Mercurial > mm7
diff Render.cpp @ 1911:af38275939cc
which_player_to_attack rename and cleaning
author | Ritor1 |
---|---|
date | Tue, 22 Oct 2013 15:52:01 +0600 |
parents | 1a1c4040bee4 |
children | ab1c03cc2219 |
line wrap: on
line diff
--- a/Render.cpp Tue Oct 22 00:04:14 2013 -0700 +++ b/Render.cpp Tue Oct 22 15:52:01 2013 +0600 @@ -9044,4 +9044,157 @@ } } return; +} +//----- (00479543) -------------------------------------------------------- +void Render::DrawSkyD3D() +{ + int v9; // eax@4 + int v10; // ebx@4 + int v13; // edi@6 + int v14; // ecx@6 + int v15; // eax@8 + int v16; // eax@12 + signed __int64 v17; // qtt@13 + signed int v18; // ecx@13 + struct Polygon pSkyPolygon; // [sp+14h] [bp-150h]@1 + double v26; // [sp+120h] [bp-44h]@4 + int v30; // [sp+134h] [bp-30h]@1 + int v32; // [sp+13Ch] [bp-28h]@6 + int v33; // [sp+140h] [bp-24h]@2 + signed __int64 v34; // [sp+144h] [bp-20h]@1 + int v35; // [sp+148h] [bp-1Ch]@4 + int v36; // [sp+14Ch] [bp-18h]@2 + int v37; // [sp+154h] [bp-10h]@8 + int v38; // [sp+158h] [bp-Ch]@1 + int v39; // [sp+15Ch] [bp-8h]@4 + int v40; // [sp+160h] [bp-4h]@7 + + v30 = (signed __int64)((double)(pODMRenderParams->int_fov_rad * pGame->pIndoorCameraD3D->vPartyPos.z) + / ((double)pODMRenderParams->int_fov_rad + 8192.0) + + (double)(pViewport->uScreenCenterY + 7));//include "+ 7" + v34 = cos((double)pGame->pIndoorCameraD3D->sRotationX * 0.0030664064) * 0x2000;//(double)pODMRenderParams->shading_dist_mist + v38 = (signed __int64)((double)(pViewport->uScreenCenterY + 7) + - (double)pODMRenderParams->int_fov_rad + / (v34 + 0.0000001) + * (sin((double)pGame->pIndoorCameraD3D->sRotationX * 0.0030664064) + * (double)-0x2000//(double)pODMRenderParams->shading_dist_mist + - (double)pGame->pIndoorCameraD3D->vPartyPos.z)); + pSkyPolygon.Create_48607B(&stru_8019C8);//заполняется ptr_38 + pSkyPolygon.ptr_38->_48694B_frustum_sky(); + pSkyPolygon.uTileBitmapID = pOutdoor->uSky_TextureID;//179(original 166) + pSkyPolygon.pTexture = (Texture *)(SLOWORD(pOutdoor->uSky_TextureID) != -1 ? (int)&pBitmaps_LOD->pTextures[SLOWORD(pOutdoor->uSky_TextureID)] : 0); + if ( pSkyPolygon.pTexture ) + { + pSkyPolygon.dimming_level = 0; + pSkyPolygon.uNumVertices = 4; + //centering(центруем)--наклон камеры ---------------------------------------- + pSkyPolygon.v_18.x = -stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX + 16); + pSkyPolygon.v_18.y = 0; + pSkyPolygon.v_18.z = -stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX + 16); + + //sky wiew position(положение неба на экране)------------------------------------------ + // X + // 0._____________________________.3 + // |8,8 468,8 | + // | | + // | | + // Y| | + // | | + // |8,351 468,351 | + // 1._____________________________.2 + // + array_50AC10[0].vWorldViewProjX = (double)(signed int)pViewport->uViewportTL_X; + array_50AC10[0].vWorldViewProjY = (double)(signed int)pViewport->uViewportTL_Y; + + array_50AC10[1].vWorldViewProjX = (double)(signed int)pViewport->uViewportTL_X; + array_50AC10[1].vWorldViewProjY = (double)v38; + + array_50AC10[2].vWorldViewProjX = (double)(signed int)pViewport->uViewportBR_X; + array_50AC10[2].vWorldViewProjY = (double)v38; + + array_50AC10[3].vWorldViewProjX = (double)(signed int)pViewport->uViewportBR_X; + array_50AC10[3].vWorldViewProjY = (double)(signed int)pViewport->uViewportTL_Y; + + pSkyPolygon.sTextureDeltaU = 224 * pMiscTimer->uTotalGameTimeElapsed; + pSkyPolygon.sTextureDeltaV = 224 * pMiscTimer->uTotalGameTimeElapsed; + + pSkyPolygon.field_24 = 0x2000000u; + v33 = 65536 / (signed int)(signed __int64)(((double)(pViewport->uViewportBR_X - pViewport->uViewportTL_X) * 0.5) / tan(0.6457717418670654) + 0.5); + for ( uint i = 0; i < pSkyPolygon.uNumVertices; ++i ) + { + v26 = array_50AC10[i].vWorldViewProjY + 6.7553994e15; + //rotate skydome(вращение купола неба)-------------------------------------- + // В игре принята своя система измерения углов. Полный угол (180). Значению угла 0 соответствует + // направление на север и/или юг (либо на восток и/или запад), значению 65536 еденицам(0х10000) соответствует угол 90. + // две переменные хранят данные по углу обзора. field_14 по западу и востоку. field_20 по югу и северу + // от -25080 до 25080 + v39 = (unsigned __int64)(pSkyPolygon.ptr_38->viewing_angle_from_west_east * (signed __int64)(v33 * (v30 - array_50AC10[i].vWorldViewProjY))) >> 16; + v35 = v39 + pSkyPolygon.ptr_38->angle_from_north; + + v39 = (unsigned __int64)(pSkyPolygon.ptr_38->viewing_angle_from_north_south * (signed __int64)(v33 * (v30 - array_50AC10[i].vWorldViewProjY))) >> 16; + v36 = v39 + pSkyPolygon.ptr_38->angle_from_east; + + v38 = pSkyPolygon.v_18.z; + v9 = (unsigned __int64)(pSkyPolygon.v_18.z * (signed __int64)(v33 * (v30 - array_50AC10[i].vWorldViewProjY))) >> 16; + v10 = pSkyPolygon.v_18.x + v9; + v39 = pSkyPolygon.v_18.x + v9; + if ( pSkyPolygon.v_18.x + v9 > 0 ) + { + v10 = 0; + v39 = 0; + } + v38 = v10; + v13 = v33 * (pViewport->uScreenCenterX - (signed __int64)array_50AC10[i].vWorldViewProjX); + v34 = -pSkyPolygon.field_24; + v32 = (signed __int64)array_50AC10[i].vWorldViewProjX; + v14 = v33 * (v30 - (signed __int64)array_50AC10[i].vWorldViewProjX); + while ( 1 ) + { + v40 = v14; + if ( !v10 ) + goto LABEL_12; + v37 = abs((int)v34 >> 14); + v15 = abs(v10); + if ( v37 <= v15 || v32 <= (signed int)pViewport->uViewportTL_Y ) + { + if ( v39 <= 0 ) + break; + } + v14 = v40; +LABEL_12: + v37 = pSkyPolygon.v_18.z; + v16 = (unsigned __int64)(pSkyPolygon.v_18.z * (signed __int64)v14) >> 16; + --v32; + v14 += v33; + v10 = pSkyPolygon.v_18.x + v16; + v39 = pSkyPolygon.v_18.x + v16; + v38 = pSkyPolygon.v_18.x + v16; + } + LODWORD(v17) = LODWORD(v34) << 16; + HIDWORD(v17) = v34 >> 16; + //v40 = v17 / v38; + v18 = v17 / v38; + if ( v18 < 0 ) + v18 = pODMRenderParams->shading_dist_mist; + v37 = v35 + ((unsigned __int64)(pSkyPolygon.ptr_38->angle_from_west * (signed __int64)v13) >> 16); + v35 = 224 * pMiscTimer->uTotalGameTimeElapsed + + ((signed int)((unsigned __int64)(v37 * (signed __int64)v18) >> 16) >> 3); + array_50AC10[i].u = (double)v35 / ((double)pSkyPolygon.pTexture->uTextureWidth * 65536.0); + + v36 = v36 + ((unsigned __int64)(pSkyPolygon.ptr_38->angle_from_south * (signed __int64)v13) >> 16); + v35 = 224 * pMiscTimer->uTotalGameTimeElapsed + + ((signed int)((unsigned __int64)(v36 * (signed __int64)v18) >> 16) >> 3); + array_50AC10[i].v = (double)v35 / ((double)pSkyPolygon.pTexture->uTextureHeight * 65536.0); + + array_50AC10[i].vWorldViewPosition.x = (double)0x2000;//pODMRenderParams->shading_dist_mist + array_50AC10[i]._rhw = 1.0 / (double)(v18 >> 16); + } + pRenderer->DrawSkyPolygon(pSkyPolygon.uNumVertices, &pSkyPolygon, pBitmaps_LOD->pHardwareTextures[(signed __int16)pSkyPolygon.uTileBitmapID]); + array_50AC10[0].vWorldViewProjY = (double)v38; + array_50AC10[1].vWorldViewProjY = array_50AC10[1].vWorldViewProjY + 30.0; + array_50AC10[2].vWorldViewProjY = array_50AC10[2].vWorldViewProjY + 30.0; + array_50AC10[3].vWorldViewProjY = (double)v38; + pRenderer->DrawSkyPolygon(pSkyPolygon.uNumVertices, &pSkyPolygon, pBitmaps_LOD->pHardwareTextures[(signed __int16)pSkyPolygon.uTileBitmapID]); + return; + } } \ No newline at end of file