Mercurial > mm7
comparison Render.cpp @ 1394:8ea496564034
Some LightmapBuilder renames.
author | Nomad |
---|---|
date | Thu, 18 Jul 2013 16:51:35 +0200 |
parents | cc9a3a24d61d |
children | c9e3b93ec570 468f434a8d8a |
comparison
equal
deleted
inserted
replaced
1393:28f87f5234a1 | 1394:8ea496564034 |
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2471 v53 = v7; | 2471 v53 = v7; |
2472 v54 = v7->std__vector_000004_size; | 2472 v54 = v7->std__vector_000004_size; |
2473 if ( v7->std__vector_000004_size) | 2473 if ( v7->std__vector_000004_size) |
2474 a2 = 0xFFFFFFFF; | 2474 a2 = 0xFFFFFFFF; |
2475 pGame->AlterGamma_ODM(a4, &a2); | 2475 pGame->AlterGamma_ODM(a4, &a2); |
2476 if ( byte_4D864C && pGame->uFlags & 1 ) | 2476 if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_01) |
2477 { | 2477 { |
2478 v8 = ::GetActorTintColor(a3->dimming_level, 0, array_50AC10[0].vWorldViewPosition.x, 0, 0); | 2478 v8 = ::GetActorTintColor(a3->dimming_level, 0, array_50AC10[0].vWorldViewPosition.x, 0, 0); |
2479 v7->_45D74F_MessWithLight(v8, 0); | 2479 v7->DrawLightmaps(/*v8, 0*/); |
2480 } | 2480 } |
2481 else | 2481 else |
2482 { | 2482 { |
2483 if ( !v54 || byte_4D864C && pGame->uFlags & 2 ) | 2483 if ( !v54 || byte_4D864C && pGame->uFlags & 2 ) |
2484 { | 2484 { |
2566 uNumVertices, | 2566 uNumVertices, |
2567 D3DDP_DONOTLIGHT)); | 2567 D3DDP_DONOTLIGHT)); |
2568 //v50 = (const char *)v5->pRenderD3D->pDevice; | 2568 //v50 = (const char *)v5->pRenderD3D->pDevice; |
2569 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE)); | 2569 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE)); |
2570 //(*(void (**)(void))(*(int *)v50 + 88))(); | 2570 //(*(void (**)(void))(*(int *)v50 + 88))(); |
2571 v53->_45D74F_MessWithLight(-1, 0); | 2571 v53->DrawLightmaps(/*-1, 0*/); |
2572 for (uint i = 0; i < uNumVertices; ++i) | 2572 for (uint i = 0; i < uNumVertices; ++i) |
2573 { | 2573 { |
2574 d3d_vertex_buffer[i].diffuse = a2; | 2574 d3d_vertex_buffer[i].diffuse = a2; |
2575 } | 2575 } |
2576 ErrD3D(pRenderD3D->pDevice->SetTexture(0, pTexture)); | 2576 ErrD3D(pRenderD3D->pDevice->SetTexture(0, pTexture)); |
5376 //v61 = pVertices; | 5376 //v61 = pVertices; |
5377 | 5377 |
5378 /* v9 = pGame->pLightmapBuilder; | 5378 /* v9 = pGame->pLightmapBuilder; |
5379 v65 = v9; | 5379 v65 = v9; |
5380 v10 = v9->std__vector_000004_size;*/ | 5380 v10 = v9->std__vector_000004_size;*/ |
5381 if ( byte_4D864C && pGame->uFlags & 1 ) | 5381 if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_01) |
5382 { | 5382 { |
5383 v11 = ::GetActorTintColor(a4->dimming_level, 0, array_50AC10[0].vWorldViewPosition.x, 0, 0); | 5383 v11 = ::GetActorTintColor(a4->dimming_level, 0, array_50AC10[0].vWorldViewPosition.x, 0, 0); |
5384 pGame->pLightmapBuilder->_45D74F_MessWithLight(v11, 0); | 5384 pGame->pLightmapBuilder->DrawLightmaps(/*v11, 0*/); |
5385 } | 5385 } |
5386 else | 5386 else |
5387 { | 5387 { |
5388 if (transparent || !pGame->pLightmapBuilder->std__vector_000004_size || | 5388 if (transparent || !pGame->pLightmapBuilder->std__vector_000004_size || |
5389 byte_4D864C && pGame->uFlags & 2 ) | 5389 byte_4D864C && pGame->uFlags & 2 ) |
5473 uNumVertices, | 5473 uNumVertices, |
5474 16)); | 5474 16)); |
5475 //v63 = (const char *)v7->pRenderD3D->pDevice; | 5475 //v63 = (const char *)v7->pRenderD3D->pDevice; |
5476 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE)); | 5476 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE)); |
5477 //(*(void (**)(void))(*(int *)v63 + 88))(); | 5477 //(*(void (**)(void))(*(int *)v63 + 88))(); |
5478 pGame->pLightmapBuilder->_45D74F_MessWithLight(-1, 0); | 5478 pGame->pLightmapBuilder->DrawLightmaps(/*-1, 0*/); |
5479 for (uint i = 0; i < uNumVertices; ++i) | 5479 for (uint i = 0; i < uNumVertices; ++i) |
5480 { | 5480 { |
5481 d3d_vertex_buffer[i].diffuse = -1; | 5481 d3d_vertex_buffer[i].diffuse = -1; |
5482 } | 5482 } |
5483 ErrD3D(pRenderD3D->pDevice->SetTexture(0, a5)); | 5483 ErrD3D(pRenderD3D->pDevice->SetTexture(0, a5)); |
6101 if (GetTickCount() % 300 >= 150) | 6101 if (GetTickCount() % 300 >= 150) |
6102 uColor = uCorrectedColor = 0xFF20FF20; | 6102 uColor = uCorrectedColor = 0xFF20FF20; |
6103 else uColor = uCorrectedColor = 0xFF109010; | 6103 else uColor = uCorrectedColor = 0xFF109010; |
6104 } | 6104 } |
6105 | 6105 |
6106 if (byte_4D864C && pGame->uFlags & 1) | 6106 if (byte_4D864C && pGame->uFlags & GAME_FLAGS_1_01) |
6107 { | 6107 { |
6108 __debugbreak(); | 6108 __debugbreak(); |
6109 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false)); | 6109 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false)); |
6110 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP)); | 6110 ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP)); |
6111 for (uint i = 0; i < uNumVertices; ++i) | 6111 for (uint i = 0; i < uNumVertices; ++i) |
6126 D3DPT_TRIANGLEFAN, | 6126 D3DPT_TRIANGLEFAN, |
6127 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1, | 6127 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1, |
6128 d3d_vertex_buffer, | 6128 d3d_vertex_buffer, |
6129 uNumVertices, | 6129 uNumVertices, |
6130 28)); | 6130 28)); |
6131 pGame->pLightmapBuilder->_45D74F_MessWithLight(-1, 0); | 6131 pGame->pLightmapBuilder->DrawLightmaps(/*-1, 0*/); |
6132 } | 6132 } |
6133 else | 6133 else |
6134 { | 6134 { |
6135 if (!pGame->pLightmapBuilder->std__vector_000004_size || | 6135 if (!pGame->pLightmapBuilder->std__vector_000004_size || |
6136 byte_4D864C && pGame->uFlags & 2) | 6136 byte_4D864C && pGame->uFlags & 2) |
6206 d3d_vertex_buffer, | 6206 d3d_vertex_buffer, |
6207 uNumVertices, | 6207 uNumVertices, |
6208 28)); | 6208 28)); |
6209 | 6209 |
6210 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE)); | 6210 ErrD3D(pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE)); |
6211 pGame->pLightmapBuilder->_45D74F_MessWithLight(-1, 0); | 6211 pGame->pLightmapBuilder->DrawLightmaps(/*-1, 0*/); |
6212 | 6212 |
6213 for (uint i = 0; i < uNumVertices; ++i) | 6213 for (uint i = 0; i < uNumVertices; ++i) |
6214 d3d_vertex_buffer[i].diffuse = uCorrectedColor; | 6214 d3d_vertex_buffer[i].diffuse = uCorrectedColor; |
6215 /*v33 = uNumVertices; | 6215 /*v33 = uNumVertices; |
6216 if ( (signed int)uNumVertices > 0 ) | 6216 if ( (signed int)uNumVertices > 0 ) |