Mercurial > mm7
diff IndoorCameraD3D.cpp @ 0:9c0607679772
init
author | Ritor1 |
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date | Sat, 12 Jan 2013 09:45:18 +0600 |
parents | |
children | ec84db4c8f9d |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/IndoorCameraD3D.cpp Sat Jan 12 09:45:18 2013 +0600 @@ -0,0 +1,1749 @@ +#include "IndoorCameraD3D.h" +#include "VectorTypes.h" +#include "Game.h" +#include "Indoor.h" +#include "Viewport.h" +#include "IndoorCamera.h" +#include "OutdoorCamera.h" +#include "Render.h" +#include "LOD.h" + +#include "mm7_data.h" + + + +//----- (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) -------------------------------------------------------- +char IndoorCameraD3D::ApplyViewTransform_TrueIfStillVisible(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 - pBLVRenderParams->vPartyPos.x) << 16; + to_y = (y - pBLVRenderParams->vPartyPos.y) << 16; + if ( pBLVRenderParams->sPartyRotX ) + { + to_z = (z - pBLVRenderParams->vPartyPos.z) << 16; + if ( pRenderer->pRenderD3D ) + { + v14 = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) + + ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sSineY) >> 16); + v9 = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sSineY) >> 16) + - ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); + } + else + { + v14 = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) + - ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sSineY) >> 16); + v9 = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sSineY) >> 16) + + ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); + } + a3a = (z - pBLVRenderParams->vPartyPos.z) << 16; + a2b = (unsigned __int64)(to_z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16; + v10 = pOutX; + *pOutX = ((unsigned __int64)(v14 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - a2b; + *pOutZ = v9; + pOutY_ = ((unsigned __int64)(v14 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) + + ((unsigned __int64)(a3a * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); + } + else + { + pOutY_ = (z - pBLVRenderParams->vPartyPos.z) << 16; + if ( pRenderer->pRenderD3D ) + { + v10 = pOutX; + *pOutX = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) + + ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sSineY) >> 16); + *pOutZ = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sSineY) >> 16) + - ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); + } + else + { + v10 = pOutX; + *pOutX = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) + - ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sSineY) >> 16); + *pOutZ = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sSineY) >> 16) + + ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); + } + } + *pOutY = pOutY_; + return !bDoNotShow || (v12 = *v10, v12 >= (signed int)0x40000u) && v12 <= (signed int)0x1F400000u; +} + + + +//----- (00436455) -------------------------------------------------------- +bool IndoorCameraD3D::IsCulled(BLVFace *pFace) +{ + RenderVertexSoft v; // [sp+8h] [bp-30h]@1 + + 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 = pIndoorCamera->fRotationXSine, + cos_x = pIndoorCamera->fRotationXCosine; + float sin_y = pIndoorCamera->fRotationYSine, + cos_y = pIndoorCamera->fRotationYCosine; + + //v4 = uNumVertices; + //v7 = pIndoorCamera->fRotationXSine; + if ( pIndoorCamera->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 - pIndoorCamera->pos.x) - cos_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y); + st1 = cos_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x) + sin_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y); + st2 = (a1a[i].vWorldPosition.z - pIndoorCamera->pos.z); + } + 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 - pIndoorCamera->pos.y) + sin_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x); + st1 = cos_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x) - sin_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y); + st2 = (a1a[i].vWorldPosition.z - pIndoorCamera->pos.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 - pIndoorCamera->pos.x) + sin_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y); + a1a[i].vWorldViewPosition.y = sin_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x) - cos_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y); + a1a[i].vWorldViewPosition.z = (a1a[i].vWorldPosition.z - pIndoorCamera->pos.z); + } + 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(a1a + i); +} + + +//----- (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->TwoSided()) + return false; + + //really strange cull; dot(to_cam, normal) < 0 means we see the BACK face, not font %_% + if ( (a2->vWorldPosition.z - (double)pIndoorCamera->pos.z) * (double)pFace->pFacePlane_old.vNormal.z + + (a2->vWorldPosition.y - (double)pIndoorCamera->pos.y) * (double)pFace->pFacePlane_old.vNormal.y + + (a2->vWorldPosition.x - (double)pIndoorCamera->pos.x) * (double)pFace->pFacePlane_old.vNormal.x < 0.0) + return false; + + return true; +} + +//----- (00438250) -------------------------------------------------------- +void IndoorCameraD3D::Reset_list_0037C() +{ + this->list_0037C_size = 0; +} + + +//----- (00438240) -------------------------------------------------------- +void IndoorCameraD3D::_438240_draw_lits() +{ + IndoorCameraD3D *v1; // ebp@1 + int v2; // edi@2 + int v3; // ebx@3 + int v4; // esi@4 + double v5; // st7@6 + float v6; // ST00_4@8 + IndoorCameraD3D *v7; // esi@1 + float v8; // [sp+4h] [bp-28h]@6 + float v9; // [sp+8h] [bp-24h]@6 + unsigned int v10; // [sp+Ch] [bp-20h]@6 + char v11; // [sp+10h] [bp-1Ch]@6 + float v12; // [sp+14h] [bp-18h]@6 + int v13; // [sp+28h] [bp-4h]@1 + + v7 = this; + _438141_draw_list_0037C(); + v13 = 0; + v1 = v7; + if ( v7->list_E0380_size > 0 ) + { + v2 = (int)&v7->list_E0380[0].field_C04; + do + { + v3 = 0; + if ( *(int *)v2 > 0 ) + { + v4 = v2 - 3048; + do + { + if ( *(char *)(v2 - 3076) & 1 ) + { + LODWORD(v12) = 1; + v11 = 1; + v10 = *(int *)(v2 + 4); + v9 = 0.0; + v8 = *(float *)(v4 + 4); + v5 = *(float *)v4; + } + else + { + LODWORD(v12) = 0; + v11 = 1; + v10 = *(int *)(v2 + 4); + v9 = *(float *)(v4 - 16); + v8 = *(float *)(v4 - 20); + v5 = *(float *)(v4 - 24); + } + v6 = v5; + _437D4A_draw_some_vertices(v6, v8, v9, v10, v11, v12); + ++v3; + v4 += 48; + } + while ( v3 < *(int *)v2 ); + } + ++v13; + v2 += 3088; + } + while ( v13 < v1->list_E0380_size ); + } +} + + +//----- (00438141) -------------------------------------------------------- +void IndoorCameraD3D::_438141_draw_list_0037C() +{ + IndoorCameraD3D *v1; // edi@1 + signed int v2; // ebx@1 + char *v3; // esi@2 + double v4; // st7@4 + float v5; // ST00_4@6 + float v6; // [sp+4h] [bp-20h]@4 + float v7; // [sp+8h] [bp-1Ch]@4 + unsigned int v8; // [sp+Ch] [bp-18h]@4 + char v9; // [sp+10h] [bp-14h]@4 + float v10; // [sp+14h] [bp-10h]@4 + + v1 = this; + v2 = 0; + if ( (signed int)this->list_0037C_size > 0 ) + { + v3 = (char *)&this->list_0037C[0].field_20; + do + { + if ( *(v3 - 32) & 1 ) + { + LODWORD(v10) = 1; + v9 = 1; + v8 = *((int *)v3 + 5); + v7 = 0.0; + v6 = *(float *)v3; + v4 = *((float *)v3 - 1); + } + else + { + LODWORD(v10) = 0; + v9 = 1; + v8 = *((int *)v3 + 5); + v7 = *((float *)v3 - 5); + v6 = *((float *)v3 - 6); + v4 = *((float *)v3 - 7); + } + v5 = v4; + _437D4A_draw_some_vertices(v5, v6, v7, v8, v9, v10); + ++v2; + v3 += 56; + } + while ( v2 < (signed int)v1->list_0037C_size ); + } +} + + +//----- (00437D4A) -------------------------------------------------------- +void IndoorCameraD3D::_437D4A_draw_some_vertices(float x, float y, float z, unsigned int a5, char a6, float a7) +{ + IndoorCameraD3D *v7; // edx@1 + char *v8; // eax@1 + signed int v9; // ecx@1 + signed int v10; // edx@10 + char *v11; // ecx@10 + signed int uNumD3DVertices; // edi@16 + char *v13; // ecx@24 + unsigned int v14; // edx@25 + unsigned int v15; // eax@25 + int v16; // ebx@25 + int v17; // eax@26 + int v18; // edx@26 + IDirect3DDevice3 *v19; // ST24_4@27 + HRESULT v20; // eax@27 + RenderVertexSoft vert[20]; // [sp+0h] [bp-680h]@1 + RenderVertexD3D3 pD3DVertices[5]; // [sp+3C0h] [bp-2C0h]@15 + RenderVertexSoft a1; // [sp+640h] [bp-40h]@1 + //double v24; // [sp+670h] [bp-10h]@25 + //double v25; // [sp+678h] [bp-8h]@1 + + v7 = this; + a1.flt_2C = 0.0; + //HIDWORD(v25) = (int)this; + v8 = (char *)&vert[0].flt_2C; + v9 = 20; + do + { + *(float *)v8 = 0.0; + v8 += 48; + --v9; + } + while ( v9 ); + if ( LOBYTE(a7) ) + { + vert[0].vWorldViewProjX = x; + vert[0].vWorldViewProjY = y; + goto LABEL_15; + } + a1.vWorldPosition.x = x; + a1.vWorldPosition.y = y; + a1.vWorldPosition.z = z; + if ( pRenderer->pRenderD3D ) + { + LODWORD(a7) = 1; + if ( v7->_437285_prolly_colide_vertices_against_frustrum( + &a1, + (unsigned int *)&a7, + vert, + v7->std__vector_000034_prolly_frustrum, + 4, + 1, + 0) == 1 + && SLODWORD(a7) < 1 ) + return; + } + else + { + vert[0].vWorldPosition.x = x; + vert[0].vWorldPosition.y = y; + vert[0].vWorldPosition.z = z; + } + ViewTransform(vert, 1u); + v10 = 0; + v11 = (char *)&vert[0].vWorldViewPosition; + do + { + if ( *(float *)v11 >= 8.0 ) + break; + ++v10; + v11 += 48; + } + while ( v10 < 1 ); + if ( v10 < 1 ) + { + Project(vert, 1u, 0); +LABEL_15: + pD3DVertices[0].pos.x = vert[0].vWorldViewProjX; + pD3DVertices[0].pos.y = vert[0].vWorldViewProjY; + pD3DVertices[0].specular = 0; + pD3DVertices[0].diffuse = a5; + if ( a6 ) + { + pD3DVertices[0].pos.z = 0.000099999997; + pD3DVertices[1].pos.x = vert[0].vWorldViewProjX; + pD3DVertices[2].pos.x = vert[0].vWorldViewProjX; + pD3DVertices[0].rhw = 0.001; + uNumD3DVertices = 5; + pD3DVertices[0].texcoord.x = 0.0; + pD3DVertices[1].diffuse = a5; + pD3DVertices[1].specular = 0; + pD3DVertices[0].texcoord.y = 0.0; + pD3DVertices[2].diffuse = a5; + pD3DVertices[2].specular = 0; + pD3DVertices[3].pos.y = vert[0].vWorldViewProjY; + pD3DVertices[3].diffuse = a5; + pD3DVertices[3].specular = 0; + pD3DVertices[4].pos.y = vert[0].vWorldViewProjY; + pD3DVertices[1].pos.y = vert[0].vWorldViewProjY - 1.0; + pD3DVertices[4].diffuse = a5; + pD3DVertices[4].specular = 0; + pD3DVertices[1].pos.z = 0.000099999997; + pD3DVertices[1].rhw = 0.001; + pD3DVertices[1].texcoord.x = 0.0; + pD3DVertices[1].texcoord.y = 0.0; + pD3DVertices[2].pos.y = vert[0].vWorldViewProjY + 1.0; + pD3DVertices[2].pos.z = 0.000099999997; + pD3DVertices[2].rhw = 0.001; + pD3DVertices[2].texcoord.x = 0.0; + pD3DVertices[2].texcoord.y = 0.0; + pD3DVertices[3].pos.x = vert[0].vWorldViewProjX - 1.0; + pD3DVertices[3].pos.z = 0.000099999997; + pD3DVertices[3].rhw = 0.001; + pD3DVertices[3].texcoord.x = 0.0; + pD3DVertices[3].texcoord.y = 0.0; + pD3DVertices[4].pos.x = vert[0].vWorldViewProjX + 1.0; + pD3DVertices[4].pos.z = 0.000099999997; + pD3DVertices[4].rhw = 0.001; + pD3DVertices[4].texcoord.x = 0.0; + pD3DVertices[4].texcoord.y = 0.0; + } + else + { + uNumD3DVertices = 1; + __debugbreak(); // make things right + *(unsigned int *)(&pD3DVertices[0].pos.z) = 0x38D1B717u; + pD3DVertices[0].texcoord.x = 0.0; + *(unsigned int *)(&pD3DVertices[0].rhw) = 0x3A83126Fu; + pD3DVertices[0].texcoord.y = 0.0; + } + if ( pRenderer->pRenderD3D ) + { + __debugbreak(); // decompilation bug + //v19 = pRenderer->pRenderD3D->pDevice; + ErrD3D(pRenderer->pRenderD3D->pDevice->SetTexture(0, nullptr)); + ErrD3D(pRenderer->pRenderD3D->pDevice->DrawPrimitive(D3DPT_POINTLIST, + D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1, + pD3DVertices, + uNumD3DVertices, + 16)); + } + else + { + if ( (double)(signed int)pViewport->uViewportX <= vert[0].vWorldViewProjX - 1.0 + && (double)(signed int)pViewport->uViewportZ > vert[0].vWorldViewProjX + 2.0 + && (double)(signed int)pViewport->uViewportY <= vert[0].vWorldViewProjY - 1.0 + && (double)(signed int)pViewport->uViewportW > vert[0].vWorldViewProjY + 2.0 + && uNumD3DVertices > 0 ) + { + v13 = (char *)&pD3DVertices[0].diffuse; + do + { + LODWORD(a7) = *((int *)v13 - 3); + //v25 = a7 + 6.7553994e15; + auto _v25 = floorf(a7 + 0.5f); + + //v24 = *((float *)v13 - 4) + 6.7553994e15; + auto _v24 = floorf(*((float *)v13 - 4) + 0.5f); + + v14 = *(int *)v13; + v15 = *(int *)v13; + v16 = (*(int *)v13 >> 3) & 0x1F; + if ( pRenderer->uTargetGBits == 5 ) + { + v17 = (v15 >> 6) & 0x3E0; + v18 = (v14 >> 9) & 0x7C00; + } + else + { + v17 = (v15 >> 5) & 0x7E0; + v18 = (v14 >> 8) & 0xF800; + } + v13 += 32; + --uNumD3DVertices; + pRenderer->pTargetSurface[(uint)_v24 + pRenderer->uTargetSurfacePitch * (uint)_v25] = v18 | v16 | (unsigned __int16)v17; + } + while ( uNumD3DVertices ); + } + } + } +} + + +//----- (00437C96) -------------------------------------------------------- +void IndoorCameraD3D::do_draw_debug_line_d3d(const RenderVertexD3D3 *pLineBegin, unsigned int uDiffuseBegin, const RenderVertexD3D3 *pLineEnd, unsigned int uDiffuseEnd, float z_stuff) +{ + double v6; // st7@2 + IDirect3DDevice3 *v7; // eax@2 + HRESULT v8; // eax@2 + std::string v9; // [sp-18h] [bp-60h]@3 + const char *v10; // [sp-Ch] [bp-54h]@2 + const char *v11; // [sp-8h] [bp-50h]@2 + int v12; // [sp-4h] [bp-4Ch]@2 + RenderVertexD3D3 v13[2]; // [sp+8h] [bp-40h]@2 + + if ( pRenderer->pRenderD3D ) + { + v6 = 0.001 - z_stuff; + memcpy(v13, pLineBegin, 0x20u); + memcpy(&v13[1], pLineEnd, sizeof(v13[1])); + v13[0].pos.z = v6; + v13[1].pos.z = v6; + v12 = 0; + v13[0].diffuse = uDiffuseBegin; + v13[1].diffuse = uDiffuseEnd; + v7 = pRenderer->pRenderD3D->pDevice; + v11 = 0; + //v10 = (const char *)v7; + ErrD3D(pRenderer->pRenderD3D->pDevice->SetTexture(0, nullptr)); + ErrD3D(pRenderer->pRenderD3D->pDevice->DrawPrimitive( + D3DPT_LINELIST, + 452, + v13, + 2, + 16)); + } + else + { + MessageBoxW(nullptr, L"draw_debug_line() not implemented for SW rendering", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Core3D.cpp:1415", 0); + } +} + +//----- (00437AB5) -------------------------------------------------------- +void IndoorCameraD3D::do_draw_debug_line_sw(RenderVertexSoft *pLineBegin, unsigned int uStartDiffuse, RenderVertexSoft *pLineEnd, unsigned int uEndDiffuse, unsigned int uOutNumVertices, float z_stuff) +{ + char *v7; // eax@2 + signed int v8; // edx@2 + float v9; // ecx@5 + float v10; // eax@5 + char *v11; // eax@6 + signed int v12; // edx@6 + float v13; // edx@8 + float v14; // eax@8 + float v15; // eax@8 + double v16; // st7@11 + HRESULT v17; // eax@11 + std::string v18; // [sp-18h] [bp-7E4h]@12 + IDirect3DDevice3 *v19; // [sp-Ch] [bp-7D8h]@8 + const char *v20; // [sp-8h] [bp-7D4h]@8 + int v21; // [sp-4h] [bp-7D0h]@8 + RenderVertexSoft a1[20]; // [sp+8h] [bp-7C4h]@6 + RenderVertexSoft pVertices[20]; // [sp+3C8h] [bp-404h]@2 + RenderVertexD3D3 v24[2]; // [sp+788h] [bp-44h]@11 + IndoorCameraD3D *v25; // [sp+7C8h] [bp-4h]@1 + + v25 = this; + if ( pRenderer->pRenderD3D ) + { + v7 = (char *)&pVertices[0].flt_2C; + v8 = 20; + do + { + *(float *)v7 = 0.0; + v7 += 48; + --v8; + } + while ( v8 ); + if ( (char)uOutNumVertices ) + { + v9 = pLineBegin->vWorldViewProjX; + pVertices[0].vWorldViewProjY = pLineBegin->vWorldViewProjY; + pVertices[0].vWorldViewProjX = v9; + v10 = pLineEnd->vWorldViewProjY; + pVertices[1].vWorldViewProjX = pLineEnd->vWorldViewProjX; + pVertices[1].vWorldViewProjY = v10; +LABEL_11: + v16 = 0.001 - z_stuff; + v24[0].specular = 0; + v24[0].pos.x = pVertices[0].vWorldViewProjX; + v24[0].pos.y = pVertices[0].vWorldViewProjY; + v24[0].pos.z = v16; + v24[0].diffuse = uStartDiffuse; + v24[0].rhw = 0.001; + v24[1].pos.x = pVertices[1].vWorldViewProjX; + v24[0].texcoord.x = 0.0; + v24[1].pos.y = pVertices[1].vWorldViewProjY; + v24[0].texcoord.y = 0.0; + v24[1].diffuse = uEndDiffuse; + v24[1].pos.z = v16; + v24[1].specular = 0; + v21 = 0; + v24[1].rhw = 0.001; + v20 = 0; + v24[1].texcoord.x = 0.0; + v24[1].texcoord.y = 0.0; + //v19 = pRenderer->pRenderD3D->pDevice; + ErrD3D(pRenderer->pRenderD3D->pDevice->SetTexture(0, nullptr)); + ErrD3D(pRenderer->pRenderD3D->pDevice->DrawPrimitive( + D3DPT_LINELIST, + D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1, + v24, + 2, + 16)); + return; + } + v11 = (char *)&a1[0].flt_2C; + v12 = 20; + do + { + *(float *)v11 = 0.0; + v11 += 48; + --v12; + } + while ( v12 ); + v21 = 0; + v20 = (const char *)1; + v19 = (IDirect3DDevice3 *)4; + v13 = pLineBegin->vWorldPosition.x; + uOutNumVertices = 2; + a1[0].vWorldPosition.x = v13; + v14 = pLineBegin->vWorldPosition.z; + a1[0].vWorldPosition.y = pLineBegin->vWorldPosition.y; + a1[0].vWorldPosition.z = v14; + a1[1].vWorldPosition.x = pLineEnd->vWorldPosition.x; + v15 = pLineEnd->vWorldPosition.z; + a1[1].vWorldPosition.y = pLineEnd->vWorldPosition.y; + a1[1].vWorldPosition.z = v15; + if ( _437285_prolly_colide_vertices_against_frustrum( + a1, + &uOutNumVertices, + pVertices, + this->std__vector_000034_prolly_frustrum, + 4, + 1, + 0) != 1 + || (signed int)uOutNumVertices >= 2 ) + { + ViewTransform(pVertices, 2u); + Project(pVertices, 2u, 0); + goto LABEL_11; + } + } + else + MessageBoxW(nullptr, L"draw_debug_line() not implemented for SW rendering", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Core3D.cpp:1383", 0); +} + + +//----- (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 + IndoorCameraD3D *thisa; // [sp+10h] [bp-4h]@1 + + v5 = 0; + thisa = this; + if ( (signed int)(uNumLines - 1) > 0 ) + { + v6 = pLineVertices; + v7 = uNumLines - 1; + v5 = uNumLines - 1; + do + { + v8 = v6 + 1; + do_draw_debug_line_d3d(v6, uDiffuse, v6 + 1, uDiffuse, z_stuff); + --v7; + v6 = v8; + } + while ( v7 ); + } + 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) +{ + unsigned int v5; // esi@1 + RenderVertexSoft *v6; // eax@2 + RenderVertexSoft *v7; // edi@3 + char v8; // zf@3 + IndoorCameraD3D *v9; // [sp+10h] [bp-4h]@1 + unsigned int uNumVerticesa; // [sp+20h] [bp+Ch]@2 + + v9 = this; + v5 = 0; + if ( (signed int)(uNumVertices - 1) > 0 ) + { + v6 = a2; + v5 = uNumVertices - 1; + uNumVerticesa = uNumVertices - 1; + do + { + v7 = v6 + 1; + do_draw_debug_line_sw(v6, uDiffuse, v6 + 1, uDiffuse, 0, a5); + v8 = uNumVerticesa-- == 1; + v6 = v7; + } + while ( !v8 ); + } + do_draw_debug_line_sw(&a2[v5], uDiffuse, a2, uDiffuse, 0, a5); +} + + +//----- (00437906) -------------------------------------------------------- +void IndoorCameraD3D::PrepareAndDrawDebugOutline(BLVFace *pFace, unsigned int uDiffuse) +{ + char *v3; // eax@2 + signed int v4; // ecx@2 + signed int v5; // ebx@5 + Vec3_short_ *v6; // edx@6 + char *v7; // esi@6 + signed int v8; // ecx@7 + IndoorCameraD3D *thisa; // [sp+8h] [bp-4h]@1 + + thisa = this; + + + 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; + } + + v5 = 0; + if ( pFace->uNumVertices ) + { + v6 = pIndoor->pVertices; + v7 = (char *)&static_sub_437906_array_50CDD0[0].vWorldPosition.y; + do + { + v8 = v5++; + *((float *)v7 - 1) = (double)v6[pFace->pVertexIDs[v8]].x; + *(float *)v7 = (double)v6[pFace->pVertexIDs[v8]].y; + v7 += 48; + *((float *)v7 - 11) = (double)v6[pFace->pVertexIDs[v8]].z; + *((float *)v7 - 4) = (double)pFace->pVertexUIDs[v8]; + *((float *)v7 - 3) = (double)pFace->pVertexVIDs[v8]; + } + while ( v5 < pFace->uNumVertices ); + } + 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_ *a1, Matrix3x3_float_ *a2, Matrix3x3_float_ *out) +{ + float *v4; // ecx@1 + float *v5; // eax@1 + signed int v6; // ebx@1 + float *v7; // edx@2 + float *v8; // ecx@2 + signed int v9; // edi@2 + double v10; // st7@3 + double v11; // st6@3 + + v4 = (float *)out; + v5 = &a1->_12; + v6 = 3; + do + { + v7 = v4; + v8 = &a2->_21; + v9 = 3; + do + { + v10 = v8[3] * v5[1] + *(v8 - 3) * *(v5 - 1); + v11 = *v8 * *v5; + ++v8; + *v7 = v10 + v11; + ++v7; + --v9; + } + while ( v9 ); + v5 += 3; + --v6; + v4 = v7; + } + while ( v6 ); +} + + +//----- (004376E7) -------------------------------------------------------- +void IndoorCameraD3D::CreateWorldMatrixAndSomeStuff() +{ + //IndoorCameraD3D *v1; // esi@1 + double v2; // st7@1 + //signed int v3; // edi@1 + //int v4; // eax@1 + //double v5; // st7@2 + //double v6; // st7@3 + 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 + float v12; // [sp+C4h] [bp-4h]@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 = pIndoorCamera->fRotationXCosine, + sin_x1 = pIndoorCamera->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 = pIndoorCamera->fRotationYCosine, + sin_y1 = pIndoorCamera->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->uScreenY); +} + + +//----- (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)pIndoorCamera->pos.x; + v8.y = (double)pIndoorCamera->pos.y; + v8.z = (double)pIndoorCamera->pos.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); + 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 + char a2_3; // [sp+4Fh] [bp+Fh]@5 + + v4 = *pOutNumVertices; + if ( (signed int)*pOutNumVertices <= 3 + || ((v5 = a2, + memcpy(&v18, a2, sizeof(v18)), + (v18.vWorldPosition.z - (double)pBLVRenderParams->vPartyPos.z) * thisa->face_plane.vNormal.z + + (v18.vWorldPosition.y - (double)pBLVRenderParams->vPartyPos.y) * thisa->face_plane.vNormal.y + + (v18.vWorldPosition.x - (double)pBLVRenderParams->vPartyPos.x) * thisa->face_plane.vNormal.x < 0.0) ? (v6 = 1.0) : (v6 = -1.0), + a2_3 = 0, + memcpy(&v5[v4], v5, sizeof(v5[v4])), + memcpy(&v5[*pOutNumVertices + 1], &v5[1], sizeof(v5[*pOutNumVertices + 1])), + v7 = *pOutNumVertices, + (signed int)*pOutNumVertices <= 0) ) + goto LABEL_28; + v8 = 1; + for ( thisb = 1; ; v8 = thisb ) + { + v9 = v8 - 1; + v10 = v8 + 1; + v19 = v8 + 1; + if ( v8 - 1 >= (signed int)v7 ) + v9 -= v7; + if ( v8 >= (signed int)v7 ) + v8 -= v7; + if ( v19 >= (signed int)v7 ) + v10 = v19 - v7; + v11 = (int)&v5[v10]; + v12 = (int)&v5[v9]; + if ( -0.009999999776482582 > ((v5[v8].vWorldViewProjX - *(float *)(v12 + 24)) + * (*(float *)(v11 + 28) - *(float *)(v12 + 28)) + - (v5[v8].vWorldViewProjY - *(float *)(v12 + 28)) + * (*(float *)(v11 + 24) - *(float *)(v12 + 24))) + * v6 ) + { + thisb = v19; + v16 = pOutNumVertices; + } + else + { + v13 = thisb; + if ( thisb >= (signed int)v7 ) + v13 = thisb - v7; + v14 = v13; + if ( v13 < (signed int)v7 ) + { + v15 = &v5[v13]; + do + { + memcpy(v15, &v15[1], 0x30u); + ++v14; + ++v15; + } + while ( v14 < (signed int)*pOutNumVertices ); + } + v16 = pOutNumVertices; + a2_3 = 1; + --*v16; + } + v7 = *v16; + if ( thisb - 1 >= (signed int)*v16 ) + break; + } + if ( a2_3 ) + result = 1; + else +LABEL_28: + result = 0; + return result; +} + +//----- (00437285) -------------------------------------------------------- +bool IndoorCameraD3D::_437285_prolly_colide_vertices_against_frustrum(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; + uint i = 0; + while ( 1 ) + { + 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->_4985FB(v15, *pOutNumVertices, v14, pOutNumVertices, &a5, a4[i].dot, (char *)&a7a, _unused); + //v12 = *pOutNumVertices; + if (*pOutNumVertices < v18) + break; + //result = a6a; + //v13 += 24; + if (++i >= uNumVertices) + return a7a; + } + *pOutNumVertices = 0; + return true; +} + +//----- (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].flt_20 - (char *)v6 + v9) = *(float *)(v9 + 32); + v9 += 48; + } + while ( v12 < (signed int)*v7 ); + } + return _437285_prolly_colide_vertices_against_frustrum( + 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) -------------------------------------------------------- +int IndoorCameraD3D::_437143(unsigned int uNumInVertices, RenderVertexSoft *pOutVertices, RenderVertexSoft *pInVertices, unsigned int *pOutNumVertices) +{ + unsigned int v5; // edi@1 + char *pOutVertices_; // edx@2 + char *v7; // eax@2 + unsigned int v8; // ebx@2 + double v9; // st7@3 + double v10; // st6@3 + int result; // eax@5 + unsigned int a2a; // [sp+10h] [bp+Ch]@2 + + v5 = uNumInVertices; + if ( (signed int)uNumInVertices > 0 ) + { + pOutVertices_ = (char *)&pOutVertices->vWorldViewProjY; + v7 = (char *)&pInVertices->flt_20; + v8 = (char *)pOutVertices - (char *)pInVertices; + a2a = uNumInVertices; + do + { + *(float *)v7 = 1.0 / (*((float *)v7 - 5) + 0.0000001); + memcpy(pOutVertices_ - 28, v7 - 32, 0x30u); + v9 = (double)pOutdoorCamera->int_fov_rad * *(float *)&v7[v8]; + v10 = (double)pViewport->uScreenCenterX - v9 * *((float *)v7 - 4); + v7 += 48; + *((float *)pOutVertices_ - 1) = v10; + *(float *)pOutVertices_ = (double)pViewport->uScreenCenterY - v9 * *((float *)v7 - 15); + pOutVertices_ += 48; + --a2a; + } + while ( a2a ); + v5 = uNumInVertices; + } + result = (int)pOutNumVertices; + *pOutNumVertices = v5; + return result; +} +//----- (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)pOutdoorCamera->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; + } + 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_].flt_20 = 1.0 / v6; + if ( v7 ) + { + v13 = (unsigned int)&v10[*pOutNumVertices_]; + if ( *(float *)(v13 + 12) != *((float *)v8 - 18) || *(float *)(v13 + 16) != *((float *)v8 - 17) ) + goto LABEL_21; + v14 = 0; + v15 = *(float *)(v13 + 20) == *((float *)v8 - 16); + } + 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; + } + v14 = 0; + v15 = *(float *)(v16 + 20) == *((float *)v8 - 4); + } + if ( !(v15 | v14) ) + goto LABEL_21; +LABEL_23: + if ( a1a ) + { + memcpy(&v10[*pOutNumVertices_], v8 - 36, sizeof(v10[*pOutNumVertices_])); + pOutVertices[*pOutNumVertices_].flt_20 = 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].flt_20 = 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)++].flt_20 = 1.0 / (*((float *)v6 - 6) + 0.0000001); + } + v5 = a1a; + v6 += 48; + --uNumInVertices; + } + while ( uNumInVertices ); + } + if ( (signed int)*pOutNumVertices < 3 ) + *pOutNumVertices = 0; + } +} + + +//----- (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->uViewportW - (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->uViewportZ; + if ( v8 >= pVertices[i].vWorldViewProjX ) + v9 = pVertices[i].vWorldViewProjX; + else + v9 = v8; + v10 = (double)(signed int)pViewport->uViewportX; + 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->uViewportW; + if ( v11 >= pVertices[i].vWorldViewProjY) + v12 = pVertices[i].vWorldViewProjY; + else + v12 = v11; + v13 = (double)(signed int)pViewport->uViewportY; + 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->uViewportW - floorf(a2b + 0.5f); + } + else + { + LODWORD(v9) = pBLVRenderParams->field_40 << 16; + HIDWORD(v9) = pBLVRenderParams->field_40 >> 16; + v10 = v9 / x; + LODWORD(v9) = pBLVRenderParams->field_40 << 16; + HIDWORD(v9) = pBLVRenderParams->field_40 >> 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 = 3.4028235e38; + 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) +{ + unsigned int v3; // edx@1 + double result; // st7@1 + float *v5; // ecx@2 + + v3 = uStripType; + result = 1.1754944e-38; + if ( (signed int)uStripType > 0 ) + { + v5 = &pVertex->vWorldPosition.z; + do + { + if ( *v5 > result ) + result = *v5; + v5 += 12; + --v3; + } + while ( v3 ); + } + return result; +} \ No newline at end of file