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1 #include "LightmapBuilder.h"
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2 #include "Game.h"
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3 #include "stru314.h"
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4 #include "Outdoor.h"
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45
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5 #include "Log.h"
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6
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7 #include "mm7_data.h"
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8
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9
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10
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11
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12
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13
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14
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29
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15 LightsStack_StationaryLight_ *pStationaryLightsStack = new LightsStack_StationaryLight_;
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16 //StationaryLight pStationaryLights[400];
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17 //int uNumStationaryLightsApplied; // weak
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29
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18 LightsStack_MobileLight_ *pMobileLightsStack = new LightsStack_MobileLight_;
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19 //MobileLight pMobileLights[400];
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20 //int uNumMobileLightsApplied;
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21
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22
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23
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24
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25
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26 //----- (0045DF13) --------------------------------------------------------
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27 Lightmap::Lightmap()
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28 {
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29 field_C18 = 0;
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30 }
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31
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32
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33
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34
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35
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36 //----- (0045BB06) --------------------------------------------------------
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37 LightmapBuilder::LightmapBuilder()
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38 {
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39 }
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40
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41
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42
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43
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44
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45 //----- (0045BC07) --------------------------------------------------------
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46 bool LightmapBuilder::ApplyLights(stru320 *a2, stru154 *a3, unsigned int uNumVertices, RenderVertexSoft *a5, IndoorCameraD3D_Vec4 *a6, char uClipFlag)
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47 {
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48 Vec3_int_ pos; // [sp+2Ch] [bp-40h]@21
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49 RenderVertexSoft *a9; // [sp+68h] [bp-4h]@8
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50
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51 if (!uNumVertices)
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52 return false;
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53
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54 static RenderVertexSoft static_69B140[64];
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55
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59
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56 a9 = a5;
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57 if (a6)
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58 {
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59 for (uint i = 0; i < uNumVertices; ++i)
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60 memcpy(static_69B140 + i, a5 + i, sizeof(RenderVertexSoft));
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61
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59
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62 __debugbreak();
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63 if (pGame->pIndoorCameraD3D->_437376(
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64 a3,
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65 static_69B140,
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66 &uNumVertices) == 1)
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67 {
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68 if ( !uNumVertices )
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69 return false;
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70 a9 = static_69B140;
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71 }
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72 }
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73
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59
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74 static stru314 static_69B110;
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75 static_69B110.field_4.x = a3->face_plane.vNormal.x;
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76 static_69B110.field_4.y = a3->face_plane.vNormal.y;
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77 static_69B110.field_4.z = a3->face_plane.vNormal.z;
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78 static_69B110.dist = a3->face_plane.dist;
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79 if (!pGame->pIndoorCameraD3D->GetFacetOrientation(
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80 a3->polygonType,
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81 &static_69B110.field_4,
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82 &static_69B110.field_10,
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83 &static_69B110.field_1C))
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84 {
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85 MessageBoxW(nullptr, L"Error: Failed to get the facet orientation", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:119", 0);
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86 ExitProcess(0);
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87 }
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88
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89 for (uint i = 0; i < a2->uNumLightsApplied; ++i)
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90 {
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91 pos.x = a2->_blv_lights_xs[i];
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92 pos.y = a2->_blv_lights_ys[i];
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93 pos.z = a2->_blv_lights_zs[i];
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94
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95 uint uColorR = (uint)floorf(a2->_blv_lights_rs[i] * 255.0 + 0.5f) & 0xFF,
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96 uColorG = (uint)floorf(a2->_blv_lights_gs[i] * 255.0 + 0.5f) & 0xFF,
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97 uColorB = (uint)floorf(a2->_blv_lights_bs[i] * 255.0 + 0.5f) & 0xFF;
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98 uint uColor = (uColorR << 16) | (uColorG << 8) | uColorB;
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99 if (!uColor)
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100 uColor = 0x00FFFFF;
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101
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102 if (!_45BE86_build_light_polygon(
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103 &pos,
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104 a2->_blv_lights_radii[i],
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105 uColor,
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106 a2->_blv_lights_light_dot_faces[i],
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107 a2->_blv_lights_types[i],
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108 &static_69B110,
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109 uNumVertices,
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110 a9,
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111 uClipFlag) )
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112 {
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113 MessageBoxW(nullptr, L"Error: Failed to build light polygon", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:138", 0);
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114 }
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115 }
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116 return true;
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117 }
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118
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119 //----- (0045BE86) --------------------------------------------------------
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120 bool LightmapBuilder::_45BE86_build_light_polygon(Vec3_int_ *pos, float radius, unsigned int uColorMask, float dot_dist, int uLightType, stru314 *a7, signed int a2, RenderVertexSoft *a9, char uClipFlag)
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121 {
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122 //LightmapBuilder *v10; // esi@1
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123 Lightmap *v11; // edi@3
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124 //double v12; // st7@5
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125 //double v13; // st7@5
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126 //stru314 *v14; // ebx@5
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127 //double v15; // st7@5
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128 //RenderVertexSoft *pLightmapVertices; // edx@5
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129 double v17; // st7@5
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130 //double v18; // st7@5
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131 //char *v19; // eax@5
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132 //double v20; // st6@5
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133 //double v21; // st5@5
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134 //signed int v22; // ecx@5
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135 //double v23; // st5@5
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136 double v24; // st7@6
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137 //int v25; // ebx@8
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138 //double v26; // st7@8
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139 //int v27; // eax@8
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140 //double v28; // st6@8
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141 //double v29; // st6@8
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142 //double v30; // st5@8
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143 int v31; // eax@8
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144 int v32; // ebx@8
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145 unsigned int v33; // ecx@8
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146 int v34; // edx@9
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147 int v35; // edx@11
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148 unsigned int v36; // edx@13
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149 int v37; // ecx@14
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150 double v38; // st7@14
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151 double v39; // st7@16
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152 double v40; // st7@16
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153 //double v41; // st7@22
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154 //stru9 *v42; // ecx@22
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155 //char result; // al@22
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156 //unsigned int *v44; // ebx@23
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157 int v45; // eax@24
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158 //RenderVertexSoft *v46; // edi@27
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159 //std::string *v47; // ecx@34
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160 //char *v48; // esi@39
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161 //int v49; // eax@39
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162 //unsigned __int8 v50; // sf@39
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163 //unsigned __int8 v51; // of@39
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164 //const char *v52; // [sp-Ch] [bp-58h]@34
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165 int v53; // [sp-8h] [bp-54h]@34
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59
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166 //std::string v54; // [sp-4h] [bp-50h]@19
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167 //float v55; // [sp+0h] [bp-4Ch]@22
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168 //float v56; // [sp+4h] [bp-48h]@22
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169 //int v57; // [sp+8h] [bp-44h]@22
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170 //unsigned int v58; // [sp+Ch] [bp-40h]@16
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171 //void *v59; // [sp+10h] [bp-3Ch]@16
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172 //float v60; // [sp+20h] [bp-2Ch]@8
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173 //float v61; // [sp+24h] [bp-28h]@8
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174 //float v62; // [sp+28h] [bp-24h]@8
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175 //Vec3_float_ a1; // [sp+2Ch] [bp-20h]@8
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2
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176 //double v64; // [sp+38h] [bp-14h]@8
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177 //int pLightmapVertices_; // [sp+40h] [bp-Ch]@5
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178 //float v66; // [sp+44h] [bp-8h]@5
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179 //char v67; // [sp+4Bh] [bp-1h]@2
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180 //float arg0b; // [sp+54h] [bp+8h]@8
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181 //int arg0c; // [sp+54h] [bp+8h]@8
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182 //int arg0a; // [sp+54h] [bp+8h]@8
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183
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184 //auto a4 = radius;
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185 //auto a5 = dot_dist;
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186
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187 //v10 = this;
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188 if (fabsf(radius) < 1e-6f)
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189 return true;
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190
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191 //v67 = uLightType & 1;
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192 v11 = uLightType & 1 ? &std__vector_000004[std__vector_000004_size] :
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193 &std__vector_183808[std__vector_183808_size];
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59
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194 //v12 = radius - dot_dist;
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195 flt_3C8C24 = radius - dot_dist;
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196 //v13 = sqrt((radius + dot_dist) * (radius - dot_dist));
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197 flt_3C8C28 = sqrt((radius + dot_dist) * (radius - dot_dist));
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198 //v14 = a7;
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199 //v66 = 1.0 / radius;
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200 flt_3C8C2C_lightmaps_brightness = 1.0 - (radius - flt_3C8C28) / radius;
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201 v11->field_C08 = (double)pos->x - dot_dist * a7->field_4.x;
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202 v11->field_C0A = (double)pos->y - dot_dist * a7->field_4.y;
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203 v11->field_C0C = (double)pos->z - dot_dist * a7->field_4.z;
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204 //v15 = a4;
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205 //pLightmapVertices = v11->pVertices;
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206 v17 = radius * flt_3C8C2C_lightmaps_brightness;
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207 //pLightmapVertices_ = (int)v11->pVertices;
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208 flt_3C8C30 = v17;
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209 flt_3C8C0C = v17 * a7->field_10.x;
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210 flt_3C8C10 = v17 * a7->field_10.y;
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211 flt_3C8C14 = v17 * a7->field_10.z;
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212 flt_3C8C18 = v17 * a7->field_1C.x;
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213 flt_3C8C1C = v17 * a7->field_1C.y;
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214 flt_3C8C20 = v17 * a7->field_1C.z;
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215 //LODWORD(a5) = v11->field_C08;
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216 //v18 = (double)SLODWORD(a5);
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217 //LODWORD(a5) = v11->field_C0A;
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218 //v19 = (char *)&v11->pVertices[0].vWorldPosition.y;
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219 //v20 = (double)SLODWORD(a5);
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220 //v21 = v11->field_C0A - flt_3C8C1C;
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221 //LODWORD(a5) = v11->field_C0C;
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222 //v22 = 4;
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223 //v23 = (double)SLODWORD(a5);
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224 //a5 = v23;
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225
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226
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227 /*
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228 v11->pVertices[0].vWorldPosition.x = v11->field_C08 - flt_3C8C18 + flt_3C8C0C;
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229 v11->pVertices[0].vWorldPosition.y = v11->field_C0A - flt_3C8C1C + flt_3C8C10;
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230 v11->pVertices[0].vWorldPosition.z = v11->field_C0C - flt_3C8C20 + flt_3C8C14;
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231 v11->pVertices[0].u = 0.0;
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232 v11->pVertices[0].v = 0.0;
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233
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234 v11->pVertices[1].vWorldPosition.x = v11->field_C08 - flt_3C8C18 - flt_3C8C0C;
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235 v11->pVertices[1].vWorldPosition.y = v11->field_C0A - flt_3C8C1C - flt_3C8C10;
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236 v11->pVertices[1].vWorldPosition.z = v11->field_C0C - flt_3C8C20 - flt_3C8C14;
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237 v11->pVertices[1].u = 0.0;
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238 v11->pVertices[1].v = 1.0;
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239
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240 v11->pVertices[2].vWorldPosition.x = v11->field_C08 + flt_3C8C18 - flt_3C8C0C;
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241 v11->pVertices[2].vWorldPosition.y = v11->field_C0A + flt_3C8C1C - flt_3C8C10;
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242 v11->pVertices[2].vWorldPosition.z = v11->field_C0C + flt_3C8C20 - flt_3C8C14;
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243 v11->pVertices[2].u = 1.0;
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244 v11->pVertices[2].v = 1.0;
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245
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246 v11->pVertices[3].vWorldPosition.x = v11->field_C08 + flt_3C8C18 + flt_3C8C0C;
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247 v11->pVertices[3].vWorldPosition.y = v11->field_C0A + flt_3C8C1C + flt_3C8C10;
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248 v11->pVertices[3].vWorldPosition.z = v11->field_C0C + flt_3C8C20 + flt_3C8C14;
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249 v11->pVertices[3].u = 1.0;
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250 v11->pVertices[3].v = 0.0;
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251 */
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252 //v19 = (char *)&v11->pVertices[0].vWorldPosition.y;
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253 for (uint i = 0; i < 4; ++i)
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254 {
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255 v11->pVertices[i].vWorldPosition.x = v11->field_C08 - flt_3C8C18 + flt_3C8C0C;
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256 v11->pVertices[i].vWorldPosition.y = v11->field_C0A - flt_3C8C1C + flt_3C8C10;
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257 v11->pVertices[i].vWorldPosition.z = v11->field_C0C - flt_3C8C20 + flt_3C8C14;
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258 v11->pVertices[i].u = 0.0;
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259 v11->pVertices[i].v = 0.0;
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260
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261 v24 = a7->field_4.y * v11->pVertices[i].vWorldPosition.y
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262 + a7->field_4.z * v11->pVertices[i].vWorldPosition.z
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263 + a7->field_4.x * v11->pVertices[i].vWorldPosition.x
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264 + a7->dist;
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265
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266 v11->pVertices[i].vWorldPosition.x -= v24 * a7->field_4.x;
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267 v11->pVertices[i].vWorldPosition.y -= v24 * a7->field_4.y;
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268 v11->pVertices[i].vWorldPosition.z -= v24 * a7->field_4.z;
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269 //v19 += 48;
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270 //--v22;
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271 }
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59
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272 //while ( v22 );
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273
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274 v11->uColorMask = uColorMask;
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275 v11->uNumVertices = 4;
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276
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277 if (~pGame->uFlags2 & 4)
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278 v11->fBrightness = flt_3C8C2C_lightmaps_brightness;
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279 else
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280 {
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59
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281 //LODWORD(a5) = v11->field_C0C;
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282 //v25 = pos;
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283 //v26 = v11->field_C0C;
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284 //LODWORD(a5) = v11->field_C0A;
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285 //v27 = v11->field_C08;
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286 //a5 = v11->field_C0A;
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287 //uColorMask = v27;
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288 //v28 = (double)v27;
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289 //v61 = a5;
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290 //v60 = v27;
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291 //v62 = v26;
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292 //*(float *)&uColorMask = (double)pos->z;
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293 //arg0b = (double)pos->y;
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294 //v29 = (double)pos->x - v11->field_C08;
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295 //v30 = (double)pos->y - v11->field_C0A;
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296 //a5 = (double)pos->z - v11->field_C0C;
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297 Vec3_float_ a1; // [sp+2Ch] [bp-20h]@8
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298 a1.x = (double)pos->x - v11->field_C08;
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299 a1.y = (double)pos->y - v11->field_C0A;
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300 a1.z = (double)pos->z - v11->field_C0C;
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0
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301 a1.Normalize();
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2
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302 //v64 = v62 + 6.7553994e15;
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303 //LODWORD(a5) = LODWORD(v64);
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59
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304 //LODWORD(a5) = floorf(v11->field_C0C + 0.5f);
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2
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305 //v64 = v61 + 6.7553994e15;
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306 //arg0c = LODWORD(v64);
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59
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307 //arg0c = floorf(v11->field_C0A + 0.5f);
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2
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308 //v64 = v60 + 6.7553994e15;
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309 //arg8 = LODWORD(v64);
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59
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310 //uColorMask = floorf(v11->field_C08 + 0.5f);
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311 //auto _v64 /*HIDWORD(v64)*/ = abs(pos->z - v11->field_C0C);
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312 //arg0a = abs(pos->y - v11->field_C0A);
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313 //v31 = abs(pos->x - v11->field_C08);
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314 //LODWORD(a5) = v31;
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315 //v32 = arg0a;
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316 //v33 = _v64;//HIDWORD(v64);
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317 auto dist_x = abs(pos->x - v11->field_C08), //v31
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318 dist_y = abs(pos->y - v11->field_C0A), //v32 arg0a
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319 dist_z = abs(pos->z - v11->field_C0C); //v33 _v64
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320 v31 = dist_x;
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321 v32 = dist_y;
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322 v33 = dist_z;
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323 if (v31 < dist_y)
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0
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324 {
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325 v34 = v31;
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59
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326 v31 = dist_y;
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0
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327 v32 = v34;
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328 }
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59
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329 if (v31 < dist_z)//SHIDWORD(v64) )
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0
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330 {
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331 v35 = v31;
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332 v31 = dist_z;//HIDWORD(v64);
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0
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333 v33 = v35;
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334 }
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335 if ( v32 < (signed int)v33 )
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336 {
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337 v36 = v33;
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338 v33 = v32;
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339 v32 = v36;
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340 }
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341 v37 = v33 >> 2;
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59
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342 //LODWORD(a5) = ((unsigned int)(11 * v32) >> 5) + v37 + v31;
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343 v38 = (double)(signed)(((unsigned int)(11 * v32) >> 5) + v37 + v31);
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344 if (v38 > radius)
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345 return true;
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346 //radius = (1 / radius) * v38;
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0
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347 if ( uLightType & 4 )
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348 {
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59
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349 //v59 = (void *)v37;
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350 //uLightType = flt_4D86CC;
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351 //v58 = v37;
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0
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352 v39 = fabs(a1.x * a7->field_4.x + a1.z * a7->field_4.z + a1.y * a7->field_4.y);
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59
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353 v40 = v39 * 1.0 * flt_4D86CC;
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354
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355 v11->fBrightness = v40 - (1 / radius) * v38 * v40;
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356 }
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357 else if ( uLightType & 8 )
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358 {
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359 v40 = 1.0 * 1.0;
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360 v11->fBrightness = v40 - (1 / radius) * v38;
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0
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361 }
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362 else
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363 {
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364 MessageBoxW(nullptr, L"Invalid light type!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:277", 0);
|
|
365 }
|
59
|
366 //v14 = a7;
|
|
367 //pLightmapVertices = (RenderVertexSoft *)pLightmapVertices_;
|
0
|
368 }
|
59
|
369
|
|
370
|
|
371 //v41 = a7->field_4.z;
|
|
372 //v42 = pGame->pStru9Instance;
|
|
373 //v59 = &v11->uNumVertices;
|
|
374 //v58 = (unsigned int)pLightmapVertices;
|
|
375 //*(float *)&v57 = v41;
|
|
376 //v56 = a7->field_4.y;
|
|
377 //v55 = a7->field_4.x;
|
|
378 //result = v42->_4980B9(a9, a2, v55, v56, *(float *)&v57, pLightmapVertices, &v11->uNumVertices);
|
|
379 if (pGame->pStru9Instance->_4980B9(a9, a2,
|
|
380 a7->field_4.x, a7->field_4.y, a7->field_4.z,
|
|
381 v11->pVertices, &v11->uNumVertices))
|
|
382 return false;
|
|
383
|
|
384 //v44 = &v11->uNumVertices;
|
|
385 if (!v11->uNumVertices)
|
|
386 return true;
|
|
387
|
|
388 v45 = _45C6D6(a2, a9, v11);
|
0
|
389 if ( v45 != a2 && v45 > 0 )
|
59
|
390 _45C4B9(a2, a9, v11);
|
|
391 //v59 = v11->uNumVertices;
|
|
392 //v46 = (RenderVertexSoft *)pLightmapVertices_;
|
|
393 pGame->pIndoorCameraD3D->ViewTransform(v11->pVertices, v11->uNumVertices);
|
|
394 //v59 = 0;
|
|
395 //v58 = v11->uNumVertices;
|
|
396 pGame->pIndoorCameraD3D->Project(v11->pVertices, v11->uNumVertices, 0);
|
|
397
|
|
398 unsigned int _a4 = 0;
|
0
|
399 if ( !(uClipFlag & 1) )
|
59
|
400 _a4 = 1;
|
|
401 else if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor)
|
0
|
402 {
|
|
403 if ( uClipFlag & 2 )
|
|
404 {
|
59
|
405 //v59 = &a4;
|
|
406 //v58 = (unsigned int)field_3C8C34;
|
|
407 //v57 = *v44;
|
|
408 pGame->pIndoorCameraD3D->_436CDC_mess_with_lightmap__clipflag_2(v11->pVertices, v11->uNumVertices, field_3C8C34, &_a4);
|
|
409
|
|
410 //v59 = v44;
|
|
411 //v58 = (unsigned int)field_3C8C34;
|
|
412 //v57 = (int)v46;
|
|
413 //v56 = a4;
|
|
414 pGame->pIndoorCameraD3D->_437143(_a4, v11->pVertices, field_3C8C34, &v11->uNumVertices);
|
0
|
415 }
|
59
|
416 else if ( uClipFlag & 4 )
|
0
|
417 {
|
59
|
418 //v59 = &a4;
|
|
419 //v58 = (unsigned int)field_3C8C34;
|
|
420 //v57 = *v44;
|
|
421 pGame->pIndoorCameraD3D->_436F09_mess_with_lightmap__clipflag_4(v11->pVertices, v11->uNumVertices, field_3C8C34, &_a4);
|
|
422
|
|
423 //v59 = v44;
|
|
424 //v58 = (unsigned int)field_3C8C34;
|
|
425 //v57 = (int)v46;
|
|
426 //v56 = a4;
|
|
427 pGame->pIndoorCameraD3D->_437143(_a4, v11->pVertices, field_3C8C34, &v11->uNumVertices);
|
0
|
428 }
|
59
|
429 else
|
|
430 MessageBoxW(nullptr, L"Undefined clip flag specified", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:330", 0);
|
0
|
431 }
|
|
432 else
|
59
|
433 MessageBoxW(nullptr, L"Lightpoly builder native indoor clipping not implemented", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:335", 0);
|
|
434
|
|
435 if (_a4)
|
0
|
436 {
|
59
|
437 if (uLightType & 1)
|
0
|
438 {
|
59
|
439 //v48 = (char *)&std__vector_000004_size;
|
|
440 //v49 = std__vector_000004_size;
|
|
441 //v51 = __OFSUB__(std__vector_000004_size, 511);
|
|
442 //v50 = std__vector_000004_size - 511 < 0;
|
|
443 if (std__vector_000004_size < 512 - 1)
|
|
444 ++std__vector_000004_size;
|
0
|
445 }
|
|
446 else
|
|
447 {
|
59
|
448 //v48 = (char *)&std__vector_183808_size;
|
|
449 //v49 = std__vector_183808_size;
|
|
450 //v51 = __OFSUB__(std__vector_183808_size, 767);
|
|
451 //v50 = std__vector_183808_size - 767 < 0;
|
|
452 if (std__vector_183808_size < 768 - 1)
|
|
453 ++std__vector_183808_size;
|
0
|
454 }
|
59
|
455 //if ( v50 ^ v51 )
|
|
456 // *(unsigned int *)v48 = v49 + 1;
|
0
|
457 }
|
59
|
458 return true;
|
0
|
459 }
|
|
460
|
|
461 //----- (0045C4B9) --------------------------------------------------------
|
|
462 int LightmapBuilder::_45C4B9(int a2, RenderVertexSoft *a3, Lightmap *pLightmap)
|
|
463 {
|
|
464 Lightmap *v4; // edi@1
|
|
465 int v5; // eax@1
|
|
466 signed int v6; // ecx@1
|
|
467 RenderVertexSoft *v7; // ebx@2
|
|
468 int v8; // edx@3
|
|
469 RenderVertexSoft *v9; // esi@3
|
|
470 int v10; // eax@6
|
|
471 char *v11; // edi@7
|
|
472 RenderVertexSoft *v12; // ecx@8
|
|
473 char v13; // bl@17
|
|
474 signed int v14; // edx@17
|
|
475 double v15; // st6@18
|
|
476 double v16; // st6@21
|
|
477 double v17; // st6@24
|
|
478 signed int v18; // edx@33
|
|
479 int v20; // [sp+4h] [bp-1Ch]@3
|
|
480 int v21; // [sp+8h] [bp-18h]@8
|
|
481 float v22; // [sp+Ch] [bp-14h]@23
|
|
482 float v23; // [sp+10h] [bp-10h]@20
|
|
483 int v24; // [sp+14h] [bp-Ch]@1
|
|
484 RenderVertexSoft *v25; // [sp+18h] [bp-8h]@2
|
|
485 char v26; // [sp+1Eh] [bp-2h]@17
|
|
486 char v27; // [sp+1Fh] [bp-1h]@17
|
|
487
|
|
488 v4 = pLightmap;
|
|
489 v5 = 0;
|
|
490 v6 = pLightmap->uNumVertices;
|
|
491 v24 = 0;
|
|
492 if ( v6 > 0 )
|
|
493 {
|
|
494 v7 = pLightmap->pVertices;
|
|
495 v25 = pLightmap->pVertices;
|
|
496 do
|
|
497 {
|
|
498 v20 = v5 + 1;
|
|
499 v8 = (v5 + 1) % v6;
|
|
500 v9 = &v4->pVertices[v8];
|
|
501 if ( v7->vWorldPosition.x != v9->vWorldPosition.x
|
|
502 || v7->vWorldPosition.y != v4->pVertices[v8].vWorldPosition.y
|
|
503 || v7->vWorldPosition.z != v4->pVertices[v8].vWorldPosition.z )
|
|
504 {
|
|
505 v10 = 0;
|
|
506 if ( a2 > 0 )
|
|
507 {
|
|
508 v11 = (char *)&a3->vWorldPosition.z;
|
|
509 do
|
|
510 {
|
|
511 v21 = v10 + 1;
|
|
512 v12 = &a3[(v10 + 1) % a2];
|
|
513 if ( (*((float *)v11 - 2) != v12->vWorldPosition.x
|
|
514 || *((float *)v11 - 1) != v12->vWorldPosition.y
|
|
515 || *(float *)v11 != v12->vWorldPosition.z)
|
|
516 && v7->vWorldPosition.x == *((float *)v11 - 2)
|
|
517 && v7->vWorldPosition.y == *((float *)v11 - 1)
|
|
518 && v7->vWorldPosition.z == *(float *)v11
|
|
519 && (v9->vWorldPosition.x != v12->vWorldPosition.x
|
|
520 || v9->vWorldPosition.y != v12->vWorldPosition.y
|
|
521 || v9->vWorldPosition.z != v12->vWorldPosition.z) )
|
|
522 {
|
|
523 v13 = 0;
|
|
524 v14 = 0;
|
|
525 v27 = 0;
|
|
526 v26 = 0;
|
|
527 if ( v9->vWorldPosition.x <= (double)v12->vWorldPosition.x )
|
|
528 v15 = v12->vWorldPosition.x - v9->vWorldPosition.x;
|
|
529 else
|
|
530 v15 = v9->vWorldPosition.x - v12->vWorldPosition.x;
|
|
531 v23 = v15;
|
|
532 if ( v9->vWorldPosition.y <= (double)v12->vWorldPosition.y )
|
|
533 v16 = v12->vWorldPosition.y - v9->vWorldPosition.y;
|
|
534 else
|
|
535 v16 = v9->vWorldPosition.y - v12->vWorldPosition.y;
|
|
536 v22 = v16;
|
|
537 if ( v9->vWorldPosition.z <= (double)v12->vWorldPosition.z )
|
|
538 v17 = v12->vWorldPosition.z - v9->vWorldPosition.z;
|
|
539 else
|
|
540 v17 = v9->vWorldPosition.z - v12->vWorldPosition.z;
|
|
541 if ( v23 < 1.0 )
|
|
542 {
|
|
543 v13 = 1;
|
|
544 v14 = 1;
|
|
545 }
|
|
546 if ( v22 < 1.0 )
|
|
547 {
|
|
548 v27 = 1;
|
|
549 ++v14;
|
|
550 }
|
|
551 if ( v17 < 1.0 )
|
|
552 {
|
|
553 v26 = 1;
|
|
554 ++v14;
|
|
555 }
|
|
556 if ( v14 > 1 )
|
|
557 {
|
|
558 v18 = 0;
|
|
559 if ( v13 && v9->vWorldPosition.x != v12->vWorldPosition.x )
|
|
560 {
|
|
561 v18 = 1;
|
|
562 v9->vWorldPosition.x = v12->vWorldPosition.x;
|
|
563 }
|
|
564 if ( v27 && v9->vWorldPosition.y != v12->vWorldPosition.y )
|
|
565 {
|
|
566 ++v18;
|
|
567 v9->vWorldPosition.y = v12->vWorldPosition.y;
|
|
568 }
|
|
569 if ( v26 && v9->vWorldPosition.z != v12->vWorldPosition.z )
|
|
570 {
|
|
571 ++v18;
|
|
572 v9->vWorldPosition.z = v12->vWorldPosition.z;
|
|
573 }
|
|
574 if ( v18 > 0 )
|
|
575 ++v24;
|
|
576 }
|
|
577 v7 = v25;
|
|
578 }
|
|
579 ++v10;
|
|
580 v11 += 48;
|
|
581 }
|
|
582 while ( v21 < a2 );
|
|
583 v4 = pLightmap;
|
|
584 }
|
|
585 }
|
|
586 v5 = v20;
|
|
587 v6 = v4->uNumVertices;
|
|
588 ++v7;
|
|
589 v25 = v7;
|
|
590 }
|
|
591 while ( v20 < v6 );
|
|
592 }
|
|
593 return v24;
|
|
594 }
|
|
595
|
|
596 //----- (0045C6D6) --------------------------------------------------------
|
|
597 int LightmapBuilder::_45C6D6(int a2, RenderVertexSoft *a3, Lightmap *pLightmap)
|
|
598 {
|
|
599 Lightmap *v4; // edi@1
|
|
600 signed int v5; // ebx@1
|
|
601 signed int v6; // esi@1
|
|
602 RenderVertexSoft *v7; // ecx@2
|
|
603 char *v8; // edx@4
|
|
604 double v9; // st7@6
|
|
605 double v10; // st6@10
|
|
606 double v11; // st5@14
|
|
607 double v12; // st7@17
|
|
608 RenderVertexSoft *v13; // eax@21
|
|
609 int v15; // [sp+Ch] [bp-8h]@1
|
|
610 float v16; // [sp+10h] [bp-4h]@1
|
|
611 int pLightmapa; // [sp+24h] [bp+10h]@3
|
|
612
|
|
613 v4 = pLightmap;
|
|
614 v5 = 0;
|
|
615 v6 = -1;
|
|
616 v16 = 3.4028235e38;
|
|
617 v15 = 0;
|
|
618 if ( (signed int)pLightmap->uNumVertices > 0 )
|
|
619 {
|
|
620 v7 = pLightmap->pVertices;
|
|
621 do
|
|
622 {
|
|
623 pLightmapa = 0;
|
|
624 if ( a2 > 0 )
|
|
625 {
|
|
626 v8 = (char *)&a3->vWorldPosition.z;
|
|
627 do
|
|
628 {
|
|
629 if ( v7->vWorldPosition.x <= (double)*((float *)v8 - 2) )
|
|
630 v9 = *((float *)v8 - 2) - v7->vWorldPosition.x;
|
|
631 else
|
|
632 v9 = v7->vWorldPosition.x - *((float *)v8 - 2);
|
|
633 if ( v9 < 2.0 )
|
|
634 {
|
|
635 v10 = v7->vWorldPosition.y <= (double)*((float *)v8 - 1) ? *((float *)v8 - 1) - v7->vWorldPosition.y : v7->vWorldPosition.y - *((float *)v8 - 1);
|
|
636 if ( v10 < 2.0 )
|
|
637 {
|
|
638 v11 = v7->vWorldPosition.z <= (double)*(float *)v8 ? *(float *)v8 - v7->vWorldPosition.z : v7->vWorldPosition.z - *(float *)v8;
|
|
639 if ( v11 < 2.0 )
|
|
640 {
|
|
641 v12 = v9 + v11 + v10;
|
|
642 if ( v12 < v16 )
|
|
643 {
|
|
644 v16 = v12;
|
|
645 v6 = pLightmapa;
|
|
646 }
|
|
647 }
|
|
648 }
|
|
649 }
|
|
650 ++pLightmapa;
|
|
651 v8 += 48;
|
|
652 }
|
|
653 while ( pLightmapa < a2 );
|
|
654 if ( v6 != -1 )
|
|
655 {
|
|
656 v13 = &a3[v6];
|
|
657 ++v15;
|
|
658 v7->vWorldPosition.x = v13->vWorldPosition.x;
|
|
659 v7->vWorldPosition.y = v13->vWorldPosition.y;
|
|
660 v7->vWorldPosition.z = v13->vWorldPosition.z;
|
|
661 }
|
|
662 }
|
|
663 v6 = -1;
|
|
664 ++v5;
|
|
665 ++v7;
|
|
666 v16 = 3.4028235e38;
|
|
667 }
|
|
668 while ( v5 < (signed int)v4->uNumVertices );
|
|
669 }
|
|
670 return v15;
|
|
671 }
|
|
672
|
|
673 //----- (0045C7F6) --------------------------------------------------------
|
|
674 bool LightmapBuilder::ApplyLights_IndoorFace(unsigned int uFaceID)
|
|
675 {
|
59
|
676 auto pFace = &pIndoor->pFaces[uFaceID];
|
|
677 auto pSector = pIndoor->pSectors + pFace->uSectorID;
|
|
678
|
|
679 stru_F8AD28.uCurrentAmbientLightLevel = (stru_F8AD28.uDefaultAmbientLightLevel + pSector->uMinAmbientLightLevel) << 16;
|
0
|
680
|
59
|
681 uint uNumLightsApplied = 0;
|
|
682 for (uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i)
|
|
683 {
|
|
684 if (uNumLightsApplied >= 20)
|
|
685 break;
|
|
686
|
|
687 ApplyLight_BLV((StationaryLight *)(pMobileLightsStack->pLights + i), pFace, &uNumLightsApplied, true, 0);
|
|
688 }
|
|
689
|
|
690 for (uint i = 0; i < pSector->uNumLights; ++i)
|
0
|
691 {
|
59
|
692 if (uNumLightsApplied >= 20 )
|
0
|
693 break;
|
59
|
694
|
|
695 auto pLight = &pIndoor->pLights[pSector->pLights[i]];
|
|
696 if (~pLight->uAtributes & 0x08)
|
|
697 ApplyLight_BLV((StationaryLight *)pLight, pFace, &uFaceID, false, &byte_4E94D0);
|
0
|
698 }
|
59
|
699
|
|
700 for (uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i)
|
0
|
701 {
|
59
|
702 if (uNumLightsApplied >= 20)
|
|
703 break;
|
|
704
|
|
705 ApplyLight_BLV(pStationaryLightsStack->pLights + i, pFace, &uNumLightsApplied, false, &byte_4E94D0);
|
0
|
706 }
|
59
|
707
|
|
708 stru_F8AD28.uNumLightsApplied = uNumLightsApplied;
|
|
709 return true;
|
0
|
710 }
|
|
711
|
|
712 //----- (0045C911) --------------------------------------------------------
|
59
|
713 bool LightmapBuilder::ApplyLight_BLV(StationaryLight *pLight, BLVFace *a2, unsigned int *pSlot, bool bLightBackfaces, char *a5)
|
0
|
714 {
|
|
715 double v13; // st7@8
|
59
|
716
|
|
717 if (!pLight->uRadius)
|
|
718 return false;
|
0
|
719
|
59
|
720 if (pLight->vPosition.x > a2->pBounding.x1 - pLight->uRadius &&
|
|
721 pLight->vPosition.x < a2->pBounding.x2 + pLight->uRadius &&
|
|
722 pLight->vPosition.y > a2->pBounding.y1 - pLight->uRadius &&
|
|
723 pLight->vPosition.y < a2->pBounding.y2 + pLight->uRadius &&
|
|
724 pLight->vPosition.z > a2->pBounding.z1 - pLight->uRadius &&
|
|
725 pLight->vPosition.z < a2->pBounding.z2 + pLight->uRadius)
|
0
|
726 {
|
59
|
727 v13 = (double)pLight->vPosition.z * a2->pFacePlane.vNormal.z +
|
|
728 (double)pLight->vPosition.y * a2->pFacePlane.vNormal.y +
|
|
729 (double)pLight->vPosition.x * a2->pFacePlane.vNormal.x +
|
|
730 a2->pFacePlane.dist;
|
|
731 if ((bLightBackfaces || v13 >= 0.0f) && fabsf(v13) <= pLight->uRadius)
|
|
732 {
|
|
733 auto slot = *pSlot;
|
|
734
|
|
735 stru_F8AD28._blv_lights_radii[slot] = pLight->uRadius;
|
|
736 stru_F8AD28._blv_lights_inv_radii[slot] = 65536 / pLight->uRadius;
|
|
737 stru_F8AD28._blv_lights_xs[slot] = pLight->vPosition.x;
|
|
738 stru_F8AD28._blv_lights_ys[slot] = pLight->vPosition.y;
|
|
739 stru_F8AD28._blv_lights_zs[slot] = pLight->vPosition.z;
|
|
740 stru_F8AD28._blv_lights_rs[slot] = (double)pLight->uLightColorR / 255.0f;
|
|
741 stru_F8AD28._blv_lights_gs[slot] = (double)pLight->uLightColorG / 255.0f;
|
|
742 stru_F8AD28._blv_lights_bs[slot] = (double)pLight->uLightColorB / 255.0f;
|
|
743 stru_F8AD28._blv_lights_light_dot_faces[slot] = abs((int)floorf(v13 + 0.5f));
|
|
744 stru_F8AD28._blv_lights_types[slot] = pLight->uLightType;
|
|
745
|
|
746 *pSlot += 1;
|
|
747 return true;
|
|
748 }
|
0
|
749 }
|
59
|
750
|
|
751 return false;
|
0
|
752 }
|
|
753
|
|
754 //----- (0045CA88) --------------------------------------------------------
|
|
755 int LightmapBuilder::_45CA88(stru320 *a2, RenderVertexSoft *a3, int a4, Vec3_float_ *pNormal)
|
|
756 {
|
|
757 int result; // eax@1
|
|
758 stru320 *v6; // ecx@2
|
|
759 RenderVertexSoft *v7; // ebx@2
|
|
760 double v8; // st7@2
|
|
761 double v9; // st6@2
|
|
762 char *v10; // eax@3
|
|
763 double v11; // st7@5
|
|
764 __int64 v12; // ST2C_8@5
|
|
765 float v13; // edx@5
|
|
766 int v14; // eax@5
|
|
767 float v15; // ST10_4@5
|
|
768 Vec3_float_ v16; // ST00_12@5
|
|
769 double v17; // st7@5
|
|
770 int a5; // [sp+2Ch] [bp-1Ch]@1
|
|
771 float v19; // [sp+30h] [bp-18h]@1
|
|
772 float v20; // [sp+34h] [bp-14h]@1
|
|
773 LightmapBuilder *thisa; // [sp+38h] [bp-10h]@1
|
|
774 int v22; // [sp+3Ch] [bp-Ch]@1
|
|
775 int *j; // [sp+40h] [bp-8h]@3
|
|
776 int i; // [sp+44h] [bp-4h]@1
|
|
777 int a3a; // [sp+58h] [bp+10h]@2
|
|
778
|
|
779 *(float *)&a5 = 0.0;
|
|
780 v19 = 0.0;
|
|
781 thisa = this;
|
|
782 v20 = 0.0;
|
|
783 result = _45CBD4(a3, a4, dword_69B010, &v22);
|
|
784 for ( i = 0; i < v22; result = i )
|
|
785 {
|
|
786 v6 = a2;
|
|
787 a3a = 0;
|
|
788 v7 = &a3[dword_69B010[i]];
|
|
789 v8 = v7->vWorldPosition.z;
|
|
790 v9 = v7->vWorldPosition.y;
|
|
791 *(float *)&a5 = v7->vWorldPosition.x;
|
|
792 v19 = v9;
|
|
793 v20 = v8;
|
|
794 v7->flt_2C = 0.0;
|
59
|
795 if ( a2->uNumLightsApplied > 0 )
|
0
|
796 {
|
|
797 v10 = (char *)a2->_blv_lights_ys;
|
|
798 for ( j = a2->_blv_lights_ys; ; v10 = (char *)j )
|
|
799 {
|
|
800 v11 = (double)*((signed int *)v10 - 60);
|
|
801 LODWORD(v12) = *((unsigned int *)v10 - 20);
|
|
802 HIDWORD(v12) = *(unsigned int *)v10;
|
|
803 LODWORD(v13) = *((unsigned int *)v10 + 60);
|
|
804 v14 = a3a;
|
59
|
805 LOBYTE(v14) = v6->_blv_lights_types[a3a];
|
0
|
806 v15 = v11;
|
|
807 *(_QWORD *)&v16.x = v12;
|
|
808 v16.z = v13;
|
|
809 v17 = _45CC0C_light(v16/*COERCE_VEC3_FLOAT_(v16.x)*/, 1.0, v15, pNormal, *(float *)&a5/*COERCE_FLOAT(&a5)*/, v14)
|
|
810 + v7->flt_2C;
|
|
811 ++a3a;
|
|
812 ++j;
|
|
813 v7->flt_2C = v17;
|
59
|
814 if ( a3a >= a2->uNumLightsApplied )
|
0
|
815 break;
|
|
816 v6 = a2;
|
|
817 }
|
|
818 }
|
|
819 ++i;
|
|
820 }
|
|
821 return result;
|
|
822 }
|
|
823
|
|
824 //----- (0045CB89) --------------------------------------------------------
|
|
825 int LightmapBuilder::_45CB89(RenderVertexSoft *a1, int a2)
|
|
826 {
|
|
827 int v3; // edx@1
|
|
828 int result; // eax@2
|
|
829 char *v5; // ecx@2
|
|
830 double v6; // st7@4
|
|
831 __int16 v7; // fps@4
|
|
832 char v8; // c0@4
|
|
833 char v9; // c2@4
|
|
834 char v10; // c3@4
|
|
835 double v11; // st7@5
|
|
836 double v12; // st7@6
|
|
837 __int16 v13; // fps@6
|
|
838 char v14; // c0@6
|
|
839 char v15; // c2@6
|
|
840 char v16; // c3@6
|
|
841
|
|
842 v3 = a2;
|
|
843 if ( a2 > 0 )
|
|
844 {
|
|
845 HIWORD(result) = HIWORD(a1);
|
|
846 v5 = (char *)&a1->flt_2C;
|
|
847 do
|
|
848 {
|
|
849 if ( *(float *)v5 < 0.0
|
|
850 || (v6 = *(float *)v5, /*UNDEF(v7),*/ v8 = 1.0 < v6, v9 = 0, v10 = 1.0 == v6, LOWORD(result) = v7, v6 <= 1.0) )
|
|
851 {
|
|
852 v12 = *(float *)v5;
|
|
853 //UNDEF(v13);
|
|
854 v14 = 0.0 < v12;
|
|
855 v15 = 0;
|
|
856 v16 = 0.0 == v12;
|
|
857 LOWORD(result) = v13;
|
|
858 if ( v12 >= 0.0 )
|
|
859 v11 = *(float *)v5;
|
|
860 else
|
|
861 v11 = 0.0;
|
|
862 }
|
|
863 else
|
|
864 {
|
|
865 v11 = 1.0;
|
|
866 }
|
|
867 *(float *)v5 = v11;
|
|
868 v5 += 48;
|
|
869 --v3;
|
|
870 }
|
|
871 while ( v3 );
|
|
872 }
|
|
873 return result;
|
|
874 }
|
|
875
|
|
876 //----- (0045CBD4) --------------------------------------------------------
|
|
877 int LightmapBuilder::_45CBD4(RenderVertexSoft *a2, int a3, int *a4, int *a5)
|
|
878 {
|
|
879 int result; // eax@1
|
|
880 int v6; // edx@1
|
|
881 int v7; // ecx@2
|
|
882 int v8; // esi@2
|
|
883
|
|
884 result = (int)a5;
|
|
885 v6 = 0;
|
|
886 for ( *a5 = 0; v6 < a3; ++v6 )
|
|
887 {
|
|
888 v7 = *a5;
|
|
889 v8 = 0;
|
|
890 if ( *a5 <= 0 )
|
|
891 {
|
|
892 LABEL_5:
|
|
893 a4[v7] = v6;
|
|
894 ++*a5;
|
|
895 }
|
|
896 else
|
|
897 {
|
|
898 while ( a4[v8] != v6 )
|
|
899 {
|
|
900 ++v8;
|
|
901 if ( v8 >= v7 )
|
|
902 goto LABEL_5;
|
|
903 }
|
|
904 }
|
|
905 }
|
|
906 return result;
|
|
907 }
|
|
908
|
|
909 //----- (0045CC0C) --------------------------------------------------------
|
|
910 double LightmapBuilder::_45CC0C_light(Vec3_float_ a1, float a2, float a3, Vec3_float_ *pNormal, float a5, int uLightType)
|
|
911 {
|
|
912 float v7; // esi@1
|
|
913 int v8; // eax@1
|
|
914 int v9; // ebx@1
|
|
915 unsigned int v10; // ecx@1
|
|
916 int v11; // edx@2
|
|
917 int v12; // edx@4
|
|
918 unsigned int v13; // edx@6
|
|
919 double v14; // st7@7
|
|
920 double result; // st7@8
|
|
921 double v16; // st7@9
|
|
922 int v17; // esi@9
|
|
923 const char *v18; // ecx@9
|
|
924 double v19; // st7@10
|
|
925 double v20; // st7@10
|
|
926 std::string v21; // [sp-10h] [bp-40h]@13
|
|
927 const char *v22[6]; // [sp+0h] [bp-30h]@10
|
|
928 double v23; // [sp+18h] [bp-18h]@1
|
|
929 double v24; // [sp+20h] [bp-10h]@1
|
|
930 int v25; // [sp+28h] [bp-8h]@1
|
|
931 int v26; // [sp+2Ch] [bp-4h]@1
|
|
932
|
|
933 v7 = a5;
|
|
934 LODWORD(a5) = *(unsigned int *)(LODWORD(a5) + 8);
|
2
|
935 //v24 = a5 + 6.7553994e15;
|
3
|
936 v26 = floorf(a5 + 0.5f);//LODWORD(v24);
|
0
|
937 LODWORD(a5) = *(unsigned int *)(LODWORD(v7) + 4);
|
2
|
938 //v24 = a5 + 6.7553994e15;
|
3
|
939 auto _v24 = floorf(a5 + 0.5f);
|
0
|
940 LODWORD(a5) = *(unsigned int *)LODWORD(v7);
|
2
|
941 //v23 = a5 + 6.7553994e15;
|
3
|
942 auto _v23 = floorf(a5 + 0.5f);
|
2
|
943 //*(_QWORD *)((char *)&v24 + 4) = __PAIR__(LODWORD(v24), LODWORD(v23));
|
0
|
944 v26 = abs((signed)LODWORD(a1.z) - v26);
|
2
|
945 //v25 = abs((signed)LODWORD(a1.y) - (signed)LODWORD(v24));
|
|
946 //v8 = abs((int)a1.x - (signed)LODWORD(v23));
|
|
947 v25 = abs((signed)LODWORD(a1.y) - (signed)_v24);
|
|
948 v8 = abs((int)a1.x - (signed)_v23);
|
0
|
949 LODWORD(a5) = v8;
|
|
950 v9 = v25;
|
|
951 v10 = v26;
|
|
952 if ( v8 < v25 )
|
|
953 {
|
|
954 v11 = v8;
|
|
955 v8 = v25;
|
|
956 v9 = v11;
|
|
957 }
|
|
958 if ( v8 < v26 )
|
|
959 {
|
|
960 v12 = v8;
|
|
961 v8 = v26;
|
|
962 v10 = v12;
|
|
963 }
|
|
964 if ( v9 < (signed int)v10 )
|
|
965 {
|
|
966 v13 = v10;
|
|
967 v10 = v9;
|
|
968 v9 = v13;
|
|
969 }
|
|
970 v14 = (double)(signed int)(((unsigned int)(11 * v9) >> 5) + (v10 >> 2) + v8);
|
|
971 if ( v14 <= a3 )
|
|
972 {
|
|
973 a5 = v14 / a3;
|
|
974 v16 = (double)(signed int)a1.x;
|
|
975 *(float *)&v23 = (double)SLODWORD(a1.y);
|
|
976 LODWORD(a1.x) = *(unsigned int *)LODWORD(v7);
|
|
977 v17 = LODWORD(v7) + 4;
|
|
978 *((float *)&v23 + 1) = (double)SLODWORD(a1.z);
|
|
979 LODWORD(a1.y) = *(unsigned int *)v17;
|
|
980 LODWORD(a1.z) = *(unsigned int *)(v17 + 4);
|
|
981 a3 = *((float *)&v23 + 1) - a1.z;
|
|
982 a1.z = a3;
|
|
983 a1.x = v16 - a1.x;
|
|
984 a1.y = (float)v23 - a1.y;
|
|
985 a1.Normalize();
|
|
986 if ( uLightType & 4 )
|
|
987 {
|
|
988 v22[1] = v18;
|
|
989 uLightType = dword_4D86D8;
|
|
990 v22[0] = v18;
|
|
991 v19 = fabs(a1.z * pNormal->z + a1.y * pNormal->y + a1.x * pNormal->x);
|
|
992 v20 = v19 * *(float *)&uLightType * a2;
|
|
993 }
|
|
994 else
|
|
995 {
|
|
996 if ( uLightType & 8 )
|
|
997 {
|
|
998 v20 = 1.3 * a2;
|
|
999 }
|
|
1000 else
|
|
1001 {
|
|
1002 MessageBoxW(nullptr, L"Invalid light type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:783", 0);
|
|
1003 v20 = *(float *)&uLightType;
|
|
1004 }
|
|
1005 }
|
|
1006 result = v20 - a5 * v20;
|
|
1007 }
|
|
1008 else
|
|
1009 {
|
|
1010 result = 0.0;
|
|
1011 }
|
|
1012 return result;
|
|
1013 }
|
|
1014 // 4D86D8: using guessed type int dword_4D86D8;
|
|
1015
|
|
1016 //----- (0045CDB7) --------------------------------------------------------
|
|
1017 bool LightmapBuilder::ApplyLights_OutdoorFace(ODMFace *pFace)
|
|
1018 {
|
|
1019 int v2; // esi@1
|
|
1020 int v3; // eax@1
|
|
1021 MobileLight *pMobileLight; // ebx@2
|
|
1022 int v5; // esi@5
|
|
1023 StationaryLight *pStationaryLight; // ebx@6
|
|
1024 bool result; // eax@9
|
|
1025 LightmapBuilder *thisa; // [sp+Ch] [bp-8h]@1
|
|
1026 int pSlot; // [sp+10h] [bp-4h]@1
|
|
1027
|
|
1028 v2 = 0;
|
|
1029 thisa = this;
|
59
|
1030 v3 = stru_F8AD28.uDefaultAmbientLightLevel + pFace->uShadeType;
|
0
|
1031 pSlot = 0;
|
59
|
1032 stru_F8AD28.uCurrentAmbientLightLevel = v3 << 16;
|
|
1033 if ( pMobileLightsStack->uNumLightsActive > 0 )
|
0
|
1034 {
|
59
|
1035 pMobileLight = pMobileLightsStack->pLights;
|
0
|
1036 do
|
|
1037 {
|
|
1038 if ( pSlot >= 20 )
|
|
1039 break;
|
|
1040 ApplyLight_ODM((StationaryLight *)pMobileLight, pFace, (unsigned int *)&pSlot, 1);
|
|
1041 ++v2;
|
|
1042 ++pMobileLight;
|
|
1043 }
|
59
|
1044 while ( v2 < pMobileLightsStack->uNumLightsActive );
|
0
|
1045 }
|
|
1046 v5 = 0;
|
59
|
1047 if ( pStationaryLightsStack->uNumLightsActive > 0 )
|
0
|
1048 {
|
59
|
1049 pStationaryLight = pStationaryLightsStack->pLights;
|
0
|
1050 do
|
|
1051 {
|
|
1052 if ( pSlot >= 20 )
|
|
1053 break;
|
|
1054 ApplyLight_ODM(pStationaryLight, pFace, (unsigned int *)&pSlot, 0);
|
|
1055 ++v5;
|
|
1056 ++pStationaryLight;
|
|
1057 }
|
59
|
1058 while ( v5 < pStationaryLightsStack->uNumLightsActive );
|
0
|
1059 }
|
|
1060 result = pSlot;
|
59
|
1061 stru_F8AD28.uNumLightsApplied = pSlot;
|
|
1062 return true;
|
0
|
1063 }
|
|
1064
|
|
1065 //----- (0045CE50) --------------------------------------------------------
|
|
1066 bool LightmapBuilder::ApplyLight_ODM(StationaryLight *pLight, ODMFace *pFace, unsigned int *pSlot, char a4)
|
|
1067 {
|
|
1068 int result; // eax@0
|
|
1069 signed int v6; // ebx@1
|
|
1070 int v7; // ecx@2
|
|
1071 int v8; // esi@4
|
|
1072 int v9; // edx@6
|
|
1073 int v10; // ecx@8
|
|
1074 int v11; // eax@11
|
|
1075 unsigned int v12; // ebx@11
|
|
1076 RenderD3D *v13; // ecx@11
|
|
1077 char v14; // dl@11
|
|
1078
|
59
|
1079 __debugbreak();
|
|
1080
|
0
|
1081 v6 = pLight->uRadius;
|
|
1082 if ( v6 > 0
|
|
1083 && (result = (int)pFace, v7 = pLight->vPosition.x, v7 > pFace->pBoundingBox.x1 - v6)
|
|
1084 && v7 < v6 + pFace->pBoundingBox.x2
|
|
1085 && (v8 = pLight->vPosition.y, v8 > pFace->pBoundingBox.y1 - v6)
|
|
1086 && v8 < v6 + pFace->pBoundingBox.y2
|
|
1087 && (v9 = pLight->vPosition.z, v9 > pFace->pBoundingBox.z1 - v6)
|
|
1088 && v9 < v6 + pFace->pBoundingBox.z2
|
|
1089 && ((v10 = (pFace->pFacePlane.dist
|
|
1090 + pLight->vPosition.x * pFace->pFacePlane.vNormal.x
|
|
1091 + v8 * pFace->pFacePlane.vNormal.y
|
|
1092 + v9 * pFace->pFacePlane.vNormal.z) >> 16,
|
|
1093 a4)
|
|
1094 || v10 >= 0)
|
|
1095 && v10 <= v6 )
|
|
1096 {
|
|
1097 stru_F8AD28._blv_lights_radii[*pSlot] = v6;
|
|
1098 stru_F8AD28._blv_lights_inv_radii[*pSlot] = 65536 / v6;
|
|
1099 stru_F8AD28._blv_lights_xs[*pSlot] = pLight->vPosition.x;
|
|
1100 stru_F8AD28._blv_lights_ys[*pSlot] = pLight->vPosition.y;
|
|
1101 stru_F8AD28._blv_lights_zs[*pSlot] = pLight->vPosition.z;
|
|
1102 stru_F8AD28._blv_lights_rs[*pSlot] = (double)pLight->uLightColorR * 0.0039215689;
|
|
1103 stru_F8AD28._blv_lights_gs[*pSlot] = (double)pLight->uLightColorG * 0.0039215689;
|
|
1104 stru_F8AD28._blv_lights_bs[*pSlot] = (double)pLight->uLightColorB * 0.0039215689;
|
|
1105 v11 = abs(v10);
|
|
1106 v12 = pRenderer->bUsingSpecular;
|
|
1107 stru_F8AD28._blv_lights_light_dot_faces[*pSlot] = v11;
|
59
|
1108 stru_F8AD28._blv_lights_types[*pSlot] = pLight->uLightType;
|
0
|
1109 v13 = pRenderer->pRenderD3D;
|
59
|
1110 v14 = stru_F8AD28._blv_lights_types[*pSlot];
|
0
|
1111 if ( pRenderer->pRenderD3D && v12 && v14 & 4 )
|
59
|
1112 v14 = _4E94D2_light_type;
|
|
1113 stru_F8AD28._blv_lights_types[*pSlot] = v14;
|
0
|
1114 result = 4 * *pSlot;
|
|
1115 if ( v13 && v12 )
|
|
1116 {
|
59
|
1117 if ( stru_F8AD28._blv_lights_types[*pSlot] & 4 )
|
0
|
1118 {
|
|
1119 *(float *)((char *)stru_F8AD28._blv_lights_rs + result) = *(float *)((char *)stru_F8AD28._blv_lights_rs + result)
|
|
1120 * 0.33000001;
|
|
1121 *(float *)((char *)stru_F8AD28._blv_lights_gs + result) = *(float *)((char *)stru_F8AD28._blv_lights_gs + result)
|
|
1122 * 0.33000001;
|
|
1123 *(float *)((char *)stru_F8AD28._blv_lights_bs + result) = *(float *)((char *)stru_F8AD28._blv_lights_bs + result)
|
|
1124 * 0.33000001;
|
|
1125 }
|
|
1126 }
|
|
1127 ++*pSlot;
|
|
1128 LOBYTE(result) = 1;
|
|
1129 }
|
|
1130 else
|
|
1131 {
|
|
1132 LOBYTE(result) = 0;
|
|
1133 }
|
|
1134 return result;
|
|
1135 }
|
59
|
1136 // 4E94D2: using guessed type char _4E94D2_light_type;
|
0
|
1137
|
|
1138 //----- (0045D036) --------------------------------------------------------
|
59
|
1139 bool LightmapBuilder::StackLights_TerrainFace(Vec3_float_ *pNormal, float *a3, RenderVertexSoft *a1, unsigned int uStripType, bool bLightBackfaces)
|
0
|
1140 {
|
|
1141 int v6; // esi@1
|
59
|
1142 //LightmapBuilder *v7; // edi@1
|
0
|
1143 MobileLight *v8; // ebx@2
|
|
1144 int v9; // esi@5
|
|
1145 StationaryLight *v10; // ebx@6
|
59
|
1146 //bool result; // eax@9
|
0
|
1147 unsigned int a7; // [sp+Ch] [bp-4h]@1
|
|
1148
|
|
1149 v6 = 0;
|
59
|
1150 //v7 = this;
|
0
|
1151 a7 = 0;
|
59
|
1152 stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->field_CBC_terrain_triangles_shade_type;
|
|
1153 if ( pMobileLightsStack->uNumLightsActive > 0 )
|
0
|
1154 {
|
59
|
1155 v8 = pMobileLightsStack->pLights;
|
0
|
1156 do
|
|
1157 {
|
|
1158 if ( (signed int)a7 >= 20 )
|
|
1159 break;
|
59
|
1160 StackLight_TerrainFace((StationaryLight *)v8, pNormal, a3, a1, uStripType, bLightBackfaces, &a7);
|
0
|
1161 ++v6;
|
|
1162 ++v8;
|
|
1163 }
|
59
|
1164 while ( v6 < pMobileLightsStack->uNumLightsActive );
|
0
|
1165 }
|
|
1166 v9 = 0;
|
59
|
1167 if ( pStationaryLightsStack->uNumLightsActive > 0 )
|
0
|
1168 {
|
59
|
1169 v10 = pStationaryLightsStack->pLights;
|
0
|
1170 do
|
|
1171 {
|
|
1172 if ( (signed int)a7 >= 20 )
|
|
1173 break;
|
59
|
1174 StackLight_TerrainFace(v10, pNormal, a3, a1, uStripType, bLightBackfaces, &a7);
|
0
|
1175 ++v9;
|
|
1176 ++v10;
|
|
1177 }
|
59
|
1178 while ( v9 < pStationaryLightsStack->uNumLightsActive );
|
0
|
1179 }
|
59
|
1180
|
|
1181 stru_F8AD28.uNumLightsApplied = a7;
|
|
1182 return true;
|
0
|
1183 }
|
|
1184 // 519AB4: using guessed type int uNumStationaryLightsApplied;
|
|
1185
|
|
1186 //----- (0045D0D5) --------------------------------------------------------
|
|
1187 bool LightmapBuilder::StackLight_TerrainFace(StationaryLight *pLight, Vec3_float_ *pNormal, float *a3, RenderVertexSoft *a1, unsigned int uStripType, int X, unsigned int *pSlot)
|
|
1188 {
|
|
1189 StationaryLight *v8; // edi@1
|
|
1190 bool result; // eax@1
|
|
1191 unsigned int v10; // esi@2
|
|
1192 RenderVertexSoft *v11; // ebx@2
|
|
1193 float v12; // eax@3
|
|
1194 float v13; // eax@4
|
|
1195 double v14; // st7@11
|
|
1196 double maxz; // st7@11
|
|
1197 double v16; // st7@11
|
|
1198 double v17; // st6@11
|
|
1199 __int16 v18; // fps@11
|
|
1200 char v19; // c0@11
|
|
1201 char v20; // c2@11
|
|
1202 char v21; // c3@11
|
|
1203 double v22; // st6@12
|
|
1204 __int16 v23; // fps@12
|
|
1205 char v24; // c0@12
|
|
1206 char v25; // c2@12
|
|
1207 char v26; // c3@12
|
|
1208 double v27; // st7@13
|
|
1209 double v28; // st6@13
|
|
1210 __int16 v29; // fps@13
|
|
1211 char v30; // c0@13
|
|
1212 char v31; // c2@13
|
|
1213 char v32; // c3@13
|
|
1214 double v33; // st6@14
|
|
1215 __int16 v34; // fps@14
|
|
1216 char v35; // c0@14
|
|
1217 char v36; // c2@14
|
|
1218 char v37; // c3@14
|
|
1219 double v38; // st7@15
|
|
1220 double v39; // st6@15
|
|
1221 __int16 v40; // fps@15
|
|
1222 char v41; // c0@15
|
|
1223 char v42; // c2@15
|
|
1224 char v43; // c3@15
|
|
1225 double v44; // st6@16
|
|
1226 __int16 v45; // fps@16
|
|
1227 char v46; // c0@16
|
|
1228 char v47; // c2@16
|
|
1229 char v48; // c3@16
|
|
1230 Vec3_float_ *v49; // esi@17
|
|
1231 double v50; // st7@17
|
|
1232 double v51; // st6@17
|
|
1233 signed int v52; // ecx@17
|
|
1234 unsigned int *v53; // esi@18
|
|
1235 int v54; // eax@18
|
|
1236 unsigned int v55; // ebx@18
|
|
1237 RenderD3D *v56; // ecx@18
|
|
1238 char v57; // dl@18
|
|
1239 std::string v58; // [sp-18h] [bp-38h]@10
|
|
1240 const char *v59; // [sp-8h] [bp-28h]@10
|
|
1241 signed int v60; // [sp-4h] [bp-24h]@10
|
|
1242 double v61; // [sp+Ch] [bp-14h]@11
|
|
1243 float minz; // [sp+14h] [bp-Ch]@11
|
|
1244 int v63; // [sp+18h] [bp-8h]@1
|
|
1245 float v64; // [sp+1Ch] [bp-4h]@5
|
|
1246
|
|
1247 v8 = pLight;
|
|
1248 result = pLight->uRadius;
|
|
1249 v63 = pLight->uRadius;
|
|
1250 if ( result <= 0 )
|
|
1251 goto LABEL_27;
|
|
1252 v10 = uStripType;
|
|
1253 v11 = a1;
|
|
1254 if ( uStripType == 4 )
|
|
1255 {
|
|
1256 pLight = (StationaryLight *)LODWORD(a1->vWorldPosition.x);
|
|
1257 v12 = a1[3].vWorldPosition.x;
|
|
1258 }
|
|
1259 else
|
|
1260 {
|
|
1261 if ( uStripType != 3 )
|
|
1262 {
|
|
1263 MessageBoxW(nullptr, L"Uknown strip type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:981", 0);
|
|
1264 goto LABEL_11;
|
|
1265 }
|
|
1266 if ( (unsigned char)X )
|
|
1267 {
|
|
1268 pLight = (StationaryLight *)LODWORD(a1->vWorldPosition.x);
|
|
1269 uStripType = LODWORD(a1[2].vWorldPosition.x);
|
|
1270 a1 = (RenderVertexSoft *)LODWORD(a1[1].vWorldPosition.y);
|
|
1271 v13 = v11[2].vWorldPosition.y;
|
|
1272 goto LABEL_5;
|
|
1273 }
|
|
1274 pLight = (StationaryLight *)LODWORD(a1[1].vWorldPosition.x);
|
|
1275 v12 = a1[2].vWorldPosition.x;
|
|
1276 }
|
|
1277 uStripType = LODWORD(v12);
|
|
1278 a1 = (RenderVertexSoft *)LODWORD(a1[1].vWorldPosition.y);
|
|
1279 v13 = v11->vWorldPosition.y;
|
|
1280 LABEL_5:
|
|
1281 v64 = v13;
|
|
1282 LABEL_11:
|
|
1283 v60 = v10;
|
|
1284 v59 = (const char *)v11;
|
|
1285 v14 = pGame->pIndoorCameraD3D->GetPolygonMinZ(v11, v10);
|
|
1286 v60 = v10;
|
|
1287 minz = v14;
|
|
1288 maxz = pGame->pIndoorCameraD3D->GetPolygonMaxZ(v11, v10);
|
|
1289 result = v8->vPosition.x;
|
|
1290 *((float *)&v61 + 1) = maxz;
|
|
1291 v16 = (double)result;
|
|
1292 *(float *)&X = (double)v63;
|
|
1293 v17 = *(float *)&pLight - *(float *)&X;
|
|
1294 //UNDEF(v18);
|
|
1295 v19 = v16 < v17;
|
|
1296 v20 = 0;
|
|
1297 v21 = v16 == v17;
|
|
1298 BYTE1(result) = HIBYTE(v18);
|
|
1299 if ( v16 <= v17
|
|
1300 || (v22 = *(float *)&X + *(float *)&uStripType,
|
|
1301 //UNDEF(v23),
|
|
1302 v24 = v16 < v22,
|
|
1303 v25 = 0,
|
|
1304 v26 = v16 == v22,
|
|
1305 BYTE1(result) = HIBYTE(v23),
|
|
1306 v16 >= v22)
|
|
1307 || (result = v8->vPosition.y,
|
|
1308 pLight = (StationaryLight *)v8->vPosition.y,
|
|
1309 v27 = (double)(signed int)pLight,
|
|
1310 v28 = *(float *)&a1 - *(float *)&X,
|
|
1311 //UNDEF(v29),
|
|
1312 v30 = v27 < v28,
|
|
1313 v31 = 0,
|
|
1314 v32 = v27 == v28,
|
|
1315 BYTE1(result) = HIBYTE(v29),
|
|
1316 v27 <= v28)
|
|
1317 || (v33 = *(float *)&X + v64,
|
|
1318 //UNDEF(v34),
|
|
1319 v35 = v27 < v33,
|
|
1320 v36 = 0,
|
|
1321 v37 = v27 == v33,
|
|
1322 BYTE1(result) = HIBYTE(v34),
|
|
1323 v27 >= v33)
|
|
1324 || (result = v8->vPosition.z,
|
|
1325 pLight = (StationaryLight *)v8->vPosition.z,
|
|
1326 v38 = (double)(signed int)pLight,
|
|
1327 v39 = minz - *(float *)&X,
|
|
1328 //UNDEF(v40),
|
|
1329 v41 = v38 < v39,
|
|
1330 v42 = 0,
|
|
1331 v43 = v38 == v39,
|
|
1332 BYTE1(result) = HIBYTE(v40),
|
|
1333 v38 <= v39)
|
|
1334 || (v44 = *(float *)&X + *((float *)&v61 + 1),
|
|
1335 //UNDEF(v45),
|
|
1336 v46 = v38 < v44,
|
|
1337 v47 = 0,
|
|
1338 v48 = v38 == v44,
|
|
1339 BYTE1(result) = HIBYTE(v45),
|
|
1340 v38 >= v44)
|
|
1341 || (v49 = pNormal,
|
|
1342 Vec3_float_::NegDot(&v11->vWorldPosition, pNormal, a3),
|
|
1343 X = v8->vPosition.y,
|
|
1344 v50 = (double)X * v49->y,
|
|
1345 X = v8->vPosition.z,
|
|
1346 v51 = (double)X * v49->z,
|
|
1347 X = v8->vPosition.x,
|
|
1348 *(float *)&a3 = v50 + v51 + (double)X * v49->x + *a3,
|
|
1349 v61 = *(float *)&a3 + 6.7553994e15,
|
|
1350 result = LODWORD(v61),
|
|
1351 X = LODWORD(v61),
|
|
1352 v52 = v63,
|
|
1353 SLODWORD(v61) > v63) )
|
|
1354 {
|
|
1355 LABEL_27:
|
|
1356 LOBYTE(result) = 0;
|
|
1357 return result;
|
|
1358 }
|
|
1359 v53 = pSlot;
|
|
1360 v60 = X;
|
|
1361 stru_F8AD28._blv_lights_radii[*pSlot] = v63;
|
|
1362 stru_F8AD28._blv_lights_inv_radii[*v53] = 65536 / v52;
|
|
1363 stru_F8AD28._blv_lights_xs[*v53] = v8->vPosition.x;
|
|
1364 stru_F8AD28._blv_lights_ys[*v53] = v8->vPosition.y;
|
|
1365 stru_F8AD28._blv_lights_zs[*v53] = v8->vPosition.z;
|
|
1366 a3 = (float *)v8->uLightColorR;
|
|
1367 stru_F8AD28._blv_lights_rs[*v53] = (double)(signed int)a3 * 0.0039215689;
|
|
1368 a3 = (float *)v8->uLightColorG;
|
|
1369 stru_F8AD28._blv_lights_gs[*v53] = (double)(signed int)a3 * 0.0039215689;
|
|
1370 a3 = (float *)v8->uLightColorB;
|
|
1371 stru_F8AD28._blv_lights_bs[*v53] = (double)(signed int)a3 * 0.0039215689;
|
|
1372 v54 = abs(v60);
|
|
1373 v55 = pRenderer->bUsingSpecular;
|
|
1374 stru_F8AD28._blv_lights_light_dot_faces[*v53] = v54;
|
59
|
1375 stru_F8AD28._blv_lights_types[*v53] = v8->uLightType;
|
0
|
1376 v56 = pRenderer->pRenderD3D;
|
59
|
1377 v57 = stru_F8AD28._blv_lights_types[*v53];
|
0
|
1378 if ( pRenderer->pRenderD3D && v55 && v57 & 4 )
|
59
|
1379 v57 = _4E94D2_light_type;
|
|
1380 stru_F8AD28._blv_lights_types[*v53] = v57;
|
0
|
1381 result = 4 * *v53;
|
|
1382 if ( v56 && v55 )
|
|
1383 {
|
59
|
1384 if ( stru_F8AD28._blv_lights_types[*v53] & 4 )
|
0
|
1385 {
|
|
1386 *(float *)((char *)stru_F8AD28._blv_lights_rs + result) = *(float *)((char *)stru_F8AD28._blv_lights_rs + result)
|
|
1387 * 0.33000001;
|
|
1388 *(float *)((char *)stru_F8AD28._blv_lights_gs + result) = *(float *)((char *)stru_F8AD28._blv_lights_gs + result)
|
|
1389 * 0.33000001;
|
|
1390 *(float *)((char *)stru_F8AD28._blv_lights_bs + result) = *(float *)((char *)stru_F8AD28._blv_lights_bs + result)
|
|
1391 * 0.33000001;
|
|
1392 }
|
|
1393 }
|
|
1394 ++*v53;
|
|
1395 LOBYTE(result) = 1;
|
|
1396 return result;
|
|
1397 }
|
59
|
1398 // 4E94D2: using guessed type char _4E94D2_light_type;
|
0
|
1399
|
|
1400 //----- (0045D3C7) --------------------------------------------------------
|
|
1401 bool LightmapBuilder::_45D3C7(stru148 *a1)
|
|
1402 {
|
|
1403 LightmapBuilder *v2; // ebx@1
|
|
1404 stru148 *result; // eax@1
|
|
1405 float v4; // ecx@2
|
|
1406 Span *i; // edi@5
|
|
1407
|
|
1408 v2 = this;
|
|
1409 result = (stru148 *)a1->prolly_head;
|
|
1410 if ( result && (v4 = result->field_4, *(int *)&v4) != 0 && *(unsigned int *)(LODWORD(v4) + 60) )
|
|
1411 {
|
|
1412 for ( i = a1->prolly_head; ; i = i->pNext )
|
|
1413 {
|
|
1414 result = i->pParent;
|
|
1415 if ( result->field_108 )
|
|
1416 result = (stru148 *)_45D426(
|
|
1417 i,
|
|
1418 a1->pEdgeList1,
|
|
1419 a1->uEdgeList1Size,
|
|
1420 (Edge *)a1->pEdgeList2,
|
|
1421 a1->uEdgeList2Size);
|
|
1422 if ( a1->prolly_tail == i )
|
|
1423 break;
|
|
1424 }
|
|
1425 LOBYTE(result) = 1;
|
|
1426 }
|
|
1427 else
|
|
1428 {
|
|
1429 LOBYTE(result) = 0;
|
|
1430 }
|
|
1431 return (bool)result;
|
|
1432 }
|
|
1433
|
|
1434 //----- (0045D426) --------------------------------------------------------
|
|
1435 int LightmapBuilder::_45D426(Span *a1, Edge **a2, unsigned int a3, Edge *a4, int a5)
|
|
1436 {
|
|
1437 int v6; // edi@1
|
|
1438 signed int v7; // ebx@3
|
|
1439 signed int v8; // ecx@3
|
|
1440 Span *v9; // esi@3
|
|
1441 double v10; // st7@4
|
|
1442 Edge *v11; // edx@5
|
|
1443 double v12; // st7@11
|
|
1444 int v13; // edx@12
|
|
1445 int v14; // ebx@17
|
|
1446 Edge *v15; // edi@17
|
|
1447 float v16; // ST04_4@17
|
|
1448 float v17; // ST04_4@17
|
|
1449 double v18; // st7@17
|
|
1450 int result; // eax@19
|
2
|
1451 //double v20; // ST14_8@20
|
|
1452 //double v21; // ST14_8@20
|
0
|
1453 double v22; // st7@20
|
|
1454 int v23; // ecx@20
|
|
1455 double v24; // st6@20
|
|
1456 double v25; // st7@23
|
|
1457 double v26; // st7@28
|
|
1458 __int16 v27; // fps@28
|
|
1459 char v28; // c0@28
|
|
1460 char v29; // c2@28
|
|
1461 char v30; // c3@28
|
|
1462 double v31; // st7@29
|
|
1463 double v32; // st7@30
|
|
1464 __int16 v33; // fps@30
|
|
1465 char v34; // c0@30
|
|
1466 char v35; // c2@30
|
|
1467 char v36; // c3@30
|
|
1468 LightmapBuilder *this_4; // [sp+14h] [bp-8h]@1
|
|
1469 signed int v38; // [sp+18h] [bp-4h]@3
|
|
1470 float a1a; // [sp+24h] [bp+8h]@20
|
|
1471 float a2a; // [sp+28h] [bp+Ch]@17
|
|
1472 float a3a; // [sp+2Ch] [bp+10h]@17
|
|
1473 float a5a; // [sp+34h] [bp+18h]@20
|
|
1474 float a5b; // [sp+34h] [bp+18h]@20
|
|
1475
|
|
1476 v6 = 0;
|
|
1477 this_4 = this;
|
|
1478 if ( a5 && a3 )
|
|
1479 {
|
|
1480 v7 = -1;
|
|
1481 v8 = 0;
|
|
1482 v9 = a1;
|
|
1483 v38 = -1;
|
|
1484 if ( (signed int)a3 > 0 )
|
|
1485 {
|
|
1486 v10 = (double)a1->field_A;
|
|
1487 while ( 1 )
|
|
1488 {
|
|
1489 v11 = a2[v8];
|
|
1490 if ( v10 >= v11->field_2C )
|
|
1491 {
|
|
1492 if ( v10 <= v11->field_30 )
|
|
1493 break;
|
|
1494 }
|
|
1495 ++v8;
|
|
1496 if ( v8 >= (signed int)a3 )
|
|
1497 goto LABEL_10;
|
|
1498 }
|
|
1499 v38 = v8;
|
|
1500 }
|
|
1501 LABEL_10:
|
|
1502 if ( a5 > 0 )
|
|
1503 {
|
|
1504 v12 = (double)a1->field_A;
|
|
1505 while ( 1 )
|
|
1506 {
|
|
1507 v13 = *((unsigned int *)&a4->field_0 + v6);
|
|
1508 if ( v12 >= *(float *)(v13 + 44) )
|
|
1509 {
|
|
1510 if ( v12 <= *(float *)(v13 + 48) )
|
|
1511 break;
|
|
1512 }
|
|
1513 ++v6;
|
|
1514 if ( v6 >= a5 )
|
|
1515 goto LABEL_17;
|
|
1516 }
|
|
1517 v7 = v6;
|
|
1518 }
|
|
1519 LABEL_17:
|
|
1520 v14 = *((unsigned int *)&a4->field_0 + v7);
|
|
1521 v15 = a2[v38];
|
|
1522 v16 = (double)a1->field_A;
|
|
1523 a3a = _45D643(a2[v38], v16);
|
|
1524 v17 = (double)a1->field_A;
|
|
1525 v18 = _45D643((Edge *)v14, v17);
|
|
1526 a2a = v18;
|
|
1527 if ( byte_4D864C && BYTE1(pGame->uFlags) & 0x80 )
|
|
1528 {
|
|
1529 HIWORD(result) = HIWORD(a3a);
|
|
1530 a1->field_14 = v18;
|
|
1531 a1->field_10 = a3a;
|
|
1532 }
|
|
1533 else
|
|
1534 {
|
|
1535 a5a = ((double)a1->field_A - v15->field_2C) * v15->field_4 + v15->field_24 - 0.5;
|
2
|
1536 //v20 = a5a + 6.7553994e15;
|
|
1537 //a5b = (double)SLODWORD(v20);
|
3
|
1538 a5b = (double)floorf(a5a + 0.5f);
|
0
|
1539 a1a = ((double)a1->field_A - *(float *)(v14 + 44)) * *(float *)(v14 + 4) + *(float *)(v14 + 36) + 0.5;
|
2
|
1540 //v21 = a1a + 6.7553994e15;
|
|
1541 //v22 = (double)SLODWORD(v21);
|
3
|
1542 v22 = (double)floorf(a1a + 0.5f);
|
0
|
1543 result = v9->field_8;
|
|
1544 v23 = v9->field_C;
|
|
1545 v24 = -((a3a - a2a) / (v22 - a5b));
|
|
1546 v9->field_10 = ((double)result - a5b) * v24 + a3a;
|
|
1547 v9->field_14 = a2a - (v22 - (double)(result + v23)) * v24;
|
|
1548 }
|
|
1549 if ( v9->field_10 < 0.0 || v9->field_10 <= 1.0 )
|
|
1550 {
|
|
1551 if ( v9->field_10 >= 0.0 )
|
|
1552 v25 = v9->field_10;
|
|
1553 else
|
|
1554 v25 = 0.0;
|
|
1555 }
|
|
1556 else
|
|
1557 {
|
|
1558 v25 = 1.0;
|
|
1559 }
|
|
1560 v9->field_10 = v25;
|
|
1561 if ( v9->field_14 < 0.0
|
|
1562 || (v26 = v9->field_14,
|
|
1563 //UNDEF(v27),
|
|
1564 v28 = 1.0 < v26,
|
|
1565 v29 = 0,
|
|
1566 v30 = 1.0 == v26,
|
|
1567 BYTE1(result) = HIBYTE(v27),
|
|
1568 v26 <= 1.0) )
|
|
1569 {
|
|
1570 v32 = v9->field_14;
|
|
1571 //UNDEF(v33);
|
|
1572 v34 = 0.0 < v32;
|
|
1573 v35 = 0;
|
|
1574 v36 = 0.0 == v32;
|
|
1575 BYTE1(result) = HIBYTE(v33);
|
|
1576 if ( v32 >= 0.0 )
|
|
1577 v31 = v9->field_14;
|
|
1578 else
|
|
1579 v31 = 0.0;
|
|
1580 }
|
|
1581 else
|
|
1582 {
|
|
1583 v31 = 1.0;
|
|
1584 }
|
|
1585 v9->field_14 = v31;
|
|
1586 LOBYTE(result) = 1;
|
|
1587 }
|
|
1588 else
|
|
1589 {
|
|
1590 LOBYTE(result) = 0;
|
|
1591 }
|
|
1592 return result;
|
|
1593 }
|
|
1594 // 4D864C: using guessed type char byte_4D864C;
|
|
1595
|
|
1596 //----- (0045D643) --------------------------------------------------------
|
|
1597 double LightmapBuilder::_45D643(Edge *a1, float a2)
|
|
1598 {
|
|
1599 double result; // st7@1
|
|
1600
|
|
1601 result = (a1->field_1C - a1->field_20) * -1.0 / (a1->field_30 - a1->field_2C) * (a2 - a1->field_2C) + a1->field_1C;
|
|
1602 if ( result < 0.0 || result <= 1.0 )
|
|
1603 {
|
|
1604 if ( result < 0.0 )
|
|
1605 result = 0.0;
|
|
1606 }
|
|
1607 else
|
|
1608 {
|
|
1609 result = 1.0;
|
|
1610 }
|
|
1611 return result;
|
|
1612 }
|
|
1613
|
|
1614 //----- (0045D698) --------------------------------------------------------
|
|
1615 bool LightmapBuilder::DrawDebugOutlines(char bit_one_for_list1__bit_two_for_list2)
|
|
1616 {
|
|
1617 bool result; // eax@1
|
|
1618 LightmapBuilder *v3; // esi@1
|
|
1619 RenderVertexSoft *v4; // edi@3
|
|
1620 RenderVertexSoft *v5; // edi@7
|
|
1621 IndoorCameraD3D *thisa; // [sp+10h] [bp-8h]@1
|
|
1622 bool v7; // [sp+14h] [bp-4h]@2
|
|
1623 bool a2a; // [sp+20h] [bp+8h]@6
|
|
1624
|
|
1625 result = (bool)pGame->pIndoorCameraD3D;
|
|
1626 v3 = this;
|
|
1627 thisa = pGame->pIndoorCameraD3D;
|
|
1628 if ( bit_one_for_list1__bit_two_for_list2 & 1 )
|
|
1629 {
|
|
1630 v7 = 0;
|
|
1631 if ( (signed int)this->std__vector_000004_size > 0 )
|
|
1632 {
|
|
1633 v4 = this->std__vector_000004[0].pVertices;
|
|
1634 do
|
|
1635 {
|
|
1636 pGame->pIndoorCameraD3D->debug_outline_sw(v4, *((unsigned int *)v4 - 1), 0xFF00u, 0.0);
|
|
1637 ++v7;
|
|
1638 v4 = (RenderVertexSoft *)((char *)v4 + 3100);
|
|
1639 result = v7;
|
|
1640 }
|
|
1641 while ( v7 < (signed int)v3->std__vector_000004_size );
|
|
1642 }
|
|
1643 }
|
|
1644 if ( bit_one_for_list1__bit_two_for_list2 & 2 )
|
|
1645 {
|
|
1646 a2a = 0;
|
|
1647 if ( (signed int)v3->std__vector_183808_size > 0 )
|
|
1648 {
|
|
1649 v5 = v3->std__vector_183808[0].pVertices;
|
|
1650 do
|
|
1651 {
|
|
1652 pGame->pIndoorCameraD3D->debug_outline_sw(v5, *((unsigned int *)v5 - 1), 0xC04000u, 0.00019999999);
|
|
1653 ++a2a;
|
|
1654 v5 = (RenderVertexSoft *)((char *)v5 + 3100);
|
|
1655 result = a2a;
|
|
1656 }
|
|
1657 while ( a2a < (signed int)v3->std__vector_183808_size );
|
|
1658 }
|
|
1659 }
|
|
1660 LOBYTE(result) = 1;
|
|
1661 return result;
|
|
1662 }
|
|
1663
|
|
1664 //----- (0045D73F) --------------------------------------------------------
|
|
1665 void LightmapBuilder::DrawLightmaps(int a2)
|
|
1666 {
|
|
1667 if ( a2 == 2 )
|
|
1668 DoDrawLightmaps();
|
|
1669 }
|
|
1670
|
|
1671 //----- (0045D74F) --------------------------------------------------------
|
|
1672 char LightmapBuilder::_45D74F_MessWithLight(int a2, int *a3)
|
|
1673 {
|
|
1674 char v3; // zf@1
|
|
1675 IDirect3DDevice3 *v4; // eax@2
|
|
1676 HRESULT v5; // eax@2
|
45
|
1677 //char *v6; // eax@2
|
0
|
1678 struct IDirect3DTexture2 *v7; // edi@4
|
|
1679 HRESULT v8; // eax@8
|
|
1680 HRESULT v9; // eax@8
|
|
1681 HRESULT v10; // eax@8
|
|
1682 HRESULT v11; // eax@8
|
|
1683 HRESULT v12; // eax@8
|
|
1684 int *v13; // eax@8
|
|
1685 float v14; // ecx@15
|
|
1686 IDirect3DDevice3 *v15; // eax@21
|
|
1687 HRESULT v16; // eax@21
|
|
1688 IDirect3DDevice3 *v17; // eax@21
|
|
1689 HRESULT v18; // eax@21
|
|
1690 IDirect3DDevice3 *v19; // eax@21
|
|
1691 HRESULT v20; // eax@21
|
|
1692 IDirect3DDevice3 *v21; // eax@21
|
|
1693 HRESULT v22; // eax@21
|
45
|
1694 //IDirect3DDevice3 *v23; // eax@23
|
0
|
1695 std::string v25; // [sp+44h] [bp-44h]@12
|
|
1696 signed int v26; // [sp+48h] [bp-40h]@21
|
|
1697 signed int v27; // [sp+4Ch] [bp-3Ch]@21
|
|
1698 Lightmap *v28; // [sp+50h] [bp-38h]@2
|
|
1699 int v29; // [sp+54h] [bp-34h]@2
|
45
|
1700 //float v30; // [sp+58h] [bp-30h]@2
|
0
|
1701 int arg4; // [sp+68h] [bp-20h]@8
|
|
1702 float v32; // [sp+6Ch] [bp-1Ch]@8
|
|
1703 float v33; // [sp+70h] [bp-18h]@8
|
|
1704 int v34; // [sp+74h] [bp-14h]@19
|
|
1705 int v35; // [sp+78h] [bp-10h]@2
|
|
1706 int *v36; // [sp+7Ch] [bp-Ch]@10
|
|
1707 int a1; // [sp+80h] [bp-8h]@12
|
|
1708 float v38; // [sp+84h] [bp-4h]@1
|
|
1709
|
|
1710 v3 = this->std__vector_000004_size == 0;
|
|
1711 LODWORD(v38) = (int)this;
|
|
1712 if ( !v3 )
|
|
1713 {
|
45
|
1714 //v30 = 0.0;
|
0
|
1715 //v4 = pRenderer->pRenderD3D->pDevice;
|
|
1716 ErrD3D(v4->SetTextureStageState(0, D3DTSS_ADDRESS, 3u));
|
45
|
1717 //v6 = (char *)stru_69BD44.c_str();
|
|
1718 //if ( !stru_69BD44.c_str() )
|
|
1719 // v6 = (char *)&dword_4D86F0;
|
|
1720 v7 = pGame->pIndoorCameraD3D->LoadTextureAndGetHardwarePtr("effpar03");
|
0
|
1721 if ( pRenderer->bUsingSpecular )
|
|
1722 pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, 0);
|
|
1723 if ( !byte_4D864C || !(pGame->uFlags & 1) )
|
|
1724 {
|
|
1725 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, 1u));
|
|
1726 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, 0));
|
|
1727 ErrD3D(pRenderer->pRenderD3D->pDevice->SetTexture(0, v7));
|
|
1728 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, 2u));
|
|
1729 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, 2u));
|
|
1730 v13 = a3;
|
|
1731 v33 = 1.0;
|
|
1732 v32 = 1.0;
|
|
1733 *(float *)&arg4 = 1.0;
|
|
1734 if ( a3 )
|
|
1735 {
|
|
1736 if ( *a3 != -1 )
|
|
1737 {
|
|
1738 v36 = a3;
|
|
1739 do
|
|
1740 {
|
|
1741 v28 = (Lightmap *)(3100 * *v13 + LODWORD(v38) + 4);
|
|
1742 if ( !DrawLightmap(v28, (Vec3_float_ *)&arg4, 0.0) )
|
|
1743 {
|
|
1744 MessageBoxW(nullptr, L"Invalid lightmap detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:1230", 0);
|
|
1745 a1 = 5080812;
|
|
1746 }
|
|
1747 v13 = v36 + 1;
|
|
1748 v36 = v13;
|
|
1749 }
|
|
1750 while ( *v13 != -1 );
|
|
1751 }
|
|
1752 }
|
|
1753 else
|
|
1754 {
|
|
1755 v14 = v38;
|
|
1756 v36 = 0;
|
|
1757 if ( *(unsigned int *)(LODWORD(v38) + 1587204) > 0 )
|
|
1758 {
|
|
1759 a1 = LODWORD(v38) + 4;
|
|
1760 while ( 1 )
|
|
1761 {
|
|
1762 if ( !DrawLightmap((Lightmap *)a1, (Vec3_float_ *)&arg4, 0.0) )
|
|
1763 {
|
|
1764 MessageBoxW(nullptr, L"Invalid lightmap detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:1238", 0);
|
|
1765 v35 = 5080812;
|
|
1766 }
|
|
1767 v36 = (int *)((char *)v36 + 1);
|
|
1768 a1 += 3100;
|
|
1769 if ( (signed int)v36 >= *(unsigned int *)(LODWORD(v38) + 1587204) )
|
|
1770 break;
|
|
1771 v14 = v38;
|
|
1772 }
|
|
1773 }
|
|
1774 }
|
|
1775 v15 = pRenderer->pRenderD3D->pDevice;
|
|
1776 ErrD3D(v15->SetRenderState(D3DRENDERSTATE_SRCBLEND, 2u));
|
|
1777 ErrD3D(v15->SetRenderState(D3DRENDERSTATE_DESTBLEND, 1u));
|
|
1778 ErrD3D(v15->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, 0));
|
|
1779 ErrD3D(v15->SetRenderState(D3DRENDERSTATE_DITHERENABLE, 1u));
|
|
1780 }
|
|
1781 if ( pRenderer->bUsingSpecular )
|
|
1782 {
|
|
1783 //LODWORD(v30) = 1;
|
|
1784 //v29 = 28;
|
|
1785 //v28 = (Lightmap *)pRenderer->pRenderD3D->pDevice;
|
45
|
1786 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, 1));
|
|
1787 //v30 = pRenderer->uFogColor;
|
|
1788 //v23 = pRenderer->pRenderD3D->pDevice;
|
0
|
1789 //v29 = 34;
|
|
1790 //v28 = (Lightmap *)v23;
|
45
|
1791 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR, pRenderer->uFogColor));
|
0
|
1792 //v28 = (Lightmap *)pRenderer->pRenderD3D->pDevice;
|
45
|
1793 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, false));
|
0
|
1794 }
|
|
1795 }
|
|
1796 return 1;
|
|
1797 }
|
45
|
1798
|
0
|
1799
|
|
1800 //----- (0045DA56) --------------------------------------------------------
|
45
|
1801 bool LightmapBuilder::DrawLightmaps2(float z_bias)
|
0
|
1802 {
|
|
1803 Vec3_float_ v; // [sp+Ch] [bp-1Ch]@2
|
45
|
1804 v.z = 1.0;
|
|
1805 v.y = 1.0;
|
|
1806 v.x = 1.0;
|
|
1807
|
|
1808 for (uint i = 0; i < std__vector_183808_size; ++i)
|
|
1809 if (!DrawLightmap(std__vector_183808 + i, &v, z_bias))
|
|
1810 MessageBoxW(nullptr, L"Invalid lightmap detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:1288", 0);
|
0
|
1811
|
45
|
1812 return true;
|
0
|
1813 }
|
|
1814
|
|
1815 //----- (0045DAE8) --------------------------------------------------------
|
45
|
1816 bool LightmapBuilder::DrawLightmap(Lightmap *pLightmap, Vec3_float_ *pColorMult, float z_bias)
|
0
|
1817 {
|
|
1818 double v10; // st7@4
|
|
1819 double v14; // st7@7
|
|
1820 __int16 v15; // fps@8
|
|
1821 double v18; // st3@8
|
|
1822 signed int v24; // [sp-1Ch] [bp-670h]@13
|
|
1823 const char *v25; // [sp-18h] [bp-66Ch]@13
|
|
1824 int v26; // [sp-14h] [bp-668h]@13
|
45
|
1825 RenderVertexD3D3 a2[32]; // [sp+0h] [bp-654h]@7
|
0
|
1826
|
45
|
1827
|
|
1828 if (pLightmap->uNumVertices < 3)
|
0
|
1829 {
|
45
|
1830 Log::Warning(L"Lightmap uNumVertices < 3");
|
|
1831 return false;
|
|
1832 }
|
2
|
1833
|
45
|
1834 uint uLightmapColorMaskR = (pLightmap->uColorMask >> 16) & 0xFF;
|
|
1835 uint uLightmapColorR = floorf(uLightmapColorMaskR * pLightmap->fBrightness * pColorMult->x + 0.5f);
|
|
1836
|
|
1837 uint uLightmapColorMaskG = (pLightmap->uColorMask >> 8) & 0xFF;
|
|
1838 uint uLightmapColorG = floorf(uLightmapColorMaskG * pLightmap->fBrightness * pColorMult->y + 0.5f);
|
|
1839
|
|
1840 uint uLightmapColorMaskB = pLightmap->uColorMask & 0xFF;
|
|
1841 uint uLightmapColorB = floorf(uLightmapColorMaskB * pLightmap->fBrightness * pColorMult->z + 0.5f);
|
|
1842
|
|
1843 uint uLightmapColor = uLightmapColorB | (uLightmapColorMaskG << 8) | (uLightmapColorMaskR << 16);
|
2
|
1844
|
45
|
1845 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
|
|
1846 v10 = (double)pOutdoorCamera->shading_dist_mist;
|
|
1847 else
|
|
1848 v10 = 16192.0;
|
|
1849 v14 = 1.0 / v10;
|
|
1850
|
|
1851 for (uint i = 0; i < pLightmap->uNumVertices; ++i)
|
|
1852 {
|
|
1853 v18 = 1.0 - 1.0 / (v14 * pLightmap->pVertices[i].vWorldViewPosition.x * 1000.0);
|
|
1854 if (fabsf(z_bias) < 1e-5f)
|
0
|
1855 {
|
45
|
1856 v18 = v18 - z_bias;
|
|
1857 if (v18 < 0.000099999997)
|
|
1858 v18 = 0.000099999997;
|
0
|
1859 }
|
45
|
1860
|
|
1861 a2[i].pos.x = pLightmap->pVertices[i].vWorldViewProjX;
|
|
1862 a2[i].pos.z = v18;
|
|
1863 a2[i].pos.y = pLightmap->pVertices[i].vWorldViewProjY;
|
|
1864 a2[i].rhw = 1.0 / pLightmap->pVertices[i].vWorldViewPosition.x;
|
|
1865 a2[i].diffuse = uLightmapColor;
|
|
1866 a2[i].specular = 0;
|
|
1867 a2[i].texcoord.x = pLightmap->pVertices[i].u;
|
|
1868 a2[i].texcoord.y = pLightmap->pVertices[i].v;
|
0
|
1869 }
|
45
|
1870
|
|
1871 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
|
|
1872 v24 = D3DDP_DONOTLIGHT | D3DDP_DONOTCLIP | D3DDP_DONOTUPDATEEXTENTS;
|
|
1873 else
|
|
1874 v24 = D3DDP_DONOTLIGHT;
|
|
1875
|
|
1876 ErrD3D(pRenderer->pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
|
|
1877 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
|
|
1878 a2,
|
|
1879 pLightmap->uNumVertices,
|
|
1880 v24));
|
|
1881
|
|
1882 return true;
|
0
|
1883 }
|
|
1884
|
|
1885 //----- (0045DCA9) --------------------------------------------------------
|
|
1886 void LightmapBuilder::DoDrawLightmaps()
|
|
1887 {
|
45
|
1888 if (!std__vector_183808_size)
|
|
1889 return;
|
|
1890
|
|
1891 if (pRenderer->bUsingSpecular)
|
|
1892 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, 0));
|
|
1893
|
|
1894 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, 1));
|
|
1895 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, 0));
|
|
1896 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, 1u));
|
|
1897 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, 0));
|
|
1898
|
|
1899 auto pTex = pGame->pIndoorCameraD3D->LoadTextureAndGetHardwarePtr("effpar03");
|
|
1900 ErrD3D(pRenderer->pRenderD3D->pDevice->SetTexture(0, pTex));
|
0
|
1901
|
45
|
1902 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, 2u));
|
|
1903 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, 2u));
|
0
|
1904
|
45
|
1905 DrawLightmaps2(0.00050000002);
|
0
|
1906
|
45
|
1907 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, 2u));
|
|
1908 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, 1u));
|
|
1909 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, 0));
|
|
1910 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, 1u));
|
|
1911 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, 1u));
|
|
1912 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, 2));
|
0
|
1913
|
45
|
1914 if (pRenderer->bUsingSpecular)
|
|
1915 ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, 1u));
|
0
|
1916 } |