diff options
Diffstat (limited to 'src/renderer/Weather.cpp')
-rw-r--r-- | src/renderer/Weather.cpp | 689 |
1 files changed, 689 insertions, 0 deletions
diff --git a/src/renderer/Weather.cpp b/src/renderer/Weather.cpp new file mode 100644 index 00000000..7358654c --- /dev/null +++ b/src/renderer/Weather.cpp @@ -0,0 +1,689 @@ +#include "common.h" + +#include "Weather.h" + +#include "Camera.h" +#include "Clock.h" +#include "CutsceneMgr.h" +#include "DMAudio.h" +#include "General.h" +#include "Pad.h" +#include "PlayerPed.h" +#include "Particle.h" +#include "RenderBuffer.h" +#include "Stats.h" +#include "Shadows.h" +#include "Timecycle.h" +#include "Timer.h" +#include "Vehicle.h" +#include "World.h" +#include "ZoneCull.h" +#include "SpecialFX.h" +#include "Replay.h" + +int32 CWeather::SoundHandle = -1; + +int32 CWeather::WeatherTypeInList; +int16 CWeather::OldWeatherType; +int16 CWeather::NewWeatherType; +int16 CWeather::ForcedWeatherType; + +bool CWeather::LightningFlash; +bool CWeather::LightningBurst; +uint32 CWeather::LightningStart; +uint32 CWeather::LightningFlashLastChange; +uint32 CWeather::WhenToPlayLightningSound; +uint32 CWeather::LightningDuration; +int32 CWeather::StreamAfterRainTimer; + +float CWeather::ExtraSunnyness; +float CWeather::Foggyness; +float CWeather::CloudCoverage; +float CWeather::Wind; +float CWeather::Rain; +float CWeather::InterpolationValue; +float CWeather::WetRoads; +float CWeather::Rainbow; +float CWeather::SunGlare; +float CWeather::WindClipped; +float CWeather::TrafficLightBrightness; + +bool CWeather::bScriptsForceRain; +bool CWeather::Stored_StateStored; +float CWeather::Stored_InterpolationValue; +int16 CWeather::Stored_OldWeatherType; +int16 CWeather::Stored_NewWeatherType; +float CWeather::Stored_Rain; + +tRainStreak Streaks[NUM_RAIN_STREAKS]; + +int16 WeatherTypesList[] = { + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, + WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, + WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, + WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY, + WEATHER_RAINY, WEATHER_RAINY, WEATHER_RAINY, WEATHER_RAINY, + WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, + WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY +}; + +int16 WeatherTypesList_WithHurricanes[] = { + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, + WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_CLOUDY, + WEATHER_HURRICANE, WEATHER_HURRICANE, WEATHER_CLOUDY, WEATHER_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, + WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, + WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, + WEATHER_CLOUDY, WEATHER_HURRICANE, WEATHER_HURRICANE, WEATHER_HURRICANE, + WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, + WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, + WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY +}; + +const float Windyness[] = { + 0.25f,// WEATHER_SUNNY + 0.7f, // WEATHER_CLOUDY + 1.0f, // WEATHER_RAINY + 0.0f, // WEATHER_FOGGY + 0.0f, // WEATHER_EXTRA_SUNNY + 2.0f, // WEATHER_HURRICANE + 0.0f +}; + +#define MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES (50) + +#define RAIN_CHANGE_SPEED (0.003f) + +#define DROPLETS_LEFT_OFFSET (10.0f) +#define DROPLETS_RIGHT_OFFSET (10.0f) +#define DROPLETS_TOP_OFFSET (10.0f) +#define DROPLETS_BOTTOM_OFFSET (10.0f) + +#define STREAK_U (10.0f) +#define STREAK_V (18.0f) +#define LARGE_STREAK_COEFFICIENT (1.23f) +#define STREAK_MIN_DISTANCE (8.0f) +#define STREAK_MAX_DISTANCE (16.0f) + +#define SPLASH_CHECK_RADIUS (7.0f) +#define SPLASH_OFFSET_RADIUS (2.0f) + +#define STREAK_LIFETIME (4.0f) +#define STREAK_INTEROLATION_TIME (0.3f) + +#define RAIN_COLOUR_R (200) +#define RAIN_COLOUR_G (200) +#define RAIN_COLOUR_B (256) +#define RAIN_ALPHA (255) + +void CWeather::Init(void) +{ + NewWeatherType = WEATHER_EXTRA_SUNNY; + bScriptsForceRain = false; + OldWeatherType = WEATHER_EXTRA_SUNNY; + InterpolationValue = 0.0f; + WhenToPlayLightningSound = 0; + WeatherTypeInList = 0; + ForcedWeatherType = WEATHER_RANDOM; + SoundHandle = DMAudio.CreateEntity(AUDIOTYPE_WEATHER, (void*)1); + if (SoundHandle >= 0) + DMAudio.SetEntityStatus(SoundHandle, TRUE); +} + +void CWeather::Update(void) +{ + if(!CReplay::IsPlayingBack()){ + float fNewInterpolation = (CClock::GetMinutes() + CClock::GetSeconds()/60.0f)/60.0f; + if (fNewInterpolation < InterpolationValue) { + // new hour + OldWeatherType = NewWeatherType; + if (ForcedWeatherType >= 0) + NewWeatherType = ForcedWeatherType; + else { + WeatherTypeInList = (WeatherTypeInList + 1) % ARRAY_SIZE(WeatherTypesList); + NewWeatherType = CStats::NoMoreHurricanes ? WeatherTypesList[WeatherTypeInList] : WeatherTypesList_WithHurricanes[WeatherTypeInList]; + } + } + InterpolationValue = fNewInterpolation; + } + +#ifndef FINAL + if (CPad::GetPad(1)->GetRightShockJustDown()) { + NewWeatherType = (NewWeatherType + 1) % WEATHER_TOTAL; + OldWeatherType = NewWeatherType; + } +#endif + + // Lightning + if (NewWeatherType != WEATHER_RAINY || OldWeatherType != WEATHER_RAINY) { + LightningFlash = false; + LightningBurst = false; + } + else{ + if (LightningBurst) { + if ((CGeneral::GetRandomNumber() & 255) >= 32) { + // 0.875 probability + if (CTimer::GetTimeInMilliseconds() - LightningFlashLastChange > MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES) { + bool bOldLightningFlash = LightningFlash; + LightningFlash = CGeneral::GetRandomTrueFalse(); + if (LightningFlash != bOldLightningFlash) + LightningFlashLastChange = CTimer::GetTimeInMilliseconds(); + } + } + else { + // 0.125 probability + LightningBurst = false; + LightningDuration = Min(CTimer::GetFrameCounter() - LightningStart, 20); + LightningFlash = false; + WhenToPlayLightningSound = CTimer::GetTimeInMilliseconds() + 150 * (20 - LightningDuration); + } + } + else { + if (CGeneral::GetRandomNumber() >= 200) { + // lower probability on PC due to randomness bug + LightningFlash = false; + } + else { + LightningBurst = true; + LightningStart = CTimer::GetFrameCounter(); + LightningFlashLastChange = CTimer::GetTimeInMilliseconds(); + LightningFlash = true; + } + } + } + if (WhenToPlayLightningSound && CTimer::GetTimeInMilliseconds() > WhenToPlayLightningSound) { + DMAudio.PlayOneShot(SoundHandle, SOUND_LIGHTNING, LightningDuration); + CPad::GetPad(0)->StartShake(40 * LightningDuration + 100, 2 * LightningDuration + 80); + WhenToPlayLightningSound = 0; + } + + // Wet roads + if (OldWeatherType == WEATHER_RAINY || OldWeatherType == WEATHER_HURRICANE) { + if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE) + WetRoads = 1.0f; + else + WetRoads = 1.0f - InterpolationValue; + } + else { + if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE) + WetRoads = InterpolationValue; + else + WetRoads = 0.0f; + } + + // Rain + float fNewRain; + if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE) { + // if raining for >1 hour, values: 0, 0.33, switching every ~16.5s + fNewRain = (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.33f; + if (OldWeatherType != WEATHER_RAINY && OldWeatherType != WEATHER_HURRICANE) { + if (InterpolationValue < 0.4f) + // if rain has just started (<24 minutes), always 0.5 + fNewRain = 0.5f; + else + // if rain is ongoing for >24 minutes, values: 0.25, 0.5, switching every ~16.5s + fNewRain = 0.25f + (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.25f; + } + fNewRain = Max(fNewRain, 0.5f); + } + else + fNewRain = 0.0f; + Rain = fNewRain; + + // Clouds + if (OldWeatherType != WEATHER_SUNNY && OldWeatherType != WEATHER_EXTRA_SUNNY) + CloudCoverage = 1.0f - InterpolationValue; + else + CloudCoverage = 0.0f; + if (NewWeatherType != WEATHER_SUNNY && OldWeatherType != WEATHER_EXTRA_SUNNY) + CloudCoverage += InterpolationValue; + + // Fog + if (OldWeatherType == WEATHER_FOGGY) + Foggyness = 1.0f - InterpolationValue; + else + Foggyness = 0.0f; + if (NewWeatherType == WEATHER_FOGGY) + Foggyness += InterpolationValue; + + // Extra Sunnyness + if (OldWeatherType == WEATHER_EXTRA_SUNNY) + ExtraSunnyness = 1.0f - InterpolationValue; + else + ExtraSunnyness = 0.0f; + if (NewWeatherType == WEATHER_EXTRA_SUNNY) + ExtraSunnyness += InterpolationValue; + + // Rainbow + if (OldWeatherType == WEATHER_CLOUDY && (NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) && + InterpolationValue < 0.5f && CClock::GetHours() > 6 && CClock::GetHours() < 21) + Rainbow = 1.0f - 4.0f * Abs(InterpolationValue - 0.25f) / 4.0f; + else + Rainbow = 0.0f; + + // Sun Glare + if (OldWeatherType == WEATHER_EXTRA_SUNNY) + SunGlare = 1.0f - InterpolationValue; + else + SunGlare = 0.0f; + if (NewWeatherType == WEATHER_EXTRA_SUNNY) + SunGlare += InterpolationValue; + + if (SunGlare > 0.0f) { + SunGlare *= Min(1.0f, 7.0 * CTimeCycle::GetSunDirection().z); + SunGlare = Clamp(SunGlare, 0.0f, 1.0f); + if (!CSpecialFX::bSnapShotActive) + SunGlare *= (1.0f - (CGeneral::GetRandomNumber()&0x1F)*0.007f); + } + + Wind = InterpolationValue * Windyness[NewWeatherType] + (1.0f - InterpolationValue) * Windyness[OldWeatherType]; + WindClipped = Min(1.0f, Wind); + + if (CClock::GetHours() > 20) + TrafficLightBrightness = 1.0f; + else if (CClock::GetHours() > 19) + TrafficLightBrightness = CClock::GetMinutes() / 60.0f; + else if (CClock::GetHours() > 6) + TrafficLightBrightness = 0.0f; + else if (CClock::GetHours() > 5) + TrafficLightBrightness = 1.0f - CClock::GetMinutes() / 60.0f; + else + TrafficLightBrightness = 1.0f; + TrafficLightBrightness = Max(WetRoads, TrafficLightBrightness); + TrafficLightBrightness = Max(Foggyness, TrafficLightBrightness); + TrafficLightBrightness = Max(Rain, TrafficLightBrightness); + + AddRain(); + + if ((NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) && + !CGame::IsInInterior() && !CCutsceneMgr::IsRunning() && (CTimer::GetFrameCounter() & 7) == 0) { +#ifdef FIX_BUGS + if (FindPlayerPed() && (!FindPlayerPed()->CheckIfInTheAir() || FindPlayerPed()->CheckIfInTheAir() && FindPlayerPed()->GetPosition().z < 7.5f && + CClock::GetHours() > 6 && CClock::GetHours() < 18)) +#else + if (!FindPlayerPed()->CheckIfInTheAir() || FindPlayerPed()->CheckIfInTheAir() && FindPlayerPed()->GetPosition().z < 7.5f && + CClock::GetHours() > 6 && CClock::GetHours() < 18) +#endif + AddHeatHaze(); + } + + if ((NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) && !CGame::IsInInterior() && !CCutsceneMgr::IsRunning()) + AddBeastie(); +} + +void CWeather::AddHeatHaze() +{ + /* + if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN || + TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED) + return; + CVector pos; + pos.x = SCREEN_WIDTH*0.5f; + if(TheCamera.GetLookingForwardFirstPerson()) + pos.y = CGeneral::GetRandomNumberInRange(SCREEN_HEIGHT*0.25f, SCREEN_HEIGHT*0.9f); + else + pos.y = CGeneral::GetRandomNumberInRange(SCREEN_HEIGHT*0.4f, SCREEN_HEIGHT*0.9f); + pos.z = 100.0f; + CParticle::AddParticle(PARTICLE_HEATHAZE_IN_DIST, pos, CVector(0.0f, 0.0f, 0.0f)); + */ +} + +void CWeather::AddBeastie() +{ + if(FindPlayerVehicle() || CTimer::GetFrameCounter()%10 || (CGeneral::GetRandomNumber()&5) == 0) + return; + CVector pos = TheCamera.GetPosition(); + float dist = CGeneral::GetRandomNumberInRange(90.0f, 60.0f); + int angle = CGeneral::GetRandomNumber() % CParticle::SIN_COS_TABLE_SIZE; + float c = CParticle::m_CosTable[angle]; + float s = CParticle::m_SinTable[angle]; + pos.x += dist*(c - s); + pos.y += dist*(c + s); + pos.z += CGeneral::GetRandomNumberInRange(7.5f, 30.0f); + CParticle::AddParticle(PARTICLE_BEASTIE, pos, CVector(0.0f, 0.0f, 0.0f)); +} + +void CWeather::ForceWeather(int16 weather) +{ + ForcedWeatherType = weather; +} + +void CWeather::ForceWeatherNow(int16 weather) +{ + OldWeatherType = weather; + NewWeatherType = weather; + ForcedWeatherType = weather; +} + +void CWeather::ReleaseWeather() +{ + ForcedWeatherType = -1; +} + +void CWeather::AddSplashesDuringHurricane() +{ + RwRGBA colour = { 255, 255, 255, 32 }; + CVector pos = TheCamera.pTargetEntity ? TheCamera.pTargetEntity->GetPosition() : TheCamera.GetPosition(); + bool foundGround; + float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &foundGround) + 0.1f; + if(!foundGround) + groundZ = pos.z + 0.5f; + for(int i = 0; i < 20; i++){ + float dist = (CGeneral::GetRandomNumber()&0xFF)/255.0f + + CGeneral::GetRandomNumberInRange(-10.0f, 30.0f); + float angle; + uint8 rnd = CGeneral::GetRandomNumber(); + if(rnd&1) + angle = (CGeneral::GetRandomNumber()&0x7F)/128.0f * TWOPI; + else + angle = TheCamera.Orientation + (rnd-128)/160.0f; + pos.x = TheCamera.GetPosition().x + dist*Sin(angle); + pos.y = TheCamera.GetPosition().y + dist*Cos(angle); + pos.z = groundZ; + if(foundGround) + CParticle::AddParticle(PARTICLE_GROUND_STEAM, pos, CVector(-0.002f, -0.002f, 0.015f), nil, 0.0f, colour); + } +} + +static int startStreamAfterRain; + +void CWeather::AddStreamAfterRain() +{ + if(CClock::GetHours() > 6 && CClock::GetHours() < 18){ + RwRGBA colour = { 255, 255, 255, 24 }; + CVector pos = TheCamera.pTargetEntity ? TheCamera.pTargetEntity->GetPosition() : TheCamera.GetPosition(); + bool foundGround; + float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &foundGround) + 0.2f; + if(!foundGround) + groundZ = pos.z + 0.75f; + for(int i = 0; i < 20; i++){ + float dist = (CGeneral::GetRandomNumber()&0xFF)/255.0f + + CGeneral::GetRandomNumberInRange(-10.0f, 30.0f); + float angle; + uint8 rnd = CGeneral::GetRandomNumber(); + if(rnd&1) + angle = (CGeneral::GetRandomNumber()&0x7F)/128.0f * TWOPI; + else + angle = TheCamera.Orientation + (rnd-128)/160.0f; + pos.x = TheCamera.GetPosition().x + dist*Sin(angle); + pos.y = TheCamera.GetPosition().y + dist*Cos(angle); + pos.z = groundZ; + CParticle::AddParticle(PARTICLE_GROUND_STEAM, pos, CVector(0.0f, 0.0f, 0.015f), nil, 0.0f, colour); + } + }else{ + startStreamAfterRain = 0; + StreamAfterRainTimer = 800; + } +} + +void CWeather::AddRain() +{ + if (CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) + return; + if (TheCamera.GetLookingLRBFirstPerson()) { + CVehicle* pVehicle = FindPlayerVehicle(); + if (pVehicle && pVehicle->CarHasRoof()) { + CParticle::RemovePSystem(PARTICLE_RAINDROP_2D); + return; + } + } + + if(Rain > 0.0){ + startStreamAfterRain = 1; + StreamAfterRainTimer = 800; + }else if(startStreamAfterRain){ + if(StreamAfterRainTimer > 0){ + AddStreamAfterRain(); + StreamAfterRainTimer--; + }else{ + startStreamAfterRain = 0; + StreamAfterRainTimer = 800; + } + } + + if (Wind > 1.1f) + AddSplashesDuringHurricane(); + + if (Rain <= 0.1f) + return; + static RwRGBA colour; + int numDrops = 5.0f * Rain; + int numSplashes = 2.0f * Rain; + CVector pos, dir; + for(int i = 0; i < numDrops; i++){ + pos.x = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_WIDTH); + pos.y = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_HEIGHT/5); + pos.z = 0.0f; + dir.x = 0.0f; + dir.y = CGeneral::GetRandomNumberInRange(30.0f, 40.0f); + dir.z = 0.0f; + CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, dir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.75f), 0, 0, (int)Rain&3, 0); + + pos.x = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_WIDTH); + pos.y = CGeneral::GetRandomNumberInRange((int)SCREEN_HEIGHT/5, (int)SCREEN_HEIGHT/2); + pos.z = 0.0f; + dir.x = 0.0f; + dir.y = CGeneral::GetRandomNumberInRange(30.0f, 40.0f); + dir.z = 0.0f; + CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, dir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.75f), 0, 0, (int)Rain&3, 0); + + pos.x = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_WIDTH); + pos.y = 0.0f; + pos.z = 0.0f; + dir.x = 0.0f; + dir.y = CGeneral::GetRandomNumberInRange(30.0f, 40.0f); + dir.z = 0.0f; + CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, dir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.75f), 0, 0, (int)Rain&3, 0); + + float dist = CGeneral::GetRandomNumberInRange(0.0f, Max(10.0f*Rain, 40.0f)/2.0f); + float angle; + uint8 rnd = CGeneral::GetRandomNumber(); + if(rnd&1) + angle = (CGeneral::GetRandomNumber()&0x7F)/128.0f * TWOPI; + else + angle = TheCamera.Orientation + (rnd-128)/160.0f; + pos.x = TheCamera.GetPosition().x + dist*Sin(angle); + pos.y = TheCamera.GetPosition().y + dist*Cos(angle); + pos.z = 0.0f; + CColPoint point; + CEntity *ent; + if(CWorld::ProcessVerticalLine(pos+CVector(0.0f, 0.0f, 40.0f), -40.0f, point, ent, true, false, false, false, true, false, nil)){ + pos.z = point.point.z; + for(int j = 0; j < numSplashes+15; j++){ + CVector pos2 = pos; + pos2.x += CGeneral::GetRandomNumberInRange(-15.0f, 15.0f); + pos2.y += CGeneral::GetRandomNumberInRange(-15.0f, 15.0f); + if(CGeneral::GetRandomNumber() & 1) + CParticle::AddParticle(PARTICLE_RAIN_SPLASH, pos2, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour); + else + CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, pos2, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour); + } + } + } +} + +void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale, float distance) +{ + static float RandomTex; + static float RandomTexX; + static float RandomTexY; + TempBufferRenderIndexList[TempBufferIndicesStored + 0] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[TempBufferIndicesStored + 1] = TempBufferVerticesStored + 2; + TempBufferRenderIndexList[TempBufferIndicesStored + 2] = TempBufferVerticesStored + 1; + TempBufferRenderIndexList[TempBufferIndicesStored + 3] = TempBufferVerticesStored + 0; + TempBufferRenderIndexList[TempBufferIndicesStored + 4] = TempBufferVerticesStored + 3; + TempBufferRenderIndexList[TempBufferIndicesStored + 5] = TempBufferVerticesStored + 2; + TempBufferRenderIndexList[TempBufferIndicesStored + 6] = TempBufferVerticesStored + 1; + TempBufferRenderIndexList[TempBufferIndicesStored + 7] = TempBufferVerticesStored + 2; + TempBufferRenderIndexList[TempBufferIndicesStored + 8] = TempBufferVerticesStored + 4; + TempBufferRenderIndexList[TempBufferIndicesStored + 9] = TempBufferVerticesStored + 2; + TempBufferRenderIndexList[TempBufferIndicesStored + 10] = TempBufferVerticesStored + 3; + TempBufferRenderIndexList[TempBufferIndicesStored + 11] = TempBufferVerticesStored + 4; + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0, 0, 0, 0); + RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 0], pos.x + 11.0f * TheCamera.GetUp().x, pos.y + 11.0f * TheCamera.GetUp().y, pos.z + 11.0f * TheCamera.GetUp().z); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 1], 0, 0, 0, 0); + RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 1], pos.x - 9.0f * TheCamera.GetRight().x, pos.y - 9.0f * TheCamera.GetRight().y, pos.z - 9.0f * TheCamera.GetRight().z); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RAIN_COLOUR_R * intensity / 256, RAIN_COLOUR_G * intensity / 256, RAIN_COLOUR_B * intensity / 256, RAIN_ALPHA); + RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 2], pos.x, pos.y, pos.z); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 3], 0, 0, 0, 0); + RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 3], pos.x + 9.0f * TheCamera.GetRight().x, pos.y + 9.0f * TheCamera.GetRight().y, pos.z + 9.0f * TheCamera.GetRight().z); + RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0, 0, 0, 0); + RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 4], pos.x - 11.0f * TheCamera.GetUp().x, pos.y - 11.0f * TheCamera.GetUp().y, pos.z - 11.0f * TheCamera.GetUp().z); + float u = STREAK_U; + float v = STREAK_V; + if (scale) { + u *= LARGE_STREAK_COEFFICIENT; + v *= LARGE_STREAK_COEFFICIENT; + } + float distance_coefficient; + if (distance < STREAK_MIN_DISTANCE) + distance_coefficient = 1.0f; + else if (distance > STREAK_MAX_DISTANCE) + distance_coefficient = 0.5f; + else + distance_coefficient = 1.0f - 0.5f * (distance - STREAK_MIN_DISTANCE) / (STREAK_MAX_DISTANCE - STREAK_MIN_DISTANCE); + u *= distance_coefficient; + v *= distance_coefficient; + if (!CTimer::GetIsPaused()) { + RandomTex = 0.0f; + RandomTexX = 0.0f; + RandomTexY = 0.0f; + } + RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0.5f * u - RandomTex + RandomTexX); + RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 0], -v * 0.5f + RandomTexY); + RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexX); + RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexY); + RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 2], 0.5f * u + RandomTexX); + RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RandomTexY); + RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 3], u + RandomTexX); + RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 3], RandomTexY); + RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0.5f * u + RandomTex + RandomTexX); + RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 5], 0.5f * v + RandomTexY); + TempBufferIndicesStored += 12; + TempBufferVerticesStored += 5; +} + +void CWeather::RenderRainStreaks(void) +{ + if (CTimer::GetIsCodePaused()) + return; + int base_intensity = (64.0f - CTimeCycle::GetFogReduction()) / 64.0f * int(255 * Rain); + if (base_intensity == 0) + return; + if (TheCamera.m_CameraAverageSpeed > 1.75f) + return; + TempBufferIndicesStored = 0; + TempBufferVerticesStored = 0; + for (int i = 0; i < NUM_RAIN_STREAKS; i++) { + if (Streaks[i].timer) { + float secondsElapsed = (CTimer::GetTimeInMilliseconds() - Streaks[i].timer) / 1024.0f; + if (secondsElapsed > STREAK_LIFETIME) + Streaks[i].timer = 0; + else{ + int intensity; + if (secondsElapsed < STREAK_INTEROLATION_TIME) + intensity = base_intensity * 0.25f * secondsElapsed / STREAK_INTEROLATION_TIME; + else if (secondsElapsed > (STREAK_LIFETIME - STREAK_INTEROLATION_TIME)) + intensity = (STREAK_LIFETIME - secondsElapsed) * 0.25f * base_intensity / STREAK_INTEROLATION_TIME; + else + intensity = base_intensity * 0.25f; + CVector dir = Streaks[i].direction; + dir.Normalise(); + CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction; + RenderOneRainStreak(pos, dir, intensity, false, (pos - TheCamera.GetPosition()).Magnitude()); +#ifndef FIX_BUGS // remove useless code + if (secondsElapsed > 1.0f && secondsElapsed < STREAK_LIFETIME - 1.0f) { + CGeneral::GetRandomNumber(), CGeneral::GetRandomNumber(); + } +#endif + } + } + else if ((CGeneral::GetRandomNumber() & 0xF00) == 0){ + // 1/16 probability + Streaks[i].direction = CVector(0.0f, 0.0f, -12.0f); + Streaks[i].position = 6.0f * TheCamera.GetForward() + TheCamera.GetPosition() + CVector(-1.8f * Streaks[i].direction.x, -1.8f * Streaks[i].direction.y, 8.0f); + if (!CCutsceneMgr::IsRunning()) { + Streaks[i].position.x += 2.0f * FindPlayerSpeed().x * 60.0f; + Streaks[i].position.y += 2.0f * FindPlayerSpeed().y * 60.0f; + } + else + Streaks[i].position += (TheCamera.GetPosition() - TheCamera.m_RealPreviousCameraPosition) * 20.0f; + Streaks[i].position.x += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.04f; + Streaks[i].position.y += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.04f; + Streaks[i].timer = CTimer::GetTimeInMilliseconds(); + } + } + if (TempBufferIndicesStored){ + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEFOGTYPE, (void*)rwFOGTYPELINEAR); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRainDropTex)); + if (RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, 1)) + { + RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored); + RwIm3DEnd(); + } + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); + } + TempBufferVerticesStored = 0; + TempBufferIndicesStored = 0; +} + +void CWeather::StoreWeatherState() +{ + Stored_StateStored = true; + Stored_InterpolationValue = InterpolationValue; + Stored_Rain = Rain; + Stored_NewWeatherType = NewWeatherType; + Stored_OldWeatherType = OldWeatherType; +} + +void CWeather::RestoreWeatherState() +{ +#ifdef FIX_BUGS // it's not used anyway though + Stored_StateStored = false; +#endif + InterpolationValue = Stored_InterpolationValue; + Rain = Stored_Rain; + NewWeatherType = Stored_NewWeatherType; + OldWeatherType = Stored_OldWeatherType; +} + +#ifdef SECUROM +void CWeather::ForceHurricaneWeather() +{ + for (int i = 0; i < ARRAY_SIZE(WeatherTypesList_WithHurricanes); i++) + { + WeatherTypesList[i] = WEATHER_HURRICANE; + WeatherTypesList_WithHurricanes[i] = WEATHER_HURRICANE; + } + + CWeather::OldWeatherType = WEATHER_HURRICANE; + CWeather::NewWeatherType = WEATHER_HURRICANE; + CWeather::ForcedWeatherType = WEATHER_HURRICANE; +} +#endif |