mirror of
https://github.com/halpz/re3.git
synced 2025-06-26 22:06:22 +00:00
Cleanup
This commit is contained in:
@ -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);
|
||||
}
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -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:
|
||||
|
@ -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)
|
||||
|
@ -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);
|
||||
}
|
||||
|
@ -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
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user