Mercurial > mm7
comparison Engine/Graphics/LightmapBuilder.cpp @ 2532:9ec6b8be16fe
Mobile light
author | Ritor1 |
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date | Mon, 19 Jan 2015 22:39:03 +0600 |
parents | f6de3e15d4a5 |
children | a902abdfc7f2 |
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2531:f6de3e15d4a5 | 2532:9ec6b8be16fe |
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9 #include "Outdoor.h" | 9 #include "Outdoor.h" |
10 #include "../Log.h" | 10 #include "../Log.h" |
11 #include "../ErrorHandling.h" | 11 #include "../ErrorHandling.h" |
12 | 12 |
13 #include "Lights.h" | 13 #include "Lights.h" |
14 | 14 #include "..\MMT.h" |
15 #include "stru9.h" | 15 #include "stru9.h" |
16 | |
17 | |
18 | |
19 | 16 |
20 LightsStack_StationaryLight_ *pStationaryLightsStack = new LightsStack_StationaryLight_; | 17 LightsStack_StationaryLight_ *pStationaryLightsStack = new LightsStack_StationaryLight_; |
21 //StationaryLight pStationaryLights[400]; | 18 //StationaryLight pStationaryLights[400]; |
22 //int uNumStationaryLightsApplied; // weak | 19 //int uNumStationaryLightsApplied; // weak |
23 LightsStack_MobileLight_ *pMobileLightsStack = new LightsStack_MobileLight_; | 20 LightsStack_MobileLight_ *pMobileLightsStack = new LightsStack_MobileLight_; |
24 //MobileLight pMobileLights[400]; | 21 //MobileLight pMobileLights[400]; |
25 //int uNumMobileLightsApplied; | 22 //int uNumMobileLightsApplied; |
26 | 23 |
27 | 24 |
28 | |
29 | |
30 | |
31 //----- (0045DF13) -------------------------------------------------------- | 25 //----- (0045DF13) -------------------------------------------------------- |
32 Lightmap::Lightmap() | 26 Lightmap::Lightmap() |
33 { | 27 { |
34 uNumVertices = -1; | 28 // For initialization step(I) |
29 | |
30 NumVertices = -1; | |
35 for (uint i = 0; i < 64; ++i) | 31 for (uint i = 0; i < 64; ++i) |
36 pVertices[i].flt_2C = 0.0f; | 32 pVertices[i].flt_2C = 0.0f; |
37 this->field_C18 = 0; | 33 this->field_C18 = 0; |
38 //this->vdestructor_ptr = &Lightmap_pvdtor; | 34 //this->vdestructor_ptr = &Lightmap_pvdtor; |
39 } | 35 } |
40 | 36 |
41 //----- (0045BB06) -------------------------------------------------------- | 37 //----- (0045BB06) -------------------------------------------------------- |
42 LightmapBuilder::LightmapBuilder() | 38 LightmapBuilder::LightmapBuilder() |
43 { | 39 { |
44 char *v2; // eax@1 | 40 // For initialization step(II) |
45 signed int v3; // ecx@1 | 41 |
46 | 42 for ( int i = 0; i < 512; ++i )//for light type 1 |
47 for ( int i = 0; i < 512; ++i ) | |
48 this->std__vector_000004[i] = Lightmap(); | 43 this->std__vector_000004[i] = Lightmap(); |
49 this->std__vector_000004_size = 0; | 44 this->std__vector_000004_size = 0; |
50 | 45 |
51 for ( int i = 0; i < 768; ++i ) | 46 for ( int i = 0; i < 768; ++i )//for light type 2 |
52 this->std__vector_183808[i] = Lightmap(); | 47 this->std__vector_183808[i] = Lightmap(); |
53 this->std__vector_183808_size = 0; | 48 this->std__vector_183808_size = 0; |
54 | 49 |
55 for ( int i = 0; i < 256; i++ ) | 50 for ( int i = 0; i < 256; i++ ) |
56 this->field_3C8C34[i].flt_2C = 0.0f; | 51 this->field_3C8C34[i].flt_2C = 0.0f; |
57 } | 52 } |
58 | 53 |
59 //----- (0045BC07) -------------------------------------------------------- | 54 //////////////////////////OUTDOOR LIGHT//////////////////////////////////////////// |
60 bool LightmapBuilder::ApplyLights(stru320 *a2, stru154 *a3, unsigned int uNumVertices, RenderVertexSoft *a5, IndoorCameraD3D_Vec4 *a6, char uClipFlag) | |
61 { | |
62 Vec3_int_ pos; // [sp+2Ch] [bp-40h]@21 | |
63 RenderVertexSoft *a9; // [sp+68h] [bp-4h]@8 | |
64 | |
65 if (!uNumVertices) | |
66 return false; | |
67 | |
68 static RenderVertexSoft static_69B140[64]; | |
69 | |
70 a9 = a5; | |
71 if (a6) | |
72 { | |
73 for (uint i = 0; i < uNumVertices; ++i) | |
74 memcpy(static_69B140 + i, a5 + i, sizeof(RenderVertexSoft)); | |
75 | |
76 //__debugbreak(); | |
77 if (pGame->pIndoorCameraD3D->_437376(a3, static_69B140, &uNumVertices) == 1) | |
78 { | |
79 if ( !uNumVertices ) | |
80 return false; | |
81 a9 = static_69B140; | |
82 } | |
83 } | |
84 | |
85 static stru314 static_69B110; | |
86 static_69B110.field_4.x = a3->face_plane.vNormal.x; | |
87 static_69B110.field_4.y = a3->face_plane.vNormal.y; | |
88 static_69B110.field_4.z = a3->face_plane.vNormal.z; | |
89 static_69B110.dist = a3->face_plane.dist; | |
90 if (!pGame->pIndoorCameraD3D->GetFacetOrientation(a3->polygonType, &static_69B110.field_4, | |
91 &static_69B110.field_10, &static_69B110.field_1C)) | |
92 { | |
93 MessageBoxW(nullptr, L"Error: Failed to get the facet orientation", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:119", 0); | |
94 ExitProcess(0); | |
95 } | |
96 | |
97 for (uint i = 0; i < a2->uNumLightsApplied; ++i) | |
98 { | |
99 pos.x = a2->_blv_lights_xs[i]; | |
100 pos.y = a2->_blv_lights_ys[i]; | |
101 pos.z = a2->_blv_lights_zs[i]; | |
102 | |
103 uint uColorR = (uint)floorf(a2->_blv_lights_rs[i] * 255.0 + 0.5f) & 0xFF, | |
104 uColorG = (uint)floorf(a2->_blv_lights_gs[i] * 255.0 + 0.5f) & 0xFF, | |
105 uColorB = (uint)floorf(a2->_blv_lights_bs[i] * 255.0 + 0.5f) & 0xFF; | |
106 uint uColor = (uColorR << 16) | (uColorG << 8) | uColorB; | |
107 if (!uColor) | |
108 uColor = 0x00FFFFF; | |
109 | |
110 if (!_45BE86_build_light_polygon(&pos, a2->_blv_lights_radii[i], uColor, a2->_blv_lights_light_dot_faces[i], | |
111 a2->_blv_lights_types[i], &static_69B110, uNumVertices, a9, uClipFlag) ) | |
112 { | |
113 MessageBoxW(nullptr, L"Error: Failed to build light polygon", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:138", 0); | |
114 } | |
115 } | |
116 return true; | |
117 } | |
118 | |
119 //----- (0045BE86) -------------------------------------------------------- | |
120 bool LightmapBuilder::_45BE86_build_light_polygon(Vec3_int_ *pos, float radius, unsigned int uColorMask, float dot_dist, int uLightType, stru314 *a7, unsigned int uNumVertices, RenderVertexSoft *a9, char uClipFlag) | |
121 { | |
122 Lightmap *lightmap; // edi@3 | |
123 double v17; // st7@5 | |
124 double v24; // st7@6 | |
125 double v38; // st7@14 | |
126 double v39; // st7@16 | |
127 double v40; // st7@16 | |
128 int v45; // eax@24 | |
129 | |
130 if (radius < 0.0f) | |
131 return true; | |
132 | |
133 lightmap = uLightType & 1 ? &std__vector_000004[std__vector_000004_size] : | |
134 &std__vector_183808[std__vector_183808_size]; | |
135 tex_light_radius = radius - dot_dist; | |
136 flt_3C8C28 = sqrt((radius + radius - tex_light_radius) * tex_light_radius); | |
137 //flt_3C8C28 = sqrt(tex_light_radius * tex_light_radius); | |
138 flt_3C8C2C_lightmaps_brightness = 1.0 - (radius - flt_3C8C28) / radius; | |
139 lightmap->field_C08 = (double)pos->x - dot_dist * a7->field_4.x; | |
140 lightmap->field_C0A = (double)pos->y - dot_dist * a7->field_4.y; | |
141 lightmap->field_C0C = (double)pos->z - dot_dist * a7->field_4.z; | |
142 | |
143 flt_3C8C30 = radius * flt_3C8C2C_lightmaps_brightness; | |
144 flt_3C8C0C = flt_3C8C30 * a7->field_10.x; | |
145 flt_3C8C10 = flt_3C8C30 * a7->field_10.y; | |
146 flt_3C8C14 = flt_3C8C30 * a7->field_10.z; | |
147 | |
148 flt_3C8C18 = flt_3C8C30 * a7->field_1C.x; | |
149 flt_3C8C1C = flt_3C8C30 * a7->field_1C.y; | |
150 flt_3C8C20 = flt_3C8C30 * a7->field_1C.z; | |
151 | |
152 lightmap->pVertices[0].vWorldPosition.x = lightmap->field_C08 - flt_3C8C18 + flt_3C8C0C; | |
153 lightmap->pVertices[0].vWorldPosition.y = lightmap->field_C0A - flt_3C8C1C + flt_3C8C10; | |
154 lightmap->pVertices[0].vWorldPosition.z = lightmap->field_C0C - flt_3C8C20 + flt_3C8C14; | |
155 lightmap->pVertices[0].u = 0.0; | |
156 lightmap->pVertices[0].v = 0.0; | |
157 | |
158 lightmap->pVertices[1].vWorldPosition.x = lightmap->field_C08 - flt_3C8C18 - flt_3C8C0C; | |
159 lightmap->pVertices[1].vWorldPosition.y = lightmap->field_C0A - flt_3C8C1C - flt_3C8C10; | |
160 lightmap->pVertices[1].vWorldPosition.z = lightmap->field_C0C - flt_3C8C20 - flt_3C8C14; | |
161 lightmap->pVertices[1].u = 0.0; | |
162 lightmap->pVertices[1].v = 1.0; | |
163 | |
164 lightmap->pVertices[2].vWorldPosition.x = lightmap->field_C08 + flt_3C8C18 - flt_3C8C0C; | |
165 lightmap->pVertices[2].vWorldPosition.y = lightmap->field_C0A + flt_3C8C1C - flt_3C8C10; | |
166 lightmap->pVertices[2].vWorldPosition.z = lightmap->field_C0C + flt_3C8C20 - flt_3C8C14; | |
167 lightmap->pVertices[2].u = 1.0; | |
168 lightmap->pVertices[2].v = 1.0; | |
169 | |
170 lightmap->pVertices[3].vWorldPosition.x = lightmap->field_C08 + flt_3C8C18 + flt_3C8C0C; | |
171 lightmap->pVertices[3].vWorldPosition.y = lightmap->field_C0A + flt_3C8C1C + flt_3C8C10; | |
172 lightmap->pVertices[3].vWorldPosition.z = lightmap->field_C0C + flt_3C8C20 + flt_3C8C14; | |
173 lightmap->pVertices[3].u = 1.0; | |
174 lightmap->pVertices[3].v = 0.0; | |
175 | |
176 for (uint i = 0; i < 4; ++i) | |
177 { | |
178 v24 = a7->field_4.y * lightmap->pVertices[i].vWorldPosition.y | |
179 + a7->field_4.z * lightmap->pVertices[i].vWorldPosition.z | |
180 + a7->field_4.x * lightmap->pVertices[i].vWorldPosition.x | |
181 + a7->dist; | |
182 | |
183 lightmap->pVertices[i].vWorldPosition.x -= v24 * a7->field_4.x; | |
184 lightmap->pVertices[i].vWorldPosition.y -= v24 * a7->field_4.y; | |
185 lightmap->pVertices[i].vWorldPosition.z -= v24 * a7->field_4.z; | |
186 } | |
187 | |
188 lightmap->uColorMask = uColorMask; | |
189 lightmap->uNumVertices = 4; | |
190 | |
191 //Brightness(ÿðêîñòü)///////////////////////////////// | |
192 if (~pGame->uFlags2 & 4) | |
193 lightmap->fBrightness = flt_3C8C2C_lightmaps_brightness; | |
194 else | |
195 { | |
196 Vec3_float_ a1; // [sp+2Ch] [bp-20h]@8 | |
197 a1.x = (double)pos->x - lightmap->field_C08; | |
198 a1.y = (double)pos->y - lightmap->field_C0A; | |
199 a1.z = (double)pos->z - lightmap->field_C0C; | |
200 a1.Normalize(); | |
201 | |
202 auto temp1 = lightmap->field_C08 + 0.5f, | |
203 temp2 = lightmap->field_C0A + 0.5f, | |
204 temp3 = lightmap->field_C0C + 0.5f; | |
205 | |
206 auto dist_x = abs(pos->x - temp1), //v31 | |
207 dist_y = abs(pos->y - temp2), //v32 arg0a | |
208 dist_z = abs(pos->z - temp3); //v33 _v64 | |
209 v38 = int_get_vector_length(dist_x, dist_y, dist_z); | |
210 if (v38 > radius) | |
211 return true; | |
212 //radius = (1 / radius) * v38; | |
213 if ( uLightType & 4 ) | |
214 { | |
215 v39 = fabs(a1.x * a7->field_4.x + a1.z * a7->field_4.z + a1.y * a7->field_4.y); | |
216 v40 = v39 * 1.0 * flt_4D86CC; | |
217 | |
218 lightmap->fBrightness = v40 - ((1 / radius) * v38) * v40; | |
219 } | |
220 else if ( uLightType & 8 ) | |
221 { | |
222 v40 = 1.0 * 1.0; | |
223 lightmap->fBrightness = v40 - ((1 / radius) * v38); | |
224 } | |
225 else | |
226 MessageBoxW(nullptr, L"Invalid light type!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:277", 0); | |
227 } | |
228 //Brightness(ÿðêîñòü)///////////////////////////////////////////////////// | |
229 | |
230 if (!pGame->pStru9Instance->_4980B9(a9, uNumVertices, | |
231 a7->field_4.x, a7->field_4.y, a7->field_4.z, | |
232 lightmap->pVertices, &lightmap->uNumVertices)) | |
233 return false; | |
234 | |
235 if (!lightmap->uNumVertices) | |
236 return true; | |
237 | |
238 v45 = _45C6D6(uNumVertices, a9, lightmap); | |
239 if ( v45 != uNumVertices && v45 > 0 ) | |
240 _45C4B9(uNumVertices, a9, lightmap); | |
241 | |
242 pGame->pIndoorCameraD3D->ViewTransform(lightmap->pVertices, lightmap->uNumVertices); | |
243 pGame->pIndoorCameraD3D->Project(lightmap->pVertices, lightmap->uNumVertices, 0); | |
244 | |
245 unsigned int _a4 = 0; | |
246 if ( !(uClipFlag & 1) ) | |
247 _a4 = 1; | |
248 else if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) | |
249 { | |
250 if ( uClipFlag & 2 ) | |
251 { | |
252 pGame->pIndoorCameraD3D->_436CDC_mess_with_lightmap__clipflag_2(lightmap->pVertices, lightmap->uNumVertices, field_3C8C34, &_a4); | |
253 pGame->pIndoorCameraD3D->_437143(_a4, lightmap->pVertices, field_3C8C34, &lightmap->uNumVertices); | |
254 } | |
255 else if ( uClipFlag & 4 ) | |
256 { | |
257 pGame->pIndoorCameraD3D->_436F09_mess_with_lightmap__clipflag_4(lightmap->pVertices, lightmap->uNumVertices, field_3C8C34, &_a4); | |
258 pGame->pIndoorCameraD3D->_437143(_a4, lightmap->pVertices, field_3C8C34, &lightmap->uNumVertices); | |
259 } | |
260 else | |
261 MessageBoxW(nullptr, L"Undefined clip flag specified", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:330", 0); | |
262 } | |
263 else | |
264 MessageBoxW(nullptr, L"Lightpoly builder native indoor clipping not implemented", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:335", 0); | |
265 | |
266 if (_a4) | |
267 { | |
268 if (uLightType & 1) | |
269 { | |
270 if (std__vector_000004_size < 512 - 1) | |
271 ++std__vector_000004_size; | |
272 } | |
273 else | |
274 { | |
275 if (std__vector_183808_size < 768 - 1) | |
276 ++std__vector_183808_size; | |
277 } | |
278 //if ( v50 ^ v51 ) | |
279 // *(unsigned int *)v48 = v49 + 1; | |
280 } | |
281 return true; | |
282 } | |
283 | |
284 //----- (0045C4B9) -------------------------------------------------------- | |
285 int LightmapBuilder::_45C4B9(int a2, RenderVertexSoft *a3, Lightmap *pLightmap) | |
286 { | |
287 RenderVertexSoft *v9; // esi@3 | |
288 RenderVertexSoft *v12; // ecx@8 | |
289 char v13; // bl@17 | |
290 signed int v14; // edx@17 | |
291 double v15; // st6@18 | |
292 double v16; // st6@21 | |
293 double v17; // st6@24 | |
294 signed int v18; // edx@33 | |
295 float v22; // [sp+Ch] [bp-14h]@23 | |
296 float v23; // [sp+10h] [bp-10h]@20 | |
297 int v24; // [sp+14h] [bp-Ch]@1 | |
298 char v26; // [sp+1Eh] [bp-2h]@17 | |
299 char v27; // [sp+1Fh] [bp-1h]@17 | |
300 | |
301 v24 = 0; | |
302 for ( uint i = 0; i < pLightmap->uNumVertices; i++) | |
303 { | |
304 v9 = &pLightmap->pVertices[(i + 1) % pLightmap->uNumVertices]; | |
305 if ( pLightmap->pVertices[i].vWorldPosition.x != v9->vWorldPosition.x | |
306 || pLightmap->pVertices[i].vWorldPosition.y != v9->vWorldPosition.y | |
307 || pLightmap->pVertices[i].vWorldPosition.z != v9->vWorldPosition.z ) | |
308 { | |
309 for ( uint j = 0; j < a2; ++j ) | |
310 { | |
311 v12 = &a3[(j + 1) % a2]; | |
312 if ((a3[j].vWorldPosition.x != v12->vWorldPosition.x | |
313 || a3[j].vWorldPosition.y != v12->vWorldPosition.y | |
314 || a3[j].vWorldPosition.z != v12->vWorldPosition.z) | |
315 && pLightmap->pVertices[i].vWorldPosition.x == a3[j].vWorldPosition.x | |
316 && pLightmap->pVertices[i].vWorldPosition.y == a3[j].vWorldPosition.y | |
317 && pLightmap->pVertices[i].vWorldPosition.z == a3[j].vWorldPosition.z | |
318 && (v9->vWorldPosition.x != v12->vWorldPosition.x | |
319 || v9->vWorldPosition.y != v12->vWorldPosition.y | |
320 || v9->vWorldPosition.z != v12->vWorldPosition.z) ) | |
321 { | |
322 v13 = 0; | |
323 v14 = 0; | |
324 v27 = 0; | |
325 v26 = 0; | |
326 | |
327 if ( v9->vWorldPosition.x <= (double)v12->vWorldPosition.x ) | |
328 v15 = v12->vWorldPosition.x - v9->vWorldPosition.x; | |
329 else | |
330 v15 = v9->vWorldPosition.x - v12->vWorldPosition.x; | |
331 v23 = v15; | |
332 | |
333 if ( v9->vWorldPosition.y <= (double)v12->vWorldPosition.y ) | |
334 v16 = v12->vWorldPosition.y - v9->vWorldPosition.y; | |
335 else | |
336 v16 = v9->vWorldPosition.y - v12->vWorldPosition.y; | |
337 v22 = v16; | |
338 | |
339 if ( v9->vWorldPosition.z <= (double)v12->vWorldPosition.z ) | |
340 v17 = v12->vWorldPosition.z - v9->vWorldPosition.z; | |
341 else | |
342 v17 = v9->vWorldPosition.z - v12->vWorldPosition.z; | |
343 | |
344 if ( v23 < 1.0 ) | |
345 { | |
346 v13 = 1; | |
347 v14 = 1; | |
348 } | |
349 | |
350 if ( v22 < 1.0 ) | |
351 { | |
352 v27 = 1; | |
353 ++v14; | |
354 } | |
355 | |
356 if ( v17 < 1.0 ) | |
357 { | |
358 v26 = 1; | |
359 ++v14; | |
360 } | |
361 | |
362 if ( v14 > 1 ) | |
363 { | |
364 v18 = 0; | |
365 if ( v13 && v9->vWorldPosition.x != v12->vWorldPosition.x ) | |
366 { | |
367 v18 = 1; | |
368 v9->vWorldPosition.x = v12->vWorldPosition.x; | |
369 } | |
370 | |
371 if ( v27 && v9->vWorldPosition.y != v12->vWorldPosition.y ) | |
372 { | |
373 ++v18; | |
374 v9->vWorldPosition.y = v12->vWorldPosition.y; | |
375 } | |
376 | |
377 if ( v26 && v9->vWorldPosition.z != v12->vWorldPosition.z ) | |
378 { | |
379 ++v18; | |
380 v9->vWorldPosition.z = v12->vWorldPosition.z; | |
381 } | |
382 | |
383 if ( v18 > 0 ) | |
384 ++v24; | |
385 } | |
386 } | |
387 } | |
388 } | |
389 } | |
390 return v24; | |
391 } | |
392 | |
393 //----- (0045C6D6) -------------------------------------------------------- | |
394 int LightmapBuilder::_45C6D6(int a2, RenderVertexSoft *a3, Lightmap *pLightmap) | |
395 { | |
396 signed int v6; // esi@1 | |
397 double v9; // st7@6 | |
398 double v10; // st6@10 | |
399 double v11; // st5@14 | |
400 double v12; // st7@17 | |
401 int v15; // [sp+Ch] [bp-8h]@1 | |
402 float v16; // [sp+10h] [bp-4h]@1 | |
403 | |
404 v6 = -1; | |
405 v16 = 3.4028235e38; | |
406 v15 = 0; | |
407 if ( (signed int)pLightmap->uNumVertices > 0 ) | |
408 { | |
409 for ( uint i = 0; i < (signed int)pLightmap->uNumVertices; ++i ) | |
410 { | |
411 if ( a2 > 0 ) | |
412 { | |
413 for ( uint j = 0; j < a2; ++j ) | |
414 { | |
415 if ( pLightmap->pVertices[i].vWorldPosition.x <= (double)a3[j].vWorldPosition.x ) | |
416 v9 = a3[j].vWorldPosition.x - pLightmap->pVertices[i].vWorldPosition.x; | |
417 else | |
418 v9 = pLightmap->pVertices[i].vWorldPosition.x - a3[j].vWorldPosition.x; | |
419 if ( v9 < 2.0 ) | |
420 { | |
421 v10 = pLightmap->pVertices[i].vWorldPosition.y <= (double)a3[j].vWorldPosition.y | |
422 ? a3[j].vWorldPosition.y - pLightmap->pVertices[i].vWorldPosition.y | |
423 : pLightmap->pVertices[i].vWorldPosition.y - a3[j].vWorldPosition.y; | |
424 if ( v10 < 2.0 ) | |
425 { | |
426 v11 = pLightmap->pVertices[i].vWorldPosition.z <= (double)a3[j].vWorldPosition.z | |
427 ? a3[j].vWorldPosition.z - pLightmap->pVertices[i].vWorldPosition.z | |
428 : pLightmap->pVertices[i].vWorldPosition.z - a3[j].vWorldPosition.z; | |
429 if ( v11 < 2.0 ) | |
430 { | |
431 v12 = v9 + v11 + v10; | |
432 if ( v12 < v16 ) | |
433 { | |
434 v16 = v12; | |
435 v6 = j; | |
436 } | |
437 } | |
438 } | |
439 } | |
440 } | |
441 if ( v6 != -1 ) | |
442 { | |
443 ++v15; | |
444 pLightmap->pVertices[i].vWorldPosition.x = a3[v6].vWorldPosition.x; | |
445 pLightmap->pVertices[i].vWorldPosition.y = a3[v6].vWorldPosition.y; | |
446 pLightmap->pVertices[i].vWorldPosition.z = a3[v6].vWorldPosition.z; | |
447 } | |
448 } | |
449 v6 = -1; | |
450 v16 = 3.4028235e38; | |
451 } | |
452 } | |
453 return v15; | |
454 } | |
455 | |
456 //----- (0045C7F6) -------------------------------------------------------- | |
457 bool LightmapBuilder::ApplyLights_IndoorFace(unsigned int uFaceID) | |
458 { | |
459 BLVFace* pFace = &pIndoor->pFaces[uFaceID]; | |
460 BLVSector* pSector = &pIndoor->pSectors[pFace->uSectorID]; | |
461 | |
462 stru_F8AD28.uCurrentAmbientLightLevel = (stru_F8AD28.uDefaultAmbientLightLevel + pSector->uMinAmbientLightLevel) << 16; | |
463 | |
464 uint uNumLightsApplied = 0; | |
465 for (uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i) | |
466 { | |
467 if (uNumLightsApplied >= 20) | |
468 break; | |
469 | |
470 ApplyLight_BLV((StationaryLight *)(pMobileLightsStack->pLights + i), pFace, &uNumLightsApplied, true, 0); | |
471 } | |
472 | |
473 for (uint i = 0; i < pSector->uNumLights; ++i) | |
474 { | |
475 if (uNumLightsApplied >= 20 ) | |
476 break; | |
477 | |
478 BLVLightMM7* pLight = &pIndoor->pLights[pSector->pLights[i]]; | |
479 if (~pLight->uAtributes & 0x08) | |
480 ApplyLight_BLV((StationaryLight *)pLight, pFace, &uFaceID, false, &_4E94D0_light_type); | |
481 } | |
482 | |
483 for (uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i) | |
484 { | |
485 if (uNumLightsApplied >= 20) | |
486 break; | |
487 | |
488 ApplyLight_BLV(pStationaryLightsStack->pLights + i, pFace, &uNumLightsApplied, false, &_4E94D0_light_type); | |
489 } | |
490 | |
491 stru_F8AD28.uNumLightsApplied = uNumLightsApplied; | |
492 return true; | |
493 } | |
494 | |
495 //----- (0045C911) -------------------------------------------------------- | |
496 bool LightmapBuilder::ApplyLight_BLV(StationaryLight *pLight, BLVFace *a2, unsigned int *pSlot, bool bLightBackfaces, char *a5) | |
497 { | |
498 double v13; // st7@8 | |
499 | |
500 if (!pLight->uRadius) | |
501 return false; | |
502 | |
503 if (pLight->vPosition.x > a2->pBounding.x1 - pLight->uRadius && pLight->vPosition.x < a2->pBounding.x2 + pLight->uRadius && | |
504 pLight->vPosition.y > a2->pBounding.y1 - pLight->uRadius && pLight->vPosition.y < a2->pBounding.y2 + pLight->uRadius && | |
505 pLight->vPosition.z > a2->pBounding.z1 - pLight->uRadius && pLight->vPosition.z < a2->pBounding.z2 + pLight->uRadius) | |
506 { | |
507 v13 = (double)pLight->vPosition.z * a2->pFacePlane.vNormal.z + | |
508 (double)pLight->vPosition.y * a2->pFacePlane.vNormal.y + | |
509 (double)pLight->vPosition.x * a2->pFacePlane.vNormal.x + | |
510 a2->pFacePlane.dist; | |
511 if ((bLightBackfaces || v13 >= 0.0f) && fabsf(v13) <= pLight->uRadius) | |
512 { | |
513 unsigned int slot = *pSlot; | |
514 | |
515 stru_F8AD28._blv_lights_radii[slot] = pLight->uRadius; | |
516 stru_F8AD28._blv_lights_inv_radii[slot] = 65536 / pLight->uRadius; | |
517 stru_F8AD28._blv_lights_xs[slot] = pLight->vPosition.x; | |
518 stru_F8AD28._blv_lights_ys[slot] = pLight->vPosition.y; | |
519 stru_F8AD28._blv_lights_zs[slot] = pLight->vPosition.z; | |
520 stru_F8AD28._blv_lights_rs[slot] = (double)pLight->uLightColorR / 255.0f; | |
521 stru_F8AD28._blv_lights_gs[slot] = (double)pLight->uLightColorG / 255.0f; | |
522 stru_F8AD28._blv_lights_bs[slot] = (double)pLight->uLightColorB / 255.0f; | |
523 stru_F8AD28._blv_lights_light_dot_faces[slot] = abs((int)floorf(v13 + 0.5f)); | |
524 stru_F8AD28._blv_lights_types[slot] = pLight->uLightType; | |
525 | |
526 *pSlot += 1; | |
527 return true; | |
528 } | |
529 } | |
530 | |
531 return false; | |
532 } | |
533 | |
534 //----- (0045CA88) -------------------------------------------------------- | |
535 int LightmapBuilder::_45CA88(stru320 *a2, RenderVertexSoft *a3, int a4, Vec3_float_ *pNormal) | |
536 { | |
537 int result; // eax@1 | |
538 stru320 *v6; // ecx@2 | |
539 RenderVertexSoft *v7; // ebx@2 | |
540 double v8; // st7@2 | |
541 double v9; // st6@2 | |
542 char *v10; // eax@3 | |
543 double v11; // st7@5 | |
544 __int64 v12; // ST2C_8@5 | |
545 float v13; // edx@5 | |
546 int v14; // eax@5 | |
547 float v15; // ST10_4@5 | |
548 Vec3_float_ v16; // ST00_12@5 | |
549 double v17; // st7@5 | |
550 int a5; // [sp+2Ch] [bp-1Ch]@1 | |
551 float v19; // [sp+30h] [bp-18h]@1 | |
552 float v20; // [sp+34h] [bp-14h]@1 | |
553 //LightmapBuilder *thisa; // [sp+38h] [bp-10h]@1 | |
554 int v22; // [sp+3Ch] [bp-Ch]@1 | |
555 int *j; // [sp+40h] [bp-8h]@3 | |
556 int i; // [sp+44h] [bp-4h]@1 | |
557 int a3a; // [sp+58h] [bp+10h]@2 | |
558 | |
559 __debugbreak();//Ritor1: needed cleaning | |
560 | |
561 *(float *)&a5 = 0.0; | |
562 v19 = 0.0; | |
563 //thisa = this; | |
564 v20 = 0.0; | |
565 result = _45CBD4(a3, a4, dword_69B010.data(), &v22); | |
566 for ( i = 0; i < v22; result = i ) | |
567 { | |
568 v6 = a2; | |
569 a3a = 0; | |
570 v7 = &a3[dword_69B010[i]]; | |
571 v8 = v7->vWorldPosition.z; | |
572 v9 = v7->vWorldPosition.y; | |
573 *(float *)&a5 = v7->vWorldPosition.x; | |
574 v19 = v9; | |
575 v20 = v8; | |
576 v7->flt_2C = 0.0; | |
577 if ( a2->uNumLightsApplied > 0 ) | |
578 { | |
579 v10 = (char *)a2->_blv_lights_ys; | |
580 for ( j = a2->_blv_lights_ys; ; v10 = (char *)j ) | |
581 { | |
582 v11 = (double)*((signed int *)v10 - 60); | |
583 LODWORD(v12) = *((unsigned int *)v10 - 20); | |
584 HIDWORD(v12) = *(unsigned int *)v10; | |
585 LODWORD(v13) = *((unsigned int *)v10 + 60); | |
586 v14 = a3a; | |
587 LOBYTE(v14) = v6->_blv_lights_types[a3a]; | |
588 v15 = v11; | |
589 *(_QWORD *)&v16.x = v12; | |
590 v16.z = v13; | |
591 v17 = _45CC0C_light(v16/*COERCE_VEC3_FLOAT_(v16.x)*/, 1.0, v15, pNormal, *(float *)&a5/*COERCE_FLOAT(&a5)*/, v14) | |
592 + v7->flt_2C; | |
593 ++a3a; | |
594 ++j; | |
595 v7->flt_2C = v17; | |
596 if ( a3a >= a2->uNumLightsApplied ) | |
597 break; | |
598 v6 = a2; | |
599 } | |
600 } | |
601 ++i; | |
602 } | |
603 return result; | |
604 } | |
605 | |
606 //----- (0045CB89) -------------------------------------------------------- | |
607 int LightmapBuilder::_45CB89(RenderVertexSoft *a1, int a2) | |
608 { | |
609 int v3; // edx@1 | |
610 int result; // eax@2 | |
611 char *v5; // ecx@2 | |
612 double v6; // st7@4 | |
613 __int16 v7; // fps@4 | |
614 char v8; // c0@4 | |
615 char v9; // c2@4 | |
616 char v10; // c3@4 | |
617 double v11; // st7@5 | |
618 double v12; // st7@6 | |
619 __int16 v13; // fps@6 | |
620 char v14; // c0@6 | |
621 char v15; // c2@6 | |
622 char v16; // c3@6 | |
623 | |
624 v3 = a2; | |
625 if ( a2 > 0 ) | |
626 { | |
627 HIWORD(result) = HIWORD(a1); | |
628 v5 = (char *)&a1->flt_2C; | |
629 do | |
630 { | |
631 __debugbreak(); // warning C4700: uninitialized local variable 'v7' used | |
632 if ( *(float *)v5 < 0.0 | |
633 || (v6 = *(float *)v5, /*UNDEF(v7),*/ v8 = 1.0 < v6, v9 = 0, v10 = 1.0 == v6, LOWORD(result) = v7, v6 <= 1.0) ) | |
634 { | |
635 v12 = *(float *)v5; | |
636 //UNDEF(v13); | |
637 v14 = 0.0 < v12; | |
638 v15 = 0; | |
639 v16 = 0.0 == v12; | |
640 __debugbreak(); // warning C4700: uninitialized local variable 'v13' used | |
641 LOWORD(result) = v13; | |
642 if ( v12 >= 0.0 ) | |
643 v11 = *(float *)v5; | |
644 else | |
645 v11 = 0.0; | |
646 } | |
647 else | |
648 { | |
649 v11 = 1.0; | |
650 } | |
651 *(float *)v5 = v11; | |
652 v5 += 48; | |
653 --v3; | |
654 } | |
655 while ( v3 ); | |
656 } | |
657 return result; | |
658 } | |
659 | |
660 //----- (0045CBD4) -------------------------------------------------------- | |
661 int LightmapBuilder::_45CBD4(RenderVertexSoft *a2, int a3, int *a4, int *a5) | |
662 { | |
663 int result; // eax@1 | |
664 int v6; // edx@1 | |
665 int v7; // ecx@2 | |
666 int v8; // esi@2 | |
667 | |
668 result = (int)a5; | |
669 v6 = 0; | |
670 for ( *a5 = 0; v6 < a3; ++v6 ) | |
671 { | |
672 v7 = *a5; | |
673 v8 = 0; | |
674 if ( *a5 <= 0 ) | |
675 { | |
676 //LABEL_5: | |
677 a4[v7] = v6; | |
678 ++*a5; | |
679 } | |
680 else | |
681 { | |
682 while ( a4[v8] != v6 ) | |
683 { | |
684 ++v8; | |
685 if (v8 >= v7) | |
686 { | |
687 a4[v7] = v6; | |
688 ++*a5; | |
689 break; | |
690 //goto LABEL_5; | |
691 } | |
692 } | |
693 } | |
694 } | |
695 return result; | |
696 } | |
697 | |
698 //----- (0045CC0C) -------------------------------------------------------- | |
699 double LightmapBuilder::_45CC0C_light(Vec3_float_ a1, float a2, float a3, Vec3_float_ *pNormal, float a5, int uLightType) | |
700 { | |
701 float v7; // esi@1 | |
702 int v8; // eax@1 | |
703 double v14; // st7@7 | |
704 double result; // st7@8 | |
705 double v16; // st7@9 | |
706 int v17; // esi@9 | |
707 const char *v18; // ecx@9 | |
708 double v19; // st7@10 | |
709 double v20; // st7@10 | |
710 std::string v21; // [sp-10h] [bp-40h]@13 | |
711 const char *v22[6]; // [sp+0h] [bp-30h]@10 | |
712 double v23; // [sp+18h] [bp-18h]@1 | |
713 // double v24; // [sp+20h] [bp-10h]@1 | |
714 int v25; // [sp+28h] [bp-8h]@1 | |
715 int v26; // [sp+2Ch] [bp-4h]@1 | |
716 | |
717 v7 = a5; | |
718 LODWORD(a5) = *(unsigned int *)(LODWORD(a5) + 8); | |
719 //v24 = a5 + 6.7553994e15; | |
720 v26 = floorf(a5 + 0.5f);//LODWORD(v24); | |
721 LODWORD(a5) = *(unsigned int *)(LODWORD(v7) + 4); | |
722 //v24 = a5 + 6.7553994e15; | |
723 auto _v24 = floorf(a5 + 0.5f); | |
724 LODWORD(a5) = *(unsigned int *)LODWORD(v7); | |
725 //v23 = a5 + 6.7553994e15; | |
726 auto _v23 = floorf(a5 + 0.5f); | |
727 //*(_QWORD *)((char *)&v24 + 4) = __PAIR__(LODWORD(v24), LODWORD(v23)); | |
728 v26 = abs((signed)LODWORD(a1.z) - v26); | |
729 //v25 = abs((signed)LODWORD(a1.y) - (signed)LODWORD(v24)); | |
730 //v8 = abs((int)a1.x - (signed)LODWORD(v23)); | |
731 v25 = abs((signed)LODWORD(a1.y) - (signed)_v24); | |
732 v8 = abs((int)a1.x - (signed)_v23); | |
733 v14 = int_get_vector_length(v26, v25, v8); | |
734 if ( v14 <= a3 ) | |
735 { | |
736 a5 = v14 / a3; | |
737 v16 = (double)(signed int)a1.x; | |
738 *(float *)&v23 = (double)SLODWORD(a1.y); | |
739 LODWORD(a1.x) = *(unsigned int *)LODWORD(v7); | |
740 v17 = LODWORD(v7) + 4; | |
741 *((float *)&v23 + 1) = (double)SLODWORD(a1.z); | |
742 LODWORD(a1.y) = *(unsigned int *)v17; | |
743 LODWORD(a1.z) = *(unsigned int *)(v17 + 4); | |
744 a3 = *((float *)&v23 + 1) - a1.z; | |
745 a1.z = a3; | |
746 a1.x = v16 - a1.x; | |
747 a1.y = (float)v23 - a1.y; | |
748 a1.Normalize(); | |
749 if ( uLightType & 4 ) | |
750 { | |
751 __debugbreak(); // warning C4700: uninitialized local variable 'v18' used | |
752 v22[1] = v18; | |
753 uLightType = dword_4D86D8; | |
754 v22[0] = v18; | |
755 v19 = fabs(a1.z * pNormal->z + a1.y * pNormal->y + a1.x * pNormal->x); | |
756 v20 = v19 * *(float *)&uLightType * a2; | |
757 } | |
758 else | |
759 { | |
760 if ( uLightType & 8 ) | |
761 { | |
762 v20 = 1.3 * a2; | |
763 } | |
764 else | |
765 { | |
766 MessageBoxW(nullptr, L"Invalid light type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:783", 0); | |
767 v20 = *(float *)&uLightType; | |
768 } | |
769 } | |
770 result = v20 - a5 * v20; | |
771 } | |
772 else | |
773 { | |
774 result = 0.0; | |
775 } | |
776 return result; | |
777 } | |
778 // 4D86D8: using guessed type int dword_4D86D8; | |
779 | |
780 //----- (0045CDB7) -------------------------------------------------------- | 55 //----- (0045CDB7) -------------------------------------------------------- |
781 bool LightmapBuilder::ApplyLights_OutdoorFace(ODMFace *pFace) | 56 bool LightmapBuilder::ApplyLights_OutdoorFace(ODMFace *pFace) |
782 { | 57 { |
58 //For outdoor light (I) | |
783 int v3; // eax@1 | 59 int v3; // eax@1 |
784 bool result; // eax@9 | 60 bool result; // eax@9 |
785 int pSlot; // [sp+10h] [bp-4h]@1 | 61 int pSlot; // [sp+10h] [bp-4h]@1 |
786 | 62 |
787 v3 = stru_F8AD28.uDefaultAmbientLightLevel + pFace->uShadeType; | 63 v3 = stru_F8AD28.uDefaultAmbientLightLevel + pFace->uShadeType; |
802 result = pSlot; | 78 result = pSlot; |
803 stru_F8AD28.uNumLightsApplied = pSlot; | 79 stru_F8AD28.uNumLightsApplied = pSlot; |
804 return true; | 80 return true; |
805 } | 81 } |
806 | 82 |
807 //----- (0045CE50) -------------------------------------------------------- | |
808 bool LightmapBuilder::ApplyLight_ODM(StationaryLight *pLight, ODMFace *pFace, unsigned int *pSlot, char a4) | |
809 { | |
810 int result; // eax@0 | |
811 int v10; // ecx@8 | |
812 char v14; // dl@11 | |
813 | |
814 v10 = (pFace->pFacePlane.dist | |
815 + pLight->vPosition.x * pFace->pFacePlane.vNormal.x | |
816 + pLight->vPosition.y * pFace->pFacePlane.vNormal.y | |
817 + pLight->vPosition.z * pFace->pFacePlane.vNormal.z) >> 16; | |
818 if ( pLight->uRadius > 0 | |
819 && (pLight->vPosition.x > pFace->pBoundingBox.x1 - pLight->uRadius) && pLight->vPosition.x < pLight->uRadius + pFace->pBoundingBox.x2 | |
820 && (pLight->vPosition.y > pFace->pBoundingBox.y1 - pLight->uRadius) && pLight->vPosition.y < pLight->uRadius + pFace->pBoundingBox.y2 | |
821 && (pLight->vPosition.z > pFace->pBoundingBox.z1 - pLight->uRadius) && pLight->vPosition.z < pLight->uRadius + pFace->pBoundingBox.z2 | |
822 && ((a4) || v10 >= 0) && v10 <= pLight->uRadius ) | |
823 { | |
824 stru_F8AD28._blv_lights_radii[*pSlot] = pLight->uRadius; | |
825 stru_F8AD28._blv_lights_inv_radii[*pSlot] = 65536 / pLight->uRadius; | |
826 stru_F8AD28._blv_lights_xs[*pSlot] = pLight->vPosition.x; | |
827 stru_F8AD28._blv_lights_ys[*pSlot] = pLight->vPosition.y; | |
828 stru_F8AD28._blv_lights_zs[*pSlot] = pLight->vPosition.z; | |
829 stru_F8AD28._blv_lights_rs[*pSlot] = (double)pLight->uLightColorR * 0.0039215689; | |
830 stru_F8AD28._blv_lights_gs[*pSlot] = (double)pLight->uLightColorG * 0.0039215689; | |
831 stru_F8AD28._blv_lights_bs[*pSlot] = (double)pLight->uLightColorB * 0.0039215689; | |
832 //v11 = abs(v10); | |
833 //v12 = pRenderer->bUsingSpecular; | |
834 stru_F8AD28._blv_lights_light_dot_faces[*pSlot] = abs(v10); | |
835 stru_F8AD28._blv_lights_types[*pSlot] = pLight->uLightType; | |
836 //v13 = pRenderer->pRenderD3D; | |
837 v14 = stru_F8AD28._blv_lights_types[*pSlot]; | |
838 if ( /*pRenderer->pRenderD3D &&*/ pRenderer->bUsingSpecular && v14 & 4 ) | |
839 v14 = _4E94D2_light_type; | |
840 stru_F8AD28._blv_lights_types[*pSlot] = v14; | |
841 result = 4 * *pSlot; | |
842 if ( /*v13*/true && pRenderer->bUsingSpecular ) | |
843 { | |
844 if ( stru_F8AD28._blv_lights_types[*pSlot] & 4 ) | |
845 { | |
846 *(float *)((char *)stru_F8AD28._blv_lights_rs + result) = *(float *)((char *)stru_F8AD28._blv_lights_rs + result) | |
847 * 0.33000001; | |
848 *(float *)((char *)stru_F8AD28._blv_lights_gs + result) = *(float *)((char *)stru_F8AD28._blv_lights_gs + result) | |
849 * 0.33000001; | |
850 *(float *)((char *)stru_F8AD28._blv_lights_bs + result) = *(float *)((char *)stru_F8AD28._blv_lights_bs + result) | |
851 * 0.33000001; | |
852 } | |
853 } | |
854 ++*pSlot; | |
855 return true; | |
856 } | |
857 else | |
858 return false; | |
859 } | |
860 // 4E94D2: using guessed type char _4E94D2_light_type; | |
861 | |
862 //----- (0045D036) -------------------------------------------------------- | |
863 bool LightmapBuilder::StackLights_TerrainFace(Vec3_float_ *pNormal, float *Light_tile_dist, RenderVertexSoft *a3, unsigned int uStripType, bool bLightBackfaces) | |
864 { | |
865 /*int v6; // esi@1 | |
866 //LightmapBuilder *v7; // edi@1 | |
867 MobileLight *v8; // ebx@2 | |
868 int v9; // esi@5 | |
869 StationaryLight *v10; // ebx@6 | |
870 //bool result; // eax@9 | |
871 unsigned int a7; // [sp+Ch] [bp-4h]@1 | |
872 | |
873 v6 = 0; | |
874 //v7 = this; | |
875 a7 = 0; | |
876 stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->field_CBC_terrain_triangles_shade_type; | |
877 if ( pMobileLightsStack->uNumLightsActive > 0 ) | |
878 { | |
879 v8 = pMobileLightsStack->pLights; | |
880 do | |
881 { | |
882 if ( (signed int)a7 >= 20 ) | |
883 break; | |
884 StackLight_TerrainFace((StationaryLight *)v8, pNormal, a3, a1, uStripType, bLightBackfaces, &a7); | |
885 ++v6; | |
886 ++v8; | |
887 } | |
888 while ( v6 < pMobileLightsStack->uNumLightsActive ); | |
889 } | |
890 v9 = 0; | |
891 if ( pStationaryLightsStack->uNumLightsActive > 0 ) | |
892 { | |
893 v10 = pStationaryLightsStack->pLights; | |
894 do | |
895 { | |
896 if ( (signed int)a7 >= 20 ) | |
897 break; | |
898 StackLight_TerrainFace(v10, pNormal, a3, a1, uStripType, bLightBackfaces, &a7); | |
899 ++v9; | |
900 ++v10; | |
901 } | |
902 while ( v9 < pStationaryLightsStack->uNumLightsActive ); | |
903 } | |
904 | |
905 stru_F8AD28.uNumLightsApplied = a7; | |
906 return true;*/ | |
907 // bool __stdcall sub_45D036(struct Vec3<float> *pNormal, int a2, struct RenderVertex *a3, int a4, signed int X) | |
908 //{ | |
909 // float v6; // ebx@2 | |
910 unsigned int num_lights; // [sp+Ch] [bp-4h]@1 | |
911 int i; | |
912 | |
913 num_lights = 0; | |
914 stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->max_terrain_dimming_level; | |
915 for (i = 0; i < pMobileLightsStack->uNumLightsActive; ++i) | |
916 { | |
917 if ( num_lights >= 20 ) | |
918 break; | |
919 StackLight_TerrainFace((StationaryLight *)&pMobileLightsStack->pLights[i], pNormal, Light_tile_dist, a3, uStripType, bLightBackfaces, &num_lights); | |
920 } | |
921 | |
922 for (i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i) | |
923 { | |
924 if ( num_lights >= 20 ) | |
925 break; | |
926 StackLight_TerrainFace(&pStationaryLightsStack->pLights[i], pNormal, Light_tile_dist, a3, uStripType, bLightBackfaces, &num_lights); | |
927 } | |
928 | |
929 stru_F8AD28.uNumLightsApplied = num_lights; | |
930 return true; | |
931 | |
932 } | |
933 // 519AB4: using guessed type int uNumStationaryLightsApplied; | |
934 | |
935 //----- (0045D0D5) -------------------------------------------------------- | 83 //----- (0045D0D5) -------------------------------------------------------- |
936 bool LightmapBuilder::StackLight_TerrainFace(StationaryLight *pLight, Vec3_float_ *pNormal, float *a3, RenderVertexSoft *a1, unsigned int uStripType, int X, unsigned int *pSlot) | 84 bool LightmapBuilder::StackLight_TerrainFace(StationaryLight *pLight, Vec3_float_ *pNormal, float *a3, RenderVertexSoft *a1, unsigned int uStripType, int X, unsigned int *pSlot) |
937 { | 85 { |
86 //For outdoor terrain light (II) | |
938 bool result; // eax@1 | 87 bool result; // eax@1 |
939 double maxz; // st7@11 | 88 double maxz; // st7@11 |
940 char v20; // c2@11 | 89 char v20; // c2@11 |
941 signed int v52; // ecx@17 | 90 signed int v52; // ecx@17 |
942 char v57; // dl@18 | 91 char v57; // dl@18 |
1057 } | 206 } |
1058 ++*pSlot; | 207 ++*pSlot; |
1059 return 1; | 208 return 1; |
1060 } | 209 } |
1061 | 210 |
211 //----- (0045CE50) -------------------------------------------------------- | |
212 bool LightmapBuilder::ApplyLight_ODM(StationaryLight *pLight, ODMFace *pFace, unsigned int *pSlot, char a4) | |
213 { | |
214 //For outdoor light (IV) | |
215 int result; // eax@0 | |
216 int v10; // ecx@8 | |
217 char v14; // dl@11 | |
218 | |
219 v10 = (pFace->pFacePlane.dist | |
220 + pLight->vPosition.x * pFace->pFacePlane.vNormal.x | |
221 + pLight->vPosition.y * pFace->pFacePlane.vNormal.y | |
222 + pLight->vPosition.z * pFace->pFacePlane.vNormal.z) >> 16; | |
223 if ( pLight->uRadius > 0 | |
224 && (pLight->vPosition.x > pFace->pBoundingBox.x1 - pLight->uRadius) && pLight->vPosition.x < pLight->uRadius + pFace->pBoundingBox.x2 | |
225 && (pLight->vPosition.y > pFace->pBoundingBox.y1 - pLight->uRadius) && pLight->vPosition.y < pLight->uRadius + pFace->pBoundingBox.y2 | |
226 && (pLight->vPosition.z > pFace->pBoundingBox.z1 - pLight->uRadius) && pLight->vPosition.z < pLight->uRadius + pFace->pBoundingBox.z2 | |
227 && ((a4) || v10 >= 0) && v10 <= pLight->uRadius ) | |
228 { | |
229 stru_F8AD28._blv_lights_radii[*pSlot] = pLight->uRadius; | |
230 stru_F8AD28._blv_lights_inv_radii[*pSlot] = 65536 / pLight->uRadius; | |
231 stru_F8AD28._blv_lights_xs[*pSlot] = pLight->vPosition.x; | |
232 stru_F8AD28._blv_lights_ys[*pSlot] = pLight->vPosition.y; | |
233 stru_F8AD28._blv_lights_zs[*pSlot] = pLight->vPosition.z; | |
234 stru_F8AD28._blv_lights_rs[*pSlot] = (double)pLight->uLightColorR * 0.0039215689; | |
235 stru_F8AD28._blv_lights_gs[*pSlot] = (double)pLight->uLightColorG * 0.0039215689; | |
236 stru_F8AD28._blv_lights_bs[*pSlot] = (double)pLight->uLightColorB * 0.0039215689; | |
237 //v11 = abs(v10); | |
238 //v12 = pRenderer->bUsingSpecular; | |
239 stru_F8AD28._blv_lights_light_dot_faces[*pSlot] = abs(v10); | |
240 stru_F8AD28._blv_lights_types[*pSlot] = pLight->uLightType; | |
241 //v13 = pRenderer->pRenderD3D; | |
242 v14 = stru_F8AD28._blv_lights_types[*pSlot]; | |
243 if ( /*pRenderer->pRenderD3D &&*/ pRenderer->bUsingSpecular && v14 & 4 ) | |
244 v14 = _4E94D2_light_type; | |
245 stru_F8AD28._blv_lights_types[*pSlot] = v14; | |
246 result = 4 * *pSlot; | |
247 if ( /*v13*/true && pRenderer->bUsingSpecular ) | |
248 { | |
249 if ( stru_F8AD28._blv_lights_types[*pSlot] & 4 ) | |
250 { | |
251 *(float *)((char *)stru_F8AD28._blv_lights_rs + result) = *(float *)((char *)stru_F8AD28._blv_lights_rs + result) | |
252 * 0.33000001; | |
253 *(float *)((char *)stru_F8AD28._blv_lights_gs + result) = *(float *)((char *)stru_F8AD28._blv_lights_gs + result) | |
254 * 0.33000001; | |
255 *(float *)((char *)stru_F8AD28._blv_lights_bs + result) = *(float *)((char *)stru_F8AD28._blv_lights_bs + result) | |
256 * 0.33000001; | |
257 } | |
258 } | |
259 ++*pSlot; | |
260 return true; | |
261 } | |
262 else | |
263 return false; | |
264 } | |
265 | |
266 | |
267 //////////////////////////INDOOR LIGHT//////////////////////////////////////////// | |
268 //----- (0045C7F6) -------------------------------------------------------- | |
269 bool LightmapBuilder::ApplyLights_IndoorFace(unsigned int uFaceID) | |
270 { | |
271 //For Indoor light (I) | |
272 BLVFace* pFace = &pIndoor->pFaces[uFaceID]; | |
273 BLVSector* pSector = &pIndoor->pSectors[pFace->uSectorID]; | |
274 | |
275 stru_F8AD28.uCurrentAmbientLightLevel = (stru_F8AD28.uDefaultAmbientLightLevel + pSector->uMinAmbientLightLevel) << 16;//0x00180000 | |
276 | |
277 uint uNumLightsApplied = 0; | |
278 for (uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i) | |
279 { | |
280 if (uNumLightsApplied >= 20) | |
281 break; | |
282 | |
283 ApplyLight_BLV((StationaryLight *)(pMobileLightsStack->pLights + i), pFace, &uNumLightsApplied, true, 0); | |
284 } | |
285 | |
286 for (uint i = 0; i < pSector->uNumLights; ++i) | |
287 { | |
288 if (uNumLightsApplied >= 20 ) | |
289 break; | |
290 | |
291 BLVLightMM7* pLight = &pIndoor->pLights[pSector->pLights[i]]; | |
292 if (~pLight->uAtributes & 0x08) | |
293 ApplyLight_BLV((StationaryLight *)pLight, pFace, &uFaceID, false, &_4E94D0_light_type); | |
294 } | |
295 | |
296 for (uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i) | |
297 { | |
298 if (uNumLightsApplied >= 20) | |
299 break; | |
300 | |
301 ApplyLight_BLV(pStationaryLightsStack->pLights + i, pFace, &uNumLightsApplied, false, &_4E94D0_light_type); | |
302 } | |
303 | |
304 stru_F8AD28.uNumLightsApplied = uNumLightsApplied; | |
305 return true; | |
306 } | |
307 | |
308 //----- (0045C911) -------------------------------------------------------- | |
309 bool LightmapBuilder::ApplyLight_BLV(StationaryLight *pLight, BLVFace *a2, unsigned int *pSlot, bool bLightBackfaces, char *a5) | |
310 { | |
311 //For indoor light (II) | |
312 double v13; // st7@8 | |
313 | |
314 if (!pLight->uRadius)//800 | |
315 return false; | |
316 | |
317 if (pLight->vPosition.x > a2->pBounding.x1 - pLight->uRadius && pLight->vPosition.x < a2->pBounding.x2 + pLight->uRadius && | |
318 pLight->vPosition.y > a2->pBounding.y1 - pLight->uRadius && pLight->vPosition.y < a2->pBounding.y2 + pLight->uRadius && | |
319 pLight->vPosition.z > a2->pBounding.z1 - pLight->uRadius && pLight->vPosition.z < a2->pBounding.z2 + pLight->uRadius) | |
320 { | |
321 v13 = (double)pLight->vPosition.z * a2->pFacePlane.vNormal.z + | |
322 (double)pLight->vPosition.y * a2->pFacePlane.vNormal.y + | |
323 (double)pLight->vPosition.x * a2->pFacePlane.vNormal.x + | |
324 a2->pFacePlane.dist; | |
325 if ((bLightBackfaces || v13 >= 0.0f) && fabsf(v13) <= pLight->uRadius) | |
326 { | |
327 unsigned int slot = *pSlot; | |
328 | |
329 stru_F8AD28._blv_lights_radii[slot] = pLight->uRadius; | |
330 stru_F8AD28._blv_lights_inv_radii[slot] = 65536 / pLight->uRadius; | |
331 stru_F8AD28._blv_lights_xs[slot] = pLight->vPosition.x; | |
332 stru_F8AD28._blv_lights_ys[slot] = pLight->vPosition.y; | |
333 stru_F8AD28._blv_lights_zs[slot] = pLight->vPosition.z; | |
334 stru_F8AD28._blv_lights_rs[slot] = (double)pLight->uLightColorR / 255.0f; | |
335 stru_F8AD28._blv_lights_gs[slot] = (double)pLight->uLightColorG / 255.0f; | |
336 stru_F8AD28._blv_lights_bs[slot] = (double)pLight->uLightColorB / 255.0f; | |
337 stru_F8AD28._blv_lights_light_dot_faces[slot] = abs((int)floorf(v13 + 0.5f)); | |
338 stru_F8AD28._blv_lights_types[slot] = pLight->uLightType; | |
339 | |
340 *pSlot += 1; | |
341 return true; | |
342 } | |
343 } | |
344 | |
345 return false; | |
346 } | |
347 | |
348 //----- (0045DA56) -------------------------------------------------------- | |
349 bool LightmapBuilder::DoDraw_183808_Lightmaps(float z_bias) | |
350 { | |
351 //For indoor light (X) | |
352 Vec3_float_ v; // [sp+Ch] [bp-1Ch]@2 | |
353 v.z = 1.0; | |
354 v.y = 1.0; | |
355 v.x = 1.0; | |
356 | |
357 for (uint i = 0; i < std__vector_183808_size; ++i) | |
358 if (!pRenderer->DrawLightmap(std__vector_183808 + i, &v, z_bias)) | |
359 Error("Invalid lightmap detected! (%u)", i); | |
360 | |
361 return true; | |
362 } | |
363 | |
364 //----- (0045C4B9) -------------------------------------------------------- | |
365 int LightmapBuilder::_45C4B9(int a2, RenderVertexSoft *a3, Lightmap *pLightmap) | |
366 { | |
367 //For indoor light (?) | |
368 RenderVertexSoft *v9; // esi@3 | |
369 RenderVertexSoft *v12; // ecx@8 | |
370 char v13; // bl@17 | |
371 signed int v14; // edx@17 | |
372 double v15; // st6@18 | |
373 double v16; // st6@21 | |
374 double v17; // st6@24 | |
375 signed int v18; // edx@33 | |
376 float v22; // [sp+Ch] [bp-14h]@23 | |
377 float v23; // [sp+10h] [bp-10h]@20 | |
378 int v24; // [sp+14h] [bp-Ch]@1 | |
379 char v26; // [sp+1Eh] [bp-2h]@17 | |
380 char v27; // [sp+1Fh] [bp-1h]@17 | |
381 | |
382 v24 = 0; | |
383 for ( uint i = 0; i < pLightmap->NumVertices; i++) | |
384 { | |
385 v9 = &pLightmap->pVertices[(i + 1) % pLightmap->NumVertices]; | |
386 if ( pLightmap->pVertices[i].vWorldPosition.x != v9->vWorldPosition.x | |
387 || pLightmap->pVertices[i].vWorldPosition.y != v9->vWorldPosition.y | |
388 || pLightmap->pVertices[i].vWorldPosition.z != v9->vWorldPosition.z ) | |
389 { | |
390 for ( uint j = 0; j < a2; ++j ) | |
391 { | |
392 v12 = &a3[(j + 1) % a2]; | |
393 if ((a3[j].vWorldPosition.x != v12->vWorldPosition.x | |
394 || a3[j].vWorldPosition.y != v12->vWorldPosition.y | |
395 || a3[j].vWorldPosition.z != v12->vWorldPosition.z) | |
396 && pLightmap->pVertices[i].vWorldPosition.x == a3[j].vWorldPosition.x | |
397 && pLightmap->pVertices[i].vWorldPosition.y == a3[j].vWorldPosition.y | |
398 && pLightmap->pVertices[i].vWorldPosition.z == a3[j].vWorldPosition.z | |
399 && (v9->vWorldPosition.x != v12->vWorldPosition.x | |
400 || v9->vWorldPosition.y != v12->vWorldPosition.y | |
401 || v9->vWorldPosition.z != v12->vWorldPosition.z) ) | |
402 { | |
403 v13 = 0; | |
404 v14 = 0; | |
405 v27 = 0; | |
406 v26 = 0; | |
407 | |
408 if ( v9->vWorldPosition.x <= (double)v12->vWorldPosition.x ) | |
409 v15 = v12->vWorldPosition.x - v9->vWorldPosition.x; | |
410 else | |
411 v15 = v9->vWorldPosition.x - v12->vWorldPosition.x; | |
412 v23 = v15; | |
413 | |
414 if ( v9->vWorldPosition.y <= (double)v12->vWorldPosition.y ) | |
415 v16 = v12->vWorldPosition.y - v9->vWorldPosition.y; | |
416 else | |
417 v16 = v9->vWorldPosition.y - v12->vWorldPosition.y; | |
418 v22 = v16; | |
419 | |
420 if ( v9->vWorldPosition.z <= (double)v12->vWorldPosition.z ) | |
421 v17 = v12->vWorldPosition.z - v9->vWorldPosition.z; | |
422 else | |
423 v17 = v9->vWorldPosition.z - v12->vWorldPosition.z; | |
424 | |
425 if ( v23 < 1.0 ) | |
426 { | |
427 v13 = 1; | |
428 v14 = 1; | |
429 } | |
430 | |
431 if ( v22 < 1.0 ) | |
432 { | |
433 v27 = 1; | |
434 ++v14; | |
435 } | |
436 | |
437 if ( v17 < 1.0 ) | |
438 { | |
439 v26 = 1; | |
440 ++v14; | |
441 } | |
442 | |
443 if ( v14 > 1 ) | |
444 { | |
445 v18 = 0; | |
446 if ( v13 && v9->vWorldPosition.x != v12->vWorldPosition.x ) | |
447 { | |
448 v18 = 1; | |
449 v9->vWorldPosition.x = v12->vWorldPosition.x; | |
450 } | |
451 | |
452 if ( v27 && v9->vWorldPosition.y != v12->vWorldPosition.y ) | |
453 { | |
454 ++v18; | |
455 v9->vWorldPosition.y = v12->vWorldPosition.y; | |
456 } | |
457 | |
458 if ( v26 && v9->vWorldPosition.z != v12->vWorldPosition.z ) | |
459 { | |
460 ++v18; | |
461 v9->vWorldPosition.z = v12->vWorldPosition.z; | |
462 } | |
463 | |
464 if ( v18 > 0 ) | |
465 ++v24; | |
466 } | |
467 } | |
468 } | |
469 } | |
470 } | |
471 return v24; | |
472 } | |
473 | |
474 ////////////////////////FOR OUTDOOR TERRAIN////////////////////////////////////////// | |
475 //----- (0045D036) -------------------------------------------------------- | |
476 bool LightmapBuilder::StackLights_TerrainFace(Vec3_float_ *pNormal, float *Light_tile_dist, RenderVertexSoft *a3, unsigned int uStripType, bool bLightBackfaces) | |
477 { | |
478 /*int v6; // esi@1 | |
479 //LightmapBuilder *v7; // edi@1 | |
480 MobileLight *v8; // ebx@2 | |
481 int v9; // esi@5 | |
482 StationaryLight *v10; // ebx@6 | |
483 //bool result; // eax@9 | |
484 unsigned int a7; // [sp+Ch] [bp-4h]@1 | |
485 | |
486 v6 = 0; | |
487 //v7 = this; | |
488 a7 = 0; | |
489 stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->field_CBC_terrain_triangles_shade_type; | |
490 if ( pMobileLightsStack->uNumLightsActive > 0 ) | |
491 { | |
492 v8 = pMobileLightsStack->pLights; | |
493 do | |
494 { | |
495 if ( (signed int)a7 >= 20 ) | |
496 break; | |
497 StackLight_TerrainFace((StationaryLight *)v8, pNormal, a3, a1, uStripType, bLightBackfaces, &a7); | |
498 ++v6; | |
499 ++v8; | |
500 } | |
501 while ( v6 < pMobileLightsStack->uNumLightsActive ); | |
502 } | |
503 v9 = 0; | |
504 if ( pStationaryLightsStack->uNumLightsActive > 0 ) | |
505 { | |
506 v10 = pStationaryLightsStack->pLights; | |
507 do | |
508 { | |
509 if ( (signed int)a7 >= 20 ) | |
510 break; | |
511 StackLight_TerrainFace(v10, pNormal, a3, a1, uStripType, bLightBackfaces, &a7); | |
512 ++v9; | |
513 ++v10; | |
514 } | |
515 while ( v9 < pStationaryLightsStack->uNumLightsActive ); | |
516 } | |
517 | |
518 stru_F8AD28.uNumLightsApplied = a7; | |
519 return true;*/ | |
520 // bool __stdcall sub_45D036(struct Vec3<float> *pNormal, int a2, struct RenderVertex *a3, int a4, signed int X) | |
521 //{ | |
522 // float v6; // ebx@2 | |
523 | |
524 //For outdoor terrain light(I) | |
525 unsigned int num_lights; // [sp+Ch] [bp-4h]@1 | |
526 int i; | |
527 | |
528 num_lights = 0; | |
529 stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->max_terrain_dimming_level; | |
530 for (i = 0; i < pMobileLightsStack->uNumLightsActive; ++i) | |
531 { | |
532 if ( num_lights >= 20 ) | |
533 break; | |
534 StackLight_TerrainFace((StationaryLight *)&pMobileLightsStack->pLights[i], pNormal, Light_tile_dist, a3, uStripType, bLightBackfaces, &num_lights); | |
535 } | |
536 | |
537 for (i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i) | |
538 { | |
539 if ( num_lights >= 20 ) | |
540 break; | |
541 StackLight_TerrainFace(&pStationaryLightsStack->pLights[i], pNormal, Light_tile_dist, a3, uStripType, bLightBackfaces, &num_lights); | |
542 } | |
543 | |
544 stru_F8AD28.uNumLightsApplied = num_lights; | |
545 return true; | |
546 | |
547 } | |
548 | |
549 | |
550 /////////////////////////TOGETHER/////////////////////////////////////////////////////// | |
551 //----- (0045BC07) -------------------------------------------------------- | |
552 bool LightmapBuilder::ApplyLights(stru320 *a2, stru154 *a3, unsigned int uNumVertices, RenderVertexSoft *a5, IndoorCameraD3D_Vec4 *a6, char uClipFlag) | |
553 { | |
554 //For outdoor terrain and indoor light (III)(III) | |
555 Vec3_int_ pos; // [sp+2Ch] [bp-40h]@21 | |
556 RenderVertexSoft *a9; // [sp+68h] [bp-4h]@8 | |
557 | |
558 if (!uNumVertices) | |
559 return false; | |
560 | |
561 static RenderVertexSoft static_69B140[64]; | |
562 | |
563 a9 = a5; | |
564 if (a6) | |
565 { | |
566 for (uint i = 0; i < uNumVertices; ++i) | |
567 memcpy(&static_69B140[i], a5 + i, sizeof(RenderVertexSoft)); | |
568 | |
569 if (pGame->pIndoorCameraD3D->_437376(a3, static_69B140, &uNumVertices) == 1) | |
570 { | |
571 if ( !uNumVertices ) | |
572 return false; | |
573 a9 = static_69B140; | |
574 } | |
575 } | |
576 | |
577 static stru314 static_69B110; | |
578 static_69B110.field_4.x = a3->face_plane.vNormal.x; | |
579 static_69B110.field_4.y = a3->face_plane.vNormal.y; | |
580 static_69B110.field_4.z = a3->face_plane.vNormal.z; | |
581 static_69B110.dist = a3->face_plane.dist; | |
582 if (!pGame->pIndoorCameraD3D->GetFacetOrientation(a3->polygonType, &static_69B110.field_4, | |
583 &static_69B110.field_10, &static_69B110.field_1C)) | |
584 { | |
585 MessageBoxW(nullptr, L"Error: Failed to get the facet orientation", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:119", 0); | |
586 ExitProcess(0); | |
587 } | |
588 | |
589 for (uint i = 0; i < a2->uNumLightsApplied; ++i) | |
590 { | |
591 pos.x = a2->_blv_lights_xs[i]; | |
592 pos.y = a2->_blv_lights_ys[i]; | |
593 pos.z = a2->_blv_lights_zs[i]; | |
594 | |
595 uint uColorR = (uint)floorf(a2->_blv_lights_rs[i] * 255.0 + 0.5f) & 0xFF, | |
596 uColorG = (uint)floorf(a2->_blv_lights_gs[i] * 255.0 + 0.5f) & 0xFF, | |
597 uColorB = (uint)floorf(a2->_blv_lights_bs[i] * 255.0 + 0.5f) & 0xFF; | |
598 uint uColor = (uColorR << 16) | (uColorG << 8) | uColorB; | |
599 if (!uColor) | |
600 uColor = 0x0FFFFF;//0x00FFFFF; | |
601 | |
602 if (!_45BE86_build_light_polygon(&pos, a2->_blv_lights_radii[i], uColor, a2->_blv_lights_light_dot_faces[i], | |
603 a2->_blv_lights_types[i], &static_69B110, uNumVertices, a9, uClipFlag) ) | |
604 { | |
605 MessageBoxW(nullptr, L"Error: Failed to build light polygon", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:138", 0); | |
606 } | |
607 } | |
608 return true; | |
609 } | |
610 | |
611 //----- (0045BE86) -------------------------------------------------------- | |
612 bool LightmapBuilder::_45BE86_build_light_polygon(Vec3_int_ *pos, float radius, unsigned int uColorMask, float dot_dist, int uLightType, stru314 *a7, unsigned int uNumVertices, RenderVertexSoft *a9, char uClipFlag) | |
613 { | |
614 //For outdoor terrain and indoor light (IV)(IV) | |
615 Lightmap *lightmap; // edi@3 | |
616 double v17; // st7@5 | |
617 double v24; // st7@6 | |
618 double v38; // st7@14 | |
619 double v39; // st7@16 | |
620 double v40; // st7@16 | |
621 int v45; // eax@24 | |
622 | |
623 if (radius < 0.0f) | |
624 return true; | |
625 | |
626 lightmap = uLightType & 1 ? &std__vector_000004[std__vector_000004_size] ://stationary | |
627 &std__vector_183808[std__vector_183808_size];//mobile | |
628 tex_light_radius = radius - dot_dist; | |
629 flt_3C8C28 = sqrt((radius + radius - tex_light_radius) * tex_light_radius); | |
630 //flt_3C8C28 = sqrt(tex_light_radius * tex_light_radius); | |
631 flt_3C8C2C_lightmaps_brightness = 1.0 - (radius - flt_3C8C28) / radius; | |
632 lightmap->position_x = (double)pos->x - dot_dist * a7->field_4.x; | |
633 lightmap->position_y = (double)pos->y - dot_dist * a7->field_4.y; | |
634 lightmap->position_z = (double)pos->z - dot_dist * a7->field_4.z; | |
635 | |
636 flt_3C8C30 = radius * flt_3C8C2C_lightmaps_brightness; | |
637 flt_3C8C0C = flt_3C8C30 * a7->field_10.x; | |
638 flt_3C8C10 = flt_3C8C30 * a7->field_10.y; | |
639 flt_3C8C14 = flt_3C8C30 * a7->field_10.z; | |
640 | |
641 flt_3C8C18 = flt_3C8C30 * a7->field_1C.x; | |
642 flt_3C8C1C = flt_3C8C30 * a7->field_1C.y; | |
643 flt_3C8C20 = flt_3C8C30 * a7->field_1C.z; | |
644 | |
645 lightmap->pVertices[0].vWorldPosition.x = lightmap->position_x - flt_3C8C18 + flt_3C8C0C; | |
646 lightmap->pVertices[0].vWorldPosition.y = lightmap->position_y - flt_3C8C1C + flt_3C8C10; | |
647 lightmap->pVertices[0].vWorldPosition.z = lightmap->position_z - flt_3C8C20 + flt_3C8C14; | |
648 lightmap->pVertices[0].u = 0.0; | |
649 lightmap->pVertices[0].v = 0.0; | |
650 | |
651 lightmap->pVertices[1].vWorldPosition.x = lightmap->position_x - flt_3C8C18 - flt_3C8C0C; | |
652 lightmap->pVertices[1].vWorldPosition.y = lightmap->position_y - flt_3C8C1C - flt_3C8C10; | |
653 lightmap->pVertices[1].vWorldPosition.z = lightmap->position_z - flt_3C8C20 - flt_3C8C14; | |
654 lightmap->pVertices[1].u = 0.0; | |
655 lightmap->pVertices[1].v = 1.0; | |
656 | |
657 lightmap->pVertices[2].vWorldPosition.x = lightmap->position_x + flt_3C8C18 - flt_3C8C0C; | |
658 lightmap->pVertices[2].vWorldPosition.y = lightmap->position_y + flt_3C8C1C - flt_3C8C10; | |
659 lightmap->pVertices[2].vWorldPosition.z = lightmap->position_z + flt_3C8C20 - flt_3C8C14; | |
660 lightmap->pVertices[2].u = 1.0; | |
661 lightmap->pVertices[2].v = 1.0; | |
662 | |
663 lightmap->pVertices[3].vWorldPosition.x = lightmap->position_x + flt_3C8C18 + flt_3C8C0C; | |
664 lightmap->pVertices[3].vWorldPosition.y = lightmap->position_y + flt_3C8C1C + flt_3C8C10; | |
665 lightmap->pVertices[3].vWorldPosition.z = lightmap->position_z + flt_3C8C20 + flt_3C8C14; | |
666 lightmap->pVertices[3].u = 1.0; | |
667 lightmap->pVertices[3].v = 0.0; | |
668 | |
669 for (uint i = 0; i < 4; ++i) | |
670 { | |
671 v24 = a7->field_4.y * lightmap->pVertices[i].vWorldPosition.y | |
672 + a7->field_4.z * lightmap->pVertices[i].vWorldPosition.z | |
673 + a7->field_4.x * lightmap->pVertices[i].vWorldPosition.x | |
674 + a7->dist; | |
675 | |
676 lightmap->pVertices[i].vWorldPosition.x -= v24 * a7->field_4.x; | |
677 lightmap->pVertices[i].vWorldPosition.y -= v24 * a7->field_4.y; | |
678 lightmap->pVertices[i].vWorldPosition.z -= v24 * a7->field_4.z; | |
679 } | |
680 | |
681 lightmap->uColorMask = uColorMask; | |
682 lightmap->NumVertices = 4; | |
683 | |
684 //Brightness(ÿðêîñòü)///////////////////////////////// | |
685 if (~pGame->uFlags2 & 4) | |
686 lightmap->fBrightness = flt_3C8C2C_lightmaps_brightness; | |
687 else | |
688 { | |
689 Vec3_float_ a1; // [sp+2Ch] [bp-20h]@8 | |
690 a1.x = (double)pos->x - lightmap->position_x; | |
691 a1.y = (double)pos->y - lightmap->position_y; | |
692 a1.z = (double)pos->z - lightmap->position_z; | |
693 a1.Normalize(); | |
694 | |
695 auto temp1 = lightmap->position_x + 0.5f, | |
696 temp2 = lightmap->position_y + 0.5f, | |
697 temp3 = lightmap->position_z + 0.5f; | |
698 | |
699 auto dist_x = abs(pos->x - temp1), //v31 | |
700 dist_y = abs(pos->y - temp2), //v32 arg0a | |
701 dist_z = abs(pos->z - temp3); //v33 _v64 | |
702 v38 = int_get_vector_length(dist_x, dist_y, dist_z); | |
703 if (v38 > radius) | |
704 return true; | |
705 //radius = (1 / radius) * v38; | |
706 if ( uLightType & 4 ) | |
707 { | |
708 v39 = fabs(a1.x * a7->field_4.x + a1.z * a7->field_4.z + a1.y * a7->field_4.y); | |
709 v40 = v39 * 1.0 * flt_4D86CC; | |
710 | |
711 lightmap->fBrightness = v40 - ((1 / radius) * v38) * v40; | |
712 } | |
713 else if ( uLightType & 8 ) | |
714 { | |
715 v40 = 1.0 * 1.0; | |
716 lightmap->fBrightness = v40 - ((1 / radius) * v38); | |
717 } | |
718 else | |
719 MessageBoxW(nullptr, L"Invalid light type!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:277", 0); | |
720 } | |
721 //Brightness(ÿðêîñòü)///////////////////////////////////////////////////// | |
722 | |
723 if (!pGame->pStru9Instance->_4980B9(a9, uNumVertices, | |
724 a7->field_4.x, a7->field_4.y, a7->field_4.z, | |
725 lightmap->pVertices, &lightmap->NumVertices)) | |
726 return false; | |
727 | |
728 if (!lightmap->NumVertices) | |
729 return true; | |
730 | |
731 v45 = _45C6D6(uNumVertices, a9, lightmap); | |
732 if ( v45 != uNumVertices && v45 > 0 ) | |
733 _45C4B9(uNumVertices, a9, lightmap); | |
734 | |
735 pGame->pIndoorCameraD3D->ViewTransform(lightmap->pVertices, lightmap->NumVertices); | |
736 pGame->pIndoorCameraD3D->Project(lightmap->pVertices, lightmap->NumVertices, 0); | |
737 | |
738 unsigned int _a4 = 0; | |
739 if ( !(uClipFlag & 1) ) | |
740 _a4 = 1; | |
741 else if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) | |
742 { | |
743 if ( uClipFlag & 2 ) | |
744 { | |
745 pGame->pIndoorCameraD3D->_436CDC_mess_with_lightmap__clipflag_2(lightmap->pVertices, lightmap->NumVertices, field_3C8C34, &_a4); | |
746 pGame->pIndoorCameraD3D->_437143(_a4, lightmap->pVertices, field_3C8C34, &lightmap->NumVertices); | |
747 } | |
748 else if ( uClipFlag & 4 ) | |
749 { | |
750 pGame->pIndoorCameraD3D->_436F09_mess_with_lightmap__clipflag_4(lightmap->pVertices, lightmap->NumVertices, field_3C8C34, &_a4); | |
751 pGame->pIndoorCameraD3D->_437143(_a4, lightmap->pVertices, field_3C8C34, &lightmap->NumVertices); | |
752 } | |
753 else | |
754 MessageBoxW(nullptr, L"Undefined clip flag specified", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:330", 0); | |
755 } | |
756 else | |
757 MessageBoxW(nullptr, L"Lightpoly builder native indoor clipping not implemented", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:335", 0); | |
758 | |
759 if (_a4) | |
760 { | |
761 if (uLightType & 1) | |
762 { | |
763 if (std__vector_000004_size < 512 - 1) | |
764 ++std__vector_000004_size; | |
765 } | |
766 else | |
767 { | |
768 if (std__vector_183808_size < 768 - 1) | |
769 ++std__vector_183808_size; | |
770 } | |
771 //if ( v50 ^ v51 ) | |
772 // *(unsigned int *)v48 = v49 + 1; | |
773 } | |
774 return true; | |
775 } | |
776 | |
777 //----- (0045C6D6) -------------------------------------------------------- | |
778 int LightmapBuilder::_45C6D6(int a2, RenderVertexSoft *a3, Lightmap *pLightmap) | |
779 { | |
780 //For outdoor terrain and indoor light (V)(V) | |
781 signed int v6; // esi@1 | |
782 float temp_x; // st7@6 | |
783 float temp_y; // st6@10 | |
784 float temp_z; // st5@14 | |
785 float v12; // st7@17 | |
786 int v15; // [sp+Ch] [bp-8h]@1 | |
787 | |
788 v6 = -1; | |
789 v15 = 0; | |
790 if ( (signed int)pLightmap->NumVertices > 0 ) | |
791 { | |
792 for ( uint i = 0; i < (signed int)pLightmap->NumVertices; ++i ) | |
793 { | |
794 if ( a2 > 0 ) | |
795 { | |
796 for ( uint j = 0; j < a2; ++j ) | |
797 { | |
798 if ( pLightmap->pVertices[i].vWorldPosition.x <= (double)a3[j].vWorldPosition.x ) | |
799 temp_x = a3[j].vWorldPosition.x - pLightmap->pVertices[i].vWorldPosition.x; | |
800 else | |
801 temp_x = pLightmap->pVertices[i].vWorldPosition.x - a3[j].vWorldPosition.x; | |
802 if ( temp_x < 2.0 ) | |
803 { | |
804 if ( pLightmap->pVertices[i].vWorldPosition.y <= (double)a3[j].vWorldPosition.y ) | |
805 temp_y = a3[j].vWorldPosition.y - pLightmap->pVertices[i].vWorldPosition.y; | |
806 else | |
807 temp_y = pLightmap->pVertices[i].vWorldPosition.y - a3[j].vWorldPosition.y; | |
808 if ( temp_y < 2.0 ) | |
809 { | |
810 if ( pLightmap->pVertices[i].vWorldPosition.z <= (double)a3[j].vWorldPosition.z ) | |
811 temp_z = a3[j].vWorldPosition.z - pLightmap->pVertices[i].vWorldPosition.z; | |
812 else | |
813 temp_z = pLightmap->pVertices[i].vWorldPosition.z - a3[j].vWorldPosition.z; | |
814 if ( temp_z < 2.0 ) | |
815 { | |
816 v12 = temp_x + temp_y + temp_z; | |
817 if ( v12 < FLT_MAX ) | |
818 v6 = j; | |
819 } | |
820 } | |
821 } | |
822 }//For | |
823 if ( v6 != -1 ) | |
824 { | |
825 ++v15; | |
826 pLightmap->pVertices[i].vWorldPosition.x = a3[v6].vWorldPosition.x; | |
827 pLightmap->pVertices[i].vWorldPosition.y = a3[v6].vWorldPosition.y; | |
828 pLightmap->pVertices[i].vWorldPosition.z = a3[v6].vWorldPosition.z; | |
829 } | |
830 } | |
831 v6 = -1; | |
832 }//For | |
833 } | |
834 return v15; | |
835 } | |
836 | |
837 //----- (0045D73F) -------------------------------------------------------- | |
838 void LightmapBuilder::DrawLightmapsType(int type) | |
839 { | |
840 //For outdoor and indoor light (II)(VIII) | |
841 if (type == 2) | |
842 Draw_183808_Lightmaps(); | |
843 } | |
844 | |
845 //----- (0045D74F) -------------------------------------------------------- | |
846 bool LightmapBuilder::DrawLightmaps(int *indices) | |
847 { | |
848 //For outdoor terrain and indoor light (VI)(VI) | |
849 Lightmap *v28; // [sp+50h] [bp-38h]@2 | |
850 Vec3_float_ arg4; | |
851 | |
852 if (std__vector_000004_size == 0) | |
853 return true; | |
854 | |
855 if (byte_4D864C && pGame->uFlags & GAME_FLAGS_1_01_lightmap_related) | |
856 return true; | |
857 | |
858 pRenderer->BeginLightmaps(); | |
859 | |
860 arg4.x = 1.0f; | |
861 arg4.y = 1.0f; | |
862 arg4.z = 1.0f; | |
863 if (indices) | |
864 { | |
865 for (int* i = indices; *i != -1; ++i) | |
866 { | |
867 __debugbreak();//Not used? | |
868 v28 = &std__vector_000004[*i]; | |
869 if ( !pRenderer->DrawLightmap(v28, &arg4, 0.0) ) | |
870 Error("Invalid lightmap detected! (%u)", *i); | |
871 } | |
872 } | |
873 else | |
874 if (for_refactoring) | |
875 { | |
876 for (unsigned int i = 0; i < std__vector_000004_size; ++i) | |
877 if ( !pRenderer->DrawLightmap(std__vector_000004 + i, &arg4, 0.0) ) | |
878 Error("Invalid lightmap detected! (%u)", i); | |
879 } | |
880 | |
881 pRenderer->EndLightmaps(); | |
882 | |
883 return true; | |
884 } | |
885 | |
886 //----- (0045DAE8) -------------------------------------------------------- | |
887 bool Render::DrawLightmap(Lightmap *pLightmap, Vec3_float_ *pColorMult, float z_bias) | |
888 { | |
889 //For outdoor terrain and indoor light (VII)(VII) | |
890 signed int dwFlags; // [sp-1Ch] [bp-670h]@13 | |
891 RenderVertexD3D3 pVerticesD3D[64]; // [sp+0h] [bp-654h]@7 | |
892 | |
893 if (pLightmap->NumVertices < 3) | |
894 { | |
895 Log::Warning(L"Lightmap uNumVertices < 3"); | |
896 return false; | |
897 } | |
898 | |
899 uint uLightmapColorMaskR = (pLightmap->uColorMask >> 16) & 0xFF, | |
900 uLightmapColorMaskG = (pLightmap->uColorMask >> 8) & 0xFF, | |
901 uLightmapColorMaskB = pLightmap->uColorMask & 0xFF; | |
902 | |
903 uint uLightmapColorR = floorf(uLightmapColorMaskR * pLightmap->fBrightness * pColorMult->x + 0.5f), | |
904 uLightmapColorG = floorf(uLightmapColorMaskG * pLightmap->fBrightness * pColorMult->y + 0.5f), | |
905 uLightmapColorB = floorf(uLightmapColorMaskB * pLightmap->fBrightness * pColorMult->z + 0.5f); | |
906 | |
907 for (uint i = 0; i < pLightmap->NumVertices; ++i) | |
908 { | |
909 float v18; | |
910 if (fabs(z_bias) < 1e-5) | |
911 v18 = 1.0 - 1.0 / ((1.0f / pGame->pIndoorCameraD3D->GetShadingDistMist()) * pLightmap->pVertices[i].vWorldViewPosition.x * 1000.0); | |
912 else | |
913 { | |
914 v18 = 1.0 - 1.0 / ((1.0f / pGame->pIndoorCameraD3D->GetShadingDistMist()) * pLightmap->pVertices[i].vWorldViewPosition.x * 1000.0) - z_bias; | |
915 if (v18 < 0.000099999997) | |
916 v18 = 0.000099999997; | |
917 } | |
918 | |
919 pVerticesD3D[i].pos.x = pLightmap->pVertices[i].vWorldViewProjX; | |
920 pVerticesD3D[i].pos.y = pLightmap->pVertices[i].vWorldViewProjY; | |
921 pVerticesD3D[i].pos.z = v18; | |
922 | |
923 pVerticesD3D[i].rhw = 1.0 / pLightmap->pVertices[i].vWorldViewPosition.x; | |
924 pVerticesD3D[i].diffuse = (uLightmapColorMaskR << 16) | (uLightmapColorMaskG << 8) | uLightmapColorB; | |
925 pVerticesD3D[i].specular = 0; | |
926 | |
927 pVerticesD3D[i].texcoord.x = pLightmap->pVertices[i].u; | |
928 pVerticesD3D[i].texcoord.y = pLightmap->pVertices[i].v; | |
929 } | |
930 | |
931 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) | |
932 dwFlags = D3DDP_DONOTLIGHT | D3DDP_DONOTCLIP | D3DDP_DONOTUPDATEEXTENTS; | |
933 else | |
934 dwFlags = D3DDP_DONOTLIGHT; | |
935 | |
936 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, | |
937 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1, | |
938 pVerticesD3D, pLightmap->NumVertices, dwFlags)); | |
939 | |
940 return true; | |
941 } | |
942 | |
943 //----- (0045DCA9) -------------------------------------------------------- | |
944 void LightmapBuilder::Draw_183808_Lightmaps() | |
945 { | |
946 //For outdoor and indoor light (III)(IX) | |
947 if (!std__vector_183808_size) | |
948 return; | |
949 | |
950 pRenderer->BeginLightmaps2(); | |
951 | |
952 DoDraw_183808_Lightmaps(0.00050000002); | |
953 | |
954 pRenderer->EndLightmaps2(); | |
955 } | |
956 | |
957 | |
958 ////////////////////////OTHER//////////////////////////////////////////////////////// | |
959 //----- (0045CA88) -------------------------------------------------------- | |
960 int LightmapBuilder::_45CA88(stru320 *a2, RenderVertexSoft *a3, int a4, Vec3_float_ *pNormal) | |
961 { | |
962 int result; // eax@1 | |
963 stru320 *v6; // ecx@2 | |
964 RenderVertexSoft *v7; // ebx@2 | |
965 double v8; // st7@2 | |
966 double v9; // st6@2 | |
967 char *v10; // eax@3 | |
968 double v11; // st7@5 | |
969 __int64 v12; // ST2C_8@5 | |
970 float v13; // edx@5 | |
971 int v14; // eax@5 | |
972 float v15; // ST10_4@5 | |
973 Vec3_float_ v16; // ST00_12@5 | |
974 double v17; // st7@5 | |
975 int a5; // [sp+2Ch] [bp-1Ch]@1 | |
976 float v19; // [sp+30h] [bp-18h]@1 | |
977 float v20; // [sp+34h] [bp-14h]@1 | |
978 //LightmapBuilder *thisa; // [sp+38h] [bp-10h]@1 | |
979 int v22; // [sp+3Ch] [bp-Ch]@1 | |
980 int *j; // [sp+40h] [bp-8h]@3 | |
981 int i; // [sp+44h] [bp-4h]@1 | |
982 int a3a; // [sp+58h] [bp+10h]@2 | |
983 | |
984 __debugbreak();//Not used? | |
985 | |
986 *(float *)&a5 = 0.0; | |
987 v19 = 0.0; | |
988 //thisa = this; | |
989 v20 = 0.0; | |
990 result = _45CBD4(a3, a4, dword_69B010.data(), &v22); | |
991 for ( i = 0; i < v22; result = i ) | |
992 { | |
993 v6 = a2; | |
994 a3a = 0; | |
995 v7 = &a3[dword_69B010[i]]; | |
996 v8 = v7->vWorldPosition.z; | |
997 v9 = v7->vWorldPosition.y; | |
998 *(float *)&a5 = v7->vWorldPosition.x; | |
999 v19 = v9; | |
1000 v20 = v8; | |
1001 v7->flt_2C = 0.0; | |
1002 if ( a2->uNumLightsApplied > 0 ) | |
1003 { | |
1004 v10 = (char *)a2->_blv_lights_ys; | |
1005 for ( j = a2->_blv_lights_ys; ; v10 = (char *)j ) | |
1006 { | |
1007 v11 = (double)*((signed int *)v10 - 60); | |
1008 LODWORD(v12) = *((unsigned int *)v10 - 20); | |
1009 HIDWORD(v12) = *(unsigned int *)v10; | |
1010 LODWORD(v13) = *((unsigned int *)v10 + 60); | |
1011 v14 = a3a; | |
1012 LOBYTE(v14) = v6->_blv_lights_types[a3a]; | |
1013 v15 = v11; | |
1014 *(_QWORD *)&v16.x = v12; | |
1015 v16.z = v13; | |
1016 v17 = _45CC0C_light(v16/*COERCE_VEC3_FLOAT_(v16.x)*/, 1.0, v15, pNormal, *(float *)&a5/*COERCE_FLOAT(&a5)*/, v14) | |
1017 + v7->flt_2C; | |
1018 ++a3a; | |
1019 ++j; | |
1020 v7->flt_2C = v17; | |
1021 if ( a3a >= a2->uNumLightsApplied ) | |
1022 break; | |
1023 v6 = a2; | |
1024 } | |
1025 } | |
1026 ++i; | |
1027 } | |
1028 return result; | |
1029 } | |
1030 | |
1031 //----- (0045CB89) -------------------------------------------------------- | |
1032 int LightmapBuilder::_45CB89(RenderVertexSoft *a1, int a2) | |
1033 { | |
1034 int v3; // edx@1 | |
1035 int result; // eax@2 | |
1036 char *v5; // ecx@2 | |
1037 double v6; // st7@4 | |
1038 __int16 v7; // fps@4 | |
1039 char v8; // c0@4 | |
1040 char v9; // c2@4 | |
1041 char v10; // c3@4 | |
1042 double v11; // st7@5 | |
1043 double v12; // st7@6 | |
1044 __int16 v13; // fps@6 | |
1045 char v14; // c0@6 | |
1046 char v15; // c2@6 | |
1047 char v16; // c3@6 | |
1048 | |
1049 __debugbreak();//Not used? | |
1050 v3 = a2; | |
1051 if ( a2 > 0 ) | |
1052 { | |
1053 HIWORD(result) = HIWORD(a1); | |
1054 v5 = (char *)&a1->flt_2C; | |
1055 do | |
1056 { | |
1057 __debugbreak(); // warning C4700: uninitialized local variable 'v7' used | |
1058 if ( *(float *)v5 < 0.0 | |
1059 || (v6 = *(float *)v5, /*UNDEF(v7),*/ v8 = 1.0 < v6, v9 = 0, v10 = 1.0 == v6, LOWORD(result) = v7, v6 <= 1.0) ) | |
1060 { | |
1061 v12 = *(float *)v5; | |
1062 //UNDEF(v13); | |
1063 v14 = 0.0 < v12; | |
1064 v15 = 0; | |
1065 v16 = 0.0 == v12; | |
1066 __debugbreak(); // warning C4700: uninitialized local variable 'v13' used | |
1067 LOWORD(result) = v13; | |
1068 if ( v12 >= 0.0 ) | |
1069 v11 = *(float *)v5; | |
1070 else | |
1071 v11 = 0.0; | |
1072 } | |
1073 else | |
1074 { | |
1075 v11 = 1.0; | |
1076 } | |
1077 *(float *)v5 = v11; | |
1078 v5 += 48; | |
1079 --v3; | |
1080 } | |
1081 while ( v3 ); | |
1082 } | |
1083 return result; | |
1084 } | |
1085 | |
1086 //----- (0045CBD4) -------------------------------------------------------- | |
1087 int LightmapBuilder::_45CBD4(RenderVertexSoft *a2, int a3, int *a4, int *a5) | |
1088 { | |
1089 int result; // eax@1 | |
1090 int v6; // edx@1 | |
1091 int v7; // ecx@2 | |
1092 int v8; // esi@2 | |
1093 | |
1094 __debugbreak();//Not used? | |
1095 result = (int)a5; | |
1096 v6 = 0; | |
1097 for ( *a5 = 0; v6 < a3; ++v6 ) | |
1098 { | |
1099 v7 = *a5; | |
1100 v8 = 0; | |
1101 if ( *a5 <= 0 ) | |
1102 { | |
1103 //LABEL_5: | |
1104 a4[v7] = v6; | |
1105 ++*a5; | |
1106 } | |
1107 else | |
1108 { | |
1109 while ( a4[v8] != v6 ) | |
1110 { | |
1111 ++v8; | |
1112 if (v8 >= v7) | |
1113 { | |
1114 a4[v7] = v6; | |
1115 ++*a5; | |
1116 break; | |
1117 //goto LABEL_5; | |
1118 } | |
1119 } | |
1120 } | |
1121 } | |
1122 return result; | |
1123 } | |
1124 | |
1125 //----- (0045CC0C) -------------------------------------------------------- | |
1126 double LightmapBuilder::_45CC0C_light(Vec3_float_ a1, float a2, float a3, Vec3_float_ *pNormal, float a5, int uLightType) | |
1127 { | |
1128 float v7; // esi@1 | |
1129 int v8; // eax@1 | |
1130 double v14; // st7@7 | |
1131 double result; // st7@8 | |
1132 double v16; // st7@9 | |
1133 int v17; // esi@9 | |
1134 const char *v18; // ecx@9 | |
1135 double v19; // st7@10 | |
1136 double v20; // st7@10 | |
1137 std::string v21; // [sp-10h] [bp-40h]@13 | |
1138 const char *v22[6]; // [sp+0h] [bp-30h]@10 | |
1139 double v23; // [sp+18h] [bp-18h]@1 | |
1140 // double v24; // [sp+20h] [bp-10h]@1 | |
1141 int v25; // [sp+28h] [bp-8h]@1 | |
1142 int v26; // [sp+2Ch] [bp-4h]@1 | |
1143 | |
1144 __debugbreak();//Not used? | |
1145 v7 = a5; | |
1146 LODWORD(a5) = *(unsigned int *)(LODWORD(a5) + 8); | |
1147 //v24 = a5 + 6.7553994e15; | |
1148 v26 = floorf(a5 + 0.5f);//LODWORD(v24); | |
1149 LODWORD(a5) = *(unsigned int *)(LODWORD(v7) + 4); | |
1150 //v24 = a5 + 6.7553994e15; | |
1151 auto _v24 = floorf(a5 + 0.5f); | |
1152 LODWORD(a5) = *(unsigned int *)LODWORD(v7); | |
1153 //v23 = a5 + 6.7553994e15; | |
1154 auto _v23 = floorf(a5 + 0.5f); | |
1155 //*(_QWORD *)((char *)&v24 + 4) = __PAIR__(LODWORD(v24), LODWORD(v23)); | |
1156 v26 = abs((signed)LODWORD(a1.z) - v26); | |
1157 //v25 = abs((signed)LODWORD(a1.y) - (signed)LODWORD(v24)); | |
1158 //v8 = abs((int)a1.x - (signed)LODWORD(v23)); | |
1159 v25 = abs((signed)LODWORD(a1.y) - (signed)_v24); | |
1160 v8 = abs((int)a1.x - (signed)_v23); | |
1161 v14 = int_get_vector_length(v26, v25, v8); | |
1162 if ( v14 <= a3 ) | |
1163 { | |
1164 a5 = v14 / a3; | |
1165 v16 = (double)(signed int)a1.x; | |
1166 *(float *)&v23 = (double)SLODWORD(a1.y); | |
1167 LODWORD(a1.x) = *(unsigned int *)LODWORD(v7); | |
1168 v17 = LODWORD(v7) + 4; | |
1169 *((float *)&v23 + 1) = (double)SLODWORD(a1.z); | |
1170 LODWORD(a1.y) = *(unsigned int *)v17; | |
1171 LODWORD(a1.z) = *(unsigned int *)(v17 + 4); | |
1172 a3 = *((float *)&v23 + 1) - a1.z; | |
1173 a1.z = a3; | |
1174 a1.x = v16 - a1.x; | |
1175 a1.y = (float)v23 - a1.y; | |
1176 a1.Normalize(); | |
1177 if ( uLightType & 4 ) | |
1178 { | |
1179 __debugbreak(); // warning C4700: uninitialized local variable 'v18' used | |
1180 v22[1] = v18; | |
1181 uLightType = dword_4D86D8; | |
1182 v22[0] = v18; | |
1183 v19 = fabs(a1.z * pNormal->z + a1.y * pNormal->y + a1.x * pNormal->x); | |
1184 v20 = v19 * *(float *)&uLightType * a2; | |
1185 } | |
1186 else | |
1187 { | |
1188 if ( uLightType & 8 ) | |
1189 { | |
1190 v20 = 1.3 * a2; | |
1191 } | |
1192 else | |
1193 { | |
1194 MessageBoxW(nullptr, L"Invalid light type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:783", 0); | |
1195 v20 = *(float *)&uLightType; | |
1196 } | |
1197 } | |
1198 result = v20 - a5 * v20; | |
1199 } | |
1200 else | |
1201 { | |
1202 result = 0.0; | |
1203 } | |
1204 return result; | |
1205 } | |
1206 | |
1207 // 4D86D8: using guessed type int dword_4D86D8; | |
1208 // 4E94D2: using guessed type char _4E94D2_light_type; | |
1209 // 519AB4: using guessed type int uNumStationaryLightsApplied; | |
1210 | |
1062 //----- (0045D698) -------------------------------------------------------- | 1211 //----- (0045D698) -------------------------------------------------------- |
1063 bool LightmapBuilder::DrawDebugOutlines(char bit_one_for_list1__bit_two_for_list2) | 1212 bool LightmapBuilder::DrawDebugOutlines(char bit_one_for_list1__bit_two_for_list2) |
1064 { | 1213 { |
1065 bool result; // eax@1 | 1214 bool result; // eax@1 |
1066 LightmapBuilder *v3; // esi@1 | 1215 LightmapBuilder *v3; // esi@1 |
1068 RenderVertexSoft *v5; // edi@7 | 1217 RenderVertexSoft *v5; // edi@7 |
1069 IndoorCameraD3D *thisa; // [sp+10h] [bp-8h]@1 | 1218 IndoorCameraD3D *thisa; // [sp+10h] [bp-8h]@1 |
1070 bool v7; // [sp+14h] [bp-4h]@2 | 1219 bool v7; // [sp+14h] [bp-4h]@2 |
1071 bool a2a; // [sp+20h] [bp+8h]@6 | 1220 bool a2a; // [sp+20h] [bp+8h]@6 |
1072 | 1221 |
1222 __debugbreak();//Not used? | |
1073 result = (bool)pGame->pIndoorCameraD3D; | 1223 result = (bool)pGame->pIndoorCameraD3D; |
1074 v3 = this; | 1224 v3 = this; |
1075 thisa = pGame->pIndoorCameraD3D; | 1225 thisa = pGame->pIndoorCameraD3D; |
1076 if ( bit_one_for_list1__bit_two_for_list2 & 1 ) | 1226 if ( bit_one_for_list1__bit_two_for_list2 & 1 ) |
1077 { | 1227 { |
1106 } | 1256 } |
1107 } | 1257 } |
1108 LOBYTE(result) = 1; | 1258 LOBYTE(result) = 1; |
1109 return result; | 1259 return result; |
1110 } | 1260 } |
1111 | |
1112 //----- (0045D73F) -------------------------------------------------------- | |
1113 void LightmapBuilder::DrawLightmapsType(int type) | |
1114 { | |
1115 if (type == 2) | |
1116 Draw_183808_Lightmaps(); | |
1117 } | |
1118 | |
1119 //----- (0045D74F) -------------------------------------------------------- | |
1120 bool LightmapBuilder::DrawLightmaps(int *indices) | |
1121 { | |
1122 std::string v25; // [sp+44h] [bp-44h]@12 | |
1123 Lightmap *v28; // [sp+50h] [bp-38h]@2 | |
1124 Vec3_float_ arg4; | |
1125 | |
1126 if (std__vector_000004_size == 0) | |
1127 return true; | |
1128 | |
1129 if (byte_4D864C && pGame->uFlags & GAME_FLAGS_1_01_lightmap_related) | |
1130 return true; | |
1131 | |
1132 pRenderer->BeginLightmaps(); | |
1133 | |
1134 arg4.x = 1.0f; | |
1135 arg4.y = 1.0f; | |
1136 arg4.z = 1.0f; | |
1137 if (indices) | |
1138 { | |
1139 for (int* i = indices; *i != -1; ++i) | |
1140 { | |
1141 v28 = &std__vector_000004[*i]; | |
1142 if ( !pRenderer->DrawLightmap(v28, &arg4, 0.0) ) | |
1143 Error("Invalid lightmap detected! (%u)", *i); | |
1144 } | |
1145 } | |
1146 else | |
1147 { | |
1148 for (unsigned int i = 0; i < std__vector_000004_size; ++i) | |
1149 { | |
1150 Lightmap* _a1 = &std__vector_000004[(int)i]; | |
1151 if ( !pRenderer->DrawLightmap(_a1, &arg4, 0.0) ) | |
1152 Error("Invalid lightmap detected! (%u)", i); | |
1153 } | |
1154 } | |
1155 | |
1156 pRenderer->EndLightmaps(); | |
1157 | |
1158 return true; | |
1159 } | |
1160 | |
1161 | |
1162 //----- (0045DA56) -------------------------------------------------------- | |
1163 bool LightmapBuilder::DoDraw_183808_Lightmaps(float z_bias) | |
1164 { | |
1165 Vec3_float_ v; // [sp+Ch] [bp-1Ch]@2 | |
1166 v.z = 1.0; | |
1167 v.y = 1.0; | |
1168 v.x = 1.0; | |
1169 | |
1170 for (uint i = 0; i < std__vector_183808_size; ++i) | |
1171 if (!pRenderer->DrawLightmap(std__vector_183808 + i, &v, z_bias)) | |
1172 Error("Invalid lightmap detected! (%u)", i); | |
1173 | |
1174 return true; | |
1175 } | |
1176 | |
1177 //----- (0045DAE8) -------------------------------------------------------- | |
1178 bool Render::DrawLightmap(Lightmap *pLightmap, Vec3_float_ *pColorMult, float z_bias) | |
1179 { | |
1180 double v10; // st7@4 | |
1181 double v14; // st7@7 | |
1182 double v18; // st3@8 | |
1183 signed int v24; // [sp-1Ch] [bp-670h]@13 | |
1184 RenderVertexD3D3 a2[32]; // [sp+0h] [bp-654h]@7 | |
1185 | |
1186 | |
1187 if (pLightmap->uNumVertices < 3) | |
1188 { | |
1189 Log::Warning(L"Lightmap uNumVertices < 3"); | |
1190 return false; | |
1191 } | |
1192 | |
1193 uint uLightmapColorMaskR = (pLightmap->uColorMask >> 16) & 0xFF; | |
1194 uint uLightmapColorR = floorf(uLightmapColorMaskR * pLightmap->fBrightness * pColorMult->x + 0.5f); | |
1195 | |
1196 uint uLightmapColorMaskG = (pLightmap->uColorMask >> 8) & 0xFF; | |
1197 uint uLightmapColorG = floorf(uLightmapColorMaskG * pLightmap->fBrightness * pColorMult->y + 0.5f); | |
1198 | |
1199 uint uLightmapColorMaskB = pLightmap->uColorMask & 0xFF; | |
1200 uint uLightmapColorB = floorf(uLightmapColorMaskB * pLightmap->fBrightness * pColorMult->z + 0.5f); | |
1201 | |
1202 uint uLightmapColor = uLightmapColorB | (uLightmapColorMaskG << 8) | (uLightmapColorMaskR << 16); | |
1203 | |
1204 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) | |
1205 v10 = (double)pODMRenderParams->shading_dist_mist; | |
1206 else | |
1207 v10 = 16192.0; | |
1208 v14 = 1.0 / v10; | |
1209 | |
1210 for (uint i = 0; i < pLightmap->uNumVertices; ++i) | |
1211 { | |
1212 v18 = 1.0 - 1.0 / (v14 * pLightmap->pVertices[i].vWorldViewPosition.x * 1000.0); | |
1213 if (fabsf(z_bias) < 1e-5f) | |
1214 { | |
1215 v18 = v18 - z_bias; | |
1216 if (v18 < 0.000099999997) | |
1217 v18 = 0.000099999997; | |
1218 } | |
1219 | |
1220 a2[i].pos.x = pLightmap->pVertices[i].vWorldViewProjX; | |
1221 a2[i].pos.z = v18; | |
1222 a2[i].pos.y = pLightmap->pVertices[i].vWorldViewProjY; | |
1223 a2[i].rhw = 1.0 / pLightmap->pVertices[i].vWorldViewPosition.x; | |
1224 a2[i].diffuse = uLightmapColor; | |
1225 a2[i].specular = 0; | |
1226 a2[i].texcoord.x = pLightmap->pVertices[i].u; | |
1227 a2[i].texcoord.y = pLightmap->pVertices[i].v; | |
1228 } | |
1229 | |
1230 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) | |
1231 v24 = D3DDP_DONOTLIGHT | D3DDP_DONOTCLIP | D3DDP_DONOTUPDATEEXTENTS; | |
1232 else | |
1233 v24 = D3DDP_DONOTLIGHT; | |
1234 | |
1235 ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, | |
1236 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1, | |
1237 a2, | |
1238 pLightmap->uNumVertices, | |
1239 v24)); | |
1240 | |
1241 return true; | |
1242 } | |
1243 | |
1244 //----- (0045DCA9) -------------------------------------------------------- | |
1245 void LightmapBuilder::Draw_183808_Lightmaps() | |
1246 { | |
1247 if (!std__vector_183808_size) | |
1248 return; | |
1249 | |
1250 pRenderer->BeginLightmaps2(); | |
1251 | |
1252 DoDraw_183808_Lightmaps(0.00050000002); | |
1253 | |
1254 pRenderer->EndLightmaps2(); | |
1255 } |