Mercurial > mm7
diff Engine/Graphics/LightmapBuilder.cpp @ 2532:9ec6b8be16fe
Mobile light
author | Ritor1 |
---|---|
date | Mon, 19 Jan 2015 22:39:03 +0600 |
parents | f6de3e15d4a5 |
children | a902abdfc7f2 |
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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