic, wavyFrame); + RpMaterialDestroy(wavyMaterial); + RpGeometryDestroy(wavyGeometry); + } + + { + maskFrame = RwFrameCreate(); + ms_pMaskAtomic = RpAtomicCreate(); + RpAtomicSetGeometry(ms_pMaskAtomic, maskGeometry, 0); + RpAtomicSetFrame(ms_pMaskAtomic, maskFrame); + RpMaterialDestroy(maskMaterial); + RpGeometryDestroy(maskGeometry); + } + + static RwFrame *wakeEnvFrame; + + if ( wakeEnvFrame == nil ) + { + wakeEnvFrame = RwFrameCreate(); + RwMatrixSetIdentity(RwFrameGetMatrix(wakeEnvFrame)); + RwFrameUpdateObjects(wakeEnvFrame); + } + + RpMatFXMaterialSetEffects(maskMaterial, rpMATFXEFFECTENVMAP); + RpMatFXMaterialSetupEnvMap(maskMaterial, gpWaterEnvTex, wakeEnvFrame, TRUE, fEnvScale); + RpMatFXAtomicEnableEffects(ms_pMaskAtomic); +} + +void +CWaterLevel::DestroyWavyAtomic() +{ +#define _DELETE_ATOMIC(a) \ + { \ + RwFrame *frame; \ + frame = RpAtomicGetFrame(a); \ + RpAtomicDestroy(a); \ + RwFrameDestroy(frame); \ + } + + _DELETE_ATOMIC(ms_pWavyAtomic); + _DELETE_ATOMIC(ms_pMaskAtomic); + +#undef _DELETE_ATOMIC +} + +#ifndef MASTER +void +CWaterLevel::AddWaterLevel(float fXLeft, float fYBottom, float fXRight, float fYTop, float fLevel) +{ + ms_aWaterRects[ms_nNoOfWaterLevels] = CRect(fXLeft, fYBottom, fXRight, fYTop); + ms_aWaterZs[ms_nNoOfWaterLevels] = fLevel; + ms_nNoOfWaterLevels++; +} + +bool +CWaterLevel::WaterLevelAccordingToRectangles(float fX, float fY, float *pfOutLevel) +{ + if (ms_nNoOfWaterLevels <= 0) return false; + + for (int32 i = 0; i < ms_nNoOfWaterLevels; i++) + { + if (fX >= ms_aWaterRects[i].left && fX <= ms_aWaterRects[i].right + && fY >= ms_aWaterRects[i].top && fY <= ms_aWaterRects[i].bottom) + { + if (pfOutLevel) *pfOutLevel = ms_aWaterZs[i]; + + return true; + } + } + + return false; +} + +bool +CWaterLevel::TestVisibilityForFineWaterBlocks(const CVector &worldPos) +{ + static CVector2D tab[] = + { + { 50.0f, 50.0f }, + { -50.0f, 50.0f }, + { -50.0f, -50.0f }, + { 50.0f, -50.0f }, + { 50.0f, 0.0f }, + { -50.0f, 0.0f }, + { 0.0f, -50.0f }, + { 0.0f, 50.0f }, + }; + + CEntity *entity; + CColPoint col; + CVector lineStart, lineEnd; + + lineStart = worldPos; + + if (!CWorld::ProcessVerticalLine(lineStart, lineStart.z + 100.0f, col, entity, true, false, false, false, true, false, nil)) + { + lineStart.x += 0.4f; + lineStart.y += 0.4f; + + if (!CWorld::ProcessVerticalLine(lineStart, lineStart.z + 100.0f, col, entity, true, false, false, false, true, false, nil)) + { + return false; + } + } + + for (int32 i = 0; i < ARRAY_SIZE(tab); i++) + { + lineStart = worldPos; + lineEnd = worldPos; + + lineEnd.x += tab[i].x; + lineEnd.y += tab[i].y; + lineEnd.z += 100.0f; + + if ((lineEnd.x > WORLD_MIN_X && lineEnd.x < WORLD_MAX_X) && (lineEnd.y > WORLD_MIN_Y && lineEnd.y < WORLD_MAX_Y)) + { + if (!CWorld::ProcessLineOfSight(lineStart, lineEnd, col, entity, true, false, false, false, true, false)) + { + lineStart.x += 0.4f; + lineStart.y += 0.4f; + lineEnd.x += 0.4f; + lineEnd.y += 0.4f; + + if (!CWorld::ProcessLineOfSight(lineStart, lineEnd, col, entity, true, false, false, false, true, false)) + { + return false; + } + } + } + } + + return true; +} + +void +CWaterLevel::RemoveIsolatedWater() +{ + bool (*isConnected)[MAX_SMALL_SECTORS] = new bool[MAX_SMALL_SECTORS][MAX_SMALL_SECTORS]; + + for (int32 x = 0; x < MAX_SMALL_SECTORS; x++) + { + for (int32 y = 0; y < MAX_SMALL_SECTORS; y++) + { + isConnected[x][y] = false; + } + } + + isConnected[0][0] = true; + bool keepGoing; + + do + { + keepGoing = false; + + for (int32 x = 0; x < MAX_SMALL_SECTORS; x++) + { + for (int32 y = 0; y < MAX_SMALL_SECTORS; y++) + { + if (aWaterFineBlockList[x][y] < 0 || isConnected[x][y]) + continue; + + if (x > 0 && isConnected[x - 1][y]) + { + isConnected[x][y] = true; + keepGoing = true; + } + + if (y > 0 && isConnected[x][y - 1]) + { + isConnected[x][y] = true; + keepGoing = true; + } + + if (x + 1 < MAX_SMALL_SECTORS && isConnected[x + 1][y]) + { + isConnected[x][y] = true; + keepGoing = true; + } + + if (y + 1 < MAX_SMALL_SECTORS && isConnected[x][y + 1]) + { + isConnected[x][y] = true; + keepGoing = true; + } + } + } + } + while (keepGoing); + + int32 numRemoved = 0; + + for (int32 x = 0; x < MAX_SMALL_SECTORS; x++) + { + for (int32 y = 0; y < MAX_SMALL_SECTORS; y++) + { + if (aWaterFineBlockList[x][y] >= 0 && !isConnected[x][y] && ms_aWaterZs[aWaterFineBlockList[x][y]] == 6.0f) + { + numRemoved++; + aWaterFineBlockList[x][y] = NO_WATER; + } + } + } + + printf("Removed %d isolated patches of water\n", numRemoved); + + delete[] isConnected; +} +#endif + +bool +CWaterLevel::GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool bDontCheckZ) +{ + int32 x = WATER_TO_SMALL_SECTOR_X(fX + WATER_X_OFFSET); + int32 y = WATER_TO_SMALL_SECTOR_Y(fY); + +#ifdef FIX_BUGS + if ( x < 0 || x >= MAX_SMALL_SECTORS ) return false; + if ( y < 0 || y >= MAX_SMALL_SECTORS ) return false; +#endif + + int8 nBlock = aWaterFineBlockList[x][y]; + + if ( nBlock == NO_WATER ) + return false; + + ASSERT( pfOutLevel != nil ); + *pfOutLevel = ms_aWaterZs[nBlock]; + + float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f); + + float fWave = Sin + ( + ( WATER_UNSIGN_Y(fY) - y*SMALL_SECTOR_SIZE + + WATER_UNSIGN_X(fX + WATER_X_OFFSET) - x*SMALL_SECTOR_SIZE ) + + * (TWOPI / SMALL_SECTOR_SIZE ) + fAngle + ); + + float fWindFactor = CWeather::WindClipped * 0.4f + 0.2f; + + *pfOutLevel += fWave * fWindFactor; + + if ( bDontCheckZ == false && (*pfOutLevel - fZ) > 3.0f ) + { + *pfOutLevel = 0.0f; + return false; + } + + return true; +} + +bool +CWaterLevel::GetWaterLevelNoWaves(float fX, float fY, float fZ, float *pfOutLevel) +{ + int32 x = WATER_TO_SMALL_SECTOR_X(fX + WATER_X_OFFSET); + int32 y = WATER_TO_SMALL_SECTOR_Y(fY); + +#ifdef FIX_BUGS + if ( x < 0 || x >= MAX_SMALL_SECTORS ) return false; + if ( y < 0 || y >= MAX_SMALL_SECTORS ) return false; +#endif + + int8 nBlock = aWaterFineBlockList[x][y]; + + if ( nBlock == NO_WATER ) + return false; + + ASSERT( pfOutLevel != nil ); + *pfOutLevel = ms_aWaterZs[nBlock]; + + return true; +} + +float +CWaterLevel::GetWaterWavesOnly(short x, short y) +{ + float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f); + + float fWindFactor = CWeather::WindClipped * 0.7f + 0.3f; + + float fWave = Sin( float(float(4 * y + 4 * x) * (TWOPI / SMALL_SECTOR_SIZE )) + fAngle ); + + return fWave * fWindFactor; +} + +CVector +CWaterLevel::GetWaterNormal(float fX, float fY) +{ + //TODO: BUG ? no x offset + + int32 x = WATER_TO_SMALL_SECTOR_X(fX); + int32 y = WATER_TO_SMALL_SECTOR_Y(fY); + + float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f); + float fWindFactor = CWeather::WindClipped * 0.4f + 0.2f; + + float _fWave = (WATER_UNSIGN_Y(fY) - y*SMALL_SECTOR_SIZE + WATER_UNSIGN_X(fX) - x*SMALL_SECTOR_SIZE) + * (TWOPI / SMALL_SECTOR_SIZE ) + fAngle; + + CVector vA(1.0f, 0.0f, fWindFactor * (TWOPI / SMALL_SECTOR_SIZE ) * Cos(_fWave)); + CVector vB(0.0f, 1.0f, fWindFactor * (TWOPI / SMALL_SECTOR_SIZE ) * Cos(_fWave)); + + CVector norm = CrossProduct(vA, vB); + + norm.Normalise(); + + return norm; +} + + +inline float +_GetWaterDrawDist() +{ + if ( TheCamera.GetPosition().z < 15.0f ) return 1200.0f; + if ( TheCamera.GetPosition().z > 60.0f ) return 2000.0f; + return ( TheCamera.GetPosition().z + -15.0f ) * 800.0f / 45.0f + 1200.0f; +} + +inline float +_GetWavyDrawDist() +{ + if ( FindPlayerVehicle() && FindPlayerVehicle()->IsBoat() ) + return 120.0f; + else + return 70.0f; +} + +inline void +_GetCamBounds(bool *bUseCamStartY, bool *bUseCamEndY, bool *bUseCamStartX, bool *bUseCamEndX) +{ + if ( TheCamera.GetForward().z > -0.8f ) + { + if ( Abs(TheCamera.GetForward().x) > Abs(TheCamera.GetForward().y) ) + { + if ( TheCamera.GetForward().x > 0.0f ) + *bUseCamStartX = true; + else + *bUseCamEndX = true; + } + else + { + if ( TheCamera.GetForward().y > 0.0f ) + *bUseCamStartY = true; + else + *bUseCamEndY = true; + } + } +} + + +inline bool +_IsColideWithBlock(int32 x, int32 y, int32 &block) +{ + block = CWaterLevel::aWaterFineBlockList[x + 0][y + 0]; + if (block >= 0) + return true; + + block = CWaterLevel::aWaterFineBlockList[x + 0][y + 1]; + if (block >= 0) + { + block = CWaterLevel::aWaterFineBlockList[x + 0][y + 2]; + if (block >= 0) + return true; + } + + block = CWaterLevel::aWaterFineBlockList[x + 1][y + 0]; + if (block >= 0) + return true; + + block = CWaterLevel::aWaterFineBlockList[x + 1][y + 1]; + if (block >= 0) + { + block = CWaterLevel::aWaterFineBlockList[x + 1][y + 2]; + if (block >= 0) + return true; + } + + block = CWaterLevel::aWaterFineBlockList[x + 2][y + 0]; + if (block >= 0) + return true; + + block = CWaterLevel::aWaterFineBlockList[x + 2][y + 1]; + if (block >= 0) + { + block = CWaterLevel::aWaterFineBlockList[x + 2][y + 2]; + if (block >= 0) + return true; + } + + return false; +} + +inline float +SectorRadius(float fSize) +{ + return Sqrt(Pow(fSize, 2) + Pow(fSize, 2)); +} + +void +CWaterLevel::RenderWater() +{ +//"Custom" Don't Render Water Toggle +#ifndef MASTER + if (gbDontRenderWater) + return; +#endif + bool bUseCamEndX = false; + bool bUseCamStartY = false; + + bool bUseCamStartX = false; + bool bUseCamEndY = false; + + if ( !CGame::CanSeeWaterFromCurrArea() ) + return; + + _GetCamBounds(&bUseCamStartY, &bUseCamEndY, &bUseCamStartX, &bUseCamEndX); + + float fHugeSectorMaxRenderDist = _GetWaterDrawDist(); + float fHugeSectorMaxRenderDistSqr = SQR(fHugeSectorMaxRenderDist); + + float windAddUV = CWeather::WindClipped * 0.0005f + 0.0006f; + + float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f); + + if ( !CTimer::GetIsPaused() ) + { + TEXTURE_ADDU += windAddUV; + TEXTURE_ADDV += windAddUV; + + _TEXTURE_MASK_ADDU += Sin(fAngle) * 0.0005f + 1.1f * windAddUV; + _TEXTURE_MASK_ADDV -= Cos(fAngle * 1.3f) * 0.0005f + 1.2f * windAddUV; + + _TEXTURE_WAKE_ADDU -= Sin(fAngle) * 0.0003f + windAddUV; + _TEXTURE_WAKE_ADDV += Cos(fAngle * 0.7f) * 0.0003f + windAddUV; + } + + if ( _TEXTURE_MASK_ADDU >= 1.0f ) + _TEXTURE_MASK_ADDU = 0.0f; + if ( _TEXTURE_MASK_ADDV >= 1.0f ) + _TEXTURE_MASK_ADDV = 0.0f; + + if ( _TEXTURE_WAKE_ADDU >= 1.0f ) + _TEXTURE_WAKE_ADDU = 0.0f; + if ( _TEXTURE_WAKE_ADDV >= 1.0f ) + _TEXTURE_WAKE_ADDV = 0.0f; + + if ( TEXTURE_ADDU >= 1.0f ) + TEXTURE_ADDU = 0.0f; + if ( TEXTURE_ADDV >= 1.0f ) + TEXTURE_ADDV = 0.0f; + +#ifdef PC_WATER + _fWaterZOffset = CWeather::WindClipped * 0.5f + 0.25f; +#endif + + RwRGBA color = { 0, 0, 0, 255 }; + + color.red = CTimeCycle::GetWaterRed(); + color.green = CTimeCycle::GetWaterGreen(); + color.blue = CTimeCycle::GetWaterBlue(); + +#ifndef PC_WATER + RwRGBA colorUnderwater = { 0, 0, 0, 255 }; + colorUnderwater.red = (uint32)(0.8f * (float)colorUnderwater.red); + colorUnderwater.green = (uint32)(0.8f * (float)colorUnderwater.green); + colorUnderwater.blue = (uint32)(0.8f * (float)colorUnderwater.blue); +#endif + + TempBufferVerticesStored = 0; + TempBufferIndicesStored = 0; + +#ifndef PC_WATER + WavesCalculatedThisFrame = false; +#endif + + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpWaterRaster); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDZERO); + + CVector2D camPos(TheCamera.GetPosition().x, TheCamera.GetPosition().y); + + int32 nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x - fHugeSectorMaxRenderDist + WATER_X_OFFSET); + int32 nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x + fHugeSectorMaxRenderDist + WATER_X_OFFSET) + 1; + int32 nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y - fHugeSectorMaxRenderDist); + int32 nEndY = WATER_TO_HUGE_SECTOR_Y(camPos.y + fHugeSectorMaxRenderDist) + 1; + + if ( bUseCamStartX ) + nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x + WATER_X_OFFSET); + if ( bUseCamEndX ) + nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x + WATER_X_OFFSET); + if ( bUseCamStartY ) + nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y); + if ( bUseCamEndY ) + nEndY = WATER_TO_HUGE_SECTOR_Y(camPos.y); + + nStartX = Clamp(nStartX, 0, MAX_HUGE_SECTORS - 1); + nEndX = Clamp(nEndX, 0, MAX_HUGE_SECTORS - 1); + nStartY = Clamp(nStartY, 0, MAX_HUGE_SECTORS - 1); + nEndY = Clamp(nEndY, 0, MAX_HUGE_SECTORS - 1); + + for ( int32 x = nStartX; x <= nEndX; x++ ) + { + for ( int32 y = nStartY; y <= nEndY; y++ ) + { + if ( aWaterBlockList[2*x+0][2*y+0] >= 0 + || aWaterBlockList[2*x+1][2*y+0] >= 0 + || aWaterBlockList[2*x+0][2*y+1] >= 0 + || aWaterBlockList[2*x+1][2*y+1] >= 0 ) + { + float fX = WATER_FROM_HUGE_SECTOR_X(x) - WATER_X_OFFSET; + float fY = WATER_FROM_HUGE_SECTOR_Y(y); + + CVector2D vecHugeSectorCentre(fX + HUGE_SECTOR_SIZE/2,fY + HUGE_SECTOR_SIZE/2); + + float fHugeSectorDistToCamSqr = (camPos - vecHugeSectorCentre).MagnitudeSqr(); + + if ( fHugeSectorMaxRenderDistSqr > fHugeSectorDistToCamSqr ) + { + if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE)) ) + { +#ifndef PC_WATER + WavesCalculatedThisFrame = true; +#endif + + + float fZ; + + if ( aWaterBlockList[2*x+0][2*y+0] >= 0 ) + fZ = ms_aWaterZs[ aWaterBlockList[2*x+0][2*y+0] ]; + + if ( aWaterBlockList[2*x+1][2*y+0] >= 0 ) + fZ = ms_aWaterZs[ aWaterBlockList[2*x+1][2*y+0] ]; + + if ( aWaterBlockList[2*x+0][2*y+1] >= 0 ) + fZ = ms_aWaterZs[ aWaterBlockList[2*x+0][2*y+1] ]; + + if ( aWaterBlockList[2*x+1][2*y+1] >= 0 ) + fZ = ms_aWaterZs[ aWaterBlockList[2*x+1][2*y+1] ]; + + if ( fHugeSectorDistToCamSqr >= SQR(500.0f) ) + { + RenderOneFlatHugeWaterPoly(fX, fY, fZ, color); + } + else + { +#ifndef PC_WATER + if (m_bRenderSeaBed) + RenderOneSlopedUnderWaterPoly(fX, fY, fZ, colorUnderwater); +#endif + // see RenderTransparentWater() + ; + } + } + } + } + } + } + + /* + ----------- ---------------------- ---------------------- + | [N] | | [ EndY ] | | [ top ] | + | | | | | | + |[W] [0] [E]| |[StartX] [] [ EndX ]| |[ left ] [] [ right]| + | | | | | | + | [S] | | [StartY] | | [bottom] | + ----------- ---------------------- ---------------------- + + + [S] [StartY] [bottom] + [N] [EndY] [top] + [W] [StartX] [left] + [E] [EndX] [right] + + [S] -> [N] && [W] -> [E] + bottom -> top && left -> right + */ + + for ( int32 x = 0; x < 26; x++ ) + { + for ( int32 y = 0; y < 5; y++ ) + { + float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f - WATER_X_OFFSET; + float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f; + + if ( !bUseCamStartY ) + { + CVector2D vecExtraHugeSectorCentre(fX + EXTRAHUGE_SECTOR_SIZE/2, fY + EXTRAHUGE_SECTOR_SIZE/2); + + float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude(); + + if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr ) + { + if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE)) ) + { + RenderOneFlatExtraHugeWaterPoly( + vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2, + vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2, + 0.0f, + color); + } + } + } + + if ( !bUseCamEndY ) + { + CVector2D vecExtraHugeSectorCentre(fX + EXTRAHUGE_SECTOR_SIZE/2, -(fY + EXTRAHUGE_SECTOR_SIZE/2)); + + float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude(); + + if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr ) + { + if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE)) ) + { + RenderOneFlatExtraHugeWaterPoly( + vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2, + vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2, + 0.0f, + color); + } + } + } + } + } + + for ( int32 y = 5; y < 21; y++ ) + { + for ( int32 x = 0; x < 5; x++ ) + { + float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f - WATER_X_OFFSET; + float fX2 = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f + WATER_X_OFFSET; + float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f; + + if ( !bUseCamStartX ) + { + CVector2D vecExtraHugeSectorCentre(fX + EXTRAHUGE_SECTOR_SIZE/2, fY + EXTRAHUGE_SECTOR_SIZE/2); + + float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude(); + + if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr ) + { + if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE)) ) + { + RenderOneFlatExtraHugeWaterPoly( + vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2, + vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2, + 0.0f, + color); + } + } + } + + if ( !bUseCamEndX ) + { + CVector2D vecExtraHugeSectorCentre(-(fX2 + EXTRAHUGE_SECTOR_SIZE/2), fY + EXTRAHUGE_SECTOR_SIZE/2); + + float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude(); + + if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr ) + { + if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.x, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE)) ) + { + RenderOneFlatExtraHugeWaterPoly( + vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2, + vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2, + 0.0f, + color); + } + } + } + } + } + + RenderAndEmptyRenderBuffer(); + + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA); + + if ( WavesCalculatedThisFrame ) + { + RenderSeaBirds(); + //RenderShipsOnHorizon(); + //CParticle::HandleShipsAtHorizonStuff(); + //HandleBeachToysStuff(); + } + + //if ( _bSeaLife ) + // HandleSeaLifeForms(); + + DefinedState(); +} + + +void +CWaterLevel::RenderTransparentWater(void) +{ + bool bUseCamEndX = false; + bool bUseCamStartY = false; + + bool bUseCamStartX = false; + bool bUseCamEndY = false; + + _bSeaLife = false; + + if ( !CGame::CanSeeWaterFromCurrArea() ) + return; + + PUSH_RENDERGROUP("CWaterLevel::RenderTransparentWater"); + + float fWaterDrawDist = _GetWavyDrawDist(); + float fWaterDrawDistLarge = fWaterDrawDist + 90.0f; + float fWavySectorMaxRenderDistSqr = SQR(fWaterDrawDist); + + _GetCamBounds(&bUseCamStartY, &bUseCamEndY, &bUseCamStartX, &bUseCamEndX); + + float fHugeSectorMaxRenderDist = _GetWaterDrawDist(); + float fHugeSectorMaxRenderDistSqr = SQR(fHugeSectorMaxRenderDist); + + RenderBoatWakes(); + + RwRGBA color; + + color.red = CTimeCycle::GetWaterRed(); + color.green = CTimeCycle::GetWaterGreen(); + color.blue = CTimeCycle::GetWaterBlue(); + color.alpha = 255; + + RwRGBA colorTrans; + + colorTrans.red = CTimeCycle::GetWaterRed(); + colorTrans.green = CTimeCycle::GetWaterGreen(); + colorTrans.blue = CTimeCycle::GetWaterBlue(); + colorTrans.alpha = CTimeCycle::GetWaterAlpha(); + + TempBufferVerticesStored = 0; + TempBufferIndicesStored = 0; + +#ifndef PC_WATER + WavesCalculatedThisFrame = false; +#endif + + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpWaterRaster); +#ifndef PC_WATER + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA); +#endif + + CVector2D camPos(TheCamera.GetPosition().x, TheCamera.GetPosition().y); + + int32 nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x - fHugeSectorMaxRenderDist + WATER_X_OFFSET); + int32 nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x + fHugeSectorMaxRenderDist + WATER_X_OFFSET) + 1; + int32 nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y - fHugeSectorMaxRenderDist ); + int32 nEndY = WATER_TO_HUGE_SECTOR_Y(camPos.y + fHugeSectorMaxRenderDist ) + 1; + + if ( bUseCamStartX ) + nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x + WATER_X_OFFSET); + if ( bUseCamEndX ) + nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x + WATER_X_OFFSET); + if ( bUseCamStartY ) + nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y ); + if ( bUseCamEndY ) + nEndY = WATER_TO_HUGE_SECTOR_Y(camPos.y ); + + nStartX = Clamp(nStartX, 0, MAX_HUGE_SECTORS - 1); + nEndX = Clamp(nEndX, 0, MAX_HUGE_SECTORS - 1); + nStartY = Clamp(nStartY, 0, MAX_HUGE_SECTORS - 1); + nEndY = Clamp(nEndY, 0, MAX_HUGE_SECTORS - 1); + + + for ( int32 x = nStartX; x <= nEndX; x++ ) + { + for ( int32 y = nStartY; y <= nEndY; y++ ) + { + if ( aWaterBlockList[2*x+0][2*y+0] >= 0 + || aWaterBlockList[2*x+1][2*y+0] >= 0 + || aWaterBlockList[2*x+0][2*y+1] >= 0 + || aWaterBlockList[2*x+1][2*y+1] >= 0 ) + { + float fX = WATER_FROM_HUGE_SECTOR_X(x) - WATER_X_OFFSET; + float fY = WATER_FROM_HUGE_SECTOR_Y(y); + + CVector2D vecHugeSectorCentre + ( + fX + HUGE_SECTOR_SIZE/2, + fY + HUGE_SECTOR_SIZE/2 + ); + + float fHugeSectorDistToCamSqr = (camPos - vecHugeSectorCentre).MagnitudeSqr(); + + if ( fHugeSectorMaxRenderDistSqr > fHugeSectorDistToCamSqr ) + { + if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE)) ) + { + if ( fHugeSectorDistToCamSqr >= SQR(500.0f) ) + { + // see RenderWater() + ; + } + else + { + for ( int32 x2 = 2*x; x2 <= 2*x+1; x2++ ) + { + for ( int32 y2 = 2*y; y2 <= 2*y+1; y2++ ) + { + if ( aWaterBlockList[x2][y2] >= 0 ) + { + float fLargeX = WATER_FROM_LARGE_SECTOR_X(x2) - WATER_X_OFFSET; + float fLargeY = WATER_FROM_LARGE_SECTOR_Y(y2); + + CVector2D vecLargeSectorCentre(fLargeX + LARGE_SECTOR_SIZE/2, fLargeY + LARGE_SECTOR_SIZE/2); + + float fLargeSectorDistToCamSqr = (camPos - vecLargeSectorCentre).MagnitudeSqr(); + + if ( fLargeSectorDistToCamSqr < fHugeSectorMaxRenderDistSqr ) + { + if ( TheCamera.IsSphereVisible(CVector(vecLargeSectorCentre.x, vecLargeSectorCentre.y, 0.0f), SectorRadius(LARGE_SECTOR_SIZE)) ) + { + // Render four small(32x32) sectors, or one large(64x64). + + // + // [N] + // --------- + // |0x1|1x1| + // [W] --------- [E] + // |0x0|1x0| + // --------- + // [S] + // + + float fLargeSectorDrawDistSqr = SQR((fWaterDrawDistLarge + 16.0f)); + + if ( fLargeSectorDistToCamSqr < fLargeSectorDrawDistSqr ) + { + _bSeaLife = true; + + float fZ; + + // WS + if ( aWaterFineBlockList[2*x2+0][2*y2+0] >= 0 ) + { + float fSmallX = fLargeX; + float fSmallY = fLargeY; + + CVector2D vecSmallSectorCentre(fSmallX + SMALL_SECTOR_SIZE/2, fSmallY + SMALL_SECTOR_SIZE/2); + + float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr(); + fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+0][2*y2+0] ]; + + if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr ) + RenderOneWavySector(fSmallX, fSmallY, fZ, colorTrans); + else + RenderOneFlatSmallWaterPolyBlended(fSmallX, fSmallY, fZ, camPos.x, camPos.y, color, colorTrans, fWaterDrawDist); + } + + // SE + if ( aWaterFineBlockList[2*x2+1][2*y2+0] >= 0 ) + { + float fSmallX = fLargeX + (LARGE_SECTOR_SIZE/2); + float fSmallY = fLargeY; + + CVector2D vecSmallSectorCentre(fSmallX + SMALL_SECTOR_SIZE/2, fSmallY + SMALL_SECTOR_SIZE/2); + + float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr(); + fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+1][2*y2+0] ]; + + if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr ) + RenderOneWavySector(fSmallX, fSmallY, fZ, colorTrans); + else + RenderOneFlatSmallWaterPolyBlended(fSmallX, fSmallY, fZ, camPos.x, camPos.y, color, colorTrans, fWaterDrawDist); + } + + // WN + if ( aWaterFineBlockList[2*x2+0][2*y2+1] >= 0 ) + { + float fSmallX = fLargeX; + float fSmallY = fLargeY + (LARGE_SECTOR_SIZE/2); + + CVector2D vecSmallSectorCentre(fSmallX + SMALL_SECTOR_SIZE/2,fSmallY + SMALL_SECTOR_SIZE/2); + + float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr(); + fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+0][2*y2+1] ]; + + if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr ) + RenderOneWavySector(fSmallX, fSmallY, fZ, colorTrans); + else + RenderOneFlatSmallWaterPolyBlended(fSmallX, fSmallY, fZ, camPos.x, camPos.y, color, colorTrans, fWaterDrawDist); + } + + //NE + if ( aWaterFineBlockList[2*x2+1][2*y2+1] >= 0 ) + { + float fSmallX = fLargeX + (LARGE_SECTOR_SIZE/2); + float fSmallY = fLargeY + (LARGE_SECTOR_SIZE/2); + + CVector2D vecSmallSectorCentre(fSmallX + SMALL_SECTOR_SIZE/2, fSmallY + SMALL_SECTOR_SIZE/2); + + float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr(); + fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+1][2*y2+1] ]; + + if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr ) + RenderOneWavySector(fSmallX, fSmallY, fZ, colorTrans); + else + RenderOneFlatSmallWaterPolyBlended(fSmallX, fSmallY, fZ, camPos.x, camPos.y, color, colorTrans, fWaterDrawDist); + } + } + else + { + float fZ; + + fZ = ms_aWaterZs[ aWaterBlockList[x2][y2] ]; + + RenderOneFlatLargeWaterPoly(fLargeX, fLargeY, fZ, color); + } + } + } + } + } + } + } + } + } + } + } + } + + RenderAndEmptyRenderBuffer(); + +#ifdef PC_WATER + if ( MaskCalculatedThisFrame + && (m_nRenderWaterLayers == 0 || m_nRenderWaterLayers == 2 || m_nRenderWaterLayers == 3) ) + { + RwV3d pos = { 0.0f, 0.0f, 0.0f }; + + pos.x = PreCalculatedMaskPosn.x; + pos.y = PreCalculatedMaskPosn.y; + pos.z = PreCalculatedMaskPosn.z; + + RpMatFXMaterialSetEnvMapFrame(RpGeometryGetMaterial(RpAtomicGetGeometry(ms_pMaskAtomic), 0), + RwCameraGetFrame(RwCameraGetCurrentCamera())); + + RwFrameTranslate(RpAtomicGetFrame(ms_pMaskAtomic), &pos, rwCOMBINEREPLACE); + + RpAtomicRender(ms_pMaskAtomic); + } +#else + if (!CCullZones::WaterFudge()) + { + int32 signX = 0; + int32 signY = 0; + + float fCamX = camPos.x - SMALL_SECTOR_SIZE; + float fCamY = camPos.y - SMALL_SECTOR_SIZE; + + if (TheCamera.GetForward().x > 0.3f) + signX = 1; + else if (TheCamera.GetForward().x < -0.3f) + signX = -1; + + fCamX += 0.3f * (float)signX * float(SMALL_SECTOR_SIZE * 2.0f); // 19.2f + + if (TheCamera.GetForward().y > 0.3f) + signY = 1; + else if (TheCamera.GetForward().y < -0.3f) + signY = -1; + + fCamY += 0.3f * (float)signY * float(SMALL_SECTOR_SIZE * 2.0f); // 19.2f + + int32 nBlock; + + int32 BlockX = WATER_TO_SMALL_SECTOR_X(fCamX + WATER_X_OFFSET) + 1; + int32 BlockY = WATER_TO_SMALL_SECTOR_Y(fCamY) + 1; + + if (_IsColideWithBlock(BlockX, BlockY, nBlock)) + { + if (m_nRenderWaterLayers != 1 && m_nRenderWaterLayers != 6) + { + float fMaskX = Floor(fCamX / 2.0f) * 2.0f; + float fMaskY = Floor(fCamY / 2.0f) * 2.0f; + float fWaterZ = CWaterLevel::ms_aWaterZs[nBlock]; + float fSectorX = WATER_FROM_SMALL_SECTOR_X(BlockX) - WATER_X_OFFSET; + float fSectorY = WATER_FROM_SMALL_SECTOR_Y(BlockY); + + RenderWavyMask(fMaskX, fMaskY, fWaterZ, + fSectorX, fSectorY, + signX, signY, colorTrans); + } + } + } + + DefinedState(); +#endif + + POP_RENDERGROUP(); +} + +void CWaterLevel::RenderOneFlatSmallWaterPoly(float fX, float fY, float fZ, RwRGBA const &color) +{ + if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 ) + RenderAndEmptyRenderBuffer(); + + int32 vidx = TempBufferVerticesStored; + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 0], color); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + SMALL_SECTOR_SIZE, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 1.0f); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 1], color); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + SMALL_SECTOR_SIZE, fY + SMALL_SECTOR_SIZE, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 1.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 1.0f); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 2], color); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + SMALL_SECTOR_SIZE, fY, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 1.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 3], color); + + + int32 iidx = TempBufferIndicesStored; + + TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2; + TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1; + TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3; + TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2; + + TempBufferVerticesStored += 4; + TempBufferIndicesStored += 6; +} + +void +CWaterLevel::RenderOneFlatLargeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color) +{ + if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 ) + RenderAndEmptyRenderBuffer(); + + int32 vidx = TempBufferVerticesStored; + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 0], color); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + LARGE_SECTOR_SIZE, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 2.0f); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 1], color); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + LARGE_SECTOR_SIZE, fY + LARGE_SECTOR_SIZE, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 2.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 2.0f); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 2], color); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + LARGE_SECTOR_SIZE, fY, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 2.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 3], color); + + + int32 iidx = TempBufferIndicesStored; + + TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2; + TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1; + TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3; + TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2; + + TempBufferVerticesStored += 4; + TempBufferIndicesStored += 6; +} + +void +CWaterLevel::RenderOneFlatHugeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color) +{ + if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 ) + RenderAndEmptyRenderBuffer(); + + int32 vidx = TempBufferVerticesStored; + + RwRGBA c; + + c.red = color.red; + c.green = color.green; + c.blue = color.blue; + c.alpha = 255; + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 0], c); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + HUGE_SECTOR_SIZE, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 4.0f); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 1], c); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + HUGE_SECTOR_SIZE, fY + HUGE_SECTOR_SIZE, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 4.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 4.0f); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 2], c); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + HUGE_SECTOR_SIZE, fY, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 4.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 3], c); + + + int32 iidx = TempBufferIndicesStored; + + TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2; + TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1; + TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3; + TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2; + + TempBufferVerticesStored += 4; + TempBufferIndicesStored += 6; +} + +void +CWaterLevel::RenderOneFlatExtraHugeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color) +{ + if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 ) + RenderAndEmptyRenderBuffer(); + + int32 vidx = TempBufferVerticesStored; + + RwRGBA c; + + c.red = color.red; + c.green = color.green; + c.blue = color.blue; + c.alpha = 255; + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 0], c); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + EXTRAHUGE_SECTOR_SIZE, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 8.0f); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 1], c); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + EXTRAHUGE_SECTOR_SIZE, fY + EXTRAHUGE_SECTOR_SIZE, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 8.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 8.0f); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 2], c); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + EXTRAHUGE_SECTOR_SIZE, fY, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 8.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV); + RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 3], c); + + + int32 iidx = TempBufferIndicesStored; + + TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2; + TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1; + TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3; + TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2; + + TempBufferVerticesStored += 4; + TempBufferIndicesStored += 6; +} + +void +CWaterLevel::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &color, bool bDontRender) +{ + CVector vecSectorPos(fX + (SMALL_SECTOR_SIZE/2), fY + (SMALL_SECTOR_SIZE/2), fZ + 2.0f); + + if ( COcclusion::IsAABoxOccluded(vecSectorPos, SMALL_SECTOR_SIZE, SMALL_SECTOR_SIZE, 4.0f) ) + return; + +#ifdef PC_WATER + RequireWavySector = true; +#else + if (!WavesCalculatedThisFrame) + { + WavesCalculatedThisFrame = true; + + float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f); + + RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic); + RwTexCoords *wavyTexCoords = RpGeometryGetVertexTexCoords(wavyGeometry, rwTEXTURECOORDINATEINDEX0); + RpMorphTarget *wavyMorph = RpGeometryGetMorphTarget(wavyGeometry, 0); + RwRGBA *wavyPreLight = RpGeometryGetPreLightColors(wavyGeometry); + RwV3d *wavyMorphVerts = RpMorphTargetGetVertices(wavyMorph); + RwV3d *wavyMorphNormals = RpMorphTargetGetVertexNormals(wavyMorph); + + RpGeometryLock(wavyGeometry, rpGEOMETRYLOCKVERTICES | rpGEOMETRYLOCKNORMALS | rpGEOMETRYLOCKPRELIGHT | rpGEOMETRYLOCKTEXCOORDS); + + RwMatrix *camMat = RwFrameGetLTM(RwCameraGetFrame(RwCameraGetCurrentCamera())); //or curWorld + + float randomDampInv2 = (1.0f - fRandomDamp) * 2.0f; + + float move = 1.0f / 16.0f; + float randomMove = 1.0f / (16.0f * fRandomMoveDiv); + + float vertMul = 0.5f; + + float wind = CWeather::WindClipped * 0.4f + 0.2f; + float waveWind = CWeather::WindClipped * fWave2Ampl + 0.05f; + + float waveA = (TWOPI / 16.0f) + * ((fNormalDirectionScalar1 * Abs(camMat->at.x + camMat->at.y) + fNormMult) * (CWeather::WindClipped * 0.4f + 0.2f)); + + float waveB = TWOPI / (16.0f * fWave2NormScale) + * ((fNormalDirectionScalar2 * Abs(camMat->at.y - camMat->at.x) + fNormMultB) * (CWeather::WindClipped * 0.2f + 0.1f)); + + CVector vA(1.0f, 0.0f, 0.0f); + CVector vB(0.0f, 1.0f, 0.0f); + + for ( int32 i = 0; i < 17; i++ ) + { + for ( int32 j = 0; j < 17; j++ ) + { + wavyTexCoords->u = float(i) * move + TEXTURE_ADDV; + wavyTexCoords->v = float(j) * move + TEXTURE_ADDU; + + RwRGBAAssign(wavyPreLight, &color); + + if (i > 0 && i < 16 && j > 0 && j < 16) + { + wavyMorphVerts->x += CGeneral::GetRandomNumberInRange(-1.0f, 1.0f) * randomMove; + wavyMorphVerts->x *= fRandomDamp; + wavyMorphVerts->x += float(i) * randomDampInv2; + + wavyMorphVerts->y += CGeneral::GetRandomNumberInRange(-1.0f, 1.0f) * randomMove; + wavyMorphVerts->y *= fRandomDamp; + wavyMorphVerts->y += float(j) * randomDampInv2; + } + + float morphVertXHalf = (i == 16) ? 0.0f : vertMul * wavyMorphVerts->x; + float morphVertYHalf = (j == 16) ? 0.0f : vertMul * wavyMorphVerts->y; + + float waveMulA = (morphVertYHalf + morphVertXHalf) * (TWOPI / 16.0f) + fAngle; + float waveMulB = (morphVertYHalf - morphVertXHalf) * (TWOPI / (16.0f * fWave2InvLength)) + fAngle; + + wavyMorphVerts->z = wind * Sin(waveMulA) + waveWind * Sin(waveMulB); + + vA.z = (waveA * Cos(waveMulA)) - (waveB * Cos(waveMulB)); + vB.z = (waveA * Cos(waveMulA)) + (waveB * Cos(waveMulB)); + + CVector norm = CrossProduct(vA, vB); + norm.Normalise(); + + wavyMorphNormals->x = norm.x; + wavyMorphNormals->y = norm.y; + wavyMorphNormals->z = norm.z; + + ++wavyPreLight; + ++wavyTexCoords; + + ++wavyMorphVerts; + ++wavyMorphNormals; + } + } + + RpGeometryUnlock(wavyGeometry); + } + + float fCentreX = fX + (SMALL_SECTOR_SIZE / 2); + float fCentreY = fY + (SMALL_SECTOR_SIZE / 2); +#endif + +#ifdef PC_WATER + if ( WavesCalculatedThisFrame ) +#endif + { + if (bDontRender == false + && m_nRenderWaterLayers != 2 + && m_nRenderWaterLayers != 4 + && m_nRenderWaterLayers != 6 ) + { + RwV3d pos = { 0.0f, 0.0f, 0.0f }; + + pos.x = fX; + pos.y = fY; + pos.z = fZ; + + RwFrameTranslate(RpAtomicGetFrame(ms_pWavyAtomic), &pos, rwCOMBINEREPLACE); + + RpAtomicRender(ms_pWavyAtomic); + } + } +} + +int16 +_RoundValue(int32 v) +{ + int16 result = v; + + while ( result < 0 ) result += 16; + while ( result > 16 ) result -= 16; + + return result; +} + +void +CWaterLevel::RenderWavyMask(float fX, float fY, float fZ, + float fSectorX, float fSectorY, +#ifdef PC_WATER + float fCamPosX, float fCamPosY, + float fCamDirX, float fCamDirY, RwRGBA const&color) +#else + int32 nCamDirX, int32 nCamDirY, RwRGBA const&color) +#endif +{ +#ifndef PC_WATER + bool bRender = true; + if (m_nRenderWaterLayers != 0 && m_nRenderWaterLayers != 2 && m_nRenderWaterLayers != 3) + bRender = false; +#endif + CVector vecSectorPos(fX + (LARGE_SECTOR_SIZE/2), fY + (LARGE_SECTOR_SIZE/2), fZ + 2.0f); + + if ( COcclusion::IsAABoxOccluded(vecSectorPos, LARGE_SECTOR_SIZE, LARGE_SECTOR_SIZE, 4.0f) ) + return; + +#ifndef PC_WATER + float fUOffset = fX - (MAX_LARGE_SECTORS * (int32)Floor(fX / MAX_LARGE_SECTORS)); + float fVOffset = fY - (MAX_LARGE_SECTORS * (int32)Floor(fY / MAX_LARGE_SECTORS)); + + int32 nSecsX = (int32)((fX - fSectorX) / 2.0f); + int32 nSecsY = (int32)((fY - fSectorY) / 2.0f); +#endif + + RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic); + RpMorphTarget *wavyMorph = RpGeometryGetMorphTarget(wavyGeometry, 0); + RwV3d *wavyMorphVerts = RpMorphTargetGetVertices(wavyMorph); + RwV3d *wavyMorphNormals = RpMorphTargetGetVertexNormals(wavyMorph); + + RpGeometry *maskGeometry = RpAtomicGetGeometry(ms_pMaskAtomic); + RwTexCoords *maskTexCoords = RpGeometryGetVertexTexCoords(maskGeometry, rwTEXTURECOORDINATEINDEX0); + RwRGBA *maskPreLight = RpGeometryGetPreLightColors(maskGeometry); + RpMorphTarget *maskMorph = RpGeometryGetMorphTarget(maskGeometry, 0); + RwV3d *maskMorphVerts = RpMorphTargetGetVertices(maskMorph); + RwV3d *maskMorphNormals = RpMorphTargetGetVertexNormals(maskMorph); + + RpGeometryLock(maskGeometry, rpGEOMETRYLOCKVERTICES|rpGEOMETRYLOCKNORMALS|rpGEOMETRYLOCKPRELIGHT|rpGEOMETRYLOCKTEXCOORDS); + +#ifndef PC_WATER + RpMaterial *maskMat = RpGeometryGetMaterial(maskGeometry, 0); + RpMatFXMaterialSetEnvMapFrame(maskMat, RwCameraGetFrame(RwCameraGetCurrentCamera())); + RpMatFXMaterialSetEnvMapCoefficient(maskMat, fEnvScale); + RpMatFXMaterialSetEnvMapFrameBufferAlpha(maskMat, TRUE); +#endif + +#ifndef PC_WATER + float fMinSparkZ = (CWeather::WindClipped * fWave2Ampl + 0.05f + + CWeather::WindClipped * 0.4f + 0.2) * (1.0f - 0.04f * CWeather::SunGlare); + + int32 randval = CGeneral::GetRandomNumber(); + + float fUVStep = 0.125f; + float f27 = 2.0f; + + float fMinU = (fUOffset / 16.0f) + _TEXTURE_MASK_ADDU; + float fMinV = (fVOffset / 16.0f) + _TEXTURE_MASK_ADDV; + + float fAlphaMul = ((float)color.alpha * 0.4f) / 16.0f; + + float fXOffset = 16.0f; + if (nCamDirX > 0) + fXOffset = 6.4f; + else if (nCamDirX < 0) + fXOffset = 25.6f; + + float fYOffset = 16.0f; + if (nCamDirY > 0) + fYOffset = 6.4f; + else if (nCamDirY < 0) + fYOffset = 25.6f; + + int16 nX = _RoundValue(nSecsX - 1); + int16 nY = _RoundValue(nSecsY - 1); +#else + float fMinSparkZ = (fWave2Ampl * CWeather::WindClipped + 0.05f + + 0.4f * CWeather::WindClipped + 0.2) * (1.0f - 0.02f * CWeather::SunGlare); + + int32 randval = CGeneral::GetRandomNumber() & 255; + + int16 nX = _RoundValue((int32)((fX - fSectorX) * 0.5f) - 1); + int16 nY = _RoundValue((int32)((fY - fSectorY) * 0.5f) - 1); +#endif + int16 idxX = nX; + + for ( int32 i = 0; i < 17; i++ ) + { + int16 idxY = nY; + + if ( ++idxX > 16 ) + idxX -= 16; + + for ( int32 j = 0; j < 17; j++ ) + { + if ( ++idxY > 16 ) + idxY -= 16; + + const int32 a = (0*16); + const int32 b = (1*16); + const int32 c = (33*16); + const int32 d = (34*16); + + int32 base = (i*33+j); + +#ifndef PC_WATER + maskTexCoords[base + a].u = fMinU + ((float)i * fUVStep); + maskTexCoords[base + a].v = fMinV + ((float)j * fUVStep); + + maskTexCoords[base + b].u = maskTexCoords[base + a].u; + maskTexCoords[base + b].v = maskTexCoords[base + a].v + (16.0f * fUVStep); + + maskTexCoords[base + c].u = maskTexCoords[base + a].u + (16.0f * fUVStep); + maskTexCoords[base + c].v = maskTexCoords[base + a].v; + + maskTexCoords[base + d].u = maskTexCoords[base + a].u + (16.0f * fUVStep); + maskTexCoords[base + d].v = maskTexCoords[base + a].v + (16.0f * fUVStep); +#else + maskTexCoords[base+a].v = float(j) / SMALL_SECTOR_SIZE + ((fCamPosY - fY) / 64); + maskTexCoords[base+c].v = maskTexCoords[base+a].v; + maskTexCoords[base+d].v = maskTexCoords[base+a].v + 0.5f; + maskTexCoords[base+b].v = maskTexCoords[base+d].v; + + maskTexCoords[base+a].u = float(i) / SMALL_SECTOR_SIZE + ((fCamPosX - fX) / 64); + maskTexCoords[base+b].u = maskTexCoords[base+a].u; + maskTexCoords[base+d].u = maskTexCoords[base+a].u + 0.5f; + maskTexCoords[base+c].u = maskTexCoords[base+d].u; +#endif + + maskMorphVerts[base+a].x = (wavyMorphVerts[idxY + (17 * idxX)].x - (float)idxX * 2.0f) + (float(i) * 2.0f); + maskMorphVerts[base+b].x = maskMorphVerts[base+a].x; + maskMorphVerts[base+c].x = maskMorphVerts[base+a].x + SMALL_SECTOR_SIZE; + maskMorphVerts[base+d].x = maskMorphVerts[base+c].x; + + maskMorphVerts[base+a].y = (wavyMorphVerts[idxY + (17 * idxX)].y - (float)idxY * 2.0f) + (float(j) * 2.0f); + maskMorphVerts[base+c].y = maskMorphVerts[base+a].y; + maskMorphVerts[base+b].y = maskMorphVerts[base+a].y + SMALL_SECTOR_SIZE; + maskMorphVerts[base+d].y = maskMorphVerts[base+b].y; + + maskMorphVerts[base+a].z = wavyMorphVerts[idxY + (17 * idxX)].z; + maskMorphVerts[base+d].z = maskMorphVerts[base+a].z; + maskMorphVerts[base+c].z = maskMorphVerts[base+d].z; + maskMorphVerts[base+b].z = maskMorphVerts[base+c].z; + +#ifndef PC_WATER + if (maskMorphVerts[base].z >= fMinSparkZ) +#else + if ( maskMorphVerts[base].z > fMinSparkZ ) +#endif + { + switch ( (i + j + randval) & 3 ) + { + case 0: + { + CVector vecPos + ( + fX + maskMorphVerts[base+a].x, + fY + maskMorphVerts[base+a].y, + fZ + maskMorphVerts[base+a].z + 0.12f + ); + + vecPos -= 0.05f * TheCamera.GetForward(); + + CParticle::AddParticle(PARTICLE_WATER_SPARK, + vecPos, + CVector(0.0f, 0.0f, 0.0f), + nil, + 0.0f, + 15, + CGeneral::GetRandomNumberInRange(-90, 90), + 0, + 0); + } + break; + + case 1: + { + CVector vecPos + ( + fX + maskMorphVerts[base+c].x, + fY + maskMorphVerts[base+c].y, + fZ + maskMorphVerts[base+c].z + 0.12f + ); + + vecPos -= 0.05f * TheCamera.GetForward(); + + CParticle::AddParticle(PARTICLE_WATER_SPARK, + vecPos, + CVector(0.0f, 0.0f, 0.0f), + nil, + 0.0f, + 15, + CGeneral::GetRandomNumberInRange(-90, 90), + 0, + 0); + } + break; + + case 2: + { + CVector vecPos + ( + fX + maskMorphVerts[base+b].x, + fY + maskMorphVerts[base+b].y, + fZ + maskMorphVerts[base+b].z + 0.12f + ); + + vecPos -= 0.05f * TheCamera.GetForward(); + + CParticle::AddParticle(PARTICLE_WATER_SPARK, + vecPos, + CVector(0.0f, 0.0f, 0.0f), + nil, + 0.0f, + 15, + CGeneral::GetRandomNumberInRange(-90, 90), + 0, + 0); + } + break; + + case 3: + { + CVector vecPos + ( + fX + maskMorphVerts[base+d].x, + fY + maskMorphVerts[base+d].y, + fZ + maskMorphVerts[base+d].z + 0.12f + ); + + vecPos -= 0.05f * TheCamera.GetForward(); + + CParticle::AddParticle(PARTICLE_WATER_SPARK, + vecPos, + CVector(0.0f, 0.0f, 0.0f), + nil, + 0.0f, + 15, + CGeneral::GetRandomNumberInRange(-90, 90), + 0, + 0); + } + break; + } + } + + maskMorphNormals[base+a].x = wavyMorphNormals[idxY + (17 * idxX)].x; + maskMorphNormals[base+a].y = wavyMorphNormals[idxY + (17 * idxX)].y; + maskMorphNormals[base+a].z = wavyMorphNormals[idxY + (17 * idxX)].z; + + maskMorphNormals[base+d].x = maskMorphNormals[base+a].x; + maskMorphNormals[base+d].y = maskMorphNormals[base+a].y; + maskMorphNormals[base+d].z = maskMorphNormals[base+a].z; + + maskMorphNormals[base+c].x = maskMorphNormals[base+d].x; + maskMorphNormals[base+c].y = maskMorphNormals[base+d].y; + maskMorphNormals[base+c].z = maskMorphNormals[base+d].z; + + maskMorphNormals[base+b].x = maskMorphNormals[base+c].x; + maskMorphNormals[base+b].y = maskMorphNormals[base+c].y; + maskMorphNormals[base+b].z = maskMorphNormals[base+c].z; + + maskPreLight[base+a].red = color.red; + maskPreLight[base+a].green = color.green; + maskPreLight[base+a].blue = color.blue; + maskPreLight[base+a].alpha = color.alpha; + + maskPreLight[base+d].red = maskPreLight[base+a].red; + maskPreLight[base+d].green = maskPreLight[base+a].green; + maskPreLight[base+d].blue = maskPreLight[base+a].blue; + maskPreLight[base+d].alpha = maskPreLight[base+a].alpha; + + maskPreLight[base+c].red = maskPreLight[base+d].red; + maskPreLight[base+c].green = maskPreLight[base+d].green; + maskPreLight[base+c].blue = maskPreLight[base+d].blue; + maskPreLight[base+c].alpha = maskPreLight[base+d].alpha; + + maskPreLight[base+b].red = maskPreLight[base+c].red; + maskPreLight[base+b].green = maskPreLight[base+c].green; + maskPreLight[base+b].blue = maskPreLight[base+c].blue; + maskPreLight[base+b].alpha = maskPreLight[base+c].alpha; + +#ifndef PC_WATER + maskPreLight[base + a].alpha = Max(0, (int32)((float)color.alpha - (fAlphaMul * (Abs((float)i - fXOffset) + Abs((float)j - fYOffset))))); + maskPreLight[base + b].alpha = Max(0, (int32)((float)color.alpha - (fAlphaMul * (Abs((float)i - fXOffset) + Abs(16.0f + (float)j - fYOffset))))); + maskPreLight[base + c].alpha = Max(0, (int32)((float)color.alpha - (fAlphaMul * (Abs(16.0f + (float)i - fXOffset) + Abs((float)j - fYOffset))))); + maskPreLight[base + d].alpha = Max(0, (int32)((float)color.alpha - (fAlphaMul * (Abs(16.0f + (float)i - fXOffset) + Abs(16.0f + (float)j - fYOffset))))); +#endif + } + } + + RpGeometryUnlock(maskGeometry); + +#ifndef PC_WATER + { + RwV3d pos = { 0.0f, 0.0f, 0.0f }; + + pos.x = fX; + pos.y = fY; + pos.z = fZ + 0.05f; + + RwFrameTranslate(RpAtomicGetFrame(ms_pMaskAtomic), &pos, rwCOMBINEREPLACE); + + if (bRender) + { +#ifdef PS2 + RpSkyTexCacheFlush(); +#endif + RpAtomicRender(ms_pMaskAtomic); + } + } +#endif +} + +#ifdef PC_WATER +void +CWaterLevel::PreCalcWaterGeometry(void) +{ + if ( !RequireWavySector ) + { + WavesCalculatedThisFrame = false; + MaskCalculatedThisFrame = false; + return; + } + + RequireWavySector = false; + WavesCalculatedThisFrame = true; + + RwRGBA color; + + color.red = CTimeCycle::GetWaterRed(); + color.green = CTimeCycle::GetWaterGreen(); + color.blue = CTimeCycle::GetWaterBlue(); + color.alpha = CTimeCycle::GetWaterAlpha(); + + PreCalcWavySector(color); + + if ( CCullZones::WaterFudge() ) + { + MaskCalculatedThisFrame = false; + return; + } + + CVector CamFwdDir = TheCamera.GetForward(); + CamFwdDir.z = 0.0f; + CamFwdDir.Normalise(); + + float fCamX = TheCamera.GetPosition().x - SMALL_SECTOR_SIZE; + float fCamY = TheCamera.GetPosition().y - SMALL_SECTOR_SIZE; + + //1.4144272f; 1.4144f; + float signX = CamFwdDir.x * 1.4144272f; + float signY = CamFwdDir.y * 1.4144272f; + + signX = Clamp(signX, -1.0f, 1.0f); + fCamX += 0.4f * signX * float(SMALL_SECTOR_SIZE * 2.0f); + + signY = Clamp(signY, -1.0f, 1.0f); + fCamY += 0.4f * signY * float(SMALL_SECTOR_SIZE * 2.0f); + + int32 nBlock; + + int32 BlockX = WATER_TO_SMALL_SECTOR_X(fCamX + WATER_X_OFFSET) + 1; + int32 BlockY = WATER_TO_SMALL_SECTOR_Y(fCamY ) + 1; + + ASSERT( BlockX >= 0 && BlockX < MAX_SMALL_SECTORS ); + ASSERT( BlockY >= 0 && BlockY < MAX_SMALL_SECTORS ); + + if ( _IsColideWithBlock(BlockX, BlockY, nBlock) ) + { + float fMaskX = Floor(fCamX / 2.0f) * 2.0f; + float fMaskY = Floor(fCamY / 2.0f) * 2.0f; + + float fSectorX = WATER_FROM_SMALL_SECTOR_X(BlockX) - WATER_X_OFFSET; + float fSectorY = WATER_FROM_SMALL_SECTOR_Y(BlockY); + + if ( PreCalcWavyMask( fMaskX, fMaskY, ms_aWaterZs[nBlock], + fSectorX, fSectorY, fCamX, fCamY, CamFwdDir.x, CamFwdDir.y, color ) ) + { + PreCalculatedMaskPosn.x = fMaskX; + PreCalculatedMaskPosn.y = fMaskY; + PreCalculatedMaskPosn.z = ms_aWaterZs[nBlock] + 0.05f; + + MaskCalculatedThisFrame = true; + } + else + MaskCalculatedThisFrame = false; + } + else + MaskCalculatedThisFrame = false; +} + +bool +CWaterLevel::PreCalcWavySector(RwRGBA const &color) +{ + float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f); + + RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic); + + RwTexCoords *wavyTexCoords = RpGeometryGetVertexTexCoords(wavyGeometry, rwTEXTURECOORDINATEINDEX0); + RpMorphTarget *wavyMorph = RpGeometryGetMorphTarget(wavyGeometry, 0); + + RwRGBA *wavyPreLight = RpGeometryGetPreLightColors(wavyGeometry); + RwV3d *wavyMorphVerts = RpMorphTargetGetVertices(wavyMorph); + RwV3d *wavyMorphNormals = RpMorphTargetGetVertexNormals(wavyMorph); + + if ( !m_bRenderSeaBed ) + RpGeometryLock(wavyGeometry, rpGEOMETRYLOCKVERTICES + |rpGEOMETRYLOCKNORMALS + |rpGEOMETRYLOCKPRELIGHT + |rpGEOMETRYLOCKTEXCOORDS); + + CVector camPosUp = TheCamera.GetForward(); + + float randomDampInv2 = (1.0f - fRandomDamp) * 2.0f; + + float randomMove = 1.0f / (16.0f * fRandomMoveDiv); + + float wind = CWeather::WindClipped * 0.4f + 0.2f; + float waveWind = CWeather::WindClipped * fWave2Ampl + 0.05f; + + float waveA = (TWOPI / 16.0f) + * ((CWeather::WindClipped * 0.4f + 0.2f) * (fNormalDirectionScalar1 * Abs(camPosUp.x + camPosUp.y) + fNormMult)); + + float waveB = TWOPI / (16.0f * fWave2NormScale) + * ((CWeather::WindClipped * 0.2f + 0.1f) * (fNormalDirectionScalar2 * Abs(camPosUp.y - camPosUp.x) + fNormMultB)); + + + CVector vA(1.0f, 0.0f, 0.0f); + CVector vB(0.0f, 1.0f, 0.0f); + + for ( int32 i = 0; i < 17; i++ ) + { + for ( int32 j = 0; j < 17; j++ ) + { + wavyTexCoords->u = (float(i) / 16.0f) + TEXTURE_ADDV; + wavyTexCoords->v = (float(j) / 16.0f) + TEXTURE_ADDU; + + RwRGBAAssign(wavyPreLight, &color); + + if ( i > 0 && i < 16 && j > 0 && j < 16 ) + { + wavyMorphVerts->x += CGeneral::GetRandomNumberInRange(-1.0f, 1.0f) * randomMove; + wavyMorphVerts->x *= fRandomDamp; + wavyMorphVerts->x += float(i) * randomDampInv2; + + wavyMorphVerts->y += CGeneral::GetRandomNumberInRange(-1.0f, 1.0f) * randomMove; + wavyMorphVerts->y *= fRandomDamp; + wavyMorphVerts->y += float(j) * randomDampInv2; + } + + float morphVertXHalf = ( i == 16 ) ? 0.0f : 0.5f * wavyMorphVerts->x; + float morphVertYHalf = ( j == 16 ) ? 0.0f : 0.5f * wavyMorphVerts->y; + + float waveMulA = (morphVertYHalf + morphVertXHalf) * (TWOPI / 16.0f) + fAngle; + float waveMulB = (morphVertYHalf - morphVertXHalf) * (TWOPI / (16.0f * fWave2InvLength)) + fAngle; + + wavyMorphVerts->z = wind * Sin(waveMulA) + waveWind * Sin(waveMulB); + + vA.z = (waveA * Cos(waveMulA)) - (waveB * Cos(waveMulB)); + vB.z = (waveA * Cos(waveMulA)) + (waveB * Cos(waveMulB)); + + CVector norm = CrossProduct(vA, vB); + norm.Normalise(); + + wavyMorphNormals->x = norm.x; + wavyMorphNormals->y = norm.y; + wavyMorphNormals->z = norm.z; + + ++wavyPreLight; + ++wavyTexCoords; + + ++wavyMorphVerts; + ++wavyMorphNormals; + } + } + + RpGeometryUnlock(wavyGeometry); + + return true; +} + +bool +CWaterLevel::PreCalcWavyMask(float fX, float fY, float fZ, + float fSectorX, float fSectorY, + float fCamPosX, float fCamPosY, + float fCamDirX, float fCamDirY, + RwRGBA const&color) +{ + CVector vecSectorPos(fX + (MAX_LARGE_SECTORS/2), fY + (MAX_LARGE_SECTORS/2), fZ + 2.0f); + + if ( COcclusion::IsAABoxOccluded(vecSectorPos, MAX_LARGE_SECTORS, MAX_LARGE_SECTORS, 4.0f) ) + return false; + + Floor(fX / MAX_LARGE_SECTORS); + Floor(fY / MAX_LARGE_SECTORS); + + RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic); + RpMorphTarget *wavyMorph = RpGeometryGetMorphTarget(wavyGeometry, 0); + RwV3d *wavyMorphVerts = RpMorphTargetGetVertices(wavyMorph); + RwV3d *wavyMorphNormals = RpMorphTargetGetVertexNormals(wavyMorph); + + RpGeometry *maskGeometry = RpAtomicGetGeometry(ms_pMaskAtomic); + RwTexCoords *maskTexCoords = RpGeometryGetVertexTexCoords(maskGeometry, rwTEXTURECOORDINATEINDEX0); + RwRGBA *maskPreLight = RpGeometryGetPreLightColors(maskGeometry); + RpMorphTarget *maskMorph = RpGeometryGetMorphTarget(maskGeometry, 0); + RwV3d *maskMorphVerts = RpMorphTargetGetVertices(maskMorph); + RwV3d *maskMorphNormals = RpMorphTargetGetVertexNormals(maskMorph); + + if ( !m_bRenderSeaBed ) + RpGeometryLock(maskGeometry, rpGEOMETRYLOCKVERTICES | rpGEOMETRYLOCKNORMALS | rpGEOMETRYLOCKPRELIGHT | rpGEOMETRYLOCKTEXCOORDS); + + + float fMinSparkZ = (fWave2Ampl * CWeather::WindClipped + 0.05f + + 0.4f * CWeather::WindClipped + 0.2) * (1.0f - 0.02f * CWeather::SunGlare); + + int32 randval = CGeneral::GetRandomNumber() & 255; + + int16 nX = _RoundValue((int32)((fX - fSectorX) * 0.5f) - 1); + int16 nY = _RoundValue((int32)((fY - fSectorY) * 0.5f) - 1); + + int16 idxX = nX; + + for ( int32 i = 0; i < 17; i++ ) + { + int16 idxY = nY; + + if ( ++idxX > 16 ) + idxX -= 16; + + for ( int32 j = 0; j < 17; j++ ) + { + if ( ++idxY > 16 ) + idxY -= 16; + + const int32 a = (0*16); + const int32 b = (1*16); + const int32 c = (33*16); + const int32 d = (34*16); + + int32 base = (i*33+j); + + maskTexCoords[base+a].v = float(j) / 32 + ((fCamPosY - fY) / 64); + maskTexCoords[base+c].v = maskTexCoords[base+a].v; + maskTexCoords[base+d].v = maskTexCoords[base+a].v + 0.5f; + maskTexCoords[base+b].v = maskTexCoords[base+d].v; + + maskTexCoords[base+a].u = float(i) / 32 + ((fCamPosX - fX) / 64); + maskTexCoords[base+b].u = maskTexCoords[base+a].u; + maskTexCoords[base+d].u = maskTexCoords[base+a].u + 0.5f; + maskTexCoords[base+c].u = maskTexCoords[base+d].u; + + maskMorphVerts[base+a].x = (wavyMorphVerts[idxY + (17 * idxX)].x - (float)idxX * 2.0f) + (float(i) * 2.0f); + maskMorphVerts[base+b].x = maskMorphVerts[base+a].x; + maskMorphVerts[base+c].x = maskMorphVerts[base+a].x + SMALL_SECTOR_SIZE; + maskMorphVerts[base+d].x = maskMorphVerts[base+c].x; + + maskMorphVerts[base+a].y = (wavyMorphVerts[idxY + (17 * idxX)].y - (float)idxY * 2.0f) + (float(j) * 2.0f); + maskMorphVerts[base+c].y = maskMorphVerts[base+a].y; + maskMorphVerts[base+b].y = maskMorphVerts[base+a].y + SMALL_SECTOR_SIZE; + maskMorphVerts[base+d].y = maskMorphVerts[base+b].y; + + maskMorphVerts[base+a].z = wavyMorphVerts[idxY + (17 * idxX)].z; + maskMorphVerts[base+d].z = maskMorphVerts[base+a].z; + maskMorphVerts[base+c].z = maskMorphVerts[base+d].z; + maskMorphVerts[base+b].z = maskMorphVerts[base+c].z; + + if ( maskMorphVerts[base].z > fMinSparkZ ) + { + switch ( (i + j + randval) & 3 ) + { + case 0: + { + CVector vecPos + ( + fX + maskMorphVerts[base+a].x, + fY + maskMorphVerts[base+a].y, + fZ + maskMorphVerts[base+a].z + 0.12f + ); + + vecPos -= 0.05f * TheCamera.GetForward(); + + CParticle::AddParticle(PARTICLE_WATER_SPARK, + vecPos, + CVector(0.0f, 0.0f, 0.0f), + nil, + 0.0f, + 15, + CGeneral::GetRandomNumberInRange(-90, 90), + 0, + 0); + } + break; + + case 1: + { + CVector vecPos + ( + fX + maskMorphVerts[base+c].x, + fY + maskMorphVerts[base+c].y, + fZ + maskMorphVerts[base+c].z + 0.12f + ); + + vecPos -= 0.05f * TheCamera.GetForward(); + + CParticle::AddParticle(PARTICLE_WATER_SPARK, + vecPos, + CVector(0.0f, 0.0f, 0.0f), + nil, + 0.0f, + 15, + CGeneral::GetRandomNumberInRange(-90, 90), + 0, + 0); + } + break; + + case 2: + { + CVector vecPos + ( + fX + maskMorphVerts[base+b].x, + fY + maskMorphVerts[base+b].y, + fZ + maskMorphVerts[base+b].z + 0.12f + ); + + vecPos -= 0.05f * TheCamera.GetForward(); + + CParticle::AddParticle(PARTICLE_WATER_SPARK, + vecPos, + CVector(0.0f, 0.0f, 0.0f), + nil, + 0.0f, + 15, + CGeneral::GetRandomNumberInRange(-90, 90), + 0, + 0); + } + break; + + case 3: + { + CVector vecPos + ( + fX + maskMorphVerts[base+d].x, + fY + maskMorphVerts[base+d].y, + fZ + maskMorphVerts[base+d].z + 0.12f + ); + + vecPos -= 0.05f * TheCamera.GetForward(); + + CParticle::AddParticle(PARTICLE_WATER_SPARK, + vecPos, + CVector(0.0f, 0.0f, 0.0f), + nil, + 0.0f, + 15, + CGeneral::GetRandomNumberInRange(-90, 90), + 0, + 0); + } + break; + } + } + + maskMorphNormals[base+a].x = wavyMorphNormals[idxY + (17 * idxX)].x; + maskMorphNormals[base+a].y = wavyMorphNormals[idxY + (17 * idxX)].y; + maskMorphNormals[base+a].z = wavyMorphNormals[idxY + (17 * idxX)].z; + + maskMorphNormals[base+d].x = maskMorphNormals[base+a].x; + maskMorphNormals[base+d].y = maskMorphNormals[base+a].y; + maskMorphNormals[base+d].z = maskMorphNormals[base+a].z; + + maskMorphNormals[base+c].x = maskMorphNormals[base+d].x; + maskMorphNormals[base+c].y = maskMorphNormals[base+d].y; + maskMorphNormals[base+c].z = maskMorphNormals[base+d].z; + + maskMorphNormals[base+b].x = maskMorphNormals[base+c].x; + maskMorphNormals[base+b].y = maskMorphNormals[base+c].y; + maskMorphNormals[base+b].z = maskMorphNormals[base+c].z; + + maskPreLight[base+a].red = color.red; + maskPreLight[base+a].green = color.green; + maskPreLight[base+a].blue = color.blue; + maskPreLight[base+a].alpha = color.alpha; + + maskPreLight[base+d].red = maskPreLight[base+a].red; + maskPreLight[base+d].green = maskPreLight[base+a].green; + maskPreLight[base+d].blue = maskPreLight[base+a].blue; + maskPreLight[base+d].alpha = maskPreLight[base+a].alpha; + + maskPreLight[base+c].red = maskPreLight[base+d].red; + maskPreLight[base+c].green = maskPreLight[base+d].green; + maskPreLight[base+c].blue = maskPreLight[base+d].blue; + maskPreLight[base+c].alpha = maskPreLight[base+d].alpha; + + maskPreLight[base+b].red = maskPreLight[base+c].red; + maskPreLight[base+b].green = maskPreLight[base+c].green; + maskPreLight[base+b].blue = maskPreLight[base+c].blue; + maskPreLight[base+b].alpha = maskPreLight[base+c].alpha; + } + } + + RpGeometryUnlock(maskGeometry); + return true; +} +#endif + +void +CWaterLevel::RenderBoatWakes(void) +{ + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpWaterWakeRaster); +#ifndef PC_WATER + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA); +#endif + +#ifdef _XBOX + // TODO save and restore rwRENDERSTATESRCBLEND rwRENDERSTATEDESTBLEND +#endif + + CBoat::FillBoatList(); + + float fWakeZ = 5.97f; + float fWakeLifeTimeMult = 0.01f / CBoat::WAKE_LIFETIME; + + for ( int32 idx = 0; idx < ARRAY_SIZE(CBoat::apFrameWakeGeneratingBoats); idx++ ) + { + CBoat *pBoat = CBoat::apFrameWakeGeneratingBoats[idx]; + + if ( pBoat == nil ) + break; + + CVector2D vecDistA(pBoat->GetForward().x, pBoat->GetForward().y); + + + float fSize = pBoat->GetColModel()->boundingBox.max.z + * 0.65f; + + if ( pBoat->GetModelIndex() == MI_SKIMMER) + fSize *= 0.4f; + + float fAplhaA = 255.0f; + float fSizeA = fSize; + float fAplhaB; + float fSizeB; + + for ( int32 wake = 1; wake < pBoat->m_nNumWakePoints; wake++ ) + { + bool bRender = true; + + float fTimeleft = CBoat::WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[wake]; + + float fWakeSizeB = ((float)wake * 0.19f) + fSize - fWakeLifeTimeMult * Max(fTimeleft, 0.0f); + + fSizeB = fWakeSizeB / CBoat::MIN_WAKE_INTERVAL; + if ( fSizeB < 0.0f ) + fSizeB = 1.0f; + + if ( wake == pBoat->m_nNumWakePoints - 1 ) + { + // set alpha to 0 if it's last point + fAplhaB = 0.0f; + } + else + { + // clip (-100, 500), less lifetime - less val + float val = 500.0f - (CBoat::WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[wake]) + * 600.0f / CBoat::WAKE_LIFETIME; + + fAplhaB = Clamp(val, 0.0f, 255.0f); + } + + CVector2D vecDistB = pBoat->m_avec2dWakePoints[wake - 1] - pBoat->m_avec2dWakePoints[wake]; + + float fScal = vecDistB.MagnitudeSqr(); + + // normalize if distance between points is greater than 3 + + if ( fScal > SQR(3.0f) ) + { + float fNorm = 1.0f / sqrt(fScal); + + vecDistB.x *= fNorm; + vecDistB.y *= fNorm; + + // disable render if distance between points too big + + if ( sqrt(fScal) > 13.0f ) + bRender = false; + } + + CVector2D vecAA + ( + pBoat->m_avec2dWakePoints[wake - 1].x - (fSizeA * vecDistA.y), + pBoat->m_avec2dWakePoints[wake - 1].y + (fSizeA * vecDistA.x) + ); + CVector2D vecAB + ( + pBoat->m_avec2dWakePoints[wake - 1].x + (fSizeA * vecDistA.y), + pBoat->m_avec2dWakePoints[wake - 1].y - (fSizeA * vecDistA.x) + ); + CVector2D vecBA + ( + pBoat->m_avec2dWakePoints[wake].x + (fSizeB * vecDistB.y), + pBoat->m_avec2dWakePoints[wake].y - (fSizeB * vecDistB.x) + ); + CVector2D vecBB + ( + pBoat->m_avec2dWakePoints[wake].x - (fSizeB * vecDistB.y), + pBoat->m_avec2dWakePoints[wake].y + (fSizeB * vecDistB.x) + ); + + if ( bRender ) + RenderWakeSegment(vecAA, vecAB, vecBA, vecBB, fSizeA, fSizeB, fAplhaA, fAplhaB, fWakeZ); + + vecDistA = vecDistB; + fSizeA = fSizeB; + + fAplhaB = fAplhaA; + } + } + + RenderAndEmptyRenderBuffer(); +} + +inline float +_GetWindedWave(float fX, float fY) +{ + float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f); + float x = WATER_HUGE_X(fX + WATER_X_OFFSET); + float y = WATER_HUGE_Y(fY); + + float fWindFactor (CWeather::WindClipped * 0.4f + 0.2f); + float fWave = Sin(( (x - Floor(x)) + (y - Floor(y)) ) * TWOPI + fAngle); + + return fWindFactor * fWave; +} + +void +CWaterLevel::RenderWakeSegment(CVector2D &vecA, CVector2D &vecB, CVector2D &vecC, CVector2D &vecD, + float &fSizeA, float &fSizeB, + float &fAlphaA, float &fAlphaB, + float &fWakeZ) +{ + for ( int32 i = 0; i < 4; i++ ) + { + if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 ) + RenderAndEmptyRenderBuffer(); + + float fCurStep = (float)i / 4; + float fNxtStep = (float)(i + 1) / 4; + + float fLeftCurStep = 1.0f - fCurStep; + float fLeftNxtStep = 1.0f - fNxtStep; + + uint8 AlphaA = (uint32)(fAlphaA * aAlphaFade[i] ); + uint8 AlphaB = (uint32)(fAlphaA * aAlphaFade[i + 1]); + uint8 AlphaC = (uint32)(fAlphaB * aAlphaFade[i + 1]); + uint8 AlphaD = (uint32)(fAlphaB * aAlphaFade[i] ); + + CVector2D PosA = vecB*fCurStep + vecA*fLeftCurStep; + CVector2D PosB = vecB*fNxtStep + vecA*fLeftNxtStep; + CVector2D PosC = vecC*fNxtStep + vecD*fLeftNxtStep; + CVector2D PosD = vecC*fCurStep + vecD*fLeftCurStep; + + float fUA = (PosA.x / 4) + _TEXTURE_WAKE_ADDU; + float fVA = (PosA.y / 4) + _TEXTURE_WAKE_ADDV; + + float fUB = (PosB.x / 4) + _TEXTURE_WAKE_ADDU; + float fVB = (PosB.y / 4) + _TEXTURE_WAKE_ADDV; + + float fUC = (PosC.x / 4) + _TEXTURE_WAKE_ADDU; + float fVC = (PosC.y / 4) + _TEXTURE_WAKE_ADDV; + + float fUD = (PosD.x / 4) + _TEXTURE_WAKE_ADDU; + float fVD = (PosD.y / 4) + _TEXTURE_WAKE_ADDV; + +#define MIN4(a, b, c, d) (Min((a), Min((b), Min((c), (d))))) + float fMinU = Floor(MIN4(fUA, fUB, fUC, fUD)); + float fMinV = Floor(MIN4(fVA, fVB, fVC, fVD)); +#undef MIN4 + + float fZA = _GetWindedWave(PosA.x, PosA.y) + fWakeZ; + float fZB = _GetWindedWave(PosB.x, PosB.y) + fWakeZ; + float fZC = _GetWindedWave(PosC.x, PosC.y) + fWakeZ; + float fZD = _GetWindedWave(PosD.x, PosD.y) + fWakeZ; + + int32 vidx = TempBufferVerticesStored; + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], PosA.x, PosA.y, fZA); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], fUA - fMinU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], fVA - fMinV); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 0], 255, 255, 255, AlphaA); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], PosB.x, PosB.y, fZB); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], fUB - fMinU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], fVB - fMinV); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 1], 255, 255, 255, AlphaB); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], PosC.x, PosC.y, fZC); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], fUC - fMinU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], fVC - fMinV); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 2], 255, 255, 255, AlphaC); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], PosD.x, PosD.y, fZD); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], fUD - fMinU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], fVD - fMinV); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 3], 255, 255, 255, AlphaD); + + int32 iidx = TempBufferIndicesStored; + + TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2; + TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1; + TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3; + TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2; + + TempBufferVerticesStored += 4; + + TempBufferIndicesStored += 6; + } +} + +void +CWaterLevel::RenderOneSlopedUnderWaterPoly(float fX, float fY, float fZ, RwRGBA const&color) +{ + CVector2D camPos(TheCamera.GetPosition().x, TheCamera.GetPosition().y); + + float fDistA = (CVector2D(fX, fY) - camPos).Magnitude() + -140.0f; + float fDistB = (CVector2D(fX, fY + HUGE_SECTOR_SIZE) - camPos).Magnitude() + -140.0f; + float fDistC = (CVector2D(fX + HUGE_SECTOR_SIZE, fY + HUGE_SECTOR_SIZE) - camPos).Magnitude() + -140.0f; + float fDistD = (CVector2D(fX + HUGE_SECTOR_SIZE, fY) - camPos).Magnitude() + -140.0f; + +#ifndef PC_WATER +#define CALCSEABED(v, d) \ + { \ + if ( d < 0.0f ) \ + v = 0.1f + fSeaBedZ; \ + else if ( d > 240.0f ) \ + v = 0.1f; \ + else \ + v = 0.1f + ((fSeaBedZ * (240.0f - d)) / 240.0f); \ + } +#else + #define CALCSEABED(v, d) \ + { \ + v = 0.1f; \ + if ( d < 0.0f ) \ + v += fSeaBedZ; \ + else if ( d <= 240.0f ) \ + v += (fSeaBedZ / 240.0f) * (240.0f - d); \ + } +#endif + float fSeaBedA, fSeaBedB, fSeaBedC, fSeaBedD; + + CALCSEABED(fSeaBedA, fDistA); + CALCSEABED(fSeaBedB, fDistB); + CALCSEABED(fSeaBedC, fDistC); + CALCSEABED(fSeaBedD, fDistD); + + #undef CALCSEABED + + if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 ) + RenderAndEmptyRenderBuffer(); + + int32 vidx = TempBufferVerticesStored; + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - _fWaterZOffset - fSeaBedA); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], 0.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], 0.0f); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue, 255); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + HUGE_SECTOR_SIZE, fZ - _fWaterZOffset - fSeaBedB); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], 0.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], 4.0f); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 1], color.red, color.green, color.blue, 255); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + HUGE_SECTOR_SIZE, fY + HUGE_SECTOR_SIZE, fZ - _fWaterZOffset - fSeaBedC); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], 4.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], 4.0f); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 2], color.red, color.green, color.blue, 255); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + HUGE_SECTOR_SIZE, fY, fZ - _fWaterZOffset - fSeaBedD); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], 4.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], 0.0f); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 3], color.red, color.green, color.blue, 255); + + int32 iidx = TempBufferIndicesStored; + + TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2; + TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1; + TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3; + TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2; + + TempBufferVerticesStored += 4; + + TempBufferIndicesStored += 6; +} + +void +CWaterLevel::RenderOneFlatSmallWaterPolyBlended(float fX, float fY, float fZ, float fCamX, float fCamY, + RwRGBA const &color, RwRGBA const &colorTrans, + float fDrawDist) +{ + if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 ) + RenderAndEmptyRenderBuffer(); + + int32 vidx = TempBufferVerticesStored; + + float fBlendDrawDist = fDrawDist + fStartBlendDistanceAdd; + + float fDistStartX = SQR(fX - fCamX); + float fDistStartY = SQR(fY - fCamY); + float fDistEndX = SQR((fX + SMALL_SECTOR_SIZE) - fCamX); + float fDistEndY = SQR((fY + SMALL_SECTOR_SIZE) - fCamY); + + + float fAlphaBlendMulA + = Min(fFlatWaterBlendRange * Max(sqrt(fDistStartX + fDistStartY) - fBlendDrawDist, fMinWaterAlphaMult), 1.0f); + float fAlphaBlendMulB + = Min(fFlatWaterBlendRange * Max(sqrt(fDistStartX + fDistEndY ) - fBlendDrawDist, fMinWaterAlphaMult), 1.0f); + float fAlphaBlendMulC + = Min(fFlatWaterBlendRange * Max(sqrt(fDistEndX + fDistEndY ) - fBlendDrawDist, fMinWaterAlphaMult), 1.0f); + float fAlphaBlendMulD + = Min(fFlatWaterBlendRange * Max(sqrt(fDistEndX + fDistStartY) - fBlendDrawDist, fMinWaterAlphaMult), 1.0f); + + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue, + (colorTrans.alpha + (color.alpha - colorTrans.alpha) * (uint8)(int32)fAlphaBlendMulA)); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + SMALL_SECTOR_SIZE, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 1.0f); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 1], color.red, color.green, color.blue, + (colorTrans.alpha + (color.alpha - colorTrans.alpha) * (uint8)(int32)fAlphaBlendMulB)); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + SMALL_SECTOR_SIZE, fY + SMALL_SECTOR_SIZE, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 1.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 1.0f); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 2], color.red, color.green, color.blue, + (colorTrans.alpha + (color.alpha - colorTrans.alpha) * (uint8)(int32)fAlphaBlendMulC)); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + SMALL_SECTOR_SIZE, fY, fZ - _fWaterZOffset); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 1.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 3], color.red, color.green, color.blue, + (colorTrans.alpha + (color.alpha - colorTrans.alpha) * (uint8)(int32)fAlphaBlendMulD)); + + + int32 iidx = TempBufferIndicesStored; + + TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2; + TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1; + TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3; + TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2; + + TempBufferVerticesStored += 4; + + TempBufferIndicesStored += 6; +} + +float +CWaterLevel::CalcDistanceToWater(float fX, float fY) +{ + const float fSectorMaxRenderDist = 250.0f; + + int32 nStartX = WATER_TO_SMALL_SECTOR_X(fX - fSectorMaxRenderDist + WATER_X_OFFSET) - 1; + int32 nEndX = WATER_TO_SMALL_SECTOR_X(fX + fSectorMaxRenderDist + WATER_X_OFFSET) + 1; + int32 nStartY = WATER_TO_SMALL_SECTOR_Y(fY - fSectorMaxRenderDist) - 1; + int32 nEndY = WATER_TO_SMALL_SECTOR_Y(fY + fSectorMaxRenderDist) + 1; + + nStartX = Clamp(nStartX, 0, MAX_SMALL_SECTORS - 1); + nEndX = Clamp(nEndX, 0, MAX_SMALL_SECTORS - 1); + nStartY = Clamp(nStartY, 0, MAX_SMALL_SECTORS - 1); + nEndY = Clamp(nEndY, 0, MAX_SMALL_SECTORS - 1); + + float fDistSqr = 1.0e10f; + + for ( int32 x = nStartX; x <= nEndX; x++ ) + { + for ( int32 y = nStartY; y <= nEndY; y++ ) + { + if ( aWaterFineBlockList[x][y] >= 0 ) + { + float fSectorX = WATER_FROM_SMALL_SECTOR_X(x) - WATER_X_OFFSET; + float fSectorY = WATER_FROM_SMALL_SECTOR_Y(y); + + CVector2D vecDist + ( + fSectorX + SMALL_SECTOR_SIZE - fX, + fSectorY + SMALL_SECTOR_SIZE - fY + ); + + fDistSqr = Min(vecDist.MagnitudeSqr(), fDistSqr); + } + } + } + + return Clamp(Sqrt(fDistSqr) - 23.0f, 0.0f, fSectorMaxRenderDist); +} + +void +CWaterLevel::RenderAndEmptyRenderBuffer() +{ + if ( TempBufferVerticesStored ) + { + LittleTest(); + + if ( RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV) ) + { + RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored); + RwIm3DEnd(); + } + } + + TempBufferIndicesStored = 0; + TempBufferVerticesStored = 0; +} + +bool +CWaterLevel::GetGroundLevel(CVector const &vecPosn, float *pfOutLevel, ColData *pData, float fDistance) +{ + CColPoint point; + CEntity *entity; + + if ( !CWorld::ProcessVerticalLine(vecPosn + CVector(0.0f, 0.0f, fDistance), + -fDistance, point, entity, true, false, false, false, true, false, nil) ) + return false; + + *pfOutLevel = point.point.z; + + if ( pData != nil ) + { + pData->SurfaceType = point.surfaceB; + pData->PieceType = point.pieceB; + } + + return true; +} + +bool +CWaterLevel::IsLocationOutOfWorldBounds_WS(CVector const &vecPosn, int nOffset) +{ + int32 x = int32((vecPosn.x / 50.0f) + 48.0f); + int32 y = int32((vecPosn.y / 50.0f) + 40.0f); + + return x < nOffset || x >= 80 - nOffset || y < nOffset || y >= 80 - nOffset; +} + +bool +CWaterLevel::GetGroundLevel_WS(CVector const &vecPosn, float *pfOutLevel, ColData *pData, float fDistance) +{ + if ( IsLocationOutOfWorldBounds_WS(vecPosn, 0) ) + return false; + else + return GetGroundLevel(vecPosn, pfOutLevel, pData, fDistance); +} + +bool +CWaterLevel::GetWaterDepth(CVector const &vecPosn, float *pfDepth, float *pfLevelNoWaves, float *pfGroundLevel) +{ + float fLevelNoWaves; + float fGroundLevel; + + if ( !GetWaterLevelNoWaves(vecPosn.x, vecPosn.y, vecPosn.z, &fLevelNoWaves) ) + return false; + + if ( !GetGroundLevel(vecPosn, &fGroundLevel, nil, 30.0f) ) + fGroundLevel = -100.0; + + if ( pfDepth != nil ) + *pfDepth = fLevelNoWaves - fGroundLevel; + + if ( pfLevelNoWaves != nil ) + *pfLevelNoWaves = fLevelNoWaves; + + if ( pfGroundLevel != nil ) + *pfGroundLevel = fGroundLevel; + + return true; +} + +void +CWaterLevel::RenderSeaBirds() +{ + CVector cur_pos = TheCamera.GetPosition(); + + if ( !CCullZones::CamNoRain() + && !CCullZones::PlayerNoRain() + && (CWeather::NewWeatherType == WEATHER_SUNNY || CWeather::NewWeatherType == WEATHER_EXTRA_SUNNY) + && CClock::ms_nGameClockHours > 6 && CClock::ms_nGameClockHours < 20 ) + { + static CVector prev_pos(0.0f, 0.0f, 0.0f); + static CVector prev_front(0.0f, 0.0f, 0.0f); + static int32 timecounter; + + if ( Abs(prev_pos.x - cur_pos.x) + Abs(prev_pos.y - cur_pos.y) + Abs(prev_pos.z - cur_pos.z) > 1.5f ) + { + prev_pos = cur_pos; + timecounter = CTimer::GetTimeInMilliseconds(); + } + else if ( (CTimer::GetTimeInMilliseconds() - timecounter) > 5000 ) + { + static int32 birdgenTime = 0; + + if ( (CTimer::GetTimeInMilliseconds() - birdgenTime) > 1000 ) + { + birdgenTime = CTimer::GetTimeInMilliseconds(); + + CVector vecPos = cur_pos; + + float fAngle = CGeneral::GetRandomNumberInRange(90.0f, 150.0f); + + uint16 nSinCosIdx = CGeneral::GetRandomNumber() % (CParticle::SIN_COS_TABLE_SIZE-1); + + float fCos = CParticle::Cos(nSinCosIdx); + float fSin = CParticle::Sin(nSinCosIdx); + + vecPos.x += (fCos - fSin) * fAngle; + vecPos.y += (fSin + fCos) * fAngle; + vecPos.z += CGeneral::GetRandomNumberInRange(10.0f, 30.0f); + + CVector vecDir(CGeneral::GetRandomNumberInRange(-1.0f, 1.0f), + CGeneral::GetRandomNumberInRange(-1.0f, 1.0f), + 0.0f); + + CParticle::AddParticle(PARTICLE_BIRD_FRONT, vecPos, vecDir, nil, 0.0f, 0, 0, 0, 0); + } + } + } +} + +void +CWaterLevel::RenderShipsOnHorizon() +{ +#ifdef FIX_BUGS + CVector cur_pos = FindPlayerCoors(); +#else + CVector cur_pos = FindPlayerPed()->GetPosition(); +#endif + + static CVector prev_pos(0.0f, 0.0f, 0.0f); + static CVector prev_front(0.0f, 0.0f, 0.0f); + static int32 timecounter; + + if ( Abs(prev_pos.x - cur_pos.x) + Abs(prev_pos.y - cur_pos.y) + Abs(prev_pos.z - cur_pos.z) > 1.5f ) + { + prev_pos = cur_pos; + timecounter = CTimer::GetTimeInMilliseconds(); + } + else if ( (CTimer::GetTimeInMilliseconds() - timecounter) > 5000 ) + { + static int32 shipgenTime = 0; + + if ( (CTimer::GetTimeInMilliseconds() - shipgenTime) > 4000 ) + { + shipgenTime = CTimer::GetTimeInMilliseconds(); + + CVector vecPos = cur_pos; + + float fAngle = CGeneral::GetRandomNumberInRange(450.0f, 750.0f); + + uint16 nSinCosIdx = CGeneral::GetRandomNumber() % (CParticle::SIN_COS_TABLE_SIZE-1); + + float fCos = CParticle::Cos(nSinCosIdx); + float fSin = CParticle::Sin(nSinCosIdx); + + vecPos.x += (fCos - fSin) * fAngle; + vecPos.y += (fSin + fCos) * fAngle; + + float fLevelNoWaves; + + if ( GetWaterLevelNoWaves(vecPos.x, vecPos.y, vecPos.z, &fLevelNoWaves) ) + { + if ( IsLocationOutOfWorldBounds_WS(vecPos, 1) ) + { + vecPos.z = fLevelNoWaves + 9.5f; + + CVector vecDir + ( + CGeneral::GetRandomNumberInRange(-0.1f, 0.1f), + 0.0f, + 0.0f + ); + + CParticle::AddParticle(PARTICLE_SHIP_SIDE, vecPos, vecDir, + nil, 0.0f, 0, 0, CGeneral::GetRandomNumber() & 7, 0); + } + } + } + } +} + +/* +void +CWaterLevel::HandleSeaLifeForms() +{ + if ( CReplay::IsPlayingBack() ) + return; + + CVector cur_pos = FindPlayerPed()->GetPosition(); + + static CVector prev_pos(0.0f, 0.0f, 0.0f); + static int32 timecounter; + + if ( Abs(prev_pos.x - cur_pos.x) + Abs(prev_pos.y - cur_pos.y) + Abs(prev_pos.z - cur_pos.z) > 1.5f ) + { + prev_pos = cur_pos; + timecounter = CTimer::GetTimeInMilliseconds(); + } + else if ( (CTimer::GetTimeInMilliseconds() - timecounter) > 5000 ) + { + if ( CWaterCreatures::IsSpaceForMoreWaterCreatures() ) + { + for ( int32 i = 0; i < 3; i++ ) + { + CVector vecPos = cur_pos; + + float fAngle = CGeneral::GetRandomNumberInRange(15.0f, 30.0f); + + uint16 nSinCosIdx = CGeneral::GetRandomNumber() % (CParticle::SIN_COS_TABLE_SIZE-1); + + float fCos = CParticle::Cos(nSinCosIdx); + float fSin = CParticle::Sin(nSinCosIdx); + + vecPos.x += (fCos - fSin) * fAngle; + vecPos.y += (fSin + fCos) * fAngle; + + CWaterCreatures::CreateOne(vecPos, -1); + } + } + } + + CWaterCreatures::UpdateAll(); +}*/ + +void +CWaterLevel::HandleBeachToysStuff(void) +{ +#ifdef FIX_BUGS + CVector cur_pos = FindPlayerCoors(); +#else + CVector cur_pos = FindPlayerPed()->GetPosition(); +#endif + + static bool bBeachBallInit = true; + static CVector FirstBeachBallPos = cur_pos; + static bool bLoungeInit = true; + static CVector FirstLoungePos = cur_pos; + static CVector prev_pos(0.0f, 0.0f, 0.0f); + static int32 timecounter; + + if ( Abs(prev_pos.x - cur_pos.x) + Abs(prev_pos.y - cur_pos.y) + Abs(prev_pos.z - cur_pos.z) > 1.5f ) + { + prev_pos = cur_pos; + timecounter = CTimer::GetTimeInMilliseconds(); + } + else if ( (CTimer::GetTimeInMilliseconds() - timecounter) > 5000 ) + { + static int32 toygenTime = CTimer::GetTimeInMilliseconds(); + + if ( (CTimer::GetTimeInMilliseconds() - toygenTime) > 20000 ) + { + toygenTime = CTimer::GetTimeInMilliseconds(); + + if ( bBeachBallInit || (cur_pos - FirstBeachBallPos).MagnitudeSqr() > 6400.0f ) + { + for ( int32 i = 0; i < 3; i++ ) + { + CVector vecPos = cur_pos; + + float fAngle = CGeneral::GetRandomNumberInRange(20.0f, 35.0f); + + uint16 nSinCosIdx = CGeneral::GetRandomNumber() % (CParticle::SIN_COS_TABLE_SIZE-1); + + float fCos = CParticle::Cos(nSinCosIdx); + float fSin = CParticle::Sin(nSinCosIdx); + + vecPos.x += (fCos - fSin) * fAngle; + vecPos.y += (fSin + fCos) * fAngle; + + if ( TheCamera.IsSphereVisible(vecPos, 1.0f) ) + { + float fWaterLevel; + + if ( !GetWaterLevel(vecPos.x, vecPos.y, vecPos.z, &fWaterLevel, false) ) + { + float fGroundLevel; + ColData coldata; + + if ( GetGroundLevel(vecPos, &fGroundLevel, &coldata, 30.0f) ) + { + if ( coldata.SurfaceType == SURFACE_SAND ) + { + CEntity *toy = CreateBeachToy(vecPos, BEACHTOY_BALL); + + if ( toy ) + { + FirstBeachBallPos = cur_pos; + bBeachBallInit = false; + i = 10; + } + } + } + } + } + } + } + + if ( bLoungeInit || (cur_pos - FirstLoungePos).MagnitudeSqr() > 6400.0f ) + { + for ( int32 i = 0; i < 5; i++ ) + { + CVector vecPos = cur_pos; + + float fAngle = CGeneral::GetRandomNumberInRange(20.0f, 35.0f); + + uint16 nSinCosIdx = CGeneral::GetRandomNumber() % (CParticle::SIN_COS_TABLE_SIZE-1); + + float fCos = CParticle::Cos(nSinCosIdx); + float fSin = CParticle::Sin(nSinCosIdx); + + vecPos.x += (fCos - fSin) * fAngle; + vecPos.y += (fSin + fCos) * fAngle; + + if ( TheCamera.IsSphereVisible(vecPos, 2.0f) ) + { + float fWaterLevel; + + if ( !GetWaterLevel(vecPos.x, vecPos.y, vecPos.z, &fWaterLevel, false) ) + { + float fGroundLevel; + ColData coldata; + + if ( GetGroundLevel(vecPos, &fGroundLevel, &coldata, 30.0f) ) + { + if ( coldata.SurfaceType == SURFACE_SAND ) + { + CEntity *toy = CreateBeachToy(vecPos, BEACHTOY_ANY_LOUNGE); + if ( toy ) + { + toy->SetHeading(DEGTORAD(CGeneral::GetRandomNumberInRange(0.0f, 359.0f))); + FirstLoungePos = cur_pos; + bLoungeInit = false; + } + } + } + } + } + } + } + } + } +} + +CEntity * +CWaterLevel::CreateBeachToy(CVector const &vec, eBeachToy beachtoy) +{ + if (CObject::nNoTempObjects >= NUMTEMPOBJECTS) + return nil; + + int finalToy = beachtoy; + bool isStatic = false; + int model = MI_BEACHBALL; + switch (beachtoy) { + case BEACHTOY_ANY_LOUNGE: + switch ( CGeneral::GetRandomNumber() & 7 ) { + case 1: + case 7: + finalToy = BEACHTOY_LOUNGE_WOOD_UP; + break; + case 3: + case 5: + finalToy = BEACHTOY_LOUNGE_TOWEL_UP; + break; + default: + finalToy = BEACHTOY_LOUNGE_WOOD_ON; + break; + } + break; + case BEACHTOY_ANY_TOWEL: + switch ( CGeneral::GetRandomNumber() & 7 ) { + case 1: + case 7: + finalToy = BEACHTOY_TOWEL2; + break; + case 2: + case 6: + finalToy = BEACHTOY_TOWEL3; + break; + case 3: + case 5: + finalToy = BEACHTOY_TOWEL4; + break; + default: + finalToy = BEACHTOY_TOWEL1; + break; + } + if (CObject::nNoTempObjects >= 35) { + return nil; + } + default: + break; + } + switch (finalToy) { + case BEACHTOY_BALL: + isStatic = false; + model = MI_BEACHBALL; + break; + case BEACHTOY_LOUNGE_WOOD_UP: + isStatic = false; + model = MI_LOUNGE_WOOD_UP; + break; + case BEACHTOY_LOUNGE_TOWEL_UP: + isStatic = false; + model = MI_LOUNGE_TOWEL_UP; + break; + case BEACHTOY_LOUNGE_WOOD_ON: + isStatic = false; + model = MI_LOUNGE_WOOD_DN; + break; + case BEACHTOY_LOTION: + model = MI_LOTION; + isStatic = true; + break; + case BEACHTOY_TOWEL1: + model = MI_BEACHTOWEL01; + isStatic = true; + break; + case BEACHTOY_TOWEL2: + model = MI_BEACHTOWEL02; + isStatic = true; + break; + case BEACHTOY_TOWEL3: + model = MI_BEACHTOWEL03; + isStatic = true; + break; + case BEACHTOY_TOWEL4: + model = MI_BEACHTOWEL04; + isStatic = true; + break; + default: + break; + } + CObject *toy = new CObject(model, true); + if (toy) { + toy->SetPosition(vec); + toy->GetMatrix().UpdateRW(); + toy->m_vecMoveSpeed = CVector(0.f, 0.f, 0.f); + toy->m_vecTurnSpeed = CVector(0.f, 0.f, 0.f); + toy->ObjectCreatedBy = TEMP_OBJECT; + toy->bIsStatic = isStatic; + CObject::nNoTempObjects++; + toy->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 43200000; + CWorld::Add(toy); + return toy; + } else + return nil; +}
\ No newline at end of file |