annotate LightmapBuilder.h @ 31:f4450ff595fe

BLV loading (looks like) done.
author Nomad
date Fri, 19 Oct 2012 03:36:38 +0200
parents 8b8875f5b359
children bcc051713d20
rev   line source
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1 #pragma once
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2 #include <vector>
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3 #include "Render.h"
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4 #include "Lights.h"
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5
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6
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7 /* 115 */
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8 #pragma pack(push, 1)
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9 struct Lightmap
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10 {
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11 Lightmap();
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12
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13 void (__thiscall ***vdestructor_ptr)(Lightmap *, bool);
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14 unsigned int uNumVertices;
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15 RenderVertexSoft pVertices[64];
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16 __int16 field_C08;
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17 __int16 field_C0A;
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18 __int16 field_C0C;
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19 __int16 field_C0E;
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20 int field_C10;
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21 float flt_C14;
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22 int field_C18;
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23 };
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24 #pragma pack(pop)
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25
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26
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27 /* 114 */
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28 #pragma pack(push, 1)
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29 struct LightmapBuilder
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30 {
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31 LightmapBuilder();
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32 inline ~LightmapBuilder() //----- (0045BBAA)
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33 {}
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34
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35 void DoDrawLightmaps();
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36 bool DrawLightmap(Lightmap *a1, Vec3_float_ *arg4, float thisa);
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37 bool DrawLightmaps2(float a2);
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38 char _45D74F_MessWithLight(int a2, int *a3);
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39 void DrawLightmaps(int a2);
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40 bool DrawDebugOutlines(char bit_one_for_list1__bit_two_for_list2);
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41 double _45D643(struct Edge *a1, float a2);
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42 int _45D426(struct Span *a1, struct Edge **a2, unsigned int a3, struct Edge *a4, int a5);
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43 bool _45D3C7(struct stru148 *a1);
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44 bool StackLight_TerrainFace(struct StationaryLight *pLight, struct Vec3_float_ *pNormal, float *a3, struct RenderVertexSoft *a1, unsigned int uStripType, int X, unsigned int *pSlot);
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45 bool StackLights_TerrainFace(struct Vec3_float_ *pNormal, float *a3, struct RenderVertexSoft *a1, unsigned int uStripType, int X);
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46 bool ApplyLight_ODM(struct StationaryLight *pLight, struct ODMFace *pFace, unsigned int *pSlot, char a4);
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47 bool ApplyLights_OutdoorFace(struct ODMFace *pFace);
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48 double _45CC0C_light(struct Vec3_float_ a1, float a2, float a3, struct Vec3_float_ *pNormal, float a5, int uLightType);
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49 int _45CBD4(struct RenderVertexSoft *a2, int a3, int *a4, int *a5);
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50 int _45CB89(struct RenderVertexSoft *a1, int a2);
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51 int _45CA88(struct stru320 *a2, struct RenderVertexSoft *a3, int a4, struct Vec3_float_ *pNormal);
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52 bool ApplyLight_BLV(struct StationaryLight *pLight, struct BLVFace *a2, unsigned int *pSlot, char X, int a5);
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53 bool ApplyLights_IndoorFace(unsigned int uFaceID);
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54 int _45C6D6(int a2, struct RenderVertexSoft *a3, Lightmap *pLightmap);
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55 int _45C4B9(int a2, struct RenderVertexSoft *a3, Lightmap *pLightmap);
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56 char _45BE86_build_light_polygon(int arg0, float a4, int arg8, float a5, int uLightType, struct stru314 *a7, signed int a2, RenderVertexSoft *a9, char uClipFlag);
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57 char ApplyLights(struct stru320 *a2, struct stru154 *a3, unsigned int uNumVertices, struct RenderVertexSoft *a5, float a6, char a7);
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58
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59
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60 void (__thiscall ***vdestructor_ptr)(LightmapBuilder *, bool);
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61 //std::vector<Lightmap> std__vector_000004;
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62 //std::vector<Lightmap> std__vector_183808;
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63 Lightmap std__vector_000004[512];
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64 unsigned int std__vector_000004_size;
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65 Lightmap std__vector_183808[768];
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66 unsigned int std__vector_183808_size;
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67 float flt_3C8C0C;
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68 float flt_3C8C10;
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69 float flt_3C8C14;
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70 float flt_3C8C18;
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71 float flt_3C8C1C;
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72 float flt_3C8C20;
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73 float flt_3C8C24;
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74 float flt_3C8C28;
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75 float flt_3C8C2C;
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76 float flt_3C8C30;
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77 RenderVertexSoft field_3C8C34[256];
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78 int uFlags;
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79 };
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80 #pragma pack(pop)
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81
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82
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83
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84
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85 extern LightsStack_StationaryLight_ *pStationaryLightsStack;
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86 extern StationaryLight pStationaryLights[400];
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87 extern int uNumStationaryLightsApplied; // weak
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88 extern LightsStack_MobileLight_ *pMobileLightsStack;
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89 extern MobileLight pMobileLights[400];
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90 extern int uNumMobileLightsApplied;