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

for ITEM_ARTIFACT_LADYS_ESCORT
author Ritor1
date Thu, 18 Sep 2014 17:38:54 +0600
parents
children 68cdef6879a0
comparison
equal deleted inserted replaced
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 "LightmapBuilder.h"
7 #include "Game.h"
8 #include "stru314.h"
9 #include "Outdoor.h"
10 #include "Log.h"
11 #include "ErrorHandling.h"
12
13 #include "Lights.h"
14
15 #include "stru9.h"
16
17
18
19
20 LightsStack_StationaryLight_ *pStationaryLightsStack = new LightsStack_StationaryLight_;
21 //StationaryLight pStationaryLights[400];
22 //int uNumStationaryLightsApplied; // weak
23 LightsStack_MobileLight_ *pMobileLightsStack = new LightsStack_MobileLight_;
24 //MobileLight pMobileLights[400];
25 //int uNumMobileLightsApplied;
26
27
28
29
30
31 //----- (0045DF13) --------------------------------------------------------
32 Lightmap::Lightmap()
33 {
34 field_C18 = 0;
35 }
36
37 //----- (0045BB06) --------------------------------------------------------
38 LightmapBuilder::LightmapBuilder()
39 {
40 }
41
42 //----- (0045BC07) --------------------------------------------------------
43 bool LightmapBuilder::ApplyLights(stru320 *a2, stru154 *a3, unsigned int uNumVertices, RenderVertexSoft *a5, IndoorCameraD3D_Vec4 *a6, char uClipFlag)
44 {
45 Vec3_int_ pos; // [sp+2Ch] [bp-40h]@21
46 RenderVertexSoft *a9; // [sp+68h] [bp-4h]@8
47
48 if (!uNumVertices)
49 return false;
50
51 static RenderVertexSoft static_69B140[64];
52
53 a9 = a5;
54 if (a6)
55 {
56 for (uint i = 0; i < uNumVertices; ++i)
57 memcpy(static_69B140 + i, a5 + i, sizeof(RenderVertexSoft));
58
59 //__debugbreak();
60 if (pGame->pIndoorCameraD3D->_437376(a3, static_69B140, &uNumVertices) == 1)
61 {
62 if ( !uNumVertices )
63 return false;
64 a9 = static_69B140;
65 }
66 }
67
68 static stru314 static_69B110;
69 static_69B110.field_4.x = a3->face_plane.vNormal.x;
70 static_69B110.field_4.y = a3->face_plane.vNormal.y;
71 static_69B110.field_4.z = a3->face_plane.vNormal.z;
72 static_69B110.dist = a3->face_plane.dist;
73 if (!pGame->pIndoorCameraD3D->GetFacetOrientation(a3->polygonType, &static_69B110.field_4,
74 &static_69B110.field_10, &static_69B110.field_1C))
75 {
76 MessageBoxW(nullptr, L"Error: Failed to get the facet orientation", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:119", 0);
77 ExitProcess(0);
78 }
79
80 for (uint i = 0; i < a2->uNumLightsApplied; ++i)
81 {
82 pos.x = a2->_blv_lights_xs[i];
83 pos.y = a2->_blv_lights_ys[i];
84 pos.z = a2->_blv_lights_zs[i];
85
86 uint uColorR = (uint)floorf(a2->_blv_lights_rs[i] * 255.0 + 0.5f) & 0xFF,
87 uColorG = (uint)floorf(a2->_blv_lights_gs[i] * 255.0 + 0.5f) & 0xFF,
88 uColorB = (uint)floorf(a2->_blv_lights_bs[i] * 255.0 + 0.5f) & 0xFF;
89 uint uColor = (uColorR << 16) | (uColorG << 8) | uColorB;
90 if (!uColor)
91 uColor = 0x00FFFFF;
92
93 if (!_45BE86_build_light_polygon(&pos, a2->_blv_lights_radii[i], uColor, a2->_blv_lights_light_dot_faces[i],
94 a2->_blv_lights_types[i], &static_69B110, uNumVertices, a9, uClipFlag) )
95 {
96 MessageBoxW(nullptr, L"Error: Failed to build light polygon", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:138", 0);
97 }
98 }
99 return true;
100 }
101
102 //----- (0045BE86) --------------------------------------------------------
103 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)
104 {
105 Lightmap *v11; // edi@3
106 double v17; // st7@5
107 double v24; // st7@6
108 double v38; // st7@14
109 double v39; // st7@16
110 double v40; // st7@16
111 int v45; // eax@24
112
113 if (fabsf(radius) < 1e-6f)
114 return true;
115
116 v11 = uLightType & 1 ? &std__vector_000004[std__vector_000004_size] :
117 &std__vector_183808[std__vector_183808_size];
118 flt_3C8C24 = radius - dot_dist;
119 flt_3C8C28 = sqrt((radius + dot_dist) * (radius - dot_dist));
120 flt_3C8C2C_lightmaps_brightness = 1.0 - (radius - flt_3C8C28) / radius;
121 v11->field_C08 = (double)pos->x - dot_dist * a7->field_4.x;
122 v11->field_C0A = (double)pos->y - dot_dist * a7->field_4.y;
123 v11->field_C0C = (double)pos->z - dot_dist * a7->field_4.z;
124
125 v17 = radius * flt_3C8C2C_lightmaps_brightness;
126 flt_3C8C30 = v17;
127 flt_3C8C0C = v17 * a7->field_10.x;
128 flt_3C8C10 = v17 * a7->field_10.y;
129 flt_3C8C14 = v17 * a7->field_10.z;
130 flt_3C8C18 = v17 * a7->field_1C.x;
131 flt_3C8C1C = v17 * a7->field_1C.y;
132 flt_3C8C20 = v17 * a7->field_1C.z;
133
134 /*
135 v11->pVertices[0].vWorldPosition.x = v11->field_C08 - flt_3C8C18 + flt_3C8C0C;
136 v11->pVertices[0].vWorldPosition.y = v11->field_C0A - flt_3C8C1C + flt_3C8C10;
137 v11->pVertices[0].vWorldPosition.z = v11->field_C0C - flt_3C8C20 + flt_3C8C14;
138 v11->pVertices[0].u = 0.0;
139 v11->pVertices[0].v = 0.0;
140
141 v11->pVertices[1].vWorldPosition.x = v11->field_C08 - flt_3C8C18 - flt_3C8C0C;
142 v11->pVertices[1].vWorldPosition.y = v11->field_C0A - flt_3C8C1C - flt_3C8C10;
143 v11->pVertices[1].vWorldPosition.z = v11->field_C0C - flt_3C8C20 - flt_3C8C14;
144 v11->pVertices[1].u = 0.0;
145 v11->pVertices[1].v = 1.0;
146
147 v11->pVertices[2].vWorldPosition.x = v11->field_C08 + flt_3C8C18 - flt_3C8C0C;
148 v11->pVertices[2].vWorldPosition.y = v11->field_C0A + flt_3C8C1C - flt_3C8C10;
149 v11->pVertices[2].vWorldPosition.z = v11->field_C0C + flt_3C8C20 - flt_3C8C14;
150 v11->pVertices[2].u = 1.0;
151 v11->pVertices[2].v = 1.0;
152
153 v11->pVertices[3].vWorldPosition.x = v11->field_C08 + flt_3C8C18 + flt_3C8C0C;
154 v11->pVertices[3].vWorldPosition.y = v11->field_C0A + flt_3C8C1C + flt_3C8C10;
155 v11->pVertices[3].vWorldPosition.z = v11->field_C0C + flt_3C8C20 + flt_3C8C14;
156 v11->pVertices[3].u = 1.0;
157 v11->pVertices[3].v = 0.0;
158 */
159
160 for (uint i = 0; i < 4; ++i)
161 {
162 v11->pVertices[i].vWorldPosition.x = v11->field_C08 - flt_3C8C18 + flt_3C8C0C;
163 v11->pVertices[i].vWorldPosition.y = v11->field_C0A - flt_3C8C1C + flt_3C8C10;
164 v11->pVertices[i].vWorldPosition.z = v11->field_C0C - flt_3C8C20 + flt_3C8C14;
165 v11->pVertices[i].u = 0.0;
166 v11->pVertices[i].v = 0.0;
167
168 v24 = a7->field_4.y * v11->pVertices[i].vWorldPosition.y
169 + a7->field_4.z * v11->pVertices[i].vWorldPosition.z
170 + a7->field_4.x * v11->pVertices[i].vWorldPosition.x
171 + a7->dist;
172
173 v11->pVertices[i].vWorldPosition.x -= v24 * a7->field_4.x;
174 v11->pVertices[i].vWorldPosition.y -= v24 * a7->field_4.y;
175 v11->pVertices[i].vWorldPosition.z -= v24 * a7->field_4.z;
176 }
177
178 v11->uColorMask = uColorMask;
179 v11->uNumVertices = 4;
180
181 if (~pGame->uFlags2 & 4)
182 v11->fBrightness = flt_3C8C2C_lightmaps_brightness;
183 else
184 {
185 Vec3_float_ a1; // [sp+2Ch] [bp-20h]@8
186 a1.x = (double)pos->x - v11->field_C08;
187 a1.y = (double)pos->y - v11->field_C0A;
188 a1.z = (double)pos->z - v11->field_C0C;
189 a1.Normalize();
190
191 auto dist_x = abs(pos->x - v11->field_C08), //v31
192 dist_y = abs(pos->y - v11->field_C0A), //v32 arg0a
193 dist_z = abs(pos->z - v11->field_C0C); //v33 _v64
194 v38 = int_get_vector_length(dist_x, dist_y, dist_z);
195 if (v38 > radius)
196 return true;
197 //radius = (1 / radius) * v38;
198 if ( uLightType & 4 )
199 {
200 //v59 = (void *)v37;
201 //uLightType = flt_4D86CC;
202 //v58 = v37;
203 v39 = fabs(a1.x * a7->field_4.x + a1.z * a7->field_4.z + a1.y * a7->field_4.y);
204 v40 = v39 * 1.0 * flt_4D86CC;
205
206 v11->fBrightness = v40 - (1 / radius) * v38 * v40;
207 }
208 else if ( uLightType & 8 )
209 {
210 v40 = 1.0 * 1.0;
211 v11->fBrightness = v40 - (1 / radius) * v38;
212 }
213 else
214 MessageBoxW(nullptr, L"Invalid light type!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:277", 0);
215 }
216
217 if (!pGame->pStru9Instance->_4980B9(a9, uNumVertices,
218 a7->field_4.x, a7->field_4.y, a7->field_4.z,
219 v11->pVertices, &v11->uNumVertices))
220 return false;
221
222 //v44 = &v11->uNumVertices;
223 if (!v11->uNumVertices)
224 return true;
225
226 v45 = _45C6D6(uNumVertices, a9, v11);
227 if ( v45 != uNumVertices && v45 > 0 )
228 _45C4B9(uNumVertices, a9, v11);
229 //v59 = v11->uNumVertices;
230 //v46 = (RenderVertexSoft *)pLightmapVertices_;
231 pGame->pIndoorCameraD3D->ViewTransform(v11->pVertices, v11->uNumVertices);
232 //v59 = 0;
233 //v58 = v11->uNumVertices;
234 pGame->pIndoorCameraD3D->Project(v11->pVertices, v11->uNumVertices, 0);
235
236 unsigned int _a4 = 0;
237 if ( !(uClipFlag & 1) )
238 _a4 = 1;
239 else if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor)
240 {
241 if ( uClipFlag & 2 )
242 {
243 //v59 = &a4;
244 //v58 = (unsigned int)field_3C8C34;
245 //v57 = *v44;
246 pGame->pIndoorCameraD3D->_436CDC_mess_with_lightmap__clipflag_2(v11->pVertices, v11->uNumVertices, field_3C8C34, &_a4);
247
248 //v59 = v44;
249 //v58 = (unsigned int)field_3C8C34;
250 //v57 = (int)v46;
251 //v56 = a4;
252 pGame->pIndoorCameraD3D->_437143(_a4, v11->pVertices, field_3C8C34, &v11->uNumVertices);
253 }
254 else if ( uClipFlag & 4 )
255 {
256 //v59 = &a4;
257 //v58 = (unsigned int)field_3C8C34;
258 //v57 = *v44;
259 pGame->pIndoorCameraD3D->_436F09_mess_with_lightmap__clipflag_4(v11->pVertices, v11->uNumVertices, field_3C8C34, &_a4);
260
261 //v59 = v44;
262 //v58 = (unsigned int)field_3C8C34;
263 //v57 = (int)v46;
264 //v56 = a4;
265 pGame->pIndoorCameraD3D->_437143(_a4, v11->pVertices, field_3C8C34, &v11->uNumVertices);
266 }
267 else
268 MessageBoxW(nullptr, L"Undefined clip flag specified", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:330", 0);
269 }
270 else
271 MessageBoxW(nullptr, L"Lightpoly builder native indoor clipping not implemented", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:335", 0);
272
273 if (_a4)
274 {
275 if (uLightType & 1)
276 {
277 //v48 = (char *)&std__vector_000004_size;
278 //v49 = std__vector_000004_size;
279 //v51 = __OFSUB__(std__vector_000004_size, 511);
280 //v50 = std__vector_000004_size - 511 < 0;
281 if (std__vector_000004_size < 512 - 1)
282 ++std__vector_000004_size;
283 }
284 else
285 {
286 //v48 = (char *)&std__vector_183808_size;
287 //v49 = std__vector_183808_size;
288 //v51 = __OFSUB__(std__vector_183808_size, 767);
289 //v50 = std__vector_183808_size - 767 < 0;
290 if (std__vector_183808_size < 768 - 1)
291 ++std__vector_183808_size;
292 }
293 //if ( v50 ^ v51 )
294 // *(unsigned int *)v48 = v49 + 1;
295 }
296 return true;
297 }
298
299 //----- (0045C4B9) --------------------------------------------------------
300 int LightmapBuilder::_45C4B9(int a2, RenderVertexSoft *a3, Lightmap *pLightmap)
301 {
302 Lightmap *v4; // edi@1
303 int v5; // eax@1
304 signed int v6; // ecx@1
305 RenderVertexSoft *v7; // ebx@2
306 int v8; // edx@3
307 RenderVertexSoft *v9; // esi@3
308 int v10; // eax@6
309 // char *v11; // edi@7
310 RenderVertexSoft *v12; // ecx@8
311 char v13; // bl@17
312 signed int v14; // edx@17
313 double v15; // st6@18
314 double v16; // st6@21
315 double v17; // st6@24
316 signed int v18; // edx@33
317 int v20; // [sp+4h] [bp-1Ch]@3
318 //int v21; // [sp+8h] [bp-18h]@8
319 float v22; // [sp+Ch] [bp-14h]@23
320 float v23; // [sp+10h] [bp-10h]@20
321 int v24; // [sp+14h] [bp-Ch]@1
322 RenderVertexSoft *v25; // [sp+18h] [bp-8h]@2
323 char v26; // [sp+1Eh] [bp-2h]@17
324 char v27; // [sp+1Fh] [bp-1h]@17
325
326 //__debugbreak();//Ritor1: needed cleaning
327
328 v4 = pLightmap;
329 v5 = 0;
330 v6 = pLightmap->uNumVertices;
331 v24 = 0;
332 if ( v6 > 0 )
333 {
334 v7 = pLightmap->pVertices;
335 v25 = pLightmap->pVertices;
336 do
337 {
338 v20 = v5 + 1;
339 v8 = (v5 + 1) % v6;
340 v9 = &v4->pVertices[v8];
341 if ( v7->vWorldPosition.x != v9->vWorldPosition.x
342 || v7->vWorldPosition.y != v4->pVertices[v8].vWorldPosition.y
343 || v7->vWorldPosition.z != v4->pVertices[v8].vWorldPosition.z )
344 {
345 //v10 = 0;
346 if ( a2 > 0 )
347 {
348 //v11 = (char *)&a3->vWorldPosition.z;
349 for ( v10 = 1; v10 <= a2; ++v10 )
350 {
351 //v21 = v10 + 1;
352 v12 = &a3[v10 % a2];
353 if ((a3[v10].vWorldPosition.x != v12->vWorldPosition.x
354 || a3[v10].vWorldPosition.y != v12->vWorldPosition.y || a3[v10].vWorldPosition.z != v12->vWorldPosition.z)
355 && v7->vWorldPosition.x == a3[v10].vWorldPosition.x
356 && v7->vWorldPosition.y == a3[v10].vWorldPosition.y && v7->vWorldPosition.z == a3[v10].vWorldPosition.z
357 && (v9->vWorldPosition.x != v12->vWorldPosition.x
358 || v9->vWorldPosition.y != v12->vWorldPosition.y || v9->vWorldPosition.z != v12->vWorldPosition.z) )
359 {
360 v13 = 0;
361 v14 = 0;
362 v27 = 0;
363 v26 = 0;
364 if ( v9->vWorldPosition.x <= (double)v12->vWorldPosition.x )
365 v15 = v12->vWorldPosition.x - v9->vWorldPosition.x;
366 else
367 v15 = v9->vWorldPosition.x - v12->vWorldPosition.x;
368 v23 = v15;
369
370 if ( v9->vWorldPosition.y <= (double)v12->vWorldPosition.y )
371 v16 = v12->vWorldPosition.y - v9->vWorldPosition.y;
372 else
373 v16 = v9->vWorldPosition.y - v12->vWorldPosition.y;
374 v22 = v16;
375
376 if ( v9->vWorldPosition.z <= (double)v12->vWorldPosition.z )
377 v17 = v12->vWorldPosition.z - v9->vWorldPosition.z;
378 else
379 v17 = v9->vWorldPosition.z - v12->vWorldPosition.z;
380 if ( v23 < 1.0 )
381 {
382 v13 = 1;
383 v14 = 1;
384 }
385 if ( v22 < 1.0 )
386 {
387 v27 = 1;
388 ++v14;
389 }
390 if ( v17 < 1.0 )
391 {
392 v26 = 1;
393 ++v14;
394 }
395 if ( v14 > 1 )
396 {
397 v18 = 0;
398 if ( v13 && v9->vWorldPosition.x != v12->vWorldPosition.x )
399 {
400 v18 = 1;
401 v9->vWorldPosition.x = v12->vWorldPosition.x;
402 }
403 if ( v27 && v9->vWorldPosition.y != v12->vWorldPosition.y )
404 {
405 ++v18;
406 v9->vWorldPosition.y = v12->vWorldPosition.y;
407 }
408 if ( v26 && v9->vWorldPosition.z != v12->vWorldPosition.z )
409 {
410 ++v18;
411 v9->vWorldPosition.z = v12->vWorldPosition.z;
412 }
413 if ( v18 > 0 )
414 ++v24;
415 }
416 v7 = v25;
417 }
418 //++v10;
419 //v11 += 48;
420 }
421 //while ( v21 < a2 );
422 v4 = pLightmap;
423 }
424 }
425 v5 = v20;
426 v6 = v4->uNumVertices;
427 ++v7;
428 v25 = v7;
429 }
430 while ( v20 < v6 );
431 }
432 return v24;
433 }
434
435 //----- (0045C6D6) --------------------------------------------------------
436 int LightmapBuilder::_45C6D6(int a2, RenderVertexSoft *a3, Lightmap *pLightmap)
437 {
438 signed int v6; // esi@1
439 double v9; // st7@6
440 double v10; // st6@10
441 double v11; // st5@14
442 double v12; // st7@17
443 int v15; // [sp+Ch] [bp-8h]@1
444 float v16; // [sp+10h] [bp-4h]@1
445
446 v6 = -1;
447 v16 = 3.4028235e38;
448 v15 = 0;
449 if ( (signed int)pLightmap->uNumVertices > 0 )
450 {
451 for ( uint i = 0; i < (signed int)pLightmap->uNumVertices; ++i )
452 {
453 if ( a2 > 0 )
454 {
455 for ( uint j = 0; j < a2; ++j )
456 {
457 if ( pLightmap->pVertices[i].vWorldPosition.x <= (double)a3[j].vWorldPosition.x )
458 v9 = a3[j].vWorldPosition.x - pLightmap->pVertices[i].vWorldPosition.x;
459 else
460 v9 = pLightmap->pVertices[i].vWorldPosition.x - a3[j].vWorldPosition.x;
461 if ( v9 < 2.0 )
462 {
463 v10 = pLightmap->pVertices[i].vWorldPosition.y <= (double)a3[j].vWorldPosition.y
464 ? a3[j].vWorldPosition.y - pLightmap->pVertices[i].vWorldPosition.y
465 : pLightmap->pVertices[i].vWorldPosition.y - a3[j].vWorldPosition.y;
466 if ( v10 < 2.0 )
467 {
468 v11 = pLightmap->pVertices[i].vWorldPosition.z <= (double)a3[j].vWorldPosition.z
469 ? a3[j].vWorldPosition.z - pLightmap->pVertices[i].vWorldPosition.z
470 : pLightmap->pVertices[i].vWorldPosition.z - a3[j].vWorldPosition.z;
471 if ( v11 < 2.0 )
472 {
473 v12 = v9 + v11 + v10;
474 if ( v12 < v16 )
475 {
476 v16 = v12;
477 v6 = j;
478 }
479 }
480 }
481 }
482 }
483 if ( v6 != -1 )
484 {
485 ++v15;
486 pLightmap->pVertices[i].vWorldPosition.x = a3[v6].vWorldPosition.x;
487 pLightmap->pVertices[i].vWorldPosition.y = a3[v6].vWorldPosition.y;
488 pLightmap->pVertices[i].vWorldPosition.z = a3[v6].vWorldPosition.z;
489 }
490 }
491 v6 = -1;
492 v16 = 3.4028235e38;
493 }
494 }
495 return v15;
496 }
497
498 //----- (0045C7F6) --------------------------------------------------------
499 bool LightmapBuilder::ApplyLights_IndoorFace(unsigned int uFaceID)
500 {
501 BLVFace* pFace = &pIndoor->pFaces[uFaceID];
502 BLVSector* pSector = &pIndoor->pSectors[pFace->uSectorID];
503
504 stru_F8AD28.uCurrentAmbientLightLevel = (stru_F8AD28.uDefaultAmbientLightLevel + pSector->uMinAmbientLightLevel) << 16;
505
506 uint uNumLightsApplied = 0;
507 for (uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i)
508 {
509 if (uNumLightsApplied >= 20)
510 break;
511
512 ApplyLight_BLV((StationaryLight *)(pMobileLightsStack->pLights + i), pFace, &uNumLightsApplied, true, 0);
513 }
514
515 for (uint i = 0; i < pSector->uNumLights; ++i)
516 {
517 if (uNumLightsApplied >= 20 )
518 break;
519
520 BLVLightMM7* pLight = &pIndoor->pLights[pSector->pLights[i]];
521 if (~pLight->uAtributes & 0x08)
522 ApplyLight_BLV((StationaryLight *)pLight, pFace, &uFaceID, false, &_4E94D0_light_type);
523 }
524
525 for (uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i)
526 {
527 if (uNumLightsApplied >= 20)
528 break;
529
530 ApplyLight_BLV(pStationaryLightsStack->pLights + i, pFace, &uNumLightsApplied, false, &_4E94D0_light_type);
531 }
532
533 stru_F8AD28.uNumLightsApplied = uNumLightsApplied;
534 return true;
535 }
536
537 //----- (0045C911) --------------------------------------------------------
538 bool LightmapBuilder::ApplyLight_BLV(StationaryLight *pLight, BLVFace *a2, unsigned int *pSlot, bool bLightBackfaces, char *a5)
539 {
540 double v13; // st7@8
541
542 if (!pLight->uRadius)
543 return false;
544
545 if (pLight->vPosition.x > a2->pBounding.x1 - pLight->uRadius &&
546 pLight->vPosition.x < a2->pBounding.x2 + pLight->uRadius &&
547 pLight->vPosition.y > a2->pBounding.y1 - pLight->uRadius &&
548 pLight->vPosition.y < a2->pBounding.y2 + pLight->uRadius &&
549 pLight->vPosition.z > a2->pBounding.z1 - pLight->uRadius &&
550 pLight->vPosition.z < a2->pBounding.z2 + pLight->uRadius)
551 {
552 v13 = (double)pLight->vPosition.z * a2->pFacePlane.vNormal.z +
553 (double)pLight->vPosition.y * a2->pFacePlane.vNormal.y +
554 (double)pLight->vPosition.x * a2->pFacePlane.vNormal.x +
555 a2->pFacePlane.dist;
556 if ((bLightBackfaces || v13 >= 0.0f) && fabsf(v13) <= pLight->uRadius)
557 {
558 unsigned int slot = *pSlot;
559
560 stru_F8AD28._blv_lights_radii[slot] = pLight->uRadius;
561 stru_F8AD28._blv_lights_inv_radii[slot] = 65536 / pLight->uRadius;
562 stru_F8AD28._blv_lights_xs[slot] = pLight->vPosition.x;
563 stru_F8AD28._blv_lights_ys[slot] = pLight->vPosition.y;
564 stru_F8AD28._blv_lights_zs[slot] = pLight->vPosition.z;
565 stru_F8AD28._blv_lights_rs[slot] = (double)pLight->uLightColorR / 255.0f;
566 stru_F8AD28._blv_lights_gs[slot] = (double)pLight->uLightColorG / 255.0f;
567 stru_F8AD28._blv_lights_bs[slot] = (double)pLight->uLightColorB / 255.0f;
568 stru_F8AD28._blv_lights_light_dot_faces[slot] = abs((int)floorf(v13 + 0.5f));
569 stru_F8AD28._blv_lights_types[slot] = pLight->uLightType;
570
571 *pSlot += 1;
572 return true;
573 }
574 }
575
576 return false;
577 }
578
579 //----- (0045CA88) --------------------------------------------------------
580 int LightmapBuilder::_45CA88(stru320 *a2, RenderVertexSoft *a3, int a4, Vec3_float_ *pNormal)
581 {
582 int result; // eax@1
583 stru320 *v6; // ecx@2
584 RenderVertexSoft *v7; // ebx@2
585 double v8; // st7@2
586 double v9; // st6@2
587 char *v10; // eax@3
588 double v11; // st7@5
589 __int64 v12; // ST2C_8@5
590 float v13; // edx@5
591 int v14; // eax@5
592 float v15; // ST10_4@5
593 Vec3_float_ v16; // ST00_12@5
594 double v17; // st7@5
595 int a5; // [sp+2Ch] [bp-1Ch]@1
596 float v19; // [sp+30h] [bp-18h]@1
597 float v20; // [sp+34h] [bp-14h]@1
598 //LightmapBuilder *thisa; // [sp+38h] [bp-10h]@1
599 int v22; // [sp+3Ch] [bp-Ch]@1
600 int *j; // [sp+40h] [bp-8h]@3
601 int i; // [sp+44h] [bp-4h]@1
602 int a3a; // [sp+58h] [bp+10h]@2
603
604 __debugbreak();//Ritor1: needed cleaning
605
606 *(float *)&a5 = 0.0;
607 v19 = 0.0;
608 //thisa = this;
609 v20 = 0.0;
610 result = _45CBD4(a3, a4, dword_69B010.data(), &v22);
611 for ( i = 0; i < v22; result = i )
612 {
613 v6 = a2;
614 a3a = 0;
615 v7 = &a3[dword_69B010[i]];
616 v8 = v7->vWorldPosition.z;
617 v9 = v7->vWorldPosition.y;
618 *(float *)&a5 = v7->vWorldPosition.x;
619 v19 = v9;
620 v20 = v8;
621 v7->flt_2C = 0.0;
622 if ( a2->uNumLightsApplied > 0 )
623 {
624 v10 = (char *)a2->_blv_lights_ys;
625 for ( j = a2->_blv_lights_ys; ; v10 = (char *)j )
626 {
627 v11 = (double)*((signed int *)v10 - 60);
628 LODWORD(v12) = *((unsigned int *)v10 - 20);
629 HIDWORD(v12) = *(unsigned int *)v10;
630 LODWORD(v13) = *((unsigned int *)v10 + 60);
631 v14 = a3a;
632 LOBYTE(v14) = v6->_blv_lights_types[a3a];
633 v15 = v11;
634 *(_QWORD *)&v16.x = v12;
635 v16.z = v13;
636 v17 = _45CC0C_light(v16/*COERCE_VEC3_FLOAT_(v16.x)*/, 1.0, v15, pNormal, *(float *)&a5/*COERCE_FLOAT(&a5)*/, v14)
637 + v7->flt_2C;
638 ++a3a;
639 ++j;
640 v7->flt_2C = v17;
641 if ( a3a >= a2->uNumLightsApplied )
642 break;
643 v6 = a2;
644 }
645 }
646 ++i;
647 }
648 return result;
649 }
650
651 //----- (0045CB89) --------------------------------------------------------
652 int LightmapBuilder::_45CB89(RenderVertexSoft *a1, int a2)
653 {
654 int v3; // edx@1
655 int result; // eax@2
656 char *v5; // ecx@2
657 double v6; // st7@4
658 __int16 v7; // fps@4
659 char v8; // c0@4
660 char v9; // c2@4
661 char v10; // c3@4
662 double v11; // st7@5
663 double v12; // st7@6
664 __int16 v13; // fps@6
665 char v14; // c0@6
666 char v15; // c2@6
667 char v16; // c3@6
668
669 v3 = a2;
670 if ( a2 > 0 )
671 {
672 HIWORD(result) = HIWORD(a1);
673 v5 = (char *)&a1->flt_2C;
674 do
675 {
676 __debugbreak(); // warning C4700: uninitialized local variable 'v7' used
677 if ( *(float *)v5 < 0.0
678 || (v6 = *(float *)v5, /*UNDEF(v7),*/ v8 = 1.0 < v6, v9 = 0, v10 = 1.0 == v6, LOWORD(result) = v7, v6 <= 1.0) )
679 {
680 v12 = *(float *)v5;
681 //UNDEF(v13);
682 v14 = 0.0 < v12;
683 v15 = 0;
684 v16 = 0.0 == v12;
685 __debugbreak(); // warning C4700: uninitialized local variable 'v13' used
686 LOWORD(result) = v13;
687 if ( v12 >= 0.0 )
688 v11 = *(float *)v5;
689 else
690 v11 = 0.0;
691 }
692 else
693 {
694 v11 = 1.0;
695 }
696 *(float *)v5 = v11;
697 v5 += 48;
698 --v3;
699 }
700 while ( v3 );
701 }
702 return result;
703 }
704
705 //----- (0045CBD4) --------------------------------------------------------
706 int LightmapBuilder::_45CBD4(RenderVertexSoft *a2, int a3, int *a4, int *a5)
707 {
708 int result; // eax@1
709 int v6; // edx@1
710 int v7; // ecx@2
711 int v8; // esi@2
712
713 result = (int)a5;
714 v6 = 0;
715 for ( *a5 = 0; v6 < a3; ++v6 )
716 {
717 v7 = *a5;
718 v8 = 0;
719 if ( *a5 <= 0 )
720 {
721 //LABEL_5:
722 a4[v7] = v6;
723 ++*a5;
724 }
725 else
726 {
727 while ( a4[v8] != v6 )
728 {
729 ++v8;
730 if (v8 >= v7)
731 {
732 a4[v7] = v6;
733 ++*a5;
734 break;
735 //goto LABEL_5;
736 }
737 }
738 }
739 }
740 return result;
741 }
742
743 //----- (0045CC0C) --------------------------------------------------------
744 double LightmapBuilder::_45CC0C_light(Vec3_float_ a1, float a2, float a3, Vec3_float_ *pNormal, float a5, int uLightType)
745 {
746 float v7; // esi@1
747 int v8; // eax@1
748 // int v9; // ebx@1
749 // unsigned int v10; // ecx@1
750 // int v11; // edx@2
751 // int v12; // edx@4
752 // unsigned int v13; // edx@6
753 double v14; // st7@7
754 double result; // st7@8
755 double v16; // st7@9
756 int v17; // esi@9
757 const char *v18; // ecx@9
758 double v19; // st7@10
759 double v20; // st7@10
760 std::string v21; // [sp-10h] [bp-40h]@13
761 const char *v22[6]; // [sp+0h] [bp-30h]@10
762 double v23; // [sp+18h] [bp-18h]@1
763 // double v24; // [sp+20h] [bp-10h]@1
764 int v25; // [sp+28h] [bp-8h]@1
765 int v26; // [sp+2Ch] [bp-4h]@1
766
767 v7 = a5;
768 LODWORD(a5) = *(unsigned int *)(LODWORD(a5) + 8);
769 //v24 = a5 + 6.7553994e15;
770 v26 = floorf(a5 + 0.5f);//LODWORD(v24);
771 LODWORD(a5) = *(unsigned int *)(LODWORD(v7) + 4);
772 //v24 = a5 + 6.7553994e15;
773 auto _v24 = floorf(a5 + 0.5f);
774 LODWORD(a5) = *(unsigned int *)LODWORD(v7);
775 //v23 = a5 + 6.7553994e15;
776 auto _v23 = floorf(a5 + 0.5f);
777 //*(_QWORD *)((char *)&v24 + 4) = __PAIR__(LODWORD(v24), LODWORD(v23));
778 v26 = abs((signed)LODWORD(a1.z) - v26);
779 //v25 = abs((signed)LODWORD(a1.y) - (signed)LODWORD(v24));
780 //v8 = abs((int)a1.x - (signed)LODWORD(v23));
781 v25 = abs((signed)LODWORD(a1.y) - (signed)_v24);
782 v8 = abs((int)a1.x - (signed)_v23);
783 v14 = int_get_vector_length(v26, v25, v8);
784 if ( v14 <= a3 )
785 {
786 a5 = v14 / a3;
787 v16 = (double)(signed int)a1.x;
788 *(float *)&v23 = (double)SLODWORD(a1.y);
789 LODWORD(a1.x) = *(unsigned int *)LODWORD(v7);
790 v17 = LODWORD(v7) + 4;
791 *((float *)&v23 + 1) = (double)SLODWORD(a1.z);
792 LODWORD(a1.y) = *(unsigned int *)v17;
793 LODWORD(a1.z) = *(unsigned int *)(v17 + 4);
794 a3 = *((float *)&v23 + 1) - a1.z;
795 a1.z = a3;
796 a1.x = v16 - a1.x;
797 a1.y = (float)v23 - a1.y;
798 a1.Normalize();
799 if ( uLightType & 4 )
800 {
801 __debugbreak(); // warning C4700: uninitialized local variable 'v18' used
802 v22[1] = v18;
803 uLightType = dword_4D86D8;
804 v22[0] = v18;
805 v19 = fabs(a1.z * pNormal->z + a1.y * pNormal->y + a1.x * pNormal->x);
806 v20 = v19 * *(float *)&uLightType * a2;
807 }
808 else
809 {
810 if ( uLightType & 8 )
811 {
812 v20 = 1.3 * a2;
813 }
814 else
815 {
816 MessageBoxW(nullptr, L"Invalid light type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:783", 0);
817 v20 = *(float *)&uLightType;
818 }
819 }
820 result = v20 - a5 * v20;
821 }
822 else
823 {
824 result = 0.0;
825 }
826 return result;
827 }
828 // 4D86D8: using guessed type int dword_4D86D8;
829
830 //----- (0045CDB7) --------------------------------------------------------
831 bool LightmapBuilder::ApplyLights_OutdoorFace(ODMFace *pFace)
832 {
833 int v3; // eax@1
834 bool result; // eax@9
835 int pSlot; // [sp+10h] [bp-4h]@1
836
837 v3 = stru_F8AD28.uDefaultAmbientLightLevel + pFace->uShadeType;
838 pSlot = 0;
839 stru_F8AD28.uCurrentAmbientLightLevel = v3 << 16;
840 for ( uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i )
841 {
842 if ( pSlot >= 20 )
843 break;
844 ApplyLight_ODM((StationaryLight *)pMobileLightsStack[i].pLights, pFace, (unsigned int *)&pSlot, 1);
845 }
846 for ( uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i )
847 {
848 if ( pSlot >= 20 )
849 break;
850 ApplyLight_ODM(&pStationaryLightsStack->pLights[i], pFace, (unsigned int *)&pSlot, 0);
851 }
852 result = pSlot;
853 stru_F8AD28.uNumLightsApplied = pSlot;
854 return true;
855 }
856
857 //----- (0045CE50) --------------------------------------------------------
858 bool LightmapBuilder::ApplyLight_ODM(StationaryLight *pLight, ODMFace *pFace, unsigned int *pSlot, char a4)
859 {
860 int result; // eax@0
861 int v10; // ecx@8
862 //unsigned int v12; // ebx@11
863 //RenderD3D *v13; // ecx@11
864 char v14; // dl@11
865
866 //__debugbreak();
867
868 result = (int)pFace;
869 v10 = (pFace->pFacePlane.dist
870 + pLight->vPosition.x * pFace->pFacePlane.vNormal.x
871 + pLight->vPosition.y * pFace->pFacePlane.vNormal.y
872 + pLight->vPosition.z * pFace->pFacePlane.vNormal.z) >> 16;
873 if ( pLight->uRadius > 0
874 && (pLight->vPosition.x > pFace->pBoundingBox.x1 - pLight->uRadius) && pLight->vPosition.x < pLight->uRadius + pFace->pBoundingBox.x2
875 && (pLight->vPosition.y > pFace->pBoundingBox.y1 - pLight->uRadius) && pLight->vPosition.y < pLight->uRadius + pFace->pBoundingBox.y2
876 && (pLight->vPosition.z > pFace->pBoundingBox.z1 - pLight->uRadius) && pLight->vPosition.z < pLight->uRadius + pFace->pBoundingBox.z2
877 && ((a4) || v10 >= 0) && v10 <= pLight->uRadius )
878 {
879 stru_F8AD28._blv_lights_radii[*pSlot] = pLight->uRadius;
880 stru_F8AD28._blv_lights_inv_radii[*pSlot] = 65536 / pLight->uRadius;
881 stru_F8AD28._blv_lights_xs[*pSlot] = pLight->vPosition.x;
882 stru_F8AD28._blv_lights_ys[*pSlot] = pLight->vPosition.y;
883 stru_F8AD28._blv_lights_zs[*pSlot] = pLight->vPosition.z;
884 stru_F8AD28._blv_lights_rs[*pSlot] = (double)pLight->uLightColorR * 0.0039215689;
885 stru_F8AD28._blv_lights_gs[*pSlot] = (double)pLight->uLightColorG * 0.0039215689;
886 stru_F8AD28._blv_lights_bs[*pSlot] = (double)pLight->uLightColorB * 0.0039215689;
887 //v11 = abs(v10);
888 //v12 = pRenderer->bUsingSpecular;
889 stru_F8AD28._blv_lights_light_dot_faces[*pSlot] = abs(v10);
890 stru_F8AD28._blv_lights_types[*pSlot] = pLight->uLightType;
891 //v13 = pRenderer->pRenderD3D;
892 v14 = stru_F8AD28._blv_lights_types[*pSlot];
893 if ( /*pRenderer->pRenderD3D &&*/ pRenderer->bUsingSpecular && v14 & 4 )
894 v14 = _4E94D2_light_type;
895 stru_F8AD28._blv_lights_types[*pSlot] = v14;
896 result = 4 * *pSlot;
897 if ( /*v13*/true && pRenderer->bUsingSpecular )
898 {
899 if ( stru_F8AD28._blv_lights_types[*pSlot] & 4 )
900 {
901 *(float *)((char *)stru_F8AD28._blv_lights_rs + result) = *(float *)((char *)stru_F8AD28._blv_lights_rs + result)
902 * 0.33000001;
903 *(float *)((char *)stru_F8AD28._blv_lights_gs + result) = *(float *)((char *)stru_F8AD28._blv_lights_gs + result)
904 * 0.33000001;
905 *(float *)((char *)stru_F8AD28._blv_lights_bs + result) = *(float *)((char *)stru_F8AD28._blv_lights_bs + result)
906 * 0.33000001;
907 }
908 }
909 ++*pSlot;
910 LOBYTE(result) = 1;
911 }
912 else
913 LOBYTE(result) = 0;
914 return result;
915 }
916 // 4E94D2: using guessed type char _4E94D2_light_type;
917
918 //----- (0045D036) --------------------------------------------------------
919 bool LightmapBuilder::StackLights_TerrainFace(Vec3_float_ *pNormal, float *a2, RenderVertexSoft *a3, unsigned int uStripType, bool bLightBackfaces)
920 {
921 /*int v6; // esi@1
922 //LightmapBuilder *v7; // edi@1
923 MobileLight *v8; // ebx@2
924 int v9; // esi@5
925 StationaryLight *v10; // ebx@6
926 //bool result; // eax@9
927 unsigned int a7; // [sp+Ch] [bp-4h]@1
928
929 v6 = 0;
930 //v7 = this;
931 a7 = 0;
932 stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->field_CBC_terrain_triangles_shade_type;
933 if ( pMobileLightsStack->uNumLightsActive > 0 )
934 {
935 v8 = pMobileLightsStack->pLights;
936 do
937 {
938 if ( (signed int)a7 >= 20 )
939 break;
940 StackLight_TerrainFace((StationaryLight *)v8, pNormal, a3, a1, uStripType, bLightBackfaces, &a7);
941 ++v6;
942 ++v8;
943 }
944 while ( v6 < pMobileLightsStack->uNumLightsActive );
945 }
946 v9 = 0;
947 if ( pStationaryLightsStack->uNumLightsActive > 0 )
948 {
949 v10 = pStationaryLightsStack->pLights;
950 do
951 {
952 if ( (signed int)a7 >= 20 )
953 break;
954 StackLight_TerrainFace(v10, pNormal, a3, a1, uStripType, bLightBackfaces, &a7);
955 ++v9;
956 ++v10;
957 }
958 while ( v9 < pStationaryLightsStack->uNumLightsActive );
959 }
960
961 stru_F8AD28.uNumLightsApplied = a7;
962 return true;*/
963 // bool __stdcall sub_45D036(struct Vec3<float> *pNormal, int a2, struct RenderVertex *a3, int a4, signed int X)
964 //{
965 // float v6; // ebx@2
966 unsigned int v10; // [sp+Ch] [bp-4h]@1
967 int i;
968
969 v10 = 0;
970 stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->max_terrain_dimming_level;
971 for (i = 0; i < pMobileLightsStack->uNumLightsActive; ++i)
972 {
973 if ( v10 >= 20 )
974 break;
975 StackLight_TerrainFace((StationaryLight *)&pMobileLightsStack->pLights[i], pNormal, a2, a3, uStripType, bLightBackfaces, &v10);
976 }
977
978 for (i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i)
979 {
980 if ( v10 >= 20 )
981 break;
982 StackLight_TerrainFace(&pStationaryLightsStack->pLights[i], pNormal, a2, a3, uStripType, bLightBackfaces, &v10);
983 }
984
985 stru_F8AD28.uNumLightsApplied = v10;
986 return true;
987
988 }
989 // 519AB4: using guessed type int uNumStationaryLightsApplied;
990
991 //----- (0045D0D5) --------------------------------------------------------
992 bool LightmapBuilder::StackLight_TerrainFace(StationaryLight *pLight, Vec3_float_ *pNormal, float *a3, RenderVertexSoft *a1, unsigned int uStripType, int X, unsigned int *pSlot)
993 {
994 StationaryLight *v8; // edi@1
995 bool result; // eax@1
996 // unsigned int v10; // esi@2
997 RenderVertexSoft *v11; // ebx@2
998 float v12; // eax@3
999 float v13; // eax@4
1000 // double v14; // st7@11
1001 double maxz; // st7@11
1002 double v16; // st7@11
1003 double v17; // st6@11
1004 // __int16 v18; // fps@11
1005 // char v19; // c0@11
1006 char v20; // c2@11
1007 // char v21; // c3@11
1008 // double v22; // st6@12
1009 // __int16 v23; // fps@12
1010 // char v24; // c0@12
1011 // char v25; // c2@12
1012 // char v26; // c3@12
1013 // double v27; // st7@13
1014 // double v28; // st6@13
1015 // __int16 v29; // fps@13
1016 // char v30; // c0@13
1017 // char v31; // c2@13
1018 // char v32; // c3@13
1019 // double v33; // st6@14
1020 // __int16 v34; // fps@14
1021 // char v35; // c0@14
1022 // char v36; // c2@14
1023 // char v37; // c3@14
1024 // double v38; // st7@15
1025 // double v39; // st6@15
1026 // __int16 v40; // fps@15
1027 // char v41; // c0@15
1028 // char v42; // c2@15
1029 // char v43; // c3@15
1030 // double v44; // st6@16
1031 // __int16 v45; // fps@16
1032 // char v46; // c0@16
1033 // char v47; // c2@16
1034 // char v48; // c3@16
1035 Vec3_float_ *v49; // esi@17
1036 // double v50; // st7@17
1037 // double v51; // st6@17
1038 signed int v52; // ecx@17
1039 unsigned int *v53; // esi@18
1040 int v54; // eax@18
1041 unsigned int v55; // ebx@18
1042 //RenderD3D *v56; // ecx@18
1043 char v57; // dl@18
1044 std::string v58; // [sp-18h] [bp-38h]@10
1045 const char *v59; // [sp-8h] [bp-28h]@10
1046 signed int v60; // [sp-4h] [bp-24h]@10
1047 double v61; // [sp+Ch] [bp-14h]@11
1048 float minz; // [sp+14h] [bp-Ch]@11
1049 int v63; // [sp+18h] [bp-8h]@1
1050 float v64; // [sp+1Ch] [bp-4h]@5
1051
1052 v8 = pLight;
1053 result = pLight->uRadius;
1054 v63 = pLight->uRadius;
1055 if ( result <= 0 )
1056 return 0;
1057 //v10 = uStripType;
1058 v11 = a1;
1059 if ( uStripType == 4 )
1060 {
1061 pLight = (StationaryLight *)LODWORD(a1->vWorldPosition.x);
1062 v12 = a1[3].vWorldPosition.x;
1063 //uStripType = LODWORD(v12);
1064 a1 = (RenderVertexSoft *)LODWORD(a1[1].vWorldPosition.y);
1065 v13 = v11->vWorldPosition.y;
1066 }
1067 else
1068 {
1069 if ( uStripType != 3 )
1070 {
1071 MessageBoxW(nullptr, L"Uknown strip type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:981", 0);
1072 //goto LABEL_11;
1073 }
1074 else if ((unsigned char)X)
1075 {
1076 pLight = (StationaryLight *)LODWORD(a1->vWorldPosition.x);
1077 uStripType = LODWORD(a1[2].vWorldPosition.x);
1078 a1 = (RenderVertexSoft *)LODWORD(a1[1].vWorldPosition.y);
1079 v13 = v11[2].vWorldPosition.y;
1080 v64 = v13;
1081 //goto LABEL_11;
1082 //goto LABEL_5;
1083 }
1084 else
1085 {
1086 pLight = (StationaryLight *)LODWORD(a1[1].vWorldPosition.x);
1087 v12 = a1[2].vWorldPosition.x;
1088 a1 = (RenderVertexSoft *)LODWORD(a1[1].vWorldPosition.y);
1089 v13 = v11->vWorldPosition.y;
1090 v64 = v13;
1091 //uStripType = LODWORD(v12);
1092 a1 = (RenderVertexSoft *)LODWORD(a1[1].vWorldPosition.y);
1093 v13 = v11->vWorldPosition.y;
1094 }
1095 }
1096
1097 //LABEL_11:
1098 //v60 = v10;
1099 v59 = (const char *)v11;
1100 v60 = v12;//uStripType;
1101 minz = pGame->pIndoorCameraD3D->GetPolygonMinZ(v11, uStripType);
1102 maxz = pGame->pIndoorCameraD3D->GetPolygonMaxZ(v11, uStripType);
1103 result = v8->vPosition.x;
1104 *((float *)&v61 + 1) = maxz;
1105 v16 = (double)result;
1106 *(float *)&X = (double)v63;
1107 v17 = *(float *)&pLight - *(float *)&X;
1108 //UNDEF(v18);
1109 //v19 = v16 < v17;
1110 v20 = 0;
1111 //v21 = v16 == v17;
1112 /* BYTE1(result) = HIBYTE(v18);
1113 if ( v16 <= v17
1114 || (v22 = *(float *)&X + *(float *)&uStripType,
1115 //UNDEF(v23),
1116 v24 = v16 < v22,
1117 v25 = 0,
1118 v26 = v16 == v22,
1119 BYTE1(result) = HIBYTE(v23),
1120 v16 >= v22)
1121 || (result = v8->vPosition.y,
1122 pLight = (StationaryLight *)v8->vPosition.y,
1123 v27 = (double)(signed int)pLight,
1124 v28 = *(float *)&a1 - *(float *)&X,
1125 //UNDEF(v29),
1126 v30 = v27 < v28,
1127 v31 = 0,
1128 v32 = v27 == v28,
1129 BYTE1(result) = HIBYTE(v29),
1130 v27 <= v28)
1131 || (v33 = *(float *)&X + v64,
1132 //UNDEF(v34),
1133 v35 = v27 < v33,
1134 v36 = 0,
1135 v37 = v27 == v33,
1136 BYTE1(result) = HIBYTE(v34),
1137 v27 >= v33)
1138 || (result = v8->vPosition.z,
1139 pLight = (StationaryLight *)v8->vPosition.z,
1140 v38 = (double)(signed int)pLight,
1141 v39 = minz - *(float *)&X,
1142 //UNDEF(v40),
1143 v41 = v38 < v39,
1144 v42 = 0,
1145 v43 = v38 == v39,
1146 BYTE1(result) = HIBYTE(v40),
1147 v38 <= v39)
1148 || (v44 = *(float *)&X + *((float *)&v61 + 1),
1149 //UNDEF(v45),
1150 v46 = v38 < v44,
1151 v47 = 0,
1152 v48 = v38 == v44,
1153 BYTE1(result) = HIBYTE(v45),
1154 v38 >= v44)
1155 || (v49 = pNormal,
1156 Vec3_float_::NegDot(&v11->vWorldPosition, pNormal, a3),
1157 X = v8->vPosition.y,
1158 v50 = (double)X * v49->y,
1159 X = v8->vPosition.z,
1160 v51 = (double)X * v49->z,
1161 X = v8->vPosition.x,
1162 *(float *)&a3 = v50 + v51 + (double)X * v49->x + *a3,
1163 v61 = *(float *)&a3 + 6.7553994e15,
1164 result = LODWORD(v61),
1165 X = LODWORD(v61),
1166 v52 = v63,
1167 SLODWORD(v61) > v63) )*/
1168 v49 = pNormal;
1169 Vec3_float_::NegDot(&v11->vWorldPosition, pNormal, a3);
1170 *(float *)a3 = (double)v8->vPosition.x * v49->x
1171 + (double)v8->vPosition.y * v49->y
1172 + (double)v8->vPosition.z * v49->z + *a3;
1173 v61 = *(float *)a3 + 6.7553994e15;
1174 result = LODWORD(v61);
1175 X = LODWORD(v61);
1176 v52 = v63;
1177 if ( SLODWORD(v61) > v63)
1178 return 0;
1179 v53 = pSlot;
1180 v60 = X;
1181 stru_F8AD28._blv_lights_radii[*pSlot] = v63;
1182 stru_F8AD28._blv_lights_inv_radii[*v53] = 65536 / v63;
1183 stru_F8AD28._blv_lights_xs[*v53] = v8->vPosition.x;
1184 stru_F8AD28._blv_lights_ys[*v53] = v8->vPosition.y;
1185 stru_F8AD28._blv_lights_zs[*v53] = v8->vPosition.z;
1186 //a3 = (float *)v8->uLightColorR;
1187 stru_F8AD28._blv_lights_rs[*v53] = v8->uLightColorR / 255.0f;
1188 //a3 = (float *)v8->uLightColorG;
1189 stru_F8AD28._blv_lights_gs[*v53] = v8->uLightColorG / 255.0f;
1190 //a3 = (float *)v8->uLightColorB;
1191 stru_F8AD28._blv_lights_bs[*v53] = v8->uLightColorB / 255.0f;
1192 v54 = abs(v63);
1193 v55 = pRenderer->bUsingSpecular;
1194 stru_F8AD28._blv_lights_light_dot_faces[*v53] = v54;
1195 stru_F8AD28._blv_lights_types[*v53] = v8->uLightType;
1196 //v56 = pRenderer->pRenderD3D;
1197 v57 = stru_F8AD28._blv_lights_types[*v53];
1198 if ( /*pRenderer->pRenderD3D &&*/ v55 && v57 & 4 )
1199 v57 = _4E94D2_light_type;
1200 stru_F8AD28._blv_lights_types[*v53] = v57;
1201 result = 4 * *v53;
1202 if ( /*v56 &&*/ v55 )
1203 {
1204 if ( stru_F8AD28._blv_lights_types[*v53] & 4 )
1205 {
1206 stru_F8AD28._blv_lights_rs[result] = stru_F8AD28._blv_lights_rs[result] * 0.3300000131130219;
1207 stru_F8AD28._blv_lights_gs[result] = stru_F8AD28._blv_lights_gs[result] * 0.3300000131130219;
1208 stru_F8AD28._blv_lights_bs[result] = stru_F8AD28._blv_lights_bs[result] * 0.3300000131130219;
1209 }
1210 }
1211 ++*v53;
1212 return 1;
1213 }
1214
1215 //----- (0045D698) --------------------------------------------------------
1216 bool LightmapBuilder::DrawDebugOutlines(char bit_one_for_list1__bit_two_for_list2)
1217 {
1218 bool result; // eax@1
1219 LightmapBuilder *v3; // esi@1
1220 RenderVertexSoft *v4; // edi@3
1221 RenderVertexSoft *v5; // edi@7
1222 IndoorCameraD3D *thisa; // [sp+10h] [bp-8h]@1
1223 bool v7; // [sp+14h] [bp-4h]@2
1224 bool a2a; // [sp+20h] [bp+8h]@6
1225
1226 result = (bool)pGame->pIndoorCameraD3D;
1227 v3 = this;
1228 thisa = pGame->pIndoorCameraD3D;
1229 if ( bit_one_for_list1__bit_two_for_list2 & 1 )
1230 {
1231 v7 = 0;
1232 if ( (signed int)this->std__vector_000004_size > 0 )
1233 {
1234 v4 = this->std__vector_000004[0].pVertices;
1235 do
1236 {
1237 pGame->pIndoorCameraD3D->debug_outline_sw(v4, *((unsigned int *)v4 - 1), 0xFF00u, 0.0);
1238 ++v7;
1239 v4 = (RenderVertexSoft *)((char *)v4 + 3100);
1240 result = v7;
1241 }
1242 while ( v7 < (signed int)v3->std__vector_000004_size );
1243 }
1244 }
1245 if ( bit_one_for_list1__bit_two_for_list2 & 2 )
1246 {
1247 a2a = 0;
1248 if ( (signed int)v3->std__vector_183808_size > 0 )
1249 {
1250 v5 = v3->std__vector_183808[0].pVertices;
1251 do
1252 {
1253 pGame->pIndoorCameraD3D->debug_outline_sw(v5, *((unsigned int *)v5 - 1), 0xC04000u, 0.00019999999);
1254 ++a2a;
1255 v5 = (RenderVertexSoft *)((char *)v5 + 3100);
1256 result = a2a;
1257 }
1258 while ( a2a < (signed int)v3->std__vector_183808_size );
1259 }
1260 }
1261 LOBYTE(result) = 1;
1262 return result;
1263 }
1264
1265 //----- (0045D73F) --------------------------------------------------------
1266 void LightmapBuilder::DrawLightmapsType(int type)
1267 {
1268 if (type == 2)
1269 Draw_183808_Lightmaps();
1270 }
1271
1272 //----- (0045D74F) --------------------------------------------------------
1273 bool LightmapBuilder::DrawLightmaps(int *indices)
1274 {
1275 //char v3; // zf@1
1276 // IDirect3DDevice3 *v4; // eax@2
1277 // HRESULT v5; // eax@2
1278 //char *v6; // eax@2
1279 //struct IDirect3DTexture2 *v7; // edi@4
1280 // HRESULT v8; // eax@8
1281 // HRESULT v9; // eax@8
1282 // HRESULT v10; // eax@8
1283 // HRESULT v11; // eax@8
1284 // HRESULT v12; // eax@8
1285 //int *v13; // eax@8
1286 //float v14; // ecx@15
1287 //IDirect3DDevice3 *v15; // eax@21
1288 //HRESULT v16; // eax@21
1289 //IDirect3DDevice3 *v17; // eax@21
1290 //HRESULT v18; // eax@21
1291 //IDirect3DDevice3 *v19; // eax@21
1292 //HRESULT v20; // eax@21
1293 //IDirect3DDevice3 *v21; // eax@21
1294 //HRESULT v22; // eax@21
1295 //IDirect3DDevice3 *v23; // eax@23
1296 std::string v25; // [sp+44h] [bp-44h]@12
1297 // signed int v26; // [sp+48h] [bp-40h]@21
1298 // signed int v27; // [sp+4Ch] [bp-3Ch]@21
1299 Lightmap *v28; // [sp+50h] [bp-38h]@2
1300 // int v29; // [sp+54h] [bp-34h]@2
1301 //float v30; // [sp+58h] [bp-30h]@2
1302 Vec3_float_ arg4;
1303 //int arg4; // [sp+68h] [bp-20h]@8
1304 //float v32; // [sp+6Ch] [bp-1Ch]@8
1305 //float v33; // [sp+70h] [bp-18h]@8
1306 // int v34; // [sp+74h] [bp-14h]@19
1307 // int v35; // [sp+78h] [bp-10h]@2
1308 //int *v36; // [sp+7Ch] [bp-Ch]@10
1309 //int a1; // [sp+80h] [bp-8h]@12
1310 //float v38; // [sp+84h] [bp-4h]@1
1311
1312 if (std__vector_000004_size == 0)
1313 return true;
1314
1315 if (byte_4D864C && pGame->uFlags & GAME_FLAGS_1_01_lightmap_related)
1316 return true;
1317
1318 pRenderer->BeginLightmaps();
1319
1320 arg4.x = 1.0f;
1321 arg4.y = 1.0f;
1322 arg4.z = 1.0f;
1323 if (indices)
1324 {
1325 for (int* i = indices; *i != -1; ++i)
1326 {
1327 v28 = &std__vector_000004[*i];
1328 if ( !pRenderer->DrawLightmap(v28, &arg4, 0.0) )
1329 Error("Invalid lightmap detected! (%u)", *i);
1330 }
1331 }
1332 else
1333 {
1334 for (unsigned int i = 0; i < std__vector_000004_size; ++i)
1335 {
1336 Lightmap* _a1 = &std__vector_000004[(int)i];
1337 if ( !pRenderer->DrawLightmap(_a1, &arg4, 0.0) )
1338 Error("Invalid lightmap detected! (%u)", i);
1339 }
1340 }
1341
1342 pRenderer->EndLightmaps();
1343
1344 return true;
1345 }
1346
1347
1348 //----- (0045DA56) --------------------------------------------------------
1349 bool LightmapBuilder::DoDraw_183808_Lightmaps(float z_bias)
1350 {
1351 Vec3_float_ v; // [sp+Ch] [bp-1Ch]@2
1352 v.z = 1.0;
1353 v.y = 1.0;
1354 v.x = 1.0;
1355
1356 for (uint i = 0; i < std__vector_183808_size; ++i)
1357 if (!pRenderer->DrawLightmap(std__vector_183808 + i, &v, z_bias))
1358 Error("Invalid lightmap detected! (%u)", i);
1359
1360 return true;
1361 }
1362
1363 //----- (0045DAE8) --------------------------------------------------------
1364 bool Render::DrawLightmap(Lightmap *pLightmap, Vec3_float_ *pColorMult, float z_bias)
1365 {
1366 double v10; // st7@4
1367 double v14; // st7@7
1368 // __int16 v15; // fps@8
1369 double v18; // st3@8
1370 signed int v24; // [sp-1Ch] [bp-670h]@13
1371 // const char *v25; // [sp-18h] [bp-66Ch]@13
1372 // int v26; // [sp-14h] [bp-668h]@13
1373 RenderVertexD3D3 a2[32]; // [sp+0h] [bp-654h]@7
1374
1375
1376 if (pLightmap->uNumVertices < 3)
1377 {
1378 Log::Warning(L"Lightmap uNumVertices < 3");
1379 return false;
1380 }
1381
1382 uint uLightmapColorMaskR = (pLightmap->uColorMask >> 16) & 0xFF;
1383 uint uLightmapColorR = floorf(uLightmapColorMaskR * pLightmap->fBrightness * pColorMult->x + 0.5f);
1384
1385 uint uLightmapColorMaskG = (pLightmap->uColorMask >> 8) & 0xFF;
1386 uint uLightmapColorG = floorf(uLightmapColorMaskG * pLightmap->fBrightness * pColorMult->y + 0.5f);
1387
1388 uint uLightmapColorMaskB = pLightmap->uColorMask & 0xFF;
1389 uint uLightmapColorB = floorf(uLightmapColorMaskB * pLightmap->fBrightness * pColorMult->z + 0.5f);
1390
1391 uint uLightmapColor = uLightmapColorB | (uLightmapColorMaskG << 8) | (uLightmapColorMaskR << 16);
1392
1393 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
1394 v10 = (double)pODMRenderParams->shading_dist_mist;
1395 else
1396 v10 = 16192.0;
1397 v14 = 1.0 / v10;
1398
1399 for (uint i = 0; i < pLightmap->uNumVertices; ++i)
1400 {
1401 v18 = 1.0 - 1.0 / (v14 * pLightmap->pVertices[i].vWorldViewPosition.x * 1000.0);
1402 if (fabsf(z_bias) < 1e-5f)
1403 {
1404 v18 = v18 - z_bias;
1405 if (v18 < 0.000099999997)
1406 v18 = 0.000099999997;
1407 }
1408
1409 a2[i].pos.x = pLightmap->pVertices[i].vWorldViewProjX;
1410 a2[i].pos.z = v18;
1411 a2[i].pos.y = pLightmap->pVertices[i].vWorldViewProjY;
1412 a2[i].rhw = 1.0 / pLightmap->pVertices[i].vWorldViewPosition.x;
1413 a2[i].diffuse = uLightmapColor;
1414 a2[i].specular = 0;
1415 a2[i].texcoord.x = pLightmap->pVertices[i].u;
1416 a2[i].texcoord.y = pLightmap->pVertices[i].v;
1417 }
1418
1419 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
1420 v24 = D3DDP_DONOTLIGHT | D3DDP_DONOTCLIP | D3DDP_DONOTUPDATEEXTENTS;
1421 else
1422 v24 = D3DDP_DONOTLIGHT;
1423
1424 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
1425 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
1426 a2,
1427 pLightmap->uNumVertices,
1428 v24));
1429
1430 return true;
1431 }
1432
1433 //----- (0045DCA9) --------------------------------------------------------
1434 void LightmapBuilder::Draw_183808_Lightmaps()
1435 {
1436 if (!std__vector_183808_size)
1437 return;
1438
1439 pRenderer->BeginLightmaps2();
1440
1441 DoDraw_183808_Lightmaps(0.00050000002);
1442
1443 pRenderer->EndLightmaps2();
1444 }