Mercurial > mm7
view Engine/Graphics/IndoorCameraD3D.cpp @ 2524:c7264ab7132f
Main menu rendered using d3d11
author | a.parshin |
---|---|
date | Fri, 10 Oct 2014 17:42:05 +0300 |
parents | 68cdef6879a0 |
children | f6de3e15d4a5 |
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#define _CRTDBG_MAP_ALLOC #include <stdlib.h> #include <crtdbg.h> #define _CRT_SECURE_NO_WARNINGS #include "../ErrorHandling.h" #include "IndoorCameraD3D.h" #include "../Game.h" #include "Indoor.h" #include "Viewport.h" #include "../LOD.h" #include "../OurMath.h" #include "stru9.h" // calculates FOV (Field of View) angle in radians for IndoorCamera::Initialize and BLVRenderParams::Reset float _calc_fov(int viewport_width, int angle_degree) { return viewport_width * 0.5 / tan(angle_degree / 2 * 0.01745329) + 0.5; } //----- (004361EF) -------------------------------------------------------- IndoorCameraD3D::IndoorCameraD3D() { this->field_108 = 0.0; this->field_138 = 0.0; this->field_168 = 0.0; this->field_198 = 0.0; this->field_1C8 = 0.0; this->field_1F8 = 0.0; this->field_228 = 0.0; this->field_258 = 0.0; this->field_288 = 0.0; this->field_2B8 = 0.0; this->field_2E8 = 0.0; this->field_2BC = 0.0; this->field_2C0 = 0.0; this->field_2C4 = 0.0; this->field_318 = 0.0; this->field_2EC = 0.0; this->field_2F0 = 0.0; this->field_2F4 = 0.0; this->field_348 = 0.0; this->field_31C = 0.0; this->field_320 = 0.0; this->field_324 = 0.0; this->field_378 = 0.0; this->field_34C = 0.0; this->field_350 = 0.0; this->field_354 = 0.0; for (uint i = 0; i < 16384; ++i) { list_0037C[i].field_0 = 0; list_0037C[i].flt_30 = 0.0f; } list_0037C_size = 0; for (uint i = 0; i < 256; ++i) list_E0380[i].mm7__vector_000004_size = 0; list_E0380_size = 0; } //----- (0043643E) -------------------------------------------------------- float IndoorCameraD3D::GetPickDepth() { if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) return pODMRenderParams->uPickDepth; else return 16192.0; } //----- (00436427) -------------------------------------------------------- float IndoorCameraD3D::GetShadingDistMist() { if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) return (double)pODMRenderParams->shading_dist_mist; else return 16192.0; } //----- (004364C5) -------------------------------------------------------- void IndoorCameraD3D::ViewTransfrom_OffsetUV(RenderVertexSoft *pVertices, unsigned int uNumVertices, RenderVertexSoft *pOutVertices, stru320 *a5) { for (uint i = 0; i < uNumVertices; ++i) { pOutVertices[i].vWorldPosition.x = pVertices[i].vWorldPosition.x; pOutVertices[i].vWorldPosition.y = pVertices[i].vWorldPosition.y; pOutVertices[i].vWorldPosition.z = pVertices[i].vWorldPosition.z; pOutVertices[i].u = pVertices[i].u + a5->pDeltaUV[0]; pOutVertices[i].v = pVertices[i].v + a5->pDeltaUV[1]; } ViewTransform(pOutVertices, uNumVertices); } //----- (0043669D) -------------------------------------------------------- bool IndoorCameraD3D::ApplyViewTransform_TrueIfStillVisible_BLV(int x, int y, int z, signed int *pOutX, int *pOutZ, int *pOutY, char bDoNotShow) { int to_z; // esi@2 int v9; // ecx@3 //signed int *v10; // esi@5 //int pOutY_; // ecx@5 //signed int v12; // esi@7 int v14; // [sp+8h] [bp-4h]@3 int to_x; // [sp+14h] [bp+8h]@1 int to_y; // [sp+18h] [bp+Ch]@1 // int a2b; // [sp+18h] [bp+Ch]@5 int a3a; // [sp+1Ch] [bp+10h]@5 to_x = x - pGame->pIndoorCameraD3D->vPartyPos.x; to_y = y - pGame->pIndoorCameraD3D->vPartyPos.y; if (pGame->pIndoorCameraD3D->sRotationX) { to_z = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; //if ( pRenderer->pRenderD3D ) //{ v14 = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) + (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y); v9 = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) - (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y); //} a3a = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; *pOutX = fixpoint_mul(v14, pGame->pIndoorCameraD3D->int_cosine_x) - fixpoint_mul(to_z, pGame->pIndoorCameraD3D->int_sine_x); *pOutZ = v9; *pOutY = fixpoint_mul(v14, pGame->pIndoorCameraD3D->int_sine_x) + fixpoint_mul(a3a, pGame->pIndoorCameraD3D->int_cosine_x); } else { *pOutY = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; //if ( pRenderer->pRenderD3D ) //{ //v10 = pOutX; *pOutX = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) + (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y); *pOutZ = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) - (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y); //} } if (!bDoNotShow) return false; return *pOutX >= fixpoint_from_int(4, 0) && *pOutX <= fixpoint_from_int(8000, 0); } //----- (00436455) -------------------------------------------------------- bool IndoorCameraD3D::IsCulled(BLVFace *pFace) { RenderVertexSoft v; // [sp+8h] [bp-30h]@1 //----- (0043648F) -------------------------------------------------------- auto Vec3_short__to_RenderVertexSoft = [](RenderVertexSoft *_this, Vec3_short_ *a2) -> void { _this->flt_2C = 0.0; _this->vWorldPosition.x = a2->x; _this->vWorldPosition.y = a2->y; _this->vWorldPosition.z = a2->z; }; Vec3_short__to_RenderVertexSoft(&v, &pIndoor->pVertices[*pFace->pVertexIDs]); return is_face_faced_to_camera(pFace, &v); } //----- (00436523) -------------------------------------------------------- void IndoorCameraD3D::ViewTransform(RenderVertexSoft *a1a, unsigned int uNumVertices) { if (byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor) { float sin_x = fRotationXSine, cos_x = fRotationXCosine; float sin_y = fRotationYSine, cos_y = fRotationYCosine; //v4 = uNumVertices; //v7 = pIndoorCamera->fRotationXSine; if (pGame->pIndoorCameraD3D->sRotationX) { //_EAX = a1a; for (uint i = 0; i < uNumVertices; ++i) { float st0, st1, st2; //if ( pRenderer->pRenderD3D ) { /*__asm { fld [ebp+uNumVertices] // [(a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] fmul st, st(3) // [pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] fld [ebp+a1] // [(a1a[i].x - pIndoorCamera->pos.x)] [pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] fmul st, st(5) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)] // 1[pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] // 2[(a1a[i].z - pIndoorCamera->pos.z)] // 3[pIndoorCamera->fRotationXCosine] // 4[pIndoorCamera->fRotationYSine] // 5[pIndoorCamera->fRotationYCosine] faddp st(1), st // [pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] fld [ebp+a1] // [(a1a[i].x - pIndoorCamera->pos.x)] [pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] fmul st, st(4) // [pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] [pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] [(a1a[i].z - pIndoorCamera->pos.z)] [pIndoorCamera->fRotationXCosine] [pIndoorCamera->fRotationYSine] [pIndoorCamera->fRotationYCosine] fld [ebp+uNumVertices] // 0[a1a[i].y - pIndoorCamera->pos.y] // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] // 3[(a1a[i].z - pIndoorCamera->pos.z)] // 4[pIndoorCamera->fRotationXCosine] // 5[pIndoorCamera->fRotationYSine] // 6[pIndoorCamera->fRotationYCosine] fmul st, st(6) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)] // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] // 3[(a1a[i].z - pIndoorCamera->pos.z)] // 4[pIndoorCamera->fRotationXCosine] // 5[pIndoorCamera->fRotationYSine] // 6[pIndoorCamera->fRotationYCosine] fsubp st(1), st // 0[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)] // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] // 2[(a1a[i].z - pIndoorCamera->pos.z)] // 3[pIndoorCamera->fRotationXCosine] // 4[pIndoorCamera->fRotationYSine] // 5[pIndoorCamera->fRotationYCosine] }*/ st0 = sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); st1 = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) + sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); st2 = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z); } if (false)//else { /*__asm { fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)] // 1[(a1a[i].z - pIndoorCamera->pos.z)] // 2[pIndoorCamera->fRotationXCosine] // 3[pIndoorCamera->fRotationYSine] // 4[pIndoorCamera->fRotationYCosine] fmul st, st(4) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)] // 1[(a1a[i].z - pIndoorCamera->pos.z)] // 2[pIndoorCamera->fRotationXCosine] // 3[pIndoorCamera->fRotationYSine] // 4[pIndoorCamera->fRotationYCosine] fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)] // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)] // 2[(a1a[i].z - pIndoorCamera->pos.z)] // 3[pIndoorCamera->fRotationXCosine] // 4[pIndoorCamera->fRotationYSine] // 5[pIndoorCamera->fRotationYCosine] fmul st, st(4) // 0[pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)] // 2[(a1a[i].z - pIndoorCamera->pos.z)] // 3[pIndoorCamera->fRotationXCosine] // 4[pIndoorCamera->fRotationYSine] // 5[pIndoorCamera->fRotationYCosine] fsubp st(1), st // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] // 1[(a1a[i].z - pIndoorCamera->pos.z)] // 2[pIndoorCamera->fRotationXCosine] // 3[pIndoorCamera->fRotationYSine] // 4[pIndoorCamera->fRotationYCosine] fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)] // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] // 2[(a1a[i].z - pIndoorCamera->pos.z)] // 3[pIndoorCamera->fRotationXCosine] // 4[pIndoorCamera->fRotationYSine] // 5[pIndoorCamera->fRotationYCosine] fmul st, st(4) // 0[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] // 2[(a1a[i].z - pIndoorCamera->pos.z)] // 3[pIndoorCamera->fRotationXCosine] // 4[pIndoorCamera->fRotationYSine] // 5[pIndoorCamera->fRotationYCosine] fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)] // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] // 3[(a1a[i].z - pIndoorCamera->pos.z)] // 4[pIndoorCamera->fRotationXCosine] // 5[pIndoorCamera->fRotationYSine] // 6[pIndoorCamera->fRotationYCosine] fmul st, st(6) // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)] // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] // 3[(a1a[i].z - pIndoorCamera->pos.z)] // 4[pIndoorCamera->fRotationXCosine] // 5[pIndoorCamera->fRotationYSine] // 6[pIndoorCamera->fRotationYCosine] faddp st(1), st // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y) + pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)] // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)] // 2[(a1a[i].z - pIndoorCamera->pos.z)] // 3[pIndoorCamera->fRotationXCosine] // 4[pIndoorCamera->fRotationYSine] // 5[pIndoorCamera->fRotationYCosine] }*/ st0 = cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) + sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x); st1 = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); st2 = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z); } a1a[i].vWorldViewPosition.x = st1*cos_x - st2*sin_x; a1a[i].vWorldViewPosition.y = st0; a1a[i].vWorldViewPosition.z = st2*cos_x + st1*sin_x; } } else { for (uint i = 0; i < uNumVertices; ++i) { //if ( pRenderer->pRenderD3D ) { /*__asm { fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)] // 1[(a1a[i].z - pIndoorCamera->pos.z)] // 2[sin_y] // 3[cos_y] fmul st, st(2) // 0[sin_y * (a1a[i].y - pIndoorCamera->pos.y)] // 1[(a1a[i].z - pIndoorCamera->pos.z)] // 2[sin_y] // 3[cos_y] fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)] // 1[sin_y * (a1a[i].y - pIndoorCamera->pos.y)] // 2[(a1a[i].z - pIndoorCamera->pos.z)] // 3[sin_y] // 4[cos_y] fmul st, st(4) // 0[cos_y * (a1a[i].x - pIndoorCamera->pos.x)] // 1[sin_y * (a1a[i].y - pIndoorCamera->pos.y)] // 2[(a1a[i].z - pIndoorCamera->pos.z)] // 3[sin_y] // 4[cos_y] faddp st(1), st // 0[cos_y * (a1a[i].x - pIndoorCamera->pos.x) + sin_y * (a1a[i].y - pIndoorCamera->pos.y)] // 1[(a1a[i].z - pIndoorCamera->pos.z)] // 2[sin_y] // 3[cos_y] fstp dword ptr [eax+0Ch] fld [ebp+a1] // 0[(a1a[i].x - pIndoorCamera->pos.x)] // 1[(a1a[i].z - pIndoorCamera->pos.z)] // 2[sin_y] // 3[cos_y] fmul st, st(2) // 0[sin_y * (a1a[i].x - pIndoorCamera->pos.x)] // 1[(a1a[i].z - pIndoorCamera->pos.z)] // 2[sin_y] // 3[cos_y] fld [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)] // 1[sin_y * (a1a[i].x - pIndoorCamera->pos.x)] // 2[(a1a[i].z - pIndoorCamera->pos.z)] // 3[sin_y] // 4[cos_y] fmul st, st(4) // 0[cos_y * (a1a[i].y - pIndoorCamera->pos.y)] // 1[sin_y * (a1a[i].x - pIndoorCamera->pos.x)] // 2[(a1a[i].z - pIndoorCamera->pos.z)] // 3[sin_y] // 4[cos_y] fsubp st(1), st // 0[sin_y * (a1a[i].x - pIndoorCamera->pos.x) - cos_y * (a1a[i].y - pIndoorCamera->pos.y)] // 1[(a1a[i].z - pIndoorCamera->pos.z)] // 2[sin_y] // 3[cos_y] fstp dword ptr [eax+10h] fstp dword ptr [eax+14h] }*/ a1a[i].vWorldViewPosition.x = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) + sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); a1a[i].vWorldViewPosition.y = sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); a1a[i].vWorldViewPosition.z = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z); } if (false)//else { __debugbreak(); /*__asm { fld [ebp+a1] fmul st, st(3) fld [ebp+uNumVertices] fmul st, st(3) fsubp st(1), st fstp dword ptr [eax+0Ch] fld [ebp+a1] fmul st, st(2) fld [ebp+uNumVertices] fmul st, st(4) faddp st(1), st fstp dword ptr [eax+10h] fstp dword ptr [eax+14h] }*/ } } } } else for (uint i = 0; i < uNumVertices; ++i) //pIndoorCamera->ViewTransform_ODM(a1a + i); { //ViewTransform_ODM(a1a + i); RenderVertexSoft* a1 = &a1a[i]; //----- (00481CCE) -------------------------------------------------------- //void ViewTransform_ODM(RenderVertexSoft *a1) { float result; // eax@1 double vCamToVertexZ; // st7@1 double v3; // st6@1 double v4; // st5@1 double v5; // st4@1 float v6; // ST04_4@3 float v7; // [sp+0h] [bp-14h]@1 float v8; // [sp+8h] [bp-Ch]@1 float vCamToVertexX; // [sp+Ch] [bp-8h]@1 float vCamToVertexY; // [sp+10h] [bp-4h]@1 v8 = fRotationXCosine; result = fRotationXSine; v7 = fRotationXSine; vCamToVertexX = a1->vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x; vCamToVertexY = a1->vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y; vCamToVertexZ = a1->vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z; v3 = fRotationYCosine; v4 = fRotationYSine; v5 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; if (pGame->pIndoorCameraD3D->sRotationX) { v6 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; a1->vWorldViewPosition.x = v5 * fRotationXCosine + fRotationXSine * vCamToVertexZ; a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX; a1->vWorldViewPosition.z = v8 * vCamToVertexZ - v6 * v7; } else { a1->vWorldViewPosition.x = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX; a1->vWorldViewPosition.z = vCamToVertexZ; } } } } //----- (00436932) -------------------------------------------------------- bool IndoorCameraD3D::GetFacetOrientation(char polyType, Vec3_float_ *a2, Vec3_float_ *a3, Vec3_float_ *a4) { switch ((PolygonType)polyType) { case POLYGON_VerticalWall: { a4->x = -a2->y; a4->y = a2->x; a4->z = 0.0; a3->x = 0.0; a3->y = 0.0; a3->z = 1.0f; } return true; case POLYGON_Floor: case POLYGON_Ceiling: { a4->x = 1.0; a4->y = 0.0; a4->z = 0.0; a3->x = 0.0; a3->y = 1.0; a3->z = 0.0; } return true; case POLYGON_InBetweenFloorAndWall: case POLYGON_InBetweenCeilingAndWall: { if (fabs(a2->z) < 0.70811361) { a4->x = -a2->y; a4->y = a2->x; a4->z = 0.0; a4->Normalize(); a3->x = 0.0; a3->y = 0.0; a3->z = 1.0; } else { a4->x = 1.0; a4->y = 0.0; a4->z = 0.0; a3->x = 0.0; a3->y = 1.0; a3->z = 0.0; } } return true; default: return false; } } //----- (00438258) -------------------------------------------------------- bool IndoorCameraD3D::is_face_faced_to_camera(BLVFace *pFace, RenderVertexSoft *a2) { if (pFace->Portal()) return false; //really strange cull; dot(to_cam, normal) < 0 means we see the BACK face, not font %_% if ( (a2->vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z) * (double)pFace->pFacePlane_old.vNormal.z + (a2->vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y) * (double)pFace->pFacePlane_old.vNormal.y + (a2->vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x) * (double)pFace->pFacePlane_old.vNormal.x < 0.0) return false; return true; } //----- (00437AB5) -------------------------------------------------------- void IndoorCameraD3D::do_draw_debug_line_sw(RenderVertexSoft *pLineBegin, signed int sStartDiffuse, RenderVertexSoft *pLineEnd, signed int sEndDiffuse, unsigned int uOutNumVertices, float z_stuff) { RenderVertexSoft a1[20]; // [sp+8h] [bp-7C4h]@6 RenderVertexSoft pVertices[20]; // [sp+3C8h] [bp-404h]@2 RenderVertexD3D3 v24[2]; // [sp+788h] [bp-44h]@11 //if ( pRenderer->pRenderD3D ) //{ for ( uint i = 0; i < 20; i++ ) pVertices[i].flt_2C = 0.0; if ( (char)uOutNumVertices ) { pVertices[0].vWorldViewProjX = pLineBegin->vWorldViewProjX; pVertices[0].vWorldViewProjY = pLineBegin->vWorldViewProjY; pVertices[1].vWorldViewProjX = pLineEnd->vWorldViewProjX; pVertices[1].vWorldViewProjY = pLineEnd->vWorldViewProjY; v24[0].specular = 0; v24[0].pos.x = pVertices[0].vWorldViewProjX; v24[0].pos.y = pVertices[0].vWorldViewProjY; v24[0].pos.z = 0.001 - z_stuff; v24[0].diffuse = sStartDiffuse; v24[0].rhw = 0.001; v24[0].texcoord.x = 0.0; v24[0].texcoord.y = 0.0; v24[1].pos.x = pVertices[1].vWorldViewProjX; v24[1].pos.y = pVertices[1].vWorldViewProjY; v24[1].diffuse = sEndDiffuse; v24[1].pos.z = 0.001 - z_stuff; v24[1].specular = 0; v24[1].rhw = 0.001; v24[1].texcoord.x = 0.0; v24[1].texcoord.y = 0.0; //v19 = pRenderer->pRenderD3D->pDevice; pRenderer->DrawLines(v24, 2); return; } for ( uint i = 0; i < 20; i++ ) a1[i].flt_2C = 0.0; uOutNumVertices = 2; a1[0].vWorldPosition.x = pLineBegin->vWorldPosition.x; a1[0].vWorldPosition.y = pLineBegin->vWorldPosition.y; a1[0].vWorldPosition.z = pLineBegin->vWorldPosition.z; a1[1].vWorldPosition.x = pLineEnd->vWorldPosition.x; a1[1].vWorldPosition.y = pLineEnd->vWorldPosition.y; a1[1].vWorldPosition.z = pLineEnd->vWorldPosition.z; if ( CalcPortalShape(a1, &uOutNumVertices, pVertices, this->std__vector_000034_prolly_frustrum, 4, 1, 0) != 1 || (signed int)uOutNumVertices >= 2 ) { ViewTransform(pVertices, 2); Project(pVertices, 2, 0); v24[0].specular = 0; v24[0].pos.x = pVertices[0].vWorldViewProjX; v24[0].pos.y = pVertices[0].vWorldViewProjY; v24[0].pos.z = 0.001 - z_stuff; v24[0].diffuse = sStartDiffuse; v24[0].rhw = 0.001; v24[0].texcoord.x = 0.0; v24[0].texcoord.y = 0.0; v24[1].pos.x = pVertices[1].vWorldViewProjX; v24[1].pos.y = pVertices[1].vWorldViewProjY; v24[1].diffuse = sEndDiffuse; v24[1].pos.z = 0.001 - z_stuff; v24[1].specular = 0; v24[1].rhw = 0.001; v24[1].texcoord.x = 0.0; v24[1].texcoord.y = 0.0; //v19 = pRenderer->pRenderD3D->pDevice; pRenderer->DrawLines(v24, 2); return; } //} } //----- (00437A55) -------------------------------------------------------- void IndoorCameraD3D::debug_outline_d3d(const RenderVertexD3D3 *pLineVertices, unsigned int uNumLines, int uDiffuse, float z_stuff) { unsigned int v5; // esi@1 const RenderVertexD3D3 *v6; // ecx@2 unsigned int v7; // ebx@2 const RenderVertexD3D3 *v8; // edi@3 v5 = 0; if ( (signed int)(uNumLines - 1) > 0 ) { v6 = pLineVertices; v5 = uNumLines - 1; for ( v7 = uNumLines - 1; v7; --v7 ) { v8 = v6 + 1; pRenderer->do_draw_debug_line_d3d(v6, uDiffuse, v6 + 1, uDiffuse, z_stuff); v6 = v8; } } pRenderer->do_draw_debug_line_d3d(&pLineVertices[v5], uDiffuse, pLineVertices, uDiffuse, z_stuff); } //----- (004379EE) -------------------------------------------------------- void IndoorCameraD3D::debug_outline_sw(RenderVertexSoft *a2, unsigned int uNumVertices, unsigned int uDiffuse, float a5) { if ( !uNumVertices ) return; if ( (signed int)(uNumVertices - 1) > 0 ) { for ( uint i = 0; i < uNumVertices - 1; i++ ) do_draw_debug_line_sw(&a2[i], uDiffuse, &a2[i + 1], uDiffuse, 0, a5); } do_draw_debug_line_sw(&a2[uNumVertices - 1], uDiffuse, a2, uDiffuse, 0, a5); } void IndoorCameraD3D::DebugDrawPortal(BLVFace *pFace) { Assert(pFace->uNumVertices <= 32); RenderVertexSoft sw[32]; for (uint i = 0; i < pFace->uNumVertices; ++i) { sw[i].vWorldPosition.x = pIndoor->pVertices[pFace->pVertexIDs[i]].x; sw[i].vWorldPosition.y = pIndoor->pVertices[pFace->pVertexIDs[i]].y; sw[i].vWorldPosition.z = pIndoor->pVertices[pFace->pVertexIDs[i]].z; } ViewTransform(sw, pFace->uNumVertices); Project(sw, pFace->uNumVertices, 0); RenderVertexD3D3 v[32]; for (uint i = 0; i < pFace->uNumVertices; ++i) { v[i].pos.x = sw[i].vWorldViewProjX; v[i].pos.y = sw[i].vWorldViewProjY; v[i].pos.z = 1.0 - 1.0 / (sw[i].vWorldViewPosition.x * 0.061758894); v[i].rhw = 1.0 / sw[i].vWorldViewPosition.x; v[i].diffuse = 0x80F020F0; v[i].specular = 0; //v[i].texcoord.x = pFace->pVertexUIDs[i] / (double)pTex->uTextureWidth; //v[i].texcoord.y = pFace->pVertexUIDs[i] / (double)pTex->uTextureHeight; v[i].texcoord.x = 0; v[i].texcoord.y = 0; } pRenderer->DrawFansTransparent(v, pFace->uNumVertices); } //----- (00437906) -------------------------------------------------------- void IndoorCameraD3D::PrepareAndDrawDebugOutline(BLVFace *pFace, unsigned int uDiffuse) { static RenderVertexSoft static_sub_437906_array_50CDD0[64]; static bool __init_flag1 = false; if (!__init_flag1) { __init_flag1 = true; for (uint i = 0; i < 64; ++i) static_sub_437906_array_50CDD0[i].flt_2C = 0.0f; } if ( pFace->uNumVertices ) { for ( uint i = 0; i < pFace->uNumVertices; i++ ) { static_sub_437906_array_50CDD0[i].vWorldPosition.x = (double)pIndoor->pVertices[pFace->pVertexIDs[i]].x; static_sub_437906_array_50CDD0[i].vWorldPosition.y = (double)pIndoor->pVertices[pFace->pVertexIDs[i]].y; static_sub_437906_array_50CDD0[i].vWorldPosition.z = (double)pIndoor->pVertices[pFace->pVertexIDs[i]].z; static_sub_437906_array_50CDD0[i].u = (double)pFace->pVertexUIDs[i]; static_sub_437906_array_50CDD0[i].v = (double)pFace->pVertexVIDs[i]; } } if ( draw_portals_loops ) debug_outline_sw(static_sub_437906_array_50CDD0, pFace->uNumVertices, uDiffuse, 0.0); } // 50D9D0: using guessed type char static_sub_437906_byte_50D9D0_init_flag; //----- (004378BA) -------------------------------------------------------- void IndoorCameraD3D::MatrixMultiply(Matrix3x3_float_ *ma, Matrix3x3_float_ *mb, Matrix3x3_float_ *m_out) { float sum; for ( uint row = 0; row < 3; row++ ) { for ( uint col = 0; col < 3; col++ ) { sum = 0; for ( int index = 0; index < 3; index++ ) sum += ma->v[row][index]*mb->v[index][col]; m_out->v[row][col] = sum; } } } //----- (004376E7) -------------------------------------------------------- void IndoorCameraD3D::CreateWorldMatrixAndSomeStuff() { Matrix3x3_float_ m1; // [sp+10h] [bp-B8h]@1 Matrix3x3_float_ m2; // [sp+34h] [bp-94h]@1 Matrix3x3_float_ m3; // [sp+58h] [bp-70h]@1 Matrix3x3_float_ m4; // [sp+7Ch] [bp-4Ch]@1 Matrix3x3_float_ m5; // [sp+A0h] [bp-28h]@1 //RotationZ(0) m5._11 = cosf(0); m5._12 = sinf(0); m5._13 = 0; m5._21 = -sinf(0); m5._22 = cosf(0); m5._23 = 0; m5._31 = 0; m5._32 = 0; m5._33 = 1; float cos_x1 = fRotationXCosine, sin_x1 = fRotationXSine; //RotationX(x) m4._11 = 1; m4._12 = 0; m4._13 = 0; m4._21 = 0; m4._22 = cos_x1; m4._23 = sin_x1; m4._31 = 0; m4._32 = -sin_x1; m4._33 = cos_x1; float cos_y1 = fRotationYCosine, sin_y1 = fRotationYSine; //RotationY(some_angle) m3._11 = cos_y1; m3._12 = 0; m3._13 = -sin_y1; m3._21 = 0; m3._22 = 1; m3._23 = 0; m3._31 = sin_y1; m3._32 = 0; m3._33 = cos_y1; MatrixMultiply(&m5, &m3, &m1); MatrixMultiply(&m4, &m1, &m2); for (uint i = 0; i < 3; ++i) { field_4[0].v[i] = m2.v[1][i]; field_4[1].v[i] = m2.v[0][i]; field_4[2].v[i] = m2.v[2][i]; } inv_fov = 1.1344639; fov_x = (double)pViewport->uScreenWidth * 0.8814736; fov_y = 0.8814736 * (double)pViewport->uScreenHeight; fov = fov_y; if ( fov_x > fov ) fov = fov_x; screenCenterX = (double)pViewport->uScreenCenterX; screenCenterY = (double)(pViewport->uScreenCenterY - pViewport->uScreen_TL_Y); } //----- (00437691) -------------------------------------------------------- void IndoorCameraD3D::Vec3Transform(const IndoorCameraD3D_Vec3 *pVector, IndoorCameraD3D_Vec3 *pOut) { pOut->y = field_4[1].x * pVector->x + field_4[0].x * pVector->y + field_4[2].x * pVector->z; pOut->z = field_4[1].y * pVector->x + field_4[0].y * pVector->y + field_4[2].y * pVector->z; pOut->x = field_4[1].z * pVector->x + field_4[0].z * pVector->y + field_4[2].z * pVector->z; } //----- (00437607) -------------------------------------------------------- void IndoorCameraD3D::_437607(IndoorCameraD3D_Vec3 *a1, IndoorCameraD3D_Vec4 *a2) { double v4; // st7@1 IndoorCameraD3D_Vec3 v8; // [sp+8h] [bp-1Ch]@1 v8.x = (double)pGame->pIndoorCameraD3D->vPartyPos.x; v8.y = (double)pGame->pIndoorCameraD3D->vPartyPos.y; v8.z = (double)pGame->pIndoorCameraD3D->vPartyPos.z; Vec3Transform(a1, a2); v4 = v8.x * a2->x + v8.y * a2->y + v8.z * a2->z; a2->dot = v4 + 0.000099999997; } //----- (004374E8) -------------------------------------------------------- void IndoorCameraD3D::_4374E8_ProllyBuildFrustrum() { //IndoorCameraD3D *v1; // esi@1 //double v2; // st7@1 double v3; // st7@1 //double v4; // st7@1 double v5; // st7@1 //double v6; // st7@1 IndoorCameraD3D_Vec3 v7; // [sp+Ch] [bp-24h]@1 //float v8; // [sp+10h] [bp-20h]@1 //float v9; // [sp+14h] [bp-1Ch]@1 //float v10; // [sp+18h] [bp-18h]@1 //float v11; // [sp+1Ch] [bp-14h]@1 //float v12; // [sp+20h] [bp-10h]@1 //int v13; // [sp+2Ch] [bp-4h]@1 //v1 = this; //IndoorCameraD3D_Vec3::IndoorCameraD3D_Vec3(&v7); //v2 = 2.0 / inv_fov; //v13 = 0; v3 = atan(2.0 / inv_fov * fov / fov_x); //v12 = v3; //v11 = sin(v3); //v4 = cos(v3); v7.x = -sin(v3); v7.y = 0.0; v7.z = cos(v3); _437607(&v7, std__vector_000034_prolly_frustrum + 0); v7.x = sin(v3); _437607(&v7, std__vector_000034_prolly_frustrum + 1); v5 = atan(2.0 / inv_fov * fov / (fov_y + 0.5)); //v12 = v5; //v11 = sin(v5); //v6 = cos(v5); v7.y = sin(v5); v7.x = 0.0; v7.z = cos(v5); _437607(&v7, &std__vector_000034_prolly_frustrum[2]); v7.y = -sin(v5); _437607(&v7, &std__vector_000034_prolly_frustrum[3]); //v13 = -1; //IndoorCameraD3D_Vec3::dtor(&v7); } //----- (00437376) -------------------------------------------------------- char IndoorCameraD3D::_437376(stru154 *thisa, RenderVertexSoft *a2, unsigned int *pOutNumVertices) { //unsigned int v4; // ebx@1 //RenderVertexSoft *v5; // edx@2 double v6; // st7@3 //unsigned int v7; // edi@5 signed int v8; // esi@6 int v9; // ebx@8 int v10; // eax@8 //int v11; // ecx@14 //int v12; // eax@14 int v13; // eax@15 signed int v14; // ebx@17 //RenderVertexSoft *v15; // eax@18 unsigned int *v16; // eax@20 // char result; // al@24 RenderVertexSoft v18; // [sp+Ch] [bp-34h]@2 int v19; // [sp+3Ch] [bp-4h]@8 signed int thisb; // [sp+48h] [bp+8h]@6 bool a2_3; // [sp+4Fh] [bp+Fh]@5 //v4 = *pOutNumVertices; //v5 = a2; memcpy(&v18, a2, sizeof(v18)); a2_3 = false; memcpy(&a2[*pOutNumVertices], a2, sizeof(a2[*pOutNumVertices])); memcpy(&a2[*pOutNumVertices + 1], &a2[1], sizeof(a2[*pOutNumVertices + 1])); //v7 = *pOutNumVertices; if ( (signed int)*pOutNumVertices <= 3 || (((v18.vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z) * thisa->face_plane.vNormal.z + (v18.vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y) * thisa->face_plane.vNormal.y + (v18.vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x) * thisa->face_plane.vNormal.x < 0.0) ? (v6 = 1.0) : (v6 = -1.0), (signed int)*pOutNumVertices <= 0) ) return 0; v8 = 1; for ( thisb = 1; thisb - 1 < (signed int)*pOutNumVertices; v8 = thisb ) { v9 = v8 - 1; v10 = v8 + 1; v19 = v8 + 1; if ( v8 - 1 >= (signed int)*pOutNumVertices ) v9 -= *pOutNumVertices; if ( v8 >= (signed int)*pOutNumVertices ) v8 -= *pOutNumVertices; if ( v19 >= (signed int)*pOutNumVertices ) v10 = v19 - *pOutNumVertices; //v11 = (int)&a2[v10]; //v12 = (int)&a2[v9]; if ( -0.009999999776482582 > ((a2[v8].vWorldViewProjX - a2[v9].vWorldViewProjX) * (a2[v10].vWorldViewProjY - a2[v9].vWorldViewProjY) - (a2[v8].vWorldViewProjY - a2[v9].vWorldViewProjY) * (a2[v10].vWorldViewProjX - a2[v9].vWorldViewProjX)) * v6 ) { thisb = v19; v16 = pOutNumVertices; } else { v13 = thisb; if ( thisb >= (signed int)*pOutNumVertices ) v13 = thisb - *pOutNumVertices; if ( v13 < (signed int)*pOutNumVertices ) { for ( v14 = v13; v14 < (signed int)*pOutNumVertices; ++v14 ) memcpy(&a2[v14], &a2[v14 + 1], sizeof(a2[v14])); } v16 = pOutNumVertices; a2_3 = true; --*v16; } *pOutNumVertices = *v16; //if ( thisb - 1 >= (signed int)*v16 ) //break; } if ( a2_3 ) return true; else return false; } //----- (00437285) -------------------------------------------------------- bool IndoorCameraD3D::CalcPortalShape(RenderVertexSoft *a1, unsigned int *pOutNumVertices, RenderVertexSoft *pVertices, IndoorCameraD3D_Vec4 *a4, signed int uNumVertices, char a6, int _unused) { // char *v8; // eax@2 // signed int v9; // ecx@2 //bool result; // eax@5 int v11; // ecx@5 //signed int v12; // ecx@6 //char *v13; // esi@6 RenderVertexSoft *v14; // eax@8 RenderVertexSoft *v15; // edx@8 Vec3_float_ a5; // [sp+18h] [bp-3Ch]@12 //float v17; // [sp+44h] [bp-10h]@1 //int v18; // [sp+48h] [bp-Ch]@5 //stru9 *thisa; // [sp+4Ch] [bp-8h]@1 int a7a; // [sp+53h] [bp-1h]@5 //bool a6a; // [sp+70h] [bp+1Ch]@5 //v17 = 0.0; //thisa = pGame->pStru9Instance; static RenderVertexSoft sr_vertices_50D9D8[64]; //result = 0; a7a = 0; v11 = 2 * (a6 == 0) + 1; //a6a = 0; //v18 = v11; if (uNumVertices <= 0) return false; //v12 = *pOutNumVertices; //v13 = (char *)&a4->y; //while ( 1 ) for ( uint i = 0; i < uNumVertices; ++i ) { if (i % 2) { v14 = a1; v15 = sr_vertices_50D9D8; } else { v15 = a1; v14 = sr_vertices_50D9D8; } if (i == uNumVertices - 1) v14 = pVertices; a5.x = a4[i].x; a5.y = a4[i].y; a5.z = a4[i].z; pGame->pStru9Instance->CalcPortalShape(v15, *pOutNumVertices, v14, pOutNumVertices, &a5, a4[i].dot, (char *)&a7a, _unused); //v12 = *pOutNumVertices; if (*pOutNumVertices < v11) { *pOutNumVertices = 0; return true; } //result = a6a; //v13 += 24; //if (++i >= uNumVertices) // } return a7a; } //----- (004371C3) -------------------------------------------------------- bool IndoorCameraD3D::_4371C3(RenderVertexSoft *pVertices, unsigned int *pOutNumVertices, int _unused) { // char *v4; // eax@2 // signed int v5; // ecx@2 RenderVertexSoft *v6; // esi@5 unsigned int *v7; // edi@5 char *v8; // ecx@6 int v9; // eax@6 IndoorCameraD3D *thisa; // [sp+0h] [bp-Ch]@1 signed int v12; // [sp+4h] [bp-8h]@5 unsigned int pVerticesa; // [sp+14h] [bp+8h]@6 unsigned int pOutNumVerticesa; // [sp+18h] [bp+Ch]@6 thisa = this; static RenderVertexSoft static_4371C3_array_50E5E0[64]; static bool __init_flag1 = false; if (!__init_flag1) { __init_flag1 = true; for (uint i = 0; i < 64; ++i) static_4371C3_array_50E5E0[i].flt_2C = 0.0f; } v12 = 0; v6 = pVertices; v7 = pOutNumVertices; if ( (signed int)*pOutNumVertices > 0 ) { pOutNumVerticesa = (char *)static_4371C3_array_50E5E0 - (char *)pVertices; pVerticesa = (char *)&static_4371C3_array_50E5E0[0].vWorldViewProjY - (char *)pVertices; v8 = (char *)&static_4371C3_array_50E5E0[0].vWorldPosition.y; v9 = (int)&v6->vWorldPosition.z; do { ++v12; *((int *)v8 - 1) = *(int *)(v9 - 8); *(int *)v8 = *(int *)(v9 - 4); v8 += 48; *(float *)(pOutNumVerticesa + v9) = *(float *)v9; *(float *)(pVerticesa + v9) = *(float *)(v9 + 28); *(float *)((char *)&static_4371C3_array_50E5E0[0]._rhw - (char *)v6 + v9) = *(float *)(v9 + 32); v9 += 48; } while ( v12 < (signed int)*v7 ); } return CalcPortalShape( static_4371C3_array_50E5E0, v7, v6, thisa->std__vector_000034_prolly_frustrum, 4, 0, _unused); } // 50F1E0: using guessed type char static_sub_4371C3_byte_50F1E0_init_flags; //----- (00437143) -------------------------------------------------------- void IndoorCameraD3D::_437143(unsigned int uNumInVertices, RenderVertexSoft *pOutVertices, RenderVertexSoft *pInVertices, unsigned int *pOutNumVertices) { double v9; // st7@3 uint i = 0; for ( i; i < uNumInVertices; ++i ) { pInVertices[i]._rhw = 1.0 / (pInVertices[i].vWorldViewPosition.x + 0.0000001); memcpy(&pOutVertices[i], &pInVertices[i], sizeof(pOutVertices[i])); v9 = (double)pODMRenderParams->int_fov_rad * pInVertices[i]._rhw; pOutVertices[i].vWorldViewProjX = (double)pViewport->uScreenCenterX - v9 * pInVertices[i].vWorldViewPosition.y; pOutVertices[i].vWorldViewProjY = (double)pViewport->uScreenCenterY - v9 * pInVertices[i].vWorldViewPosition.z; } *pOutNumVertices = i; return; } //----- (00436F09) -------------------------------------------------------- void IndoorCameraD3D::_436F09_mess_with_lightmap__clipflag_4(RenderVertexSoft *pInVertices, int uNumInVertices, RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices) { unsigned int *pOutNumVertices_; // ebx@1 double v6; // st7@2 signed int v7; // esi@2 char *v8; // edx@5 unsigned int v9; // eax@10 RenderVertexSoft *v10; // ecx@11 double v11; // st6@11 double v12; // st6@12 unsigned int v13; // edi@14 unsigned __int8 v14; // c2@16 unsigned __int8 v15; // c3@16 unsigned int v16; // edi@17 bool a1a; // [sp+Ch] [bp+8h]@7 int a4a; // [sp+18h] [bp+14h]@5 pOutNumVertices_ = pOutNumVertices; *pOutNumVertices = 0; if ( uNumInVertices ) { memcpy(&pInVertices[uNumInVertices], pInVertices, sizeof(pInVertices[uNumInVertices])); v6 = (double)pODMRenderParams->shading_dist_mist; v7 = 0; if ( v6 >= pInVertices->vWorldViewPosition.x ) v7 = 1; if ( uNumInVertices + 1 > 1 ) { a4a = uNumInVertices; v8 = (char *)&pInVertices[1].u; do { a1a = v6 >= *((float *)v8 - 6); if ( v7 == a1a ) { v10 = pOutVertices; //goto LABEL_23; } else { v9 = *pOutNumVertices_; if (a1a) { v10 = pOutVertices; v11 = (v6 - *((float *)v8 - 18)) / (*((float *)v8 - 6) - *((float *)v8 - 18)); pOutVertices[v9].vWorldViewPosition.y = (*((float *)v8 - 5) - *((float *)v8 - 17)) * v11 + *((float *)v8 - 17); pOutVertices[*pOutNumVertices_].vWorldViewPosition.z = (*((float *)v8 - 4) - *((float *)v8 - 16)) * v11 + *((float *)v8 - 16); pOutVertices[*pOutNumVertices_].u = (*(float *)v8 - *((float *)v8 - 12)) * v11 + *((float *)v8 - 12); pOutVertices[*pOutNumVertices_].v = (*((float *)v8 + 1) - *((float *)v8 - 11)) * v11 + *((float *)v8 - 11); } else { v12 = (v6 - *((float *)v8 - 6)) / (*((float *)v8 - 18) - *((float *)v8 - 6)); pOutVertices[v9].vWorldViewPosition.y = (*((float *)v8 - 17) - *((float *)v8 - 5)) * v12 + *((float *)v8 - 5); pOutVertices[*pOutNumVertices_].vWorldViewPosition.z = (*((float *)v8 - 16) - *((float *)v8 - 4)) * v12 + *((float *)v8 - 4); pOutVertices[*pOutNumVertices_].u = (*((float *)v8 - 12) - *(float *)v8) * v12 + *(float *)v8; pOutVertices[*pOutNumVertices_].v = (*((float *)v8 - 11) - *((float *)v8 + 1)) * v12 + *((float *)v8 + 1); v10 = pOutVertices; } v10[*pOutNumVertices_].vWorldViewPosition.x = v6; v10[*pOutNumVertices_]._rhw = 1.0 / v6; if (v7) { v13 = (unsigned int)&v10[*pOutNumVertices_]; if (*(float *)(v13 + 12) != *((float *)v8 - 18) || *(float *)(v13 + 16) != *((float *)v8 - 17)) { ++*pOutNumVertices_; //goto LABEL_23; } else { v14 = 0; v15 = *(float *)(v13 + 20) == *((float *)v8 - 16); if (!(v15 | v14)) { //goto LABEL_21; ++*pOutNumVertices_; //goto LABEL_23; } } } else { v16 = (unsigned int)&v10[*pOutNumVertices_]; if (*(float *)(v16 + 12) != *((float *)v8 - 6) || *(float *)(v16 + 16) != *((float *)v8 - 5)) { //LABEL_21: ++*pOutNumVertices_; //goto LABEL_23; } else { v14 = 0; v15 = *(float *)(v16 + 20) == *((float *)v8 - 4); if (!(v15 | v14)) { //goto LABEL_21; ++*pOutNumVertices_; //goto LABEL_23; } } } } //LABEL_23: if ( a1a ) { memcpy(&v10[*pOutNumVertices_], v8 - 36, sizeof(v10[*pOutNumVertices_])); pOutVertices[*pOutNumVertices_]._rhw = 1.0 / (*((float *)v8 - 6) + 0.0000001); pOutVertices[(*pOutNumVertices_)++].flt_2C = *((float *)v8 + 2); } v7 = a1a; v8 += 48; --a4a; } while ( a4a ); } if ( (signed int)*pOutNumVertices_ < 3 ) *pOutNumVertices_ = 0; } } //----- (00436CDC) -------------------------------------------------------- void IndoorCameraD3D::_436CDC_mess_with_lightmap__clipflag_2(RenderVertexSoft *pInVertices, int uNumInVertices, RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices) { signed int v5; // esi@2 char *v6; // edx@5 unsigned int v7; // eax@10 RenderVertexSoft *v8; // ecx@11 double v9; // st6@11 double v10; // st6@12 unsigned int v11; // edi@14 unsigned __int8 v12; // c2@16 unsigned __int8 v13; // c3@16 unsigned int v14; // edi@17 bool a1a; // [sp+Ch] [bp+8h]@7 if ( uNumInVertices ) { *pOutNumVertices = 0; memcpy(&pInVertices[uNumInVertices], pInVertices, sizeof(pInVertices[uNumInVertices])); v5 = 0; if ( pInVertices->vWorldViewPosition.x >= 8.0 ) v5 = 1; if ( uNumInVertices + 1 > 1 ) { v6 = (char *)&pInVertices[1].u; do { a1a = *((float *)v6 - 6) >= 8.0; if ( v5 == a1a ) { v8 = pOutVertices; goto LABEL_23; } v7 = *pOutNumVertices; if ( a1a ) { v8 = pOutVertices; v9 = (8.0 - *((float *)v6 - 18)) / (*((float *)v6 - 6) - *((float *)v6 - 18)); pOutVertices[v7].vWorldViewPosition.y = (*((float *)v6 - 5) - *((float *)v6 - 17)) * v9 + *((float *)v6 - 17); pOutVertices[*pOutNumVertices].vWorldViewPosition.z = (*((float *)v6 - 4) - *((float *)v6 - 16)) * v9 + *((float *)v6 - 16); pOutVertices[*pOutNumVertices].u = (*(float *)v6 - *((float *)v6 - 12)) * v9 + *((float *)v6 - 12); pOutVertices[*pOutNumVertices].v = (*((float *)v6 + 1) - *((float *)v6 - 11)) * v9 + *((float *)v6 - 11); } else { v10 = (8.0 - *((float *)v6 - 6)) / (*((float *)v6 - 18) - *((float *)v6 - 6)); pOutVertices[v7].vWorldViewPosition.y = (*((float *)v6 - 17) - *((float *)v6 - 5)) * v10 + *((float *)v6 - 5); pOutVertices[*pOutNumVertices].vWorldViewPosition.z = (*((float *)v6 - 16) - *((float *)v6 - 4)) * v10 + *((float *)v6 - 4); pOutVertices[*pOutNumVertices].u = (*((float *)v6 - 12) - *(float *)v6) * v10 + *(float *)v6; pOutVertices[*pOutNumVertices].v = (*((float *)v6 - 11) - *((float *)v6 + 1)) * v10 + *((float *)v6 + 1); v8 = pOutVertices; } v8[*pOutNumVertices].vWorldViewPosition.x = 8.0; v8[*pOutNumVertices]._rhw = 0.125; if ( v5 ) { v11 = (unsigned int)&v8[*pOutNumVertices]; if ( *(float *)(v11 + 12) != *((float *)v6 - 18) || *(float *)(v11 + 16) != *((float *)v6 - 17) ) goto LABEL_21; v12 = 0; v13 = *(float *)(v11 + 20) == *((float *)v6 - 16); } else { v14 = (unsigned int)&v8[*pOutNumVertices]; if ( *(float *)(v14 + 12) != *((float *)v6 - 6) || *(float *)(v14 + 16) != *((float *)v6 - 5) ) { LABEL_21: ++*pOutNumVertices; goto LABEL_23; } v12 = 0; v13 = *(float *)(v14 + 20) == *((float *)v6 - 4); } if ( !(v13 | v12) ) goto LABEL_21; LABEL_23: if ( a1a ) { memcpy(&v8[*pOutNumVertices], v6 - 36, sizeof(v8[*pOutNumVertices])); pOutVertices[(*pOutNumVertices)++]._rhw = 1.0 / (*((float *)v6 - 6) + 0.0000001); } v5 = a1a; v6 += 48; --uNumInVertices; } while ( uNumInVertices ); } if ( (signed int)*pOutNumVertices < 3 ) *pOutNumVertices = 0; } } //----- (00481D77) -------------------------------------------------------- void _outdoor_project(RenderVertexSoft *v) { double v1; // st7@1 double v2; // st7@1 v1 = 1.0 / (v->vWorldViewPosition.x + 0.0000001); v->_rhw = v1; v2 = v1 * (double)pODMRenderParams->int_fov_rad; v->vWorldViewProjX = (double)pViewport->uScreenCenterX - v2 * v->vWorldViewPosition.y; v->vWorldViewProjY = (double)pViewport->uScreenCenterY - v2 * v->vWorldViewPosition.z; } //----- (00436BB7) -------------------------------------------------------- void IndoorCameraD3D::Project(RenderVertexSoft *pVertices, unsigned int uNumVertices, char a4) { double v7; // st7@7 double v8; // st7@9 double v9; // st6@10 double v10; // st5@12 double v11; // st7@16 double v12; // st6@17 double v13; // st5@19 float uNumVerticesa; // [sp+14h] [bp+Ch]@13 float uNumVerticesb; // [sp+14h] [bp+Ch]@20 for (uint i = 0; i < uNumVertices; ++i) { if (byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor) { v7 = 1.0 / pVertices[i].vWorldViewPosition.x; pVertices[i].vWorldViewProjX = pVertices[i].vWorldViewPosition.y * fov * v7 + screenCenterX; pVertices[i].vWorldViewProjY = (signed int)pViewport->uViewportBR_Y - (pVertices[i].vWorldViewPosition.z * fov * v7 + screenCenterY); } else { extern void _outdoor_project(RenderVertexSoft *v); _outdoor_project(pVertices + i); } if ( a4 ) { // __debugbreak(); v8 = (double)(signed int)pViewport->uViewportBR_X; if ( v8 >= pVertices[i].vWorldViewProjX ) v9 = pVertices[i].vWorldViewProjX; else v9 = v8; v10 = (double)(signed int)pViewport->uViewportTL_X; if ( v10 <= v9 ) { if ( v8 >= pVertices[i].vWorldViewProjX) v8 = pVertices[i].vWorldViewProjX; } else { uNumVerticesa = v10; v8 = uNumVerticesa; } pVertices[i].vWorldViewProjX = v8; v11 = (double)(signed int)pViewport->uViewportBR_Y; if ( v11 >= pVertices[i].vWorldViewProjY) v12 = pVertices[i].vWorldViewProjY; else v12 = v11; v13 = (double)(signed int)pViewport->uViewportTL_Y; if ( v13 <= v12 ) { if ( v11 >= pVertices[i].vWorldViewProjY) v11 = pVertices[i].vWorldViewProjY; } else { uNumVerticesb = v13; v11 = uNumVerticesb; } pVertices[i].vWorldViewProjY = v11; } } } //----- (00436A9A) -------------------------------------------------------- void IndoorCameraD3D::Project(signed int x, signed int y, signed int z, int *a5, int *a6) { double v6; // ST00_8@2 //double v7; // ST08_8@2 //double v8; // ST00_8@2 // signed __int64 v9; // qtt@3 // int v10; // ST04_4@3 float a2a; // [sp+18h] [bp+8h]@2 float a2b; // [sp+18h] [bp+8h]@2 //if ( pRenderer->pRenderD3D ) { v6 = 1.0 / (double)x; a2a = (double)y * fov * v6 + screenCenterX; //v7 = a2a + 6.7553994e15; *a5 = floorf(a2a + 0.5f); a2b = (double)z * fov * v6 + screenCenterY; //v8 = a2b + 6.7553994e15; *a6 = pViewport->uViewportBR_Y - floorf(a2b + 0.5f); } /*else { LODWORD(v9) = pBLVRenderParams->fov_rad_fixpoint << 16; HIDWORD(v9) = pBLVRenderParams->fov_rad_fixpoint >> 16; v10 = v9 / x; LODWORD(v9) = pBLVRenderParams->fov_rad_fixpoint << 16; HIDWORD(v9) = pBLVRenderParams->fov_rad_fixpoint >> 16; *a5 = pBLVRenderParams->uViewportCenterX - ((signed int)(((unsigned __int64)(v10 * (signed __int64)y) >> 16) + 32768) >> 16); *a6 = pBLVRenderParams->uViewportCenterY - ((signed int)(((unsigned __int64)(v9 / x * z) >> 16) + 32768) >> 16); }*/ } //----- (00436A6D) -------------------------------------------------------- double IndoorCameraD3D::GetPolygonMinZ(RenderVertexSoft *pVertices, unsigned int uStripType) { unsigned int v3; // edx@1 double result; // st7@1 float *v5; // ecx@2 v3 = uStripType; result = 3.402823466385289e38; if ( (signed int)uStripType > 0 ) { v5 = &pVertices->vWorldPosition.z; do { if ( *v5 < result ) result = *v5; v5 += 12; --v3; } while ( v3 ); } return result; } //----- (00436A24) -------------------------------------------------------- struct IDirect3DTexture2 *IndoorCameraD3D::LoadTextureAndGetHardwarePtr(char *Str1) { return pBitmaps_LOD->pHardwareTextures[pBitmaps_LOD->LoadTexture(Str1)]; } //----- (00436A40) -------------------------------------------------------- double IndoorCameraD3D::GetPolygonMaxZ(RenderVertexSoft *pVertex, unsigned int uStripType) { double result; // st7@1 result = 1.1754944e-38; for ( uint i = 0; i < uStripType; i++ ) { if ( pVertex[i].vWorldPosition.z > result ) result = pVertex[i].vWorldPosition.z; } return result; } // -- new // merged from IndoorCamera::Initialize2 // and ODMRenderParams::RotationToInts // and BLVRenderParams::Reset void IndoorCameraD3D::CalculateRotations(int camera_rot_x, int camera_rot_y) { sRotationX = camera_rot_x; sRotationY = camera_rot_y; fRotationYSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationY / 2048.0); fRotationYCosine = cos((3.141592653589793 + 3.141592653589793) * (double)sRotationY / 2048.0); if (byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor) { fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)-sRotationX / 2048.0); fRotationXCosine = cos((3.141592653589793 + 3.141592653589793) * (double)-sRotationX / 2048.0); int_sine_y = stru_5C6E00->Sin( pGame->pIndoorCameraD3D->sRotationY); int_cosine_y = stru_5C6E00->Cos( pGame->pIndoorCameraD3D->sRotationY); int_sine_x = stru_5C6E00->Sin(-pGame->pIndoorCameraD3D->sRotationX); int_cosine_x = stru_5C6E00->Cos(-pGame->pIndoorCameraD3D->sRotationX); } else { fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationX / 2048.0); fRotationXCosine = cos((3.141592653589793 + 3.141592653589793) * (double)sRotationX / 2048.0); int_sine_y = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); int_cosine_y = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); int_sine_x = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX); int_cosine_x = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX); } }