This commit is contained in:
Filip Gawin
2019-08-27 20:50:59 +02:00
parent 2fabbc3b4c
commit 01ac2929cd
35 changed files with 1558 additions and 1090 deletions

View File

@ -388,7 +388,7 @@ CClouds::RenderBackground(int16 topred, int16 topgreen, int16 topblue,
ms_colourBottom.b = topblue;
ms_colourBottom.a = alpha;
botpos = Min(SCREEN_HEIGHT, topedge);
botpos = min(SCREEN_HEIGHT, topedge);
CSprite2d::DrawRect(CRect(0, 0, SCREEN_WIDTH, botpos),
ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
}
@ -415,18 +415,18 @@ CClouds::RenderHorizon(void)
if(ms_horizonZ > SCREEN_HEIGHT)
return;
float z1 = Min(ms_horizonZ + SMALLSTRIPHEIGHT, SCREEN_HEIGHT);
float z1 = min(ms_horizonZ + SMALLSTRIPHEIGHT, SCREEN_HEIGHT);
CSprite2d::DrawRectXLU(CRect(0, ms_horizonZ, SCREEN_WIDTH, z1),
ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
// This is just weird
float a = SCREEN_HEIGHT/400.0f * HORIZSTRIPHEIGHT +
SCREEN_HEIGHT/300.0f * Max(TheCamera.GetPosition().z, 0.0f);
SCREEN_HEIGHT/300.0f * max(TheCamera.GetPosition().z, 0.0f);
float b = TheCamera.GetUp().z < 0.0f ?
SCREEN_HEIGHT :
SCREEN_HEIGHT * Abs(TheCamera.GetRight().z);
float z2 = z1 + (a + b)*TheCamera.LODDistMultiplier;
z2 = Min(z2, SCREEN_HEIGHT);
z2 = min(z2, SCREEN_HEIGHT);
CSprite2d::DrawRect(CRect(0, z1, SCREEN_WIDTH, z2),
ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
}

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@ -109,7 +109,7 @@ CCoronas::Update(void)
int i;
static int LastCamLook = 0;
LightsMult = Min(LightsMult + 0.03f * CTimer::GetTimeStep(), 1.0f);
LightsMult = min(LightsMult + 0.03f * CTimer::GetTimeStep(), 1.0f);
int CamLook = 0;
if(TheCamera.Cams[TheCamera.ActiveCam].LookingLeft) CamLook |= 1;
@ -121,7 +121,7 @@ CCoronas::Update(void)
if(LastCamLook != CamLook)
bChangeBrightnessImmediately = 3;
else
bChangeBrightnessImmediately = Max(bChangeBrightnessImmediately-1, 0);
bChangeBrightnessImmediately = max(bChangeBrightnessImmediately-1, 0);
LastCamLook = CamLook;
for(i = 0; i < NUMCORONAS; i++)
@ -309,7 +309,7 @@ CCoronas::Render(void)
// render corona itself
if(aCoronas[i].texture){
float fogscale = CWeather::Foggyness*Min(spriteCoors.z, 40.0f)/40.0f + 1.0f;
float fogscale = CWeather::Foggyness*min(spriteCoors.z, 40.0f)/40.0f + 1.0f;
if(CCoronas::aCoronas[i].id == SUN_CORE)
spriteCoors.z = 0.95f * RwCameraGetFarClipPlane(Scene.camera);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aCoronas[i].texture));
@ -320,7 +320,7 @@ CCoronas::Render(void)
float f = 1.0f - aCoronas[i].someAngle*2.0f/PI;
float wscale = 6.0f*sq(sq(sq(f))) + 0.5f;
float hscale = 0.35f - (wscale - 0.5f) * 0.06f;
hscale = Max(hscale, 0.15f);
hscale = max(hscale, 0.15f);
CSprite::RenderOneXLUSprite(spriteCoors.x, spriteCoors.y, spriteCoors.z,
spritew * aCoronas[i].size * wscale,
@ -467,7 +467,7 @@ 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, 50.0f);
if(spriteCoors.z < drawDist){
float fadeDistance = drawDist / 2.0f;
float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
@ -546,25 +546,25 @@ CRegisteredCorona::Update(void)
(CCoronas::SunBlockedByClouds && id == CCoronas::SUN_CORONA ||
!CWorld::GetIsLineOfSightClear(coors, TheCamera.GetPosition(), true, false, false, false, false, false))){
// Corona is blocked, fade out
fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
fadeAlpha = max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
}else if(offScreen){
// Same when off screen
fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
fadeAlpha = max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
}else{
// Visible
if(alpha > fadeAlpha){
// fade in
fadeAlpha = Min(fadeAlpha + 15.0f*CTimer::GetTimeStep(), alpha);
fadeAlpha = min(fadeAlpha + 15.0f*CTimer::GetTimeStep(), alpha);
if(CCoronas::bChangeBrightnessImmediately)
fadeAlpha = alpha;
}else if(alpha < fadeAlpha){
// too visible, decrease alpha but not below alpha
fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), alpha);
fadeAlpha = max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), alpha);
}
// darken scene when the sun is visible
if(id == CCoronas::SUN_CORONA)
CCoronas::LightsMult = Max(CCoronas::LightsMult - CTimer::GetTimeStep()*0.06f, 0.6f);
CCoronas::LightsMult = max(CCoronas::LightsMult - CTimer::GetTimeStep()*0.06f, 0.6f);
}
// remove if invisible

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@ -37,9 +37,9 @@ SetLightsWithTimeOfDayColour(RpWorld *)
AmbientLightColourForFrame.green = 1.0f;
AmbientLightColourForFrame.blue = 1.0f;
}
AmbientLightColourForFrame_PedsCarsAndObjects.red = Min(1.0f, AmbientLightColourForFrame.red*1.3f);
AmbientLightColourForFrame_PedsCarsAndObjects.green = Min(1.0f, AmbientLightColourForFrame.green*1.3f);
AmbientLightColourForFrame_PedsCarsAndObjects.blue = Min(1.0f, AmbientLightColourForFrame.blue*1.3f);
AmbientLightColourForFrame_PedsCarsAndObjects.red = min(1.0f, AmbientLightColourForFrame.red*1.3f);
AmbientLightColourForFrame_PedsCarsAndObjects.green = min(1.0f, AmbientLightColourForFrame.green*1.3f);
AmbientLightColourForFrame_PedsCarsAndObjects.blue = min(1.0f, AmbientLightColourForFrame.blue*1.3f);
RpLightSetColor(pAmbient, &AmbientLightColourForFrame);
}
@ -70,16 +70,16 @@ SetLightsWithTimeOfDayColour(RpWorld *)
float f1 = 2.0f * (CMenuManager::m_PrefsBrightness/256.0f - 1.0f) * 0.6f + 1.0f;
float f2 = 3.0f * (CMenuManager::m_PrefsBrightness/256.0f - 1.0f) * 0.6f + 1.0f;
AmbientLightColourForFrame.red = Min(1.0f, AmbientLightColourForFrame.red * f2);
AmbientLightColourForFrame.green = Min(1.0f, AmbientLightColourForFrame.green * f2);
AmbientLightColourForFrame.blue = Min(1.0f, AmbientLightColourForFrame.blue * f2);
AmbientLightColourForFrame_PedsCarsAndObjects.red = Min(1.0f, AmbientLightColourForFrame_PedsCarsAndObjects.red * f1);
AmbientLightColourForFrame_PedsCarsAndObjects.green = Min(1.0f, AmbientLightColourForFrame_PedsCarsAndObjects.green * f1);
AmbientLightColourForFrame_PedsCarsAndObjects.blue = Min(1.0f, AmbientLightColourForFrame_PedsCarsAndObjects.blue * f1);
AmbientLightColourForFrame.red = min(1.0f, AmbientLightColourForFrame.red * f2);
AmbientLightColourForFrame.green = min(1.0f, AmbientLightColourForFrame.green * f2);
AmbientLightColourForFrame.blue = min(1.0f, AmbientLightColourForFrame.blue * f2);
AmbientLightColourForFrame_PedsCarsAndObjects.red = min(1.0f, AmbientLightColourForFrame_PedsCarsAndObjects.red * f1);
AmbientLightColourForFrame_PedsCarsAndObjects.green = min(1.0f, AmbientLightColourForFrame_PedsCarsAndObjects.green * f1);
AmbientLightColourForFrame_PedsCarsAndObjects.blue = min(1.0f, AmbientLightColourForFrame_PedsCarsAndObjects.blue * f1);
#ifdef FIX_BUGS
DirectionalLightColourForFrame.red = Min(1.0f, DirectionalLightColourForFrame.red * f1);
DirectionalLightColourForFrame.green = Min(1.0f, DirectionalLightColourForFrame.green * f1);
DirectionalLightColourForFrame.blue = Min(1.0f, DirectionalLightColourForFrame.blue * f1);
DirectionalLightColourForFrame.red = min(1.0f, DirectionalLightColourForFrame.red * f1);
DirectionalLightColourForFrame.green = min(1.0f, DirectionalLightColourForFrame.green * f1);
DirectionalLightColourForFrame.blue = min(1.0f, DirectionalLightColourForFrame.blue * f1);
#else
DirectionalLightColourForFrame.red = min(1.0f, AmbientLightColourForFrame.red * f1);
DirectionalLightColourForFrame.green = min(1.0f, AmbientLightColourForFrame.green * f1);
@ -193,7 +193,7 @@ AddAnExtraDirectionalLight(RpWorld *world, float dirx, float diry, float dirz, f
RwRGBAReal color;
RwV3d *dir;
strength = Max(Max(red, green), blue);
strength = max(max(red, green), blue);
n = -1;
if(NumExtraDirLightsInWorld < NUMEXTRADIRECTIONALS)
n = NumExtraDirLightsInWorld;
@ -221,7 +221,7 @@ AddAnExtraDirectionalLight(RpWorld *world, float dirx, float diry, float dirz, f
RwFrameUpdateObjects(RpLightGetFrame(pExtraDirectionals[n]));
RpLightSetFlags(pExtraDirectionals[n], rpLIGHTLIGHTATOMICS);
LightStrengths[n] = strength;
NumExtraDirLightsInWorld = Min(NumExtraDirLightsInWorld+1, NUMEXTRADIRECTIONALS);
NumExtraDirLightsInWorld = min(NumExtraDirLightsInWorld+1, NUMEXTRADIRECTIONALS);
}
void

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@ -91,7 +91,7 @@ void cParticleSystemMgr::LoadParticleData()
break;
case CFG_PARAM_INITIAL_COLOR_VARIATION:
entry->m_InitialColorVariation = Min(atoi(value), 100);
entry->m_InitialColorVariation = min(atoi(value), 100);
break;
case CFG_PARAM_FADE_DESTINATION_COLOR_R:

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@ -98,7 +98,7 @@ CPointLights::GenerateLightsAffectingObject(CVector *objCoors)
if(aLights[i].type == LIGHT_DIRECTIONAL){
float dot = -DotProduct(dir, aLights[i].dir);
intensity *= Max((dot-0.5f)*2.0f, 0.0f);
intensity *= max((dot-0.5f)*2.0f, 0.0f);
}
if(intensity > 0.0f)

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@ -727,10 +727,10 @@ CShadows::RenderStoredShadows(void)
float fStartY = shadowPos.y - fHeight;
float fEndY = shadowPos.y + fHeight;
int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
CWorld::AdvanceCurrentScanCode();
@ -873,10 +873,10 @@ CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
float fStartY = shadowPos.y - fHeight;
float fEndY = shadowPos.y + fHeight;
int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
CWorld::AdvanceCurrentScanCode();
@ -1016,11 +1016,11 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa
Points[3].x = (fLengthRight - fFrontRight) - fSideRight;
Points[3].y = (fLengthForward - fFrontForward) - fSideForward;
float MinX = Min(Min(Points[0].x, Points[1].x), Min(Points[2].x, Points[3].x));
float MaxX = Max(Max(Points[0].x, Points[1].x), Max(Points[2].x, Points[3].x));
float MinX = min(min(Points[0].x, Points[1].x), min(Points[2].x, Points[3].x));
float MaxX = max(max(Points[0].x, Points[1].x), max(Points[2].x, Points[3].x));
float MinY = Min(Min(Points[0].y, Points[1].y), Min(Points[2].y, Points[3].y));
float MaxY = Max(Max(Points[0].y, Points[1].y), Max(Points[2].y, Points[3].y));
float MinY = min(min(Points[0].y, Points[1].y), min(Points[2].y, Points[3].y));
float MaxY = max(max(Points[0].y, Points[1].y), max(Points[2].y, Points[3].y));
float MaxZ = pPosn->z - pEntity->GetPosition().z;
float MinZ = MaxZ - fZDistance;
@ -1767,7 +1767,7 @@ CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTextur
{
ASSERT(pPosn != NULL);
C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, Max(fFrontX, -fSideY),
C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, max(fFrontX, -fSideY),
0, 128, 255, 128,
2048, 0.2f, 0);
}

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@ -290,7 +290,7 @@ CTimeCycle::Update(void)
TheCamera.SetMotionBlur(m_fCurrentBlurRed, m_fCurrentBlurGreen, m_fCurrentBlurBlue, m_fCurrentBlurAlpha, MBLUR_NORMAL);
if(m_FogReduction != 0)
m_fCurrentFarClip = Max(m_fCurrentFarClip, m_FogReduction/64.0f * 650.0f);
m_fCurrentFarClip = max(m_fCurrentFarClip, m_FogReduction/64.0f * 650.0f);
m_nCurrentFogColourRed = (m_nCurrentSkyTopRed + 2*m_nCurrentSkyBottomRed) / 3;
m_nCurrentFogColourGreen = (m_nCurrentSkyTopGreen + 2*m_nCurrentSkyBottomGreen) / 3;
m_nCurrentFogColourBlue = (m_nCurrentSkyTopBlue + 2*m_nCurrentSkyBottomBlue) / 3;
@ -311,9 +311,9 @@ CTimeCycle::Update(void)
if(TheCamera.GetForward().z < -0.9f ||
!CWeather::bScriptsForceRain && (CCullZones::PlayerNoRain() || CCullZones::CamNoRain() || CCutsceneMgr::IsRunning()))
m_FogReduction = Min(m_FogReduction+1, 64);
m_FogReduction = min(m_FogReduction+1, 64);
else
m_FogReduction = Max(m_FogReduction-1, 0);
m_FogReduction = max(m_FogReduction-1, 0);
}
STARTPATCHES

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@ -979,7 +979,7 @@ CWaterLevel::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &col
SMALL_SECTOR_SIZE / 2,
apBoatList) )
{
float fWakeColor = fAdd1 - Max(255.0f - float(color.blue + color.red + color.green) / 3, fAdd2);
float fWakeColor = fAdd1 - max(255.0f - float(color.blue + color.red + color.green) / 3, fAdd2);
RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic);
RpGeometry *geom = apGeomArray[nGeomUsed++];
@ -1035,9 +1035,9 @@ CWaterLevel::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &col
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);
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);
@ -1114,7 +1114,7 @@ CWaterLevel::CalcDistanceToWater(float fX, float fY)
fSectorY + SMALL_SECTOR_SIZE - fY
);
fDistSqr = Min(vecDist.MagnitudeSqr(), fDistSqr);
fDistSqr = min(vecDist.MagnitudeSqr(), fDistSqr);
}
}
}