2496
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1 #define _CRTDBG_MAP_ALLOC
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2 #include <stdlib.h>
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3 #include <crtdbg.h>
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4
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5 #define _CRT_SECURE_NO_WARNINGS
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6 #include "LightmapBuilder.h"
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7 #include "../Game.h"
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8 #include "../stru314.h"
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9 #include "Outdoor.h"
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10 #include "../Log.h"
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11 #include "../ErrorHandling.h"
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12
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13 #include "Lights.h"
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14
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15 #include "stru9.h"
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16
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17
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18
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19
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20 LightsStack_StationaryLight_ *pStationaryLightsStack = new LightsStack_StationaryLight_;
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21 //StationaryLight pStationaryLights[400];
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22 //int uNumStationaryLightsApplied; // weak
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23 LightsStack_MobileLight_ *pMobileLightsStack = new LightsStack_MobileLight_;
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24 //MobileLight pMobileLights[400];
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25 //int uNumMobileLightsApplied;
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26
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27
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28
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29
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30
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31 //----- (0045DF13) --------------------------------------------------------
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32 Lightmap::Lightmap()
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33 {
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2508
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34 uNumVertices = -1;
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35 for (uint i = 0; i < 64; ++i)
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36 pVertices[i].flt_2C = 0.0f;
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37 this->field_C18 = 0;
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38 //this->vdestructor_ptr = &Lightmap_pvdtor;
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39 }
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40
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41 //----- (0045BB06) --------------------------------------------------------
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42 LightmapBuilder::LightmapBuilder()
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43 {
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2508
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44 char *v2; // eax@1
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45 signed int v3; // ecx@1
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46
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47 for ( int i = 0; i < 512; ++i )
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48 this->std__vector_000004[i] = Lightmap();
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49 this->std__vector_000004_size = 0;
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50
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51 for ( int i = 0; i < 768; ++i )
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52 this->std__vector_183808[i] = Lightmap();
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53 this->std__vector_183808_size = 0;
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54
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55 for ( int i = 0; i < 256; i++ )
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56 this->field_3C8C34[i].flt_2C = 0.0f;
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57 }
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58
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59 //----- (0045BC07) --------------------------------------------------------
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60 bool LightmapBuilder::ApplyLights(stru320 *a2, stru154 *a3, unsigned int uNumVertices, RenderVertexSoft *a5, IndoorCameraD3D_Vec4 *a6, char uClipFlag)
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61 {
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62 Vec3_int_ pos; // [sp+2Ch] [bp-40h]@21
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63 RenderVertexSoft *a9; // [sp+68h] [bp-4h]@8
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64
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65 if (!uNumVertices)
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66 return false;
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67
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68 static RenderVertexSoft static_69B140[64];
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69
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70 a9 = a5;
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71 if (a6)
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72 {
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73 for (uint i = 0; i < uNumVertices; ++i)
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74 memcpy(static_69B140 + i, a5 + i, sizeof(RenderVertexSoft));
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75
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76 //__debugbreak();
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77 if (pGame->pIndoorCameraD3D->_437376(a3, static_69B140, &uNumVertices) == 1)
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78 {
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79 if ( !uNumVertices )
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80 return false;
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81 a9 = static_69B140;
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82 }
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83 }
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84
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85 static stru314 static_69B110;
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86 static_69B110.field_4.x = a3->face_plane.vNormal.x;
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87 static_69B110.field_4.y = a3->face_plane.vNormal.y;
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88 static_69B110.field_4.z = a3->face_plane.vNormal.z;
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89 static_69B110.dist = a3->face_plane.dist;
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90 if (!pGame->pIndoorCameraD3D->GetFacetOrientation(a3->polygonType, &static_69B110.field_4,
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91 &static_69B110.field_10, &static_69B110.field_1C))
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92 {
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93 MessageBoxW(nullptr, L"Error: Failed to get the facet orientation", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:119", 0);
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94 ExitProcess(0);
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95 }
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96
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97 for (uint i = 0; i < a2->uNumLightsApplied; ++i)
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98 {
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99 pos.x = a2->_blv_lights_xs[i];
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100 pos.y = a2->_blv_lights_ys[i];
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101 pos.z = a2->_blv_lights_zs[i];
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102
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103 uint uColorR = (uint)floorf(a2->_blv_lights_rs[i] * 255.0 + 0.5f) & 0xFF,
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104 uColorG = (uint)floorf(a2->_blv_lights_gs[i] * 255.0 + 0.5f) & 0xFF,
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105 uColorB = (uint)floorf(a2->_blv_lights_bs[i] * 255.0 + 0.5f) & 0xFF;
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106 uint uColor = (uColorR << 16) | (uColorG << 8) | uColorB;
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107 if (!uColor)
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108 uColor = 0x00FFFFF;
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109
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110 if (!_45BE86_build_light_polygon(&pos, a2->_blv_lights_radii[i], uColor, a2->_blv_lights_light_dot_faces[i],
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111 a2->_blv_lights_types[i], &static_69B110, uNumVertices, a9, uClipFlag) )
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112 {
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113 MessageBoxW(nullptr, L"Error: Failed to build light polygon", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:138", 0);
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114 }
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115 }
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116 return true;
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117 }
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118
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119 //----- (0045BE86) --------------------------------------------------------
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120 bool LightmapBuilder::_45BE86_build_light_polygon(Vec3_int_ *pos, float radius, unsigned int uColorMask, float dot_dist, int uLightType, stru314 *a7, unsigned int uNumVertices, RenderVertexSoft *a9, char uClipFlag)
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121 {
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122 Lightmap *lightmap; // edi@3
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123 double v17; // st7@5
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124 double v24; // st7@6
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125 double v38; // st7@14
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126 double v39; // st7@16
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127 double v40; // st7@16
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128 int v45; // eax@24
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129
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130 if (radius < 0.0f)
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131 return true;
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132
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133 lightmap = uLightType & 1 ? &std__vector_000004[std__vector_000004_size] :
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134 &std__vector_183808[std__vector_183808_size];
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135 tex_light_radius = radius - dot_dist;
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136 flt_3C8C28 = sqrt((radius + radius - tex_light_radius) * tex_light_radius);
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137 //flt_3C8C28 = sqrt(tex_light_radius * tex_light_radius);
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138 flt_3C8C2C_lightmaps_brightness = 1.0 - (radius - flt_3C8C28) / radius;
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139 lightmap->field_C08 = (double)pos->x - dot_dist * a7->field_4.x;
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140 lightmap->field_C0A = (double)pos->y - dot_dist * a7->field_4.y;
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141 lightmap->field_C0C = (double)pos->z - dot_dist * a7->field_4.z;
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142
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143 flt_3C8C30 = radius * flt_3C8C2C_lightmaps_brightness;
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144 flt_3C8C0C = flt_3C8C30 * a7->field_10.x;
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145 flt_3C8C10 = flt_3C8C30 * a7->field_10.y;
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146 flt_3C8C14 = flt_3C8C30 * a7->field_10.z;
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147
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148 flt_3C8C18 = flt_3C8C30 * a7->field_1C.x;
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149 flt_3C8C1C = flt_3C8C30 * a7->field_1C.y;
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150 flt_3C8C20 = flt_3C8C30 * a7->field_1C.z;
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151
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152 lightmap->pVertices[0].vWorldPosition.x = lightmap->field_C08 - flt_3C8C18 + flt_3C8C0C;
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153 lightmap->pVertices[0].vWorldPosition.y = lightmap->field_C0A - flt_3C8C1C + flt_3C8C10;
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154 lightmap->pVertices[0].vWorldPosition.z = lightmap->field_C0C - flt_3C8C20 + flt_3C8C14;
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155 lightmap->pVertices[0].u = 0.0;
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156 lightmap->pVertices[0].v = 0.0;
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157
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158 lightmap->pVertices[1].vWorldPosition.x = lightmap->field_C08 - flt_3C8C18 - flt_3C8C0C;
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159 lightmap->pVertices[1].vWorldPosition.y = lightmap->field_C0A - flt_3C8C1C - flt_3C8C10;
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160 lightmap->pVertices[1].vWorldPosition.z = lightmap->field_C0C - flt_3C8C20 - flt_3C8C14;
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161 lightmap->pVertices[1].u = 0.0;
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162 lightmap->pVertices[1].v = 1.0;
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163
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164 lightmap->pVertices[2].vWorldPosition.x = lightmap->field_C08 + flt_3C8C18 - flt_3C8C0C;
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165 lightmap->pVertices[2].vWorldPosition.y = lightmap->field_C0A + flt_3C8C1C - flt_3C8C10;
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166 lightmap->pVertices[2].vWorldPosition.z = lightmap->field_C0C + flt_3C8C20 - flt_3C8C14;
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167 lightmap->pVertices[2].u = 1.0;
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168 lightmap->pVertices[2].v = 1.0;
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169
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170 lightmap->pVertices[3].vWorldPosition.x = lightmap->field_C08 + flt_3C8C18 + flt_3C8C0C;
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171 lightmap->pVertices[3].vWorldPosition.y = lightmap->field_C0A + flt_3C8C1C + flt_3C8C10;
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172 lightmap->pVertices[3].vWorldPosition.z = lightmap->field_C0C + flt_3C8C20 + flt_3C8C14;
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173 lightmap->pVertices[3].u = 1.0;
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174 lightmap->pVertices[3].v = 0.0;
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175
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176 for (uint i = 0; i < 4; ++i)
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177 {
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178 v24 = a7->field_4.y * lightmap->pVertices[i].vWorldPosition.y
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179 + a7->field_4.z * lightmap->pVertices[i].vWorldPosition.z
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180 + a7->field_4.x * lightmap->pVertices[i].vWorldPosition.x
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181 + a7->dist;
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182
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183 lightmap->pVertices[i].vWorldPosition.x -= v24 * a7->field_4.x;
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184 lightmap->pVertices[i].vWorldPosition.y -= v24 * a7->field_4.y;
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185 lightmap->pVertices[i].vWorldPosition.z -= v24 * a7->field_4.z;
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186 }
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187
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188 lightmap->uColorMask = uColorMask;
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189 lightmap->uNumVertices = 4;
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190
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191 //Brightness(ÿðêîñòü)/////////////////////////////////
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192 if (~pGame->uFlags2 & 4)
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193 lightmap->fBrightness = flt_3C8C2C_lightmaps_brightness;
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194 else
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195 {
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196 Vec3_float_ a1; // [sp+2Ch] [bp-20h]@8
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197 a1.x = (double)pos->x - lightmap->field_C08;
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198 a1.y = (double)pos->y - lightmap->field_C0A;
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199 a1.z = (double)pos->z - lightmap->field_C0C;
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200 a1.Normalize();
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201
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202 auto temp1 = lightmap->field_C08 + 0.5f,
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203 temp2 = lightmap->field_C0A + 0.5f,
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204 temp3 = lightmap->field_C0C + 0.5f;
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205
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206 auto dist_x = abs(pos->x - temp1), //v31
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207 dist_y = abs(pos->y - temp2), //v32 arg0a
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208 dist_z = abs(pos->z - temp3); //v33 _v64
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209 v38 = int_get_vector_length(dist_x, dist_y, dist_z);
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210 if (v38 > radius)
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211 return true;
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212 //radius = (1 / radius) * v38;
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213 if ( uLightType & 4 )
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214 {
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215 v39 = fabs(a1.x * a7->field_4.x + a1.z * a7->field_4.z + a1.y * a7->field_4.y);
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216 v40 = v39 * 1.0 * flt_4D86CC;
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217
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218 lightmap->fBrightness = v40 - ((1 / radius) * v38) * v40;
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219 }
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220 else if ( uLightType & 8 )
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221 {
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222 v40 = 1.0 * 1.0;
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223 lightmap->fBrightness = v40 - ((1 / radius) * v38);
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224 }
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225 else
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226 MessageBoxW(nullptr, L"Invalid light type!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:277", 0);
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227 }
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228 //Brightness(ÿðêîñòü)/////////////////////////////////////////////////////
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229
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230 if (!pGame->pStru9Instance->_4980B9(a9, uNumVertices,
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231 a7->field_4.x, a7->field_4.y, a7->field_4.z,
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232 lightmap->pVertices, &lightmap->uNumVertices))
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233 return false;
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234
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235 if (!lightmap->uNumVertices)
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236 return true;
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237
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238 v45 = _45C6D6(uNumVertices, a9, lightmap);
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239 if ( v45 != uNumVertices && v45 > 0 )
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240 _45C4B9(uNumVertices, a9, lightmap);
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241
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242 pGame->pIndoorCameraD3D->ViewTransform(lightmap->pVertices, lightmap->uNumVertices);
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243 pGame->pIndoorCameraD3D->Project(lightmap->pVertices, lightmap->uNumVertices, 0);
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244
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245 unsigned int _a4 = 0;
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246 if ( !(uClipFlag & 1) )
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247 _a4 = 1;
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248 else if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor)
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249 {
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250 if ( uClipFlag & 2 )
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251 {
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252 pGame->pIndoorCameraD3D->_436CDC_mess_with_lightmap__clipflag_2(lightmap->pVertices, lightmap->uNumVertices, field_3C8C34, &_a4);
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253 pGame->pIndoorCameraD3D->_437143(_a4, lightmap->pVertices, field_3C8C34, &lightmap->uNumVertices);
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254 }
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255 else if ( uClipFlag & 4 )
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256 {
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257 pGame->pIndoorCameraD3D->_436F09_mess_with_lightmap__clipflag_4(lightmap->pVertices, lightmap->uNumVertices, field_3C8C34, &_a4);
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258 pGame->pIndoorCameraD3D->_437143(_a4, lightmap->pVertices, field_3C8C34, &lightmap->uNumVertices);
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259 }
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260 else
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261 MessageBoxW(nullptr, L"Undefined clip flag specified", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:330", 0);
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262 }
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263 else
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264 MessageBoxW(nullptr, L"Lightpoly builder native indoor clipping not implemented", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:335", 0);
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265
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266 if (_a4)
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267 {
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268 if (uLightType & 1)
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269 {
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270 if (std__vector_000004_size < 512 - 1)
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271 ++std__vector_000004_size;
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272 }
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273 else
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274 {
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275 if (std__vector_183808_size < 768 - 1)
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276 ++std__vector_183808_size;
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277 }
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278 //if ( v50 ^ v51 )
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279 // *(unsigned int *)v48 = v49 + 1;
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280 }
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281 return true;
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282 }
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283
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284 //----- (0045C4B9) --------------------------------------------------------
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285 int LightmapBuilder::_45C4B9(int a2, RenderVertexSoft *a3, Lightmap *pLightmap)
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286 {
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287 RenderVertexSoft *v9; // esi@3
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288 RenderVertexSoft *v12; // ecx@8
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289 char v13; // bl@17
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290 signed int v14; // edx@17
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291 double v15; // st6@18
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292 double v16; // st6@21
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293 double v17; // st6@24
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294 signed int v18; // edx@33
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295 float v22; // [sp+Ch] [bp-14h]@23
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296 float v23; // [sp+10h] [bp-10h]@20
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297 int v24; // [sp+14h] [bp-Ch]@1
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298 char v26; // [sp+1Eh] [bp-2h]@17
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299 char v27; // [sp+1Fh] [bp-1h]@17
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300
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301 v24 = 0;
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302 for ( uint i = 0; i < pLightmap->uNumVertices; i++)
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303 {
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304 v9 = &pLightmap->pVertices[(i + 1) % pLightmap->uNumVertices];
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305 if ( pLightmap->pVertices[i].vWorldPosition.x != v9->vWorldPosition.x
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306 || pLightmap->pVertices[i].vWorldPosition.y != v9->vWorldPosition.y
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307 || pLightmap->pVertices[i].vWorldPosition.z != v9->vWorldPosition.z )
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308 {
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309 for ( uint j = 0; j < a2; ++j )
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310 {
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311 v12 = &a3[(j + 1) % a2];
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312 if ((a3[j].vWorldPosition.x != v12->vWorldPosition.x
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313 || a3[j].vWorldPosition.y != v12->vWorldPosition.y
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314 || a3[j].vWorldPosition.z != v12->vWorldPosition.z)
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315 && pLightmap->pVertices[i].vWorldPosition.x == a3[j].vWorldPosition.x
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316 && pLightmap->pVertices[i].vWorldPosition.y == a3[j].vWorldPosition.y
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317 && pLightmap->pVertices[i].vWorldPosition.z == a3[j].vWorldPosition.z
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318 && (v9->vWorldPosition.x != v12->vWorldPosition.x
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319 || v9->vWorldPosition.y != v12->vWorldPosition.y
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320 || v9->vWorldPosition.z != v12->vWorldPosition.z) )
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321 {
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322 v13 = 0;
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323 v14 = 0;
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324 v27 = 0;
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325 v26 = 0;
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326
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327 if ( v9->vWorldPosition.x <= (double)v12->vWorldPosition.x )
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328 v15 = v12->vWorldPosition.x - v9->vWorldPosition.x;
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329 else
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330 v15 = v9->vWorldPosition.x - v12->vWorldPosition.x;
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331 v23 = v15;
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332
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333 if ( v9->vWorldPosition.y <= (double)v12->vWorldPosition.y )
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334 v16 = v12->vWorldPosition.y - v9->vWorldPosition.y;
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335 else
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336 v16 = v9->vWorldPosition.y - v12->vWorldPosition.y;
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337 v22 = v16;
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338
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339 if ( v9->vWorldPosition.z <= (double)v12->vWorldPosition.z )
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340 v17 = v12->vWorldPosition.z - v9->vWorldPosition.z;
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341 else
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342 v17 = v9->vWorldPosition.z - v12->vWorldPosition.z;
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343
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344 if ( v23 < 1.0 )
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345 {
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346 v13 = 1;
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347 v14 = 1;
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348 }
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349
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350 if ( v22 < 1.0 )
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351 {
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352 v27 = 1;
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353 ++v14;
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354 }
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355
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356 if ( v17 < 1.0 )
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357 {
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358 v26 = 1;
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359 ++v14;
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360 }
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361
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2531
|
362 if ( v14 > 1 )
|
|
363 {
|
|
364 v18 = 0;
|
|
365 if ( v13 && v9->vWorldPosition.x != v12->vWorldPosition.x )
|
|
366 {
|
|
367 v18 = 1;
|
|
368 v9->vWorldPosition.x = v12->vWorldPosition.x;
|
2496
|
369 }
|
2531
|
370
|
|
371 if ( v27 && v9->vWorldPosition.y != v12->vWorldPosition.y )
|
|
372 {
|
|
373 ++v18;
|
|
374 v9->vWorldPosition.y = v12->vWorldPosition.y;
|
|
375 }
|
|
376
|
|
377 if ( v26 && v9->vWorldPosition.z != v12->vWorldPosition.z )
|
|
378 {
|
|
379 ++v18;
|
|
380 v9->vWorldPosition.z = v12->vWorldPosition.z;
|
|
381 }
|
|
382
|
|
383 if ( v18 > 0 )
|
|
384 ++v24;
|
2496
|
385 }
|
|
386 }
|
|
387 }
|
|
388 }
|
|
389 }
|
|
390 return v24;
|
|
391 }
|
|
392
|
|
393 //----- (0045C6D6) --------------------------------------------------------
|
|
394 int LightmapBuilder::_45C6D6(int a2, RenderVertexSoft *a3, Lightmap *pLightmap)
|
|
395 {
|
|
396 signed int v6; // esi@1
|
|
397 double v9; // st7@6
|
|
398 double v10; // st6@10
|
|
399 double v11; // st5@14
|
|
400 double v12; // st7@17
|
|
401 int v15; // [sp+Ch] [bp-8h]@1
|
|
402 float v16; // [sp+10h] [bp-4h]@1
|
|
403
|
|
404 v6 = -1;
|
|
405 v16 = 3.4028235e38;
|
|
406 v15 = 0;
|
|
407 if ( (signed int)pLightmap->uNumVertices > 0 )
|
|
408 {
|
|
409 for ( uint i = 0; i < (signed int)pLightmap->uNumVertices; ++i )
|
|
410 {
|
|
411 if ( a2 > 0 )
|
|
412 {
|
|
413 for ( uint j = 0; j < a2; ++j )
|
|
414 {
|
|
415 if ( pLightmap->pVertices[i].vWorldPosition.x <= (double)a3[j].vWorldPosition.x )
|
|
416 v9 = a3[j].vWorldPosition.x - pLightmap->pVertices[i].vWorldPosition.x;
|
|
417 else
|
|
418 v9 = pLightmap->pVertices[i].vWorldPosition.x - a3[j].vWorldPosition.x;
|
|
419 if ( v9 < 2.0 )
|
|
420 {
|
|
421 v10 = pLightmap->pVertices[i].vWorldPosition.y <= (double)a3[j].vWorldPosition.y
|
|
422 ? a3[j].vWorldPosition.y - pLightmap->pVertices[i].vWorldPosition.y
|
|
423 : pLightmap->pVertices[i].vWorldPosition.y - a3[j].vWorldPosition.y;
|
|
424 if ( v10 < 2.0 )
|
|
425 {
|
|
426 v11 = pLightmap->pVertices[i].vWorldPosition.z <= (double)a3[j].vWorldPosition.z
|
|
427 ? a3[j].vWorldPosition.z - pLightmap->pVertices[i].vWorldPosition.z
|
|
428 : pLightmap->pVertices[i].vWorldPosition.z - a3[j].vWorldPosition.z;
|
|
429 if ( v11 < 2.0 )
|
|
430 {
|
|
431 v12 = v9 + v11 + v10;
|
|
432 if ( v12 < v16 )
|
|
433 {
|
|
434 v16 = v12;
|
|
435 v6 = j;
|
|
436 }
|
|
437 }
|
|
438 }
|
|
439 }
|
|
440 }
|
|
441 if ( v6 != -1 )
|
|
442 {
|
|
443 ++v15;
|
|
444 pLightmap->pVertices[i].vWorldPosition.x = a3[v6].vWorldPosition.x;
|
|
445 pLightmap->pVertices[i].vWorldPosition.y = a3[v6].vWorldPosition.y;
|
|
446 pLightmap->pVertices[i].vWorldPosition.z = a3[v6].vWorldPosition.z;
|
|
447 }
|
|
448 }
|
|
449 v6 = -1;
|
|
450 v16 = 3.4028235e38;
|
|
451 }
|
|
452 }
|
|
453 return v15;
|
|
454 }
|
|
455
|
|
456 //----- (0045C7F6) --------------------------------------------------------
|
|
457 bool LightmapBuilder::ApplyLights_IndoorFace(unsigned int uFaceID)
|
|
458 {
|
|
459 BLVFace* pFace = &pIndoor->pFaces[uFaceID];
|
|
460 BLVSector* pSector = &pIndoor->pSectors[pFace->uSectorID];
|
|
461
|
|
462 stru_F8AD28.uCurrentAmbientLightLevel = (stru_F8AD28.uDefaultAmbientLightLevel + pSector->uMinAmbientLightLevel) << 16;
|
|
463
|
|
464 uint uNumLightsApplied = 0;
|
|
465 for (uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i)
|
|
466 {
|
|
467 if (uNumLightsApplied >= 20)
|
|
468 break;
|
|
469
|
|
470 ApplyLight_BLV((StationaryLight *)(pMobileLightsStack->pLights + i), pFace, &uNumLightsApplied, true, 0);
|
|
471 }
|
|
472
|
|
473 for (uint i = 0; i < pSector->uNumLights; ++i)
|
|
474 {
|
|
475 if (uNumLightsApplied >= 20 )
|
|
476 break;
|
|
477
|
|
478 BLVLightMM7* pLight = &pIndoor->pLights[pSector->pLights[i]];
|
|
479 if (~pLight->uAtributes & 0x08)
|
|
480 ApplyLight_BLV((StationaryLight *)pLight, pFace, &uFaceID, false, &_4E94D0_light_type);
|
|
481 }
|
|
482
|
|
483 for (uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i)
|
|
484 {
|
|
485 if (uNumLightsApplied >= 20)
|
|
486 break;
|
|
487
|
|
488 ApplyLight_BLV(pStationaryLightsStack->pLights + i, pFace, &uNumLightsApplied, false, &_4E94D0_light_type);
|
|
489 }
|
|
490
|
|
491 stru_F8AD28.uNumLightsApplied = uNumLightsApplied;
|
|
492 return true;
|
|
493 }
|
|
494
|
|
495 //----- (0045C911) --------------------------------------------------------
|
|
496 bool LightmapBuilder::ApplyLight_BLV(StationaryLight *pLight, BLVFace *a2, unsigned int *pSlot, bool bLightBackfaces, char *a5)
|
|
497 {
|
|
498 double v13; // st7@8
|
|
499
|
|
500 if (!pLight->uRadius)
|
|
501 return false;
|
|
502
|
2508
|
503 if (pLight->vPosition.x > a2->pBounding.x1 - pLight->uRadius && pLight->vPosition.x < a2->pBounding.x2 + pLight->uRadius &&
|
|
504 pLight->vPosition.y > a2->pBounding.y1 - pLight->uRadius && pLight->vPosition.y < a2->pBounding.y2 + pLight->uRadius &&
|
|
505 pLight->vPosition.z > a2->pBounding.z1 - pLight->uRadius && pLight->vPosition.z < a2->pBounding.z2 + pLight->uRadius)
|
2496
|
506 {
|
|
507 v13 = (double)pLight->vPosition.z * a2->pFacePlane.vNormal.z +
|
|
508 (double)pLight->vPosition.y * a2->pFacePlane.vNormal.y +
|
|
509 (double)pLight->vPosition.x * a2->pFacePlane.vNormal.x +
|
|
510 a2->pFacePlane.dist;
|
|
511 if ((bLightBackfaces || v13 >= 0.0f) && fabsf(v13) <= pLight->uRadius)
|
|
512 {
|
|
513 unsigned int slot = *pSlot;
|
|
514
|
|
515 stru_F8AD28._blv_lights_radii[slot] = pLight->uRadius;
|
|
516 stru_F8AD28._blv_lights_inv_radii[slot] = 65536 / pLight->uRadius;
|
|
517 stru_F8AD28._blv_lights_xs[slot] = pLight->vPosition.x;
|
|
518 stru_F8AD28._blv_lights_ys[slot] = pLight->vPosition.y;
|
|
519 stru_F8AD28._blv_lights_zs[slot] = pLight->vPosition.z;
|
|
520 stru_F8AD28._blv_lights_rs[slot] = (double)pLight->uLightColorR / 255.0f;
|
|
521 stru_F8AD28._blv_lights_gs[slot] = (double)pLight->uLightColorG / 255.0f;
|
|
522 stru_F8AD28._blv_lights_bs[slot] = (double)pLight->uLightColorB / 255.0f;
|
|
523 stru_F8AD28._blv_lights_light_dot_faces[slot] = abs((int)floorf(v13 + 0.5f));
|
|
524 stru_F8AD28._blv_lights_types[slot] = pLight->uLightType;
|
|
525
|
|
526 *pSlot += 1;
|
|
527 return true;
|
|
528 }
|
|
529 }
|
|
530
|
|
531 return false;
|
|
532 }
|
|
533
|
|
534 //----- (0045CA88) --------------------------------------------------------
|
|
535 int LightmapBuilder::_45CA88(stru320 *a2, RenderVertexSoft *a3, int a4, Vec3_float_ *pNormal)
|
|
536 {
|
|
537 int result; // eax@1
|
|
538 stru320 *v6; // ecx@2
|
|
539 RenderVertexSoft *v7; // ebx@2
|
|
540 double v8; // st7@2
|
|
541 double v9; // st6@2
|
|
542 char *v10; // eax@3
|
|
543 double v11; // st7@5
|
|
544 __int64 v12; // ST2C_8@5
|
|
545 float v13; // edx@5
|
|
546 int v14; // eax@5
|
|
547 float v15; // ST10_4@5
|
|
548 Vec3_float_ v16; // ST00_12@5
|
|
549 double v17; // st7@5
|
|
550 int a5; // [sp+2Ch] [bp-1Ch]@1
|
|
551 float v19; // [sp+30h] [bp-18h]@1
|
|
552 float v20; // [sp+34h] [bp-14h]@1
|
|
553 //LightmapBuilder *thisa; // [sp+38h] [bp-10h]@1
|
|
554 int v22; // [sp+3Ch] [bp-Ch]@1
|
|
555 int *j; // [sp+40h] [bp-8h]@3
|
|
556 int i; // [sp+44h] [bp-4h]@1
|
|
557 int a3a; // [sp+58h] [bp+10h]@2
|
|
558
|
|
559 __debugbreak();//Ritor1: needed cleaning
|
|
560
|
|
561 *(float *)&a5 = 0.0;
|
|
562 v19 = 0.0;
|
|
563 //thisa = this;
|
|
564 v20 = 0.0;
|
|
565 result = _45CBD4(a3, a4, dword_69B010.data(), &v22);
|
|
566 for ( i = 0; i < v22; result = i )
|
|
567 {
|
|
568 v6 = a2;
|
|
569 a3a = 0;
|
|
570 v7 = &a3[dword_69B010[i]];
|
|
571 v8 = v7->vWorldPosition.z;
|
|
572 v9 = v7->vWorldPosition.y;
|
|
573 *(float *)&a5 = v7->vWorldPosition.x;
|
|
574 v19 = v9;
|
|
575 v20 = v8;
|
|
576 v7->flt_2C = 0.0;
|
|
577 if ( a2->uNumLightsApplied > 0 )
|
|
578 {
|
|
579 v10 = (char *)a2->_blv_lights_ys;
|
|
580 for ( j = a2->_blv_lights_ys; ; v10 = (char *)j )
|
|
581 {
|
|
582 v11 = (double)*((signed int *)v10 - 60);
|
|
583 LODWORD(v12) = *((unsigned int *)v10 - 20);
|
|
584 HIDWORD(v12) = *(unsigned int *)v10;
|
|
585 LODWORD(v13) = *((unsigned int *)v10 + 60);
|
|
586 v14 = a3a;
|
|
587 LOBYTE(v14) = v6->_blv_lights_types[a3a];
|
|
588 v15 = v11;
|
|
589 *(_QWORD *)&v16.x = v12;
|
|
590 v16.z = v13;
|
|
591 v17 = _45CC0C_light(v16/*COERCE_VEC3_FLOAT_(v16.x)*/, 1.0, v15, pNormal, *(float *)&a5/*COERCE_FLOAT(&a5)*/, v14)
|
|
592 + v7->flt_2C;
|
|
593 ++a3a;
|
|
594 ++j;
|
|
595 v7->flt_2C = v17;
|
|
596 if ( a3a >= a2->uNumLightsApplied )
|
|
597 break;
|
|
598 v6 = a2;
|
|
599 }
|
|
600 }
|
|
601 ++i;
|
|
602 }
|
|
603 return result;
|
|
604 }
|
|
605
|
|
606 //----- (0045CB89) --------------------------------------------------------
|
|
607 int LightmapBuilder::_45CB89(RenderVertexSoft *a1, int a2)
|
|
608 {
|
|
609 int v3; // edx@1
|
|
610 int result; // eax@2
|
|
611 char *v5; // ecx@2
|
|
612 double v6; // st7@4
|
|
613 __int16 v7; // fps@4
|
|
614 char v8; // c0@4
|
|
615 char v9; // c2@4
|
|
616 char v10; // c3@4
|
|
617 double v11; // st7@5
|
|
618 double v12; // st7@6
|
|
619 __int16 v13; // fps@6
|
|
620 char v14; // c0@6
|
|
621 char v15; // c2@6
|
|
622 char v16; // c3@6
|
|
623
|
|
624 v3 = a2;
|
|
625 if ( a2 > 0 )
|
|
626 {
|
|
627 HIWORD(result) = HIWORD(a1);
|
|
628 v5 = (char *)&a1->flt_2C;
|
|
629 do
|
|
630 {
|
|
631 __debugbreak(); // warning C4700: uninitialized local variable 'v7' used
|
|
632 if ( *(float *)v5 < 0.0
|
|
633 || (v6 = *(float *)v5, /*UNDEF(v7),*/ v8 = 1.0 < v6, v9 = 0, v10 = 1.0 == v6, LOWORD(result) = v7, v6 <= 1.0) )
|
|
634 {
|
|
635 v12 = *(float *)v5;
|
|
636 //UNDEF(v13);
|
|
637 v14 = 0.0 < v12;
|
|
638 v15 = 0;
|
|
639 v16 = 0.0 == v12;
|
|
640 __debugbreak(); // warning C4700: uninitialized local variable 'v13' used
|
|
641 LOWORD(result) = v13;
|
|
642 if ( v12 >= 0.0 )
|
|
643 v11 = *(float *)v5;
|
|
644 else
|
|
645 v11 = 0.0;
|
|
646 }
|
|
647 else
|
|
648 {
|
|
649 v11 = 1.0;
|
|
650 }
|
|
651 *(float *)v5 = v11;
|
|
652 v5 += 48;
|
|
653 --v3;
|
|
654 }
|
|
655 while ( v3 );
|
|
656 }
|
|
657 return result;
|
|
658 }
|
|
659
|
|
660 //----- (0045CBD4) --------------------------------------------------------
|
|
661 int LightmapBuilder::_45CBD4(RenderVertexSoft *a2, int a3, int *a4, int *a5)
|
|
662 {
|
|
663 int result; // eax@1
|
|
664 int v6; // edx@1
|
|
665 int v7; // ecx@2
|
|
666 int v8; // esi@2
|
|
667
|
|
668 result = (int)a5;
|
|
669 v6 = 0;
|
|
670 for ( *a5 = 0; v6 < a3; ++v6 )
|
|
671 {
|
|
672 v7 = *a5;
|
|
673 v8 = 0;
|
|
674 if ( *a5 <= 0 )
|
|
675 {
|
|
676 //LABEL_5:
|
|
677 a4[v7] = v6;
|
|
678 ++*a5;
|
|
679 }
|
|
680 else
|
|
681 {
|
|
682 while ( a4[v8] != v6 )
|
|
683 {
|
|
684 ++v8;
|
|
685 if (v8 >= v7)
|
|
686 {
|
|
687 a4[v7] = v6;
|
|
688 ++*a5;
|
|
689 break;
|
|
690 //goto LABEL_5;
|
|
691 }
|
|
692 }
|
|
693 }
|
|
694 }
|
|
695 return result;
|
|
696 }
|
|
697
|
|
698 //----- (0045CC0C) --------------------------------------------------------
|
|
699 double LightmapBuilder::_45CC0C_light(Vec3_float_ a1, float a2, float a3, Vec3_float_ *pNormal, float a5, int uLightType)
|
|
700 {
|
|
701 float v7; // esi@1
|
|
702 int v8; // eax@1
|
|
703 double v14; // st7@7
|
|
704 double result; // st7@8
|
|
705 double v16; // st7@9
|
|
706 int v17; // esi@9
|
|
707 const char *v18; // ecx@9
|
|
708 double v19; // st7@10
|
|
709 double v20; // st7@10
|
|
710 std::string v21; // [sp-10h] [bp-40h]@13
|
|
711 const char *v22[6]; // [sp+0h] [bp-30h]@10
|
|
712 double v23; // [sp+18h] [bp-18h]@1
|
|
713 // double v24; // [sp+20h] [bp-10h]@1
|
|
714 int v25; // [sp+28h] [bp-8h]@1
|
|
715 int v26; // [sp+2Ch] [bp-4h]@1
|
|
716
|
|
717 v7 = a5;
|
|
718 LODWORD(a5) = *(unsigned int *)(LODWORD(a5) + 8);
|
|
719 //v24 = a5 + 6.7553994e15;
|
|
720 v26 = floorf(a5 + 0.5f);//LODWORD(v24);
|
|
721 LODWORD(a5) = *(unsigned int *)(LODWORD(v7) + 4);
|
|
722 //v24 = a5 + 6.7553994e15;
|
|
723 auto _v24 = floorf(a5 + 0.5f);
|
|
724 LODWORD(a5) = *(unsigned int *)LODWORD(v7);
|
|
725 //v23 = a5 + 6.7553994e15;
|
|
726 auto _v23 = floorf(a5 + 0.5f);
|
|
727 //*(_QWORD *)((char *)&v24 + 4) = __PAIR__(LODWORD(v24), LODWORD(v23));
|
|
728 v26 = abs((signed)LODWORD(a1.z) - v26);
|
|
729 //v25 = abs((signed)LODWORD(a1.y) - (signed)LODWORD(v24));
|
|
730 //v8 = abs((int)a1.x - (signed)LODWORD(v23));
|
|
731 v25 = abs((signed)LODWORD(a1.y) - (signed)_v24);
|
|
732 v8 = abs((int)a1.x - (signed)_v23);
|
|
733 v14 = int_get_vector_length(v26, v25, v8);
|
|
734 if ( v14 <= a3 )
|
|
735 {
|
|
736 a5 = v14 / a3;
|
|
737 v16 = (double)(signed int)a1.x;
|
|
738 *(float *)&v23 = (double)SLODWORD(a1.y);
|
|
739 LODWORD(a1.x) = *(unsigned int *)LODWORD(v7);
|
|
740 v17 = LODWORD(v7) + 4;
|
|
741 *((float *)&v23 + 1) = (double)SLODWORD(a1.z);
|
|
742 LODWORD(a1.y) = *(unsigned int *)v17;
|
|
743 LODWORD(a1.z) = *(unsigned int *)(v17 + 4);
|
|
744 a3 = *((float *)&v23 + 1) - a1.z;
|
|
745 a1.z = a3;
|
|
746 a1.x = v16 - a1.x;
|
|
747 a1.y = (float)v23 - a1.y;
|
|
748 a1.Normalize();
|
|
749 if ( uLightType & 4 )
|
|
750 {
|
|
751 __debugbreak(); // warning C4700: uninitialized local variable 'v18' used
|
|
752 v22[1] = v18;
|
|
753 uLightType = dword_4D86D8;
|
|
754 v22[0] = v18;
|
|
755 v19 = fabs(a1.z * pNormal->z + a1.y * pNormal->y + a1.x * pNormal->x);
|
|
756 v20 = v19 * *(float *)&uLightType * a2;
|
|
757 }
|
|
758 else
|
|
759 {
|
|
760 if ( uLightType & 8 )
|
|
761 {
|
|
762 v20 = 1.3 * a2;
|
|
763 }
|
|
764 else
|
|
765 {
|
|
766 MessageBoxW(nullptr, L"Invalid light type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:783", 0);
|
|
767 v20 = *(float *)&uLightType;
|
|
768 }
|
|
769 }
|
|
770 result = v20 - a5 * v20;
|
|
771 }
|
|
772 else
|
|
773 {
|
|
774 result = 0.0;
|
|
775 }
|
|
776 return result;
|
|
777 }
|
|
778 // 4D86D8: using guessed type int dword_4D86D8;
|
|
779
|
|
780 //----- (0045CDB7) --------------------------------------------------------
|
|
781 bool LightmapBuilder::ApplyLights_OutdoorFace(ODMFace *pFace)
|
|
782 {
|
|
783 int v3; // eax@1
|
|
784 bool result; // eax@9
|
|
785 int pSlot; // [sp+10h] [bp-4h]@1
|
|
786
|
|
787 v3 = stru_F8AD28.uDefaultAmbientLightLevel + pFace->uShadeType;
|
|
788 pSlot = 0;
|
|
789 stru_F8AD28.uCurrentAmbientLightLevel = v3 << 16;
|
|
790 for ( uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i )
|
|
791 {
|
|
792 if ( pSlot >= 20 )
|
|
793 break;
|
|
794 ApplyLight_ODM((StationaryLight *)pMobileLightsStack[i].pLights, pFace, (unsigned int *)&pSlot, 1);
|
|
795 }
|
|
796 for ( uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i )
|
|
797 {
|
|
798 if ( pSlot >= 20 )
|
|
799 break;
|
|
800 ApplyLight_ODM(&pStationaryLightsStack->pLights[i], pFace, (unsigned int *)&pSlot, 0);
|
|
801 }
|
|
802 result = pSlot;
|
|
803 stru_F8AD28.uNumLightsApplied = pSlot;
|
|
804 return true;
|
|
805 }
|
|
806
|
|
807 //----- (0045CE50) --------------------------------------------------------
|
|
808 bool LightmapBuilder::ApplyLight_ODM(StationaryLight *pLight, ODMFace *pFace, unsigned int *pSlot, char a4)
|
|
809 {
|
|
810 int result; // eax@0
|
|
811 int v10; // ecx@8
|
|
812 char v14; // dl@11
|
|
813
|
|
814 v10 = (pFace->pFacePlane.dist
|
|
815 + pLight->vPosition.x * pFace->pFacePlane.vNormal.x
|
|
816 + pLight->vPosition.y * pFace->pFacePlane.vNormal.y
|
|
817 + pLight->vPosition.z * pFace->pFacePlane.vNormal.z) >> 16;
|
|
818 if ( pLight->uRadius > 0
|
|
819 && (pLight->vPosition.x > pFace->pBoundingBox.x1 - pLight->uRadius) && pLight->vPosition.x < pLight->uRadius + pFace->pBoundingBox.x2
|
|
820 && (pLight->vPosition.y > pFace->pBoundingBox.y1 - pLight->uRadius) && pLight->vPosition.y < pLight->uRadius + pFace->pBoundingBox.y2
|
|
821 && (pLight->vPosition.z > pFace->pBoundingBox.z1 - pLight->uRadius) && pLight->vPosition.z < pLight->uRadius + pFace->pBoundingBox.z2
|
|
822 && ((a4) || v10 >= 0) && v10 <= pLight->uRadius )
|
|
823 {
|
|
824 stru_F8AD28._blv_lights_radii[*pSlot] = pLight->uRadius;
|
|
825 stru_F8AD28._blv_lights_inv_radii[*pSlot] = 65536 / pLight->uRadius;
|
|
826 stru_F8AD28._blv_lights_xs[*pSlot] = pLight->vPosition.x;
|
|
827 stru_F8AD28._blv_lights_ys[*pSlot] = pLight->vPosition.y;
|
|
828 stru_F8AD28._blv_lights_zs[*pSlot] = pLight->vPosition.z;
|
|
829 stru_F8AD28._blv_lights_rs[*pSlot] = (double)pLight->uLightColorR * 0.0039215689;
|
|
830 stru_F8AD28._blv_lights_gs[*pSlot] = (double)pLight->uLightColorG * 0.0039215689;
|
|
831 stru_F8AD28._blv_lights_bs[*pSlot] = (double)pLight->uLightColorB * 0.0039215689;
|
|
832 //v11 = abs(v10);
|
|
833 //v12 = pRenderer->bUsingSpecular;
|
|
834 stru_F8AD28._blv_lights_light_dot_faces[*pSlot] = abs(v10);
|
|
835 stru_F8AD28._blv_lights_types[*pSlot] = pLight->uLightType;
|
|
836 //v13 = pRenderer->pRenderD3D;
|
|
837 v14 = stru_F8AD28._blv_lights_types[*pSlot];
|
|
838 if ( /*pRenderer->pRenderD3D &&*/ pRenderer->bUsingSpecular && v14 & 4 )
|
|
839 v14 = _4E94D2_light_type;
|
|
840 stru_F8AD28._blv_lights_types[*pSlot] = v14;
|
|
841 result = 4 * *pSlot;
|
|
842 if ( /*v13*/true && pRenderer->bUsingSpecular )
|
|
843 {
|
|
844 if ( stru_F8AD28._blv_lights_types[*pSlot] & 4 )
|
|
845 {
|
|
846 *(float *)((char *)stru_F8AD28._blv_lights_rs + result) = *(float *)((char *)stru_F8AD28._blv_lights_rs + result)
|
|
847 * 0.33000001;
|
|
848 *(float *)((char *)stru_F8AD28._blv_lights_gs + result) = *(float *)((char *)stru_F8AD28._blv_lights_gs + result)
|
|
849 * 0.33000001;
|
|
850 *(float *)((char *)stru_F8AD28._blv_lights_bs + result) = *(float *)((char *)stru_F8AD28._blv_lights_bs + result)
|
|
851 * 0.33000001;
|
|
852 }
|
|
853 }
|
|
854 ++*pSlot;
|
2508
|
855 return true;
|
2496
|
856 }
|
|
857 else
|
2508
|
858 return false;
|
2496
|
859 }
|
|
860 // 4E94D2: using guessed type char _4E94D2_light_type;
|
|
861
|
|
862 //----- (0045D036) --------------------------------------------------------
|
2531
|
863 bool LightmapBuilder::StackLights_TerrainFace(Vec3_float_ *pNormal, float *Light_tile_dist, RenderVertexSoft *a3, unsigned int uStripType, bool bLightBackfaces)
|
2496
|
864 {
|
|
865 /*int v6; // esi@1
|
|
866 //LightmapBuilder *v7; // edi@1
|
|
867 MobileLight *v8; // ebx@2
|
|
868 int v9; // esi@5
|
|
869 StationaryLight *v10; // ebx@6
|
|
870 //bool result; // eax@9
|
|
871 unsigned int a7; // [sp+Ch] [bp-4h]@1
|
|
872
|
|
873 v6 = 0;
|
|
874 //v7 = this;
|
|
875 a7 = 0;
|
|
876 stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->field_CBC_terrain_triangles_shade_type;
|
|
877 if ( pMobileLightsStack->uNumLightsActive > 0 )
|
|
878 {
|
|
879 v8 = pMobileLightsStack->pLights;
|
|
880 do
|
|
881 {
|
|
882 if ( (signed int)a7 >= 20 )
|
|
883 break;
|
|
884 StackLight_TerrainFace((StationaryLight *)v8, pNormal, a3, a1, uStripType, bLightBackfaces, &a7);
|
|
885 ++v6;
|
|
886 ++v8;
|
|
887 }
|
|
888 while ( v6 < pMobileLightsStack->uNumLightsActive );
|
|
889 }
|
|
890 v9 = 0;
|
|
891 if ( pStationaryLightsStack->uNumLightsActive > 0 )
|
|
892 {
|
|
893 v10 = pStationaryLightsStack->pLights;
|
|
894 do
|
|
895 {
|
|
896 if ( (signed int)a7 >= 20 )
|
|
897 break;
|
|
898 StackLight_TerrainFace(v10, pNormal, a3, a1, uStripType, bLightBackfaces, &a7);
|
|
899 ++v9;
|
|
900 ++v10;
|
|
901 }
|
|
902 while ( v9 < pStationaryLightsStack->uNumLightsActive );
|
|
903 }
|
|
904
|
|
905 stru_F8AD28.uNumLightsApplied = a7;
|
|
906 return true;*/
|
|
907 // bool __stdcall sub_45D036(struct Vec3<float> *pNormal, int a2, struct RenderVertex *a3, int a4, signed int X)
|
|
908 //{
|
|
909 // float v6; // ebx@2
|
2531
|
910 unsigned int num_lights; // [sp+Ch] [bp-4h]@1
|
|
911 int i;
|
2496
|
912
|
2531
|
913 num_lights = 0;
|
2496
|
914 stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->max_terrain_dimming_level;
|
|
915 for (i = 0; i < pMobileLightsStack->uNumLightsActive; ++i)
|
|
916 {
|
2531
|
917 if ( num_lights >= 20 )
|
2496
|
918 break;
|
2531
|
919 StackLight_TerrainFace((StationaryLight *)&pMobileLightsStack->pLights[i], pNormal, Light_tile_dist, a3, uStripType, bLightBackfaces, &num_lights);
|
2496
|
920 }
|
|
921
|
|
922 for (i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i)
|
|
923 {
|
2531
|
924 if ( num_lights >= 20 )
|
2496
|
925 break;
|
2531
|
926 StackLight_TerrainFace(&pStationaryLightsStack->pLights[i], pNormal, Light_tile_dist, a3, uStripType, bLightBackfaces, &num_lights);
|
2496
|
927 }
|
|
928
|
2531
|
929 stru_F8AD28.uNumLightsApplied = num_lights;
|
2496
|
930 return true;
|
|
931
|
|
932 }
|
|
933 // 519AB4: using guessed type int uNumStationaryLightsApplied;
|
|
934
|
|
935 //----- (0045D0D5) --------------------------------------------------------
|
|
936 bool LightmapBuilder::StackLight_TerrainFace(StationaryLight *pLight, Vec3_float_ *pNormal, float *a3, RenderVertexSoft *a1, unsigned int uStripType, int X, unsigned int *pSlot)
|
|
937 {
|
|
938 bool result; // eax@1
|
|
939 double maxz; // st7@11
|
|
940 char v20; // c2@11
|
|
941 signed int v52; // ecx@17
|
|
942 char v57; // dl@18
|
|
943 std::string v58; // [sp-18h] [bp-38h]@10
|
|
944 double v61; // [sp+Ch] [bp-14h]@11
|
|
945 float minz; // [sp+14h] [bp-Ch]@11
|
2531
|
946 float tX_0;
|
|
947 float tX_1;
|
|
948 float tY_0;
|
|
949 float tY_1; // [sp+1Ch] [bp-4h]@5
|
2496
|
950
|
2531
|
951 if ( pLight->uRadius <= 0 )
|
2496
|
952 return 0;
|
|
953 if ( uStripType == 4 )
|
|
954 {
|
2531
|
955 tX_0 = a1->vWorldPosition.x;
|
|
956 tX_1 = a1[3].vWorldPosition.x;
|
|
957 tY_0 = a1[1].vWorldPosition.y;
|
|
958 tY_1 = a1->vWorldPosition.y;
|
2496
|
959 }
|
2531
|
960 else // uStripType == 3
|
2496
|
961 {
|
|
962 if ( uStripType != 3 )
|
|
963 MessageBoxW(nullptr, L"Uknown strip type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:981", 0);
|
2531
|
964 else if ((unsigned char)X)
|
2496
|
965 {
|
2531
|
966 tX_0 = a1->vWorldPosition.x;
|
|
967 tX_1 = a1[2].vWorldPosition.x;
|
|
968 tY_0 = a1[1].vWorldPosition.y;
|
|
969 tY_1 = a1[2].vWorldPosition.y;
|
2496
|
970 }
|
2531
|
971 else
|
|
972 {
|
|
973 tX_0 = a1[1].vWorldPosition.x;
|
|
974 tX_1 = a1[2].vWorldPosition.x;
|
|
975 tY_0 = a1[1].vWorldPosition.y;
|
|
976 tY_1 = a1->vWorldPosition.y;
|
|
977 }
|
2496
|
978 }
|
|
979
|
2531
|
980 minz = pGame->pIndoorCameraD3D->GetPolygonMinZ(a1, uStripType);
|
|
981 maxz = pGame->pIndoorCameraD3D->GetPolygonMaxZ(a1, uStripType);
|
|
982
|
|
983 float bounding_x1 = tX_0 - (float)pLight->uRadius; //13 976 - 128 = 13848.0
|
|
984 float bounding_y1 = tY_0 - (float)pLight->uRadius; // 3 800 - 128 = 3672.0
|
|
985 float bounding_z1 = minz - (float)pLight->uRadius; // -26.0
|
|
986
|
|
987 float bounding_x2 = (float)pLight->uRadius + tX_1; //13 877 + 128 = 14005.0
|
|
988 float bounding_y2 = (float)pLight->uRadius + tY_1; //3 792 + 128 = 3920.0
|
|
989 float bounding_z2 = (float)pLight->uRadius + maxz;// 260.0
|
|
990
|
|
991 if ( (float)pLight->vPosition.x <= bounding_x1 || (float)pLight->vPosition.x >= bounding_x2
|
|
992 || (float)pLight->vPosition.y <= bounding_y1 || (float)pLight->vPosition.y >= bounding_y2
|
|
993 || (float)pLight->vPosition.z <= bounding_z1 || (float)pLight->vPosition.z >= bounding_z2 )
|
|
994 return 0;
|
|
995
|
|
996 Vec3_float_::NegDot(&a1->vWorldPosition, pNormal, a3);
|
|
997 float p_dot = (float)pLight->vPosition.x * pNormal->x
|
|
998 + (float)pLight->vPosition.y * pNormal->y
|
|
999 + (float)pLight->vPosition.z * pNormal->z + *a3;
|
|
1000 p_dot = p_dot + 0.5f;
|
|
1001 if ( (//v49 = pNormal,
|
|
1002 //Vec3_float_::NegDot(&a1->vWorldPosition, pNormal, a3),
|
|
1003 //X = v8->vPosition.y,
|
|
1004 //v50 = (double)v8->vPosition.y * v49->y,
|
|
1005 //X = v8->vPosition.z,
|
|
1006 //v51 = (double)v8->vPosition.z * v49->z,
|
|
1007 //X = v8->vPosition.x,
|
|
1008 //*(float *)&a3 = (double)pLight->vPosition.y * pNormal->y
|
|
1009 //+ (double)pLight->vPosition.z * pNormal->z
|
|
1010 //+ (double)pLight->vPosition.x * pNormal->x + *a3,
|
|
1011 //v61 = *(float *)&a3 + 0.5f,
|
|
1012 //result = LODWORD(v61),
|
|
1013 //X = LODWORD(v61),
|
|
1014 //v52 = v63,
|
|
1015 p_dot > pLight->uRadius) )
|
|
1016 return 0;
|
|
1017 /*
|
2496
|
1018 v49 = pNormal;
|
|
1019 Vec3_float_::NegDot(&v11->vWorldPosition, pNormal, a3);
|
|
1020 *(float *)a3 = (double)v8->vPosition.x * v49->x
|
|
1021 + (double)v8->vPosition.y * v49->y
|
|
1022 + (double)v8->vPosition.z * v49->z + *a3;
|
|
1023 v61 = *(float *)a3 + 6.7553994e15;
|
|
1024 result = LODWORD(v61);
|
|
1025 X = LODWORD(v61);
|
2531
|
1026 v52 = radius_1;
|
|
1027 if ( SLODWORD(v61) > radius_1)*/
|
|
1028 //v53 = pSlot;
|
|
1029 //v60 = X;
|
|
1030 stru_F8AD28._blv_lights_radii[*pSlot] = pLight->uRadius;
|
|
1031 stru_F8AD28._blv_lights_inv_radii[*pSlot] = 65536 / pLight->uRadius;
|
|
1032 stru_F8AD28._blv_lights_xs[*pSlot] = pLight->vPosition.x;
|
|
1033 stru_F8AD28._blv_lights_ys[*pSlot] = pLight->vPosition.y;
|
|
1034 stru_F8AD28._blv_lights_zs[*pSlot] = pLight->vPosition.z;
|
|
1035
|
|
1036 stru_F8AD28._blv_lights_rs[*pSlot] = pLight->uLightColorR / 255.0f;
|
|
1037 stru_F8AD28._blv_lights_gs[*pSlot] = pLight->uLightColorG / 255.0f;
|
|
1038 stru_F8AD28._blv_lights_bs[*pSlot] = pLight->uLightColorB / 255.0f;
|
|
1039
|
|
1040 stru_F8AD28._blv_lights_light_dot_faces[*pSlot] = abs(p_dot);
|
|
1041 stru_F8AD28._blv_lights_types[*pSlot] = pLight->uLightType;
|
|
1042
|
|
1043 v57 = stru_F8AD28._blv_lights_types[*pSlot];
|
|
1044 if ( /*pRenderer->pRenderD3D &&*/ pRenderer->bUsingSpecular && stru_F8AD28._blv_lights_types[*pSlot] & 4 )
|
2496
|
1045 v57 = _4E94D2_light_type;
|
2531
|
1046 stru_F8AD28._blv_lights_types[*pSlot] = v57;
|
|
1047
|
|
1048 result = 4 * *pSlot;
|
|
1049 if ( /*pRenderer->pRenderD3D &&*/ pRenderer->bUsingSpecular )
|
2496
|
1050 {
|
2531
|
1051 if ( stru_F8AD28._blv_lights_types[*pSlot] & 4 )
|
2496
|
1052 {
|
|
1053 stru_F8AD28._blv_lights_rs[result] = stru_F8AD28._blv_lights_rs[result] * 0.3300000131130219;
|
|
1054 stru_F8AD28._blv_lights_gs[result] = stru_F8AD28._blv_lights_gs[result] * 0.3300000131130219;
|
|
1055 stru_F8AD28._blv_lights_bs[result] = stru_F8AD28._blv_lights_bs[result] * 0.3300000131130219;
|
|
1056 }
|
|
1057 }
|
2531
|
1058 ++*pSlot;
|
2496
|
1059 return 1;
|
|
1060 }
|
|
1061
|
|
1062 //----- (0045D698) --------------------------------------------------------
|
|
1063 bool LightmapBuilder::DrawDebugOutlines(char bit_one_for_list1__bit_two_for_list2)
|
|
1064 {
|
|
1065 bool result; // eax@1
|
|
1066 LightmapBuilder *v3; // esi@1
|
|
1067 RenderVertexSoft *v4; // edi@3
|
|
1068 RenderVertexSoft *v5; // edi@7
|
|
1069 IndoorCameraD3D *thisa; // [sp+10h] [bp-8h]@1
|
|
1070 bool v7; // [sp+14h] [bp-4h]@2
|
|
1071 bool a2a; // [sp+20h] [bp+8h]@6
|
|
1072
|
|
1073 result = (bool)pGame->pIndoorCameraD3D;
|
|
1074 v3 = this;
|
|
1075 thisa = pGame->pIndoorCameraD3D;
|
|
1076 if ( bit_one_for_list1__bit_two_for_list2 & 1 )
|
|
1077 {
|
|
1078 v7 = 0;
|
|
1079 if ( (signed int)this->std__vector_000004_size > 0 )
|
|
1080 {
|
|
1081 v4 = this->std__vector_000004[0].pVertices;
|
|
1082 do
|
|
1083 {
|
|
1084 pGame->pIndoorCameraD3D->debug_outline_sw(v4, *((unsigned int *)v4 - 1), 0xFF00u, 0.0);
|
|
1085 ++v7;
|
|
1086 v4 = (RenderVertexSoft *)((char *)v4 + 3100);
|
|
1087 result = v7;
|
|
1088 }
|
|
1089 while ( v7 < (signed int)v3->std__vector_000004_size );
|
|
1090 }
|
|
1091 }
|
|
1092 if ( bit_one_for_list1__bit_two_for_list2 & 2 )
|
|
1093 {
|
|
1094 a2a = 0;
|
|
1095 if ( (signed int)v3->std__vector_183808_size > 0 )
|
|
1096 {
|
|
1097 v5 = v3->std__vector_183808[0].pVertices;
|
|
1098 do
|
|
1099 {
|
|
1100 pGame->pIndoorCameraD3D->debug_outline_sw(v5, *((unsigned int *)v5 - 1), 0xC04000u, 0.00019999999);
|
|
1101 ++a2a;
|
|
1102 v5 = (RenderVertexSoft *)((char *)v5 + 3100);
|
|
1103 result = a2a;
|
|
1104 }
|
|
1105 while ( a2a < (signed int)v3->std__vector_183808_size );
|
|
1106 }
|
|
1107 }
|
|
1108 LOBYTE(result) = 1;
|
|
1109 return result;
|
|
1110 }
|
|
1111
|
|
1112 //----- (0045D73F) --------------------------------------------------------
|
|
1113 void LightmapBuilder::DrawLightmapsType(int type)
|
|
1114 {
|
|
1115 if (type == 2)
|
|
1116 Draw_183808_Lightmaps();
|
|
1117 }
|
|
1118
|
|
1119 //----- (0045D74F) --------------------------------------------------------
|
|
1120 bool LightmapBuilder::DrawLightmaps(int *indices)
|
|
1121 {
|
|
1122 std::string v25; // [sp+44h] [bp-44h]@12
|
|
1123 Lightmap *v28; // [sp+50h] [bp-38h]@2
|
|
1124 Vec3_float_ arg4;
|
|
1125
|
|
1126 if (std__vector_000004_size == 0)
|
|
1127 return true;
|
|
1128
|
|
1129 if (byte_4D864C && pGame->uFlags & GAME_FLAGS_1_01_lightmap_related)
|
|
1130 return true;
|
|
1131
|
|
1132 pRenderer->BeginLightmaps();
|
|
1133
|
|
1134 arg4.x = 1.0f;
|
|
1135 arg4.y = 1.0f;
|
|
1136 arg4.z = 1.0f;
|
|
1137 if (indices)
|
|
1138 {
|
|
1139 for (int* i = indices; *i != -1; ++i)
|
|
1140 {
|
|
1141 v28 = &std__vector_000004[*i];
|
|
1142 if ( !pRenderer->DrawLightmap(v28, &arg4, 0.0) )
|
|
1143 Error("Invalid lightmap detected! (%u)", *i);
|
|
1144 }
|
|
1145 }
|
|
1146 else
|
|
1147 {
|
|
1148 for (unsigned int i = 0; i < std__vector_000004_size; ++i)
|
|
1149 {
|
|
1150 Lightmap* _a1 = &std__vector_000004[(int)i];
|
|
1151 if ( !pRenderer->DrawLightmap(_a1, &arg4, 0.0) )
|
|
1152 Error("Invalid lightmap detected! (%u)", i);
|
|
1153 }
|
|
1154 }
|
|
1155
|
|
1156 pRenderer->EndLightmaps();
|
|
1157
|
|
1158 return true;
|
|
1159 }
|
|
1160
|
|
1161
|
|
1162 //----- (0045DA56) --------------------------------------------------------
|
|
1163 bool LightmapBuilder::DoDraw_183808_Lightmaps(float z_bias)
|
|
1164 {
|
|
1165 Vec3_float_ v; // [sp+Ch] [bp-1Ch]@2
|
|
1166 v.z = 1.0;
|
|
1167 v.y = 1.0;
|
|
1168 v.x = 1.0;
|
|
1169
|
|
1170 for (uint i = 0; i < std__vector_183808_size; ++i)
|
|
1171 if (!pRenderer->DrawLightmap(std__vector_183808 + i, &v, z_bias))
|
|
1172 Error("Invalid lightmap detected! (%u)", i);
|
|
1173
|
|
1174 return true;
|
|
1175 }
|
|
1176
|
|
1177 //----- (0045DAE8) --------------------------------------------------------
|
|
1178 bool Render::DrawLightmap(Lightmap *pLightmap, Vec3_float_ *pColorMult, float z_bias)
|
|
1179 {
|
|
1180 double v10; // st7@4
|
|
1181 double v14; // st7@7
|
|
1182 double v18; // st3@8
|
|
1183 signed int v24; // [sp-1Ch] [bp-670h]@13
|
|
1184 RenderVertexD3D3 a2[32]; // [sp+0h] [bp-654h]@7
|
|
1185
|
|
1186
|
|
1187 if (pLightmap->uNumVertices < 3)
|
|
1188 {
|
|
1189 Log::Warning(L"Lightmap uNumVertices < 3");
|
|
1190 return false;
|
|
1191 }
|
|
1192
|
|
1193 uint uLightmapColorMaskR = (pLightmap->uColorMask >> 16) & 0xFF;
|
|
1194 uint uLightmapColorR = floorf(uLightmapColorMaskR * pLightmap->fBrightness * pColorMult->x + 0.5f);
|
|
1195
|
|
1196 uint uLightmapColorMaskG = (pLightmap->uColorMask >> 8) & 0xFF;
|
|
1197 uint uLightmapColorG = floorf(uLightmapColorMaskG * pLightmap->fBrightness * pColorMult->y + 0.5f);
|
|
1198
|
|
1199 uint uLightmapColorMaskB = pLightmap->uColorMask & 0xFF;
|
|
1200 uint uLightmapColorB = floorf(uLightmapColorMaskB * pLightmap->fBrightness * pColorMult->z + 0.5f);
|
|
1201
|
|
1202 uint uLightmapColor = uLightmapColorB | (uLightmapColorMaskG << 8) | (uLightmapColorMaskR << 16);
|
|
1203
|
|
1204 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
|
|
1205 v10 = (double)pODMRenderParams->shading_dist_mist;
|
|
1206 else
|
|
1207 v10 = 16192.0;
|
|
1208 v14 = 1.0 / v10;
|
|
1209
|
|
1210 for (uint i = 0; i < pLightmap->uNumVertices; ++i)
|
|
1211 {
|
|
1212 v18 = 1.0 - 1.0 / (v14 * pLightmap->pVertices[i].vWorldViewPosition.x * 1000.0);
|
|
1213 if (fabsf(z_bias) < 1e-5f)
|
|
1214 {
|
|
1215 v18 = v18 - z_bias;
|
|
1216 if (v18 < 0.000099999997)
|
|
1217 v18 = 0.000099999997;
|
|
1218 }
|
|
1219
|
|
1220 a2[i].pos.x = pLightmap->pVertices[i].vWorldViewProjX;
|
|
1221 a2[i].pos.z = v18;
|
|
1222 a2[i].pos.y = pLightmap->pVertices[i].vWorldViewProjY;
|
|
1223 a2[i].rhw = 1.0 / pLightmap->pVertices[i].vWorldViewPosition.x;
|
|
1224 a2[i].diffuse = uLightmapColor;
|
|
1225 a2[i].specular = 0;
|
|
1226 a2[i].texcoord.x = pLightmap->pVertices[i].u;
|
|
1227 a2[i].texcoord.y = pLightmap->pVertices[i].v;
|
|
1228 }
|
|
1229
|
|
1230 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
|
|
1231 v24 = D3DDP_DONOTLIGHT | D3DDP_DONOTCLIP | D3DDP_DONOTUPDATEEXTENTS;
|
|
1232 else
|
|
1233 v24 = D3DDP_DONOTLIGHT;
|
|
1234
|
|
1235 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
|
|
1236 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
|
|
1237 a2,
|
|
1238 pLightmap->uNumVertices,
|
|
1239 v24));
|
|
1240
|
|
1241 return true;
|
|
1242 }
|
|
1243
|
|
1244 //----- (0045DCA9) --------------------------------------------------------
|
|
1245 void LightmapBuilder::Draw_183808_Lightmaps()
|
|
1246 {
|
|
1247 if (!std__vector_183808_size)
|
|
1248 return;
|
|
1249
|
|
1250 pRenderer->BeginLightmaps2();
|
|
1251
|
|
1252 DoDraw_183808_Lightmaps(0.00050000002);
|
|
1253
|
|
1254 pRenderer->EndLightmaps2();
|
|
1255 } |