Mercurial > might-and-magic-trilogy
view LightmapBuilder.cpp @ 122:2546de5c70dd
Слияние
author | Ritor1 |
---|---|
date | Wed, 14 Nov 2012 09:14:31 +0600 |
parents | f76e4ea4a224 |
children |
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#include "LightmapBuilder.h" #include "Game.h" #include "stru314.h" #include "Outdoor.h" #include "Log.h" #include "mm7_data.h" LightsStack_StationaryLight_ *pStationaryLightsStack = new LightsStack_StationaryLight_; //StationaryLight pStationaryLights[400]; //int uNumStationaryLightsApplied; // weak LightsStack_MobileLight_ *pMobileLightsStack = new LightsStack_MobileLight_; //MobileLight pMobileLights[400]; //int uNumMobileLightsApplied; //----- (0045DF13) -------------------------------------------------------- Lightmap::Lightmap() { field_C18 = 0; } //----- (0045BB06) -------------------------------------------------------- LightmapBuilder::LightmapBuilder() { } //----- (0045BC07) -------------------------------------------------------- bool LightmapBuilder::ApplyLights(stru320 *a2, stru154 *a3, unsigned int uNumVertices, RenderVertexSoft *a5, IndoorCameraD3D_Vec4 *a6, char uClipFlag) { Vec3_int_ pos; // [sp+2Ch] [bp-40h]@21 RenderVertexSoft *a9; // [sp+68h] [bp-4h]@8 if (!uNumVertices) return false; static RenderVertexSoft static_69B140[64]; a9 = a5; if (a6) { for (uint i = 0; i < uNumVertices; ++i) memcpy(static_69B140 + i, a5 + i, sizeof(RenderVertexSoft)); __debugbreak(); if (pGame->pIndoorCameraD3D->_437376( a3, static_69B140, &uNumVertices) == 1) { if ( !uNumVertices ) return false; a9 = static_69B140; } } static stru314 static_69B110; static_69B110.field_4.x = a3->face_plane.vNormal.x; static_69B110.field_4.y = a3->face_plane.vNormal.y; static_69B110.field_4.z = a3->face_plane.vNormal.z; static_69B110.dist = a3->face_plane.dist; if (!pGame->pIndoorCameraD3D->GetFacetOrientation( a3->polygonType, &static_69B110.field_4, &static_69B110.field_10, &static_69B110.field_1C)) { MessageBoxW(nullptr, L"Error: Failed to get the facet orientation", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:119", 0); ExitProcess(0); } for (uint i = 0; i < a2->uNumLightsApplied; ++i) { pos.x = a2->_blv_lights_xs[i]; pos.y = a2->_blv_lights_ys[i]; pos.z = a2->_blv_lights_zs[i]; uint uColorR = (uint)floorf(a2->_blv_lights_rs[i] * 255.0 + 0.5f) & 0xFF, uColorG = (uint)floorf(a2->_blv_lights_gs[i] * 255.0 + 0.5f) & 0xFF, uColorB = (uint)floorf(a2->_blv_lights_bs[i] * 255.0 + 0.5f) & 0xFF; uint uColor = (uColorR << 16) | (uColorG << 8) | uColorB; if (!uColor) uColor = 0x00FFFFF; if (!_45BE86_build_light_polygon( &pos, a2->_blv_lights_radii[i], uColor, a2->_blv_lights_light_dot_faces[i], a2->_blv_lights_types[i], &static_69B110, uNumVertices, a9, uClipFlag) ) { MessageBoxW(nullptr, L"Error: Failed to build light polygon", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:138", 0); } } return true; } //----- (0045BE86) -------------------------------------------------------- bool LightmapBuilder::_45BE86_build_light_polygon(Vec3_int_ *pos, float radius, unsigned int uColorMask, float dot_dist, int uLightType, stru314 *a7, unsigned int uNumVertices, RenderVertexSoft *a9, char uClipFlag) { Lightmap *v11; // edi@3 double v17; // st7@5 double v24; // st7@6 int v31; // eax@8 int v32; // ebx@8 unsigned int v33; // ecx@8 int v34; // edx@9 int v35; // edx@11 unsigned int v36; // edx@13 int v37; // ecx@14 double v38; // st7@14 double v39; // st7@16 double v40; // st7@16 int v45; // eax@24 int v53; // [sp-8h] [bp-54h]@34 if (fabsf(radius) < 1e-6f) return true; v11 = uLightType & 1 ? &std__vector_000004[std__vector_000004_size] : &std__vector_183808[std__vector_183808_size]; flt_3C8C24 = radius - dot_dist; flt_3C8C28 = sqrt((radius + dot_dist) * (radius - dot_dist)); flt_3C8C2C_lightmaps_brightness = 1.0 - (radius - flt_3C8C28) / radius; v11->field_C08 = (double)pos->x - dot_dist * a7->field_4.x; v11->field_C0A = (double)pos->y - dot_dist * a7->field_4.y; v11->field_C0C = (double)pos->z - dot_dist * a7->field_4.z; v17 = radius * flt_3C8C2C_lightmaps_brightness; flt_3C8C30 = v17; flt_3C8C0C = v17 * a7->field_10.x; flt_3C8C10 = v17 * a7->field_10.y; flt_3C8C14 = v17 * a7->field_10.z; flt_3C8C18 = v17 * a7->field_1C.x; flt_3C8C1C = v17 * a7->field_1C.y; flt_3C8C20 = v17 * a7->field_1C.z; /* v11->pVertices[0].vWorldPosition.x = v11->field_C08 - flt_3C8C18 + flt_3C8C0C; v11->pVertices[0].vWorldPosition.y = v11->field_C0A - flt_3C8C1C + flt_3C8C10; v11->pVertices[0].vWorldPosition.z = v11->field_C0C - flt_3C8C20 + flt_3C8C14; v11->pVertices[0].u = 0.0; v11->pVertices[0].v = 0.0; v11->pVertices[1].vWorldPosition.x = v11->field_C08 - flt_3C8C18 - flt_3C8C0C; v11->pVertices[1].vWorldPosition.y = v11->field_C0A - flt_3C8C1C - flt_3C8C10; v11->pVertices[1].vWorldPosition.z = v11->field_C0C - flt_3C8C20 - flt_3C8C14; v11->pVertices[1].u = 0.0; v11->pVertices[1].v = 1.0; v11->pVertices[2].vWorldPosition.x = v11->field_C08 + flt_3C8C18 - flt_3C8C0C; v11->pVertices[2].vWorldPosition.y = v11->field_C0A + flt_3C8C1C - flt_3C8C10; v11->pVertices[2].vWorldPosition.z = v11->field_C0C + flt_3C8C20 - flt_3C8C14; v11->pVertices[2].u = 1.0; v11->pVertices[2].v = 1.0; v11->pVertices[3].vWorldPosition.x = v11->field_C08 + flt_3C8C18 + flt_3C8C0C; v11->pVertices[3].vWorldPosition.y = v11->field_C0A + flt_3C8C1C + flt_3C8C10; v11->pVertices[3].vWorldPosition.z = v11->field_C0C + flt_3C8C20 + flt_3C8C14; v11->pVertices[3].u = 1.0; v11->pVertices[3].v = 0.0; */ for (uint i = 0; i < 4; ++i) { v11->pVertices[i].vWorldPosition.x = v11->field_C08 - flt_3C8C18 + flt_3C8C0C; v11->pVertices[i].vWorldPosition.y = v11->field_C0A - flt_3C8C1C + flt_3C8C10; v11->pVertices[i].vWorldPosition.z = v11->field_C0C - flt_3C8C20 + flt_3C8C14; v11->pVertices[i].u = 0.0; v11->pVertices[i].v = 0.0; v24 = a7->field_4.y * v11->pVertices[i].vWorldPosition.y + a7->field_4.z * v11->pVertices[i].vWorldPosition.z + a7->field_4.x * v11->pVertices[i].vWorldPosition.x + a7->dist; v11->pVertices[i].vWorldPosition.x -= v24 * a7->field_4.x; v11->pVertices[i].vWorldPosition.y -= v24 * a7->field_4.y; v11->pVertices[i].vWorldPosition.z -= v24 * a7->field_4.z; } v11->uColorMask = uColorMask; v11->uNumVertices = 4; if (~pGame->uFlags2 & 4) v11->fBrightness = flt_3C8C2C_lightmaps_brightness; else { Vec3_float_ a1; // [sp+2Ch] [bp-20h]@8 a1.x = (double)pos->x - v11->field_C08; a1.y = (double)pos->y - v11->field_C0A; a1.z = (double)pos->z - v11->field_C0C; a1.Normalize(); auto dist_x = abs(pos->x - v11->field_C08), //v31 dist_y = abs(pos->y - v11->field_C0A), //v32 arg0a dist_z = abs(pos->z - v11->field_C0C); //v33 _v64 v31 = dist_x; v32 = dist_y; v33 = dist_z; if (v31 < dist_y) { v34 = v31; v31 = dist_y; v32 = v34; } if (v31 < dist_z)//SHIDWORD(v64) ) { v35 = v31; v31 = dist_z;//HIDWORD(v64); v33 = v35; } if ( v32 < (signed int)v33 ) { v36 = v33; v33 = v32; v32 = v36; } v37 = v33 >> 2; //LODWORD(a5) = ((unsigned int)(11 * v32) >> 5) + v37 + v31; v38 = (double)(signed)(((unsigned int)(11 * v32) >> 5) + v37 + v31); if (v38 > radius) return true; //radius = (1 / radius) * v38; if ( uLightType & 4 ) { //v59 = (void *)v37; //uLightType = flt_4D86CC; //v58 = v37; v39 = fabs(a1.x * a7->field_4.x + a1.z * a7->field_4.z + a1.y * a7->field_4.y); v40 = v39 * 1.0 * flt_4D86CC; v11->fBrightness = v40 - (1 / radius) * v38 * v40; } else if ( uLightType & 8 ) { v40 = 1.0 * 1.0; v11->fBrightness = v40 - (1 / radius) * v38; } else { MessageBoxW(nullptr, L"Invalid light type!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:277", 0); } } if (!pGame->pStru9Instance->_4980B9(a9, uNumVertices, a7->field_4.x, a7->field_4.y, a7->field_4.z, v11->pVertices, &v11->uNumVertices)) return false; //v44 = &v11->uNumVertices; if (!v11->uNumVertices) return true; v45 = _45C6D6(uNumVertices, a9, v11); if ( v45 != uNumVertices && v45 > 0 ) _45C4B9(uNumVertices, a9, v11); //v59 = v11->uNumVertices; //v46 = (RenderVertexSoft *)pLightmapVertices_; pGame->pIndoorCameraD3D->ViewTransform(v11->pVertices, v11->uNumVertices); //v59 = 0; //v58 = v11->uNumVertices; pGame->pIndoorCameraD3D->Project(v11->pVertices, v11->uNumVertices, 0); unsigned int _a4 = 0; if ( !(uClipFlag & 1) ) _a4 = 1; else if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) { if ( uClipFlag & 2 ) { //v59 = &a4; //v58 = (unsigned int)field_3C8C34; //v57 = *v44; pGame->pIndoorCameraD3D->_436CDC_mess_with_lightmap__clipflag_2(v11->pVertices, v11->uNumVertices, field_3C8C34, &_a4); //v59 = v44; //v58 = (unsigned int)field_3C8C34; //v57 = (int)v46; //v56 = a4; pGame->pIndoorCameraD3D->_437143(_a4, v11->pVertices, field_3C8C34, &v11->uNumVertices); } else if ( uClipFlag & 4 ) { //v59 = &a4; //v58 = (unsigned int)field_3C8C34; //v57 = *v44; pGame->pIndoorCameraD3D->_436F09_mess_with_lightmap__clipflag_4(v11->pVertices, v11->uNumVertices, field_3C8C34, &_a4); //v59 = v44; //v58 = (unsigned int)field_3C8C34; //v57 = (int)v46; //v56 = a4; pGame->pIndoorCameraD3D->_437143(_a4, v11->pVertices, field_3C8C34, &v11->uNumVertices); } else MessageBoxW(nullptr, L"Undefined clip flag specified", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:330", 0); } else MessageBoxW(nullptr, L"Lightpoly builder native indoor clipping not implemented", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:335", 0); if (_a4) { if (uLightType & 1) { //v48 = (char *)&std__vector_000004_size; //v49 = std__vector_000004_size; //v51 = __OFSUB__(std__vector_000004_size, 511); //v50 = std__vector_000004_size - 511 < 0; if (std__vector_000004_size < 512 - 1) ++std__vector_000004_size; } else { //v48 = (char *)&std__vector_183808_size; //v49 = std__vector_183808_size; //v51 = __OFSUB__(std__vector_183808_size, 767); //v50 = std__vector_183808_size - 767 < 0; if (std__vector_183808_size < 768 - 1) ++std__vector_183808_size; } //if ( v50 ^ v51 ) // *(unsigned int *)v48 = v49 + 1; } return true; } //----- (0045C4B9) -------------------------------------------------------- int LightmapBuilder::_45C4B9(int a2, RenderVertexSoft *a3, Lightmap *pLightmap) { Lightmap *v4; // edi@1 int v5; // eax@1 signed int v6; // ecx@1 RenderVertexSoft *v7; // ebx@2 int v8; // edx@3 RenderVertexSoft *v9; // esi@3 int v10; // eax@6 char *v11; // edi@7 RenderVertexSoft *v12; // ecx@8 char v13; // bl@17 signed int v14; // edx@17 double v15; // st6@18 double v16; // st6@21 double v17; // st6@24 signed int v18; // edx@33 int v20; // [sp+4h] [bp-1Ch]@3 int v21; // [sp+8h] [bp-18h]@8 float v22; // [sp+Ch] [bp-14h]@23 float v23; // [sp+10h] [bp-10h]@20 int v24; // [sp+14h] [bp-Ch]@1 RenderVertexSoft *v25; // [sp+18h] [bp-8h]@2 char v26; // [sp+1Eh] [bp-2h]@17 char v27; // [sp+1Fh] [bp-1h]@17 v4 = pLightmap; v5 = 0; v6 = pLightmap->uNumVertices; v24 = 0; if ( v6 > 0 ) { v7 = pLightmap->pVertices; v25 = pLightmap->pVertices; do { v20 = v5 + 1; v8 = (v5 + 1) % v6; v9 = &v4->pVertices[v8]; if ( v7->vWorldPosition.x != v9->vWorldPosition.x || v7->vWorldPosition.y != v4->pVertices[v8].vWorldPosition.y || v7->vWorldPosition.z != v4->pVertices[v8].vWorldPosition.z ) { v10 = 0; if ( a2 > 0 ) { v11 = (char *)&a3->vWorldPosition.z; do { v21 = v10 + 1; v12 = &a3[(v10 + 1) % a2]; if ( (*((float *)v11 - 2) != v12->vWorldPosition.x || *((float *)v11 - 1) != v12->vWorldPosition.y || *(float *)v11 != v12->vWorldPosition.z) && v7->vWorldPosition.x == *((float *)v11 - 2) && v7->vWorldPosition.y == *((float *)v11 - 1) && v7->vWorldPosition.z == *(float *)v11 && (v9->vWorldPosition.x != v12->vWorldPosition.x || v9->vWorldPosition.y != v12->vWorldPosition.y || v9->vWorldPosition.z != v12->vWorldPosition.z) ) { v13 = 0; v14 = 0; v27 = 0; v26 = 0; if ( v9->vWorldPosition.x <= (double)v12->vWorldPosition.x ) v15 = v12->vWorldPosition.x - v9->vWorldPosition.x; else v15 = v9->vWorldPosition.x - v12->vWorldPosition.x; v23 = v15; if ( v9->vWorldPosition.y <= (double)v12->vWorldPosition.y ) v16 = v12->vWorldPosition.y - v9->vWorldPosition.y; else v16 = v9->vWorldPosition.y - v12->vWorldPosition.y; v22 = v16; if ( v9->vWorldPosition.z <= (double)v12->vWorldPosition.z ) v17 = v12->vWorldPosition.z - v9->vWorldPosition.z; else v17 = v9->vWorldPosition.z - v12->vWorldPosition.z; if ( v23 < 1.0 ) { v13 = 1; v14 = 1; } if ( v22 < 1.0 ) { v27 = 1; ++v14; } if ( v17 < 1.0 ) { v26 = 1; ++v14; } if ( v14 > 1 ) { v18 = 0; if ( v13 && v9->vWorldPosition.x != v12->vWorldPosition.x ) { v18 = 1; v9->vWorldPosition.x = v12->vWorldPosition.x; } if ( v27 && v9->vWorldPosition.y != v12->vWorldPosition.y ) { ++v18; v9->vWorldPosition.y = v12->vWorldPosition.y; } if ( v26 && v9->vWorldPosition.z != v12->vWorldPosition.z ) { ++v18; v9->vWorldPosition.z = v12->vWorldPosition.z; } if ( v18 > 0 ) ++v24; } v7 = v25; } ++v10; v11 += 48; } while ( v21 < a2 ); v4 = pLightmap; } } v5 = v20; v6 = v4->uNumVertices; ++v7; v25 = v7; } while ( v20 < v6 ); } return v24; } //----- (0045C6D6) -------------------------------------------------------- int LightmapBuilder::_45C6D6(int a2, RenderVertexSoft *a3, Lightmap *pLightmap) { Lightmap *v4; // edi@1 signed int v5; // ebx@1 signed int v6; // esi@1 RenderVertexSoft *v7; // ecx@2 char *v8; // edx@4 double v9; // st7@6 double v10; // st6@10 double v11; // st5@14 double v12; // st7@17 RenderVertexSoft *v13; // eax@21 int v15; // [sp+Ch] [bp-8h]@1 float v16; // [sp+10h] [bp-4h]@1 int pLightmapa; // [sp+24h] [bp+10h]@3 v4 = pLightmap; v5 = 0; v6 = -1; v16 = 3.4028235e38; v15 = 0; if ( (signed int)pLightmap->uNumVertices > 0 ) { v7 = pLightmap->pVertices; do { pLightmapa = 0; if ( a2 > 0 ) { v8 = (char *)&a3->vWorldPosition.z; do { if ( v7->vWorldPosition.x <= (double)*((float *)v8 - 2) ) v9 = *((float *)v8 - 2) - v7->vWorldPosition.x; else v9 = v7->vWorldPosition.x - *((float *)v8 - 2); if ( v9 < 2.0 ) { v10 = v7->vWorldPosition.y <= (double)*((float *)v8 - 1) ? *((float *)v8 - 1) - v7->vWorldPosition.y : v7->vWorldPosition.y - *((float *)v8 - 1); if ( v10 < 2.0 ) { v11 = v7->vWorldPosition.z <= (double)*(float *)v8 ? *(float *)v8 - v7->vWorldPosition.z : v7->vWorldPosition.z - *(float *)v8; if ( v11 < 2.0 ) { v12 = v9 + v11 + v10; if ( v12 < v16 ) { v16 = v12; v6 = pLightmapa; } } } } ++pLightmapa; v8 += 48; } while ( pLightmapa < a2 ); if ( v6 != -1 ) { v13 = &a3[v6]; ++v15; v7->vWorldPosition.x = v13->vWorldPosition.x; v7->vWorldPosition.y = v13->vWorldPosition.y; v7->vWorldPosition.z = v13->vWorldPosition.z; } } v6 = -1; ++v5; ++v7; v16 = 3.4028235e38; } while ( v5 < (signed int)v4->uNumVertices ); } return v15; } //----- (0045C7F6) -------------------------------------------------------- bool LightmapBuilder::ApplyLights_IndoorFace(unsigned int uFaceID) { auto pFace = &pIndoor->pFaces[uFaceID]; auto pSector = pIndoor->pSectors + pFace->uSectorID; stru_F8AD28.uCurrentAmbientLightLevel = (stru_F8AD28.uDefaultAmbientLightLevel + pSector->uMinAmbientLightLevel) << 16; uint uNumLightsApplied = 0; for (uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i) { if (uNumLightsApplied >= 20) break; ApplyLight_BLV((StationaryLight *)(pMobileLightsStack->pLights + i), pFace, &uNumLightsApplied, true, 0); } for (uint i = 0; i < pSector->uNumLights; ++i) { if (uNumLightsApplied >= 20 ) break; auto pLight = &pIndoor->pLights[pSector->pLights[i]]; if (~pLight->uAtributes & 0x08) ApplyLight_BLV((StationaryLight *)pLight, pFace, &uFaceID, false, &byte_4E94D0); } for (uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i) { if (uNumLightsApplied >= 20) break; ApplyLight_BLV(pStationaryLightsStack->pLights + i, pFace, &uNumLightsApplied, false, &byte_4E94D0); } stru_F8AD28.uNumLightsApplied = uNumLightsApplied; return true; } //----- (0045C911) -------------------------------------------------------- bool LightmapBuilder::ApplyLight_BLV(StationaryLight *pLight, BLVFace *a2, unsigned int *pSlot, bool bLightBackfaces, char *a5) { double v13; // st7@8 if (!pLight->uRadius) return false; if (pLight->vPosition.x > a2->pBounding.x1 - pLight->uRadius && pLight->vPosition.x < a2->pBounding.x2 + pLight->uRadius && pLight->vPosition.y > a2->pBounding.y1 - pLight->uRadius && pLight->vPosition.y < a2->pBounding.y2 + pLight->uRadius && pLight->vPosition.z > a2->pBounding.z1 - pLight->uRadius && pLight->vPosition.z < a2->pBounding.z2 + pLight->uRadius) { v13 = (double)pLight->vPosition.z * a2->pFacePlane.vNormal.z + (double)pLight->vPosition.y * a2->pFacePlane.vNormal.y + (double)pLight->vPosition.x * a2->pFacePlane.vNormal.x + a2->pFacePlane.dist; if ((bLightBackfaces || v13 >= 0.0f) && fabsf(v13) <= pLight->uRadius) { auto slot = *pSlot; stru_F8AD28._blv_lights_radii[slot] = pLight->uRadius; stru_F8AD28._blv_lights_inv_radii[slot] = 65536 / pLight->uRadius; stru_F8AD28._blv_lights_xs[slot] = pLight->vPosition.x; stru_F8AD28._blv_lights_ys[slot] = pLight->vPosition.y; stru_F8AD28._blv_lights_zs[slot] = pLight->vPosition.z; stru_F8AD28._blv_lights_rs[slot] = (double)pLight->uLightColorR / 255.0f; stru_F8AD28._blv_lights_gs[slot] = (double)pLight->uLightColorG / 255.0f; stru_F8AD28._blv_lights_bs[slot] = (double)pLight->uLightColorB / 255.0f; stru_F8AD28._blv_lights_light_dot_faces[slot] = abs((int)floorf(v13 + 0.5f)); stru_F8AD28._blv_lights_types[slot] = pLight->uLightType; *pSlot += 1; return true; } } return false; } //----- (0045CA88) -------------------------------------------------------- int LightmapBuilder::_45CA88(stru320 *a2, RenderVertexSoft *a3, int a4, Vec3_float_ *pNormal) { int result; // eax@1 stru320 *v6; // ecx@2 RenderVertexSoft *v7; // ebx@2 double v8; // st7@2 double v9; // st6@2 char *v10; // eax@3 double v11; // st7@5 __int64 v12; // ST2C_8@5 float v13; // edx@5 int v14; // eax@5 float v15; // ST10_4@5 Vec3_float_ v16; // ST00_12@5 double v17; // st7@5 int a5; // [sp+2Ch] [bp-1Ch]@1 float v19; // [sp+30h] [bp-18h]@1 float v20; // [sp+34h] [bp-14h]@1 LightmapBuilder *thisa; // [sp+38h] [bp-10h]@1 int v22; // [sp+3Ch] [bp-Ch]@1 int *j; // [sp+40h] [bp-8h]@3 int i; // [sp+44h] [bp-4h]@1 int a3a; // [sp+58h] [bp+10h]@2 *(float *)&a5 = 0.0; v19 = 0.0; thisa = this; v20 = 0.0; result = _45CBD4(a3, a4, dword_69B010, &v22); for ( i = 0; i < v22; result = i ) { v6 = a2; a3a = 0; v7 = &a3[dword_69B010[i]]; v8 = v7->vWorldPosition.z; v9 = v7->vWorldPosition.y; *(float *)&a5 = v7->vWorldPosition.x; v19 = v9; v20 = v8; v7->flt_2C = 0.0; if ( a2->uNumLightsApplied > 0 ) { v10 = (char *)a2->_blv_lights_ys; for ( j = a2->_blv_lights_ys; ; v10 = (char *)j ) { v11 = (double)*((signed int *)v10 - 60); LODWORD(v12) = *((unsigned int *)v10 - 20); HIDWORD(v12) = *(unsigned int *)v10; LODWORD(v13) = *((unsigned int *)v10 + 60); v14 = a3a; LOBYTE(v14) = v6->_blv_lights_types[a3a]; v15 = v11; *(_QWORD *)&v16.x = v12; v16.z = v13; v17 = _45CC0C_light(v16/*COERCE_VEC3_FLOAT_(v16.x)*/, 1.0, v15, pNormal, *(float *)&a5/*COERCE_FLOAT(&a5)*/, v14) + v7->flt_2C; ++a3a; ++j; v7->flt_2C = v17; if ( a3a >= a2->uNumLightsApplied ) break; v6 = a2; } } ++i; } return result; } //----- (0045CB89) -------------------------------------------------------- int LightmapBuilder::_45CB89(RenderVertexSoft *a1, int a2) { int v3; // edx@1 int result; // eax@2 char *v5; // ecx@2 double v6; // st7@4 __int16 v7; // fps@4 char v8; // c0@4 char v9; // c2@4 char v10; // c3@4 double v11; // st7@5 double v12; // st7@6 __int16 v13; // fps@6 char v14; // c0@6 char v15; // c2@6 char v16; // c3@6 v3 = a2; if ( a2 > 0 ) { HIWORD(result) = HIWORD(a1); v5 = (char *)&a1->flt_2C; do { if ( *(float *)v5 < 0.0 || (v6 = *(float *)v5, /*UNDEF(v7),*/ v8 = 1.0 < v6, v9 = 0, v10 = 1.0 == v6, LOWORD(result) = v7, v6 <= 1.0) ) { v12 = *(float *)v5; //UNDEF(v13); v14 = 0.0 < v12; v15 = 0; v16 = 0.0 == v12; LOWORD(result) = v13; if ( v12 >= 0.0 ) v11 = *(float *)v5; else v11 = 0.0; } else { v11 = 1.0; } *(float *)v5 = v11; v5 += 48; --v3; } while ( v3 ); } return result; } //----- (0045CBD4) -------------------------------------------------------- int LightmapBuilder::_45CBD4(RenderVertexSoft *a2, int a3, int *a4, int *a5) { int result; // eax@1 int v6; // edx@1 int v7; // ecx@2 int v8; // esi@2 result = (int)a5; v6 = 0; for ( *a5 = 0; v6 < a3; ++v6 ) { v7 = *a5; v8 = 0; if ( *a5 <= 0 ) { LABEL_5: a4[v7] = v6; ++*a5; } else { while ( a4[v8] != v6 ) { ++v8; if ( v8 >= v7 ) goto LABEL_5; } } } return result; } //----- (0045CC0C) -------------------------------------------------------- double LightmapBuilder::_45CC0C_light(Vec3_float_ a1, float a2, float a3, Vec3_float_ *pNormal, float a5, int uLightType) { float v7; // esi@1 int v8; // eax@1 int v9; // ebx@1 unsigned int v10; // ecx@1 int v11; // edx@2 int v12; // edx@4 unsigned int v13; // edx@6 double v14; // st7@7 double result; // st7@8 double v16; // st7@9 int v17; // esi@9 const char *v18; // ecx@9 double v19; // st7@10 double v20; // st7@10 std::string v21; // [sp-10h] [bp-40h]@13 const char *v22[6]; // [sp+0h] [bp-30h]@10 double v23; // [sp+18h] [bp-18h]@1 double v24; // [sp+20h] [bp-10h]@1 int v25; // [sp+28h] [bp-8h]@1 int v26; // [sp+2Ch] [bp-4h]@1 v7 = a5; LODWORD(a5) = *(unsigned int *)(LODWORD(a5) + 8); //v24 = a5 + 6.7553994e15; v26 = floorf(a5 + 0.5f);//LODWORD(v24); LODWORD(a5) = *(unsigned int *)(LODWORD(v7) + 4); //v24 = a5 + 6.7553994e15; auto _v24 = floorf(a5 + 0.5f); LODWORD(a5) = *(unsigned int *)LODWORD(v7); //v23 = a5 + 6.7553994e15; auto _v23 = floorf(a5 + 0.5f); //*(_QWORD *)((char *)&v24 + 4) = __PAIR__(LODWORD(v24), LODWORD(v23)); v26 = abs((signed)LODWORD(a1.z) - v26); //v25 = abs((signed)LODWORD(a1.y) - (signed)LODWORD(v24)); //v8 = abs((int)a1.x - (signed)LODWORD(v23)); v25 = abs((signed)LODWORD(a1.y) - (signed)_v24); v8 = abs((int)a1.x - (signed)_v23); LODWORD(a5) = v8; v9 = v25; v10 = v26; if ( v8 < v25 ) { v11 = v8; v8 = v25; v9 = v11; } if ( v8 < v26 ) { v12 = v8; v8 = v26; v10 = v12; } if ( v9 < (signed int)v10 ) { v13 = v10; v10 = v9; v9 = v13; } v14 = (double)(signed int)(((unsigned int)(11 * v9) >> 5) + (v10 >> 2) + v8); if ( v14 <= a3 ) { a5 = v14 / a3; v16 = (double)(signed int)a1.x; *(float *)&v23 = (double)SLODWORD(a1.y); LODWORD(a1.x) = *(unsigned int *)LODWORD(v7); v17 = LODWORD(v7) + 4; *((float *)&v23 + 1) = (double)SLODWORD(a1.z); LODWORD(a1.y) = *(unsigned int *)v17; LODWORD(a1.z) = *(unsigned int *)(v17 + 4); a3 = *((float *)&v23 + 1) - a1.z; a1.z = a3; a1.x = v16 - a1.x; a1.y = (float)v23 - a1.y; a1.Normalize(); if ( uLightType & 4 ) { v22[1] = v18; uLightType = dword_4D86D8; v22[0] = v18; v19 = fabs(a1.z * pNormal->z + a1.y * pNormal->y + a1.x * pNormal->x); v20 = v19 * *(float *)&uLightType * a2; } else { if ( uLightType & 8 ) { v20 = 1.3 * a2; } else { MessageBoxW(nullptr, L"Invalid light type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:783", 0); v20 = *(float *)&uLightType; } } result = v20 - a5 * v20; } else { result = 0.0; } return result; } // 4D86D8: using guessed type int dword_4D86D8; //----- (0045CDB7) -------------------------------------------------------- bool LightmapBuilder::ApplyLights_OutdoorFace(ODMFace *pFace) { int v2; // esi@1 int v3; // eax@1 MobileLight *pMobileLight; // ebx@2 int v5; // esi@5 StationaryLight *pStationaryLight; // ebx@6 bool result; // eax@9 LightmapBuilder *thisa; // [sp+Ch] [bp-8h]@1 int pSlot; // [sp+10h] [bp-4h]@1 v2 = 0; thisa = this; v3 = stru_F8AD28.uDefaultAmbientLightLevel + pFace->uShadeType; pSlot = 0; stru_F8AD28.uCurrentAmbientLightLevel = v3 << 16; if ( pMobileLightsStack->uNumLightsActive > 0 ) { pMobileLight = pMobileLightsStack->pLights; do { if ( pSlot >= 20 ) break; ApplyLight_ODM((StationaryLight *)pMobileLight, pFace, (unsigned int *)&pSlot, 1); ++v2; ++pMobileLight; } while ( v2 < pMobileLightsStack->uNumLightsActive ); } v5 = 0; if ( pStationaryLightsStack->uNumLightsActive > 0 ) { pStationaryLight = pStationaryLightsStack->pLights; do { if ( pSlot >= 20 ) break; ApplyLight_ODM(pStationaryLight, pFace, (unsigned int *)&pSlot, 0); ++v5; ++pStationaryLight; } while ( v5 < pStationaryLightsStack->uNumLightsActive ); } result = pSlot; stru_F8AD28.uNumLightsApplied = pSlot; return true; } //----- (0045CE50) -------------------------------------------------------- bool LightmapBuilder::ApplyLight_ODM(StationaryLight *pLight, ODMFace *pFace, unsigned int *pSlot, char a4) { int result; // eax@0 signed int v6; // ebx@1 int v7; // ecx@2 int v8; // esi@4 int v9; // edx@6 int v10; // ecx@8 int v11; // eax@11 unsigned int v12; // ebx@11 RenderD3D *v13; // ecx@11 char v14; // dl@11 __debugbreak(); v6 = pLight->uRadius; if ( v6 > 0 && (result = (int)pFace, v7 = pLight->vPosition.x, v7 > pFace->pBoundingBox.x1 - v6) && v7 < v6 + pFace->pBoundingBox.x2 && (v8 = pLight->vPosition.y, v8 > pFace->pBoundingBox.y1 - v6) && v8 < v6 + pFace->pBoundingBox.y2 && (v9 = pLight->vPosition.z, v9 > pFace->pBoundingBox.z1 - v6) && v9 < v6 + pFace->pBoundingBox.z2 && ((v10 = (pFace->pFacePlane.dist + pLight->vPosition.x * pFace->pFacePlane.vNormal.x + v8 * pFace->pFacePlane.vNormal.y + v9 * pFace->pFacePlane.vNormal.z) >> 16, a4) || v10 >= 0) && v10 <= v6 ) { stru_F8AD28._blv_lights_radii[*pSlot] = v6; stru_F8AD28._blv_lights_inv_radii[*pSlot] = 65536 / v6; stru_F8AD28._blv_lights_xs[*pSlot] = pLight->vPosition.x; stru_F8AD28._blv_lights_ys[*pSlot] = pLight->vPosition.y; stru_F8AD28._blv_lights_zs[*pSlot] = pLight->vPosition.z; stru_F8AD28._blv_lights_rs[*pSlot] = (double)pLight->uLightColorR * 0.0039215689; stru_F8AD28._blv_lights_gs[*pSlot] = (double)pLight->uLightColorG * 0.0039215689; stru_F8AD28._blv_lights_bs[*pSlot] = (double)pLight->uLightColorB * 0.0039215689; v11 = abs(v10); v12 = pRenderer->bUsingSpecular; stru_F8AD28._blv_lights_light_dot_faces[*pSlot] = v11; stru_F8AD28._blv_lights_types[*pSlot] = pLight->uLightType; v13 = pRenderer->pRenderD3D; v14 = stru_F8AD28._blv_lights_types[*pSlot]; if ( pRenderer->pRenderD3D && v12 && v14 & 4 ) v14 = _4E94D2_light_type; stru_F8AD28._blv_lights_types[*pSlot] = v14; result = 4 * *pSlot; if ( v13 && v12 ) { if ( stru_F8AD28._blv_lights_types[*pSlot] & 4 ) { *(float *)((char *)stru_F8AD28._blv_lights_rs + result) = *(float *)((char *)stru_F8AD28._blv_lights_rs + result) * 0.33000001; *(float *)((char *)stru_F8AD28._blv_lights_gs + result) = *(float *)((char *)stru_F8AD28._blv_lights_gs + result) * 0.33000001; *(float *)((char *)stru_F8AD28._blv_lights_bs + result) = *(float *)((char *)stru_F8AD28._blv_lights_bs + result) * 0.33000001; } } ++*pSlot; LOBYTE(result) = 1; } else { LOBYTE(result) = 0; } return result; } // 4E94D2: using guessed type char _4E94D2_light_type; //----- (0045D036) -------------------------------------------------------- bool LightmapBuilder::StackLights_TerrainFace(Vec3_float_ *pNormal, float *a3, RenderVertexSoft *a1, unsigned int uStripType, bool bLightBackfaces) { int v6; // esi@1 //LightmapBuilder *v7; // edi@1 MobileLight *v8; // ebx@2 int v9; // esi@5 StationaryLight *v10; // ebx@6 //bool result; // eax@9 unsigned int a7; // [sp+Ch] [bp-4h]@1 v6 = 0; //v7 = this; a7 = 0; stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->field_CBC_terrain_triangles_shade_type; if ( pMobileLightsStack->uNumLightsActive > 0 ) { v8 = pMobileLightsStack->pLights; do { if ( (signed int)a7 >= 20 ) break; StackLight_TerrainFace((StationaryLight *)v8, pNormal, a3, a1, uStripType, bLightBackfaces, &a7); ++v6; ++v8; } while ( v6 < pMobileLightsStack->uNumLightsActive ); } v9 = 0; if ( pStationaryLightsStack->uNumLightsActive > 0 ) { v10 = pStationaryLightsStack->pLights; do { if ( (signed int)a7 >= 20 ) break; StackLight_TerrainFace(v10, pNormal, a3, a1, uStripType, bLightBackfaces, &a7); ++v9; ++v10; } while ( v9 < pStationaryLightsStack->uNumLightsActive ); } stru_F8AD28.uNumLightsApplied = a7; return true; } // 519AB4: using guessed type int uNumStationaryLightsApplied; //----- (0045D0D5) -------------------------------------------------------- bool LightmapBuilder::StackLight_TerrainFace(StationaryLight *pLight, Vec3_float_ *pNormal, float *a3, RenderVertexSoft *a1, unsigned int uStripType, int X, unsigned int *pSlot) { StationaryLight *v8; // edi@1 bool result; // eax@1 unsigned int v10; // esi@2 RenderVertexSoft *v11; // ebx@2 float v12; // eax@3 float v13; // eax@4 double v14; // st7@11 double maxz; // st7@11 double v16; // st7@11 double v17; // st6@11 __int16 v18; // fps@11 char v19; // c0@11 char v20; // c2@11 char v21; // c3@11 double v22; // st6@12 __int16 v23; // fps@12 char v24; // c0@12 char v25; // c2@12 char v26; // c3@12 double v27; // st7@13 double v28; // st6@13 __int16 v29; // fps@13 char v30; // c0@13 char v31; // c2@13 char v32; // c3@13 double v33; // st6@14 __int16 v34; // fps@14 char v35; // c0@14 char v36; // c2@14 char v37; // c3@14 double v38; // st7@15 double v39; // st6@15 __int16 v40; // fps@15 char v41; // c0@15 char v42; // c2@15 char v43; // c3@15 double v44; // st6@16 __int16 v45; // fps@16 char v46; // c0@16 char v47; // c2@16 char v48; // c3@16 Vec3_float_ *v49; // esi@17 double v50; // st7@17 double v51; // st6@17 signed int v52; // ecx@17 unsigned int *v53; // esi@18 int v54; // eax@18 unsigned int v55; // ebx@18 RenderD3D *v56; // ecx@18 char v57; // dl@18 std::string v58; // [sp-18h] [bp-38h]@10 const char *v59; // [sp-8h] [bp-28h]@10 signed int v60; // [sp-4h] [bp-24h]@10 double v61; // [sp+Ch] [bp-14h]@11 float minz; // [sp+14h] [bp-Ch]@11 int v63; // [sp+18h] [bp-8h]@1 float v64; // [sp+1Ch] [bp-4h]@5 v8 = pLight; result = pLight->uRadius; v63 = pLight->uRadius; if ( result <= 0 ) goto LABEL_27; v10 = uStripType; v11 = a1; if ( uStripType == 4 ) { pLight = (StationaryLight *)LODWORD(a1->vWorldPosition.x); v12 = a1[3].vWorldPosition.x; } else { if ( uStripType != 3 ) { MessageBoxW(nullptr, L"Uknown strip type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:981", 0); goto LABEL_11; } if ( (unsigned char)X ) { pLight = (StationaryLight *)LODWORD(a1->vWorldPosition.x); uStripType = LODWORD(a1[2].vWorldPosition.x); a1 = (RenderVertexSoft *)LODWORD(a1[1].vWorldPosition.y); v13 = v11[2].vWorldPosition.y; goto LABEL_5; } pLight = (StationaryLight *)LODWORD(a1[1].vWorldPosition.x); v12 = a1[2].vWorldPosition.x; } uStripType = LODWORD(v12); a1 = (RenderVertexSoft *)LODWORD(a1[1].vWorldPosition.y); v13 = v11->vWorldPosition.y; LABEL_5: v64 = v13; LABEL_11: v60 = v10; v59 = (const char *)v11; v14 = pGame->pIndoorCameraD3D->GetPolygonMinZ(v11, v10); v60 = v10; minz = v14; maxz = pGame->pIndoorCameraD3D->GetPolygonMaxZ(v11, v10); result = v8->vPosition.x; *((float *)&v61 + 1) = maxz; v16 = (double)result; *(float *)&X = (double)v63; v17 = *(float *)&pLight - *(float *)&X; //UNDEF(v18); v19 = v16 < v17; v20 = 0; v21 = v16 == v17; BYTE1(result) = HIBYTE(v18); if ( v16 <= v17 || (v22 = *(float *)&X + *(float *)&uStripType, //UNDEF(v23), v24 = v16 < v22, v25 = 0, v26 = v16 == v22, BYTE1(result) = HIBYTE(v23), v16 >= v22) || (result = v8->vPosition.y, pLight = (StationaryLight *)v8->vPosition.y, v27 = (double)(signed int)pLight, v28 = *(float *)&a1 - *(float *)&X, //UNDEF(v29), v30 = v27 < v28, v31 = 0, v32 = v27 == v28, BYTE1(result) = HIBYTE(v29), v27 <= v28) || (v33 = *(float *)&X + v64, //UNDEF(v34), v35 = v27 < v33, v36 = 0, v37 = v27 == v33, BYTE1(result) = HIBYTE(v34), v27 >= v33) || (result = v8->vPosition.z, pLight = (StationaryLight *)v8->vPosition.z, v38 = (double)(signed int)pLight, v39 = minz - *(float *)&X, //UNDEF(v40), v41 = v38 < v39, v42 = 0, v43 = v38 == v39, BYTE1(result) = HIBYTE(v40), v38 <= v39) || (v44 = *(float *)&X + *((float *)&v61 + 1), //UNDEF(v45), v46 = v38 < v44, v47 = 0, v48 = v38 == v44, BYTE1(result) = HIBYTE(v45), v38 >= v44) || (v49 = pNormal, Vec3_float_::NegDot(&v11->vWorldPosition, pNormal, a3), X = v8->vPosition.y, v50 = (double)X * v49->y, X = v8->vPosition.z, v51 = (double)X * v49->z, X = v8->vPosition.x, *(float *)&a3 = v50 + v51 + (double)X * v49->x + *a3, v61 = *(float *)&a3 + 6.7553994e15, result = LODWORD(v61), X = LODWORD(v61), v52 = v63, SLODWORD(v61) > v63) ) { LABEL_27: LOBYTE(result) = 0; return result; } v53 = pSlot; v60 = X; stru_F8AD28._blv_lights_radii[*pSlot] = v63; stru_F8AD28._blv_lights_inv_radii[*v53] = 65536 / v52; stru_F8AD28._blv_lights_xs[*v53] = v8->vPosition.x; stru_F8AD28._blv_lights_ys[*v53] = v8->vPosition.y; stru_F8AD28._blv_lights_zs[*v53] = v8->vPosition.z; a3 = (float *)v8->uLightColorR; stru_F8AD28._blv_lights_rs[*v53] = (double)(signed int)a3 * 0.0039215689; a3 = (float *)v8->uLightColorG; stru_F8AD28._blv_lights_gs[*v53] = (double)(signed int)a3 * 0.0039215689; a3 = (float *)v8->uLightColorB; stru_F8AD28._blv_lights_bs[*v53] = (double)(signed int)a3 * 0.0039215689; v54 = abs(v60); v55 = pRenderer->bUsingSpecular; stru_F8AD28._blv_lights_light_dot_faces[*v53] = v54; stru_F8AD28._blv_lights_types[*v53] = v8->uLightType; v56 = pRenderer->pRenderD3D; v57 = stru_F8AD28._blv_lights_types[*v53]; if ( pRenderer->pRenderD3D && v55 && v57 & 4 ) v57 = _4E94D2_light_type; stru_F8AD28._blv_lights_types[*v53] = v57; result = 4 * *v53; if ( v56 && v55 ) { if ( stru_F8AD28._blv_lights_types[*v53] & 4 ) { *(float *)((char *)stru_F8AD28._blv_lights_rs + result) = *(float *)((char *)stru_F8AD28._blv_lights_rs + result) * 0.33000001; *(float *)((char *)stru_F8AD28._blv_lights_gs + result) = *(float *)((char *)stru_F8AD28._blv_lights_gs + result) * 0.33000001; *(float *)((char *)stru_F8AD28._blv_lights_bs + result) = *(float *)((char *)stru_F8AD28._blv_lights_bs + result) * 0.33000001; } } ++*v53; LOBYTE(result) = 1; return result; } // 4E94D2: using guessed type char _4E94D2_light_type; //----- (0045D3C7) -------------------------------------------------------- bool LightmapBuilder::_45D3C7(stru148 *a1) { LightmapBuilder *v2; // ebx@1 stru148 *result; // eax@1 float v4; // ecx@2 Span *i; // edi@5 v2 = this; result = (stru148 *)a1->prolly_head; if ( result && (v4 = result->field_4, *(int *)&v4) != 0 && *(unsigned int *)(LODWORD(v4) + 60) ) { for ( i = a1->prolly_head; ; i = i->pNext ) { result = i->pParent; if ( result->field_108 ) result = (stru148 *)_45D426( i, a1->pEdgeList1, a1->uEdgeList1Size, (Edge *)a1->pEdgeList2, a1->uEdgeList2Size); if ( a1->prolly_tail == i ) break; } LOBYTE(result) = 1; } else { LOBYTE(result) = 0; } return (bool)result; } //----- (0045D426) -------------------------------------------------------- int LightmapBuilder::_45D426(Span *a1, Edge **a2, unsigned int a3, Edge *a4, int a5) { int v6; // edi@1 signed int v7; // ebx@3 signed int v8; // ecx@3 Span *v9; // esi@3 double v10; // st7@4 Edge *v11; // edx@5 double v12; // st7@11 int v13; // edx@12 int v14; // ebx@17 Edge *v15; // edi@17 float v16; // ST04_4@17 float v17; // ST04_4@17 double v18; // st7@17 int result; // eax@19 //double v20; // ST14_8@20 //double v21; // ST14_8@20 double v22; // st7@20 int v23; // ecx@20 double v24; // st6@20 double v25; // st7@23 double v26; // st7@28 __int16 v27; // fps@28 char v28; // c0@28 char v29; // c2@28 char v30; // c3@28 double v31; // st7@29 double v32; // st7@30 __int16 v33; // fps@30 char v34; // c0@30 char v35; // c2@30 char v36; // c3@30 LightmapBuilder *this_4; // [sp+14h] [bp-8h]@1 signed int v38; // [sp+18h] [bp-4h]@3 float a1a; // [sp+24h] [bp+8h]@20 float a2a; // [sp+28h] [bp+Ch]@17 float a3a; // [sp+2Ch] [bp+10h]@17 float a5a; // [sp+34h] [bp+18h]@20 float a5b; // [sp+34h] [bp+18h]@20 v6 = 0; this_4 = this; if ( a5 && a3 ) { v7 = -1; v8 = 0; v9 = a1; v38 = -1; if ( (signed int)a3 > 0 ) { v10 = (double)a1->field_A; while ( 1 ) { v11 = a2[v8]; if ( v10 >= v11->field_2C ) { if ( v10 <= v11->field_30 ) break; } ++v8; if ( v8 >= (signed int)a3 ) goto LABEL_10; } v38 = v8; } LABEL_10: if ( a5 > 0 ) { v12 = (double)a1->field_A; while ( 1 ) { v13 = *((unsigned int *)&a4->field_0 + v6); if ( v12 >= *(float *)(v13 + 44) ) { if ( v12 <= *(float *)(v13 + 48) ) break; } ++v6; if ( v6 >= a5 ) goto LABEL_17; } v7 = v6; } LABEL_17: v14 = *((unsigned int *)&a4->field_0 + v7); v15 = a2[v38]; v16 = (double)a1->field_A; a3a = _45D643(a2[v38], v16); v17 = (double)a1->field_A; v18 = _45D643((Edge *)v14, v17); a2a = v18; if ( byte_4D864C && BYTE1(pGame->uFlags) & 0x80 ) { HIWORD(result) = HIWORD(a3a); a1->field_14 = v18; a1->field_10 = a3a; } else { a5a = ((double)a1->field_A - v15->field_2C) * v15->field_4 + v15->field_24 - 0.5; //v20 = a5a + 6.7553994e15; //a5b = (double)SLODWORD(v20); a5b = (double)floorf(a5a + 0.5f); a1a = ((double)a1->field_A - *(float *)(v14 + 44)) * *(float *)(v14 + 4) + *(float *)(v14 + 36) + 0.5; //v21 = a1a + 6.7553994e15; //v22 = (double)SLODWORD(v21); v22 = (double)floorf(a1a + 0.5f); result = v9->field_8; v23 = v9->field_C; v24 = -((a3a - a2a) / (v22 - a5b)); v9->field_10 = ((double)result - a5b) * v24 + a3a; v9->field_14 = a2a - (v22 - (double)(result + v23)) * v24; } if ( v9->field_10 < 0.0 || v9->field_10 <= 1.0 ) { if ( v9->field_10 >= 0.0 ) v25 = v9->field_10; else v25 = 0.0; } else { v25 = 1.0; } v9->field_10 = v25; if ( v9->field_14 < 0.0 || (v26 = v9->field_14, //UNDEF(v27), v28 = 1.0 < v26, v29 = 0, v30 = 1.0 == v26, BYTE1(result) = HIBYTE(v27), v26 <= 1.0) ) { v32 = v9->field_14; //UNDEF(v33); v34 = 0.0 < v32; v35 = 0; v36 = 0.0 == v32; BYTE1(result) = HIBYTE(v33); if ( v32 >= 0.0 ) v31 = v9->field_14; else v31 = 0.0; } else { v31 = 1.0; } v9->field_14 = v31; LOBYTE(result) = 1; } else { LOBYTE(result) = 0; } return result; } // 4D864C: using guessed type char byte_4D864C; //----- (0045D643) -------------------------------------------------------- double LightmapBuilder::_45D643(Edge *a1, float a2) { double result; // st7@1 result = (a1->field_1C - a1->field_20) * -1.0 / (a1->field_30 - a1->field_2C) * (a2 - a1->field_2C) + a1->field_1C; if ( result < 0.0 || result <= 1.0 ) { if ( result < 0.0 ) result = 0.0; } else { result = 1.0; } return result; } //----- (0045D698) -------------------------------------------------------- bool LightmapBuilder::DrawDebugOutlines(char bit_one_for_list1__bit_two_for_list2) { bool result; // eax@1 LightmapBuilder *v3; // esi@1 RenderVertexSoft *v4; // edi@3 RenderVertexSoft *v5; // edi@7 IndoorCameraD3D *thisa; // [sp+10h] [bp-8h]@1 bool v7; // [sp+14h] [bp-4h]@2 bool a2a; // [sp+20h] [bp+8h]@6 result = (bool)pGame->pIndoorCameraD3D; v3 = this; thisa = pGame->pIndoorCameraD3D; if ( bit_one_for_list1__bit_two_for_list2 & 1 ) { v7 = 0; if ( (signed int)this->std__vector_000004_size > 0 ) { v4 = this->std__vector_000004[0].pVertices; do { pGame->pIndoorCameraD3D->debug_outline_sw(v4, *((unsigned int *)v4 - 1), 0xFF00u, 0.0); ++v7; v4 = (RenderVertexSoft *)((char *)v4 + 3100); result = v7; } while ( v7 < (signed int)v3->std__vector_000004_size ); } } if ( bit_one_for_list1__bit_two_for_list2 & 2 ) { a2a = 0; if ( (signed int)v3->std__vector_183808_size > 0 ) { v5 = v3->std__vector_183808[0].pVertices; do { pGame->pIndoorCameraD3D->debug_outline_sw(v5, *((unsigned int *)v5 - 1), 0xC04000u, 0.00019999999); ++a2a; v5 = (RenderVertexSoft *)((char *)v5 + 3100); result = a2a; } while ( a2a < (signed int)v3->std__vector_183808_size ); } } LOBYTE(result) = 1; return result; } //----- (0045D73F) -------------------------------------------------------- void LightmapBuilder::DrawLightmaps(int a2) { if ( a2 == 2 ) DoDrawLightmaps(); } //----- (0045D74F) -------------------------------------------------------- char LightmapBuilder::_45D74F_MessWithLight(int a2, int *a3) { char v3; // zf@1 IDirect3DDevice3 *v4; // eax@2 HRESULT v5; // eax@2 //char *v6; // eax@2 struct IDirect3DTexture2 *v7; // edi@4 HRESULT v8; // eax@8 HRESULT v9; // eax@8 HRESULT v10; // eax@8 HRESULT v11; // eax@8 HRESULT v12; // eax@8 int *v13; // eax@8 float v14; // ecx@15 IDirect3DDevice3 *v15; // eax@21 HRESULT v16; // eax@21 IDirect3DDevice3 *v17; // eax@21 HRESULT v18; // eax@21 IDirect3DDevice3 *v19; // eax@21 HRESULT v20; // eax@21 IDirect3DDevice3 *v21; // eax@21 HRESULT v22; // eax@21 //IDirect3DDevice3 *v23; // eax@23 std::string v25; // [sp+44h] [bp-44h]@12 signed int v26; // [sp+48h] [bp-40h]@21 signed int v27; // [sp+4Ch] [bp-3Ch]@21 Lightmap *v28; // [sp+50h] [bp-38h]@2 int v29; // [sp+54h] [bp-34h]@2 //float v30; // [sp+58h] [bp-30h]@2 int arg4; // [sp+68h] [bp-20h]@8 float v32; // [sp+6Ch] [bp-1Ch]@8 float v33; // [sp+70h] [bp-18h]@8 int v34; // [sp+74h] [bp-14h]@19 int v35; // [sp+78h] [bp-10h]@2 int *v36; // [sp+7Ch] [bp-Ch]@10 int a1; // [sp+80h] [bp-8h]@12 float v38; // [sp+84h] [bp-4h]@1 v3 = this->std__vector_000004_size == 0; LODWORD(v38) = (int)this; if ( !v3 ) { //v30 = 0.0; //v4 = pRenderer->pRenderD3D->pDevice; ErrD3D(v4->SetTextureStageState(0, D3DTSS_ADDRESS, 3u)); //v6 = (char *)stru_69BD44.c_str(); //if ( !stru_69BD44.c_str() ) // v6 = (char *)&dword_4D86F0; v7 = pGame->pIndoorCameraD3D->LoadTextureAndGetHardwarePtr("effpar03"); if ( pRenderer->bUsingSpecular ) pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, 0); if ( !byte_4D864C || !(pGame->uFlags & 1) ) { ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, 1u)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, 0)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetTexture(0, v7)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, 2u)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, 2u)); v13 = a3; v33 = 1.0; v32 = 1.0; *(float *)&arg4 = 1.0; if ( a3 ) { if ( *a3 != -1 ) { v36 = a3; do { v28 = (Lightmap *)(3100 * *v13 + LODWORD(v38) + 4); if ( !DrawLightmap(v28, (Vec3_float_ *)&arg4, 0.0) ) { MessageBoxW(nullptr, L"Invalid lightmap detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:1230", 0); a1 = 5080812; } v13 = v36 + 1; v36 = v13; } while ( *v13 != -1 ); } } else { v14 = v38; v36 = 0; if ( *(unsigned int *)(LODWORD(v38) + 1587204) > 0 ) { a1 = LODWORD(v38) + 4; while ( 1 ) { if ( !DrawLightmap((Lightmap *)a1, (Vec3_float_ *)&arg4, 0.0) ) { MessageBoxW(nullptr, L"Invalid lightmap detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:1238", 0); v35 = 5080812; } v36 = (int *)((char *)v36 + 1); a1 += 3100; if ( (signed int)v36 >= *(unsigned int *)(LODWORD(v38) + 1587204) ) break; v14 = v38; } } } v15 = pRenderer->pRenderD3D->pDevice; ErrD3D(v15->SetRenderState(D3DRENDERSTATE_SRCBLEND, 2u)); ErrD3D(v15->SetRenderState(D3DRENDERSTATE_DESTBLEND, 1u)); ErrD3D(v15->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, 0)); ErrD3D(v15->SetRenderState(D3DRENDERSTATE_DITHERENABLE, 1u)); } if ( pRenderer->bUsingSpecular ) { //LODWORD(v30) = 1; //v29 = 28; //v28 = (Lightmap *)pRenderer->pRenderD3D->pDevice; ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, 1)); //v30 = pRenderer->uFogColor; //v23 = pRenderer->pRenderD3D->pDevice; //v29 = 34; //v28 = (Lightmap *)v23; ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR, pRenderer->uFogColor)); //v28 = (Lightmap *)pRenderer->pRenderD3D->pDevice; ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, false)); } } return 1; } //----- (0045DA56) -------------------------------------------------------- bool LightmapBuilder::DrawLightmaps2(float z_bias) { Vec3_float_ v; // [sp+Ch] [bp-1Ch]@2 v.z = 1.0; v.y = 1.0; v.x = 1.0; for (uint i = 0; i < std__vector_183808_size; ++i) if (!DrawLightmap(std__vector_183808 + i, &v, z_bias)) MessageBoxW(nullptr, L"Invalid lightmap detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:1288", 0); return true; } //----- (0045DAE8) -------------------------------------------------------- bool LightmapBuilder::DrawLightmap(Lightmap *pLightmap, Vec3_float_ *pColorMult, float z_bias) { double v10; // st7@4 double v14; // st7@7 __int16 v15; // fps@8 double v18; // st3@8 signed int v24; // [sp-1Ch] [bp-670h]@13 const char *v25; // [sp-18h] [bp-66Ch]@13 int v26; // [sp-14h] [bp-668h]@13 RenderVertexD3D3 a2[32]; // [sp+0h] [bp-654h]@7 if (pLightmap->uNumVertices < 3) { Log::Warning(L"Lightmap uNumVertices < 3"); return false; } uint uLightmapColorMaskR = (pLightmap->uColorMask >> 16) & 0xFF; uint uLightmapColorR = floorf(uLightmapColorMaskR * pLightmap->fBrightness * pColorMult->x + 0.5f); uint uLightmapColorMaskG = (pLightmap->uColorMask >> 8) & 0xFF; uint uLightmapColorG = floorf(uLightmapColorMaskG * pLightmap->fBrightness * pColorMult->y + 0.5f); uint uLightmapColorMaskB = pLightmap->uColorMask & 0xFF; uint uLightmapColorB = floorf(uLightmapColorMaskB * pLightmap->fBrightness * pColorMult->z + 0.5f); uint uLightmapColor = uLightmapColorB | (uLightmapColorMaskG << 8) | (uLightmapColorMaskR << 16); if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) v10 = (double)pOutdoorCamera->shading_dist_mist; else v10 = 16192.0; v14 = 1.0 / v10; for (uint i = 0; i < pLightmap->uNumVertices; ++i) { v18 = 1.0 - 1.0 / (v14 * pLightmap->pVertices[i].vWorldViewPosition.x * 1000.0); if (fabsf(z_bias) < 1e-5f) { v18 = v18 - z_bias; if (v18 < 0.000099999997) v18 = 0.000099999997; } a2[i].pos.x = pLightmap->pVertices[i].vWorldViewProjX; a2[i].pos.z = v18; a2[i].pos.y = pLightmap->pVertices[i].vWorldViewProjY; a2[i].rhw = 1.0 / pLightmap->pVertices[i].vWorldViewPosition.x; a2[i].diffuse = uLightmapColor; a2[i].specular = 0; a2[i].texcoord.x = pLightmap->pVertices[i].u; a2[i].texcoord.y = pLightmap->pVertices[i].v; } if (uCurrentlyLoadedLevelType == LEVEL_Indoor) v24 = D3DDP_DONOTLIGHT | D3DDP_DONOTCLIP | D3DDP_DONOTUPDATEEXTENTS; else v24 = D3DDP_DONOTLIGHT; ErrD3D(pRenderer->pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1, a2, pLightmap->uNumVertices, v24)); return true; } //----- (0045DCA9) -------------------------------------------------------- void LightmapBuilder::DoDrawLightmaps() { if (!std__vector_183808_size) return; if (pRenderer->bUsingSpecular) ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, 0)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, 1)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, 0)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, 1u)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, 0)); auto pTex = pGame->pIndoorCameraD3D->LoadTextureAndGetHardwarePtr("effpar03"); ErrD3D(pRenderer->pRenderD3D->pDevice->SetTexture(0, pTex)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, 2u)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, 2u)); DrawLightmaps2(0.00050000002); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, 2u)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, 1u)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, 0)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, 1u)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, 1u)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, 2)); if (pRenderer->bUsingSpecular) ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, 1u)); }