#include "common.h"
#include "Sprite.h"
#include "Sprite2d.h"
#include "General.h"
#include "Coronas.h"
#include "Camera.h"
#include "TxdStore.h"
#include "Weather.h"
#include "Clock.h"
#include "Timer.h"
#include "Timecycle.h"
#include "Renderer.h"
#include "Clouds.h"
#define SMALLSTRIPHEIGHT 4.0f
#define HORIZSTRIPHEIGHT 48.0f
RwTexture *gpCloudTex[5];
float CClouds::CloudRotation;
uint32 CClouds::IndividualRotation;
float CClouds::ms_cameraRoll;
float CClouds::ms_horizonZ;
CRGBA CClouds::ms_colourTop;
CRGBA CClouds::ms_colourBottom;
void
CClouds::Init(void)
{
CTxdStore::PushCurrentTxd();
CTxdStore::SetCurrentTxd(CTxdStore::FindTxdSlot("particle"));
gpCloudTex[0] = RwTextureRead("cloud1", nil);
gpCloudTex[1] = RwTextureRead("cloud2", nil);
gpCloudTex[2] = RwTextureRead("cloud3", nil);
gpCloudTex[3] = RwTextureRead("cloudhilit", nil);
gpCloudTex[4] = RwTextureRead("cloudmasked", nil);
CTxdStore::PopCurrentTxd();
CloudRotation = 0.0f;
}
void
CClouds::Shutdown(void)
{
RwTextureDestroy(gpCloudTex[0]);
#ifdef GTA3_1_1_PATCH
gpCloudTex[0] = nil;
#endif
RwTextureDestroy(gpCloudTex[1]);
#ifdef GTA3_1_1_PATCH
gpCloudTex[1] = nil;
#endif
RwTextureDestroy(gpCloudTex[2]);
#ifdef GTA3_1_1_PATCH
gpCloudTex[2] = nil;
#endif
RwTextureDestroy(gpCloudTex[3]);
#ifdef GTA3_1_1_PATCH
gpCloudTex[3] = nil;
#endif
RwTextureDestroy(gpCloudTex[4]);
#ifdef GTA3_1_1_PATCH
gpCloudTex[4] = nil;
#endif
}
void
CClouds::Update(void)
{
float s = Sin(TheCamera.Orientation - 0.85f);
#ifdef FIX_BUGS
CloudRotation += CWeather::Wind*s*0.0025f*CTimer::GetTimeStepFix();
IndividualRotation += (CWeather::Wind*CTimer::GetTimeStep() + 0.3f*CTimer::GetTimeStepFix()) * 60.0f;
#else
CloudRotation += CWeather::Wind*s*0.0025f;
IndividualRotation += (CWeather::Wind*CTimer::GetTimeStep() + 0.3f) * 60.0f;
#endif
}
void
CClouds::Render(void)
{
int i;
float szx, szy;
RwV3d screenpos;
RwV3d worldpos;
CCoronas::SunBlockedByClouds = false;
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
CSprite::InitSpriteBuffer();
int minute = CClock::GetHours()*60 + CClock::GetMinutes();
RwV3d campos = *(RwV3d*)&TheCamera.GetPosition();
float coverage = Max(CWeather::Foggyness, CWeather::Foggyness);
// Moon
int moonfadeout = Abs(minute - 180); // fully visible at 3AM
if(moonfadeout < 180){ // fade in/out 3 hours
int brightness = (1.0f - coverage) * (180 - moonfadeout);
RwV3d pos = { 0.0f, -100.0f, 15.0f };
RwV3dAdd(&worldpos, &campos, &pos);
if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[2]));
if(CCoronas::bSmallMoon){
szx *= 4.0f;
szy *= 4.0f;
}else{
szx *= 10.0f;
szy *= 10.0f;
}
CSprite::RenderOneXLUSprite(screenpos.x, screenpos.y, screenpos.z,
szx, szy, brightness, brightness, brightness, 255, 1.0f/screenpos.z, 255);
}
}
// The R* logo
int starintens = 0;
if(CClock::GetHours() < 22 && CClock::GetHours() > 5)
starintens = 0;
else if(CClock::GetHours() > 22 || CClock::GetHours() < 5)
starintens = 255;
else if(CClock::GetHours() == 22)
starintens = 255 * CClock::GetMinutes()/60.0f;
else if(CClock::GetHours() == 5)
starintens = 255 * (60 - CClock::GetMinutes())/60.0f;
if(starintens != 0){
// R
static float StarCoorsX[9] = { 0.0f, 0.05f, 0.12f, 0.5f, 0.8f, 0.6f, 0.27f, 0.55f, 0.75f };
static float StarCoorsY[9] = { 0.0f, 0.45f, 0.9f, 1.0f, 0.85f, 0.52f, 0.48f, 0.35f, 0.2f };
static float StarSizes[9] = { 1.0f, 1.4f, 0.9f, 1.0f, 0.6f, 1.5f, 1.3f, 1.0f, 0.8f };
int brightness = (1.0f - coverage) * starintens;
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[0]));
for(i = 0; i < 11; i++){
RwV3d pos = { 100.0f, 0.0f, 10.0f };
if(i >= 9) pos.x = -pos.x;
RwV3dAdd(&worldpos, &campos, &pos);
worldpos.y -= 90.0f*StarCoorsX[i%9];
worldpos.z += 80.0f*StarCoorsY[i%9];
if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
float sz = 0.8f*StarSizes[i%9];
CSprite::RenderBufferedOneXLUSprite(screenpos.x, screenpos.y, screenpos.z,
szx*sz, szy*sz, brightness, brightness, brightness, 255, 1.0f/screenpos.z, 255);
}
}
CSprite::FlushSpriteBuffer();
// *
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[0]));
RwV3d pos = { 100.0f, 0.0f, 10.0f };
RwV3dAdd(&worldpos, &campos, &pos);
worldpos.y -= 90.0f;
if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
brightness *= (CGeneral::GetRandomNumber()&127) / 640.0f + 0.5f;
CSprite::RenderOneXLUSprite(screenpos.x, screenpos.y, screenpos.z,
szx*5.0f, szy*5.0f, brightness, brightness, brightness, 255, 1.0f/screenpos.z, 255);
}
}
// Low clouds
static float LowCloudsX[12] = { 1.0f, 0.7f, 0.0f, -0.7f, -1.0f, -0.7f,
0.0f, 0.7f, 0.8f, -0.8f, 0.4f, -0.4f };
static float LowCloudsY[12] = { 0.0f, -0.7f, -1.0f, -0.7f, 0.0f, 0.7f,
1.0f, 0.7f, 0.4f, 0.4f, -0.8f, -0.8f };
static float LowCloudsZ[12] = { 0.0f, 1.0f, 0.5f, 0.0f, 1.0f, 0.3f,
0.9f, 0.4f, 1.3f, 1.4f, 1.2f, 1.7f };
float lowcloudintensity = 1.0f - coverage;
int r = CTimeCycle::GetLowCloudsRed() * lowcloudintensity;
int g = CTimeCycle::GetLowCloudsGreen() * lowcloudintensity;
int b = CTimeCycle::GetLowCloudsBlue() * lowcloudintensity;
for(int cloudtype = 0; cloudtype < 3; cloudtype++){
for(i = cloudtype; i < 12; i += 3){
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCloudTex[cloudtype]));
RwV3d pos = { 800.0f*LowCloudsX[i], 800.0f*LowCloudsY[i], 60.0f*LowCloudsZ[i] };
worldpos.x = campos.x + pos.x;
worldpos.y = campos.y + pos.y;
worldpos.z = 40.0f + pos.z;
if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false))
CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension(screenpos.x, screenpos.y, screenpos.z,
szx*320.0f, szy*40.0f, r, g, b, 255, 1.0f/screenpos.z, ms_cameraRoll, 255);
}
CSprite::FlushSpriteBuffer();
}
// Fluffy clouds
float rot_sin = Sin(CloudRotation);
float rot_cos = Cos(CloudRotation);
int fluffyalpha = 160 * (1.0f - CWeather::Foggyness);
if(fluffyalpha != 0){
static float CoorsOffsetX[37] = {
0.0f, 60.0f, 72.0f, 48.0f, 21.0f, 12.0f,
9.0f, -3.0f, -8.4f, -18.0f, -15.0f, -36.0f,
-40.0f, -48.0f, -60.0f, -24.0f, 100.0f, 100.0f,
100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f,
100.0f, 100.0f, -30.0f, -20.0f, 10.0f, 30.0f,
0.0f, -100.0f, -100.0f, -100.0f, -100.0f, -100.0f, -100.0f
};
static float CoorsOffsetY[37] = {
100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f,
100.0f, 100.0f, 100.0f, 100.0f, 100.0f, 100.0f,
100.0f, 100.0f, 100.0f, 100.0f, -30.0f, 10.0f,
-25.0f, -5.0f, 28.0f, -10.0f, 10.0f, 0.0f,
15.0f, 40.0f, -100.0f, -100.0f, -100.0f, -100.0f,
-100.0f, -40.0f, -20.0f, 0.0f, 10.0f, 30.0f, 35.0f
};
static float CoorsOffsetZ[37] = {
2.0f, 1.0f, 0.0f, 0.3f, 0.7f, 1.4f,
1.7f, 0.24f, 0.7f, 1.3f, 1.6f, 1.0f,
1.2f, 0.3f, 0.7f, 1.4f, 0.0f, 0.1f,
0.5f, 0.4f, 0.55f, 0.75f, 1.0f, 1.4f,
1.7f, 2.0f, 2.0f, 2.3f, 1.9f, 2.4f,
2.0f, 2.0f, 1.5f, 1.2f, 1.7f, 1.5f, 2.1f
};
static bool bCloudOnScreen[37];
float hilight;
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCloudTex[4]));
for(i = 0; i < 37; i++){
RwV3d pos = { 2.0f*CoorsOffsetX[i], 2.0f*CoorsOffsetY[i], 40.0f*CoorsOffsetZ[i] + 40.0f };
worldpos.x = pos.x*rot_cos + pos.y*rot_sin + campos.x;
worldpos.y = pos.x*rot_sin - pos.y*rot_cos + campos.y;
worldpos.z = pos.z;
if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
float sundist = Sqrt(sq(screenpos.x-CCoronas::SunScreenX) + sq(screenpos.y-CCoronas::SunScreenY));
int tr = CTimeCycle::GetFluffyCloudsTopRed();
int tg = CTimeCycle::GetFluffyCloudsTopGreen();
int tb = CTimeCycle::GetFluffyCloudsTopBlue();
int br = CTimeCycle::GetFluffyCloudsBottomRed();
int bg = CTimeCycle::GetFluffyCloudsBottomGreen();
int bb = CTimeCycle::GetFluffyCloudsBottomBlue();
if(sundist < SCREEN_WIDTH/2){
hilight = (1.0f - coverage) * (1.0f - sundist/(SCREEN_WIDTH/2));
tr = tr*(1.0f-hilight) + 255*hilight;
tg = tg*(1.0f-hilight) + 190*hilight;
tb = tb*(1.0f-hilight) + 190*hilight;
br = br*(1.0f-hilight) + 255*hilight;
bg = bg*(1.0f-hilight) + 190*hilight;
bb = bb*(1.0f-hilight) + 190*hilight;
if(sundist < SCREEN_WIDTH/10)
CCoronas::SunBlockedByClouds = true;
}else
hilight = 0.0f;
CSprite::RenderBufferedOneXLUSprite_Rotate_2Colours(screenpos.x, screenpos.y, screenpos.z,
szx*55.0f, szy*55.0f,
tr, tg, tb, br, bg, bb, 0.0f, -1.0f,
1.0f/screenpos.z,
(uint16)IndividualRotation/65336.0f * 6.28f + ms_cameraRoll,
fluffyalpha);
bCloudOnScreen[i] = true;
}else
bCloudOnScreen[i] = false;
}
CSprite::FlushSpriteBuffer();
// Highlights
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCloudTex[3]));
for(i = 0; i < 37; i++){
RwV3d pos = { 2.0f*CoorsOffsetX[i], 2.0f*CoorsOffsetY[i], 40.0f*CoorsOffsetZ[i] + 40.0f };
worldpos.x = campos.x*rot_cos + campos.y*rot_sin + pos.x;
worldpos.y = campos.x*rot_sin + campos.y*rot_cos + pos.y;
worldpos.z = pos.z;
if(bCloudOnScreen[i] && CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
// BUG: this is stupid....would have to do this for each cloud individually
if(hilight > 0.0f){
CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(screenpos.x, screenpos.y, screenpos.z,
szx*30.0f, szy*30.0f,
200*hilight, 0, 0, 255, 1.0f/screenpos.z,
1.7f - CGeneral::GetATanOfXY(screenpos.x-CCoronas::SunScreenX, screenpos.y-CCoronas::SunScreenY) + CClouds::ms_cameraRoll, 255);
}
}
}
CSprite::FlushSpriteBuffer();
}
// Rainbow
if(CWeather::Rainbow != 0.0f){
static uint8 BowRed[6] = { 30, 30, 30, 10, 0, 15 };
static uint8 BowGreen[6] = { 0, 15, 30, 30, 0, 0 };
static uint8 BowBlue[6] = { 0, 0, 0, 10, 30, 30 };
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[0]));
for(i = 0; i < 6; i++){
RwV3d pos = { i*1.5f, 100.0f, 5.0f };
RwV3dAdd(&worldpos, &campos, &pos);
if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false))
CSprite::RenderBufferedOneXLUSprite(screenpos.x, screenpos.y, screenpos.z,
2.0f*szx, 50.0*szy,
BowRed[i]*CWeather::Rainbow, BowGreen[i]*CWeather::Rainbow, BowBlue[i]*CWeather::Rainbow,
255, 1.0f/screenpos.z, 255);
}
CSprite::FlushSpriteBuffer();
}
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
}
bool
UseDarkBackground(void)
{
return TheCamera.GetForward().z < -0.9f || gbShowCollisionPolys;
}
void
CClouds::RenderBackground(int16 topred, int16 topgreen, int16 topblue,
int16 botred, int16 botgreen, int16 botblue, int16 alpha)
{
CVector left = TheCamera.GetRight();
float c = left.Magnitude2D();
if(c > 1.0f)
c = 1.0f;
ms_cameraRoll = Acos(c);
if(left.z < 0.0f)
ms_cameraRoll = -ms_cameraRoll;
if(UseDarkBackground()){
ms_colourTop.r = 50;
ms_colourTop.g = 50;
ms_colourTop.b = 50;
ms_colourTop.a = 255;
if(gbShowCollisionPolys){
if(CTimer::GetFrameCounter() & 1){
ms_colourTop.r = 0;
ms_colourTop.g = 0;
ms_colourTop.b = 0;
}else{
ms_colourTop.r = 255;
ms_colourTop.g = 255;
ms_colourTop.b = 255;
}
}
ms_colourBottom = ms_colourTop;
CRect r(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
CSprite2d::DrawRect(r, ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
}else{
ms_horizonZ = CSprite::CalcHorizonCoors();
// Draw top/bottom gradient
float gradheight = SCREEN_HEIGHT/2.0f;
float topedge = ms_horizonZ - gradheight;
float botpos, toppos;
if(ms_horizonZ > 0.0f && topedge < SCREEN_HEIGHT){
ms_colourTop.r = topred;
ms_colourTop.g = topgreen;
ms_colourTop.b = topblue;
ms_colourTop.a = alpha;
ms_colourBottom.r = botred;
ms_colourBottom.g = botgreen;
ms_colourBottom.b = botblue;
ms_colourBottom.a = alpha;
if(ms_horizonZ < SCREEN_HEIGHT)
botpos = ms_horizonZ;
else{
float f = (ms_horizonZ - SCREEN_HEIGHT)/gradheight;
ms_colourBottom.r = topred*f + (1.0f-f)*botred;
ms_colourBottom.g = topgreen*f + (1.0f-f)*botgreen;
ms_colourBottom.b = topblue*f + (1.0f-f)*botblue;
botpos = SCREEN_HEIGHT;
}
if(topedge >= 0.0f)
toppos = topedge;
else{
float f = (0.0f - topedge)/gradheight;
ms_colourTop.r = botred*f + (1.0f-f)*topred;
ms_colourTop.g = botgreen*f + (1.0f-f)*topgreen;
ms_colourTop.b = botblue*f + (1.0f-f)*topblue;
toppos = 0.0f;
}
CSprite2d::DrawRect(CRect(0, toppos, SCREEN_WIDTH, botpos),
ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
}
// draw the small stripe (whatever it's supposed to be)
if(ms_horizonZ > -SMALLSTRIPHEIGHT && ms_horizonZ < SCREEN_HEIGHT){
// Same colour as fog
ms_colourTop.r = (topred + 2 * botred) / 3;
ms_colourTop.g = (topgreen + 2 * botgreen) / 3;
ms_colourTop.b = (topblue + 2 * botblue) / 3;
CSprite2d::DrawRect(CRect(0, ms_horizonZ, SCREEN_WIDTH, ms_horizonZ+SMALLSTRIPHEIGHT),
ms_colourTop, ms_colourTop, ms_colourTop, ms_colourTop);
}
// Only top
if(topedge > 0.0f){
ms_colourTop.r = topred;
ms_colourTop.g = topgreen;
ms_colourTop.b = topblue;
ms_colourTop.a = alpha;
ms_colourBottom.r = topred;
ms_colourBottom.g = topgreen;
ms_colourBottom.b = topblue;
ms_colourBottom.a = alpha;
botpos = Min(SCREEN_HEIGHT, topedge);
CSprite2d::DrawRect(CRect(0, 0, SCREEN_WIDTH, botpos),
ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
}
// Set both to fog colour for RenderHorizon
ms_colourTop.r = (topred + 2 * botred) / 3;
ms_colourTop.g = (topgreen + 2 * botgreen) / 3;
ms_colourTop.b = (topblue + 2 * botblue) / 3;
ms_colourBottom.r = (topred + 2 * botred) / 3;
ms_colourBottom.g = (topgreen + 2 * botgreen) / 3;
ms_colourBottom.b = (topblue + 2 * botblue) / 3;
}
}
void
CClouds::RenderHorizon(void)
{
if(UseDarkBackground())
return;
ms_colourBottom.a = 230;
ms_colourTop.a = 80;
if(ms_horizonZ > SCREEN_HEIGHT)
return;
float z1 = Min(ms_horizonZ + SMALLSTRIPHEIGHT, SCREEN_HEIGHT);
CSprite2d::DrawRectXLU(CRect(0, ms_horizonZ, SCREEN_WIDTH, z1),
ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
// This is just weird
float a = SCREEN_HEIGHT/400.0f * HORIZSTRIPHEIGHT +
SCREEN_HEIGHT/300.0f * Max(TheCamera.GetPosition().z, 0.0f);
float b = TheCamera.GetUp().z < 0.0f ?
SCREEN_HEIGHT :
SCREEN_HEIGHT * Abs(TheCamera.GetRight().z);
float z2 = z1 + (a + b)*TheCamera.LODDistMultiplier;
z2 = Min(z2, SCREEN_HEIGHT);
CSprite2d::DrawRect(CRect(0, z1, SCREEN_WIDTH, z2),
ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
}