Mercurial > mm7
view 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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#define _CRTDBG_MAP_ALLOC #include <stdlib.h> #include <crtdbg.h> #define _CRT_SECURE_NO_WARNINGS #include "LightmapBuilder.h" #include "../Game.h" #include "../stru314.h" #include "Outdoor.h" #include "../Log.h" #include "../ErrorHandling.h" #include "Lights.h" #include "..\MMT.h" #include "stru9.h" LightsStack_StationaryLight_ *pStationaryLightsStack = new LightsStack_StationaryLight_; //StationaryLight pStationaryLights[400]; //int uNumStationaryLightsApplied; // weak LightsStack_MobileLight_ *pMobileLightsStack = new LightsStack_MobileLight_; //MobileLight pMobileLights[400]; //int uNumMobileLightsApplied; //----- (0045DF13) -------------------------------------------------------- Lightmap::Lightmap() { // For initialization step(I) NumVertices = -1; for (uint i = 0; i < 64; ++i) pVertices[i].flt_2C = 0.0f; this->field_C18 = 0; //this->vdestructor_ptr = &Lightmap_pvdtor; } //----- (0045BB06) -------------------------------------------------------- LightmapBuilder::LightmapBuilder() { // For initialization step(II) 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 light type 2 this->std__vector_183808[i] = Lightmap(); this->std__vector_183808_size = 0; for ( int i = 0; i < 256; i++ ) this->field_3C8C34[i].flt_2C = 0.0f; } //////////////////////////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 v3 = stru_F8AD28.uDefaultAmbientLightLevel + pFace->uShadeType; pSlot = 0; stru_F8AD28.uCurrentAmbientLightLevel = v3 << 16; for ( uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i ) { if ( pSlot >= 20 ) break; ApplyLight_ODM((StationaryLight *)pMobileLightsStack[i].pLights, pFace, (unsigned int *)&pSlot, 1); } for ( uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i ) { if ( pSlot >= 20 ) break; ApplyLight_ODM(&pStationaryLightsStack->pLights[i], pFace, (unsigned int *)&pSlot, 0); } result = pSlot; stru_F8AD28.uNumLightsApplied = pSlot; return true; } //----- (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 signed int v52; // ecx@17 char v57; // dl@18 std::string v58; // [sp-18h] [bp-38h]@10 double v61; // [sp+Ch] [bp-14h]@11 float minz; // [sp+14h] [bp-Ch]@11 float tX_0; float tX_1; float tY_0; float tY_1; // [sp+1Ch] [bp-4h]@5 if ( pLight->uRadius <= 0 ) return 0; if ( uStripType == 4 ) { tX_0 = a1->vWorldPosition.x; tX_1 = a1[3].vWorldPosition.x; tY_0 = a1[1].vWorldPosition.y; tY_1 = a1->vWorldPosition.y; } else // uStripType == 3 { if ( uStripType != 3 ) MessageBoxW(nullptr, L"Uknown strip type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:981", 0); else if ((unsigned char)X) { tX_0 = a1->vWorldPosition.x; tX_1 = a1[2].vWorldPosition.x; tY_0 = a1[1].vWorldPosition.y; tY_1 = a1[2].vWorldPosition.y; } else { tX_0 = a1[1].vWorldPosition.x; tX_1 = a1[2].vWorldPosition.x; tY_0 = a1[1].vWorldPosition.y; tY_1 = a1->vWorldPosition.y; } } minz = pGame->pIndoorCameraD3D->GetPolygonMinZ(a1, uStripType); maxz = pGame->pIndoorCameraD3D->GetPolygonMaxZ(a1, uStripType); float bounding_x1 = tX_0 - (float)pLight->uRadius; //13 976 - 128 = 13848.0 float bounding_y1 = tY_0 - (float)pLight->uRadius; // 3 800 - 128 = 3672.0 float bounding_z1 = minz - (float)pLight->uRadius; // -26.0 float bounding_x2 = (float)pLight->uRadius + tX_1; //13 877 + 128 = 14005.0 float bounding_y2 = (float)pLight->uRadius + tY_1; //3 792 + 128 = 3920.0 float bounding_z2 = (float)pLight->uRadius + maxz;// 260.0 if ( (float)pLight->vPosition.x <= bounding_x1 || (float)pLight->vPosition.x >= bounding_x2 || (float)pLight->vPosition.y <= bounding_y1 || (float)pLight->vPosition.y >= bounding_y2 || (float)pLight->vPosition.z <= bounding_z1 || (float)pLight->vPosition.z >= bounding_z2 ) return 0; Vec3_float_::NegDot(&a1->vWorldPosition, pNormal, a3); float p_dot = (float)pLight->vPosition.x * pNormal->x + (float)pLight->vPosition.y * pNormal->y + (float)pLight->vPosition.z * pNormal->z + *a3; p_dot = p_dot + 0.5f; if ( (//v49 = pNormal, //Vec3_float_::NegDot(&a1->vWorldPosition, pNormal, a3), //X = v8->vPosition.y, //v50 = (double)v8->vPosition.y * v49->y, //X = v8->vPosition.z, //v51 = (double)v8->vPosition.z * v49->z, //X = v8->vPosition.x, //*(float *)&a3 = (double)pLight->vPosition.y * pNormal->y //+ (double)pLight->vPosition.z * pNormal->z //+ (double)pLight->vPosition.x * pNormal->x + *a3, //v61 = *(float *)&a3 + 0.5f, //result = LODWORD(v61), //X = LODWORD(v61), //v52 = v63, p_dot > pLight->uRadius) ) return 0; /* v49 = pNormal; Vec3_float_::NegDot(&v11->vWorldPosition, pNormal, a3); *(float *)a3 = (double)v8->vPosition.x * v49->x + (double)v8->vPosition.y * v49->y + (double)v8->vPosition.z * v49->z + *a3; v61 = *(float *)a3 + 6.7553994e15; result = LODWORD(v61); X = LODWORD(v61); v52 = radius_1; if ( SLODWORD(v61) > radius_1)*/ //v53 = pSlot; //v60 = X; 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] = pLight->uLightColorR / 255.0f; stru_F8AD28._blv_lights_gs[*pSlot] = pLight->uLightColorG / 255.0f; stru_F8AD28._blv_lights_bs[*pSlot] = pLight->uLightColorB / 255.0f; stru_F8AD28._blv_lights_light_dot_faces[*pSlot] = abs(p_dot); stru_F8AD28._blv_lights_types[*pSlot] = pLight->uLightType; v57 = stru_F8AD28._blv_lights_types[*pSlot]; if ( /*pRenderer->pRenderD3D &&*/ pRenderer->bUsingSpecular && stru_F8AD28._blv_lights_types[*pSlot] & 4 ) v57 = _4E94D2_light_type; stru_F8AD28._blv_lights_types[*pSlot] = v57; result = 4 * *pSlot; if ( /*pRenderer->pRenderD3D &&*/ pRenderer->bUsingSpecular ) { if ( stru_F8AD28._blv_lights_types[*pSlot] & 4 ) { stru_F8AD28._blv_lights_rs[result] = stru_F8AD28._blv_lights_rs[result] * 0.3300000131130219; stru_F8AD28._blv_lights_gs[result] = stru_F8AD28._blv_lights_gs[result] * 0.3300000131130219; stru_F8AD28._blv_lights_bs[result] = stru_F8AD28._blv_lights_bs[result] * 0.3300000131130219; } } ++*pSlot; 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) { bool result; // eax@1 LightmapBuilder *v3; // esi@1 RenderVertexSoft *v4; // edi@3 RenderVertexSoft *v5; // edi@7 IndoorCameraD3D *thisa; // [sp+10h] [bp-8h]@1 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; if ( bit_one_for_list1__bit_two_for_list2 & 1 ) { v7 = 0; if ( (signed int)this->std__vector_000004_size > 0 ) { v4 = this->std__vector_000004[0].pVertices; do { pGame->pIndoorCameraD3D->debug_outline_sw(v4, *((unsigned int *)v4 - 1), 0xFF00u, 0.0); ++v7; v4 = (RenderVertexSoft *)((char *)v4 + 3100); result = v7; } while ( v7 < (signed int)v3->std__vector_000004_size ); } } if ( bit_one_for_list1__bit_two_for_list2 & 2 ) { a2a = 0; if ( (signed int)v3->std__vector_183808_size > 0 ) { v5 = v3->std__vector_183808[0].pVertices; do { pGame->pIndoorCameraD3D->debug_outline_sw(v5, *((unsigned int *)v5 - 1), 0xC04000u, 0.00019999999); ++a2a; v5 = (RenderVertexSoft *)((char *)v5 + 3100); result = a2a; } while ( a2a < (signed int)v3->std__vector_183808_size ); } } LOBYTE(result) = 1; return result; }