comparison Render.cpp @ 2193:4842f58715ea

sub_47C3D7_get_fog_related_stuff to sub_47C3D7_get_fog_specular cleanup, IsTerrainSlopeTooHigh restoring commented out min,min/max,max implementation, some small changes in OnMapLoad, sub_4465DF_check_season attempted to pick the best readabilty/maintainability tradeoff
author Grumpy7
date Thu, 30 Jan 2014 22:09:10 +0100
parents e1e4a8a20b5f
children d0e321190c86
comparison
equal deleted inserted replaced
2188:0ae56373cc35 2193:4842f58715ea
1915 d3d_vertex_buffer[i].diffuse = ::GetActorTintColor(a3->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0); 1915 d3d_vertex_buffer[i].diffuse = ::GetActorTintColor(a3->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0);
1916 pGame->AlterGamma_ODM(a4, &d3d_vertex_buffer[i].diffuse); 1916 pGame->AlterGamma_ODM(a4, &d3d_vertex_buffer[i].diffuse);
1917 1917
1918 if ( this->bUsingSpecular ) 1918 if ( this->bUsingSpecular )
1919 { 1919 {
1920 d3d_vertex_buffer[i].specular = sub_47C3D7_get_fog_related_stuff(0, 0, array_50AC10[i].vWorldViewPosition.x); 1920 d3d_vertex_buffer[i].specular = sub_47C3D7_get_fog_specular(0, 0, array_50AC10[i].vWorldViewPosition.x);
1921 } 1921 }
1922 else 1922 else
1923 { 1923 {
1924 d3d_vertex_buffer[i].specular = 0; 1924 d3d_vertex_buffer[i].specular = 0;
1925 } 1925 }
1956 d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pODMRenderParams->shading_dist_mist); 1956 d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pODMRenderParams->shading_dist_mist);
1957 d3d_vertex_buffer[i].rhw = 1.0 / (array_50AC10[i].vWorldViewPosition.x + 0.0000001); 1957 d3d_vertex_buffer[i].rhw = 1.0 / (array_50AC10[i].vWorldViewPosition.x + 0.0000001);
1958 d3d_vertex_buffer[i].diffuse = GetActorTintColor(a3->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0); 1958 d3d_vertex_buffer[i].diffuse = GetActorTintColor(a3->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0);
1959 if ( this->bUsingSpecular ) 1959 if ( this->bUsingSpecular )
1960 { 1960 {
1961 d3d_vertex_buffer[i].specular = sub_47C3D7_get_fog_related_stuff(0, 0, array_50AC10[i].vWorldViewPosition.x); 1961 d3d_vertex_buffer[i].specular = sub_47C3D7_get_fog_specular(0, 0, array_50AC10[i].vWorldViewPosition.x);
1962 } 1962 }
1963 else 1963 else
1964 { 1964 {
1965 d3d_vertex_buffer[i].specular = 0; 1965 d3d_vertex_buffer[i].specular = 0;
1966 } 1966 }
4689 d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pODMRenderParams->shading_dist_mist); 4689 d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pODMRenderParams->shading_dist_mist);
4690 d3d_vertex_buffer[i].rhw = 1.0 / (array_50AC10[i].vWorldViewPosition.x + 0.0000001); 4690 d3d_vertex_buffer[i].rhw = 1.0 / (array_50AC10[i].vWorldViewPosition.x + 0.0000001);
4691 d3d_vertex_buffer[i].diffuse = ::GetActorTintColor(a4->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0); 4691 d3d_vertex_buffer[i].diffuse = ::GetActorTintColor(a4->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0);
4692 if ( this->bUsingSpecular ) 4692 if ( this->bUsingSpecular )
4693 { 4693 {
4694 d3d_vertex_buffer[i].specular = sub_47C3D7_get_fog_related_stuff(0, 0, array_50AC10[i].vWorldViewPosition.x); 4694 d3d_vertex_buffer[i].specular = sub_47C3D7_get_fog_specular(0, 0, array_50AC10[i].vWorldViewPosition.x);
4695 } 4695 }
4696 else 4696 else
4697 { 4697 {
4698 d3d_vertex_buffer[i].specular = 0; 4698 d3d_vertex_buffer[i].specular = 0;
4699 } 4699 }
4720 d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pODMRenderParams->shading_dist_mist); 4720 d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pODMRenderParams->shading_dist_mist);
4721 d3d_vertex_buffer[i].rhw = 1.0 / (array_50AC10[i].vWorldViewPosition.x + 0.0000001); 4721 d3d_vertex_buffer[i].rhw = 1.0 / (array_50AC10[i].vWorldViewPosition.x + 0.0000001);
4722 d3d_vertex_buffer[i].diffuse = GetActorTintColor(a4->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0); 4722 d3d_vertex_buffer[i].diffuse = GetActorTintColor(a4->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0);
4723 if ( this->bUsingSpecular ) 4723 if ( this->bUsingSpecular )
4724 { 4724 {
4725 d3d_vertex_buffer[i].specular = sub_47C3D7_get_fog_related_stuff(0, 0, array_50AC10[i].vWorldViewPosition.x); 4725 d3d_vertex_buffer[i].specular = sub_47C3D7_get_fog_specular(0, 0, array_50AC10[i].vWorldViewPosition.x);
4726 } 4726 }
4727 else 4727 else
4728 { 4728 {
4729 d3d_vertex_buffer[i].specular = 0; 4729 d3d_vertex_buffer[i].specular = 0;
4730 } 4730 }
4828 pVertices[i].rhw = array_50AC10[i]._rhw; 4828 pVertices[i].rhw = array_50AC10[i]._rhw;
4829 4829
4830 pVertices[i].diffuse = ::GetActorTintColor(31, 0, array_50AC10[i].vWorldViewPosition.x, 1, 0); 4830 pVertices[i].diffuse = ::GetActorTintColor(31, 0, array_50AC10[i].vWorldViewPosition.x, 1, 0);
4831 v7 = 0; 4831 v7 = 0;
4832 if (this->bUsingSpecular) 4832 if (this->bUsingSpecular)
4833 v7 = sub_47C3D7_get_fog_related_stuff(0, 1, array_50AC10[i].vWorldViewPosition.x); 4833 v7 = sub_47C3D7_get_fog_specular(0, 1, array_50AC10[i].vWorldViewPosition.x);
4834 pVertices[i].specular = v7; 4834 pVertices[i].specular = v7;
4835 pVertices[i].texcoord.x = array_50AC10[i].u; 4835 pVertices[i].texcoord.x = array_50AC10[i].u;
4836 pVertices[i].texcoord.y = array_50AC10[i].v; 4836 pVertices[i].texcoord.y = array_50AC10[i].v;
4837 } 4837 }
4838 pRenderer->pRenderD3D->pDevice->SetTexture(0, pTexture); 4838 pRenderer->pRenderD3D->pDevice->SetTexture(0, pTexture);
5936 diffuse = 0x007F7F7F & ((unsigned int)diffuse >> 1); 5936 diffuse = 0x007F7F7F & ((unsigned int)diffuse >> 1);
5937 } 5937 }
5938 5938
5939 unsigned int specular = 0; 5939 unsigned int specular = 0;
5940 if (bUsingSpecular) 5940 if (bUsingSpecular)
5941 specular = sub_47C3D7_get_fog_related_stuff(0, 0, a2->zbuffer_depth); 5941 specular = sub_47C3D7_get_fog_specular(0, 0, a2->zbuffer_depth);
5942 5942
5943 v14 = (double)((int)pSprite->uBufferWidth / 2 - pSprite->uAreaX); 5943 v14 = (double)((int)pSprite->uBufferWidth / 2 - pSprite->uAreaX);
5944 v15 = (double)((int)pSprite->uBufferHeight - pSprite->uAreaY); 5944 v15 = (double)((int)pSprite->uBufferHeight - pSprite->uAreaY);
5945 if (a2->uFlags & 4) 5945 if (a2->uFlags & 4)
5946 v14 *= -1.0; 5946 v14 *= -1.0;