diff options
author | Nikolay Korolev <nickvnuk@gmail.com> | 2021-07-24 00:47:04 +0300 |
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committer | Nikolay Korolev <nickvnuk@gmail.com> | 2021-07-24 00:47:04 +0300 |
commit | a7e673c2ec6a5ed25f3bae8caab90e2113158c03 (patch) | |
tree | 8c88859a32b0613a4c28fd1a0432504403e5a5e6 /src/renderer/WaterLevel.cpp | |
parent | a4b92fe9bec17ad00dc436574f57844c4b8d49f5 (diff) |
sync
Diffstat (limited to 'src/renderer/WaterLevel.cpp')
-rw-r--r-- | src/renderer/WaterLevel.cpp | 1554 |
1 files changed, 1554 insertions, 0 deletions
diff --git a/src/renderer/WaterLevel.cpp b/src/renderer/WaterLevel.cpp new file mode 100644 index 00000000..7001c0cf --- /dev/null +++ b/src/renderer/WaterLevel.cpp @@ -0,0 +1,1554 @@ +#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 "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 "CdStream.h" +#include "Pad.h" +#include "RenderBuffer.h" +#include <rpworld.h> +#include "WaterLevel.h" +#include "MemoryHeap.h" + + +float TEXTURE_ADDU; +float TEXTURE_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; +RpAtomic *CWaterLevel::ms_pWavyAtomic; +RpGeometry *CWaterLevel::apGeomArray[8]; +int16 CWaterLevel::nGeomUsed; +//"Custom" Don't Render Water Toggle +bool gbDontRenderWater; + +//RwTexture *gpWaterTex; +//RwRaster *gpWaterRaster; + +RwTexture *gpWaterTex; +RwRaster *gpWaterRaster; + + +const float fAdd1 = 180.0f; +const float fAdd2 = 80.0f; +const float fRedMult = 0.6f; +const float fGreenMult = 1.0f; +const float fBlueMult = 1.4f; + + +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"); + + CFileMgr::SetDir(""); + hFile = CFileMgr::OpenFile(pWaterDat, "r"); + + char *line; + + while ((line = CFileLoader::LoadLine(hFile))) + { +#ifdef FIX_BUGS + if (*line && *line != ';' && !strstr(line, "* ;end of file")) +#else + if (*line && *line != ';') +#endif + { + 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); + int32 r = WATER_HUGE_X(ms_aWaterRects[i].right) + 1.0f; + int32 t = WATER_HUGE_Y(ms_aWaterRects[i].top); + int32 b = WATER_HUGE_Y(ms_aWaterRects[i].bottom) + 1.0f; + +#ifdef FIX_BUGS + // water.dat has rects that go out of bounds + // which causes memory corruption + 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); +#endif + + 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; + + for (int32 y = 0; y < MAX_SMALL_SECTORS; y++) + { + if (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); + } + } +#endif + + CTxdStore::PushCurrentTxd(); + + int32 slot = CTxdStore::FindTxdSlot("particle"); + CTxdStore::SetCurrentTxd(slot); + + if ( gpWaterTex == nil ) + gpWaterTex = RwTextureRead("water_old", nil); + gpWaterRaster = RwTextureGetRaster(gpWaterTex); + + CTxdStore::PopCurrentTxd(); + + CreateWavyAtomic(); + FreeBoatWakeArray(); + + printf("Done Initing waterlevels\n"); +} + +void +CWaterLevel::Shutdown() +{ + FreeBoatWakeArray(); + DestroyWavyAtomic(); + + if ( gpWaterTex != nil ) + { + RwTextureDestroy(gpWaterTex); + gpWaterTex = nil; + } +} + +void +CWaterLevel::CreateWavyAtomic() +{ + RpGeometry *wavyGeometry; + RpMaterial *wavyMaterial; + RpTriangle *wavyTriangles; + RpMorphTarget *wavyMorphTarget; + RwSphere boundingSphere; + RwV3d *wavyVert; + + RwFrame *wavyFrame; + + { + wavyGeometry = RpGeometryCreate(9*9, 8*8*2, rpGEOMETRYTRISTRIP + |rpGEOMETRYTEXTURED + |rpGEOMETRYPRELIT + |rpGEOMETRYMODULATEMATERIALCOLOR); + + ASSERT(wavyGeometry != nil); + + } + + { + wavyMaterial = RpMaterialCreate(); + + ASSERT(wavyMaterial != nil); + ASSERT(gpWaterTex != nil); + + RpMaterialSetTexture(wavyMaterial, gpWaterTex); + } + + { + wavyTriangles = RpGeometryGetTriangles(wavyGeometry); + + ASSERT(wavyTriangles != nil); + /* + [B] [C] + *********** + * * * + * * * + * * * + * * * + *********** + [A] [D] + */ + + for ( int32 i = 0; i < 8; i++ ) + { + for ( int32 j = 0; j < 8; j++ ) + { + RpGeometryTriangleSetVertexIndices(wavyGeometry, + &wavyTriangles[2 * 8*i + 2*j + 0], /*A*/9*i+j+0, /*B*/9*i+j+1, /*C*/9*i+j+9+1); + + RpGeometryTriangleSetVertexIndices(wavyGeometry, + &wavyTriangles[2 * 8*i + 2*j + 1], /*A*/9*i+j+0, /*C*/9*i+j+9+1, /*D*/9*i+j+9 ); + + RpGeometryTriangleSetMaterial(wavyGeometry, &wavyTriangles[2 * 8*i + 2*j + 0], wavyMaterial); + RpGeometryTriangleSetMaterial(wavyGeometry, &wavyTriangles[2 * 8*i + 2*j + 1], wavyMaterial); + } + } + } + + + { + wavyMorphTarget = RpGeometryGetMorphTarget(wavyGeometry, 0); + ASSERT(wavyMorphTarget != nil); + wavyVert = RpMorphTargetGetVertices(wavyMorphTarget); + ASSERT(wavyVert != nil); + + for ( int32 i = 0; i < 9; i++ ) + { + for ( int32 j = 0; j < 9; j++ ) + { + wavyVert[9*i+j].x = (float)i * 4.0f; + wavyVert[9*i+j].y = (float)j * 4.0f; + wavyVert[9*i+j].z = 0.0f; + } + } + + RpMorphTargetCalcBoundingSphere(wavyMorphTarget, &boundingSphere); + RpMorphTargetSetBoundingSphere(wavyMorphTarget, &boundingSphere); + RpGeometryUnlock(wavyGeometry); + } + + + { + wavyFrame = RwFrameCreate(); + ASSERT( wavyFrame != nil ); + + ms_pWavyAtomic = RpAtomicCreate(); + ASSERT( ms_pWavyAtomic != nil ); + + RpAtomicSetGeometry(ms_pWavyAtomic, wavyGeometry, 0); + RpAtomicSetFrame(ms_pWavyAtomic, wavyFrame); + RpMaterialDestroy(wavyMaterial); + RpGeometryDestroy(wavyGeometry); + } +} + +void +CWaterLevel::DestroyWavyAtomic() +{ + RwFrame *frame; + + frame = RpAtomicGetFrame(ms_pWavyAtomic); + + RpAtomicDestroy(ms_pWavyAtomic); + + RwFrameDestroy(frame); +} + +#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]] == 0.0f) + { + 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_HUGE_X(fX); + int32 y = WATER_HUGE_Y(fY); + + ASSERT( x >= 0 && x < HUGE_SECTOR_SIZE ); + ASSERT( y >= 0 && y < HUGE_SECTOR_SIZE ); + + 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) - float(y) * MAX_HUGE_SECTORS + WATER_UNSIGN_X(fX) - float(x) * MAX_HUGE_SECTORS )*/ // VC + (float)( ((int32)fX & (MAX_HUGE_SECTORS-1)) + ((int32)fY & (MAX_HUGE_SECTORS-1)) ) + * (TWOPI / MAX_HUGE_SECTORS ) + fAngle + ); + + float fWindFactor = CWeather::Wind * 0.7f + 0.3f; + + *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_HUGE_X(fX); + int32 y = WATER_HUGE_Y(fY); + + ASSERT( x >= 0 && x < HUGE_SECTOR_SIZE ); + ASSERT( y >= 0 && y < HUGE_SECTOR_SIZE ); + + int8 nBlock = aWaterFineBlockList[x][y]; + + if ( nBlock == NO_WATER ) + return false; + + ASSERT( pfOutLevel != nil ); + *pfOutLevel = ms_aWaterZs[nBlock]; + + return true; +} + +inline float +_GetWaterDrawDist() +{ + // if z less then 15.0f return 1200.0f + if ( TheCamera.GetPosition().z < 15.0f ) + return 1200.0f; + + // if z greater then 60.0f return 2000.0f; + 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 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 + PUSH_RENDERGROUP("CWaterLevel::RenderWater"); + bool bUseCamEndX = false; + bool bUseCamStartY = false; + + bool bUseCamStartX = false; + bool bUseCamEndY = false; + + float fWavySectorMaxRenderDist = _GetWavyDrawDist(); + float fWavySectorMaxRenderDistSqr = SQR(fWavySectorMaxRenderDist); + + _GetCamBounds(&bUseCamStartY, &bUseCamEndY, &bUseCamStartX, &bUseCamEndX); + + float fHugeSectorMaxRenderDist = _GetWaterDrawDist(); + float fHugeSectorMaxRenderDistSqr = SQR(fHugeSectorMaxRenderDist); + + float windAddUV = CWeather::Wind * 0.0015f + 0.0005f; + + + if ( !CTimer::GetIsPaused() ) + { +#ifdef FIX_BUGS + TEXTURE_ADDU += (CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV) * CTimer::GetTimeStepFix(); + TEXTURE_ADDV += (CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV) * CTimer::GetTimeStepFix(); +#else + TEXTURE_ADDU += CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV; + TEXTURE_ADDV += CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV; +#endif + } + + if ( TEXTURE_ADDU >= 1.0f ) + TEXTURE_ADDU = 0.0f; + if ( TEXTURE_ADDV >= 1.0f ) + TEXTURE_ADDV = 0.0f; + + WavesCalculatedThisFrame = false; + + RwRGBA color = { 0, 0, 0, 255 }; + + color.red = uint32((CTimeCycle::GetDirectionalRed() * 0.5f + CTimeCycle::GetAmbientRed() ) * 255.0f); + color.green = uint32((CTimeCycle::GetDirectionalGreen() * 0.5f + CTimeCycle::GetAmbientGreen()) * 255.0f); + color.blue = uint32((CTimeCycle::GetDirectionalBlue() * 0.5f + CTimeCycle::GetAmbientBlue() ) * 255.0f); + + TempBufferVerticesStored = 0; + TempBufferIndicesStored = 0; + + 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); + int32 nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x + fHugeSectorMaxRenderDist) + 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); + if ( bUseCamEndX ) + nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x); + 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); + 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) /*fHugeSectorNearDist*/ ) + { + 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] ]; + + RenderOneFlatHugeWaterPoly(fX, fY, fZ, color); + } + 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); + 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)) ) //90.879997f, + { + // Render four small(32x32) sectors, or one large(64x64). + + // + // [N] + // --------- + // |0x1|1x1| + // [W] --------- [E] + // |0x0|1x0| + // --------- + // [S] + // + + if ( fLargeSectorDistToCamSqr < SQR(176.0f) ) + { + 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, color); + else + RenderOneFlatSmallWaterPoly(fSmallX, fSmallY, fZ, color); + } + + // 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, color); + else + RenderOneFlatSmallWaterPoly(fSmallX, fSmallY, fZ, color); + } + + // 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, color); + else + RenderOneFlatSmallWaterPoly(fSmallX, fSmallY, fZ, color); + } + + //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, color); + else + RenderOneFlatSmallWaterPoly(fSmallX, fSmallY, fZ, color); + } + } + else + { + float fZ; + + fZ = ms_aWaterZs[ aWaterBlockList[x2][y2] ]; + + RenderOneFlatLargeWaterPoly(fLargeX, fLargeY, fZ, color); + } + } // if ( TheCamera.IsSphereVisible + } // if ( fLargeSectorDistToCamSqr < fHugeSectorMaxRenderDistSqr ) + } // if ( aWaterBlockList[x2][y2] >= 0 ) + } // for ( int32 y2 = 2*y; y2 <= 2*y+1; y2++ ) + } // for ( int32 x2 = 2*x; x2 <= 2*x+1; x2++ ) + // + + } + } + } + } + } + } + + /* + ----------- ---------------------- ---------------------- + | [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 + */ + + if ( !bUseCamStartY ) + { + 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; + float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f; + + 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; + float fX2 = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f; + 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.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE)) ) + { + RenderOneFlatExtraHugeWaterPoly( + vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2, + vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2, + 0.0f, + color); + } + } + } + } + } + + RenderAndEmptyRenderBuffer(); + + CVector cur_pos = TheCamera.GetPosition(); + + if ( !CCullZones::CamNoRain() + && !CCullZones::PlayerNoRain() + && CWeather::NewWeatherType == WEATHER_SUNNY + && CClock::GetHours() > 6 && CClock::GetHours() < 20 + && WavesCalculatedThisFrame) + { + 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); + + int32 nRot = CGeneral::GetRandomNumber() % CParticle::SIN_COS_TABLE_SIZE-1; + + float fCos = CParticle::Cos(nRot); + float fSin = CParticle::Sin(nRot); + + 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); + } + } + } + + DefinedState(); + + 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 - WATER_Z_OFFSET); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue, color.alpha); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + SMALL_SECTOR_SIZE, fZ - WATER_Z_OFFSET); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 1.0f); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 1], color.red, color.green, color.blue, color.alpha); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + SMALL_SECTOR_SIZE, fY + SMALL_SECTOR_SIZE, fZ - WATER_Z_OFFSET); + 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, color.alpha); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + SMALL_SECTOR_SIZE, fY, fZ - WATER_Z_OFFSET); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 1.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 3], color.red, color.green, color.blue, color.alpha); + + + 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 - WATER_Z_OFFSET); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue, color.alpha); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + LARGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 2.0f); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 1], color.red, color.green, color.blue, color.alpha); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + LARGE_SECTOR_SIZE, fY + LARGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 2.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 2.0f); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 2], color.red, color.green, color.blue, color.alpha); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + LARGE_SECTOR_SIZE, fY, fZ - WATER_Z_OFFSET); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 2.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 3], color.red, color.green, color.blue, color.alpha); + + + 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; + + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - WATER_Z_OFFSET); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue, 255); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + HUGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 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 - WATER_Z_OFFSET); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 4.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 4.0f); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 2], color.red, color.green, color.blue, 255); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + HUGE_SECTOR_SIZE, fY, fZ - WATER_Z_OFFSET); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 4.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV); + 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::RenderOneFlatExtraHugeWaterPoly(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 - WATER_Z_OFFSET); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue, 255); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + EXTRAHUGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 8.0f); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 1], color.red, color.green, color.blue, 255); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + EXTRAHUGE_SECTOR_SIZE, fY + EXTRAHUGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 8.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 8.0f); + RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 2], color.red, color.green, color.blue, 255); + + RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + EXTRAHUGE_SECTOR_SIZE, fY, fZ - WATER_Z_OFFSET); + RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 8.0f); + RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV); + 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::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &color, bool bUnk) +{ + float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f); + + if ( !WavesCalculatedThisFrame ) + { + nGeomUsed = 0; + + WavesCalculatedThisFrame = true; + + CBoat::FillBoatList(); + + ASSERT( ms_pWavyAtomic != nil ); + + RpGeometry *geometry = RpAtomicGetGeometry(ms_pWavyAtomic); + + ASSERT( geometry != nil ); + + RwRGBA *wavyPreLights = RpGeometryGetPreLightColors(geometry); + RwTexCoords *wavyTexCoords = RpGeometryGetVertexTexCoords(geometry, rwTEXTURECOORDINATEINDEX0); + RwV3d *wavyVertices = RpMorphTargetGetVertices(RpGeometryGetMorphTarget(geometry, 0)); + + ASSERT( wavyPreLights != nil ); + ASSERT( wavyTexCoords != nil ); + ASSERT( wavyVertices != nil ); + + RpGeometryLock(geometry, rpGEOMETRYLOCKVERTICES + | rpGEOMETRYLOCKPRELIGHT + | rpGEOMETRYLOCKTEXCOORDS); + + for ( int32 i = 0; i < 9; i++ ) + { + for ( int32 j = 0; j < 9; j++ ) + { + wavyTexCoords[9*i+j].u = float(i) / 8 + TEXTURE_ADDV; + wavyTexCoords[9*i+j].v = float(j) / 8 + TEXTURE_ADDU; + RwRGBAAssign(&wavyPreLights[9*i+j], &color); + + wavyVertices[9*i+j].z = ( CWeather::Wind * 0.7f + 0.3f ) + * ( Sin(float(i + j) * DEGTORAD(45.0f) + fAngle) ) + + ( CWeather::Wind * 0.2f * Sin(float(j - i) * PI + (2.0f * fAngle)) ); + } + } + + RpGeometryUnlock(geometry); + } + + static CBoat *apBoatList[4] = { nil }; + + if ( apGeomArray[0] + && nGeomUsed < MAX_BOAT_WAKES + && CBoat::IsSectorAffectedByWake( + CVector2D(fX + (SMALL_SECTOR_SIZE / 2), fY + (SMALL_SECTOR_SIZE / 2)), + SMALL_SECTOR_SIZE / 2, + apBoatList) ) + { + float fWakeColor = fAdd1 - Max(255.0f - float(color.blue + color.red + color.green) / 3, fAdd2); + + RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic); + RpGeometry *geom = apGeomArray[nGeomUsed++]; + + ASSERT( wavyGeometry != nil ); + ASSERT( geom != nil ); + + RpAtomic *atomic = RpAtomicCreate(); + ASSERT( atomic != nil ); + + RpAtomicSetGeometry(atomic, geom, 0); + + RwFrame *frame = RwFrameCreate(); + ASSERT( frame != nil ); + + RwMatrixCopy(RwFrameGetMatrix(frame), RwFrameGetMatrix(RpAtomicGetFrame(ms_pWavyAtomic))); + RpAtomicSetFrame(atomic, frame); + + RwTexCoords *geomTexCoords = RpGeometryGetVertexTexCoords(geom, rwTEXTURECOORDINATEINDEX0); + RwTexCoords *wavyTexCoord = RpGeometryGetVertexTexCoords(wavyGeometry, rwTEXTURECOORDINATEINDEX0); + RwRGBA *geomPreLights = RpGeometryGetPreLightColors(geom); + RwV3d *geomVertices = RpMorphTargetGetVertices(RpGeometryGetMorphTarget(geom, 0)); + RwV3d *wavyVertices = RpMorphTargetGetVertices(RpGeometryGetMorphTarget(wavyGeometry, 0)); + + ASSERT( geomTexCoords != nil ); + ASSERT( wavyTexCoord != nil ); + ASSERT( geomPreLights != nil ); + ASSERT( geomVertices != nil ); + ASSERT( wavyVertices != nil ); + + RpGeometryLock(geom, rpGEOMETRYLOCKVERTICES | rpGEOMETRYLOCKPRELIGHT | rpGEOMETRYLOCKTEXCOORDS); + + for ( int32 i = 0; i < 9; i++ ) + { + for ( int32 j = 0; j < 9; j++ ) + { + geomTexCoords[9*i+j] = wavyTexCoord[9*i+j]; + + float fVertexX = (float)i * 4.0f + fX; + float fVertexY = (float)j * 4.0f + fY; + + float fDistMult = 0.0f; + + for ( int32 k = 0; k < 4; k++ ) + { + if ( apBoatList[k] != nil ) + fDistMult += CBoat::IsVertexAffectedByWake(CVector(fVertexX, fVertexY, 0.0f), apBoatList[k]); + } + + if ( fDistMult > 0.0f ) + { + RwRGBA wakeColor; + + RwRGBAAssign(&wakeColor, &color); + + wakeColor.red = Min(color.red + int32(fWakeColor * fRedMult * fDistMult), 255); + wakeColor.green = Min(color.green + int32(fWakeColor * fGreenMult * fDistMult), 255); + wakeColor.blue = Min(color.blue + int32(fWakeColor * fBlueMult * fDistMult), 255); + + RwRGBAAssign(&geomPreLights[9*i+j], &wakeColor); + + } + else + RwRGBAAssign(&geomPreLights[9*i+j], &color); + + + geomVertices[9*i+j].z = wavyVertices[9*i+j].z; + } + } + + RpGeometryUnlock(geom); + + + RwV3d pos = {0.0f, 0.0f, 0.0f}; + + pos.x = fX; + pos.z = fZ; + pos.y = fY; + + RwFrameTranslate(RpAtomicGetFrame(atomic), &pos, rwCOMBINEREPLACE); + + RpAtomicRender(atomic); + + RpAtomicDestroy(atomic); + RwFrameDestroy(frame); + } + else + { + RwV3d pos = { 0.0f, 0.0f, 0.0f }; + + pos.x = fX; + pos.y = fY; + pos.z = fZ; + + ASSERT( ms_pWavyAtomic != nil ); + + RwFrameTranslate(RpAtomicGetFrame(ms_pWavyAtomic), &pos, rwCOMBINEREPLACE); + + RpAtomicRender(ms_pWavyAtomic); + } +} + +float +CWaterLevel::CalcDistanceToWater(float fX, float fY) +{ + const float fSectorMaxRenderDist = 75.0f; + + int32 nStartX = WATER_TO_SMALL_SECTOR_X(fX - fSectorMaxRenderDist) - 1; + int32 nEndX = WATER_TO_SMALL_SECTOR_X(fX + fSectorMaxRenderDist) + 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); + 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; +} + +void +CWaterLevel::AllocateBoatWakeArray() +{ + CStreaming::MakeSpaceFor(14 * CDSTREAM_SECTOR_SIZE); + + PUSH_MEMID(MEMID_STREAM); + + ASSERT(ms_pWavyAtomic != nil ); + + RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic); + ASSERT(wavyGeometry != nil ); + RpMorphTarget *wavyMorphTarget = RpGeometryGetMorphTarget(wavyGeometry, 0); + RpMaterial *wavyMaterial = RpGeometryGetMaterial(wavyGeometry, 0); + + ASSERT(wavyMorphTarget != nil ); + ASSERT(wavyMaterial != nil ); + + for ( int32 geom = 0; geom < MAX_BOAT_WAKES; geom++ ) + { + if ( apGeomArray[geom] == nil ) + { + apGeomArray[geom] = RpGeometryCreate(9*9, 8*8*2, rpGEOMETRYTRISTRIP + | rpGEOMETRYPRELIT + | rpGEOMETRYMODULATEMATERIALCOLOR + | rpGEOMETRYTEXTURED); + ASSERT(apGeomArray[geom] != nil); + + RpTriangle *geomTriangles = RpGeometryGetTriangles(apGeomArray[geom]); + + ASSERT( geomTriangles != nil ); + + for ( int32 i = 0; i < 8; i++ ) + { + for ( int32 j = 0; j < 8; j++ ) + { + + /* + [B] [C] + *********** + * * * + * * * + * * * + * * * + *********** + [A] [D] + */ + + + RpGeometryTriangleSetVertexIndices(apGeomArray[geom], + &geomTriangles[2 * 8*i + 2*j + 0], /*A*/i*9+j+0, /*B*/i*9+j+1, /*C*/i*9+j+9+1); + + RpGeometryTriangleSetVertexIndices(apGeomArray[geom], + &geomTriangles[2 * 8*i + 2*j + 1], /*A*/i*9+j+0, /*C*/i*9+j+9+1, /*D*/i*9+j+9 ); + + RpGeometryTriangleSetMaterial(apGeomArray[geom], &geomTriangles[2 * 8*i + 2*j + 0], wavyMaterial); + + RpGeometryTriangleSetMaterial(apGeomArray[geom], &geomTriangles[2 * 8*i + 2*j + 1], wavyMaterial); + } + } + + RpMorphTarget *geomMorphTarget = RpGeometryGetMorphTarget(apGeomArray[geom], 0); + RwV3d *geomVertices = RpMorphTargetGetVertices(geomMorphTarget); + + ASSERT( geomMorphTarget != nil ); + ASSERT( geomVertices != nil ); + + for ( int32 i = 0; i < 9; i++ ) + { + for ( int32 j = 0; j < 9; j++ ) + { + geomVertices[9*i+j].x = (float)i * 4.0f; + geomVertices[9*i+j].y = (float)j * 4.0f; + geomVertices[9*i+j].z = 0.0f; + } + } + + RpMorphTargetSetBoundingSphere(geomMorphTarget, RpMorphTargetGetBoundingSphere(wavyMorphTarget)); + RpGeometryUnlock(apGeomArray[geom]); + } + } + + POP_MEMID(); +} + +void +CWaterLevel::FreeBoatWakeArray() +{ + for ( int32 i = 0; i < MAX_BOAT_WAKES; i++ ) + { + if ( apGeomArray[i] != nil ) + { + RpGeometryDestroy(apGeomArray[i]); + apGeomArray[i] = nil; + } + } + + nGeomUsed = 0; +} |