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waterlevel with offset (from Fire_Head)
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a1c229784f
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2 changed files with 54 additions and 30 deletions
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@ -222,7 +222,7 @@ CWaterLevel::DestroyWavyAtomic()
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bool
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CWaterLevel::GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool bDontCheckZ)
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{
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int32 x = WATER_HUGE_X(fX);
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int32 x = WATER_HUGE_X(fX + WATER_X_OFFSET);
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int32 y = WATER_HUGE_Y(fY);
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ASSERT( x >= 0 && x < HUGE_SECTOR_SIZE );
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@ -240,8 +240,9 @@ CWaterLevel::GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool
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float fWave = Sin
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(
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/*( WATER_UNSIGN_Y(fY) - float(y) * MAX_HUGE_SECTORS + WATER_UNSIGN_X(fX) - float(x) * MAX_HUGE_SECTORS )*/ // VC
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(float)( ((int32)fX & (MAX_HUGE_SECTORS-1)) + ((int32)fY & (MAX_HUGE_SECTORS-1)) )
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( WATER_UNSIGN_Y(fY) - float(y) * MAX_HUGE_SECTORS
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+ WATER_UNSIGN_X(fX + WATER_X_OFFSET) - float(x) * MAX_HUGE_SECTORS )
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* (TWOPI / MAX_HUGE_SECTORS ) + fAngle
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);
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@ -261,7 +262,7 @@ CWaterLevel::GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool
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bool
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CWaterLevel::GetWaterLevelNoWaves(float fX, float fY, float fZ, float *pfOutLevel)
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{
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int32 x = WATER_HUGE_X(fX);
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int32 x = WATER_HUGE_X(fX + WATER_X_OFFSET);
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int32 y = WATER_HUGE_Y(fY);
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ASSERT( x >= 0 && x < HUGE_SECTOR_SIZE );
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@ -382,15 +383,15 @@ CWaterLevel::RenderWater()
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TheCamera.GetPosition().y
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);
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int32 nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x - fHugeSectorMaxRenderDist);
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int32 nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x + fHugeSectorMaxRenderDist) + 1;
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int32 nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x - fHugeSectorMaxRenderDist + WATER_X_OFFSET);
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int32 nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x + fHugeSectorMaxRenderDist + WATER_X_OFFSET) + 1;
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int32 nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y - fHugeSectorMaxRenderDist);
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int32 nEndY = WATER_TO_HUGE_SECTOR_Y(camPos.y + fHugeSectorMaxRenderDist) + 1;
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if ( bUseCamStartX )
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nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x);
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nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x + WATER_X_OFFSET);
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if ( bUseCamEndX )
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nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x);
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nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x + WATER_X_OFFSET);
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if ( bUseCamStartY )
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nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y);
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if ( bUseCamEndY )
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@ -410,7 +411,7 @@ CWaterLevel::RenderWater()
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|| !(aWaterBlockList[2*x+0][2*y+1] & 128)
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|| !(aWaterBlockList[2*x+1][2*y+1] & 128) )
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{
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float fX = WATER_FROM_HUGE_SECTOR_X(x);
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float fX = WATER_FROM_HUGE_SECTOR_X(x) - WATER_X_OFFSET;
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float fY = WATER_FROM_HUGE_SECTOR_Y(y);
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CVector2D vecHugeSectorCentre
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@ -452,7 +453,7 @@ CWaterLevel::RenderWater()
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{
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if ( !(aWaterBlockList[x2][y2] & 128) )
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{
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float fLargeX = WATER_FROM_LARGE_SECTOR_X(x2);
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float fLargeX = WATER_FROM_LARGE_SECTOR_X(x2) - WATER_X_OFFSET;
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float fLargeY = WATER_FROM_LARGE_SECTOR_Y(y2);
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CVector2D vecLargeSectorCentre
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@ -609,15 +610,15 @@ CWaterLevel::RenderWater()
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bottom -> top && left -> right
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*/
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if ( !bUseCamStartY )
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{
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for ( int32 x = 0; x < 26; x++ )
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{
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for ( int32 y = 0; y < 5; y++ )
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{
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float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
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float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f - 400.0f;
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float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
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if ( !bUseCamStartY )
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{
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CVector2D vecExtraHugeSectorCentre
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(
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fX + EXTRAHUGE_SECTOR_SIZE/2,
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@ -628,8 +629,7 @@ CWaterLevel::RenderWater()
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if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
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{
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if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
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&TheCamera.GetCameraMatrix()) )
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if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
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{
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RenderOneFlatExtraHugeWaterPoly(
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vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
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@ -639,6 +639,30 @@ CWaterLevel::RenderWater()
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}
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}
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}
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if ( !bUseCamEndY )
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{
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CVector2D vecExtraHugeSectorCentre
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(
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fX + EXTRAHUGE_SECTOR_SIZE/2,
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-(fY + EXTRAHUGE_SECTOR_SIZE/2)
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);
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float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude();
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if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
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{
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if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
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{
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RenderOneFlatExtraHugeWaterPoly(
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vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
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vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2,
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0.0f,
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color);
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}
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}
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}
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}
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}
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@ -646,8 +670,8 @@ CWaterLevel::RenderWater()
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{
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for ( int32 x = 0; x < 5; x++ )
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{
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float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
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float fX2 = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
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float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f - 400.0f;
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float fX2 = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f + 400.0f;
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float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
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if ( !bUseCamStartX )
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@ -662,8 +686,7 @@ CWaterLevel::RenderWater()
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if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
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{
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if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
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&TheCamera.GetCameraMatrix()) )
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if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
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{
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RenderOneFlatExtraHugeWaterPoly(
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vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
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@ -686,8 +709,7 @@ CWaterLevel::RenderWater()
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if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
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{
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if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
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&TheCamera.GetCameraMatrix()) )
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if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
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{
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RenderOneFlatExtraHugeWaterPoly(
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vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
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@ -1087,8 +1109,8 @@ CWaterLevel::CalcDistanceToWater(float fX, float fY)
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{
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const float fSectorMaxRenderDist = 75.0f;
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int32 nStartX = WATER_TO_SMALL_SECTOR_X(fX - fSectorMaxRenderDist) - 1;
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int32 nEndX = WATER_TO_SMALL_SECTOR_X(fX + fSectorMaxRenderDist) + 1;
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int32 nStartX = WATER_TO_SMALL_SECTOR_X(fX - fSectorMaxRenderDist + WATER_X_OFFSET) - 1;
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int32 nEndX = WATER_TO_SMALL_SECTOR_X(fX + fSectorMaxRenderDist + WATER_X_OFFSET) + 1;
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int32 nStartY = WATER_TO_SMALL_SECTOR_Y(fY - fSectorMaxRenderDist) - 1;
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int32 nEndY = WATER_TO_SMALL_SECTOR_Y(fY + fSectorMaxRenderDist) + 1;
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@ -1105,7 +1127,7 @@ CWaterLevel::CalcDistanceToWater(float fX, float fY)
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{
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if ( !(aWaterFineBlockList[x][y] & 128) )
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{
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float fSectorX = WATER_FROM_SMALL_SECTOR_X(x);
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float fSectorX = WATER_FROM_SMALL_SECTOR_X(x) - WATER_X_OFFSET;
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float fSectorY = WATER_FROM_SMALL_SECTOR_Y(y);
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CVector2D vecDist
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@ -1,8 +1,10 @@
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#pragma once
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#define WATER_X_OFFSET (400.0f)
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#define WATER_BLOCK_SIZE LARGE_SECTOR_SIZE
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#define WATER_FINEBLOCK_SIZE HUGE_SECTOR_SIZE
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#define WATER_Z_OFFSET (1.5f)
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#define WATER_Z_OFFSET (0.5f)
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#define MAX_SMALL_SECTORS 128
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#define MAX_LARGE_SECTORS 64
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@ -14,8 +16,8 @@
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#define HUGE_SECTOR_SIZE 128
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#define EXTRAHUGE_SECTOR_SIZE 256
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#define WATER_START_X (-2048.0f - 400.0f)
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#define WATER_END_X (2048.0f - 400.0f)
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#define WATER_START_X -2048.0f
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#define WATER_END_X 2048.0f
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#define WATER_START_Y -2048.0f
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#define WATER_END_Y 2048.0f
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