comparison Engine/Graphics/IndoorCameraD3D.cpp @ 2496:5abd8fc8f1c6

for ITEM_ARTIFACT_LADYS_ESCORT
author Ritor1
date Thu, 18 Sep 2014 17:38:54 +0600
parents
children 68cdef6879a0
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2495:7b076fe64f23 2496:5abd8fc8f1c6
1 #define _CRTDBG_MAP_ALLOC
2 #include <stdlib.h>
3 #include <crtdbg.h>
4
5 #define _CRT_SECURE_NO_WARNINGS
6 #include "ErrorHandling.h"
7 #include "IndoorCameraD3D.h"
8 #include "Game.h"
9 #include "Indoor.h"
10 #include "Viewport.h"
11 #include "LOD.h"
12 #include "OurMath.h"
13
14 #include "stru9.h"
15
16
17 // calculates FOV (Field of View) angle in radians for IndoorCamera::Initialize and BLVRenderParams::Reset
18 float _calc_fov(int viewport_width, int angle_degree)
19 {
20 return viewport_width * 0.5 / tan(angle_degree / 2 * 0.01745329) + 0.5;
21 }
22
23
24
25 //----- (004361EF) --------------------------------------------------------
26 IndoorCameraD3D::IndoorCameraD3D()
27 {
28 this->field_108 = 0.0;
29 this->field_138 = 0.0;
30 this->field_168 = 0.0;
31 this->field_198 = 0.0;
32 this->field_1C8 = 0.0;
33 this->field_1F8 = 0.0;
34 this->field_228 = 0.0;
35 this->field_258 = 0.0;
36 this->field_288 = 0.0;
37 this->field_2B8 = 0.0;
38 this->field_2E8 = 0.0;
39 this->field_2BC = 0.0;
40 this->field_2C0 = 0.0;
41 this->field_2C4 = 0.0;
42 this->field_318 = 0.0;
43 this->field_2EC = 0.0;
44 this->field_2F0 = 0.0;
45 this->field_2F4 = 0.0;
46 this->field_348 = 0.0;
47 this->field_31C = 0.0;
48 this->field_320 = 0.0;
49 this->field_324 = 0.0;
50 this->field_378 = 0.0;
51 this->field_34C = 0.0;
52 this->field_350 = 0.0;
53 this->field_354 = 0.0;
54 for (uint i = 0; i < 16384; ++i)
55 {
56 list_0037C[i].field_0 = 0;
57 list_0037C[i].flt_30 = 0.0f;
58 }
59 list_0037C_size = 0;
60 for (uint i = 0; i < 256; ++i)
61 list_E0380[i].mm7__vector_000004_size = 0;
62 list_E0380_size = 0;
63 }
64
65
66 //----- (0043643E) --------------------------------------------------------
67 float IndoorCameraD3D::GetPickDepth()
68 {
69 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
70 return pODMRenderParams->uPickDepth;
71 else
72 return 16192.0;
73 }
74
75 //----- (00436427) --------------------------------------------------------
76 float IndoorCameraD3D::GetShadingDistMist()
77 {
78 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
79 return (double)pODMRenderParams->shading_dist_mist;
80 else
81 return 16192.0;
82 }
83
84 //----- (004364C5) --------------------------------------------------------
85 void IndoorCameraD3D::ViewTransfrom_OffsetUV(RenderVertexSoft *pVertices, unsigned int uNumVertices, RenderVertexSoft *pOutVertices, stru320 *a5)
86 {
87 for (uint i = 0; i < uNumVertices; ++i)
88 {
89 pOutVertices[i].vWorldPosition.x = pVertices[i].vWorldPosition.x;
90 pOutVertices[i].vWorldPosition.y = pVertices[i].vWorldPosition.y;
91 pOutVertices[i].vWorldPosition.z = pVertices[i].vWorldPosition.z;
92
93 pOutVertices[i].u = pVertices[i].u + a5->pDeltaUV[0];
94 pOutVertices[i].v = pVertices[i].v + a5->pDeltaUV[1];
95 }
96 ViewTransform(pOutVertices, uNumVertices);
97 }
98
99 //----- (0043669D) --------------------------------------------------------
100 bool IndoorCameraD3D::ApplyViewTransform_TrueIfStillVisible_BLV(int x, int y, int z, signed int *pOutX, int *pOutZ, int *pOutY, char bDoNotShow)
101 {
102 int to_z; // esi@2
103 int v9; // ecx@3
104 //signed int *v10; // esi@5
105 //int pOutY_; // ecx@5
106 //signed int v12; // esi@7
107 int v14; // [sp+8h] [bp-4h]@3
108 int to_x; // [sp+14h] [bp+8h]@1
109 int to_y; // [sp+18h] [bp+Ch]@1
110 // int a2b; // [sp+18h] [bp+Ch]@5
111 int a3a; // [sp+1Ch] [bp+10h]@5
112
113 to_x = x - pGame->pIndoorCameraD3D->vPartyPos.x;
114 to_y = y - pGame->pIndoorCameraD3D->vPartyPos.y;
115 if (pGame->pIndoorCameraD3D->sRotationX)
116 {
117 to_z = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16;
118 //if ( pRenderer->pRenderD3D )
119 //{
120 v14 = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y)
121 + (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y);
122 v9 = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y)
123 - (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y);
124 //}
125 a3a = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16;
126 *pOutX = fixpoint_mul(v14, pGame->pIndoorCameraD3D->int_cosine_x) - fixpoint_mul(to_z, pGame->pIndoorCameraD3D->int_sine_x);
127 *pOutZ = v9;
128 *pOutY = fixpoint_mul(v14, pGame->pIndoorCameraD3D->int_sine_x) + fixpoint_mul(a3a, pGame->pIndoorCameraD3D->int_cosine_x);
129 }
130 else
131 {
132 *pOutY = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16;
133 //if ( pRenderer->pRenderD3D )
134 //{
135 //v10 = pOutX;
136 *pOutX = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y)
137 + (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y);
138 *pOutZ = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y)
139 - (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y);
140 //}
141 }
142 if (!bDoNotShow)
143 return false;
144
145 return *pOutX >= fixpoint_from_int(4, 0) &&
146 *pOutX <= fixpoint_from_int(8000, 0);
147 }
148
149 //----- (00436455) --------------------------------------------------------
150 bool IndoorCameraD3D::IsCulled(BLVFace *pFace)
151 {
152 RenderVertexSoft v; // [sp+8h] [bp-30h]@1
153
154 //----- (0043648F) --------------------------------------------------------
155 auto Vec3_short__to_RenderVertexSoft = [](RenderVertexSoft *_this, Vec3_short_ *a2) -> void
156 {
157 _this->flt_2C = 0.0;
158
159 _this->vWorldPosition.x = a2->x;
160 _this->vWorldPosition.y = a2->y;
161 _this->vWorldPosition.z = a2->z;
162 };
163
164
165 Vec3_short__to_RenderVertexSoft(&v, &pIndoor->pVertices[*pFace->pVertexIDs]);
166 return is_face_faced_to_camera(pFace, &v);
167 }
168
169
170 //----- (00436523) --------------------------------------------------------
171 void IndoorCameraD3D::ViewTransform(RenderVertexSoft *a1a, unsigned int uNumVertices)
172 {
173 if (byte_4D864C && pGame->uFlags & 0x80 ||
174 uCurrentlyLoadedLevelType == LEVEL_Indoor)
175 {
176 float sin_x = fRotationXSine,
177 cos_x = fRotationXCosine;
178 float sin_y = fRotationYSine,
179 cos_y = fRotationYCosine;
180
181 //v4 = uNumVertices;
182 //v7 = pIndoorCamera->fRotationXSine;
183 if (pGame->pIndoorCameraD3D->sRotationX)
184 {
185
186 //_EAX = a1a;
187 for (uint i = 0; i < uNumVertices; ++i)
188 {
189 float st0, st1, st2;
190 //if ( pRenderer->pRenderD3D )
191 {
192 /*__asm
193 {
194 fld [ebp+uNumVertices] // [(a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine]
195 fmul st, st(3) // [pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine]
196 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]
197 fmul st, st(5) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)]
198 // 1[pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
199 // 2[(a1a[i].z - pIndoorCamera->pos.z)]
200 // 3[pIndoorCamera->fRotationXCosine]
201 // 4[pIndoorCamera->fRotationYSine]
202 // 5[pIndoorCamera->fRotationYCosine]
203 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]
204 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]
205 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]
206
207 fld [ebp+uNumVertices] // 0[a1a[i].y - pIndoorCamera->pos.y]
208 // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
209 // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
210 // 3[(a1a[i].z - pIndoorCamera->pos.z)]
211 // 4[pIndoorCamera->fRotationXCosine]
212 // 5[pIndoorCamera->fRotationYSine]
213 // 6[pIndoorCamera->fRotationYCosine]
214
215 fmul st, st(6) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)]
216 // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
217 // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
218 // 3[(a1a[i].z - pIndoorCamera->pos.z)]
219 // 4[pIndoorCamera->fRotationXCosine]
220 // 5[pIndoorCamera->fRotationYSine]
221 // 6[pIndoorCamera->fRotationYCosine]
222
223 fsubp st(1), st // 0[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)]
224 // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
225 // 2[(a1a[i].z - pIndoorCamera->pos.z)]
226 // 3[pIndoorCamera->fRotationXCosine]
227 // 4[pIndoorCamera->fRotationYSine]
228 // 5[pIndoorCamera->fRotationYCosine]
229 }*/
230 st0 = sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
231 st1 = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) + sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
232 st2 = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z);
233 }
234 if (false)//else
235 {
236 /*__asm
237 {
238 fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)]
239 // 1[(a1a[i].z - pIndoorCamera->pos.z)]
240 // 2[pIndoorCamera->fRotationXCosine]
241 // 3[pIndoorCamera->fRotationYSine]
242 // 4[pIndoorCamera->fRotationYCosine]
243 fmul st, st(4) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)]
244 // 1[(a1a[i].z - pIndoorCamera->pos.z)]
245 // 2[pIndoorCamera->fRotationXCosine]
246 // 3[pIndoorCamera->fRotationYSine]
247 // 4[pIndoorCamera->fRotationYCosine]
248 fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)]
249 // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)]
250 // 2[(a1a[i].z - pIndoorCamera->pos.z)]
251 // 3[pIndoorCamera->fRotationXCosine]
252 // 4[pIndoorCamera->fRotationYSine]
253 // 5[pIndoorCamera->fRotationYCosine]
254 fmul st, st(4) // 0[pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
255 // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)]
256 // 2[(a1a[i].z - pIndoorCamera->pos.z)]
257 // 3[pIndoorCamera->fRotationXCosine]
258 // 4[pIndoorCamera->fRotationYSine]
259 // 5[pIndoorCamera->fRotationYCosine]
260 fsubp st(1), st // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
261 // 1[(a1a[i].z - pIndoorCamera->pos.z)]
262 // 2[pIndoorCamera->fRotationXCosine]
263 // 3[pIndoorCamera->fRotationYSine]
264 // 4[pIndoorCamera->fRotationYCosine]
265 fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)]
266 // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
267 // 2[(a1a[i].z - pIndoorCamera->pos.z)]
268 // 3[pIndoorCamera->fRotationXCosine]
269 // 4[pIndoorCamera->fRotationYSine]
270 // 5[pIndoorCamera->fRotationYCosine]
271 fmul st, st(4) // 0[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
272 // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
273 // 2[(a1a[i].z - pIndoorCamera->pos.z)]
274 // 3[pIndoorCamera->fRotationXCosine]
275 // 4[pIndoorCamera->fRotationYSine]
276 // 5[pIndoorCamera->fRotationYCosine]
277 fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)]
278 // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
279 // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
280 // 3[(a1a[i].z - pIndoorCamera->pos.z)]
281 // 4[pIndoorCamera->fRotationXCosine]
282 // 5[pIndoorCamera->fRotationYSine]
283 // 6[pIndoorCamera->fRotationYCosine]
284 fmul st, st(6) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)]
285 // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
286 // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
287 // 3[(a1a[i].z - pIndoorCamera->pos.z)]
288 // 4[pIndoorCamera->fRotationXCosine]
289 // 5[pIndoorCamera->fRotationYSine]
290 // 6[pIndoorCamera->fRotationYCosine]
291 faddp st(1), st // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y) + pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
292 // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
293 // 2[(a1a[i].z - pIndoorCamera->pos.z)]
294 // 3[pIndoorCamera->fRotationXCosine]
295 // 4[pIndoorCamera->fRotationYSine]
296 // 5[pIndoorCamera->fRotationYCosine]
297 }*/
298 st0 = cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) + sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x);
299 st1 = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
300 st2 = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z);
301 }
302
303 a1a[i].vWorldViewPosition.x = st1*cos_x - st2*sin_x;
304 a1a[i].vWorldViewPosition.y = st0;
305 a1a[i].vWorldViewPosition.z = st2*cos_x + st1*sin_x;
306 }
307 }
308 else
309 {
310 for (uint i = 0; i < uNumVertices; ++i)
311 {
312 //if ( pRenderer->pRenderD3D )
313 {
314 /*__asm
315 {
316 fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)]
317 // 1[(a1a[i].z - pIndoorCamera->pos.z)]
318 // 2[sin_y]
319 // 3[cos_y]
320 fmul st, st(2) // 0[sin_y * (a1a[i].y - pIndoorCamera->pos.y)]
321 // 1[(a1a[i].z - pIndoorCamera->pos.z)]
322 // 2[sin_y]
323 // 3[cos_y]
324 fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)]
325 // 1[sin_y * (a1a[i].y - pIndoorCamera->pos.y)]
326 // 2[(a1a[i].z - pIndoorCamera->pos.z)]
327 // 3[sin_y]
328 // 4[cos_y]
329 fmul st, st(4) // 0[cos_y * (a1a[i].x - pIndoorCamera->pos.x)]
330 // 1[sin_y * (a1a[i].y - pIndoorCamera->pos.y)]
331 // 2[(a1a[i].z - pIndoorCamera->pos.z)]
332 // 3[sin_y]
333 // 4[cos_y]
334 faddp st(1), st // 0[cos_y * (a1a[i].x - pIndoorCamera->pos.x) + sin_y * (a1a[i].y - pIndoorCamera->pos.y)]
335 // 1[(a1a[i].z - pIndoorCamera->pos.z)]
336 // 2[sin_y]
337 // 3[cos_y]
338 fstp dword ptr [eax+0Ch]
339 fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)]
340 // 1[(a1a[i].z - pIndoorCamera->pos.z)]
341 // 2[sin_y]
342 // 3[cos_y]
343 fmul st, st(2) // 0[sin_y * (a1a[i].x - pIndoorCamera->pos.x)]
344 // 1[(a1a[i].z - pIndoorCamera->pos.z)]
345 // 2[sin_y]
346 // 3[cos_y]
347 fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)]
348 // 1[sin_y * (a1a[i].x - pIndoorCamera->pos.x)]
349 // 2[(a1a[i].z - pIndoorCamera->pos.z)]
350 // 3[sin_y]
351 // 4[cos_y]
352 fmul st, st(4) // 0[cos_y * (a1a[i].y - pIndoorCamera->pos.y)]
353 // 1[sin_y * (a1a[i].x - pIndoorCamera->pos.x)]
354 // 2[(a1a[i].z - pIndoorCamera->pos.z)]
355 // 3[sin_y]
356 // 4[cos_y]
357 fsubp st(1), st // 0[sin_y * (a1a[i].x - pIndoorCamera->pos.x) - cos_y * (a1a[i].y - pIndoorCamera->pos.y)]
358 // 1[(a1a[i].z - pIndoorCamera->pos.z)]
359 // 2[sin_y]
360 // 3[cos_y]
361 fstp dword ptr [eax+10h]
362 fstp dword ptr [eax+14h]
363 }*/
364 a1a[i].vWorldViewPosition.x = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) + sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
365 a1a[i].vWorldViewPosition.y = sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
366 a1a[i].vWorldViewPosition.z = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z);
367 }
368 if (false)//else
369 {
370 __debugbreak();
371 /*__asm
372 {
373 fld [ebp+a1]
374 fmul st, st(3)
375 fld [ebp+uNumVertices]
376 fmul st, st(3)
377 fsubp st(1), st
378 fstp dword ptr [eax+0Ch]
379 fld [ebp+a1]
380 fmul st, st(2)
381 fld [ebp+uNumVertices]
382 fmul st, st(4)
383 faddp st(1), st
384
385 fstp dword ptr [eax+10h]
386 fstp dword ptr [eax+14h]
387 }*/
388 }
389 }
390 }
391 }
392 else for (uint i = 0; i < uNumVertices; ++i)
393 //pIndoorCamera->ViewTransform_ODM(a1a + i);
394 {
395 //ViewTransform_ODM(a1a + i);
396
397 RenderVertexSoft* a1 = &a1a[i];
398 //----- (00481CCE) --------------------------------------------------------
399 //void ViewTransform_ODM(RenderVertexSoft *a1)
400 {
401 float result; // eax@1
402 double vCamToVertexZ; // st7@1
403 double v3; // st6@1
404 double v4; // st5@1
405 double v5; // st4@1
406 float v6; // ST04_4@3
407 float v7; // [sp+0h] [bp-14h]@1
408 float v8; // [sp+8h] [bp-Ch]@1
409 float vCamToVertexX; // [sp+Ch] [bp-8h]@1
410 float vCamToVertexY; // [sp+10h] [bp-4h]@1
411
412 v8 = fRotationXCosine;
413 result = fRotationXSine;
414 v7 = fRotationXSine;
415 vCamToVertexX = a1->vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x;
416 vCamToVertexY = a1->vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y;
417 vCamToVertexZ = a1->vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z;
418 v3 = fRotationYCosine;
419 v4 = fRotationYSine;
420 v5 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX;
421 if (pGame->pIndoorCameraD3D->sRotationX)
422 {
423 v6 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX;
424 a1->vWorldViewPosition.x = v5 * fRotationXCosine + fRotationXSine * vCamToVertexZ;
425 a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX;
426 a1->vWorldViewPosition.z = v8 * vCamToVertexZ - v6 * v7;
427 }
428 else
429 {
430 a1->vWorldViewPosition.x = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX;
431 a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX;
432 a1->vWorldViewPosition.z = vCamToVertexZ;
433 }
434 }
435 }
436 }
437
438
439 //----- (00436932) --------------------------------------------------------
440 bool IndoorCameraD3D::GetFacetOrientation(char polyType, Vec3_float_ *a2, Vec3_float_ *a3, Vec3_float_ *a4)
441 {
442 switch ((PolygonType)polyType)
443 {
444 case POLYGON_VerticalWall:
445 {
446 a4->x = -a2->y;
447 a4->y = a2->x;
448 a4->z = 0.0;
449
450 a3->x = 0.0;
451 a3->y = 0.0;
452 a3->z = 1.0f;
453 }
454 return true;
455
456 case POLYGON_Floor:
457 case POLYGON_Ceiling:
458 {
459 a4->x = 1.0;
460 a4->y = 0.0;
461 a4->z = 0.0;
462
463 a3->x = 0.0;
464 a3->y = 1.0;
465 a3->z = 0.0;
466 }
467 return true;
468
469 case POLYGON_InBetweenFloorAndWall:
470 case POLYGON_InBetweenCeilingAndWall:
471 {
472 if (fabs(a2->z) < 0.70811361)
473 {
474 a4->x = -a2->y;
475 a4->y = a2->x;
476 a4->z = 0.0;
477 a4->Normalize();
478
479 a3->x = 0.0;
480 a3->y = 0.0;
481 a3->z = 1.0;
482 }
483 else
484 {
485 a4->x = 1.0;
486 a4->y = 0.0;
487 a4->z = 0.0;
488
489 a3->x = 0.0;
490 a3->y = 1.0;
491 a3->z = 0.0;
492 }
493 }
494 return true;
495
496 default:
497 return false;
498 }
499 }
500
501 //----- (00438258) --------------------------------------------------------
502 bool IndoorCameraD3D::is_face_faced_to_camera(BLVFace *pFace, RenderVertexSoft *a2)
503 {
504 if (pFace->Portal())
505 return false;
506
507 //really strange cull; dot(to_cam, normal) < 0 means we see the BACK face, not font %_%
508 if ( (a2->vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z) * (double)pFace->pFacePlane_old.vNormal.z
509 + (a2->vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y) * (double)pFace->pFacePlane_old.vNormal.y
510 + (a2->vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x) * (double)pFace->pFacePlane_old.vNormal.x < 0.0)
511 return false;
512
513 return true;
514 }
515
516
517 //----- (00437AB5) --------------------------------------------------------
518 void IndoorCameraD3D::do_draw_debug_line_sw(RenderVertexSoft *pLineBegin, signed int sStartDiffuse, RenderVertexSoft *pLineEnd, signed int sEndDiffuse, unsigned int uOutNumVertices, float z_stuff)
519 {
520 RenderVertexSoft a1[20]; // [sp+8h] [bp-7C4h]@6
521 RenderVertexSoft pVertices[20]; // [sp+3C8h] [bp-404h]@2
522 RenderVertexD3D3 v24[2]; // [sp+788h] [bp-44h]@11
523
524 //if ( pRenderer->pRenderD3D )
525 //{
526 for ( uint i = 0; i < 20; i++ )
527 pVertices[i].flt_2C = 0.0;
528 if ( (char)uOutNumVertices )
529 {
530 pVertices[0].vWorldViewProjX = pLineBegin->vWorldViewProjX;
531 pVertices[0].vWorldViewProjY = pLineBegin->vWorldViewProjY;
532
533 pVertices[1].vWorldViewProjX = pLineEnd->vWorldViewProjX;
534 pVertices[1].vWorldViewProjY = pLineEnd->vWorldViewProjY;
535 v24[0].specular = 0;
536 v24[0].pos.x = pVertices[0].vWorldViewProjX;
537 v24[0].pos.y = pVertices[0].vWorldViewProjY;
538 v24[0].pos.z = 0.001 - z_stuff;
539 v24[0].diffuse = sStartDiffuse;
540 v24[0].rhw = 0.001;
541 v24[0].texcoord.x = 0.0;
542 v24[0].texcoord.y = 0.0;
543
544 v24[1].pos.x = pVertices[1].vWorldViewProjX;
545 v24[1].pos.y = pVertices[1].vWorldViewProjY;
546 v24[1].diffuse = sEndDiffuse;
547 v24[1].pos.z = 0.001 - z_stuff;
548 v24[1].specular = 0;
549 v24[1].rhw = 0.001;
550 v24[1].texcoord.x = 0.0;
551 v24[1].texcoord.y = 0.0;
552 //v19 = pRenderer->pRenderD3D->pDevice;
553 pRenderer->DrawLines(v24, 2);
554 return;
555 }
556 for ( uint i = 0; i < 20; i++ )
557 a1[i].flt_2C = 0.0;
558 uOutNumVertices = 2;
559 a1[0].vWorldPosition.x = pLineBegin->vWorldPosition.x;
560 a1[0].vWorldPosition.y = pLineBegin->vWorldPosition.y;
561 a1[0].vWorldPosition.z = pLineBegin->vWorldPosition.z;
562 a1[1].vWorldPosition.x = pLineEnd->vWorldPosition.x;
563 a1[1].vWorldPosition.y = pLineEnd->vWorldPosition.y;
564 a1[1].vWorldPosition.z = pLineEnd->vWorldPosition.z;
565 if ( CalcPortalShape(a1, &uOutNumVertices, pVertices, this->std__vector_000034_prolly_frustrum, 4, 1, 0) != 1 || (signed int)uOutNumVertices >= 2 )
566 {
567 ViewTransform(pVertices, 2);
568 Project(pVertices, 2, 0);
569 v24[0].specular = 0;
570 v24[0].pos.x = pVertices[0].vWorldViewProjX;
571 v24[0].pos.y = pVertices[0].vWorldViewProjY;
572 v24[0].pos.z = 0.001 - z_stuff;
573 v24[0].diffuse = sStartDiffuse;
574 v24[0].rhw = 0.001;
575 v24[0].texcoord.x = 0.0;
576 v24[0].texcoord.y = 0.0;
577
578 v24[1].pos.x = pVertices[1].vWorldViewProjX;
579 v24[1].pos.y = pVertices[1].vWorldViewProjY;
580 v24[1].diffuse = sEndDiffuse;
581 v24[1].pos.z = 0.001 - z_stuff;
582 v24[1].specular = 0;
583 v24[1].rhw = 0.001;
584 v24[1].texcoord.x = 0.0;
585 v24[1].texcoord.y = 0.0;
586 //v19 = pRenderer->pRenderD3D->pDevice;
587 pRenderer->DrawLines(v24, 2);
588 return;
589 }
590 //}
591 }
592
593 //----- (00437A55) --------------------------------------------------------
594 void IndoorCameraD3D::debug_outline_d3d(const RenderVertexD3D3 *pLineVertices, unsigned int uNumLines, int uDiffuse, float z_stuff)
595 {
596 unsigned int v5; // esi@1
597 const RenderVertexD3D3 *v6; // ecx@2
598 unsigned int v7; // ebx@2
599 const RenderVertexD3D3 *v8; // edi@3
600
601 v5 = 0;
602 if ( (signed int)(uNumLines - 1) > 0 )
603 {
604 v6 = pLineVertices;
605 v5 = uNumLines - 1;
606 for ( v7 = uNumLines - 1; v7; --v7 )
607 {
608 v8 = v6 + 1;
609 pRenderer->do_draw_debug_line_d3d(v6, uDiffuse, v6 + 1, uDiffuse, z_stuff);
610 v6 = v8;
611 }
612 }
613 pRenderer->do_draw_debug_line_d3d(&pLineVertices[v5], uDiffuse, pLineVertices, uDiffuse, z_stuff);
614 }
615
616 //----- (004379EE) --------------------------------------------------------
617 void IndoorCameraD3D::debug_outline_sw(RenderVertexSoft *a2, unsigned int uNumVertices, unsigned int uDiffuse, float a5)
618 {
619 if ( !uNumVertices )
620 return;
621 if ( (signed int)(uNumVertices - 1) > 0 )
622 {
623 for ( uint i = 0; i < uNumVertices - 1; i++ )
624 do_draw_debug_line_sw(&a2[i], uDiffuse, &a2[i + 1], uDiffuse, 0, a5);
625 }
626 do_draw_debug_line_sw(&a2[uNumVertices - 1], uDiffuse, a2, uDiffuse, 0, a5);
627 }
628
629
630 void IndoorCameraD3D::DebugDrawPortal(BLVFace *pFace)
631 {
632 Assert(pFace->uNumVertices <= 32);
633
634 RenderVertexSoft sw[32];
635 for (uint i = 0; i < pFace->uNumVertices; ++i)
636 {
637 sw[i].vWorldPosition.x = pIndoor->pVertices[pFace->pVertexIDs[i]].x;
638 sw[i].vWorldPosition.y = pIndoor->pVertices[pFace->pVertexIDs[i]].y;
639 sw[i].vWorldPosition.z = pIndoor->pVertices[pFace->pVertexIDs[i]].z;
640 }
641 ViewTransform(sw, pFace->uNumVertices);
642 Project(sw, pFace->uNumVertices, 0);
643
644
645
646 RenderVertexD3D3 v[32];
647 for (uint i = 0; i < pFace->uNumVertices; ++i)
648 {
649 v[i].pos.x = sw[i].vWorldViewProjX;
650 v[i].pos.y = sw[i].vWorldViewProjY;
651 v[i].pos.z = 1.0 - 1.0 / (sw[i].vWorldViewPosition.x * 0.061758894);
652 v[i].rhw = 1.0 / sw[i].vWorldViewPosition.x;
653 v[i].diffuse = 0x80F020F0;
654 v[i].specular = 0;
655 //v[i].texcoord.x = pFace->pVertexUIDs[i] / (double)pTex->uTextureWidth;
656 //v[i].texcoord.y = pFace->pVertexUIDs[i] / (double)pTex->uTextureHeight;
657 v[i].texcoord.x = 0;
658 v[i].texcoord.y = 0;
659 }
660
661 pRenderer->DrawFansTransparent(v, pFace->uNumVertices);
662 }
663
664 //----- (00437906) --------------------------------------------------------
665 void IndoorCameraD3D::PrepareAndDrawDebugOutline(BLVFace *pFace, unsigned int uDiffuse)
666 {
667 static RenderVertexSoft static_sub_437906_array_50CDD0[64];
668 static bool __init_flag1 = false;
669 if (!__init_flag1)
670 {
671 __init_flag1 = true;
672
673 for (uint i = 0; i < 64; ++i)
674 static_sub_437906_array_50CDD0[i].flt_2C = 0.0f;
675 }
676 if ( pFace->uNumVertices )
677 {
678 for ( uint i = 0; i < pFace->uNumVertices; i++ )
679 {
680 static_sub_437906_array_50CDD0[i].vWorldPosition.x = (double)pIndoor->pVertices[pFace->pVertexIDs[i]].x;
681 static_sub_437906_array_50CDD0[i].vWorldPosition.y = (double)pIndoor->pVertices[pFace->pVertexIDs[i]].y;
682 static_sub_437906_array_50CDD0[i].vWorldPosition.z = (double)pIndoor->pVertices[pFace->pVertexIDs[i]].z;
683 static_sub_437906_array_50CDD0[i].u = (double)pFace->pVertexUIDs[i];
684 static_sub_437906_array_50CDD0[i].v = (double)pFace->pVertexVIDs[i];
685 }
686 }
687 if ( draw_portals_loops )
688 debug_outline_sw(static_sub_437906_array_50CDD0, pFace->uNumVertices, uDiffuse, 0.0);
689 }
690 // 50D9D0: using guessed type char static_sub_437906_byte_50D9D0_init_flag;
691
692 //----- (004378BA) --------------------------------------------------------
693 void IndoorCameraD3D::MatrixMultiply(Matrix3x3_float_ *ma, Matrix3x3_float_ *mb, Matrix3x3_float_ *m_out)
694 {
695 float sum;
696
697 for ( uint row = 0; row < 3; row++ )
698 {
699 for ( uint col = 0; col < 3; col++ )
700 {
701 sum = 0;
702 for ( int index = 0; index < 3; index++ )
703 sum += ma->v[row][index]*mb->v[index][col];
704 m_out->v[row][col] = sum;
705 }
706 }
707 }
708
709 //----- (004376E7) --------------------------------------------------------
710 void IndoorCameraD3D::CreateWorldMatrixAndSomeStuff()
711 {
712 Matrix3x3_float_ m1; // [sp+10h] [bp-B8h]@1
713 Matrix3x3_float_ m2; // [sp+34h] [bp-94h]@1
714 Matrix3x3_float_ m3; // [sp+58h] [bp-70h]@1
715 Matrix3x3_float_ m4; // [sp+7Ch] [bp-4Ch]@1
716 Matrix3x3_float_ m5; // [sp+A0h] [bp-28h]@1
717
718 //RotationZ(0)
719 m5._11 = cosf(0); m5._12 = sinf(0); m5._13 = 0;
720 m5._21 = -sinf(0); m5._22 = cosf(0); m5._23 = 0;
721 m5._31 = 0; m5._32 = 0; m5._33 = 1;
722
723 float cos_x1 = fRotationXCosine,
724 sin_x1 = fRotationXSine;
725 //RotationX(x)
726 m4._11 = 1; m4._12 = 0; m4._13 = 0;
727 m4._21 = 0; m4._22 = cos_x1; m4._23 = sin_x1;
728 m4._31 = 0; m4._32 = -sin_x1; m4._33 = cos_x1;
729
730 float cos_y1 = fRotationYCosine,
731 sin_y1 = fRotationYSine;
732 //RotationY(some_angle)
733 m3._11 = cos_y1; m3._12 = 0; m3._13 = -sin_y1;
734 m3._21 = 0; m3._22 = 1; m3._23 = 0;
735 m3._31 = sin_y1; m3._32 = 0; m3._33 = cos_y1;
736
737 MatrixMultiply(&m5, &m3, &m1);
738 MatrixMultiply(&m4, &m1, &m2);
739
740 for (uint i = 0; i < 3; ++i)
741 {
742 field_4[0].v[i] = m2.v[1][i];
743 field_4[1].v[i] = m2.v[0][i];
744 field_4[2].v[i] = m2.v[2][i];
745 }
746
747 inv_fov = 1.1344639;
748 fov_x = (double)pViewport->uScreenWidth * 0.8814736;
749
750 fov_y = 0.8814736 * (double)pViewport->uScreenHeight;
751 fov = fov_y;
752 if ( fov_x > fov )
753 fov = fov_x;
754 screenCenterX = (double)pViewport->uScreenCenterX;
755 screenCenterY = (double)(pViewport->uScreenCenterY - pViewport->uScreen_TL_Y);
756 }
757
758 //----- (00437691) --------------------------------------------------------
759 void IndoorCameraD3D::Vec3Transform(const IndoorCameraD3D_Vec3 *pVector, IndoorCameraD3D_Vec3 *pOut)
760 {
761 pOut->y = field_4[1].x * pVector->x + field_4[0].x * pVector->y + field_4[2].x * pVector->z;
762 pOut->z = field_4[1].y * pVector->x + field_4[0].y * pVector->y + field_4[2].y * pVector->z;
763 pOut->x = field_4[1].z * pVector->x + field_4[0].z * pVector->y + field_4[2].z * pVector->z;
764 }
765
766 //----- (00437607) --------------------------------------------------------
767 void IndoorCameraD3D::_437607(IndoorCameraD3D_Vec3 *a1, IndoorCameraD3D_Vec4 *a2)
768 {
769 double v4; // st7@1
770 IndoorCameraD3D_Vec3 v8; // [sp+8h] [bp-1Ch]@1
771
772 v8.x = (double)pGame->pIndoorCameraD3D->vPartyPos.x;
773 v8.y = (double)pGame->pIndoorCameraD3D->vPartyPos.y;
774 v8.z = (double)pGame->pIndoorCameraD3D->vPartyPos.z;
775 Vec3Transform(a1, a2);
776
777 v4 = v8.x * a2->x + v8.y * a2->y + v8.z * a2->z;
778 a2->dot = v4 + 0.000099999997;
779 }
780
781 //----- (004374E8) --------------------------------------------------------
782 void IndoorCameraD3D::_4374E8_ProllyBuildFrustrum()
783 {
784 //IndoorCameraD3D *v1; // esi@1
785 //double v2; // st7@1
786 double v3; // st7@1
787 //double v4; // st7@1
788 double v5; // st7@1
789 //double v6; // st7@1
790 IndoorCameraD3D_Vec3 v7; // [sp+Ch] [bp-24h]@1
791 //float v8; // [sp+10h] [bp-20h]@1
792 //float v9; // [sp+14h] [bp-1Ch]@1
793 //float v10; // [sp+18h] [bp-18h]@1
794 //float v11; // [sp+1Ch] [bp-14h]@1
795 //float v12; // [sp+20h] [bp-10h]@1
796 //int v13; // [sp+2Ch] [bp-4h]@1
797
798 //v1 = this;
799 //IndoorCameraD3D_Vec3::IndoorCameraD3D_Vec3(&v7);
800 //v2 = 2.0 / inv_fov;
801 //v13 = 0;
802 v3 = atan(2.0 / inv_fov * fov / fov_x);
803 //v12 = v3;
804 //v11 = sin(v3);
805 //v4 = cos(v3);
806 v7.x = -sin(v3);
807 v7.y = 0.0;
808 v7.z = cos(v3);
809 _437607(&v7, std__vector_000034_prolly_frustrum + 0);
810 v7.x = sin(v3);
811 _437607(&v7, std__vector_000034_prolly_frustrum + 1);
812 v5 = atan(2.0 / inv_fov * fov / (fov_y + 0.5));
813 //v12 = v5;
814 //v11 = sin(v5);
815 //v6 = cos(v5);
816 v7.y = sin(v5);
817 v7.x = 0.0;
818 v7.z = cos(v5);
819 _437607(&v7, &std__vector_000034_prolly_frustrum[2]);
820 v7.y = -sin(v5);
821 _437607(&v7, &std__vector_000034_prolly_frustrum[3]);
822 //v13 = -1;
823 //IndoorCameraD3D_Vec3::dtor(&v7);
824 }
825
826 //----- (00437376) --------------------------------------------------------
827 char IndoorCameraD3D::_437376(stru154 *thisa, RenderVertexSoft *a2, unsigned int *pOutNumVertices)
828 {
829 //unsigned int v4; // ebx@1
830 //RenderVertexSoft *v5; // edx@2
831 double v6; // st7@3
832 //unsigned int v7; // edi@5
833 signed int v8; // esi@6
834 int v9; // ebx@8
835 int v10; // eax@8
836 //int v11; // ecx@14
837 //int v12; // eax@14
838 int v13; // eax@15
839 signed int v14; // ebx@17
840 //RenderVertexSoft *v15; // eax@18
841 unsigned int *v16; // eax@20
842 // char result; // al@24
843 RenderVertexSoft v18; // [sp+Ch] [bp-34h]@2
844 int v19; // [sp+3Ch] [bp-4h]@8
845 signed int thisb; // [sp+48h] [bp+8h]@6
846 bool a2_3; // [sp+4Fh] [bp+Fh]@5
847
848 //v4 = *pOutNumVertices;
849 //v5 = a2;
850 memcpy(&v18, a2, sizeof(v18));
851 a2_3 = false;
852 memcpy(&a2[*pOutNumVertices], a2, sizeof(a2[*pOutNumVertices]));
853 memcpy(&a2[*pOutNumVertices + 1], &a2[1], sizeof(a2[*pOutNumVertices + 1]));
854 //v7 = *pOutNumVertices;
855
856 if ( (signed int)*pOutNumVertices <= 3
857 || (((v18.vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z) * thisa->face_plane.vNormal.z
858 + (v18.vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y) * thisa->face_plane.vNormal.y
859 + (v18.vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x) * thisa->face_plane.vNormal.x < 0.0) ? (v6 = 1.0) : (v6 = -1.0),
860 (signed int)*pOutNumVertices <= 0) )
861 return 0;
862 v8 = 1;
863 for ( thisb = 1; thisb - 1 < (signed int)*pOutNumVertices; v8 = thisb )
864 {
865 v9 = v8 - 1;
866 v10 = v8 + 1;
867 v19 = v8 + 1;
868 if ( v8 - 1 >= (signed int)*pOutNumVertices )
869 v9 -= *pOutNumVertices;
870 if ( v8 >= (signed int)*pOutNumVertices )
871 v8 -= *pOutNumVertices;
872 if ( v19 >= (signed int)*pOutNumVertices )
873 v10 = v19 - *pOutNumVertices;
874 //v11 = (int)&a2[v10];
875 //v12 = (int)&a2[v9];
876 if ( -0.009999999776482582 > ((a2[v8].vWorldViewProjX - a2[v9].vWorldViewProjX)
877 * (a2[v10].vWorldViewProjY - a2[v9].vWorldViewProjY)
878 - (a2[v8].vWorldViewProjY - a2[v9].vWorldViewProjY)
879 * (a2[v10].vWorldViewProjX - a2[v9].vWorldViewProjX))
880 * v6 )
881 {
882 thisb = v19;
883 v16 = pOutNumVertices;
884 }
885 else
886 {
887 v13 = thisb;
888 if ( thisb >= (signed int)*pOutNumVertices )
889 v13 = thisb - *pOutNumVertices;
890 if ( v13 < (signed int)*pOutNumVertices )
891 {
892 for ( v14 = v13; v14 < (signed int)*pOutNumVertices; ++v14 )
893 memcpy(&a2[v14], &a2[v14 + 1], sizeof(a2[v14]));
894 }
895 v16 = pOutNumVertices;
896 a2_3 = true;
897 --*v16;
898 }
899 *pOutNumVertices = *v16;
900 //if ( thisb - 1 >= (signed int)*v16 )
901 //break;
902 }
903 if ( a2_3 )
904 return true;
905 else
906 return false;
907 }
908
909 //----- (00437285) --------------------------------------------------------
910 bool IndoorCameraD3D::CalcPortalShape(RenderVertexSoft *a1, unsigned int *pOutNumVertices, RenderVertexSoft *pVertices, IndoorCameraD3D_Vec4 *a4, signed int uNumVertices, char a6, int _unused)
911 {
912 // char *v8; // eax@2
913 // signed int v9; // ecx@2
914 //bool result; // eax@5
915 int v11; // ecx@5
916 //signed int v12; // ecx@6
917 //char *v13; // esi@6
918 RenderVertexSoft *v14; // eax@8
919 RenderVertexSoft *v15; // edx@8
920 Vec3_float_ a5; // [sp+18h] [bp-3Ch]@12
921 //float v17; // [sp+44h] [bp-10h]@1
922 //int v18; // [sp+48h] [bp-Ch]@5
923 //stru9 *thisa; // [sp+4Ch] [bp-8h]@1
924 int a7a; // [sp+53h] [bp-1h]@5
925 //bool a6a; // [sp+70h] [bp+1Ch]@5
926
927 //v17 = 0.0;
928 //thisa = pGame->pStru9Instance;
929
930 static RenderVertexSoft sr_vertices_50D9D8[64];
931
932 //result = 0;
933 a7a = 0;
934 v11 = 2 * (a6 == 0) + 1;
935 //a6a = 0;
936 //v18 = v11;
937 if (uNumVertices <= 0)
938 return false;
939
940 //v12 = *pOutNumVertices;
941 //v13 = (char *)&a4->y;
942
943 //while ( 1 )
944 for ( uint i = 0; i < uNumVertices; ++i )
945 {
946 if (i % 2)
947 {
948 v14 = a1;
949 v15 = sr_vertices_50D9D8;
950 }
951 else
952 {
953 v15 = a1;
954 v14 = sr_vertices_50D9D8;
955 }
956 if (i == uNumVertices - 1)
957 v14 = pVertices;
958 a5.x = a4[i].x;
959 a5.y = a4[i].y;
960 a5.z = a4[i].z;
961 pGame->pStru9Instance->CalcPortalShape(v15, *pOutNumVertices, v14, pOutNumVertices, &a5, a4[i].dot, (char *)&a7a, _unused);
962 //v12 = *pOutNumVertices;
963 if (*pOutNumVertices < v11)
964 {
965 *pOutNumVertices = 0;
966 return true;
967 }
968 //result = a6a;
969 //v13 += 24;
970 //if (++i >= uNumVertices)
971 //
972 }
973 return a7a;
974 }
975
976 //----- (004371C3) --------------------------------------------------------
977 bool IndoorCameraD3D::_4371C3(RenderVertexSoft *pVertices, unsigned int *pOutNumVertices, int _unused)
978 {
979 // char *v4; // eax@2
980 // signed int v5; // ecx@2
981 RenderVertexSoft *v6; // esi@5
982 unsigned int *v7; // edi@5
983 char *v8; // ecx@6
984 int v9; // eax@6
985 IndoorCameraD3D *thisa; // [sp+0h] [bp-Ch]@1
986 signed int v12; // [sp+4h] [bp-8h]@5
987 unsigned int pVerticesa; // [sp+14h] [bp+8h]@6
988 unsigned int pOutNumVerticesa; // [sp+18h] [bp+Ch]@6
989
990 thisa = this;
991
992
993 static RenderVertexSoft static_4371C3_array_50E5E0[64];
994 static bool __init_flag1 = false;
995 if (!__init_flag1)
996 {
997 __init_flag1 = true;
998
999 for (uint i = 0; i < 64; ++i)
1000 static_4371C3_array_50E5E0[i].flt_2C = 0.0f;
1001 }
1002
1003 v12 = 0;
1004 v6 = pVertices;
1005 v7 = pOutNumVertices;
1006 if ( (signed int)*pOutNumVertices > 0 )
1007 {
1008 pOutNumVerticesa = (char *)static_4371C3_array_50E5E0 - (char *)pVertices;
1009 pVerticesa = (char *)&static_4371C3_array_50E5E0[0].vWorldViewProjY - (char *)pVertices;
1010 v8 = (char *)&static_4371C3_array_50E5E0[0].vWorldPosition.y;
1011 v9 = (int)&v6->vWorldPosition.z;
1012 do
1013 {
1014 ++v12;
1015 *((int *)v8 - 1) = *(int *)(v9 - 8);
1016 *(int *)v8 = *(int *)(v9 - 4);
1017 v8 += 48;
1018 *(float *)(pOutNumVerticesa + v9) = *(float *)v9;
1019 *(float *)(pVerticesa + v9) = *(float *)(v9 + 28);
1020 *(float *)((char *)&static_4371C3_array_50E5E0[0]._rhw - (char *)v6 + v9) = *(float *)(v9 + 32);
1021 v9 += 48;
1022 }
1023 while ( v12 < (signed int)*v7 );
1024 }
1025 return CalcPortalShape(
1026 static_4371C3_array_50E5E0,
1027 v7,
1028 v6,
1029 thisa->std__vector_000034_prolly_frustrum,
1030 4,
1031 0,
1032 _unused);
1033 }
1034 // 50F1E0: using guessed type char static_sub_4371C3_byte_50F1E0_init_flags;
1035
1036 //----- (00437143) --------------------------------------------------------
1037 void IndoorCameraD3D::_437143(unsigned int uNumInVertices, RenderVertexSoft *pOutVertices, RenderVertexSoft *pInVertices, unsigned int *pOutNumVertices)
1038 {
1039 double v9; // st7@3
1040
1041 uint i = 0;
1042
1043 for ( i; i < uNumInVertices; ++i )
1044 {
1045 pInVertices[i]._rhw = 1.0 / (pInVertices[i].vWorldViewPosition.x + 0.0000001);
1046 memcpy(&pOutVertices[i], &pInVertices[i], sizeof(pOutVertices[i]));
1047 v9 = (double)pODMRenderParams->int_fov_rad * pInVertices[i]._rhw;
1048 pOutVertices[i].vWorldViewProjX = (double)pViewport->uScreenCenterX - v9 * pInVertices[i].vWorldViewPosition.y;
1049 pOutVertices[i].vWorldViewProjY = (double)pViewport->uScreenCenterY - v9 * pInVertices[i].vWorldViewPosition.z;
1050 }
1051 *pOutNumVertices = i;
1052 return;
1053 }
1054
1055 //----- (00436F09) --------------------------------------------------------
1056 void IndoorCameraD3D::_436F09_mess_with_lightmap__clipflag_4(RenderVertexSoft *pInVertices, int uNumInVertices, RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices)
1057 {
1058 unsigned int *pOutNumVertices_; // ebx@1
1059 double v6; // st7@2
1060 signed int v7; // esi@2
1061 char *v8; // edx@5
1062 unsigned int v9; // eax@10
1063 RenderVertexSoft *v10; // ecx@11
1064 double v11; // st6@11
1065 double v12; // st6@12
1066 unsigned int v13; // edi@14
1067 unsigned __int8 v14; // c2@16
1068 unsigned __int8 v15; // c3@16
1069 unsigned int v16; // edi@17
1070 bool a1a; // [sp+Ch] [bp+8h]@7
1071 int a4a; // [sp+18h] [bp+14h]@5
1072
1073 pOutNumVertices_ = pOutNumVertices;
1074 *pOutNumVertices = 0;
1075 if ( uNumInVertices )
1076 {
1077 memcpy(&pInVertices[uNumInVertices], pInVertices, sizeof(pInVertices[uNumInVertices]));
1078 v6 = (double)pODMRenderParams->shading_dist_mist;
1079 v7 = 0;
1080 if ( v6 >= pInVertices->vWorldViewPosition.x )
1081 v7 = 1;
1082 if ( uNumInVertices + 1 > 1 )
1083 {
1084 a4a = uNumInVertices;
1085 v8 = (char *)&pInVertices[1].u;
1086 do
1087 {
1088 a1a = v6 >= *((float *)v8 - 6);
1089 if ( v7 == a1a )
1090 {
1091 v10 = pOutVertices;
1092 //goto LABEL_23;
1093 }
1094 else
1095 {
1096
1097 v9 = *pOutNumVertices_;
1098 if (a1a)
1099 {
1100 v10 = pOutVertices;
1101 v11 = (v6 - *((float *)v8 - 18)) / (*((float *)v8 - 6) - *((float *)v8 - 18));
1102 pOutVertices[v9].vWorldViewPosition.y = (*((float *)v8 - 5) - *((float *)v8 - 17)) * v11 + *((float *)v8 - 17);
1103 pOutVertices[*pOutNumVertices_].vWorldViewPosition.z = (*((float *)v8 - 4) - *((float *)v8 - 16)) * v11
1104 + *((float *)v8 - 16);
1105 pOutVertices[*pOutNumVertices_].u = (*(float *)v8 - *((float *)v8 - 12)) * v11 + *((float *)v8 - 12);
1106 pOutVertices[*pOutNumVertices_].v = (*((float *)v8 + 1) - *((float *)v8 - 11)) * v11 + *((float *)v8 - 11);
1107 }
1108 else
1109 {
1110 v12 = (v6 - *((float *)v8 - 6)) / (*((float *)v8 - 18) - *((float *)v8 - 6));
1111 pOutVertices[v9].vWorldViewPosition.y = (*((float *)v8 - 17) - *((float *)v8 - 5)) * v12 + *((float *)v8 - 5);
1112 pOutVertices[*pOutNumVertices_].vWorldViewPosition.z = (*((float *)v8 - 16) - *((float *)v8 - 4)) * v12
1113 + *((float *)v8 - 4);
1114 pOutVertices[*pOutNumVertices_].u = (*((float *)v8 - 12) - *(float *)v8) * v12 + *(float *)v8;
1115 pOutVertices[*pOutNumVertices_].v = (*((float *)v8 - 11) - *((float *)v8 + 1)) * v12 + *((float *)v8 + 1);
1116 v10 = pOutVertices;
1117 }
1118 v10[*pOutNumVertices_].vWorldViewPosition.x = v6;
1119 v10[*pOutNumVertices_]._rhw = 1.0 / v6;
1120 if (v7)
1121 {
1122 v13 = (unsigned int)&v10[*pOutNumVertices_];
1123 if (*(float *)(v13 + 12) != *((float *)v8 - 18) || *(float *)(v13 + 16) != *((float *)v8 - 17))
1124 {
1125 ++*pOutNumVertices_;
1126 //goto LABEL_23;
1127 }
1128 else
1129 {
1130 v14 = 0;
1131 v15 = *(float *)(v13 + 20) == *((float *)v8 - 16);
1132 if (!(v15 | v14))
1133 {
1134 //goto LABEL_21;
1135 ++*pOutNumVertices_;
1136 //goto LABEL_23;
1137 }
1138 }
1139 }
1140 else
1141 {
1142 v16 = (unsigned int)&v10[*pOutNumVertices_];
1143 if (*(float *)(v16 + 12) != *((float *)v8 - 6) || *(float *)(v16 + 16) != *((float *)v8 - 5))
1144 {
1145 //LABEL_21:
1146 ++*pOutNumVertices_;
1147 //goto LABEL_23;
1148 }
1149 else
1150 {
1151 v14 = 0;
1152 v15 = *(float *)(v16 + 20) == *((float *)v8 - 4);
1153 if (!(v15 | v14))
1154 {
1155 //goto LABEL_21;
1156 ++*pOutNumVertices_;
1157 //goto LABEL_23;
1158 }
1159 }
1160 }
1161 }
1162 //LABEL_23:
1163 if ( a1a )
1164 {
1165 memcpy(&v10[*pOutNumVertices_], v8 - 36, sizeof(v10[*pOutNumVertices_]));
1166 pOutVertices[*pOutNumVertices_]._rhw = 1.0 / (*((float *)v8 - 6) + 0.0000001);
1167 pOutVertices[(*pOutNumVertices_)++].flt_2C = *((float *)v8 + 2);
1168 }
1169 v7 = a1a;
1170 v8 += 48;
1171 --a4a;
1172 }
1173 while ( a4a );
1174 }
1175 if ( (signed int)*pOutNumVertices_ < 3 )
1176 *pOutNumVertices_ = 0;
1177 }
1178 }
1179
1180 //----- (00436CDC) --------------------------------------------------------
1181 void IndoorCameraD3D::_436CDC_mess_with_lightmap__clipflag_2(RenderVertexSoft *pInVertices, int uNumInVertices, RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices)
1182 {
1183 signed int v5; // esi@2
1184 char *v6; // edx@5
1185 unsigned int v7; // eax@10
1186 RenderVertexSoft *v8; // ecx@11
1187 double v9; // st6@11
1188 double v10; // st6@12
1189 unsigned int v11; // edi@14
1190 unsigned __int8 v12; // c2@16
1191 unsigned __int8 v13; // c3@16
1192 unsigned int v14; // edi@17
1193 bool a1a; // [sp+Ch] [bp+8h]@7
1194
1195 if ( uNumInVertices )
1196 {
1197 *pOutNumVertices = 0;
1198 memcpy(&pInVertices[uNumInVertices], pInVertices, sizeof(pInVertices[uNumInVertices]));
1199 v5 = 0;
1200 if ( pInVertices->vWorldViewPosition.x >= 8.0 )
1201 v5 = 1;
1202 if ( uNumInVertices + 1 > 1 )
1203 {
1204 v6 = (char *)&pInVertices[1].u;
1205 do
1206 {
1207 a1a = *((float *)v6 - 6) >= 8.0;
1208 if ( v5 == a1a )
1209 {
1210 v8 = pOutVertices;
1211 goto LABEL_23;
1212 }
1213 v7 = *pOutNumVertices;
1214 if ( a1a )
1215 {
1216 v8 = pOutVertices;
1217 v9 = (8.0 - *((float *)v6 - 18)) / (*((float *)v6 - 6) - *((float *)v6 - 18));
1218 pOutVertices[v7].vWorldViewPosition.y = (*((float *)v6 - 5) - *((float *)v6 - 17)) * v9 + *((float *)v6 - 17);
1219 pOutVertices[*pOutNumVertices].vWorldViewPosition.z = (*((float *)v6 - 4) - *((float *)v6 - 16)) * v9
1220 + *((float *)v6 - 16);
1221 pOutVertices[*pOutNumVertices].u = (*(float *)v6 - *((float *)v6 - 12)) * v9 + *((float *)v6 - 12);
1222 pOutVertices[*pOutNumVertices].v = (*((float *)v6 + 1) - *((float *)v6 - 11)) * v9 + *((float *)v6 - 11);
1223 }
1224 else
1225 {
1226 v10 = (8.0 - *((float *)v6 - 6)) / (*((float *)v6 - 18) - *((float *)v6 - 6));
1227 pOutVertices[v7].vWorldViewPosition.y = (*((float *)v6 - 17) - *((float *)v6 - 5)) * v10 + *((float *)v6 - 5);
1228 pOutVertices[*pOutNumVertices].vWorldViewPosition.z = (*((float *)v6 - 16) - *((float *)v6 - 4)) * v10
1229 + *((float *)v6 - 4);
1230 pOutVertices[*pOutNumVertices].u = (*((float *)v6 - 12) - *(float *)v6) * v10 + *(float *)v6;
1231 pOutVertices[*pOutNumVertices].v = (*((float *)v6 - 11) - *((float *)v6 + 1)) * v10 + *((float *)v6 + 1);
1232 v8 = pOutVertices;
1233 }
1234 v8[*pOutNumVertices].vWorldViewPosition.x = 8.0;
1235 v8[*pOutNumVertices]._rhw = 0.125;
1236 if ( v5 )
1237 {
1238 v11 = (unsigned int)&v8[*pOutNumVertices];
1239 if ( *(float *)(v11 + 12) != *((float *)v6 - 18) || *(float *)(v11 + 16) != *((float *)v6 - 17) )
1240 goto LABEL_21;
1241 v12 = 0;
1242 v13 = *(float *)(v11 + 20) == *((float *)v6 - 16);
1243 }
1244 else
1245 {
1246 v14 = (unsigned int)&v8[*pOutNumVertices];
1247 if ( *(float *)(v14 + 12) != *((float *)v6 - 6) || *(float *)(v14 + 16) != *((float *)v6 - 5) )
1248 {
1249 LABEL_21:
1250 ++*pOutNumVertices;
1251 goto LABEL_23;
1252 }
1253 v12 = 0;
1254 v13 = *(float *)(v14 + 20) == *((float *)v6 - 4);
1255 }
1256 if ( !(v13 | v12) )
1257 goto LABEL_21;
1258 LABEL_23:
1259 if ( a1a )
1260 {
1261 memcpy(&v8[*pOutNumVertices], v6 - 36, sizeof(v8[*pOutNumVertices]));
1262 pOutVertices[(*pOutNumVertices)++]._rhw = 1.0 / (*((float *)v6 - 6) + 0.0000001);
1263 }
1264 v5 = a1a;
1265 v6 += 48;
1266 --uNumInVertices;
1267 }
1268 while ( uNumInVertices );
1269 }
1270 if ( (signed int)*pOutNumVertices < 3 )
1271 *pOutNumVertices = 0;
1272 }
1273 }
1274
1275 //----- (00481D77) --------------------------------------------------------
1276 void _outdoor_project(RenderVertexSoft *v)
1277 {
1278 double v1; // st7@1
1279 double v2; // st7@1
1280
1281 v1 = 1.0 / (v->vWorldViewPosition.x + 0.0000001);
1282 v->_rhw = v1;
1283 v2 = v1 * (double)pODMRenderParams->int_fov_rad;
1284 v->vWorldViewProjX = (double)pViewport->uScreenCenterX - v2 * v->vWorldViewPosition.y;
1285 v->vWorldViewProjY = (double)pViewport->uScreenCenterY - v2 * v->vWorldViewPosition.z;
1286 }
1287
1288 //----- (00436BB7) --------------------------------------------------------
1289 void IndoorCameraD3D::Project(RenderVertexSoft *pVertices, unsigned int uNumVertices, char a4)
1290 {
1291 double v7; // st7@7
1292 double v8; // st7@9
1293 double v9; // st6@10
1294 double v10; // st5@12
1295 double v11; // st7@16
1296 double v12; // st6@17
1297 double v13; // st5@19
1298 float uNumVerticesa; // [sp+14h] [bp+Ch]@13
1299 float uNumVerticesb; // [sp+14h] [bp+Ch]@20
1300
1301 for (uint i = 0; i < uNumVertices; ++i)
1302 {
1303 if (byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor)
1304 {
1305 v7 = 1.0 / pVertices[i].vWorldViewPosition.x;
1306
1307 pVertices[i].vWorldViewProjX = pVertices[i].vWorldViewPosition.y * fov * v7 + screenCenterX;
1308 pVertices[i].vWorldViewProjY = (signed int)pViewport->uViewportBR_Y - (pVertices[i].vWorldViewPosition.z * fov * v7 + screenCenterY);
1309 }
1310 else
1311 {
1312 extern void _outdoor_project(RenderVertexSoft *v);
1313 _outdoor_project(pVertices + i);
1314 }
1315
1316 if ( a4 )
1317 {
1318 // __debugbreak();
1319 v8 = (double)(signed int)pViewport->uViewportBR_X;
1320 if ( v8 >= pVertices[i].vWorldViewProjX )
1321 v9 = pVertices[i].vWorldViewProjX;
1322 else
1323 v9 = v8;
1324 v10 = (double)(signed int)pViewport->uViewportTL_X;
1325 if ( v10 <= v9 )
1326 {
1327 if ( v8 >= pVertices[i].vWorldViewProjX)
1328 v8 = pVertices[i].vWorldViewProjX;
1329 }
1330 else
1331 {
1332 uNumVerticesa = v10;
1333 v8 = uNumVerticesa;
1334 }
1335 pVertices[i].vWorldViewProjX = v8;
1336 v11 = (double)(signed int)pViewport->uViewportBR_Y;
1337 if ( v11 >= pVertices[i].vWorldViewProjY)
1338 v12 = pVertices[i].vWorldViewProjY;
1339 else
1340 v12 = v11;
1341 v13 = (double)(signed int)pViewport->uViewportTL_Y;
1342 if ( v13 <= v12 )
1343 {
1344 if ( v11 >= pVertices[i].vWorldViewProjY)
1345 v11 = pVertices[i].vWorldViewProjY;
1346 }
1347 else
1348 {
1349 uNumVerticesb = v13;
1350 v11 = uNumVerticesb;
1351 }
1352 pVertices[i].vWorldViewProjY = v11;
1353 }
1354 }
1355 }
1356
1357 //----- (00436A9A) --------------------------------------------------------
1358 void IndoorCameraD3D::Project(signed int x, signed int y, signed int z, int *a5, int *a6)
1359 {
1360 double v6; // ST00_8@2
1361 //double v7; // ST08_8@2
1362 //double v8; // ST00_8@2
1363 // signed __int64 v9; // qtt@3
1364 // int v10; // ST04_4@3
1365 float a2a; // [sp+18h] [bp+8h]@2
1366 float a2b; // [sp+18h] [bp+8h]@2
1367
1368 //if ( pRenderer->pRenderD3D )
1369 {
1370 v6 = 1.0 / (double)x;
1371 a2a = (double)y * fov * v6 + screenCenterX;
1372 //v7 = a2a + 6.7553994e15;
1373 *a5 = floorf(a2a + 0.5f);
1374 a2b = (double)z * fov * v6 + screenCenterY;
1375 //v8 = a2b + 6.7553994e15;
1376 *a6 = pViewport->uViewportBR_Y - floorf(a2b + 0.5f);
1377 }
1378 /*else
1379 {
1380 LODWORD(v9) = pBLVRenderParams->fov_rad_fixpoint << 16;
1381 HIDWORD(v9) = pBLVRenderParams->fov_rad_fixpoint >> 16;
1382 v10 = v9 / x;
1383 LODWORD(v9) = pBLVRenderParams->fov_rad_fixpoint << 16;
1384 HIDWORD(v9) = pBLVRenderParams->fov_rad_fixpoint >> 16;
1385 *a5 = pBLVRenderParams->uViewportCenterX
1386 - ((signed int)(((unsigned __int64)(v10 * (signed __int64)y) >> 16) + 32768) >> 16);
1387 *a6 = pBLVRenderParams->uViewportCenterY - ((signed int)(((unsigned __int64)(v9 / x * z) >> 16) + 32768) >> 16);
1388 }*/
1389 }
1390
1391 //----- (00436A6D) --------------------------------------------------------
1392 double IndoorCameraD3D::GetPolygonMinZ(RenderVertexSoft *pVertices, unsigned int uStripType)
1393 {
1394 unsigned int v3; // edx@1
1395 double result; // st7@1
1396 float *v5; // ecx@2
1397
1398 v3 = uStripType;
1399 result = 3.402823466385289e38;
1400 if ( (signed int)uStripType > 0 )
1401 {
1402 v5 = &pVertices->vWorldPosition.z;
1403 do
1404 {
1405 if ( *v5 < result )
1406 result = *v5;
1407 v5 += 12;
1408 --v3;
1409 }
1410 while ( v3 );
1411 }
1412 return result;
1413 }
1414
1415 //----- (00436A24) --------------------------------------------------------
1416 struct IDirect3DTexture2 *IndoorCameraD3D::LoadTextureAndGetHardwarePtr(char *Str1)
1417 {
1418 return pBitmaps_LOD->pHardwareTextures[pBitmaps_LOD->LoadTexture(Str1)];
1419 }
1420
1421 //----- (00436A40) --------------------------------------------------------
1422 double IndoorCameraD3D::GetPolygonMaxZ(RenderVertexSoft *pVertex, unsigned int uStripType)
1423 {
1424 double result; // st7@1
1425
1426 result = 1.1754944e-38;
1427 for ( uint i = 0; i < uStripType; i++ )
1428 {
1429 if ( pVertex[i].vWorldPosition.z > result )
1430 result = pVertex[i].vWorldPosition.z;
1431 }
1432 return result;
1433 }
1434
1435 // -- new
1436 // merged from IndoorCamera::Initialize2
1437 // and ODMRenderParams::RotationToInts
1438 // and BLVRenderParams::Reset
1439 void IndoorCameraD3D::CalculateRotations(int camera_rot_x, int camera_rot_y)
1440 {
1441 sRotationX = camera_rot_x;
1442 sRotationY = camera_rot_y;
1443
1444 fRotationYSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationY / 2048.0);
1445 fRotationYCosine = cos((3.141592653589793 + 3.141592653589793) * (double)sRotationY / 2048.0);
1446 if (byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor)
1447 {
1448 fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)-sRotationX / 2048.0);
1449 fRotationXCosine = cos((3.141592653589793 + 3.141592653589793) * (double)-sRotationX / 2048.0);
1450
1451 int_sine_y = stru_5C6E00->Sin( pGame->pIndoorCameraD3D->sRotationY);
1452 int_cosine_y = stru_5C6E00->Cos( pGame->pIndoorCameraD3D->sRotationY);
1453 int_sine_x = stru_5C6E00->Sin(-pGame->pIndoorCameraD3D->sRotationX);
1454 int_cosine_x = stru_5C6E00->Cos(-pGame->pIndoorCameraD3D->sRotationX);
1455 }
1456 else
1457 {
1458 fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationX / 2048.0);
1459 fRotationXCosine = cos((3.141592653589793 + 3.141592653589793) * (double)sRotationX / 2048.0);
1460
1461 int_sine_y = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY);
1462 int_cosine_y = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY);
1463 int_sine_x = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX);
1464 int_cosine_x = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX);
1465 }
1466 }