diff mm7_3.cpp @ 1787:0c4d3c6a9d5a

DrawBuildingsD3D cleared
author Ritor1
date Fri, 04 Oct 2013 17:30:47 +0600
parents d73f4668ef94
children dfafcd39c67b
line wrap: on
line diff
--- a/mm7_3.cpp	Thu Oct 03 18:09:21 2013 +0600
+++ b/mm7_3.cpp	Fri Oct 04 17:30:47 2013 +0600
@@ -4282,405 +4282,8 @@
   return v16;
 }
 
-//----- (0047840D) --------------------------------------------------------
-char Render::DrawBuildingsD3D()
-{
-  //IndoorCameraD3D *v0; // eax@3
-  char result; // al@3
-  BSPModel *v2; // ebx@4
-  int v3; // eax@6
-  ODMFace *pFace; // esi@6
-  //Vec3_int_ *v5; // ecx@8
-  int v6; // eax@8
-  struct Polygon *v7; // ebx@8
-  //LightmapBuilder *v8; // eax@8
-  int v9; // ecx@8
-  //char v10; // zf@8
-  Texture *pFaceTexture; // eax@10
-  signed int v12; // ecx@10
-  //unsigned int v13; // eax@14
-  //unsigned int v14; // eax@18
-  unsigned int v15; // eax@22
-  unsigned int v16; // edi@22
-  int v17; // eax@24
-  int v18; // edi@34
-  RenderVertexSoft *v19; // eax@35
-  unsigned short *v20; // ecx@35
-  unsigned short *v20b; // ecx@35
-  unsigned short *v20c; // ecx@35
-  Vec3_int_ *v21; // edx@36
-  int v22; // edx@36
-  RenderVertexSoft *v23; // edi@37
-  int v24; // eax@50
-  int v25; // ecx@55
-  int v26; // eax@57
-  int v27; // eax@57
-  int v28; // eax@58
-  //int v29; // edx@58
-  //double v30; // st7@59
-  //LightmapBuilder *v31; // edi@63
-  signed int v32; // eax@73
-  int v33; // eax@78
-  unsigned int v34; // eax@80
-  std::string v35; // [sp-18h] [bp-70h]@2
-  int v36; // [sp-14h] [bp-6Ch]@69
-  RenderVertexSoft *v37; // [sp-10h] [bp-68h]@69
-  int v38; // [sp-Ch] [bp-64h]@69
-  //LightmapBuilder *v39; // [sp-8h] [bp-60h]@2
-  int v40; // [sp-4h] [bp-5Ch]@2
-  //std::string *v41; // [sp+Ch] [bp-4Ch]@2
-  int v41b;
-  int v42; // [sp+10h] [bp-48h]@6
-  LightmapBuilder *pLightmapBuilder; // [sp+14h] [bp-44h]@8
-  float v44; // [sp+18h] [bp-40h]@10
-  float v45; // [sp+1Ch] [bp-3Ch]@10
-  ODMFace *v46; // [sp+20h] [bp-38h]@6
-  //IndoorCameraD3D *v47; // [sp+24h] [bp-34h]@3
-  //unsigned int v48; // [sp+28h] [bp-30h]@8
-  int v49; // [sp+2Ch] [bp-2Ch]@10
-  int v50; // [sp+30h] [bp-28h]@34
-  int v51; // [sp+34h] [bp-24h]@35
-  int v52; // [sp+38h] [bp-20h]@36
-  int v53; // [sp+3Ch] [bp-1Ch]@8
-  Vec3_int_ *v54; // [sp+40h] [bp-18h]@6
-  int a1; // [sp+44h] [bp-14h]@3
-  BSPModel *v56; // [sp+48h] [bp-10h]@4
-  int uNumVertices; // [sp+4Ch] [bp-Ch]@34
-  int unused; // [sp+50h] [bp-8h]@3
-  int a3; // [sp+57h] [bp-1h]@2
-
-  if ( !pRenderer->pRenderD3D )
-  {
-    MessageBoxW(nullptr, L"D3D version of RenderBuildings called in software!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Odbuild.cpp:73", 0);
-  }
-
-  unused = 0;
-  a1 = 0;
-  result = LOBYTE(pOutdoor->pBModels);
-  v41b = pOutdoor->uNumBModels;
-  if ( (signed int)pOutdoor->uNumBModels > 0 )
-  {
-    v2 = pOutdoor->pBModels;
-    v56 = pOutdoor->pBModels;
-    while ( 1 )
-    {
-      if ( IsBModelVisible(a1, &unused) )
-      {
-		v2->field_40 |= 1u;
-        v3 = v2->uNumFaces;
-        pFace = v2->pFaces;
-        v54 = 0;
-        v46 = pFace;
-        v42 = v3;
-        if ( v3 > 0 )
-          break;
-      }
-LABEL_86:
-      ++a1;
-      ++v2;// += 47;
-      result = a1;
-      v56 = v2;
-      if ( a1 >= v41b )
-        return result;
-    }
-    while ( 1 )
-    {
-      if (pFace->Invisible())
-        goto LABEL_85;
-      //v5 = (int)*(v2 - 1);
-      v6 = pFace->pVertexIDs[0];
-      v53 = 0;
-      v7 = &array_77EC08[pODMRenderParams->uNumPolygons];
-      v7->flags = 0;
-      v7->field_32 = 0;
-      pLightmapBuilder = (LightmapBuilder *)v2->pVertices.pVertices[v6].z;
-      v9 = pFace->uTextureID;
-      if (pFace->uAttributes & FACE_TEXTURE_FRAME)
-      {
-        v9 = pTextureFrameTable->GetFrameTexture(v9, pEventTimer->uTotalGameTimeElapsed);
-      }
-      pFaceTexture = pBitmaps_LOD->GetTexture(v9);
-      v7->pTexture = pFaceTexture;
-      v12 = pFaceTexture->uTextureWidth;
-      v49 = v12;
-      v49 = pFaceTexture->uTextureHeight;
-      v45 = 1.0 / (double)v12;
-      v44 = 1.0 / (double)v49;
-      if (pFace->uAttributes & FACE_FLUID)
-        *(int *)&v7->flags |= 2u;
-      if (pFace->uAttributes & FACE_DO_NOT_LIGHT )
-        HIBYTE(v7->flags) |= 4u;
-      if ( pFace->uAttributes & 4 )
-      {
-        HIBYTE(v7->flags) |= 4u;
-      }
-      else
-      {
-        if ( pFace->uAttributes & 0x20 )
-          HIBYTE(v7->flags) |= 8u;
-      }
-      if (pFace->uAttributes & 0x0800)
-      {
-        *(int *)&v7->flags |= 0x2000u;
-      }
-      else
-      {
-        if (pFace->uAttributes & FACE_DONT_CACHE_TEXTURE)
-          HIBYTE(v7->flags) |= 0x10u;
-      }
-      v15 = GetTickCount();
-      v7->sTextureDeltaU = pFace->sTextureDeltaU;
-      v7->sTextureDeltaV = pFace->sTextureDeltaV;
-      v16 = v15 >> 4;
-      if ( pFace->pFacePlane.vNormal.z && (v40 = pFace->pFacePlane.vNormal.z, abs(v40) >= 59082) )
-      {
-        v17 = *(int *)&v7->flags;
-        if ( BYTE1(v17) & 4 )
-          goto LABEL_29;
-        if ( BYTE1(v17) & 8 )
-        {
-LABEL_26:
-          v7->sTextureDeltaV -= v16 & v7->pTexture->uHeightMinus1;
-          goto LABEL_30;
-        }
-      }
-      else
-      {
-        v17 = *(int *)&v7->flags;
-        if ( BYTE1(v17) & 4 )
-          goto LABEL_26;
-        if ( BYTE1(v17) & 8 )
-        {
-LABEL_29:
-          v7->sTextureDeltaV += v16 & v7->pTexture->uHeightMinus1;
-          goto LABEL_30;
-        }
-      }
-LABEL_30:
-      if ( BYTE1(v17) & 0x10 )
-      {
-        v7->sTextureDeltaU -= v16 & v7->pTexture->uWidthMinus1;
-      }
-      else
-      {
-        if ( BYTE1(v17) & 0x20 )
-          v7->sTextureDeltaU += v16 & v7->pTexture->uWidthMinus1;
-      }
-      v18 = pFace->uNumVertices;
-      v50 = 0;
-      v49 = 0;
-      uNumVertices = v18;
-      if ( v18 > 0 )
-      {
-        //v19 = (char *)&array_73D150[0].vWorldPosition.z;
-        //v20 = (char *)pFace->pTextureUIDs;
-		v19 = array_73D150;
-        v20 = pFace->pTextureUIDs;
-		v20b = pFace->pVertexIDs;
-		v20c = pFace->pTextureVIDs;
-        v51 = v18;
-        do
-        {
-/*          v21 = &(*(v56 - 1))[*((short *)v20 - 20)];
-          *((float *)v19 - 2) = (double)v21->x;
-          *((float *)v19 - 1) = (double)v21->y;
-          *(float *)v19 = (double)v21->z;
-          v19 += 48;
-          v52 = v7->sTextureDeltaU + *(short *)v20;
-          *((float *)v19 - 5) = (double)v52 * v45;
-          v22 = v7->sTextureDeltaV + *((short *)v20 + 20);
-          v20 += 2;
-          v10 = v51-- == 1;
-          v52 = v22;
-          *((float *)v19 - 4) = (double)v22 * v44;*/
-          
-		  //v21 = (BSPVertexBuffer *)(*((_DWORD *)v56 - 1) + 12 * *(v20 - 20));
-		  v21 = &v56->pVertices.pVertices[*v20b];
-          //*((float *)v19 - 2) = (double)v21->x;
-          //*((float *)v19 - 1) = (double)v21->y;
-		  v19->vWorldPosition.x = (double)v21->x;
-		  v19->vWorldPosition.y = (double)v21->y;
-          v19->vWorldPosition.z = (double)v21->z;
-          ++v19;
-          v52 = v7->sTextureDeltaU + (signed __int16)*v20;
-          //*((float *)v19 - 5) = (double)v52 * v45;
-		  (v19-1)->u = (double)v52 * v45;
-          v22 = v7->sTextureDeltaV + (signed __int16)*v20c;
-          ++v20;
-		  ++v20b;
-		  ++v20c;
-          v52 = v22;
-          //*((float *)v19 - 4) = (double)v22 * v44;
-		  (v19-1)->v = (double)v22 * v44;
-        }
-        while ( !(v51-- == 1) );
-        //v23 = (char *)&array_73D150[0].vWorldViewPosition;
-		v23 = array_73D150;
-        v51 = uNumVertices;
-        *(float *)&pLightmapBuilder = (double)(signed int)pLightmapBuilder;
-        do
-        {
-          //if ( *(float *)&pLightmapBuilder == *((float *)v23 - 1) )
-		  if ( *(float *)&pLightmapBuilder == v23->vWorldPosition.z )
-            ++v53;
-          //v47->ViewTransform((RenderVertexSoft *)(v23 - 12), 1u);
-		  pGame->pIndoorCameraD3D->ViewTransform(v23, 1u);
-		  if ( v23->vWorldViewPosition.x < 8.0 || (double)pODMRenderParams->shading_dist_mist < v23->vWorldViewPosition.x )
-          {
-            if ( v23->vWorldViewPosition.x >= 8.0 )
-              v49 = 1;
-            else
-              v50 = 1;
-          }
-          else
-          {
-            pGame->pIndoorCameraD3D->Project(v23, 1u, 0);
-          }
-          ++v23;// += 48;
-          --v51;
-        }
-        while ( v51 );
-        v18 = uNumVertices;
-      }
-      if ( v53 == v18 )
-        LOBYTE(v7->field_32) |= 1u;
-      v24 = pOutdoor->vSunlight.x;
-      v7->pODMFace = pFace;
-      v7->uNumVertices = v18;
-      v7->field_59 = 5;
-      pLightmapBuilder = (LightmapBuilder *)-v24;
-      v51 = pFace->pFacePlane.vNormal.x;
-      v51 = (unsigned __int64)(-v24 * (signed __int64)v51) >> 16;
-      v53 = pFace->pFacePlane.vNormal.y;
-      pLightmapBuilder = (LightmapBuilder *)-pOutdoor->vSunlight.y;
-      v53 = (unsigned __int64)(-pOutdoor->vSunlight.y * (signed __int64)v53) >> 16;
-      v52 = pFace->pFacePlane.vNormal.z;
-      v52 = (unsigned __int64)(-pOutdoor->vSunlight.z * (signed __int64)v52) >> 16;
-      pLightmapBuilder = (LightmapBuilder *)(v51 + v53 + v52);
-      v51 = 20 * (int)pLightmapBuilder;
-      result = 20 - (20 * (signed int)pLightmapBuilder >> 16);
-      v7->dimming_level = result;
-      if ( result < 0 )
-        v7->dimming_level = 0;
-      if ( v7->dimming_level > 31 )
-        v7->dimming_level = 31;
-      if ( pODMRenderParams->uNumPolygons >= 1999 + 5000)
-        return result;
-      ++pODMRenderParams->uNumPolygons;
-      ++pODMRenderParams->field_44;
-      if ( ODMFace::IsBackfaceCulled(pFace, array_73D150, v7) )
-      {
-        LOBYTE(v25) = (char)v54;
-        v26 = a1;
-        pFace->bVisible = 1;
-        v7->uBModelFaceID = v25;
-        LOWORD(v25) = (unsigned __int8)v25;
-        v7->uBModelID = v26;
-        v27 = 8 * (v25 | (v26 << 6));
-        LOBYTE(v27) = v27 | 6;
-        v7->field_50 = v27;
-
-        for (v28 = 0; v28 < v18; ++v28)
-        {
-            memcpy(&array_50AC10[v28], &array_73D150[v28], sizeof(array_50AC10[v28]));
-            array_50AC10[v28]._rhw = 1.0 / (array_73D150[v28].vWorldViewPosition.x + 0.0000001);
-
-          pFace = v46;
-        }
-
-        static stru154 static_RenderBuildingsD3D_stru_73C834;
-        /*static bool __init_flag = false;
-        if (!__init_flag)
-        {
-          __init_flag = true;
-
-          static_RenderBuildingsD3D_byte_73C84C_init_flag |= 1u;
-          stru154::stru154(&static_RenderBuildingsD3D_stru_73C834);
-          atexit(loc_4789D4);
-        }*/
-
-        v40 = (int)pFace;
-        pGame->pLightmapBuilder->ApplyLights_OutdoorFace(pFace);
-        pDecalBuilder->ApplyDecals_OutdoorFace(pFace);
-        pGame->pLightmapBuilder->std__vector_000004_size = 0;
-
-        int v31 = 0;
-        if ( stru_F8AD28.uNumLightsApplied > 0 || pDecalBuilder->uNumDecals > 0 )
-        {
-          v31 = v50 ? 3 : v49 != 0 ? 5 : 0;
-		  static_RenderBuildingsD3D_stru_73C834.GetFacePlaneAndClassify(pFace, &v56->pVertices);
-          if ( pDecalBuilder->uNumDecals > 0 )
-          {
-            v40 = -1;
-            v38 = 0;
-            v37 = array_50AC10;
-            v36 = uNumVertices;
-            pDecalBuilder->ApplyDecals(31 - v7->dimming_level,
-              2,
-              &static_RenderBuildingsD3D_stru_73C834,
-              uNumVertices,
-              array_50AC10,
-              0,
-              (char)v31,
-              -1);
-          }
-        }
-        if ( stru_F8AD28.uNumLightsApplied > 0 )
-          pGame->pLightmapBuilder->ApplyLights(
-            &stru_F8AD28,
-            &static_RenderBuildingsD3D_stru_73C834,
-            uNumVertices,
-            array_50AC10,
-            0,
-            (char)v31);
-        if ( v50 )
-        {
-          v32 = sr_424CD7(uNumVertices);
-          goto LABEL_76;
-        }
-        if ( v49 )
-        {
-          v32 = BuildingVerticesClipping(uNumVertices);
-LABEL_76:
-          v7->uNumVertices = v32;
-          uNumVertices = v32;
-          ODM_Project(v32);
-        }
-        if ( uNumVertices )
-        {
-          v33 = *(int *)&v7->flags;
-          if ( v33 & 2 )
-          {
-            if ( BYTE1(v33) & 0x3C )
-              v34 = pRenderer->pHDWaterBitmapIDs[0];
-            else
-              v34 = pRenderer->pHDWaterBitmapIDs[pRenderer->hd_water_current_frame];
-            v40 = (int)pBitmaps_LOD->pHardwareTextures[v34];
-          }
-          else
-          {
-            v40 = (int)pBitmaps_LOD->pHardwareTextures[v9];
-          }
-          pRenderer->DrawPolygon(uNumVertices, v7, pFace, (IDirect3DTexture2 *)v40);
-        }
-        goto LABEL_85;
-      }
-      --pODMRenderParams->uNumPolygons;
-      --pODMRenderParams->field_44;
-LABEL_85:
-      v54 = (Vec3_int_ *)((char *)v54 + 1);
-      v2 = v56;
-      ++pFace;
-      v46 = pFace;
-      if ( (signed int)v54 >= (signed int)v42 )
-        goto LABEL_86;
-    }
-  }
-  return result;
-}
 // 73C84C: using guessed type char static_RenderBuildingsD3D_byte_73C84C_init_flag;
 
-
 //----- (00479089) --------------------------------------------------------
 bool __fastcall IsBModelVisible(unsigned int uModelID, int *reachable)
 {
@@ -5297,10 +4900,13 @@
   int v35; // [sp+148h] [bp-1Ch]@4
   int screen_center_x; // [sp+14Ch] [bp-18h]@2
   int v37; // [sp+154h] [bp-10h]@8
-  int v38; // [sp+158h] [bp-Ch]@1
+  int pViewportBR_Y; // [sp+158h] [bp-Ch]@1
   int v39; // [sp+15Ch] [bp-8h]@4
   //int v40; // [sp+160h] [bp-4h]@7
-  
+
+//Хотя сами двухмерные изображения основаны на системе координат XY, накладываются  текстуры  на объект, основанный на
+//осях координат U (горизонталь) и V (вертикаль), обхватывающих поверхность объекта.
+
   extern bool new_sky;
   if (new_sky)
   {
@@ -5310,7 +4916,7 @@
 
   v30 = ((double)(pODMRenderParams->int_fov_rad * pGame->pIndoorCameraD3D->vPartyPos.z)
         / ((double)pODMRenderParams->int_fov_rad + 8192.0) + pViewport->uScreenCenterY);//184 изменяется при подъёме на высоту
-  v38 = pViewport->uScreenCenterY - pODMRenderParams->int_fov_rad /
+  pViewportBR_Y = pViewport->uScreenCenterY - pODMRenderParams->int_fov_rad /
        (pODMRenderParams->shading_dist_mist *  cos(pGame->pIndoorCameraD3D->sRotationX * 0.003066406352445483) + 0.0000001000000011686097) *
        (pODMRenderParams->shading_dist_mist * -sin(pGame->pIndoorCameraD3D->sRotationX * 0.003066406352445483) - pGame->pIndoorCameraD3D->vPartyPos.z);//61 / 184 / 310 изменяется при наклоне камеры
 
@@ -5335,7 +4941,7 @@
   pSkyPolygon.sTextureDeltaU = 224 * pMiscTimer->uTotalGameTimeElapsed;//60928
   pSkyPolygon.sTextureDeltaV = 224 * pMiscTimer->uTotalGameTimeElapsed;
   
-  //sky position(положение неба)----------------------------------------------
+  //sky wiew position(положение неба)------------------------------------------
   //                X
   // 0._____________________________.3
   //  |8,8                    468,8 |
@@ -5343,7 +4949,7 @@
   //  |                             |
   // Y|                             |
   //  |                             |
-  //  |8,?                    468,? |
+  //  |8,351                468,351 |
   // 1._____________________________.2
   // 
 
@@ -5351,10 +4957,10 @@
   array_50AC10[0].vWorldViewProjY = pViewport->uViewportTL_Y;//8
 
   array_50AC10[1].vWorldViewProjX = pViewport->uViewportTL_X;//8
-  array_50AC10[1].vWorldViewProjY = v38;//61 / 184 / 310
+  array_50AC10[1].vWorldViewProjY = pViewportBR_Y;//61 / 184 / 310
 
   array_50AC10[2].vWorldViewProjX = pViewport->uViewportBR_X;//468
-  array_50AC10[2].vWorldViewProjY = v38;//61 / 184 / 310
+  array_50AC10[2].vWorldViewProjY = pViewportBR_Y;//61 / 184 / 310
 
   array_50AC10[3].vWorldViewProjX = pViewport->uViewportBR_X;//468
   array_50AC10[3].vWorldViewProjY = pViewport->uViewportTL_Y;//8
@@ -5386,9 +4992,9 @@
   v33 = 65536 / (signed int)(screen_center_x / tan(0.6457717418670654) + 0.5);//360 : (расстояние от экрана до камеры в пикселях) = 214
   //--------------------------------------------------------------------------
 
-  for (uint i = 0; i < pSkyPolygon.uNumVertices; ++i)
-  {
-    v29 = floorf(array_50AC10[i].vWorldViewProjY + 0.5f);//8
+  for ( uint vertex_id = 0; vertex_id < pSkyPolygon.uNumVertices; ++vertex_id )
+  {
+    v29 = floorf(array_50AC10[vertex_id].vWorldViewProjY + 0.5f);//8
     v39 = (unsigned __int64)(pSkyPolygon.ptr_38->field_14 * v33 * (v30 - v29)) / 65536;//0
     v8 = v39 + pSkyPolygon.ptr_38->field_C;//0
 
@@ -5404,11 +5010,11 @@
       v39 = 0;
     }
     //v11 = (signed __int64)array_50AC10[i].vWorldViewProjX;
-    v38 = v10;
+    pViewportBR_Y = v10;
     //v12 = array_50AC10[i].vWorldViewProjY - 1.0;
-    v13 = v33 * (pViewport->uScreenCenterX - (signed __int64)array_50AC10[i].vWorldViewProjX);
+    v13 = v33 * (pViewport->uScreenCenterX - (signed __int64)array_50AC10[vertex_id].vWorldViewProjX);
     v34 = -pSkyPolygon.field_24;
-    v32 = (signed __int64)array_50AC10[i].vWorldViewProjY - 1.0;
+    v32 = (signed __int64)array_50AC10[vertex_id].vWorldViewProjY - 1.0;
     v14 = v33 * (v30 - v32);
 
     while ( 1 )
@@ -5422,7 +5028,7 @@
         v14 += v33;
         v10 = pSkyPolygon.v_18.x + v16;
         v39 = pSkyPolygon.v_18.x + v16;
-        v38 = pSkyPolygon.v_18.x + v16;
+        pViewportBR_Y = pSkyPolygon.v_18.x + v16;
         break;
       }
       v37 = abs(v34 >> 14);//2048
@@ -5438,38 +5044,38 @@
       v14 += v33;
       v10 = pSkyPolygon.v_18.x + v16;
       v39 = pSkyPolygon.v_18.x + v16;
-      v38 = pSkyPolygon.v_18.x + v16;
+      pViewportBR_Y = pSkyPolygon.v_18.x + v16;
       break;
     }
 
-    pShading = fixpoint_div(v34, v38);
+    pShading = fixpoint_div(v34, pViewportBR_Y);
     if ( pShading < 0 )
       pShading = pODMRenderParams->shading_dist_mist;
 
     v37 += ((unsigned __int64)(pSkyPolygon.ptr_38->field_10 * v13) >> 16);
     screen_center_x += ((unsigned __int64)(pSkyPolygon.ptr_38->field_1C * v13) >> 16);
-    v35 = 224 * pMiscTimer->uTotalGameTimeElapsed + fixpoint_mul(v37, pShading) / 8;
+    v35 = 224 * pMiscTimer->uTotalGameTimeElapsed + fixpoint_mul(v37, pShading) / 8;// Медленно вращаем небесный купол
     screen_center_x = 224 * pMiscTimer->uTotalGameTimeElapsed + fixpoint_mul(screen_center_x, pShading) / 8;
 
-    //array_50AC10[i].vWorldViewPosition.x = pODMRenderParams->shading_dist_mist;
-    //array_50AC10[i].vWorldPosition.x = v36 / (pSky.pTexture->uTextureHeight * 65536.0);
-    //array_50AC10[i].vWorldPosition.y = 1.0 / (pODMRenderParams->shading_dist_mist >> 16);
-    //array_50AC10[i].vWorldPosition.z = v35 / (pSky.pTexture->uTextureWidth * 65536.0);
-    //array_50AC10[i]._rhw = 1.0f / (pShading >> 16);
-    //array_50AC10[i].u = (double)v35 / (65536.0 * pSkyPolygon.pTexture->uTextureWidth);
-    //array_50AC10[i].v = (double)screen_center_x / (65536.0 * pSkyPolygon.pTexture->uTextureHeight);
+    //array_50AC10[vertex_id].vWorldViewPosition.x = pODMRenderParams->shading_dist_mist;
+    //array_50AC10[vertex_id].vWorldPosition.x = v36 / (pSky.pTexture->uTextureHeight * 65536.0);
+    //array_50AC10[vertex_id].vWorldPosition.y = 1.0 / (pODMRenderParams->shading_dist_mist >> 16);
+    //array_50AC10[vertex_id].vWorldPosition.z = v35 / (pSky.pTexture->uTextureWidth * 65536.0);
+    //array_50AC10[vertex_id]._rhw = 1.0f / (pShading >> 16);
+    //array_50AC10[vertex_id].u = (double)v35 / (65536.0 * pSkyPolygon.pTexture->uTextureWidth);
+    //array_50AC10[vertex_id].v = (double)screen_center_x / (65536.0 * pSkyPolygon.pTexture->uTextureHeight);
   //-----------------------------------------------------------------------------------------
 
-    array_50AC10[i]._rhw = 1.0f;
+    array_50AC10[vertex_id]._rhw = 1.0f;
   }
   //if ( i  == _this.uNumVertices - 1 )
   //{
     pRenderer->DrawSkyPolygon(pSkyPolygon.uNumVertices, &pSkyPolygon, pBitmaps_LOD->pHardwareTextures[pSkyPolygon.uTileBitmapID]);
 
-    array_50AC10[0].vWorldViewProjY = v38;
+    array_50AC10[0].vWorldViewProjY = pViewportBR_Y;
     array_50AC10[1].vWorldViewProjY = array_50AC10[1].vWorldViewProjY + 30.0;
     array_50AC10[2].vWorldViewProjY = array_50AC10[2].vWorldViewProjY + 30.0;
-    array_50AC10[3].vWorldViewProjY = v38;
+    array_50AC10[3].vWorldViewProjY = pViewportBR_Y;
 
     pRenderer->DrawSkyPolygon(pSkyPolygon.uNumVertices, &pSkyPolygon, pBitmaps_LOD->pHardwareTextures[pSkyPolygon.uTileBitmapID]);
   //}