summaryrefslogtreecommitdiff
path: root/src/renderer/WaterLevel.cpp
diff options
context:
space:
mode:
authorNikolay Korolev <nickvnuk@gmail.com>2021-07-24 00:47:04 +0300
committerNikolay Korolev <nickvnuk@gmail.com>2021-07-24 00:47:04 +0300
commita7e673c2ec6a5ed25f3bae8caab90e2113158c03 (patch)
tree8c88859a32b0613a4c28fd1a0432504403e5a5e6 /src/renderer/WaterLevel.cpp
parenta4b92fe9bec17ad00dc436574f57844c4b8d49f5 (diff)
sync
Diffstat (limited to 'src/renderer/WaterLevel.cpp')
-rw-r--r--src/renderer/WaterLevel.cpp1554
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;
+}