sync WaterLevelInit with master, and other small fixes
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@@ -2,10 +2,10 @@
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#define WATER_X_OFFSET (400.0f)
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#define WATER_BLOCK_SECTORS MAX_LARGE_SECTORS
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#define WATER_FINEBLOCK_SECTORS MAX_SMALL_SECTORS
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#define WATER_Z_OFFSET (0.5f)
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#define NO_WATER -128
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#define MAX_SMALL_SECTORS 128
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#define MAX_LARGE_SECTORS 64
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#define MAX_HUGE_SECTORS 32
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@@ -25,7 +25,6 @@
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#define WATER_WIDTH ((WATER_END_X - WATER_START_X))
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#define WATER_HEIGHT ((WATER_END_Y - WATER_START_Y))
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#define WATER_UNSIGN_X(x) ( (x) + (WATER_WIDTH /2) )
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#define WATER_UNSIGN_Y(y) ( (y) + (WATER_HEIGHT/2) )
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#define WATER_SIGN_X(x) ( (x) - (WATER_WIDTH /2) )
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@@ -38,7 +37,7 @@
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// 128x128 Small blocks 32x32 each
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#define WATER_TO_FINEBLOCK_X(x) ( WATER_UNSIGN_X(x) / WATER_FINEBLOCK_SECTORS )
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#define WATER_TO_FINEBLOCK_Y(x) ( WATER_UNSIGN_Y(x) / WATER_FINEBLOCK_SECTORS )
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// 32
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#define WATER_SMALL_X(x) ( WATER_UNSIGN_X(x) / MAX_SMALL_SECTORS )
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#define WATER_SMALL_Y(y) ( WATER_UNSIGN_Y(y) / MAX_SMALL_SECTORS )
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@@ -104,31 +103,35 @@ public:
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static int32 ms_nNoOfWaterLevels;
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static float ms_aWaterZs[48];
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static CRect ms_aWaterRects[48];
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static uint8 aWaterBlockList[WATER_BLOCK_SECTORS][WATER_BLOCK_SECTORS]; // 64x64 Large blocks 64x64 each
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static uint8 aWaterFineBlockList[WATER_FINEBLOCK_SECTORS][WATER_FINEBLOCK_SECTORS]; // 128x128 Small blocks 32x32 each
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static int8 aWaterBlockList[MAX_LARGE_SECTORS][MAX_LARGE_SECTORS]; // 64x64 Large blocks 64x64 each
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static int8 aWaterFineBlockList[MAX_SMALL_SECTORS][MAX_SMALL_SECTORS]; // 128x128 Small blocks 32x32 each
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static bool WavesCalculatedThisFrame;
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static bool RequireWavySector;
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static bool MaskCalculatedThisFrame;
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static CVector PreCalculatedMaskPosn;
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static bool m_bRenderSeaBed;
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static int32 m_nRenderWaterLayers;
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static RpAtomic *ms_pWavyAtomic;
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static RpAtomic *ms_pMaskAtomic;
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static void Shutdown();
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static void CreateWavyAtomic();
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static void DestroyWavyAtomic();
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static void AddWaterLevel(float fXLeft, float fYBottom, float fXRight, float fYTop, float fLevel);
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static bool WaterLevelAccordingToRectangles(float fX, float fY, float *pfOutLevel = nil);
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static bool TestVisibilityForFineWaterBlocks(const CVector &worldPos);
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static void RemoveIsolatedWater();
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static bool GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool bDontCheckZ);
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static bool GetWaterLevel(CVector coors, float *pfOutLevel, bool bDontCheckZ) { return GetWaterLevel(coors.x, coors.y, coors.z, pfOutLevel, bDontCheckZ); }
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static bool GetWaterLevelNoWaves(float fX, float fY, float fZ, float *pfOutLevel);
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static float GetWaterWavesOnly(short x, short y); // unused
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static CVector GetWaterNormal(float fX, float fY);
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static void RenderWater();
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static void RenderTransparentWater(void);
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// unused
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@@ -151,11 +154,11 @@ public:
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static bool PreCalcWavySector(RwRGBA const &color); //fucked up
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static bool PreCalcWavyMask(float fX, float fY, float fZ, float fSectorX, float fSectorY, float fCamPosX, float fCamPosY, float fCamDirX, float fCamDirY, RwRGBA const&color);
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#endif
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static void RenderBoatWakes(void);
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static void RenderWakeSegment(CVector2D &vecA, CVector2D &vecB, CVector2D &vecC, CVector2D &vecD, float &fSizeA, float &fSizeB, float &fAlphaA, float &fAlphaB, float &fWakeZ);
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// unused
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static void RenderOneSlopedUnderWaterPoly(float fX, float fY, float fZ, RwRGBA const&color); // UNUSED
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static void RenderOneFlatSmallWaterPolyBlended(float fX, float fY, float fZ, float fCamX, float fCamY, RwRGBA const &color, RwRGBA const &colorTrans, float fDrawDist);
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@@ -163,18 +166,18 @@ public:
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static void RenderAndEmptyRenderBuffer();
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static bool GetGroundLevel(CVector const &vecPosn, float *pfOutLevel, ColData *pData, float fDistance);
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// unused
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static bool IsLocationOutOfWorldBounds_WS(CVector const &vecPosn, int nOffset);
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// unused
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static bool GetGroundLevel_WS(CVector const & vecPosn, float *pfOutLevel, ColData *pData, float fDistance);
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static bool GetWaterDepth(CVector const &vecPosn, float *pfDepth, float *pfLevelNoWaves, float *pfGroundLevel);
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static void RenderSeaBirds();
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static void RenderShipsOnHorizon();
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static void HandleSeaLifeForms();
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static void HandleBeachToysStuff(void);
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static CEntity *CreateBeachToy(CVector const &vec, eBeachToy beachtoy);
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};
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