corona fixes

This commit is contained in:
aap 2020-08-09 13:17:05 +02:00
parent bad2b4b3c2
commit 5dc7ff98f2

View file

@ -255,7 +255,10 @@ CCoronas::Render(void)
CVector spriteCoors;
float spritew, spriteh;
if(CSprite::CalcScreenCoors(aCoronas[i].coors, spriteCoors, &spritew, &spriteh, true)){
if(!CSprite::CalcScreenCoors(aCoronas[i].coors, spriteCoors, &spritew, &spriteh, true)){
aCoronas[i].offScreen = true;
aCoronas[i].sightClear = false;
}else{
aCoronas[i].offScreen = false;
if(spriteCoors.x < 0.0f || spriteCoors.y < 0.0f ||
@ -289,10 +292,7 @@ CCoronas::Render(void)
}
if(aCoronas[i].fadeAlpha == 0)
continue;
if(spriteCoors.z < aCoronas[i].drawDist){
if(aCoronas[i].fadeAlpha && spriteCoors.z < aCoronas[i].drawDist){
float recipz = 1.0f/spriteCoors.z;
float fadeDistance = aCoronas[i].drawDist / 2.0f;
float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
@ -367,9 +367,6 @@ CCoronas::Render(void)
recipz, 255);
}
}
}else{
aCoronas[i].offScreen = true;
aCoronas[i].sightClear = false;
}
}
}
@ -390,23 +387,24 @@ CCoronas::Render(void)
if(!aCoronas[i].hasValue[j] || !aCoronas[i].hasValue[j+1])
continue;
int mod1 = (float)(6 - j) / 6 * 128;
int mod2 = (float)(6 - (j+1)) / 6 * 128;
int alpha1 = (float)(6 - j) / 6 * 128;
int alpha2 = (float)(6 - (j+1)) / 6 * 128;
RwIm2DVertexSetScreenX(&vertexbufferX[0], aCoronas[i].prevX[j]);
RwIm2DVertexSetScreenY(&vertexbufferX[0], aCoronas[i].prevY[j]);
RwIm2DVertexSetIntRGBA(&vertexbufferX[0], aCoronas[i].prevRed[j] * mod1 / 256, aCoronas[i].prevGreen[j] * mod1 / 256, aCoronas[i].prevBlue[j] * mod1 / 256, 255);
RwIm2DVertexSetIntRGBA(&vertexbufferX[0], aCoronas[i].prevRed[j] * alpha1 / 256, aCoronas[i].prevGreen[j] * alpha1 / 256, aCoronas[i].prevBlue[j] * alpha1 / 256, 255);
RwIm2DVertexSetScreenX(&vertexbufferX[1], aCoronas[i].prevX[j+1]);
RwIm2DVertexSetScreenY(&vertexbufferX[1], aCoronas[i].prevY[j+1]);
RwIm2DVertexSetIntRGBA(&vertexbufferX[1], aCoronas[i].prevRed[j+1] * mod2 / 256, aCoronas[i].prevGreen[j+1] * mod2 / 256, aCoronas[i].prevBlue[j+1] * mod2 / 256, 255);
RwIm2DVertexSetIntRGBA(&vertexbufferX[1], aCoronas[i].prevRed[j+1] * alpha2 / 256, aCoronas[i].prevGreen[j+1] * alpha2 / 256, aCoronas[i].prevBlue[j+1] * alpha2 / 256, 255);
// BUG: game doesn't do this
#ifdef FIX_BUGS
RwIm2DVertexSetScreenZ(&vertexbufferX[0], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&vertexbufferX[0], RwCameraGetNearClipPlane(Scene.camera));
RwIm2DVertexSetRecipCameraZ(&vertexbufferX[0], 1.0f/RwCameraGetNearClipPlane(Scene.camera));
RwIm2DVertexSetScreenZ(&vertexbufferX[1], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&vertexbufferX[1], RwCameraGetNearClipPlane(Scene.camera));
RwIm2DVertexSetRecipCameraZ(&vertexbufferX[1], 1.0f/RwCameraGetNearClipPlane(Scene.camera));
#endif
RwIm2DRenderLine(vertexbufferX, 2, 0, 1);
}
@ -425,6 +423,10 @@ CCoronas::RenderReflections(void)
CEntity *entity;
if(CWeather::WetRoads > 0.0f){
#ifdef FIX_BUGS
CSprite::InitSpriteBuffer();
#endif
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
@ -435,7 +437,8 @@ CCoronas::RenderReflections(void)
for(i = 0; i < NUMCORONAS; i++){
if(aCoronas[i].id == 0 ||
aCoronas[i].fadeAlpha == 0 && aCoronas[i].alpha == 0)
aCoronas[i].fadeAlpha == 0 && aCoronas[i].alpha == 0 ||
aCoronas[i].reflection == 0)
continue;
// check if we want a reflection on this corona
@ -450,11 +453,8 @@ CCoronas::RenderReflections(void)
}
}
if(!aCoronas[i].renderReflection)
continue;
// Don't draw if reflection is too high
if(aCoronas[i].heightAboveRoad < 20.0f){
if(aCoronas[i].renderReflection && aCoronas[i].heightAboveRoad < 20.0f){
// don't draw if camera is below road
if(CCoronas::aCoronas[i].coors.z - aCoronas[i].heightAboveRoad > TheCamera.GetPosition().z)
continue;
@ -466,13 +466,14 @@ CCoronas::RenderReflections(void)
float spritew, spriteh;
if(CSprite::CalcScreenCoors(coors, spriteCoors, &spritew, &spriteh, true)){
float drawDist = 0.75f * aCoronas[i].drawDist;
drawDist = Min(drawDist, 50.0f);
drawDist = Min(drawDist, 55.0f);
if(spriteCoors.z < drawDist){
float fadeDistance = drawDist / 2.0f;
float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
distanceFade = clamp(distanceFade, 0.0f, 1.0f);
float recipz = 1.0f/RwCameraGetNearClipPlane(Scene.camera);
int intensity = (20.0f - aCoronas[i].heightAboveRoad) * 230.0 * distanceFade*CWeather::WetRoads * 0.05f;
float heightFade = (20.0f - aCoronas[i].heightAboveRoad)/20.0f;
int intensity = distanceFade*heightFade * 230.0 * CWeather::WetRoads;
CSprite::RenderBufferedOneXLUSprite(
spriteCoors.x, spriteCoors.y, RwIm2DGetNearScreenZ(),