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author | aap <aap@papnet.eu> | 2019-05-15 16:52:37 +0200 |
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committer | aap <aap@papnet.eu> | 2019-05-15 16:52:37 +0200 |
commit | 600bf0351476a5a21aabb5429132ddf7f52ac0b9 (patch) | |
tree | d8e48b3a581679e33830fb7c98ed69e1e242e2c2 /src/render/Clouds.cpp | |
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Diffstat (limited to '')
-rw-r--r-- | src/render/Clouds.cpp | 430 |
1 files changed, 430 insertions, 0 deletions
diff --git a/src/render/Clouds.cpp b/src/render/Clouds.cpp new file mode 100644 index 00000000..64bc93e8 --- /dev/null +++ b/src/render/Clouds.cpp @@ -0,0 +1,430 @@ +#include "common.h" +#include "patcher.h" +#include "Sprite.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 = (RwTexture**)0x9411C0; //[5]; + +float &CClouds::CloudRotation = *(float*)0x8F5F40; +uint32 &CClouds::IndividualRotation = *(uint32*)0x943078; + +float &CClouds::ms_cameraRoll = *(float*)0x8F29CC; +float &CClouds::ms_horizonZ = *(float*)0x8F31C0; +CRGBA &CClouds::ms_colourTop = *(CRGBA*)0x94143C; +CRGBA &CClouds::ms_colourBottom = *(CRGBA*)0x8F2C38; + +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::Update(void) +{ + float s = sin(TheCamera.Orientation - 0.85f); + CloudRotation += CWeather::Wind*s*0.0025f; + IndividualRotation += (CWeather::Wind*CTimer::GetTimeStep() + 0.3f) * 60.0f; +} + + +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 = CWeather::CloudCoverage <= CWeather::Foggyness ? CWeather::Foggyness : CWeather::CloudCoverage; + + // 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, gpCoronaTexture[2]->raster); + 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, gpCoronaTexture[0]->raster); + 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, gpCoronaTexture[0]->raster); + 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, gpCloudTex[cloudtype]->raster); + 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, gpCloudTex[4]->raster); + 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 < SCREENW/2){ + hilight = (1.0f - coverage) * (1.0f - sundist/(SCREENW/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 < SCREENW/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, + IndividualRotation/65336.0f * 2*3.14f + ms_cameraRoll, + fluffyalpha); + bCloudOnScreen[i] = true; + }else + bCloudOnScreen[i] = false; + } + CSprite::FlushSpriteBuffer(); + + // Highlights + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCloudTex[3]->raster); + + 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, gpCoronaTexture[0]->raster); + 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 RwFrameGetLTM(RwCameraGetFrame(TheCamera.m_pRwCamera))->up.z < -0.9f || + gbShowCollisionPolys; +} + +void +CClouds::RenderBackground(int16 topred, int16 topgreen, int16 topblue, + int16 botred, int16 botgreen, int16 botblue, int16 alpha) +{ + RwMatrix *mat = RwFrameGetLTM(RwCameraGetFrame(TheCamera.m_pRwCamera)); + float c = sqrt(mat->right.x * mat->right.x + mat->right.y * mat->right.y); + if(c > 1.0f) + c = 1.0f; + ms_cameraRoll = acos(c); + if(mat->right.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, SCREENW, SCREENH); + CSprite2d::DrawRect(r, ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop); + }else{ + ms_horizonZ = CSprite::CalcHorizonCoors(); + + // Draw top/bottom gradient + float gradheight = SCREENH/2.0f; + float topedge = ms_horizonZ - gradheight; + float botpos, toppos; + if(ms_horizonZ > 0.0f && topedge < SCREENH){ + 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 < SCREENH) + botpos = ms_horizonZ; + else{ + float f = (ms_horizonZ - SCREENH)/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 = SCREENH; + } + 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, SCREENW, 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 < SCREENH){ + // 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, SCREENW, 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(SCREENH, topedge); + CSprite2d::DrawRect(CRect(0, 0, SCREENW, 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 > SCREENH) + return; + + float z1 = min(ms_horizonZ + SMALLSTRIPHEIGHT, SCREENH); + CSprite2d::DrawRectXLU(CRect(0, ms_horizonZ, SCREENW, z1), + ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop); + + // This is just weird + float a = SCREENH/400.0f * HORIZSTRIPHEIGHT + + SCREENH/300.0f * max(TheCamera.GetPosition().z, 0.0f); + float b = TheCamera.GetUp().z < 0.0f ? + SCREENH : + SCREENH * fabs(TheCamera.GetRight().z); + float z2 = z1 + (a + b)*TheCamera.LODDistMultiplier; + z2 = min(z2, SCREENH); + CSprite2d::DrawRect(CRect(0, z1, SCREENW, z2), + ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop); +} + +STARTPATCHES + InjectHook(0x4F6C10, CClouds::Init, PATCH_JUMP); + InjectHook(0x4F6CE0, CClouds::Update, PATCH_JUMP); + InjectHook(0x4F6D90, CClouds::Render, PATCH_JUMP); + InjectHook(0x4F7F00, CClouds::RenderBackground, PATCH_JUMP); + InjectHook(0x4F85F0, CClouds::RenderHorizon, PATCH_JUMP); +ENDPATCHES |