Mercurial > mm7
annotate IndoorCameraD3D.cpp @ 2293:b0f10ef66e00
stru319::CalcMagicalDamageToActor moved to Actor class
author | Grumpy7 |
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date | Sun, 16 Mar 2014 19:42:29 +0100 |
parents | d8b4a36f54a4 |
children | 847aba0b7f82 |
rev | line source |
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1 #define _CRT_SECURE_NO_WARNINGS |
0 | 2 #include "IndoorCameraD3D.h" |
3 #include "VectorTypes.h" | |
4 #include "Game.h" | |
5 #include "Indoor.h" | |
6 #include "Viewport.h" | |
1637 | 7 #include "Outdoor_stuff.h" |
0 | 8 #include "Render.h" |
9 #include "LOD.h" | |
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10 #include "OurMath.h" |
0 | 11 #include "mm7_data.h" |
12 | |
1016 | 13 #include "stru9.h" |
14 | |
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15 |
1641 | 16 // calculates FOV (Field of View) angle in radians for IndoorCamera::Initialize and BLVRenderParams::Reset |
17 float _calc_fov(int viewport_width, int angle_degree) | |
18 { | |
19 return viewport_width * 0.5 / tan(angle_degree / 2 * 0.01745329) + 0.5; | |
20 } | |
21 | |
22 | |
23 | |
781 | 24 //----- (004361EF) -------------------------------------------------------- |
25 IndoorCameraD3D::IndoorCameraD3D() | |
26 { | |
2245 | 27 this->field_108 = 0.0; |
28 this->field_138 = 0.0; | |
29 this->field_168 = 0.0; | |
30 this->field_198 = 0.0; | |
31 this->field_1C8 = 0.0; | |
32 this->field_1F8 = 0.0; | |
33 this->field_228 = 0.0; | |
34 this->field_258 = 0.0; | |
35 this->field_288 = 0.0; | |
36 this->field_2B8 = 0.0; | |
37 this->field_2E8 = 0.0; | |
38 this->field_2BC = 0.0; | |
39 this->field_2C0 = 0.0; | |
40 this->field_2C4 = 0.0; | |
41 this->field_318 = 0.0; | |
42 this->field_2EC = 0.0; | |
43 this->field_2F0 = 0.0; | |
44 this->field_2F4 = 0.0; | |
45 this->field_348 = 0.0; | |
46 this->field_31C = 0.0; | |
47 this->field_320 = 0.0; | |
48 this->field_324 = 0.0; | |
49 this->field_378 = 0.0; | |
50 this->field_34C = 0.0; | |
51 this->field_350 = 0.0; | |
52 this->field_354 = 0.0; | |
781 | 53 for (uint i = 0; i < 16384; ++i) |
54 { | |
55 list_0037C[i].field_0 = 0; | |
56 list_0037C[i].flt_30 = 0.0f; | |
57 } | |
58 list_0037C_size = 0; | |
59 for (uint i = 0; i < 256; ++i) | |
60 list_E0380[i].mm7__vector_000004_size = 0; | |
61 list_E0380_size = 0; | |
62 } | |
0 | 63 |
871 | 64 |
65 //----- (0043643E) -------------------------------------------------------- | |
66 float IndoorCameraD3D::GetPickDepth() | |
67 { | |
1637 | 68 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) |
69 return pODMRenderParams->uPickDepth; | |
871 | 70 else |
71 return 16192.0; | |
72 } | |
73 | |
1637 | 74 //----- (00436427) -------------------------------------------------------- |
75 float IndoorCameraD3D::GetShadingDistMist() | |
76 { | |
77 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) | |
78 return (double)pODMRenderParams->shading_dist_mist; | |
79 else | |
80 return 16192.0; | |
81 } | |
871 | 82 |
0 | 83 //----- (004364C5) -------------------------------------------------------- |
84 void IndoorCameraD3D::ViewTransfrom_OffsetUV(RenderVertexSoft *pVertices, unsigned int uNumVertices, RenderVertexSoft *pOutVertices, stru320 *a5) | |
85 { | |
86 for (uint i = 0; i < uNumVertices; ++i) | |
87 { | |
88 pOutVertices[i].vWorldPosition.x = pVertices[i].vWorldPosition.x; | |
89 pOutVertices[i].vWorldPosition.y = pVertices[i].vWorldPosition.y; | |
90 pOutVertices[i].vWorldPosition.z = pVertices[i].vWorldPosition.z; | |
91 | |
92 pOutVertices[i].u = pVertices[i].u + a5->pDeltaUV[0]; | |
93 pOutVertices[i].v = pVertices[i].v + a5->pDeltaUV[1]; | |
94 } | |
95 ViewTransform(pOutVertices, uNumVertices); | |
96 } | |
97 | |
98 //----- (0043669D) -------------------------------------------------------- | |
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99 bool IndoorCameraD3D::ApplyViewTransform_TrueIfStillVisible_BLV(int x, int y, int z, signed int *pOutX, int *pOutZ, int *pOutY, char bDoNotShow) |
0 | 100 { |
101 int to_z; // esi@2 | |
102 int v9; // ecx@3 | |
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103 //signed int *v10; // esi@5 |
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104 //int pOutY_; // ecx@5 |
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105 //signed int v12; // esi@7 |
0 | 106 int v14; // [sp+8h] [bp-4h]@3 |
107 int to_x; // [sp+14h] [bp+8h]@1 | |
108 int to_y; // [sp+18h] [bp+Ch]@1 | |
109 int a2b; // [sp+18h] [bp+Ch]@5 | |
110 int a3a; // [sp+1Ch] [bp+10h]@5 | |
111 | |
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112 to_x = x - pGame->pIndoorCameraD3D->vPartyPos.x; |
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113 to_y = y - pGame->pIndoorCameraD3D->vPartyPos.y; |
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114 if (pGame->pIndoorCameraD3D->sRotationX) |
0 | 115 { |
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116 to_z = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; |
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117 //if ( pRenderer->pRenderD3D ) |
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118 //{ |
1642 | 119 v14 = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) |
120 + (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y); | |
121 v9 = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) | |
122 - (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y); | |
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123 //} |
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124 a3a = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; |
2207 | 125 *pOutX = fixpoint_mul(v14, pGame->pIndoorCameraD3D->int_cosine_x) - fixpoint_mul(to_z, pGame->pIndoorCameraD3D->int_sine_x); |
0 | 126 *pOutZ = v9; |
2207 | 127 *pOutY = fixpoint_mul(v14, pGame->pIndoorCameraD3D->int_sine_x) + fixpoint_mul(a3a, pGame->pIndoorCameraD3D->int_cosine_x); |
0 | 128 } |
129 else | |
130 { | |
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131 *pOutY = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; |
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132 //if ( pRenderer->pRenderD3D ) |
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133 //{ |
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134 //v10 = pOutX; |
1642 | 135 *pOutX = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) |
136 + (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y); | |
137 *pOutZ = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) | |
138 - (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y); | |
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139 //} |
0 | 140 } |
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141 if (!bDoNotShow) |
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142 return false; |
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143 |
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144 return *pOutX >= fixpoint_from_int(4, 0) && |
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145 *pOutX <= fixpoint_from_int(8000, 0); |
0 | 146 } |
147 | |
148 //----- (00436455) -------------------------------------------------------- | |
149 bool IndoorCameraD3D::IsCulled(BLVFace *pFace) | |
150 { | |
151 RenderVertexSoft v; // [sp+8h] [bp-30h]@1 | |
152 | |
2152 | 153 //----- (0043648F) -------------------------------------------------------- |
154 auto Vec3_short__to_RenderVertexSoft = [](RenderVertexSoft *_this, Vec3_short_ *a2) -> void | |
155 { | |
156 _this->flt_2C = 0.0; | |
157 | |
158 _this->vWorldPosition.x = a2->x; | |
159 _this->vWorldPosition.y = a2->y; | |
160 _this->vWorldPosition.z = a2->z; | |
161 }; | |
162 | |
163 | |
0 | 164 Vec3_short__to_RenderVertexSoft(&v, &pIndoor->pVertices[*pFace->pVertexIDs]); |
165 return is_face_faced_to_camera(pFace, &v); | |
166 } | |
167 | |
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168 |
0 | 169 //----- (00436523) -------------------------------------------------------- |
170 void IndoorCameraD3D::ViewTransform(RenderVertexSoft *a1a, unsigned int uNumVertices) | |
171 { | |
172 if (byte_4D864C && pGame->uFlags & 0x80 || | |
173 uCurrentlyLoadedLevelType == LEVEL_Indoor) | |
174 { | |
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175 float sin_x = fRotationXSine, |
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176 cos_x = fRotationXCosine; |
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177 float sin_y = fRotationYSine, |
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178 cos_y = fRotationYCosine; |
0 | 179 |
180 //v4 = uNumVertices; | |
181 //v7 = pIndoorCamera->fRotationXSine; | |
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182 if (pGame->pIndoorCameraD3D->sRotationX) |
0 | 183 { |
184 | |
185 //_EAX = a1a; | |
186 for (uint i = 0; i < uNumVertices; ++i) | |
187 { | |
188 float st0, st1, st2; | |
2154 | 189 //if ( pRenderer->pRenderD3D ) |
0 | 190 { |
191 /*__asm | |
192 { | |
193 fld [ebp+uNumVertices] // [(a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] | |
194 fmul st, st(3) // [pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] | |
195 fld [ebp+a1] // [(a1a[i].x - pIndoorCamera->pos.x)] [pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] | |
196 fmul st, st(5) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)] | |
197 // 1[pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] | |
198 // 2[(a1a[i].z - pIndoorCamera->pos.z)] | |
199 // 3[pIndoorCamera->fRotationXCosine] | |
200 // 4[pIndoorCamera->fRotationYSine] | |
201 // 5[pIndoorCamera->fRotationYCosine] | |
202 faddp st(1), st // [pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] | |
203 fld [ebp+a1] // [(a1a[i].x - pIndoorCamera->pos.x)] [pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] | |
204 fmul st, st(4) // [pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] [pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] | |
205 | |
206 fld [ebp+uNumVertices] // 0[a1a[i].y - pIndoorCamera->pos.y] | |
207 // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] | |
208 // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] | |
209 // 3[(a1a[i].z - pIndoorCamera->pos.z)] | |
210 // 4[pIndoorCamera->fRotationXCosine] | |
211 // 5[pIndoorCamera->fRotationYSine] | |
212 // 6[pIndoorCamera->fRotationYCosine] | |
213 | |
214 fmul st, st(6) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)] | |
215 // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] | |
216 // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] | |
217 // 3[(a1a[i].z - pIndoorCamera->pos.z)] | |
218 // 4[pIndoorCamera->fRotationXCosine] | |
219 // 5[pIndoorCamera->fRotationYSine] | |
220 // 6[pIndoorCamera->fRotationYCosine] | |
221 | |
222 fsubp st(1), st // 0[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)] | |
223 // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] | |
224 // 2[(a1a[i].z - pIndoorCamera->pos.z)] | |
225 // 3[pIndoorCamera->fRotationXCosine] | |
226 // 4[pIndoorCamera->fRotationYSine] | |
227 // 5[pIndoorCamera->fRotationYCosine] | |
228 }*/ | |
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229 st0 = sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); |
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230 st1 = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) + sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); |
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231 st2 = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z); |
0 | 232 } |
2154 | 233 if (false)//else |
0 | 234 { |
235 /*__asm | |
236 { | |
237 fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)] | |
238 // 1[(a1a[i].z - pIndoorCamera->pos.z)] | |
239 // 2[pIndoorCamera->fRotationXCosine] | |
240 // 3[pIndoorCamera->fRotationYSine] | |
241 // 4[pIndoorCamera->fRotationYCosine] | |
242 fmul st, st(4) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)] | |
243 // 1[(a1a[i].z - pIndoorCamera->pos.z)] | |
244 // 2[pIndoorCamera->fRotationXCosine] | |
245 // 3[pIndoorCamera->fRotationYSine] | |
246 // 4[pIndoorCamera->fRotationYCosine] | |
247 fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)] | |
248 // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)] | |
249 // 2[(a1a[i].z - pIndoorCamera->pos.z)] | |
250 // 3[pIndoorCamera->fRotationXCosine] | |
251 // 4[pIndoorCamera->fRotationYSine] | |
252 // 5[pIndoorCamera->fRotationYCosine] | |
253 fmul st, st(4) // 0[pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] | |
254 // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)] | |
255 // 2[(a1a[i].z - pIndoorCamera->pos.z)] | |
256 // 3[pIndoorCamera->fRotationXCosine] | |
257 // 4[pIndoorCamera->fRotationYSine] | |
258 // 5[pIndoorCamera->fRotationYCosine] | |
259 fsubp st(1), st // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] | |
260 // 1[(a1a[i].z - pIndoorCamera->pos.z)] | |
261 // 2[pIndoorCamera->fRotationXCosine] | |
262 // 3[pIndoorCamera->fRotationYSine] | |
263 // 4[pIndoorCamera->fRotationYCosine] | |
264 fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)] | |
265 // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] | |
266 // 2[(a1a[i].z - pIndoorCamera->pos.z)] | |
267 // 3[pIndoorCamera->fRotationXCosine] | |
268 // 4[pIndoorCamera->fRotationYSine] | |
269 // 5[pIndoorCamera->fRotationYCosine] | |
270 fmul st, st(4) // 0[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] | |
271 // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] | |
272 // 2[(a1a[i].z - pIndoorCamera->pos.z)] | |
273 // 3[pIndoorCamera->fRotationXCosine] | |
274 // 4[pIndoorCamera->fRotationYSine] | |
275 // 5[pIndoorCamera->fRotationYCosine] | |
276 fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)] | |
277 // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] | |
278 // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] | |
279 // 3[(a1a[i].z - pIndoorCamera->pos.z)] | |
280 // 4[pIndoorCamera->fRotationXCosine] | |
281 // 5[pIndoorCamera->fRotationYSine] | |
282 // 6[pIndoorCamera->fRotationYCosine] | |
283 fmul st, st(6) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)] | |
284 // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] | |
285 // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] | |
286 // 3[(a1a[i].z - pIndoorCamera->pos.z)] | |
287 // 4[pIndoorCamera->fRotationXCosine] | |
288 // 5[pIndoorCamera->fRotationYSine] | |
289 // 6[pIndoorCamera->fRotationYCosine] | |
290 faddp st(1), st // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y) + pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] | |
291 // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] | |
292 // 2[(a1a[i].z - pIndoorCamera->pos.z)] | |
293 // 3[pIndoorCamera->fRotationXCosine] | |
294 // 4[pIndoorCamera->fRotationYSine] | |
295 // 5[pIndoorCamera->fRotationYCosine] | |
296 }*/ | |
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297 st0 = cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) + sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x); |
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298 st1 = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); |
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299 st2 = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z); |
0 | 300 } |
301 | |
302 a1a[i].vWorldViewPosition.x = st1*cos_x - st2*sin_x; | |
303 a1a[i].vWorldViewPosition.y = st0; | |
304 a1a[i].vWorldViewPosition.z = st2*cos_x + st1*sin_x; | |
305 } | |
306 } | |
307 else | |
308 { | |
309 for (uint i = 0; i < uNumVertices; ++i) | |
310 { | |
2154 | 311 //if ( pRenderer->pRenderD3D ) |
0 | 312 { |
313 /*__asm | |
314 { | |
315 fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)] | |
316 // 1[(a1a[i].z - pIndoorCamera->pos.z)] | |
317 // 2[sin_y] | |
318 // 3[cos_y] | |
319 fmul st, st(2) // 0[sin_y * (a1a[i].y - pIndoorCamera->pos.y)] | |
320 // 1[(a1a[i].z - pIndoorCamera->pos.z)] | |
321 // 2[sin_y] | |
322 // 3[cos_y] | |
323 fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)] | |
324 // 1[sin_y * (a1a[i].y - pIndoorCamera->pos.y)] | |
325 // 2[(a1a[i].z - pIndoorCamera->pos.z)] | |
326 // 3[sin_y] | |
327 // 4[cos_y] | |
328 fmul st, st(4) // 0[cos_y * (a1a[i].x - pIndoorCamera->pos.x)] | |
329 // 1[sin_y * (a1a[i].y - pIndoorCamera->pos.y)] | |
330 // 2[(a1a[i].z - pIndoorCamera->pos.z)] | |
331 // 3[sin_y] | |
332 // 4[cos_y] | |
333 faddp st(1), st // 0[cos_y * (a1a[i].x - pIndoorCamera->pos.x) + sin_y * (a1a[i].y - pIndoorCamera->pos.y)] | |
334 // 1[(a1a[i].z - pIndoorCamera->pos.z)] | |
335 // 2[sin_y] | |
336 // 3[cos_y] | |
337 fstp dword ptr [eax+0Ch] | |
338 fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)] | |
339 // 1[(a1a[i].z - pIndoorCamera->pos.z)] | |
340 // 2[sin_y] | |
341 // 3[cos_y] | |
342 fmul st, st(2) // 0[sin_y * (a1a[i].x - pIndoorCamera->pos.x)] | |
343 // 1[(a1a[i].z - pIndoorCamera->pos.z)] | |
344 // 2[sin_y] | |
345 // 3[cos_y] | |
346 fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)] | |
347 // 1[sin_y * (a1a[i].x - pIndoorCamera->pos.x)] | |
348 // 2[(a1a[i].z - pIndoorCamera->pos.z)] | |
349 // 3[sin_y] | |
350 // 4[cos_y] | |
351 fmul st, st(4) // 0[cos_y * (a1a[i].y - pIndoorCamera->pos.y)] | |
352 // 1[sin_y * (a1a[i].x - pIndoorCamera->pos.x)] | |
353 // 2[(a1a[i].z - pIndoorCamera->pos.z)] | |
354 // 3[sin_y] | |
355 // 4[cos_y] | |
356 fsubp st(1), st // 0[sin_y * (a1a[i].x - pIndoorCamera->pos.x) - cos_y * (a1a[i].y - pIndoorCamera->pos.y)] | |
357 // 1[(a1a[i].z - pIndoorCamera->pos.z)] | |
358 // 2[sin_y] | |
359 // 3[cos_y] | |
360 fstp dword ptr [eax+10h] | |
361 fstp dword ptr [eax+14h] | |
362 }*/ | |
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363 a1a[i].vWorldViewPosition.x = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) + sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); |
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364 a1a[i].vWorldViewPosition.y = sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); |
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365 a1a[i].vWorldViewPosition.z = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z); |
0 | 366 } |
2154 | 367 if (false)//else |
0 | 368 { |
369 __debugbreak(); | |
370 /*__asm | |
371 { | |
372 fld [ebp+a1] | |
373 fmul st, st(3) | |
374 fld [ebp+uNumVertices] | |
375 fmul st, st(3) | |
376 fsubp st(1), st | |
377 fstp dword ptr [eax+0Ch] | |
378 fld [ebp+a1] | |
379 fmul st, st(2) | |
380 fld [ebp+uNumVertices] | |
381 fmul st, st(4) | |
382 faddp st(1), st | |
383 | |
384 fstp dword ptr [eax+10h] | |
385 fstp dword ptr [eax+14h] | |
386 }*/ | |
387 } | |
388 } | |
389 } | |
390 } | |
391 else for (uint i = 0; i < uNumVertices; ++i) | |
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392 //pIndoorCamera->ViewTransform_ODM(a1a + i); |
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393 { |
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394 //ViewTransform_ODM(a1a + i); |
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395 |
1980 | 396 RenderVertexSoft* a1 = &a1a[i]; |
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397 //----- (00481CCE) -------------------------------------------------------- |
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398 //void ViewTransform_ODM(RenderVertexSoft *a1) |
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399 { |
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400 float result; // eax@1 |
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401 double vCamToVertexZ; // st7@1 |
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402 double v3; // st6@1 |
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403 double v4; // st5@1 |
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404 double v5; // st4@1 |
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405 float v6; // ST04_4@3 |
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406 float v7; // [sp+0h] [bp-14h]@1 |
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407 float v8; // [sp+8h] [bp-Ch]@1 |
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408 float vCamToVertexX; // [sp+Ch] [bp-8h]@1 |
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409 float vCamToVertexY; // [sp+10h] [bp-4h]@1 |
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410 |
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411 v8 = fRotationXCosine; |
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412 result = fRotationXSine; |
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413 v7 = fRotationXSine; |
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414 vCamToVertexX = a1->vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x; |
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415 vCamToVertexY = a1->vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y; |
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416 vCamToVertexZ = a1->vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z; |
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417 v3 = fRotationYCosine; |
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418 v4 = fRotationYSine; |
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419 v5 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; |
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420 if (pGame->pIndoorCameraD3D->sRotationX) |
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421 { |
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422 v6 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; |
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423 a1->vWorldViewPosition.x = v5 * fRotationXCosine + fRotationXSine * vCamToVertexZ; |
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424 a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX; |
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425 a1->vWorldViewPosition.z = v8 * vCamToVertexZ - v6 * v7; |
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426 } |
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427 else |
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428 { |
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429 a1->vWorldViewPosition.x = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; |
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430 a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX; |
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431 a1->vWorldViewPosition.z = vCamToVertexZ; |
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432 } |
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433 } |
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434 } |
0 | 435 } |
436 | |
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437 |
0 | 438 //----- (00436932) -------------------------------------------------------- |
439 bool IndoorCameraD3D::GetFacetOrientation(char polyType, Vec3_float_ *a2, Vec3_float_ *a3, Vec3_float_ *a4) | |
440 { | |
441 switch ((PolygonType)polyType) | |
442 { | |
443 case POLYGON_VerticalWall: | |
444 { | |
445 a4->x = -a2->y; | |
446 a4->y = a2->x; | |
447 a4->z = 0.0; | |
448 | |
449 a3->x = 0.0; | |
450 a3->y = 0.0; | |
451 a3->z = 1.0f; | |
452 } | |
453 return true; | |
454 | |
455 case POLYGON_Floor: | |
456 case POLYGON_Ceiling: | |
457 { | |
458 a4->x = 1.0; | |
459 a4->y = 0.0; | |
460 a4->z = 0.0; | |
461 | |
462 a3->x = 0.0; | |
463 a3->y = 1.0; | |
464 a3->z = 0.0; | |
465 } | |
466 return true; | |
467 | |
468 case POLYGON_InBetweenFloorAndWall: | |
469 case POLYGON_InBetweenCeilingAndWall: | |
470 { | |
471 if (fabs(a2->z) < 0.70811361) | |
472 { | |
473 a4->x = -a2->y; | |
474 a4->y = a2->x; | |
475 a4->z = 0.0; | |
476 a4->Normalize(); | |
477 | |
478 a3->x = 0.0; | |
479 a3->y = 0.0; | |
480 a3->z = 1.0; | |
481 } | |
482 else | |
483 { | |
484 a4->x = 1.0; | |
485 a4->y = 0.0; | |
486 a4->z = 0.0; | |
487 | |
488 a3->x = 0.0; | |
489 a3->y = 1.0; | |
490 a3->z = 0.0; | |
491 } | |
492 } | |
493 return true; | |
494 | |
495 default: | |
496 return false; | |
497 } | |
498 } | |
499 | |
500 //----- (00438258) -------------------------------------------------------- | |
501 bool IndoorCameraD3D::is_face_faced_to_camera(BLVFace *pFace, RenderVertexSoft *a2) | |
502 { | |
676
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503 if (pFace->Portal()) |
0 | 504 return false; |
505 | |
506 //really strange cull; dot(to_cam, normal) < 0 means we see the BACK face, not font %_% | |
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507 if ( (a2->vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z) * (double)pFace->pFacePlane_old.vNormal.z |
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508 + (a2->vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y) * (double)pFace->pFacePlane_old.vNormal.y |
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509 + (a2->vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x) * (double)pFace->pFacePlane_old.vNormal.x < 0.0) |
0 | 510 return false; |
511 | |
512 return true; | |
513 } | |
514 | |
515 | |
516 //----- (00437AB5) -------------------------------------------------------- | |
2006 | 517 void IndoorCameraD3D::do_draw_debug_line_sw(RenderVertexSoft *pLineBegin, signed int sStartDiffuse, RenderVertexSoft *pLineEnd, signed int sEndDiffuse, unsigned int uOutNumVertices, float z_stuff) |
0 | 518 { |
519 RenderVertexSoft a1[20]; // [sp+8h] [bp-7C4h]@6 | |
520 RenderVertexSoft pVertices[20]; // [sp+3C8h] [bp-404h]@2 | |
521 RenderVertexD3D3 v24[2]; // [sp+788h] [bp-44h]@11 | |
522 | |
2154 | 523 //if ( pRenderer->pRenderD3D ) |
2277 | 524 //{ |
525 for ( uint i = 0; i < 20; i++ ) | |
526 pVertices[i].flt_2C = 0.0; | |
0 | 527 if ( (char)uOutNumVertices ) |
528 { | |
2277 | 529 pVertices[0].vWorldViewProjX = pLineBegin->vWorldViewProjX; |
0 | 530 pVertices[0].vWorldViewProjY = pLineBegin->vWorldViewProjY; |
2277 | 531 |
0 | 532 pVertices[1].vWorldViewProjX = pLineEnd->vWorldViewProjX; |
2277 | 533 pVertices[1].vWorldViewProjY = pLineEnd->vWorldViewProjY; |
0 | 534 v24[0].specular = 0; |
535 v24[0].pos.x = pVertices[0].vWorldViewProjX; | |
536 v24[0].pos.y = pVertices[0].vWorldViewProjY; | |
2277 | 537 v24[0].pos.z = 0.001 - z_stuff; |
2006 | 538 v24[0].diffuse = sStartDiffuse; |
0 | 539 v24[0].rhw = 0.001; |
2277 | 540 v24[0].texcoord.x = 0.0; |
541 v24[0].texcoord.y = 0.0; | |
542 | |
0 | 543 v24[1].pos.x = pVertices[1].vWorldViewProjX; |
544 v24[1].pos.y = pVertices[1].vWorldViewProjY; | |
2006 | 545 v24[1].diffuse = sEndDiffuse; |
2277 | 546 v24[1].pos.z = 0.001 - z_stuff; |
0 | 547 v24[1].specular = 0; |
548 v24[1].rhw = 0.001; | |
549 v24[1].texcoord.x = 0.0; | |
550 v24[1].texcoord.y = 0.0; | |
551 //v19 = pRenderer->pRenderD3D->pDevice; | |
2155 | 552 pRenderer->DrawLines(v24, 2); |
0 | 553 return; |
554 } | |
2277 | 555 for ( uint i = 0; i < 20; i++ ) |
556 a1[i].flt_2C = 0.0; | |
0 | 557 uOutNumVertices = 2; |
2277 | 558 a1[0].vWorldPosition.x = pLineBegin->vWorldPosition.x; |
0 | 559 a1[0].vWorldPosition.y = pLineBegin->vWorldPosition.y; |
2277 | 560 a1[0].vWorldPosition.z = pLineBegin->vWorldPosition.z; |
0 | 561 a1[1].vWorldPosition.x = pLineEnd->vWorldPosition.x; |
562 a1[1].vWorldPosition.y = pLineEnd->vWorldPosition.y; | |
2277 | 563 a1[1].vWorldPosition.z = pLineEnd->vWorldPosition.z; |
564 if ( CalcPortalShape(a1, &uOutNumVertices, pVertices, this->std__vector_000034_prolly_frustrum, 4, 1, 0) != 1 || (signed int)uOutNumVertices >= 2 ) | |
0 | 565 { |
2277 | 566 ViewTransform(pVertices, 2); |
567 Project(pVertices, 2, 0); | |
568 v24[0].specular = 0; | |
569 v24[0].pos.x = pVertices[0].vWorldViewProjX; | |
570 v24[0].pos.y = pVertices[0].vWorldViewProjY; | |
571 v24[0].pos.z = 0.001 - z_stuff; | |
572 v24[0].diffuse = sStartDiffuse; | |
573 v24[0].rhw = 0.001; | |
574 v24[0].texcoord.x = 0.0; | |
575 v24[0].texcoord.y = 0.0; | |
576 | |
577 v24[1].pos.x = pVertices[1].vWorldViewProjX; | |
578 v24[1].pos.y = pVertices[1].vWorldViewProjY; | |
579 v24[1].diffuse = sEndDiffuse; | |
580 v24[1].pos.z = 0.001 - z_stuff; | |
581 v24[1].specular = 0; | |
582 v24[1].rhw = 0.001; | |
583 v24[1].texcoord.x = 0.0; | |
584 v24[1].texcoord.y = 0.0; | |
585 //v19 = pRenderer->pRenderD3D->pDevice; | |
586 pRenderer->DrawLines(v24, 2); | |
587 return; | |
0 | 588 } |
2277 | 589 //} |
0 | 590 } |
591 | |
592 //----- (00437A55) -------------------------------------------------------- | |
593 void IndoorCameraD3D::debug_outline_d3d(const RenderVertexD3D3 *pLineVertices, unsigned int uNumLines, int uDiffuse, float z_stuff) | |
594 { | |
595 unsigned int v5; // esi@1 | |
596 const RenderVertexD3D3 *v6; // ecx@2 | |
597 unsigned int v7; // ebx@2 | |
598 const RenderVertexD3D3 *v8; // edi@3 | |
599 | |
600 v5 = 0; | |
601 if ( (signed int)(uNumLines - 1) > 0 ) | |
602 { | |
603 v6 = pLineVertices; | |
604 v5 = uNumLines - 1; | |
2277 | 605 for ( v7 = uNumLines - 1; v7; --v7 ) |
0 | 606 { |
607 v8 = v6 + 1; | |
2155 | 608 pRenderer->do_draw_debug_line_d3d(v6, uDiffuse, v6 + 1, uDiffuse, z_stuff); |
0 | 609 v6 = v8; |
610 } | |
611 } | |
2155 | 612 pRenderer->do_draw_debug_line_d3d(&pLineVertices[v5], uDiffuse, pLineVertices, uDiffuse, z_stuff); |
0 | 613 } |
614 | |
615 //----- (004379EE) -------------------------------------------------------- | |
616 void IndoorCameraD3D::debug_outline_sw(RenderVertexSoft *a2, unsigned int uNumVertices, unsigned int uDiffuse, float a5) | |
617 { | |
2281 | 618 if ( !uNumVertices ) |
619 return; | |
0 | 620 if ( (signed int)(uNumVertices - 1) > 0 ) |
621 { | |
2281 | 622 for ( uint i = 0; i < uNumVertices - 1; i++ ) |
623 do_draw_debug_line_sw(&a2[i], uDiffuse, &a2[i + 1], uDiffuse, 0, a5); | |
0 | 624 } |
2281 | 625 do_draw_debug_line_sw(&a2[uNumVertices - 1], uDiffuse, a2, uDiffuse, 0, a5); |
0 | 626 } |
627 | |
791 | 628 |
629 void IndoorCameraD3D::DebugDrawPortal(BLVFace *pFace) | |
630 { | |
1545 | 631 Assert(pFace->uNumVertices <= 32); |
791 | 632 |
633 RenderVertexSoft sw[32]; | |
634 for (uint i = 0; i < pFace->uNumVertices; ++i) | |
635 { | |
636 sw[i].vWorldPosition.x = pIndoor->pVertices[pFace->pVertexIDs[i]].x; | |
637 sw[i].vWorldPosition.y = pIndoor->pVertices[pFace->pVertexIDs[i]].y; | |
638 sw[i].vWorldPosition.z = pIndoor->pVertices[pFace->pVertexIDs[i]].z; | |
639 } | |
640 ViewTransform(sw, pFace->uNumVertices); | |
641 Project(sw, pFace->uNumVertices, 0); | |
642 | |
643 | |
644 | |
645 RenderVertexD3D3 v[32]; | |
646 for (uint i = 0; i < pFace->uNumVertices; ++i) | |
647 { | |
648 v[i].pos.x = sw[i].vWorldViewProjX; | |
649 v[i].pos.y = sw[i].vWorldViewProjY; | |
650 v[i].pos.z = 1.0 - 1.0 / (sw[i].vWorldViewPosition.x * 0.061758894); | |
651 v[i].rhw = 1.0 / sw[i].vWorldViewPosition.x; | |
652 v[i].diffuse = 0x80F020F0; | |
653 v[i].specular = 0; | |
654 //v[i].texcoord.x = pFace->pVertexUIDs[i] / (double)pTex->uTextureWidth; | |
655 //v[i].texcoord.y = pFace->pVertexUIDs[i] / (double)pTex->uTextureHeight; | |
656 v[i].texcoord.x = 0; | |
657 v[i].texcoord.y = 0; | |
658 } | |
659 | |
2155 | 660 pRenderer->DrawFansTransparent(v, pFace->uNumVertices); |
791 | 661 } |
662 | |
0 | 663 //----- (00437906) -------------------------------------------------------- |
664 void IndoorCameraD3D::PrepareAndDrawDebugOutline(BLVFace *pFace, unsigned int uDiffuse) | |
665 { | |
666 static RenderVertexSoft static_sub_437906_array_50CDD0[64]; | |
667 static bool __init_flag1 = false; | |
668 if (!__init_flag1) | |
669 { | |
670 __init_flag1 = true; | |
671 | |
672 for (uint i = 0; i < 64; ++i) | |
673 static_sub_437906_array_50CDD0[i].flt_2C = 0.0f; | |
674 } | |
675 if ( pFace->uNumVertices ) | |
676 { | |
1507 | 677 for ( uint i = 0; i < pFace->uNumVertices; i++ ) |
0 | 678 { |
1507 | 679 static_sub_437906_array_50CDD0[i].vWorldPosition.x = (double)pIndoor->pVertices[pFace->pVertexIDs[i]].x; |
680 static_sub_437906_array_50CDD0[i].vWorldPosition.y = (double)pIndoor->pVertices[pFace->pVertexIDs[i]].y; | |
681 static_sub_437906_array_50CDD0[i].vWorldPosition.z = (double)pIndoor->pVertices[pFace->pVertexIDs[i]].z; | |
682 static_sub_437906_array_50CDD0[i].u = (double)pFace->pVertexUIDs[i]; | |
683 static_sub_437906_array_50CDD0[i].v = (double)pFace->pVertexVIDs[i]; | |
0 | 684 } |
685 } | |
2277 | 686 if ( draw_portals_loops ) |
1507 | 687 debug_outline_sw(static_sub_437906_array_50CDD0, pFace->uNumVertices, uDiffuse, 0.0); |
0 | 688 } |
689 // 50D9D0: using guessed type char static_sub_437906_byte_50D9D0_init_flag; | |
690 | |
691 //----- (004378BA) -------------------------------------------------------- | |
692 void IndoorCameraD3D::MatrixMultiply(Matrix3x3_float_ *a1, Matrix3x3_float_ *a2, Matrix3x3_float_ *out) | |
693 { | |
694 float *v4; // ecx@1 | |
695 double v10; // st7@3 | |
696 double v11; // st6@3 | |
697 | |
698 v4 = (float *)out; | |
2245 | 699 for ( uint i = 0; i < 3; i++ ) |
0 | 700 { |
2245 | 701 for ( uint j = 0; j < 3; j++ ) |
0 | 702 { |
2245 | 703 v10 = a2->v[2][j] * a1->v[i][2] + a2->v[0][j] * a1->v[i][0]; |
704 v11 = a2->v[1][j] * a1->v[i][1]; | |
705 *v4 = v10 + v11; | |
706 ++v4; | |
0 | 707 } |
708 } | |
709 } | |
710 | |
711 //----- (004376E7) -------------------------------------------------------- | |
712 void IndoorCameraD3D::CreateWorldMatrixAndSomeStuff() | |
713 { | |
714 //IndoorCameraD3D *v1; // esi@1 | |
715 double v2; // st7@1 | |
716 //signed int v3; // edi@1 | |
717 //int v4; // eax@1 | |
718 //double v5; // st7@2 | |
719 //double v6; // st7@3 | |
720 Matrix3x3_float_ m1; // [sp+10h] [bp-B8h]@1 | |
721 Matrix3x3_float_ m2; // [sp+34h] [bp-94h]@1 | |
722 Matrix3x3_float_ m3; // [sp+58h] [bp-70h]@1 | |
723 Matrix3x3_float_ m4; // [sp+7Ch] [bp-4Ch]@1 | |
724 Matrix3x3_float_ m5; // [sp+A0h] [bp-28h]@1 | |
725 float v12; // [sp+C4h] [bp-4h]@1 | |
726 | |
727 //RotationZ(0) | |
728 m5._11 = cosf(0); m5._12 = sinf(0); m5._13 = 0; | |
729 m5._21 = -sinf(0); m5._22 = cosf(0); m5._23 = 0; | |
730 m5._31 = 0; m5._32 = 0; m5._33 = 1; | |
731 | |
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732 float cos_x1 = fRotationXCosine, |
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733 sin_x1 = fRotationXSine; |
0 | 734 //RotationX(x) |
735 m4._11 = 1; m4._12 = 0; m4._13 = 0; | |
736 m4._21 = 0; m4._22 = cos_x1; m4._23 = sin_x1; | |
737 m4._31 = 0; m4._32 = -sin_x1; m4._33 = cos_x1; | |
738 | |
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739 float cos_y1 = fRotationYCosine, |
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740 sin_y1 = fRotationYSine; |
0 | 741 //RotationY(some_angle) |
742 m3._11 = cos_y1; m3._12 = 0; m3._13 = -sin_y1; | |
743 m3._21 = 0; m3._22 = 1; m3._23 = 0; | |
744 m3._31 = sin_y1; m3._32 = 0; m3._33 = cos_y1; | |
745 | |
746 MatrixMultiply(&m5, &m3, &m1); | |
747 MatrixMultiply(&m4, &m1, &m2); | |
748 | |
749 for (uint i = 0; i < 3; ++i) | |
750 { | |
751 field_4[0].v[i] = m2.v[1][i]; | |
752 field_4[1].v[i] = m2.v[0][i]; | |
753 field_4[2].v[i] = m2.v[2][i]; | |
754 } | |
755 | |
756 inv_fov = 1.1344639; | |
757 fov_x = (double)pViewport->uScreenWidth * 0.8814736; | |
758 | |
759 fov_y = 0.8814736 * (double)pViewport->uScreenHeight; | |
760 fov = fov_y; | |
761 if ( fov_x > fov ) | |
762 fov = fov_x; | |
763 screenCenterX = (double)pViewport->uScreenCenterX; | |
692 | 764 screenCenterY = (double)(pViewport->uScreenCenterY - pViewport->uScreen_TL_Y); |
0 | 765 } |
766 | |
767 //----- (00437691) -------------------------------------------------------- | |
768 void IndoorCameraD3D::Vec3Transform(const IndoorCameraD3D_Vec3 *pVector, IndoorCameraD3D_Vec3 *pOut) | |
769 { | |
770 pOut->y = field_4[1].x * pVector->x + field_4[0].x * pVector->y + field_4[2].x * pVector->z; | |
771 pOut->z = field_4[1].y * pVector->x + field_4[0].y * pVector->y + field_4[2].y * pVector->z; | |
772 pOut->x = field_4[1].z * pVector->x + field_4[0].z * pVector->y + field_4[2].z * pVector->z; | |
773 } | |
774 | |
775 //----- (00437607) -------------------------------------------------------- | |
776 void IndoorCameraD3D::_437607(IndoorCameraD3D_Vec3 *a1, IndoorCameraD3D_Vec4 *a2) | |
777 { | |
778 double v4; // st7@1 | |
779 IndoorCameraD3D_Vec3 v8; // [sp+8h] [bp-1Ch]@1 | |
780 | |
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781 v8.x = (double)pGame->pIndoorCameraD3D->vPartyPos.x; |
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782 v8.y = (double)pGame->pIndoorCameraD3D->vPartyPos.y; |
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783 v8.z = (double)pGame->pIndoorCameraD3D->vPartyPos.z; |
0 | 784 Vec3Transform(a1, a2); |
785 | |
786 v4 = v8.x * a2->x + v8.y * a2->y + v8.z * a2->z; | |
787 a2->dot = v4 + 0.000099999997; | |
788 } | |
789 | |
790 //----- (004374E8) -------------------------------------------------------- | |
791 void IndoorCameraD3D::_4374E8_ProllyBuildFrustrum() | |
792 { | |
793 //IndoorCameraD3D *v1; // esi@1 | |
794 //double v2; // st7@1 | |
795 double v3; // st7@1 | |
796 //double v4; // st7@1 | |
797 double v5; // st7@1 | |
798 //double v6; // st7@1 | |
799 IndoorCameraD3D_Vec3 v7; // [sp+Ch] [bp-24h]@1 | |
800 //float v8; // [sp+10h] [bp-20h]@1 | |
801 //float v9; // [sp+14h] [bp-1Ch]@1 | |
802 //float v10; // [sp+18h] [bp-18h]@1 | |
803 //float v11; // [sp+1Ch] [bp-14h]@1 | |
804 //float v12; // [sp+20h] [bp-10h]@1 | |
805 //int v13; // [sp+2Ch] [bp-4h]@1 | |
806 | |
807 //v1 = this; | |
808 //IndoorCameraD3D_Vec3::IndoorCameraD3D_Vec3(&v7); | |
809 //v2 = 2.0 / inv_fov; | |
810 //v13 = 0; | |
811 v3 = atan(2.0 / inv_fov * fov / fov_x); | |
812 //v12 = v3; | |
813 //v11 = sin(v3); | |
814 //v4 = cos(v3); | |
815 v7.x = -sin(v3); | |
816 v7.y = 0.0; | |
817 v7.z = cos(v3); | |
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818 _437607(&v7, std__vector_000034_prolly_frustrum + 0); |
0 | 819 v7.x = sin(v3); |
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820 _437607(&v7, std__vector_000034_prolly_frustrum + 1); |
0 | 821 v5 = atan(2.0 / inv_fov * fov / (fov_y + 0.5)); |
822 //v12 = v5; | |
823 //v11 = sin(v5); | |
824 //v6 = cos(v5); | |
825 v7.y = sin(v5); | |
826 v7.x = 0.0; | |
827 v7.z = cos(v5); | |
828 _437607(&v7, &std__vector_000034_prolly_frustrum[2]); | |
829 v7.y = -sin(v5); | |
830 _437607(&v7, &std__vector_000034_prolly_frustrum[3]); | |
831 //v13 = -1; | |
832 //IndoorCameraD3D_Vec3::dtor(&v7); | |
833 } | |
834 | |
835 //----- (00437376) -------------------------------------------------------- | |
836 char IndoorCameraD3D::_437376(stru154 *thisa, RenderVertexSoft *a2, unsigned int *pOutNumVertices) | |
837 { | |
2245 | 838 //unsigned int v4; // ebx@1 |
839 //RenderVertexSoft *v5; // edx@2 | |
0 | 840 double v6; // st7@3 |
2245 | 841 //unsigned int v7; // edi@5 |
0 | 842 signed int v8; // esi@6 |
843 int v9; // ebx@8 | |
844 int v10; // eax@8 | |
2245 | 845 //int v11; // ecx@14 |
846 //int v12; // eax@14 | |
0 | 847 int v13; // eax@15 |
848 signed int v14; // ebx@17 | |
2245 | 849 //RenderVertexSoft *v15; // eax@18 |
0 | 850 unsigned int *v16; // eax@20 |
851 char result; // al@24 | |
852 RenderVertexSoft v18; // [sp+Ch] [bp-34h]@2 | |
853 int v19; // [sp+3Ch] [bp-4h]@8 | |
854 signed int thisb; // [sp+48h] [bp+8h]@6 | |
2245 | 855 bool a2_3; // [sp+4Fh] [bp+Fh]@5 |
0 | 856 |
2245 | 857 //v4 = *pOutNumVertices; |
858 //v5 = a2; | |
859 memcpy(&v18, a2, sizeof(v18)); | |
860 a2_3 = false; | |
861 memcpy(&a2[*pOutNumVertices], a2, sizeof(a2[*pOutNumVertices])); | |
862 memcpy(&a2[*pOutNumVertices + 1], &a2[1], sizeof(a2[*pOutNumVertices + 1])); | |
863 //v7 = *pOutNumVertices; | |
864 | |
0 | 865 if ( (signed int)*pOutNumVertices <= 3 |
2245 | 866 || (((v18.vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z) * thisa->face_plane.vNormal.z |
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867 + (v18.vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y) * thisa->face_plane.vNormal.y |
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868 + (v18.vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x) * thisa->face_plane.vNormal.x < 0.0) ? (v6 = 1.0) : (v6 = -1.0), |
0 | 869 (signed int)*pOutNumVertices <= 0) ) |
2245 | 870 return 0; |
0 | 871 v8 = 1; |
2245 | 872 for ( thisb = 1; thisb - 1 < (signed int)*pOutNumVertices; v8 = thisb ) |
0 | 873 { |
874 v9 = v8 - 1; | |
875 v10 = v8 + 1; | |
876 v19 = v8 + 1; | |
2245 | 877 if ( v8 - 1 >= (signed int)*pOutNumVertices ) |
878 v9 -= *pOutNumVertices; | |
879 if ( v8 >= (signed int)*pOutNumVertices ) | |
880 v8 -= *pOutNumVertices; | |
881 if ( v19 >= (signed int)*pOutNumVertices ) | |
882 v10 = v19 - *pOutNumVertices; | |
883 //v11 = (int)&a2[v10]; | |
884 //v12 = (int)&a2[v9]; | |
885 if ( -0.009999999776482582 > ((a2[v8].vWorldViewProjX - a2[v9].vWorldViewProjX) | |
886 * (a2[v10].vWorldViewProjY - a2[v9].vWorldViewProjY) | |
887 - (a2[v8].vWorldViewProjY - a2[v9].vWorldViewProjY) | |
888 * (a2[v10].vWorldViewProjX - a2[v9].vWorldViewProjX)) | |
0 | 889 * v6 ) |
890 { | |
891 thisb = v19; | |
892 v16 = pOutNumVertices; | |
893 } | |
894 else | |
895 { | |
896 v13 = thisb; | |
2245 | 897 if ( thisb >= (signed int)*pOutNumVertices ) |
898 v13 = thisb - *pOutNumVertices; | |
899 if ( v13 < (signed int)*pOutNumVertices ) | |
0 | 900 { |
2245 | 901 for ( v14 = v13; v14 < (signed int)*pOutNumVertices; ++v14 ) |
902 memcpy(&a2[v14], &a2[v14 + 1], sizeof(a2[v14])); | |
0 | 903 } |
904 v16 = pOutNumVertices; | |
2245 | 905 a2_3 = true; |
0 | 906 --*v16; |
907 } | |
2245 | 908 *pOutNumVertices = *v16; |
909 //if ( thisb - 1 >= (signed int)*v16 ) | |
910 //break; | |
0 | 911 } |
912 if ( a2_3 ) | |
2245 | 913 return true; |
0 | 914 else |
2245 | 915 return false; |
0 | 916 } |
917 | |
918 //----- (00437285) -------------------------------------------------------- | |
795 | 919 bool IndoorCameraD3D::CalcPortalShape(RenderVertexSoft *a1, unsigned int *pOutNumVertices, RenderVertexSoft *pVertices, IndoorCameraD3D_Vec4 *a4, signed int uNumVertices, char a6, int _unused) |
0 | 920 { |
921 char *v8; // eax@2 | |
922 signed int v9; // ecx@2 | |
923 //bool result; // eax@5 | |
924 int v11; // ecx@5 | |
925 //signed int v12; // ecx@6 | |
926 //char *v13; // esi@6 | |
927 RenderVertexSoft *v14; // eax@8 | |
928 RenderVertexSoft *v15; // edx@8 | |
929 Vec3_float_ a5; // [sp+18h] [bp-3Ch]@12 | |
1317 | 930 //float v17; // [sp+44h] [bp-10h]@1 |
931 //int v18; // [sp+48h] [bp-Ch]@5 | |
0 | 932 //stru9 *thisa; // [sp+4Ch] [bp-8h]@1 |
933 int a7a; // [sp+53h] [bp-1h]@5 | |
934 //bool a6a; // [sp+70h] [bp+1Ch]@5 | |
935 | |
1317 | 936 //v17 = 0.0; |
0 | 937 //thisa = pGame->pStru9Instance; |
938 | |
939 static RenderVertexSoft sr_vertices_50D9D8[64]; | |
940 | |
941 //result = 0; | |
942 a7a = 0; | |
943 v11 = 2 * (a6 == 0) + 1; | |
944 //a6a = 0; | |
1317 | 945 //v18 = v11; |
0 | 946 if (uNumVertices <= 0) |
947 return false; | |
948 | |
949 //v12 = *pOutNumVertices; | |
950 //v13 = (char *)&a4->y; | |
1317 | 951 |
952 //while ( 1 ) | |
953 for ( uint i = 0; i < uNumVertices; ++i ) | |
954 { | |
955 if (i % 2) | |
956 { | |
957 v14 = a1; | |
958 v15 = sr_vertices_50D9D8; | |
959 } | |
960 else | |
0 | 961 { |
1317 | 962 v15 = a1; |
963 v14 = sr_vertices_50D9D8; | |
0 | 964 } |
1317 | 965 if (i == uNumVertices - 1) |
966 v14 = pVertices; | |
967 a5.x = a4[i].x; | |
968 a5.y = a4[i].y; | |
969 a5.z = a4[i].z; | |
970 pGame->pStru9Instance->CalcPortalShape(v15, *pOutNumVertices, v14, pOutNumVertices, &a5, a4[i].dot, (char *)&a7a, _unused); | |
971 //v12 = *pOutNumVertices; | |
972 if (*pOutNumVertices < v11) | |
973 { | |
974 *pOutNumVertices = 0; | |
975 return true; | |
976 } | |
977 //result = a6a; | |
978 //v13 += 24; | |
979 //if (++i >= uNumVertices) | |
980 // | |
981 } | |
982 return a7a; | |
0 | 983 } |
984 | |
985 //----- (004371C3) -------------------------------------------------------- | |
986 bool IndoorCameraD3D::_4371C3(RenderVertexSoft *pVertices, unsigned int *pOutNumVertices, int _unused) | |
987 { | |
988 char *v4; // eax@2 | |
989 signed int v5; // ecx@2 | |
990 RenderVertexSoft *v6; // esi@5 | |
991 unsigned int *v7; // edi@5 | |
992 char *v8; // ecx@6 | |
993 int v9; // eax@6 | |
994 IndoorCameraD3D *thisa; // [sp+0h] [bp-Ch]@1 | |
995 signed int v12; // [sp+4h] [bp-8h]@5 | |
996 unsigned int pVerticesa; // [sp+14h] [bp+8h]@6 | |
997 unsigned int pOutNumVerticesa; // [sp+18h] [bp+Ch]@6 | |
998 | |
999 thisa = this; | |
1000 | |
1001 | |
1002 static RenderVertexSoft static_4371C3_array_50E5E0[64]; | |
1003 static bool __init_flag1 = false; | |
1004 if (!__init_flag1) | |
1005 { | |
1006 __init_flag1 = true; | |
1007 | |
1008 for (uint i = 0; i < 64; ++i) | |
1009 static_4371C3_array_50E5E0[i].flt_2C = 0.0f; | |
1010 } | |
1011 | |
1012 v12 = 0; | |
1013 v6 = pVertices; | |
1014 v7 = pOutNumVertices; | |
1015 if ( (signed int)*pOutNumVertices > 0 ) | |
1016 { | |
1017 pOutNumVerticesa = (char *)static_4371C3_array_50E5E0 - (char *)pVertices; | |
1018 pVerticesa = (char *)&static_4371C3_array_50E5E0[0].vWorldViewProjY - (char *)pVertices; | |
1019 v8 = (char *)&static_4371C3_array_50E5E0[0].vWorldPosition.y; | |
1020 v9 = (int)&v6->vWorldPosition.z; | |
1021 do | |
1022 { | |
1023 ++v12; | |
1024 *((int *)v8 - 1) = *(int *)(v9 - 8); | |
1025 *(int *)v8 = *(int *)(v9 - 4); | |
1026 v8 += 48; | |
1027 *(float *)(pOutNumVerticesa + v9) = *(float *)v9; | |
1028 *(float *)(pVerticesa + v9) = *(float *)(v9 + 28); | |
168 | 1029 *(float *)((char *)&static_4371C3_array_50E5E0[0]._rhw - (char *)v6 + v9) = *(float *)(v9 + 32); |
0 | 1030 v9 += 48; |
1031 } | |
1032 while ( v12 < (signed int)*v7 ); | |
1033 } | |
795 | 1034 return CalcPortalShape( |
0 | 1035 static_4371C3_array_50E5E0, |
1036 v7, | |
1037 v6, | |
1038 thisa->std__vector_000034_prolly_frustrum, | |
1039 4, | |
1040 0, | |
1041 _unused); | |
1042 } | |
1043 // 50F1E0: using guessed type char static_sub_4371C3_byte_50F1E0_init_flags; | |
1044 | |
1045 //----- (00437143) -------------------------------------------------------- | |
2245 | 1046 void IndoorCameraD3D::_437143(unsigned int uNumInVertices, RenderVertexSoft *pOutVertices, RenderVertexSoft *pInVertices, unsigned int *pOutNumVertices) |
0 | 1047 { |
1048 double v9; // st7@3 | |
1049 | |
2245 | 1050 uint i = 0; |
1051 | |
1052 for ( i; i < uNumInVertices; ++i ) | |
0 | 1053 { |
2245 | 1054 pInVertices[i]._rhw = 1.0 / (pInVertices[i].vWorldViewPosition.x + 0.0000001); |
1055 memcpy(&pOutVertices[i], &pInVertices[i], sizeof(pOutVertices[i])); | |
1056 v9 = (double)pODMRenderParams->int_fov_rad * pInVertices[i]._rhw; | |
1057 pOutVertices[i].vWorldViewProjX = (double)pViewport->uScreenCenterX - v9 * pInVertices[i].vWorldViewPosition.y; | |
1058 pOutVertices[i].vWorldViewProjY = (double)pViewport->uScreenCenterY - v9 * pInVertices[i].vWorldViewPosition.z; | |
0 | 1059 } |
2245 | 1060 *pOutNumVertices = i; |
1061 return; | |
0 | 1062 } |
781 | 1063 |
0 | 1064 //----- (00436F09) -------------------------------------------------------- |
1065 void IndoorCameraD3D::_436F09_mess_with_lightmap__clipflag_4(RenderVertexSoft *pInVertices, int uNumInVertices, RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices) | |
1066 { | |
1067 unsigned int *pOutNumVertices_; // ebx@1 | |
1068 double v6; // st7@2 | |
1069 signed int v7; // esi@2 | |
1070 char *v8; // edx@5 | |
1071 unsigned int v9; // eax@10 | |
1072 RenderVertexSoft *v10; // ecx@11 | |
1073 double v11; // st6@11 | |
1074 double v12; // st6@12 | |
1075 unsigned int v13; // edi@14 | |
1076 unsigned __int8 v14; // c2@16 | |
1077 unsigned __int8 v15; // c3@16 | |
1078 unsigned int v16; // edi@17 | |
1079 bool a1a; // [sp+Ch] [bp+8h]@7 | |
1080 int a4a; // [sp+18h] [bp+14h]@5 | |
1081 | |
1082 pOutNumVertices_ = pOutNumVertices; | |
1083 *pOutNumVertices = 0; | |
1084 if ( uNumInVertices ) | |
1085 { | |
1086 memcpy(&pInVertices[uNumInVertices], pInVertices, sizeof(pInVertices[uNumInVertices])); | |
1637 | 1087 v6 = (double)pODMRenderParams->shading_dist_mist; |
0 | 1088 v7 = 0; |
1089 if ( v6 >= pInVertices->vWorldViewPosition.x ) | |
1090 v7 = 1; | |
1091 if ( uNumInVertices + 1 > 1 ) | |
1092 { | |
1093 a4a = uNumInVertices; | |
1094 v8 = (char *)&pInVertices[1].u; | |
1095 do | |
1096 { | |
1097 a1a = v6 >= *((float *)v8 - 6); | |
1098 if ( v7 == a1a ) | |
1099 { | |
1100 v10 = pOutVertices; | |
1101 goto LABEL_23; | |
1102 } | |
1103 v9 = *pOutNumVertices_; | |
1104 if ( a1a ) | |
1105 { | |
1106 v10 = pOutVertices; | |
1107 v11 = (v6 - *((float *)v8 - 18)) / (*((float *)v8 - 6) - *((float *)v8 - 18)); | |
1108 pOutVertices[v9].vWorldViewPosition.y = (*((float *)v8 - 5) - *((float *)v8 - 17)) * v11 + *((float *)v8 - 17); | |
1109 pOutVertices[*pOutNumVertices_].vWorldViewPosition.z = (*((float *)v8 - 4) - *((float *)v8 - 16)) * v11 | |
1110 + *((float *)v8 - 16); | |
1111 pOutVertices[*pOutNumVertices_].u = (*(float *)v8 - *((float *)v8 - 12)) * v11 + *((float *)v8 - 12); | |
1112 pOutVertices[*pOutNumVertices_].v = (*((float *)v8 + 1) - *((float *)v8 - 11)) * v11 + *((float *)v8 - 11); | |
1113 } | |
1114 else | |
1115 { | |
1116 v12 = (v6 - *((float *)v8 - 6)) / (*((float *)v8 - 18) - *((float *)v8 - 6)); | |
1117 pOutVertices[v9].vWorldViewPosition.y = (*((float *)v8 - 17) - *((float *)v8 - 5)) * v12 + *((float *)v8 - 5); | |
1118 pOutVertices[*pOutNumVertices_].vWorldViewPosition.z = (*((float *)v8 - 16) - *((float *)v8 - 4)) * v12 | |
1119 + *((float *)v8 - 4); | |
1120 pOutVertices[*pOutNumVertices_].u = (*((float *)v8 - 12) - *(float *)v8) * v12 + *(float *)v8; | |
1121 pOutVertices[*pOutNumVertices_].v = (*((float *)v8 - 11) - *((float *)v8 + 1)) * v12 + *((float *)v8 + 1); | |
1122 v10 = pOutVertices; | |
1123 } | |
1124 v10[*pOutNumVertices_].vWorldViewPosition.x = v6; | |
168 | 1125 v10[*pOutNumVertices_]._rhw = 1.0 / v6; |
0 | 1126 if ( v7 ) |
1127 { | |
1128 v13 = (unsigned int)&v10[*pOutNumVertices_]; | |
1129 if ( *(float *)(v13 + 12) != *((float *)v8 - 18) || *(float *)(v13 + 16) != *((float *)v8 - 17) ) | |
1130 goto LABEL_21; | |
1131 v14 = 0; | |
1132 v15 = *(float *)(v13 + 20) == *((float *)v8 - 16); | |
1133 } | |
1134 else | |
1135 { | |
1136 v16 = (unsigned int)&v10[*pOutNumVertices_]; | |
1137 if ( *(float *)(v16 + 12) != *((float *)v8 - 6) || *(float *)(v16 + 16) != *((float *)v8 - 5) ) | |
1138 { | |
1139 LABEL_21: | |
1140 ++*pOutNumVertices_; | |
1141 goto LABEL_23; | |
1142 } | |
1143 v14 = 0; | |
1144 v15 = *(float *)(v16 + 20) == *((float *)v8 - 4); | |
1145 } | |
1146 if ( !(v15 | v14) ) | |
1147 goto LABEL_21; | |
1148 LABEL_23: | |
1149 if ( a1a ) | |
1150 { | |
1151 memcpy(&v10[*pOutNumVertices_], v8 - 36, sizeof(v10[*pOutNumVertices_])); | |
168 | 1152 pOutVertices[*pOutNumVertices_]._rhw = 1.0 / (*((float *)v8 - 6) + 0.0000001); |
0 | 1153 pOutVertices[(*pOutNumVertices_)++].flt_2C = *((float *)v8 + 2); |
1154 } | |
1155 v7 = a1a; | |
1156 v8 += 48; | |
1157 --a4a; | |
1158 } | |
1159 while ( a4a ); | |
1160 } | |
1161 if ( (signed int)*pOutNumVertices_ < 3 ) | |
1162 *pOutNumVertices_ = 0; | |
1163 } | |
1164 } | |
1165 | |
1166 //----- (00436CDC) -------------------------------------------------------- | |
1167 void IndoorCameraD3D::_436CDC_mess_with_lightmap__clipflag_2(RenderVertexSoft *pInVertices, int uNumInVertices, RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices) | |
1168 { | |
1169 signed int v5; // esi@2 | |
1170 char *v6; // edx@5 | |
1171 unsigned int v7; // eax@10 | |
1172 RenderVertexSoft *v8; // ecx@11 | |
1173 double v9; // st6@11 | |
1174 double v10; // st6@12 | |
1175 unsigned int v11; // edi@14 | |
1176 unsigned __int8 v12; // c2@16 | |
1177 unsigned __int8 v13; // c3@16 | |
1178 unsigned int v14; // edi@17 | |
1179 bool a1a; // [sp+Ch] [bp+8h]@7 | |
1180 | |
1181 if ( uNumInVertices ) | |
1182 { | |
1183 *pOutNumVertices = 0; | |
1184 memcpy(&pInVertices[uNumInVertices], pInVertices, sizeof(pInVertices[uNumInVertices])); | |
1185 v5 = 0; | |
1186 if ( pInVertices->vWorldViewPosition.x >= 8.0 ) | |
1187 v5 = 1; | |
1188 if ( uNumInVertices + 1 > 1 ) | |
1189 { | |
1190 v6 = (char *)&pInVertices[1].u; | |
1191 do | |
1192 { | |
1193 a1a = *((float *)v6 - 6) >= 8.0; | |
1194 if ( v5 == a1a ) | |
1195 { | |
1196 v8 = pOutVertices; | |
1197 goto LABEL_23; | |
1198 } | |
1199 v7 = *pOutNumVertices; | |
1200 if ( a1a ) | |
1201 { | |
1202 v8 = pOutVertices; | |
1203 v9 = (8.0 - *((float *)v6 - 18)) / (*((float *)v6 - 6) - *((float *)v6 - 18)); | |
1204 pOutVertices[v7].vWorldViewPosition.y = (*((float *)v6 - 5) - *((float *)v6 - 17)) * v9 + *((float *)v6 - 17); | |
1205 pOutVertices[*pOutNumVertices].vWorldViewPosition.z = (*((float *)v6 - 4) - *((float *)v6 - 16)) * v9 | |
1206 + *((float *)v6 - 16); | |
1207 pOutVertices[*pOutNumVertices].u = (*(float *)v6 - *((float *)v6 - 12)) * v9 + *((float *)v6 - 12); | |
1208 pOutVertices[*pOutNumVertices].v = (*((float *)v6 + 1) - *((float *)v6 - 11)) * v9 + *((float *)v6 - 11); | |
1209 } | |
1210 else | |
1211 { | |
1212 v10 = (8.0 - *((float *)v6 - 6)) / (*((float *)v6 - 18) - *((float *)v6 - 6)); | |
1213 pOutVertices[v7].vWorldViewPosition.y = (*((float *)v6 - 17) - *((float *)v6 - 5)) * v10 + *((float *)v6 - 5); | |
1214 pOutVertices[*pOutNumVertices].vWorldViewPosition.z = (*((float *)v6 - 16) - *((float *)v6 - 4)) * v10 | |
1215 + *((float *)v6 - 4); | |
1216 pOutVertices[*pOutNumVertices].u = (*((float *)v6 - 12) - *(float *)v6) * v10 + *(float *)v6; | |
1217 pOutVertices[*pOutNumVertices].v = (*((float *)v6 - 11) - *((float *)v6 + 1)) * v10 + *((float *)v6 + 1); | |
1218 v8 = pOutVertices; | |
1219 } | |
1220 v8[*pOutNumVertices].vWorldViewPosition.x = 8.0; | |
168 | 1221 v8[*pOutNumVertices]._rhw = 0.125; |
0 | 1222 if ( v5 ) |
1223 { | |
1224 v11 = (unsigned int)&v8[*pOutNumVertices]; | |
1225 if ( *(float *)(v11 + 12) != *((float *)v6 - 18) || *(float *)(v11 + 16) != *((float *)v6 - 17) ) | |
1226 goto LABEL_21; | |
1227 v12 = 0; | |
1228 v13 = *(float *)(v11 + 20) == *((float *)v6 - 16); | |
1229 } | |
1230 else | |
1231 { | |
1232 v14 = (unsigned int)&v8[*pOutNumVertices]; | |
1233 if ( *(float *)(v14 + 12) != *((float *)v6 - 6) || *(float *)(v14 + 16) != *((float *)v6 - 5) ) | |
1234 { | |
1235 LABEL_21: | |
1236 ++*pOutNumVertices; | |
1237 goto LABEL_23; | |
1238 } | |
1239 v12 = 0; | |
1240 v13 = *(float *)(v14 + 20) == *((float *)v6 - 4); | |
1241 } | |
1242 if ( !(v13 | v12) ) | |
1243 goto LABEL_21; | |
1244 LABEL_23: | |
1245 if ( a1a ) | |
1246 { | |
1247 memcpy(&v8[*pOutNumVertices], v6 - 36, sizeof(v8[*pOutNumVertices])); | |
168 | 1248 pOutVertices[(*pOutNumVertices)++]._rhw = 1.0 / (*((float *)v6 - 6) + 0.0000001); |
0 | 1249 } |
1250 v5 = a1a; | |
1251 v6 += 48; | |
1252 --uNumInVertices; | |
1253 } | |
1254 while ( uNumInVertices ); | |
1255 } | |
1256 if ( (signed int)*pOutNumVertices < 3 ) | |
1257 *pOutNumVertices = 0; | |
1258 } | |
1259 } | |
1260 | |
1261 //----- (00436BB7) -------------------------------------------------------- | |
1262 void IndoorCameraD3D::Project(RenderVertexSoft *pVertices, unsigned int uNumVertices, char a4) | |
1263 { | |
1264 double v7; // st7@7 | |
1265 double v8; // st7@9 | |
1266 double v9; // st6@10 | |
1267 double v10; // st5@12 | |
1268 double v11; // st7@16 | |
1269 double v12; // st6@17 | |
1270 double v13; // st5@19 | |
1271 float uNumVerticesa; // [sp+14h] [bp+Ch]@13 | |
1272 float uNumVerticesb; // [sp+14h] [bp+Ch]@20 | |
1273 | |
1274 for (uint i = 0; i < uNumVertices; ++i) | |
1275 { | |
1276 if (byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor) | |
1277 { | |
1278 v7 = 1.0 / pVertices[i].vWorldViewPosition.x; | |
1279 | |
1280 pVertices[i].vWorldViewProjX = pVertices[i].vWorldViewPosition.y * fov * v7 + screenCenterX; | |
693 | 1281 pVertices[i].vWorldViewProjY = (signed int)pViewport->uViewportBR_Y - (pVertices[i].vWorldViewPosition.z * fov * v7 + screenCenterY); |
0 | 1282 } |
1283 else | |
1284 { | |
1285 extern void _outdoor_project(RenderVertexSoft *v); | |
1286 _outdoor_project(pVertices + i); | |
1287 } | |
1288 | |
1289 if ( a4 ) | |
1290 { | |
96 | 1291 // __debugbreak(); |
693 | 1292 v8 = (double)(signed int)pViewport->uViewportBR_X; |
0 | 1293 if ( v8 >= pVertices[i].vWorldViewProjX ) |
1294 v9 = pVertices[i].vWorldViewProjX; | |
1295 else | |
1296 v9 = v8; | |
693 | 1297 v10 = (double)(signed int)pViewport->uViewportTL_X; |
0 | 1298 if ( v10 <= v9 ) |
1299 { | |
1300 if ( v8 >= pVertices[i].vWorldViewProjX) | |
1301 v8 = pVertices[i].vWorldViewProjX; | |
1302 } | |
1303 else | |
1304 { | |
1305 uNumVerticesa = v10; | |
1306 v8 = uNumVerticesa; | |
1307 } | |
1308 pVertices[i].vWorldViewProjX = v8; | |
693 | 1309 v11 = (double)(signed int)pViewport->uViewportBR_Y; |
0 | 1310 if ( v11 >= pVertices[i].vWorldViewProjY) |
1311 v12 = pVertices[i].vWorldViewProjY; | |
1312 else | |
1313 v12 = v11; | |
693 | 1314 v13 = (double)(signed int)pViewport->uViewportTL_Y; |
0 | 1315 if ( v13 <= v12 ) |
1316 { | |
1317 if ( v11 >= pVertices[i].vWorldViewProjY) | |
1318 v11 = pVertices[i].vWorldViewProjY; | |
1319 } | |
1320 else | |
1321 { | |
1322 uNumVerticesb = v13; | |
1323 v11 = uNumVerticesb; | |
1324 } | |
1325 pVertices[i].vWorldViewProjY = v11; | |
1326 } | |
1327 } | |
1328 } | |
1329 | |
1330 //----- (00436A9A) -------------------------------------------------------- | |
1331 void IndoorCameraD3D::Project(signed int x, signed int y, signed int z, int *a5, int *a6) | |
1332 { | |
1333 double v6; // ST00_8@2 | |
1334 //double v7; // ST08_8@2 | |
1335 //double v8; // ST00_8@2 | |
1336 signed __int64 v9; // qtt@3 | |
1337 int v10; // ST04_4@3 | |
1338 float a2a; // [sp+18h] [bp+8h]@2 | |
1339 float a2b; // [sp+18h] [bp+8h]@2 | |
1340 | |
2154 | 1341 //if ( pRenderer->pRenderD3D ) |
0 | 1342 { |
1343 v6 = 1.0 / (double)x; | |
1344 a2a = (double)y * fov * v6 + screenCenterX; | |
1345 //v7 = a2a + 6.7553994e15; | |
1346 *a5 = floorf(a2a + 0.5f); | |
1347 a2b = (double)z * fov * v6 + screenCenterY; | |
1348 //v8 = a2b + 6.7553994e15; | |
693 | 1349 *a6 = pViewport->uViewportBR_Y - floorf(a2b + 0.5f); |
0 | 1350 } |
1641 | 1351 /*else |
0 | 1352 { |
1641 | 1353 LODWORD(v9) = pBLVRenderParams->fov_rad_fixpoint << 16; |
1354 HIDWORD(v9) = pBLVRenderParams->fov_rad_fixpoint >> 16; | |
0 | 1355 v10 = v9 / x; |
1641 | 1356 LODWORD(v9) = pBLVRenderParams->fov_rad_fixpoint << 16; |
1357 HIDWORD(v9) = pBLVRenderParams->fov_rad_fixpoint >> 16; | |
0 | 1358 *a5 = pBLVRenderParams->uViewportCenterX |
1359 - ((signed int)(((unsigned __int64)(v10 * (signed __int64)y) >> 16) + 32768) >> 16); | |
1360 *a6 = pBLVRenderParams->uViewportCenterY - ((signed int)(((unsigned __int64)(v9 / x * z) >> 16) + 32768) >> 16); | |
1641 | 1361 }*/ |
0 | 1362 } |
1363 | |
1364 //----- (00436A6D) -------------------------------------------------------- | |
1365 double IndoorCameraD3D::GetPolygonMinZ(RenderVertexSoft *pVertices, unsigned int uStripType) | |
1366 { | |
1367 unsigned int v3; // edx@1 | |
1368 double result; // st7@1 | |
1369 float *v5; // ecx@2 | |
1370 | |
1371 v3 = uStripType; | |
86 | 1372 result = 3.402823466385289e38; |
0 | 1373 if ( (signed int)uStripType > 0 ) |
1374 { | |
1375 v5 = &pVertices->vWorldPosition.z; | |
1376 do | |
1377 { | |
1378 if ( *v5 < result ) | |
1379 result = *v5; | |
1380 v5 += 12; | |
1381 --v3; | |
1382 } | |
1383 while ( v3 ); | |
1384 } | |
1385 return result; | |
1386 } | |
1387 | |
1388 //----- (00436A24) -------------------------------------------------------- | |
1389 struct IDirect3DTexture2 *IndoorCameraD3D::LoadTextureAndGetHardwarePtr(char *Str1) | |
1390 { | |
1391 return pBitmaps_LOD->pHardwareTextures[pBitmaps_LOD->LoadTexture(Str1)]; | |
1392 } | |
1393 | |
1394 //----- (00436A40) -------------------------------------------------------- | |
1395 double IndoorCameraD3D::GetPolygonMaxZ(RenderVertexSoft *pVertex, unsigned int uStripType) | |
1396 { | |
1397 unsigned int v3; // edx@1 | |
1398 double result; // st7@1 | |
1399 float *v5; // ecx@2 | |
1400 | |
1401 v3 = uStripType; | |
1402 result = 1.1754944e-38; | |
1403 if ( (signed int)uStripType > 0 ) | |
1404 { | |
1405 v5 = &pVertex->vWorldPosition.z; | |
1406 do | |
1407 { | |
1408 if ( *v5 > result ) | |
1409 result = *v5; | |
1410 v5 += 12; | |
1411 --v3; | |
1412 } | |
1413 while ( v3 ); | |
1414 } | |
1415 return result; | |
1642 | 1416 } |
1417 | |
1418 | |
1419 | |
1420 // -- new | |
1421 // merged from IndoorCamera::Initialize2 | |
1422 // and ODMRenderParams::RotationToInts | |
1423 // and BLVRenderParams::Reset | |
1424 void IndoorCameraD3D::CalculateRotations(int camera_rot_x, int camera_rot_y) | |
1425 { | |
1426 sRotationX = camera_rot_x; | |
1427 sRotationY = camera_rot_y; | |
1428 | |
1429 fRotationYSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationY / 2048.0); | |
1430 fRotationYCosine = cos((3.141592653589793 + 3.141592653589793) * (double)sRotationY / 2048.0); | |
1431 if (byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor) | |
1432 { | |
1433 fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)-sRotationX / 2048.0); | |
1434 fRotationXCosine = cos((3.141592653589793 + 3.141592653589793) * (double)-sRotationX / 2048.0); | |
1435 | |
1436 int_sine_y = stru_5C6E00->Sin( pGame->pIndoorCameraD3D->sRotationY); | |
1437 int_cosine_y = stru_5C6E00->Cos( pGame->pIndoorCameraD3D->sRotationY); | |
1438 int_sine_x = stru_5C6E00->Sin(-pGame->pIndoorCameraD3D->sRotationX); | |
1439 int_cosine_x = stru_5C6E00->Cos(-pGame->pIndoorCameraD3D->sRotationX); | |
1440 } | |
1441 else | |
1442 { | |
1443 fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationX / 2048.0); | |
1444 fRotationXCosine = cos((3.141592653589793 + 3.141592653589793) * (double)sRotationX / 2048.0); | |
1445 | |
1446 int_sine_y = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); | |
1447 int_cosine_y = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); | |
1448 int_sine_x = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX); | |
1449 int_cosine_x = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX); | |
1450 } | |
0 | 1451 } |