Mercurial > mm7
diff Engine/Graphics/IndoorCameraD3D.cpp @ 2496:5abd8fc8f1c6
for ITEM_ARTIFACT_LADYS_ESCORT
author | Ritor1 |
---|---|
date | Thu, 18 Sep 2014 17:38:54 +0600 |
parents | |
children | 68cdef6879a0 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Engine/Graphics/IndoorCameraD3D.cpp Thu Sep 18 17:38:54 2014 +0600 @@ -0,0 +1,1466 @@ +#define _CRTDBG_MAP_ALLOC +#include <stdlib.h> +#include <crtdbg.h> + +#define _CRT_SECURE_NO_WARNINGS +#include "ErrorHandling.h" +#include "IndoorCameraD3D.h" +#include "Game.h" +#include "Indoor.h" +#include "Viewport.h" +#include "LOD.h" +#include "OurMath.h" + +#include "stru9.h" + + +// calculates FOV (Field of View) angle in radians for IndoorCamera::Initialize and BLVRenderParams::Reset +float _calc_fov(int viewport_width, int angle_degree) +{ + return viewport_width * 0.5 / tan(angle_degree / 2 * 0.01745329) + 0.5; +} + + + +//----- (004361EF) -------------------------------------------------------- +IndoorCameraD3D::IndoorCameraD3D() +{ + this->field_108 = 0.0; + this->field_138 = 0.0; + this->field_168 = 0.0; + this->field_198 = 0.0; + this->field_1C8 = 0.0; + this->field_1F8 = 0.0; + this->field_228 = 0.0; + this->field_258 = 0.0; + this->field_288 = 0.0; + this->field_2B8 = 0.0; + this->field_2E8 = 0.0; + this->field_2BC = 0.0; + this->field_2C0 = 0.0; + this->field_2C4 = 0.0; + this->field_318 = 0.0; + this->field_2EC = 0.0; + this->field_2F0 = 0.0; + this->field_2F4 = 0.0; + this->field_348 = 0.0; + this->field_31C = 0.0; + this->field_320 = 0.0; + this->field_324 = 0.0; + this->field_378 = 0.0; + this->field_34C = 0.0; + this->field_350 = 0.0; + this->field_354 = 0.0; + for (uint i = 0; i < 16384; ++i) + { + list_0037C[i].field_0 = 0; + list_0037C[i].flt_30 = 0.0f; + } + list_0037C_size = 0; + for (uint i = 0; i < 256; ++i) + list_E0380[i].mm7__vector_000004_size = 0; + list_E0380_size = 0; +} + + +//----- (0043643E) -------------------------------------------------------- +float IndoorCameraD3D::GetPickDepth() +{ + if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) + return pODMRenderParams->uPickDepth; + else + return 16192.0; +} + +//----- (00436427) -------------------------------------------------------- +float IndoorCameraD3D::GetShadingDistMist() +{ + if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) + return (double)pODMRenderParams->shading_dist_mist; + else + return 16192.0; +} + +//----- (004364C5) -------------------------------------------------------- +void IndoorCameraD3D::ViewTransfrom_OffsetUV(RenderVertexSoft *pVertices, unsigned int uNumVertices, RenderVertexSoft *pOutVertices, stru320 *a5) +{ + for (uint i = 0; i < uNumVertices; ++i) + { + pOutVertices[i].vWorldPosition.x = pVertices[i].vWorldPosition.x; + pOutVertices[i].vWorldPosition.y = pVertices[i].vWorldPosition.y; + pOutVertices[i].vWorldPosition.z = pVertices[i].vWorldPosition.z; + + pOutVertices[i].u = pVertices[i].u + a5->pDeltaUV[0]; + pOutVertices[i].v = pVertices[i].v + a5->pDeltaUV[1]; + } + ViewTransform(pOutVertices, uNumVertices); +} + +//----- (0043669D) -------------------------------------------------------- +bool IndoorCameraD3D::ApplyViewTransform_TrueIfStillVisible_BLV(int x, int y, int z, signed int *pOutX, int *pOutZ, int *pOutY, char bDoNotShow) +{ + int to_z; // esi@2 + int v9; // ecx@3 + //signed int *v10; // esi@5 + //int pOutY_; // ecx@5 + //signed int v12; // esi@7 + int v14; // [sp+8h] [bp-4h]@3 + int to_x; // [sp+14h] [bp+8h]@1 + int to_y; // [sp+18h] [bp+Ch]@1 +// int a2b; // [sp+18h] [bp+Ch]@5 + int a3a; // [sp+1Ch] [bp+10h]@5 + + to_x = x - pGame->pIndoorCameraD3D->vPartyPos.x; + to_y = y - pGame->pIndoorCameraD3D->vPartyPos.y; + if (pGame->pIndoorCameraD3D->sRotationX) + { + to_z = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; + //if ( pRenderer->pRenderD3D ) + //{ + v14 = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) + + (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y); + v9 = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) + - (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y); + //} + a3a = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; + *pOutX = fixpoint_mul(v14, pGame->pIndoorCameraD3D->int_cosine_x) - fixpoint_mul(to_z, pGame->pIndoorCameraD3D->int_sine_x); + *pOutZ = v9; + *pOutY = fixpoint_mul(v14, pGame->pIndoorCameraD3D->int_sine_x) + fixpoint_mul(a3a, pGame->pIndoorCameraD3D->int_cosine_x); + } + else + { + *pOutY = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; + //if ( pRenderer->pRenderD3D ) + //{ + //v10 = pOutX; + *pOutX = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) + + (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y); + *pOutZ = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) + - (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y); + //} + } + if (!bDoNotShow) + return false; + + return *pOutX >= fixpoint_from_int(4, 0) && + *pOutX <= fixpoint_from_int(8000, 0); +} + +//----- (00436455) -------------------------------------------------------- +bool IndoorCameraD3D::IsCulled(BLVFace *pFace) +{ + RenderVertexSoft v; // [sp+8h] [bp-30h]@1 + + //----- (0043648F) -------------------------------------------------------- + auto Vec3_short__to_RenderVertexSoft = [](RenderVertexSoft *_this, Vec3_short_ *a2) -> void + { + _this->flt_2C = 0.0; + + _this->vWorldPosition.x = a2->x; + _this->vWorldPosition.y = a2->y; + _this->vWorldPosition.z = a2->z; + }; + + + Vec3_short__to_RenderVertexSoft(&v, &pIndoor->pVertices[*pFace->pVertexIDs]); + return is_face_faced_to_camera(pFace, &v); +} + + +//----- (00436523) -------------------------------------------------------- +void IndoorCameraD3D::ViewTransform(RenderVertexSoft *a1a, unsigned int uNumVertices) +{ + if (byte_4D864C && pGame->uFlags & 0x80 || + uCurrentlyLoadedLevelType == LEVEL_Indoor) + { + float sin_x = fRotationXSine, + cos_x = fRotationXCosine; + float sin_y = fRotationYSine, + cos_y = fRotationYCosine; + + //v4 = uNumVertices; + //v7 = pIndoorCamera->fRotationXSine; + if (pGame->pIndoorCameraD3D->sRotationX) + { + + //_EAX = a1a; + for (uint i = 0; i < uNumVertices; ++i) + { + float st0, st1, st2; + //if ( pRenderer->pRenderD3D ) + { + /*__asm + { + fld [ebp+uNumVertices] // [(a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] + fmul st, st(3) // [pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] + fld [ebp+a1] // [(a1a[i].x - pIndoorCamera->pos.x)] [pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] + fmul st, st(5) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)] + // 1[pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] + // 2[(a1a[i].z - pIndoorCamera->pos.z)] + // 3[pIndoorCamera->fRotationXCosine] + // 4[pIndoorCamera->fRotationYSine] + // 5[pIndoorCamera->fRotationYCosine] + faddp st(1), st // [pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] + fld [ebp+a1] // [(a1a[i].x - pIndoorCamera->pos.x)] [pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] + fmul st, st(4) // [pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] [pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] + + fld [ebp+uNumVertices] // 0[a1a[i].y - pIndoorCamera->pos.y] + // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] + // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] + // 3[(a1a[i].z - pIndoorCamera->pos.z)] + // 4[pIndoorCamera->fRotationXCosine] + // 5[pIndoorCamera->fRotationYSine] + // 6[pIndoorCamera->fRotationYCosine] + + fmul st, st(6) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)] + // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] + // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] + // 3[(a1a[i].z - pIndoorCamera->pos.z)] + // 4[pIndoorCamera->fRotationXCosine] + // 5[pIndoorCamera->fRotationYSine] + // 6[pIndoorCamera->fRotationYCosine] + + fsubp st(1), st // 0[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)] + // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] + // 2[(a1a[i].z - pIndoorCamera->pos.z)] + // 3[pIndoorCamera->fRotationXCosine] + // 4[pIndoorCamera->fRotationYSine] + // 5[pIndoorCamera->fRotationYCosine] + }*/ + st0 = sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); + st1 = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) + sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); + st2 = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z); + } + if (false)//else + { + /*__asm + { + fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)] + // 1[(a1a[i].z - pIndoorCamera->pos.z)] + // 2[pIndoorCamera->fRotationXCosine] + // 3[pIndoorCamera->fRotationYSine] + // 4[pIndoorCamera->fRotationYCosine] + fmul st, st(4) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)] + // 1[(a1a[i].z - pIndoorCamera->pos.z)] + // 2[pIndoorCamera->fRotationXCosine] + // 3[pIndoorCamera->fRotationYSine] + // 4[pIndoorCamera->fRotationYCosine] + fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)] + // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)] + // 2[(a1a[i].z - pIndoorCamera->pos.z)] + // 3[pIndoorCamera->fRotationXCosine] + // 4[pIndoorCamera->fRotationYSine] + // 5[pIndoorCamera->fRotationYCosine] + fmul st, st(4) // 0[pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] + // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)] + // 2[(a1a[i].z - pIndoorCamera->pos.z)] + // 3[pIndoorCamera->fRotationXCosine] + // 4[pIndoorCamera->fRotationYSine] + // 5[pIndoorCamera->fRotationYCosine] + fsubp st(1), st // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] + // 1[(a1a[i].z - pIndoorCamera->pos.z)] + // 2[pIndoorCamera->fRotationXCosine] + // 3[pIndoorCamera->fRotationYSine] + // 4[pIndoorCamera->fRotationYCosine] + fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)] + // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] + // 2[(a1a[i].z - pIndoorCamera->pos.z)] + // 3[pIndoorCamera->fRotationXCosine] + // 4[pIndoorCamera->fRotationYSine] + // 5[pIndoorCamera->fRotationYCosine] + fmul st, st(4) // 0[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] + // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] + // 2[(a1a[i].z - pIndoorCamera->pos.z)] + // 3[pIndoorCamera->fRotationXCosine] + // 4[pIndoorCamera->fRotationYSine] + // 5[pIndoorCamera->fRotationYCosine] + fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)] + // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] + // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] + // 3[(a1a[i].z - pIndoorCamera->pos.z)] + // 4[pIndoorCamera->fRotationXCosine] + // 5[pIndoorCamera->fRotationYSine] + // 6[pIndoorCamera->fRotationYCosine] + fmul st, st(6) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)] + // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] + // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] + // 3[(a1a[i].z - pIndoorCamera->pos.z)] + // 4[pIndoorCamera->fRotationXCosine] + // 5[pIndoorCamera->fRotationYSine] + // 6[pIndoorCamera->fRotationYCosine] + faddp st(1), st // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y) + pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] + // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] + // 2[(a1a[i].z - pIndoorCamera->pos.z)] + // 3[pIndoorCamera->fRotationXCosine] + // 4[pIndoorCamera->fRotationYSine] + // 5[pIndoorCamera->fRotationYCosine] + }*/ + st0 = cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) + sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x); + st1 = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); + st2 = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z); + } + + a1a[i].vWorldViewPosition.x = st1*cos_x - st2*sin_x; + a1a[i].vWorldViewPosition.y = st0; + a1a[i].vWorldViewPosition.z = st2*cos_x + st1*sin_x; + } + } + else + { + for (uint i = 0; i < uNumVertices; ++i) + { + //if ( pRenderer->pRenderD3D ) + { + /*__asm + { + fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)] + // 1[(a1a[i].z - pIndoorCamera->pos.z)] + // 2[sin_y] + // 3[cos_y] + fmul st, st(2) // 0[sin_y * (a1a[i].y - pIndoorCamera->pos.y)] + // 1[(a1a[i].z - pIndoorCamera->pos.z)] + // 2[sin_y] + // 3[cos_y] + fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)] + // 1[sin_y * (a1a[i].y - pIndoorCamera->pos.y)] + // 2[(a1a[i].z - pIndoorCamera->pos.z)] + // 3[sin_y] + // 4[cos_y] + fmul st, st(4) // 0[cos_y * (a1a[i].x - pIndoorCamera->pos.x)] + // 1[sin_y * (a1a[i].y - pIndoorCamera->pos.y)] + // 2[(a1a[i].z - pIndoorCamera->pos.z)] + // 3[sin_y] + // 4[cos_y] + faddp st(1), st // 0[cos_y * (a1a[i].x - pIndoorCamera->pos.x) + sin_y * (a1a[i].y - pIndoorCamera->pos.y)] + // 1[(a1a[i].z - pIndoorCamera->pos.z)] + // 2[sin_y] + // 3[cos_y] + fstp dword ptr [eax+0Ch] + fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)] + // 1[(a1a[i].z - pIndoorCamera->pos.z)] + // 2[sin_y] + // 3[cos_y] + fmul st, st(2) // 0[sin_y * (a1a[i].x - pIndoorCamera->pos.x)] + // 1[(a1a[i].z - pIndoorCamera->pos.z)] + // 2[sin_y] + // 3[cos_y] + fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)] + // 1[sin_y * (a1a[i].x - pIndoorCamera->pos.x)] + // 2[(a1a[i].z - pIndoorCamera->pos.z)] + // 3[sin_y] + // 4[cos_y] + fmul st, st(4) // 0[cos_y * (a1a[i].y - pIndoorCamera->pos.y)] + // 1[sin_y * (a1a[i].x - pIndoorCamera->pos.x)] + // 2[(a1a[i].z - pIndoorCamera->pos.z)] + // 3[sin_y] + // 4[cos_y] + fsubp st(1), st // 0[sin_y * (a1a[i].x - pIndoorCamera->pos.x) - cos_y * (a1a[i].y - pIndoorCamera->pos.y)] + // 1[(a1a[i].z - pIndoorCamera->pos.z)] + // 2[sin_y] + // 3[cos_y] + fstp dword ptr [eax+10h] + fstp dword ptr [eax+14h] + }*/ + a1a[i].vWorldViewPosition.x = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) + sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); + a1a[i].vWorldViewPosition.y = sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); + a1a[i].vWorldViewPosition.z = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z); + } + if (false)//else + { + __debugbreak(); + /*__asm + { + fld [ebp+a1] + fmul st, st(3) + fld [ebp+uNumVertices] + fmul st, st(3) + fsubp st(1), st + fstp dword ptr [eax+0Ch] + fld [ebp+a1] + fmul st, st(2) + fld [ebp+uNumVertices] + fmul st, st(4) + faddp st(1), st + + fstp dword ptr [eax+10h] + fstp dword ptr [eax+14h] + }*/ + } + } + } + } + else for (uint i = 0; i < uNumVertices; ++i) + //pIndoorCamera->ViewTransform_ODM(a1a + i); + { + //ViewTransform_ODM(a1a + i); + + RenderVertexSoft* a1 = &a1a[i]; + //----- (00481CCE) -------------------------------------------------------- + //void ViewTransform_ODM(RenderVertexSoft *a1) + { + float result; // eax@1 + double vCamToVertexZ; // st7@1 + double v3; // st6@1 + double v4; // st5@1 + double v5; // st4@1 + float v6; // ST04_4@3 + float v7; // [sp+0h] [bp-14h]@1 + float v8; // [sp+8h] [bp-Ch]@1 + float vCamToVertexX; // [sp+Ch] [bp-8h]@1 + float vCamToVertexY; // [sp+10h] [bp-4h]@1 + + v8 = fRotationXCosine; + result = fRotationXSine; + v7 = fRotationXSine; + vCamToVertexX = a1->vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x; + vCamToVertexY = a1->vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y; + vCamToVertexZ = a1->vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z; + v3 = fRotationYCosine; + v4 = fRotationYSine; + v5 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; + if (pGame->pIndoorCameraD3D->sRotationX) + { + v6 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; + a1->vWorldViewPosition.x = v5 * fRotationXCosine + fRotationXSine * vCamToVertexZ; + a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX; + a1->vWorldViewPosition.z = v8 * vCamToVertexZ - v6 * v7; + } + else + { + a1->vWorldViewPosition.x = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; + a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX; + a1->vWorldViewPosition.z = vCamToVertexZ; + } + } + } +} + + +//----- (00436932) -------------------------------------------------------- +bool IndoorCameraD3D::GetFacetOrientation(char polyType, Vec3_float_ *a2, Vec3_float_ *a3, Vec3_float_ *a4) +{ + switch ((PolygonType)polyType) + { + case POLYGON_VerticalWall: + { + a4->x = -a2->y; + a4->y = a2->x; + a4->z = 0.0; + + a3->x = 0.0; + a3->y = 0.0; + a3->z = 1.0f; + } + return true; + + case POLYGON_Floor: + case POLYGON_Ceiling: + { + a4->x = 1.0; + a4->y = 0.0; + a4->z = 0.0; + + a3->x = 0.0; + a3->y = 1.0; + a3->z = 0.0; + } + return true; + + case POLYGON_InBetweenFloorAndWall: + case POLYGON_InBetweenCeilingAndWall: + { + if (fabs(a2->z) < 0.70811361) + { + a4->x = -a2->y; + a4->y = a2->x; + a4->z = 0.0; + a4->Normalize(); + + a3->x = 0.0; + a3->y = 0.0; + a3->z = 1.0; + } + else + { + a4->x = 1.0; + a4->y = 0.0; + a4->z = 0.0; + + a3->x = 0.0; + a3->y = 1.0; + a3->z = 0.0; + } + } + return true; + + default: + return false; + } +} + +//----- (00438258) -------------------------------------------------------- +bool IndoorCameraD3D::is_face_faced_to_camera(BLVFace *pFace, RenderVertexSoft *a2) +{ + if (pFace->Portal()) + return false; + + //really strange cull; dot(to_cam, normal) < 0 means we see the BACK face, not font %_% + if ( (a2->vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z) * (double)pFace->pFacePlane_old.vNormal.z + + (a2->vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y) * (double)pFace->pFacePlane_old.vNormal.y + + (a2->vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x) * (double)pFace->pFacePlane_old.vNormal.x < 0.0) + return false; + + return true; +} + + +//----- (00437AB5) -------------------------------------------------------- +void IndoorCameraD3D::do_draw_debug_line_sw(RenderVertexSoft *pLineBegin, signed int sStartDiffuse, RenderVertexSoft *pLineEnd, signed int sEndDiffuse, unsigned int uOutNumVertices, float z_stuff) +{ + RenderVertexSoft a1[20]; // [sp+8h] [bp-7C4h]@6 + RenderVertexSoft pVertices[20]; // [sp+3C8h] [bp-404h]@2 + RenderVertexD3D3 v24[2]; // [sp+788h] [bp-44h]@11 + + //if ( pRenderer->pRenderD3D ) + //{ + for ( uint i = 0; i < 20; i++ ) + pVertices[i].flt_2C = 0.0; + if ( (char)uOutNumVertices ) + { + pVertices[0].vWorldViewProjX = pLineBegin->vWorldViewProjX; + pVertices[0].vWorldViewProjY = pLineBegin->vWorldViewProjY; + + pVertices[1].vWorldViewProjX = pLineEnd->vWorldViewProjX; + pVertices[1].vWorldViewProjY = pLineEnd->vWorldViewProjY; + v24[0].specular = 0; + v24[0].pos.x = pVertices[0].vWorldViewProjX; + v24[0].pos.y = pVertices[0].vWorldViewProjY; + v24[0].pos.z = 0.001 - z_stuff; + v24[0].diffuse = sStartDiffuse; + v24[0].rhw = 0.001; + v24[0].texcoord.x = 0.0; + v24[0].texcoord.y = 0.0; + + v24[1].pos.x = pVertices[1].vWorldViewProjX; + v24[1].pos.y = pVertices[1].vWorldViewProjY; + v24[1].diffuse = sEndDiffuse; + v24[1].pos.z = 0.001 - z_stuff; + v24[1].specular = 0; + v24[1].rhw = 0.001; + v24[1].texcoord.x = 0.0; + v24[1].texcoord.y = 0.0; + //v19 = pRenderer->pRenderD3D->pDevice; + pRenderer->DrawLines(v24, 2); + return; + } + for ( uint i = 0; i < 20; i++ ) + a1[i].flt_2C = 0.0; + uOutNumVertices = 2; + a1[0].vWorldPosition.x = pLineBegin->vWorldPosition.x; + a1[0].vWorldPosition.y = pLineBegin->vWorldPosition.y; + a1[0].vWorldPosition.z = pLineBegin->vWorldPosition.z; + a1[1].vWorldPosition.x = pLineEnd->vWorldPosition.x; + a1[1].vWorldPosition.y = pLineEnd->vWorldPosition.y; + a1[1].vWorldPosition.z = pLineEnd->vWorldPosition.z; + if ( CalcPortalShape(a1, &uOutNumVertices, pVertices, this->std__vector_000034_prolly_frustrum, 4, 1, 0) != 1 || (signed int)uOutNumVertices >= 2 ) + { + ViewTransform(pVertices, 2); + Project(pVertices, 2, 0); + v24[0].specular = 0; + v24[0].pos.x = pVertices[0].vWorldViewProjX; + v24[0].pos.y = pVertices[0].vWorldViewProjY; + v24[0].pos.z = 0.001 - z_stuff; + v24[0].diffuse = sStartDiffuse; + v24[0].rhw = 0.001; + v24[0].texcoord.x = 0.0; + v24[0].texcoord.y = 0.0; + + v24[1].pos.x = pVertices[1].vWorldViewProjX; + v24[1].pos.y = pVertices[1].vWorldViewProjY; + v24[1].diffuse = sEndDiffuse; + v24[1].pos.z = 0.001 - z_stuff; + v24[1].specular = 0; + v24[1].rhw = 0.001; + v24[1].texcoord.x = 0.0; + v24[1].texcoord.y = 0.0; + //v19 = pRenderer->pRenderD3D->pDevice; + pRenderer->DrawLines(v24, 2); + return; + } + //} +} + +//----- (00437A55) -------------------------------------------------------- +void IndoorCameraD3D::debug_outline_d3d(const RenderVertexD3D3 *pLineVertices, unsigned int uNumLines, int uDiffuse, float z_stuff) +{ + unsigned int v5; // esi@1 + const RenderVertexD3D3 *v6; // ecx@2 + unsigned int v7; // ebx@2 + const RenderVertexD3D3 *v8; // edi@3 + + v5 = 0; + if ( (signed int)(uNumLines - 1) > 0 ) + { + v6 = pLineVertices; + v5 = uNumLines - 1; + for ( v7 = uNumLines - 1; v7; --v7 ) + { + v8 = v6 + 1; + pRenderer->do_draw_debug_line_d3d(v6, uDiffuse, v6 + 1, uDiffuse, z_stuff); + v6 = v8; + } + } + pRenderer->do_draw_debug_line_d3d(&pLineVertices[v5], uDiffuse, pLineVertices, uDiffuse, z_stuff); +} + +//----- (004379EE) -------------------------------------------------------- +void IndoorCameraD3D::debug_outline_sw(RenderVertexSoft *a2, unsigned int uNumVertices, unsigned int uDiffuse, float a5) +{ + if ( !uNumVertices ) + return; + if ( (signed int)(uNumVertices - 1) > 0 ) + { + for ( uint i = 0; i < uNumVertices - 1; i++ ) + do_draw_debug_line_sw(&a2[i], uDiffuse, &a2[i + 1], uDiffuse, 0, a5); + } + do_draw_debug_line_sw(&a2[uNumVertices - 1], uDiffuse, a2, uDiffuse, 0, a5); +} + + +void IndoorCameraD3D::DebugDrawPortal(BLVFace *pFace) +{ + Assert(pFace->uNumVertices <= 32); + + RenderVertexSoft sw[32]; + for (uint i = 0; i < pFace->uNumVertices; ++i) + { + sw[i].vWorldPosition.x = pIndoor->pVertices[pFace->pVertexIDs[i]].x; + sw[i].vWorldPosition.y = pIndoor->pVertices[pFace->pVertexIDs[i]].y; + sw[i].vWorldPosition.z = pIndoor->pVertices[pFace->pVertexIDs[i]].z; + } + ViewTransform(sw, pFace->uNumVertices); + Project(sw, pFace->uNumVertices, 0); + + + + RenderVertexD3D3 v[32]; + for (uint i = 0; i < pFace->uNumVertices; ++i) + { + v[i].pos.x = sw[i].vWorldViewProjX; + v[i].pos.y = sw[i].vWorldViewProjY; + v[i].pos.z = 1.0 - 1.0 / (sw[i].vWorldViewPosition.x * 0.061758894); + v[i].rhw = 1.0 / sw[i].vWorldViewPosition.x; + v[i].diffuse = 0x80F020F0; + v[i].specular = 0; + //v[i].texcoord.x = pFace->pVertexUIDs[i] / (double)pTex->uTextureWidth; + //v[i].texcoord.y = pFace->pVertexUIDs[i] / (double)pTex->uTextureHeight; + v[i].texcoord.x = 0; + v[i].texcoord.y = 0; + } + + pRenderer->DrawFansTransparent(v, pFace->uNumVertices); +} + +//----- (00437906) -------------------------------------------------------- +void IndoorCameraD3D::PrepareAndDrawDebugOutline(BLVFace *pFace, unsigned int uDiffuse) +{ + static RenderVertexSoft static_sub_437906_array_50CDD0[64]; + static bool __init_flag1 = false; + if (!__init_flag1) + { + __init_flag1 = true; + + for (uint i = 0; i < 64; ++i) + static_sub_437906_array_50CDD0[i].flt_2C = 0.0f; + } + if ( pFace->uNumVertices ) + { + for ( uint i = 0; i < pFace->uNumVertices; i++ ) + { + static_sub_437906_array_50CDD0[i].vWorldPosition.x = (double)pIndoor->pVertices[pFace->pVertexIDs[i]].x; + static_sub_437906_array_50CDD0[i].vWorldPosition.y = (double)pIndoor->pVertices[pFace->pVertexIDs[i]].y; + static_sub_437906_array_50CDD0[i].vWorldPosition.z = (double)pIndoor->pVertices[pFace->pVertexIDs[i]].z; + static_sub_437906_array_50CDD0[i].u = (double)pFace->pVertexUIDs[i]; + static_sub_437906_array_50CDD0[i].v = (double)pFace->pVertexVIDs[i]; + } + } + if ( draw_portals_loops ) + debug_outline_sw(static_sub_437906_array_50CDD0, pFace->uNumVertices, uDiffuse, 0.0); +} +// 50D9D0: using guessed type char static_sub_437906_byte_50D9D0_init_flag; + +//----- (004378BA) -------------------------------------------------------- +void IndoorCameraD3D::MatrixMultiply(Matrix3x3_float_ *ma, Matrix3x3_float_ *mb, Matrix3x3_float_ *m_out) +{ + float sum; + + for ( uint row = 0; row < 3; row++ ) + { + for ( uint col = 0; col < 3; col++ ) + { + sum = 0; + for ( int index = 0; index < 3; index++ ) + sum += ma->v[row][index]*mb->v[index][col]; + m_out->v[row][col] = sum; + } + } +} + +//----- (004376E7) -------------------------------------------------------- +void IndoorCameraD3D::CreateWorldMatrixAndSomeStuff() +{ + Matrix3x3_float_ m1; // [sp+10h] [bp-B8h]@1 + Matrix3x3_float_ m2; // [sp+34h] [bp-94h]@1 + Matrix3x3_float_ m3; // [sp+58h] [bp-70h]@1 + Matrix3x3_float_ m4; // [sp+7Ch] [bp-4Ch]@1 + Matrix3x3_float_ m5; // [sp+A0h] [bp-28h]@1 + + //RotationZ(0) + m5._11 = cosf(0); m5._12 = sinf(0); m5._13 = 0; + m5._21 = -sinf(0); m5._22 = cosf(0); m5._23 = 0; + m5._31 = 0; m5._32 = 0; m5._33 = 1; + + float cos_x1 = fRotationXCosine, + sin_x1 = fRotationXSine; + //RotationX(x) + m4._11 = 1; m4._12 = 0; m4._13 = 0; + m4._21 = 0; m4._22 = cos_x1; m4._23 = sin_x1; + m4._31 = 0; m4._32 = -sin_x1; m4._33 = cos_x1; + + float cos_y1 = fRotationYCosine, + sin_y1 = fRotationYSine; + //RotationY(some_angle) + m3._11 = cos_y1; m3._12 = 0; m3._13 = -sin_y1; + m3._21 = 0; m3._22 = 1; m3._23 = 0; + m3._31 = sin_y1; m3._32 = 0; m3._33 = cos_y1; + + MatrixMultiply(&m5, &m3, &m1); + MatrixMultiply(&m4, &m1, &m2); + + for (uint i = 0; i < 3; ++i) + { + field_4[0].v[i] = m2.v[1][i]; + field_4[1].v[i] = m2.v[0][i]; + field_4[2].v[i] = m2.v[2][i]; + } + + inv_fov = 1.1344639; + fov_x = (double)pViewport->uScreenWidth * 0.8814736; + + fov_y = 0.8814736 * (double)pViewport->uScreenHeight; + fov = fov_y; + if ( fov_x > fov ) + fov = fov_x; + screenCenterX = (double)pViewport->uScreenCenterX; + screenCenterY = (double)(pViewport->uScreenCenterY - pViewport->uScreen_TL_Y); +} + +//----- (00437691) -------------------------------------------------------- +void IndoorCameraD3D::Vec3Transform(const IndoorCameraD3D_Vec3 *pVector, IndoorCameraD3D_Vec3 *pOut) +{ + pOut->y = field_4[1].x * pVector->x + field_4[0].x * pVector->y + field_4[2].x * pVector->z; + pOut->z = field_4[1].y * pVector->x + field_4[0].y * pVector->y + field_4[2].y * pVector->z; + pOut->x = field_4[1].z * pVector->x + field_4[0].z * pVector->y + field_4[2].z * pVector->z; +} + +//----- (00437607) -------------------------------------------------------- +void IndoorCameraD3D::_437607(IndoorCameraD3D_Vec3 *a1, IndoorCameraD3D_Vec4 *a2) +{ + double v4; // st7@1 + IndoorCameraD3D_Vec3 v8; // [sp+8h] [bp-1Ch]@1 + + v8.x = (double)pGame->pIndoorCameraD3D->vPartyPos.x; + v8.y = (double)pGame->pIndoorCameraD3D->vPartyPos.y; + v8.z = (double)pGame->pIndoorCameraD3D->vPartyPos.z; + Vec3Transform(a1, a2); + + v4 = v8.x * a2->x + v8.y * a2->y + v8.z * a2->z; + a2->dot = v4 + 0.000099999997; +} + +//----- (004374E8) -------------------------------------------------------- +void IndoorCameraD3D::_4374E8_ProllyBuildFrustrum() +{ + //IndoorCameraD3D *v1; // esi@1 + //double v2; // st7@1 + double v3; // st7@1 + //double v4; // st7@1 + double v5; // st7@1 + //double v6; // st7@1 + IndoorCameraD3D_Vec3 v7; // [sp+Ch] [bp-24h]@1 + //float v8; // [sp+10h] [bp-20h]@1 + //float v9; // [sp+14h] [bp-1Ch]@1 + //float v10; // [sp+18h] [bp-18h]@1 + //float v11; // [sp+1Ch] [bp-14h]@1 + //float v12; // [sp+20h] [bp-10h]@1 + //int v13; // [sp+2Ch] [bp-4h]@1 + + //v1 = this; + //IndoorCameraD3D_Vec3::IndoorCameraD3D_Vec3(&v7); + //v2 = 2.0 / inv_fov; + //v13 = 0; + v3 = atan(2.0 / inv_fov * fov / fov_x); + //v12 = v3; + //v11 = sin(v3); + //v4 = cos(v3); + v7.x = -sin(v3); + v7.y = 0.0; + v7.z = cos(v3); + _437607(&v7, std__vector_000034_prolly_frustrum + 0); + v7.x = sin(v3); + _437607(&v7, std__vector_000034_prolly_frustrum + 1); + v5 = atan(2.0 / inv_fov * fov / (fov_y + 0.5)); + //v12 = v5; + //v11 = sin(v5); + //v6 = cos(v5); + v7.y = sin(v5); + v7.x = 0.0; + v7.z = cos(v5); + _437607(&v7, &std__vector_000034_prolly_frustrum[2]); + v7.y = -sin(v5); + _437607(&v7, &std__vector_000034_prolly_frustrum[3]); + //v13 = -1; + //IndoorCameraD3D_Vec3::dtor(&v7); +} + +//----- (00437376) -------------------------------------------------------- +char IndoorCameraD3D::_437376(stru154 *thisa, RenderVertexSoft *a2, unsigned int *pOutNumVertices) +{ + //unsigned int v4; // ebx@1 + //RenderVertexSoft *v5; // edx@2 + double v6; // st7@3 + //unsigned int v7; // edi@5 + signed int v8; // esi@6 + int v9; // ebx@8 + int v10; // eax@8 + //int v11; // ecx@14 + //int v12; // eax@14 + int v13; // eax@15 + signed int v14; // ebx@17 + //RenderVertexSoft *v15; // eax@18 + unsigned int *v16; // eax@20 +// char result; // al@24 + RenderVertexSoft v18; // [sp+Ch] [bp-34h]@2 + int v19; // [sp+3Ch] [bp-4h]@8 + signed int thisb; // [sp+48h] [bp+8h]@6 + bool a2_3; // [sp+4Fh] [bp+Fh]@5 + + //v4 = *pOutNumVertices; + //v5 = a2; + memcpy(&v18, a2, sizeof(v18)); + a2_3 = false; + memcpy(&a2[*pOutNumVertices], a2, sizeof(a2[*pOutNumVertices])); + memcpy(&a2[*pOutNumVertices + 1], &a2[1], sizeof(a2[*pOutNumVertices + 1])); + //v7 = *pOutNumVertices; + + if ( (signed int)*pOutNumVertices <= 3 + || (((v18.vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z) * thisa->face_plane.vNormal.z + + (v18.vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y) * thisa->face_plane.vNormal.y + + (v18.vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x) * thisa->face_plane.vNormal.x < 0.0) ? (v6 = 1.0) : (v6 = -1.0), + (signed int)*pOutNumVertices <= 0) ) + return 0; + v8 = 1; + for ( thisb = 1; thisb - 1 < (signed int)*pOutNumVertices; v8 = thisb ) + { + v9 = v8 - 1; + v10 = v8 + 1; + v19 = v8 + 1; + if ( v8 - 1 >= (signed int)*pOutNumVertices ) + v9 -= *pOutNumVertices; + if ( v8 >= (signed int)*pOutNumVertices ) + v8 -= *pOutNumVertices; + if ( v19 >= (signed int)*pOutNumVertices ) + v10 = v19 - *pOutNumVertices; + //v11 = (int)&a2[v10]; + //v12 = (int)&a2[v9]; + if ( -0.009999999776482582 > ((a2[v8].vWorldViewProjX - a2[v9].vWorldViewProjX) + * (a2[v10].vWorldViewProjY - a2[v9].vWorldViewProjY) + - (a2[v8].vWorldViewProjY - a2[v9].vWorldViewProjY) + * (a2[v10].vWorldViewProjX - a2[v9].vWorldViewProjX)) + * v6 ) + { + thisb = v19; + v16 = pOutNumVertices; + } + else + { + v13 = thisb; + if ( thisb >= (signed int)*pOutNumVertices ) + v13 = thisb - *pOutNumVertices; + if ( v13 < (signed int)*pOutNumVertices ) + { + for ( v14 = v13; v14 < (signed int)*pOutNumVertices; ++v14 ) + memcpy(&a2[v14], &a2[v14 + 1], sizeof(a2[v14])); + } + v16 = pOutNumVertices; + a2_3 = true; + --*v16; + } + *pOutNumVertices = *v16; + //if ( thisb - 1 >= (signed int)*v16 ) + //break; + } + if ( a2_3 ) + return true; + else + return false; +} + +//----- (00437285) -------------------------------------------------------- +bool IndoorCameraD3D::CalcPortalShape(RenderVertexSoft *a1, unsigned int *pOutNumVertices, RenderVertexSoft *pVertices, IndoorCameraD3D_Vec4 *a4, signed int uNumVertices, char a6, int _unused) +{ +// char *v8; // eax@2 +// signed int v9; // ecx@2 + //bool result; // eax@5 + int v11; // ecx@5 + //signed int v12; // ecx@6 + //char *v13; // esi@6 + RenderVertexSoft *v14; // eax@8 + RenderVertexSoft *v15; // edx@8 + Vec3_float_ a5; // [sp+18h] [bp-3Ch]@12 + //float v17; // [sp+44h] [bp-10h]@1 + //int v18; // [sp+48h] [bp-Ch]@5 + //stru9 *thisa; // [sp+4Ch] [bp-8h]@1 + int a7a; // [sp+53h] [bp-1h]@5 + //bool a6a; // [sp+70h] [bp+1Ch]@5 + + //v17 = 0.0; + //thisa = pGame->pStru9Instance; + + static RenderVertexSoft sr_vertices_50D9D8[64]; + + //result = 0; + a7a = 0; + v11 = 2 * (a6 == 0) + 1; + //a6a = 0; + //v18 = v11; + if (uNumVertices <= 0) + return false; + + //v12 = *pOutNumVertices; + //v13 = (char *)&a4->y; + + //while ( 1 ) + for ( uint i = 0; i < uNumVertices; ++i ) + { + if (i % 2) + { + v14 = a1; + v15 = sr_vertices_50D9D8; + } + else + { + v15 = a1; + v14 = sr_vertices_50D9D8; + } + if (i == uNumVertices - 1) + v14 = pVertices; + a5.x = a4[i].x; + a5.y = a4[i].y; + a5.z = a4[i].z; + pGame->pStru9Instance->CalcPortalShape(v15, *pOutNumVertices, v14, pOutNumVertices, &a5, a4[i].dot, (char *)&a7a, _unused); + //v12 = *pOutNumVertices; + if (*pOutNumVertices < v11) + { + *pOutNumVertices = 0; + return true; + } + //result = a6a; + //v13 += 24; + //if (++i >= uNumVertices) + // + } + return a7a; +} + +//----- (004371C3) -------------------------------------------------------- +bool IndoorCameraD3D::_4371C3(RenderVertexSoft *pVertices, unsigned int *pOutNumVertices, int _unused) +{ +// char *v4; // eax@2 +// signed int v5; // ecx@2 + RenderVertexSoft *v6; // esi@5 + unsigned int *v7; // edi@5 + char *v8; // ecx@6 + int v9; // eax@6 + IndoorCameraD3D *thisa; // [sp+0h] [bp-Ch]@1 + signed int v12; // [sp+4h] [bp-8h]@5 + unsigned int pVerticesa; // [sp+14h] [bp+8h]@6 + unsigned int pOutNumVerticesa; // [sp+18h] [bp+Ch]@6 + + thisa = this; + + + static RenderVertexSoft static_4371C3_array_50E5E0[64]; + static bool __init_flag1 = false; + if (!__init_flag1) + { + __init_flag1 = true; + + for (uint i = 0; i < 64; ++i) + static_4371C3_array_50E5E0[i].flt_2C = 0.0f; + } + + v12 = 0; + v6 = pVertices; + v7 = pOutNumVertices; + if ( (signed int)*pOutNumVertices > 0 ) + { + pOutNumVerticesa = (char *)static_4371C3_array_50E5E0 - (char *)pVertices; + pVerticesa = (char *)&static_4371C3_array_50E5E0[0].vWorldViewProjY - (char *)pVertices; + v8 = (char *)&static_4371C3_array_50E5E0[0].vWorldPosition.y; + v9 = (int)&v6->vWorldPosition.z; + do + { + ++v12; + *((int *)v8 - 1) = *(int *)(v9 - 8); + *(int *)v8 = *(int *)(v9 - 4); + v8 += 48; + *(float *)(pOutNumVerticesa + v9) = *(float *)v9; + *(float *)(pVerticesa + v9) = *(float *)(v9 + 28); + *(float *)((char *)&static_4371C3_array_50E5E0[0]._rhw - (char *)v6 + v9) = *(float *)(v9 + 32); + v9 += 48; + } + while ( v12 < (signed int)*v7 ); + } + return CalcPortalShape( + static_4371C3_array_50E5E0, + v7, + v6, + thisa->std__vector_000034_prolly_frustrum, + 4, + 0, + _unused); +} +// 50F1E0: using guessed type char static_sub_4371C3_byte_50F1E0_init_flags; + +//----- (00437143) -------------------------------------------------------- +void IndoorCameraD3D::_437143(unsigned int uNumInVertices, RenderVertexSoft *pOutVertices, RenderVertexSoft *pInVertices, unsigned int *pOutNumVertices) +{ + double v9; // st7@3 + + uint i = 0; + + for ( i; i < uNumInVertices; ++i ) + { + pInVertices[i]._rhw = 1.0 / (pInVertices[i].vWorldViewPosition.x + 0.0000001); + memcpy(&pOutVertices[i], &pInVertices[i], sizeof(pOutVertices[i])); + v9 = (double)pODMRenderParams->int_fov_rad * pInVertices[i]._rhw; + pOutVertices[i].vWorldViewProjX = (double)pViewport->uScreenCenterX - v9 * pInVertices[i].vWorldViewPosition.y; + pOutVertices[i].vWorldViewProjY = (double)pViewport->uScreenCenterY - v9 * pInVertices[i].vWorldViewPosition.z; + } + *pOutNumVertices = i; + return; +} + +//----- (00436F09) -------------------------------------------------------- +void IndoorCameraD3D::_436F09_mess_with_lightmap__clipflag_4(RenderVertexSoft *pInVertices, int uNumInVertices, RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices) +{ + unsigned int *pOutNumVertices_; // ebx@1 + double v6; // st7@2 + signed int v7; // esi@2 + char *v8; // edx@5 + unsigned int v9; // eax@10 + RenderVertexSoft *v10; // ecx@11 + double v11; // st6@11 + double v12; // st6@12 + unsigned int v13; // edi@14 + unsigned __int8 v14; // c2@16 + unsigned __int8 v15; // c3@16 + unsigned int v16; // edi@17 + bool a1a; // [sp+Ch] [bp+8h]@7 + int a4a; // [sp+18h] [bp+14h]@5 + + pOutNumVertices_ = pOutNumVertices; + *pOutNumVertices = 0; + if ( uNumInVertices ) + { + memcpy(&pInVertices[uNumInVertices], pInVertices, sizeof(pInVertices[uNumInVertices])); + v6 = (double)pODMRenderParams->shading_dist_mist; + v7 = 0; + if ( v6 >= pInVertices->vWorldViewPosition.x ) + v7 = 1; + if ( uNumInVertices + 1 > 1 ) + { + a4a = uNumInVertices; + v8 = (char *)&pInVertices[1].u; + do + { + a1a = v6 >= *((float *)v8 - 6); + if ( v7 == a1a ) + { + v10 = pOutVertices; + //goto LABEL_23; + } + else + { + + v9 = *pOutNumVertices_; + if (a1a) + { + v10 = pOutVertices; + v11 = (v6 - *((float *)v8 - 18)) / (*((float *)v8 - 6) - *((float *)v8 - 18)); + pOutVertices[v9].vWorldViewPosition.y = (*((float *)v8 - 5) - *((float *)v8 - 17)) * v11 + *((float *)v8 - 17); + pOutVertices[*pOutNumVertices_].vWorldViewPosition.z = (*((float *)v8 - 4) - *((float *)v8 - 16)) * v11 + + *((float *)v8 - 16); + pOutVertices[*pOutNumVertices_].u = (*(float *)v8 - *((float *)v8 - 12)) * v11 + *((float *)v8 - 12); + pOutVertices[*pOutNumVertices_].v = (*((float *)v8 + 1) - *((float *)v8 - 11)) * v11 + *((float *)v8 - 11); + } + else + { + v12 = (v6 - *((float *)v8 - 6)) / (*((float *)v8 - 18) - *((float *)v8 - 6)); + pOutVertices[v9].vWorldViewPosition.y = (*((float *)v8 - 17) - *((float *)v8 - 5)) * v12 + *((float *)v8 - 5); + pOutVertices[*pOutNumVertices_].vWorldViewPosition.z = (*((float *)v8 - 16) - *((float *)v8 - 4)) * v12 + + *((float *)v8 - 4); + pOutVertices[*pOutNumVertices_].u = (*((float *)v8 - 12) - *(float *)v8) * v12 + *(float *)v8; + pOutVertices[*pOutNumVertices_].v = (*((float *)v8 - 11) - *((float *)v8 + 1)) * v12 + *((float *)v8 + 1); + v10 = pOutVertices; + } + v10[*pOutNumVertices_].vWorldViewPosition.x = v6; + v10[*pOutNumVertices_]._rhw = 1.0 / v6; + if (v7) + { + v13 = (unsigned int)&v10[*pOutNumVertices_]; + if (*(float *)(v13 + 12) != *((float *)v8 - 18) || *(float *)(v13 + 16) != *((float *)v8 - 17)) + { + ++*pOutNumVertices_; + //goto LABEL_23; + } + else + { + v14 = 0; + v15 = *(float *)(v13 + 20) == *((float *)v8 - 16); + if (!(v15 | v14)) + { + //goto LABEL_21; + ++*pOutNumVertices_; + //goto LABEL_23; + } + } + } + else + { + v16 = (unsigned int)&v10[*pOutNumVertices_]; + if (*(float *)(v16 + 12) != *((float *)v8 - 6) || *(float *)(v16 + 16) != *((float *)v8 - 5)) + { + //LABEL_21: + ++*pOutNumVertices_; + //goto LABEL_23; + } + else + { + v14 = 0; + v15 = *(float *)(v16 + 20) == *((float *)v8 - 4); + if (!(v15 | v14)) + { + //goto LABEL_21; + ++*pOutNumVertices_; + //goto LABEL_23; + } + } + } + } + //LABEL_23: + if ( a1a ) + { + memcpy(&v10[*pOutNumVertices_], v8 - 36, sizeof(v10[*pOutNumVertices_])); + pOutVertices[*pOutNumVertices_]._rhw = 1.0 / (*((float *)v8 - 6) + 0.0000001); + pOutVertices[(*pOutNumVertices_)++].flt_2C = *((float *)v8 + 2); + } + v7 = a1a; + v8 += 48; + --a4a; + } + while ( a4a ); + } + if ( (signed int)*pOutNumVertices_ < 3 ) + *pOutNumVertices_ = 0; + } +} + +//----- (00436CDC) -------------------------------------------------------- +void IndoorCameraD3D::_436CDC_mess_with_lightmap__clipflag_2(RenderVertexSoft *pInVertices, int uNumInVertices, RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices) +{ + signed int v5; // esi@2 + char *v6; // edx@5 + unsigned int v7; // eax@10 + RenderVertexSoft *v8; // ecx@11 + double v9; // st6@11 + double v10; // st6@12 + unsigned int v11; // edi@14 + unsigned __int8 v12; // c2@16 + unsigned __int8 v13; // c3@16 + unsigned int v14; // edi@17 + bool a1a; // [sp+Ch] [bp+8h]@7 + + if ( uNumInVertices ) + { + *pOutNumVertices = 0; + memcpy(&pInVertices[uNumInVertices], pInVertices, sizeof(pInVertices[uNumInVertices])); + v5 = 0; + if ( pInVertices->vWorldViewPosition.x >= 8.0 ) + v5 = 1; + if ( uNumInVertices + 1 > 1 ) + { + v6 = (char *)&pInVertices[1].u; + do + { + a1a = *((float *)v6 - 6) >= 8.0; + if ( v5 == a1a ) + { + v8 = pOutVertices; + goto LABEL_23; + } + v7 = *pOutNumVertices; + if ( a1a ) + { + v8 = pOutVertices; + v9 = (8.0 - *((float *)v6 - 18)) / (*((float *)v6 - 6) - *((float *)v6 - 18)); + pOutVertices[v7].vWorldViewPosition.y = (*((float *)v6 - 5) - *((float *)v6 - 17)) * v9 + *((float *)v6 - 17); + pOutVertices[*pOutNumVertices].vWorldViewPosition.z = (*((float *)v6 - 4) - *((float *)v6 - 16)) * v9 + + *((float *)v6 - 16); + pOutVertices[*pOutNumVertices].u = (*(float *)v6 - *((float *)v6 - 12)) * v9 + *((float *)v6 - 12); + pOutVertices[*pOutNumVertices].v = (*((float *)v6 + 1) - *((float *)v6 - 11)) * v9 + *((float *)v6 - 11); + } + else + { + v10 = (8.0 - *((float *)v6 - 6)) / (*((float *)v6 - 18) - *((float *)v6 - 6)); + pOutVertices[v7].vWorldViewPosition.y = (*((float *)v6 - 17) - *((float *)v6 - 5)) * v10 + *((float *)v6 - 5); + pOutVertices[*pOutNumVertices].vWorldViewPosition.z = (*((float *)v6 - 16) - *((float *)v6 - 4)) * v10 + + *((float *)v6 - 4); + pOutVertices[*pOutNumVertices].u = (*((float *)v6 - 12) - *(float *)v6) * v10 + *(float *)v6; + pOutVertices[*pOutNumVertices].v = (*((float *)v6 - 11) - *((float *)v6 + 1)) * v10 + *((float *)v6 + 1); + v8 = pOutVertices; + } + v8[*pOutNumVertices].vWorldViewPosition.x = 8.0; + v8[*pOutNumVertices]._rhw = 0.125; + if ( v5 ) + { + v11 = (unsigned int)&v8[*pOutNumVertices]; + if ( *(float *)(v11 + 12) != *((float *)v6 - 18) || *(float *)(v11 + 16) != *((float *)v6 - 17) ) + goto LABEL_21; + v12 = 0; + v13 = *(float *)(v11 + 20) == *((float *)v6 - 16); + } + else + { + v14 = (unsigned int)&v8[*pOutNumVertices]; + if ( *(float *)(v14 + 12) != *((float *)v6 - 6) || *(float *)(v14 + 16) != *((float *)v6 - 5) ) + { +LABEL_21: + ++*pOutNumVertices; + goto LABEL_23; + } + v12 = 0; + v13 = *(float *)(v14 + 20) == *((float *)v6 - 4); + } + if ( !(v13 | v12) ) + goto LABEL_21; +LABEL_23: + if ( a1a ) + { + memcpy(&v8[*pOutNumVertices], v6 - 36, sizeof(v8[*pOutNumVertices])); + pOutVertices[(*pOutNumVertices)++]._rhw = 1.0 / (*((float *)v6 - 6) + 0.0000001); + } + v5 = a1a; + v6 += 48; + --uNumInVertices; + } + while ( uNumInVertices ); + } + if ( (signed int)*pOutNumVertices < 3 ) + *pOutNumVertices = 0; + } +} + +//----- (00481D77) -------------------------------------------------------- +void _outdoor_project(RenderVertexSoft *v) +{ + double v1; // st7@1 + double v2; // st7@1 + + v1 = 1.0 / (v->vWorldViewPosition.x + 0.0000001); + v->_rhw = v1; + v2 = v1 * (double)pODMRenderParams->int_fov_rad; + v->vWorldViewProjX = (double)pViewport->uScreenCenterX - v2 * v->vWorldViewPosition.y; + v->vWorldViewProjY = (double)pViewport->uScreenCenterY - v2 * v->vWorldViewPosition.z; +} + +//----- (00436BB7) -------------------------------------------------------- +void IndoorCameraD3D::Project(RenderVertexSoft *pVertices, unsigned int uNumVertices, char a4) +{ + double v7; // st7@7 + double v8; // st7@9 + double v9; // st6@10 + double v10; // st5@12 + double v11; // st7@16 + double v12; // st6@17 + double v13; // st5@19 + float uNumVerticesa; // [sp+14h] [bp+Ch]@13 + float uNumVerticesb; // [sp+14h] [bp+Ch]@20 + + for (uint i = 0; i < uNumVertices; ++i) + { + if (byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor) + { + v7 = 1.0 / pVertices[i].vWorldViewPosition.x; + + pVertices[i].vWorldViewProjX = pVertices[i].vWorldViewPosition.y * fov * v7 + screenCenterX; + pVertices[i].vWorldViewProjY = (signed int)pViewport->uViewportBR_Y - (pVertices[i].vWorldViewPosition.z * fov * v7 + screenCenterY); + } + else + { + extern void _outdoor_project(RenderVertexSoft *v); + _outdoor_project(pVertices + i); + } + + if ( a4 ) + { +// __debugbreak(); + v8 = (double)(signed int)pViewport->uViewportBR_X; + if ( v8 >= pVertices[i].vWorldViewProjX ) + v9 = pVertices[i].vWorldViewProjX; + else + v9 = v8; + v10 = (double)(signed int)pViewport->uViewportTL_X; + if ( v10 <= v9 ) + { + if ( v8 >= pVertices[i].vWorldViewProjX) + v8 = pVertices[i].vWorldViewProjX; + } + else + { + uNumVerticesa = v10; + v8 = uNumVerticesa; + } + pVertices[i].vWorldViewProjX = v8; + v11 = (double)(signed int)pViewport->uViewportBR_Y; + if ( v11 >= pVertices[i].vWorldViewProjY) + v12 = pVertices[i].vWorldViewProjY; + else + v12 = v11; + v13 = (double)(signed int)pViewport->uViewportTL_Y; + if ( v13 <= v12 ) + { + if ( v11 >= pVertices[i].vWorldViewProjY) + v11 = pVertices[i].vWorldViewProjY; + } + else + { + uNumVerticesb = v13; + v11 = uNumVerticesb; + } + pVertices[i].vWorldViewProjY = v11; + } + } +} + +//----- (00436A9A) -------------------------------------------------------- +void IndoorCameraD3D::Project(signed int x, signed int y, signed int z, int *a5, int *a6) +{ + double v6; // ST00_8@2 + //double v7; // ST08_8@2 + //double v8; // ST00_8@2 +// signed __int64 v9; // qtt@3 +// int v10; // ST04_4@3 + float a2a; // [sp+18h] [bp+8h]@2 + float a2b; // [sp+18h] [bp+8h]@2 + + //if ( pRenderer->pRenderD3D ) + { + v6 = 1.0 / (double)x; + a2a = (double)y * fov * v6 + screenCenterX; + //v7 = a2a + 6.7553994e15; + *a5 = floorf(a2a + 0.5f); + a2b = (double)z * fov * v6 + screenCenterY; + //v8 = a2b + 6.7553994e15; + *a6 = pViewport->uViewportBR_Y - floorf(a2b + 0.5f); + } + /*else + { + LODWORD(v9) = pBLVRenderParams->fov_rad_fixpoint << 16; + HIDWORD(v9) = pBLVRenderParams->fov_rad_fixpoint >> 16; + v10 = v9 / x; + LODWORD(v9) = pBLVRenderParams->fov_rad_fixpoint << 16; + HIDWORD(v9) = pBLVRenderParams->fov_rad_fixpoint >> 16; + *a5 = pBLVRenderParams->uViewportCenterX + - ((signed int)(((unsigned __int64)(v10 * (signed __int64)y) >> 16) + 32768) >> 16); + *a6 = pBLVRenderParams->uViewportCenterY - ((signed int)(((unsigned __int64)(v9 / x * z) >> 16) + 32768) >> 16); + }*/ +} + +//----- (00436A6D) -------------------------------------------------------- +double IndoorCameraD3D::GetPolygonMinZ(RenderVertexSoft *pVertices, unsigned int uStripType) +{ + unsigned int v3; // edx@1 + double result; // st7@1 + float *v5; // ecx@2 + + v3 = uStripType; + result = 3.402823466385289e38; + if ( (signed int)uStripType > 0 ) + { + v5 = &pVertices->vWorldPosition.z; + do + { + if ( *v5 < result ) + result = *v5; + v5 += 12; + --v3; + } + while ( v3 ); + } + return result; +} + +//----- (00436A24) -------------------------------------------------------- +struct IDirect3DTexture2 *IndoorCameraD3D::LoadTextureAndGetHardwarePtr(char *Str1) +{ + return pBitmaps_LOD->pHardwareTextures[pBitmaps_LOD->LoadTexture(Str1)]; +} + +//----- (00436A40) -------------------------------------------------------- +double IndoorCameraD3D::GetPolygonMaxZ(RenderVertexSoft *pVertex, unsigned int uStripType) +{ + double result; // st7@1 + + result = 1.1754944e-38; + for ( uint i = 0; i < uStripType; i++ ) + { + if ( pVertex[i].vWorldPosition.z > result ) + result = pVertex[i].vWorldPosition.z; + } + return result; +} + +// -- new +// merged from IndoorCamera::Initialize2 +// and ODMRenderParams::RotationToInts +// and BLVRenderParams::Reset +void IndoorCameraD3D::CalculateRotations(int camera_rot_x, int camera_rot_y) +{ + sRotationX = camera_rot_x; + sRotationY = camera_rot_y; + + fRotationYSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationY / 2048.0); + fRotationYCosine = cos((3.141592653589793 + 3.141592653589793) * (double)sRotationY / 2048.0); + if (byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor) + { + fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)-sRotationX / 2048.0); + fRotationXCosine = cos((3.141592653589793 + 3.141592653589793) * (double)-sRotationX / 2048.0); + + int_sine_y = stru_5C6E00->Sin( pGame->pIndoorCameraD3D->sRotationY); + int_cosine_y = stru_5C6E00->Cos( pGame->pIndoorCameraD3D->sRotationY); + int_sine_x = stru_5C6E00->Sin(-pGame->pIndoorCameraD3D->sRotationX); + int_cosine_x = stru_5C6E00->Cos(-pGame->pIndoorCameraD3D->sRotationX); + } + else + { + fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationX / 2048.0); + fRotationXCosine = cos((3.141592653589793 + 3.141592653589793) * (double)sRotationX / 2048.0); + + int_sine_y = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); + int_cosine_y = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); + int_sine_x = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX); + int_cosine_x = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX); + } +} \ No newline at end of file