Mercurial > mm7
view Engine/Graphics/LightmapBuilder.cpp @ 2524:c7264ab7132f
Main menu rendered using d3d11
author | a.parshin |
---|---|
date | Fri, 10 Oct 2014 17:42:05 +0300 |
parents | 491f0babd563 |
children | f6de3e15d4a5 |
line wrap: on
line source
#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 "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() { uNumVertices = -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() { char *v2; // eax@1 signed int v3; // ecx@1 for ( int i = 0; i < 512; ++i ) this->std__vector_000004[i] = Lightmap(); this->std__vector_000004_size = 0; for ( int i = 0; i < 768; ++i ) 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; } //----- (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 *v11; // 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 (fabsf(radius) < 1e-6f) return true; v11 = uLightType & 1 ? &std__vector_000004[std__vector_000004_size] : &std__vector_183808[std__vector_183808_size]; flt_3C8C24 = radius - dot_dist; flt_3C8C28 = sqrt((radius + dot_dist) * (radius - dot_dist)); flt_3C8C2C_lightmaps_brightness = 1.0 - (radius - flt_3C8C28) / radius; v11->field_C08 = (double)pos->x - dot_dist * a7->field_4.x; v11->field_C0A = (double)pos->y - dot_dist * a7->field_4.y; v11->field_C0C = (double)pos->z - dot_dist * a7->field_4.z; v17 = radius * flt_3C8C2C_lightmaps_brightness; flt_3C8C30 = v17; flt_3C8C0C = v17 * a7->field_10.x; flt_3C8C10 = v17 * a7->field_10.y; flt_3C8C14 = v17 * a7->field_10.z; flt_3C8C18 = v17 * a7->field_1C.x; flt_3C8C1C = v17 * a7->field_1C.y; flt_3C8C20 = v17 * a7->field_1C.z; /* v11->pVertices[0].vWorldPosition.x = v11->field_C08 - flt_3C8C18 + flt_3C8C0C; v11->pVertices[0].vWorldPosition.y = v11->field_C0A - flt_3C8C1C + flt_3C8C10; v11->pVertices[0].vWorldPosition.z = v11->field_C0C - flt_3C8C20 + flt_3C8C14; v11->pVertices[0].u = 0.0; v11->pVertices[0].v = 0.0; v11->pVertices[1].vWorldPosition.x = v11->field_C08 - flt_3C8C18 - flt_3C8C0C; v11->pVertices[1].vWorldPosition.y = v11->field_C0A - flt_3C8C1C - flt_3C8C10; v11->pVertices[1].vWorldPosition.z = v11->field_C0C - flt_3C8C20 - flt_3C8C14; v11->pVertices[1].u = 0.0; v11->pVertices[1].v = 1.0; v11->pVertices[2].vWorldPosition.x = v11->field_C08 + flt_3C8C18 - flt_3C8C0C; v11->pVertices[2].vWorldPosition.y = v11->field_C0A + flt_3C8C1C - flt_3C8C10; v11->pVertices[2].vWorldPosition.z = v11->field_C0C + flt_3C8C20 - flt_3C8C14; v11->pVertices[2].u = 1.0; v11->pVertices[2].v = 1.0; v11->pVertices[3].vWorldPosition.x = v11->field_C08 + flt_3C8C18 + flt_3C8C0C; v11->pVertices[3].vWorldPosition.y = v11->field_C0A + flt_3C8C1C + flt_3C8C10; v11->pVertices[3].vWorldPosition.z = v11->field_C0C + flt_3C8C20 + flt_3C8C14; v11->pVertices[3].u = 1.0; v11->pVertices[3].v = 0.0; */ for (uint i = 0; i < 4; ++i) { v11->pVertices[i].vWorldPosition.x = v11->field_C08 - flt_3C8C18 + flt_3C8C0C; v11->pVertices[i].vWorldPosition.y = v11->field_C0A - flt_3C8C1C + flt_3C8C10; v11->pVertices[i].vWorldPosition.z = v11->field_C0C - flt_3C8C20 + flt_3C8C14; v11->pVertices[i].u = 0.0; v11->pVertices[i].v = 0.0; v24 = a7->field_4.y * v11->pVertices[i].vWorldPosition.y + a7->field_4.z * v11->pVertices[i].vWorldPosition.z + a7->field_4.x * v11->pVertices[i].vWorldPosition.x + a7->dist; v11->pVertices[i].vWorldPosition.x -= v24 * a7->field_4.x; v11->pVertices[i].vWorldPosition.y -= v24 * a7->field_4.y; v11->pVertices[i].vWorldPosition.z -= v24 * a7->field_4.z; } v11->uColorMask = uColorMask; v11->uNumVertices = 4; if (~pGame->uFlags2 & 4) v11->fBrightness = flt_3C8C2C_lightmaps_brightness; else { Vec3_float_ a1; // [sp+2Ch] [bp-20h]@8 a1.x = (double)pos->x - v11->field_C08; a1.y = (double)pos->y - v11->field_C0A; a1.z = (double)pos->z - v11->field_C0C; a1.Normalize(); auto dist_x = abs(pos->x - v11->field_C08), //v31 dist_y = abs(pos->y - v11->field_C0A), //v32 arg0a dist_z = abs(pos->z - v11->field_C0C); //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 ) { //v59 = (void *)v37; //uLightType = flt_4D86CC; //v58 = v37; 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; v11->fBrightness = v40 - (1 / radius) * v38 * v40; } else if ( uLightType & 8 ) { v40 = 1.0 * 1.0; v11->fBrightness = v40 - (1 / radius) * v38; } else MessageBoxW(nullptr, L"Invalid light type!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:277", 0); } if (!pGame->pStru9Instance->_4980B9(a9, uNumVertices, a7->field_4.x, a7->field_4.y, a7->field_4.z, v11->pVertices, &v11->uNumVertices)) return false; //v44 = &v11->uNumVertices; if (!v11->uNumVertices) return true; v45 = _45C6D6(uNumVertices, a9, v11); if ( v45 != uNumVertices && v45 > 0 ) _45C4B9(uNumVertices, a9, v11); //v59 = v11->uNumVertices; //v46 = (RenderVertexSoft *)pLightmapVertices_; pGame->pIndoorCameraD3D->ViewTransform(v11->pVertices, v11->uNumVertices); //v59 = 0; //v58 = v11->uNumVertices; pGame->pIndoorCameraD3D->Project(v11->pVertices, v11->uNumVertices, 0); unsigned int _a4 = 0; if ( !(uClipFlag & 1) ) _a4 = 1; else if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) { if ( uClipFlag & 2 ) { //v59 = &a4; //v58 = (unsigned int)field_3C8C34; //v57 = *v44; pGame->pIndoorCameraD3D->_436CDC_mess_with_lightmap__clipflag_2(v11->pVertices, v11->uNumVertices, field_3C8C34, &_a4); //v59 = v44; //v58 = (unsigned int)field_3C8C34; //v57 = (int)v46; //v56 = a4; pGame->pIndoorCameraD3D->_437143(_a4, v11->pVertices, field_3C8C34, &v11->uNumVertices); } else if ( uClipFlag & 4 ) { //v59 = &a4; //v58 = (unsigned int)field_3C8C34; //v57 = *v44; pGame->pIndoorCameraD3D->_436F09_mess_with_lightmap__clipflag_4(v11->pVertices, v11->uNumVertices, field_3C8C34, &_a4); //v59 = v44; //v58 = (unsigned int)field_3C8C34; //v57 = (int)v46; //v56 = a4; pGame->pIndoorCameraD3D->_437143(_a4, v11->pVertices, field_3C8C34, &v11->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) { //v48 = (char *)&std__vector_000004_size; //v49 = std__vector_000004_size; //v51 = __OFSUB__(std__vector_000004_size, 511); //v50 = std__vector_000004_size - 511 < 0; if (std__vector_000004_size < 512 - 1) ++std__vector_000004_size; } else { //v48 = (char *)&std__vector_183808_size; //v49 = std__vector_183808_size; //v51 = __OFSUB__(std__vector_183808_size, 767); //v50 = std__vector_183808_size - 767 < 0; 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) { Lightmap *v4; // edi@1 int v5; // eax@1 signed int v6; // ecx@1 RenderVertexSoft *v7; // ebx@2 int v8; // edx@3 RenderVertexSoft *v9; // esi@3 int v10; // eax@6 // char *v11; // edi@7 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 int v20; // [sp+4h] [bp-1Ch]@3 //int v21; // [sp+8h] [bp-18h]@8 float v22; // [sp+Ch] [bp-14h]@23 float v23; // [sp+10h] [bp-10h]@20 int v24; // [sp+14h] [bp-Ch]@1 RenderVertexSoft *v25; // [sp+18h] [bp-8h]@2 char v26; // [sp+1Eh] [bp-2h]@17 char v27; // [sp+1Fh] [bp-1h]@17 //__debugbreak();//Ritor1: needed cleaning v4 = pLightmap; v5 = 0; v6 = pLightmap->uNumVertices; v24 = 0; if ( v6 > 0 ) { v7 = pLightmap->pVertices; v25 = pLightmap->pVertices; do { v20 = v5 + 1; v8 = (v5 + 1) % v6; v9 = &v4->pVertices[v8]; if ( v7->vWorldPosition.x != v9->vWorldPosition.x || v7->vWorldPosition.y != v4->pVertices[v8].vWorldPosition.y || v7->vWorldPosition.z != v4->pVertices[v8].vWorldPosition.z ) { //v10 = 0; if ( a2 > 0 ) { //v11 = (char *)&a3->vWorldPosition.z; for ( v10 = 1; v10 <= a2; ++v10 ) { //v21 = v10 + 1; v12 = &a3[v10 % a2]; if ((a3[v10].vWorldPosition.x != v12->vWorldPosition.x || a3[v10].vWorldPosition.y != v12->vWorldPosition.y || a3[v10].vWorldPosition.z != v12->vWorldPosition.z) && v7->vWorldPosition.x == a3[v10].vWorldPosition.x && v7->vWorldPosition.y == a3[v10].vWorldPosition.y && v7->vWorldPosition.z == a3[v10].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; } v7 = v25; } //++v10; //v11 += 48; } //while ( v21 < a2 ); v4 = pLightmap; } } v5 = v20; v6 = v4->uNumVertices; ++v7; v25 = v7; } while ( v20 < v6 ); } 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; //----- (0045CDB7) -------------------------------------------------------- bool LightmapBuilder::ApplyLights_OutdoorFace(ODMFace *pFace) { 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; } //----- (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 *a2, 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 v10; // [sp+Ch] [bp-4h]@1 int i; v10 = 0; stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->max_terrain_dimming_level; for (i = 0; i < pMobileLightsStack->uNumLightsActive; ++i) { if ( v10 >= 20 ) break; StackLight_TerrainFace((StationaryLight *)&pMobileLightsStack->pLights[i], pNormal, a2, a3, uStripType, bLightBackfaces, &v10); } for (i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i) { if ( v10 >= 20 ) break; StackLight_TerrainFace(&pStationaryLightsStack->pLights[i], pNormal, a2, a3, uStripType, bLightBackfaces, &v10); } stru_F8AD28.uNumLightsApplied = v10; 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) { StationaryLight *v8; // edi@1 bool result; // eax@1 RenderVertexSoft *v11; // ebx@2 float v12; // eax@3 float v13; // eax@4 double maxz; // st7@11 double v16; // st7@11 double v17; // st6@11 char v20; // c2@11 Vec3_float_ *v49; // esi@17 signed int v52; // ecx@17 unsigned int *v53; // esi@18 int v54; // eax@18 unsigned int v55; // ebx@18 char v57; // dl@18 std::string v58; // [sp-18h] [bp-38h]@10 const char *v59; // [sp-8h] [bp-28h]@10 signed int v60; // [sp-4h] [bp-24h]@10 double v61; // [sp+Ch] [bp-14h]@11 float minz; // [sp+14h] [bp-Ch]@11 int v63; // [sp+18h] [bp-8h]@1 float v64; // [sp+1Ch] [bp-4h]@5 v8 = pLight; result = pLight->uRadius; v63 = pLight->uRadius; if ( result <= 0 ) return 0; //v10 = uStripType; v11 = a1; if ( uStripType == 4 ) { pLight = (StationaryLight *)LODWORD(a1->vWorldPosition.x); v12 = a1[3].vWorldPosition.x; //uStripType = LODWORD(v12); a1 = (RenderVertexSoft *)LODWORD(a1[1].vWorldPosition.y); v13 = v11->vWorldPosition.y; } else { if ( uStripType != 3 ) { MessageBoxW(nullptr, L"Uknown strip type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:981", 0); //goto LABEL_11; } else if ((unsigned char)X) { pLight = (StationaryLight *)LODWORD(a1->vWorldPosition.x); uStripType = LODWORD(a1[2].vWorldPosition.x); a1 = (RenderVertexSoft *)LODWORD(a1[1].vWorldPosition.y); v13 = v11[2].vWorldPosition.y; v64 = v13; //goto LABEL_11; //goto LABEL_5; } else { pLight = (StationaryLight *)LODWORD(a1[1].vWorldPosition.x); v12 = a1[2].vWorldPosition.x; a1 = (RenderVertexSoft *)LODWORD(a1[1].vWorldPosition.y); v13 = v11->vWorldPosition.y; v64 = v13; //uStripType = LODWORD(v12); a1 = (RenderVertexSoft *)LODWORD(a1[1].vWorldPosition.y); v13 = v11->vWorldPosition.y; } } //LABEL_11: //v60 = v10; v59 = (const char *)v11; v60 = v12;//uStripType; minz = pGame->pIndoorCameraD3D->GetPolygonMinZ(v11, uStripType); maxz = pGame->pIndoorCameraD3D->GetPolygonMaxZ(v11, uStripType); result = v8->vPosition.x; *((float *)&v61 + 1) = maxz; v16 = (double)result; *(float *)&X = (double)v63; v17 = *(float *)&pLight - *(float *)&X; //UNDEF(v18); //v19 = v16 < v17; v20 = 0; //v21 = v16 == v17; /* BYTE1(result) = HIBYTE(v18); if ( v16 <= v17 || (v22 = *(float *)&X + *(float *)&uStripType, //UNDEF(v23), v24 = v16 < v22, v25 = 0, v26 = v16 == v22, BYTE1(result) = HIBYTE(v23), v16 >= v22) || (result = v8->vPosition.y, pLight = (StationaryLight *)v8->vPosition.y, v27 = (double)(signed int)pLight, v28 = *(float *)&a1 - *(float *)&X, //UNDEF(v29), v30 = v27 < v28, v31 = 0, v32 = v27 == v28, BYTE1(result) = HIBYTE(v29), v27 <= v28) || (v33 = *(float *)&X + v64, //UNDEF(v34), v35 = v27 < v33, v36 = 0, v37 = v27 == v33, BYTE1(result) = HIBYTE(v34), v27 >= v33) || (result = v8->vPosition.z, pLight = (StationaryLight *)v8->vPosition.z, v38 = (double)(signed int)pLight, v39 = minz - *(float *)&X, //UNDEF(v40), v41 = v38 < v39, v42 = 0, v43 = v38 == v39, BYTE1(result) = HIBYTE(v40), v38 <= v39) || (v44 = *(float *)&X + *((float *)&v61 + 1), //UNDEF(v45), v46 = v38 < v44, v47 = 0, v48 = v38 == v44, BYTE1(result) = HIBYTE(v45), v38 >= v44) || (v49 = pNormal, Vec3_float_::NegDot(&v11->vWorldPosition, pNormal, a3), X = v8->vPosition.y, v50 = (double)X * v49->y, X = v8->vPosition.z, v51 = (double)X * v49->z, X = v8->vPosition.x, *(float *)&a3 = v50 + v51 + (double)X * v49->x + *a3, v61 = *(float *)&a3 + 6.7553994e15, result = LODWORD(v61), X = LODWORD(v61), v52 = v63, SLODWORD(v61) > v63) )*/ 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 = v63; if ( SLODWORD(v61) > v63) return 0; v53 = pSlot; v60 = X; stru_F8AD28._blv_lights_radii[*pSlot] = v63; stru_F8AD28._blv_lights_inv_radii[*v53] = 65536 / v63; stru_F8AD28._blv_lights_xs[*v53] = v8->vPosition.x; stru_F8AD28._blv_lights_ys[*v53] = v8->vPosition.y; stru_F8AD28._blv_lights_zs[*v53] = v8->vPosition.z; //a3 = (float *)v8->uLightColorR; stru_F8AD28._blv_lights_rs[*v53] = v8->uLightColorR / 255.0f; //a3 = (float *)v8->uLightColorG; stru_F8AD28._blv_lights_gs[*v53] = v8->uLightColorG / 255.0f; //a3 = (float *)v8->uLightColorB; stru_F8AD28._blv_lights_bs[*v53] = v8->uLightColorB / 255.0f; v54 = abs(v63); v55 = pRenderer->bUsingSpecular; stru_F8AD28._blv_lights_light_dot_faces[*v53] = v54; stru_F8AD28._blv_lights_types[*v53] = v8->uLightType; //v56 = pRenderer->pRenderD3D; v57 = stru_F8AD28._blv_lights_types[*v53]; if ( /*pRenderer->pRenderD3D &&*/ v55 && v57 & 4 ) v57 = _4E94D2_light_type; stru_F8AD28._blv_lights_types[*v53] = v57; result = 4 * *v53; if ( /*v56 &&*/ v55 ) { if ( stru_F8AD28._blv_lights_types[*v53] & 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; } } ++*v53; return 1; } //----- (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 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; } //----- (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(); }