comparison Engine/Graphics/Render.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
7 #include "ZlibWrapper.h"
8 #include "ErrorHandling.h"
9
10 #include "Render.h"
11 #include "MediaPlayer.h"
12 #include "Sprites.h"
13 #include "Mouse.h"
14 #include "Engine/Graphics/GammaControl.h"
15 #include "stru6.h"
16 #include "GUIWindow.h"
17 #include "DecalBuilder.h"
18 #include "ParticleEngine.h"
19 #include "Outdoor.h"
20 #include "Party.h"
21 #include "LOD.h"
22 #include "Viewport.h"
23 #include "OurMath.h"
24 #include "PaletteManager.h"
25 #include "Timer.h"
26 #include "Game.h"
27 #include "LightmapBuilder.h"
28 #include "ObjectList.h"
29 #include "SpriteObject.h"
30 #include "DecorationList.h"
31 #include "Actor.h"
32 #include "Log.h"
33 #include "MM7.h"
34 #include "Lights.h"
35 #include "Engine/Graphics/Level/Decoration.h"
36 #include "Vis.h"
37 #include "Registry.h"
38 #include "Weather.h"
39 #include "MMT.h"
40
41
42 //#pragma comment(lib, "lib\\legacy_dx\\lib\\ddraw.lib")
43 //#pragma comment(lib, "lib\\legacy_dx\\lib\\dxguid.lib")
44
45 struct IDirectDrawClipper *pDDrawClipper;
46 struct IRender *pRenderer; // idb
47 struct RenderVertexD3D3 pVertices[50];
48 int uNumDecorationsDrawnThisFrame; // weak
49 RenderBillboard pBillboardRenderList[500];
50 unsigned int uNumBillboardsToDraw;
51 int uNumSpritesDrawnThisFrame; // weak
52
53 RenderVertexSoft array_507D30[50];
54 RenderVertexSoft array_50AC10[50];
55 RenderVertexSoft array_73D150[20];
56
57 RenderVertexD3D3 d3d_vertex_buffer[50];
58
59 /* 384 */
60 #pragma pack(push, 1)
61 struct PCXHeader_1
62 {
63 char manufacturer;
64 char version;
65 char encoding;
66 char bpp;
67 __int16 left;
68 __int16 up;
69 __int16 right;
70 __int16 bottom;
71 __int16 hdpi;
72 __int16 vdpi;
73 };
74 #pragma pack(pop)
75
76 /* 385 */
77 #pragma pack(push, 1)
78 struct PCXHeader_2
79 {
80 char reserved;
81 char planes;
82 __int16 pitch;
83 __int16 palette_info;
84 };
85 #pragma pack(pop)
86
87 HRESULT __stdcall D3DZBufferFormatEnumerator(DDPIXELFORMAT *Src, DDPIXELFORMAT *Dst);
88 HRESULT __stdcall DDrawDisplayModesEnumerator(DDSURFACEDESC2 *pSurfaceDesc, __int16 *a2);
89 HRESULT __stdcall D3DDeviceEnumerator(const GUID *lpGUID, const char *lpDeviceDesc, const char *lpDeviceName, D3DDEVICEDESC *pHWDesc, D3DDEVICEDESC *pSWDesc, struct RenderD3D_aux *a6);
90 signed int __stdcall RenderD3D__DeviceEnumerator(GUID *lpGUID, const char *lpDevDesc, const char *lpDriverName, RenderD3D__DevInfo *pOut); // idb
91
92 //----- (0049E79F) --------------------------------------------------------
93 bool Render::CheckTextureStages()
94 {
95 bool v0; // edi@1
96 IDirectDrawSurface4 *pSurface2; // [sp+Ch] [bp-14h]@1
97 IDirectDrawSurface4 *pSurface1; // [sp+10h] [bp-10h]@1
98 DWORD v4; // [sp+14h] [bp-Ch]@1
99 IDirect3DTexture2 *pTexture2; // [sp+18h] [bp-8h]@1
100 IDirect3DTexture2 *pTexture1; // [sp+1Ch] [bp-4h]@1
101
102 v0 = false;
103 pRenderD3D->CreateTexture(64, 64, &pSurface1, &pTexture1, true, false, 32);
104 pRenderD3D->CreateTexture(64, 64, &pSurface2, &pTexture2, true, false, 32);
105
106 ErrD3D(pRenderD3D->pDevice->SetTexture(0, pTexture1));
107 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP));
108 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_COLOROP, 2));
109 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, 2));
110 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, 2));
111 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_MINFILTER, 2));
112 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, 1));
113
114 ErrD3D(pRenderD3D->pDevice->SetTexture(0, pTexture2));
115 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(1, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP));
116 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1));
117 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(1, D3DTSS_COLOROP, 7));
118 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(1, D3DTSS_COLORARG1, 2));
119 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(1, D3DTSS_COLORARG2, 1));
120 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(1, D3DTSS_MAGFILTER, 2));
121 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(1, D3DTSS_MINFILTER, 2));
122 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(1, D3DTSS_MIPFILTER, 1));
123
124 if ( !pRenderD3D->pDevice->ValidateDevice(&v4) && v4 == 1 )
125 v0 = true;
126 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(1, D3DTSS_COLOROP, 1));
127 pTexture1->Release();
128 pTexture2->Release();
129 pSurface1->Release();
130 pSurface2->Release();
131 return v0;
132 }
133
134
135 //----- (00440CB8) --------------------------------------------------------
136 void Render::DrawBillboardList_BLV()
137 {
138 RenderBillboardTransform_local0 soft_billboard; // [sp+4h] [bp-50h]@1
139
140 soft_billboard.sParentBillboardID = -1;
141 soft_billboard.pTarget = pBLVRenderParams->pRenderTarget;
142 soft_billboard.pTargetZ = pBLVRenderParams->pTargetZBuffer;
143 soft_billboard.uTargetPitch = uTargetSurfacePitch;
144 soft_billboard.uViewportX = pBLVRenderParams->uViewportX;
145 soft_billboard.uViewportY = pBLVRenderParams->uViewportY;
146 soft_billboard.uViewportZ = pBLVRenderParams->uViewportZ - 1;
147 soft_billboard.uViewportW = pBLVRenderParams->uViewportW;
148
149 pODMRenderParams->uNumBillboards = ::uNumBillboardsToDraw;
150 for (uint i = 0; i < ::uNumBillboardsToDraw; ++i)
151 {
152 RenderBillboard* p = &pBillboardRenderList[i];
153
154 soft_billboard.uScreenSpaceX = p->uScreenSpaceX;
155 soft_billboard.sParentBillboardID = i;
156 soft_billboard.uScreenSpaceY = p->uScreenSpaceY;
157 soft_billboard._screenspace_x_scaler_packedfloat = p->_screenspace_x_scaler_packedfloat;
158 soft_billboard._screenspace_y_scaler_packedfloat = p->_screenspace_y_scaler_packedfloat;
159 soft_billboard.sZValue = p->sZValue;
160 soft_billboard.uFlags = p->field_1E;
161 soft_billboard.sTintColor = p->sTintColor;
162 if ( p->HwSpriteID != -1 )
163 {
164 if ( pRenderD3D )
165 DrawBillboard_Indoor(&soft_billboard, &pSprites_LOD->pHardwareSprites[p->HwSpriteID], p->dimming_level);
166 else
167 {
168 soft_billboard.pPalette = PaletteManager::Get_Dark_or_Red_LUT(p->uPalette, p->dimming_level, 1);
169 if (p->field_1E & 0x0100)
170 soft_billboard.pPalette = pPaletteManager->field_261600[p->uPalette];
171 if ( !(soft_billboard.uFlags & 0x40) && soft_billboard.uFlags & 0x80 )
172 soft_billboard.pPalette2 = PaletteManager::Get_Dark_or_Red_LUT(p->uPalette, 0, 1);
173 if ( p->HwSpriteID >= 0 )
174 pSprites_LOD->pSpriteHeaders[p->HwSpriteID].DrawSprite_sw(&soft_billboard, 1);
175 }
176 }
177 }
178 }
179
180 //----- (004A16A5) --------------------------------------------------------
181 bool Render::AreRenderSurfacesOk()
182 {
183 return pFrontBuffer4 && pBackBuffer4;
184 }
185
186
187 //----- (004A19D8) --------------------------------------------------------
188 unsigned int BlendColors(unsigned int a1, unsigned int a2)
189 {
190 /*signed __int64 v2; // ST10_8@1
191 double v3; // st7@1
192 float v4; // ST24_4@1
193 double v5; // ST10_8@1
194 int v6; // ST1C_4@1
195 float v7; // ST24_4@1
196 double v8; // ST10_8@1
197 unsigned __int8 v9; // ST20_1@1
198 float v10; // ST24_4@1
199 double v11; // ST10_8@1
200 float v12; // ST24_4@1
201 double v13; // ST08_8@1*/
202
203 uint alpha = (uint)floorf(0.5f + (a1 >> 24) / 255.0f *
204 (a2 >> 24) / 255.0f * 255.0f),
205 red = (uint)floorf(0.5f + ((a1 >> 16) & 0xFF) / 255.0f *
206 ((a2 >> 16) & 0xFF) / 255.0f * 255.0f),
207 green = (uint)floorf(0.5f + ((a1 >> 8) & 0xFF) / 255.0f *
208 ((a2 >> 8) & 0xFF) / 255.0f * 255.0f),
209 blue = (uint)floorf(0.5f + ((a1 >> 0) & 0xFF) / 255.0f *
210 ((a2 >> 0) & 0xFF) / 255.0f * 255.0f);
211 return (alpha << 24) | (red << 16) | (green << 8) | blue;
212 /*v2 = a1 >> 24;
213 v3 = (double)v2 / 255.0f;
214 HIDWORD(v2) = 0;
215 LODWORD(v2) = a2 >> 24;
216 v4 = v3 * (double)v2 / 255.0f * 255.0;
217 v5 = v4 + 6.7553994e15;
218 v6 = LODWORD(v5);
219 v7 = (double)((a1 >> 16) & 0xFFi64) / 255.0f * (double)((a2 >> 16) & 0xFF) * 0.0039215689 * 255.0;
220 v8 = v7 + 6.7553994e15;
221 v9 = LOBYTE(v8);
222 v10 = (double)((unsigned __int16)a1 >> 8) / 255.0f * (double)((unsigned __int16)a2 >> 8) / 255.0f * 255.0;
223 v11 = v10 + 6.7553994e15;
224 v12 = (double)(a1 & 0xFFi64) / 255.0f * (double)(unsigned __int8)a2 / 255.0f * 255.0;
225 v13 = v12 + 6.7553994e15;
226 return LOBYTE(v13) | ((LOBYTE(v11) | (((v6 << 8) | v9) << 8)) << 8);*/
227 }
228
229
230 void Render::RenderTerrainD3D() // New function
231 {
232 int v6; // ecx@8
233 struct Polygon *pTilePolygon; // ebx@8
234 float Light_tile_dist;
235
236 //warning: the game uses CW culling by default, ccw is incosistent
237 pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CCW);
238
239 static RenderVertexSoft pTerrainVertices[128 * 128];//vertexCountX and vertexCountZ
240
241 //Генерация местоположения вершин-------------------------------------------------------------------------
242 //решётка вершин делится на две части от -64 до 0 и от 0 до 64
243 //
244 // -64 X 0 64
245 // --------------- 64
246 // | | |
247 // | | |
248 // | | |
249 // 0|------+------| Z
250 // | | |
251 // | | |
252 // | | |
253 // ---------------
254 // -64
255
256 int blockScale = 512;
257 int heightScale = 32;
258 for (unsigned int z = 0; z < 128; ++z)
259 {
260 for (unsigned int x = 0; x < 128; ++x)
261 {
262 pTerrainVertices[z * 128 + x].vWorldPosition.x = (-64 + (signed)x) * blockScale;
263 pTerrainVertices[z * 128 + x].vWorldPosition.y = (64 - (signed)z) * blockScale;
264 pTerrainVertices[z * 128 + x].vWorldPosition.z = heightScale * pOutdoor->pTerrain.pHeightmap[z * 128 + x];
265 pGame->pIndoorCameraD3D->ViewTransform(&pTerrainVertices[z * 128 + x], 1);
266 pGame->pIndoorCameraD3D->Project(&pTerrainVertices[z * 128 + x], 1, 0);
267 }
268 }
269 //-------(Отсечение невидимой части карты)------------------------------------------------------------------------------------------
270 float direction = (float)(pGame->pIndoorCameraD3D->sRotationY / 256);//direction of the camera(напрвление камеры)
271 //0-East(B)
272 //1-NorthEast(CB)
273 //2-North(C)
274 //3-WestNorth(CЗ)
275 //4-West(З)
276 //5-SouthWest(ЮЗ)
277 //6-South(Ю)
278 //7-SouthEast(ЮВ)
279 unsigned int Start_X, End_X, Start_Z, End_Z;
280 if ( direction >= 0 && direction < 1.0 )//East(B) - NorthEast(CB)
281 {
282 Start_X = pODMRenderParams->uMapGridCellX - 2, End_X = 127;
283 Start_Z = 0, End_Z = 127;
284 }
285 else if (direction >= 1.0 && direction < 3.0)//NorthEast(CB) - WestNorth(CЗ)
286 {
287 Start_X = 0, End_X = 127;
288 Start_Z = 0, End_Z = pODMRenderParams->uMapGridCellZ + 1;
289 }
290 else if (direction >= 3.0 && direction < 5.0)//WestNorth(CЗ) - SouthWest(ЮЗ)
291 {
292 Start_X = 0, End_X = pODMRenderParams->uMapGridCellX + 2;
293 Start_Z = 0, End_Z = 127;
294 }
295 else if ( direction >= 5.0 && direction < 7.0 )//SouthWest(ЮЗ) - //SouthEast(ЮВ)
296 {
297 Start_X = 0, End_X = 127;
298 Start_Z = pODMRenderParams->uMapGridCellZ - 2, End_Z = 127;
299 }
300 else//SouthEast(ЮВ) - East(B)
301 {
302 Start_X = pODMRenderParams->uMapGridCellX - 2, End_X = 127;
303 Start_Z = 0, End_Z = 127;
304 }
305 for (unsigned int z = Start_Z; z < End_Z; ++z)
306 {
307 for (unsigned int x = Start_X; x < End_X; ++x)
308 {
309 pTilePolygon = &array_77EC08[pODMRenderParams->uNumPolygons];
310 pTilePolygon->flags = 0;
311 pTilePolygon->field_32 = 0;
312 pTilePolygon->uTileBitmapID = pOutdoor->DoGetTileTexture(x, z);
313 pTilePolygon->pTexture = (Texture *)&pBitmaps_LOD->pHardwareTextures[pTilePolygon->uTileBitmapID];
314 if (pTilePolygon->uTileBitmapID == 0xFFFF)
315 continue;
316
317 //pTile->flags = 0x8010 |pOutdoor->GetSomeOtherTileInfo(x, z);
318 pTilePolygon->flags = pOutdoor->GetSomeOtherTileInfo(x, z);
319 pTilePolygon->field_32 = 0;
320 pTilePolygon->field_59 = 1;
321 pTilePolygon->sTextureDeltaU = 0;
322 pTilePolygon->sTextureDeltaV = 0;
323 // x,z x+1,z
324 // .____________.
325 // | |
326 // | |
327 // | |
328 // | |
329 // | |
330 // .____________.
331 // x,z+1 x+1,z+1
332 memcpy(&array_73D150[0], &pTerrainVertices[z * 128 + x], sizeof(RenderVertexSoft));//x, z
333 array_73D150[0].u = 0;
334 array_73D150[0].v = 0;
335 memcpy(&array_73D150[1], &pTerrainVertices[z * 128 + x + 1], sizeof(RenderVertexSoft));//x + 1, z
336 array_73D150[1].u = 1;
337 array_73D150[1].v = 0;
338 memcpy(&array_73D150[2], &pTerrainVertices[(z + 1) * 128 + x + 1], sizeof(RenderVertexSoft));//x + 1, z + 1
339 array_73D150[2].u = 1;
340 array_73D150[2].v = 1;
341 memcpy(&array_73D150[3], &pTerrainVertices[(z + 1) * 128 + x], sizeof(RenderVertexSoft));//x, z + 1
342 array_73D150[3].u = 0;
343 array_73D150[3].v = 1;
344 //v58 = 0;
345 //if (v58 == 4) // if all y == first y; primitive in xz plane
346 //pTile->field_32 |= 0x0001;
347 pTilePolygon->pODMFace = nullptr;
348 pTilePolygon->uNumVertices = 4;
349 pTilePolygon->field_59 = 5;
350
351 //shading (затенение)----------------------------------------------------------------------------
352 //uint norm_idx = pTerrainNormalIndices[2 * (z * 128 + x) + 1];
353 uint norm_idx = pTerrainNormalIndices[2 * (x * 128 + z) + 2];
354 assert(norm_idx < uNumTerrainNormals);
355
356 Vec3_float_* norm = &pTerrainNormals[norm_idx];
357 float _f = ((norm->x * (float)pOutdoor->vSunlight.x / 65536.0) -
358 (norm->y * (float)pOutdoor->vSunlight.y / 65536.0) -
359 (norm->z * (float)pOutdoor->vSunlight.z / 65536.0));
360 pTilePolygon->dimming_level = 20.0 - floorf(20.0 * _f + 0.5f);
361 if ( norm_idx < 0 || norm_idx > uNumTerrainNormals - 1 )
362 norm = 0;
363 else
364 norm = &pTerrainNormals[norm_idx];
365 if (for_refactoring)
366 {
367 MessageBoxA(nullptr, "Ritor1: function StackLights_TerrainFace needed refactoring and result - slows", "", 0);
368 __debugbreak();
369 }
370 //pGame->pLightmapBuilder->StackLights_TerrainFace(norm, &Light_tile_dist, array_50AC10, 4, 1);//Ritor1: slows
371 //pDecalBuilder->_49BE8A(pTilePolygon, norm, &Light_tile_dist, array_50AC10, 4, 1);
372 //unsigned int a5 = 4;
373 //----------------------------------------------------------------------------
374
375 ++pODMRenderParams->uNumPolygons;
376 ++pODMRenderParams->field_44;
377 assert(pODMRenderParams->uNumPolygons < 20000);
378
379 pTilePolygon->uBModelID = 0;
380 pTilePolygon->uBModelFaceID = 0;
381 pTilePolygon->field_50 = (8 * (0 | (0 << 6))) | 6;
382 for (unsigned int k = 0; k < pTilePolygon->uNumVertices; ++k)
383 {
384 memcpy(&array_50AC10[k], &array_73D150[k], sizeof(struct RenderVertexSoft));
385 array_50AC10[k]._rhw = 1.0 / (array_73D150[k].vWorldViewPosition.x + 0.0000001000000011686097);
386 }
387 //---------Draw distance(Дальность отрисовки)-------------------------------
388 int temp = pODMRenderParams->shading_dist_mist;
389 if ( draw_terrain_dist_mist )
390 pODMRenderParams->shading_dist_mist = 0x5000;
391 bool neer_clip = array_73D150[0].vWorldViewPosition.x < 8.0
392 || array_73D150[1].vWorldViewPosition.x < 8.0
393 || array_73D150[2].vWorldViewPosition.x < 8.0
394 || array_73D150[3].vWorldViewPosition.x < 8.0;
395 bool far_clip = (double)pODMRenderParams->shading_dist_mist < array_73D150[0].vWorldViewPosition.x
396 || (double)pODMRenderParams->shading_dist_mist < array_73D150[1].vWorldViewPosition.x
397 || (double)pODMRenderParams->shading_dist_mist < array_73D150[2].vWorldViewPosition.x
398 || (double)pODMRenderParams->shading_dist_mist < array_73D150[3].vWorldViewPosition.x;
399
400 /* int v33 = 0;
401 static stru154 static_sub_0048034E_stru_154;
402 pGame->pLightmapBuilder->std__vector_000004_size = 0;
403 if ( stru_F8AD28.uNumLightsApplied > 0 || pDecalBuilder->uNumDecals > 0 )
404 {
405 if ( neer_clip )
406 v33 = 3;
407 else
408 v33 = far_clip != 0 ? 5 : 0;
409 static_sub_0048034E_stru_154.ClassifyPolygon(norm, Light_tile_dist);
410 if ( pDecalBuilder->uNumDecals > 0 )
411 pDecalBuilder->ApplyDecals(31 - pTilePolygon->dimming_level, 4, &static_sub_0048034E_stru_154, a5, array_50AC10, 0, *(float *)&v33, -1);
412 }
413 if ( stru_F8AD28.uNumLightsApplied > 0 )
414 pGame->pLightmapBuilder->ApplyLights(&stru_F8AD28, &static_sub_0048034E_stru_154, a5, array_50AC10, 0, v33);*/
415
416 if ( !byte_4D864C || ~pGame->uFlags & 0x80 )
417 {
418 //if ( neer_clip ) //Ritor1: Даёт искажения на подъёме, возможно требуется ф-ция Безье
419 //{
420 // pTilePolygon->uNumVertices = ODM_NearClip(pTilePolygon->uNumVertices);
421 // ODM_Project(pTilePolygon->uNumVertices);
422 //}
423 if ( far_clip )
424 {
425 pTilePolygon->uNumVertices = ODM_FarClip(pTilePolygon->uNumVertices);
426 ODM_Project(pTilePolygon->uNumVertices);
427 }
428 }
429 pODMRenderParams->shading_dist_mist = temp;
430
431 // check the transparency and texture (tiles) mapping (проверка прозрачности и наложение текстур (тайлов))----------------------
432 bool transparent = false;
433 if ( !( pTilePolygon->flags & 1 ) ) // не поддерживается TextureFrameTable
434 {
435 if ( /*pTile->flags & 2 && */pTilePolygon->uTileBitmapID == pRenderer->hd_water_tile_id)
436 {
437 //transparent = false;
438 v6 = pRenderer->pHDWaterBitmapIDs[pRenderer->hd_water_current_frame];
439 }
440 else
441 {
442 v6 = pTilePolygon->uTileBitmapID;
443 if ( !_strnicmp(pBitmaps_LOD->pTextures[pTilePolygon->uTileBitmapID].pName, "wtrdr", 5) )
444 transparent = true;
445 }
446
447 assert(v6 < 1000); // many random crashes here
448
449 // for all shore tiles - draw a tile water under them since they're half-empty
450 if (!_strnicmp(pBitmaps_LOD->pTextures[pTilePolygon->uTileBitmapID].pName, "wtrdr", 5)) // all shore tile filenames are wtrdrXXX
451 DrawBorderTiles(pTilePolygon);
452
453 pRenderer->DrawTerrainPolygon(pTilePolygon->uNumVertices, pTilePolygon, pBitmaps_LOD->pHardwareTextures[v6], transparent, true);
454 }
455 //else //здесь уже пограничные тайлы воды
456 //pTile->DrawBorderTiles();
457 //--------------------------------------------------------------------------------------------------------------------------------
458
459 --pODMRenderParams->uNumPolygons;
460 --pODMRenderParams->field_44;
461 }
462 }
463 }
464
465 //----- (004811A3) --------------------------------------------------------
466 void Render::DrawBorderTiles(struct Polygon *poly)
467 {
468 pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false);
469 DrawTerrainPolygon(poly->uNumVertices, poly,
470 pBitmaps_LOD->pHardwareTextures[pHDWaterBitmapIDs[hd_water_current_frame]], false, true);
471
472 pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, true);
473 //DrawTerrainPolygon(poly->uNumVertices, poly, pBitmaps_LOD->pHardwareTextures[poly->uTileBitmapID], true, true);
474 }
475
476
477 //----- (0047BACF) --------------------------------------------------------
478 void Render::TransformBillboardsAndSetPalettesODM()
479 {
480 //int v0; // edi@1
481 //char *v1; // esi@2
482 //unsigned int v2; // edx@3
483 //int v3; // eax@3
484 //int v4; // edi@3
485 //int v5; // eax@3
486 //__int16 v6; // di@3
487 //int v7; // eax@3
488 //int v8; // ebx@4
489 // unsigned __int16 *v9; // eax@7
490 // char v10; // zf@9
491 //DWORD v11; // eax@13
492 // int v12; // eax@13
493 // int v13; // eax@14
494 RenderBillboardTransform_local0 billboard; // [sp+4h] [bp-60h]@1
495 // int v15; // [sp+54h] [bp-10h]@13
496 //int v16; // [sp+58h] [bp-Ch]@1
497 //int v17; // [sp+5Ch] [bp-8h]@2
498 // int v18; // [sp+60h] [bp-4h]@13
499
500 billboard.sParentBillboardID = -1;
501 billboard.pTarget = pRenderer->pTargetSurface;
502 billboard.pTargetZ = pRenderer->pActiveZBuffer;
503 billboard.uTargetPitch = pRenderer->uTargetSurfacePitch;
504 billboard.uViewportX = pViewport->uViewportTL_X;
505 billboard.uViewportY = pViewport->uViewportTL_Y;
506 billboard.uViewportZ = pViewport->uViewportBR_X - 1;
507 billboard.uViewportW = pViewport->uViewportBR_Y;
508 pODMRenderParams->uNumBillboards = uNumBillboardsToDraw;
509
510 for (unsigned int i = 0; i < ::uNumBillboardsToDraw; ++i)
511 {
512 billboard.uScreenSpaceX = pBillboardRenderList[i].uScreenSpaceX;
513 billboard.uScreenSpaceY = pBillboardRenderList[i].uScreenSpaceY;
514 billboard.sParentBillboardID = i;
515 billboard._screenspace_x_scaler_packedfloat = pBillboardRenderList[i]._screenspace_x_scaler_packedfloat;
516 billboard.sTintColor = pBillboardRenderList[i].sTintColor;
517 billboard._screenspace_y_scaler_packedfloat = pBillboardRenderList[i]._screenspace_y_scaler_packedfloat;
518 billboard.sZValue = pBillboardRenderList[i].sZValue;
519 billboard.uFlags = pBillboardRenderList[i].field_1E;
520 if (pBillboardRenderList[i].HwSpriteID != -1)
521 {
522 if (!pRenderD3D) __debugbreak(); // no sw rendering
523 //if (pRenderer->pRenderD3D)
524 TransformBillboard(&billboard,
525 &pSprites_LOD->pHardwareSprites[pBillboardRenderList[i].HwSpriteID],
526 pBillboardRenderList[i].dimming_level, &pBillboardRenderList[i]);
527 /*else
528 {
529 assert(false);
530
531 auto v1 = (char *)&pBillboard->uScreenSpaceY;
532 if ( *(v1 - 10) & 2 )
533 v9 = PaletteManager::Get_Dark_or_Red_LUT(*((short *)v1 - 7), 0, 1);
534 else
535 v9 = sr_GetBillboardPalette((RenderBillboard *)(v1 - 40), *((short *)v1 - 7), pBillboard->sZValue, *((short *)v1 + 1));
536 v10 = (*(v1 - 9) & 1) == 0;
537 billboard.pPalette = v9;
538 if ( !v10 )
539 billboard.pPalette = pPaletteManager->field_261600[*((short *)v1 - 7)];
540 if ( !(billboard.uFlags & 0x40) && billboard.uFlags & 0x80 )
541 {
542 v12 = stru_5C6E00->Cos(i * 5 + GetTickCount());
543 v15 = abs(v12);
544 v18 = (unsigned __int64)(15i64 * v15) >> 16;
545 billboard.pPalette2 = PaletteManager::Get_Dark_or_Red_LUT(*((short *)v1 - 7), 15 - v18, 1);
546 }
547 v13 = *((short *)v1 - 8);
548 if ( v13 >= 0 )
549 pSprites_LOD->pSpriteHeaders[v13].DrawSprite_sw(&billboard, 1);
550 }*/
551 }
552 }
553 }
554
555 //----- (0047AF11) --------------------------------------------------------
556 void Render::DrawSpriteObjects_ODM()
557 {
558 SpriteFrame *frame; // eax@10
559 unsigned int v6; // eax@10
560 int v9; // ecx@10
561 int v17; // ecx@25
562 int v18; // eax@25
563 // int v22; // ST3C_4@29
564 signed __int64 v23; // qtt@30
565 int v26; // eax@31
566 // char v27; // zf@31
567 int v30; // [sp+14h] [bp-2Ch]@23
568 int v37; // [sp+1Ch] [bp-24h]@23
569 int a6; // [sp+20h] [bp-20h]@10
570 int v42; // [sp+2Ch] [bp-14h]@23
571 int y; // [sp+30h] [bp-10h]@10
572 int x; // [sp+34h] [bp-Ch]@10
573 int z; // [sp+38h] [bp-8h]@10
574 signed __int16 v46; // [sp+3Ch] [bp-4h]@12
575
576 //v41 = 0;
577 for (unsigned int i = 0; i < uNumSpriteObjects; ++i)
578 {
579 SpriteObject* object = &pSpriteObjects[i];
580 //auto v0 = (char *)&pSpriteObjects[i].uSectorID;
581 //v0 = (char *)&pSpriteObjects[0].uSectorID;
582 //do
583 //{
584 if (!object->uObjectDescID) // item probably pciked up
585 continue;
586
587 assert(object->uObjectDescID < pObjectList->uNumObjects);
588 ObjectDesc* object_desc = &pObjectList->pObjects[object->uObjectDescID];
589 if (object_desc->NoSprite())
590 continue;
591
592 //v1 = &pObjectList->pObjects[*((short *)v0 - 13)];
593 //if ( !(v1->uFlags & 1) )
594 //{
595 //v2 = *((short *)v0 - 14)
596 //v2 = object->uType;
597 if ( (object->uType < 1000 || object->uType >= 10000) && (object->uType < 500 || object->uType >= 600)
598 || pGame->pStru6Instance->_4A81CA(object) )
599 {
600 //a5 = *(short *)v0;
601 x = object->vPosition.x;
602 y = object->vPosition.y;
603 z = object->vPosition.z;
604 frame = pSpriteFrameTable->GetFrame(object_desc->uSpriteID, object->uSpriteFrameID);
605 a6 = frame->uGlowRadius * object->field_22_glow_radius_multiplier;
606 v6 = stru_5C6E00->Atan2(object->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, object->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
607 //LOWORD(v7) = object->uFacing;
608 //v8 = v36;
609 v9 = ((signed int)(stru_5C6E00->uIntegerPi + ((signed int)stru_5C6E00->uIntegerPi >> 3) + object->uFacing - v6) >> 8) & 7;
610 pBillboardRenderList[::uNumBillboardsToDraw].HwSpriteID = frame->pHwSpriteIDs[v9];
611 if ( frame->uFlags & 0x20 )
612 {
613 //v8 = v36;
614 z -= fixpoint_mul(frame->scale, pSprites_LOD->pSpriteHeaders[(signed __int16)frame->pHwSpriteIDs[v9]].uHeight) / 2;
615 }
616 v46 = 0;
617 if ( frame->uFlags & 2 )
618 v46 = 2;
619 //v11 = (int *)(256 << v9);
620 if ( (256 << v9) & frame->uFlags )
621 v46 |= 4;
622 if ( frame->uFlags & 0x40000 )
623 v46 |= 0x40;
624 if ( frame->uFlags & 0x20000 )
625 LOBYTE(v46) = v46 | 0x80;
626 if ( a6 )
627 {
628 //LOBYTE(v11) = _4E94D3_light_type;
629 pMobileLightsStack->AddLight(x, y, z, object->uSectorID, a6, 0xFF, 0xFF, 0xFF, _4E94D3_light_type);
630 }
631 if (pGame->pIndoorCameraD3D->sRotationX)
632 {
633 v30 = fixpoint_mul((x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16, pGame->pIndoorCameraD3D->int_cosine_y)
634 + fixpoint_mul((y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16, pGame->pIndoorCameraD3D->int_sine_y);
635 v37 = fixpoint_mul((x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16, pGame->pIndoorCameraD3D->int_sine_y);
636 v42 = fixpoint_mul((z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16, pGame->pIndoorCameraD3D->int_sine_x)
637 + fixpoint_mul(v30, pGame->pIndoorCameraD3D->int_cosine_x);
638 if ( v42 >= 0x40000 && v42 <= pODMRenderParams->shading_dist_mist << 16 )
639 {
640 v17 = fixpoint_mul((y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16, pGame->pIndoorCameraD3D->int_cosine_y) - v37;
641 v18 = fixpoint_mul((z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16, pGame->pIndoorCameraD3D->int_cosine_x)
642 - fixpoint_mul(v30, pGame->pIndoorCameraD3D->int_sine_x);
643 if ( abs(v42) >= abs(v17) )
644 {
645 LODWORD(v23) = 0;
646 HIDWORD(v23) = SLOWORD(pODMRenderParams->int_fov_rad);
647
648 object->uAttributes |= 1;
649 pBillboardRenderList[::uNumBillboardsToDraw].uPalette = frame->uPaletteIndex;
650 pBillboardRenderList[::uNumBillboardsToDraw].uIndoorSectorID = object->uSectorID;
651 pBillboardRenderList[::uNumBillboardsToDraw]._screenspace_x_scaler_packedfloat = fixpoint_mul(frame->scale, v23 / v42);
652 pBillboardRenderList[::uNumBillboardsToDraw].pSpriteFrame = frame;
653 pBillboardRenderList[::uNumBillboardsToDraw]._screenspace_y_scaler_packedfloat = fixpoint_mul(frame->scale, v23 / v42);
654 pBillboardRenderList[::uNumBillboardsToDraw].field_1E = v46;
655 pBillboardRenderList[::uNumBillboardsToDraw].world_x = x;
656 pBillboardRenderList[::uNumBillboardsToDraw].world_y = y;
657 pBillboardRenderList[::uNumBillboardsToDraw].world_z = z;
658 pBillboardRenderList[::uNumBillboardsToDraw].uScreenSpaceX = pViewport->uScreenCenterX - ((signed int)(fixpoint_mul(v23 / v42, v17) + 0x8000) >> 16);
659 pBillboardRenderList[::uNumBillboardsToDraw].uScreenSpaceY = pViewport->uScreenCenterY - (((unsigned int)fixpoint_mul(v23 / v42, v18) + 0x8000) >> 16);
660 HIWORD(v26) = HIWORD(v42);
661 LOWORD(v26) = 0;
662 pBillboardRenderList[::uNumBillboardsToDraw].sZValue = v26 + (PID(OBJECT_Item,i));
663 pBillboardRenderList[::uNumBillboardsToDraw].dimming_level = 0;
664 pBillboardRenderList[::uNumBillboardsToDraw].sTintColor = 0;
665 if ( !(object->uAttributes & 0x20) )
666 {
667 if ( !pRenderD3D )
668 {
669 __debugbreak();
670 pBillboardRenderList[::uNumBillboardsToDraw].sZValue = 0;
671 }
672 }
673 //if (::uNumBillboardsToDraw >= 500)
674 // return;
675 assert(::uNumBillboardsToDraw < 500);
676 ++::uNumBillboardsToDraw;
677 ++uNumSpritesDrawnThisFrame;
678 }
679 }
680 }
681 else
682 {
683 v42 = fixpoint_mul((y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16, pGame->pIndoorCameraD3D->int_sine_y)
684 + fixpoint_mul((x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16, pGame->pIndoorCameraD3D->int_cosine_y);
685 if ( v42 >= 0x40000 && v42 <= pODMRenderParams->shading_dist_mist << 16 )
686 {
687 v17 = fixpoint_mul((y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16, pGame->pIndoorCameraD3D->int_cosine_y)
688 - fixpoint_mul(((x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16), pGame->pIndoorCameraD3D->int_sine_y);
689 v18 = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16;
690 if ( abs(v42) >= abs(v17) )
691 {
692 LODWORD(v23) = 0;
693 HIDWORD(v23) = SLOWORD(pODMRenderParams->int_fov_rad);
694
695 object->uAttributes |= 1;
696 pBillboardRenderList[::uNumBillboardsToDraw].uPalette = frame->uPaletteIndex;
697 pBillboardRenderList[::uNumBillboardsToDraw].uIndoorSectorID = object->uSectorID;
698 pBillboardRenderList[::uNumBillboardsToDraw]._screenspace_x_scaler_packedfloat = fixpoint_mul(frame->scale, v23 / v42);
699 pBillboardRenderList[::uNumBillboardsToDraw].pSpriteFrame = frame;
700 pBillboardRenderList[::uNumBillboardsToDraw]._screenspace_y_scaler_packedfloat = fixpoint_mul(frame->scale, v23 / v42);
701 pBillboardRenderList[::uNumBillboardsToDraw].field_1E = v46;
702 pBillboardRenderList[::uNumBillboardsToDraw].world_x = x;
703 pBillboardRenderList[::uNumBillboardsToDraw].world_y = y;
704 pBillboardRenderList[::uNumBillboardsToDraw].world_z = z;
705 pBillboardRenderList[::uNumBillboardsToDraw].uScreenSpaceX = pViewport->uScreenCenterX - ((signed int)(fixpoint_mul(v23 / v42, v17) + 0x8000) >> 16);
706 pBillboardRenderList[::uNumBillboardsToDraw].uScreenSpaceY = pViewport->uScreenCenterY - (((unsigned int)fixpoint_mul(v23 / v42, v18) + 0x8000) >> 16);
707 HIWORD(v26) = HIWORD(v42);
708 LOWORD(v26) = 0;
709 pBillboardRenderList[::uNumBillboardsToDraw].sZValue = v26 + (PID(OBJECT_Item,i));
710 pBillboardRenderList[::uNumBillboardsToDraw].dimming_level = 0;
711 pBillboardRenderList[::uNumBillboardsToDraw].sTintColor = 0;
712 if ( !(object->uAttributes & 0x20) )
713 {
714 if ( !pRenderD3D )
715 {
716 __debugbreak();
717 pBillboardRenderList[::uNumBillboardsToDraw].sZValue = 0;
718 }
719 }
720 //if (::uNumBillboardsToDraw >= 500)
721 // return;
722 assert(::uNumBillboardsToDraw < 500);
723 ++::uNumBillboardsToDraw;
724 ++uNumSpritesDrawnThisFrame;
725 }
726 }
727 }
728 }
729 }
730 }
731
732 //----- (0049D9BC) --------------------------------------------------------
733 signed int __stdcall RenderD3D__DeviceEnumerator(GUID *lpGUID, const char *lpDevDesc, const char *lpDriverName, RenderD3D__DevInfo *pOut)
734 {
735 size_t v4; // eax@1
736 size_t v5; // eax@1
737 size_t v7; // eax@13
738 DDDEVICEIDENTIFIER ddDevId; // [sp+4h] [bp-4F8h]@11
739 DDSURFACEDESC2 v10;/*int v10; // [sp+42Ch] [bp-D0h]@16*/
740 DDSCAPS2 ddsCaps; // [sp+4A8h] [bp-54h]@14
741 unsigned int uFreeVideoMem; // [sp+4B8h] [bp-44h]@14
742 RenderD3D_aux aux; // [sp+4BCh] [bp-40h]@19
743 IDirect3D3 *pDirect3D3; // [sp+4C4h] [bp-38h]@18
744 int is_there_a_compatible_screen_mode; // [sp+4C8h] [bp-34h]@16
745 RenderD3D_D3DDevDesc v20; // [sp+4CCh] [bp-30h]@1
746 LPDIRECTDRAW pDirectDraw = nullptr; // [sp+4F4h] [bp-8h]@4
747 IDirectDraw4 *pDirectDraw4; // [sp+4F8h] [bp-4h]@7
748
749 v4 = strlen(lpDriverName);
750 v20.pDriverName = new char[v4 + 1];
751 v5 = strlen(lpDevDesc);
752 v20.pDeviceDesc = new char[v5 + 1];
753 strcpy(v20.pDriverName, lpDriverName);
754 strcpy(v20.pDeviceDesc, lpDevDesc);
755 if ( lpGUID )
756 {
757 v20.pGUID = new GUID;
758 memcpy(v20.pGUID, lpGUID, 0x10);
759 }
760 else
761 v20.pGUID = 0;
762
763 if (FAILED(DirectDrawCreate(v20.pGUID, &pDirectDraw, 0)))
764 {
765 delete [] v20.pDriverName;
766 delete [] v20.pDeviceDesc;
767 delete v20.pGUID;
768 }
769 else
770 {
771 if (FAILED(pDirectDraw->QueryInterface(IID_IDirectDraw4, (LPVOID *)&pDirectDraw4)))
772 {
773 delete [] v20.pDriverName;
774 delete [] v20.pDeviceDesc;
775 delete v20.pGUID;
776 pDirectDraw->Release();
777 }
778 else
779 {
780 pDirectDraw->Release();
781 if (FAILED( pDirectDraw4->GetDeviceIdentifier(&ddDevId, 1)))
782 v20.pDDraw4DevDesc = 0;
783 else
784 {
785 v7 = strlen(ddDevId.szDescription);
786 v20.pDDraw4DevDesc = new char[v7 + 1];
787 strcpy(v20.pDDraw4DevDesc, ddDevId.szDescription);
788 }
789 memset(&ddsCaps, 0, sizeof(ddsCaps));
790 if (FAILED(pDirectDraw4->GetAvailableVidMem(&ddsCaps, (LPDWORD)&v20.uVideoMem, (LPDWORD)&uFreeVideoMem)))
791 v20.uVideoMem = 0;
792 memset(&v10, 0, sizeof(v10));
793 v10.dwSize = 124;
794 v10.dwFlags = 6;
795 v10.dwHeight = window->GetWidth();
796 v10.dwWidth = window->GetHeight();
797 v10.ddpfPixelFormat.dwSize = 32;
798
799 is_there_a_compatible_screen_mode = false;
800 if ( FAILED(pDirectDraw4->EnumDisplayModes(0, 0, &is_there_a_compatible_screen_mode, (LPDDENUMMODESCALLBACK2)DDrawDisplayModesEnumerator))
801 || !is_there_a_compatible_screen_mode
802 || FAILED(pDirectDraw4->QueryInterface(IID_IDirect3D3, (LPVOID *)&pDirect3D3)))
803 {
804 delete [] v20.pDriverName;
805 delete [] v20.pDeviceDesc;
806 //free(v20.pDDraw4DevDesc);
807 delete [] v20.pDDraw4DevDesc;
808 delete v20.pGUID;
809 pDirectDraw4->Release();
810 }
811 else
812 {
813 aux.pInfo = pOut;
814 aux.ptr_4 = &v20;
815 pDirect3D3->EnumDevices((LPD3DENUMDEVICESCALLBACK)D3DDeviceEnumerator, &aux);
816 delete [] v20.pDriverName;
817 delete [] v20.pDeviceDesc;
818 delete [] v20.pDDraw4DevDesc;
819 delete v20.pGUID;
820 pDirectDraw4->Release();
821 pDirectDraw4 = 0;
822 pDirect3D3->Release();
823 }
824 }
825 }
826 return 1;
827 }
828
829 //----- (0049D784) --------------------------------------------------------
830 HRESULT __stdcall D3DDeviceEnumerator(const GUID *lpGUID, const char *lpDeviceDesc, const char *lpDeviceName, D3DDEVICEDESC *pHWDesc, D3DDEVICEDESC *pSWDesc, RenderD3D_aux *a6)
831 {
832 signed int v7; // edi@1
833
834 v7 = -1;
835 if ( pHWDesc->dwFlags )
836 {
837 if ( !a6->ptr_4->pGUID )
838 v7 = 0;
839 if ( pHWDesc->dwFlags && a6->ptr_4->pGUID )
840 v7 = 1;
841 }
842 if ( !strcmp(lpDeviceName, "RGB Emulation") && !a6->ptr_4->pGUID )
843 v7 = 2;
844 if ( !strcmp(lpDeviceName, "Reference Rasterizer") && !a6->ptr_4->pGUID )
845 v7 = 3;
846 if ( v7 != -1 )
847 {
848 a6->pInfo[v7].bIsDeviceCompatible = 1;
849 a6->pInfo[v7].uCaps = 0;
850 if ( !(pHWDesc->dpcTriCaps.dwSrcBlendCaps & 0x10) )
851 a6->pInfo[v7].uCaps |= 2;
852 if ( !(pHWDesc->dpcTriCaps.dwSrcBlendCaps & 2) )
853 a6->pInfo[v7].uCaps |= 4;
854 if ( !(pHWDesc->dpcTriCaps.dwSrcBlendCaps & 1) )
855 a6->pInfo[v7].uCaps |= 8;
856 if ( !(pHWDesc->dpcTriCaps.dwDestBlendCaps & 0x20) )
857 a6->pInfo[v7].uCaps |= 16;
858 if ( !(pHWDesc->dpcTriCaps.dwDestBlendCaps & 2) )
859 a6->pInfo[v7].uCaps |= 32;
860 if ( !(pHWDesc->dpcTriCaps.dwDestBlendCaps & 4) )
861 a6->pInfo[v7].uCaps |= 64;
862 if ( !(BYTE1(pHWDesc->dwDevCaps) & 0x10) )
863 BYTE1(a6->pInfo[v7].uCaps) |= 1;
864 if ( pHWDesc->dpcTriCaps.dwTextureCaps & 0x20 )
865 LOBYTE(a6->pInfo[v7].uCaps) |= 0x80;
866
867 a6->pInfo[v7].pName = new char[strlen(lpDeviceName) + 1];
868 strcpy(a6->pInfo[v7].pName, lpDeviceName);
869
870 a6->pInfo[v7].pDescription = new char[strlen(lpDeviceDesc) + 1];
871 strcpy(a6->pInfo[v7].pDescription, lpDeviceDesc);
872
873 a6->pInfo[v7].pGUID = new GUID;
874 memcpy(a6->pInfo[v7].pGUID, lpGUID, 0x10);
875
876 a6->pInfo[v7].pDriverName = new char[strlen(a6->ptr_4->pDriverName) + 1];
877 strcpy(a6->pInfo[v7].pDriverName, a6->ptr_4->pDriverName);
878
879 a6->pInfo[v7].pDeviceDesc = new char[strlen(a6->ptr_4->pDeviceDesc) + 1];
880 strcpy(a6->pInfo[v7].pDeviceDesc, a6->ptr_4->pDeviceDesc);
881
882 a6->pInfo[v7].pDDraw4DevDesc = new char[strlen(a6->ptr_4->pDDraw4DevDesc) + 1];
883 strcpy(a6->pInfo[v7].pDDraw4DevDesc, a6->ptr_4->pDDraw4DevDesc);
884
885 if ( a6->ptr_4->pGUID )
886 {
887 a6->pInfo[v7].pDirectDrawGUID = new GUID;
888 memcpy(a6->pInfo[v7].pDirectDrawGUID, a6->ptr_4->pGUID, 0x10);
889 }
890 else
891 a6->pInfo[v7].pDirectDrawGUID = 0;
892 a6->pInfo[v7].uVideoMem = a6->ptr_4->uVideoMem;
893 }
894 return 1;
895 }
896
897 //----- (0049D75C) --------------------------------------------------------
898 HRESULT __stdcall DDrawDisplayModesEnumerator(DDSURFACEDESC2 *pSurfaceDesc, __int16 *found_compatible_mode)
899 {
900 if ( pSurfaceDesc->ddsCaps.dwCaps | DDSCAPS_3DDEVICE /*&& pSurfaceDesc->ddpfPixelFormat.dwRGBBitCount == 16*/ )
901 {
902 *found_compatible_mode = 1;
903 return S_OK;
904 }
905 return 1;
906 }
907
908 //----- (0047A95E) --------------------------------------------------------
909 void Render::PrepareDecorationsRenderList_ODM()
910 {
911 unsigned int v6; // edi@9
912 int v7; // eax@9
913 SpriteFrame *v8; // eax@9
914 unsigned __int16 *v10; // eax@9
915 int v13; // ecx@9
916 int v14; // ecx@20
917 char v15; // dl@20
918 signed int v16; // eax@20
919 int v17; // eax@23
920 int v18; // ecx@24
921 int v19; // eax@24
922 int v20; // ecx@24
923 int v21; // ebx@26
924 int v22; // eax@26
925 signed __int64 v24; // qtt@31
926 int v25; // ebx@31
927 __int16 v29; // cx@37
928 int v30; // ecx@37
929 int v31; // ebx@37
930 Particle_sw local_0; // [sp+Ch] [bp-98h]@7
931 unsigned __int16 *v37; // [sp+84h] [bp-20h]@9
932 int v38; // [sp+88h] [bp-1Ch]@9
933 int v40; // [sp+90h] [bp-14h]@24
934 int v41; // [sp+94h] [bp-10h]@24
935 int v42; // [sp+98h] [bp-Ch]@9
936 int b; // [sp+A0h] [bp-4h]@22
937
938 for (unsigned int i = 0; i < uNumLevelDecorations; ++i)
939 {
940 //LevelDecoration* decor = &pLevelDecorations[i];
941 if ((!(pLevelDecorations[i].uFlags & LEVEL_DECORATION_OBELISK_CHEST)
942 || pLevelDecorations[i].IsObeliskChestActive()) && !(pLevelDecorations[i].uFlags & LEVEL_DECORATION_INVISIBLE))
943 {
944 DecorationDesc* decor_desc = &pDecorationList->pDecorations[pLevelDecorations[i].uDecorationDescID];
945 if ( (char)decor_desc->uFlags >= 0 )
946 {
947 if ( !(decor_desc->uFlags & 0x22) )
948 {
949 v6 = pMiscTimer->uTotalGameTimeElapsed;
950 v7 = abs(pLevelDecorations[i].vPosition.x + pLevelDecorations[i].vPosition.y);
951
952 #pragma region "New: seasons change"
953 extern bool change_seasons;
954 if (change_seasons)
955 switch (pParty->uCurrentMonth)
956 {
957 // case 531 (tree60), 536 (tree65), 537 (tree66) have no autumn/winter sprites
958 case 11: case 0: case 1: // winter
959 switch (decor_desc->uSpriteID)
960 {
961 //case 468: //bush02 grows on swamps, which are evergreeen actually
962 case 548: // flower10
963 case 547: // flower09
964 case 541: // flower03
965 case 539: continue; // flower01
966
967 case 483: // tree01
968 case 486: // tree04
969 case 492: // tree10
970 pSpriteFrameTable->InitializeSprite(decor_desc->uSpriteID + 2);
971 v8 = pSpriteFrameTable->GetFrame(decor_desc->uSpriteID + 2, v6 + v7);
972 break;
973
974 default:
975 v8 = pSpriteFrameTable->GetFrame(decor_desc->uSpriteID, v6 + v7);
976 }
977 break;
978
979 case 2: case 3: case 4: // spring
980 switch (decor_desc->uSpriteID)
981 {
982 }
983 v8 = pSpriteFrameTable->GetFrame(decor_desc->uSpriteID, v6 + v7);
984 break;
985
986 case 8: case 9: case 10: // autumn
987 switch (decor_desc->uSpriteID)
988 {
989 //case 468: //bush02 grows on swamps, which are evergreeen actually
990 case 548: // flower10
991 case 547: // flower09
992 case 541: // flower03
993 case 539: continue; // flower01
994
995 case 483: // tree01
996 case 486: // tree04
997 case 492: // tree10
998 pSpriteFrameTable->InitializeSprite(decor_desc->uSpriteID + 1);
999 v8 = pSpriteFrameTable->GetFrame(decor_desc->uSpriteID + 1, v6 + v7);
1000 break;
1001
1002 default:
1003 v8 = pSpriteFrameTable->GetFrame(decor_desc->uSpriteID, v6 + v7);
1004 }
1005 break;
1006
1007 case 5: case 6: case 7: // summer
1008 //all green by default
1009 v8 = pSpriteFrameTable->GetFrame(decor_desc->uSpriteID, v6 + v7);
1010 break;
1011
1012 default: assert(pParty->uCurrentMonth >= 0 && pParty->uCurrentMonth < 12);
1013 }
1014 else
1015 v8 = pSpriteFrameTable->GetFrame(decor_desc->uSpriteID, v6 + v7);
1016 #pragma endregion
1017 //v8 = pSpriteFrameTable->GetFrame(decor_desc->uSpriteID, v6 + v7);
1018
1019 v10 = (unsigned __int16 *)stru_5C6E00->Atan2(pLevelDecorations[i].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x,
1020 pLevelDecorations[i].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
1021 v38 = 0;
1022 v13 = ((signed int)(stru_5C6E00->uIntegerPi + ((signed int)stru_5C6E00->uIntegerPi >> 3) + pLevelDecorations[i].field_10_y_rot - (signed int)v10) >> 8) & 7;
1023 v37 = (unsigned __int16 *)v13;
1024 if ( v8->uFlags & 2 )
1025 v38 = 2;
1026 if ( (256 << v13) & v8->uFlags )
1027 v38 |= 4;
1028 if ( v8->uFlags & 0x40000 )
1029 v38 |= 0x40;
1030 if ( v8->uFlags & 0x20000 )
1031 LOBYTE(v38) = v38 | 0x80;
1032 if ( v8->uGlowRadius )
1033 {
1034 if ( pRenderD3D && bUseColoredLights )
1035 {
1036 v14 = /*255;//*/decor_desc->uColoredLightRed;
1037 v15 = /*255;//*/decor_desc->uColoredLightGreen;
1038 v16 = /*255;//*/decor_desc->uColoredLightBlue;
1039 }
1040 else
1041 {
1042 v16 = 255;
1043 v14 = 255;
1044 v15 = 255;
1045 }
1046 pStationaryLightsStack->AddLight(pLevelDecorations[i].vPosition.x, pLevelDecorations[i].vPosition.y, pLevelDecorations[i].vPosition.z + decor_desc->uDecorationHeight / 2,
1047 v8->uGlowRadius, v14, v15, v16, _4E94D0_light_type);
1048 }
1049 v17 = (pLevelDecorations[i].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16;
1050 if (pGame->pIndoorCameraD3D->sRotationX)
1051 {
1052 v40 = (pLevelDecorations[i].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16;
1053 v18 = fixpoint_mul(v17, pGame->pIndoorCameraD3D->int_cosine_y) + fixpoint_mul(v40, pGame->pIndoorCameraD3D->int_sine_y);
1054 v41 = fixpoint_mul((pLevelDecorations[i].vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16, pGame->pIndoorCameraD3D->int_sine_x);
1055 v19 = fixpoint_mul(v18, pGame->pIndoorCameraD3D->int_cosine_x);
1056 v20 = v19 + fixpoint_mul((pLevelDecorations[i].vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16, pGame->pIndoorCameraD3D->int_sine_x);
1057 if ( v20 >= 0x40000 && v20 <= pODMRenderParams->shading_dist_mist << 16 )
1058 {
1059 v21 = fixpoint_mul(v40, pGame->pIndoorCameraD3D->int_cosine_y) - fixpoint_mul(v17, pGame->pIndoorCameraD3D->int_sine_y);
1060 v22 = fixpoint_mul((pLevelDecorations[i].vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16, pGame->pIndoorCameraD3D->int_cosine_x) - fixpoint_mul(v18, pGame->pIndoorCameraD3D->int_sine_x);
1061 if ( 2 * abs(v20) >= abs(v21) )
1062 {
1063 LODWORD(v24) = 0;
1064 HIDWORD(v24) = SLOWORD(pODMRenderParams->int_fov_rad);
1065 v25 = pViewport->uScreenCenterX - ((signed int)(fixpoint_mul(v24 / v20, v21) + 0x8000) >> 16);
1066 v40 = pViewport->uScreenCenterY - ((signed int)(fixpoint_mul(v24 / v20, v22) + 0x8000) >> 16);
1067 v41 = fixpoint_mul(v8->scale, v24 / v20);
1068 if ( pRenderD3D )
1069 b = fixpoint_mul(pSprites_LOD->pHardwareSprites[v8->pHwSpriteIDs[(int)v37]].uBufferWidth / 2, v41);
1070 else
1071 {
1072 __debugbreak();
1073 b = fixpoint_mul(pSprites_LOD->pSpriteHeaders[v8->pHwSpriteIDs[(int)v37]].uWidth / 2, v41);
1074 }
1075 if ( b + v25 >= (signed int)pViewport->uViewportTL_X && v25 - b <= (signed int)pViewport->uViewportBR_X )
1076 {
1077 if (::uNumBillboardsToDraw >= 500)
1078 return;
1079 pBillboardRenderList[::uNumBillboardsToDraw].HwSpriteID = v8->pHwSpriteIDs[(int)v37];
1080 pBillboardRenderList[::uNumBillboardsToDraw]._screenspace_x_scaler_packedfloat = v41;
1081 pBillboardRenderList[::uNumBillboardsToDraw]._screenspace_y_scaler_packedfloat = v41;
1082 v29 = v38;
1083 pBillboardRenderList[::uNumBillboardsToDraw].uScreenSpaceX = v25;
1084 HIBYTE(v29) |= 2;
1085 pBillboardRenderList[::uNumBillboardsToDraw].uPalette = v8->uPaletteIndex;
1086 pBillboardRenderList[::uNumBillboardsToDraw].field_1E = v29;
1087 pBillboardRenderList[::uNumBillboardsToDraw].world_x = pLevelDecorations[i].vPosition.x;
1088 pBillboardRenderList[::uNumBillboardsToDraw].world_y = pLevelDecorations[i].vPosition.y;
1089 pBillboardRenderList[::uNumBillboardsToDraw].world_z = pLevelDecorations[i].vPosition.z;
1090 pBillboardRenderList[::uNumBillboardsToDraw].uScreenSpaceY = v40;
1091 HIWORD(v30) = HIWORD(v20);
1092 v31 = PID(OBJECT_Decoration,i);
1093 LOWORD(v30) = 0;
1094 pBillboardRenderList[::uNumBillboardsToDraw].uIndoorSectorID = 0;
1095 pBillboardRenderList[::uNumBillboardsToDraw].sZValue = v30 + v31;
1096 pBillboardRenderList[::uNumBillboardsToDraw].dimming_level = 0;
1097 pBillboardRenderList[::uNumBillboardsToDraw].pSpriteFrame = v8;
1098 pBillboardRenderList[::uNumBillboardsToDraw].sTintColor = 0;
1099 ::uNumBillboardsToDraw++;
1100 ++uNumDecorationsDrawnThisFrame;
1101 }
1102 }
1103 continue;
1104 }
1105 }
1106 else
1107 {
1108 v42 = (pLevelDecorations[i].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16;
1109 v40 = (pLevelDecorations[i].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16;
1110 v20 = fixpoint_mul(v17, pGame->pIndoorCameraD3D->int_cosine_y) + fixpoint_mul(v40, pGame->pIndoorCameraD3D->int_sine_y);
1111 if ( v20 >= 0x40000 && v20 <= pODMRenderParams->shading_dist_mist << 16 )
1112 {
1113 v21 = fixpoint_mul(v40, pGame->pIndoorCameraD3D->int_cosine_y) - fixpoint_mul(v42, pGame->pIndoorCameraD3D->int_sine_y);
1114 v22 = (pLevelDecorations[i].vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16;
1115 v42 = v22;
1116 if ( 2 * abs(v20) >= abs(v21) )
1117 {
1118 LODWORD(v24) = 0;
1119 HIDWORD(v24) = SLOWORD(pODMRenderParams->int_fov_rad);
1120 v25 = pViewport->uScreenCenterX - ((signed int)(fixpoint_mul(v24 / v20, v21) + 0x8000) >> 16);
1121 v40 = pViewport->uScreenCenterY - ((signed int)(fixpoint_mul(v24 / v20, v42) + 0x8000) >> 16);
1122 v41 = fixpoint_mul(v8->scale, v24 / v20);
1123 if ( pRenderD3D )
1124 b = fixpoint_mul(pSprites_LOD->pHardwareSprites[v8->pHwSpriteIDs[(int)v37]].uBufferWidth / 2, v41);
1125 else
1126 {
1127 __debugbreak();
1128 b = fixpoint_mul(pSprites_LOD->pSpriteHeaders[v8->pHwSpriteIDs[(int)v37]].uWidth / 2, v41);
1129 }
1130 if ( b + v25 >= (signed int)pViewport->uViewportTL_X && v25 - b <= (signed int)pViewport->uViewportBR_X )
1131 {
1132 if (::uNumBillboardsToDraw >= 500)
1133 return;
1134 pBillboardRenderList[::uNumBillboardsToDraw].HwSpriteID = v8->pHwSpriteIDs[(int)v37];
1135 pBillboardRenderList[::uNumBillboardsToDraw]._screenspace_x_scaler_packedfloat = v41;
1136 pBillboardRenderList[::uNumBillboardsToDraw]._screenspace_y_scaler_packedfloat = v41;
1137 v29 = v38;
1138 pBillboardRenderList[::uNumBillboardsToDraw].uScreenSpaceX = v25;
1139 HIBYTE(v29) |= 2;
1140 pBillboardRenderList[::uNumBillboardsToDraw].uPalette = v8->uPaletteIndex;
1141 pBillboardRenderList[::uNumBillboardsToDraw].field_1E = v29;
1142 pBillboardRenderList[::uNumBillboardsToDraw].world_x = pLevelDecorations[i].vPosition.x;
1143 pBillboardRenderList[::uNumBillboardsToDraw].world_y = pLevelDecorations[i].vPosition.y;
1144 pBillboardRenderList[::uNumBillboardsToDraw].world_z = pLevelDecorations[i].vPosition.z;
1145 pBillboardRenderList[::uNumBillboardsToDraw].uScreenSpaceY = v40;
1146 HIWORD(v30) = HIWORD(v20);
1147 v31 = PID(OBJECT_Decoration,i);
1148 LOWORD(v30) = 0;
1149 pBillboardRenderList[::uNumBillboardsToDraw].uIndoorSectorID = 0;
1150 pBillboardRenderList[::uNumBillboardsToDraw].sZValue = v30 + v31;
1151 pBillboardRenderList[::uNumBillboardsToDraw].dimming_level = 0;
1152 pBillboardRenderList[::uNumBillboardsToDraw].pSpriteFrame = v8;
1153 pBillboardRenderList[::uNumBillboardsToDraw].sTintColor = 0;
1154 ::uNumBillboardsToDraw++;
1155 ++uNumDecorationsDrawnThisFrame;
1156 }
1157 }
1158 continue;
1159 }
1160 }
1161 }
1162 }
1163 else
1164 {
1165 memset(&local_0, 0, 0x68);
1166 local_0.type = ParticleType_Bitmap | ParticleType_Rotating | ParticleType_8;
1167 local_0.uDiffuse = 0xFF3C1E;
1168 local_0.x = (double)pLevelDecorations[i].vPosition.x;
1169 local_0.y = (double)pLevelDecorations[i].vPosition.y;
1170 local_0.z = (double)pLevelDecorations[i].vPosition.z;
1171 local_0.r = 0.0;
1172 local_0.g = 0.0;
1173 local_0.b = 0.0;
1174 local_0.flt_28 = 1.0;
1175 local_0.timeToLive = (rand() & 0x80) + 128;
1176 local_0.uTextureID = pBitmaps_LOD->LoadTexture("effpar01");
1177 pGame->pParticleEngine->AddParticle(&local_0);
1178 }
1179 }
1180 }
1181 }
1182
1183 //----- (0049D717) --------------------------------------------------------
1184 HRESULT __stdcall D3DZBufferFormatEnumerator(DDPIXELFORMAT *Src, DDPIXELFORMAT *Dst)
1185 {
1186 if ( Src->dwFlags & (0x400 | 0x2000))
1187 {
1188 if ( Src->dwRGBBitCount == 16 && !Src->dwRBitMask )
1189 {
1190 memcpy(Dst, Src, sizeof(DDPIXELFORMAT));
1191 return 0;
1192 }
1193 if ( !Dst->dwSize )
1194 {
1195 memcpy(Dst, Src, sizeof(DDPIXELFORMAT));
1196 return 1;
1197 }
1198 }
1199 return 1;
1200 }
1201
1202 //----- (0049DC28) --------------------------------------------------------
1203 void RenderD3D::GetAvailableDevices(RenderD3D__DevInfo **pOutDevices)
1204 {
1205 RenderD3D__DevInfo *v2; // eax@1
1206
1207 v2 = new RenderD3D__DevInfo[4];// 4 items
1208 *pOutDevices = v2;
1209 memset(v2, 0, sizeof(v2));
1210 DirectDrawEnumerateExA((LPDDENUMCALLBACKEXA)RenderD3D__DeviceEnumerator, *pOutDevices, DDENUM_ATTACHEDSECONDARYDEVICES);
1211 }
1212
1213 //----- (0049DC58) --------------------------------------------------------
1214 RenderD3D::RenderD3D()
1215 {
1216 this->pHost = nullptr;
1217 this->pDirect3D = nullptr;
1218 this->pUnk = nullptr;
1219 this->pBackBuffer = nullptr;
1220 this->pFrontBuffer = nullptr;
1221 this->pZBuffer = nullptr;
1222 this->pDevice = nullptr;
1223 this->pViewport = nullptr;
1224 this->field_40 = 1;
1225 this->field_44 = 10;
1226 GetAvailableDevices(&this->pAvailableDevices);
1227 }
1228
1229 //----- (0049DC90) --------------------------------------------------------
1230 void RenderD3D::Release()
1231 {
1232 if ( !this->bWindowed )
1233 {
1234 if ( this->pHost )
1235 {
1236 this->pHost->RestoreDisplayMode();
1237 this->pHost->SetCooperativeLevel(this->hWindow, DDSCL_NORMAL);
1238 this->pHost->FlipToGDISurface();
1239 }
1240 }
1241
1242 for (int i = 0; i < 4; i++)
1243 {
1244 delete[] this->pAvailableDevices[i].pDriverName;
1245 this->pAvailableDevices[i].pDriverName = nullptr;
1246
1247 delete[] this->pAvailableDevices[i].pDeviceDesc;
1248 this->pAvailableDevices[i].pDeviceDesc = nullptr;
1249
1250 delete[] this->pAvailableDevices[i].pDDraw4DevDesc;
1251 this->pAvailableDevices[i].pDDraw4DevDesc = nullptr;
1252
1253 delete this->pAvailableDevices[i].pDirectDrawGUID;
1254 this->pAvailableDevices[i].pDirectDrawGUID = nullptr;
1255
1256 delete[] this->pAvailableDevices[i].pName;
1257 this->pAvailableDevices[i].pName = nullptr;
1258
1259 delete[] this->pAvailableDevices[i].pDescription;
1260 this->pAvailableDevices[i].pDescription = nullptr;
1261
1262 delete this->pAvailableDevices[i].pGUID;
1263 this->pAvailableDevices[i].pGUID = nullptr;
1264 }
1265
1266 delete[] this->pAvailableDevices;
1267 this->pAvailableDevices = NULL;
1268
1269 if ( this->pViewport )
1270 {
1271 this->pViewport->Release();
1272 this->pViewport = NULL;
1273 }
1274
1275 if ( this->pUnk )
1276 {
1277 this->pUnk->Release();
1278 this->pUnk = NULL;
1279 }
1280
1281 if ( this->pZBuffer )
1282 {
1283 this->pZBuffer->Release();
1284 this->pZBuffer = NULL;
1285 }
1286
1287 if ( this->pDevice )
1288 {
1289 this->pDevice->Release();
1290 this->pDevice = NULL;
1291 }
1292
1293 if ( this->pDirect3D )
1294 {
1295 this->pDirect3D->Release();
1296 this->pDirect3D = NULL;
1297 }
1298
1299 if ( this->pBackBuffer )
1300 {
1301 this->pBackBuffer->Release();
1302 this->pBackBuffer = NULL;
1303 }
1304
1305 if ( this->pFrontBuffer )
1306 {
1307 this->pFrontBuffer->Release();
1308 this->pFrontBuffer = NULL;
1309 }
1310
1311 if ( this->pHost )
1312 {
1313 this->pHost->Release();
1314 this->pHost = NULL;
1315 }
1316 }
1317
1318 //----- (0049DE14) --------------------------------------------------------
1319 bool RenderD3D::CreateDevice(unsigned int uDeviceID, int bWindowed, OSWindow *window)
1320 {
1321 DWORD v26; // [sp-4h] [bp-DCh]@30
1322 DDSCAPS2 v27; // [sp+Ch] [bp-CCh]@37
1323 DDSURFACEDESC2 ddsd2; // [sp+1Ch] [bp-BCh]@11
1324 D3DVIEWPORT2 d3dvp2; // [sp+98h] [bp-40h]@28
1325 IDirectDrawClipper *lpddclipper; // [sp+C4h] [bp-14h]@18
1326 LPDIRECTDRAW lpDD; // [sp+C8h] [bp-10h]@1
1327
1328 auto hWnd = window->GetApiHandle();
1329 int game_width = window->GetWidth();
1330 int game_height = window->GetHeight();
1331
1332 this->bWindowed = bWindowed;
1333 this->hWindow = hWnd;
1334
1335 //Создание объекта DirectDraw
1336 if (FAILED(DirectDrawCreate(pAvailableDevices[uDeviceID].pDirectDrawGUID, &lpDD, NULL)))
1337 {
1338 sprintf(pErrorMessage, "Init - Failed to create DirectDraw interface.\n");
1339 return 0;
1340 }
1341
1342 //Запрос интерфейса IDirectDraw4
1343 if (FAILED(lpDD->QueryInterface(IID_IDirectDraw4, (LPVOID *)&pHost)))
1344 {
1345 sprintf(pErrorMessage, "Init - Failed to create DirectDraw4 interface.\n");
1346 if (lpDD)
1347 lpDD->Release();
1348 return 0;
1349 }
1350 lpDD->Release();
1351 lpDD = NULL;
1352
1353 //Задаём уровень совместного доступа для приложения DirectDraw в оконном режиме
1354 if (bWindowed && !pAvailableDevices[uDeviceID].pDirectDrawGUID)
1355 {
1356 if (FAILED(pHost->SetCooperativeLevel(hWnd, DDSCL_MULTITHREADED | DDSCL_NORMAL)))
1357 {
1358 sprintf(pErrorMessage, "Init - Failed to set cooperative level.\n");
1359 if (pHost)
1360 {
1361 pHost->Release();
1362 pHost = NULL;
1363 }
1364 return 0;
1365 }
1366
1367 //
1368 memset(&ddsd2, 0, sizeof(DDSURFACEDESC2));
1369 ddsd2.dwSize = sizeof(DDSURFACEDESC2);
1370 ddsd2.dwFlags = DDSD_CAPS;
1371 ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
1372 //Создаём первичную поверхность
1373 if ( FAILED(pHost->CreateSurface(&ddsd2, &pFrontBuffer, NULL)) )
1374 {
1375 sprintf(pErrorMessage, "Init - Failed to create front buffer.\n");
1376 if (pHost)
1377 {
1378 pHost->Release();
1379 pHost = NULL;
1380 }
1381 return 0;
1382 }
1383 ddsd2.dwSize = sizeof(DDSURFACEDESC2);
1384 pHost->GetDisplayMode(&ddsd2);
1385 if ( FORCE_16_BITS && ddsd2.ddpfPixelFormat.dwRGBBitCount != 16 )
1386 {
1387 sprintf(pErrorMessage, "Init - Desktop isn't in 16 bit mode.\n");
1388 if (pFrontBuffer)
1389 {
1390 pFrontBuffer->Release();
1391 pFrontBuffer = NULL;
1392 }
1393 if (pHost)
1394 {
1395 pHost->Release();
1396 pHost = NULL;
1397 }
1398 return 0;
1399 }
1400
1401 ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;
1402 ddsd2.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE;
1403 ddsd2.dwWidth = game_width;
1404 ddsd2.dwHeight = game_height;
1405 if (pHost->CreateSurface(&ddsd2, &pBackBuffer, NULL) )
1406 {
1407 sprintf(pErrorMessage, "Init - Failed to create back buffer.\n");
1408 if (pFrontBuffer)
1409 {
1410 pFrontBuffer->Release();
1411 pFrontBuffer = NULL;
1412 }
1413 if (pHost)
1414 {
1415 pHost->Release();
1416 pHost = NULL;
1417 }
1418 return 0;
1419 }
1420 //Создание отсекателя DirectDraw
1421 if ( pHost->CreateClipper(0, &lpddclipper, NULL) )
1422 {
1423 sprintf(pErrorMessage, "Init - Failed to create clipper.\n");
1424 if (pBackBuffer)
1425 {
1426 pBackBuffer->Release();
1427 pBackBuffer = NULL;
1428 }
1429 if (pFrontBuffer)
1430 {
1431 pFrontBuffer->Release();
1432 pFrontBuffer= NULL;
1433 }
1434 if (pHost)
1435 {
1436 pHost->Release();
1437 pHost = NULL;
1438 }
1439 return 0;
1440 }
1441 lpddclipper->SetHWnd(0, hWnd);
1442 pFrontBuffer->SetClipper(lpddclipper);
1443
1444 lpddclipper->Release();
1445 lpddclipper = NULL;
1446 //
1447
1448 pHost->QueryInterface(IID_IDirect3D3, (LPVOID *)&pDirect3D);
1449
1450 ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
1451 ddsd2.ddsCaps.dwCaps = DDSCAPS_ZBUFFER;
1452 ddsd2.dwWidth = game_width;
1453 ddsd2.dwHeight = game_height;
1454
1455 if ( pDirect3D->EnumZBufferFormats(*pAvailableDevices[uDeviceID].pGUID,
1456 (HRESULT (__stdcall *)(DDPIXELFORMAT *, void *))D3DZBufferFormatEnumerator,
1457 &ddsd2.ddpfPixelFormat) )
1458 {
1459 sprintf(pErrorMessage, "Init - Failed to enumerate Z buffer formats.\n");
1460 if (pBackBuffer)
1461 {
1462 pBackBuffer->Release();
1463 pBackBuffer = NULL;
1464 }
1465 if (pFrontBuffer)
1466 {
1467 pFrontBuffer->Release();
1468 pFrontBuffer= NULL;
1469 }
1470 if (pHost)
1471 {
1472 pHost->Release();
1473 pHost = NULL;
1474 }
1475 return 0;
1476 }
1477 if ( uDeviceID == 2 || uDeviceID == 3 )
1478 ddsd2.ddsCaps.dwCaps |= DDSCAPS_SYSTEMMEMORY;
1479
1480 if ( !pHost->CreateSurface(&ddsd2, &pZBuffer, NULL) )
1481 {
1482 if ( !pBackBuffer->AddAttachedSurface(pZBuffer) )
1483 {
1484 if ( !pDirect3D->CreateDevice(*pAvailableDevices[uDeviceID].pGUID, pBackBuffer, &pDevice, 0) )
1485 {
1486 memset(&d3dvp2, 0, sizeof(D3DVIEWPORT2));
1487 d3dvp2.dvClipWidth = 2.0;
1488 d3dvp2.dvClipY = 1.0;
1489 d3dvp2.dvClipHeight = 2.0;
1490 d3dvp2.dvMaxZ = 1.0;
1491 d3dvp2.dvMinZ = 0.0;
1492 goto LABEL_54;
1493 }
1494 sprintf(pErrorMessage, "Init - Failed to create D3D device.\n");
1495 if (pDirect3D)
1496 {
1497 pDirect3D->Release();
1498 pDirect3D = NULL;
1499 }
1500 if (pZBuffer)
1501 {
1502 pZBuffer->Release();
1503 pZBuffer = NULL;
1504 }
1505 if (pBackBuffer)
1506 {
1507 pBackBuffer->Release();
1508 pBackBuffer = NULL;
1509 }
1510 if (pFrontBuffer)
1511 {
1512 pFrontBuffer->Release();
1513 pFrontBuffer= NULL;
1514 }
1515 if (pHost)
1516 {
1517 pHost->Release();
1518 pHost = NULL;
1519 }
1520 return 0;
1521 }
1522 sprintf(pErrorMessage, "Init - Failed to attach z-buffer to back buffer.\n");
1523 if (pZBuffer)
1524 {
1525 pZBuffer->Release();
1526 pZBuffer = NULL;
1527 }
1528 if (pBackBuffer)
1529 {
1530 pBackBuffer->Release();
1531 pBackBuffer = NULL;
1532 }
1533 if (pFrontBuffer)
1534 {
1535 pFrontBuffer->Release();
1536 pFrontBuffer= NULL;
1537 }
1538 if (pHost)
1539 {
1540 pHost->Release();
1541 pHost = NULL;
1542 }
1543 return 0;
1544 }
1545 sprintf(pErrorMessage, "Init - Failed to create z-buffer.\n");
1546 if (pBackBuffer)
1547 {
1548 pBackBuffer->Release();
1549 pBackBuffer = NULL;
1550 }
1551 if (pFrontBuffer)
1552 {
1553 pFrontBuffer->Release();
1554 pFrontBuffer= NULL;
1555 }
1556 if (pHost)
1557 {
1558 pHost->Release();
1559 pHost = NULL;
1560 }
1561 return 0;
1562 }
1563 if ( uDeviceID == 1 )
1564 v26 = 1045;
1565 else
1566 v26 = 1041;
1567 if (pHost->SetCooperativeLevel(hWnd, v26) )
1568 {
1569 sprintf(pErrorMessage, "Init - Failed to set cooperative level.\n");
1570 if (pHost)
1571 {
1572 pHost->Release();
1573 pHost = NULL;
1574 }
1575 return 0;
1576 }
1577 if (pHost->SetDisplayMode(window->GetWidth(), window->GetHeight(), 16, 0, 0) )
1578 {
1579 sprintf(pErrorMessage, "Init - Failed to set display mode.\n");
1580 if (pHost)
1581 {
1582 pHost->Release();
1583 pHost = NULL;
1584 }
1585 return 0;
1586 }
1587
1588 memset(&ddsd2, 0, sizeof(DDSURFACEDESC2));
1589 ddsd2.dwSize = sizeof(DDSURFACEDESC2);
1590 //Подключение полей с достоверными данными
1591 ddsd2.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
1592 //Запрос сложной структуры с возможностью переключения
1593 ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE | DDSCAPS_FLIP | DDSCAPS_COMPLEX;
1594 //Присвоение полю счётчика задних буферов значения 1
1595 ddsd2.dwBackBufferCount = 1;
1596 if ( pHost->CreateSurface(&ddsd2, &pFrontBuffer, NULL) )
1597 {
1598 sprintf(pErrorMessage, "Init - Failed to create front buffer.\n");
1599 if (pHost)
1600 {
1601 pHost->Release();
1602 pHost = NULL;
1603 }
1604 return 0;
1605 }
1606 //a3a = &pBackBuffer;
1607 //v14 = *v34;
1608 memset(&v27, 0, sizeof(DDSCAPS2));
1609
1610 v27.dwCaps = DDSCAPS_BACKBUFFER;
1611 //v33 = (IDirect3DDevice3 **)v14->GetAttachedSurface(&v27, &pBackBuffer);
1612 //hWnda = &pDirect3D;
1613 pHost->QueryInterface(IID_IDirect3D3, (LPVOID *)&pDirect3D);
1614
1615 if (FAILED(pFrontBuffer->GetAttachedSurface(&v27, &pBackBuffer)))
1616 {
1617 sprintf(pErrorMessage, "Init - Failed to get D3D interface.\n");
1618 if (pBackBuffer)
1619 {
1620 pBackBuffer->Release();
1621 pBackBuffer = NULL;
1622 }
1623 if (pFrontBuffer)
1624 {
1625 pFrontBuffer->Release();
1626 pFrontBuffer= NULL;
1627 }
1628 if (pHost)
1629 {
1630 pHost->Release();
1631 pHost = NULL;
1632 }
1633 return 0;
1634 }
1635
1636 ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
1637 ddsd2.ddsCaps.dwCaps = DDSCAPS_ZBUFFER;
1638 ddsd2.dwWidth = 640;
1639 ddsd2.dwHeight = 480;
1640 if ( pDirect3D->EnumZBufferFormats(*pAvailableDevices[uDeviceID].pGUID,
1641 (HRESULT (__stdcall *)(DDPIXELFORMAT *, void *))D3DZBufferFormatEnumerator,
1642 &ddsd2.ddpfPixelFormat) )
1643 {
1644 sprintf(pErrorMessage, "Init - Failed to enumerate Z buffer formats.\n");
1645 if (pBackBuffer)
1646 {
1647 pBackBuffer->Release();
1648 pBackBuffer = 0;
1649 }
1650 if (pFrontBuffer)
1651 {
1652 pFrontBuffer->Release();
1653 pFrontBuffer= 0;
1654 }
1655 if (pHost)
1656 {
1657 pHost->Release();
1658 pHost = 0;
1659 }
1660 return 0;
1661 }
1662 if ( uDeviceID == 2 || uDeviceID == 3 )
1663 BYTE1(ddsd2.ddsCaps.dwCaps) |= 8;
1664 //uDeviceIDa = &pZBuffer;
1665 if (pHost->CreateSurface(&ddsd2, &pZBuffer, NULL) )
1666 {
1667 sprintf(pErrorMessage, "Init - Failed to create z-buffer.\n");
1668 if (pBackBuffer)
1669 {
1670 pBackBuffer->Release();
1671 pBackBuffer = 0;
1672 }
1673 if (pFrontBuffer)
1674 {
1675 pFrontBuffer->Release();
1676 pFrontBuffer= 0;
1677 }
1678 if (pHost)
1679 {
1680 pHost->Release();
1681 pHost = 0;
1682 }
1683 return 0;
1684 }
1685 if (pBackBuffer->AddAttachedSurface(pZBuffer))
1686 {
1687 sprintf(pErrorMessage, "Init - Failed to attach z-buffer to back buffer.\n");
1688 if (pZBuffer)
1689 {
1690 pZBuffer->Release();
1691 pZBuffer = 0;
1692 }
1693 if (pBackBuffer)
1694 {
1695 pBackBuffer->Release();
1696 pBackBuffer = 0;
1697 }
1698 if (pFrontBuffer)
1699 {
1700 pFrontBuffer->Release();
1701 pFrontBuffer= 0;
1702 }
1703 if (pHost)
1704 {
1705 pHost->Release();
1706 pHost = 0;
1707 }
1708 return 0;
1709 }
1710 //v33 = &pDevice;
1711 if (pDirect3D->CreateDevice(*pAvailableDevices[uDeviceID].pGUID, pBackBuffer, &pDevice, 0) )
1712 {
1713 sprintf(pErrorMessage, "Init - Failed to create D3D device.\n");
1714 if (pDirect3D)
1715 {
1716 pDirect3D->Release();
1717 pDirect3D = 0;
1718 }
1719 if (pZBuffer)
1720 {
1721 pZBuffer->Release();
1722 pZBuffer = 0;
1723 }
1724 if (pBackBuffer)
1725 {
1726 pBackBuffer->Release();
1727 pBackBuffer = 0;
1728 }
1729 if (pFrontBuffer)
1730 {
1731 pFrontBuffer->Release();
1732 pFrontBuffer= 0;
1733 }
1734 if (pHost)
1735 {
1736 pHost->Release();
1737 pHost = 0;
1738 }
1739 return 0;
1740 }
1741 memset(&d3dvp2, 0, sizeof(D3DVIEWPORT2));
1742 d3dvp2.dvClipWidth = 2.0;
1743 d3dvp2.dvClipY = 1.0;
1744 d3dvp2.dvClipHeight = 2.0;
1745 d3dvp2.dvMaxZ = 1.0;
1746
1747 LABEL_54:
1748 d3dvp2.dwSize = sizeof(D3DVIEWPORT2);
1749 //v17 = *hWnda;
1750 d3dvp2.dwWidth = game_width;
1751 d3dvp2.dwHeight = game_height;
1752 d3dvp2.dvClipX = -1.0;
1753 //v18 = v17->lpVtbl;
1754 //v32 = &v4->pViewport;
1755 if (pDirect3D->CreateViewport(&pViewport, 0))
1756 {
1757 sprintf(pErrorMessage, "Init - Failed to create viewport.\n");
1758 if (pDevice)
1759 {
1760 pDevice->Release();
1761 pDevice = 0;
1762 }
1763 if (pDirect3D)
1764 {
1765 pDirect3D->Release();
1766 pDirect3D = 0;
1767 }
1768 if (pZBuffer)
1769 {
1770 pZBuffer->Release();
1771 pZBuffer = 0;
1772 }
1773 if (pBackBuffer)
1774 {
1775 pBackBuffer->Release();
1776 pBackBuffer = 0;
1777 }
1778 if (pFrontBuffer)
1779 {
1780 pFrontBuffer->Release();
1781 pFrontBuffer= 0;
1782 }
1783 if (pHost)
1784 {
1785 pHost->Release();
1786 pHost = 0;
1787 }
1788 return 0;
1789 }
1790
1791 pDevice->AddViewport(pViewport);
1792 pViewport->SetViewport2(&d3dvp2);
1793 pDevice->SetCurrentViewport(pViewport);
1794 return 1;
1795 }
1796
1797 //----- (0049E444) --------------------------------------------------------
1798 unsigned int RenderD3D::GetDeviceCaps()
1799 {
1800 unsigned int v1; // ebx@1
1801 unsigned int result; // eax@2
1802 D3DDEVICEDESC refCaps; // [sp+Ch] [bp-1F8h]@1
1803 D3DDEVICEDESC halCaps; // [sp+108h] [bp-FCh]@1
1804
1805 v1 = 0;
1806
1807 memset(&halCaps, 0, sizeof(halCaps));
1808 halCaps.dwSize = sizeof(halCaps);
1809
1810 memset(&refCaps, 0, sizeof(refCaps));
1811 refCaps.dwSize = sizeof(refCaps);
1812
1813 if ( this->pDevice->GetCaps(&halCaps, &refCaps) )
1814 result = 1;
1815 else
1816 {
1817 if ( !(halCaps.dpcTriCaps.dwSrcBlendCaps & D3DPBLENDCAPS_SRCALPHA) )
1818 v1 = 2;
1819 if ( !(halCaps.dpcTriCaps.dwSrcBlendCaps & D3DPBLENDCAPS_ONE) )
1820 v1 |= 4;
1821 if ( !(halCaps.dpcTriCaps.dwSrcBlendCaps & D3DPBLENDCAPS_ZERO) )
1822 v1 |= 8;
1823 if ( !(halCaps.dpcTriCaps.dwDestBlendCaps & D3DPBLENDCAPS_INVSRCALPHA) )
1824 v1 |= 16;
1825 if ( !(halCaps.dpcTriCaps.dwDestBlendCaps & D3DPBLENDCAPS_ONE) )
1826 v1 |= 32;
1827 if ( !(halCaps.dpcTriCaps.dwDestBlendCaps & D3DPBLENDCAPS_SRCCOLOR) )
1828 v1 |= 64;
1829 if ( halCaps.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY )
1830 v1 |= 128;
1831 result = v1;
1832 }
1833 return result;
1834 }
1835
1836 //----- (0049E4FC) --------------------------------------------------------
1837 void RenderD3D::ClearTarget(unsigned int bClearColor, unsigned int uClearColor, unsigned int bClearDepth, float z_clear)
1838 {
1839 uint uClearFlags = 0;
1840
1841 if (bClearColor)
1842 uClearFlags |= D3DCLEAR_TARGET;
1843 if (bClearDepth)
1844 uClearFlags |= D3DCLEAR_ZBUFFER;
1845
1846 D3DRECT rects[] = {{0, 0, window->GetWidth(), window->GetHeight()}};
1847 if (uClearFlags)
1848 pViewport->Clear2(1, rects, uClearFlags, uClearColor, z_clear, 0);
1849 }
1850
1851 //----- (0049E54D) --------------------------------------------------------
1852 void RenderD3D::Present(bool bForceBlit)
1853 {
1854 RECT source_rect; // [sp+18h] [bp-18h]@1
1855 struct tagPOINT Point; // [sp+28h] [bp-8h]@4
1856
1857 source_rect.left = 0;
1858 source_rect.top = 0;
1859 source_rect.bottom = 480;//window->GetHeight(); //Ritor1: проблема с кнопкой "развернуть"
1860 source_rect.right = 640; //window->GetWidth();
1861
1862 if (bWindowed || bForceBlit)
1863 {
1864 RECT dest_rect;
1865 GetClientRect(hWindow, &dest_rect);
1866 Point.y = 0;
1867 Point.x = 0;
1868 ClientToScreen(hWindow, &Point);
1869 OffsetRect(&dest_rect, Point.x, Point.y);
1870 pFrontBuffer->Blt(&dest_rect, pBackBuffer, &source_rect, DDBLT_WAIT, NULL);
1871 }
1872 else
1873 pFrontBuffer->Flip(NULL, DDFLIP_WAIT);
1874 }
1875
1876 //----- (0049E5D4) --------------------------------------------------------
1877 bool RenderD3D::CreateTexture(unsigned int uTextureWidth, unsigned int uTextureHeight, IDirectDrawSurface4 **pOutSurface, IDirect3DTexture2 **pOutTexture, bool bAlphaChannel, bool bMipmaps, unsigned int uMinDeviceTexDim)
1878 {
1879 unsigned int v9; // ebx@5
1880 unsigned int v10; // eax@5
1881 DWORD v11; // edx@5
1882 DDSURFACEDESC2 ddsd2; // [sp+Ch] [bp-80h]@1
1883
1884 memset(&ddsd2, 0, sizeof(ddsd2));
1885 ddsd2.dwSize = sizeof(ddsd2);
1886 ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
1887 ddsd2.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
1888 ddsd2.ddsCaps.dwCaps2 = DDSCAPS2_TEXTUREMANAGE;
1889 ddsd2.dwHeight = uTextureHeight;
1890 ddsd2.dwWidth = uTextureWidth;
1891 if ( bMipmaps )
1892 {
1893 if ( (signed int)uTextureHeight <= (signed int)uTextureWidth )
1894 {
1895 ddsd2.dwMipMapCount = GetMaxMipLevels(uTextureHeight) - GetMaxMipLevels(uMinDeviceTexDim);
1896 if ( ddsd2.dwMipMapCount )
1897 {
1898 ddsd2.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT | DDSD_MIPMAPCOUNT;
1899 ddsd2.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_COMPLEX | DDSCAPS_MIPMAP;
1900 }
1901 goto LABEL_12;
1902 }
1903 if ( (signed int)uTextureWidth < (signed int)uMinDeviceTexDim )
1904 {
1905 ddsd2.dwMipMapCount = GetMaxMipLevels(uMinDeviceTexDim);
1906 if ( ddsd2.dwMipMapCount )
1907 {
1908 ddsd2.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT | DDSD_MIPMAPCOUNT;
1909 ddsd2.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_COMPLEX | DDSCAPS_MIPMAP;
1910 }
1911 goto LABEL_12;
1912 }
1913 v9 = GetMaxMipLevels(uTextureWidth);
1914 v10 = GetMaxMipLevels(uMinDeviceTexDim);
1915 ddsd2.dwMipMapCount = v9 - v10;
1916 if ( v9 == v10 )
1917 {
1918 ddsd2.dwFlags = 0x1007;
1919 __debugbreak(); // warning C4700: uninitialized local variable 'v11' used
1920 ddsd2.ddsCaps.dwCaps = v11;
1921 goto LABEL_12;
1922 }
1923 }
1924 else
1925 ddsd2.dwMipMapCount = 1;
1926 ddsd2.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT | DDSD_MIPMAPCOUNT;
1927 ddsd2.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_COMPLEX | DDSCAPS_MIPMAP;
1928 LABEL_12:
1929 ddsd2.ddpfPixelFormat.dwRGBBitCount = 16;
1930 ddsd2.ddpfPixelFormat.dwSize = sizeof(DDPIXELFORMAT);
1931 if (bAlphaChannel)
1932 {
1933 ddsd2.ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
1934 ddsd2.ddpfPixelFormat.dwRBitMask = 0x7C00;
1935 ddsd2.ddpfPixelFormat.dwGBitMask = 0x03E0;
1936 ddsd2.ddpfPixelFormat.dwBBitMask = 0x001F;
1937 ddsd2.ddpfPixelFormat.dwRGBAlphaBitMask = 0x8000;
1938 }
1939 else
1940 {
1941 ddsd2.ddpfPixelFormat.dwFlags = DDPF_RGB;
1942 ddsd2.ddpfPixelFormat.dwRBitMask = 0xF800;
1943 ddsd2.ddpfPixelFormat.dwGBitMask = 0x07E0;
1944 ddsd2.ddpfPixelFormat.dwBBitMask = 0x001F;
1945 ddsd2.ddpfPixelFormat.dwRGBAlphaBitMask = 0;
1946 }
1947 if (FAILED(pHost->CreateSurface(&ddsd2, pOutSurface, NULL)))
1948 return false;
1949 if (FAILED((*pOutSurface)->QueryInterface(IID_IDirect3DTexture2, (void **)pOutTexture)))
1950 {
1951 (*pOutSurface)->Release();
1952 *pOutSurface = 0;
1953 return false;
1954 }
1955 return true;
1956 }
1957
1958 //----- (004A5190) --------------------------------------------------------
1959 void RenderD3D::HandleLostResources()
1960 {
1961 pBitmaps_LOD->ReleaseLostHardwareTextures();
1962 pBitmaps_LOD->_410423_move_textures_to_device();
1963 pSprites_LOD->ReleaseLostHardwareSprites();
1964 }
1965
1966 //----- (004A2050) --------------------------------------------------------
1967 void Render::DrawPolygon(unsigned int uNumVertices, struct Polygon *a3, ODMFace *a4, IDirect3DTexture2 *pTexture)
1968 {
1969 unsigned int v6; // ebx@1
1970 int v8; // eax@7
1971 unsigned int v41; // eax@29
1972 //unsigned int v54; // [sp+5Ch] [bp-Ch]@3
1973 signed int a2; // [sp+64h] [bp-4h]@4
1974
1975 v6 = 0;
1976 if ( this->uNumD3DSceneBegins && (signed int)uNumVertices >= 3 )
1977 {
1978 //v54 = pGame->pLightmapBuilder->std__vector_000004_size;
1979 if ( pGame->pLightmapBuilder->std__vector_000004_size)
1980 a2 = -1;
1981 pGame->AlterGamma_ODM(a4, &a2);
1982 if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_01_lightmap_related)
1983 {
1984 v8 = ::GetActorTintColor(a3->dimming_level, 0, array_50AC10[0].vWorldViewPosition.x, 0, 0);
1985 pGame->pLightmapBuilder->DrawLightmaps(/*v8, 0*/);
1986 }
1987 else
1988 {
1989 if ( !pGame->pLightmapBuilder->std__vector_000004_size || byte_4D864C && pGame->uFlags & 2 )
1990 {
1991 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP));
1992 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW));
1993 if (bUsingSpecular)
1994 {
1995 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE));
1996 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
1997 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO));
1998 }
1999 for (uint i = 0; i < uNumVertices; ++i)
2000 {
2001
2002 d3d_vertex_buffer[i].pos.x = array_50AC10[i].vWorldViewProjX;
2003 d3d_vertex_buffer[i].pos.y = array_50AC10[i].vWorldViewProjY;
2004 d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pODMRenderParams->shading_dist_mist);
2005 d3d_vertex_buffer[i].rhw = 1.0 / (array_50AC10[i].vWorldViewPosition.x + 0.0000001);
2006 d3d_vertex_buffer[i].diffuse = ::GetActorTintColor(a3->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0);
2007 pGame->AlterGamma_ODM(a4, &d3d_vertex_buffer[i].diffuse);
2008
2009 if ( this->bUsingSpecular )
2010 d3d_vertex_buffer[i].specular = sub_47C3D7_get_fog_specular(0, 0, array_50AC10[i].vWorldViewPosition.x);
2011 else
2012 d3d_vertex_buffer[i].specular = 0;
2013 d3d_vertex_buffer[i].texcoord.x = array_50AC10[i].u;
2014 d3d_vertex_buffer[i].texcoord.y = array_50AC10[i].v;
2015
2016 }
2017
2018 if (a4->uAttributes & FACE_OUTLINED)
2019 {
2020 int color;
2021 if (GetTickCount() % 300 >= 150)
2022 color = 0xFFFF2020;
2023 else color = 0xFF901010;
2024
2025 for (uint i = 0; i < uNumVertices; ++i)
2026 d3d_vertex_buffer[i].diffuse = color;
2027 }
2028
2029 pRenderD3D->pDevice->SetTexture(0, pTexture);
2030 pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
2031 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
2032 d3d_vertex_buffer,
2033 uNumVertices,
2034 D3DDP_DONOTLIGHT);
2035 }
2036 else
2037 {
2038 for (uint i = 0; i < uNumVertices; ++i)
2039 {
2040
2041 d3d_vertex_buffer[i].pos.x = array_50AC10[i].vWorldViewProjX;
2042 d3d_vertex_buffer[i].pos.y = array_50AC10[i].vWorldViewProjY;
2043 d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pODMRenderParams->shading_dist_mist);
2044 d3d_vertex_buffer[i].rhw = 1.0 / (array_50AC10[i].vWorldViewPosition.x + 0.0000001);
2045 d3d_vertex_buffer[i].diffuse = GetActorTintColor(a3->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0);
2046 if ( this->bUsingSpecular )
2047 d3d_vertex_buffer[i].specular = sub_47C3D7_get_fog_specular(0, 0, array_50AC10[i].vWorldViewPosition.x);
2048 else
2049 d3d_vertex_buffer[i].specular = 0;
2050 d3d_vertex_buffer[i].texcoord.x = array_50AC10[i].u;
2051 d3d_vertex_buffer[i].texcoord.y = array_50AC10[i].v;
2052
2053 }
2054
2055 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE));
2056 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP));
2057 if (bUsingSpecular)
2058 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE));
2059
2060 ErrD3D(pRenderD3D->pDevice->SetTexture(0, nullptr));
2061 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
2062 D3DFVF_XYZRHW | D3DFVF_TEX1 | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
2063 d3d_vertex_buffer,
2064 uNumVertices,
2065 D3DDP_DONOTLIGHT));
2066 //v50 = (const char *)v5->pRenderD3D->pDevice;
2067 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE));
2068 //(*(void (**)(void))(*(int *)v50 + 88))();
2069 pGame->pLightmapBuilder->DrawLightmaps(/*-1, 0*/);
2070 for (uint i = 0; i < uNumVertices; ++i)
2071 {
2072 d3d_vertex_buffer[i].diffuse = a2;
2073 }
2074 ErrD3D(pRenderD3D->pDevice->SetTexture(0, pTexture));
2075 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP));
2076 if ( !pRenderer->bUsingSpecular )
2077 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE));
2078
2079 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE));
2080 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ZERO));
2081 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_SRCCOLOR));
2082 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
2083 D3DFVF_XYZRHW | D3DFVF_TEX1 | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
2084 d3d_vertex_buffer,
2085 uNumVertices,
2086 D3DDP_DONOTLIGHT));
2087 if (bUsingSpecular)
2088 {
2089 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE));
2090
2091 for (uint i = 0; i < uNumVertices; ++i)
2092 {
2093 d3d_vertex_buffer[i].diffuse = pRenderer->uFogColor | d3d_vertex_buffer[i].specular & 0xFF000000;
2094 d3d_vertex_buffer[i].specular = 0;
2095 }
2096
2097 ErrD3D(pRenderD3D->pDevice->SetTexture(0, nullptr));
2098 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_INVSRCALPHA));
2099 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_SRCALPHA));
2100 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
2101 D3DFVF_XYZRHW | D3DFVF_TEX1 | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
2102 d3d_vertex_buffer,
2103 uNumVertices,
2104 D3DDP_DONOTLIGHT));
2105 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, TRUE));
2106 //v40 = pRenderer->pRenderD3D->pDevice->lpVtbl;
2107 v41 = GetLevelFogColor();
2108 pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR, GetLevelFogColor() & 0xFFFFFF);
2109 v6 = 0;
2110 pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, 0);
2111 }
2112 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
2113 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO));
2114 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, v6));
2115 }
2116 }
2117 }
2118 }
2119 // 4D864C: using guessed type char byte_4D864C;
2120
2121 //----- (0049EB79) --------------------------------------------------------
2122 Render::~Render()
2123 {
2124 free(this->pDefaultZBuffer);
2125 this->pD3DBitmaps.Release();
2126 this->pD3DSprites.Release();
2127 Release();
2128 this->bWindowMode = 1;
2129 //nullsub_1();
2130 //nullsub_1();
2131 }
2132
2133
2134 //----- (0049E992) --------------------------------------------------------
2135 Render::Render()
2136 {
2137 //Render *v1; // esi@1
2138 // int v2; // eax@1
2139 // char v3; // zf@1
2140
2141 //v1 = this;
2142 this->pDirectDraw4 = nullptr;
2143 this->pFrontBuffer4 = nullptr;
2144 this->pBackBuffer4 = nullptr;
2145 //this->pColorKeySurface4 = 0;
2146 //this->pDirectDraw2 = 0;
2147 //this->pFrontBuffer2 = 0;
2148 //this->pBackBuffer2 = 0;
2149 //this->pSomeSurface2 = 0;
2150 //RenderHWLContainer::RenderHWLContainer(&this->pD3DBitmaps);
2151 //RenderHWLContainer::RenderHWLContainer(&v1->pD3DSprites);
2152 this->bWindowMode = 1;
2153 //this->field_40054 = 0;
2154 //this->field_10 = 640;
2155 //this->field_14 = 480;
2156 //this->field_40030 = 0;
2157 //this->field_4002C = 0;
2158 this->pActiveZBuffer = nullptr;
2159 this->pDefaultZBuffer = nullptr;
2160 this->raster_clip_y = 0;
2161 this->raster_clip_x = 0;
2162 this->raster_clip_z = 639;
2163 this->raster_clip_w = 479;
2164 //this->field_4003C = 0x004EED80;
2165 //this->field_40040 = dword_4EED78;
2166 this->uClipZ = 640;
2167 //this->field_40044 = 2;
2168 //this->field_40048 = 6;
2169 this->pFrontBuffer4 = nullptr;
2170 this->pBackBuffer4 = nullptr;
2171 //this->pColorKeySurface4 = 0;
2172 this->pDirectDraw4 = nullptr;
2173 this->pRenderD3D = 0;
2174 this->uNumSceneBegins = 0;
2175 this->uNumD3DSceneBegins = 0;
2176 this->using_software_screen_buffer = 0;
2177 this->pTargetSurface = nullptr;
2178 this->uTargetSurfacePitch = 0;
2179 this->uClipY = 0;
2180 this->uClipX = 0;
2181 this->uClipW = 480;
2182 this->bClip = 1;
2183 //this->bColorKeySupported = 0;
2184 this->bRequiredTextureStagesAvailable = 0;
2185 this->bTinting = 1;
2186 //LOBYTE(this->field_103668) = 0;
2187 uNumBillboardsToDraw = 0;
2188 bFogEnabled = false;
2189
2190 hd_water_tile_id = -1;
2191 hd_water_current_frame = 0;
2192 }
2193
2194 bool Render::Initialize(OSWindow *window/*, bool bColoredLights, uint32_t uDetailLevel, bool bTinting*/)
2195 {
2196 //bUserDirect3D = true;//ReadWindowsRegistryInt("Use D3D", 0);
2197
2198 this->window = window;
2199 //bStartInWindow = true;
2200 //windowed_mode_width = windowed_width;
2201 //windowed_mode_height = windowed_height;
2202
2203 uDesiredDirect3DDevice = ReadWindowsRegistryInt("D3D Device", 0);
2204
2205 bUseColoredLights = ReadWindowsRegistryInt("Colored Lights", false);
2206 uLevelOfDetail = ReadWindowsRegistryInt("Detail Level", 1);
2207 bTinting = ReadWindowsRegistryInt("Tinting", 1) != 0;
2208
2209 bool r1 = pD3DBitmaps.Load(L"data\\d3dbitmap.hwl");
2210 bool r2 = pD3DSprites.Load(L"data\\d3dsprite.hwl");
2211
2212 return r1 && r2;
2213 }
2214
2215
2216 //----- (0049ECC4) --------------------------------------------------------
2217 void Render::ClearBlack()
2218 {
2219 //if (pRenderD3D)
2220 {
2221 if (using_software_screen_buffer)
2222 pRenderD3D->ClearTarget(true, 0, false, 0.0);
2223 }
2224 //else
2225 //memset(pRenderer->pTargetSurface, 0, 4 * (field_10 * field_14 / 2));
2226 }
2227
2228 //----- (0049ED18) --------------------------------------------------------
2229 void Render::PresentBlackScreen()
2230 {
2231 IDirectDrawSurface *lpddsback; // eax@3
2232 DDBLTFX lpDDBltFx; // [sp+4h] [bp-74h]@5
2233 RECT dest_rect; // [sp+68h] [bp-10h]@3
2234
2235 memset(&lpDDBltFx, 0, sizeof(DDBLTFX));
2236 lpDDBltFx.dwSize = sizeof(DDBLTFX);
2237
2238 GetWindowRect(window->GetApiHandle(), &dest_rect);
2239 lpddsback = (IDirectDrawSurface *)this->pBackBuffer4;
2240
2241 lpDDBltFx.dwFillColor = 0;
2242 lpddsback->Blt(&dest_rect, NULL, NULL, DDBLT_COLORFILL, &lpDDBltFx);
2243 pRenderer->Present();
2244 }
2245
2246 //----- (0049EDB6) --------------------------------------------------------
2247 void Render::SavePCXScreenshot()
2248 {
2249 int v5; // eax@8
2250 FILE *pOutFile; // edi@10
2251 unsigned short *v8; // eax@11
2252 signed int v12; // eax@18
2253 char v15[56]; // [sp+Ch] [bp-158h]@10
2254 DDSURFACEDESC2 Dst; // [sp+48h] [bp-11Ch]@7
2255 char color_map[48]; // [sp+C4h] [bp-A0h]@10
2256 char Filename[40]; // [sp+F4h] [bp-70h]@3
2257 char *lineB; // [sp+11Ch] [bp-48h]@14
2258 char *lineG; // [sp+120h] [bp-44h]@14
2259 FILE *File; // [sp+128h] [bp-3Ch]@3
2260 PCXHeader_1 header1; // [sp+130h] [bp-34h]@10
2261 PCXHeader_2 header2; // [sp+140h] [bp-24h]@10
2262 char *lineRGB; // [sp+148h] [bp-1Ch]@10
2263 void *surface; // [sp+14Ch] [bp-18h]@8
2264 unsigned int image_width; // [sp+150h] [bp-14h]@4
2265 int pitch; // [sp+154h] [bp-10h]@4
2266 char v31; // [sp+15Ah] [bp-Ah]@25
2267 unsigned char pict_byte; // [sp+15Bh] [bp-9h]@17
2268 unsigned short *line_picture_data; // [sp+15Ch] [bp-8h]@10
2269 byte test_byte; // [sp+163h] [bp-1h]@17
2270
2271 int num_r_bits = 5;
2272 int num_g_bits = 6;
2273 int num_b_bits = 5;
2274
2275 int r_mask = 0xF800;
2276 int g_mask = 0x7E0;
2277 int b_mask = 0x1F;
2278
2279 if ( !this->pRenderD3D || this->using_software_screen_buffer )
2280 {
2281 sprintf(Filename, "screen%0.2i.pcx", ScreenshotFileNumber++ % 100);
2282 File = fopen(Filename, "wb");
2283 if ( File )
2284 {
2285 pitch = this->GetRenderWidth();
2286 if ( pitch & 1 )
2287 pitch = pitch + 1;
2288 if ( this->pRenderD3D )
2289 {
2290 memset(&Dst, 0, sizeof(Dst));
2291 Dst.dwSize = sizeof(Dst);
2292 if ( !pRenderer->LockSurface_DDraw4(pRenderer->pBackBuffer4, &Dst, DDLOCK_WAIT) )
2293 return;
2294 surface = Dst.lpSurface;
2295 v5 = Dst.lPitch / 2;
2296 }
2297 else
2298 {
2299 pRenderer->BeginScene();
2300 surface = pRenderer->pTargetSurface;
2301 v5 = pRenderer->uTargetSurfacePitch;
2302 }
2303 header1.right = GetRenderWidth() - 1;
2304 header1.left = 0;
2305 header1.bottom = this->GetRenderHeight() - 1;
2306 header1.up = 0;
2307 header2.pitch = pitch;
2308 memset(color_map, 0, sizeof(color_map));
2309 memset(v15, 0, sizeof(v15));
2310 header2.reserved = 0;
2311 header1.manufacturer = 10;
2312 pOutFile = File;
2313 header1.version = 5;
2314 header1.encoding = 1;
2315 header1.bpp = 8;
2316 header1.hdpi = 75;
2317 header1.vdpi = 75;
2318 header2.planes = 3;
2319 header2.palette_info = 1;
2320 fwrite(&header1, 1, 1, File);
2321 fwrite(&header1.version, 1, 1, pOutFile);
2322 fwrite(&header1.encoding, 1, 1, pOutFile);
2323 fwrite(&header1.bpp, 1, 1, pOutFile);
2324 fwrite(&header1.left, 2, 1, pOutFile);
2325 fwrite(&header1.up, 2, 1, pOutFile);
2326 fwrite(&header1.right, 2, 1, pOutFile);
2327 fwrite(&header1.bottom, 2, 1, pOutFile);
2328 fwrite(&header1.hdpi, 2, 1, pOutFile);
2329 fwrite(&header1.vdpi, 2, 1, pOutFile);
2330 fwrite(color_map, 0x30, 1, pOutFile);
2331 fwrite(&header2, 1, 1, pOutFile);
2332 fwrite(&header2.planes, 1, 1, pOutFile);
2333 fwrite(&header2.pitch, 2, 1, pOutFile);
2334 fwrite(&header2.palette_info, 2, 1, pOutFile);
2335 fwrite(v15, 0x3Au, 1, pOutFile);
2336 lineRGB = (char *)malloc(3 * GetRenderWidth() + 6);
2337 if ( this->GetRenderHeight() > 0 )
2338 {
2339 image_width = 3 * pitch;
2340 //v24 = 2 * v5;
2341 v8 = (unsigned short *)surface;
2342 for ( unsigned int y = 0; y < this->GetRenderHeight(); y++ )
2343 {
2344 line_picture_data = v8;
2345 if ( GetRenderWidth() > 0 )
2346 {
2347 lineG = (char *)lineRGB + pitch;
2348 lineB = (char *)lineRGB + 2 * pitch;
2349 for ( uint x = 0; x < this->GetRenderWidth(); x++ )
2350 {
2351 //int p = *line_picture_data; //0x2818
2352 //int for_rad = (pRenderer->uTargetGBits + pRenderer->uTargetBBits );//16 = 8 + 8
2353 //int value = (pRenderer->uTargetRMask & *line_picture_data);//0 = 0xFF0000 & 0x2818
2354 //int result = (pRenderer->uTargetRMask & *line_picture_data) >> (pRenderer->uTargetGBits + pRenderer->uTargetBBits );
2355 lineRGB[x] = (uTargetRMask & *line_picture_data) >> (uTargetGBits + uTargetBBits );// + pRenderer->uTargetRBits - 8);
2356 lineG[x] = (uTargetGMask & *line_picture_data) >> (uTargetBBits);// + pRenderer->uTargetGBits - 8);
2357 //int value2 = (pRenderer->uTargetGMask & *line_picture_data); //10240 = 0xFF00 & 0x2818
2358 //int result2 = (pRenderer->uTargetGMask & *line_picture_data) >> (pRenderer->uTargetBBits);
2359 lineB[x] = (uTargetBMask & *line_picture_data);// << (8 - pRenderer->uTargetBBits);
2360 //int value3 = (pRenderer->uTargetBMask & *line_picture_data);//24 = 0xFF & 0x2818
2361 line_picture_data += 2;
2362 }
2363 }
2364 for ( uint i = 0; i < image_width; i += test_byte )
2365 {
2366 pict_byte = lineRGB[i];
2367 for ( test_byte = 1; test_byte < 0x3F; ++test_byte )
2368 {
2369 v12 = i + test_byte;
2370 if ( lineRGB[v12] != pict_byte )
2371 break;
2372 if ( !(v12 % pitch) )
2373 break;
2374 }
2375 if ( i + test_byte > image_width )
2376 test_byte = 3 * pitch - i;
2377 if ( test_byte > 1 || pict_byte >= 0xC0 )
2378 {
2379 v31 = test_byte | 0xC0;
2380 fwrite(&v31, 1, 1, pOutFile);
2381 }
2382 fwrite(&pict_byte, 1, 1, pOutFile);
2383 }
2384 v8 += v5;
2385 }
2386 }
2387 if ( this->pRenderD3D )
2388 ErrD3D(pRenderer->pBackBuffer4->Unlock(NULL));
2389 else
2390 pRenderer->EndScene();
2391
2392 free(lineRGB);
2393 fclose(pOutFile);
2394 }
2395 }
2396 }
2397
2398 //----- (0049F1BC) --------------------------------------------------------
2399 void Render::SaveWinnersCertificate(const char *a1)
2400 {
2401 unsigned int v6; // eax@8
2402 //FILE *v7; // edi@10
2403 // int v8; // ecx@11
2404 unsigned short *v9; // eax@11
2405 int v10; // eax@13
2406 signed int v13; // eax@18
2407 // char v14; // zf@27
2408 // HRESULT v15; // eax@29
2409 char v16[56]; // [sp+Ch] [bp-12Ch]@10
2410 __int16 v17; // [sp+44h] [bp-F4h]@10
2411 DDSURFACEDESC2 Dst; // [sp+48h] [bp-F0h]@7
2412 // int v19; // [sp+58h] [bp-E0h]@8
2413 // unsigned __int16 *v20; // [sp+6Ch] [bp-CCh]@8
2414 char color_map[48]; // [sp+C4h] [bp-74h]@10
2415 // unsigned int v22; // [sp+F4h] [bp-44h]@11
2416 char *lineB; // [sp+F8h] [bp-40h]@14
2417 int image_width; // [sp+FCh] [bp-3Ch]@11
2418 int v25; // [sp+100h] [bp-38h]@4
2419 FILE *File; // [sp+104h] [bp-34h]@3
2420 char Str; // [sp+108h] [bp-30h]@10
2421 char v28; // [sp+109h] [bp-2Fh]@10
2422 char v29; // [sp+10Ah] [bp-2Eh]@10
2423 char v30; // [sp+10Bh] [bp-2Dh]@10
2424 __int16 v31; // [sp+10Ch] [bp-2Ch]@10
2425 __int16 v32; // [sp+10Eh] [bp-2Ah]@10
2426 __int16 v33; // [sp+110h] [bp-28h]@10
2427 __int16 v34; // [sp+112h] [bp-26h]@10
2428 __int16 v35; // [sp+114h] [bp-24h]@10
2429 __int16 v36; // [sp+116h] [bp-22h]@10
2430 char v37; // [sp+118h] [bp-20h]@10
2431 char v38; // [sp+119h] [bp-1Fh]@10
2432 __int16 v39; // [sp+11Ah] [bp-1Eh]@10
2433 __int16 v40; // [sp+11Ch] [bp-1Ch]@10
2434 char *lineRGB; // [sp+120h] [bp-18h]@10
2435 void *surface; // [sp+124h] [bp-14h]@8
2436 int pitch; // [sp+128h] [bp-10h]@4
2437 char v44; // [sp+12Fh] [bp-9h]@25
2438 char *lineG; // [sp+130h] [bp-8h]@10
2439 unsigned char pict_byte; // [sp+137h] [bp-1h]@17
2440 byte test_byte;
2441
2442 int num_r_bits = 5;
2443 int num_g_bits = 6;
2444 int num_b_bits = 5;
2445
2446 int r_mask = 0xF800;
2447 int g_mask = 0x7E0;
2448 int b_mask = 0x1F;
2449
2450 if ( !this->pRenderD3D || this->using_software_screen_buffer )
2451 {
2452 static int _4EFA84_num_winners_certificates = 0;
2453 ++_4EFA84_num_winners_certificates;
2454
2455 File = fopen(a1, "wb");
2456 if ( File )
2457 {
2458 v25 = this->GetRenderWidth();
2459 pitch = v25;
2460 if ( pitch & 1 )
2461 pitch = pitch + 1;
2462 if ( this->pRenderD3D )
2463 {
2464 memset(&Dst, 0, 0x7C);
2465 Dst.dwSize = 124;
2466 if ( !pRenderer->LockSurface_DDraw4(pRenderer->pBackBuffer4, (DDSURFACEDESC2 *)&Dst, DDLOCK_WAIT) )
2467 return;
2468 surface = Dst.lpSurface;
2469 v6 = Dst.lPitch / 2;
2470 }
2471 else
2472 {
2473 pRenderer->BeginScene();
2474 surface = pRenderer->pTargetSurface;
2475 v6 = pRenderer->uTargetSurfacePitch;
2476 }
2477 v33 = this->GetRenderWidth() - 1;
2478 v31 = 0;
2479 v34 = (short)this->GetRenderHeight() - 1;
2480 v32 = 0;
2481 v39 = pitch;
2482 memset(&color_map, 0, sizeof(color_map));
2483 memset(&v16, 0, sizeof(v16));
2484 v37 = 0;
2485 Str = 10;
2486 v17 = 0;
2487 v28 = 5;
2488 v29 = 1;
2489 v30 = 8;
2490 v35 = 75;
2491 v36 = 75;
2492 v38 = 3;
2493 v40 = 1;
2494 fwrite(&Str, 1, 1, File);
2495 fwrite(&v28, 1, 1, File);
2496 fwrite(&v29, 1, 1, File);
2497 fwrite(&v30, 1, 1, File);
2498 fwrite(&v31, 2, 1, File);
2499 fwrite(&v32, 2, 1, File);
2500 fwrite(&v33, 2, 1, File);
2501 fwrite(&v34, 2, 1, File);
2502 fwrite(&v35, 2, 1, File);
2503 fwrite(&v36, 2, 1, File);
2504 fwrite(&color_map, 0x30, 1, File);
2505 fwrite(&v37, 1, 1, File);
2506 fwrite(&v38, 1, 1, File);
2507 fwrite(&v39, 2, 1, File);
2508 fwrite(&v40, 2, 1, File);
2509 fwrite(&v16, 0x3A, 1, File);
2510 lineRGB = (char *)malloc(3 * (v25 + 2));
2511 if ( (signed int)this->GetRenderHeight() > 0 )
2512 {
2513 image_width = 3 * pitch;
2514 v9 = (unsigned short *)surface;
2515 for ( uint j = 0; j < this->GetRenderHeight(); j++)
2516 {
2517 a1 = (const char *)v9;
2518 if ( v25 > 0 )
2519 {
2520 lineG = (char *)lineRGB + pitch;
2521 lineB = (char *)lineRGB + 2 * pitch;
2522 for ( v10 = 0; v10 < v25; v10++ )
2523 {
2524 lineRGB[v10] = (signed int)(r_mask & *(short *)a1) >> (num_g_bits + num_b_bits + num_r_bits - 8);
2525 lineG[v10] = (signed int)(g_mask & *(short *)a1) >> (num_b_bits + num_g_bits - 8);
2526 lineB[v10] = (b_mask & *(short *)a1) << (8 - num_b_bits);
2527 a1 += 2;
2528 }
2529 }
2530 for ( uint i = 0; i < image_width; i += test_byte )
2531 {
2532 pict_byte = lineRGB[i];
2533 for ( test_byte = 1; test_byte < 0x3F; test_byte )
2534 {
2535 v13 = i + test_byte;
2536 if ( lineRGB[v13] != pict_byte )
2537 break;
2538 if ( !(v13 % pitch) )
2539 break;
2540 }
2541 if ( i + test_byte > image_width )
2542 test_byte = 3 * pitch - i;
2543 if ( test_byte > 1 || pict_byte >= 0xC0 )
2544 {
2545 v44 = test_byte | 0xC0;
2546 fwrite(&v44, 1, 1, File);
2547 }
2548 fwrite(&pict_byte, 1, 1, File);
2549 }
2550 v9 += pitch;
2551 }
2552 }
2553 if ( this->pRenderD3D )
2554 ErrD3D(pRenderer->pBackBuffer4->Unlock(NULL));
2555 else
2556 pRenderer->EndScene();
2557 free(lineRGB);
2558 fclose(File);
2559 }
2560 }
2561 }
2562
2563 //----- (0049F5A2) --------------------------------------------------------
2564 void Render::PackPCXpicture( unsigned short* picture_data, int wight, int heidth, void *data_buff, int max_buff_size,unsigned int* packed_size )
2565 {
2566 void *v8; // esi@3
2567 void *v9; // esi@3
2568 unsigned short* v11; // eax@4
2569 // int v13; // eax@8
2570 // int v14; // ecx@8
2571 signed int v15; // eax@11
2572 // char v16; // zf@20
2573 // int result; // eax@21
2574 char v18[58]; // [sp+Ch] [bp-ACh]@3
2575 char v20[48]; // [sp+48h] [bp-70h]@3
2576 char *lineG; // [sp+78h] [bp-40h]@7
2577 char *lineB; // [sp+7Ch] [bp-3Ch]@7
2578 int v23; // [sp+80h] [bp-38h]@4
2579 int v24; // [sp+84h] [bp-34h]@4
2580 int v25; // [sp+88h] [bp-30h]@4
2581 int v26; // [sp+8Ch] [bp-2Ch]@4
2582 PCXHeader_1 Src; // [sp+90h] [bp-28h]@3
2583 PCXHeader_2 v27; // [sp+A0h] [bp-18h]@3
2584 char *lineRGB; // [sp+A8h] [bp-10h]@3
2585 int pitch; // [sp+ACh] [bp-Ch]@1
2586 char v43; // [sp+B3h] [bp-5h]@18
2587 int i; // [sp+B4h] [bp-4h]@6
2588 unsigned short* line_picture_data;
2589 byte test_byte;
2590 unsigned char pict_byte;
2591
2592 int num_r_bits = 5;
2593 int num_g_bits = 6;
2594 int num_b_bits = 5;
2595
2596 int r_mask = 0xF800;
2597 int g_mask = 0x7E0;
2598 int b_mask = 0x1F;
2599
2600 pitch = wight;
2601 if ( wight & 1 )
2602 pitch = wight + 1;
2603 Src.left = 0;
2604 Src.up = 0;
2605 Src.right = wight - 1;
2606 Src.bottom = heidth - 1;
2607 v27.pitch = pitch;
2608 memset(&v20, 0, 0x30u);
2609 memset(&v18, 0, 0x38u);
2610 v8 = data_buff;
2611 v27.reserved = 0;
2612 *(_WORD *)&v18[56] = 0;
2613 Src.manufacturer = 10;
2614 Src.version = 5;
2615 Src.encoding = 1;
2616 Src.bpp = 8;
2617 Src.hdpi = 75;
2618 Src.vdpi = 75;
2619 v27.planes = 3;
2620 v27.palette_info = 1;
2621 memcpy(data_buff, &Src, 1);
2622 v8 = (char *)v8 + 1;
2623 memcpy(v8, &Src.version, 1);
2624 v8 = (char *)v8 + 1;
2625 memcpy(v8, &Src.encoding, 1);
2626 v8 = (char *)v8 + 1;
2627 memcpy(v8, &Src.bpp, 1);
2628 v8 = (char *)v8 + 1;
2629 memcpy(v8, &Src.left, 2);
2630 v8 = (char *)v8 + 2;
2631 memcpy(v8, &Src.up, 2);
2632 v8 = (char *)v8 + 2;
2633 memcpy(v8, &Src.right, 2);
2634 v8 = (char *)v8 + 2;
2635 memcpy(v8, &Src.bottom, 2);
2636 v8 = (char *)v8 + 2;
2637 memcpy(v8, &Src.hdpi, 2);
2638 v8 = (char *)v8 + 2;
2639 memcpy(v8, &Src.vdpi, 2);
2640 v8 = (char *)v8 + 2;
2641 memcpy(v8, &v20, 0x30u);
2642 v8 = (char *)v8 + 48;
2643 memcpy(v8, &v27, 1u);
2644 v8 = (char *)v8 + 1;
2645 memcpy(v8, &v27.planes, 1);
2646 v8 = (char *)v8 + 1;
2647 memcpy(v8, &v27.pitch, 2);
2648 v8 = (char *)v8 + 2;
2649 memcpy(v8, &v27.palette_info, 2);
2650 v8 = (char *)v8 + 2;
2651 memcpy(v8, &v18, 0x3Au);
2652 v9 = (char *)v8 + 58;
2653
2654 lineRGB = (char*)malloc(3 * (wight + 2));
2655 if ( heidth > 0 )
2656 {
2657 v26 = 3 * pitch;
2658 v23 = 2 * wight;
2659 v11 = picture_data;
2660 v24 = (int)picture_data;
2661 for ( v25 = heidth; v25; v25-- )
2662 {
2663 line_picture_data = v11;
2664 if ( wight > 0 )
2665 {
2666 lineG = (char *)lineRGB + pitch;
2667 lineB = (char *)lineRGB + 2 * pitch;
2668 for ( uint i = 0; i < wight; i++ )
2669 {
2670 lineRGB[i] = (signed int)(r_mask & *line_picture_data) >> (num_g_bits + num_b_bits + num_r_bits - 8);
2671 lineG[i] = (signed int)(g_mask & *line_picture_data) >> ( num_b_bits + num_g_bits- 8);
2672 lineB[i] = (b_mask & *line_picture_data) << (8 - num_b_bits);
2673 line_picture_data += 1;
2674 }
2675 }
2676 for ( i = 0; i < v26; v9 = (char *)v9 + 1 )
2677 {
2678 pict_byte = lineRGB[i];
2679 for ( test_byte = 1; test_byte < 63; ++test_byte )
2680 {
2681 v15 = i + test_byte;
2682 if ( lineRGB[v15] != pict_byte )//Uninitialized memory access
2683 break;
2684 if ( !(v15 % pitch) )
2685 break;
2686 }
2687 if ( i + test_byte > v26 )
2688 test_byte = 3 * pitch - i;
2689 if ( test_byte > 1 || pict_byte >= 192 )
2690 {
2691 v43 = test_byte | 0xC0;
2692 memcpy(v9, &v43, 1);
2693 v9 = (char *)v9 + 1;
2694 }
2695 memcpy(v9, &pict_byte, 1);
2696 i += test_byte;
2697 }
2698 v11 += wight;
2699 }
2700 }
2701 free(lineRGB);
2702 *(int *)packed_size = (char *)v9 - data_buff;
2703 }
2704
2705 //----- (0049F8B5) --------------------------------------------------------
2706 void Render::SavePCXImage(const char *Filename, unsigned short* picture_data, int width, int height)
2707 {
2708 FILE *result; // eax@1
2709 FILE *pOutFile; // edi@4
2710 unsigned short* v9; // eax@5
2711 // int v10; // eax@7
2712 signed int v12; // eax@12
2713 // char v13; // zf@21
2714 char v14[56]; // [sp+4h] [bp-A0h]@4
2715 __int16 v15; // [sp+3Ch] [bp-68h]@4
2716 char color_map[48]; // [sp+40h] [bp-64h]@4
2717 int v18; // [sp+74h] [bp-30h]@5
2718 // char *v19; // [sp+78h] [bp-2Ch]@5
2719 int image_width; // [sp+7Ch] [bp-28h]@5
2720 PCXHeader_1 header1; // [sp+80h] [bp-24h]@4
2721 PCXHeader_2 header2; // [sp+90h] [bp-14h]@4
2722 char *lineRGB; // [sp+98h] [bp-Ch]@4
2723 int pitch; // [sp+9Ch] [bp-8h]@2
2724 char *lineB; // [sp+A0h] [bp-4h]@8
2725 char *lineG;
2726 unsigned short* line_pictute_data;
2727 byte test_byte;
2728 char v43;
2729
2730 int num_r_bits = 5;
2731 int num_g_bits = 6;
2732 int num_b_bits = 5;
2733
2734 int r_mask = 0xF800;
2735 int g_mask = 0x7E0;
2736 int b_mask = 0x1F;
2737
2738 result = fopen(Filename, "wb");
2739 Filename = (const char *)result;
2740 if ( result )
2741 {
2742 pitch = width;
2743 if ( width & 1 )
2744 pitch = width + 1;
2745 header1.left = 0;
2746 header1.up = 0;
2747 header1.right = width - 1;
2748 header1.bottom = height - 1;
2749 header2.pitch = pitch;
2750 memset(color_map, 0, sizeof(color_map));
2751 header2.reserved = 0;
2752 memset(v14, 0, sizeof(v14));
2753 v15 = 0;
2754 header1.manufacturer = 10;
2755 header1.version = 5;
2756 header1.encoding = 1;
2757 header1.bpp = 8;
2758 header1.hdpi = 75;
2759 header1.vdpi = 75;
2760 header2.planes = 3;
2761 header2.palette_info = 1;
2762 fwrite(&header1, 1, 1, (FILE *)Filename);
2763 pOutFile = (FILE *)Filename;
2764 fwrite(&header1.version, 1, 1, (FILE *)Filename);
2765 fwrite(&header1.encoding, 1, 1, pOutFile);
2766 fwrite(&header1.bpp, 1, 1, pOutFile);
2767 fwrite(&header1.left, 2, 1, pOutFile);
2768 fwrite(&header1.up, 2, 1, pOutFile);
2769 fwrite(&header1.right, 2, 1, pOutFile);
2770 fwrite(&header1.bottom, 2, 1, pOutFile);
2771 fwrite(&header1.hdpi, 2, 1, pOutFile);
2772 fwrite(&header1.vdpi, 2, 1, pOutFile);
2773 fwrite(color_map, 0x30u, 1, pOutFile);
2774 fwrite(&header2, 1, 1, pOutFile);
2775 fwrite(&header2.planes, 1, 1, pOutFile);
2776 fwrite(&header2.pitch, 2, 1, pOutFile);
2777 fwrite(&header2.palette_info, 2, 1, pOutFile);
2778 fwrite(v14, 0x3Au, 1, pOutFile);
2779
2780 lineRGB = (char *)malloc(3 * (width + 2));
2781 //При сохранении изображения подряд идущие пиксели одинакового цвета объединяются и вместо указания цвета для каждого пикселя
2782 //указывается цвет группы пикселей и их количество.
2783 image_width = 3 * pitch;
2784 v9 = picture_data;
2785 for ( v18 = 0; v18 < height; v18++ )//столбец
2786 {
2787 line_pictute_data = v9;
2788 lineG = (char *)lineRGB + pitch;
2789 lineB = (char *)lineRGB + 2 * pitch;
2790
2791 for ( int i = 0; i < width; i++ )//строка
2792 {
2793 lineRGB[i] = (signed int)(r_mask & *line_pictute_data) >> (num_g_bits + num_b_bits + num_r_bits - 8);
2794 lineG[i] = (signed int)(g_mask & *line_pictute_data) >> (num_b_bits + num_g_bits - 8);
2795 lineB[i] = (b_mask & *line_pictute_data) << (8 - num_b_bits);
2796 line_pictute_data += 1;
2797 }
2798 test_byte = 1;
2799 for ( int i = 0; (signed int)i < image_width; i += test_byte )
2800 {
2801 unsigned char pic_byte = lineRGB[i];
2802 for ( test_byte; test_byte < 63; ++test_byte )// расчёт количества одинаковых цветов
2803 {
2804 v12 = i + test_byte;
2805 if ( lineRGB[v12] != pic_byte )
2806 break;
2807 if ( !(v12 % pitch) )
2808 break;
2809 }
2810 if ( i + test_byte > image_width )
2811 test_byte = 3 * pitch - i;
2812 if ( test_byte > 1 || pic_byte >= 0xC0 )
2813 {
2814 v43 = test_byte | 0xC0;//тест-байт объединения
2815 fwrite(&v43, 1, 1, pOutFile);
2816 }
2817 fwrite(&pic_byte, 1, 1, pOutFile);
2818 }
2819 v9 += width;
2820 }
2821 free(lineRGB);
2822 fclose(pOutFile);
2823 }
2824 }
2825
2826 //----- (0049FBCD) --------------------------------------------------------
2827 void Render::ClearTarget(unsigned int uColor)
2828 {
2829 //if (pRenderD3D)
2830 {
2831 if (using_software_screen_buffer)
2832 pRenderD3D->ClearTarget(true, uColor, false, 0.0);
2833 }
2834 //else
2835 //memset32(pTargetSurface, uColor, field_10 * field_14 / 2);
2836 }
2837
2838
2839 //----- (0049FC37) --------------------------------------------------------
2840 void Render::Present()
2841 {
2842 //struct tagRECT Rect; // [sp+8h] [bp-28h]@11
2843 //RECT a4; // [sp+18h] [bp-18h]@11
2844 //struct tagPOINT Point; // [sp+28h] [bp-8h]@11
2845
2846 if ( !pRenderD3D || this->using_software_screen_buffer )
2847 {
2848 this->pBeforePresentFunction();
2849 if ( this->pRenderD3D )
2850 {
2851 if ( this->using_software_screen_buffer )
2852 pRenderD3D->Present(false);
2853 }
2854 else
2855 __debugbreak(); // no sr
2856 /*{
2857 if ( this->bWindowMode )
2858 {
2859 RestoreFrontBuffer();
2860 GetClientRect(this->hWnd, &Rect);
2861 Point.y = 0;
2862 Point.x = 0;
2863 ClientToScreen(this->hWnd, &Point);
2864 OffsetRect(&Rect, Point.x, Point.y);
2865 a4.top = 0;
2866 a4.bottom = 480;
2867 a4.left = 0;
2868 a4.right = 640;
2869 PresentRect(&Rect, &a4);
2870 }
2871 else
2872 {
2873 RestoreFrontBuffer();
2874 a4.top = 0;
2875 a4.bottom = 480;
2876 a4.left = 0;
2877 a4.right = 640;
2878 BltBackToFontFast(0, 0, &a4);
2879 }
2880 }*/
2881 }
2882 }
2883
2884 //----- (0049FD3A) --------------------------------------------------------
2885 void Render::_49FD3A_fullscreen()
2886 {
2887 RECT src_rect; // [sp+8h] [bp-10h]@6
2888
2889 if ( this->pRenderD3D )
2890 {
2891 if (pFrontBuffer4->IsLost() == DDERR_SURFACELOST)
2892 pFrontBuffer4->Restore();
2893 if (pBackBuffer4->IsLost() == DDERR_SURFACELOST)
2894 pBackBuffer4->Restore();
2895 src_rect.top = 0;
2896 src_rect.bottom = window->GetHeight();
2897 src_rect.left = 0;
2898 src_rect.right = window->GetWidth();
2899 this->pBackBuffer4->BltFast(NULL, NULL, this->pFrontBuffer4, &src_rect, DDBLTFAST_WAIT);
2900 }
2901 }
2902
2903 //----- (0049FDBF) --------------------------------------------------------
2904 void Render::CreateZBuffer()
2905 {
2906 if (!pDefaultZBuffer)
2907 {
2908 pDefaultZBuffer = pActiveZBuffer = (int *)malloc(0x12C000);
2909 memset32(pActiveZBuffer, 0xFFFF0000, 0x4B000u); // // inlined Render::ClearActiveZBuffer (mm8::004A085B)
2910 }
2911 }
2912
2913 //----- (0049FE05) --------------------------------------------------------
2914 void Render::Release()
2915 {
2916 //Render *v1; // esi@1
2917 //RenderD3D *v2; // ecx@1
2918 //char v3; // zf@4
2919 //void *v4; // ebx@6
2920 // IDirectDraw *v5; // eax@10
2921 // IDirectDrawSurface2 *v6; // eax@11
2922 // IDirectDrawSurface2 *v7; // eax@13
2923 // IDirectDrawSurface2 *v8; // eax@15
2924 // IDirectDraw2 *v9; // eax@17
2925 // IDirectDraw4 *v10; // eax@19
2926 // IDirectDrawSurface4 *v11; // eax@20
2927 // IDirectDrawSurface4 *v12; // eax@22
2928 // IDirectDrawSurface4 *v13; // eax@24
2929 // IDirectDraw4 *v14; // eax@26
2930 // unsigned __int16 **v15; // ebx@28
2931 // void **v16; // esi@29
2932
2933 // v1 = this;
2934 if (pRenderD3D)
2935 {
2936 if ( this->using_software_screen_buffer )
2937 {
2938 pRenderD3D->ClearTarget(true, 0, false, 1.0);
2939 pRenderD3D->Present(0);
2940 pRenderD3D->ClearTarget(true, 0, false, 1.0);
2941 }
2942 //this->pColorKeySurface4 = 0;
2943 this->pBackBuffer4 = nullptr;
2944 this->pFrontBuffer4 = nullptr;
2945 this->pDirectDraw4 = nullptr;
2946 delete [] this->pTargetSurface_unaligned;
2947 this->pTargetSurface = nullptr;
2948 this->pTargetSurface_unaligned = nullptr;
2949 if (pRenderD3D)
2950 {
2951 pRenderD3D->Release();
2952 delete pRenderD3D;
2953 }
2954 pRenderD3D = nullptr;
2955 }
2956 else
2957 ;//__debugbreak(); // no sr
2958 /*{
2959 if ( bWinNT4_0 == 1 )
2960 {
2961 v5 = (IDirectDraw *)this->pDirectDraw2;
2962 if ( !v5 )
2963 return;
2964 v5->SetCooperativeLevel(this->hWnd, 8u);
2965 this->pDirectDraw2->FlipToGDISurface();
2966 v6 = this->pSomeSurface2;
2967 if ( v6 )
2968 {
2969 v6->Release();
2970 this->pSomeSurface2 = 0;
2971 }
2972 v7 = this->pBackBuffer2;
2973 if ( v7 )
2974 {
2975 v7->Release();
2976 this->pBackBuffer2 = 0;
2977 }
2978 v8 = this->pFrontBuffer2;
2979 if ( v8 )
2980 {
2981 v8->Release();
2982 this->pFrontBuffer2 = 0;
2983 }
2984 v9 = this->pDirectDraw2;
2985 if ( v9 )
2986 {
2987 v9->Release();
2988 this->pDirectDraw2 = 0;
2989 }
2990 }
2991 else
2992 {
2993 v10 = this->pDirectDraw4;
2994 if ( !v10 )
2995 return;
2996 v10->SetCooperativeLevel(this->hWnd, 1032u);
2997 this->pDirectDraw4->FlipToGDISurface();
2998 v11 = this->pColorKeySurface4;
2999 if ( v11 )
3000 {
3001 v11->Release();
3002 this->pColorKeySurface4 = 0;
3003 }
3004 v12 = this->pBackBuffer4;
3005 if ( v12 )
3006 {
3007 v12->Release();
3008 this->pBackBuffer4 = 0;
3009 }
3010 v13 = this->pFrontBuffer4;
3011 if ( v13 )
3012 {
3013 v13->Release();
3014 this->pFrontBuffer4 = 0;
3015 }
3016 v14 = this->pDirectDraw4;
3017 if ( v14 )
3018 {
3019 v14->Release();
3020 this->pDirectDraw4 = 0;
3021 }
3022 }
3023 v15 = &this->pTargetSurface;
3024 if ( this->pTargetSurface )
3025 {
3026 v16 = (void **)&this->ptr_400E8;
3027 free(*v16);
3028 *v15 = 0;
3029 *v16 = 0;
3030 }
3031 }*/
3032 }
3033
3034 void Present32(unsigned __int32 *src, unsigned int src_pitch,
3035 unsigned __int32 *dst, unsigned int dst_pitch)
3036 {
3037 for (uint y = 0; y < 8; ++y)
3038 memcpy(dst + y * dst_pitch,
3039 src + y * src_pitch, src_pitch * sizeof(__int32));
3040
3041 for (uint y = 8; y < 352; ++y)
3042 {
3043 memcpy(dst + y * dst_pitch,
3044 src + y * src_pitch, 8 * sizeof(__int32));
3045 memcpy(dst + 8 + game_viewport_width + y * dst_pitch,
3046 src + 8 + game_viewport_width + y * src_pitch, 174/*172*/ * sizeof(__int32));
3047 }
3048
3049 for (uint y = 352; y < 480; ++y)
3050 memcpy(dst + y * dst_pitch,
3051 src + y * src_pitch, src_pitch * sizeof(__int32));
3052
3053 for (uint y = pViewport->uViewportTL_Y; y < pViewport->uViewportBR_Y + 1; ++y)
3054 {
3055 for (uint x = pViewport->uViewportTL_X; x < pViewport->uViewportBR_X; ++x)
3056 {
3057 //if (src[x + y * src_pitch] != (pRenderer->uTargetGMask | pRenderer->uTargetBMask))
3058 if (src[x + y * src_pitch] != 0xFF00FCF8) // FFF8FCF8 = Color32(Color16(g_mask | b_mask))
3059 dst[x + y * dst_pitch] = src[x + y * src_pitch];
3060 }
3061 }
3062 }
3063
3064 //----- (004A597D) --------------------------------------------------------
3065 void Present_NoColorKey()
3066 {
3067 void *v2; // edi@4
3068 int v9; // eax@10
3069 unsigned int v10; // esi@10
3070 unsigned __int32 v11; // edi@10
3071 unsigned int v13; // ebx@10
3072 DDSURFACEDESC2 Dst; // [sp+Ch] [bp-98h]@3
3073 int v21; // [sp+8Ch] [bp-18h]@10
3074 __int32 v22; // [sp+90h] [bp-14h]@10
3075 unsigned int v24; // [sp+98h] [bp-Ch]@4
3076
3077 int r_mask = 0xF800;
3078 int g_mask = 0x7E0;
3079 int b_mask = 0x1F;
3080
3081 //if ( !pRenderer->uNumSceneBegins )
3082 {
3083 //if ( pRenderer->using_software_screen_buffer )
3084 //{
3085 memset(&Dst, 0, sizeof(Dst));
3086 Dst.dwSize = sizeof(Dst);
3087 if ( pRenderer->LockSurface_DDraw4(pRenderer->pBackBuffer4, &Dst, DDLOCK_WAIT) )
3088 {
3089 //v26 = Dst.lpSurface;
3090 //pRenderer->pCurrentlyLockedSurfaceDataPtr = (unsigned __int16 *)Dst.lpSurface;
3091 v24 = g_mask | b_mask | ((g_mask | b_mask) << 16);
3092 //pRenderer->pCurrentlyLockedSoftSurface = pRenderer->pTargetSurface;
3093 //pRenderer->uCurrentlyLockedSurfacePitch = Dst.lPitch;
3094 //v1 = pRenderer->pTargetSurface;
3095 v2 = Dst.lpSurface;
3096
3097
3098 /*for (uint y = 0; y < 480; ++y)
3099 {
3100 auto pDst = (unsigned short *)((char *)Dst.lpSurface + y * Dst.lPitch);
3101 for (uint x = 0; x < 640; ++x)
3102 pDst[x] = pRenderer->uTargetRMask | pRenderer->uTargetBMask;
3103 }*/
3104
3105 if (!FORCE_16_BITS)
3106 Present32((unsigned __int32 *)pRenderer->pTargetSurface, pRenderer->uTargetSurfacePitch, (unsigned __int32 *)Dst.lpSurface, Dst.lPitch / 4);
3107 else
3108 {
3109 ushort* pSrc = (unsigned short *)pRenderer->pTargetSurface;
3110 short* pDst = (__int16 *)Dst.lpSurface;
3111
3112 for (uint y = 0; y < 8; ++y)
3113 memcpy(pDst + y * Dst.lPitch / 2,
3114
3115 pSrc + y * window->GetWidth(), window->GetWidth() * sizeof(__int16));
3116
3117 for (uint y = 8; y < 352; ++y)
3118 {
3119 memcpy(pDst + y * Dst.lPitch / 2,
3120 pSrc + y * window->GetWidth(), 8 * sizeof(__int16));
3121 memcpy(pDst + 8 + game_viewport_width/*462*/ + y * Dst.lPitch / 2,
3122 pSrc + 8 + game_viewport_width/*462*/ + y * window->GetWidth(), 174/*172*/ * sizeof(__int16));
3123 }
3124
3125 for (uint y = 352; y < window->GetHeight(); ++y)
3126 memcpy(pDst + y * Dst.lPitch / 2,
3127 pSrc + y * window->GetWidth(), window->GetWidth() * sizeof(__int16));
3128
3129
3130 ushort* pSrc_x1y1 = pSrc + window->GetWidth() * pViewport->uViewportTL_Y + pViewport->uViewportTL_X;
3131 //_this = (unsigned int)&pSrc[2 * (((signed int)pViewport->uViewportX >> 1) + 320 * pViewport->uViewportY)];
3132 short* pDst_x1y1 = pDst + Dst.lPitch * pViewport->uViewportTL_Y + pViewport->uViewportTL_X;
3133 //v23 = (unsigned __int32)((char *)v26 + 4 * (((signed int)pViewport->uViewportX >> 1) + (Dst.lPitch >> 2) * pViewport->uViewportY));
3134 v9 = ((signed int)pViewport->uViewportTL_X >> 1) - ((signed int)pViewport->uViewportBR_X >> 1);
3135 //v20 = ((signed int)pViewport->uViewportZ >> 1) - ((signed int)pViewport->uViewportX >> 1);
3136 v22 = 4 * ((Dst.lPitch / 4) + v9);
3137 v21 = 4 * v9 + 1280;
3138
3139 //auto uNumLines = pViewport->uViewportW - pViewport->uViewportY + 1;
3140 //v26 = (LPVOID)(pViewport->uViewportW - pViewport->uViewportY + 1);
3141 v10 = (int)pSrc_x1y1;
3142 v11 = (int)pDst_x1y1;
3143 int uHalfWidth = (pViewport->uViewportBR_X - pViewport->uViewportTL_X) / 2;
3144 v13 = v24;
3145
3146 for (uint y = pViewport->uViewportTL_Y; y < pViewport->uViewportBR_Y + 1; ++y)
3147 {
3148 //memcpy(pDst + pViewport->uViewportX + y * Dst.lPitch / 2,
3149 // pSrc + pViewport->uViewportX + y * 640, (pViewport->uViewportZ - pViewport->uViewportX) * sizeof(__int16));
3150 for (uint x = pViewport->uViewportTL_X; x < pViewport->uViewportBR_X; ++x)
3151 {
3152 if (pSrc[y * window->GetWidth() + x] != (g_mask | b_mask))
3153 pDst[y * Dst.lPitch / 2 + x] = pSrc[y * window->GetWidth() + x];
3154 }
3155 }
3156 }
3157
3158 ErrD3D(pRenderer->pBackBuffer4->Unlock(NULL));
3159
3160 /* while ( 1 )
3161 {
3162 while ( 1 )
3163 {
3164 v14 = *(int *)v10;
3165 v10 += 4;
3166 if ( v14 == v13 )
3167 break;
3168 if ( (short)v14 == (short)v13 )
3169 {
3170 *(int *)v11 = *(int *)v11 & 0xFFFF | v14 & 0xFFFF0000;
3171 v11 += 4;
3172 --uHalfWidth;
3173 if ( !uHalfWidth )
3174 goto LABEL_21;
3175 }
3176 else
3177 {
3178 v15 = __ROL__(v14, 16);
3179 if ( (short)v15 == (short)v13 )
3180 {
3181 v17 = __ROR__(v15, 16);
3182 *(int *)v11 = *(int *)v11 & 0xFFFF0000 | (unsigned __int16)v17;
3183 v11 += 4;
3184 --uHalfWidth;
3185 if ( !uHalfWidth )
3186 goto LABEL_21;
3187 }
3188 else
3189 {
3190 v16 = __ROR__(v15, 16);
3191 *(int *)v11 = v16;
3192 v11 += 4;
3193 --uHalfWidth;
3194 if ( !uHalfWidth )
3195 goto LABEL_21;
3196 }
3197 }
3198 }
3199 v11 += 4;
3200 --uHalfWidth;
3201 if ( !uHalfWidth )
3202 {
3203 LABEL_21:
3204 v10 += v21;
3205 v11 += v22;
3206 uHalfWidth = v20;
3207 if ( !--uNumLines )
3208 {
3209 ErrD3D(pRenderer->pBackBuffer4->Unlock(NULL));
3210 return;
3211 }
3212 }
3213 }*/
3214 }
3215 //}
3216 }
3217 }
3218
3219
3220 //----- (0049FFFB) --------------------------------------------------------
3221 bool Render::InitializeFullscreen()
3222 {
3223 RenderD3D__DevInfo *v7; // ecx@5
3224 bool v8; // eax@6
3225 unsigned int v10; // eax@13
3226 signed int v15; // ebx@31
3227 int *v22; // eax@42
3228 int v23; // ecx@42
3229 D3DDEVICEDESC refCaps; // [sp+Ch] [bp-300h]@25
3230 DDSURFACEDESC2 pDesc; // [sp+108h] [bp-204h]@40
3231 D3DDEVICEDESC halCaps; // [sp+184h] [bp-188h]@25
3232 int v29; // [sp+308h] [bp-4h]@2
3233
3234 //__debugbreak(); // Nomad
3235
3236 this->using_software_screen_buffer = 0;
3237 //this->pColorKeySurface4 = 0;
3238 this->pBackBuffer4 = nullptr;
3239 this->pFrontBuffer4 = nullptr;
3240 this->pDirectDraw4 = nullptr;
3241 //this->bColorKeySupported = 0;
3242 Release();
3243 //v3 = hWnd;
3244 this->window = window;
3245 CreateZBuffer();
3246
3247 /*if (!bUserDirect3D)
3248 {
3249 CreateDirectDraw();
3250 SetDirectDrawCooperationMode(hWnd, 1);
3251 SetDirectDrawDisplayMode(640u, 480u, 16u);
3252 CreateDirectDrawPrimarySurface();
3253 v15 = 1;
3254 }
3255 else
3256 {*/
3257 pRenderD3D = new RenderD3D;
3258 //v28 = pRenderD3D;
3259 //v6 = uDesiredDirect3DDevice;
3260 v29 = -1;
3261 v7 = pRenderD3D->pAvailableDevices;
3262 if ( pRenderD3D->pAvailableDevices[uDesiredDirect3DDevice].bIsDeviceCompatible )
3263 v8 = pRenderD3D->CreateDevice(uDesiredDirect3DDevice, /*0*/true, window);
3264 else
3265 {
3266 if ( v7[1].bIsDeviceCompatible )
3267 v8 = pRenderD3D->CreateDevice(1, /*0*/true, window);
3268 else
3269 {
3270 if ( !v7->bIsDeviceCompatible )
3271 Error("There aren't any D3D devices to create.");
3272
3273 v8 = pRenderD3D->CreateDevice(0, /*0*/true, window);
3274 }
3275 }
3276 if ( !v8 )
3277 Error("D3Drend->Init failed.");
3278
3279 //v9 = pRenderD3D;
3280 pBackBuffer4 = pRenderD3D->pBackBuffer;
3281 pFrontBuffer4 = pRenderD3D->pFrontBuffer;
3282 pDirectDraw4 = pRenderD3D->pHost;
3283 v10 = pRenderD3D->GetDeviceCaps();
3284 if ( v10 & 1 )
3285 {
3286 if ( pRenderD3D )
3287 {
3288 pRenderD3D->Release();
3289 delete pRenderD3D;
3290 }
3291 pRenderD3D = nullptr;
3292 pBackBuffer4 = nullptr;
3293 pFrontBuffer4 = nullptr;
3294 pDirectDraw4 = nullptr;
3295 Error("Direct3D renderer: The device failed to return capabilities.");
3296 }
3297 if ( v10 & 0x3E )
3298 {
3299 if ( pRenderD3D )
3300 {
3301 pRenderD3D->Release();
3302 delete pRenderD3D;
3303 }
3304 //pColorKeySurface4 = 0;
3305 pRenderD3D = nullptr;
3306 pBackBuffer4 = nullptr;
3307 pFrontBuffer4 = nullptr;
3308 pDirectDraw4 = nullptr;
3309 Error("Direct3D renderer: The device doesn't support the necessary alpha blending modes.");
3310 }
3311 if ( (v10 & 0x80) != 0 )
3312 {
3313 if ( pRenderD3D )
3314 {
3315 pRenderD3D->Release();
3316 delete pRenderD3D;
3317 }
3318 pRenderD3D = nullptr;
3319 pBackBuffer4 = nullptr;
3320 pFrontBuffer4 = nullptr;
3321 pDirectDraw4 = nullptr;
3322 Error("Direct3D renderer: The device doesn't support non-square textures.");
3323 }
3324 //LOBYTE(field_10365C) = ~(unsigned __int8)(v10 >> 6) & 1;
3325 bRequiredTextureStagesAvailable = CheckTextureStages();
3326
3327 memset(&halCaps, 0, sizeof(halCaps));
3328 halCaps.dwSize = sizeof(halCaps);
3329
3330 memset(&refCaps, 0, sizeof(refCaps));
3331 refCaps.dwSize = sizeof(refCaps);
3332
3333 ErrD3D(pRenderD3D->pDevice->GetCaps(&halCaps, &refCaps));
3334
3335 uMinDeviceTextureDim = halCaps.dwMinTextureWidth;
3336 if ( (unsigned int)halCaps.dwMinTextureWidth >= halCaps.dwMinTextureHeight )
3337 uMinDeviceTextureDim = halCaps.dwMinTextureHeight;
3338 uMinDeviceTextureDim = halCaps.dwMaxTextureWidth;
3339 if ( (unsigned int)halCaps.dwMaxTextureWidth < halCaps.dwMaxTextureHeight )
3340 uMinDeviceTextureDim = halCaps.dwMaxTextureHeight;
3341 if ( (unsigned int)uMinDeviceTextureDim < 4 )
3342 uMinDeviceTextureDim = 4;
3343 v15 = 1;
3344 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, true));
3345 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, true));
3346 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, 2));
3347 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SPECULARENABLE, false));
3348 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, false));
3349 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, false));
3350 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, 1));
3351 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, 2));
3352 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_MINFILTER, 2));
3353 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, 3));
3354 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, 2));
3355 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, 0));
3356 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, 2));
3357 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, 2));
3358 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_COLORARG2, 0));
3359 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_COLOROP, 4));
3360 //}
3361 ddpfPrimarySuface.dwSize = 32;
3362 GetTargetPixelFormat(&ddpfPrimarySuface);
3363 ParseTargetPixelFormat();
3364
3365 if (!pRenderD3D)
3366 {
3367 __debugbreak();
3368 pBeforePresentFunction = 0;//nullsub_1;
3369 }
3370 //else
3371 //{
3372 /*v16 = IsColorKeySupported(pDirectDraw4);
3373 v17 = uAcquiredDirect3DDevice == v15;
3374 bColorKeySupported = v16;
3375 if ( !v17 )
3376 bColorKeySupported = 0;
3377 if ( bColorKeySupported )
3378 {
3379 memset(&ddsd2, 0, sizeof(ddsd2));
3380 ddsd2.dwSize = sizeof(ddsd2);
3381 ddsd2.ddckCKSrcBlt.dwColorSpaceLowValue = uTargetGMask | uTargetBMask;
3382 ddsd2.ddckCKSrcBlt.dwColorSpaceHighValue = ddsd2.ddckCKSrcBlt.dwColorSpaceLowValue;
3383 ddsd2.dwFlags = 65543;
3384 ddsd2.ddsCaps.dwCaps = 2112;
3385 ddsd2.dwWidth = 640;
3386 ddsd2.dwHeight = 480;
3387 ErrD3D(pDirectDraw4->CreateSurface(&ddsd2, &pColorKeySurface4, NULL));
3388 pBeforePresentFunction = Present_ColorKey;
3389 }
3390 else*/
3391 {
3392 pTargetSurface = nullptr;
3393 pTargetSurface_unaligned = (unsigned int *)malloc(window->GetWidth() * window->GetHeight() * 2 + 32);
3394 if ( !pTargetSurface_unaligned )
3395 return 0;
3396 memset(&pDesc, 0, sizeof(pDesc));
3397 pDesc.dwSize = sizeof(pDesc);
3398 if ( !pRenderer->LockSurface_DDraw4(pRenderer->pBackBuffer4, &pDesc, v15) )
3399 return 0;
3400 pBackBuffer4->Unlock(NULL);
3401 v22 = (int *)pTargetSurface_unaligned + 4;
3402 v23 = (unsigned int)pDesc.lpSurface & 7;
3403 LOBYTE(v22) = (unsigned __int8)v22 & 0xF8;
3404 uTargetSurfacePitch = window->GetWidth();
3405 pBeforePresentFunction = Present_NoColorKey;
3406 v15 = 1;
3407 pTargetSurface = (unsigned __int32 *)((char *)v22 + 2 * v23);
3408 }
3409 using_software_screen_buffer = v15;
3410 //}
3411 bWindowMode = 0;
3412 pParty->uFlags |= 2;
3413 pViewport->SetFOV(flt_6BE3A0 * 65536.0f);
3414 return v15 != 0;
3415 }
3416
3417 //----- (004A05F3) --------------------------------------------------------
3418 bool Render::SwitchToWindow()
3419 {
3420 bool v7; // eax@7
3421 unsigned int v9; // eax@12
3422 int v12; // eax@24
3423 int v13; // eax@26
3424 D3DDEVICEDESC refCaps; // [sp+Ch] [bp-300h]@24
3425 DDSURFACEDESC2 pDesc; // [sp+108h] [bp-204h]@37
3426 D3DDEVICEDESC halCaps; // [sp+184h] [bp-188h]@24
3427 int v29; // [sp+308h] [bp-4h]@2
3428
3429 pParty->uFlags |= PARTY_FLAGS_1_0002;
3430 pViewport->SetFOV(flt_6BE3A0 * 65536.0f);
3431 using_software_screen_buffer = 0;
3432 Release();
3433 //pColorKeySurface4 = 0;
3434 pBackBuffer4 = nullptr;
3435 pFrontBuffer4 = nullptr;
3436 pDirectDraw4 = nullptr;
3437 //bColorKeySupported = 0;
3438 CreateZBuffer();
3439 /*if (!bUserDirect3D)
3440 {
3441 CreateDirectDraw();
3442 SetDirectDrawCooperationMode(hWnd, 0);
3443 field_4004C = 1;
3444 CreateFrontBuffer();
3445 CreateClipper(hWnd);
3446 CreateBackBuffer();
3447 field_40030 = 0;
3448 field_18_locked_pitch = 0;
3449 }
3450 else
3451 {*/
3452 /*v3 = malloc(0x148u);
3453 thisa = (RenderD3D *)v3;
3454 v29 = 0;
3455 if ( v3 )
3456 v4 = RenderD3D::RenderD3D((RenderD3D *)v3);
3457 else
3458 v4 = 0;*/
3459 pRenderD3D = new RenderD3D;
3460 //v4 = pRenderD3D;
3461 //v5 = uDesiredDirect3DDevice;
3462 v29 = -1;
3463 //v6 = pRenderD3D->pAvailableDevices;
3464 if (pRenderD3D->pAvailableDevices[uDesiredDirect3DDevice].bIsDeviceCompatible &&
3465 uDesiredDirect3DDevice != 1 )
3466 {
3467 v7 = pRenderD3D->CreateDevice(uDesiredDirect3DDevice, true, window);
3468 }
3469 else
3470 {
3471 if ( !pRenderD3D->pAvailableDevices[0].bIsDeviceCompatible )
3472 Error("There aren't any D3D devices to init.");
3473
3474 v7 = pRenderD3D->CreateDevice(0, true, window);
3475 }
3476 if ( !v7 )
3477 Error("D3Drend->Init failed.");
3478
3479 //v8 = pRenderD3D;
3480 //pColorKeySurface4 = 0;
3481 pBackBuffer4 = pRenderD3D->pBackBuffer;
3482 pFrontBuffer4 = pRenderD3D->pFrontBuffer;
3483 pDirectDraw4 = pRenderD3D->pHost;
3484 v9 = pRenderD3D->GetDeviceCaps();
3485 if ( v9 & 1 )
3486 {
3487 if (pRenderD3D)
3488 {
3489 pRenderD3D->Release();
3490 delete pRenderD3D;
3491 }
3492 pRenderD3D = nullptr;
3493 pBackBuffer4 = nullptr;
3494 pFrontBuffer4 = nullptr;
3495 pDirectDraw4 = nullptr;
3496 Error("Direct3D renderer: The device failed to return capabilities.");
3497 }
3498 if ( v9 & 0x3E )
3499 {
3500 if (pRenderD3D)
3501 {
3502 pRenderD3D->Release();
3503 delete pRenderD3D;
3504 }
3505 //pColorKeySurface4 = 0;
3506 pRenderD3D = nullptr;
3507 pBackBuffer4 = nullptr;
3508 pFrontBuffer4 = nullptr;
3509 pDirectDraw4 = nullptr;
3510 Error("Direct3D renderer: The device doesn't support the necessary alpha blending modes.");
3511 }
3512 if (v9 & 0x80)
3513 {
3514 if (pRenderD3D)
3515 {
3516 pRenderD3D->Release();
3517 delete pRenderD3D;
3518 }
3519 pRenderD3D = nullptr;
3520 pBackBuffer4 = nullptr;
3521 pFrontBuffer4 = nullptr;
3522 pDirectDraw4 = nullptr;
3523 Error("Direct3D renderer: The device doesn't support non-square textures.");
3524 }
3525 //LOBYTE(field_10365C) = ~(unsigned __int8)(v9 >> 6) & 1;
3526 bRequiredTextureStagesAvailable = CheckTextureStages();
3527
3528 memset(&halCaps, 0, sizeof(halCaps));
3529 halCaps.dwSize = sizeof(halCaps);
3530
3531 memset(&refCaps, 0, sizeof(refCaps));
3532 refCaps.dwSize = sizeof(refCaps);
3533
3534 ErrD3D(pRenderD3D->pDevice->GetCaps(&halCaps, &refCaps));
3535 v12 = halCaps.dwMinTextureWidth;
3536 if ( (unsigned int)halCaps.dwMinTextureWidth > halCaps.dwMinTextureHeight )
3537 v12 = halCaps.dwMinTextureHeight;
3538 uMinDeviceTextureDim = v12;
3539 v13 = halCaps.dwMaxTextureWidth;
3540 if ( (unsigned int)halCaps.dwMaxTextureWidth < halCaps.dwMaxTextureHeight )
3541 v13 = halCaps.dwMaxTextureHeight;
3542 uMaxDeviceTextureDim = v13;
3543 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, 1));
3544 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, 1));
3545 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, 2));
3546 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SPECULARENABLE, 0));
3547 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, 0));
3548 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, 1));
3549 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, 2));
3550 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_MINFILTER, 2));
3551 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, 3));
3552 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, 2));
3553 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, 0));
3554 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, 2));
3555 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, 2));
3556 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_COLORARG2, 0));
3557 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_COLOROP, 4));
3558 //}
3559
3560 ddpfPrimarySuface.dwSize = 32;
3561 GetTargetPixelFormat(&ddpfPrimarySuface);
3562 ParseTargetPixelFormat();
3563
3564 if ( !pRenderD3D )
3565 {
3566 __debugbreak();
3567 //pBeforePresentFunction = 0;//nullsub_1;
3568 //goto LABEL_47;
3569 }
3570 /*v14 = IsColorKeySupported(pDirectDraw4);
3571 v15 = uAcquiredDirect3DDevice == 1;
3572 bColorKeySupported = v14;
3573 if ( !v15 )
3574 bColorKeySupported = 0;*/
3575 //if ( bColorKeySupported )
3576 if (false)
3577 {
3578 /*memset(&ddsd2, 0, 0x7Cu);
3579 ddsd2.ddckCKSrcBlt.dwColorSpaceLowValue = uTargetGMask | uTargetBMask;
3580 ddsd2.ddckCKSrcBlt.dwColorSpaceHighValue = ddsd2.ddckCKSrcBlt.dwColorSpaceLowValue;
3581 v16 = pDirectDraw4;
3582 ddsd2.dwSize = 124;
3583 ddsd2.dwFlags = 65543;
3584 ddsd2.ddsCaps.dwCaps = 2112;
3585 ddsd2.dwWidth = 640;
3586 ddsd2.dwHeight = 480;
3587 ErrD3D(v16->CreateSurface(&ddsd2, &pColorKeySurface4, NULL));
3588 pBeforePresentFunction = Present_ColorKey;*/
3589 using_software_screen_buffer = 1;
3590 //LABEL_47:
3591 bWindowMode = 1;
3592 //hWnd = hWnd;
3593 return 0;
3594 }
3595 pTargetSurface = 0;
3596 pTargetSurface_unaligned = 0;
3597
3598 uint num_pixels = window->GetWidth() * window->GetHeight();
3599 pTargetSurface_unaligned = new unsigned int[num_pixels];
3600
3601 if (!pTargetSurface_unaligned)
3602 return false;
3603
3604 memset(&pDesc, 0, sizeof(pDesc));
3605 pDesc.dwSize = sizeof(pDesc);
3606 if (!pRenderer->LockSurface_DDraw4(pRenderer->pBackBuffer4, &pDesc, DDLOCK_WAIT))
3607 {
3608 delete [] pTargetSurface_unaligned;
3609 return false;
3610 }
3611
3612 memset32(pTargetSurface_unaligned, -1, num_pixels);
3613
3614 pRenderer->pBackBuffer4->Unlock(NULL);
3615 /*v19 = pTargetSurface_unaligned;
3616 v20 = (unsigned int)pDesc.lpSurface & 7;
3617 v21 = (unsigned int)ptr_400E8 & 7;
3618 if ( v21 == v20 )
3619 pTargetSurface = (unsigned __int16 *)v19;
3620 else
3621 {
3622 if ( (signed int)v21 >= v20 )
3623 v22 = (int)((char *)v19 + 2 * (v21 - v20) + 16);
3624 else
3625 v22 = (int)((char *)v19 + 2 * (v20 - v21) + 16);
3626 pTargetSurface = (unsigned __int16 *)v22;
3627 }*/
3628 pTargetSurface = pTargetSurface_unaligned;
3629 uTargetSurfacePitch = window->GetWidth();
3630 pBeforePresentFunction = Present_NoColorKey;
3631 using_software_screen_buffer = 1;
3632 bWindowMode = 1;
3633 return 0;
3634 }
3635
3636
3637 //----- (0044F2B2) --------------------------------------------------------
3638 bool Render::IsGammaSupported()
3639 {
3640 // bool result; // eax@3
3641 // HRESULT v1; // eax@4
3642
3643 //if ( pVersion->pVersionInfo.dwPlatformId != VER_PLATFORM_WIN32_NT || pVersion->pVersionInfo.dwMajorVersion != 4 )
3644 {
3645 DDCAPS halCaps; // [sp+0h] [bp-180h]@4
3646 memset(&halCaps, 0, sizeof(DDCAPS));
3647 halCaps.dwSize = sizeof(DDCAPS);
3648
3649 ErrD3D(pDirectDraw4->GetCaps(&halCaps, 0));
3650 return (halCaps.dwCaps2 >> 17) & 1;
3651 }
3652 /*else
3653 return false;*/
3654 }
3655
3656 //----- (004A0BEE) --------------------------------------------------------
3657 void Render::RasterLine2D(signed int uX, signed int uY, signed int uZ, signed int uW, unsigned __int16 uColor)
3658 {
3659 signed int lower_bound; // eax@17
3660 // signed int left_bound;
3661 unsigned int v21; // edi@46
3662 int v22; // esi@47
3663 int v23; // ebx@47
3664 signed int v24; // edx@50
3665 signed int v25; // esi@52
3666 unsigned __int16 *v26; // ecx@52
3667 int v27; // ebx@54
3668 int v28; // edi@55
3669 int v29; // edx@55
3670 int v30; // ebx@60
3671 int v31; // edx@61
3672 int v32; // edi@61
3673 signed int upper_bound; // [sp+18h] [bp-4h]@28
3674 unsigned int uXa; // [sp+24h] [bp+8h]@49
3675 int uYb; // [sp+28h] [bp+Ch]@47
3676 bool left_border_x = false;
3677 bool right_border_x = false;
3678 bool left_border_z = false;
3679 bool right_border_z = false;
3680 bool upper_border_y = false;
3681 bool bottom_border_y = false;
3682 bool upper_border_w = false;
3683 bool bottom_border_w = false;
3684
3685 if ( uX < this->raster_clip_x )// x выходит за рамки левой границы
3686 left_border_x = true;
3687 if ( uX > this->raster_clip_z )// x выходит за рамки правой границы
3688 right_border_x = true;
3689
3690 if ( uZ < this->raster_clip_x )// z выходит за рамки левой границы
3691 left_border_z = true;
3692 if ( uZ > this->raster_clip_z )// z выходит за рамки правой границы
3693 right_border_z = true;
3694
3695 if ( uY < this->raster_clip_y )// y выходит за рамки верхней границы
3696 upper_border_y = true;
3697 if ( uY > this->raster_clip_w )// y выходит за рамки нижней границы
3698 bottom_border_y = true;
3699
3700 if ( uW < this->raster_clip_y )// w выходит за рамки верхней границы
3701 upper_border_w = true;
3702 if ( uW > this->raster_clip_w )// w выходит за рамки нижней границы
3703 bottom_border_w = true;
3704
3705 if ( (left_border_x && left_border_z) || (right_border_x && right_border_z )
3706 || (upper_border_y && upper_border_w) || (bottom_border_y && bottom_border_w))
3707 return;
3708
3709 if ( left_border_x || left_border_z || right_border_x || right_border_z
3710 || upper_border_y || upper_border_w || bottom_border_y || bottom_border_w)
3711 {
3712 if ( left_border_x || left_border_z )//if ( (BYTE4(v36) ^ (unsigned __int8)v36) & 8 )//for left (левая граница)
3713 {
3714 if ( left_border_x )//left_border = true; х меньше левой границы
3715 {
3716 uY += (uW - uY) * ((this->raster_clip_x - uX) / (uZ - uX));//t = near_clip - v0.x / v1.x - v0.x (формула получения точки пересечения отрезка с плоскостью)
3717 uX = this->raster_clip_x;
3718 }
3719 else if ( left_border_z )//z меньше левой границы
3720 {
3721 uZ = this->raster_clip_x;
3722 uW += (uY - uW) * ((this->raster_clip_x - uZ) / (uX - uZ));
3723 }
3724 }
3725
3726 if ( right_border_x || right_border_z )//if ( (BYTE4(v36) ^ (unsigned __int8)v36) & 4 )//for right (правая граница)
3727 {
3728 if ( right_border_x ) //right_border = true; х больше правой границы
3729 {
3730 uY += (uY - uW) * ((this->raster_clip_z - uX) / (uZ - uX));
3731 uX = this->raster_clip_z;
3732 }
3733 else if ( right_border_z )//z больше правой границы
3734 {
3735 uW += (uW - uY) * ((this->raster_clip_z - uZ) / (uX - uZ));
3736 uZ = this->raster_clip_z;
3737 }
3738 }
3739
3740 upper_bound = 0;
3741 if ( uY < this->raster_clip_y )
3742 upper_bound = 2;
3743 if ( uY > this->raster_clip_w )
3744 upper_bound |= 1;
3745
3746 lower_bound = 0;
3747 if ( uW < this->raster_clip_y )
3748 lower_bound = 2;
3749 if ( uW > this->raster_clip_w )
3750 lower_bound |= 1;
3751
3752 if ( !(lower_bound & upper_bound) )//for up and down(для верха и низа)
3753 {
3754 lower_bound ^= upper_bound;
3755 if ( lower_bound & 2 )
3756 {
3757 if ( upper_bound & 2 )
3758 {
3759 uX += (uZ - uX) * ((this->raster_clip_y - uY) / (uW - uY));
3760 uY = this->raster_clip_y;
3761 }
3762 else
3763 {
3764 uZ += (uX - uZ) * ((this->raster_clip_y - uW) / (uY - uW));
3765 uW = this->raster_clip_y;
3766 }
3767 }
3768 if ( lower_bound & 1 )
3769 {
3770 if ( upper_bound & 1 )
3771 {
3772 uX += (uZ - uX) * ((this->raster_clip_w - uY) / (uW - uY));
3773 uY = this->raster_clip_w;
3774 }
3775 else
3776 {
3777 uZ += (uX - uZ) * ((this->raster_clip_w - uW) / (uY - uW));
3778 uW = this->raster_clip_w;
3779 }
3780 }
3781 }
3782 }
3783 v21 = pRenderer->uTargetSurfacePitch;
3784 if ( pRenderer->uTargetSurfacePitch )
3785 {
3786 //v12 = uX + uY * pRenderer->uTargetSurfacePitch;
3787 v22 = uW - uY;
3788 v23 = v22;
3789 uYb = v22;
3790 if ( v22 < 0 )
3791 {
3792 v23 = -v22;
3793 uYb = -v22;
3794 v21 = -pRenderer->uTargetSurfacePitch;
3795 }
3796 uXa = uZ - uX;
3797 if ((signed)(uZ - uX) >= 0)
3798 v24 = 1;
3799 else
3800 {
3801 uXa = -uXa;
3802 v24 = -1;
3803 }
3804 v25 = 0;
3805
3806 v26 = (unsigned __int16 *)this->pTargetSurface;
3807 if ( v26 )
3808 {
3809 if ( (signed int)uXa <= v23 )//рисуем вертикальную линию
3810 {
3811 v30 = v23 + 1;
3812 if ( v30 > 0 )
3813 {
3814 v31 = 2 * v24;
3815 v32 = 2 * v21;
3816 //v12 = (int)&v26[v12];
3817 int y = 0;
3818 int x = 0;
3819 for ( v30; v30; --v30 )
3820 {
3821 v25 += uXa;
3822 //*(short *)v12 = uColor;
3823 //v12 += v32;
3824 WritePixel16(uX + x, uY + y, uColor);
3825 if ( v32 >= 0 )
3826 y += 1;
3827 else
3828 y -= 1;
3829 if ( v25 > 0 )
3830 {
3831 v25 -= uYb;
3832 //v12 += v31;
3833 if ( v31 >= 0 )
3834 x += 1;
3835 else
3836 x -= 1;
3837 }
3838 }
3839 }
3840 }
3841 else//рисуем горизонтальную линию
3842 {
3843 v27 = uXa + 1;
3844 if ( (signed int)(uXa + 1) > 0 )
3845 {
3846 v28 = 2 * v21;
3847 v29 = 2 * v24;
3848 int y = 0;
3849 int x = 0;
3850 //v12 = (int)&v26[v12];
3851 for ( v27; v27; --v27 )
3852 {
3853 v25 += uYb;
3854 //*(short *)v12 = uColor;
3855 //v12 += v29;
3856 WritePixel16(uX + x, uY + y, uColor);
3857 if ( v29 >= 0 )
3858 x += 1;
3859 else
3860 x -= 1;
3861 if ( v25 > (signed int)uXa )
3862 {
3863 v25 -= uXa;
3864 //v12 += v28;
3865 if ( v28 >= 0 )
3866 y += 1;
3867 else
3868 y -= 1;
3869 }
3870 }
3871 }
3872 }
3873 }
3874 }
3875 return;
3876 }
3877
3878 //----- (004A0E80) --------------------------------------------------------
3879 void Render::ClearZBuffer(int a2, int a3)
3880 {
3881 memset32(this->pActiveZBuffer, -65536, 0x4B000);
3882 }
3883
3884 //----- (004A0E97) --------------------------------------------------------
3885 void Render::SetRasterClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW)
3886 {
3887 this->raster_clip_x = uX;
3888 this->raster_clip_y = uY;
3889 this->raster_clip_z = uZ;
3890 this->raster_clip_w = uW;
3891 }
3892
3893 //----- (004A0EB6) --------------------------------------------------------
3894 void Render::ParseTargetPixelFormat()
3895 {
3896 signed int v2; // ecx@1
3897 DWORD uRedMask; // edx@1
3898 unsigned int uGreenMask; // esi@5
3899 signed int v5; // ecx@5
3900 unsigned int uBlueMask; // edx@9
3901 signed int v7; // ecx@9
3902 //unsigned int v8; // ecx@13
3903
3904 v2 = 0;
3905 uRedMask = this->ddpfPrimarySuface.dwRBitMask;
3906 this->uTargetBBits = 0;
3907 this->uTargetGBits = 0;
3908 this->uTargetRBits = 0;
3909 do
3910 {
3911 if ( (1 << v2) & uRedMask )
3912 ++this->uTargetRBits;
3913 ++v2;
3914 }
3915 while ( v2 < 32 );
3916 uGreenMask = this->ddpfPrimarySuface.dwGBitMask;
3917 v5 = 0;
3918 do
3919 {
3920 if ( (1 << v5) & uGreenMask )
3921 ++this->uTargetGBits;
3922 ++v5;
3923 }
3924 while ( v5 < 32 );
3925 uBlueMask = this->ddpfPrimarySuface.dwBBitMask;
3926 v7 = 0;
3927 do
3928 {
3929 if ( (1 << v7) & uBlueMask )
3930 ++this->uTargetBBits;
3931 ++v7;
3932 }
3933 while ( v7 < 32 );
3934 this->uTargetGMask = uGreenMask;
3935 this->uTargetRMask = this->ddpfPrimarySuface.dwRBitMask;
3936 this->uTargetBMask = uBlueMask;
3937 }
3938
3939 //----- (004A0F40) --------------------------------------------------------
3940 bool Render::LockSurface_DDraw4(IDirectDrawSurface4 *pSurface, DDSURFACEDESC2 *pDesc, unsigned int uLockFlags)
3941 {
3942 HRESULT result; // eax@1
3943 HRESULT v6; // eax@4
3944 char v9; // [sp+Bh] [bp-1h]@1
3945
3946 v9 = 1;
3947 result = pSurface->Lock(NULL, pDesc, uLockFlags, NULL);
3948 /*
3949 Когда объект DirectDrawSurface теряет поверхностную память, методы возвратят DDERR_SURFACELOST
3950 и не выполнят никакую другую функцию. Метод IDirectDrawSurface::Restore перераспределит поверхностную память
3951 и повторно присоединит ее к объекту DirectDrawSurface.
3952 */
3953 if ( result == DDERR_SURFACELOST )
3954 {
3955 v6 = pSurface->Restore();//Восстанавливает потерянную поверхность. Это происходит, когда поверхностная память,
3956 //связанная с объектом DirectDrawSurface была освобождена.
3957 if ( v6 )
3958 {
3959 if ( v6 != DDERR_IMPLICITLYCREATED )//DDERR_IMPLICITLYCREATED - Поверхность не может быть восстановлена,
3960 //потому что она - неявно созданная поверхность.
3961 {
3962 v9 = 0;
3963 result = (bool)memset(pDesc, 0, 4);
3964 LOBYTE(result) = v9;
3965 return 0;
3966 }
3967 pRenderer->pFrontBuffer4->Restore();
3968 pSurface->Restore();
3969 }
3970 result = pSurface->Lock(NULL, pDesc, DDLOCK_WAIT, NULL);
3971 if ( result == DDERR_INVALIDRECT || result == DDERR_SURFACEBUSY )//DDERR_SURFACEBUSY - Доступ к этой поверхности отказан,
3972 //потому что поверхность блокирована другой нитью. DDERR_INVALIDRECT - Обеспечиваемый прямоугольник недопустим.
3973 {
3974 v9 = 0;
3975 result = (bool)memset(pDesc, 0, 4);
3976 LOBYTE(result) = v9;
3977 return result;
3978 }
3979 ErrD3D(result);
3980 if ( result )
3981 {
3982 //v8 = 0;
3983 //v7 = 2161;
3984 //LABEL_19:
3985 //CheckHRESULT((CheckHRESULT_stru0 *)&pSurface, result, "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Screen16.cpp", v7, v8);
3986 v9 = 0;
3987 result = (bool)memset(pDesc, 0, 4);
3988 LOBYTE(result) = v9;
3989 return result;
3990 }
3991 if ( pRenderD3D )
3992 pRenderD3D->HandleLostResources();
3993 result = pRenderer->pDirectDraw4->RestoreAllSurfaces();
3994 }
3995 else
3996 {
3997 if ( result )
3998 {
3999 if ( result == DDERR_INVALIDRECT || result == DDERR_SURFACEBUSY )
4000 {
4001 v9 = 0;
4002 result = (bool)memset(pDesc, 0, 4);
4003 LOBYTE(result) = v9;
4004 return result;
4005 }
4006 ErrD3D(result);
4007 //v8 = 0;
4008 //v7 = 2199;
4009 //goto LABEL_19;
4010 }
4011 }
4012 return true;
4013 }
4014
4015
4016 //----- (004A10E4) --------------------------------------------------------
4017 void Render::CreateDirectDraw()
4018 {
4019 //Render *v1; // edi@1
4020 // HRESULT v2; // eax@1
4021 // HRESULT v3; // eax@5
4022 // int v6; // [sp-Ch] [bp-20h]@3
4023 // unsigned int v9; // [sp+0h] [bp-14h]@0
4024 IDirectDraw *lpDD; // [sp+10h] [bp-4h]@1
4025
4026 //v1 = this;
4027 ErrD3D(DirectDrawCreate(0, &lpDD, 0));
4028
4029 pDirectDraw4 = nullptr;
4030
4031 ErrD3D(lpDD->QueryInterface(IID_IDirectDraw4, (void **)&pDirectDraw4));
4032
4033 lpDD->Release();
4034 lpDD = nullptr;
4035 }
4036
4037 //----- (004A1169) --------------------------------------------------------
4038 void Render::SetDirectDrawCooperationMode(HWND hWnd, bool bFullscreen)
4039 {
4040 DWORD flags; // eax@1
4041
4042 //Установка взаимодействия для полноэкранного и оконного режимов
4043 flags = bFullscreen ? DDSCL_NORMAL | DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN : DDSCL_NORMAL;
4044
4045 ErrD3D(pDirectDraw4->SetCooperativeLevel(hWnd, flags | DDSCL_MULTITHREADED));
4046 }
4047
4048 //----- (004A11C6) --------------------------------------------------------
4049 void Render::SetDirectDrawDisplayMode(unsigned int uWidth, unsigned int uHeight, unsigned int uBPP)
4050 {
4051 ErrD3D(pDirectDraw4->SetDisplayMode(uWidth, uHeight, uBPP, 0, 0));
4052 }
4053
4054 //----- (004A121C) --------------------------------------------------------
4055 void Render::CreateFrontBuffer()
4056 {
4057 //Render *v1; // esi@1
4058 IDirectDraw *pDD; // eax@3
4059 IDirectDrawSurface **pOutSurf; // esi@3
4060 struct _DDSURFACEDESC *v4; // edx@3
4061 //// HRESULT v5; // eax@5
4062 int v6; // [sp-8h] [bp-8Ch]@3
4063 DDSURFACEDESC2 a2; // [sp+4h] [bp-80h]@3
4064
4065 //v1 = this;
4066 //if (pVersion->pVersionInfo.dwPlatformId != VER_PLATFORM_WIN32_NT ||
4067 //pVersion->pVersionInfo.dwMajorVersion != 4 )
4068 {
4069 memset(&a2, 0, sizeof(a2));
4070 a2.dwSize = sizeof(a2);
4071
4072 pDD = (IDirectDraw *)this->pDirectDraw4;
4073 a2.dwFlags = 1;
4074 a2.ddsCaps.dwCaps = 512;//DDSCAPS_PRIMARYSURFACE = 0x200
4075
4076 v6 = 2357;
4077 pOutSurf = (IDirectDrawSurface **)&this->pFrontBuffer4;
4078 v4 = (struct _DDSURFACEDESC *)&a2;
4079 }
4080 /*else
4081 {
4082 memset(&a2.lPitch, 0, 0x6Cu); // DDSURFACEDESC here
4083 pDD = (IDirectDraw *)v1->pDirectDraw2;
4084 a2.lPitch = 108;
4085 a2.dwBackBufferCount = 1;
4086 a2.dwTextureStage = 512;
4087 v6 = 2346;
4088 pOutSurf = (IDirectDrawSurface **)&v1->pFrontBuffer2;
4089 v4 = (struct _DDSURFACEDESC *)&a2.lPitch;
4090 }*/
4091 ErrD3D(pDD->CreateSurface(v4, pOutSurf, NULL));
4092 }
4093
4094 //----- (004A12CD) --------------------------------------------------------
4095 void Render::CreateBackBuffer()
4096 {
4097 //Render *v1; // esi@1
4098 IDirectDraw *v2; // eax@3
4099 IDirectDrawSurface **ppBackBuffer; // esi@3
4100 struct _DDSURFACEDESC *v4; // edx@3
4101 // HRESULT v5; // eax@5
4102 int v6; // [sp-8h] [bp-8Ch]@3
4103 unsigned int v7; // [sp-4h] [bp-88h]@3
4104 DDSURFACEDESC2 a2; // [sp+4h] [bp-80h]@3
4105
4106 //v1 = this;
4107 //if (pVersion->pVersionInfo.dwPlatformId != VER_PLATFORM_WIN32_NT ||
4108 // pVersion->pVersionInfo.dwMajorVersion != 4 )
4109 {
4110 memset(&a2, 0, sizeof(a2));
4111 a2.dwSize = sizeof(a2);
4112
4113 v2 = (IDirectDraw *)this->pDirectDraw4;
4114 a2.dwFlags = 7;
4115 a2.ddsCaps.dwCaps = 2112;//0x840 = DDSCAPS_SYSTEMMEMORY = 0x800 | DDSCAPS_OFFSCREENPLAIN = 0x40
4116 a2.dwWidth = window->GetWidth();
4117 a2.dwHeight = window->GetHeight();
4118
4119 v7 = 0;
4120 v6 = 2387;
4121 ppBackBuffer = (IDirectDrawSurface **)&this->pBackBuffer4;
4122 v4 = (struct _DDSURFACEDESC *)&a2;
4123 }
4124 /*else
4125 {
4126 memset(&a2.lPitch, 0, 0x6Cu);
4127 v2 = (IDirectDraw *)v1->pDirectDraw2;
4128 a2.lPitch = 108;
4129 a2.dwBackBufferCount = 7;
4130 v7 = 0;
4131 a2.dwTextureStage = 2112;
4132 a2.dwAlphaBitDepth = 640;
4133 a2.dwMipMapCount = 480;
4134 v6 = 2374;
4135 ppBackBuffer = (IDirectDrawSurface **)&v1->pBackBuffer2;
4136 v4 = (struct _DDSURFACEDESC *)&a2.lPitch; // //DDSURFACEDESC here fo ddraw2
4137 }*/
4138 ErrD3D(v2->CreateSurface(v4, ppBackBuffer, NULL));
4139 }
4140
4141 //----- (004A139A) --------------------------------------------------------
4142 void Render::CreateDirectDrawPrimarySurface()
4143 {
4144 IDirectDrawSurface *pFrontBuffer; // eax@3
4145 DDSCAPS2 *v6; // edx@3
4146 IDirectDraw4 *v7; // eax@4
4147 int v9; // ST14_4@5
4148 IDirectDrawSurface *v10; // ST10_4@5
4149 IDirectDrawSurface **ppBackBuffer; // [sp-4h] [bp-A4h]@3
4150 DDSURFACEDESC2 ddsd2; // [sp+Ch] [bp-94h]@3
4151 DDSCAPS2 v17; // [sp+88h] [bp-18h]@4
4152
4153 //v1 = this;
4154 //if (pVersion->pVersionInfo.dwPlatformId != VER_PLATFORM_WIN32_NT ||
4155 //pVersion->pVersionInfo.dwMajorVersion != 4 )
4156 {
4157 //v2 = 0;
4158 //this->field_4004C = 1;
4159 memset(&ddsd2, 0, sizeof(ddsd2));
4160 ddsd2.dwSize = sizeof(ddsd2);
4161
4162 ddsd2.dwBackBufferCount = 1;
4163 ddsd2.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
4164 ddsd2.ddsCaps.dwCaps = DDSCAPS_COMPLEX | DDSCAPS_FLIP | DDSCAPS_3DDEVICE | DDSCAPS_PRIMARYSURFACE;
4165 ErrD3D(this->pDirectDraw4->CreateSurface(&ddsd2, &pFrontBuffer4, NULL));
4166 pFrontBuffer = (IDirectDrawSurface *)this->pFrontBuffer4;
4167 ppBackBuffer = (IDirectDrawSurface **)&this->pBackBuffer4;
4168 }
4169 /*else
4170 {
4171 v2 = 0;
4172 this->field_4004C = 1;
4173
4174 DDSURFACEDESC ddsd;
4175 memset(&ddsd, 0, sizeof(DDSURFACEDESC));
4176
4177 ddsd.lpSurface = (LPVOID)1;
4178 ddsd.lPitch = 108;
4179 ddsd.dwBackBufferCount = 33;
4180 ddsd.ddsCaps.dwCaps = 8728;
4181 ErrD3D(pDirectDraw2->CreateSurface(&ddsd, (IDirectDrawSurface **)&pFrontBuffer2, NULL));
4182
4183 pFrontBuffer = (IDirectDrawSurface *)v1->pFrontBuffer2;
4184 ppBackBuffer = (IDirectDrawSurface **)&v1->pBackBuffer2;
4185 }*/
4186 __debugbreak(); // warning C4700: uninitialized local variable 'v6' used
4187 v9 = (int)v6;
4188 v10 = pFrontBuffer; // BUG
4189
4190 v17.dwCaps = 4;
4191 ErrD3D(pFrontBuffer->GetAttachedSurface((DDSCAPS *)&v17, ppBackBuffer));// hr = this->pFrontBuffer->GetAttachedSurface(&ddsCaps2, ppBackBuffer);
4192 //CheckHRESULT(&thisa, v11, (const char *)v10, v9, (unsigned int)ppBackBuffer);
4193 //v1->field_40030 = v2;
4194 //v1->field_18_locked_pitch = v2;
4195 }
4196
4197 //----- (004A14F4) --------------------------------------------------------
4198 void Render::CreateClipper(HWND a2)
4199 {
4200 ErrD3D(pDirectDraw4->CreateClipper(0, &pDDrawClipper, NULL));
4201 ErrD3D(pDDrawClipper->SetHWnd(0, a2));
4202 ErrD3D(pFrontBuffer4->SetClipper(pDDrawClipper));
4203 }
4204
4205 //----- (004A15D8) --------------------------------------------------------
4206 void Render::GetTargetPixelFormat(DDPIXELFORMAT *pOut)
4207 {
4208 pFrontBuffer4->GetPixelFormat(pOut);
4209 }
4210
4211 //----- (004A1605) --------------------------------------------------------
4212 void Render::LockRenderSurface(void **pOutSurfacePtr, unsigned int *pOutPixelsPerRow)
4213 {
4214 signed int v4; // eax@3
4215
4216 //if (pVersion->pVersionInfo.dwPlatformId != VER_PLATFORM_WIN32_NT ||
4217 //pVersion->pVersionInfo.dwMajorVersion != 4 )
4218 {
4219 DDSURFACEDESC2 pDesc; // [sp+4h] [bp-7Ch]@3
4220
4221 memset(&pDesc, 0, sizeof(pDesc));
4222 pDesc.dwSize = sizeof(pDesc);
4223
4224 LockSurface_DDraw4(this->pBackBuffer4, &pDesc, DDLOCK_WAIT);
4225 *pOutSurfacePtr = pDesc.lpSurface;
4226 v4 = pDesc.lPitch;
4227 }
4228 /*else
4229 {
4230 DDSURFACEDESC pDesc; // [sp+4h] [bp-7Ch]@3
4231 memset(&pDesc.lPitch, 0, 0x6Cu);
4232 pDesc.lPitch = 108;
4233 LockSurface_DDraw2(this->pBackBuffer2, &pDesc, 1);
4234 *pOutSurfacePtr = (void *)pDesc.lpSurface;
4235 v4 = pDesc.dwReserved;
4236 }*/
4237 *pOutPixelsPerRow = v4 >> 1;
4238 }
4239
4240 //----- (004A16E1) --------------------------------------------------------
4241 void Render::UnlockBackBuffer()
4242 {
4243 ErrD3D(pBackBuffer4->Unlock(NULL));
4244 }
4245
4246 //----- (004A172E) --------------------------------------------------------
4247 void Render::LockFrontBuffer(void **pOutSurface, unsigned int *pOutPixelsPerRow)
4248 {
4249 signed int v4; // eax@3
4250
4251 //if ( pVersion->pVersionInfo.dwPlatformId != VER_PLATFORM_WIN32_NT || pVersion->pVersionInfo.dwMajorVersion != 4 )
4252 {
4253 DDSURFACEDESC2 pDesc; // [sp+4h] [bp-7Ch]@3
4254
4255 memset(&pDesc, 0, sizeof(pDesc));
4256 pDesc.dwSize = sizeof(pDesc);
4257
4258 LockSurface_DDraw4(this->pFrontBuffer4, &pDesc, DDLOCK_WAIT);
4259 *pOutSurface = pDesc.lpSurface;
4260 v4 = pDesc.lPitch;
4261 }
4262 /*else
4263 {
4264 DDSURFACEDESC pDesc; // [sp+4h] [bp-7Ch]@3
4265 memset(&pDesc.lPitch, 0, 0x6Cu);
4266 pDesc.lPitch = 108;
4267 LockSurface_DDraw2(this->pFrontBuffer2, &pDesc, 1);
4268 *pOutSurface = (void *)pDesc.lpSurface;
4269 v4 = pDesc.dwReserved;
4270 }*/
4271 *pOutPixelsPerRow = v4 >> 1;
4272 }
4273
4274 //----- (004A17C7) --------------------------------------------------------
4275 void Render::UnlockFrontBuffer()
4276 {
4277 ErrD3D(pFrontBuffer4->Unlock(NULL));
4278 }
4279
4280 //----- (004A1814) --------------------------------------------------------
4281 void Render::RestoreFrontBuffer()
4282 {
4283 if (pFrontBuffer4->IsLost() == DDERR_SURFACELOST )
4284 pFrontBuffer4->Restore();
4285 }
4286
4287 //----- (004A184C) --------------------------------------------------------
4288 void Render::RestoreBackBuffer()
4289 {
4290 if ( pBackBuffer4->IsLost() == DDERR_SURFACELOST )
4291 pBackBuffer4->Restore();
4292 }
4293
4294 //----- (004A18F5) --------------------------------------------------------
4295 void Render::BltToFront(RECT *pDstRect, IDirectDrawSurface *pSrcSurface, RECT *pSrcRect, unsigned int uBltFlags)
4296 {
4297 ErrD3D(pFrontBuffer4->Blt(pDstRect, (IDirectDrawSurface4 *)pSrcSurface, pSrcRect, uBltFlags, nullptr));
4298 }
4299
4300 //----- (004A194A) --------------------------------------------------------
4301 void Render::BltBackToFontFast(int a2, int a3, RECT *pSrcRect)
4302 {
4303 IDirectDrawSurface *pFront; // eax@3
4304 IDirectDrawSurface *pBack; // [sp-Ch] [bp-Ch]@3
4305
4306 //if ( pVersion->pVersionInfo.dwPlatformId != VER_PLATFORM_WIN32_NT || pVersion->pVersionInfo.dwMajorVersion != 4 )
4307 {
4308 pFront = (IDirectDrawSurface *)this->pFrontBuffer4;
4309 pBack = (IDirectDrawSurface *)this->pBackBuffer4;
4310 }
4311 /*else
4312 {
4313 pFront = (IDirectDrawSurface *)this->pFrontBuffer2;
4314 pBack = (IDirectDrawSurface *)this->pBackBuffer2;
4315 }*/
4316 pFront->BltFast(NULL, NULL, pBack, pSrcRect, DDBLTFAST_WAIT);
4317 }
4318
4319 //----- (004A1B22) --------------------------------------------------------
4320 unsigned int Render::Billboard_ProbablyAddToListAndSortByZOrder(float z)
4321 {
4322 unsigned int v7; // edx@6
4323
4324 if (uNumBillboardsToDraw >= 999 )
4325 return 0;
4326 if (!uNumBillboardsToDraw)
4327 {
4328 uNumBillboardsToDraw = 1;
4329 return 0;
4330 }
4331
4332 for (int left = 0, right = uNumBillboardsToDraw; left < right; ) // binsearch
4333 {
4334 v7 = left + (right - left) / 2;
4335 if (z <= pRenderer->pBillboardRenderListD3D[v7].z_order)
4336 right = v7;
4337 else
4338 left = v7 + 1;
4339 }
4340
4341 if (z > pRenderer->pBillboardRenderListD3D[v7].z_order )
4342 {
4343 if ( v7 == pRenderer->uNumBillboardsToDraw - 1 )
4344 v7 = pRenderer->uNumBillboardsToDraw;
4345 else
4346 {
4347 if ( (signed int)pRenderer->uNumBillboardsToDraw > (signed int)v7 )
4348 {
4349 for ( uint i = 0; i < pRenderer->uNumBillboardsToDraw - v7; i++ )
4350 {
4351 memcpy(&pRenderer->pBillboardRenderListD3D[pRenderer->uNumBillboardsToDraw - i],
4352 &pRenderer->pBillboardRenderListD3D[pRenderer->uNumBillboardsToDraw - (i + 1)],
4353 sizeof(pRenderer->pBillboardRenderListD3D[pRenderer->uNumBillboardsToDraw - i]));
4354 }
4355 }
4356 ++v7;
4357 }
4358 uNumBillboardsToDraw++;
4359 return v7;
4360 }
4361 if (z <= pRenderer->pBillboardRenderListD3D[v7].z_order )
4362 {
4363 if ( (signed int)pRenderer->uNumBillboardsToDraw > (signed int)v7 )
4364 {
4365 for ( uint i = 0; i < pRenderer->uNumBillboardsToDraw - v7; i++ )
4366 {
4367 memcpy(&pRenderer->pBillboardRenderListD3D[pRenderer->uNumBillboardsToDraw - i],
4368 &pRenderer->pBillboardRenderListD3D[pRenderer->uNumBillboardsToDraw -(i + 1)],
4369 sizeof(pRenderer->pBillboardRenderListD3D[pRenderer->uNumBillboardsToDraw - i]));
4370 }
4371 }
4372 uNumBillboardsToDraw++;
4373 return v7;
4374 }
4375 return v7;
4376 }
4377
4378 //----- (004A1E9D) --------------------------------------------------------
4379 unsigned int Render::GetBillboardDrawListSize()
4380 {
4381 return pRenderer->uNumBillboardsToDraw;
4382 }
4383
4384 //----- (004A1EA3) --------------------------------------------------------
4385 unsigned int Render::GetParentBillboardID(unsigned int uBillboardID)
4386 {
4387 return pRenderer->pBillboardRenderListD3D[uBillboardID].sParentBillboardID;
4388 }
4389
4390 //----- (004A1EB6) --------------------------------------------------------
4391 void Render::BeginSceneD3D()
4392 {
4393 if (!uNumD3DSceneBegins++)
4394 {
4395 //if (pRenderD3D)
4396 {
4397 pRenderD3D->ClearTarget(true, 0x00F08020, true, 1.0);
4398 pRenderer->uNumBillboardsToDraw = 0;
4399 pRenderD3D->pDevice->BeginScene();
4400
4401 if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor )
4402 uFogColor = GetLevelFogColor();
4403 else
4404 uFogColor = 0;
4405
4406 if ( uFogColor & 0xFF000000 )
4407 {
4408 pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, 1);
4409 pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR, uFogColor & 0xFFFFFF);
4410 pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, 0);
4411 bUsingSpecular = true;
4412 }
4413 else
4414 {
4415 pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, 0);
4416 bUsingSpecular = 0;
4417 }
4418 }
4419 /*else
4420 {
4421 LockRenderSurface((void **)&pTargetSurface, &uTargetSurfacePitch);
4422 if (pTargetSurface)
4423 field_18_locked_pitch = uTargetSurfacePitch;
4424 else
4425 --uNumD3DSceneBegins;
4426 }*/
4427 }
4428 }
4429
4430 //----- (004A1FE1) --------------------------------------------------------
4431 void Render::DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene()
4432 {
4433 --uNumD3DSceneBegins;
4434 if (uNumD3DSceneBegins)
4435 return;
4436
4437 if (pRenderD3D)
4438 {
4439 pGame->draw_debug_outlines();
4440 DoRenderBillboards_D3D();
4441 pGame->pStru6Instance->RenderSpecialEffects();
4442 pRenderD3D->pDevice->EndScene();
4443 }
4444 else
4445 pGame->pStru6Instance->RenderSpecialEffects();
4446 }
4447
4448 //----- (004A2031) --------------------------------------------------------
4449 unsigned int Render::GetActorTintColor(float a2, int tint, int a4, int a5, RenderBillboard *a6)
4450 {
4451 // __debugbreak(); // should not fire outside decal builder
4452 return ::GetActorTintColor(tint, a4, a2, a5, a6);
4453 }
4454
4455 /*void Render::DrawTerrainPolygon_new(Polygon *a3, IDirect3DTexture2 *pTexture)//new function
4456 {
4457 int v5; // ebx@1
4458 int v6; // edi@1
4459 int v8; // eax@7
4460 float v9; // eax@12
4461 float *v10; // esi@12
4462 float v11; // ecx@14
4463 double v12; // st7@14
4464 double v13; // st7@14
4465 double v14; // st7@14
4466 signed int v15; // eax@14
4467 int v16; // eax@15
4468 float v17; // ST48_4@15
4469 char v18; // zf@17
4470 int v19; // eax@18
4471 int v20; // eax@18
4472 int v21; // edx@20
4473 signed int v22; // ecx@20
4474 int v23; // eax@20
4475 const char *v24; // ST4C_4@20
4476 unsigned int v25; // ST50_4@20
4477 int v26; // ST54_4@20
4478 int v27; // eax@20
4479 _UNKNOWN *v28; // eax@21
4480 int v29; // ecx@23
4481 int v30; // eax@23
4482 int v31; // eax@23
4483 int v32; // eax@24
4484 int v33; // eax@25
4485 int v34; // eax@25
4486 int v35; // eax@25
4487 int v36; // eax@25
4488 signed int v37; // ecx@26
4489 int v38; // eax@26
4490 _UNKNOWN *v39; // eax@27
4491 int v40; // edx@28
4492 int v41; // eax@29
4493 int v42; // eax@29
4494 int v43; // eax@29
4495 int v44; // eax@29
4496 unsigned int v46; // eax@29
4497 int v47; // eax@30
4498 int v48; // eax@30
4499 int v49; // eax@30
4500 double v52; // st6@35
4501 const char *v55; // [sp+4Ch] [bp-1Ch]@20
4502 int v57; // [sp+5Ch] [bp-Ch]@3
4503 signed int v59; // [sp+60h] [bp-8h]@12
4504 int v61; // [sp+64h] [bp-4h]@4
4505 int i;
4506
4507 v6 = (int)this;
4508 v5 = 0;
4509 if (!this->uNumD3DSceneBegins)
4510 return;
4511
4512
4513
4514
4515 this->pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
4516 this->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
4517 if (this->bUsingSpecular)
4518 {
4519 this->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
4520 this->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
4521 this->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO);
4522 }
4523
4524 pVertices[0].pos.x = array_50AC10[0].vWorldViewProjX;
4525 pVertices[0].pos.y = array_50AC10[0].vWorldViewProjY;
4526 pVertices[0].pos.z = 1.0 - 1.0 / (1000 * array_50AC10[0].vWorldViewPosition.x / (double)pODMRenderParams->shading_dist_mist);
4527 pVertices[0].rhw = 1.0 / (array_50AC10[0].vWorldViewPosition.x + 0.0000001000000011686097);
4528 pVertices[0].diffuse = GetActorTintColor(a3->field_58, 0, array_50AC10[0].vWorldViewPosition.x, 0, 0);
4529 pVertices[0].specular = 0;
4530 pVertices[0].texcoord.x = array_50AC10[0].u;
4531 pVertices[0].texcoord.y = array_50AC10[0].v;
4532
4533 pVertices[1].pos.x = array_50AC10[3].vWorldViewProjX;
4534 pVertices[1].pos.y = array_50AC10[3].vWorldViewProjY;
4535 pVertices[1].pos.z = 1.0 - 1.0 / (1000 * array_50AC10[3].vWorldViewPosition.x / (double)pODMRenderParams->shading_dist_mist);
4536 pVertices[1].rhw = 1.0 / (array_50AC10[3].vWorldViewPosition.x + 0.0000001000000011686097);
4537 pVertices[1].diffuse = GetActorTintColor(a3->field_58, 0, array_50AC10[3].vWorldViewPosition.x, 0, 0);
4538 pVertices[1].specular = 0;
4539 pVertices[1].texcoord.x = array_50AC10[3].u;
4540 pVertices[1].texcoord.y = array_50AC10[3].v;
4541
4542 pVertices[2].pos.x = array_50AC10[1].vWorldViewProjX;
4543 pVertices[2].pos.y = array_50AC10[1].vWorldViewProjY;
4544 pVertices[2].pos.z = 1.0 - 1.0 / (1000 * array_50AC10[1].vWorldViewPosition.x / (double)pODMRenderParams->shading_dist_mist);
4545 pVertices[2].rhw = 1.0 / (array_50AC10[1].vWorldViewPosition.x + 0.0000001000000011686097);
4546 pVertices[2].diffuse = GetActorTintColor(a3->field_58, 0, array_50AC10[1].vWorldViewPosition.x, 0, 0);
4547 pVertices[2].specular = 0;
4548 pVertices[2].texcoord.x = array_50AC10[1].u;
4549 pVertices[2].texcoord.y = array_50AC10[1].v;
4550
4551 memcpy(pVertices + 3, pVertices + 2, sizeof(RenderVertexD3D3));
4552 memcpy(pVertices + 4, pVertices + 1, sizeof(RenderVertexD3D3));
4553
4554 pVertices[5].pos.x = array_50AC10[2].vWorldViewProjX;
4555 pVertices[5].pos.y = array_50AC10[2].vWorldViewProjY;
4556 pVertices[5].pos.z = 1.0 - 1.0 / (1000 * array_50AC10[2].vWorldViewPosition.x / (double)pODMRenderParams->shading_dist_mist);
4557 pVertices[5].rhw = 1.0 / (array_50AC10[2].vWorldViewPosition.x + 0.0000001000000011686097);
4558 pVertices[5].diffuse = GetActorTintColor(a3->field_58, 0, array_50AC10[2].vWorldViewPosition.x, 0, 0);
4559 pVertices[5].specular = 0;
4560 pVertices[5].texcoord.x = array_50AC10[2].u;
4561 pVertices[5].texcoord.y = array_50AC10[2].v;
4562
4563
4564 this->pRenderD3D->pDevice->SetTexture(0, pTexture);
4565 this->pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1, pVertices, 6, D3DDP_DONOTLIGHT);
4566
4567 }*/
4568
4569 //----- (004A26BC) --------------------------------------------------------
4570 void Render::DrawTerrainPolygon(unsigned int uNumVertices, struct Polygon *a4, IDirect3DTexture2 *a5, bool transparent, bool clampAtTextureBorders)
4571 {
4572 unsigned int v8; // ebx@1
4573 int v11; // eax@5
4574 int v20; // eax@14
4575 unsigned int v45; // eax@28
4576
4577 v8 = 0;
4578 if (!this->uNumD3DSceneBegins)
4579 return;
4580 if ( uNumVertices < 3)
4581 return;
4582
4583 //v61 = pVertices;
4584
4585 /* v9 = pGame->pLightmapBuilder;
4586 v65 = v9;
4587 v10 = v9->std__vector_000004_size;*/
4588 if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_01_lightmap_related)
4589 {
4590 v11 = ::GetActorTintColor(a4->dimming_level, 0, array_50AC10[0].vWorldViewPosition.x, 0, 0);
4591 pGame->pLightmapBuilder->DrawLightmaps(/*v11, 0*/);
4592 }
4593 else
4594 {
4595 if (transparent || !pGame->pLightmapBuilder->std__vector_000004_size ||
4596 byte_4D864C && pGame->uFlags & 2 )
4597 {
4598 if (clampAtTextureBorders)
4599 this->pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
4600 else
4601 this->pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
4602
4603 if (transparent || this->bUsingSpecular)
4604 {
4605 this->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
4606 if (transparent)
4607 {
4608 this->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
4609 this->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
4610 //this->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ZERO);
4611 //this->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
4612 }
4613 else
4614 {
4615 this->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
4616 this->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO);
4617 }
4618 }
4619
4620 for (uint i = 0; i < uNumVertices; ++i)
4621 {
4622
4623 d3d_vertex_buffer[i].pos.x = array_50AC10[i].vWorldViewProjX;
4624 d3d_vertex_buffer[i].pos.y = array_50AC10[i].vWorldViewProjY;
4625 d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pODMRenderParams->shading_dist_mist);
4626 d3d_vertex_buffer[i].rhw = 1.0 / (array_50AC10[i].vWorldViewPosition.x + 0.0000001);
4627 d3d_vertex_buffer[i].diffuse = ::GetActorTintColor(a4->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0);
4628 if ( this->bUsingSpecular )
4629 {
4630 d3d_vertex_buffer[i].specular = sub_47C3D7_get_fog_specular(0, 0, array_50AC10[i].vWorldViewPosition.x);
4631 }
4632 else
4633 {
4634 d3d_vertex_buffer[i].specular = 0;
4635 }
4636 d3d_vertex_buffer[i].texcoord.x = array_50AC10[i].u;
4637 d3d_vertex_buffer[i].texcoord.y = array_50AC10[i].v;
4638 }
4639
4640 this->pRenderD3D->pDevice->SetTexture(0, a5);
4641 this->pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1, d3d_vertex_buffer, uNumVertices, 16);
4642 if (transparent)
4643 {
4644 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE));
4645 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
4646 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO));
4647 }
4648 }
4649 else
4650 {
4651 for (uint i = 0; i < uNumVertices; ++i)
4652 {
4653
4654 d3d_vertex_buffer[i].pos.x = array_50AC10[i].vWorldViewProjX;
4655 d3d_vertex_buffer[i].pos.y = array_50AC10[i].vWorldViewProjY;
4656 d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / ((array_50AC10[i].vWorldViewPosition.x * 1000) / (double)pODMRenderParams->shading_dist_mist);
4657 d3d_vertex_buffer[i].rhw = 1.0 / (array_50AC10[i].vWorldViewPosition.x + 0.0000001);
4658 d3d_vertex_buffer[i].diffuse = GetActorTintColor(a4->dimming_level, 0, array_50AC10[i].vWorldViewPosition.x, 0, 0);
4659 if ( this->bUsingSpecular )
4660 {
4661 d3d_vertex_buffer[i].specular = sub_47C3D7_get_fog_specular(0, 0, array_50AC10[i].vWorldViewPosition.x);
4662 }
4663 else
4664 {
4665 d3d_vertex_buffer[i].specular = 0;
4666 }
4667 __debugbreak(); // warning C4700: uninitialized local variable 'v20' used
4668 d3d_vertex_buffer[i].specular = v20;
4669 d3d_vertex_buffer[i].texcoord.x = array_50AC10[i].u;
4670 d3d_vertex_buffer[i].texcoord.y = array_50AC10[i].v;
4671 }
4672 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE));
4673 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP));
4674 if (pRenderer->bUsingSpecular)
4675 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE));
4676
4677 ErrD3D(pRenderD3D->pDevice->SetTexture(0, 0));
4678 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
4679 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
4680 d3d_vertex_buffer,
4681 uNumVertices,
4682 16));
4683 //v63 = (const char *)v7->pRenderD3D->pDevice;
4684 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE));
4685 //(*(void (**)(void))(*(int *)v63 + 88))();
4686 pGame->pLightmapBuilder->DrawLightmaps(/*-1, 0*/);
4687 for (uint i = 0; i < uNumVertices; ++i)
4688 {
4689 d3d_vertex_buffer[i].diffuse = -1;
4690 }
4691 ErrD3D(pRenderD3D->pDevice->SetTexture(0, a5));
4692 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP));
4693 if ( !pRenderer->bUsingSpecular )
4694 {
4695 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE));
4696 }
4697 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE));
4698 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ZERO));
4699 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_SRCCOLOR));
4700 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
4701 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
4702 d3d_vertex_buffer,
4703 uNumVertices,
4704 16));
4705 if ( pRenderer->bUsingSpecular )
4706 {
4707 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE));
4708 ErrD3D(pRenderD3D->pDevice->SetTexture(0, 0));
4709 for (uint i = 0; i < uNumVertices; ++i)
4710 {
4711 d3d_vertex_buffer[i].diffuse = pRenderer->uFogColor | d3d_vertex_buffer[i].specular & 0xFF000000;
4712 d3d_vertex_buffer[i].specular = 0;
4713 }
4714
4715 ErrD3D(pRenderD3D->pDevice->SetTexture(0, 0));//problem
4716 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_INVSRCALPHA));
4717 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_SRCALPHA));
4718 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
4719 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
4720 d3d_vertex_buffer,
4721 uNumVertices,
4722 16));
4723 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, TRUE));
4724 //v44 = pRenderer->pRenderD3D->pDevice;
4725 v45 = GetLevelFogColor();
4726 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR, v45 & 0xFFFFFF));
4727 v8 = 0;
4728 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, 0));
4729 }
4730 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
4731 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO));
4732 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, v8));
4733 }
4734 }
4735
4736 //if (pIndoorCamera->flags & INDOOR_CAMERA_DRAW_TERRAIN_OUTLINES || pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_TERRAIN_OUTLINES)
4737 if (pGame->pIndoorCameraD3D->debug_flags & ODM_RENDER_DRAW_TERRAIN_OUTLINES)
4738 pGame->pIndoorCameraD3D->debug_outline_d3d(d3d_vertex_buffer, uNumVertices, 0x00FFFFFF, 0.0);
4739 }
4740 // 4A26BC: could not find valid save-restore pair for esi
4741 // 4D864C: using guessed type char byte_4D864C;
4742
4743 //----- (004A2DA3) --------------------------------------------------------
4744 void Render::DrawOutdoorSkyPolygon(unsigned int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture)
4745 {
4746 int v7; // eax@7
4747
4748 if ( !this->uNumD3DSceneBegins )
4749 return;
4750 if ( uNumVertices >= 3 )
4751 {
4752 this->pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
4753 if ( this->bUsingSpecular )
4754 {
4755 this->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
4756 this->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
4757 this->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO);
4758 }
4759 for ( uint i = 0; i < uNumVertices; ++i )
4760 {
4761 pVertices[i].pos.x = array_50AC10[i].vWorldViewProjX;
4762 pVertices[i].pos.y = array_50AC10[i].vWorldViewProjY;
4763 pVertices[i].pos.z = 0.99989998;
4764 pVertices[i].rhw = array_50AC10[i]._rhw;
4765
4766 pVertices[i].diffuse = ::GetActorTintColor(31, 0, array_50AC10[i].vWorldViewPosition.x, 1, 0);
4767 v7 = 0;
4768 if (this->bUsingSpecular)
4769 v7 = sub_47C3D7_get_fog_specular(0, 1, array_50AC10[i].vWorldViewPosition.x);
4770 pVertices[i].specular = v7;
4771 pVertices[i].texcoord.x = array_50AC10[i].u;
4772 pVertices[i].texcoord.y = array_50AC10[i].v;
4773 }
4774 pRenderD3D->pDevice->SetTexture(0, pTexture);
4775 pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
4776 pVertices, uNumVertices, D3DDP_DONOTUPDATEEXTENTS | D3DDP_DONOTLIGHT);
4777 }
4778 }
4779
4780 //----- (004A2ED5) --------------------------------------------------------
4781 void Render::DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture)
4782 {
4783 int v5; // eax@3
4784
4785 if ( this->uNumD3DSceneBegins )
4786 {
4787 if ( uNumVertices >= 3 )
4788 {
4789 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP));
4790 v5 = 31 - (pSkyPolygon->dimming_level & 0x1F);
4791 if ( v5 < pOutdoor->max_terrain_dimming_level )
4792 v5 = pOutdoor->max_terrain_dimming_level;
4793 for (uint i = 0; i < (unsigned int)uNumVertices; ++i)
4794 {
4795 d3d_vertex_buffer[i].pos.x = array_507D30[i].vWorldViewProjX;
4796 d3d_vertex_buffer[i].pos.y = array_507D30[i].vWorldViewProjY;
4797 d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / (array_507D30[i].vWorldViewPosition.x * 0.061758894);
4798 d3d_vertex_buffer[i].rhw = array_507D30[i]._rhw;
4799 d3d_vertex_buffer[i].diffuse = 8 * v5 | ((8 * v5 | (v5 << 11)) << 8);
4800 d3d_vertex_buffer[i].specular = 0;
4801 d3d_vertex_buffer[i].texcoord.x = array_507D30[i].u;
4802 d3d_vertex_buffer[i].texcoord.y = array_507D30[i].v;
4803 }
4804 ErrD3D(pRenderD3D->pDevice->SetTexture(0, pTexture));
4805 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
4806 d3d_vertex_buffer, uNumVertices, 28));
4807 }
4808 }
4809 }
4810
4811 //----- (00479A53) --------------------------------------------------------
4812 void Render::DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID)
4813 {
4814 BLVFace *pFace; // esi@1
4815 double v5; // st7@3
4816 signed __int64 v6; // qax@3
4817 int v12; // edx@7
4818 int v13; // eax@7
4819 int v17; // edi@9
4820 double v18; // st7@9
4821 signed int v19; // ebx@9
4822 void *v20; // ecx@9
4823 int v21; // ebx@11
4824 int v22; // eax@14
4825 signed __int64 v23; // qtt@16
4826 double v28; // st7@20
4827 double v33; // st6@23
4828 const void *v35; // ecx@31
4829 int v36; // eax@31
4830 const void *v37; // edi@31
4831 signed __int64 v38; // qax@31
4832 int v39; // ecx@31
4833 int v40; // ebx@33
4834 int v41; // eax@36
4835 signed __int64 v42; // qtt@39
4836 int v43; // eax@39
4837 double v48; // st7@41
4838 double v51; // st7@46
4839 struct Polygon pSkyPolygon; // [sp+14h] [bp-160h]@6
4840 unsigned int v63; // [sp+120h] [bp-54h]@7
4841 unsigned int v65; // [sp+128h] [bp-4Ch]@1
4842 unsigned int v66; // [sp+12Ch] [bp-48h]@7
4843 __int64 v69; // [sp+13Ch] [bp-38h]@3
4844 int v70; // [sp+144h] [bp-30h]@3
4845 int X; // [sp+148h] [bp-2Ch]@9
4846 int v72; // [sp+14Ch] [bp-28h]@7
4847 float v73; // [sp+150h] [bp-24h]@16
4848 unsigned int v74; // [sp+154h] [bp-20h]@3
4849 unsigned int v74_; // [sp+154h] [bp-20h]@3
4850 RenderVertexSoft *v75; // [sp+158h] [bp-1Ch]@3
4851 float v76; // [sp+15Ch] [bp-18h]@9
4852 int v77; // [sp+160h] [bp-14h]@9
4853 int v78; // [sp+164h] [bp-10h]@7
4854 void *v79; // [sp+168h] [bp-Ch]@9
4855 float v80; // [sp+16Ch] [bp-8h]@3
4856 const void *v81; // [sp+170h] [bp-4h]@7
4857
4858 pFace = &pIndoor->pFaces[uFaceID];
4859 //for floor and wall(for example Selesta)-------------------
4860 if (pFace->uPolygonType == POLYGON_InBetweenFloorAndWall || pFace->uPolygonType == POLYGON_Floor)
4861 {
4862 int v69 = (GetTickCount() / 32) - pGame->pIndoorCameraD3D->vPartyPos.x;
4863 int v55 = (GetTickCount() / 32) + pGame->pIndoorCameraD3D->vPartyPos.y;
4864 for (uint i = 0; i < uNumVertices; ++i)
4865 {
4866 array_507D30[i].u = (v69 + array_507D30[i].u) * 0.25f;
4867 array_507D30[i].v = (v55 + array_507D30[i].v) * 0.25f;
4868 }
4869 pRenderer->DrawIndoorPolygon(uNumVertices, pFace, pBitmaps_LOD->pHardwareTextures[pFace->uBitmapID], pFace->GetTexture(), PID(OBJECT_BModel, uFaceID), -1, 0);
4870 return;
4871 }
4872 //---------------------------------------
4873 v70 = (signed __int64)((double)(pBLVRenderParams->fov_rad_fixpoint * pGame->pIndoorCameraD3D->vPartyPos.z)//179
4874 / (((double)pBLVRenderParams->fov_rad_fixpoint + 16192.0)
4875 * 65536.0)
4876 + (double)pBLVRenderParams->uViewportCenterY);
4877 v5 = (double)pGame->pIndoorCameraD3D->sRotationX * 0.0030664064;//0
4878 v6 = (signed __int64)((double)pBLVRenderParams->uViewportCenterY//183
4879 - (double)pBLVRenderParams->fov_rad_fixpoint
4880 / ((cos(v5) * 16192.0 + 0.0000001)
4881 * 65535.0)
4882 * (sin(v5) * -16192.0 - (double)pGame->pIndoorCameraD3D->vPartyPos.z));
4883
4884 stru_8019C8._48653D_frustum_blv(65536, 0, 0, 0, 65536, 0);
4885 pSkyPolygon.Create_48607B(&stru_8019C8);
4886 pSkyPolygon.uTileBitmapID = pFace->uBitmapID;
4887
4888 pSkyPolygon.pTexture = pBitmaps_LOD->GetTexture(pSkyPolygon.uTileBitmapID);
4889 if ( !pSkyPolygon.pTexture )
4890 return;
4891
4892 pSkyPolygon.dimming_level = 0;
4893 pSkyPolygon.uNumVertices = uNumVertices;
4894
4895 pSkyPolygon.v_18.x = -stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX + 16);
4896 pSkyPolygon.v_18.y = 0;
4897 pSkyPolygon.v_18.z = -stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX + 16);
4898
4899 memcpy(&array_507D30[uNumVertices], array_507D30, sizeof(array_507D30[uNumVertices]));
4900 pSkyPolygon.field_24 = 0x2000000;
4901
4902 extern float _calc_fov(int viewport_width, int angle_degree);
4903 //v64 = (double)(signed int)(pBLVRenderParams->uViewportZ - pBLVRenderParams->uViewportX) * 0.5;
4904 //v72 = 65536 / (signed int)(signed __int64)(v64 / tan(0.6457717418670654) + 0.5);
4905 v72 = 65536.0f / _calc_fov(pBLVRenderParams->uViewportZ - pBLVRenderParams->uViewportX, 74);
4906 v12 = pSkyPolygon.pTexture->uWidthMinus1;
4907 v13 = pSkyPolygon.pTexture->uHeightMinus1;
4908 //v67 = 1.0 / (double)pSkyPolygon.pTexture->uTextureWidth;
4909 v63 = 224 * pMiscTimer->uTotalGameTimeElapsed & v13;
4910 v66 = 224 * pMiscTimer->uTotalGameTimeElapsed & v12;
4911 v78 = 0;
4912 //v81 = 0;
4913 float v68 = 1.0 / (double)pSkyPolygon.pTexture->uTextureHeight;
4914 if ( (signed int)pSkyPolygon.uNumVertices <= 0 )
4915 return;
4916
4917 int _507D30_idx = 0;
4918 for ( _507D30_idx; _507D30_idx < pSkyPolygon.uNumVertices; _507D30_idx++ )
4919 {
4920 //v15 = (void *)(v72 * (v70 - (int)array_507D30[_507D30_idx].vWorldViewProjY));
4921 v77 = fixpoint_mul(pSkyPolygon.ptr_38->viewing_angle_from_west_east, v72 * (v70 - array_507D30[_507D30_idx].vWorldViewProjY));
4922 v74 = v77 + pSkyPolygon.ptr_38->angle_from_north;
4923
4924 v77 = fixpoint_mul(pSkyPolygon.ptr_38->viewing_angle_from_north_south, v72 * (v70 - array_507D30[_507D30_idx].vWorldViewProjY));
4925 v74_ = v77 + pSkyPolygon.ptr_38->angle_from_east;
4926
4927 v79 = (void *)(fixpoint_mul(pSkyPolygon.v_18.z, v72 * (v70 - (int)array_507D30[_507D30_idx].vWorldViewProjY)));
4928 v17 = v72 * (pBLVRenderParams->uViewportCenterX - (int)array_507D30[_507D30_idx].vWorldViewProjX);
4929 v18 = array_507D30[_507D30_idx].vWorldViewProjY - 1.0;
4930 v19 = -pSkyPolygon.field_24;
4931 v77 = -pSkyPolygon.field_24;
4932 X = (int)((char *)v79 + pSkyPolygon.v_18.x);
4933 LODWORD(v76) = (signed __int64)v18;
4934 v20 = (void *)(v72 * (v70 - LODWORD(v76)));
4935 while ( 1 )
4936 {
4937 v79 = v20;
4938 if ( !X )
4939 goto LABEL_14;
4940 v21 = abs(v19 >> 14);
4941 if ( v21 <= abs(X) )//0x800 <= 0x28652
4942 break;
4943 if ( SLODWORD(v76) <= (signed int)pViewport->uViewportTL_Y )
4944 break;
4945 v19 = v77;
4946 v20 = v79;
4947 LABEL_14:
4948 v79 = (void *)fixpoint_mul(pSkyPolygon.v_18.z, (int)v20);
4949 v22 = fixpoint_mul(pSkyPolygon.v_18.z, (int)v20);
4950 --LODWORD(v76);
4951 v20 = (char *)v20 + v72;
4952 X = v22 + pSkyPolygon.v_18.x;
4953 v78 = 1;
4954 }
4955 if ( !v78 )
4956 {
4957 LODWORD(v23) = v77 << 16;
4958 HIDWORD(v23) = v77 >> 16;//v23 = 0xfffffe0000000000
4959 v79 = (void *)(v23 / X);//X = FFFF9014(-28652)
4960 v77 = v17;
4961 signed __int64 s = v74 + fixpoint_mul(pSkyPolygon.ptr_38->angle_from_west, v17);// s = 0xFFFFFFFF FFFF3EE6
4962 LODWORD(v80) = v66 + ((signed int)fixpoint_mul(SLODWORD(s), v23 / X) >> 4);
4963 array_507D30[_507D30_idx].u = ((double)SLODWORD(v80) * 0.000015259022) * (1.0 / (double)pSkyPolygon.pTexture->uTextureWidth);
4964
4965 signed __int64 s2 = v74_ + fixpoint_mul(pSkyPolygon.ptr_38->angle_from_south, v17);
4966 LODWORD(v80) = v63 + ((signed int)fixpoint_mul(SLODWORD(s2), v23 / X) >> 4);
4967 array_507D30[_507D30_idx].v = ((double)SLODWORD(v80) * 0.000015259022) * v68;
4968
4969 v77 = fixpoint_mul(SLODWORD(s), v23 / X);
4970 LODWORD(v73) = fixpoint_mul(SLODWORD(s2), v23 / X);
4971 array_507D30[_507D30_idx]._rhw = 65536.0 / (double)(signed int)v79;
4972
4973 //if ( (int)v81 >= pSkyPolygon.uNumVertices )
4974 //{
4975 // pRenderer->DrawIndoorSkyPolygon(pSkyPolygon.uNumVertices, &pSkyPolygon,
4976 // pBitmaps_LOD->pHardwareTextures[(signed __int16)pSkyPolygon.uTileBitmapID]);
4977 // return;
4978 //}
4979 continue;
4980 }
4981 break;
4982 }
4983 if ( _507D30_idx >= pSkyPolygon.uNumVertices )
4984 {
4985 pRenderer->DrawIndoorSkyPolygon(pSkyPolygon.uNumVertices, &pSkyPolygon,
4986 pBitmaps_LOD->pHardwareTextures[(signed __int16)pSkyPolygon.uTileBitmapID]);
4987 return;
4988 }
4989 LODWORD(v73) = 0;
4990 v80 = v76;
4991 if ( (signed int)pSkyPolygon.uNumVertices > 0 )
4992 {
4993 v28 = (double)SLODWORD(v76);
4994 LODWORD(v76) = (int)(char *)array_50AC10 + 28;
4995 uint i = 0;
4996 for ( v78 = pSkyPolygon.uNumVertices; v78; --v78 )
4997 {
4998 ++LODWORD(v73);
4999 memcpy(&array_50AC10[i], &array_507D30[i], 0x30u);
5000 LODWORD(v76) += 48;
5001 if ( v28 < array_507D30[i].vWorldViewProjY | v28 == array_507D30[i].vWorldViewProjY
5002 || v28 >= array_507D30[i + 1].vWorldViewProjY )
5003 {
5004 if ( v28 >= array_507D30[i].vWorldViewProjY || v28 <= array_507D30[i + 1].vWorldViewProjY )
5005 {
5006 i++;
5007 continue;
5008 }
5009 v33 = (array_507D30[i + 1].vWorldViewProjX - array_507D30[i].vWorldViewProjX) * v28 / (array_507D30[i + 1].vWorldViewProjY - array_507D30[i].vWorldViewProjY)
5010 + array_507D30[i + 1].vWorldViewProjX;
5011 }
5012 else
5013 {
5014 v33 = (array_507D30[i].vWorldViewProjX - array_507D30[i + 1].vWorldViewProjX) * v28 / (array_507D30[i].vWorldViewProjY - array_507D30[i + 1].vWorldViewProjY)
5015 + array_507D30[i].vWorldViewProjX;
5016 }
5017 array_50AC10[i + 1].vWorldViewProjX = v33;
5018 ++LODWORD(v73);
5019 *(unsigned int *)LODWORD(v76) = v28;
5020 LODWORD(v76) += 48;
5021 i++;
5022 }
5023 }
5024 if ( SLODWORD(v73) <= 0 )
5025 goto LABEL_40;
5026 //v34 = (char *)&array_50AC10[0].vWorldViewProjY;
5027 uint j = 0;
5028 v65 = v77 >> 14;
5029 //HIDWORD(v69) = LODWORD(v73);
5030 for ( int t = (int)LODWORD(v73); t > 1; t-- )
5031 {
5032 v35 = (const void *)(v72 * (v70 - (unsigned __int64)(signed __int64)array_50AC10[j].vWorldViewProjY));
5033
5034 //v78 = pSkyPolygon.ptr_38->viewing_angle_from_west_east;
5035 //v81 = (const void *)fixpoint_mul(pSkyPolygon.ptr_38->viewing_angle_from_west_east, v35);
5036 v36 = (int)(fixpoint_mul(pSkyPolygon.ptr_38->viewing_angle_from_west_east, (int)v35) + pSkyPolygon.ptr_38->angle_from_north);
5037
5038 v81 = v35;
5039 v74 = v36;
5040 //v78 = pSkyPolygon.ptr_38->viewing_angle_from_north_south;
5041 v81 = (const void *)fixpoint_mul(pSkyPolygon.ptr_38->viewing_angle_from_north_south, (int)v35);
5042 v78 = (int)v35;
5043 v75 = (RenderVertexSoft *)((char *)v81 + pSkyPolygon.ptr_38->angle_from_east);
5044 //v81 = (const void *)pSkyPolygon.v_18.z;
5045 v78 = fixpoint_mul(pSkyPolygon.v_18.z, (int)v35);
5046 v37 = (const void *)(v72 * (pBLVRenderParams->uViewportCenterX - (unsigned __int64)(signed __int64)array_50AC10[j].vWorldViewProjX));
5047 v38 = (signed __int64)(array_50AC10[j].vWorldViewProjY - 1.0);
5048 v81 = 0;
5049 LODWORD(v76) = v38;
5050 v39 = v72 * (v70 - v38);
5051 while ( 1 )
5052 {
5053 v78 = v39;
5054 if ( !X )
5055 goto LABEL_36;
5056 v40 = abs(X);
5057 if ( abs((signed __int64)v65) <= v40 )
5058 break;
5059 if ( SLODWORD(v76) <= (signed int)pViewport->uViewportTL_Y )
5060 break;
5061 v39 = v78;
5062 LABEL_36:
5063 v78 = pSkyPolygon.v_18.z;
5064 v41 = fixpoint_mul(pSkyPolygon.v_18.z, v39);
5065 --LODWORD(v76);
5066 v39 += v72;
5067 X = v41 + pSkyPolygon.v_18.x;
5068 v81 = (const void *)1;
5069 }
5070 if ( v81 )
5071 {
5072 v79 = (void *)pSkyPolygon.v_18.z;
5073 v78 = 2 * LODWORD(v76);
5074 v81 = (const void *)fixpoint_mul(pSkyPolygon.v_18.z, (((double)v70 - ((double)(2 * LODWORD(v76)) - array_50AC10[j].vWorldViewProjY))
5075 * (double)v72));
5076 X = (int)((char *)v81 + pSkyPolygon.v_18.x);
5077 }
5078 LODWORD(v42) = v77 << 16;
5079 HIDWORD(v42) = v77 >> 16;
5080 v79 = (void *)(v42 / X);
5081 v81 = v37;
5082
5083 //v78 = pSkyPolygon.ptr_38->angle_from_west;
5084 v81 = (const void *)fixpoint_mul(pSkyPolygon.ptr_38->angle_from_west, (int)v37);
5085 v43 = v74 + fixpoint_mul(pSkyPolygon.ptr_38->angle_from_west, (int)v37);
5086 v74 = (unsigned int)v37;
5087 LODWORD(v76) = v43;
5088
5089 //v78 = pSkyPolygon.ptr_38->angle_from_south;
5090 v75 = (RenderVertexSoft *)((char *)v75 + fixpoint_mul(pSkyPolygon.ptr_38->angle_from_south, (int)v37));
5091 //v74 = fixpoint_mul(v43, v42 / X);
5092 v81 = (const void *)fixpoint_mul((int)v75, v42 / X);
5093
5094 //v34 += 48;
5095 //v78 = v66 + ((signed int)fixpoint_mul(v43, v42 / X) >> 4);
5096 //v44 = HIDWORD(v69)-- == 1;
5097 //v45 = (double)(v66 + ((signed int)fixpoint_mul(v43, v42 / X) >> 4)) * 0.000015259022;
5098 //v78 = v63 + ((signed int)fixpoint_mul((int)v75, v42 / X) >> 4);
5099 array_50AC10[j].u = ((double)(v66 + ((signed int)fixpoint_mul(v43, v42 / X) >> 4)) * 0.000015259022) * (1.0 / (double)pSkyPolygon.pTexture->uTextureWidth);
5100 array_50AC10[j].v = ((double)(v66 + ((signed int)fixpoint_mul(v43, v42 / X) >> 4)) * 0.000015259022) * v68;
5101 //v46 = (double)(signed int)v79;
5102 array_50AC10[j].vWorldViewPosition.x = 0.000015258789 * (double)(signed int)v79;
5103 array_50AC10[j]._rhw = 65536.0 / (double)(signed int)v79;
5104 ++j;
5105 }
5106 //while ( !v44 );
5107 LABEL_40:
5108 uint i = 0;
5109 if ( SLODWORD(v73) > 0 )
5110 {
5111 v48 = (double)SLODWORD(v80);
5112 for ( HIDWORD(v69) = LODWORD(v73); HIDWORD(v69); --HIDWORD(v69) )
5113 {
5114 if ( v48 >= array_50AC10[i].vWorldViewProjY )
5115 {
5116 ++i;
5117 memcpy(&array_507D30[i], &array_50AC10[i], 0x30u);
5118 }
5119 }
5120 }
5121 pSkyPolygon.uNumVertices = i;
5122 pRenderer->DrawIndoorSkyPolygon(pSkyPolygon.uNumVertices, &pSkyPolygon, pBitmaps_LOD->pHardwareTextures[(signed __int16)pSkyPolygon.uTileBitmapID]);
5123 int pNumVertices = 0;
5124 if ( SLODWORD(v73) > 0 )
5125 {
5126 v51 = (double)SLODWORD(v80);
5127 for ( v80 = v73; v80 != 0.0; --LODWORD(v80) )
5128 {
5129 if ( v51 <= array_50AC10[pNumVertices].vWorldViewProjY )
5130 {
5131 ++pNumVertices;
5132 memcpy(&array_507D30[pNumVertices], &array_50AC10[pNumVertices], 0x30u);
5133 }
5134 }
5135 }
5136 pRenderer->DrawIndoorSkyPolygon(pNumVertices, &pSkyPolygon, pBitmaps_LOD->pHardwareTextures[(signed __int16)pSkyPolygon.uTileBitmapID]);
5137 }
5138
5139
5140 //----- (004A2FC0) --------------------------------------------------------
5141 void Render::DrawIndoorPolygon(unsigned int uNumVertices, BLVFace *pFace, IDirect3DTexture2 *pHwTex, Texture *pTex, int uPackedID, unsigned int uColor, int a8)
5142 {
5143 if (!uNumD3DSceneBegins || uNumVertices < 3)
5144 return;
5145
5146 //auto a3 = pFace;
5147 //auto a6 = uPackedID;
5148 //v59 = pGame->pLightmapBuilder;
5149 //v9 = v59->std__vector_000004_size;
5150
5151 int sCorrectedColor = uColor;
5152 if (pGame->pLightmapBuilder->std__vector_000004_size)
5153 sCorrectedColor = -1;
5154 pGame->AlterGamma_BLV(pFace, &sCorrectedColor);
5155
5156
5157 if (pFace->uAttributes & FACE_OUTLINED)
5158 {
5159 // int color;
5160 if (GetTickCount() % 300 >= 150)
5161 uColor = sCorrectedColor = 0xFF20FF20;
5162 else uColor = sCorrectedColor = 0xFF109010;
5163 }
5164
5165 if (byte_4D864C && pGame->uFlags & GAME_FLAGS_1_01_lightmap_related)
5166 {
5167 __debugbreak();
5168 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false));
5169 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP));
5170 for (uint i = 0; i < uNumVertices; ++i)
5171 {
5172 d3d_vertex_buffer[i].pos.x = array_507D30[i].vWorldViewProjX;
5173 d3d_vertex_buffer[i].pos.y = array_507D30[i].vWorldViewProjY;
5174 d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / (array_507D30[i].vWorldViewPosition.x * 0.061758894);
5175 d3d_vertex_buffer[i].rhw = 1.0 / array_507D30[i].vWorldViewPosition.x;
5176 d3d_vertex_buffer[i].diffuse = sCorrectedColor;
5177 d3d_vertex_buffer[i].specular = 0;
5178 d3d_vertex_buffer[i].texcoord.x = array_507D30[i].u / (double)pTex->uTextureWidth;
5179 d3d_vertex_buffer[i].texcoord.y = array_507D30[i].v / (double)pTex->uTextureHeight;
5180 }
5181
5182 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP));
5183 ErrD3D(pRenderD3D->pDevice->SetTexture(0, nullptr));
5184 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(
5185 D3DPT_TRIANGLEFAN,
5186 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
5187 d3d_vertex_buffer,
5188 uNumVertices,
5189 28));
5190 pGame->pLightmapBuilder->DrawLightmaps(/*-1, 0*/);
5191 }
5192 else
5193 {
5194 if (!pGame->pLightmapBuilder->std__vector_000004_size ||
5195 byte_4D864C && pGame->uFlags & 2)
5196 {
5197 for (uint i = 0; i < uNumVertices; ++i)
5198 {
5199 d3d_vertex_buffer[i].pos.x = array_507D30[i].vWorldViewProjX;
5200 d3d_vertex_buffer[i].pos.y = array_507D30[i].vWorldViewProjY;
5201 d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / (array_507D30[i].vWorldViewPosition.x * 0.061758894);
5202 d3d_vertex_buffer[i].rhw = 1.0 / array_507D30[i].vWorldViewPosition.x;
5203 d3d_vertex_buffer[i].diffuse = sCorrectedColor;
5204 d3d_vertex_buffer[i].specular = 0;
5205 d3d_vertex_buffer[i].texcoord.x = array_507D30[i].u / (double)pTex->uTextureWidth;
5206 d3d_vertex_buffer[i].texcoord.y = array_507D30[i].v / (double)pTex->uTextureHeight;
5207 }
5208
5209 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP));
5210 ErrD3D(pRenderD3D->pDevice->SetTexture(0, pHwTex));
5211 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
5212 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
5213 d3d_vertex_buffer,
5214 uNumVertices,
5215 28));
5216 }
5217 else
5218 {
5219 for (uint i = 0; i < uNumVertices; ++i)
5220 {
5221 d3d_vertex_buffer[i].pos.x = array_507D30[i].vWorldViewProjX;
5222 d3d_vertex_buffer[i].pos.y = array_507D30[i].vWorldViewProjY;
5223 d3d_vertex_buffer[i].pos.z = 1.0 - 1.0 / (array_507D30[i].vWorldViewPosition.x * 0.061758894);
5224 d3d_vertex_buffer[i].rhw = 1.0 / array_507D30[i].vWorldViewPosition.x;
5225 d3d_vertex_buffer[i].diffuse = uColor;
5226 d3d_vertex_buffer[i].specular = 0;
5227 d3d_vertex_buffer[i].texcoord.x = array_507D30[i].u / (double)pTex->uTextureWidth;
5228 d3d_vertex_buffer[i].texcoord.y = array_507D30[i].v / (double)pTex->uTextureHeight;
5229 }
5230 //__debugbreak();
5231 //if ( (signed int)uNumVertices > 0 )
5232 //{
5233 //v23 = pTex;
5234 //v24 = (char *)&array_507D30[0].vWorldViewPosition;
5235 //v25 = (char *)&d3d_vertex_buffer[0].pos.y;
5236 //pTex = (Texture *)uNumVertices;
5237 //uint v18;
5238 //do
5239 //{
5240 //v26 = *(float *)v24 * 0.061758894;
5241 //v27 = *((int *)v24 + 3);
5242 //*((int *)v25 + 4) = 0;
5243 //*((int *)v25 - 1) = v27;
5244 //*(int *)v25 = *((int *)v24 + 4);
5245 //*((int *)v25 + 3) = uColor;
5246 //v25 += 32;
5247 //*((float *)v25 - 7) = 1.0 - 1.0 / v26;
5248 //v28 = 1.0 / *(float *)v24;
5249 //v24 += 48;
5250 //v18 = pTex == (Texture *)1;
5251 //pTex = (Texture *)((char *)pTex - 1);
5252 //*((float *)v25 - 6) = v28;
5253 //a3 = (BLVFace *)v23->uTextureWidth;
5254 //*((float *)v25 - 3) = *((float *)v24 - 6) / (double)(signed int)v23->uTextureWidth;
5255 //a3 = (BLVFace *)v23->uTextureHeight;
5256 //*((float *)v25 - 2) = *((float *)v24 - 5) / (double)(signed int)v23->uTextureHeight;
5257 //}
5258 //while ( !v18 );
5259 //}
5260 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false));
5261 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP));
5262 ErrD3D(pRenderD3D->pDevice->SetTexture(0, nullptr));
5263 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
5264 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
5265 d3d_vertex_buffer,
5266 uNumVertices,
5267 28));
5268
5269 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE));
5270 pGame->pLightmapBuilder->DrawLightmaps(/*-1, 0*/);
5271
5272 for (uint i = 0; i < uNumVertices; ++i)
5273 d3d_vertex_buffer[i].diffuse = sCorrectedColor;
5274 /*v33 = uNumVertices;
5275 if ( (signed int)uNumVertices > 0 )
5276 {
5277 v34 = (char *)&d3d_vertex_buffer[0].diffuse;
5278 do
5279 {
5280 *(int *)v34 = uCorrectedColor;
5281 v34 += 32;
5282 --v33;
5283 }
5284 while ( v33 );
5285 }*/
5286 ErrD3D(pRenderD3D->pDevice->SetTexture(0, pHwTex));
5287 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP));
5288 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE));
5289 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE));
5290 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ZERO));
5291 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_SRCCOLOR));
5292 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
5293 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
5294 d3d_vertex_buffer,
5295 uNumVertices,
5296 28));
5297 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
5298 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO));
5299 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE));
5300 }
5301 }
5302 }
5303 // 4D864C: using guessed type char byte_4D864C;
5304
5305 //----- (004A43B1) --------------------------------------------------------
5306 void Render::DrawBillboard_Indoor(RenderBillboardTransform_local0 *pSoftBillboard, Sprite *pSprite, int dimming_level)
5307 {
5308 unsigned int v7; // eax@2
5309 signed int v11; // eax@9
5310 signed int v12; // eax@9
5311 double v15; // st5@12
5312 double v16; // st4@12
5313 double v17; // st3@12
5314 double v18; // st2@12
5315 int v19; // ecx@14
5316 double v20; // st3@14
5317 int v21; // ecx@16
5318 double v22; // st3@16
5319 float v27; // [sp+24h] [bp-Ch]@5
5320 int v28; // [sp+28h] [bp-8h]@2
5321 float v29; // [sp+2Ch] [bp-4h]@5
5322 float v31; // [sp+3Ch] [bp+Ch]@5
5323 float a1; // [sp+40h] [bp+10h]@5
5324
5325 if ( this->uNumD3DSceneBegins )
5326 {
5327 //v4 = pSoftBillboard;
5328 //v5 = (double)pSoftBillboard->zbuffer_depth;
5329 //pSoftBillboarda = pSoftBillboard->zbuffer_depth;
5330 //v6 = pSoftBillboard->zbuffer_depth;
5331 v7 = Billboard_ProbablyAddToListAndSortByZOrder(pSoftBillboard->zbuffer_depth);
5332 //v8 = dimming_level;
5333 //v9 = v7;
5334 v28 = dimming_level & 0xFF000000;
5335 if ( dimming_level & 0xFF000000 )
5336 pBillboardRenderListD3D[v7].opacity = RenderBillboardD3D::Opaque_3;
5337 else
5338 pBillboardRenderListD3D[v7].opacity = RenderBillboardD3D::Transparent;
5339 //v10 = a3;
5340 pBillboardRenderListD3D[v7].field_90 = pSoftBillboard->field_44;
5341 pBillboardRenderListD3D[v7].sZValue = pSoftBillboard->sZValue;
5342 pBillboardRenderListD3D[v7].sParentBillboardID = pSoftBillboard->sParentBillboardID;
5343 //v25 = pSoftBillboard->uScreenSpaceX;
5344 //v24 = pSoftBillboard->uScreenSpaceY;
5345 a1 = (pSoftBillboard->_screenspace_x_scaler_packedfloat & 0xFFFF) * 0.000015260186 + HIWORD(pSoftBillboard->_screenspace_x_scaler_packedfloat);
5346 v29 = (pSoftBillboard->_screenspace_y_scaler_packedfloat & 0xFFFF) * 0.000015260186 + HIWORD(pSoftBillboard->_screenspace_y_scaler_packedfloat);
5347 v31 = (double)((pSprite->uBufferWidth >> 1) - pSprite->uAreaX);
5348 v27 = (double)(pSprite->uBufferHeight - pSprite->uAreaY);
5349 if ( pSoftBillboard->uFlags & 4 )
5350 v31 = v31 * -1.0;
5351 if ( pSoftBillboard->sTintColor && this->bTinting )
5352 {
5353 v11 = ::GetActorTintColor(dimming_level, 0, pSoftBillboard->zbuffer_depth, 0, 0);
5354 v12 = BlendColors(pSoftBillboard->sTintColor, v11);
5355 if ( v28 )
5356 v12 = (unsigned int)((char *)&array_77EC08[1852].pEdgeList1[17] + 3) & ((unsigned int)v12 >> 1);
5357 }
5358 else
5359 {
5360 v12 = ::GetActorTintColor(dimming_level, 0, pSoftBillboard->zbuffer_depth, 0, 0);
5361 }
5362 //v13 = (double)v25;
5363 pBillboardRenderListD3D[v7].pQuads[0].specular = 0;
5364 pBillboardRenderListD3D[v7].pQuads[0].diffuse = v12;
5365 pBillboardRenderListD3D[v7].pQuads[0].pos.x = pSoftBillboard->uScreenSpaceX - v31 * a1;
5366 //v14 = (double)v24;
5367 //v32 = v14;
5368 pBillboardRenderListD3D[v7].pQuads[0].pos.y = pSoftBillboard->uScreenSpaceY - v27 * v29;
5369 v15 = 1.0 - 1.0 / (pSoftBillboard->zbuffer_depth * 0.061758894);
5370 pBillboardRenderListD3D[v7].pQuads[0].pos.z = v15;
5371 v16 = 1.0 / pSoftBillboard->zbuffer_depth;
5372 pBillboardRenderListD3D[v7].pQuads[0].rhw = 1.0 / pSoftBillboard->zbuffer_depth;
5373 pBillboardRenderListD3D[v7].pQuads[0].texcoord.x = 0.0;
5374 pBillboardRenderListD3D[v7].pQuads[0].texcoord.y = 0.0;
5375 v17 = (double)((pSprite->uBufferWidth >> 1) - pSprite->uAreaX);
5376 v18 = (double)(pSprite->uBufferHeight - pSprite->uAreaY - pSprite->uAreaHeight);
5377 if ( pSoftBillboard->uFlags & 4 )
5378 v17 = v17 * -1.0;
5379 pBillboardRenderListD3D[v7].pQuads[1].specular = 0;
5380 pBillboardRenderListD3D[v7].pQuads[1].diffuse = v12;
5381 pBillboardRenderListD3D[v7].pQuads[1].pos.x = pSoftBillboard->uScreenSpaceX - v17 * a1;
5382 pBillboardRenderListD3D[v7].pQuads[1].pos.y = pSoftBillboard->uScreenSpaceY - v18 * v29;
5383 pBillboardRenderListD3D[v7].pQuads[1].pos.z = v15;
5384 pBillboardRenderListD3D[v7].pQuads[1].rhw = v16;
5385 pBillboardRenderListD3D[v7].pQuads[1].texcoord.x = 0.0;
5386 pBillboardRenderListD3D[v7].pQuads[1].texcoord.y = 1.0;
5387 v19 = pSprite->uBufferHeight - pSprite->uAreaY - pSprite->uAreaHeight;
5388 v20 = (double)(pSprite->uAreaX + pSprite->uAreaWidth + (pSprite->uBufferWidth >> 1) - pSprite->uBufferWidth);
5389 if ( pSoftBillboard->uFlags & 4 )
5390 v20 = v20 * -1.0;
5391 pBillboardRenderListD3D[v7].pQuads[2].specular = 0;
5392 pBillboardRenderListD3D[v7].pQuads[2].diffuse = v12;
5393 pBillboardRenderListD3D[v7].pQuads[2].pos.x = v20 * a1 + pSoftBillboard->uScreenSpaceX;
5394 pBillboardRenderListD3D[v7].pQuads[2].pos.y = pSoftBillboard->uScreenSpaceY - (double)v19 * v29;
5395 pBillboardRenderListD3D[v7].pQuads[2].pos.z = v15;
5396 pBillboardRenderListD3D[v7].pQuads[2].rhw = v16;
5397 pBillboardRenderListD3D[v7].pQuads[2].texcoord.x = 1.0;
5398 pBillboardRenderListD3D[v7].pQuads[2].texcoord.y = 1.0;
5399 v21 = pSprite->uBufferHeight - pSprite->uAreaY;
5400 v22 = (double)(pSprite->uAreaX + pSprite->uAreaWidth + (pSprite->uBufferWidth >> 1) - pSprite->uBufferWidth);
5401 if ( pSoftBillboard->uFlags & 4 )
5402 v22 = v22 * -1.0;
5403 pBillboardRenderListD3D[v7].pQuads[3].specular = 0;
5404 pBillboardRenderListD3D[v7].pQuads[3].diffuse = v12;
5405 pBillboardRenderListD3D[v7].pQuads[3].pos.x = v22 * a1 + pSoftBillboard->uScreenSpaceX;
5406 pBillboardRenderListD3D[v7].pQuads[3].pos.y = pSoftBillboard->uScreenSpaceY - (double)v21 * v29;
5407 pBillboardRenderListD3D[v7].pQuads[3].pos.z = v15;
5408 pBillboardRenderListD3D[v7].pQuads[3].rhw = v16;
5409 pBillboardRenderListD3D[v7].pQuads[3].texcoord.x = 1.0;
5410 pBillboardRenderListD3D[v7].pQuads[3].texcoord.y = 0.0;
5411 //v23 = pSprite->pTexture;
5412 pBillboardRenderListD3D[v7].uNumVertices = 4;
5413 pBillboardRenderListD3D[v7].z_order = pSoftBillboard->zbuffer_depth;
5414 pBillboardRenderListD3D[v7].pTexture = pSprite->pTexture;
5415 }
5416 }
5417
5418 //----- (004A354F) --------------------------------------------------------
5419 void Render::MakeParticleBillboardAndPush_BLV(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle)
5420 {
5421 unsigned int v8; // esi@3
5422 float v11; // ST28_4@3
5423 float v16; // ST2C_4@3
5424 float v17; // ST30_4@3
5425 signed int v18; // ST18_4@3
5426 signed int v19; // ST14_4@3
5427 signed int v20; // ST10_4@3
5428 signed int v21; // eax@3
5429 double v22; // st6@3
5430 float v23; // ST2C_4@3
5431 float v24; // ST30_4@3
5432 signed int v25; // ST10_4@3
5433 signed int v26; // ST14_4@3
5434 signed int v27; // ST18_4@3
5435 signed int v28; // eax@3
5436 double v29; // st6@3
5437 float v30; // ecx@3
5438 float v31; // ST2C_4@3
5439 float v32; // ST30_4@3
5440 signed int v33; // ST10_4@3
5441 signed int v34; // ST14_4@3
5442 signed int v35; // ST18_4@3
5443 signed int v36; // eax@3
5444 float v37; // ecx@3
5445 double v38; // st6@3
5446 float v39; // ST2C_4@3
5447 float v40; // ST30_4@3
5448 signed int v41; // ST10_4@3
5449 signed int v42; // ST14_4@3
5450 signed int v43; // ST18_4@3
5451 signed int v44; // eax@3
5452 double v45; // st6@3
5453 float v46; // eax@3
5454
5455 if ( this->uNumD3DSceneBegins )
5456 {
5457 if (a2->zbuffer_depth)
5458 {
5459 //v5 = (double)a2->zbuffer_depth;
5460 //v6 = v5;
5461 //v7 = v5;
5462 v8 = Billboard_ProbablyAddToListAndSortByZOrder(a2->zbuffer_depth);
5463 pBillboardRenderListD3D[v8].opacity = RenderBillboardD3D::Opaque_1;
5464 pBillboardRenderListD3D[v8].field_90 = a2->field_44;
5465 pBillboardRenderListD3D[v8].sZValue = a2->sZValue;
5466 pBillboardRenderListD3D[v8].sParentBillboardID = a2->sParentBillboardID;
5467 //v9 = a2->uScreenSpaceX;
5468 //v10 = a2->uScreenSpaceY;
5469 v11 = (a2->_screenspace_x_scaler_packedfloat & 0xFFFF) * 0.000015260186 + HIWORD(a2->_screenspace_x_scaler_packedfloat);
5470 //v12 = (double) a2->uScreenSpaceX;
5471 //v13 = v12;
5472 //v14 = (double)(a2->uScreenSpaceY - 12);
5473 //v15 = v14;
5474 v16 = (double)( a2->uScreenSpaceX - 12) - (double) a2->uScreenSpaceX;
5475 v17 = (double)(a2->uScreenSpaceY - 25) - (double)(a2->uScreenSpaceY - 12);
5476 v18 = stru_5C6E00->Cos(angle);
5477 v19 = stru_5C6E00->Sin(angle);
5478 v20 = stru_5C6E00->Sin(angle);
5479 v21 = stru_5C6E00->Cos(angle);
5480 pBillboardRenderListD3D[v8].pQuads[0].pos.x = (((double)(unsigned __int16)v18 * 0.000015259022
5481 + (double)(v18 >> 16))
5482 * v16
5483 - ((double)(unsigned __int16)v19 * 0.000015259022
5484 + (double)(v19 >> 16))
5485 * v17)
5486 * v11 + (double) a2->uScreenSpaceX;
5487 v22 = (((double)(unsigned __int16)v21 * 0.000015259022 + (double)(v21 >> 16)) * v17
5488 + ((double)(unsigned __int16)v20 * 0.000015259022 + (double)(v20 >> 16)) * v16
5489 - 12.0)
5490 * v11
5491 + (double)a2->uScreenSpaceY;
5492 pBillboardRenderListD3D[v8].pQuads[0].specular = 0;
5493 pBillboardRenderListD3D[v8].pQuads[0].diffuse = uDiffuse;
5494 pBillboardRenderListD3D[v8].pQuads[0].pos.y = v22;
5495 pBillboardRenderListD3D[v8].pQuads[0].pos.z = 1.0 - 1.0 / (a2->zbuffer_depth * 0.061758894);
5496 pBillboardRenderListD3D[v8].pQuads[0].rhw = 1.0 / a2->zbuffer_depth;
5497 pBillboardRenderListD3D[v8].pQuads[0].texcoord.x = 0.0;
5498 pBillboardRenderListD3D[v8].pQuads[0].texcoord.y = 0.0;
5499 v31 = (double)(a2->uScreenSpaceX + 12) - (double) a2->uScreenSpaceX;
5500 v32 = (double)a2->uScreenSpaceY - (double)(a2->uScreenSpaceY - 12);
5501 v25 = stru_5C6E00->Cos(angle);
5502 v26 = stru_5C6E00->Sin(angle);
5503 v27 = stru_5C6E00->Sin(angle);
5504 v28 = stru_5C6E00->Cos(angle);
5505 pBillboardRenderListD3D[v8].pQuads[1].pos.x = (((double)(unsigned __int16)v25 * 0.000015259022
5506 + (double)(v25 >> 16))
5507 * v31
5508 - ((double)(unsigned __int16)v26 * 0.000015259022
5509 + (double)(v26 >> 16))
5510 * v32)
5511 * v11 + (double) a2->uScreenSpaceX;
5512 v29 = (((double)(unsigned __int16)v28 * 0.000015259022 + (double)(v28 >> 16)) * v32
5513 + ((double)(unsigned __int16)v27 * 0.000015259022 + (double)(v27 >> 16)) * v31
5514 - 12.0)
5515 * v11
5516 + (double)a2->uScreenSpaceY;
5517 pBillboardRenderListD3D[v8].pQuads[1].pos.z = pRenderer->pBillboardRenderListD3D[v8].pQuads[0].pos.z;
5518 v30 = pBillboardRenderListD3D[v8].pQuads[0].rhw;
5519 pBillboardRenderListD3D[v8].pQuads[1].pos.y = v29;
5520 pBillboardRenderListD3D[v8].pQuads[1].specular = 0;
5521 pBillboardRenderListD3D[v8].pQuads[1].rhw = v30;
5522 pBillboardRenderListD3D[v8].pQuads[1].diffuse = uDiffuse;
5523 pBillboardRenderListD3D[v8].pQuads[1].texcoord.x = 0.0;
5524 pBillboardRenderListD3D[v8].pQuads[1].texcoord.y = 1.0;
5525 v23 = (double)(a2->uScreenSpaceX - 12) - (double) a2->uScreenSpaceX;
5526 v24 = (double)a2->uScreenSpaceY - (double)(a2->uScreenSpaceY - 12);
5527 v33 = stru_5C6E00->Cos(angle);
5528 v34 = stru_5C6E00->Sin(angle);
5529 v35 = stru_5C6E00->Sin(angle);
5530 v36 = stru_5C6E00->Cos(angle);
5531 pBillboardRenderListD3D[v8].pQuads[2].pos.x = (((double)(unsigned __int16)v33 * 0.000015259022
5532 + (double)(v33 >> 16))
5533 * v23
5534 - ((double)(unsigned __int16)v34 * 0.000015259022
5535 + (double)(v34 >> 16))
5536 * v24)
5537 * v11 + (double) a2->uScreenSpaceX;
5538 v37 = pBillboardRenderListD3D[v8].pQuads[0].pos.z;
5539 v38 = (((double)(unsigned __int16)v36 * 0.000015259022 + (double)(v36 >> 16)) * v24
5540 + ((double)(unsigned __int16)v35 * 0.000015259022 + (double)(v35 >> 16)) * v23
5541 - 12.0)
5542 * v11
5543 + (double)a2->uScreenSpaceY;
5544 pBillboardRenderListD3D[v8].pQuads[2].specular = 0;
5545 pBillboardRenderListD3D[v8].pQuads[2].pos.z = v37;
5546 pBillboardRenderListD3D[v8].pQuads[2].rhw = pBillboardRenderListD3D[v8].pQuads[0].rhw;
5547 pBillboardRenderListD3D[v8].pQuads[2].diffuse = uDiffuse;
5548 pBillboardRenderListD3D[v8].pQuads[2].pos.y = v38;
5549 pBillboardRenderListD3D[v8].pQuads[2].texcoord.x = 1.0;
5550 pBillboardRenderListD3D[v8].pQuads[2].texcoord.y = 1.0;
5551 v39 = (double)(a2->uScreenSpaceX + 12) - (double) a2->uScreenSpaceX;
5552 v40 = (double)(a2->uScreenSpaceY - 25) - (double)(a2->uScreenSpaceY - 12);
5553 v41 = stru_5C6E00->Cos(angle);
5554 v42 = stru_5C6E00->Sin(angle);
5555 v43 = stru_5C6E00->Sin(angle);
5556 v44 = stru_5C6E00->Cos(angle);
5557 pBillboardRenderListD3D[v8].pQuads[3].pos.x = (((double)(unsigned __int16)v41 * 0.000015259022
5558 + (double)(v41 >> 16))
5559 * v39
5560 - ((double)(unsigned __int16)v42 * 0.000015259022
5561 + (double)(v42 >> 16))
5562 * v40)
5563 * v11 + (double) a2->uScreenSpaceX;
5564 v45 = (((double)(unsigned __int16)v44 * 0.000015259022 + (double)(v44 >> 16)) * v40
5565 + ((double)(unsigned __int16)v43 * 0.000015259022 + (double)(v43 >> 16)) * v39
5566 - 12.0)
5567 * v11
5568 + (double)a2->uScreenSpaceY;
5569 v46 = pBillboardRenderListD3D[v8].pQuads[0].pos.z;
5570 pBillboardRenderListD3D[v8].pQuads[3].specular = 0;
5571 pBillboardRenderListD3D[v8].pQuads[3].pos.z = v46;
5572 pBillboardRenderListD3D[v8].pQuads[3].rhw = pBillboardRenderListD3D[v8].pQuads[0].rhw;
5573 pBillboardRenderListD3D[v8].pQuads[3].diffuse = uDiffuse;
5574 pBillboardRenderListD3D[v8].pTexture = a3;
5575 pBillboardRenderListD3D[v8].z_order = a2->zbuffer_depth;
5576 pBillboardRenderListD3D[v8].uNumVertices = 4;
5577 pBillboardRenderListD3D[v8].pQuads[3].pos.y = v45;
5578 pBillboardRenderListD3D[v8].pQuads[3].texcoord.x = 1.0;
5579 pBillboardRenderListD3D[v8].pQuads[3].texcoord.y = 0.0;
5580 }
5581 }
5582 }
5583
5584 //----- (004A3AD9) --------------------------------------------------------
5585 void Render::MakeParticleBillboardAndPush_ODM(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle)
5586 {
5587 double v5; // st7@2
5588 float v6; // ST28_4@2
5589 float v7; // ST00_4@2
5590 unsigned int v8; // esi@2
5591 //int v9; // eax@2
5592 //int v10; // ebx@2
5593 float v11; // ST34_4@2
5594 double v12; // st7@2
5595 float v13; // ST2C_4@2
5596 double v14; // st6@2
5597 float v15; // ST24_4@2
5598 float v16; // ST38_4@2
5599 float v17; // ST3C_4@2
5600 signed int v18; // ST1C_4@2
5601 int v19; // ST30_4@2
5602 signed int v20; // ST20_4@2
5603 signed int v21; // ST18_4@2
5604 signed int v22; // eax@2
5605 double v23; // st6@2
5606 float v24; // ST20_4@2
5607 float v25; // ST1C_4@2
5608 float v26; // ST38_4@2
5609 float v27; // ST3C_4@2
5610 signed int v28; // ST18_4@2
5611 signed int v29; // ST14_4@2
5612 signed int v30; // ST10_4@2
5613 signed int v31; // eax@2
5614 double v32; // st6@2
5615 float v33; // ST38_4@2
5616 float v34; // ST3C_4@2
5617 signed int v35; // ST10_4@2
5618 signed int v36; // ST14_4@2
5619 signed int v37; // ST18_4@2
5620 signed int v38; // eax@2
5621 double v39; // st6@2
5622 float v40; // ST38_4@2
5623 float v41; // ST3C_4@2
5624 signed int v42; // ST10_4@2
5625 signed int v43; // ST14_4@2
5626 signed int v44; // ST18_4@2
5627 signed int v45; // eax@2
5628 double v46; // st6@2
5629
5630 if ( this->uNumD3DSceneBegins )
5631 {
5632 v5 = (double)a2->zbuffer_depth;
5633 v6 = v5;
5634 v7 = v5;
5635 v8 = Billboard_ProbablyAddToListAndSortByZOrder(LODWORD(v7));
5636 pBillboardRenderListD3D[v8].opacity = RenderBillboardD3D::Opaque_1;
5637 pBillboardRenderListD3D[v8].field_90 = a2->field_44;
5638 pBillboardRenderListD3D[v8].sZValue = a2->sZValue;
5639 pBillboardRenderListD3D[v8].sParentBillboardID = a2->sParentBillboardID;
5640
5641 //v9 = a2->uScreenSpaceX;
5642 //v10 = a2->uScreenSpaceY;
5643 v11 = (a2->_screenspace_x_scaler_packedfloat & 0xFFFF) * 0.000015260186 + HIWORD(a2->_screenspace_x_scaler_packedfloat);
5644 v12 = (double)a2->uScreenSpaceX;
5645 v13 = (double)a2->uScreenSpaceX;
5646 v14 = (double)(a2->uScreenSpaceY - 12);
5647 v15 = v14;
5648 v16 = (double)(a2->uScreenSpaceX - 12) - v12;
5649 v17 = (double)(a2->uScreenSpaceY - 25) - v14;
5650 v18 = stru_5C6E00->Cos(angle);
5651 v19 = angle - stru_5C6E00->uIntegerHalfPi;
5652 v20 = stru_5C6E00->Sin(angle);
5653 v21 = stru_5C6E00->Sin(angle);
5654 v22 = stru_5C6E00->Cos(angle);
5655 pBillboardRenderListD3D[v8].pQuads[0].pos.x = (((double)(unsigned __int16)v18 * 0.000015259022
5656 + (double)(v18 >> 16)) * v16
5657 - ((double)(unsigned __int16)v20 * 0.000015259022
5658 + (double)(v20 >> 16)) * v17)
5659 * v11 + v13;
5660 v23 = (((double)(unsigned __int16)v22 * 0.000015259022 + (double)(v22 >> 16)) * v17
5661 + ((double)(unsigned __int16)v21 * 0.000015259022 + (double)(v21 >> 16)) * v16
5662 - 12.0)
5663 * v11
5664 + (double)a2->uScreenSpaceY;
5665 pBillboardRenderListD3D[v8].pQuads[0].specular = 0;
5666 pBillboardRenderListD3D[v8].pQuads[0].diffuse = uDiffuse;
5667 pBillboardRenderListD3D[v8].pQuads[0].pos.y = v23;
5668 v24 = 1.0 - 1.0 / (v6 * 1000.0 / (double)pODMRenderParams->shading_dist_mist);
5669 pBillboardRenderListD3D[v8].pQuads[0].pos.z = v24;
5670 v25 = 1.0 / v6;
5671 pBillboardRenderListD3D[v8].pQuads[0].rhw = v25;
5672 pBillboardRenderListD3D[v8].pQuads[0].texcoord.x = 0.0;
5673 pBillboardRenderListD3D[v8].pQuads[0].texcoord.y = 0.0;
5674
5675 v26 = (double)(a2->uScreenSpaceX - 12) - v13;
5676 v27 = (double)a2->uScreenSpaceY - v15;
5677 v28 = stru_5C6E00->Cos(angle);
5678 v29 = stru_5C6E00->Sin(v19 + stru_5C6E00->uIntegerHalfPi);
5679 v30 = stru_5C6E00->Sin(v19 + stru_5C6E00->uIntegerHalfPi);
5680 v31 = stru_5C6E00->Cos(angle);
5681 pBillboardRenderListD3D[v8].pQuads[1].pos.x = (((double)(unsigned __int16)v28 * 0.000015259022
5682 + (double)(v28 >> 16)) * v26
5683 - ((double)(unsigned __int16)v29 * 0.000015259022
5684 + (double)(v29 >> 16)) * v27)
5685 * v11 + v13;
5686 v32 = (((double)(unsigned __int16)v31 * 0.000015259022 + (double)(v31 >> 16)) * v27
5687 + ((double)(unsigned __int16)v30 * 0.000015259022 + (double)(v30 >> 16)) * v26
5688 - 12.0)
5689 * v11
5690 + (double)a2->uScreenSpaceY;
5691 pBillboardRenderListD3D[v8].pQuads[1].pos.z = v24;
5692 pBillboardRenderListD3D[v8].pQuads[1].pos.y = v32;
5693 pBillboardRenderListD3D[v8].pQuads[1].specular = 0;
5694 pBillboardRenderListD3D[v8].pQuads[1].rhw = v25;
5695 pBillboardRenderListD3D[v8].pQuads[1].diffuse = uDiffuse;
5696 pBillboardRenderListD3D[v8].pQuads[1].texcoord.x = 0.0;
5697 pBillboardRenderListD3D[v8].pQuads[1].texcoord.y = 1.0;
5698
5699 v33 = (double)(a2->uScreenSpaceX + 12) - v13;
5700 v34 = (double)a2->uScreenSpaceY - v15;
5701 v35 = stru_5C6E00->Cos(angle);
5702 v36 = stru_5C6E00->Sin(v19 + stru_5C6E00->uIntegerHalfPi);
5703 v37 = stru_5C6E00->Sin(v19 + stru_5C6E00->uIntegerHalfPi);
5704 v38 = stru_5C6E00->Cos(angle);
5705 pBillboardRenderListD3D[v8].pQuads[2].pos.x = (((double)(unsigned __int16)v35 * 0.000015259022
5706 + (double)(v35 >> 16)) * v33
5707 - ((double)(unsigned __int16)v36 * 0.000015259022
5708 + (double)(v36 >> 16)) * v34)
5709 * v11 + v13;
5710 v39 = (((double)(unsigned __int16)v38 * 0.000015259022 + (double)(v38 >> 16)) * v34
5711 + ((double)(unsigned __int16)v37 * 0.000015259022 + (double)(v37 >> 16)) * v33
5712 - 12.0)
5713 * v11
5714 + (double)a2->uScreenSpaceY;
5715 pBillboardRenderListD3D[v8].pQuads[2].specular = 0;
5716 pBillboardRenderListD3D[v8].pQuads[2].pos.z = v24;
5717 pBillboardRenderListD3D[v8].pQuads[2].rhw = v25;
5718 pBillboardRenderListD3D[v8].pQuads[2].diffuse = uDiffuse;
5719 pBillboardRenderListD3D[v8].pQuads[2].pos.y = v39;
5720 pBillboardRenderListD3D[v8].pQuads[2].texcoord.x = 1.0;
5721 pBillboardRenderListD3D[v8].pQuads[2].texcoord.y = 1.0;
5722
5723 v40 = (double)(a2->uScreenSpaceX + 12) - v13;
5724 v41 = (double)(a2->uScreenSpaceY - 25) - v15;
5725 v42 = stru_5C6E00->Cos(angle);
5726 v43 = stru_5C6E00->Sin(v19 + stru_5C6E00->uIntegerHalfPi);
5727 v44 = stru_5C6E00->Sin(v19 + stru_5C6E00->uIntegerHalfPi);
5728 v45 = stru_5C6E00->Cos(angle);
5729 pBillboardRenderListD3D[v8].pQuads[3].pos.x = (((double)(unsigned __int16)v42 * 0.000015259022
5730 + (double)(v42 >> 16)) * v40
5731 - ((double)(unsigned __int16)v43 * 0.000015259022
5732 + (double)(v43 >> 16)) * v41)
5733 * v11 + v13;
5734 v46 = (((double)(unsigned __int16)v45 * 0.000015259022 + (double)(v45 >> 16)) * v41
5735 + ((double)(unsigned __int16)v44 * 0.000015259022 + (double)(v44 >> 16)) * v40
5736 - 12.0)
5737 * v11
5738 + (double)a2->uScreenSpaceY;
5739 pBillboardRenderListD3D[v8].pQuads[3].specular = 0;
5740 pBillboardRenderListD3D[v8].pQuads[3].pos.z = v24;
5741 pBillboardRenderListD3D[v8].pQuads[3].rhw = v25;
5742 pBillboardRenderListD3D[v8].pQuads[3].diffuse = uDiffuse;
5743 pBillboardRenderListD3D[v8].pTexture = a3;
5744 pBillboardRenderListD3D[v8].z_order = v6;
5745 pBillboardRenderListD3D[v8].uNumVertices = 4;
5746 pBillboardRenderListD3D[v8].pQuads[3].pos.y = v46;
5747 pBillboardRenderListD3D[v8].pQuads[3].texcoord.x = 1.0;
5748 pBillboardRenderListD3D[v8].pQuads[3].texcoord.y = 0.0;
5749 }
5750 }
5751
5752 //----- (004A4023) --------------------------------------------------------
5753 void Render::TransformBillboard(RenderBillboardTransform_local0 *a2, Sprite *pSprite, int dimming_level, RenderBillboard *pBillboard)
5754 {
5755 unsigned int v8; // esi@2
5756 double v14; // st6@14
5757 double v15; // st5@14
5758 float v29; // [sp+28h] [bp-8h]@5
5759 float v30; // [sp+2Ch] [bp-4h]@5
5760
5761 if (!uNumD3DSceneBegins)
5762 return;
5763
5764 v8 = Billboard_ProbablyAddToListAndSortByZOrder(a2->zbuffer_depth);
5765
5766 v30 = (a2->_screenspace_x_scaler_packedfloat & 0xFFFF) / 65530.0 + HIWORD(a2->_screenspace_x_scaler_packedfloat);
5767 v29 = (a2->_screenspace_y_scaler_packedfloat & 0xFFFF) / 65530.0 + HIWORD(a2->_screenspace_y_scaler_packedfloat);
5768
5769 unsigned int diffuse = ::GetActorTintColor(dimming_level, 0, a2->zbuffer_depth, 0, pBillboard);
5770 if (a2->sTintColor & 0x00FFFFFF && bTinting)
5771 {
5772 diffuse = BlendColors(a2->sTintColor, diffuse);
5773 if (a2->sTintColor & 0xFF000000)
5774 diffuse = 0x007F7F7F & ((unsigned int)diffuse >> 1);
5775 }
5776
5777 unsigned int specular = 0;
5778 if (bUsingSpecular)
5779 specular = sub_47C3D7_get_fog_specular(0, 0, a2->zbuffer_depth);
5780
5781 v14 = (double)((int)pSprite->uBufferWidth / 2 - pSprite->uAreaX);
5782 v15 = (double)((int)pSprite->uBufferHeight - pSprite->uAreaY);
5783 if (a2->uFlags & 4)
5784 v14 *= -1.0;
5785 pBillboardRenderListD3D[v8].pQuads[0].diffuse = diffuse;
5786 pBillboardRenderListD3D[v8].pQuads[0].pos.x = (double)a2->uScreenSpaceX - v14 * v30;
5787 pBillboardRenderListD3D[v8].pQuads[0].pos.y = (double)a2->uScreenSpaceY - v15 * v29;
5788 pBillboardRenderListD3D[v8].pQuads[0].pos.z = 1.0 - 1.0 / (a2->zbuffer_depth * 1000.0 / (double)pODMRenderParams->shading_dist_mist);
5789 pBillboardRenderListD3D[v8].pQuads[0].rhw = 1.0 / a2->zbuffer_depth;
5790 pBillboardRenderListD3D[v8].pQuads[0].specular = specular;
5791 pBillboardRenderListD3D[v8].pQuads[0].texcoord.x = 0.0;
5792 pBillboardRenderListD3D[v8].pQuads[0].texcoord.y = 0.0;
5793
5794 v14 = (double)((int)pSprite->uBufferWidth / 2 - pSprite->uAreaX);
5795 v15 = (double)((int)pSprite->uBufferHeight - pSprite->uAreaHeight - pSprite->uAreaY);
5796 if ( a2->uFlags & 4 )
5797 v14 = v14 * -1.0;
5798 pBillboardRenderListD3D[v8].pQuads[1].specular = specular;
5799 pBillboardRenderListD3D[v8].pQuads[1].diffuse = diffuse;
5800 pBillboardRenderListD3D[v8].pQuads[1].pos.x = (double)a2->uScreenSpaceX - v14 * v30;
5801 pBillboardRenderListD3D[v8].pQuads[1].pos.y = (double)a2->uScreenSpaceY - v15 * v29;
5802 pBillboardRenderListD3D[v8].pQuads[1].pos.z = 1.0 - 1.0 / (a2->zbuffer_depth * 1000.0 / (double)pODMRenderParams->shading_dist_mist);
5803 pBillboardRenderListD3D[v8].pQuads[1].rhw = 1.0 / a2->zbuffer_depth;
5804 pBillboardRenderListD3D[v8].pQuads[1].texcoord.x = 0.0;
5805 pBillboardRenderListD3D[v8].pQuads[1].texcoord.y = 1.0;
5806
5807 v14 = (double)((int)pSprite->uAreaWidth + pSprite->uAreaX + pSprite->uBufferWidth / 2 - pSprite->uBufferWidth);
5808 v15 = (double)((int)pSprite->uBufferHeight - pSprite->uAreaHeight - pSprite->uAreaY);
5809 if ( a2->uFlags & 4 )
5810 v14 *= -1.0;
5811 pBillboardRenderListD3D[v8].pQuads[2].diffuse = diffuse;
5812 pBillboardRenderListD3D[v8].pQuads[2].specular = specular;
5813 pBillboardRenderListD3D[v8].pQuads[2].pos.x = (double)a2->uScreenSpaceX + v14 * v30;
5814 pBillboardRenderListD3D[v8].pQuads[2].pos.y = (double)a2->uScreenSpaceY - v15 * v29;
5815 pBillboardRenderListD3D[v8].pQuads[2].pos.z = 1.0 - 1.0 / (a2->zbuffer_depth * 1000.0 / (double)pODMRenderParams->shading_dist_mist);
5816 pBillboardRenderListD3D[v8].pQuads[2].rhw = 1.0 / a2->zbuffer_depth;
5817 pBillboardRenderListD3D[v8].pQuads[2].texcoord.x = 1.0;
5818 pBillboardRenderListD3D[v8].pQuads[2].texcoord.y = 1.0;
5819
5820 v14 = (double)((int)pSprite->uAreaWidth + pSprite->uAreaX + pSprite->uBufferWidth / 2 - pSprite->uBufferWidth);
5821 v15 = (double)((int)pSprite->uBufferHeight - pSprite->uAreaY);
5822 if ( a2->uFlags & 4 )
5823 v14 *= -1.0;
5824 pBillboardRenderListD3D[v8].pQuads[3].diffuse = diffuse;
5825 pBillboardRenderListD3D[v8].pQuads[3].specular = specular;
5826 pBillboardRenderListD3D[v8].pQuads[3].pos.x = (double)a2->uScreenSpaceX + v14 * v30;
5827 pBillboardRenderListD3D[v8].pQuads[3].pos.y = (double)a2->uScreenSpaceY - v15 * v29;
5828 pBillboardRenderListD3D[v8].pQuads[3].pos.z = 1.0 - 1.0 / (a2->zbuffer_depth * 1000.0 / (double)pODMRenderParams->shading_dist_mist);
5829 pBillboardRenderListD3D[v8].pQuads[3].rhw = 1.0 / a2->zbuffer_depth;
5830 pBillboardRenderListD3D[v8].pQuads[3].texcoord.x = 1.0;
5831 pBillboardRenderListD3D[v8].pQuads[3].texcoord.y = 0.0;
5832
5833 pBillboardRenderListD3D[v8].uNumVertices = 4;
5834 pBillboardRenderListD3D[v8].pTexture = pSprite->pTexture;
5835 pBillboardRenderListD3D[v8].z_order = a2->zbuffer_depth;
5836 pBillboardRenderListD3D[v8].field_90 = a2->field_44;
5837 pBillboardRenderListD3D[v8].sZValue = a2->sZValue;
5838 pBillboardRenderListD3D[v8].sParentBillboardID = a2->sParentBillboardID;
5839
5840 if (a2->sTintColor & 0xFF000000)
5841 pBillboardRenderListD3D[v8].opacity = RenderBillboardD3D::Opaque_3;
5842 else
5843 pBillboardRenderListD3D[v8].opacity = RenderBillboardD3D::Transparent;
5844 }
5845
5846
5847 //----- (004A49D0) --------------------------------------------------------
5848 void Render::DrawProjectile(float srcX, float srcY, float a3, float a4, float dstX, float dstY, float a7, float a8, IDirect3DTexture2 *a9)
5849 {
5850 int absXDifference; // eax@1
5851 int absYDifference; // eax@1
5852 unsigned int smallerabsdiff; // ebx@1
5853 unsigned int largerabsdiff;
5854 double v16; // st7@7
5855 double v17; // st7@7
5856 double v18; // st6@7
5857 double v20; // st4@8
5858 double v21; // st4@10
5859 double v22; // st4@10
5860 double v23; // st4@10
5861 double v25; // st4@11
5862 double v26; // st4@13
5863 double v28; // st4@13
5864 RenderVertexD3D3 v29[4]; // [sp+0h] [bp-94h]@7
5865 int xDifference; // [sp+88h] [bp-Ch]@1
5866 signed int v32; // [sp+8Ch] [bp-8h]@1
5867 int yDifference; // [sp+90h] [bp-4h]@1
5868
5869 xDifference = bankersRounding(dstX - srcX);
5870 yDifference = bankersRounding(dstY - srcY);
5871 absYDifference = abs(yDifference);
5872 absXDifference = abs(xDifference);
5873 smallerabsdiff = min(absXDifference, absYDifference);
5874 largerabsdiff = max(absXDifference, absYDifference);
5875 v32 = (11 * smallerabsdiff >> 5) + largerabsdiff;
5876 v16 = 1.0 / (double)v32;
5877 v17 = (double)yDifference * v16 * a4;
5878 v18 = (double)xDifference * v16 * a4;
5879 if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor )
5880 {
5881 v20 = a3 * 1000.0 / (double)pODMRenderParams->shading_dist_mist;
5882 v25 = a7 * 1000.0 / (double)pODMRenderParams->shading_dist_mist;
5883 }
5884 else
5885 {
5886 v20 = a3 * 0.061758894;
5887 v25 = a7 * 0.061758894;
5888 }
5889 v21 = 1.0 / a3;
5890 v22 = (double)yDifference * v16 * a8;
5891 v23 = (double)xDifference * v16 * a8;
5892 v26 = 1.0 - 1.0 / v25;
5893 v28 = 1.0 / a7;
5894 v29[0].pos.x = srcX + v17;
5895 v29[0].pos.y = srcY - v18;
5896 v29[0].pos.z = 1.0 - 1.0 / v20;
5897 v29[0].rhw = v21;
5898 v29[0].diffuse = -1;
5899 v29[0].specular = 0;
5900 v29[0].texcoord.x = 1.0;
5901 v29[0].texcoord.y = 0.0;
5902
5903 v29[1].pos.x = v22 + dstX;
5904 v29[1].pos.y = dstY - v23;
5905 v29[1].pos.z = v26;
5906 v29[1].rhw = v28;
5907 v29[1].diffuse = -16711936;
5908 v29[1].specular = 0;
5909 v29[1].texcoord.x = 1.0;
5910 v29[1].texcoord.y = 1.0;
5911
5912 v29[2].pos.x = dstX - v22;
5913 v29[2].pos.y = v23 + dstY;
5914 v29[2].pos.z = v26;
5915 v29[2].rhw = v28;
5916 v29[2].diffuse = -1;
5917 v29[2].specular = 0;
5918 v29[2].texcoord.x = 0.0;
5919 v29[2].texcoord.y = 1.0;
5920
5921 v29[3].pos.x = srcX - v17;
5922 v29[3].pos.y = v18 + srcY;
5923 v29[3].pos.z = v29[0].pos.z;
5924 v29[3].rhw = v21;
5925 v29[3].diffuse = -1;
5926 v29[3].specular = 0;
5927 v29[3].texcoord.x = 0.0;
5928 v29[3].texcoord.y = 0.0;
5929 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE));
5930 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
5931 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE));
5932 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, FALSE));
5933 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE));
5934 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE));
5935 ErrD3D(pRenderD3D->pDevice->SetTexture(0, a9));
5936 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
5937 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1, v29, 4, 24));
5938 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE));
5939 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
5940 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO));
5941 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, TRUE));
5942 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE));
5943 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW));
5944 }
5945
5946 //----- (004A4CC9) --------------------------------------------------------
5947 void Render::_4A4CC9_AddSomeBillboard(stru6_stru1_indoor_sw_billboard *a1, int diffuse)
5948 {
5949 unsigned int v5; // eax@7
5950 double v10; // st6@9
5951 double v11; // st6@10
5952 int v12; // ebx@13
5953
5954 if (a1->uNumVertices < 3)
5955 return;
5956
5957 float depth = 1000000.0;
5958 for (uint i = 0; i < (unsigned int)a1->uNumVertices; ++i)
5959 {
5960 if (a1->field_104[i].z < depth)
5961 depth = a1->field_104[i * 4].z;
5962 }
5963
5964 v5 = Billboard_ProbablyAddToListAndSortByZOrder(depth);
5965 pBillboardRenderListD3D[v5].field_90 = 0;
5966 pBillboardRenderListD3D[v5].sParentBillboardID = -1;
5967 pBillboardRenderListD3D[v5].opacity = RenderBillboardD3D::Opaque_2;
5968 pBillboardRenderListD3D[v5].pTexture = 0;
5969 pBillboardRenderListD3D[v5].uNumVertices = a1->uNumVertices;
5970 pBillboardRenderListD3D[v5].z_order = depth;
5971
5972 for (uint i = 0; i < (unsigned int)a1->uNumVertices; ++i)
5973 {
5974 pBillboardRenderListD3D[v5].pQuads[i].pos.x = a1->field_104[i].x;
5975 pBillboardRenderListD3D[v5].pQuads[i].pos.y = a1->field_104[i].y;
5976
5977 v10 = a1->field_104[i].z;
5978 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
5979 v11 = v10 * 0.061758894;
5980 else
5981 v11 = v10 * 1000.0 / (double)pODMRenderParams->shading_dist_mist;
5982 pBillboardRenderListD3D[v5].pQuads[i].pos.z = 1.0 - 1.0 / v11;
5983 pBillboardRenderListD3D[v5].pQuads[i].rhw = 1.0 / a1->field_104[i].z;
5984
5985 if (diffuse & 0xFF000000)
5986 v12 = a1->field_104[i].diffuse;
5987 else
5988 v12 = diffuse;
5989 pBillboardRenderListD3D[v5].pQuads[i].diffuse = v12;
5990 pBillboardRenderListD3D[v5].pQuads[i].specular = 0;
5991
5992 pBillboardRenderListD3D[v5].pQuads[i].texcoord.x = 0.0;
5993 pBillboardRenderListD3D[v5].pQuads[i].texcoord.y = 0.0;
5994 }
5995 }
5996
5997 //----- (004A4DE1) --------------------------------------------------------
5998 bool Render::LoadTexture(const char *pName, unsigned int bMipMaps, IDirectDrawSurface4 **pOutSurface, IDirect3DTexture2 **pOutTexture)
5999 {
6000 unsigned __int16 *v13; // ecx@19
6001 unsigned __int16 *v14; // eax@19
6002 DWORD v15; // edx@20
6003 stru350 Dst; // [sp+Ch] [bp-F8h]@12
6004
6005 HWLTexture* pHWLTexture = pD3DBitmaps.LoadTexture(pName, bMipMaps);
6006 if ( pHWLTexture )
6007 {
6008 bMipMaps = !strncmp(pName, "HDWTR", 5);
6009 if ( !pRenderD3D->CreateTexture(pHWLTexture->uWidth, pHWLTexture->uHeight, pOutSurface, pOutTexture, true,
6010 bMipMaps, uMinDeviceTextureDim) )
6011 Error("HiScreen16::LoadTexture - D3Drend->CreateTexture() failed: %x", 0);
6012 if (bMipMaps)
6013 {
6014 Dst._450DDE();
6015 Dst._450DF1(&stru_4EFCBC, &stru_4EFCBC);
6016
6017 IDirectDrawSurface4 *pNextSurf = *pOutSurface;
6018 while ( 1 )
6019 {
6020 DDSCAPS2 v19;
6021 memset(&v19, 0, sizeof(DDSCAPS2));
6022 v19.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_MIPMAP;
6023
6024 DDSURFACEDESC2 desc;
6025 memset(&desc, 0, sizeof(DDSURFACEDESC2));
6026 desc.dwSize = sizeof(DDSURFACEDESC2);
6027
6028 if ( LockSurface_DDraw4(pNextSurf, &desc, DDLOCK_WAIT | DDLOCK_WRITEONLY) )
6029 {
6030 // linear scaling
6031 for (int s = 0; s < desc.dwHeight; ++s)
6032 for (int t = 0; t < desc.dwWidth; ++t)
6033 {
6034 unsigned int resampled_x = t * pHWLTexture->uWidth / desc.dwWidth,
6035 resampled_y = s * pHWLTexture->uHeight / desc.dwHeight;
6036 unsigned short sample = pHWLTexture->pPixels[resampled_y * pHWLTexture->uWidth + resampled_x];
6037
6038 ((unsigned short *)desc.lpSurface)[s * (desc.lPitch >> 1) + t] = sample;
6039 }
6040
6041
6042 //bicubic sampling
6043 //Dst.sub_451007_scale_image_bicubic(pHWLTexture->pPixels, pHWLTexture->uWidth, pHWLTexture->uHeight, pHWLTexture->uWidth,
6044 // (unsigned short *)desc.lpSurface, desc.dwWidth, desc.dwHeight, desc.lPitch >> 1, 0, 0);
6045
6046 ErrD3D(pNextSurf->Unlock(NULL));
6047 //bMipMaps = 0x4D86ACu;
6048 }
6049 if (FAILED(pNextSurf->GetAttachedSurface(&v19, &pNextSurf)))
6050 break;
6051 }
6052 //v20 = -1;
6053 //nullsub_1();
6054 }
6055 else
6056 {
6057 DDSCAPS2 v19;
6058 memset(&v19, 0, sizeof(DDSCAPS2));
6059 v19.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_MIPMAP;
6060
6061 DDSURFACEDESC2 desc;
6062 memset(&desc, 0, sizeof(DDSURFACEDESC2));
6063 desc.dwSize = sizeof(DDSURFACEDESC2);
6064
6065 if ( LockSurface_DDraw4(*pOutSurface, &desc, DDLOCK_WAIT | DDLOCK_WRITEONLY) )
6066 {
6067 bMipMaps = 0;
6068 v13 = pHWLTexture->pPixels;
6069 v14 = (unsigned __int16 *)desc.lpSurface;
6070 for(uint bMipMaps = 0; bMipMaps < desc.dwHeight; bMipMaps++)
6071 {
6072 for (v15 = 0; v15 < desc.dwWidth; v15++)
6073 {
6074 *v14 = *v13;
6075 ++v14;
6076 ++v13;
6077 }
6078 v14 += (desc.lPitch >> 1) - desc.dwWidth;
6079 }
6080 ErrD3D((*pOutSurface)->Unlock(NULL));
6081 }
6082 }
6083 delete [] pHWLTexture->pPixels;
6084 delete pHWLTexture;
6085 return true;
6086 }
6087 return false;
6088 }
6089
6090 //----- (004A5048) --------------------------------------------------------
6091 bool Render::MoveSpriteToDevice( Sprite *pSprite )
6092 {
6093 HWLTexture *sprite_texture; // eax@1
6094 unsigned __int16 *v9; // edx@5
6095 LPVOID v10; // eax@5
6096 DDSURFACEDESC2 Dst; // [sp+Ch] [bp-7Ch]@4
6097
6098 sprite_texture = pD3DSprites.LoadTexture(pSprite->pName, pSprite->uPaletteID);
6099 if ( sprite_texture )
6100 {
6101 pSprite->uAreaX = sprite_texture->uAreaX;
6102 pSprite->uAreaY = sprite_texture->uAreaY;
6103 pSprite->uBufferWidth = sprite_texture->uBufferWidth;
6104 pSprite->uBufferHeight = sprite_texture->uBufferHeight;
6105 pSprite->uAreaWidth = sprite_texture->uAreaWidth;
6106 pSprite->uAreaHeight = sprite_texture->uAreaHeigth;
6107 if (!pRenderD3D->CreateTexture(sprite_texture->uWidth, sprite_texture->uHeight, &pSprite->pTextureSurface, &pSprite->pTexture, 1u, 0, uMinDeviceTextureDim))
6108 Error("HiScreen16::LoadTexture - D3Drend->CreateTexture() failed: %x", 0);
6109 memset(&Dst, 0, sizeof(DDSURFACEDESC2));
6110 Dst.dwSize = 124;
6111 if ( LockSurface_DDraw4((IDirectDrawSurface4 *)pSprite->pTextureSurface, &Dst, DDLOCK_WAIT | DDLOCK_WRITEONLY) )
6112 {
6113 v9 = sprite_texture->pPixels;
6114 v10 = Dst.lpSurface;
6115 for (uint i=0; i<sprite_texture->uHeight; ++i)
6116 {
6117 for (uint j=0; j<sprite_texture->uWidth/2; ++j)
6118 {
6119 *(int *)v10 = *(int *)v9;
6120 v9 += 2;
6121 v10 = (char *)v10 + 4;
6122 }
6123 v10 = (char *)v10 + Dst.lPitch-sprite_texture->uWidth*2;
6124 }
6125 ErrD3D(pSprite->pTextureSurface->Unlock(NULL));
6126 }
6127 delete [] sprite_texture->pPixels;
6128 delete sprite_texture;
6129 return true;
6130 }
6131 return false;
6132 }
6133
6134 //----- (004A51CB) --------------------------------------------------------
6135 void Render::BeginScene()
6136 {
6137 //Render *v1; // esi@1
6138 unsigned int v2; // eax@1
6139 /*int v3; // eax@5
6140 unsigned __int16 **v4; // edi@6
6141 char *v5; // ebx@7*/
6142 // DDSURFACEDESC2 Dst; // [sp+Ch] [bp-7Ch]@4
6143
6144 //v1 = this;
6145 v2 = this->uNumSceneBegins;
6146 this->uNumSceneBegins = v2 + 1;
6147 if ( !v2 )
6148 {
6149 if ( this->pRenderD3D )
6150 {
6151 /*if ( this->bColorKeySupported )
6152 {
6153 memset(&Dst, 0, 0x7Cu);
6154 Dst.dwSize = 124;
6155 if ( LockSurface_DDraw4(this->pColorKeySurface4, &Dst, 0x800 | DDLOCK_WAIT) )
6156 {
6157 this->pTargetSurface = (unsigned __int16 *)Dst.lpSurface;
6158 this->uTargetSurfacePitch = Dst.lPitch >> 1;
6159 this->field_18_locked_pitch = Dst.lPitch >> 1;
6160 }
6161 --this->uNumSceneBegins;
6162 }*/
6163 }
6164 else
6165 {
6166 if ( !this->pTargetSurface )
6167 {
6168 LockRenderSurface((void **)&this->pTargetSurface, &this->uTargetSurfacePitch);
6169 /*if ( this->pTargetSurface )
6170 {
6171 this->field_18_locked_pitch = this->uTargetSurfacePitch;
6172 }*/
6173 --this->uNumSceneBegins;
6174 }
6175 }
6176 RestoreFrontBuffer();
6177 }
6178 }
6179
6180 //----- (004A527D) --------------------------------------------------------
6181 void Render::EndScene()
6182 {
6183 if ( this->uNumSceneBegins )
6184 {
6185 this->uNumSceneBegins--;
6186 if ( !this->uNumSceneBegins )
6187 {
6188 if ( this->pRenderD3D )
6189 {
6190 /*if ( this->bColorKeySupported )
6191 {
6192 this->pTargetSurface = 0;
6193 this->uTargetSurfacePitch = 0;
6194 this->field_18_locked_pitch = 0;
6195 ErrD3D(this->pColorKeySurface4->Unlock(NULL));
6196 }*/
6197 }
6198 else
6199 {
6200 this->pTargetSurface = 0;
6201 this->uTargetSurfacePitch = 0;
6202 //this->field_18_locked_pitch = 0;
6203 UnlockBackBuffer();
6204 }
6205 }
6206 }
6207 }
6208
6209 //----- (004A52F1) --------------------------------------------------------
6210 void Render::ScreenFade(unsigned int color, float t)
6211 {
6212 unsigned int v3; // esi@1
6213 unsigned int v7; // eax@6
6214 RenderVertexD3D3 v36[4]; // [sp+Ch] [bp-94h]@6
6215 int v40; // [sp+9Ch] [bp-4h]@6
6216
6217 v3 = 0;
6218
6219 //{
6220 if (t > 1.0f)
6221 t = 1.0f;
6222 else if (t < 0.0f)
6223 t = 0.0f;
6224
6225 v40 = (char)floorf(t * 255.0f + 0.5f);
6226
6227 v7 = color | (v40 << 24);
6228
6229 v36[0].specular = 0;
6230 v36[0].pos.x = pViewport->uViewportTL_X;
6231 v36[0].pos.y = (double)pViewport->uViewportTL_Y;
6232 v36[0].pos.z = 0.0;
6233 v36[0].diffuse = v7;
6234 v36[0].rhw = 1.0;
6235 v36[0].texcoord.x = 0.0;
6236 v36[0].texcoord.y = 0.0;
6237
6238 v36[1].specular = 0;
6239 v36[1].pos.x = pViewport->uViewportTL_X;
6240 v36[1].pos.y = (double)(pViewport->uViewportBR_Y + 1);
6241 v36[1].pos.z = 0.0;
6242 v36[1].diffuse = v7;
6243 v36[1].rhw = 1.0;
6244 v36[1].texcoord.x = 0.0;
6245 v36[1].texcoord.y = 0.0;
6246
6247 v36[2].specular = 0;
6248 v36[2].pos.x = (double)pViewport->uViewportBR_X;
6249 v36[2].pos.y = (double)(pViewport->uViewportBR_Y + 1);
6250 v36[2].pos.z = 0.0;
6251 v36[2].diffuse = v7;
6252 v36[2].rhw = 1.0;
6253 v36[2].texcoord.x = 0.0;
6254 v36[2].texcoord.y = 0.0;
6255
6256 v36[3].specular = 0;
6257 v36[3].pos.x = (double)pViewport->uViewportBR_X;
6258 v36[3].pos.y = (double)pViewport->uViewportTL_Y;
6259 v36[3].pos.z = 0.0;
6260 v36[3].diffuse = v7;
6261 v36[3].rhw = 1.0;
6262 v36[3].texcoord.x = 0.0;
6263 v36[3].texcoord.y = 0.0;
6264
6265 ErrD3D(pRenderD3D->pDevice->SetTexture(0, 0));
6266 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE));
6267 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE));
6268 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE));
6269 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA));
6270 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA));
6271 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, FALSE));
6272 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, D3DCMP_ALWAYS));
6273 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
6274 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1, v36, 4, 28));
6275 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
6276 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO));
6277 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE));
6278 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE));
6279 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, TRUE));
6280 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, D3DCMP_LESS));
6281 /*}
6282 else
6283 {
6284 v40 = (1.0 - a3) * 65536.0;
6285 v39 = v40 + 6.7553994e15;
6286 LODWORD(a3) = LODWORD(v39);
6287 v38 = (signed int)(pViewport->uViewportBR_X - pViewport->uViewportTL_X) >> 1;
6288 HIDWORD(v39) = pViewport->uViewportBR_Y - pViewport->uViewportTL_Y + 1;
6289 v13 = pViewport->uViewportTL_X + ecx0->uTargetSurfacePitch - pViewport->uViewportBR_X;
6290 v14 = &ecx0->pTargetSurface[pViewport->uViewportTL_X + pViewport->uViewportTL_Y * ecx0->uTargetSurfacePitch];
6291 v37 = 2 * v13;
6292 LODWORD(v40) = (int)v14;
6293
6294 int __i = 0;
6295 v15 = dword_F1B430.data();
6296 do
6297 {
6298 v16 = v3;
6299 v3 += LODWORD(a3);
6300 dword_F1B430[__i++] = v16 >> 16;
6301 }
6302 //while ( (signed int)v15 < (signed int)&Aureal3D_SplashScreen );
6303 while (__i < 32);
6304
6305 if ( pRenderer->uTargetGBits == 6 )
6306 {
6307 v17 = sr_42690D_colors_cvt(this_);
6308 v18 = (65536 - LODWORD(a3)) * (v17 & 0x1F);
6309 this_ = (((65536 - LODWORD(a3)) * (unsigned __int16)(v17 & 0xF800) & 0xF800FFFF | v18 & 0x1F0000 | (65536 - LODWORD(a3)) * (v17 & 0x7E0) & 0x7E00000u) >> 16 << 16) | (((65536 - LODWORD(a3)) * (unsigned __int16)(v17 & 0xF800) & 0xF800FFFF | v18 & 0x1F0000 | (65536 - LODWORD(a3)) * (v17 & 0x7E0) & 0x7E00000u) >> 16);
6310 v19 = v40;
6311 v20 = off_4EFDB0;
6312 v21 = HIDWORD(v39);
6313 do
6314 {
6315 v22 = v38;
6316 v31 = v21;
6317 do
6318 {
6319 v23 = (*(int *)((char *)v20
6320 + ((((unsigned __int16)(*(short *)((char *)v20 + ((*(unsigned int *)LODWORD(v19) & 0xF800u) >> 9)) << 11) | *(unsigned int *)LODWORD(v19) & 0x7FF) & 0x7C0u) >> 4)) << 6) | (*(int *)((char *)v20 + ((((*(int *)((char *)v20 + ((*(unsigned int *)LODWORD(v19) & 0xF800u) >> 9)) << 11) | (*(int *)((char *)v20 + ((*(unsigned int *)LODWORD(v19) & 0xF8000000u) >> 25)) << 27) | *(unsigned int *)LODWORD(v19) & 0x7FF07FF) & 0x7C00000u) >> 20)) << 22) | ((*(int *)((char *)v20 + ((*(unsigned int *)LODWORD(v19) & 0xF800u) >> 9)) << 11) | (*(int *)((char *)v20 + ((*(unsigned int *)LODWORD(v19) & 0xF8000000u) >> 25)) << 27) | *(unsigned int *)LODWORD(v19) & 0x7FF07FF) & 0xF81FF81F;
6321 result = this_
6322 + (*((int *)v20
6323 + (((unsigned __int8)(*((char *)v20
6324 + ((((unsigned __int16)(*(short *)((char *)v20
6325 + ((*(unsigned int *)LODWORD(v19) & 0xF800u) >> 9)) << 11) | *(unsigned int *)LODWORD(v19) & 0x7FF) & 0x7C0u) >> 4)) << 6) | *(unsigned int *)LODWORD(v19) & 0x1F) & 0x1F)) | (*(int *)((char *)v20 + ((v23 & 0x1F0000u) >> 14)) << 16) | ((*(int *)((char *)v20 + ((((unsigned __int16)(*(short *)((char *)v20 + ((*(unsigned int *)LODWORD(v19) & 0xF800u) >> 9)) << 11) | *(unsigned int *)LODWORD(v19) & 0x7FF) & 0x7C0u) >> 4)) << 6) | (*(int *)((char *)v20 + ((((*(int *)((char *)v20 + ((*(unsigned int *)LODWORD(v19) & 0xF800u) >> 9)) << 11) | (*(int *)((char *)v20 + ((*(unsigned int *)LODWORD(v19) & 0xF8000000u) >> 25)) << 27) | *(unsigned int *)LODWORD(v19) & 0x7FF07FF) & 0x7C00000u) >> 20)) << 22) | ((*(int *)((char *)v20 + ((*(unsigned int *)LODWORD(v19) & 0xF800u) >> 9)) << 11) | (*(int *)((char *)v20 + ((*(unsigned int *)LODWORD(v19) & 0xF8000000u) >> 25)) << 27) | *(unsigned int *)LODWORD(v19) & 0x7FF07FF) & 0xF81FF81F) & 0xFFE0FFE0);
6326 *(unsigned int *)LODWORD(v19) = result;
6327 LODWORD(v19) += 4;
6328 --v22;
6329 }
6330 while ( v22 );
6331 LODWORD(v19) += v37;
6332 v21 = v31 - 1;
6333 }
6334 while ( v31 != 1 );
6335 }
6336 else
6337 {
6338 v24 = sr_4268E3_smthn_to_a1r5g5b5(this_);
6339 v25 = (65536 - LODWORD(a3)) * (v24 & 0x1F);
6340 this_ = (((65536 - LODWORD(a3)) * (v24 & 0x7C00) & 0x7C000000 | v25 & 0x1F0000 | (65536 - LODWORD(a3))
6341 * (v24 & 0x3E0) & 0x3E00000u) >> 16 << 16) | (((65536 - LODWORD(a3)) * (v24 & 0x7C00) & 0x7C000000 | v25 & 0x1F0000 | (65536 - LODWORD(a3)) * (v24 & 0x3E0) & 0x3E00000u) >> 16);
6342 v26 = v40;
6343 v27 = (char *)off_4EFDB0;
6344 v28 = HIDWORD(v39);
6345 do
6346 {
6347 v29 = v38;
6348 v32 = v28;
6349 do
6350 {
6351 v30 = 32
6352 * *(int *)&v27[(((unsigned __int16)(*(short *)&v27[(*(unsigned int *)LODWORD(v26) & 0x7C00u) >> 8] << 10) | *(unsigned int *)LODWORD(v26) & 0x3FF) & 0x3E0u) >> 3] | (*(int *)&v27[(((*(int *)&v27[(*(unsigned int *)LODWORD(v26) & 0x7C00u) >> 8] << 10) | (*(int *)&v27[(*(unsigned int *)LODWORD(v26) & 0x7C000000u) >> 24] << 26) | *(unsigned int *)LODWORD(v26) & 0x3FF03FF) & 0x3E00000u) >> 19] << 21) | ((*(int *)&v27[(*(unsigned int *)LODWORD(v26) & 0x7C00u) >> 8] << 10) | (*(int *)&v27[(*(unsigned int *)LODWORD(v26) & 0x7C000000u) >> 24] << 26) | *(unsigned int *)LODWORD(v26) & 0x3FF03FF) & 0x7C1F7C1F;
6353 result = this_
6354 + (*(int *)&v27[4
6355 * (((unsigned __int8)(32
6356 * v27[(((unsigned __int16)(*(short *)&v27[(*(unsigned int *)LODWORD(v26) & 0x7C00u) >> 8] << 10) | *(unsigned int *)LODWORD(v26) & 0x3FF) & 0x3E0u) >> 3]) | *(unsigned int *)LODWORD(v26) & 0x1F) & 0x1F)] | (*(int *)&v27[(v30 & 0x1F0000u) >> 14] << 16) | (32 * *(int *)&v27[(((unsigned __int16)(*(short *)&v27[(*(unsigned int *)LODWORD(v26) & 0x7C00u) >> 8] << 10) | *(unsigned int *)LODWORD(v26) & 0x3FF) & 0x3E0u) >> 3] | (*(int *)&v27[(((*(int *)&v27[(*(unsigned int *)LODWORD(v26) & 0x7C00u) >> 8] << 10) | (*(int *)&v27[(*(unsigned int *)LODWORD(v26) & 0x7C000000u) >> 24] << 26) | *(unsigned int *)LODWORD(v26) & 0x3FF03FF) & 0x3E00000u) >> 19] << 21) | ((*(int *)&v27[(*(unsigned int *)LODWORD(v26) & 0x7C00u) >> 8] << 10) | (*(int *)&v27[(*(unsigned int *)LODWORD(v26) & 0x7C000000u) >> 24] << 26) | *(unsigned int *)LODWORD(v26) & 0x3FF03FF) & 0x7C1F7C1F) & 0xFFE0FFE0);
6357 *(unsigned int *)LODWORD(v26) = result;
6358 LODWORD(v26) += 4;
6359 --v29;
6360 }
6361 while ( v29 );
6362 LODWORD(v26) += v37;
6363 v28 = v32 - 1;
6364 }
6365 while ( v32 != 1 );
6366 }
6367 }*/
6368 }
6369
6370 //----- (004A5B81) --------------------------------------------------------
6371 void Render::SetTextureClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW)
6372 {
6373 this->bClip = 1;
6374 this->uClipX = uX;
6375 this->uClipY = uY;
6376 this->uClipZ = uZ;
6377 this->uClipW = uW;
6378 }
6379
6380 //----- (004A5BB6) --------------------------------------------------------
6381 void Render::ResetTextureClipRect()
6382 {
6383 this->bClip = 1;
6384 this->uClipX = 0;
6385 this->uClipY = 0;
6386 this->uClipZ = window->GetWidth();
6387 this->uClipW = 480;
6388 }
6389
6390 unsigned __int32 Color32(unsigned __int16 color16)
6391 {
6392 unsigned __int32 c = color16;
6393 unsigned int b = (c & 31) * 8;
6394 unsigned int g = ((c >> 5) & 63) * 4;
6395 unsigned int r = ((c >> 11) & 31) * 8;
6396
6397 return (r << 16) | (g << 8) | b;//
6398 }
6399
6400 //----- (0040DEF3) --------------------------------------------------------
6401 unsigned __int16 Color16(unsigned __int32 r, unsigned __int32 g, unsigned __int32 b)
6402 {
6403 //return ((unsigned int)b >> (8 - LOBYTE(pRenderer->uTargetBBits))) | pRenderer->uTargetGMask & (g << (LOBYTE(pRenderer->uTargetGBits) +
6404 // LOBYTE(pRenderer->uTargetBBits) - 8)) | pRenderer->uTargetRMask & (r << (LOBYTE(pRenderer->uTargetGBits) +
6405 // LOBYTE(pRenderer->uTargetRBits) + LOBYTE(pRenderer->uTargetBBits) - 8));
6406 return (b >> (8 - 5)) |
6407 0x7E0 & (g << (6 + 5 - 8)) |
6408 0xF800 & (r << (6 + 5 + 5 - 8));
6409 }
6410
6411
6412 //----- (004A5BE3) --------------------------------------------------------
6413 void Render::DrawTextureRGB(unsigned int uOutX, unsigned int uOutY, RGBTexture *a4)
6414 {
6415 int v4; // edi@3
6416 unsigned __int16 *v6; // esi@3
6417 unsigned int v8; // eax@5
6418 unsigned int v9; // ebx@5
6419 unsigned int v11; // eax@7
6420 unsigned int v12; // ebx@8
6421 unsigned int v15; // eax@14
6422 int v19; // [sp+10h] [bp-8h]@3
6423 int v23; // [sp+28h] [bp+10h]@3
6424
6425 if ( this->uNumSceneBegins && a4 )
6426 {
6427 v4 = a4->uWidth;
6428 //v5 = &this->pTargetSurface[uOutX + uOutY * this->uTargetSurfacePitch];
6429 v6 = a4->pPixels;
6430 v23 = a4->uHeight;
6431 v19 = v4;
6432 if ( this->bClip )
6433 {
6434 if ( (signed int)uOutX < (signed int)this->uClipX )
6435 {
6436 v8 = this->uClipX - uOutX;
6437 v9 = uOutX - this->uClipX;
6438 v8 *= 2;
6439 v4 += v9;
6440 v6 = (unsigned __int16 *)((char *)v6 + v8);
6441 //v5 = (unsigned __int16 *)((char *)v5 + v8);
6442 }
6443 if ( (signed int)uOutY < (signed int)this->uClipY )
6444 {
6445 v11 = this->uClipY - uOutY;
6446 v6 += v19 * v11;
6447 v23 += uOutY - this->uClipY;
6448 //v5 += this->uTargetSurfacePitch * v11;
6449 }
6450 v12 = max(this->uClipX, uOutX);
6451 if ( (signed int)(v4 + v12) > (signed int)this->uClipZ )
6452 {
6453 v4 = this->uClipZ - max(this->uClipX, uOutX);
6454 }
6455 v15 = max(this->uClipY, uOutY);
6456 if ( (signed int)(v15 + v23) > (signed int)this->uClipW )
6457 {
6458 v23 = this->uClipW - max(this->uClipY, uOutY);
6459 }
6460 }
6461
6462 for (int y = 0; y < v23; y++)
6463 {
6464 for (int x = 0; x < v4; x++)
6465 {
6466 WritePixel16(uOutX + x, uOutY + y, *v6);
6467 //*v5 = *v6;
6468 //++v5;
6469 ++v6;
6470 }
6471 v6 += v19 - v4;
6472 //v5 += this->uTargetSurfacePitch - v4;
6473 }
6474 }
6475 }
6476
6477 //----- (004A5D33) --------------------------------------------------------
6478 void Render::CreditsTextureScroll(unsigned int pX, unsigned int pY, int move_X, int move_Y, RGBTexture *pTexture)
6479 {
6480 //unsigned __int16 *v7; // ebx@3
6481 int full_width; // ecx@3
6482 int full_height; // edi@3
6483 //int v23; // edi@23
6484 unsigned __int16 *pTexturea; // [sp+28h] [bp+18h]@3
6485
6486 if ( this->uNumSceneBegins && pTexture )
6487 {
6488 /*auto v7 = this->pTargetSurface;
6489 if (FORCE_16_BITS)
6490 v7 = (unsigned __int32 *)((char *)v7 + (pX + pY * this->uTargetSurfacePitch) * 2);
6491 else
6492 v7 = (unsigned __int32 *)((char *)v7 + (pX + pY * this->uTargetSurfacePitch) * 4);*/
6493 full_width = pTexture->uWidth - move_X;
6494 full_height = pTexture->uHeight - move_Y;
6495 pTexturea = &pTexture->pPixels[move_X + move_Y * pTexture->uWidth];
6496 if ( this->bClip )
6497 {
6498 if ( pX < this->uClipX )//если кадр выходит за правую границу
6499 {
6500 pTexturea = (unsigned __int16 *)((char *)pTexturea + (2 * (this->uClipX - pX)));
6501 full_width += pX - this->uClipX;
6502 //v7 = (unsigned __int32 *)((char *)v7 + ((FORCE_16_BITS ? 2 : 4) * (this->uClipX - pX)));
6503 }
6504 if ( pY < this->uClipY )//если кадр выходит за верхнюю границу
6505 {
6506 pTexturea += pTexture->uWidth * (this->uClipY - pY);
6507 full_height += pY - this->uClipY;
6508 //v7 = (unsigned __int32 *)((char *)v7 + (FORCE_16_BITS ? 2 : 4) * this->uTargetSurfacePitch * (this->uClipY - pY));
6509 }
6510 if ( this->uClipX < pX )//если правая граница окна меньше х координаты кадра
6511 this->uClipX = pX;
6512 if ( this->uClipY < pY )//если верхняя граница окна меньше y координаты кадра
6513 this->uClipY = pY;
6514 if ( (full_width + this->uClipX) > this->uClipZ )//если ширина кадра выходит за правую границу
6515 {
6516 if ( this->uClipX < pX )
6517 this->uClipX = pX;
6518 full_width = this->uClipZ - this->uClipX;
6519 }
6520 if ( (full_height + this->uClipY) > this->uClipW )//если высота кадра выходит за нижнюю границу
6521 {
6522 if ( this->uClipY < pY )
6523 this->uClipY = pY;
6524 full_height = this->uClipW - this->uClipY;
6525 }
6526 }
6527
6528 for (int y = 0; y < full_height; ++y)
6529 {
6530 for (int x = 0; x < full_width; ++x)
6531 {
6532 if ( *pTexturea != Color16(0, 0xFFu, 0xFFu) )
6533 {
6534 WritePixel16(pX + x, pY + y, *pTexturea);
6535 /*if (FORCE_16_BITS)
6536 *(unsigned __int16 *)v7 = *pTexturea;
6537 else
6538 *(unsigned __int32 *)v7 = r5g6b5_2_r8g8b8(*pTexturea);*/
6539 }
6540 ++pTexturea;
6541 //++v7;
6542 }
6543 //v7 += this->uTargetSurfacePitch - full_width;
6544 pTexturea = (unsigned __int16 *)((char *)pTexturea + 2 * (pTexture->uWidth - full_width));
6545 }
6546 }
6547 }
6548
6549 //----- (004A6E7E) --------------------------------------------------------
6550 void Render::DrawTranslucent(unsigned int a2, unsigned int a3, Texture *a4)
6551 {
6552 int v5; // edx@4
6553 unsigned int v6; // edi@4
6554 unsigned int v7; // edx@5
6555 unsigned int v8; // edx@6
6556 unsigned int v9; // edx@7
6557 unsigned int v10; // edx@8
6558 unsigned int v11; // ebx@9
6559 unsigned int v12; // esi@11
6560 unsigned int v13; // edx@12
6561 unsigned int v14; // ebx@15
6562 unsigned int v15; // esi@17
6563 unsigned int v16; // edi@18
6564 int v18; // [sp+14h] [bp-Ch]@4
6565 int v19; // [sp+18h] [bp-8h]@4
6566 unsigned __int8 *v20; // [sp+1Ch] [bp-4h]@4
6567
6568 if ( this->uNumSceneBegins && a4 && a4->pPalette16 )
6569 {
6570 //v4 = &this->pTargetSurface[a2 + a3 * this->uTargetSurfacePitch];
6571 v20 = a4->pLevelOfDetail0_prolly_alpha_mask;
6572 v5 = a4->uTextureWidth;
6573 v6 = a4->uTextureHeight;
6574 v19 = a4->uTextureWidth;
6575 v18 = a4->uTextureWidth;
6576 int clipped_out_x = a2;
6577 int clipped_out_y = a3;
6578 if ( this->bClip )
6579 {
6580 v7 = this->uClipX;
6581 if ( (signed int)a2 < (signed int)v7 )
6582 {
6583 v8 = v7 - a2;
6584 v20 += v8;
6585 v19 += a2 - this->uClipX;
6586 //v4 += v8;
6587 clipped_out_x = uClipX;
6588 }
6589 v9 = this->uClipY;
6590 if ( (signed int)a3 < (signed int)v9 )
6591 {
6592 v10 = v9 - a3;
6593 v20 += v18 * v10;
6594 v6 = a3 - this->uClipY + a4->uTextureHeight;
6595 //v4 += this->uTargetSurfacePitch * v10;
6596 clipped_out_y = uClipY;
6597 }
6598 v11 = this->uClipX;
6599 v5 = v19;
6600 if ( (signed int)v11 < (signed int)a2 )
6601 v11 = a2;
6602 v12 = this->uClipZ;
6603 if ( (signed int)(v19 + v11) > (signed int)v12 )
6604 {
6605 v13 = this->uClipX;
6606 if ( (signed int)v13 < (signed int)a2 )
6607 v13 = a2;
6608 v5 = v12 - v13;
6609 }
6610 v14 = this->uClipY;
6611 if ( (signed int)v14 < (signed int)a3 )
6612 v14 = a3;
6613 v15 = this->uClipW;
6614 if ( (signed int)(v6 + v14) > (signed int)v15 )
6615 {
6616 v16 = this->uClipY;
6617 if ( (signed int)v16 < (signed int)a3 )
6618 v16 = a3;
6619 v6 = v15 - v16;
6620 }
6621 }
6622
6623 for (uint y = 0; y < v6; ++y)
6624 {
6625 for (int x = 0; x < v5; ++x)
6626 {
6627 if ( *v20 )
6628 WritePixel16(clipped_out_x + x, clipped_out_y + y, ((unsigned int)a4->pPalette16[*v20] >> 1) & 0x7BEF);
6629 ++v20;
6630 }
6631 v20 += v18 - v5;
6632 }
6633
6634 /*if ( pRenderer->uTargetGBits == 5 )
6635 {
6636 if ( (signed int)v6 > 0 )
6637 {
6638 v23 = v6;
6639 do
6640 {
6641 if ( v5 > 0 )
6642 {
6643 v21 = v5;
6644 do
6645 {
6646 if ( *v20 )
6647 *v4 = ((unsigned int)a4->pPalette16[*v20] >> 1) & 0x3DEF;
6648 ++v4;
6649 ++v20;
6650 --v21;
6651 }
6652 while ( v21 );
6653 }
6654 v20 += v18 - v5;
6655 v17 = v23-- == 1;
6656 v4 += this->uTargetSurfacePitch - v5;
6657 }
6658 while ( !v17 );
6659 }
6660 }
6661 else
6662 {
6663 if ( (signed int)v6 > 0 )
6664 {
6665 v24 = v6;
6666 do
6667 {
6668 if ( v5 > 0 )
6669 {
6670 v22 = v5;
6671 do
6672 {
6673 if ( *v20 )
6674 *v4 = ((unsigned int)a4->pPalette16[*v20] >> 1) & 0x7BEF;
6675 ++v4;
6676 ++v20;
6677 --v22;
6678 }
6679 while ( v22 );
6680 }
6681 v20 += v18 - v5;
6682 v17 = v24-- == 1;
6683 v4 += this->uTargetSurfacePitch - v5;
6684 }
6685 while ( !v17 );
6686 }
6687 }*/
6688 }
6689 }
6690
6691 //----- (004A6DF5) --------------------------------------------------------
6692 void Render::_4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7)
6693 {
6694 int width; // ecx@3
6695 unsigned __int16 *pixels; // ebx@4
6696 int height; // esi@4
6697
6698 if ( !pBitmap || !pTarget)
6699 return;
6700
6701 width = a7->z - a7->x;
6702 height = a7->w - a7->y;
6703 pixels = (unsigned short *)pTarget + a7->x + uTargetPitch * a7->y;
6704 for ( int y = 0; y < height; ++y )
6705 {
6706 for ( int x = 0; x < width; ++x )
6707 {
6708 WritePixel16(a7->x + x, a7->y + y, *pixels);
6709 ++pixels;
6710 }
6711 pixels += uTargetPitch - width;
6712 }
6713 }
6714
6715 //----- (004A6D87) --------------------------------------------------------
6716 void Render::FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16)
6717 {
6718 if (!uNumSceneBegins)
6719 return;
6720
6721 unsigned __int32 twoColors = (uColor16 << 16) | uColor16;
6722 for (uint y = 0; y < uHeight; ++y)
6723 {
6724 void *pDst = (char *)pTargetSurface + (FORCE_16_BITS ? 2 : 4) * (uX + (y + uY) * uTargetSurfacePitch);
6725
6726 memset32(pDst,
6727 FORCE_16_BITS ? twoColors : 0xFF000000 | Color32(uColor16), // two colors per int (16bit) or 1 (32bit)
6728 uWidth / (FORCE_16_BITS ? 2 : 1)); // two pixels per int (16bit) or 1 (32bit)
6729
6730 if (FORCE_16_BITS && uWidth & 1) // we may miss one pixel for 16bit
6731 ((unsigned __int16 *)pTargetSurface)[uX + uWidth - 1 + (y + uY) * uTargetSurfacePitch] = uColor16;
6732 }
6733 }
6734
6735 //----- (004A6C4F) --------------------------------------------------------
6736 void Render::DrawText(signed int uOutX, signed int uOutY, unsigned __int8 *pFontPixels, unsigned int uCharWidth,
6737 unsigned int uCharHeight, unsigned __int16 *pFontPalette,
6738 unsigned __int16 uFaceColor, unsigned __int16 uShadowColor)
6739 {
6740 unsigned int v9; // edi@2
6741 unsigned int v10; // esi@2
6742 unsigned int v12; // ebx@3
6743 //signed int v13; // edx@5
6744 int v14; // edx@6
6745 signed int v15; // ebx@7
6746 //unsigned int v16; // edx@9
6747 signed int v17; // edi@10
6748 signed int v18; // ebx@13
6749 unsigned int v19; // edx@15
6750 signed int v20; // esi@16
6751 unsigned __int16 v22; // dx@24
6752 unsigned __int8 *v24; // [sp+Ch] [bp-4h]@2
6753
6754 if (!this->uNumSceneBegins)
6755 return;
6756
6757 v9 = uCharWidth;
6758 v10 = uCharHeight;
6759 //v11 = &this->pTargetSurface[uOutX + uOutY * this->uTargetSurfacePitch];
6760 v24 = pFontPixels;
6761
6762 int clipped_out_x = uOutX, clipped_out_y = uOutY;
6763 if ( this->bClip )
6764 {
6765 v12 = this->uClipX;
6766 if ( uOutX < (signed int)v12 )
6767 {
6768 v24 = &pFontPixels[v12 - uOutX];
6769 //v11 += v12 - uOutX;
6770 clipped_out_x = uClipX;
6771 v9 = uCharWidth + uOutX - v12;
6772 }
6773 //v13 = this->uClipY;
6774 if ( uOutY < this->uClipY )
6775 {
6776 v14 = this->uClipY - uOutY;
6777 v24 += uCharWidth * v14;
6778 v10 = uCharHeight + uOutY - this->uClipY;
6779 //v11 += this->uTargetSurfacePitch * v14;
6780 clipped_out_y = uClipY;
6781 }
6782 v15 = this->uClipX;
6783 if ( this->uClipX < uOutX )
6784 v15 = uOutX;
6785 //v16 = this->uClipZ;
6786 if ( (signed int)(v9 + v15) > (signed int)this->uClipZ )
6787 {
6788 v17 = this->uClipX;
6789 if ( this->uClipX < uOutX )
6790 v17 = uOutX;
6791 v9 = this->uClipZ - v17;
6792 }
6793 v18 = this->uClipY;
6794 if ( this->uClipY < uOutY )
6795 v18 = uOutY;
6796 v19 = this->uClipW;
6797 if ( (signed int)(v10 + v18) > (signed int)v19 )
6798 {
6799 v20 = this->uClipY;
6800 if ( this->uClipY < uOutY )
6801 v20 = uOutY;
6802 v10 = v19 - v20;
6803 }
6804 }
6805
6806 for (uint y = 0; y < v10; ++y)
6807 {
6808 for (uint x = 0; x < v9; ++x)
6809 {
6810 if (*v24)
6811 {
6812 v22 = uShadowColor;
6813 if ( *v24 != 1 )
6814 v22 = uFaceColor;
6815 WritePixel16(clipped_out_x + x, clipped_out_y + y, v22);
6816 }
6817 ++v24;
6818 }
6819 v24 += uCharWidth - v9;
6820 //v23 = uOutXa-- == 1;
6821 //v11 += this->uTargetSurfacePitch - v9;
6822 }
6823 }
6824
6825 //----- (004A6A68) --------------------------------------------------------
6826 void Render::GetLeather(unsigned int a2, unsigned int a3, Texture *a4, __int16 height)
6827 {
6828 Texture tex; // [sp+Ch] [bp-48h]@1
6829
6830 memcpy(&tex, a4, sizeof(tex));
6831 tex.uTextureHeight = a4->uTextureHeight - height;
6832 if ( (signed __int16)tex.uTextureHeight > 0 )
6833 DrawTextureIndexed(a2, a3, &tex);
6834 }
6835
6836 //----- (004A6AB1) --------------------------------------------------------
6837 void Render::DrawTextPalette( int x, int y, unsigned char* font_pixels, int a5, unsigned int uFontHeight, unsigned __int16 *pPalette, int a8 )
6838 {
6839 int v8; // edi@2
6840 unsigned int v9; // esi@2
6841 unsigned char *v11; // edx@2
6842 int v14; // edx@6
6843 signed int v15; // ebx@7
6844 signed int v17; // edi@10
6845 signed int v18; // ebx@13
6846 signed int v20; // esi@16
6847 unsigned __int16 v24; // si@35
6848 int v25; // [sp+Ch] [bp-4h]@2
6849 unsigned int v28; // [sp+20h] [bp+10h]@30
6850
6851 int a2 = x;
6852 int a3 = y;
6853 uint a6 = uFontHeight;
6854 if (!this->uNumSceneBegins)
6855 return;
6856
6857 v8 = a5;
6858 v9 = a6;
6859 //v10 = &pTargetSurface[x + y * uTargetSurfacePitch];
6860 v11 = (unsigned char *)font_pixels;
6861 v25 = (int)font_pixels;
6862 int clipped_out_x = x;
6863 int clipped_out_y = y;
6864 if ( this->bClip )
6865 {
6866 if ( a2 < (signed int)this->uClipX )
6867 {
6868 v25 = this->uClipX - a2 + (int)font_pixels;
6869 //v10 += v12 - a2;
6870 v8 = a5 + a2 - this->uClipX;
6871 clipped_out_x = uClipX;
6872 }
6873 if ( a3 < this->uClipY )
6874 {
6875 v14 = this->uClipY - a3;
6876 v25 += a5 * v14;
6877 v9 = a6 + a3 - this->uClipY;
6878 //v10 += this->uTargetSurfacePitch * v14;
6879 clipped_out_y = uClipY;
6880 }
6881 v15 = this->uClipX;
6882 if ( this->uClipX < a2 )
6883 v15 = a2;
6884 if ( v8 + v15 > (signed int)this->uClipZ )
6885 {
6886 v17 = this->uClipX;
6887 if ( v17 < a2 )
6888 v17 = a2;
6889 v8 = this->uClipZ - v17;
6890 }
6891 v18 = this->uClipY;
6892 if ( this->uClipY < a3 )
6893 v18 = a3;
6894 if ( (signed int)(v9 + v18) > (signed int)this->uClipW )
6895 {
6896 v20 = this->uClipY;
6897 if ( this->uClipY < a3 )
6898 v20 = a3;
6899 v9 = this->uClipW - v20;
6900 }
6901 v11 = (unsigned char *)v25;
6902 }
6903
6904 if ( a8 )
6905 {
6906 v28 = 0x7FF; // 16bit pRenderer->uTargetGMask | pRenderer->uTargetBMask;
6907 for (uint dy = 0; dy < v9; ++dy)
6908 {
6909 for (int dx = 0; dx < v8; ++dx)
6910 {
6911 if ( *v11 )
6912 v24 = pPalette[*v11];
6913 else
6914 v24 = v28;
6915 WritePixel16(clipped_out_x + dx, clipped_out_y + dy, v24);
6916 //*v10 = v24;
6917 //++v10;
6918 ++v11;
6919 //--v27;
6920
6921 }
6922 v11 += a5 - v8;
6923 }
6924 /*if ( (signed int)v9 > 0 )
6925 {
6926 v23 = a5;
6927 v30 = v9;
6928 do
6929 {
6930 if ( v8 > 0 )
6931 {
6932 v27 = v8;
6933 do
6934 {
6935 if ( *v11 )
6936 v24 = pPalette[*v11];
6937 else
6938 v24 = v28;
6939 *v10 = v24;
6940 ++v10;
6941 ++v11;
6942 --v27;
6943 }
6944 while ( v27 );
6945 }
6946 v11 += v23 - v8;
6947 v22 = v30-- == 1;
6948 v10 += this->uTargetSurfacePitch - v8;
6949 }
6950 while ( !v22 );
6951 }*/
6952 }
6953 else
6954 {
6955 for (uint dy = 0; dy < v9; ++dy)
6956 {
6957 for (int dx = 0; dx < v8; ++dx)
6958 {
6959 if ( *v11 )
6960 WritePixel16(clipped_out_x + dx, clipped_out_y + dy, pPalette[*v11]);
6961 //*v10 = v24;
6962 //++v10;
6963 ++v11;
6964 //--v27;
6965 }
6966 v11 += a5 - v8;
6967 }
6968
6969 /*if ( (signed int)v9 > 0 )
6970 {
6971 v21 = a5;
6972 v29 = v9;
6973 do
6974 {
6975 if ( v8 > 0 )
6976 {
6977 v26 = v8;
6978 do
6979 {
6980 if ( *v11 )
6981 *v10 = pPalette[*v11];
6982 ++v10;
6983 ++v11;
6984 --v26;
6985 }
6986 while ( v26 );
6987 }
6988 v11 += v21 - v8;
6989 v22 = v29-- == 1;
6990 v10 += this->uTargetSurfacePitch - v8;
6991 }
6992 while ( !v22 );
6993 }*/
6994 }
6995 }
6996
6997 //----- (004A68EF) --------------------------------------------------------
6998 void Render::DrawTransparentGreenShade(signed int a2, signed int a3, Texture *pTexture)
6999 {
7000 DrawMasked(a2, a3, pTexture, 0x07E0);
7001 }
7002
7003
7004 //----- (004A6776) --------------------------------------------------------
7005 void Render::DrawTransparentRedShade(unsigned int a2, unsigned int a3, Texture *a4)
7006 {
7007 DrawMasked(a2, a3, a4, 0xF800);
7008 /*Texture *v4; // edi@2
7009 unsigned int v5; // ebx@4
7010 unsigned __int16 *v6; // eax@4
7011 unsigned int v7; // edx@5
7012 unsigned int v8; // edx@6
7013 unsigned int v9; // edx@7
7014 unsigned int v10; // edx@8
7015 unsigned int v11; // edx@9
7016 unsigned int v12; // esi@12
7017 unsigned int v13; // esi@15
7018 unsigned int v14; // edx@17
7019 unsigned int v15; // esi@18
7020 unsigned __int8 *v16; // ebx@22
7021 char v17; // zf@28
7022 int v18; // [sp+10h] [bp-10h]@4
7023 unsigned __int8 *v19; // [sp+18h] [bp-8h]@4
7024 int v20; // [sp+1Ch] [bp-4h]@4
7025 int a2a; // [sp+28h] [bp+8h]@24
7026 unsigned int a3a; // [sp+2Ch] [bp+Ch]@22
7027 unsigned int a4a; // [sp+30h] [bp+10h]@11
7028
7029 if ( this->uNumSceneBegins )
7030 {
7031 v4 = a4;
7032 if ( a4 )
7033 {
7034 if ( a4->pPalette16 )
7035 {
7036 v5 = a4->uTextureHeight;
7037 v6 = &this->pTargetSurface[a2 + a3 * this->uTargetSurfacePitch];
7038 v19 = a4->pLevelOfDetail0_prolly_alpha_mask;
7039 v20 = a4->uTextureWidth;
7040 v18 = a4->uTextureWidth;
7041 if ( this->bClip )
7042 {
7043 v7 = this->uClipX;
7044 if ( (signed int)a2 < (signed int)v7 )
7045 {
7046 v8 = v7 - a2;
7047 v19 += v8;
7048 v20 += a2 - this->uClipX;
7049 v6 += v8;
7050 }
7051 v9 = this->uClipY;
7052 v5 = a4->uTextureHeight;
7053 if ( (signed int)a3 < (signed int)v9 )
7054 {
7055 v10 = v9 - a3;
7056 v19 += v18 * v10;
7057 v5 = a3 - this->uClipY + a4->uTextureHeight;
7058 v4 = a4;
7059 v6 += this->uTargetSurfacePitch * v10;
7060 }
7061 v11 = this->uClipX;
7062 if ( (signed int)v11 < (signed int)a2 )
7063 v11 = a2;
7064 a4a = this->uClipZ;
7065 if ( (signed int)(v11 + v20) > (signed int)a4a )
7066 {
7067 v12 = this->uClipX;
7068 if ( (signed int)v12 < (signed int)a2 )
7069 v12 = a2;
7070 v20 = a4a - v12;
7071 }
7072 v13 = this->uClipY;
7073 if ( (signed int)v13 < (signed int)a3 )
7074 v13 = a3;
7075 v14 = this->uClipW;
7076 if ( (signed int)(v5 + v13) > (signed int)v14 )
7077 {
7078 v15 = this->uClipY;
7079 if ( (signed int)v15 < (signed int)a3 )
7080 v15 = a3;
7081 v5 = v14 - v15;
7082 }
7083 }
7084 if ( (signed int)v5 > 0 )
7085 {
7086 a3a = v5;
7087 v16 = v19;
7088 do
7089 {
7090 if ( v20 > 0 )
7091 {
7092 a2a = v20;
7093 do
7094 {
7095 if ( *v16 )
7096 *v6 = this->uTargetRMask & v4->pPalette16[*v16];
7097 ++v6;
7098 ++v16;
7099 --a2a;
7100 }
7101 while ( a2a );
7102 }
7103 v16 += v18 - v20;
7104 v17 = a3a-- == 1;
7105 v6 += this->uTargetSurfacePitch - v20;
7106 }
7107 while ( !v17 );
7108 }
7109 }
7110 }
7111 }*/
7112 }
7113
7114 //----- (004A68EF) --------------------------------------------------------
7115 void Render::DrawMasked(signed int a2, signed int a3, Texture *pTexture, unsigned __int16 mask)
7116 {
7117 unsigned int v5; // ebx@4
7118 int v10; // edx@8
7119 signed int v11; // edx@9
7120 signed int v12; // esi@12
7121 signed int v13; // esi@15
7122 signed int v15; // esi@18
7123 unsigned __int8 *v16; // ebx@22
7124 int v18; // [sp+10h] [bp-10h]@4
7125 unsigned __int8 *v19; // [sp+18h] [bp-8h]@4
7126 int v20; // [sp+1Ch] [bp-4h]@4
7127
7128 if (!uNumSceneBegins || !pTexture)
7129 return;
7130
7131 if ( pTexture->pPalette16 )
7132 {
7133 v5 = pTexture->uTextureHeight;
7134 //v6 = &this->pTargetSurface[a2 + a3 * this->uTargetSurfacePitch];
7135 v19 = pTexture->pLevelOfDetail0_prolly_alpha_mask;
7136 v20 = pTexture->uTextureWidth;
7137 v18 = pTexture->uTextureWidth;
7138 int clipped_out_x = a2;
7139 int clipped_out_y = a3;
7140 if ( this->bClip )
7141 {
7142 if ( a2 < this->uClipX )
7143 {
7144 v19 += this->uClipX - a2;
7145 v20 += a2 - this->uClipX;
7146 clipped_out_x = uClipX;
7147 }
7148 v5 = pTexture->uTextureHeight;
7149 if ( a3 < this->uClipY )
7150 {
7151 v10 = this->uClipY - a3;
7152 v19 += v18 * v10;
7153 v5 = a3 - this->uClipY + pTexture->uTextureHeight;
7154 clipped_out_y = uClipY;
7155 }
7156 v11 = this->uClipX;
7157 if ( this->uClipX < a2 )
7158 v11 = a2;
7159 if ( v11 + v20 > (signed int)this->uClipZ )
7160 {
7161 v12 = this->uClipX;
7162 if ( this->uClipX < a2 )
7163 v12 = a2;
7164 v20 = this->uClipZ - v12;
7165 }
7166 v13 = this->uClipY;
7167 if ( this->uClipY < a3 )
7168 v13 = a3;
7169 if ( (signed int)(v5 + v13) > (signed int)this->uClipW )
7170 {
7171 v15 = this->uClipY;
7172 if ( this->uClipY < a3 )
7173 v15 = a3;
7174 v5 = this->uClipW - v15;
7175 }
7176 }
7177
7178 v16 = v19;
7179 for (uint y = 0; y < v5; ++y)
7180 {
7181 for (int x = 0; x < v20; ++x)
7182 {
7183 if ( *v16 )
7184 WritePixel16(clipped_out_x + x, clipped_out_y + y, pTexture->pPalette16[*v16] & mask);
7185 ++v16;
7186 }
7187 v16 += v18 - v20;
7188 }
7189
7190 /*if ( (signed int)v5 > 0 )
7191 {
7192 v22 = v5;
7193 v16 = v19;
7194 do
7195 {
7196 if ( v20 > 0 )
7197 {
7198 v21 = v20;
7199 do
7200 {
7201 if ( *v16 )
7202 *v6 = this->uTargetGMask & v4->pPalette16[*v16];
7203 ++v6;
7204 ++v16;
7205 --v21;
7206 }
7207 while ( v21 );
7208 }
7209 v16 += v18 - v20;
7210 v17 = v22-- == 1;
7211 v6 += this->uTargetSurfacePitch - v20;
7212 }
7213 while ( !v17 );
7214 }*/
7215 }
7216 }
7217
7218
7219 //----- (004A65CC) --------------------------------------------------------
7220 void Render::_4A65CC(unsigned int x, unsigned int y, Texture *a4, Texture *a5, int a6, int a7, int a8)
7221 {
7222 unsigned int uHeight; // edi@6
7223 unsigned int v14; // edx@11
7224 unsigned int v16; // edx@14
7225 unsigned int v17; // edx@17
7226 unsigned int v19; // edx@20
7227 int v20; // eax@27
7228 int v21; // edx@29
7229 unsigned __int8 *v24; // [sp+14h] [bp-4h]@6
7230 int Width; // [sp+2Ch] [bp+14h]@6
7231
7232 if ( this->uNumSceneBegins && a4 && a4->pPalette16 && a5 && a5->pPalette16 )
7233 {
7234 v24 = a4->pLevelOfDetail0_prolly_alpha_mask;
7235 Width = a4->uTextureWidth;
7236 uHeight = a4->uTextureHeight;
7237 int clipped_out_x = x;
7238 int clipped_out_y = y;
7239 if ( this->bClip )
7240 {
7241 if ( (signed int)x < (signed int)this->uClipX )
7242 {
7243 v24 += this->uClipX - x;
7244 Width += x - this->uClipX;
7245 clipped_out_x = uClipX;
7246 }
7247 if ( (signed int)y < (signed int)this->uClipY )
7248 {
7249 v24 += a4->uTextureWidth * (this->uClipY - y);
7250 uHeight = y - this->uClipY + a4->uTextureHeight;
7251 clipped_out_y = uClipY;
7252 }
7253 v14 = this->uClipX;
7254 if ( (signed int)this->uClipX < (signed int)x )
7255 v14 = x;
7256 if ( (signed int)(Width + v14) > (signed int)this->uClipZ )
7257 {
7258 v16 = this->uClipX;
7259 if ( (signed int)this->uClipX < (signed int)x )
7260 v16 = x;
7261 Width = this->uClipZ - v16;
7262 }
7263 v17 = this->uClipY;
7264 if ( (signed int)this->uClipY < (signed int)y )
7265 v17 = y;
7266 if ( (signed int)(uHeight + v17) > (signed int)this->uClipW )
7267 {
7268 v19 = this->uClipY;
7269 if ( (signed int)this->uClipY < (signed int)y )
7270 v19 = y;
7271 uHeight = this->uClipW - v19;
7272 }
7273 }
7274
7275 for (uint dy = 0; dy < uHeight; ++dy)
7276 {
7277 for (int dx = 0; dx < Width; ++dx)
7278 {
7279 v20 = *v24;
7280 if ( v20 >= a7 && v20 <= a8 )
7281 {
7282 v21 = a7 + (a6 + v20) % (2 * (a8 - a7));
7283 if ( (a6 + v20) % (2 * (a8 - a7)) >= a8 - a7 )
7284 v21 = 2 * a8 - v21 - a7;
7285 WritePixel16(clipped_out_x + dx, clipped_out_y + dy, a4->pPalette16[v21]);
7286 }
7287 ++v24;
7288 }
7289 v24 += a4->uTextureWidth - Width;
7290 }
7291 /*if ( (signed int)v9 > 0 )
7292 {
7293 ya = v9;
7294 v23 = v22 - v27;
7295 do
7296 {
7297 if ( v27 > 0 )
7298 {
7299 xa = v27;
7300 do
7301 {
7302 v20 = *v24;
7303 if ( v20 >= a7 && v20 <= a8 )
7304 {
7305 v21 = a7 + (a6 + v20) % (2 * (a8 - a7));
7306 if ( (a6 + v20) % (2 * (a8 - a7)) >= a8 - a7 )
7307 v21 = 2 * a8 - v21 - a7;
7308 *v8 = a4->pPalette16[v21];
7309 }
7310 ++v8;
7311 ++v24;
7312 --xa;
7313 }
7314 while ( xa );
7315 }
7316 v8 += this->uTargetSurfacePitch - v27;
7317 v24 += v23;
7318 --ya;
7319 }
7320 while ( ya );
7321 }*/
7322 }
7323 }
7324
7325 //----- (004A63E6) --------------------------------------------------------
7326 void Render::DrawAura(unsigned int a2, unsigned int a3, Texture *a4, Texture *a5, int a6, int a7, int a8)
7327 {
7328 unsigned int v14; // edx@11
7329 unsigned int v16; // edx@14
7330 unsigned int v17; // edx@17
7331 unsigned int v19; // edx@20
7332 int v20; // eax@27
7333 int v21; // edx@29
7334 int Height; // [sp+10h] [bp-8h]@6
7335 int Width; // [sp+14h] [bp-4h]@6
7336 int v27; // [sp+24h] [bp+Ch]@23
7337 unsigned __int8 *v28; // [sp+28h] [bp+10h]@6
7338
7339 if ( this->uNumSceneBegins )
7340 {
7341 if ( a4 )
7342 {
7343 if ( a4->pPalette16 )
7344 {
7345 if ( a5 )
7346 {
7347 if ( a5->pPalette16 )
7348 {
7349 v28 = a4->pLevelOfDetail0_prolly_alpha_mask;
7350 Width = a4->uTextureWidth;
7351 Height = a4->uTextureHeight;
7352 int clipped_out_x = a2;
7353 int clipped_out_y = a3;
7354 if ( this->bClip )
7355 {
7356 if ( (signed int)a2 < (signed int)this->uClipX )
7357 {
7358 v28 += this->uClipX - a2;
7359 Width += a2 - this->uClipX;
7360 clipped_out_x = uClipX;
7361 }
7362
7363 if ( (signed int)a3 < (signed int)this->uClipY )
7364 {
7365 v28 += a4->uTextureWidth * (this->uClipY - a3);
7366 Height += a3 - this->uClipY;
7367 clipped_out_y = uClipY;
7368 }
7369
7370 v14 = this->uClipX;
7371 if ( (signed int)this->uClipX < (signed int)a2 )
7372 v14 = a2;
7373 if ( (signed int)(Width + v14) > (signed int)this->uClipZ )
7374 {
7375 v16 = this->uClipX;
7376 if ( (signed int)this->uClipX < (signed int)a2 )
7377 v16 = a2;
7378 Width = this->uClipZ - v16;
7379 }
7380
7381 v17 = this->uClipY;
7382 if ( (signed int)this->uClipY < (signed int)a3 )
7383 v17 = a3;
7384 if ( (signed int)(Height + v17) > (signed int)this->uClipW )
7385 {
7386 v19 = this->uClipY;
7387 if ( (signed int)this->uClipY < (signed int)a3 )
7388 v19 = a3;
7389 Height = this->uClipW - v19;
7390 }
7391 }
7392
7393 v27 = 0;
7394 for (int y = 0; y < Height; ++y)
7395 {
7396 for (int x = 0; x < Width; ++x)
7397 {
7398 if ( *v28 )
7399 {
7400 v20 = *(&a5->pLevelOfDetail0_prolly_alpha_mask[x & a5->uWidthMinus1] + a5->uTextureWidth * (v27 & a5->uHeightMinus1));
7401 if ( v20 >= a7 )
7402 {
7403 if ( v20 <= a8 )
7404 {
7405 v21 = a7 + (a6 + v20) % (2 * (a8 - a7));
7406 if ( (a6 + v20) % (2 * (a8 - a7)) >= a8 - a7 )
7407 v21 = 2 * a8 - v21 - a7;
7408 //v9 = a5;
7409 //*v10 = a5->pPalette16[v21];
7410 WritePixel16(clipped_out_x + x, clipped_out_y + y, a5->pPalette16[v21]);
7411 }
7412 }
7413 }
7414 v28++;
7415 }
7416 v28 += a4->uTextureWidth - Width;
7417 }
7418
7419 /*if ( v24 > 0 )
7420 {
7421 v23 = v22 - v25;
7422 do
7423 {
7424 for ( i = 0; i < v25; ++v28 )
7425 {
7426 if ( *v28 )
7427 {
7428 v20 = *(&v9->pLevelOfDetail0_prolly_alpha_mask[i & v9->uWidthMinus1] + v9->uTextureWidth * (v27 & v9->uHeightMinus1));
7429 if ( v20 >= a7 )
7430 {
7431 if ( v20 <= a8 )
7432 {
7433 v21 = a7 + (a6 + v20) % (2 * (a8 - a7));
7434 if ( (a6 + v20) % (2 * (a8 - a7)) >= a8 - a7 )
7435 v21 = 2 * a8 - v21 - a7;
7436 v9 = a5;
7437 *v10 = a5->pPalette16[v21];
7438 }
7439 }
7440 }
7441 ++i;
7442 ++v10;
7443 }
7444 ++v27;
7445 v10 += this->uTargetSurfacePitch - v25;
7446 v28 += v23;
7447 }
7448 while ( v27 < v24 );
7449 }*/
7450
7451 }
7452 }
7453 }
7454 }
7455 }
7456 }
7457
7458 //----- (004A6274) --------------------------------------------------------
7459 void Render::DrawTextureTransparent(unsigned int uX, unsigned int uY, Texture *pTexture)
7460 {
7461 int uHeight; // ebx@4
7462 unsigned int v11; // edx@9
7463 unsigned int v12; // esi@12
7464 unsigned int v13; // esi@15
7465 unsigned int v15; // esi@18
7466 unsigned __int8 *v19; // [sp+18h] [bp-8h]@4
7467 int uWidth; // [sp+1Ch] [bp-4h]@4
7468
7469 if ( this->uNumSceneBegins )
7470 {
7471 if ( pTexture )
7472 {
7473 if ( pTexture->pPalette16 )
7474 {
7475 uHeight = pTexture->uTextureHeight;
7476 v19 = pTexture->pLevelOfDetail0_prolly_alpha_mask;
7477 uWidth = pTexture->uTextureWidth;
7478
7479 int clipped_out_x = uX;
7480 int clipped_out_y = uY;
7481 if ( this->bClip )
7482 {
7483 if ( (signed int)uX < (signed int)this->uClipX )
7484 {
7485 v19 += this->uClipX - uX;
7486 uWidth += uX - this->uClipX;
7487 clipped_out_x = uClipX;
7488 }
7489
7490 uHeight = pTexture->uTextureHeight;
7491 if ( (signed int)uY < (signed int)this->uClipY )
7492 {
7493 v19 += pTexture->uTextureWidth * (this->uClipY - uY);
7494 uHeight = uY - this->uClipY + pTexture->uTextureHeight;
7495 clipped_out_y = uClipY;
7496 }
7497 v11 = this->uClipX;
7498 if ( (signed int)this->uClipX < (signed int)uX )
7499 v11 = uX;
7500
7501 if ( (signed int)(v11 + uWidth) > (signed int)this->uClipZ )
7502 {
7503 v12 = this->uClipX;
7504 if ( (signed int)this->uClipX < (signed int)uX )
7505 v12 = uX;
7506 uWidth = this->uClipZ - v12;
7507 }
7508 v13 = this->uClipY;
7509 if ( (signed int)this->uClipY < (signed int)uY )
7510 v13 = uY;
7511
7512 if ( (signed int)(uHeight + v13) > (signed int)this->uClipW )
7513 {
7514 v15 = this->uClipY;
7515 if ( (signed int)this->uClipY < (signed int)uY )
7516 v15 = uY;
7517 uHeight = this->uClipW - v15;
7518 }
7519 }
7520
7521 for (int y = 0; y < uHeight; ++y)
7522 {
7523 for (int x = 0; x < uWidth; ++x)
7524 {
7525 if ( *v19 )
7526 WritePixel16(clipped_out_x + x, clipped_out_y + y, pTexture->pPalette16[*v19]);
7527 ++v19;
7528 }
7529 v19 += pTexture->uTextureWidth - uWidth;
7530 }
7531 /*if ( (signed int)uHeight > 0 )
7532 {
7533 uYa = uHeight;
7534 v16 = v19;
7535 do
7536 {
7537 if ( uWidth > 0 )
7538 {
7539 uXa = uWidth;
7540 do
7541 {
7542 if ( *v16 )
7543 *v6 = pCurrentTexture->pPalette16[*v16];
7544 ++v6;
7545 ++v16;
7546 }
7547 while ( uXa-- !=1 );
7548 }
7549 v16 += v18 - uWidth;
7550 uFlag = uYa-- == 1;
7551 v6 += this->uTargetSurfacePitch - uWidth;
7552 }
7553 while ( !uFlag );
7554 }*/
7555 }
7556 }
7557 }
7558 }
7559
7560 //----- (004A612A) --------------------------------------------------------
7561 void Render::DrawMaskToZBuffer(signed int uOutX, unsigned int uOutY, Texture *pTexture, int zVal)
7562 {
7563 unsigned int v6; // edx@3
7564 int v7; // ebx@3
7565 int v8; // edi@3
7566 int v10; // eax@5
7567 signed int v12; // esi@8
7568 signed int v14; // esi@11
7569 unsigned int v15; // esi@14
7570 unsigned int v17; // ecx@17
7571 int v18; // edx@23
7572 int v19; // [sp+Ch] [bp-Ch]@3
7573 int v20; // [sp+10h] [bp-8h]@3
7574 int uOutXa; // [sp+20h] [bp+8h]@21
7575 unsigned __int8 *uOutYa; // [sp+24h] [bp+Ch]@3
7576 int *pZBuffer; // [sp+28h] [bp+10h]@3
7577
7578 if ( this->uNumSceneBegins )
7579 {
7580 if ( pTexture )
7581 {
7582 v6 = uOutY;
7583 v7 = pTexture->uTextureHeight;
7584 pZBuffer = &this->pActiveZBuffer[uOutX + window->GetWidth() * uOutY];
7585 uOutYa = pTexture->pLevelOfDetail0_prolly_alpha_mask;
7586 v8 = pTexture->uTextureWidth;
7587 v20 = pTexture->uTextureWidth;
7588 v19 = pTexture->uTextureWidth;
7589 if ( this->bClip )
7590 {
7591 if ( uOutX < this->uClipX )
7592 {
7593 v10 = this->uClipX - uOutX;
7594 uOutYa += v10;
7595 v8 += uOutX - this->uClipX;
7596 v20 = v8;
7597 pZBuffer += v10;
7598 }
7599 if ( (signed int)v6 < (signed int)this->uClipY )
7600 {
7601 uOutYa += v19 * (this->uClipY - v6);
7602 v7 += v6 - this->uClipY;
7603 pZBuffer += window->GetWidth() * (this->uClipY - v6);
7604 v8 = v20;
7605 }
7606 v12 = this->uClipX;
7607 if ( this->uClipX < uOutX )
7608 v12 = uOutX;
7609 if ( v8 + v12 > (signed int)this->uClipZ )
7610 {
7611 v14 = this->uClipX;
7612 if ( this->uClipX < uOutX )
7613 v14 = uOutX;
7614 v8 = this->uClipZ - v14;
7615 }
7616 v15 = this->uClipY;
7617 if ( (signed int)this->uClipY < (signed int)v6 )
7618 v15 = v6;
7619 if ( (signed int)(v7 + v15) > (signed int)this->uClipW )
7620 {
7621 v17 = this->uClipY;
7622 if ( (signed int)this->uClipY >= (signed int)v6 )
7623 v6 = v17;
7624 v7 = this->uClipW - v6;
7625 }
7626 }
7627 if ( v7 > 0 )
7628 {
7629 uOutXa = v7;
7630 do
7631 {
7632 if ( v8 > 0 )
7633 {
7634 v18 = v8;
7635 do
7636 {
7637 if ( *uOutYa )
7638 *pZBuffer = zVal;
7639 ++pZBuffer;
7640 ++uOutYa;
7641 --v18;
7642 }
7643 while ( v18 );
7644 }
7645 pZBuffer += window->GetWidth() - v8;
7646 uOutYa += v19 - v8;
7647 --uOutXa;
7648 }
7649 while ( uOutXa );
7650 }
7651 }
7652 }
7653 }
7654
7655 //----- (004A601E) --------------------------------------------------------
7656 void Render::ZBuffer_Fill_2(signed int a2, signed int a3, Texture *pTexture, int a5)
7657 {
7658 signed int v5; // edx@3
7659 int v6; // ebx@3
7660 int v7; // esi@3
7661 void *v8; // esi@3
7662 signed int v11; // edi@8
7663 signed int v13; // edi@11
7664 unsigned int v14; // edi@14
7665 unsigned int v16; // ecx@17
7666 int v17; // [sp+18h] [bp+Ch]@3
7667 unsigned int pTexturea; // [sp+1Ch] [bp+10h]@3
7668
7669 if ( this->uNumSceneBegins && pTexture )
7670 {
7671 v5 = a3;
7672 v6 = pTexture->uTextureHeight;
7673 v7 = 5 * a3;
7674 v17 = pTexture->uTextureHeight;
7675 v8 = &this->pActiveZBuffer[a2 + (v7 << 7)];
7676 pTexturea = pTexture->uTextureWidth;
7677 if ( this->bClip )
7678 {
7679 if ( a2 < (signed int)this->uClipX )
7680 {
7681 pTexturea += a2 - this->uClipX;
7682 v8 = (char *)v8 + 4 * (this->uClipX - a2);
7683 }
7684 if ( v5 < (signed int)this->uClipY )
7685 {
7686 v17 += v5 - this->uClipY;
7687 v8 = (char *)v8 + 2560 * (this->uClipY - v5);
7688 }
7689 v11 = this->uClipX;
7690 if ( this->uClipX < a2 )
7691 v11 = a2;
7692 if ( (signed int)(pTexturea + v11) > (signed int)this->uClipZ )
7693 {
7694 v13 = this->uClipX;
7695 if ( this->uClipX < a2 )
7696 v13 = a2;
7697 pTexturea = this->uClipZ - v13;
7698 }
7699 v14 = this->uClipY;
7700 if ( (signed int)this->uClipY < v5 )
7701 v14 = v5;
7702 v6 = v17;
7703 if ( (signed int)(v17 + v14) > (signed int)this->uClipW )
7704 {
7705 v16 = this->uClipY;
7706 if ( (signed int)this->uClipY < v5 )
7707 v16 = v5;
7708 v6 = this->uClipW - v16;
7709 }
7710 }
7711 if ( v6 > 0 )
7712 {
7713 do
7714 {
7715 if ( (signed int)pTexturea > 0 )
7716 {
7717 memset32(v8, a5, pTexturea);
7718 v8 = (char *)v8 + 4 * pTexturea;
7719 }
7720 v8 = (char *)v8 + 4 * (window->GetWidth() - pTexturea);
7721 --v6;
7722 }
7723 while ( v6 );
7724 }
7725 }
7726 }
7727
7728 //----- (004A5EB2) --------------------------------------------------------
7729 void Render::DrawTextureIndexed(unsigned int uX, unsigned int uY, Texture *a4)
7730 {
7731 int v5; // ebx@4
7732 unsigned int v8; // edx@6
7733 unsigned int v10; // edx@8
7734 unsigned int v11; // edx@9
7735 unsigned int v12; // esi@12
7736 unsigned int v13; // esi@15
7737 unsigned int v15; // esi@18
7738 int v18; // [sp+10h] [bp-10h]@4
7739 unsigned __int8 *v19; // [sp+18h] [bp-8h]@4
7740 int v20; // [sp+1Ch] [bp-4h]@4
7741
7742 if ( this->uNumSceneBegins )
7743 {
7744 if ( a4 )
7745 {
7746 if ( a4->pPalette16 )
7747 {
7748 v5 = a4->uTextureHeight;
7749 //pTarget = &this->pTargetSurface[uX + uY * this->uTargetSurfacePitch];
7750 v19 = a4->pLevelOfDetail0_prolly_alpha_mask;
7751 v20 = a4->uTextureWidth;
7752 v18 = a4->uTextureWidth;
7753
7754 int clipped_out_x = uX;
7755 int clipped_out_y = uY;
7756 if ( this->bClip )
7757 {
7758 if ( (signed int)uX < (signed int)this->uClipX )
7759 {
7760 v8 = this->uClipX - uX;
7761 v19 += v8;
7762 v20 += uX - this->uClipX;
7763 clipped_out_x = uClipX;
7764 }
7765
7766 v5 = a4->uTextureHeight;
7767 if ( (signed int)uY < (signed int)this->uClipY )
7768 {
7769 v10 = this->uClipY - uY;
7770 v19 += v18 * v10;
7771 v5 = uY - this->uClipY + a4->uTextureHeight;
7772 //v4 = a4;
7773 clipped_out_y = uClipY;
7774 }
7775
7776 v11 = this->uClipX;
7777 if ( (signed int)this->uClipX < (signed int)uX )
7778 v11 = uX;
7779
7780 if ( (signed int)(v11 + v20) > (signed int)this->uClipZ )
7781 {
7782 v12 = this->uClipX;
7783 if ( (signed int)this->uClipX < (signed int)uX )
7784 v12 = uX;
7785 v20 = this->uClipZ - v12;
7786 }
7787
7788 v13 = this->uClipY;
7789 if ( (signed int)this->uClipY < (signed int)uY )
7790 v13 = uY;
7791
7792 if ( (signed int)(v5 + v13) > (signed int)uClipW )
7793 {
7794 v15 = this->uClipY;
7795 if ( (signed int)this->uClipY < (signed int)uY )
7796 v15 = uY;
7797 v5 = uClipW - v15;
7798 }
7799 }
7800
7801 for (int y = 0; y < v5; ++y)
7802 {
7803 for (int x = 0; x < v20; ++x)
7804 {
7805 if ( a4->pPalette16[*v19] != 0x7FF )// 2047
7806 WritePixel16(clipped_out_x + x, clipped_out_y + y, a4->pPalette16[*v19]);
7807 ++v19;
7808 }
7809 v19 += v18 - v20;
7810 }
7811 /*if ( (signed int)v5 > 0 )
7812 {
7813 uYa = v5;
7814 v16 = v19;
7815 do
7816 {
7817 if ( v20 > 0 )
7818 {
7819 uXa = v20;
7820 do
7821 {
7822 *pTarget = v4->pPalette16[*v16];
7823 ++pTarget;
7824 ++v16;
7825 --uXa;
7826 }
7827 while ( uXa );
7828 }
7829 v16 += v18 - v20;
7830 v17 = uYa-- == 1;
7831 pTarget += this->uTargetSurfacePitch - v20;
7832 }
7833 while ( !v17 );
7834 }*/
7835 }
7836 }
7837 }
7838 }
7839
7840 //----- (004667E9) --------------------------------------------------------
7841 void Render::ChangeBetweenWinFullscreenModes()
7842 {
7843 float v0; // ST14_4@17
7844 int v4; // edx@26
7845 ObjectDesc *v5; // eax@26
7846 RGBTexture *v6; // esi@33
7847 const char *v8; // [sp-4h] [bp-28h]@33
7848 // struct tagRECT Rect; // [sp+14h] [bp-10h]@15
7849
7850 /*if ( !pRenderer->bWindowMode && (dword_6BE364_game_settings_1 & 2) )
7851 {
7852 ModalWindow(pGlobalTXT_LocalizationStrings[62], UIMSG_0);// "Might and Magic VII requires your desktop to be in 16bit (32k or 65k) Color mode in order to operate in a window."
7853 return;
7854 }*/
7855 if ( bWindowMode || pRenderD3D->pAvailableDevices->bIsDeviceCompatible )
7856 {
7857 if ( pEventTimer->bPaused )
7858 dword_6BE364_game_settings_1 |= GAME_SETTINGS_0800;
7859 else
7860 pEventTimer->Pause();
7861 if ( pMiscTimer->bPaused )
7862 dword_6BE364_game_settings_1 |= GAME_SETTINGS_1000;
7863 else
7864 pMiscTimer->Pause();
7865 pMouse->bActive = 0;
7866 if ( pRenderD3D )
7867 {
7868 pBitmaps_LOD->ReleaseHardwareTextures();
7869 pSprites_LOD->ReleaseAll();
7870 }
7871 if ( bWindowMode )
7872 {
7873 //SetMenu(hWnd, 0);
7874 //SetWindowLongA(hWnd, -20, 0);
7875 //SetWindowLongA(hWnd, -16, 0x10000000u);
7876 window->SetFullscreenMode();
7877 pRenderer->InitializeFullscreen();
7878 v0 = (double)(signed int)uGammaPos * 0.1 + 0.6;
7879 pGame->pGammaController->Initialize(v0);
7880 }
7881 else
7882 {
7883 //ClipCursor(0);
7884 window->SetWindowedMode(window->GetWidth(), window->GetHeight());
7885 pRenderer->SwitchToWindow();
7886 }
7887 if ( pRenderD3D )
7888 {
7889 pBitmaps_LOD->_410423_move_textures_to_device();
7890 pSprites_LOD->MoveSpritesToVideoMemory();
7891 }
7892 if (!( pPaletteManager->uNumTargetBBits == uTargetBBits
7893 && pPaletteManager->uNumTargetGBits == uTargetGBits
7894 && pPaletteManager->uNumTargetRBits == uTargetRBits ))
7895 {
7896 pPaletteManager->SetColorChannelInfo(uTargetRBits, uTargetGBits, uTargetBBits);
7897 pPaletteManager->RecalculateAll();
7898 pBitmaps_LOD->SetupPalettes(uTargetRBits, uTargetGBits, uTargetBBits);
7899 pIcons_LOD->SetupPalettes(uTargetRBits, uTargetGBits, uTargetBBits);
7900 for (uint i = 0; i < pObjectList->uNumObjects; i++)
7901 {
7902 BYTE3(v4) = 0;
7903 v5 = &pObjectList->pObjects[i];
7904 *(short *)((char *)&v4 + 1) = v5->uParticleTrailColorR;
7905 LOBYTE(v4) = v5->uParticleTrailColorG;
7906 v5->uParticleTrailColor = v5->uParticleTrailColorB | (v4 << 8);
7907 }
7908 SetUserInterface(pParty->alignment, true);
7909 if ( pMediaPlayer->pVideoFrame.pPixels )
7910 pMediaPlayer->pVideoFrame.Load(pMediaPlayer->pVideoFrameTextureFilename, 1);
7911 if ( sCurrentMenuID != MENU_CREATEPARTY )
7912 {
7913 if ( sCurrentMenuID == MENU_CREDITSPROC )
7914 dword_A74C88 = 1;
7915 }
7916 else
7917 {
7918 if ( sCurrentMenuID )
7919 {
7920 v6 = &pTexture_PCX;
7921 pTexture_PCX.Release();
7922 v8 = "makeme.pcx";
7923 }
7924 else
7925 {
7926 v6 = &pTexture_PCX;
7927 pTexture_PCX.Release();
7928 v8 = "title.pcx";
7929 if ( sCurrentMenuID )
7930 v8 = "lsave640.pcx";
7931 }
7932 v6->Load(v8, 0);
7933 }
7934 }
7935 viewparams->bRedrawGameUI = 1;
7936 viewparams->InitGrayPalette();
7937 pMouse->SetCurrentCursorBitmap();
7938 /*if ( pRenderer->bWindowMode )
7939 {
7940 //MoveWindow(hWnd, uWindowX, uWindowY, uWindowWidth, uWindowHeight, 0);
7941 CenterWindowAndAdjustSize(hWnd, windowed_mode_width, windowed_mode_height);
7942 ShowWindow(hWnd, SW_SHOWNORMAL);
7943 }*/
7944 pMouse->bActive = true;
7945 if ( pMovie_Track )
7946 pMediaPlayer->SelectMovieType();
7947 if (dword_6BE364_game_settings_1 & GAME_SETTINGS_0800)
7948 dword_6BE364_game_settings_1 &= ~GAME_SETTINGS_0800;
7949 else
7950 pEventTimer->Resume();
7951 if (dword_6BE364_game_settings_1 & GAME_SETTINGS_1000)
7952 dword_6BE364_game_settings_1 &= ~GAME_SETTINGS_1000;
7953 else
7954 pMiscTimer->Resume();
7955 }
7956 }
7957
7958
7959 //----- (004524D8) --------------------------------------------------------
7960 HWLTexture *RenderHWLContainer::LoadTexture(const char *pName, int bMipMaps)
7961 {
7962 void *v13; // eax@13
7963 int v16; // esi@14
7964 int v17; // ecx@16
7965 int v18; // esi@16
7966 unsigned __int16 *v19; // eax@16
7967 int v20; // edx@16
7968 int v21; // ecx@16
7969 int v22; // eax@16
7970 int v23; // esi@16
7971 unsigned __int16 *v26; // [sp+24h] [bp-10h]@13
7972 int v27; // [sp+28h] [bp-Ch]@14
7973 int v28; // [sp+2Ch] [bp-8h]@13
7974 int pDestb; // [sp+3Ch] [bp+8h]@15
7975
7976 if (!uNumItems)
7977 return nullptr;
7978
7979 ///////////////////////////////
7980 //quick search(быстрый поиск)//
7981 ///////////////////////////////
7982 uint idx1 = 0,
7983 idx2 = uNumItems;
7984 while (true)
7985 {
7986 uint i = idx1 + (idx2 - idx1) / 2;
7987
7988 int res = _stricmp(pName, pSpriteNames[i]);
7989 if (!res)
7990 {
7991 fseek(pFile, pSpriteOffsets[i], SEEK_SET);
7992 break;
7993 }
7994 else if (res < 0)
7995 idx2 = idx1 + (idx2 - idx1) / 2;
7996 else
7997 idx1 = i + 1;
7998
7999 if ( idx1 >= idx2 )
8000 return false;
8001 }
8002
8003 uint uCompressedSize = 0;
8004 fread(&uCompressedSize, 4, 1, pFile);
8005
8006 HWLTexture* pTex = new HWLTexture;
8007 fread(&pTex->uBufferWidth, 4, 1, pFile);
8008 fread(&pTex->uBufferHeight, 4, 1, pFile);
8009 fread(&pTex->uAreaWidth, 4, 1, pFile);
8010 fread(&pTex->uAreaHeigth, 4, 1, pFile);
8011 fread(&pTex->uWidth, 4, 1, pFile);
8012 fread(&pTex->uHeight, 4, 1, pFile);
8013 fread(&pTex->uAreaX, 4, 1, pFile);
8014 fread(&pTex->uAreaY, 4, 1, pFile);
8015
8016 pTex->pPixels = new unsigned __int16[pTex->uWidth * pTex->uHeight];
8017 if (uCompressedSize)
8018 {
8019 char* pCompressedData = new char[uCompressedSize];
8020 fread(pCompressedData, 1, uCompressedSize, pFile);
8021 uint uDecompressedSize = pTex->uWidth * pTex->uHeight * sizeof(short);
8022 zlib::MemUnzip(pTex->pPixels, &uDecompressedSize, pCompressedData, uCompressedSize);
8023 delete [] pCompressedData;
8024 }
8025 else
8026 fread(pTex->pPixels, 2, pTex->uWidth * pTex->uHeight, pFile);
8027
8028 if ( scale_hwls_to_half )
8029 {
8030 __debugbreak();//Ritor1
8031 pTex->uHeight /= 2;
8032 pTex->uWidth /= 2;
8033 v13 = new unsigned __int16[pTex->uWidth * pTex->uHeight];
8034 v28 = 0;
8035 v26 = (unsigned __int16 *)v13;
8036 if ( pTex->uHeight > 0 )
8037 {
8038 v16 = pTex->uWidth;
8039 v27 = 1;
8040 do
8041 {
8042 pDestb = 0;
8043 if ( v16 > 0 )
8044 {
8045 do
8046 {
8047 v17 = v16 * v27;
8048 v18 = v28 * v16;
8049 v19 = pTex->pPixels;
8050 v20 = pDestb + 2 * v18;
8051 v21 = (int)&v19[2 * (pDestb + v17)];
8052 v22 = (int)&v19[2 * v20];
8053 LOWORD(v20) = *(unsigned short *)(v21 + 2);
8054 LOWORD(v21) = *(unsigned short *)v21;
8055 v23 = pDestb + v18;
8056 pDestb++;
8057
8058 v26[v23] = _452442_color_cvt(*(unsigned short *)v22, *(unsigned short *)(v22 + 2), v21, v20);
8059 v16 = pTex->uWidth;
8060 }
8061 while (pDestb < pTex->uWidth);
8062 }
8063 ++v28;
8064 v27 += 2;
8065 }
8066 while ( v28 < (signed int)pTex->uHeight );
8067 }
8068 delete [] pTex->pPixels;
8069 pTex->pPixels = v26;
8070 }
8071 return pTex;
8072 }
8073 //----- (0045271F) --------------------------------------------------------
8074 bool RenderHWLContainer::Release()
8075 {
8076 __int32 v4; // eax@6
8077 FILE *v5; // ST24_4@6
8078 FILE *File; // [sp+4h] [bp-4h]@6
8079
8080 if ( this->bDumpDebug)
8081 {
8082 File = fopen("logd3d.txt", "w");
8083 v4 = ftell(this->pFile);
8084 v5 = this->pFile;
8085 this->uDataOffset = v4;
8086 fwrite(&this->uNumItems, 4u, 1u, v5);
8087 for (uint i = 0; i < this->uNumItems; i++)
8088 {
8089 fwrite(this->pSpriteNames[i], 1u, 0x14u, this->pFile);
8090 fprintf(File, "D3D texture name: %s\t\toffset: %x\n", this->pSpriteNames[i], *(unsigned int *)(&(this->pSpriteNames[i]) + 200000/sizeof(char*)));
8091 }
8092 fwrite(this->pSpriteOffsets, 4u, this->uNumItems, this->pFile);
8093 fseek(this->pFile, 4, 0);
8094 fwrite(&this->uDataOffset, 4u, 1u, this->pFile);
8095 fclose(this->pFile);
8096 fclose(File);
8097 }
8098 else
8099 {
8100 fclose(this->pFile);
8101 for (uint i = 0; i < this->uNumItems; i++)
8102 {
8103 delete[] this->pSpriteNames[i];
8104 }
8105 }
8106 return true;
8107 }
8108
8109 //----- (00452347) --------------------------------------------------------
8110 RenderHWLContainer::RenderHWLContainer():
8111 bDumpDebug(false)
8112 {
8113 this->pFile = 0;
8114 uSignature = 0;
8115 this->uDataOffset = 0;
8116 memset(&this->uNumItems, 0, 0x61A84u);
8117 this->uNumItems = 0;
8118 this->scale_hwls_to_half = false;
8119 }
8120
8121 //----- (0045237F) --------------------------------------------------------
8122 bool RenderHWLContainer::Load(const wchar_t *pFilename)
8123 {
8124 pFile = _wfopen(pFilename, L"rb");
8125 if (!pFile)
8126 {
8127 Log::Warning(L"Failed to open file: %s", pFilename);
8128 return false;
8129 }
8130
8131 fread(&uSignature, 1, 4, pFile);
8132 if (uSignature != 'TD3D')
8133 {
8134 Log::Warning(L"Invalid format: %s", pFilename);
8135 return false;
8136 }
8137
8138 fread(&uDataOffset, 4, 1, pFile);
8139 fseek(pFile, uDataOffset, SEEK_SET);
8140 fread(&uNumItems, 4, 1, pFile);
8141
8142 memset(pSpriteNames, 0, 50000 * sizeof(char *));
8143 for (uint i = 0; i < uNumItems; ++i)
8144 {
8145 pSpriteNames[i] = new char[20];
8146 fread(pSpriteNames[i], 1, 20, pFile);
8147 }
8148 fread(pSpriteOffsets, 4, uNumItems, pFile);
8149
8150 return true;
8151 }
8152
8153 //----- (004A1C1E) --------------------------------------------------------
8154 void Render::DoRenderBillboards_D3D()
8155 {
8156 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP));
8157 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE));
8158 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE));
8159 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE));
8160
8161 /*if (pRenderer->uNumBillboardsToDraw)
8162 {
8163 auto p = &pRenderer->pBillboardRenderListD3D[0];
8164 for (int i = 0; i < p->uNumVertices; ++i)
8165 {
8166 p->pQuads[i].pos.z -= p->pQuads[i].pos.z * 0.6;
8167 //p->pQuads[i].rhw = + 0.8 * (1.0f - p->pQuads[i].rhw);
8168 }
8169 p->pQuads[0].pos.x = 10;
8170 p->pQuads[0].pos.y = 10;
8171
8172 p->pQuads[1].pos.x = 10;
8173 p->pQuads[1].pos.y = 200;
8174
8175 p->pQuads[2].pos.x = 100;
8176 p->pQuads[2].pos.y = 200;
8177
8178 p->pQuads[3].pos.x = 100;
8179 p->pQuads[3].pos.y = 10;
8180
8181 if (p->uOpacity != RenderBillboardD3D::NoBlend)
8182 SetBillboardBlendOptions(p->uOpacity);
8183
8184 pRenderer->pRenderD3D->pDevice->SetTexture(0, p->pTexture);
8185 ErrD3D(pRenderer->pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
8186 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
8187 p->pQuads, p->uNumVertices,
8188 D3DDP_DONOTLIGHT | D3DDP_DONOTUPDATEEXTENTS));
8189
8190 }*/
8191
8192 for (int i = uNumBillboardsToDraw - 1; i >= 0; --i)
8193 {
8194 if (pBillboardRenderListD3D[i].opacity != RenderBillboardD3D::NoBlend)
8195 SetBillboardBlendOptions(pBillboardRenderListD3D[i].opacity);
8196
8197 pRenderD3D->pDevice->SetTexture(0, pBillboardRenderListD3D[i].pTexture);
8198 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
8199 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
8200 pBillboardRenderListD3D[i].pQuads, pBillboardRenderListD3D[i].uNumVertices,
8201 D3DDP_DONOTLIGHT | D3DDP_DONOTUPDATEEXTENTS));
8202 }
8203
8204 if (bFogEnabled)
8205 {
8206 bFogEnabled = false;
8207 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, TRUE));
8208 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR, GetLevelFogColor() & 0xFFFFFF));
8209 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, 0));
8210 }
8211 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW));
8212 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE));
8213 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE));
8214 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
8215 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO));
8216 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, TRUE));
8217 }
8218
8219 //----- (004A1DA8) --------------------------------------------------------
8220 void Render::SetBillboardBlendOptions(RenderBillboardD3D::OpacityType a1)
8221 {
8222 switch (a1)
8223 {
8224 case RenderBillboardD3D::Transparent:
8225 {
8226 if (bFogEnabled)
8227 {
8228 bFogEnabled = false;
8229 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, TRUE));
8230 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR, GetLevelFogColor() & 0xFFFFFF));
8231 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, 0));
8232 }
8233
8234 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA));
8235 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA));
8236 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, TRUE));
8237 }
8238 break;
8239
8240 case RenderBillboardD3D::Opaque_1:
8241 case RenderBillboardD3D::Opaque_2:
8242 case RenderBillboardD3D::Opaque_3:
8243 {
8244 if (bUsingSpecular)
8245 {
8246 if (!bFogEnabled)
8247 {
8248 bFogEnabled = true;
8249 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE));
8250 }
8251 }
8252
8253 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
8254 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE));
8255 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, FALSE));
8256 }
8257 break;
8258
8259 default:
8260 Log::Warning(L"SetBillboardBlendOptions: invalid opacity type (%u)", a1);
8261 assert(false);
8262 break;
8263 }
8264 }
8265 //----- (00424CD7) --------------------------------------------------------
8266 int ODM_NearClip(unsigned int num_vertices)
8267 {
8268 bool current_vertices_flag; // edi@1
8269 bool next_vertices_flag; // [sp+Ch] [bp-24h]@6
8270 double t; // st6@10
8271 bool bFound;
8272
8273 bFound = false;
8274
8275 if (!num_vertices)
8276 return 0;
8277 for (uint i = 0; i < num_vertices; ++i)// есть ли пограничные вершины
8278 {
8279 if ( array_50AC10[i].vWorldViewPosition.x > 8.0 )
8280 {
8281 bFound = true;
8282 break;
8283 }
8284 }
8285 if ( !bFound )
8286 return 0;
8287
8288 memcpy(&array_50AC10[num_vertices], &array_50AC10[0], sizeof(array_50AC10[0]));
8289 current_vertices_flag = false;
8290 next_vertices_flag = false;
8291 if ( array_50AC10[0].vWorldViewPosition.x <= 8.0 )
8292 current_vertices_flag = true;
8293 //check for near clip plane(проверка по ближней границе)
8294 //
8295 // v3.__________________. v0
8296 // | |
8297 // | |
8298 // | |
8299 // ----------------------- 8.0(near_clip - 8.0)
8300 // | |
8301 // .__________________.
8302 // v2 v1
8303
8304 int out_num_vertices = 0;
8305 for (uint i = 0; i < num_vertices; ++i)
8306 {
8307 next_vertices_flag = array_50AC10[i + 1].vWorldViewPosition.x <= 8.0;//
8308 if ( current_vertices_flag ^ next_vertices_flag )
8309 {
8310 if ( next_vertices_flag )//следующая вершина за ближней границей
8311 {
8312 //t = near_clip - v0.x / v1.x - v0.x (формула получения точки пересечения отрезка с плоскостью)
8313 t = (8.0 - array_50AC10[i].vWorldViewPosition.x) / (array_50AC10[i + 1].vWorldViewPosition.x - array_50AC10[i].vWorldViewPosition.x);
8314 array_507D30[out_num_vertices].vWorldViewPosition.x = 8.0;
8315 array_507D30[out_num_vertices].vWorldViewPosition.y = array_50AC10[i].vWorldViewPosition.y + (array_50AC10[i + 1].vWorldViewPosition.y - array_50AC10[i].vWorldViewPosition.y) * t;
8316 array_507D30[out_num_vertices].vWorldViewPosition.z = array_50AC10[i].vWorldViewPosition.z + (array_50AC10[i + 1].vWorldViewPosition.z - array_50AC10[i].vWorldViewPosition.z) * t;
8317 array_507D30[out_num_vertices].u = array_50AC10[i].u + (array_50AC10[i + 1].u - array_50AC10[i].u) * t;
8318 array_507D30[out_num_vertices].v = array_50AC10[i].v + (array_50AC10[i + 1].v - array_50AC10[i].v) * t;
8319 array_507D30[out_num_vertices]._rhw = 1.0 / 8.0;
8320 }
8321 else// текущая вершина за ближней границей
8322 {
8323 t = (8.0 - array_50AC10[i].vWorldViewPosition.x) / (array_50AC10[i].vWorldViewPosition.x - array_50AC10[i + 1].vWorldViewPosition.x);
8324 array_507D30[out_num_vertices].vWorldViewPosition.x = 8.0;
8325 array_507D30[out_num_vertices].vWorldViewPosition.y = array_50AC10[i].vWorldViewPosition.y + (array_50AC10[i].vWorldViewPosition.y - array_50AC10[i + 1].vWorldViewPosition.y) * t;
8326 array_507D30[out_num_vertices].vWorldViewPosition.z = array_50AC10[i].vWorldViewPosition.z + (array_50AC10[i].vWorldViewPosition.z - array_50AC10[i + 1].vWorldViewPosition.z) * t;
8327 array_507D30[out_num_vertices].u = array_50AC10[i].u + (array_50AC10[i].u - array_50AC10[i + 1].u) * t;
8328 array_507D30[out_num_vertices].v = array_50AC10[i].v + (array_50AC10[i].v - array_50AC10[i + 1].v) * t;
8329 array_507D30[out_num_vertices]._rhw = 1.0 / 8.0;
8330 }
8331 //array_507D30[out_num_vertices]._rhw = 0x3E000000u;
8332 ++out_num_vertices;
8333 }
8334 if ( !next_vertices_flag )
8335 {
8336 memcpy(&array_507D30[out_num_vertices], &array_50AC10[i + 1], sizeof(array_50AC10[i + 1]));
8337 out_num_vertices++;
8338 }
8339 current_vertices_flag = next_vertices_flag;
8340 }
8341 return out_num_vertices >= 3 ? out_num_vertices : 0;
8342 }
8343
8344 //----- (00424EE0) --------------------------------------------------------
8345 int ODM_FarClip(unsigned int uNumVertices)
8346 {
8347 bool current_vertices_flag; // [sp+Ch] [bp-28h]@6
8348 bool next_vertices_flag; // edi@1
8349 double t; // st6@10
8350 signed int depth_num_vertices; // [sp+18h] [bp-1Ch]@1
8351 bool bFound;
8352 //Доп инфо "Программирование трёхмерных игр для windows" Ламот стр 910
8353
8354 bFound = false;
8355
8356 memcpy(&array_50AC10[uNumVertices], &array_50AC10[0], sizeof(array_50AC10[uNumVertices]));
8357 depth_num_vertices = 0;
8358 current_vertices_flag = false;
8359 if ( array_50AC10[0].vWorldViewPosition.x >= pODMRenderParams->shading_dist_mist )
8360 current_vertices_flag = true;//настоящая вершина больше границы видимости
8361 if ( (signed int)uNumVertices <= 0 )
8362 return 0;
8363 for (uint i = 0; i < uNumVertices; ++i)// есть ли пограничные вершины
8364 {
8365 if ( array_50AC10[i].vWorldViewPosition.x < pODMRenderParams->shading_dist_mist )
8366 {
8367 bFound = true;
8368 break;
8369 }
8370 }
8371 if ( !bFound )
8372 return 0;
8373 //check for far clip plane(проверка по дальней границе)
8374 //
8375 // v3.__________________. v0
8376 // | |
8377 // | |
8378 // | |
8379 // ----------------------- 8192.0(far_clip - 0x2000)
8380 // | |
8381 // .__________________.
8382 // v2 v1
8383
8384 for ( uint i = 0; i < uNumVertices; ++i )
8385 {
8386 next_vertices_flag = array_50AC10[i + 1].vWorldViewPosition.x >= pODMRenderParams->shading_dist_mist;
8387 if ( current_vertices_flag ^ next_vertices_flag )//одна из граней за границей видимости
8388 {
8389 if ( next_vertices_flag )//следующая вершина больше границы видимости(настоящая вершина меньше границы видимости) - v3
8390 {
8391 //t = far_clip - v2.x / v3.x - v2.x (формула получения точки пересечения отрезка с плоскостью)
8392 t = (pODMRenderParams->shading_dist_mist - array_50AC10[i].vWorldViewPosition.x) / (array_50AC10[i].vWorldViewPosition.x - array_50AC10[i + 1].vWorldViewPosition.x);
8393 array_507D30[depth_num_vertices].vWorldViewPosition.x = pODMRenderParams->shading_dist_mist;
8394 //New_y = v2.y + (v3.y - v2.y)*t
8395 array_507D30[depth_num_vertices].vWorldViewPosition.y = array_50AC10[i].vWorldViewPosition.y + (array_50AC10[i].vWorldViewPosition.y - array_50AC10[i + 1].vWorldViewPosition.y) * t;
8396 //New_z = v2.z + (v3.z - v2.z)*t
8397 array_507D30[depth_num_vertices].vWorldViewPosition.z = array_50AC10[i].vWorldViewPosition.z + (array_50AC10[i].vWorldViewPosition.z - array_50AC10[i + 1].vWorldViewPosition.z) * t;
8398 array_507D30[depth_num_vertices].u = array_50AC10[i].u + (array_50AC10[i].u - array_50AC10[i + 1].u) * t;
8399 array_507D30[depth_num_vertices].v = array_50AC10[i].v + (array_50AC10[i].v - array_50AC10[i + 1].v) * t;
8400 array_507D30[depth_num_vertices]._rhw = 1.0 / pODMRenderParams->shading_dist_mist;
8401 }
8402 else//настоящая вершина больше границы видимости(следующая вершина меньше границы видимости) - v0
8403 {
8404 //t = far_clip - v1.x / v0.x - v1.x
8405 t = (pODMRenderParams->shading_dist_mist - array_50AC10[i].vWorldViewPosition.x) / (array_50AC10[i + 1].vWorldViewPosition.x - array_50AC10[i].vWorldViewPosition.x);
8406 array_507D30[depth_num_vertices].vWorldViewPosition.x = pODMRenderParams->shading_dist_mist;
8407 //New_y = (v0.y - v1.y)*t + v1.y
8408 array_507D30[depth_num_vertices].vWorldViewPosition.y = array_50AC10[i].vWorldViewPosition.y + (array_50AC10[i + 1].vWorldViewPosition.y - array_50AC10[i].vWorldViewPosition.y) * t;
8409 //New_z = (v0.z - v1.z)*t + v1.z
8410 array_507D30[depth_num_vertices].vWorldViewPosition.z = array_50AC10[i].vWorldViewPosition.z + (array_50AC10[i + 1].vWorldViewPosition.z - array_50AC10[i].vWorldViewPosition.z) * t;
8411 array_507D30[depth_num_vertices].u = array_50AC10[i].u + (array_50AC10[i + 1].u - array_50AC10[i].u) * t;
8412 array_507D30[depth_num_vertices].v = array_50AC10[i].v + (array_50AC10[i + 1].v - array_50AC10[i].v) * t;
8413 array_507D30[depth_num_vertices]._rhw = 1.0 / pODMRenderParams->shading_dist_mist;
8414 }
8415 ++depth_num_vertices;
8416 }
8417 if ( !next_vertices_flag )//оба в границе видимости
8418 {
8419 memcpy(&array_507D30[depth_num_vertices], &array_50AC10[i + 1], sizeof(array_507D30[depth_num_vertices]));
8420 depth_num_vertices++;
8421 }
8422 current_vertices_flag = next_vertices_flag;
8423 }
8424 return depth_num_vertices >= 3 ? depth_num_vertices : 0;
8425 }
8426
8427 //----- (0047840D) --------------------------------------------------------
8428 void Render::DrawBuildingsD3D()
8429 {
8430 int v9; // ecx@8
8431 Texture *pFaceTexture; // eax@10
8432 unsigned int v16; // edi@22
8433 int v27; // eax@57
8434 // int vertex_id; // eax@58
8435 unsigned int v34; // eax@80
8436 int v40; // [sp-4h] [bp-5Ch]@2
8437 int v49; // [sp+2Ch] [bp-2Ch]@10
8438 int v50; // [sp+30h] [bp-28h]@34
8439 int v51; // [sp+34h] [bp-24h]@35
8440 int v52; // [sp+38h] [bp-20h]@36
8441 int v53; // [sp+3Ch] [bp-1Ch]@8
8442 int uNumVertices; // [sp+4Ch] [bp-Ch]@34
8443 int unused; // [sp+50h] [bp-8h]@3
8444
8445 if ( !pRenderD3D )
8446 {
8447 MessageBoxW(nullptr, L"D3D version of RenderBuildings called in software!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Odbuild.cpp:73", 0);
8448 }
8449
8450 unused = 0;
8451 if ( (signed int)pOutdoor->uNumBModels > 0 )
8452 {
8453 for ( uint model_id = 0; model_id < (unsigned int)pOutdoor->uNumBModels; model_id++ )
8454 {
8455 if ( IsBModelVisible(model_id, &unused) )
8456 {
8457 pOutdoor->pBModels[model_id].field_40 |= 1;
8458 if ( pOutdoor->pBModels[model_id].uNumFaces > 0 )
8459 {
8460 for ( int face_id = 0; face_id < pOutdoor->pBModels[model_id].uNumFaces; face_id++ )
8461 {
8462 if (!pOutdoor->pBModels[model_id].pFaces[face_id].Invisible())
8463 {
8464 v53 = 0;
8465 array_77EC08[pODMRenderParams->uNumPolygons].flags = 0;
8466 array_77EC08[pODMRenderParams->uNumPolygons].field_32 = 0;
8467 v9 = pOutdoor->pBModels[model_id].pFaces[face_id].uTextureID;
8468 if (pOutdoor->pBModels[model_id].pFaces[face_id].uAttributes & FACE_TEXTURE_FRAME)
8469 v9 = pTextureFrameTable->GetFrameTexture(v9, pEventTimer->uTotalGameTimeElapsed);
8470 pFaceTexture = pBitmaps_LOD->GetTexture(v9);
8471 array_77EC08[pODMRenderParams->uNumPolygons].pTexture = pFaceTexture;
8472 if (pOutdoor->pBModels[model_id].pFaces[face_id].uAttributes & FACE_FLUID)
8473 array_77EC08[pODMRenderParams->uNumPolygons].flags |= 2;
8474 if (pOutdoor->pBModels[model_id].pFaces[face_id].uAttributes & FACE_INDOOR_SKY )
8475 HIBYTE(array_77EC08[pODMRenderParams->uNumPolygons].flags) |= 4;
8476 if ( pOutdoor->pBModels[model_id].pFaces[face_id].uAttributes & FACE_FLOW_DIAGONAL )
8477 HIBYTE(array_77EC08[pODMRenderParams->uNumPolygons].flags) |= 4;
8478 else
8479 {
8480 if ( pOutdoor->pBModels[model_id].pFaces[face_id].uAttributes & FACE_FLOW_VERTICAL )
8481 HIBYTE(array_77EC08[pODMRenderParams->uNumPolygons].flags) |= 8;
8482 }
8483 if (pOutdoor->pBModels[model_id].pFaces[face_id].uAttributes & FACE_FLOW_HORIZONTAL)
8484 array_77EC08[pODMRenderParams->uNumPolygons].flags |= 0x2000;
8485 else
8486 {
8487 if (pOutdoor->pBModels[model_id].pFaces[face_id].uAttributes & FACE_DONT_CACHE_TEXTURE)
8488 HIBYTE(array_77EC08[pODMRenderParams->uNumPolygons].flags) |= 0x10;
8489 }
8490 array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaU = pOutdoor->pBModels[model_id].pFaces[face_id].sTextureDeltaU;
8491 array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaV = pOutdoor->pBModels[model_id].pFaces[face_id].sTextureDeltaV;
8492 v16 = GetTickCount() >> 4;
8493 if ( pOutdoor->pBModels[model_id].pFaces[face_id].pFacePlane.vNormal.z && abs(pOutdoor->pBModels[model_id].pFaces[face_id].pFacePlane.vNormal.z) >= 59082 )
8494 {
8495 if ( BYTE1(array_77EC08[pODMRenderParams->uNumPolygons].flags) & 4 )
8496 array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaV += v16 & array_77EC08[pODMRenderParams->uNumPolygons].pTexture->uHeightMinus1;
8497 if ( BYTE1(array_77EC08[pODMRenderParams->uNumPolygons].flags) & 8 )
8498 array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaV -= v16 & array_77EC08[pODMRenderParams->uNumPolygons].pTexture->uHeightMinus1;
8499 }
8500 else
8501 {
8502 if ( BYTE1(array_77EC08[pODMRenderParams->uNumPolygons].flags) & 4 )
8503 array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaV -= v16 & array_77EC08[pODMRenderParams->uNumPolygons].pTexture->uHeightMinus1;
8504 if ( BYTE1(array_77EC08[pODMRenderParams->uNumPolygons].flags) & 8 )
8505 array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaV += v16 & array_77EC08[pODMRenderParams->uNumPolygons].pTexture->uHeightMinus1;
8506 }
8507 if ( BYTE1(array_77EC08[pODMRenderParams->uNumPolygons].flags) & 0x10 )
8508 array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaU -= v16 & array_77EC08[pODMRenderParams->uNumPolygons].pTexture->uWidthMinus1;
8509 else
8510 {
8511 if ( BYTE1(array_77EC08[pODMRenderParams->uNumPolygons].flags) & 0x20 )
8512 array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaU += v16 & array_77EC08[pODMRenderParams->uNumPolygons].pTexture->uWidthMinus1;
8513 }
8514 v50 = 0;
8515 v49 = 0;
8516 uNumVertices = pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices;
8517 if ( pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices > 0 )
8518 {
8519 for ( uint vertex_id = 1; vertex_id <= pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices; vertex_id++ )
8520 {
8521 array_73D150[vertex_id - 1].vWorldPosition.x = pOutdoor->pBModels[model_id].pVertices.pVertices[pOutdoor->pBModels[model_id].pFaces[face_id].pVertexIDs[vertex_id - 1]].x;
8522 array_73D150[vertex_id - 1].vWorldPosition.y = pOutdoor->pBModels[model_id].pVertices.pVertices[pOutdoor->pBModels[model_id].pFaces[face_id].pVertexIDs[vertex_id - 1]].y;
8523 array_73D150[vertex_id - 1].vWorldPosition.z = pOutdoor->pBModels[model_id].pVertices.pVertices[pOutdoor->pBModels[model_id].pFaces[face_id].pVertexIDs[vertex_id - 1]].z;
8524 array_73D150[vertex_id - 1].u = (array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaU + (signed __int16)pOutdoor->pBModels[model_id].pFaces[face_id].pTextureUIDs[vertex_id - 1]) * (1.0 / (double)pFaceTexture->uTextureWidth);
8525 array_73D150[vertex_id - 1].v = (array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaV + (signed __int16)pOutdoor->pBModels[model_id].pFaces[face_id].pTextureVIDs[vertex_id - 1]) * (1.0 / (double)pFaceTexture->uTextureHeight);
8526 }
8527 for ( uint i = 1; i <= pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices; i++ )
8528 {
8529 if ( pOutdoor->pBModels[model_id].pVertices.pVertices[pOutdoor->pBModels[model_id].pFaces[face_id].pVertexIDs[0]].z == array_73D150[i - 1].vWorldPosition.z )
8530 ++v53;
8531 pGame->pIndoorCameraD3D->ViewTransform(&array_73D150[i - 1], 1);
8532 if ( array_73D150[i - 1].vWorldViewPosition.x < 8.0 || array_73D150[i - 1].vWorldViewPosition.x > pODMRenderParams->shading_dist_mist )
8533 {
8534 if ( array_73D150[i - 1].vWorldViewPosition.x >= 8.0 )
8535 v49 = 1;
8536 else
8537 v50 = 1;
8538 }
8539 else
8540 pGame->pIndoorCameraD3D->Project(&array_73D150[i - 1], 1, 0);
8541 }
8542 }
8543 if ( v53 == pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices )
8544 LOBYTE(array_77EC08[pODMRenderParams->uNumPolygons].field_32) |= 1;
8545 array_77EC08[pODMRenderParams->uNumPolygons].pODMFace = &pOutdoor->pBModels[model_id].pFaces[face_id];
8546 array_77EC08[pODMRenderParams->uNumPolygons].uNumVertices = pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices;
8547 array_77EC08[pODMRenderParams->uNumPolygons].field_59 = 5;
8548 v51 = fixpoint_mul(-pOutdoor->vSunlight.x, pOutdoor->pBModels[model_id].pFaces[face_id].pFacePlane.vNormal.x);
8549 v53 = fixpoint_mul(-pOutdoor->vSunlight.y, pOutdoor->pBModels[model_id].pFaces[face_id].pFacePlane.vNormal.y);
8550 v52 = fixpoint_mul(-pOutdoor->vSunlight.z, pOutdoor->pBModels[model_id].pFaces[face_id].pFacePlane.vNormal.z);
8551 array_77EC08[pODMRenderParams->uNumPolygons].dimming_level = 20 - fixpoint_mul(20, v51 + v53 + v52);
8552 if ( array_77EC08[pODMRenderParams->uNumPolygons].dimming_level < 0 )
8553 array_77EC08[pODMRenderParams->uNumPolygons].dimming_level = 0;
8554 if ( array_77EC08[pODMRenderParams->uNumPolygons].dimming_level > 31 )
8555 array_77EC08[pODMRenderParams->uNumPolygons].dimming_level = 31;
8556 if ( pODMRenderParams->uNumPolygons >= 1999 + 5000)
8557 return;
8558 if ( ODMFace::IsBackfaceNotCulled(array_73D150, &array_77EC08[pODMRenderParams->uNumPolygons]) )
8559 {
8560 pOutdoor->pBModels[model_id].pFaces[face_id].bVisible = 1;
8561 array_77EC08[pODMRenderParams->uNumPolygons].uBModelFaceID = face_id;
8562 array_77EC08[pODMRenderParams->uNumPolygons].uBModelID = model_id;
8563 v27 = 8 * (face_id | (model_id << 6));
8564 LOBYTE(v27) = v27 | 6;
8565 array_77EC08[pODMRenderParams->uNumPolygons].field_50 = v27;
8566 for ( int vertex_id = 0; vertex_id < pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices; ++vertex_id)
8567 {
8568 memcpy(&array_50AC10[vertex_id], &array_73D150[vertex_id], sizeof(array_50AC10[vertex_id]));
8569 array_50AC10[vertex_id]._rhw = 1.0 / (array_73D150[vertex_id].vWorldViewPosition.x + 0.0000001);
8570 }
8571 static stru154 static_RenderBuildingsD3D_stru_73C834;
8572 /*static bool __init_flag = false;
8573 if (!__init_flag)
8574 {
8575 __init_flag = true;
8576 static_RenderBuildingsD3D_byte_73C84C_init_flag |= 1u;
8577 stru154::stru154(&static_RenderBuildingsD3D_stru_73C834);
8578 atexit(loc_4789D4);
8579 }*/
8580
8581 v40 = (int)&pOutdoor->pBModels[model_id].pFaces[face_id];
8582 pGame->pLightmapBuilder->ApplyLights_OutdoorFace(&pOutdoor->pBModels[model_id].pFaces[face_id]);
8583 pDecalBuilder->ApplyDecals_OutdoorFace(&pOutdoor->pBModels[model_id].pFaces[face_id]);
8584 pGame->pLightmapBuilder->std__vector_000004_size = 0;
8585 int v31 = 0;
8586 if ( stru_F8AD28.uNumLightsApplied > 0 || pDecalBuilder->uNumDecals > 0 )
8587 {
8588 v31 = v50 ? 3 : v49 != 0 ? 5 : 0;
8589 static_RenderBuildingsD3D_stru_73C834.GetFacePlaneAndClassify(&pOutdoor->pBModels[model_id].pFaces[face_id], &pOutdoor->pBModels[model_id].pVertices);
8590 if ( pDecalBuilder->uNumDecals > 0 )
8591 {
8592 v40 = -1;
8593 pDecalBuilder->ApplyDecals(31 - array_77EC08[pODMRenderParams->uNumPolygons].dimming_level, 2, &static_RenderBuildingsD3D_stru_73C834,
8594 pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices, array_50AC10, 0, (char)v31, -1);
8595 }
8596 }
8597 if ( stru_F8AD28.uNumLightsApplied > 0 )
8598 pGame->pLightmapBuilder->ApplyLights(&stru_F8AD28, &static_RenderBuildingsD3D_stru_73C834, uNumVertices, array_50AC10, 0, (char)v31);
8599 if ( v50 )
8600 {
8601 array_77EC08[pODMRenderParams->uNumPolygons].uNumVertices = ODM_NearClip(pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices);
8602 uNumVertices = array_77EC08[pODMRenderParams->uNumPolygons].uNumVertices;
8603 ODM_Project(array_77EC08[pODMRenderParams->uNumPolygons].uNumVertices);
8604 }
8605 if ( v49 )
8606 {
8607 array_77EC08[pODMRenderParams->uNumPolygons].uNumVertices = ODM_FarClip(pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices);
8608 uNumVertices = array_77EC08[pODMRenderParams->uNumPolygons].uNumVertices;
8609 ODM_Project(array_77EC08[pODMRenderParams->uNumPolygons].uNumVertices);
8610 }
8611 if ( uNumVertices )
8612 {
8613 if ( array_77EC08[pODMRenderParams->uNumPolygons].flags & 2 )
8614 {
8615 if ( BYTE1(array_77EC08[pODMRenderParams->uNumPolygons].flags) & 0x3C )
8616 v34 = pRenderer->pHDWaterBitmapIDs[0];
8617 else
8618 v34 = pRenderer->pHDWaterBitmapIDs[pRenderer->hd_water_current_frame];
8619 v40 = (int)pBitmaps_LOD->pHardwareTextures[v34];
8620 }
8621 else
8622 v40 = (int)pBitmaps_LOD->pHardwareTextures[v9];
8623 pRenderer->DrawPolygon(uNumVertices, &array_77EC08[pODMRenderParams->uNumPolygons], &pOutdoor->pBModels[model_id].pFaces[face_id], (IDirect3DTexture2 *)v40);
8624 }
8625 }
8626 }
8627 }
8628 }
8629 }
8630 }
8631 }
8632 return;
8633 }
8634 //----- (00479543) --------------------------------------------------------
8635 void Render::DrawOutdoorSkyD3D()
8636 {
8637 int v9; // eax@4
8638 int v10; // ebx@4
8639 int v13; // edi@6
8640 int v14; // ecx@6
8641 int v15; // eax@8
8642 int v16; // eax@12
8643 signed __int64 v17; // qtt@13
8644 signed int v18; // ecx@13
8645 struct Polygon pSkyPolygon; // [sp+14h] [bp-150h]@1
8646 int v30; // [sp+134h] [bp-30h]@1
8647 int v32; // [sp+13Ch] [bp-28h]@6
8648 int v33; // [sp+140h] [bp-24h]@2
8649 signed __int64 v34; // [sp+144h] [bp-20h]@1
8650 int v35; // [sp+148h] [bp-1Ch]@4
8651 int v36; // [sp+14Ch] [bp-18h]@2
8652 int v37; // [sp+154h] [bp-10h]@8
8653 int v38; // [sp+158h] [bp-Ch]@1
8654 int v39; // [sp+15Ch] [bp-8h]@4
8655
8656 v30 = (signed __int64)((double)(pODMRenderParams->int_fov_rad * pGame->pIndoorCameraD3D->vPartyPos.z)
8657 / ((double)pODMRenderParams->int_fov_rad + 8192.0)
8658 + (double)(pViewport->uScreenCenterY));
8659 v34 = cos((double)pGame->pIndoorCameraD3D->sRotationX * 0.0030664064) * 0x2000;//(double)pODMRenderParams->shading_dist_mist, 8192
8660 v38 = (signed __int64)((double)(pViewport->uScreenCenterY)
8661 - (double)pODMRenderParams->int_fov_rad
8662 / (v34 + 0.0000001)
8663 * (sin((double)pGame->pIndoorCameraD3D->sRotationX * 0.0030664064)
8664 * (double)-0x2000//(double)pODMRenderParams->shading_dist_mist
8665 - (double)pGame->pIndoorCameraD3D->vPartyPos.z));
8666 pSkyPolygon.Create_48607B(&stru_8019C8);//заполняется ptr_38
8667 pSkyPolygon.ptr_38->_48694B_frustum_sky();
8668 pSkyPolygon.uTileBitmapID = pOutdoor->sSky_TextureID;//179(original 166)
8669 pSkyPolygon.pTexture = (Texture *)(SLOWORD(pOutdoor->sSky_TextureID) != -1 ? (int)&pBitmaps_LOD->pTextures[SLOWORD(pOutdoor->sSky_TextureID)] : 0);
8670 if ( pSkyPolygon.pTexture )
8671 {
8672 pSkyPolygon.dimming_level = 0;
8673 pSkyPolygon.uNumVertices = 4;
8674 //centering(центруем)-----------------------------------------------------------------
8675 pSkyPolygon.v_18.x = -stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX + 16);
8676 pSkyPolygon.v_18.y = 0;
8677 pSkyPolygon.v_18.z = -stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX + 16);
8678
8679 //sky wiew position(положение неба на экране)------------------------------------------
8680 // X
8681 // 0._____________________________.3
8682 // |8,8 468,8 |
8683 // | |
8684 // | |
8685 // Y| |
8686 // | |
8687 // |8,351 468,351 |
8688 // 1._____________________________.2
8689 //
8690 array_50AC10[0].vWorldViewProjX = (double)(signed int)pViewport->uViewportTL_X;//8
8691 array_50AC10[0].vWorldViewProjY = (double)(signed int)pViewport->uViewportTL_Y;//8
8692
8693 array_50AC10[1].vWorldViewProjX = (double)(signed int)pViewport->uViewportTL_X;//8
8694 array_50AC10[1].vWorldViewProjY = (double)v38;//247
8695
8696 array_50AC10[2].vWorldViewProjX = (double)(signed int)pViewport->uViewportBR_X;//468
8697 array_50AC10[2].vWorldViewProjY = (double)v38;//247
8698
8699 array_50AC10[3].vWorldViewProjX = (double)(signed int)pViewport->uViewportBR_X;//468
8700 array_50AC10[3].vWorldViewProjY = (double)(signed int)pViewport->uViewportTL_Y;//8
8701
8702 pSkyPolygon.sTextureDeltaU = 224 * pMiscTimer->uTotalGameTimeElapsed;//7168
8703 pSkyPolygon.sTextureDeltaV = 224 * pMiscTimer->uTotalGameTimeElapsed;//7168
8704
8705 pSkyPolygon.field_24 = 0x2000000u;//maybe attributes
8706 v33 = 65536 / (signed int)(signed __int64)(((double)(pViewport->uViewportBR_X - pViewport->uViewportTL_X) / 2) / tan(0.6457717418670654) + 0.5);
8707 for ( uint i = 0; i < pSkyPolygon.uNumVertices; ++i )
8708 {
8709 //rotate skydome(вращение купола неба)--------------------------------------
8710 // В игре принята своя система измерения углов. Полный угол (180). Значению угла 0 соответствует
8711 // направление на север и/или юг (либо на восток и/или запад), значению 65536 еденицам(0х10000) соответствует угол 90.
8712 // две переменные хранят данные по углу обзора. field_14 по западу и востоку. field_20 по югу и северу
8713 // от -25080 до 25080
8714 v39 = fixpoint_mul(pSkyPolygon.ptr_38->viewing_angle_from_west_east, v33 * (v30 - floor(array_50AC10[i].vWorldViewProjY + 0.5)));
8715 v35 = v39 + pSkyPolygon.ptr_38->angle_from_north;
8716
8717 v39 = fixpoint_mul(pSkyPolygon.ptr_38->viewing_angle_from_north_south, v33 * (v30 - floor(array_50AC10[i].vWorldViewProjY + 0.f)));
8718 v36 = v39 + pSkyPolygon.ptr_38->angle_from_east;
8719
8720 v9 = fixpoint_mul(pSkyPolygon.v_18.z, v33 * (v30 - floor(array_50AC10[i].vWorldViewProjY + 0.5)));
8721 v10 = pSkyPolygon.v_18.x + v9;
8722 if ( v10 > 0 )
8723 v10 = 0;
8724 v13 = v33 * (pViewport->uScreenCenterX - (signed __int64)array_50AC10[i].vWorldViewProjX);
8725 v34 = -pSkyPolygon.field_24;
8726 v32 = (signed __int64)array_50AC10[i].vWorldViewProjY - 1.0;
8727 v14 = v33 * (v30 - v32);
8728 while ( 1 )
8729 {
8730 if ( v10 )
8731 {
8732 v37 = abs((int)v34 >> 14);
8733 v15 = abs(v10);
8734 if ( v37 <= v15 || v32 <= (signed int)pViewport->uViewportTL_Y )
8735 {
8736 if ( v10 <= 0 )
8737 break;
8738 }
8739 }
8740 v16 = fixpoint_mul(pSkyPolygon.v_18.z, v14);
8741 --v32;
8742 v14 += v33;
8743 v10 = pSkyPolygon.v_18.x + v16;
8744 }
8745 LODWORD(v17) = LODWORD(v34) << 16;
8746 HIDWORD(v17) = v34 >> 16;
8747 v18 = v17 / v10;
8748 if ( v18 < 0 )
8749 v18 = pODMRenderParams->shading_dist_mist;
8750 v37 = v35 + fixpoint_mul(pSkyPolygon.ptr_38->angle_from_west, v13);
8751 v35 = 224 * pMiscTimer->uTotalGameTimeElapsed + ((signed int)fixpoint_mul(v37, v18) >> 3);
8752 array_50AC10[i].u = (double)v35 / ((double)pSkyPolygon.pTexture->uTextureWidth * 65536.0);
8753
8754 v36 = v36 + fixpoint_mul(pSkyPolygon.ptr_38->angle_from_south, v13);
8755 v35 = 224 * pMiscTimer->uTotalGameTimeElapsed + ((signed int)fixpoint_mul(v36, v18) >> 3);
8756 array_50AC10[i].v = (double)v35 / ((double)pSkyPolygon.pTexture->uTextureHeight * 65536.0);
8757
8758 array_50AC10[i].vWorldViewPosition.x = (double)0x2000;//pODMRenderParams->shading_dist_mist 8192
8759 array_50AC10[i]._rhw = 1.0 / (double)(v18 >> 16);
8760 }
8761 pRenderer->DrawOutdoorSkyPolygon(pSkyPolygon.uNumVertices, &pSkyPolygon, pBitmaps_LOD->pHardwareTextures[(signed __int16)pSkyPolygon.uTileBitmapID]);
8762 array_50AC10[0].vWorldViewProjY = (double)v10;
8763 array_50AC10[1].vWorldViewProjY = array_50AC10[1].vWorldViewProjY + 30.0;
8764 array_50AC10[2].vWorldViewProjY = array_50AC10[2].vWorldViewProjY + 30.0;
8765 array_50AC10[3].vWorldViewProjY = (double)v10;
8766 pRenderer->DrawOutdoorSkyPolygon(pSkyPolygon.uNumVertices, &pSkyPolygon, pBitmaps_LOD->pHardwareTextures[(signed __int16)pSkyPolygon.uTileBitmapID]);
8767 return;
8768 }
8769 }
8770 //----- (004226C2) --------------------------------------------------------
8771 bool PauseGameDrawing()
8772 {
8773 if ( pCurrentScreen != SCREEN_GAME
8774 && pCurrentScreen != SCREEN_NPC_DIALOGUE
8775 && pCurrentScreen != SCREEN_CHANGE_LOCATION )
8776 {
8777 if (pCurrentScreen == SCREEN_INPUT_BLV)
8778 return pMovie_Track;//pSmackerMovie != 0;
8779 if ( pCurrentScreen != SCREEN_BRANCHLESS_NPC_DIALOG )
8780 return true;
8781 }
8782 return false;
8783 }
8784
8785
8786 //----- (0045E03A) --------------------------------------------------------
8787 unsigned short *Render::MakeScreenshot(signed int width, signed int height)
8788 {
8789 unsigned __int16 *for_pixels; // ebx@1
8790 DDSURFACEDESC2 Dst; // [sp+4h] [bp-A0h]@6
8791 unsigned __int16 *pPixels; // [sp+80h] [bp-24h]@1
8792 float interval_x; // [sp+84h] [bp-20h]@1
8793 float interval_y; // [sp+8Ch] [bp-18h]@1
8794
8795 interval_x = game_viewport_width / (double)width;
8796 interval_y = game_viewport_height / (double)height;
8797
8798 pPixels = (unsigned __int16 *)malloc(2 * height * width);
8799 memset(pPixels, 0 , 2 * height * width);
8800
8801 for_pixels = pPixels;
8802
8803 BeginSceneD3D();
8804
8805 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
8806 pIndoor->Draw();
8807 else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
8808 pOutdoor->Draw();
8809 DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene();
8810 memset(&Dst, 0, sizeof(Dst));
8811 Dst.dwSize = sizeof(Dst);
8812
8813 if ( LockSurface_DDraw4(pBackBuffer4, &Dst, DDLOCK_WAIT) )
8814 {
8815 if (uCurrentlyLoadedLevelType == LEVEL_null)
8816 memset(&for_pixels, 0, sizeof(for_pixels));
8817 else
8818 {
8819 for (uint y = 0; y < (unsigned int)height; ++y)
8820 {
8821 for (uint x = 0; x < (unsigned int)width; ++x)
8822 {
8823 if (Dst.ddpfPixelFormat.dwRGBBitCount == 32)
8824 {
8825 unsigned __int32 *p = (unsigned __int32 *)Dst.lpSurface + (int)(x * interval_x + 8.0) + (int)(y * interval_y + 8.0) * (Dst.lPitch >> 2);
8826 *for_pixels = Color16((*p >> 16) & 255, (*p >> 8) & 255, *p & 255);
8827 }
8828 else if (Dst.ddpfPixelFormat.dwRGBBitCount == 16)
8829 {
8830 unsigned __int16 * p = (unsigned __int16 *)Dst.lpSurface + (int)(x * interval_x + 8.0) + y * Dst.lPitch;
8831 *for_pixels = *p;
8832 }
8833 else
8834 assert(false);
8835 ++for_pixels;
8836 }
8837 }
8838 }
8839 ErrD3D(pBackBuffer4->Unlock(NULL));
8840 }
8841 return pPixels;
8842 }
8843 //----- (0045E26C) --------------------------------------------------------
8844 void Render::SaveScreenshot(const char *pFilename, unsigned int width, unsigned int height)
8845 {
8846 auto pixels = MakeScreenshot(width, height);
8847 SavePCXImage(pFilename, pixels, width, height);
8848 free(pixels);
8849 }
8850
8851 void Render::PackScreenshot(unsigned int width, unsigned int height, void *data, unsigned int data_size, unsigned int *out_screenshot_size)
8852 {
8853 auto pixels = MakeScreenshot(150, 112);
8854 PackPCXpicture(pixels, 150, 112, data, 1000000, out_screenshot_size);
8855 free(pixels);
8856 }
8857
8858
8859 //----- (0046A7C8) --------------------------------------------------------
8860 int Render::_46А6АС_GetActorsInViewport(int pDepth)
8861 {
8862 unsigned int v3; // eax@2 применяется в закле Жар печи для подсчёта кол-ва монстров видимых группе и заполнения массива id видимых монстров
8863 unsigned int v5; // eax@2
8864 unsigned int v6; // eax@4
8865 unsigned int v12; // [sp+10h] [bp-14h]@1
8866 int mon_num; // [sp+1Ch] [bp-8h]@1
8867 unsigned int a1a; // [sp+20h] [bp-4h]@1
8868
8869 mon_num = 0;
8870 v12 = GetBillboardDrawListSize();
8871 if ( (signed int)GetBillboardDrawListSize() > 0 )
8872 {
8873 for ( a1a = 0; (signed int)a1a < (signed int)v12; ++a1a )
8874 {
8875 v3 = GetParentBillboardID(a1a);
8876 v5 = (unsigned __int16)pBillboardRenderList[v3].object_pid;
8877 if ( PID_TYPE(v5) == OBJECT_Actor)
8878 {
8879 if ( pBillboardRenderList[v3].sZValue <= (unsigned int)(pDepth << 16) )
8880 {
8881 v6 = PID_ID(v5);
8882 if ( pActors[v6].uAIState != Dead && pActors[v6].uAIState != Dying && pActors[v6].uAIState != Removed
8883 && pActors[v6].uAIState != Disabled && pActors[v6].uAIState != Summoned )
8884 {
8885 if ( pGame->pVisInstance->DoesRayIntersectBillboard((double)pDepth, a1a) )
8886 {
8887 if ( mon_num < 100 )
8888 {
8889 _50BF30_actors_in_viewport_ids[mon_num] = v6;
8890 mon_num++;
8891 }
8892 }
8893 }
8894 }
8895 }
8896 }
8897 }
8898 return mon_num;
8899 }
8900
8901
8902
8903
8904 void Render::BeginLightmaps()
8905 {
8906 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP));
8907
8908 if (bUsingSpecular)
8909 pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE);
8910
8911 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE));
8912 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, FALSE));
8913 ErrD3D(pRenderD3D->pDevice->SetTexture(0, pGame->pIndoorCameraD3D->LoadTextureAndGetHardwarePtr("effpar03")));
8914 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
8915 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE));
8916 }
8917
8918 void Render::EndLightmaps()
8919 {
8920 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
8921 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO));
8922 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE));
8923 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, TRUE));
8924
8925 if (bUsingSpecular)
8926 {
8927 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, TRUE));
8928 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR, uFogColor));
8929 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, 0));
8930 }
8931 }
8932
8933
8934 void Render::BeginLightmaps2()
8935 {
8936 if (bUsingSpecular)
8937 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE));
8938
8939 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE));
8940 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE));
8941 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE));
8942 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, FALSE));
8943
8944 ErrD3D(pRenderD3D->pDevice->SetTexture(0, pGame->pIndoorCameraD3D->LoadTextureAndGetHardwarePtr("effpar03")));
8945
8946 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
8947 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE));
8948 }
8949
8950
8951 void Render::EndLightmaps2()
8952 {
8953 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
8954 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO));
8955 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE));
8956 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, TRUE));
8957 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE));
8958 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW));
8959
8960 if (bUsingSpecular)
8961 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, TRUE));
8962 }
8963
8964
8965
8966 //----- (00437C96) --------------------------------------------------------
8967 void Render::do_draw_debug_line_d3d(const RenderVertexD3D3 *pLineBegin, signed int sDiffuseBegin, const RenderVertexD3D3 *pLineEnd, signed int sDiffuseEnd, float z_stuff)
8968 {
8969 double v6; // st7@2
8970 //IDirect3DDevice3 *v7; // eax@2
8971 // HRESULT v8; // eax@2
8972 std::string v9; // [sp-18h] [bp-60h]@3
8973 // const char *v10; // [sp-Ch] [bp-54h]@2
8974 // const char *v11; // [sp-8h] [bp-50h]@2
8975 // int v12; // [sp-4h] [bp-4Ch]@2
8976 RenderVertexD3D3 v13[2]; // [sp+8h] [bp-40h]@2
8977
8978 //if ( pRenderer->pRenderD3D )
8979 {
8980 v6 = 0.001 - z_stuff;
8981 memcpy(v13, pLineBegin, 0x20u);
8982 memcpy(&v13[1], pLineEnd, sizeof(v13[1]));
8983 v13[0].pos.z = v6;
8984 v13[1].pos.z = v6;
8985 v13[0].diffuse = sDiffuseBegin;
8986 v13[1].diffuse = sDiffuseEnd;
8987 ErrD3D(pRenderD3D->pDevice->SetTexture(0, nullptr));
8988 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(
8989 D3DPT_LINELIST,
8990 452,
8991 v13,
8992 2,
8993 16));
8994 }
8995 }
8996
8997
8998 void Render::DrawLines(const RenderVertexD3D3 *vertices, unsigned int num_vertices)
8999 {
9000 ErrD3D(pRenderD3D->pDevice->SetTexture(0, nullptr));
9001 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_LINELIST,
9002 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
9003 (void *)vertices,
9004 num_vertices,
9005 D3DDP_DONOTLIGHT));
9006 }
9007
9008
9009 void Render::DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices)
9010 {
9011 //ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false));
9012 //ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, false));
9013 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE));
9014 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA));
9015 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA));
9016
9017 ErrD3D(pRenderD3D->pDevice->SetTexture(0, nullptr));
9018 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
9019 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
9020 (void *)vertices,
9021 num_vertices,
9022 28));
9023
9024 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
9025 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO));
9026 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE));
9027 //ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, TRUE));
9028 //ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE));
9029 }
9030
9031
9032 void Render::BeginDecals()
9033 {
9034 // code chunk from 0049C304
9035 if (bUsingSpecular)
9036 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE));
9037 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP));
9038
9039 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE));
9040 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE));
9041 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE));
9042 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
9043 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE));
9044 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, FALSE));
9045
9046 ErrD3D(pRenderD3D->pDevice->SetTexture(0, pGame->pIndoorCameraD3D->LoadTextureAndGetHardwarePtr("hwsplat04")));
9047 }
9048
9049
9050 void Render::EndDecals()
9051 {
9052 // code chunk from 0049C304
9053 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW));
9054 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE));
9055 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE));
9056 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
9057 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO));
9058
9059 if (bUsingSpecular)
9060 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, TRUE));
9061 }
9062
9063
9064
9065 //----- (0049C095) --------------------------------------------------------
9066 void Render::DrawDecal(Decal *pDecal, float z_bias)
9067 {
9068 signed int v21; // [sp+Ch] [bp-864h]@15
9069 RenderVertexD3D3 pVerticesD3D[64]; // [sp+20h] [bp-850h]@6
9070
9071 if (pDecal->uNumVertices < 3)
9072 {
9073 Log::Warning(L"Decal has < 3 vertices");
9074 return;
9075 }
9076
9077 float color_mult;
9078 if ( pDecal->field_C1C & 1 )
9079 color_mult = 1.0;
9080 else
9081 color_mult = pDecal->field_C18->_43B570_get_color_mult_by_time();
9082
9083 for (uint i = 0; i < (unsigned int)pDecal->uNumVertices; ++i)
9084 {
9085 uint uTint = Render::GetActorTintColor(pDecal->pVertices[i].vWorldViewPosition.x, pDecal->field_C14, 0, 0, nullptr);
9086
9087 uint uTintR = (uTint >> 16) & 0xFF,
9088 uTintG = (uTint >> 8) & 0xFF,
9089 uTintB = uTint & 0xFF;
9090
9091 uint uDecalColorMultR = (pDecal->uColorMultiplier >> 16) & 0xFF,
9092 uDecalColorMultG = (pDecal->uColorMultiplier >> 8) & 0xFF,
9093 uDecalColorMultB = pDecal->uColorMultiplier & 0xFF;
9094
9095 uint uFinalR = floorf(uTintR / 255.0 * color_mult * uDecalColorMultR + 0.0f),
9096 uFinalG = floorf(uTintG / 255.0 * color_mult * uDecalColorMultG + 0.0f),
9097 uFinalB = floorf(uTintB / 255.0 * color_mult * uDecalColorMultB + 0.0f);
9098
9099
9100 float v15;
9101 if (fabs(z_bias) < 1e-5)
9102 v15 = 1.0 - 1.0 / ((1.0f / pGame->pIndoorCameraD3D->GetShadingDistMist()) * pDecal->pVertices[i].vWorldViewPosition.x * 1000.0);
9103 else
9104 {
9105 v15 = 1.0 - 1.0 / ((1.0f / pGame->pIndoorCameraD3D->GetShadingDistMist()) * pDecal->pVertices[i].vWorldViewPosition.x * 1000.0) - z_bias;
9106 if (v15 < 0.000099999997)
9107 v15 = 0.000099999997;
9108 }
9109
9110 pVerticesD3D[i].pos.z = v15;
9111
9112 pVerticesD3D[i].pos.x = pDecal->pVertices[i].vWorldViewProjX;
9113 pVerticesD3D[i].pos.y = pDecal->pVertices[i].vWorldViewProjY;
9114 pVerticesD3D[i].texcoord.x = pDecal->pVertices[i].u;
9115 pVerticesD3D[i].texcoord.y = pDecal->pVertices[i].v;
9116 pVerticesD3D[i].diffuse = (uFinalR << 16) | (uFinalG << 8) | uFinalB;
9117 pVerticesD3D[i].specular = 0;
9118 pVerticesD3D[i].rhw = 1.0 / pDecal->pVertices[i].vWorldViewPosition.x;
9119 }
9120
9121 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
9122 v21 = D3DDP_DONOTLIGHT | D3DDP_DONOTCLIP | D3DDP_DONOTUPDATEEXTENTS;
9123 else
9124 v21 = D3DDP_DONOTLIGHT;
9125
9126 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
9127 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
9128 pVerticesD3D,
9129 pDecal->uNumVertices,
9130 v21));
9131 }
9132
9133
9134 void Render::DrawSpecialEffectsQuad(const RenderVertexD3D3 *vertices, IDirect3DTexture2 *texture)
9135 {
9136 ErrD3D(pRenderD3D->pDevice->SetTexture(0, texture));
9137 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE));
9138 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE));
9139 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE));
9140 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
9141 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE));
9142 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, FALSE));
9143 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, D3DCMP_ALWAYS));
9144 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
9145 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
9146 (void *)vertices, 4, 28));
9147 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));
9148 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO));
9149 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE));
9150 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE));
9151 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, TRUE));
9152 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, D3DCMP_LESS));
9153 }
9154
9155 //----- (00452442) --------------------------------------------------------
9156 unsigned int __fastcall _452442_color_cvt(unsigned __int16 a1, unsigned __int16 a2, int a3, int a4)
9157 {
9158 int v4; // ebx@0
9159 __int16 v5; // ST14_2@1
9160 __int16 v6; // dx@1
9161 int v7; // ecx@1
9162 __int16 v8; // ST10_2@1
9163 int v9; // edi@1
9164 unsigned __int16 v10; // dh@1@1
9165 int v11; // ebx@1
9166 int v12; // ebx@1
9167 __int16 a3a; // [sp+1Ch] [bp+8h]@1
9168
9169 v5 = a2 >> 2;
9170 v6 = (unsigned __int16)a4 >> 2;
9171 v8 = a1 >> 2;
9172 a3a = (unsigned __int16)a3 >> 2;
9173 LOWORD(v7) = a3a;
9174 v9 = v7;
9175 LOWORD(v4) = ((unsigned __int16)a4 >> 2) & 0xE0;
9176 LOWORD(v7) = a3a & 0xE0;
9177 LOWORD(v9) = v9 & 0x1C00;
9178 v11 = v7 + v4;
9179 LOWORD(v7) = v5 & 0xE0;
9180 v12 = v7 + v11;
9181 LOWORD(v7) = v8 & 0xE0;
9182 __debugbreak(); // warning C4700: uninitialized local variable 'v10' used
9183 return (PID_TYPE(v8) + PID_TYPE(v5) + PID_TYPE(a3a) + PID_TYPE(v6)) | (v7 + v12) | ((v8 & 0x1C00)
9184 + (v5 & 0x1C00)
9185 + v9
9186 + (__PAIR__(v10, (unsigned __int16)a4 >> 2) & 0x1C00));
9187 }
9188
9189 //----- (0047C4FC) --------------------------------------------------------
9190 int __fastcall GetActorTintColor(int max_dimm, int min_dimm, float distance, int a4, RenderBillboard *a5)
9191 {
9192 //int v5; // esi@1
9193 signed int v6; // edx@1
9194 //signed int result; // eax@2
9195 int v8; // eax@3
9196 double v9; // st7@12
9197 //double v10; // ST0C_8@18
9198 int v11; // ecx@28
9199 //signed int v12; // edi@28
9200 //double v13; // ST0C_8@33
9201 //double v14; // ST0C_8@34
9202 double v15; // st7@44
9203 //double v16; // ST0C_8@44
9204 //double v17; // ST0C_8@44
9205 int v18; // ST14_4@44
9206 //double v19; // ST0C_8@44
9207 signed int v20; // [sp+10h] [bp-4h]@10
9208 // float a3a; // [sp+1Ch] [bp+8h]@33
9209 //float a3b; // [sp+1Ch] [bp+8h]@34
9210 float a3c; // [sp+1Ch] [bp+8h]@44
9211 //float a3d; // [sp+1Ch] [bp+8h]@44
9212 //float a4b; // [sp+20h] [bp+Ch]@18
9213 //int a4a; // [sp+20h] [bp+Ch]@33
9214 //float a4c; // [sp+20h] [bp+Ch]@44
9215 //float a4d; // [sp+20h] [bp+Ch]@44
9216 int a5a; // [sp+24h] [bp+10h]@44
9217
9218 //v5 = a2;
9219 v6 = 0;
9220
9221 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
9222 return 8 * (31 - max_dimm) | ((8 * (31 - max_dimm) | ((31 - max_dimm) << 11)) << 8);
9223
9224 if (pParty->armageddon_timer)
9225 return 0xFFFF0000;
9226
9227 v8 = pWeather->bNight;
9228 if (bUnderwater)
9229 v8 = 0;
9230 if (v8)
9231 {
9232 v20 = 1;
9233 if ((signed __int64)pParty->pPartyBuffs[PARTY_BUFF_TORCHLIGHT].uExpireTime > 0)
9234 v20 = pParty->pPartyBuffs[PARTY_BUFF_TORCHLIGHT].uPower;
9235 v9 = (double)v20 * 1024.0;
9236 if (a4)
9237 {
9238 v6 = 216;
9239 goto LABEL_20;
9240 }
9241 if (distance <= v9)
9242 {
9243 if (distance > 0.0)
9244 {
9245 //a4b = distance * 216.0 / v9;
9246 //v10 = a4b + 6.7553994e15;
9247 //v6 = LODWORD(v10);
9248 v6 = floorf(0.5f + distance * 216.0 / v9);
9249 if (v6 > 216)
9250 {
9251 v6 = 216;
9252 goto LABEL_20;
9253 }
9254 }
9255 }
9256 else
9257 {
9258 v6 = 216;
9259 }
9260 if (distance != 0.0)
9261 {
9262 LABEL_20:
9263 if (a5)
9264 v6 = 8 * _43F55F_get_billboard_light_level(a5, v6 >> 3);
9265 if (v6 > 216)
9266 v6 = 216;
9267 return (255 - v6) | ((255 - v6) << 16) | ((255 - v6) << 8);
9268 }
9269 //LABEL_19:
9270 v6 = 216;
9271 goto LABEL_20;
9272 }
9273
9274
9275
9276 if (fabsf(distance) < 1.0e-6f)
9277 return 0xFFF8F8F8;
9278
9279 // dim in measured in 8-steps
9280 v11 = 8 * (max_dimm - min_dimm);
9281 //v12 = v11;
9282 if (v11 >= 0)
9283 {
9284 if (v11 > 216)
9285 v11 = 216;
9286 }
9287 else
9288 v11 = 0;
9289
9290 float fog_density_mult = 216.0f;
9291 if (a4)
9292 fog_density_mult += distance / (double)pODMRenderParams->shading_dist_shade * 32.0;
9293
9294 v6 = v11 + floorf(pOutdoor->fFogDensity * fog_density_mult + 0.5f);
9295 /*if ( a4 )
9296 {
9297 //a3b = pOutdoor->fFogDensity * 216.0;
9298 //v14 = a3b + 6.7553994e15;
9299 //a4a = floorf(a3b + 0.5f);//LODWORD(v14);
9300 }
9301 else
9302 {
9303 //a3a = (distance / (double)pODMRenderParams->shading_dist_shade * 32.0 + 216.0) * pOutdoor->fFogDensity;
9304 //v13 = a3a + 6.7553994e15;
9305 //a4a = floorf(a3a + 0.5f);//LODWORD(v13);
9306 }
9307 v6 = a4a + v11;*/
9308 if (a5)
9309 v6 = 8 * _43F55F_get_billboard_light_level(a5, v6 >> 3);
9310 if (v6 > 216)
9311 v6 = 216;
9312 if (v6 < v11)
9313 v6 = v11;
9314 if (v6 > 8 * pOutdoor->max_terrain_dimming_level)
9315 v6 = 8 * pOutdoor->max_terrain_dimming_level;
9316 if (!bUnderwater)
9317 return (255 - v6) | ((255 - v6) << 16) | ((255 - v6) << 8);
9318 else
9319 {
9320 v15 = (double)(255 - v6) * 0.0039215689;
9321 a3c = v15;
9322 //a4c = v15 * 16.0;
9323 //v16 = a4c + 6.7553994e15;
9324 a5a = floorf(v15 * 16.0 + 0.5f);//LODWORD(v16);
9325 //a4d = a3c * 194.0;
9326 //v17 = a4d + 6.7553994e15;
9327 v18 = floorf(a3c * 194.0 + 0.5f);//LODWORD(v17);
9328 //a3d = a3c * 153.0;
9329 //v19 = a3d + 6.7553994e15;
9330 return (int)floorf(a3c * 153.0 + 0.5f)/*LODWORD(v19)*/ | ((v18 | (a5a << 8)) << 8);
9331 }
9332 }
9333 // 6BE3C4: using guessed type char bUnderwater;
9334
9335 //----- (0043F55F) --------------------------------------------------------
9336 int __fastcall _43F55F_get_billboard_light_level(RenderBillboard *a1, int uBaseLightLevel)
9337 {
9338 signed int v3; // ecx@2
9339
9340 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
9341 v3 = pIndoor->pSectors[a1->uIndoorSectorID].uMinAmbientLightLevel;
9342 else
9343 {
9344 if (uBaseLightLevel == -1)
9345 v3 = a1->dimming_level;
9346 else
9347 v3 = uBaseLightLevel;
9348 }
9349 return _43F5C8_get_point_light_level_with_respect_to_lights(v3, a1->uIndoorSectorID, a1->world_x, a1->world_y, a1->world_z);
9350 }
9351
9352 //----- (0043F5C8) --------------------------------------------------------
9353 int __fastcall _43F5C8_get_point_light_level_with_respect_to_lights(unsigned int uBaseLightLevel, int uSectorID, float x, float y, float z)
9354 {
9355 // int v5; // esi@1
9356 signed int v6; // edi@1
9357 int v8; // eax@6
9358 int v9; // ebx@6
9359 unsigned int v10; // ecx@6
9360 unsigned int v11; // edx@9
9361 unsigned int v12; // edx@11
9362 signed int v13; // ecx@12
9363 BLVLightMM7 *v16; // esi@20
9364 int v17; // ebx@21
9365 // int v18; // eax@24
9366 // int v19; // ebx@24
9367 // unsigned int v20; // ecx@24
9368 // int v21; // edx@25
9369 // unsigned int v22; // edx@27
9370 // unsigned int v23; // edx@29
9371 signed int v24; // ecx@30
9372 int v26; // ebx@35
9373 // int v27; // eax@38
9374 // int v28; // ebx@38
9375 // unsigned int v29; // ecx@38
9376 // int v30; // edx@39
9377 // unsigned int v31; // edx@41
9378 // unsigned int v32; // edx@43
9379 //signed int v33; // ecx@44
9380 int v37; // [sp+Ch] [bp-18h]@37
9381 // int v38; // [sp+10h] [bp-14h]@5
9382 int v39; // [sp+10h] [bp-14h]@23
9383 int v40; // [sp+10h] [bp-14h]@36
9384 int v42; // [sp+14h] [bp-10h]@22
9385 unsigned int v43; // [sp+18h] [bp-Ch]@12
9386 unsigned int v44; // [sp+18h] [bp-Ch]@30
9387 unsigned int v45; // [sp+18h] [bp-Ch]@44
9388
9389 v6 = uBaseLightLevel;
9390 for (uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i)
9391 {
9392 MobileLight* p = &pMobileLightsStack->pLights[i];
9393
9394 float distX = abs(p->vPosition.x - x);
9395 if (distX <= p->uRadius)
9396 {
9397 float distY = abs(p->vPosition.y - y);
9398 if (distY <= p->uRadius)
9399 {
9400 float distZ = abs(p->vPosition.z - z);
9401 if (distZ <= p->uRadius)
9402 {
9403 v8 = distX;
9404 v9 = distY;
9405 v10 = distZ;
9406 if (distX < distY)
9407 {
9408 v8 = distY;
9409 v9 = distX;
9410 }
9411 if (v8 < distZ)
9412 {
9413 v11 = v8;
9414 v8 = distZ;
9415 v10 = v11;
9416 }
9417 if (v9 < (signed int)v10)
9418 {
9419 v12 = v10;
9420 v10 = v9;
9421 v9 = v12;
9422 }
9423 v43 = ((unsigned int)(11 * v9) / 32) + (v10 / 4) + v8;
9424 v13 = p->uRadius;
9425 if ((signed int)v43 < v13)
9426 v6 += ((unsigned __int64)(30i64 * (signed int)(v43 << 16) / v13) >> 16) - 30;
9427 }
9428 }
9429 }
9430 }
9431
9432 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
9433 {
9434 BLVSector* pSector = &pIndoor->pSectors[uSectorID];
9435
9436 for (uint i = 0; i < pSector->uNumLights; ++i)
9437 {
9438 v16 = pIndoor->pLights + pSector->pLights[i];
9439 if (~v16->uAtributes & 8)
9440 {
9441 v17 = abs(v16->vPosition.x - x);
9442 if (v17 <= v16->uRadius)
9443 {
9444 v42 = abs(v16->vPosition.y - y);
9445 if (v42 <= v16->uRadius)
9446 {
9447 v39 = abs(v16->vPosition.z - z);
9448 if (v39 <= v16->uRadius)
9449 {
9450 v44 = int_get_vector_length(v17, v42, v39);
9451 v24 = v16->uRadius;
9452 if ((signed int)v44 < v24)
9453 v6 += ((unsigned __int64)(30i64 * (signed int)(v44 << 16) / v24) >> 16) - 30;
9454 }
9455 }
9456 }
9457 }
9458 }
9459 }
9460
9461 for (uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i)
9462 {
9463 //StationaryLight* p = &pStationaryLightsStack->pLights[i];
9464 v26 = abs(pStationaryLightsStack->pLights[i].vPosition.x - x);
9465 if (v26 <= pStationaryLightsStack->pLights[i].uRadius)
9466 {
9467 v40 = abs(pStationaryLightsStack->pLights[i].vPosition.y - y);
9468 if (v40 <= pStationaryLightsStack->pLights[i].uRadius)
9469 {
9470 v37 = abs(pStationaryLightsStack->pLights[i].vPosition.z - z);
9471 if (v37 <= pStationaryLightsStack->pLights[i].uRadius)
9472 {
9473 v45 = int_get_vector_length(v26, v40, v37);
9474 //v33 = pStationaryLightsStack->pLights[i].uRadius;
9475 if ((signed int)v45 < pStationaryLightsStack->pLights[i].uRadius)
9476 v6 += ((unsigned __int64)(30i64 * (signed int)(v45 << 16) / pStationaryLightsStack->pLights[i].uRadius) >> 16) - 30;
9477 }
9478 }
9479 }
9480 }
9481
9482 if (v6 <= 31)
9483 {
9484 if (v6 < 0)
9485 v6 = 0;
9486 }
9487 else
9488 v6 = 31;
9489 return v6;
9490 }
9491
9492 //----- (0049D700) --------------------------------------------------------
9493 unsigned int __fastcall GetMaxMipLevels(unsigned int uDim)
9494 {
9495 int v2; // ecx@1
9496 unsigned int v3; // eax@1
9497
9498 v2 = 0;
9499 v3 = uDim - 1;
9500 while (v3 & 1)
9501 {
9502 v3 >>= 1;
9503 ++v2;
9504 }
9505 return v3 == 0 ? v2 : 0;
9506 }
9507
9508 //----- (0046E44E) --------------------------------------------------------
9509 int _46E44E_collide_against_faces_and_portals(unsigned int b1)
9510 {
9511 BLVSector *pSector; // edi@1
9512 signed int v2; // ebx@1
9513 BLVFace *pFace; // esi@2
9514 __int16 pNextSector; // si@10
9515 int pArrayNum; // ecx@12
9516 unsigned __int8 v6; // sf@12
9517 unsigned __int8 v7; // of@12
9518 int result; // eax@14
9519 //int v10; // ecx@15
9520 int pFloor; // eax@16
9521 int v15; // eax@24
9522 int v16; // edx@25
9523 int v17; // eax@29
9524 unsigned int v18; // eax@33
9525 int v21; // eax@35
9526 int v22; // ecx@36
9527 int v23; // eax@40
9528 unsigned int v24; // eax@44
9529 int a3; // [sp+10h] [bp-48h]@28
9530 int v26; // [sp+14h] [bp-44h]@15
9531 int i; // [sp+18h] [bp-40h]@1
9532 int a10; // [sp+1Ch] [bp-3Ch]@1
9533 int v29; // [sp+20h] [bp-38h]@14
9534 int v32; // [sp+2Ch] [bp-2Ch]@15
9535 int pSectorsArray[10]; // [sp+30h] [bp-28h]@1
9536
9537 pSector = &pIndoor->pSectors[stru_721530.uSectorID];
9538 i = 1;
9539 a10 = b1;
9540 pSectorsArray[0] = stru_721530.uSectorID;
9541 for (v2 = 0; v2 < pSector->uNumPortals; ++v2)
9542 {
9543 pFace = &pIndoor->pFaces[pSector->pPortals[v2]];
9544 if (stru_721530.sMaxX <= pFace->pBounding.x2 && stru_721530.sMinX >= pFace->pBounding.x1
9545 && stru_721530.sMaxY <= pFace->pBounding.y2 && stru_721530.sMinY >= pFace->pBounding.y1
9546 && stru_721530.sMaxZ <= pFace->pBounding.z2 && stru_721530.sMinZ >= pFace->pBounding.z1
9547 && abs((pFace->pFacePlane_old.dist
9548 + stru_721530.normal.x * pFace->pFacePlane_old.vNormal.x
9549 + stru_721530.normal.y * pFace->pFacePlane_old.vNormal.y
9550 + stru_721530.normal.z * pFace->pFacePlane_old.vNormal.z) >> 16) <= stru_721530.field_6C + 16)
9551 {
9552 pNextSector = pFace->uSectorID == stru_721530.uSectorID ? pFace->uBackSectorID : pFace->uSectorID;//FrontSectorID
9553 pArrayNum = i++;
9554 v7 = i < 10;
9555 v6 = i - 10 < 0;
9556 pSectorsArray[pArrayNum] = pNextSector;
9557 if (!(v6 ^ v7))
9558 break;
9559 }
9560 }
9561 result = 0;
9562 for (v29 = 0; v29 < i; v29++)
9563 {
9564 pSector = &pIndoor->pSectors[pSectorsArray[v29]];
9565 v32 = pSector->uNumFloors + pSector->uNumWalls + pSector->uNumCeilings;
9566 for (v26 = 0; v26 < v32; v26++)
9567 {
9568 pFloor = pSector->pFloors[v26];
9569 pFace = &pIndoor->pFaces[pSector->pFloors[v26]];
9570 if (!pFace->Portal()
9571 && stru_721530.sMaxX <= pFace->pBounding.x2 && stru_721530.sMinX >= pFace->pBounding.x1
9572 && stru_721530.sMaxY <= pFace->pBounding.y2 && stru_721530.sMinY >= pFace->pBounding.y1
9573 && stru_721530.sMaxZ <= pFace->pBounding.z2 && stru_721530.sMinZ >= pFace->pBounding.z1
9574 && pFloor != stru_721530.field_84)
9575 {
9576 v15 = (pFace->pFacePlane_old.dist + stru_721530.normal.x * pFace->pFacePlane_old.vNormal.x
9577 + stru_721530.normal.y * pFace->pFacePlane_old.vNormal.y
9578 + stru_721530.normal.z * pFace->pFacePlane_old.vNormal.z) >> 16;
9579 if (v15 > 0)
9580 {
9581 v16 = (pFace->pFacePlane_old.dist + stru_721530.normal2.x * pFace->pFacePlane_old.vNormal.x
9582 + stru_721530.normal2.y * pFace->pFacePlane_old.vNormal.y
9583 + stru_721530.normal2.z * pFace->pFacePlane_old.vNormal.z) >> 16;
9584 if (v15 <= stru_721530.prolly_normal_d || v16 <= stru_721530.prolly_normal_d)
9585 {
9586 if (v16 <= v15)
9587 {
9588 a3 = stru_721530.field_6C;
9589 if (sub_47531C(stru_721530.prolly_normal_d, &a3, stru_721530.normal.x, stru_721530.normal.y, stru_721530.normal.z,
9590 stru_721530.direction.x, stru_721530.direction.y, stru_721530.direction.z, pFace, a10))
9591 {
9592 v17 = a3;
9593 }
9594 else
9595 {
9596 a3 = stru_721530.field_6C + stru_721530.prolly_normal_d;
9597 if (!sub_475D85(&stru_721530.normal, &stru_721530.direction, &a3, pFace))
9598 goto LABEL_34;
9599 v17 = a3 - stru_721530.prolly_normal_d;
9600 a3 -= stru_721530.prolly_normal_d;
9601 }
9602 if (v17 < stru_721530.field_7C)
9603 {
9604 stru_721530.field_7C = v17;
9605 v18 = 8 * pSector->pFloors[v26];
9606 LOBYTE(v18) = v18 | 6;
9607 stru_721530.uFaceID = v18;
9608 }
9609 }
9610 }
9611 }
9612 LABEL_34:
9613 if (!(stru_721530.field_0 & 1)
9614 || (v21 = (pFace->pFacePlane_old.dist + stru_721530.position.x * pFace->pFacePlane_old.vNormal.x
9615 + stru_721530.position.y * pFace->pFacePlane_old.vNormal.y
9616 + stru_721530.position.z * pFace->pFacePlane_old.vNormal.z) >> 16, v21 <= 0)
9617 || (v22 = (pFace->pFacePlane_old.dist + stru_721530.field_4C * pFace->pFacePlane_old.vNormal.x
9618 + stru_721530.field_50 * pFace->pFacePlane_old.vNormal.y
9619 + stru_721530.field_54 * pFace->pFacePlane_old.vNormal.z) >> 16, v21 > stru_721530.prolly_normal_d)
9620 && v22 > stru_721530.prolly_normal_d || v22 > v21)
9621 continue;
9622 a3 = stru_721530.field_6C;
9623 if (sub_47531C(stru_721530.field_8_radius, &a3, stru_721530.position.x, stru_721530.position.y, stru_721530.position.z,
9624 stru_721530.direction.x, stru_721530.direction.y, stru_721530.direction.z, pFace, a10))
9625 {
9626 v23 = a3;
9627 goto LABEL_43;
9628 }
9629 a3 = stru_721530.field_6C + stru_721530.field_8_radius;
9630 if (sub_475D85(&stru_721530.position, &stru_721530.direction, &a3, pFace))
9631 {
9632 v23 = a3 - stru_721530.prolly_normal_d;
9633 a3 -= stru_721530.prolly_normal_d;
9634 LABEL_43:
9635 if (v23 < stru_721530.field_7C)
9636 {
9637 stru_721530.field_7C = v23;
9638 v24 = 8 * pSector->pFloors[v26];
9639 LOBYTE(v24) = v24 | 6;
9640 stru_721530.uFaceID = v24;
9641 }
9642 }
9643 }
9644 }
9645 result = v29 + 1;
9646 }
9647 return result;
9648 }
9649 // 46E44E: using guessed type int var_28[10];
9650
9651 //----- (0046E889) --------------------------------------------------------
9652 int __fastcall _46E889_collide_against_bmodels(unsigned int ecx0)
9653 {
9654 int result; // eax@1
9655 //int v3; // ebx@9
9656 int v8; // eax@19
9657 int v9; // ecx@20
9658 int v10; // eax@24
9659 unsigned int v14; // eax@28
9660 int v15; // eax@30
9661 int v16; // ecx@31
9662 unsigned int v17; // eax@36
9663 int v21; // eax@42
9664 unsigned int v22; // eax@43
9665 //int a11; // [sp+70h] [bp-18h]@1
9666 //int a10; // [sp+80h] [bp-8h]@1
9667 int a2; // [sp+84h] [bp-4h]@23
9668
9669 //a11 = ecx0;
9670
9671 BLVFace face; // [sp+Ch] [bp-7Ch]@1
9672
9673 result = 0;
9674 for (uint i = 0; i < (signed int)pOutdoor->uNumBModels; ++i)
9675 {
9676 if (stru_721530.sMaxX <= pOutdoor->pBModels[i].sMaxX && stru_721530.sMinX >= pOutdoor->pBModels[i].sMinX
9677 && stru_721530.sMaxY <= pOutdoor->pBModels[i].sMaxY && stru_721530.sMinY >= pOutdoor->pBModels[i].sMinY
9678 && stru_721530.sMaxZ <= pOutdoor->pBModels[i].sMaxZ && stru_721530.sMinZ >= pOutdoor->pBModels[i].sMinZ)
9679 {
9680 for (uint j = 0; j < pOutdoor->pBModels[i].uNumFaces; ++j)
9681 {
9682 if (stru_721530.sMaxX <= pOutdoor->pBModels[i].pFaces[j].pBoundingBox.x2 && stru_721530.sMinX >= pOutdoor->pBModels[i].pFaces[j].pBoundingBox.x1
9683 && stru_721530.sMaxY <= pOutdoor->pBModels[i].pFaces[j].pBoundingBox.y2 && stru_721530.sMinY >= pOutdoor->pBModels[i].pFaces[j].pBoundingBox.y1
9684 && stru_721530.sMaxZ <= pOutdoor->pBModels[i].pFaces[j].pBoundingBox.z2 && stru_721530.sMinZ >= pOutdoor->pBModels[i].pFaces[j].pBoundingBox.z1)
9685 {
9686 face.pFacePlane_old.vNormal.x = pOutdoor->pBModels[i].pFaces[j].pFacePlane.vNormal.x;
9687 face.pFacePlane_old.vNormal.y = pOutdoor->pBModels[i].pFaces[j].pFacePlane.vNormal.y;
9688 face.pFacePlane_old.vNormal.z = pOutdoor->pBModels[i].pFaces[j].pFacePlane.vNormal.z;
9689
9690 face.pFacePlane_old.dist = pOutdoor->pBModels[i].pFaces[j].pFacePlane.dist; //incorrect
9691
9692 face.uAttributes = pOutdoor->pBModels[i].pFaces[j].uAttributes;
9693
9694 face.pBounding.x1 = pOutdoor->pBModels[i].pFaces[j].pBoundingBox.x1;
9695 face.pBounding.y1 = pOutdoor->pBModels[i].pFaces[j].pBoundingBox.y1;
9696 face.pBounding.z1 = pOutdoor->pBModels[i].pFaces[j].pBoundingBox.z1;
9697
9698 face.pBounding.x2 = pOutdoor->pBModels[i].pFaces[j].pBoundingBox.x2;
9699 face.pBounding.y2 = pOutdoor->pBModels[i].pFaces[j].pBoundingBox.y2;
9700 face.pBounding.z2 = pOutdoor->pBModels[i].pFaces[j].pBoundingBox.z2;
9701
9702 face.zCalc1 = pOutdoor->pBModels[i].pFaces[j].zCalc1;
9703 face.zCalc2 = pOutdoor->pBModels[i].pFaces[j].zCalc2;
9704 face.zCalc3 = pOutdoor->pBModels[i].pFaces[j].zCalc3;
9705
9706 face.pXInterceptDisplacements = pOutdoor->pBModels[i].pFaces[j].pXInterceptDisplacements;
9707 face.pYInterceptDisplacements = pOutdoor->pBModels[i].pFaces[j].pYInterceptDisplacements;
9708 face.pZInterceptDisplacements = pOutdoor->pBModels[i].pFaces[j].pZInterceptDisplacements;
9709
9710 face.uPolygonType = (PolygonType)pOutdoor->pBModels[i].pFaces[j].uPolygonType;
9711
9712 face.uNumVertices = pOutdoor->pBModels[i].pFaces[j].uNumVertices;
9713
9714 face.uBitmapID = pOutdoor->pBModels[i].pFaces[j].uTextureID;
9715
9716 face.pVertexIDs = pOutdoor->pBModels[i].pFaces[j].pVertexIDs;
9717
9718 if (!face.Ethereal() && !face.Portal())
9719 {
9720 v8 = (face.pFacePlane_old.dist + face.pFacePlane_old.vNormal.x * stru_721530.normal.x
9721 + face.pFacePlane_old.vNormal.y * stru_721530.normal.y
9722 + face.pFacePlane_old.vNormal.z * stru_721530.normal.z) >> 16;
9723 if (v8 > 0)
9724 {
9725 v9 = (face.pFacePlane_old.dist + face.pFacePlane_old.vNormal.x * stru_721530.normal2.x
9726 + face.pFacePlane_old.vNormal.y * stru_721530.normal2.y
9727 + face.pFacePlane_old.vNormal.z * stru_721530.normal2.z) >> 16;
9728 if (v8 <= stru_721530.prolly_normal_d || v9 <= stru_721530.prolly_normal_d)
9729 {
9730 if (v9 <= v8)
9731 {
9732 a2 = stru_721530.field_6C;
9733 if (sub_4754BF(stru_721530.prolly_normal_d, &a2, stru_721530.normal.x, stru_721530.normal.y, stru_721530.normal.z,
9734 stru_721530.direction.x, stru_721530.direction.y, stru_721530.direction.z, &face, i, ecx0))
9735 {
9736 v10 = a2;
9737 }
9738 else
9739 {
9740 a2 = stru_721530.prolly_normal_d + stru_721530.field_6C;
9741 if (!sub_475F30(&a2, &face, stru_721530.normal.x, stru_721530.normal.y, stru_721530.normal.z,
9742 stru_721530.direction.x, stru_721530.direction.y, stru_721530.direction.z, i))
9743 goto LABEL_29;
9744 v10 = a2 - stru_721530.prolly_normal_d;
9745 a2 -= stru_721530.prolly_normal_d;
9746 }
9747 if (v10 < stru_721530.field_7C)
9748 {
9749 stru_721530.field_7C = v10;
9750 v14 = 8 * (j | (i << 6));
9751 LOBYTE(v14) = v14 | 6;
9752 stru_721530.uFaceID = v14;
9753 }
9754 }
9755 }
9756 }
9757 LABEL_29:
9758 if (stru_721530.field_0 & 1)
9759 {
9760 v15 = (face.pFacePlane_old.dist + face.pFacePlane_old.vNormal.x * stru_721530.position.x
9761 + face.pFacePlane_old.vNormal.y * stru_721530.position.y
9762 + face.pFacePlane_old.vNormal.z * stru_721530.position.z) >> 16;
9763 if (v15 > 0)
9764 {
9765 v16 = (face.pFacePlane_old.dist + face.pFacePlane_old.vNormal.x * stru_721530.field_4C
9766 + face.pFacePlane_old.vNormal.y * stru_721530.field_50
9767 + face.pFacePlane_old.vNormal.z * stru_721530.field_54) >> 16;
9768 if (v15 <= stru_721530.prolly_normal_d || v16 <= stru_721530.prolly_normal_d)
9769 {
9770 if (v16 <= v15)
9771 {
9772 a2 = stru_721530.field_6C;
9773 if (sub_4754BF(stru_721530.field_8_radius, &a2, stru_721530.position.x, stru_721530.position.y, stru_721530.position.z,
9774 stru_721530.direction.x, stru_721530.direction.y, stru_721530.direction.z, &face, i, ecx0))
9775 {
9776 if (a2 < stru_721530.field_7C)
9777 {
9778 stru_721530.field_7C = a2;
9779 v17 = 8 * (j | (i << 6));
9780 LOBYTE(v17) = v17 | 6;
9781 stru_721530.uFaceID = v17;
9782 }
9783 }
9784 else
9785 {
9786 a2 = stru_721530.field_6C + stru_721530.field_8_radius;
9787 if (sub_475F30(&a2, &face, stru_721530.position.x, stru_721530.position.y, stru_721530.position.z,
9788 stru_721530.direction.x, stru_721530.direction.y, stru_721530.direction.z, i))
9789 {
9790 v21 = a2 - stru_721530.prolly_normal_d;
9791 a2 -= stru_721530.prolly_normal_d;
9792 if (a2 < stru_721530.field_7C)
9793 {
9794 stru_721530.field_7C = v21;
9795 v22 = 8 * (j | (i << 6));
9796 LOBYTE(v22) = v22 | 6;
9797 stru_721530.uFaceID = v22;
9798 }
9799 }
9800 }
9801 }
9802 }
9803 }
9804 }
9805 }
9806 }
9807 }
9808 }
9809 result = i;
9810 }
9811 return result;
9812 }
9813
9814 //----- (0046ED1B) --------------------------------------------------------
9815 int collide_against_floor(int x, int y, int z, unsigned int *pSectorID, unsigned int *pFaceID)
9816 {
9817 uint uFaceID = -1;
9818 int floor_level = BLV_GetFloorLevel(x, y, z, *pSectorID, &uFaceID);
9819
9820 if (floor_level != -30000 && floor_level <= z + 50)
9821 {
9822 *pFaceID = uFaceID;
9823 return floor_level;
9824 }
9825
9826 uint uSectorID = pIndoor->GetSector(x, y, z);
9827 *pSectorID = uSectorID;
9828
9829 floor_level = BLV_GetFloorLevel(x, y, z, uSectorID, &uFaceID);
9830 if (uSectorID && floor_level != -30000)
9831 *pFaceID = uFaceID;
9832 else return -30000;
9833 return floor_level;
9834 }
9835
9836 //----- (0046ED8A) --------------------------------------------------------
9837 void __fastcall _46ED8A_collide_against_sprite_objects(unsigned int _this)
9838 {
9839 ObjectDesc *object; // edx@4
9840 int v10; // ecx@12
9841 int v11; // esi@13
9842
9843 for (uint i = 0; i < uNumSpriteObjects; ++i)
9844 {
9845 if (pSpriteObjects[i].uObjectDescID)
9846 {
9847 object = &pObjectList->pObjects[pSpriteObjects[i].uObjectDescID];
9848 if (!(object->uFlags & OBJECT_DESC_NO_COLLISION))
9849 {
9850 if (stru_721530.sMaxX <= pSpriteObjects[i].vPosition.x + object->uRadius && stru_721530.sMinX >= pSpriteObjects[i].vPosition.x - object->uRadius
9851 && stru_721530.sMaxY <= pSpriteObjects[i].vPosition.y + object->uRadius && stru_721530.sMinY >= pSpriteObjects[i].vPosition.y - object->uRadius
9852 && stru_721530.sMaxZ <= pSpriteObjects[i].vPosition.z + object->uHeight && stru_721530.sMinZ >= pSpriteObjects[i].vPosition.z)
9853 {
9854 if (abs(((pSpriteObjects[i].vPosition.x - stru_721530.normal.x) * stru_721530.direction.y
9855 - (pSpriteObjects[i].vPosition.y - stru_721530.normal.y) * stru_721530.direction.x) >> 16)
9856 <= object->uHeight + stru_721530.prolly_normal_d)
9857 {
9858 v10 = ((pSpriteObjects[i].vPosition.x - stru_721530.normal.x) * stru_721530.direction.x
9859 + (pSpriteObjects[i].vPosition.y - stru_721530.normal.y) * stru_721530.direction.y) >> 16;
9860 if (v10 > 0)
9861 {
9862 v11 = stru_721530.normal.z + ((unsigned __int64)(stru_721530.direction.z * (signed __int64)v10) >> 16);
9863 if (v11 >= pSpriteObjects[i].vPosition.z - stru_721530.prolly_normal_d)
9864 {
9865 if (v11 <= object->uHeight + stru_721530.prolly_normal_d + pSpriteObjects[i].vPosition.z)
9866 {
9867 if (v10 < stru_721530.field_7C)
9868 sub_46DEF2(_this, i);
9869 }
9870 }
9871 }
9872 }
9873 }
9874 }
9875 }
9876 }
9877 }
9878
9879 //----- (0046EF01) --------------------------------------------------------
9880 int _46EF01_collision_chech_player(int a1)
9881 {
9882 int result; // eax@1
9883 int v3; // ebx@7
9884 int v4; // esi@7
9885 int v5; // edi@8
9886 int v6; // ecx@9
9887 int v7; // edi@12
9888 int v10; // [sp+14h] [bp-8h]@7
9889 int v11; // [sp+18h] [bp-4h]@7
9890
9891 result = pParty->vPosition.x;
9892 //v9 = pParty->uPartyHeight;
9893 if (stru_721530.sMaxX <= pParty->vPosition.x + (2 * pParty->field_14_radius) && stru_721530.sMinX >= pParty->vPosition.x - (2 * pParty->field_14_radius)
9894 && stru_721530.sMaxY <= pParty->vPosition.y + (2 * pParty->field_14_radius) && stru_721530.sMinY >= pParty->vPosition.y - (2 * pParty->field_14_radius)
9895 && stru_721530.sMaxZ <= pParty->vPosition.z + pParty->uPartyHeight && stru_721530.sMinZ >= pParty->vPosition.z)
9896 {
9897 v3 = stru_721530.prolly_normal_d + (2 * pParty->field_14_radius);
9898 v11 = pParty->vPosition.x - stru_721530.normal.x;
9899 v4 = ((pParty->vPosition.x - stru_721530.normal.x) * stru_721530.direction.y
9900 - (pParty->vPosition.y - stru_721530.normal.y) * stru_721530.direction.x) >> 16;
9901 v10 = pParty->vPosition.y - stru_721530.normal.y;
9902 result = abs(((pParty->vPosition.x - stru_721530.normal.x) * stru_721530.direction.y
9903 - (pParty->vPosition.y - stru_721530.normal.y) * stru_721530.direction.x) >> 16);
9904 if (result <= stru_721530.prolly_normal_d + (2 * pParty->field_14_radius))
9905 {
9906 result = v10 * stru_721530.direction.y;
9907 v5 = (v10 * stru_721530.direction.y + v11 * stru_721530.direction.x) >> 16;
9908 if (v5 > 0)
9909 {
9910 v6 = fixpoint_mul(stru_721530.direction.z, v5) + stru_721530.normal.z;
9911 result = pParty->vPosition.z;
9912 if (v6 >= pParty->vPosition.z)
9913 {
9914 result = pParty->uPartyHeight + pParty->vPosition.z;
9915 if (v6 <= (signed int)(pParty->uPartyHeight + pParty->vPosition.z) || a1)
9916 {
9917 result = integer_sqrt(v3 * v3 - v4 * v4);
9918 v7 = v5 - integer_sqrt(v3 * v3 - v4 * v4);
9919 if (v7 < 0)
9920 v7 = 0;
9921 if (v7 < stru_721530.field_7C)
9922 {
9923 stru_721530.field_7C = v7;
9924 stru_721530.uFaceID = 4;
9925 }
9926 }
9927 }
9928 }
9929 }
9930 }
9931 return result;
9932 }
9933
9934 //----- (0046E0B2) --------------------------------------------------------
9935 void _46E0B2_collide_against_decorations()
9936 {
9937 BLVSector *sector; // ebp@1
9938 LevelDecoration *decor; // edi@2
9939 DecorationDesc *decor_desc; // esi@3
9940 int v8; // ebx@10
9941 int v9; // esi@11
9942 int v11; // eax@12
9943 int v12; // esi@14
9944 unsigned int v13; // eax@17
9945 signed int i; // [sp+4h] [bp-14h]@1
9946 int v15; // [sp+8h] [bp-10h]@10
9947 int v16; // [sp+Ch] [bp-Ch]@10
9948 int v17; // [sp+10h] [bp-8h]@10
9949
9950 sector = &pIndoor->pSectors[stru_721530.uSectorID];
9951 for (i = 0; i < sector->uNumDecorations; ++i)
9952 {
9953 decor = &pLevelDecorations[sector->pDecorationIDs[i]];
9954 if (!(decor->uFlags & LEVEL_DECORATION_INVISIBLE))
9955 {
9956 decor_desc = &pDecorationList->pDecorations[decor->uDecorationDescID];
9957 if (!decor_desc->CanMoveThrough())
9958 {
9959 if (stru_721530.sMaxX <= decor->vPosition.x + decor_desc->uRadius && stru_721530.sMinX >= decor->vPosition.x - decor_desc->uRadius
9960 && stru_721530.sMaxY <= decor->vPosition.y + decor_desc->uRadius && stru_721530.sMinY >= decor->vPosition.y - decor_desc->uRadius
9961 && stru_721530.sMaxZ <= decor->vPosition.z + decor_desc->uDecorationHeight && stru_721530.sMinZ >= decor->vPosition.z)
9962 {
9963 v16 = decor->vPosition.x - stru_721530.normal.x;
9964 v15 = decor->vPosition.y - stru_721530.normal.y;
9965 v8 = stru_721530.prolly_normal_d + decor_desc->uRadius;
9966 v17 = ((decor->vPosition.x - stru_721530.normal.x) * stru_721530.direction.y
9967 - (decor->vPosition.y - stru_721530.normal.y) * stru_721530.direction.x) >> 16;
9968 if (abs(v17) <= stru_721530.prolly_normal_d + decor_desc->uRadius)
9969 {
9970 v9 = (v16 * stru_721530.direction.x + v15 * stru_721530.direction.y) >> 16;
9971 if (v9 > 0)
9972 {
9973 v11 = stru_721530.normal.z + fixpoint_mul(stru_721530.direction.z, v9);
9974 if (v11 >= decor->vPosition.z)
9975 {
9976 if (v11 <= decor_desc->uDecorationHeight + decor->vPosition.z)
9977 {
9978 v12 = v9 - integer_sqrt(v8 * v8 - v17 * v17);
9979 if (v12 < 0)
9980 v12 = 0;
9981 if (v12 < stru_721530.field_7C)
9982 {
9983 stru_721530.field_7C = v12;
9984 v13 = 8 * sector->pDecorationIDs[i];
9985 LOBYTE(v13) = v13 | 5;
9986 stru_721530.uFaceID = v13;
9987 }
9988 }
9989 }
9990 }
9991 }
9992 }
9993 }
9994 }
9995 }
9996 }
9997
9998 //----- (0046F04E) --------------------------------------------------------
9999 int _46F04E_collide_against_portals()
10000 {
10001 unsigned int v1; // eax@1
10002 BLVFace *face; // eax@3
10003 int v4; // ecx@9
10004 int v5; // edx@9
10005 signed int result; // eax@21
10006 unsigned int v10; // [sp+8h] [bp-Ch]@1
10007 int a3; // [sp+Ch] [bp-8h]@13
10008 int v12; // [sp+10h] [bp-4h]@15
10009
10010 v1 = 0xFFFFFFu;
10011 v10 = 0xFFFFFFu;
10012 for (uint i = 0; i < pIndoor->pSectors[stru_721530.uSectorID].uNumPortals; ++i)
10013 {
10014 if (pIndoor->pSectors[stru_721530.uSectorID].pPortals[i] != stru_721530.field_80)
10015 {
10016 face = &pIndoor->pFaces[pIndoor->pSectors[stru_721530.uSectorID].pPortals[i]];
10017 if (stru_721530.sMaxX <= face->pBounding.x2 && stru_721530.sMinX >= face->pBounding.x1
10018 && stru_721530.sMaxY <= face->pBounding.y2 && stru_721530.sMinY >= face->pBounding.y1
10019 && stru_721530.sMaxZ <= face->pBounding.z2 && stru_721530.sMinZ >= face->pBounding.z1)
10020 {
10021 v4 = (stru_721530.normal.x * face->pFacePlane_old.vNormal.x + face->pFacePlane_old.dist
10022 + stru_721530.normal.y * face->pFacePlane_old.vNormal.y
10023 + stru_721530.normal.z * face->pFacePlane_old.vNormal.z) >> 16;
10024 v5 = (stru_721530.normal2.z * face->pFacePlane_old.vNormal.z + face->pFacePlane_old.dist
10025 + stru_721530.normal2.x * face->pFacePlane_old.vNormal.x
10026 + stru_721530.normal2.y * face->pFacePlane_old.vNormal.y) >> 16;
10027 if ((v4 < stru_721530.prolly_normal_d || v5 < stru_721530.prolly_normal_d)
10028 && (v4 > -stru_721530.prolly_normal_d || v5 > -stru_721530.prolly_normal_d)
10029 && (a3 = stru_721530.field_6C, sub_475D85(&stru_721530.normal, &stru_721530.direction, &a3, face))
10030 && a3 < (signed int)v10)
10031 {
10032 v10 = a3;
10033 v12 = pIndoor->pSectors[stru_721530.uSectorID].pPortals[i];
10034 }
10035 }
10036 }
10037 }
10038 v1 = v10;
10039 if (stru_721530.field_7C >= (signed int)v1 && (signed int)v1 <= stru_721530.field_6C)
10040 {
10041 stru_721530.field_80 = v12;
10042 if (pIndoor->pFaces[v12].uSectorID == stru_721530.uSectorID)
10043 stru_721530.uSectorID = pIndoor->pFaces[v12].uBackSectorID;
10044 else
10045 stru_721530.uSectorID = pIndoor->pFaces[v12].uSectorID;
10046 stru_721530.field_7C = 268435455;
10047 result = 0;
10048 }
10049 else
10050 result = 1;
10051 return result;
10052 }
10053
10054 //----- (0046DEF2) --------------------------------------------------------
10055 unsigned int __fastcall sub_46DEF2(signed int a2, unsigned int uLayingItemID)
10056 {
10057 unsigned int result; // eax@1
10058
10059 result = uLayingItemID;
10060 if (pObjectList->pObjects[pSpriteObjects[uLayingItemID].uObjectDescID].uFlags & 0x10)
10061 result = _46BFFA_check_object_intercept(uLayingItemID, a2);
10062 return result;
10063 }
10064
10065 //----- (0047253E) --------------------------------------------------------
10066 void UpdateObjects()
10067 {
10068 ObjectDesc *object; // eax@5
10069 int v5; // ecx@6
10070 signed int v7; // eax@9
10071 signed int v11; // eax@17
10072 int v12; // edi@27
10073 int v18; // [sp+4h] [bp-10h]@27
10074 int v19; // [sp+8h] [bp-Ch]@27
10075
10076 for (uint i = 0; i < uNumSpriteObjects; ++i)
10077 {
10078 if (pSpriteObjects[i].uAttributes & OBJECT_40)
10079 pSpriteObjects[i].uAttributes &= ~OBJECT_40;
10080 else
10081 {
10082 object = &pObjectList->pObjects[pSpriteObjects[i].uObjectDescID];
10083 if (pSpriteObjects[i].AttachedToActor())
10084 {
10085 v5 = PID_ID(pSpriteObjects[i].spell_target_pid);
10086 pSpriteObjects[i].vPosition.x = pActors[v5].vPosition.x;
10087 pSpriteObjects[i].vPosition.y = pActors[v5].vPosition.y;
10088 pSpriteObjects[i].vPosition.z = pActors[v5].vPosition.z + pActors[v5].uActorHeight;
10089 if (!pSpriteObjects[i].uObjectDescID)
10090 continue;
10091 pSpriteObjects[i].uSpriteFrameID += pEventTimer->uTimeElapsed;
10092 if (!(object->uFlags & OBJECT_DESC_TEMPORARY))
10093 continue;
10094 if (pSpriteObjects[i].uSpriteFrameID >= 0)
10095 {
10096 v7 = object->uLifetime;
10097 if (pSpriteObjects[i].uAttributes & ITEM_BROKEN)
10098 v7 = pSpriteObjects[i].field_20;
10099 if (pSpriteObjects[i].uSpriteFrameID < v7)
10100 continue;
10101 }
10102 SpriteObject::OnInteraction(i);
10103 continue;
10104 }
10105 if (pSpriteObjects[i].uObjectDescID)
10106 {
10107 pSpriteObjects[i].uSpriteFrameID += pEventTimer->uTimeElapsed;
10108 if (object->uFlags & OBJECT_DESC_TEMPORARY)
10109 {
10110 if (pSpriteObjects[i].uSpriteFrameID < 0)
10111 {
10112 SpriteObject::OnInteraction(i);
10113 continue;
10114 }
10115 v11 = object->uLifetime;
10116 if (pSpriteObjects[i].uAttributes & ITEM_BROKEN)
10117 v11 = pSpriteObjects[i].field_20;
10118 }
10119 if (!(object->uFlags & OBJECT_DESC_TEMPORARY) || pSpriteObjects[i].uSpriteFrameID < v11)
10120 {
10121 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
10122 SpriteObject::UpdateObject_fn0_BLV(i);
10123 else
10124 SpriteObject::UpdateObject_fn0_ODM(i);
10125 if (pParty->bTurnBasedModeOn != 1 || !(pSpriteObjects[i].uSectorID & 4))
10126 continue;
10127 v12 = abs(pParty->vPosition.x - pSpriteObjects[i].vPosition.x);
10128 v18 = abs(pParty->vPosition.y - pSpriteObjects[i].vPosition.y);
10129 v19 = abs(pParty->vPosition.z - pSpriteObjects[i].vPosition.z);
10130 if (int_get_vector_length(v12, v18, v19) <= 5120)
10131 continue;
10132 SpriteObject::OnInteraction(i);
10133 continue;
10134 }
10135 if (!(object->uFlags & OBJECT_DESC_INTERACTABLE))
10136 {
10137 SpriteObject::OnInteraction(i);
10138 continue;
10139 }
10140 _46BFFA_check_object_intercept(i, PID(OBJECT_Item, i));
10141 }
10142 }
10143 }
10144 }
10145
10146 //----- (0047531C) --------------------------------------------------------
10147 bool sub_47531C(int a1, int *a2, int pos_x, int pos_y, int pos_z, int dir_x, int dir_y, int dir_z, BLVFace *face, int a10)
10148 {
10149 int v11; // ST1C_4@3
10150 int v12; // edi@3
10151 int v13; // esi@3
10152 int v14; // edi@4
10153 signed __int64 v15; // qtt@6
10154 //__int16 v16; // si@7
10155 int a7a; // [sp+30h] [bp+18h]@7
10156 int a9b; // [sp+38h] [bp+20h]@3
10157 int a9a; // [sp+38h] [bp+20h]@3
10158 int a10b; // [sp+3Ch] [bp+24h]@3
10159 signed int a10a; // [sp+3Ch] [bp+24h]@4
10160 int a10c; // [sp+3Ch] [bp+24h]@5
10161
10162 if (a10 && face->Ethereal())
10163 return 0;
10164 v11 = fixpoint_mul(dir_x, face->pFacePlane_old.vNormal.x);
10165 a10b = fixpoint_mul(dir_y, face->pFacePlane_old.vNormal.y);
10166 a9b = fixpoint_mul(dir_z, face->pFacePlane_old.vNormal.z);
10167 v12 = v11 + a9b + a10b;
10168 a9a = v11 + a9b + a10b;
10169 v13 = (a1 << 16)
10170 - pos_x * face->pFacePlane_old.vNormal.x
10171 - pos_y * face->pFacePlane_old.vNormal.y
10172 - pos_z * face->pFacePlane_old.vNormal.z
10173 - face->pFacePlane_old.dist;
10174 if (abs((a1 << 16)
10175 - pos_x * face->pFacePlane_old.vNormal.x
10176 - pos_y * face->pFacePlane_old.vNormal.y
10177 - pos_z * face->pFacePlane_old.vNormal.z - face->pFacePlane_old.dist) >= a1 << 16)
10178 {
10179 a10c = abs(v13) >> 14;
10180 if (a10c > abs(v12))
10181 return 0;
10182 LODWORD(v15) = v13 << 16;
10183 HIDWORD(v15) = v13 >> 16;
10184 v14 = a1;
10185 a10a = v15 / a9a;
10186 }
10187 else
10188 {
10189 a10a = 0;
10190 v14 = abs(v13) >> 16;
10191 }
10192 //v16 = pos_y + ((unsigned int)fixpoint_mul(a10a, dir_y) >> 16);
10193 LOWORD(a7a) = (short)pos_x + ((unsigned int)fixpoint_mul(a10a, dir_x) >> 16) - fixpoint_mul(v14, face->pFacePlane_old.vNormal.x);
10194 HIWORD(a7a) = pos_y + ((unsigned int)fixpoint_mul(a10a, dir_y) >> 16) - fixpoint_mul(v14, face->pFacePlane_old.vNormal.y);
10195 if (!sub_475665(face, a7a, (short)pos_z + ((unsigned int)fixpoint_mul(a10a, dir_z) >> 16) - fixpoint_mul(v14, face->pFacePlane_old.vNormal.z)))
10196 return 0;
10197 *a2 = a10a >> 16;
10198 if (a10a >> 16 < 0)
10199 *a2 = 0;
10200 return 1;
10201 }
10202
10203
10204 //----- (004754BF) --------------------------------------------------------
10205 bool sub_4754BF(int a1, int *a2, int X, int Y, int Z, int dir_x, int dir_y, int dir_z, BLVFace *face, int a10, int a11)
10206 {
10207 int v12; // ST1C_4@3
10208 int v13; // edi@3
10209 int v14; // esi@3
10210 int v15; // edi@4
10211 signed __int64 v16; // qtt@6
10212 //__int16 v17; // si@7
10213 int a7a; // [sp+30h] [bp+18h]@7
10214 int a1b; // [sp+38h] [bp+20h]@3
10215 int a1a; // [sp+38h] [bp+20h]@3
10216 int a11b; // [sp+40h] [bp+28h]@3
10217 signed int a11a; // [sp+40h] [bp+28h]@4
10218 int a11c; // [sp+40h] [bp+28h]@5
10219
10220 if (a11 && face->Ethereal())
10221 return false;
10222 v12 = fixpoint_mul(dir_x, face->pFacePlane_old.vNormal.x);
10223 a11b = fixpoint_mul(dir_y, face->pFacePlane_old.vNormal.y);
10224 a1b = fixpoint_mul(dir_z, face->pFacePlane_old.vNormal.z);
10225 v13 = v12 + a1b + a11b;
10226 a1a = v12 + a1b + a11b;
10227 v14 = (a1 << 16)
10228 - X * face->pFacePlane_old.vNormal.x
10229 - Y * face->pFacePlane_old.vNormal.y
10230 - Z * face->pFacePlane_old.vNormal.z
10231 - face->pFacePlane_old.dist;
10232 if (abs((a1 << 16)
10233 - X * face->pFacePlane_old.vNormal.x
10234 - Y * face->pFacePlane_old.vNormal.y
10235 - Z * face->pFacePlane_old.vNormal.z - face->pFacePlane_old.dist) >= a1 << 16)
10236 {
10237 a11c = abs(v14) >> 14;
10238 if (a11c > abs(v13))
10239 return false;
10240 LODWORD(v16) = v14 << 16;
10241 HIDWORD(v16) = v14 >> 16;
10242 v15 = a1;
10243 a11a = v16 / a1a;
10244 }
10245 else
10246 {
10247 a11a = 0;
10248 v15 = abs(v14) >> 16;
10249 }
10250 //v17 = Y + ((unsigned int)fixpoint_mul(a11a, dir_y) >> 16);
10251 LOWORD(a7a) = (short)X + ((unsigned int)fixpoint_mul(a11a, dir_x) >> 16) - fixpoint_mul(v15, face->pFacePlane_old.vNormal.x);
10252 HIWORD(a7a) = Y + ((unsigned int)fixpoint_mul(a11a, dir_y) >> 16) - fixpoint_mul(v15, face->pFacePlane_old.vNormal.y);
10253 if (!sub_4759C9(face, a10, a7a, (short)Z + ((unsigned int)fixpoint_mul(a11a, dir_z) >> 16) - fixpoint_mul(v15, face->pFacePlane_old.vNormal.z)))
10254 return false;
10255 *a2 = a11a >> 16;
10256 if (a11a >> 16 < 0)
10257 *a2 = 0;
10258 return true;
10259 }
10260
10261 //----- (00475665) --------------------------------------------------------
10262 int sub_475665(BLVFace *face, int a2, __int16 a3)
10263 {
10264 bool v16; // edi@14
10265 signed int v20; // ebx@18
10266 int v21; // edi@20
10267 signed int v22; // ST14_4@22
10268 signed __int64 v23; // qtt@22
10269 signed int result; // eax@25
10270 int v25; // [sp+14h] [bp-10h]@14
10271 int v26; // [sp+1Ch] [bp-8h]@2
10272 signed int v27; // [sp+20h] [bp-4h]@2
10273 signed int v28; // [sp+30h] [bp+Ch]@2
10274 signed int v29; // [sp+30h] [bp+Ch]@7
10275 signed int v30; // [sp+30h] [bp+Ch]@11
10276 signed int v31; // [sp+30h] [bp+Ch]@14
10277
10278 if (face->uAttributes & FACE_XY_PLANE)
10279 {
10280 v26 = (signed __int16)a2;
10281 v27 = SHIWORD(a2);
10282 if (face->uNumVertices)
10283 {
10284 for (v28 = 0; v28 < face->uNumVertices; v28++)
10285 {
10286 word_720C10_intercepts_xs[2 * v28] = face->pXInterceptDisplacements[v28] + pIndoor->pVertices[face->pVertexIDs[v28]].x;
10287 word_720B40_intercepts_zs[2 * v28] = face->pYInterceptDisplacements[v28] + pIndoor->pVertices[face->pVertexIDs[v28]].y;
10288 word_720C10_intercepts_xs[2 * v28 + 1] = face->pXInterceptDisplacements[v28 + 1] + pIndoor->pVertices[face->pVertexIDs[v28 + 1]].x;
10289 word_720B40_intercepts_zs[2 * v28 + 1] = face->pYInterceptDisplacements[v28 + 1] + pIndoor->pVertices[face->pVertexIDs[v28 + 1]].y;
10290 }
10291 }
10292 }
10293 else
10294 {
10295 if (face->uAttributes & FACE_XZ_PLANE)
10296 {
10297 v26 = (signed __int16)a2;
10298 v27 = a3;
10299 if (face->uNumVertices)
10300 {
10301 for (v29 = 0; v29 < face->uNumVertices; v29++)
10302 {
10303 word_720C10_intercepts_xs[2 * v29] = face->pXInterceptDisplacements[v29] + pIndoor->pVertices[face->pVertexIDs[v29]].x;
10304 word_720B40_intercepts_zs[2 * v29] = face->pZInterceptDisplacements[v29] + pIndoor->pVertices[face->pVertexIDs[v29]].z;
10305 word_720C10_intercepts_xs[2 * v29 + 1] = face->pXInterceptDisplacements[v29 + 1] + pIndoor->pVertices[face->pVertexIDs[v29 + 1]].x;
10306 word_720B40_intercepts_zs[2 * v29 + 1] = face->pZInterceptDisplacements[v29 + 1] + pIndoor->pVertices[face->pVertexIDs[v29 + 1]].z;
10307 }
10308 }
10309 }
10310 else
10311 {
10312 v26 = SHIWORD(a2);
10313 v27 = a3;
10314 if (face->uNumVertices)
10315 {
10316 for (v30 = 0; v30 < face->uNumVertices; v30++)
10317 {
10318 word_720C10_intercepts_xs[2 * v30] = face->pYInterceptDisplacements[v30] + pIndoor->pVertices[face->pVertexIDs[v30]].y;
10319 word_720B40_intercepts_zs[2 * v30] = face->pZInterceptDisplacements[v30] + pIndoor->pVertices[face->pVertexIDs[v30]].z;
10320 word_720C10_intercepts_xs[2 * v30 + 1] = face->pYInterceptDisplacements[v30 + 1] + pIndoor->pVertices[face->pVertexIDs[v30 + 1]].y;
10321 word_720B40_intercepts_zs[2 * v30 + 1] = face->pZInterceptDisplacements[v30 + 1] + pIndoor->pVertices[face->pVertexIDs[v30 + 1]].z;
10322 }
10323 }
10324 }
10325 }
10326 v31 = 0;
10327 word_720C10_intercepts_xs[2 * face->uNumVertices] = word_720C10_intercepts_xs[0];
10328 word_720B40_intercepts_zs[2 * face->uNumVertices] = word_720B40_intercepts_zs[0];
10329 v16 = word_720B40_intercepts_zs[0] >= v27;
10330 if (2 * face->uNumVertices <= 0)
10331 return 0;
10332 for (v25 = 0; v25 < 2 * face->uNumVertices; ++v25)
10333 {
10334 if (v31 >= 2)
10335 break;
10336 if (v16 ^ (word_720B40_intercepts_zs[v25 + 1] >= v27))
10337 {
10338 if (word_720C10_intercepts_xs[v25 + 1] >= v26)
10339 v20 = 0;
10340 else
10341 v20 = 2;
10342 v21 = v20 | (word_720C10_intercepts_xs[v25] < v26);
10343 if (v21 != 3)
10344 {
10345 v22 = word_720C10_intercepts_xs[v25 + 1] - word_720C10_intercepts_xs[v25];
10346 LODWORD(v23) = v22 << 16;
10347 HIDWORD(v23) = v22 >> 16;
10348 if (!v21
10349 || (word_720C10_intercepts_xs[v25] + ((signed int)(((unsigned __int64)(v23
10350 / (word_720B40_intercepts_zs[v25 + 1] - word_720B40_intercepts_zs[v25])
10351 * ((v27 - (signed int)word_720B40_intercepts_zs[v25]) << 16)) >> 16)
10352 + 32768) >> 16) >= v26))
10353 ++v31;
10354 }
10355 }
10356 v16 = word_720B40_intercepts_zs[v25 + 1] >= v27;
10357 }
10358 result = 1;
10359 if (v31 != 1)
10360 result = 0;
10361 return result;
10362 }
10363
10364 //----- (004759C9) --------------------------------------------------------
10365 bool __fastcall sub_4759C9(BLVFace *face, int a2, int a3, __int16 a4)
10366 {
10367 bool v12; // edi@14
10368 signed int v16; // ebx@18
10369 int v17; // edi@20
10370 signed int v18; // ST14_4@22
10371 signed __int64 v19; // qtt@22
10372 bool result; // eax@25
10373 int v21; // [sp+14h] [bp-10h]@14
10374 signed int v22; // [sp+18h] [bp-Ch]@1
10375 int v23; // [sp+1Ch] [bp-8h]@2
10376 signed int v24; // [sp+20h] [bp-4h]@2
10377 signed int a4d; // [sp+30h] [bp+Ch]@14
10378
10379 if (face->uAttributes & FACE_XY_PLANE)
10380 {
10381 v23 = (signed __int16)a3;
10382 v24 = SHIWORD(a3);
10383 if (face->uNumVertices)
10384 {
10385 for (v22 = 0; v22 < face->uNumVertices; ++v22)
10386 {
10387 word_720A70_intercepts_xs_plus_xs[2 * v22] = face->pXInterceptDisplacements[v22] + LOWORD(pOutdoor->pBModels[a2].pVertices.pVertices[face->pVertexIDs[v22]].x);
10388 word_7209A0_intercepts_ys_plus_ys[2 * v22] = face->pYInterceptDisplacements[v22] + LOWORD(pOutdoor->pBModels[a2].pVertices.pVertices[face->pVertexIDs[v22]].y);
10389 word_720A70_intercepts_xs_plus_xs[2 * v22 + 1] = face->pXInterceptDisplacements[v22 + 1] + LOWORD(pOutdoor->pBModels[a2].pVertices.pVertices[face->pVertexIDs[v22 + 1]].x);
10390 word_7209A0_intercepts_ys_plus_ys[2 * v22 + 1] = face->pYInterceptDisplacements[v22 + 1] + LOWORD(pOutdoor->pBModels[a2].pVertices.pVertices[face->pVertexIDs[v22 + 1]].y);
10391 }
10392 }
10393 }
10394 else
10395 {
10396 if (face->uAttributes & FACE_XZ_PLANE)
10397 {
10398 v23 = (signed __int16)a3;
10399 v24 = a4;
10400 if (face->uNumVertices)
10401 {
10402 for (v22 = 0; v22 < face->uNumVertices; ++v22)
10403 {
10404 word_720A70_intercepts_xs_plus_xs[2 * v22] = face->pXInterceptDisplacements[v22] + LOWORD(pOutdoor->pBModels[a2].pVertices.pVertices[face->pVertexIDs[v22]].x);
10405 word_7209A0_intercepts_ys_plus_ys[2 * v22] = face->pZInterceptDisplacements[v22] + LOWORD(pOutdoor->pBModels[a2].pVertices.pVertices[face->pVertexIDs[v22]].z);
10406 word_720A70_intercepts_xs_plus_xs[2 * v22 + 1] = face->pXInterceptDisplacements[v22 + 1] + LOWORD(pOutdoor->pBModels[a2].pVertices.pVertices[face->pVertexIDs[v22 + 1]].x);
10407 word_7209A0_intercepts_ys_plus_ys[2 * v22 + 1] = face->pZInterceptDisplacements[v22 + 1] + LOWORD(pOutdoor->pBModels[a2].pVertices.pVertices[face->pVertexIDs[v22 + 1]].z);
10408 }
10409 }
10410 }
10411 else
10412 {
10413 v23 = SHIWORD(a3);
10414 v24 = a4;
10415 if (face->uNumVertices)
10416 {
10417 for (v22 = 0; v22 < face->uNumVertices; ++v22)
10418 {
10419 word_720A70_intercepts_xs_plus_xs[2 * v22] = face->pYInterceptDisplacements[v22] + LOWORD(pOutdoor->pBModels[a2].pVertices.pVertices[face->pVertexIDs[v22]].y);
10420 word_7209A0_intercepts_ys_plus_ys[2 * v22] = face->pZInterceptDisplacements[v22] + LOWORD(pOutdoor->pBModels[a2].pVertices.pVertices[face->pVertexIDs[v22]].z);
10421 word_720A70_intercepts_xs_plus_xs[2 * v22 + 1] = face->pYInterceptDisplacements[v22 + 1] + LOWORD(pOutdoor->pBModels[a2].pVertices.pVertices[face->pVertexIDs[v22 + 1]].y);
10422 word_7209A0_intercepts_ys_plus_ys[2 * v22 + 1] = face->pZInterceptDisplacements[v22 + 1] + LOWORD(pOutdoor->pBModels[a2].pVertices.pVertices[face->pVertexIDs[v22 + 1]].z);
10423 }
10424 }
10425 }
10426 }
10427 a4d = 0;
10428 word_720A70_intercepts_xs_plus_xs[2 * face->uNumVertices] = word_720A70_intercepts_xs_plus_xs[0];
10429 word_7209A0_intercepts_ys_plus_ys[2 * face->uNumVertices] = word_7209A0_intercepts_ys_plus_ys[0];
10430 v12 = word_7209A0_intercepts_ys_plus_ys[0] >= v24;
10431 if (2 * face->uNumVertices <= 0)
10432 return 0;
10433 for (v21 = 0; v21 < 2 * face->uNumVertices; ++v21)
10434 {
10435 if (a4d >= 2)
10436 break;
10437 if (v12 ^ (word_7209A0_intercepts_ys_plus_ys[v21 + 1] >= v24))
10438 {
10439 if (word_720A70_intercepts_xs_plus_xs[v21 + 1] >= v23)
10440 v16 = 0;
10441 else
10442 v16 = 2;
10443 v17 = v16 | (word_720A70_intercepts_xs_plus_xs[v21] < v23);
10444 if (v17 != 3)
10445 {
10446 v18 = word_720A70_intercepts_xs_plus_xs[v21 + 1] - word_720A70_intercepts_xs_plus_xs[v21];
10447 LODWORD(v19) = v18 << 16;
10448 HIDWORD(v19) = v18 >> 16;
10449 if (!v17
10450 || (word_720A70_intercepts_xs_plus_xs[v21] + ((signed int)(((unsigned __int64)(v19
10451 / (word_7209A0_intercepts_ys_plus_ys[v21 + 1] - word_7209A0_intercepts_ys_plus_ys[v21])
10452 * ((v24 - (signed int)word_7209A0_intercepts_ys_plus_ys[v21]) << 16)) >> 16)
10453 + 0x8000) >> 16) >= v23))
10454 ++a4d;
10455 }
10456 }
10457 v12 = word_7209A0_intercepts_ys_plus_ys[v21 + 1] >= v24;
10458 }
10459 result = 1;
10460 if (a4d != 1)
10461 result = 0;
10462 return result;
10463 }
10464
10465 //----- (00475D85) --------------------------------------------------------
10466 bool __fastcall sub_475D85(Vec3_int_ *a1, Vec3_int_ *a2, int *a3, BLVFace *a4)
10467 {
10468 BLVFace *v4; // ebx@1
10469 int v5; // ST24_4@2
10470 int v6; // ST28_4@2
10471 int v7; // edi@2
10472 int v8; // eax@5
10473 signed int v9; // esi@5
10474 signed __int64 v10; // qtt@10
10475 Vec3_int_ *v11; // esi@11
10476 int v12; // ST14_4@11
10477 Vec3_int_ *v14; // [sp+Ch] [bp-18h]@1
10478 Vec3_int_ *v15; // [sp+14h] [bp-10h]@1
10479 // int v16; // [sp+18h] [bp-Ch]@2
10480 int v17; // [sp+20h] [bp-4h]@10
10481 int a4b; // [sp+30h] [bp+Ch]@2
10482 int a4c; // [sp+30h] [bp+Ch]@9
10483 signed int a4a; // [sp+30h] [bp+Ch]@10
10484
10485 v4 = a4;
10486 v15 = a2;
10487 v14 = a1;
10488 v5 = fixpoint_mul(a2->x, a4->pFacePlane_old.vNormal.x);
10489 a4b = fixpoint_mul(a2->y, a4->pFacePlane_old.vNormal.y);
10490 v6 = fixpoint_mul(a2->z, v4->pFacePlane_old.vNormal.z);
10491 v7 = v5 + v6 + a4b;
10492 //(v16 = v5 + v6 + a4b) == 0;
10493 if (a4->uAttributes & FACE_ETHEREAL || !v7 || v7 > 0 && !v4->Portal())
10494 return 0;
10495 v8 = v4->pFacePlane_old.vNormal.z * a1->z;
10496 v9 = -(v4->pFacePlane_old.dist + v8 + a1->y * v4->pFacePlane_old.vNormal.y + a1->x * v4->pFacePlane_old.vNormal.x);
10497 if (v7 <= 0)
10498 {
10499 if (v4->pFacePlane_old.dist + v8 + a1->y * v4->pFacePlane_old.vNormal.y + a1->x * v4->pFacePlane_old.vNormal.x < 0)
10500 return 0;
10501 }
10502 else
10503 {
10504 if (v9 < 0)
10505 return 0;
10506 }
10507 a4c = abs(-(v4->pFacePlane_old.dist + v8 + a1->y * v4->pFacePlane_old.vNormal.y + a1->x * v4->pFacePlane_old.vNormal.x)) >> 14;
10508 v11 = v14;
10509 LODWORD(v10) = v9 << 16;
10510 HIDWORD(v10) = v9 >> 16;
10511 a4a = v10 / v7;
10512 v17 = v10 / v7;
10513 LOWORD(v12) = LOWORD(v14->x) + (((unsigned int)fixpoint_mul(v17, v15->x) + 0x8000) >> 16);
10514 HIWORD(v12) = LOWORD(v11->y) + (((unsigned int)fixpoint_mul(v17, v15->y) + 0x8000) >> 16);
10515 if (a4c > abs(v7) || (v17 > *a3 << 16) || !sub_475665(v4, v12, LOWORD(v11->z) + (((unsigned int)fixpoint_mul(v17, v15->z) + 0x8000) >> 16)))
10516 return 0;
10517 *a3 = a4a >> 16;
10518 return 1;
10519 }
10520
10521 //----- (00475F30) --------------------------------------------------------
10522 bool __fastcall sub_475F30(int *a1, BLVFace *a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9)
10523 {
10524 int v10; // ST20_4@2
10525 int v11; // ST28_4@2
10526 int v12; // ST24_4@2
10527 int v13; // zf@2
10528 int v14; // edi@2
10529 signed int v16; // esi@5
10530 int v17; // ST20_4@9
10531 signed __int64 v18; // qtt@10
10532 int v19; // ST14_4@11
10533 int v22; // [sp+1Ch] [bp-8h]@2
10534 int v23; // [sp+1Ch] [bp-8h]@10
10535 signed int v24; // [sp+20h] [bp-4h]@10
10536
10537 v10 = fixpoint_mul(a6, a2->pFacePlane_old.vNormal.x);
10538 v11 = fixpoint_mul(a7, a2->pFacePlane_old.vNormal.y);
10539 v12 = fixpoint_mul(a8, a2->pFacePlane_old.vNormal.z);
10540 v13 = v10 + v12 + v11;
10541 v14 = v10 + v12 + v11;
10542 v22 = v10 + v12 + v11;
10543 if (a2->Ethereal() || !v13 || v14 > 0 && !a2->Portal())
10544 return 0;
10545 v16 = -(a2->pFacePlane_old.dist + a4 * a2->pFacePlane_old.vNormal.y + a3 * a2->pFacePlane_old.vNormal.x + a5 * a2->pFacePlane_old.vNormal.z);
10546 if (v14 <= 0)
10547 {
10548 if (a2->pFacePlane_old.dist + a4 * a2->pFacePlane_old.vNormal.y + a3 * a2->pFacePlane_old.vNormal.x + a5 * a2->pFacePlane_old.vNormal.z < 0)
10549 return 0;
10550 }
10551 else
10552 {
10553 if (v16 < 0)
10554 return 0;
10555 }
10556 v17 = abs(-(a2->pFacePlane_old.dist + a4 * a2->pFacePlane_old.vNormal.y + a3 * a2->pFacePlane_old.vNormal.x + a5 * a2->pFacePlane_old.vNormal.z)) >> 14;
10557 LODWORD(v18) = v16 << 16;
10558 HIDWORD(v18) = v16 >> 16;
10559 v24 = v18 / v22;
10560 v23 = v18 / v22;
10561 LOWORD(v19) = a3 + (((unsigned int)fixpoint_mul(v23, a6) + 0x8000) >> 16);
10562 HIWORD(v19) = a4 + (((unsigned int)fixpoint_mul(v23, a7) + 0x8000) >> 16);
10563 if (v17 > abs(v14) || v23 > *a1 << 16 || !sub_4759C9(a2, a9, v19, a5 + (((unsigned int)fixpoint_mul(v23, a8) + 0x8000) >> 16)))
10564 return 0;
10565 *a1 = v24 >> 16;
10566 return 1;
10567 }
10568
10569 //----- (00479089) --------------------------------------------------------
10570 bool __fastcall IsBModelVisible(unsigned int uModelID, int *reachable)
10571 {
10572 int v3; // edi@1
10573 int v4; // ebx@1
10574 int v9; // eax@3
10575 signed int v11; // esi@6
10576 int v12; // esi@8
10577 bool result; // eax@9
10578 int v17; // [sp+1Ch] [bp-10h]@1
10579 int v19; // [sp+20h] [bp-Ch]@3
10580 int angle; // [sp+24h] [bp-8h]@1
10581
10582 angle = (signed int)(pODMRenderParams->uCameraFovInDegrees << 11) / 360 / 2;
10583 v3 = pOutdoor->pBModels[uModelID].vBoundingCenter.x - pGame->pIndoorCameraD3D->vPartyPos.x;
10584 v4 = pOutdoor->pBModels[uModelID].vBoundingCenter.y - pGame->pIndoorCameraD3D->vPartyPos.y;
10585 stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX);
10586 v17 = v3 * stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY) + v4 * stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY);
10587 if (pGame->pIndoorCameraD3D->sRotationX)
10588 v17 = fixpoint_mul(v17, stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX));
10589 v19 = v4 * stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY) - v3 * stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY);
10590 v9 = int_get_vector_length(abs(v3), abs(v4), 0);
10591 //v10 = v14 * 188;
10592 //v22 = v9;
10593 *reachable = false;
10594 if (v9 < pOutdoor->pBModels[uModelID].sBoundingRadius + 256)
10595 *reachable = true;
10596 if (v19 >= 0)
10597 v11 = fixpoint_mul(stru_5C6E00->Sin(angle), v17) - fixpoint_mul(stru_5C6E00->Cos(angle), v19);
10598 else
10599 v11 = fixpoint_mul(stru_5C6E00->Cos(angle), v19) + fixpoint_mul(stru_5C6E00->Sin(angle), v17);
10600 v12 = v11 >> 16;
10601 if (v9 <= pODMRenderParams->shading_dist_mist + 2048)
10602 {
10603 //if ( abs(v12) > *(int *)((char *)&pOutdoor->pBModels->sBoundingRadius + v10) + 512 )
10604 if (abs(v12) > pOutdoor->pBModels[uModelID].sBoundingRadius + 512)
10605 {
10606 result = v12 < 0;
10607 LOBYTE(result) = v12 >= 0;
10608 return result;
10609 }
10610 else
10611 return true;
10612 }
10613 return false;
10614 }
10615
10616 //----- (00479295) --------------------------------------------------------
10617 int Polygon::_479295()
10618 {
10619 int v3; // ecx@4
10620 int v4; // eax@4
10621 int v5; // edx@4
10622 // int v6; // ST14_4@5
10623 Vec3_int_ thisa; // [sp+Ch] [bp-10h]@8
10624 int v11; // [sp+18h] [bp-4h]@4
10625
10626 if (!this->pODMFace->pFacePlane.vNormal.z)
10627 {
10628 v3 = this->pODMFace->pFacePlane.vNormal.x;
10629 v4 = -this->pODMFace->pFacePlane.vNormal.y;
10630 v5 = 0;
10631 v11 = 65536;
10632 }
10633 else if ((this->pODMFace->pFacePlane.vNormal.x || this->pODMFace->pFacePlane.vNormal.y)
10634 && abs(this->pODMFace->pFacePlane.vNormal.z) < 59082)
10635 {
10636 thisa.x = -this->pODMFace->pFacePlane.vNormal.y;
10637 thisa.y = this->pODMFace->pFacePlane.vNormal.x;
10638 thisa.z = 0;
10639 thisa.Normalize_float();
10640 v4 = thisa.x;
10641 v3 = thisa.y;
10642 v5 = 0;
10643 v11 = 65536;
10644 }
10645 else
10646 {
10647 v3 = 0;
10648 v4 = 65536;
10649 v11 = 0;
10650 v5 = -65536;
10651 }
10652 sTextureDeltaU = this->pODMFace->sTextureDeltaU;
10653 sTextureDeltaV = this->pODMFace->sTextureDeltaV;
10654 ptr_38->_48616B_frustum_odm(v4, v3, 0, 0, v5, v11);
10655 return 1;
10656 }
10657
10658
10659 unsigned short *LoadTgaTexture(const wchar_t *filename, int *out_width = nullptr, int *out_height = nullptr)
10660 {
10661 #pragma pack(push, 1)
10662 struct TGAHeader
10663 {
10664 unsigned char tgaSkip;
10665 unsigned char colourmaptype; // type of colour map 0=none, 1=has palette
10666 unsigned char tgaType; // type of image 0=none,1=indexed,2=rgb,3=grey,+8=rle packed
10667
10668 short colourmapstart; // first colour map entry in palette
10669 short colourmaplength; // number of colours in palette
10670 char colourmapbits; // number of bits per palette entry 15,16,24,32
10671
10672 //unsigned char tgaDontCare2[9];
10673 short xstart; // image x origin
10674 short ystart; // image y origin
10675
10676 unsigned short tgaWidth;
10677 unsigned short tgaHeight;
10678 unsigned char tgaBPP;
10679
10680 char descriptor; // image descriptor bits: 00vhaaaa
10681 // h horizontal flip
10682 // v vertical flip
10683 // a alpha bits
10684 };
10685 #pragma pack(pop)
10686
10687 if (out_width)
10688 *out_width = 0;
10689 if (out_height)
10690 *out_height = 0;
10691
10692 DWORD w;
10693 void* file = CreateFileW(filename, GENERIC_READ, FILE_SHARE_READ, nullptr, OPEN_EXISTING, 0, nullptr);
10694 if (file == INVALID_HANDLE_VALUE)
10695 return nullptr;
10696
10697 TGAHeader header;
10698 ReadFile(file, &header, sizeof(header), &w, nullptr);
10699 SetFilePointer(file, header.tgaSkip, nullptr, FILE_CURRENT);
10700
10701 if (header.tgaBPP != 24 || header.tgaType != 2)
10702 {
10703 CloseHandle(file);
10704 return nullptr;
10705 }
10706
10707 int imgSize = header.tgaWidth * header.tgaHeight * 3;
10708 unsigned char* pixels = new unsigned char[imgSize];
10709 ReadFile(file, pixels, imgSize, &w, nullptr);
10710 CloseHandle(file);
10711
10712 if (w != imgSize)
10713 {
10714 delete[] pixels;
10715 return nullptr;
10716 }
10717
10718 if (out_width)
10719 *out_width = header.tgaWidth;
10720 if (out_height)
10721 *out_height = header.tgaHeight;
10722
10723 unsigned short* pixels_16bit = new unsigned short[imgSize / 3];
10724 for (int i = 0; i < imgSize / 3; ++i)
10725 {
10726 pixels_16bit[i] = (pixels[i * 3] / 8 & 0x1F) |
10727 ((pixels[i * 3 + 1] / 4 & 0x3F) << 5) |
10728 ((pixels[i * 3 + 2] / 8 & 0x1F) << 11);
10729 }
10730 delete[] pixels;
10731 return pixels_16bit;
10732 }
10733
10734 unsigned short *skybox_xn, *skybox_xp,
10735 *skybox_yn, *skybox_yp,
10736 *skybox_zn, *skybox_zp;
10737 int skybox_width, skybox_height;
10738
10739 IDirect3DTexture2 *skybox_texture;
10740 IDirectDrawSurface4 *skybox_surface;
10741
10742 bool Skybox_Initialize(const wchar_t *skybox_name)
10743 {
10744 wchar_t xn_filename[1024], xp_filename[1024],
10745 yn_filename[1024], yp_filename[1024],
10746 zn_filename[1024], zp_filename[1024];
10747 swprintf(xn_filename, wcslen(L"%s_xn.tga"), L"%s_xn.tga", skybox_name); swprintf(xp_filename, wcslen(L"%s_xp.tga"), L"%s_xp.tga", skybox_name);
10748 swprintf(yn_filename, wcslen(L"%s_yn.tga"), L"%s_yn.tga", skybox_name); swprintf(yp_filename, wcslen(L"%s_yp.tga"), L"%s_yp.tga", skybox_name);
10749 swprintf(zn_filename, wcslen(L"%s_zn.tga"), L"%s_zn.tga", skybox_name); swprintf(zp_filename, wcslen(L"%s_zp.tga"), L"%s_zp.tga", skybox_name);
10750
10751 int xn_width, xn_height;
10752 skybox_xn = LoadTgaTexture(xn_filename, &xn_width, &xn_height);
10753 if (!skybox_xn)
10754 return false;
10755
10756 int xp_width, xp_height;
10757 skybox_xp = LoadTgaTexture(xp_filename, &xp_width, &xp_height);
10758 if (!skybox_xp || xp_width != xn_width || xp_height != xn_height)
10759 {
10760 delete[] skybox_xn;
10761 delete[] skybox_xp;
10762 return false;
10763 }
10764
10765 int yn_width, yn_height;
10766 skybox_yn = LoadTgaTexture(yn_filename, &yn_width, &yn_height);
10767 if (!skybox_yn || yn_width != xn_width || yn_height != xn_height)
10768 {
10769 delete[] skybox_xn;
10770 delete[] skybox_xp;
10771 delete[] skybox_yn;
10772 return false;
10773 }
10774
10775 int yp_width, yp_height;
10776 skybox_yp = LoadTgaTexture(yp_filename, &yp_width, &yp_height);
10777 if (!skybox_yp || yp_width != xn_width || yp_height != xn_height)
10778 {
10779 delete[] skybox_xn;
10780 delete[] skybox_xp;
10781 delete[] skybox_yn;
10782 delete[] skybox_yp;
10783 return false;
10784 }
10785
10786 int zn_width, zn_height;
10787 skybox_zn = LoadTgaTexture(zn_filename, &zn_width, &zn_height);
10788 if (!skybox_zn || zn_width != xn_width || zn_height != xn_height)
10789 {
10790 delete[] skybox_xn;
10791 delete[] skybox_xp;
10792 delete[] skybox_yn;
10793 delete[] skybox_yp;
10794 delete[] skybox_zn;
10795 return false;
10796 }
10797
10798 int zp_width, zp_height;
10799 skybox_zp = LoadTgaTexture(zp_filename, &zp_width, &zp_height);
10800 if (!skybox_zp || zp_width != xn_width || zp_height != xn_height)
10801 {
10802 delete[] skybox_xn;
10803 delete[] skybox_xp;
10804 delete[] skybox_yn;
10805 delete[] skybox_yp;
10806 delete[] skybox_zn;
10807 delete[] skybox_zp;
10808 return false;
10809 }
10810
10811 skybox_width = xn_width;
10812 skybox_height = xn_height;
10813
10814 __debugbreak();
10815 //if (!pRenderer->pRenderD3D->CreateTexture(skybox_width, skybox_height, &skybox_surface, &skybox_texture,
10816 //false, false, pRenderer->uMinDeviceTextureDim))
10817 return false;
10818
10819 return true;
10820 }
10821
10822 struct vector
10823 {
10824 float x, y, z;
10825 };
10826
10827 struct matrix
10828 {
10829 float m[4][4];
10830 };
10831
10832 void VectorNormalize(vector *v)
10833 {
10834 float invmag = 1.0f / sqrtf(v->x * v->x + v->y * v->y + v->z * v->z);
10835 v->x *= invmag;
10836 v->y *= invmag;
10837 v->z *= invmag;
10838 }
10839
10840 void MatrixRotationAxis(matrix *pout, CONST vector *pv, float angle)
10841 {
10842 memset(pout, 0, sizeof(matrix));
10843 pout->m[3][0] = 0;
10844 pout->m[3][1] = 0;
10845 pout->m[3][2] = 0;
10846 pout->m[3][3] = 1;
10847
10848 vector v;
10849 v.x = pv->x; v.y = pv->y; v.z = pv->z;
10850 VectorNormalize(&v);
10851
10852 pout->m[0][0] = (1.0f - cos(angle)) * v.x * v.x + cos(angle);
10853 pout->m[1][0] = (1.0f - cos(angle)) * v.x * v.y - sin(angle) * v.z;
10854 pout->m[2][0] = (1.0f - cos(angle)) * v.x * v.z + sin(angle) * v.y;
10855 pout->m[0][1] = (1.0f - cos(angle)) * v.y * v.x + sin(angle) * v.z;
10856 pout->m[1][1] = (1.0f - cos(angle)) * v.y * v.y + cos(angle);
10857 pout->m[2][1] = (1.0f - cos(angle)) * v.y * v.z - sin(angle) * v.x;
10858 pout->m[0][2] = (1.0f - cos(angle)) * v.z * v.x - sin(angle) * v.y;
10859 pout->m[1][2] = (1.0f - cos(angle)) * v.z * v.y + sin(angle) * v.x;
10860 pout->m[2][2] = (1.0f - cos(angle)) * v.z * v.z + cos(angle);
10861 }
10862
10863 void VectorTransform(const matrix *m, const vector *v, vector *out)
10864 {
10865 out->x = m->m[0][0] * v->x + m->m[1][0] * v->y + m->m[2][0] * v->z + m->m[3][0];
10866 out->y = m->m[0][1] * v->x + m->m[1][1] * v->y + m->m[2][1] * v->z + m->m[3][1];
10867 out->z = m->m[0][2] * v->x + m->m[1][2] * v->y + m->m[2][2] * v->z + m->m[3][2];
10868 }
10869
10870 bool DrawSkyD3D_Skybox()
10871 {
10872 static bool initialized = false,
10873 initialization_failed = false;
10874 if (initialization_failed)
10875 return false;
10876
10877 static int last_camera_rot_y,
10878 last_camera_rot_x;
10879 if (!initialized)
10880 {
10881 if (!Skybox_Initialize(L"data/skybox/stars"))
10882 {
10883 initialization_failed = true;
10884 return false;
10885 }
10886 initialized = true;
10887
10888 last_camera_rot_y = pParty->sRotationY + 1; // force update for the first run
10889 last_camera_rot_x = pParty->sRotationX + 1;
10890 }
10891
10892 /*
10893 r(y) =
10894 cos y 0 sin y 0
10895 0 1 0 0
10896 -sin y 0 cos y 0
10897 0 0 0 1
10898
10899 x cos y - z sin y
10900 y
10901 x sin y + z cos y
10902 1
10903
10904
10905
10906 r(x) = // should be r(right) actually
10907 1 0 0 0
10908 0 cos x -sin x 0
10909 0 sin x cos x 0
10910 0 0 0 1
10911
10912
10913 x
10914 y cos x + z sin x
10915 -y sin x + z cos x
10916 1
10917
10918 */
10919
10920 if (last_camera_rot_y == pParty->sRotationY &&
10921 last_camera_rot_x == pParty->sRotationX)
10922 {
10923 draw:
10924 struct RenderVertexD3D3 v[6];
10925
10926 v[0].pos.x = pViewport->uScreen_TL_X;
10927 v[0].pos.y = pViewport->uScreen_TL_Y;
10928 v[0].pos.z = 0.99989998;
10929 v[0].rhw = 1;
10930 v[0].diffuse = -1;
10931 v[0].specular = 0;
10932 v[0].texcoord.x = 0;
10933 v[0].texcoord.y = 0;
10934
10935 v[1].pos.x = pViewport->uScreen_TL_X + pViewport->uScreenWidth;
10936 v[1].pos.y = pViewport->uScreen_TL_Y + pViewport->uScreenHeight;
10937 v[1].pos.z = 0.99989998;
10938 v[1].rhw = 1;
10939 v[1].diffuse = -1;
10940 v[1].specular = 0;
10941 v[1].texcoord.x = (float)pViewport->uScreenWidth / skybox_width;
10942 v[1].texcoord.y = (float)pViewport->uScreenHeight / skybox_height;
10943
10944 v[2].pos.x = pViewport->uScreen_TL_X + pViewport->uScreenWidth;
10945 v[2].pos.y = pViewport->uScreen_TL_Y;
10946 v[2].pos.z = 0.99989998;
10947 v[2].rhw = 1;
10948 v[2].diffuse = -1;
10949 v[2].specular = 0;
10950 v[2].texcoord.x = (float)pViewport->uScreenWidth / skybox_width;
10951 v[2].texcoord.y = 0;
10952
10953 memcpy(&v[3], &v[0], sizeof(*v));
10954
10955 v[4].pos.x = pViewport->uScreen_TL_X;
10956 v[4].pos.y = pViewport->uScreen_TL_Y + pViewport->uScreenHeight;
10957 v[4].pos.z = 0.99989998;
10958 v[4].rhw = 1;
10959 v[4].diffuse = -1;
10960 v[4].specular = 0;
10961 v[4].texcoord.x = 0;
10962 v[4].texcoord.y = (float)pViewport->uScreenHeight / skybox_height;
10963
10964 memcpy(&v[5], &v[1], sizeof(*v));
10965
10966 __debugbreak();
10967 /*
10968 pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
10969 pRenderer->pRenderD3D->pDevice->SetTexture(0, skybox_texture);
10970 pRenderer->pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1, v, 6, D3DDP_DONOTUPDATEEXTENTS | D3DDP_DONOTLIGHT);
10971 */
10972 return true;
10973 }
10974
10975
10976 DDSURFACEDESC2 desc;
10977 desc.dwSize = sizeof(desc);
10978 if (!pRenderer->LockSurface_DDraw4(skybox_surface, &desc, DDLOCK_WAIT | DDLOCK_WRITEONLY))
10979 return false;
10980
10981 last_camera_rot_y = pParty->sRotationY;
10982 last_camera_rot_x = pParty->sRotationX;
10983
10984 float aspect = (float)pViewport->uScreenWidth / (float)pViewport->uScreenHeight;
10985 float fov_x = 3.141592f * (pODMRenderParams->uCameraFovInDegrees + 0) / 360.0f;
10986 float fov_y = fov_x / aspect;
10987
10988 float ray_dx = fov_x / (float)pViewport->uScreenWidth,
10989 ray_dy = fov_y / (float)pViewport->uScreenHeight;
10990 float party_angle_x = 2 * 3.141592653589 * pParty->sRotationX / 2048.0,
10991 party_angle_y = 2 * 3.141592653589 * pParty->sRotationY / 2048.0;
10992 for (int y = 0; y < pViewport->uScreenHeight; ++y)
10993 for (int x = 0; x < pViewport->uScreenWidth; ++x)
10994 {
10995 float angle_x = party_angle_x - (y - pViewport->uScreenHeight / 2) * ray_dy;
10996 float angle_y = party_angle_y - (x - pViewport->uScreenWidth / 2) * ray_dx;
10997
10998 float _dir_x_ = 1,
10999 _dir_y_ = 0,
11000 _dir_z_ = 0;
11001
11002 float dir_x_ = _dir_x_ * cosf(angle_y);// - _dir_z_ * sinf(angle_y); // rotation around y
11003 //float dir_y_ = _dir_y_;
11004 float dir_z_ = _dir_x_ * sinf(angle_y);// + _dir_z_ * cosf(angle_y);
11005
11006 //float dir_x = dir_x_; // rotation around x
11007 //float dir_y = /*dir_y_ * cosf(angle_x)*/ + dir_z_ * sinf(angle_x);
11008 //float dir_z = /*-dir_y_ * sinf(angle_x)*/ + dir_z_ * cosf(angle_x);
11009
11010 vector right; // rotate around right actually to avoid space distortion
11011 right.x = /*dir_y * 0*/ -dir_z_ * 1;
11012 right.y = /*dir_z_ * 0 - dir_x_ * */0;
11013 right.z = dir_x_ * 1/* - dir_y_ * 0*/;
11014 //VectorNormalize(&right);
11015
11016 matrix rightMatrix;
11017 MatrixRotationAxis(&rightMatrix, &right, angle_x);
11018
11019 vector v1, v2;
11020 v1.x = dir_x_; v1.y = 0; v1.z = dir_z_;
11021 VectorTransform(&rightMatrix, &v1, &v2);
11022
11023 float dir_x = v2.x,
11024 dir_y = v2.y,
11025 dir_z = v2.z;
11026
11027 float abs_dir_x = fabsf(dir_x),
11028 abs_dir_y = fabsf(dir_y),
11029 abs_dir_z = fabsf(dir_z);
11030
11031 unsigned short color = (0x1F << 11) | (0x1F << 5) | (5); //default to orange
11032 if (abs_dir_x >= abs_dir_y)
11033 {
11034 if (abs_dir_x >= abs_dir_z)
11035 {
11036 if (dir_x >= 0)
11037 {
11038 float instersect_y = dir_y / (2.0f * dir_x); // plane equation for this side is x + 0.5 = 0
11039 float instersect_z = dir_z / (2.0f * dir_x);
11040
11041 float u = 1.0f - (instersect_z + 0.5f),
11042 v = 1.0f - (instersect_y + 0.5f);
11043
11044 int tx = u * (skybox_width - 1),
11045 ty = v * (skybox_height - 1);
11046
11047 color = skybox_xp[ty * skybox_width + tx];
11048 //color = ty * 0x1F / skybox_height;
11049 }
11050 else
11051 {
11052 float instersect_y = dir_y / (2.0f * dir_x);
11053 float instersect_z = dir_z / (2.0f * dir_x);
11054
11055 float u = 1.0f - (instersect_z + 0.5f),
11056 v = instersect_y + 0.5f;
11057
11058 int tx = u * (skybox_width - 1),
11059 ty = v * (skybox_height - 1);
11060
11061 color = skybox_xn[ty * skybox_width + tx];
11062 //color = tx * 0x1F / skybox_height;
11063 }
11064 }
11065 else if (dir_z >= 0)
11066 goto DIR_ZP;
11067 else
11068 goto DIR_ZN;
11069 }
11070 else if (abs_dir_y >= abs_dir_z)
11071 {
11072 if (dir_y >= 0)
11073 {
11074 float instersect_x = dir_x / (2.0f * dir_y);
11075 float instersect_z = dir_z / (2.0f * dir_y);
11076
11077 float u = instersect_x + 0.5f,
11078 v = instersect_z + 0.5f;
11079
11080 int tx = u * (skybox_width - 1),
11081 ty = v * (skybox_height - 1);
11082
11083 color = skybox_yp[ty * skybox_width + tx];
11084 //color = tx * 0x1F / skybox_height;
11085 }
11086 /*else should never be seen i guess
11087 {
11088 __debugbreak();
11089 // -y
11090 //Log::Warning(L"(%03u, %03u): -y", x, y);
11091 }*/
11092 }
11093 else if (dir_z >= 0)
11094 {
11095 DIR_ZP:
11096 // +z
11097 float instersect_x = dir_x / (2.0f * dir_z);
11098 float instersect_y = dir_y / (2.0f * dir_z);
11099 //float intersect_z = 0.5f;
11100
11101 float u = instersect_x + 0.5f,
11102 v = -instersect_y + 0.5f;
11103
11104 int tx = u * (skybox_width - 1),
11105 ty = v * (skybox_height - 1);
11106
11107 color = skybox_zp[ty * skybox_width + tx];
11108 }
11109 else
11110 {
11111 DIR_ZN:
11112 // -z
11113 float instersect_x = -dir_x / (2.0f * dir_z);
11114 float instersect_y = -dir_y / (2.0f * dir_z);
11115 //float intersect_z = -0.5f;
11116
11117 float u = 1.0f - instersect_x - 0.5f,
11118 v = -instersect_y + 0.5f;
11119
11120 int tx = u * (skybox_width - 1),
11121 ty = v * (skybox_height - 1);
11122
11123 color = skybox_zn[ty * skybox_width + tx];
11124 }
11125
11126 //pRenderer->pTargetSurface[(pViewport->uScreenY + y) * pRenderer->uTargetSurfacePitch + pViewport->uScreenX + x] = color;
11127 ((unsigned __int16 *)((char *)desc.lpSurface + y * desc.lPitch))[x] = color;
11128 }
11129
11130 ErrD3D((skybox_surface)->Unlock(0));
11131 goto draw;
11132 }
11133
11134 //----- (00485F53) --------------------------------------------------------
11135 void sr_485F53(Vec2_int_ *v)
11136 {
11137 ++v->y;
11138 if (v->y > 1000)
11139 v->y = 0;
11140 }
11141
11142 //----- (0048607B) --------------------------------------------------------
11143 void Polygon::Create_48607B(stru149 *a2)
11144 {
11145 this->pTexture = 0;
11146 this->ptr_38 = a2;
11147 }
11148
11149 //----- (00486089) --------------------------------------------------------
11150 void Polygon::_normalize_v_18()
11151 {
11152 //double v2; // st7@1
11153 //double v3; // st6@1
11154 //double v5; // st5@1
11155
11156 // v2 = (double)this->v_18.x;
11157 //v3 = (double)this->v_18.y;
11158 // v5 = (double)this->v_18.z;
11159 float len = sqrt((double)this->v_18.z * (double)this->v_18.z + (double)this->v_18.y * (double)this->v_18.y + (double)this->v_18.x * (double)this->v_18.x);
11160 if (fabsf(len) < 1e-6f)
11161 {
11162 v_18.x = 0;
11163 v_18.y = 0;
11164 v_18.z = 65536;
11165 }
11166 else
11167 {
11168 v_18.x = round_to_int((double)this->v_18.x / len * 65536.0);
11169 v_18.y = round_to_int((double)this->v_18.y / len * 65536.0);
11170 v_18.y = round_to_int((double)this->v_18.z / len * 65536.0);
11171 }
11172 }
11173
11174 //----- (0048616B) --------------------------------------------------------
11175 void stru149::_48616B_frustum_odm(int a2, int a3, int a4, int a5, int a6, int a7)
11176 {
11177 int v7; // ebx@1
11178 int v9; // edi@1
11179 int v11; // edx@1
11180 int v17; // ST0C_4@6
11181 int v19; // ST0C_4@9
11182 int v24; // [sp+14h] [bp-14h]@1
11183 int v25; // [sp+18h] [bp-10h]@1
11184 int v27; // [sp+24h] [bp-4h]@1
11185
11186 v25 = pGame->pIndoorCameraD3D->int_cosine_x;
11187 v7 = pGame->pIndoorCameraD3D->int_sine_y;
11188 v27 = pGame->pIndoorCameraD3D->int_sine_x;
11189 //v8 = -pIndoorCamera->pos.y;
11190 v9 = pGame->pIndoorCameraD3D->int_cosine_y;
11191 //v26 = -pIndoorCamera->pos.z;
11192 v11 = pGame->pIndoorCameraD3D->int_cosine_y * -pGame->pIndoorCameraD3D->vPartyPos.x + pGame->pIndoorCameraD3D->int_sine_y * -pGame->pIndoorCameraD3D->vPartyPos.y;
11193 v24 = pGame->pIndoorCameraD3D->int_cosine_y * -pGame->pIndoorCameraD3D->vPartyPos.y - pGame->pIndoorCameraD3D->int_sine_y * -pGame->pIndoorCameraD3D->vPartyPos.x;
11194 if (pGame->pIndoorCameraD3D->sRotationX)
11195 {
11196 this->field_0_party_dir_x = fixpoint_mul(v11, pGame->pIndoorCameraD3D->int_cosine_x) +
11197 fixpoint_mul((-pGame->pIndoorCameraD3D->vPartyPos.z) << 16, pGame->pIndoorCameraD3D->int_sine_x);
11198 this->field_4_party_dir_y = v24;
11199 this->field_8_party_dir_z = fixpoint_mul((-pGame->pIndoorCameraD3D->vPartyPos.z) << 16, v25) - fixpoint_mul(v11, v27);
11200 }
11201 else
11202 {
11203 this->field_0_party_dir_x = v11;
11204 this->field_4_party_dir_y = v24;
11205 this->field_8_party_dir_z = (-pGame->pIndoorCameraD3D->vPartyPos.z) << 16;
11206 }
11207
11208 if (pGame->pIndoorCameraD3D->sRotationX)
11209 {
11210 v17 = fixpoint_mul(a2, v9) + fixpoint_mul(a3, v7);
11211
11212 this->angle_from_north = fixpoint_mul(v17, v25) + fixpoint_mul(a4, v27);
11213 this->angle_from_west = fixpoint_mul(a3, v9) - fixpoint_mul(a2, v7);
11214 this->viewing_angle_from_west_east = fixpoint_mul(a4, v25) - fixpoint_mul(v17, v27);
11215 }
11216 else
11217 {
11218 this->angle_from_north = fixpoint_mul(a2, v9) + fixpoint_mul(a3, v7);
11219 this->angle_from_west = fixpoint_mul(a3, v9) - fixpoint_mul(a2, v7);
11220 this->viewing_angle_from_west_east = a4;
11221 }
11222
11223 if (pGame->pIndoorCameraD3D->sRotationX)
11224 {
11225 v19 = fixpoint_mul(a5, v9) + fixpoint_mul(a6, v7);
11226
11227 this->angle_from_east = fixpoint_mul(v19, v25) + fixpoint_mul(a7, v27);
11228 this->angle_from_south = fixpoint_mul(a6, v9) - fixpoint_mul(a5, v7);
11229 this->viewing_angle_from_north_south = fixpoint_mul(a7, v25) - fixpoint_mul(v19, v27);
11230 }
11231 else
11232 {
11233 this->angle_from_east = fixpoint_mul(a5, v9) + fixpoint_mul(a6, v7);
11234 this->angle_from_south = fixpoint_mul(a6, v9) - fixpoint_mul(a5, v7);
11235 this->viewing_angle_from_north_south = a7;
11236 }
11237
11238 this->angle_from_east = -this->angle_from_east;
11239 this->angle_from_south = -this->angle_from_south;
11240 this->viewing_angle_from_north_south = -this->viewing_angle_from_north_south;
11241
11242 this->field_24 = fixpoint_dot(this->angle_from_north, this->field_0_party_dir_x,
11243 this->angle_from_west, this->field_4_party_dir_y,
11244 this->viewing_angle_from_west_east, this->field_8_party_dir_z);
11245 this->field_28 = fixpoint_dot(this->angle_from_east, this->field_0_party_dir_x,
11246 this->angle_from_south, this->field_4_party_dir_y,
11247 this->viewing_angle_from_north_south, this->field_8_party_dir_z);
11248 }
11249
11250 //----- (0048694B) --------------------------------------------------------
11251 void stru149::_48694B_frustum_sky()
11252 {
11253 this->angle_from_east = -this->angle_from_east;
11254 this->angle_from_south = -this->angle_from_south;
11255 this->viewing_angle_from_north_south = -this->viewing_angle_from_north_south;
11256
11257 this->field_24 = fixpoint_dot(this->angle_from_north, this->field_0_party_dir_x,
11258 this->angle_from_west, this->field_4_party_dir_y,
11259 this->viewing_angle_from_west_east, this->field_8_party_dir_z);
11260 this->field_28 = fixpoint_dot(this->angle_from_east, this->field_0_party_dir_x,
11261 this->angle_from_south, this->field_4_party_dir_y,
11262 this->viewing_angle_from_north_south, this->field_8_party_dir_z);
11263 }
11264