diff Engine/Graphics/LightmapBuilder.cpp @ 2532:9ec6b8be16fe

Mobile light
author Ritor1
date Mon, 19 Jan 2015 22:39:03 +0600
parents f6de3e15d4a5
children a902abdfc7f2
line wrap: on
line diff
--- a/Engine/Graphics/LightmapBuilder.cpp	Sun Nov 23 15:30:17 2014 +0600
+++ b/Engine/Graphics/LightmapBuilder.cpp	Mon Jan 19 22:39:03 2015 +0600
@@ -11,12 +11,9 @@
 #include "../ErrorHandling.h"
 
 #include "Lights.h"
-
+#include "..\MMT.h"
 #include "stru9.h"
 
-
-
-
 LightsStack_StationaryLight_ *pStationaryLightsStack = new LightsStack_StationaryLight_;
 //StationaryLight pStationaryLights[400];
 //int uNumStationaryLightsApplied; // weak
@@ -25,13 +22,12 @@
 //int uNumMobileLightsApplied;
 
 
-
-
-
 //----- (0045DF13) --------------------------------------------------------
 Lightmap::Lightmap()
 {
-  uNumVertices = -1;
+  // For initialization step(I)
+
+  NumVertices = -1;
   for (uint i = 0; i < 64; ++i)
     pVertices[i].flt_2C = 0.0f;
   this->field_C18 = 0;
@@ -41,14 +37,13 @@
 //----- (0045BB06) --------------------------------------------------------
 LightmapBuilder::LightmapBuilder()
 {
-  char *v2; // eax@1
-  signed int v3; // ecx@1
+  // For initialization step(II)
 
-  for ( int i = 0; i < 512; ++i )
+  for ( int i = 0; i < 512; ++i )//for light type 1
     this->std__vector_000004[i] = Lightmap();
   this->std__vector_000004_size = 0;
 
-  for ( int i = 0; i < 768; ++i )
+  for ( int i = 0; i < 768; ++i )//for light type 2
     this->std__vector_183808[i] = Lightmap();
   this->std__vector_183808_size = 0;
 
@@ -56,730 +51,11 @@
     this->field_3C8C34[i].flt_2C = 0.0f;
 }
 
-//----- (0045BC07) --------------------------------------------------------
-bool LightmapBuilder::ApplyLights(stru320 *a2, stru154 *a3, unsigned int uNumVertices, RenderVertexSoft *a5, IndoorCameraD3D_Vec4 *a6, char uClipFlag)
-{
-  Vec3_int_ pos; // [sp+2Ch] [bp-40h]@21
-  RenderVertexSoft *a9; // [sp+68h] [bp-4h]@8
-
-  if (!uNumVertices)
-    return false;
-
-  static RenderVertexSoft static_69B140[64];
-
-  a9 = a5;
-  if (a6)
-  {
-    for (uint i = 0; i < uNumVertices; ++i)
-      memcpy(static_69B140 + i, a5 + i, sizeof(RenderVertexSoft));
-
-    //__debugbreak();
-    if (pGame->pIndoorCameraD3D->_437376(a3, static_69B140, &uNumVertices) == 1)
-    {
-      if ( !uNumVertices )
-        return false;
-      a9 = static_69B140;
-    }
-  }
-
-  static stru314 static_69B110;
-  static_69B110.field_4.x = a3->face_plane.vNormal.x;
-  static_69B110.field_4.y = a3->face_plane.vNormal.y;
-  static_69B110.field_4.z = a3->face_plane.vNormal.z;
-  static_69B110.dist = a3->face_plane.dist;
-  if (!pGame->pIndoorCameraD3D->GetFacetOrientation(a3->polygonType, &static_69B110.field_4,
-          &static_69B110.field_10, &static_69B110.field_1C))
-  {
-    MessageBoxW(nullptr, L"Error: Failed to get the facet orientation", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:119", 0);
-    ExitProcess(0);
-  }
-
-  for (uint i = 0; i < a2->uNumLightsApplied; ++i)
-  {
-    pos.x = a2->_blv_lights_xs[i];
-    pos.y = a2->_blv_lights_ys[i];
-    pos.z = a2->_blv_lights_zs[i];
-
-    uint uColorR = (uint)floorf(a2->_blv_lights_rs[i] * 255.0 + 0.5f) & 0xFF,
-         uColorG = (uint)floorf(a2->_blv_lights_gs[i] * 255.0 + 0.5f) & 0xFF,
-         uColorB = (uint)floorf(a2->_blv_lights_bs[i] * 255.0 + 0.5f) & 0xFF;
-    uint uColor = (uColorR << 16) | (uColorG << 8) | uColorB;
-    if (!uColor)
-      uColor = 0x00FFFFF;
-
-    if (!_45BE86_build_light_polygon(&pos, a2->_blv_lights_radii[i], uColor, a2->_blv_lights_light_dot_faces[i],
-              a2->_blv_lights_types[i], &static_69B110, uNumVertices, a9, uClipFlag) )
-    {
-      MessageBoxW(nullptr, L"Error: Failed to build light polygon", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:138", 0);
-    }
-  }
-  return true;
-}
-
-//----- (0045BE86) --------------------------------------------------------
-bool LightmapBuilder::_45BE86_build_light_polygon(Vec3_int_ *pos, float radius, unsigned int uColorMask, float dot_dist, int uLightType, stru314 *a7, unsigned int uNumVertices, RenderVertexSoft *a9, char uClipFlag)
-{
-  Lightmap *lightmap; // edi@3
-  double v17; // st7@5
-  double v24; // st7@6
-  double v38; // st7@14
-  double v39; // st7@16
-  double v40; // st7@16
-  int v45; // eax@24
-
-  if (radius < 0.0f)
-    return true;
-
-  lightmap = uLightType & 1 ? &std__vector_000004[std__vector_000004_size] :
-                         &std__vector_183808[std__vector_183808_size];
-  tex_light_radius = radius - dot_dist;
-  flt_3C8C28 = sqrt((radius + radius - tex_light_radius) * tex_light_radius);
-  //flt_3C8C28 = sqrt(tex_light_radius * tex_light_radius);
-  flt_3C8C2C_lightmaps_brightness = 1.0 - (radius - flt_3C8C28) / radius;
-  lightmap->field_C08 = (double)pos->x - dot_dist * a7->field_4.x;
-  lightmap->field_C0A = (double)pos->y - dot_dist * a7->field_4.y;
-  lightmap->field_C0C = (double)pos->z - dot_dist * a7->field_4.z;
-
-  flt_3C8C30 = radius * flt_3C8C2C_lightmaps_brightness;
-  flt_3C8C0C = flt_3C8C30 * a7->field_10.x;
-  flt_3C8C10 = flt_3C8C30 * a7->field_10.y;
-  flt_3C8C14 = flt_3C8C30 * a7->field_10.z;
-
-  flt_3C8C18 = flt_3C8C30 * a7->field_1C.x;
-  flt_3C8C1C = flt_3C8C30 * a7->field_1C.y;
-  flt_3C8C20 = flt_3C8C30 * a7->field_1C.z;
-
-  lightmap->pVertices[0].vWorldPosition.x = lightmap->field_C08 - flt_3C8C18 + flt_3C8C0C;
-  lightmap->pVertices[0].vWorldPosition.y = lightmap->field_C0A - flt_3C8C1C + flt_3C8C10;
-  lightmap->pVertices[0].vWorldPosition.z = lightmap->field_C0C - flt_3C8C20 + flt_3C8C14;
-  lightmap->pVertices[0].u = 0.0;
-  lightmap->pVertices[0].v = 0.0;
-
-  lightmap->pVertices[1].vWorldPosition.x = lightmap->field_C08 - flt_3C8C18 - flt_3C8C0C;
-  lightmap->pVertices[1].vWorldPosition.y = lightmap->field_C0A - flt_3C8C1C - flt_3C8C10;
-  lightmap->pVertices[1].vWorldPosition.z = lightmap->field_C0C - flt_3C8C20 - flt_3C8C14;
-  lightmap->pVertices[1].u = 0.0;
-  lightmap->pVertices[1].v = 1.0;
-
-  lightmap->pVertices[2].vWorldPosition.x = lightmap->field_C08 + flt_3C8C18 - flt_3C8C0C;
-  lightmap->pVertices[2].vWorldPosition.y = lightmap->field_C0A + flt_3C8C1C - flt_3C8C10;
-  lightmap->pVertices[2].vWorldPosition.z = lightmap->field_C0C + flt_3C8C20 - flt_3C8C14;
-  lightmap->pVertices[2].u = 1.0;
-  lightmap->pVertices[2].v = 1.0;
-
-  lightmap->pVertices[3].vWorldPosition.x = lightmap->field_C08 + flt_3C8C18 + flt_3C8C0C;
-  lightmap->pVertices[3].vWorldPosition.y = lightmap->field_C0A + flt_3C8C1C + flt_3C8C10;
-  lightmap->pVertices[3].vWorldPosition.z = lightmap->field_C0C + flt_3C8C20 + flt_3C8C14;
-  lightmap->pVertices[3].u = 1.0;
-  lightmap->pVertices[3].v = 0.0;
-
-  for (uint i = 0; i < 4; ++i)
-  {
-    v24 = a7->field_4.y * lightmap->pVertices[i].vWorldPosition.y
-        + a7->field_4.z * lightmap->pVertices[i].vWorldPosition.z
-        + a7->field_4.x * lightmap->pVertices[i].vWorldPosition.x
-        + a7->dist;
-
-    lightmap->pVertices[i].vWorldPosition.x -= v24 * a7->field_4.x;
-    lightmap->pVertices[i].vWorldPosition.y -= v24 * a7->field_4.y;
-    lightmap->pVertices[i].vWorldPosition.z -= v24 * a7->field_4.z;
-  }
-
-  lightmap->uColorMask = uColorMask;
-  lightmap->uNumVertices = 4;
-
-  //Brightness(ÿðêîñòü)/////////////////////////////////
-  if (~pGame->uFlags2 & 4)
-    lightmap->fBrightness = flt_3C8C2C_lightmaps_brightness;
-  else
-  {
-    Vec3_float_ a1; // [sp+2Ch] [bp-20h]@8
-    a1.x = (double)pos->x - lightmap->field_C08;
-    a1.y = (double)pos->y - lightmap->field_C0A;
-    a1.z = (double)pos->z - lightmap->field_C0C;
-    a1.Normalize();
-
-    auto temp1 = lightmap->field_C08 + 0.5f,
-         temp2 = lightmap->field_C0A + 0.5f,
-         temp3 = lightmap->field_C0C + 0.5f;
-
-    auto dist_x = abs(pos->x - temp1), //v31
-         dist_y = abs(pos->y - temp2), //v32  arg0a
-         dist_z = abs(pos->z - temp3); //v33  _v64
-    v38 = int_get_vector_length(dist_x, dist_y, dist_z);
-    if (v38 > radius)
-      return true;
-    //radius = (1 / radius) * v38;
-    if ( uLightType & 4 )
-    {
-      v39 = fabs(a1.x * a7->field_4.x + a1.z * a7->field_4.z + a1.y * a7->field_4.y);
-      v40 = v39 * 1.0 * flt_4D86CC;
-
-      lightmap->fBrightness = v40 - ((1 / radius) * v38) * v40;
-    }
-    else if ( uLightType & 8 )
-    {
-        v40 = 1.0 * 1.0;
-        lightmap->fBrightness = v40 - ((1 / radius) * v38);
-    }
-    else
-        MessageBoxW(nullptr, L"Invalid light type!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:277", 0);
-  }
- //Brightness(ÿðêîñòü)/////////////////////////////////////////////////////
-
-  if (!pGame->pStru9Instance->_4980B9(a9, uNumVertices,
-                                      a7->field_4.x, a7->field_4.y, a7->field_4.z,
-                                      lightmap->pVertices, &lightmap->uNumVertices))
-    return false;
-
-  if (!lightmap->uNumVertices)
-    return true;
-
-  v45 = _45C6D6(uNumVertices, a9, lightmap);
-  if ( v45 != uNumVertices && v45 > 0 )
-    _45C4B9(uNumVertices, a9, lightmap);
-
-  pGame->pIndoorCameraD3D->ViewTransform(lightmap->pVertices, lightmap->uNumVertices);
-  pGame->pIndoorCameraD3D->Project(lightmap->pVertices, lightmap->uNumVertices, 0);
-
-  unsigned int _a4 = 0;
-  if ( !(uClipFlag & 1) )
-    _a4 = 1;
-  else if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor)
-  {
-    if ( uClipFlag & 2 )
-    {
-      pGame->pIndoorCameraD3D->_436CDC_mess_with_lightmap__clipflag_2(lightmap->pVertices, lightmap->uNumVertices, field_3C8C34, &_a4);
-      pGame->pIndoorCameraD3D->_437143(_a4, lightmap->pVertices, field_3C8C34, &lightmap->uNumVertices);
-    }
-    else if ( uClipFlag & 4 )
-    {
-      pGame->pIndoorCameraD3D->_436F09_mess_with_lightmap__clipflag_4(lightmap->pVertices, lightmap->uNumVertices, field_3C8C34, &_a4);
-      pGame->pIndoorCameraD3D->_437143(_a4, lightmap->pVertices, field_3C8C34, &lightmap->uNumVertices);
-    }
-    else
-      MessageBoxW(nullptr, L"Undefined clip flag specified", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:330", 0);
-  }
-  else
-    MessageBoxW(nullptr, L"Lightpoly builder native indoor clipping not implemented", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:335", 0);
-
-  if (_a4)
-  {
-    if (uLightType & 1)
-    {
-      if (std__vector_000004_size < 512 - 1)
-        ++std__vector_000004_size;
-    }
-    else
-    {
-      if (std__vector_183808_size < 768 - 1)
-        ++std__vector_183808_size;
-    }
-    //if ( v50 ^ v51 )
-    //  *(unsigned int *)v48 = v49 + 1;
-  }
-  return true;
-}
-
-//----- (0045C4B9) --------------------------------------------------------
-int LightmapBuilder::_45C4B9(int a2, RenderVertexSoft *a3, Lightmap *pLightmap)
-{
-  RenderVertexSoft *v9; // esi@3
-  RenderVertexSoft *v12; // ecx@8
-  char v13; // bl@17
-  signed int v14; // edx@17
-  double v15; // st6@18
-  double v16; // st6@21
-  double v17; // st6@24
-  signed int v18; // edx@33
-  float v22; // [sp+Ch] [bp-14h]@23
-  float v23; // [sp+10h] [bp-10h]@20
-  int v24; // [sp+14h] [bp-Ch]@1
-  char v26; // [sp+1Eh] [bp-2h]@17
-  char v27; // [sp+1Fh] [bp-1h]@17
-
-  v24 = 0;
-  for ( uint i = 0; i < pLightmap->uNumVertices; i++)
-  {
-    v9 = &pLightmap->pVertices[(i + 1) % pLightmap->uNumVertices];
-    if ( pLightmap->pVertices[i].vWorldPosition.x != v9->vWorldPosition.x
-      || pLightmap->pVertices[i].vWorldPosition.y != v9->vWorldPosition.y
-      || pLightmap->pVertices[i].vWorldPosition.z != v9->vWorldPosition.z )
-    {
-      for ( uint j = 0; j < a2; ++j )
-      {
-        v12 = &a3[(j + 1) % a2];
-        if ((a3[j].vWorldPosition.x != v12->vWorldPosition.x
-          || a3[j].vWorldPosition.y != v12->vWorldPosition.y
-          || a3[j].vWorldPosition.z != v12->vWorldPosition.z)
-          && pLightmap->pVertices[i].vWorldPosition.x == a3[j].vWorldPosition.x
-          && pLightmap->pVertices[i].vWorldPosition.y == a3[j].vWorldPosition.y
-          && pLightmap->pVertices[i].vWorldPosition.z == a3[j].vWorldPosition.z
-          && (v9->vWorldPosition.x != v12->vWorldPosition.x
-           || v9->vWorldPosition.y != v12->vWorldPosition.y
-           || v9->vWorldPosition.z != v12->vWorldPosition.z) )
-        {
-          v13 = 0;
-          v14 = 0;
-          v27 = 0;
-          v26 = 0;
-
-          if ( v9->vWorldPosition.x <= (double)v12->vWorldPosition.x )
-            v15 = v12->vWorldPosition.x - v9->vWorldPosition.x;
-          else
-            v15 = v9->vWorldPosition.x - v12->vWorldPosition.x;
-          v23 = v15;
-
-          if ( v9->vWorldPosition.y <= (double)v12->vWorldPosition.y )
-            v16 = v12->vWorldPosition.y - v9->vWorldPosition.y;
-          else
-            v16 = v9->vWorldPosition.y - v12->vWorldPosition.y;
-          v22 = v16;
-
-          if ( v9->vWorldPosition.z <= (double)v12->vWorldPosition.z )
-            v17 = v12->vWorldPosition.z - v9->vWorldPosition.z;
-          else
-            v17 = v9->vWorldPosition.z - v12->vWorldPosition.z;
-
-          if ( v23 < 1.0 )
-          {
-            v13 = 1;
-            v14 = 1;
-          }
-
-          if ( v22 < 1.0 )
-          {
-            v27 = 1;
-            ++v14;
-          }
-
-          if ( v17 < 1.0 )
-          {
-            v26 = 1;
-            ++v14;
-          }
-
-          if ( v14 > 1 )
-          {
-            v18 = 0;
-            if ( v13 && v9->vWorldPosition.x != v12->vWorldPosition.x )
-            {
-              v18 = 1;
-              v9->vWorldPosition.x = v12->vWorldPosition.x;
-            }
-
-            if ( v27 && v9->vWorldPosition.y != v12->vWorldPosition.y )
-            {
-              ++v18;
-              v9->vWorldPosition.y = v12->vWorldPosition.y;
-            }
-
-            if ( v26 && v9->vWorldPosition.z != v12->vWorldPosition.z )
-            {
-              ++v18;
-              v9->vWorldPosition.z = v12->vWorldPosition.z;
-            }
-
-            if ( v18 > 0 )
-              ++v24;
-          }
-        }
-      }
-    }
-  }
-  return v24;
-}
-
-//----- (0045C6D6) --------------------------------------------------------
-int LightmapBuilder::_45C6D6(int a2, RenderVertexSoft *a3, Lightmap *pLightmap)
-{
-  signed int v6; // esi@1
-  double v9; // st7@6
-  double v10; // st6@10
-  double v11; // st5@14
-  double v12; // st7@17
-  int v15; // [sp+Ch] [bp-8h]@1
-  float v16; // [sp+10h] [bp-4h]@1
-
-  v6 = -1;
-  v16 = 3.4028235e38;
-  v15 = 0;
-  if ( (signed int)pLightmap->uNumVertices > 0 )
-  {
-    for ( uint i = 0; i < (signed int)pLightmap->uNumVertices; ++i )
-    {
-      if ( a2 > 0 )
-      {
-        for ( uint j = 0; j < a2; ++j )
-        {
-          if ( pLightmap->pVertices[i].vWorldPosition.x <= (double)a3[j].vWorldPosition.x )
-            v9 = a3[j].vWorldPosition.x - pLightmap->pVertices[i].vWorldPosition.x;
-          else
-            v9 = pLightmap->pVertices[i].vWorldPosition.x - a3[j].vWorldPosition.x;
-          if ( v9 < 2.0 )
-          {
-            v10 = pLightmap->pVertices[i].vWorldPosition.y <= (double)a3[j].vWorldPosition.y
-                ? a3[j].vWorldPosition.y - pLightmap->pVertices[i].vWorldPosition.y
-                : pLightmap->pVertices[i].vWorldPosition.y - a3[j].vWorldPosition.y;
-            if ( v10 < 2.0 )
-            {
-              v11 = pLightmap->pVertices[i].vWorldPosition.z <= (double)a3[j].vWorldPosition.z
-                  ? a3[j].vWorldPosition.z - pLightmap->pVertices[i].vWorldPosition.z
-                  : pLightmap->pVertices[i].vWorldPosition.z - a3[j].vWorldPosition.z;
-              if ( v11 < 2.0 )
-              {
-                v12 = v9 + v11 + v10;
-                if ( v12 < v16 )
-                {
-                  v16 = v12;
-                  v6 = j;
-                }
-              }
-            }
-          }
-        }
-        if ( v6 != -1 )
-        {
-          ++v15;
-          pLightmap->pVertices[i].vWorldPosition.x = a3[v6].vWorldPosition.x;
-          pLightmap->pVertices[i].vWorldPosition.y = a3[v6].vWorldPosition.y;
-          pLightmap->pVertices[i].vWorldPosition.z = a3[v6].vWorldPosition.z;
-        }
-      }
-      v6 = -1;
-      v16 = 3.4028235e38;
-    }
-  }
-  return v15;
-}
-
-//----- (0045C7F6) --------------------------------------------------------
-bool LightmapBuilder::ApplyLights_IndoorFace(unsigned int uFaceID)
-{
-  BLVFace* pFace = &pIndoor->pFaces[uFaceID];
-  BLVSector* pSector = &pIndoor->pSectors[pFace->uSectorID];
-
-  stru_F8AD28.uCurrentAmbientLightLevel = (stru_F8AD28.uDefaultAmbientLightLevel + pSector->uMinAmbientLightLevel) << 16;
-
-  uint uNumLightsApplied = 0;
-  for (uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i)
-  {
-    if (uNumLightsApplied >= 20)
-      break;
-
-    ApplyLight_BLV((StationaryLight *)(pMobileLightsStack->pLights + i), pFace, &uNumLightsApplied, true, 0);
-  }
-
-  for (uint i = 0; i < pSector->uNumLights; ++i)
-  {
-    if (uNumLightsApplied >= 20 )
-      break;
-
-    BLVLightMM7* pLight = &pIndoor->pLights[pSector->pLights[i]];
-    if (~pLight->uAtributes & 0x08)
-      ApplyLight_BLV((StationaryLight *)pLight, pFace, &uFaceID, false, &_4E94D0_light_type);
-  }
-
-  for (uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i)
-  {
-    if (uNumLightsApplied >= 20)
-      break;
-
-    ApplyLight_BLV(pStationaryLightsStack->pLights + i, pFace, &uNumLightsApplied, false, &_4E94D0_light_type);
-  }
-
-  stru_F8AD28.uNumLightsApplied = uNumLightsApplied;
-  return true;
-}
-
-//----- (0045C911) --------------------------------------------------------
-bool LightmapBuilder::ApplyLight_BLV(StationaryLight *pLight, BLVFace *a2, unsigned int *pSlot, bool bLightBackfaces, char *a5)
-{
-  double v13; // st7@8
-
-  if (!pLight->uRadius)
-    return false;
-
-  if (pLight->vPosition.x > a2->pBounding.x1 - pLight->uRadius && pLight->vPosition.x < a2->pBounding.x2 + pLight->uRadius &&
-      pLight->vPosition.y > a2->pBounding.y1 - pLight->uRadius && pLight->vPosition.y < a2->pBounding.y2 + pLight->uRadius &&
-      pLight->vPosition.z > a2->pBounding.z1 - pLight->uRadius && pLight->vPosition.z < a2->pBounding.z2 + pLight->uRadius)
-  {
-    v13 = (double)pLight->vPosition.z * a2->pFacePlane.vNormal.z +
-          (double)pLight->vPosition.y * a2->pFacePlane.vNormal.y +
-          (double)pLight->vPosition.x * a2->pFacePlane.vNormal.x +
-          a2->pFacePlane.dist;
-    if ((bLightBackfaces || v13 >= 0.0f) && fabsf(v13) <= pLight->uRadius)
-    {
-      unsigned int slot = *pSlot;
-
-      stru_F8AD28._blv_lights_radii[slot] = pLight->uRadius;
-      stru_F8AD28._blv_lights_inv_radii[slot] = 65536 / pLight->uRadius;
-      stru_F8AD28._blv_lights_xs[slot] = pLight->vPosition.x;
-      stru_F8AD28._blv_lights_ys[slot] = pLight->vPosition.y;
-      stru_F8AD28._blv_lights_zs[slot] = pLight->vPosition.z;
-      stru_F8AD28._blv_lights_rs[slot] = (double)pLight->uLightColorR / 255.0f;
-      stru_F8AD28._blv_lights_gs[slot] = (double)pLight->uLightColorG / 255.0f;
-      stru_F8AD28._blv_lights_bs[slot] = (double)pLight->uLightColorB / 255.0f;
-      stru_F8AD28._blv_lights_light_dot_faces[slot] = abs((int)floorf(v13 + 0.5f));
-      stru_F8AD28._blv_lights_types[slot] = pLight->uLightType;
-
-      *pSlot += 1;
-      return true;
-    }
-  }
-
-  return false;
-}
-
-//----- (0045CA88) --------------------------------------------------------
-int LightmapBuilder::_45CA88(stru320 *a2, RenderVertexSoft *a3, int a4, Vec3_float_ *pNormal)
-{
-  int result; // eax@1
-  stru320 *v6; // ecx@2
-  RenderVertexSoft *v7; // ebx@2
-  double v8; // st7@2
-  double v9; // st6@2
-  char *v10; // eax@3
-  double v11; // st7@5
-  __int64 v12; // ST2C_8@5
-  float v13; // edx@5
-  int v14; // eax@5
-  float v15; // ST10_4@5
-  Vec3_float_ v16; // ST00_12@5
-  double v17; // st7@5
-  int a5; // [sp+2Ch] [bp-1Ch]@1
-  float v19; // [sp+30h] [bp-18h]@1
-  float v20; // [sp+34h] [bp-14h]@1
-  //LightmapBuilder *thisa; // [sp+38h] [bp-10h]@1
-  int v22; // [sp+3Ch] [bp-Ch]@1
-  int *j; // [sp+40h] [bp-8h]@3
-  int i; // [sp+44h] [bp-4h]@1
-  int a3a; // [sp+58h] [bp+10h]@2
-
-  __debugbreak();//Ritor1: needed cleaning
-
-  *(float *)&a5 = 0.0;
-  v19 = 0.0;
-  //thisa = this;
-  v20 = 0.0;
-  result = _45CBD4(a3, a4, dword_69B010.data(), &v22);
-  for ( i = 0; i < v22; result = i )
-  {
-    v6 = a2;
-    a3a = 0;
-    v7 = &a3[dword_69B010[i]];
-    v8 = v7->vWorldPosition.z;
-    v9 = v7->vWorldPosition.y;
-    *(float *)&a5 = v7->vWorldPosition.x;
-    v19 = v9;
-    v20 = v8;
-    v7->flt_2C = 0.0;
-    if ( a2->uNumLightsApplied > 0 )
-    {
-      v10 = (char *)a2->_blv_lights_ys;
-      for ( j = a2->_blv_lights_ys; ; v10 = (char *)j )
-      {
-        v11 = (double)*((signed int *)v10 - 60);
-        LODWORD(v12) = *((unsigned int *)v10 - 20);
-        HIDWORD(v12) = *(unsigned int *)v10;
-        LODWORD(v13) = *((unsigned int *)v10 + 60);
-        v14 = a3a;
-        LOBYTE(v14) = v6->_blv_lights_types[a3a];
-        v15 = v11;
-        *(_QWORD *)&v16.x = v12;
-        v16.z = v13;
-        v17 = _45CC0C_light(v16/*COERCE_VEC3_FLOAT_(v16.x)*/, 1.0, v15, pNormal, *(float *)&a5/*COERCE_FLOAT(&a5)*/, v14)
-            + v7->flt_2C;
-        ++a3a;
-        ++j;
-        v7->flt_2C = v17;
-        if ( a3a >= a2->uNumLightsApplied )
-          break;
-        v6 = a2;
-      }
-    }
-    ++i;
-  }
-  return result;
-}
-
-//----- (0045CB89) --------------------------------------------------------
-int LightmapBuilder::_45CB89(RenderVertexSoft *a1, int a2)
-{
-  int v3; // edx@1
-  int result; // eax@2
-  char *v5; // ecx@2
-  double v6; // st7@4
-  __int16 v7; // fps@4
-  char v8; // c0@4
-  char v9; // c2@4
-  char v10; // c3@4
-  double v11; // st7@5
-  double v12; // st7@6
-  __int16 v13; // fps@6
-  char v14; // c0@6
-  char v15; // c2@6
-  char v16; // c3@6
-
-  v3 = a2;
-  if ( a2 > 0 )
-  {
-    HIWORD(result) = HIWORD(a1);
-    v5 = (char *)&a1->flt_2C;
-    do
-    {
-      __debugbreak(); // warning C4700: uninitialized local variable 'v7' used
-      if ( *(float *)v5 < 0.0
-        || (v6 = *(float *)v5, /*UNDEF(v7),*/ v8 = 1.0 < v6, v9 = 0, v10 = 1.0 == v6, LOWORD(result) = v7, v6 <= 1.0) )
-      {
-        v12 = *(float *)v5;
-        //UNDEF(v13);
-        v14 = 0.0 < v12;
-        v15 = 0;
-        v16 = 0.0 == v12;
-      __debugbreak(); // warning C4700: uninitialized local variable 'v13' used
-        LOWORD(result) = v13;
-        if ( v12 >= 0.0 )
-          v11 = *(float *)v5;
-        else
-          v11 = 0.0;
-      }
-      else
-      {
-        v11 = 1.0;
-      }
-      *(float *)v5 = v11;
-      v5 += 48;
-      --v3;
-    }
-    while ( v3 );
-  }
-  return result;
-}
-
-//----- (0045CBD4) --------------------------------------------------------
-int LightmapBuilder::_45CBD4(RenderVertexSoft *a2, int a3, int *a4, int *a5)
-{
-  int result; // eax@1
-  int v6; // edx@1
-  int v7; // ecx@2
-  int v8; // esi@2
-
-  result = (int)a5;
-  v6 = 0;
-  for ( *a5 = 0; v6 < a3; ++v6 )
-  {
-    v7 = *a5;
-    v8 = 0;
-    if ( *a5 <= 0 )
-    {
-//LABEL_5:
-      a4[v7] = v6;
-      ++*a5;
-    }
-    else
-    {
-      while ( a4[v8] != v6 )
-      {
-        ++v8;
-		if (v8 >= v7)
-		{
-			a4[v7] = v6;
-			++*a5;
-			break;
-			//goto LABEL_5;
-		}
-      }
-    }
-  }
-  return result;
-}
-
-//----- (0045CC0C) --------------------------------------------------------
-double LightmapBuilder::_45CC0C_light(Vec3_float_ a1, float a2, float a3, Vec3_float_ *pNormal, float a5, int uLightType)
-{
-  float v7; // esi@1
-  int v8; // eax@1
-  double v14; // st7@7
-  double result; // st7@8
-  double v16; // st7@9
-  int v17; // esi@9
-  const char *v18; // ecx@9
-  double v19; // st7@10
-  double v20; // st7@10
-  std::string v21; // [sp-10h] [bp-40h]@13
-  const char *v22[6]; // [sp+0h] [bp-30h]@10
-  double v23; // [sp+18h] [bp-18h]@1
-//  double v24; // [sp+20h] [bp-10h]@1
-  int v25; // [sp+28h] [bp-8h]@1
-  int v26; // [sp+2Ch] [bp-4h]@1
-
-  v7 = a5;
-  LODWORD(a5) = *(unsigned int *)(LODWORD(a5) + 8);
-  //v24 = a5 + 6.7553994e15;
-  v26 = floorf(a5 + 0.5f);//LODWORD(v24);
-  LODWORD(a5) = *(unsigned int *)(LODWORD(v7) + 4);
-  //v24 = a5 + 6.7553994e15;
-  auto _v24 = floorf(a5 + 0.5f);
-  LODWORD(a5) = *(unsigned int *)LODWORD(v7);
-  //v23 = a5 + 6.7553994e15;
-  auto _v23 = floorf(a5 + 0.5f);
-  //*(_QWORD *)((char *)&v24 + 4) = __PAIR__(LODWORD(v24), LODWORD(v23));
-  v26 = abs((signed)LODWORD(a1.z) - v26);
-  //v25 = abs((signed)LODWORD(a1.y) - (signed)LODWORD(v24));
-  //v8 = abs((int)a1.x - (signed)LODWORD(v23));
-  v25 = abs((signed)LODWORD(a1.y) - (signed)_v24);
-  v8 = abs((int)a1.x - (signed)_v23);
-  v14 = int_get_vector_length(v26, v25, v8);
-  if ( v14 <= a3 )
-  {
-    a5 = v14 / a3;
-    v16 = (double)(signed int)a1.x;
-    *(float *)&v23 = (double)SLODWORD(a1.y);
-    LODWORD(a1.x) = *(unsigned int *)LODWORD(v7);
-    v17 = LODWORD(v7) + 4;
-    *((float *)&v23 + 1) = (double)SLODWORD(a1.z);
-    LODWORD(a1.y) = *(unsigned int *)v17;
-    LODWORD(a1.z) = *(unsigned int *)(v17 + 4);
-    a3 = *((float *)&v23 + 1) - a1.z;
-    a1.z = a3;
-    a1.x = v16 - a1.x;
-    a1.y = (float)v23 - a1.y;
-    a1.Normalize();
-    if ( uLightType & 4 )
-    {
-      __debugbreak(); // warning C4700: uninitialized local variable 'v18' used
-      v22[1] = v18;
-      uLightType = dword_4D86D8;
-      v22[0] = v18;
-      v19 = fabs(a1.z * pNormal->z + a1.y * pNormal->y + a1.x * pNormal->x);
-      v20 = v19 * *(float *)&uLightType * a2;
-    }
-    else
-    {
-      if ( uLightType & 8 )
-      {
-        v20 = 1.3 * a2;
-      }
-      else
-      {
-        MessageBoxW(nullptr, L"Invalid light type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:783", 0);
-        v20 = *(float *)&uLightType;
-      }
-    }
-    result = v20 - a5 * v20;
-  }
-  else
-  {
-    result = 0.0;
-  }
-  return result;
-}
-// 4D86D8: using guessed type int dword_4D86D8;
-
+//////////////////////////OUTDOOR LIGHT////////////////////////////////////////////
 //----- (0045CDB7) --------------------------------------------------------
 bool LightmapBuilder::ApplyLights_OutdoorFace(ODMFace *pFace)
 {
+  //For outdoor light (I)
   int v3; // eax@1
   bool result; // eax@9
   int pSlot; // [sp+10h] [bp-4h]@1
@@ -804,137 +80,10 @@
   return true;
 }
 
-//----- (0045CE50) --------------------------------------------------------
-bool LightmapBuilder::ApplyLight_ODM(StationaryLight *pLight, ODMFace *pFace, unsigned int *pSlot, char a4)
-{
-  int result; // eax@0
-  int v10; // ecx@8
-  char v14; // dl@11
-
-  v10 = (pFace->pFacePlane.dist
-              + pLight->vPosition.x * pFace->pFacePlane.vNormal.x
-              + pLight->vPosition.y * pFace->pFacePlane.vNormal.y
-              + pLight->vPosition.z * pFace->pFacePlane.vNormal.z) >> 16;
-  if ( pLight->uRadius > 0
-    && (pLight->vPosition.x > pFace->pBoundingBox.x1 - pLight->uRadius) && pLight->vPosition.x < pLight->uRadius + pFace->pBoundingBox.x2
-    && (pLight->vPosition.y > pFace->pBoundingBox.y1 - pLight->uRadius) && pLight->vPosition.y < pLight->uRadius + pFace->pBoundingBox.y2
-    && (pLight->vPosition.z > pFace->pBoundingBox.z1 - pLight->uRadius) && pLight->vPosition.z < pLight->uRadius + pFace->pBoundingBox.z2
-    && ((a4) || v10 >= 0) && v10 <= pLight->uRadius )
-  {
-    stru_F8AD28._blv_lights_radii[*pSlot] = pLight->uRadius;
-    stru_F8AD28._blv_lights_inv_radii[*pSlot] = 65536 / pLight->uRadius;
-    stru_F8AD28._blv_lights_xs[*pSlot] = pLight->vPosition.x;
-    stru_F8AD28._blv_lights_ys[*pSlot] = pLight->vPosition.y;
-    stru_F8AD28._blv_lights_zs[*pSlot] = pLight->vPosition.z;
-    stru_F8AD28._blv_lights_rs[*pSlot] = (double)pLight->uLightColorR * 0.0039215689;
-    stru_F8AD28._blv_lights_gs[*pSlot] = (double)pLight->uLightColorG * 0.0039215689;
-    stru_F8AD28._blv_lights_bs[*pSlot] = (double)pLight->uLightColorB * 0.0039215689;
-    //v11 = abs(v10);
-    //v12 = pRenderer->bUsingSpecular;
-    stru_F8AD28._blv_lights_light_dot_faces[*pSlot] = abs(v10);
-    stru_F8AD28._blv_lights_types[*pSlot] = pLight->uLightType;
-    //v13 = pRenderer->pRenderD3D;
-    v14 = stru_F8AD28._blv_lights_types[*pSlot];
-    if ( /*pRenderer->pRenderD3D &&*/ pRenderer->bUsingSpecular && v14 & 4 )
-      v14 = _4E94D2_light_type;
-    stru_F8AD28._blv_lights_types[*pSlot] = v14;
-    result = 4 * *pSlot;
-    if ( /*v13*/true && pRenderer->bUsingSpecular )
-    {
-      if ( stru_F8AD28._blv_lights_types[*pSlot] & 4 )
-      {
-        *(float *)((char *)stru_F8AD28._blv_lights_rs + result) = *(float *)((char *)stru_F8AD28._blv_lights_rs + result)
-                                                                * 0.33000001;
-        *(float *)((char *)stru_F8AD28._blv_lights_gs + result) = *(float *)((char *)stru_F8AD28._blv_lights_gs + result)
-                                                                * 0.33000001;
-        *(float *)((char *)stru_F8AD28._blv_lights_bs + result) = *(float *)((char *)stru_F8AD28._blv_lights_bs + result)
-                                                                * 0.33000001;
-      }
-    }
-    ++*pSlot;
-    return true;
-  }
-  else
-    return false;
-}
-// 4E94D2: using guessed type char _4E94D2_light_type;
-
-//----- (0045D036) --------------------------------------------------------
-bool LightmapBuilder::StackLights_TerrainFace(Vec3_float_ *pNormal, float *Light_tile_dist, RenderVertexSoft *a3, unsigned int uStripType, bool bLightBackfaces)
-{
-  /*int v6; // esi@1
-  //LightmapBuilder *v7; // edi@1
-  MobileLight *v8; // ebx@2
-  int v9; // esi@5
-  StationaryLight *v10; // ebx@6
-  //bool result; // eax@9
-  unsigned int a7; // [sp+Ch] [bp-4h]@1
-
-  v6 = 0;
-  //v7 = this;
-  a7 = 0;
-  stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->field_CBC_terrain_triangles_shade_type;
-  if ( pMobileLightsStack->uNumLightsActive > 0 )
-  {
-    v8 = pMobileLightsStack->pLights;
-    do
-    {
-      if ( (signed int)a7 >= 20 )
-        break;
-      StackLight_TerrainFace((StationaryLight *)v8, pNormal, a3, a1, uStripType, bLightBackfaces, &a7);
-      ++v6;
-      ++v8;
-    }
-    while ( v6 < pMobileLightsStack->uNumLightsActive );
-  }
-  v9 = 0;
-  if ( pStationaryLightsStack->uNumLightsActive > 0 )
-  {
-    v10 = pStationaryLightsStack->pLights;
-    do
-    {
-      if ( (signed int)a7 >= 20 )
-        break;
-      StackLight_TerrainFace(v10, pNormal, a3, a1, uStripType, bLightBackfaces, &a7);
-      ++v9;
-      ++v10;
-    }
-    while ( v9 < pStationaryLightsStack->uNumLightsActive );
-  }
-
-  stru_F8AD28.uNumLightsApplied = a7;
-  return true;*/
-//	bool __stdcall sub_45D036(struct Vec3<float> *pNormal, int a2, struct RenderVertex *a3, int a4, signed int X)
-//{
-//  float v6; // ebx@2
-  unsigned int num_lights; // [sp+Ch] [bp-4h]@1
-  int i;
-
-  num_lights = 0;
-  stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->max_terrain_dimming_level;
-  for (i = 0; i < pMobileLightsStack->uNumLightsActive; ++i)
-  {
-      if ( num_lights >= 20 )
-        break;
-      StackLight_TerrainFace((StationaryLight *)&pMobileLightsStack->pLights[i], pNormal, Light_tile_dist, a3, uStripType, bLightBackfaces, &num_lights);
-  }
-
-  for (i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i)
-  {
-      if ( num_lights >= 20 )
-        break;
-      StackLight_TerrainFace(&pStationaryLightsStack->pLights[i], pNormal, Light_tile_dist, a3, uStripType, bLightBackfaces, &num_lights);
-  }
-
-  stru_F8AD28.uNumLightsApplied = num_lights;
-  return true;
-
-}
-// 519AB4: using guessed type int uNumStationaryLightsApplied;
-
 //----- (0045D0D5) --------------------------------------------------------
 bool LightmapBuilder::StackLight_TerrainFace(StationaryLight *pLight, Vec3_float_ *pNormal, float *a3, RenderVertexSoft *a1, unsigned int uStripType, int X, unsigned int *pSlot)
 {
+  //For outdoor terrain light (II)
   bool result; // eax@1
   double maxz; // st7@11
   char v20; // c2@11
@@ -1059,6 +208,1006 @@
   return 1;
 }
 
+//----- (0045CE50) --------------------------------------------------------
+bool LightmapBuilder::ApplyLight_ODM(StationaryLight *pLight, ODMFace *pFace, unsigned int *pSlot, char a4)
+{
+  //For outdoor light (IV)
+  int result; // eax@0
+  int v10; // ecx@8
+  char v14; // dl@11
+
+  v10 = (pFace->pFacePlane.dist
+              + pLight->vPosition.x * pFace->pFacePlane.vNormal.x
+              + pLight->vPosition.y * pFace->pFacePlane.vNormal.y
+              + pLight->vPosition.z * pFace->pFacePlane.vNormal.z) >> 16;
+  if ( pLight->uRadius > 0
+    && (pLight->vPosition.x > pFace->pBoundingBox.x1 - pLight->uRadius) && pLight->vPosition.x < pLight->uRadius + pFace->pBoundingBox.x2
+    && (pLight->vPosition.y > pFace->pBoundingBox.y1 - pLight->uRadius) && pLight->vPosition.y < pLight->uRadius + pFace->pBoundingBox.y2
+    && (pLight->vPosition.z > pFace->pBoundingBox.z1 - pLight->uRadius) && pLight->vPosition.z < pLight->uRadius + pFace->pBoundingBox.z2
+    && ((a4) || v10 >= 0) && v10 <= pLight->uRadius )
+  {
+    stru_F8AD28._blv_lights_radii[*pSlot] = pLight->uRadius;
+    stru_F8AD28._blv_lights_inv_radii[*pSlot] = 65536 / pLight->uRadius;
+    stru_F8AD28._blv_lights_xs[*pSlot] = pLight->vPosition.x;
+    stru_F8AD28._blv_lights_ys[*pSlot] = pLight->vPosition.y;
+    stru_F8AD28._blv_lights_zs[*pSlot] = pLight->vPosition.z;
+    stru_F8AD28._blv_lights_rs[*pSlot] = (double)pLight->uLightColorR * 0.0039215689;
+    stru_F8AD28._blv_lights_gs[*pSlot] = (double)pLight->uLightColorG * 0.0039215689;
+    stru_F8AD28._blv_lights_bs[*pSlot] = (double)pLight->uLightColorB * 0.0039215689;
+    //v11 = abs(v10);
+    //v12 = pRenderer->bUsingSpecular;
+    stru_F8AD28._blv_lights_light_dot_faces[*pSlot] = abs(v10);
+    stru_F8AD28._blv_lights_types[*pSlot] = pLight->uLightType;
+    //v13 = pRenderer->pRenderD3D;
+    v14 = stru_F8AD28._blv_lights_types[*pSlot];
+    if ( /*pRenderer->pRenderD3D &&*/ pRenderer->bUsingSpecular && v14 & 4 )
+      v14 = _4E94D2_light_type;
+    stru_F8AD28._blv_lights_types[*pSlot] = v14;
+    result = 4 * *pSlot;
+    if ( /*v13*/true && pRenderer->bUsingSpecular )
+    {
+      if ( stru_F8AD28._blv_lights_types[*pSlot] & 4 )
+      {
+        *(float *)((char *)stru_F8AD28._blv_lights_rs + result) = *(float *)((char *)stru_F8AD28._blv_lights_rs + result)
+                                                                * 0.33000001;
+        *(float *)((char *)stru_F8AD28._blv_lights_gs + result) = *(float *)((char *)stru_F8AD28._blv_lights_gs + result)
+                                                                * 0.33000001;
+        *(float *)((char *)stru_F8AD28._blv_lights_bs + result) = *(float *)((char *)stru_F8AD28._blv_lights_bs + result)
+                                                                * 0.33000001;
+      }
+    }
+    ++*pSlot;
+    return true;
+  }
+  else
+    return false;
+}
+
+
+//////////////////////////INDOOR LIGHT////////////////////////////////////////////
+//----- (0045C7F6) --------------------------------------------------------
+bool LightmapBuilder::ApplyLights_IndoorFace(unsigned int uFaceID)
+{
+  //For Indoor light (I)
+  BLVFace* pFace = &pIndoor->pFaces[uFaceID];
+  BLVSector* pSector = &pIndoor->pSectors[pFace->uSectorID];
+
+  stru_F8AD28.uCurrentAmbientLightLevel = (stru_F8AD28.uDefaultAmbientLightLevel + pSector->uMinAmbientLightLevel) << 16;//0x00180000
+
+  uint uNumLightsApplied = 0;
+  for (uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i)
+  {
+    if (uNumLightsApplied >= 20)
+      break;
+
+    ApplyLight_BLV((StationaryLight *)(pMobileLightsStack->pLights + i), pFace, &uNumLightsApplied, true, 0);
+  }
+
+  for (uint i = 0; i < pSector->uNumLights; ++i)
+  {
+    if (uNumLightsApplied >= 20 )
+      break;
+
+    BLVLightMM7* pLight = &pIndoor->pLights[pSector->pLights[i]];
+    if (~pLight->uAtributes & 0x08)
+      ApplyLight_BLV((StationaryLight *)pLight, pFace, &uFaceID, false, &_4E94D0_light_type);
+  }
+
+  for (uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i)
+  {
+    if (uNumLightsApplied >= 20)
+      break;
+
+    ApplyLight_BLV(pStationaryLightsStack->pLights + i, pFace, &uNumLightsApplied, false, &_4E94D0_light_type);
+  }
+
+  stru_F8AD28.uNumLightsApplied = uNumLightsApplied;
+  return true;
+}
+
+//----- (0045C911) --------------------------------------------------------
+bool LightmapBuilder::ApplyLight_BLV(StationaryLight *pLight, BLVFace *a2, unsigned int *pSlot, bool bLightBackfaces, char *a5)
+{
+  //For indoor light (II)
+  double v13; // st7@8
+
+  if (!pLight->uRadius)//800
+    return false;
+
+  if (pLight->vPosition.x > a2->pBounding.x1 - pLight->uRadius && pLight->vPosition.x < a2->pBounding.x2 + pLight->uRadius &&
+      pLight->vPosition.y > a2->pBounding.y1 - pLight->uRadius && pLight->vPosition.y < a2->pBounding.y2 + pLight->uRadius &&
+      pLight->vPosition.z > a2->pBounding.z1 - pLight->uRadius && pLight->vPosition.z < a2->pBounding.z2 + pLight->uRadius)
+  {
+    v13 = (double)pLight->vPosition.z * a2->pFacePlane.vNormal.z +
+          (double)pLight->vPosition.y * a2->pFacePlane.vNormal.y +
+          (double)pLight->vPosition.x * a2->pFacePlane.vNormal.x +
+          a2->pFacePlane.dist;
+    if ((bLightBackfaces || v13 >= 0.0f) && fabsf(v13) <= pLight->uRadius)
+    {
+      unsigned int slot = *pSlot;
+
+      stru_F8AD28._blv_lights_radii[slot] = pLight->uRadius;
+      stru_F8AD28._blv_lights_inv_radii[slot] = 65536 / pLight->uRadius;
+      stru_F8AD28._blv_lights_xs[slot] = pLight->vPosition.x;
+      stru_F8AD28._blv_lights_ys[slot] = pLight->vPosition.y;
+      stru_F8AD28._blv_lights_zs[slot] = pLight->vPosition.z;
+      stru_F8AD28._blv_lights_rs[slot] = (double)pLight->uLightColorR / 255.0f;
+      stru_F8AD28._blv_lights_gs[slot] = (double)pLight->uLightColorG / 255.0f;
+      stru_F8AD28._blv_lights_bs[slot] = (double)pLight->uLightColorB / 255.0f;
+      stru_F8AD28._blv_lights_light_dot_faces[slot] = abs((int)floorf(v13 + 0.5f));
+      stru_F8AD28._blv_lights_types[slot] = pLight->uLightType;
+
+      *pSlot += 1;
+      return true;
+    }
+  }
+
+  return false;
+}
+
+//----- (0045DA56) --------------------------------------------------------
+bool LightmapBuilder::DoDraw_183808_Lightmaps(float z_bias)
+{
+  //For indoor light (X)
+  Vec3_float_ v; // [sp+Ch] [bp-1Ch]@2
+  v.z = 1.0;
+  v.y = 1.0;
+  v.x = 1.0;
+  
+  for (uint i = 0; i < std__vector_183808_size; ++i)
+    if (!pRenderer->DrawLightmap(std__vector_183808 + i, &v, z_bias))
+      Error("Invalid lightmap detected! (%u)", i);
+
+  return true;
+}
+
+//----- (0045C4B9) --------------------------------------------------------
+int LightmapBuilder::_45C4B9(int a2, RenderVertexSoft *a3, Lightmap *pLightmap)
+{
+  //For indoor light (?)
+  RenderVertexSoft *v9; // esi@3
+  RenderVertexSoft *v12; // ecx@8
+  char v13; // bl@17
+  signed int v14; // edx@17
+  double v15; // st6@18
+  double v16; // st6@21
+  double v17; // st6@24
+  signed int v18; // edx@33
+  float v22; // [sp+Ch] [bp-14h]@23
+  float v23; // [sp+10h] [bp-10h]@20
+  int v24; // [sp+14h] [bp-Ch]@1
+  char v26; // [sp+1Eh] [bp-2h]@17
+  char v27; // [sp+1Fh] [bp-1h]@17
+
+  v24 = 0;
+  for ( uint i = 0; i < pLightmap->NumVertices; i++)
+  {
+    v9 = &pLightmap->pVertices[(i + 1) % pLightmap->NumVertices];
+    if ( pLightmap->pVertices[i].vWorldPosition.x != v9->vWorldPosition.x
+      || pLightmap->pVertices[i].vWorldPosition.y != v9->vWorldPosition.y
+      || pLightmap->pVertices[i].vWorldPosition.z != v9->vWorldPosition.z )
+    {
+      for ( uint j = 0; j < a2; ++j )
+      {
+        v12 = &a3[(j + 1) % a2];
+        if ((a3[j].vWorldPosition.x != v12->vWorldPosition.x
+          || a3[j].vWorldPosition.y != v12->vWorldPosition.y
+          || a3[j].vWorldPosition.z != v12->vWorldPosition.z)
+          && pLightmap->pVertices[i].vWorldPosition.x == a3[j].vWorldPosition.x
+          && pLightmap->pVertices[i].vWorldPosition.y == a3[j].vWorldPosition.y
+          && pLightmap->pVertices[i].vWorldPosition.z == a3[j].vWorldPosition.z
+          && (v9->vWorldPosition.x != v12->vWorldPosition.x
+           || v9->vWorldPosition.y != v12->vWorldPosition.y
+           || v9->vWorldPosition.z != v12->vWorldPosition.z) )
+        {
+          v13 = 0;
+          v14 = 0;
+          v27 = 0;
+          v26 = 0;
+
+          if ( v9->vWorldPosition.x <= (double)v12->vWorldPosition.x )
+            v15 = v12->vWorldPosition.x - v9->vWorldPosition.x;
+          else
+            v15 = v9->vWorldPosition.x - v12->vWorldPosition.x;
+          v23 = v15;
+
+          if ( v9->vWorldPosition.y <= (double)v12->vWorldPosition.y )
+            v16 = v12->vWorldPosition.y - v9->vWorldPosition.y;
+          else
+            v16 = v9->vWorldPosition.y - v12->vWorldPosition.y;
+          v22 = v16;
+
+          if ( v9->vWorldPosition.z <= (double)v12->vWorldPosition.z )
+            v17 = v12->vWorldPosition.z - v9->vWorldPosition.z;
+          else
+            v17 = v9->vWorldPosition.z - v12->vWorldPosition.z;
+
+          if ( v23 < 1.0 )
+          {
+            v13 = 1;
+            v14 = 1;
+          }
+
+          if ( v22 < 1.0 )
+          {
+            v27 = 1;
+            ++v14;
+          }
+
+          if ( v17 < 1.0 )
+          {
+            v26 = 1;
+            ++v14;
+          }
+
+          if ( v14 > 1 )
+          {
+            v18 = 0;
+            if ( v13 && v9->vWorldPosition.x != v12->vWorldPosition.x )
+            {
+              v18 = 1;
+              v9->vWorldPosition.x = v12->vWorldPosition.x;
+            }
+
+            if ( v27 && v9->vWorldPosition.y != v12->vWorldPosition.y )
+            {
+              ++v18;
+              v9->vWorldPosition.y = v12->vWorldPosition.y;
+            }
+
+            if ( v26 && v9->vWorldPosition.z != v12->vWorldPosition.z )
+            {
+              ++v18;
+              v9->vWorldPosition.z = v12->vWorldPosition.z;
+            }
+
+            if ( v18 > 0 )
+              ++v24;
+          }
+        }
+      }
+    }
+  }
+  return v24;
+}
+
+////////////////////////FOR OUTDOOR TERRAIN//////////////////////////////////////////
+//----- (0045D036) --------------------------------------------------------
+bool LightmapBuilder::StackLights_TerrainFace(Vec3_float_ *pNormal, float *Light_tile_dist, RenderVertexSoft *a3, unsigned int uStripType, bool bLightBackfaces)
+{
+  /*int v6; // esi@1
+  //LightmapBuilder *v7; // edi@1
+  MobileLight *v8; // ebx@2
+  int v9; // esi@5
+  StationaryLight *v10; // ebx@6
+  //bool result; // eax@9
+  unsigned int a7; // [sp+Ch] [bp-4h]@1
+
+  v6 = 0;
+  //v7 = this;
+  a7 = 0;
+  stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->field_CBC_terrain_triangles_shade_type;
+  if ( pMobileLightsStack->uNumLightsActive > 0 )
+  {
+    v8 = pMobileLightsStack->pLights;
+    do
+    {
+      if ( (signed int)a7 >= 20 )
+        break;
+      StackLight_TerrainFace((StationaryLight *)v8, pNormal, a3, a1, uStripType, bLightBackfaces, &a7);
+      ++v6;
+      ++v8;
+    }
+    while ( v6 < pMobileLightsStack->uNumLightsActive );
+  }
+  v9 = 0;
+  if ( pStationaryLightsStack->uNumLightsActive > 0 )
+  {
+    v10 = pStationaryLightsStack->pLights;
+    do
+    {
+      if ( (signed int)a7 >= 20 )
+        break;
+      StackLight_TerrainFace(v10, pNormal, a3, a1, uStripType, bLightBackfaces, &a7);
+      ++v9;
+      ++v10;
+    }
+    while ( v9 < pStationaryLightsStack->uNumLightsActive );
+  }
+
+  stru_F8AD28.uNumLightsApplied = a7;
+  return true;*/
+//	bool __stdcall sub_45D036(struct Vec3<float> *pNormal, int a2, struct RenderVertex *a3, int a4, signed int X)
+//{
+//  float v6; // ebx@2
+
+  //For outdoor terrain light(I)
+  unsigned int num_lights; // [sp+Ch] [bp-4h]@1
+  int i;
+
+  num_lights = 0;
+  stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->max_terrain_dimming_level;
+  for (i = 0; i < pMobileLightsStack->uNumLightsActive; ++i)
+  {
+      if ( num_lights >= 20 )
+        break;
+      StackLight_TerrainFace((StationaryLight *)&pMobileLightsStack->pLights[i], pNormal, Light_tile_dist, a3, uStripType, bLightBackfaces, &num_lights);
+  }
+
+  for (i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i)
+  {
+      if ( num_lights >= 20 )
+        break;
+      StackLight_TerrainFace(&pStationaryLightsStack->pLights[i], pNormal, Light_tile_dist, a3, uStripType, bLightBackfaces, &num_lights);
+  }
+
+  stru_F8AD28.uNumLightsApplied = num_lights;
+  return true;
+
+}
+
+
+/////////////////////////TOGETHER///////////////////////////////////////////////////////
+//----- (0045BC07) --------------------------------------------------------
+bool LightmapBuilder::ApplyLights(stru320 *a2, stru154 *a3, unsigned int uNumVertices, RenderVertexSoft *a5, IndoorCameraD3D_Vec4 *a6, char uClipFlag)
+{
+ //For outdoor terrain and indoor light (III)(III)
+  Vec3_int_ pos; // [sp+2Ch] [bp-40h]@21
+  RenderVertexSoft *a9; // [sp+68h] [bp-4h]@8
+
+  if (!uNumVertices)
+    return false;
+
+  static RenderVertexSoft static_69B140[64];
+
+  a9 = a5;
+  if (a6)
+  {
+    for (uint i = 0; i < uNumVertices; ++i)
+      memcpy(&static_69B140[i], a5 + i, sizeof(RenderVertexSoft));
+
+    if (pGame->pIndoorCameraD3D->_437376(a3, static_69B140, &uNumVertices) == 1)
+    {
+      if ( !uNumVertices )
+        return false;
+      a9 = static_69B140;
+    }
+  }
+
+  static stru314 static_69B110;
+  static_69B110.field_4.x = a3->face_plane.vNormal.x;
+  static_69B110.field_4.y = a3->face_plane.vNormal.y;
+  static_69B110.field_4.z = a3->face_plane.vNormal.z;
+  static_69B110.dist = a3->face_plane.dist;
+  if (!pGame->pIndoorCameraD3D->GetFacetOrientation(a3->polygonType, &static_69B110.field_4,
+          &static_69B110.field_10, &static_69B110.field_1C))
+  {
+    MessageBoxW(nullptr, L"Error: Failed to get the facet orientation", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:119", 0);
+    ExitProcess(0);
+  }
+
+  for (uint i = 0; i < a2->uNumLightsApplied; ++i)
+  {
+    pos.x = a2->_blv_lights_xs[i];
+    pos.y = a2->_blv_lights_ys[i];
+    pos.z = a2->_blv_lights_zs[i];
+
+    uint uColorR = (uint)floorf(a2->_blv_lights_rs[i] * 255.0 + 0.5f) & 0xFF,
+         uColorG = (uint)floorf(a2->_blv_lights_gs[i] * 255.0 + 0.5f) & 0xFF,
+         uColorB = (uint)floorf(a2->_blv_lights_bs[i] * 255.0 + 0.5f) & 0xFF;
+    uint uColor = (uColorR << 16) | (uColorG << 8) | uColorB;
+    if (!uColor)
+      uColor = 0x0FFFFF;//0x00FFFFF;
+
+    if (!_45BE86_build_light_polygon(&pos, a2->_blv_lights_radii[i], uColor, a2->_blv_lights_light_dot_faces[i],
+              a2->_blv_lights_types[i], &static_69B110, uNumVertices, a9, uClipFlag) )
+    {
+      MessageBoxW(nullptr, L"Error: Failed to build light polygon", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:138", 0);
+    }
+  }
+  return true;
+}
+
+//----- (0045BE86) --------------------------------------------------------
+bool LightmapBuilder::_45BE86_build_light_polygon(Vec3_int_ *pos, float radius, unsigned int uColorMask, float dot_dist, int uLightType, stru314 *a7, unsigned int uNumVertices, RenderVertexSoft *a9, char uClipFlag)
+{
+  //For outdoor terrain and indoor light (IV)(IV)
+  Lightmap *lightmap; // edi@3
+  double v17; // st7@5
+  double v24; // st7@6
+  double v38; // st7@14
+  double v39; // st7@16
+  double v40; // st7@16
+  int v45; // eax@24
+
+  if (radius < 0.0f)
+    return true;
+
+  lightmap = uLightType & 1 ? &std__vector_000004[std__vector_000004_size] ://stationary
+                         &std__vector_183808[std__vector_183808_size];//mobile
+  tex_light_radius = radius - dot_dist;
+  flt_3C8C28 = sqrt((radius + radius - tex_light_radius) * tex_light_radius);
+  //flt_3C8C28 = sqrt(tex_light_radius * tex_light_radius);
+  flt_3C8C2C_lightmaps_brightness = 1.0 - (radius - flt_3C8C28) / radius;
+  lightmap->position_x = (double)pos->x - dot_dist * a7->field_4.x;
+  lightmap->position_y = (double)pos->y - dot_dist * a7->field_4.y;
+  lightmap->position_z = (double)pos->z - dot_dist * a7->field_4.z;
+
+  flt_3C8C30 = radius * flt_3C8C2C_lightmaps_brightness;
+  flt_3C8C0C = flt_3C8C30 * a7->field_10.x;
+  flt_3C8C10 = flt_3C8C30 * a7->field_10.y;
+  flt_3C8C14 = flt_3C8C30 * a7->field_10.z;
+
+  flt_3C8C18 = flt_3C8C30 * a7->field_1C.x;
+  flt_3C8C1C = flt_3C8C30 * a7->field_1C.y;
+  flt_3C8C20 = flt_3C8C30 * a7->field_1C.z;
+
+  lightmap->pVertices[0].vWorldPosition.x = lightmap->position_x - flt_3C8C18 + flt_3C8C0C;
+  lightmap->pVertices[0].vWorldPosition.y = lightmap->position_y - flt_3C8C1C + flt_3C8C10;
+  lightmap->pVertices[0].vWorldPosition.z = lightmap->position_z - flt_3C8C20 + flt_3C8C14;
+  lightmap->pVertices[0].u = 0.0;
+  lightmap->pVertices[0].v = 0.0;
+
+  lightmap->pVertices[1].vWorldPosition.x = lightmap->position_x - flt_3C8C18 - flt_3C8C0C;
+  lightmap->pVertices[1].vWorldPosition.y = lightmap->position_y - flt_3C8C1C - flt_3C8C10;
+  lightmap->pVertices[1].vWorldPosition.z = lightmap->position_z - flt_3C8C20 - flt_3C8C14;
+  lightmap->pVertices[1].u = 0.0;
+  lightmap->pVertices[1].v = 1.0;
+
+  lightmap->pVertices[2].vWorldPosition.x = lightmap->position_x + flt_3C8C18 - flt_3C8C0C;
+  lightmap->pVertices[2].vWorldPosition.y = lightmap->position_y + flt_3C8C1C - flt_3C8C10;
+  lightmap->pVertices[2].vWorldPosition.z = lightmap->position_z + flt_3C8C20 - flt_3C8C14;
+  lightmap->pVertices[2].u = 1.0;
+  lightmap->pVertices[2].v = 1.0;
+
+  lightmap->pVertices[3].vWorldPosition.x = lightmap->position_x + flt_3C8C18 + flt_3C8C0C;
+  lightmap->pVertices[3].vWorldPosition.y = lightmap->position_y + flt_3C8C1C + flt_3C8C10;
+  lightmap->pVertices[3].vWorldPosition.z = lightmap->position_z + flt_3C8C20 + flt_3C8C14;
+  lightmap->pVertices[3].u = 1.0;
+  lightmap->pVertices[3].v = 0.0;
+
+  for (uint i = 0; i < 4; ++i)
+  {
+    v24 = a7->field_4.y * lightmap->pVertices[i].vWorldPosition.y
+        + a7->field_4.z * lightmap->pVertices[i].vWorldPosition.z
+        + a7->field_4.x * lightmap->pVertices[i].vWorldPosition.x
+        + a7->dist;
+
+    lightmap->pVertices[i].vWorldPosition.x -= v24 * a7->field_4.x;
+    lightmap->pVertices[i].vWorldPosition.y -= v24 * a7->field_4.y;
+    lightmap->pVertices[i].vWorldPosition.z -= v24 * a7->field_4.z;
+  }
+
+  lightmap->uColorMask = uColorMask;
+  lightmap->NumVertices = 4;
+
+  //Brightness(ÿðêîñòü)/////////////////////////////////
+  if (~pGame->uFlags2 & 4)
+    lightmap->fBrightness = flt_3C8C2C_lightmaps_brightness;
+  else
+  {
+    Vec3_float_ a1; // [sp+2Ch] [bp-20h]@8
+    a1.x = (double)pos->x - lightmap->position_x;
+    a1.y = (double)pos->y - lightmap->position_y;
+    a1.z = (double)pos->z - lightmap->position_z;
+    a1.Normalize();
+
+    auto temp1 = lightmap->position_x + 0.5f,
+         temp2 = lightmap->position_y + 0.5f,
+         temp3 = lightmap->position_z + 0.5f;
+
+    auto dist_x = abs(pos->x - temp1), //v31
+         dist_y = abs(pos->y - temp2), //v32  arg0a
+         dist_z = abs(pos->z - temp3); //v33  _v64
+    v38 = int_get_vector_length(dist_x, dist_y, dist_z);
+    if (v38 > radius)
+      return true;
+    //radius = (1 / radius) * v38;
+    if ( uLightType & 4 )
+    {
+      v39 = fabs(a1.x * a7->field_4.x + a1.z * a7->field_4.z + a1.y * a7->field_4.y);
+      v40 = v39 * 1.0 * flt_4D86CC;
+
+      lightmap->fBrightness = v40 - ((1 / radius) * v38) * v40;
+    }
+    else if ( uLightType & 8 )
+    {
+        v40 = 1.0 * 1.0;
+        lightmap->fBrightness = v40 - ((1 / radius) * v38);
+    }
+    else
+        MessageBoxW(nullptr, L"Invalid light type!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:277", 0);
+  }
+ //Brightness(ÿðêîñòü)/////////////////////////////////////////////////////
+
+  if (!pGame->pStru9Instance->_4980B9(a9, uNumVertices,
+                                      a7->field_4.x, a7->field_4.y, a7->field_4.z,
+                                      lightmap->pVertices, &lightmap->NumVertices))
+    return false;
+
+  if (!lightmap->NumVertices)
+    return true;
+
+  v45 = _45C6D6(uNumVertices, a9, lightmap);
+  if ( v45 != uNumVertices && v45 > 0 )
+    _45C4B9(uNumVertices, a9, lightmap);
+
+  pGame->pIndoorCameraD3D->ViewTransform(lightmap->pVertices, lightmap->NumVertices);
+  pGame->pIndoorCameraD3D->Project(lightmap->pVertices, lightmap->NumVertices, 0);
+
+  unsigned int _a4 = 0;
+  if ( !(uClipFlag & 1) )
+    _a4 = 1;
+  else if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor)
+  {
+    if ( uClipFlag & 2 )
+    {
+      pGame->pIndoorCameraD3D->_436CDC_mess_with_lightmap__clipflag_2(lightmap->pVertices, lightmap->NumVertices, field_3C8C34, &_a4);
+      pGame->pIndoorCameraD3D->_437143(_a4, lightmap->pVertices, field_3C8C34, &lightmap->NumVertices);
+    }
+    else if ( uClipFlag & 4 )
+    {
+      pGame->pIndoorCameraD3D->_436F09_mess_with_lightmap__clipflag_4(lightmap->pVertices, lightmap->NumVertices, field_3C8C34, &_a4);
+      pGame->pIndoorCameraD3D->_437143(_a4, lightmap->pVertices, field_3C8C34, &lightmap->NumVertices);
+    }
+    else
+      MessageBoxW(nullptr, L"Undefined clip flag specified", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:330", 0);
+  }
+  else
+    MessageBoxW(nullptr, L"Lightpoly builder native indoor clipping not implemented", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:335", 0);
+
+  if (_a4)
+  {
+    if (uLightType & 1)
+    {
+      if (std__vector_000004_size < 512 - 1)
+        ++std__vector_000004_size;
+    }
+    else
+    {
+      if (std__vector_183808_size < 768 - 1)
+        ++std__vector_183808_size;
+    }
+    //if ( v50 ^ v51 )
+    //  *(unsigned int *)v48 = v49 + 1;
+  }
+  return true;
+}
+
+//----- (0045C6D6) --------------------------------------------------------
+int LightmapBuilder::_45C6D6(int a2, RenderVertexSoft *a3, Lightmap *pLightmap)
+{
+  //For outdoor terrain and indoor light (V)(V)
+  signed int v6; // esi@1
+  float temp_x; // st7@6
+  float temp_y; // st6@10
+  float temp_z; // st5@14
+  float v12; // st7@17
+  int v15; // [sp+Ch] [bp-8h]@1
+
+  v6 = -1;
+  v15 = 0;
+  if ( (signed int)pLightmap->NumVertices > 0 )
+  {
+    for ( uint i = 0; i < (signed int)pLightmap->NumVertices; ++i )
+    {
+      if ( a2 > 0 )
+      {
+        for ( uint j = 0; j < a2; ++j )
+        {
+          if ( pLightmap->pVertices[i].vWorldPosition.x <= (double)a3[j].vWorldPosition.x )
+            temp_x = a3[j].vWorldPosition.x - pLightmap->pVertices[i].vWorldPosition.x;
+          else
+            temp_x = pLightmap->pVertices[i].vWorldPosition.x - a3[j].vWorldPosition.x;
+          if ( temp_x < 2.0 )
+          {
+			if ( pLightmap->pVertices[i].vWorldPosition.y <= (double)a3[j].vWorldPosition.y )
+              temp_y = a3[j].vWorldPosition.y - pLightmap->pVertices[i].vWorldPosition.y;
+			else
+              temp_y = pLightmap->pVertices[i].vWorldPosition.y - a3[j].vWorldPosition.y;
+            if ( temp_y < 2.0 )
+            {
+               if ( pLightmap->pVertices[i].vWorldPosition.z <= (double)a3[j].vWorldPosition.z )
+                  temp_z = a3[j].vWorldPosition.z - pLightmap->pVertices[i].vWorldPosition.z;
+			   else
+                  temp_z = pLightmap->pVertices[i].vWorldPosition.z - a3[j].vWorldPosition.z;
+              if ( temp_z < 2.0 )
+              {
+                v12 = temp_x + temp_y + temp_z;
+                if ( v12 < FLT_MAX )
+                  v6 = j;
+              }
+            }
+          }
+        }//For
+        if ( v6 != -1 )
+        {
+          ++v15;
+          pLightmap->pVertices[i].vWorldPosition.x = a3[v6].vWorldPosition.x;
+          pLightmap->pVertices[i].vWorldPosition.y = a3[v6].vWorldPosition.y;
+          pLightmap->pVertices[i].vWorldPosition.z = a3[v6].vWorldPosition.z;
+        }
+      }
+      v6 = -1;
+    }//For
+  }
+  return v15;
+}
+
+//----- (0045D73F) --------------------------------------------------------
+void LightmapBuilder::DrawLightmapsType(int type)
+{
+  //For outdoor and indoor light (II)(VIII)
+  if (type == 2)
+    Draw_183808_Lightmaps();
+}
+
+//----- (0045D74F) --------------------------------------------------------
+bool LightmapBuilder::DrawLightmaps(int *indices)
+{
+  //For outdoor terrain and indoor light (VI)(VI)
+  Lightmap *v28; // [sp+50h] [bp-38h]@2
+  Vec3_float_ arg4;
+
+  if (std__vector_000004_size == 0)
+    return true;
+  
+  if (byte_4D864C && pGame->uFlags & GAME_FLAGS_1_01_lightmap_related)
+    return true;
+
+  pRenderer->BeginLightmaps();
+
+  arg4.x = 1.0f;
+  arg4.y = 1.0f;
+  arg4.z = 1.0f;
+  if (indices)
+  {
+    for (int* i = indices; *i != -1; ++i)
+    {
+      __debugbreak();//Not used?
+      v28 = &std__vector_000004[*i];
+      if ( !pRenderer->DrawLightmap(v28, &arg4, 0.0) )
+        Error("Invalid lightmap detected! (%u)", *i);
+    }
+  }
+  else
+    if (for_refactoring)
+    {
+    for (unsigned int i = 0; i < std__vector_000004_size; ++i)
+      if ( !pRenderer->DrawLightmap(std__vector_000004 + i, &arg4, 0.0) )
+        Error("Invalid lightmap detected! (%u)", i);
+	}
+
+  pRenderer->EndLightmaps();
+  
+  return true;
+}
+
+//----- (0045DAE8) --------------------------------------------------------
+bool Render::DrawLightmap(Lightmap *pLightmap, Vec3_float_ *pColorMult, float z_bias)
+{
+  //For outdoor terrain and indoor light (VII)(VII)
+  signed int dwFlags; // [sp-1Ch] [bp-670h]@13
+  RenderVertexD3D3 pVerticesD3D[64]; // [sp+0h] [bp-654h]@7
+
+  if (pLightmap->NumVertices < 3)
+  {
+    Log::Warning(L"Lightmap uNumVertices < 3");
+    return false;
+  }
+
+  uint uLightmapColorMaskR = (pLightmap->uColorMask >> 16) & 0xFF,
+       uLightmapColorMaskG = (pLightmap->uColorMask >> 8) & 0xFF,
+       uLightmapColorMaskB = pLightmap->uColorMask & 0xFF;
+
+  uint uLightmapColorR = floorf(uLightmapColorMaskR * pLightmap->fBrightness * pColorMult->x + 0.5f),
+       uLightmapColorG = floorf(uLightmapColorMaskG * pLightmap->fBrightness * pColorMult->y + 0.5f),
+       uLightmapColorB = floorf(uLightmapColorMaskB * pLightmap->fBrightness * pColorMult->z + 0.5f);
+ 
+  for (uint i = 0; i < pLightmap->NumVertices; ++i)
+  {
+    float v18;
+    if (fabs(z_bias) < 1e-5)
+      v18 = 1.0 - 1.0 / ((1.0f / pGame->pIndoorCameraD3D->GetShadingDistMist()) * pLightmap->pVertices[i].vWorldViewPosition.x * 1000.0);
+	else
+    {
+      v18 = 1.0 - 1.0 / ((1.0f / pGame->pIndoorCameraD3D->GetShadingDistMist()) * pLightmap->pVertices[i].vWorldViewPosition.x * 1000.0) - z_bias;
+      if (v18 < 0.000099999997)
+        v18 = 0.000099999997;
+    }
+
+    pVerticesD3D[i].pos.x = pLightmap->pVertices[i].vWorldViewProjX;
+    pVerticesD3D[i].pos.y = pLightmap->pVertices[i].vWorldViewProjY;
+    pVerticesD3D[i].pos.z = v18;
+
+    pVerticesD3D[i].rhw = 1.0 / pLightmap->pVertices[i].vWorldViewPosition.x;
+    pVerticesD3D[i].diffuse = (uLightmapColorMaskR << 16) | (uLightmapColorMaskG << 8) | uLightmapColorB;
+    pVerticesD3D[i].specular = 0;
+
+    pVerticesD3D[i].texcoord.x = pLightmap->pVertices[i].u;
+    pVerticesD3D[i].texcoord.y = pLightmap->pVertices[i].v;
+  }
+
+  if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
+    dwFlags = D3DDP_DONOTLIGHT | D3DDP_DONOTCLIP | D3DDP_DONOTUPDATEEXTENTS;
+  else
+    dwFlags = D3DDP_DONOTLIGHT;
+
+  ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
+            D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
+            pVerticesD3D, pLightmap->NumVertices, dwFlags));
+
+  return true;
+}
+
+//----- (0045DCA9) --------------------------------------------------------
+void LightmapBuilder::Draw_183808_Lightmaps()
+{
+  //For outdoor and indoor light (III)(IX)
+  if (!std__vector_183808_size)
+    return;
+
+  pRenderer->BeginLightmaps2();
+
+  DoDraw_183808_Lightmaps(0.00050000002);
+
+  pRenderer->EndLightmaps2();
+}
+
+
+////////////////////////OTHER////////////////////////////////////////////////////////
+//----- (0045CA88) --------------------------------------------------------
+int LightmapBuilder::_45CA88(stru320 *a2, RenderVertexSoft *a3, int a4, Vec3_float_ *pNormal)
+{
+  int result; // eax@1
+  stru320 *v6; // ecx@2
+  RenderVertexSoft *v7; // ebx@2
+  double v8; // st7@2
+  double v9; // st6@2
+  char *v10; // eax@3
+  double v11; // st7@5
+  __int64 v12; // ST2C_8@5
+  float v13; // edx@5
+  int v14; // eax@5
+  float v15; // ST10_4@5
+  Vec3_float_ v16; // ST00_12@5
+  double v17; // st7@5
+  int a5; // [sp+2Ch] [bp-1Ch]@1
+  float v19; // [sp+30h] [bp-18h]@1
+  float v20; // [sp+34h] [bp-14h]@1
+  //LightmapBuilder *thisa; // [sp+38h] [bp-10h]@1
+  int v22; // [sp+3Ch] [bp-Ch]@1
+  int *j; // [sp+40h] [bp-8h]@3
+  int i; // [sp+44h] [bp-4h]@1
+  int a3a; // [sp+58h] [bp+10h]@2
+
+  __debugbreak();//Not used?
+
+  *(float *)&a5 = 0.0;
+  v19 = 0.0;
+  //thisa = this;
+  v20 = 0.0;
+  result = _45CBD4(a3, a4, dword_69B010.data(), &v22);
+  for ( i = 0; i < v22; result = i )
+  {
+    v6 = a2;
+    a3a = 0;
+    v7 = &a3[dword_69B010[i]];
+    v8 = v7->vWorldPosition.z;
+    v9 = v7->vWorldPosition.y;
+    *(float *)&a5 = v7->vWorldPosition.x;
+    v19 = v9;
+    v20 = v8;
+    v7->flt_2C = 0.0;
+    if ( a2->uNumLightsApplied > 0 )
+    {
+      v10 = (char *)a2->_blv_lights_ys;
+      for ( j = a2->_blv_lights_ys; ; v10 = (char *)j )
+      {
+        v11 = (double)*((signed int *)v10 - 60);
+        LODWORD(v12) = *((unsigned int *)v10 - 20);
+        HIDWORD(v12) = *(unsigned int *)v10;
+        LODWORD(v13) = *((unsigned int *)v10 + 60);
+        v14 = a3a;
+        LOBYTE(v14) = v6->_blv_lights_types[a3a];
+        v15 = v11;
+        *(_QWORD *)&v16.x = v12;
+        v16.z = v13;
+        v17 = _45CC0C_light(v16/*COERCE_VEC3_FLOAT_(v16.x)*/, 1.0, v15, pNormal, *(float *)&a5/*COERCE_FLOAT(&a5)*/, v14)
+            + v7->flt_2C;
+        ++a3a;
+        ++j;
+        v7->flt_2C = v17;
+        if ( a3a >= a2->uNumLightsApplied )
+          break;
+        v6 = a2;
+      }
+    }
+    ++i;
+  }
+  return result;
+}
+
+//----- (0045CB89) --------------------------------------------------------
+int LightmapBuilder::_45CB89(RenderVertexSoft *a1, int a2)
+{
+  int v3; // edx@1
+  int result; // eax@2
+  char *v5; // ecx@2
+  double v6; // st7@4
+  __int16 v7; // fps@4
+  char v8; // c0@4
+  char v9; // c2@4
+  char v10; // c3@4
+  double v11; // st7@5
+  double v12; // st7@6
+  __int16 v13; // fps@6
+  char v14; // c0@6
+  char v15; // c2@6
+  char v16; // c3@6
+
+  __debugbreak();//Not used?
+  v3 = a2;
+  if ( a2 > 0 )
+  {
+    HIWORD(result) = HIWORD(a1);
+    v5 = (char *)&a1->flt_2C;
+    do
+    {
+      __debugbreak(); // warning C4700: uninitialized local variable 'v7' used
+      if ( *(float *)v5 < 0.0
+        || (v6 = *(float *)v5, /*UNDEF(v7),*/ v8 = 1.0 < v6, v9 = 0, v10 = 1.0 == v6, LOWORD(result) = v7, v6 <= 1.0) )
+      {
+        v12 = *(float *)v5;
+        //UNDEF(v13);
+        v14 = 0.0 < v12;
+        v15 = 0;
+        v16 = 0.0 == v12;
+      __debugbreak(); // warning C4700: uninitialized local variable 'v13' used
+        LOWORD(result) = v13;
+        if ( v12 >= 0.0 )
+          v11 = *(float *)v5;
+        else
+          v11 = 0.0;
+      }
+      else
+      {
+        v11 = 1.0;
+      }
+      *(float *)v5 = v11;
+      v5 += 48;
+      --v3;
+    }
+    while ( v3 );
+  }
+  return result;
+}
+
+//----- (0045CBD4) --------------------------------------------------------
+int LightmapBuilder::_45CBD4(RenderVertexSoft *a2, int a3, int *a4, int *a5)
+{
+  int result; // eax@1
+  int v6; // edx@1
+  int v7; // ecx@2
+  int v8; // esi@2
+
+  __debugbreak();//Not used?
+  result = (int)a5;
+  v6 = 0;
+  for ( *a5 = 0; v6 < a3; ++v6 )
+  {
+    v7 = *a5;
+    v8 = 0;
+    if ( *a5 <= 0 )
+    {
+//LABEL_5:
+      a4[v7] = v6;
+      ++*a5;
+    }
+    else
+    {
+      while ( a4[v8] != v6 )
+      {
+        ++v8;
+		if (v8 >= v7)
+		{
+			a4[v7] = v6;
+			++*a5;
+			break;
+			//goto LABEL_5;
+		}
+      }
+    }
+  }
+  return result;
+}
+
+//----- (0045CC0C) --------------------------------------------------------
+double LightmapBuilder::_45CC0C_light(Vec3_float_ a1, float a2, float a3, Vec3_float_ *pNormal, float a5, int uLightType)
+{
+  float v7; // esi@1
+  int v8; // eax@1
+  double v14; // st7@7
+  double result; // st7@8
+  double v16; // st7@9
+  int v17; // esi@9
+  const char *v18; // ecx@9
+  double v19; // st7@10
+  double v20; // st7@10
+  std::string v21; // [sp-10h] [bp-40h]@13
+  const char *v22[6]; // [sp+0h] [bp-30h]@10
+  double v23; // [sp+18h] [bp-18h]@1
+//  double v24; // [sp+20h] [bp-10h]@1
+  int v25; // [sp+28h] [bp-8h]@1
+  int v26; // [sp+2Ch] [bp-4h]@1
+
+  __debugbreak();//Not used?
+  v7 = a5;
+  LODWORD(a5) = *(unsigned int *)(LODWORD(a5) + 8);
+  //v24 = a5 + 6.7553994e15;
+  v26 = floorf(a5 + 0.5f);//LODWORD(v24);
+  LODWORD(a5) = *(unsigned int *)(LODWORD(v7) + 4);
+  //v24 = a5 + 6.7553994e15;
+  auto _v24 = floorf(a5 + 0.5f);
+  LODWORD(a5) = *(unsigned int *)LODWORD(v7);
+  //v23 = a5 + 6.7553994e15;
+  auto _v23 = floorf(a5 + 0.5f);
+  //*(_QWORD *)((char *)&v24 + 4) = __PAIR__(LODWORD(v24), LODWORD(v23));
+  v26 = abs((signed)LODWORD(a1.z) - v26);
+  //v25 = abs((signed)LODWORD(a1.y) - (signed)LODWORD(v24));
+  //v8 = abs((int)a1.x - (signed)LODWORD(v23));
+  v25 = abs((signed)LODWORD(a1.y) - (signed)_v24);
+  v8 = abs((int)a1.x - (signed)_v23);
+  v14 = int_get_vector_length(v26, v25, v8);
+  if ( v14 <= a3 )
+  {
+    a5 = v14 / a3;
+    v16 = (double)(signed int)a1.x;
+    *(float *)&v23 = (double)SLODWORD(a1.y);
+    LODWORD(a1.x) = *(unsigned int *)LODWORD(v7);
+    v17 = LODWORD(v7) + 4;
+    *((float *)&v23 + 1) = (double)SLODWORD(a1.z);
+    LODWORD(a1.y) = *(unsigned int *)v17;
+    LODWORD(a1.z) = *(unsigned int *)(v17 + 4);
+    a3 = *((float *)&v23 + 1) - a1.z;
+    a1.z = a3;
+    a1.x = v16 - a1.x;
+    a1.y = (float)v23 - a1.y;
+    a1.Normalize();
+    if ( uLightType & 4 )
+    {
+      __debugbreak(); // warning C4700: uninitialized local variable 'v18' used
+      v22[1] = v18;
+      uLightType = dword_4D86D8;
+      v22[0] = v18;
+      v19 = fabs(a1.z * pNormal->z + a1.y * pNormal->y + a1.x * pNormal->x);
+      v20 = v19 * *(float *)&uLightType * a2;
+    }
+    else
+    {
+      if ( uLightType & 8 )
+      {
+        v20 = 1.3 * a2;
+      }
+      else
+      {
+        MessageBoxW(nullptr, L"Invalid light type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:783", 0);
+        v20 = *(float *)&uLightType;
+      }
+    }
+    result = v20 - a5 * v20;
+  }
+  else
+  {
+    result = 0.0;
+  }
+  return result;
+}
+
+// 4D86D8: using guessed type int dword_4D86D8;
+// 4E94D2: using guessed type char _4E94D2_light_type;
+// 519AB4: using guessed type int uNumStationaryLightsApplied;
+
 //----- (0045D698) --------------------------------------------------------
 bool LightmapBuilder::DrawDebugOutlines(char bit_one_for_list1__bit_two_for_list2)
 {
@@ -1070,6 +1219,7 @@
   bool v7; // [sp+14h] [bp-4h]@2
   bool a2a; // [sp+20h] [bp+8h]@6
 
+  __debugbreak();//Not used?
   result = (bool)pGame->pIndoorCameraD3D;
   v3 = this;
   thisa = pGame->pIndoorCameraD3D;
@@ -1108,148 +1258,3 @@
   LOBYTE(result) = 1;
   return result;
 }
-
-//----- (0045D73F) --------------------------------------------------------
-void LightmapBuilder::DrawLightmapsType(int type)
-{
-  if (type == 2)
-    Draw_183808_Lightmaps();
-}
-
-//----- (0045D74F) --------------------------------------------------------
-bool LightmapBuilder::DrawLightmaps(int *indices)
-{
-  std::string v25; // [sp+44h] [bp-44h]@12
-  Lightmap *v28; // [sp+50h] [bp-38h]@2
-  Vec3_float_ arg4;
-
-  if (std__vector_000004_size == 0)
-    return true;
-  
-  if (byte_4D864C && pGame->uFlags & GAME_FLAGS_1_01_lightmap_related)
-    return true;
-
-  pRenderer->BeginLightmaps();
-
-      arg4.x = 1.0f;
-      arg4.y = 1.0f;
-      arg4.z = 1.0f;
-      if (indices)
-      {
-        for (int* i = indices; *i != -1; ++i)
-        {
-          v28 = &std__vector_000004[*i];
-          if ( !pRenderer->DrawLightmap(v28, &arg4, 0.0) )
-            Error("Invalid lightmap detected! (%u)", *i);
-        }
-      }
-      else
-      {
-        for (unsigned int i = 0; i < std__vector_000004_size; ++i)
-        {
-            Lightmap* _a1 = &std__vector_000004[(int)i];
-            if ( !pRenderer->DrawLightmap(_a1, &arg4, 0.0) )
-              Error("Invalid lightmap detected! (%u)", i);
-        }
-      }
-
-  pRenderer->EndLightmaps();
-  
-  return true;
-}
-
-
-//----- (0045DA56) --------------------------------------------------------
-bool LightmapBuilder::DoDraw_183808_Lightmaps(float z_bias)
-{
-  Vec3_float_ v; // [sp+Ch] [bp-1Ch]@2
-  v.z = 1.0;
-  v.y = 1.0;
-  v.x = 1.0;
-  
-  for (uint i = 0; i < std__vector_183808_size; ++i)
-    if (!pRenderer->DrawLightmap(std__vector_183808 + i, &v, z_bias))
-      Error("Invalid lightmap detected! (%u)", i);
-
-  return true;
-}
-
-//----- (0045DAE8) --------------------------------------------------------
-bool Render::DrawLightmap(Lightmap *pLightmap, Vec3_float_ *pColorMult, float z_bias)
-{
-  double v10; // st7@4
-  double v14; // st7@7
-  double v18; // st3@8
-  signed int v24; // [sp-1Ch] [bp-670h]@13
-  RenderVertexD3D3 a2[32]; // [sp+0h] [bp-654h]@7
-
-
-  if (pLightmap->uNumVertices < 3)
-  {
-    Log::Warning(L"Lightmap uNumVertices < 3");
-    return false;
-  }
-
-  uint uLightmapColorMaskR = (pLightmap->uColorMask >> 16) & 0xFF;
-  uint uLightmapColorR = floorf(uLightmapColorMaskR * pLightmap->fBrightness * pColorMult->x + 0.5f);
-  
-  uint uLightmapColorMaskG = (pLightmap->uColorMask >> 8) & 0xFF;
-  uint uLightmapColorG = floorf(uLightmapColorMaskG * pLightmap->fBrightness * pColorMult->y + 0.5f);
- 
-  uint uLightmapColorMaskB = pLightmap->uColorMask & 0xFF;
-  uint uLightmapColorB = floorf(uLightmapColorMaskB * pLightmap->fBrightness * pColorMult->z + 0.5f);
- 
-  uint uLightmapColor = uLightmapColorB | (uLightmapColorMaskG << 8) | (uLightmapColorMaskR << 16);
-
-  if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
-    v10 = (double)pODMRenderParams->shading_dist_mist;
-  else
-    v10 = 16192.0;
-  v14 = 1.0 / v10;
-
-  for (uint i = 0; i < pLightmap->uNumVertices; ++i)
-  {
-    v18 = 1.0 - 1.0 / (v14 * pLightmap->pVertices[i].vWorldViewPosition.x * 1000.0);
-    if (fabsf(z_bias) < 1e-5f)
-    {
-      v18 = v18 - z_bias;
-      if (v18 < 0.000099999997)
-        v18 = 0.000099999997;
-    }
-
-    a2[i].pos.x = pLightmap->pVertices[i].vWorldViewProjX;
-    a2[i].pos.z = v18;
-    a2[i].pos.y = pLightmap->pVertices[i].vWorldViewProjY;
-    a2[i].rhw = 1.0 / pLightmap->pVertices[i].vWorldViewPosition.x;
-    a2[i].diffuse = uLightmapColor;
-    a2[i].specular = 0;
-    a2[i].texcoord.x = pLightmap->pVertices[i].u;
-    a2[i].texcoord.y = pLightmap->pVertices[i].v;
-  }
-
-  if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
-    v24 = D3DDP_DONOTLIGHT | D3DDP_DONOTCLIP | D3DDP_DONOTUPDATEEXTENTS;
-   else
-    v24 = D3DDP_DONOTLIGHT;
-
-  ErrD3D(pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
-            D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
-            a2,
-            pLightmap->uNumVertices,
-            v24));
-
-  return true;
-}
-
-//----- (0045DCA9) --------------------------------------------------------
-void LightmapBuilder::Draw_183808_Lightmaps()
-{
-  if (!std__vector_183808_size)
-    return;
-
-  pRenderer->BeginLightmaps2();
-
-  DoDraw_183808_Lightmaps(0.00050000002);
-
-  pRenderer->EndLightmaps2();
-}
\ No newline at end of file