Mercurial > mm7
changeset 638:ccf8b4815a1f
GetActorTintColor fixed
Outdoor sunlight works on terrain & bmodels (not sure about billboards though)
author | Nomad |
---|---|
date | Mon, 11 Mar 2013 21:43:26 +0200 |
parents | d7b14091e434 |
children | 4f2837124c69 2c906e6c6926 |
files | DecalBuilder.cpp DecalBuilder.h Game.cpp Game.h Indoor.h LightmapBuilder.cpp Outdoor.cpp Outdoor.h Outdoor_stuff.h Render.cpp mm7_2.cpp mm7_3.cpp mm7_data.h |
diffstat | 13 files changed, 179 insertions(+), 159 deletions(-) [+] |
line wrap: on
line diff
--- a/DecalBuilder.cpp Mon Mar 11 17:07:51 2013 +0200 +++ b/DecalBuilder.cpp Mon Mar 11 21:43:26 2013 +0200 @@ -107,7 +107,7 @@ } //----- (0049B540) -------------------------------------------------------- -char DecalBuilder::ApplyDecals(int a2, char a3, stru154 *a4, int a5, RenderVertexSoft *a6, IndoorCameraD3D_Vec4 *a7, char a8, unsigned int uSectorID) +char DecalBuilder::ApplyDecals(int light_level, char a3, stru154 *a4, int a5, RenderVertexSoft *a6, IndoorCameraD3D_Vec4 *a7, char a8, unsigned int uSectorID) { char *v9; // eax@3 signed int v10; // ecx@3 @@ -148,6 +148,7 @@ __debugbreak(); + auto a2 = light_level; auto a9 = uSectorID; thisa = this;
--- a/DecalBuilder.h Mon Mar 11 17:07:51 2013 +0200 +++ b/DecalBuilder.h Mon Mar 11 21:43:26 2013 +0200 @@ -91,7 +91,7 @@ bool AddBloodsplat(float x, float y, float z, float r, float g, float b, float radius, int a8, int a9); void Reset(unsigned int bPreserveBloodsplats); - char ApplyDecals(int a2, char a3, struct stru154 *a4, int a5, struct RenderVertexSoft *a6, struct IndoorCameraD3D_Vec4 *a7, char a8, unsigned int uSectorID); + char ApplyDecals(int light_level, char a3, struct stru154 *a4, int a5, struct RenderVertexSoft *a6, struct IndoorCameraD3D_Vec4 *a7, char a8, unsigned int uSectorID); char _49B790_build_decal_geometry(int a2, char a3, int a4, int a5, int a6, unsigned int uColorMultiplier, struct RenderVertexSoft *a8, struct stru314 *a9, signed int a10, struct RenderVertexSoft *a11, char uClipFlags); bool ApplyBloodsplatDecals_IndoorFace(unsigned int uFaceID); char ApplyDecals_OutdoorFace(ODMFace *pFace);
--- a/Game.cpp Mon Mar 11 17:07:51 2013 +0200 +++ b/Game.cpp Mon Mar 11 21:43:26 2013 +0200 @@ -659,9 +659,10 @@ //----- (0044EDE4) -------------------------------------------------------- -bool Game::AlterGamma(BLVFace *pFace, unsigned int *pColor) +bool Game::AlterGamma_BLV(BLVFace *pFace, unsigned int *pColor) { - if (pGame->uFlags2 & 2 && pFace->uAttributes & 2) + if (uFlags2 & GAME_FLAGS_2_SATURATE_LIGHTMAPS && + pFace->uAttributes & FACE_CAN_SATURATE_COLOR) { *pColor = ReplaceHSV(*pColor, 1.0, fSaturation, -1.0); return true; @@ -671,11 +672,12 @@ } //----- (0044EE30) -------------------------------------------------------- -bool Game::_44EE30(ODMFace *a2, int a3) +bool Game::AlterGamma_ODM(ODMFace *pFace, unsigned int *pColor) { - if (uFlags2 & 0x2 && a2->uAttributes & 0x02) + if (uFlags2 & GAME_FLAGS_2_SATURATE_LIGHTMAPS && + pFace->uAttributes & FACE_CAN_SATURATE_COLOR) { - *(int *)a3 = ReplaceHSV(*(int *)a3, 1.0, fSaturation, -1.0); + *pColor = ReplaceHSV(*pColor, 1.0, fSaturation, -1.0); return true; } else
--- a/Game.h Mon Mar 11 17:07:51 2013 +0200 +++ b/Game.h Mon Mar 11 21:43:26 2013 +0200 @@ -97,8 +97,8 @@ void OutlineSelection(); signed int _44EC23(struct stru148 *a2, int *a3, signed int a4); signed int _44ED0A(struct BLVFace *a2, int *a3, signed int a4); - bool AlterGamma(struct BLVFace *pFace, unsigned int *pColor); - bool _44EE30(struct ODMFace *a2, int a3); + bool AlterGamma_BLV(struct BLVFace *pFace, unsigned int *pColor); + bool AlterGamma_ODM(struct ODMFace *pFace, unsigned int *pColor); bool draw_debug_outlines(); bool _44EEA7(); bool _44F07B();
--- a/Indoor.h Mon Mar 11 17:07:51 2013 +0200 +++ b/Indoor.h Mon Mar 11 21:43:26 2013 +0200 @@ -250,17 +250,17 @@ #pragma pack(pop) -#define FACE_TWO_SIDED 0x00000001 // portal/two-sided -// 0x02 color is saturated against lights -#define FACE_TEXTURE_ANIMATED 0x00000010 // like wavy water -#define FACE_INVISIBLE 0x00002000 -#define FACE_TEXTURE_FRAME 0x00004000 // Texture ID is a frameset from TextureFrameTable, otherwise BitmapID -#define FACE_OUTLINED 0x00010000 // outline face edges -#define FACE_TEXTURE_FLOW 0x00040000 // The texture moves slowly. For horizontal facets only. -#define FACE_DO_NOT_LIGHT 0x00400000 -#define FACE_CLICKABLE 0x02000000 // Event can be triggered by clicking on the facet. -#define FACE_PRESSURE_PLATE 0x04000000 // Event can be triggered by stepping on the facet. -#define FACE_ETHEREAL 0x20000000 // Untouchable. You can pass through it. +#define FACE_TWO_SIDED 0x00000001 // portal/two-sided +#define FACE_CAN_SATURATE_COLOR 0x00000002 +#define FACE_TEXTURE_ANIMATED 0x00000010 // like wavy water +#define FACE_INVISIBLE 0x00002000 +#define FACE_TEXTURE_FRAME 0x00004000 // Texture ID is a frameset from TextureFrameTable, otherwise BitmapID +#define FACE_OUTLINED 0x00010000 // outline face edges +#define FACE_TEXTURE_FLOW 0x00040000 // The texture moves slowly. For horizontal facets only. +#define FACE_DO_NOT_LIGHT 0x00400000 +#define FACE_CLICKABLE 0x02000000 // Event can be triggered by clicking on the facet. +#define FACE_PRESSURE_PLATE 0x04000000 // Event can be triggered by stepping on the facet. +#define FACE_ETHEREAL 0x20000000 // Untouchable. You can pass through it. /* 93 */ #pragma pack(push, 1)
--- a/LightmapBuilder.cpp Mon Mar 11 17:07:51 2013 +0200 +++ b/LightmapBuilder.cpp Mon Mar 11 21:43:26 2013 +0200 @@ -1075,7 +1075,7 @@ int i; v10 = 0; - stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->field_CBC_terrain_triangles_shade_type; + stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->max_terrain_dimming_level; for (i = 0; i < pMobileLightsStack->uNumLightsActive; ++i) { if ( v10 >= 20 )
--- a/Outdoor.cpp Mon Mar 11 17:07:51 2013 +0200 +++ b/Outdoor.cpp Mon Mar 11 21:43:26 2013 +0200 @@ -459,32 +459,32 @@ unsigned int result; // eax@1 OutdoorLocation *v2; // esi@1 unsigned int v3; // edi@3 - int v4; // ebx@3 + //int v4; // ebx@3 int v5; // eax@3 - int v6; // eax@3 - int v7; // ecx@3 + //int v6; // eax@3 + //int v7; // ecx@3 double v8; // st7@4 result = pParty->uCurrentHour; v2 = this; - if ( pParty->uCurrentHour >= 5 && pParty->uCurrentHour < 0x15 ) + if ( pParty->uCurrentHour >= 5 && pParty->uCurrentHour < 21 ) { v3 = pParty->uCurrentMinute + 60 * (pParty->uCurrentHour - 5); - v4 = (signed int)(v3 * stru_5C6E00->uIntegerPi) / 960; + //v4 = (signed int)(v3 * stru_5C6E00->uIntegerPi) / 960; v5 = stru_5C6E00->Cos((signed int)(v3 * stru_5C6E00->uIntegerPi) / 960); - v2->field_D1C = 0; - v2->field_D18 = v5; - v6 = stru_5C6E00->Sin(v4); - v7 = v2->field_D18; - v2->field_D20 = v6; - v2->vSunlight.x = -v7; - v2->vSunlight.y = -v2->field_D1C; - v2->vSunlight.z = -v6; + v2->inv_sunlight_y = 0; + v2->inv_sunlight_x = v5; + //v6 = stru_5C6E00->Sin(v4); + //v7 = v2->field_D18; + v2->inv_sunlight_z = stru_5C6E00->Sin((signed int)(v3 * stru_5C6E00->uIntegerPi) / 960); + v2->vSunlight.x = -v2->inv_sunlight_x; + v2->vSunlight.y = -v2->inv_sunlight_y; + v2->vSunlight.z = -v2->inv_sunlight_z; if ( (signed int)v3 >= 480 ) v8 = (double)(signed int)(960 - v3); else v8 = (double)(signed int)v3; - v2->field_CBC_terrain_triangles_shade_type = (signed __int64)(20.0 - v8 * 0.002083333333333333 * 20.0); + v2->max_terrain_dimming_level = (signed __int64)(20.0 - v8 / 480.0 * 20.0); result = pParty->uCurrentMinute; v2->uLastSunlightUpdateMinute = pParty->uCurrentMinute; }
--- a/Outdoor.h Mon Mar 11 17:07:51 2013 +0200 +++ b/Outdoor.h Mon Mar 11 21:43:26 2013 +0200 @@ -209,7 +209,7 @@ char array_528[968]; char array_8F0[968]; int field_CB8; - int field_CBC_terrain_triangles_shade_type; + int max_terrain_dimming_level; int field_CC0; unsigned int pSpriteIDs_LUN[8]; unsigned int uSpriteID_LUNFULL; @@ -226,9 +226,9 @@ int field_D0C; int field_D10; int field_D14; - int field_D18; - int field_D1C; - int field_D20; + int inv_sunlight_x; + int inv_sunlight_y; + int inv_sunlight_z; int field_D24; int field_D28; int field_D2C;
--- a/Outdoor_stuff.h Mon Mar 11 17:07:51 2013 +0200 +++ b/Outdoor_stuff.h Mon Mar 11 21:43:26 2013 +0200 @@ -41,12 +41,12 @@ __int16 field_50; __int16 field_52; ODMFace *pODMFace; - char field_58; + char dimming_level; char field_59; char field_5A; char field_5B; - char field_5C; - char field_5D; + char terrain_grid_z; + char terrain_grid_x; unsigned __int8 uBModelID; unsigned __int8 uBModelFaceID; struct Edge *pEdgeList1[20];
--- a/Render.cpp Mon Mar 11 17:07:51 2013 +0200 +++ b/Render.cpp Mon Mar 11 21:43:26 2013 +0200 @@ -338,13 +338,13 @@ v14 = *(int *)&v4->flags; if ( v14 & 0x10 && v4->field_59 != 5 ) { - dword_80AA20 = (v4->field_5C - 64) << 25; + dword_80AA20 = (v4->terrain_grid_z - 64) << 25; dword_80AA1C = dword_80AA20 + 0x1FF0000; - dword_80AA14 = (v4->field_5D << 25) + 0x7FFF0000; + dword_80AA14 = (v4->terrain_grid_x << 25) + 0x7FFF0000; dword_80AA18 = dword_80AA14 - 0x1FF0000; byte_80AA10 = ((unsigned int)pOutdoor->ActuallyGetSomeOtherTileInfo( - v4->field_5C, - v4->field_5D - 1) >> 9) & 1; + v4->terrain_grid_z, + v4->terrain_grid_x - 1) >> 9) & 1; if ( *(int *)&v4->flags & 2 || (v15 = *(int *)&v4->flags, BYTE1(v15) & 1) ) { if ( *(int *)&v4->flags & 2 ) @@ -372,15 +372,15 @@ sr_sub_48408A_prolly_odm_water_no_waves(v3); else sr_sub_485407_prolly_odm_water_wavy(v3); - v18 = v4->field_5C - 64; + v18 = v4->terrain_grid_z - 64; v4->pTexture = v16; dword_80AA20 = v18 << 25; dword_80AA1C = (v18 << 25) + 0x1FF0000; - dword_80AA14 = (v4->field_5D << 25) + 0x7FFF0000; + dword_80AA14 = (v4->terrain_grid_x << 25) + 0x7FFF0000; dword_80AA18 = dword_80AA14 - 0x1FF0000; byte_80AA10 = ((unsigned int)pOutdoor->ActuallyGetSomeOtherTileInfo( - v4->field_5C, - v4->field_5D - 1) >> 9) & 1; + v4->terrain_grid_z, + v4->terrain_grid_x - 1) >> 9) & 1; sr_sub_484442(v3); v3->field_E = LOWORD(unnamed_6BE060[1]); if ( v4->prolly_tail == v3 ) @@ -427,13 +427,13 @@ { if ( v19 == 1 ) { - dword_80AA20 = (v4->field_5C - 64) << 25; + dword_80AA20 = (v4->terrain_grid_z - 64) << 25; dword_80AA1C = dword_80AA20 + 33488896; - dword_80AA14 = (v4->field_5D << 25) + 0x7FFF0000; + dword_80AA14 = (v4->terrain_grid_x << 25) + 0x7FFF0000; dword_80AA18 = dword_80AA14 - 33488896; byte_80AA10 = ((unsigned int)pOutdoor->ActuallyGetSomeOtherTileInfo( - v4->field_5C, - v4->field_5D - 1) >> 9) & 1; + v4->terrain_grid_z, + v4->terrain_grid_x - 1) >> 9) & 1; while ( 1 ) { if ( !sr_sub_4847EB(v3) ) @@ -606,9 +606,9 @@ v2 = (stru148 *)&pBitmaps_LOD->pTextures[pOutdoor->uMainTile_BitmapID], (array_77EC08[1999].pTexture = (Texture *)(pOutdoor->uMainTile_BitmapID != -1 ? (int)v2 : 0)) == 0) ) return (signed __int16)v2; - array_77EC08[1999].field_58 = 23 - (-20 * pOutdoor->vSunlight.z >> 16); - if ( array_77EC08[1999].field_58 > 20 ) - array_77EC08[1999].field_58 = 20; + array_77EC08[1999].dimming_level = 23 - (-20 * pOutdoor->vSunlight.z >> 16); + if ( array_77EC08[1999].dimming_level > 20 ) + array_77EC08[1999].dimming_level = 20; v10 = stru_5C6E00->Sin(pIndoorCamera->sRotationX); array_77EC08[1999].v_18.y = 0; array_77EC08[1999].v_18.x = v10; @@ -625,7 +625,7 @@ array_77EC08[1999].pTexture = (Texture *)(pOutdoor->uSky_TextureID != -1 ? (int)v2 : 0); if ( !(pOutdoor->uSky_TextureID != -1 ? (int)v2 : 0) ) return (signed __int16)v2; - array_77EC08[1999].field_58 = 0; + array_77EC08[1999].dimming_level = 0; v11 = stru_5C6E00->Sin(pIndoorCamera->sRotationX + 16); array_77EC08[1999].v_18.y = 0; array_77EC08[1999].v_18.x = -v11; @@ -1822,7 +1822,17 @@ v8->pODMFace = nullptr; v8->uNumVertices = 4; v8->field_59 = 5; - v8->field_58 = 0; + + + uint norm_idx = pTerrainNormalIndices[2 * (x + 128 * z) + 1]; + assert(norm_idx < uNumTerrainNormals); + + auto norm = pTerrainNormals + norm_idx; + float _f = (norm->x * (float)pOutdoor->vSunlight.x / 65536.0 - + norm->y * (float)pOutdoor->vSunlight.y / 65536.0 - + norm->z * (float)pOutdoor->vSunlight.z / 65536.0); + v8->dimming_level = 20.0 - floorf(20.0 * _f + 0.5f); + ++pOutdoorCamera->numStru148s; ++pOutdoorCamera->field_44; assert(pOutdoorCamera->numStru148s < 20000); @@ -2000,7 +2010,7 @@ v4 = 0; v88 = 0; v84 = v3 - 1; - v90 = (float)pOutdoor->vSunlight.x / 65536,0; + v90 = (float)pOutdoor->vSunlight.x / 65536.0; v91 = (float)pOutdoor->vSunlight.y / 65536.0; v92 = (float)pOutdoor->vSunlight.z / 65536.0; if ( v3 - 1 > 0 ) @@ -2067,22 +2077,22 @@ v16->field_32 = 0; v20 = v93; v16->field_59 = 1; - v16->field_5D = (char)v19; + v16->terrain_grid_x = (char)v19; v16->field_34 = *(_WORD *)(v20 + 2); v21 = v89; - v16->field_5C = v89; + v16->terrain_grid_z = v89; v22 = pTerrainNormalIndices[2 * (v19 + 128 * v21) + 1]; if ( v22 < 0 || v22 > uNumTerrainNormals - 1 ) v23 = 0; else v23 = &pTerrainNormals[v22]; - v24 = v92 * v23->y; + v24 = v92 * v23->z; //v99 = v23; - thisf = 20.0 - (-v24 - v91 * v23->z - v90 * v23->x) * 20.0; + thisf = 20.0 - (-v24 - v91 * v23->y - v90 * v23->x) * 20.0; //v25 = thisf + 6.7553994e15; //v27 = pOutdoorCamera->numStru148s > 1999; //v26 = pOutdoorCamera->numStru148s - 1999 < 0; - v16->field_58 = floorf(thisf + 0.5f); + v16->dimming_level = floorf(thisf + 0.5f); if ( pOutdoorCamera->numStru148s >= 1999 ) return; ++pOutdoorCamera->numStru148s; @@ -2142,7 +2152,7 @@ v33 = v108 != 0 ? 5 : 0; static_sub_0048034E_stru_154._49B0C9(v23, v95); if ( pDecalBuilder->uNumDecals > 0 ) - pDecalBuilder->ApplyDecals(31 - v16->field_58, 4, &static_sub_0048034E_stru_154, a5, array_50AC10, 0, *(float *)&v33, -1); + pDecalBuilder->ApplyDecals(31 - v16->dimming_level, 4, &static_sub_0048034E_stru_154, a5, array_50AC10, 0, *(float *)&v33, -1); } if ( stru_F8AD28.uNumLightsApplied > 0 ) pGame->pLightmapBuilder->ApplyLights(&stru_F8AD28, &static_sub_0048034E_stru_154, a5, array_50AC10, 0, v33); @@ -2205,10 +2215,10 @@ *(int *)&v40->flags = v42; v44 = v93; v40->field_59 = 1; - v40->field_5D = (char)v43; + v40->terrain_grid_x = (char)v43; v40->field_34 = *(_WORD *)(v44 + 2); v45 = v89; - v40->field_5C = v89; + v40->terrain_grid_z = v89; v46 = 4 * ((char)v43 + (v45 << 7)); v85 = v46; v47 = *(unsigned __int16 *)((char *)pTerrainNormalIndices + v46 + 2);// v47 = pTerrainNormalIndices[v46 + 1]; @@ -2220,9 +2230,9 @@ //v99 = v48; thisg = 20.0 - (-v49 - v91 * v48->z - v90 * v48->x) * 20.0; v50 = thisg + 6.755399441055744e15; - v40->field_58 = LOBYTE(v50); + v40->dimming_level = LOBYTE(v50); if ( LOBYTE(v50) < 0 ) - v40->field_58 = 0; + v40->dimming_level = 0; if ( pOutdoorCamera->numStru148s >= 1999 ) return; ++pOutdoorCamera->numStru148s; @@ -2287,7 +2297,7 @@ //a8 = (RenderVertexSoft *)(this_3a ? 3 : v108 != 0 ? 5 : 0); static_sub_0048034E_stru_76D590._49B0C9(v48, *(float *)&a4); if ( pDecalBuilder->uNumDecals > 0 ) - pDecalBuilder->ApplyDecals(31 - v40->field_58, 4, &static_sub_0048034E_stru_76D590, uNumVertices, array_50AC10, 0, (char)pVertices, -1); + pDecalBuilder->ApplyDecals(31 - v40->dimming_level, 4, &static_sub_0048034E_stru_76D590, uNumVertices, array_50AC10, 0, (char)pVertices, -1); } if ( stru_F8AD28.uNumLightsApplied > 0 ) v96->ApplyLights(&stru_F8AD28, &static_sub_0048034E_stru_76D590, uNumVertices, array_50AC10, 0, (char)pVertices); @@ -2339,8 +2349,8 @@ v61 = v93; v59->field_59 = 1; v59->field_34 = *(_WORD *)(v61 + 2); - v59->field_5C = v89; - v59->field_5D = v97; + v59->terrain_grid_z = v89; + v59->terrain_grid_x = v97; v62 = *(unsigned __int16 *)((char *)pTerrainNormalIndices + v85); if ( v62 > (signed int)(uNumTerrainNormals - 1) ) v63 = 0; @@ -2349,9 +2359,9 @@ v64 = v92 * v63->y; //v99 = v63; thish = 20.0 - (-v64 - v91 * v63->y - v90 * v63->x) * 20.0; - v59->field_58 = floorf(thish + 0.5f); - if ( v59->field_58 < 0 ) - v59->field_58 = 0; + v59->dimming_level = floorf(thish + 0.5f); + if ( v59->dimming_level < 0 ) + v59->dimming_level = 0; if ( pOutdoorCamera->numStru148s >= 1999 ) return; ++pOutdoorCamera->numStru148s; @@ -2410,7 +2420,7 @@ v70 = v108 != 0 ? 5 : 0; static_sub_0048034E_stru_76D578._49B0C9(v63, v87); if ( pDecalBuilder->uNumDecals > 0 ) - pDecalBuilder->ApplyDecals(31 - v40->field_58, 4, &static_sub_0048034E_stru_76D578, v100, array_50AC10, 0, v70, -1); + pDecalBuilder->ApplyDecals(31 - v40->dimming_level, 4, &static_sub_0048034E_stru_76D578, v100, array_50AC10, 0, v70, -1); } if ( stru_F8AD28.uNumLightsApplied > 0 ) v96->ApplyLights(&stru_F8AD28, &static_sub_0048034E_stru_76D578, v100, array_50AC10, 0, v70); @@ -2588,9 +2598,9 @@ v6 = 0; v90 = 0; v81 = v3 - 1; - v95 = (double)pOutdoor->vSunlight.x * 0.000015258789; - v96 = (double)pOutdoor->vSunlight.y * 0.000015258789; - v97 = (double)pOutdoor->vSunlight.z * 0.000015258789; + v95 = (double)pOutdoor->vSunlight.x / 65536.0; + v96 = (double)pOutdoor->vSunlight.y / 65536.0; + v97 = (double)pOutdoor->vSunlight.z / 65536.0; if ( v3 - 1 > 0 ) { while ( 1 ) @@ -2643,10 +2653,10 @@ *(int *)&v17->flags = v19; v21 = v92; v17->field_59 = 1; - v17->field_5D = LOBYTE(v20); + v17->terrain_grid_x = LOBYTE(v20); v17->field_34 = v21->distance; v22 = v94; - v17->field_5C = v94; + v17->terrain_grid_z = v94; v23 = pTerrainNormalIndices[2 * (LODWORD(v20) + (v22 << 7)) + 1]; if ( v23 < 0 || v23 > (signed int)(uNumTerrainNormals - 1) ) v24 = 0; @@ -2661,11 +2671,11 @@ v99 = v25 * 31.0; v76 = v99 + 6.7553994e15; v84 = LODWORD(v76); - v17->field_58 = 31 - LOBYTE(v76); + v17->dimming_level = 31 - LOBYTE(v76); } else { - v17->field_58 = 0; + v17->dimming_level = 0; } if ( pOutdoorCamera->numStru148s >= 1999 ) return; @@ -2760,10 +2770,10 @@ *(int *)&v38->flags = v40; v42 = v92; v38->field_59 = 1; - v38->field_5D = LOBYTE(v41); + v38->terrain_grid_x = LOBYTE(v41); v38->field_34 = v42->distance; v43 = v94; - v38->field_5C = v94; + v38->terrain_grid_z = v94; v44 = 2 * (LODWORD(v41) + (v43 << 7)); LODWORD(v93) = v44 * 2; v45 = pTerrainNormalIndices[v44 + 1]; @@ -2780,14 +2790,14 @@ v88 = v47 * 31.0; v74 = v88 + 6.7553994e15; v87 = LODWORD(v74); - v38->field_58 = 31 - LOBYTE(v74); + v38->dimming_level = 31 - LOBYTE(v74); } else { - v38->field_58 = 0; - } - if ( v38->field_58 < 0 ) - v38->field_58 = 0; + v38->dimming_level = 0; + } + if ( v38->dimming_level < 0 ) + v38->dimming_level = 0; if ( pOutdoorCamera->numStru148s >= 1999 ) return; ++pOutdoorCamera->numStru148s; @@ -2849,8 +2859,8 @@ v58 = v92; v17->field_59 = 1; v17->field_34 = v58->distance; - v17->field_5C = v94; - v17->field_5D = LOBYTE(v99); + v17->terrain_grid_z = v94; + v17->terrain_grid_x = LOBYTE(v99); v59 = *(unsigned __int16 *)((char *)pTerrainNormalIndices + LODWORD(v93)); if ( v59 > (signed int)(uNumTerrainNormals - 1) ) { @@ -2870,14 +2880,14 @@ v93 = v61 * 31.0; v72 = v93 + 6.7553994e15; v83 = LODWORD(v72); - v17->field_58 = 31 - LOBYTE(v72); + v17->dimming_level = 31 - LOBYTE(v72); } else { - v17->field_58 = 0; + v17->dimming_level = 0; } - if ( v17->field_58 < 0 ) - v17->field_58 = 0; + if ( v17->dimming_level < 0 ) + v17->dimming_level = 0; if ( pOutdoorCamera->numStru148s >= 1999 ) return; ++pOutdoorCamera->numStru148s; @@ -4478,7 +4488,7 @@ unsigned int v55; // [sp+5Ch] [bp-Ch]@34 unsigned int v56; // [sp+60h] [bp-8h]@12 int v57; // [sp+60h] [bp-8h]@34 - HRESULT a2; // [sp+64h] [bp-4h]@4 + unsigned int a2; // [sp+64h] [bp-4h]@4 v5 = this; v6 = 0; @@ -4488,11 +4498,11 @@ v53 = v7; v54 = v7->std__vector_000004_size; if ( v7->std__vector_000004_size) - a2 = -1; - pGame->_44EE30(a4, (int)&a2); + a2 = 0xFFFFFFFF; + pGame->AlterGamma_ODM(a4, &a2); if ( byte_4D864C && pGame->uFlags & 1 ) { - v8 = GetActorTintColor(a3->field_58, 0, array_50AC10[0].vWorldViewPosition.x, 0, 0); + v8 = ::GetActorTintColor(a3->dimming_level, 0, array_50AC10[0].vWorldViewPosition.x, 0, 0); v7->_45D74F_MessWithLight(v8, 0); } else @@ -4514,8 +4524,8 @@ v55 = uNumVertices; do { - a2 = GetActorTintColor(a3->field_58, 0, *(float *)v45, 0, 0); - pGame->_44EE30(a4, (int)&a2); + a2 = ::GetActorTintColor(a3->dimming_level, 0, *(float *)v45, 0, 0); + pGame->AlterGamma_ODM(a4, &a2); v46 = v57; v47 = *(float *)v45 * 1000.0 / (double)pOutdoorCamera->shading_dist_mist; *(int *)(v57 - 4) = *((int *)v45 + 3); @@ -4576,7 +4586,7 @@ v9->pFacePlane.vNormal.x = *((int *)v10 + 4); *(float *)&v9->pFacePlane.vNormal.y = 1.0 - 1.0 / v12; *(float *)&v9->pFacePlane.vNormal.z = 1.0 / (*(float *)v10 + 0.0000001); - v13 = GetActorTintColor(a3->field_58, 0, *(float *)v10, 0, 0); + v13 = GetActorTintColor(a3->dimming_level, 0, *(float *)v10, 0, 0); v14 = a4; v15 = *(float *)v10; a4->pFacePlane.dist = v13; @@ -7305,6 +7315,7 @@ //----- (004A2031) -------------------------------------------------------- unsigned int Render::GetActorTintColor(float a2, int tint, int a4, int a5, RenderBillboard *a6) { + __debugbreak(); // should not fire outside decal builder return ::GetActorTintColor(tint, a4, a2, a5, a6); } @@ -7503,7 +7514,7 @@ v10 = v9->std__vector_000004_size;*/ if ( byte_4D864C && pGame->uFlags & 1 ) { - v11 = GetActorTintColor(a4->field_58, 0, array_50AC10[0].vWorldViewPosition.x, 0, 0); + v11 = ::GetActorTintColor(a4->dimming_level, 0, array_50AC10[0].vWorldViewPosition.x, 0, 0); pGame->pLightmapBuilder->_45D74F_MessWithLight(v11, 0); } else @@ -7546,7 +7557,7 @@ *(int *)v51 = *((int *)v52 + 4); *(float *)(v51 + 4) = 1.0 - 1.0 / v54; *(float *)(v51 + 8) = 1.0 / (*(float *)v52 + 0.0000001); - v55 = GetActorTintColor(a4->field_58, 0, *(float *)v52, 0, 0); + v55 = ::GetActorTintColor(a4->dimming_level, 0, *(float *)v52, 0, 0); v56 = a7; v57 = *(float *)v52; *(int *)(a7 + 12) = v55; @@ -7596,7 +7607,7 @@ *(int *)v12 = *((int *)v13 + 4); *(float *)(v12 + 4) = 1.0 - 1.0 / v15; *(float *)(v12 + 8) = 1.0 / (*(float *)v13 + 0.0000001); - v16 = GetActorTintColor(a4->field_58, 0, *(float *)v13, 0, 0); + v16 = GetActorTintColor(a4->dimming_level, 0, *(float *)v13, 0, 0); v17 = a7; v18 = *(float *)v13; *(int *)(a7 + 12) = v16; @@ -7738,7 +7749,7 @@ pVertices[i].pos.z = 0.99989998; pVertices[i].rhw = array_50AC10[i]._rhw; - pVertices[i].diffuse = GetActorTintColor(31, 0, array_50AC10[i].vWorldViewPosition.x, 1, 0); + pVertices[i].diffuse = ::GetActorTintColor(31, 0, array_50AC10[i].vWorldViewPosition.x, true, false); v7 = 0; if (this->bUsingSpecular) { @@ -7816,9 +7827,9 @@ if ( a2 >= 3 ) { ErrD3D(pRenderD3D->pDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP)); - v5 = 31 - (a3->field_58 & 0x1F); - if ( v5 < pOutdoor->field_CBC_terrain_triangles_shade_type ) - v5 = pOutdoor->field_CBC_terrain_triangles_shade_type; + v5 = 31 - (a3->dimming_level & 0x1F); + if ( v5 < pOutdoor->max_terrain_dimming_level ) + v5 = pOutdoor->max_terrain_dimming_level; v6 = 8 * v5 | ((8 * v5 | (v5 << 11)) << 8); if ( a2 > 0 ) { @@ -7903,7 +7914,7 @@ auto uCorrectedColor = uColor; if (pGame->pLightmapBuilder->std__vector_000004_size) uCorrectedColor = 0xFFFFFFFF; - pGame->AlterGamma(pFace, &uCorrectedColor); + pGame->AlterGamma_BLV(pFace, &uCorrectedColor); if (byte_4D864C && pGame->uFlags & 1) { @@ -8570,7 +8581,7 @@ v30 = (a2->_screenspace_x_scaler_packedfloat & 0xFFFF) / 65530.0 + HIWORD(a2->_screenspace_x_scaler_packedfloat); v29 = (a2->_screenspace_y_scaler_packedfloat & 0xFFFF) / 65530.0 + HIWORD(a2->_screenspace_y_scaler_packedfloat); - unsigned int diffuse = GetActorTintColor(paletteSubindex, 0, a2->zbuffer_depth, 0, pBillboard); + unsigned int diffuse = ::GetActorTintColor(paletteSubindex, 0, a2->zbuffer_depth, 0, pBillboard); if (a2->uTintColor & 0x00FFFFFF && bTinting) { diffuse = sub_4A19D8(a2->uTintColor, diffuse);
--- a/mm7_2.cpp Mon Mar 11 17:07:51 2013 +0200 +++ b/mm7_2.cpp Mon Mar 11 21:43:26 2013 +0200 @@ -10446,7 +10446,7 @@ } bool new_sky = false; -bool change_seasons = true; +bool change_seasons = false; //----- (00462C94) -------------------------------------------------------- bool MM_Main(const wchar_t *pCmdLine)
--- a/mm7_3.cpp Mon Mar 11 17:07:51 2013 +0200 +++ b/mm7_3.cpp Mon Mar 11 21:43:26 2013 +0200 @@ -4847,11 +4847,11 @@ pLightmapBuilder = (LightmapBuilder *)(v51 + v53 + v52); v51 = 20 * (int)pLightmapBuilder; result = 20 - (20 * (signed int)pLightmapBuilder >> 16); - v7->field_58 = result; + v7->dimming_level = result; if ( result < 0 ) - v7->field_58 = 0; - if ( v7->field_58 > 31 ) - v7->field_58 = 31; + v7->dimming_level = 0; + if ( v7->dimming_level > 31 ) + v7->dimming_level = 31; if ( pOutdoorCamera->numStru148s >= 1999 + 5000) return result; ++pOutdoorCamera->numStru148s; @@ -4912,8 +4912,7 @@ v38 = 0; v37 = array_50AC10; v36 = uNumVertices; - pDecalBuilder->ApplyDecals( - 31 - v7->field_58, + pDecalBuilder->ApplyDecals(31 - v7->dimming_level, 2, &static_RenderBuildingsD3D_stru_73C834, uNumVertices, @@ -5170,8 +5169,8 @@ *(float *)&v84 = v13 * 31.0; v14 = *(float *)&v84 + 6.7553994e15; v71 = LODWORD(v14); - v15 = (int)&v12->field_58; - v12->field_58 = 31 - LOBYTE(v14); + v15 = (int)&v12->dimming_level; + v12->dimming_level = 31 - LOBYTE(v14); if ( (char)(31 - LOBYTE(v14)) < 0 ) *(char *)v15 = 0; if ( *(char *)v15 > 31 ) @@ -5529,11 +5528,11 @@ float v15; // [sp+8h] [bp-30h]@1 float v16; // [sp+Ch] [bp-2Ch]@1 - v14 = (double)pOutdoor->vSunlight.x * 0.000015258789; + v14 = (double)pOutdoor->vSunlight.x / 65536.0; result = 0; v1 = (unsigned int)&array_77EC08[pOutdoorCamera->numStru148s]; - v15 = (double)pOutdoor->vSunlight.y * 0.000015258789; - v16 = (double)pOutdoor->vSunlight.z * 0.000015258789; + v15 = (double)pOutdoor->vSunlight.y / 65536.0; + v16 = (double)pOutdoor->vSunlight.z / 65536.0; if ( v1 > (unsigned int)array_77EC08 ) { v2 = (char *)&array_77EC08[0].pODMFace; @@ -6136,7 +6135,7 @@ if (pOutdoor->uSky_TextureID == -1) return; - _this.field_58 = 0; + _this.dimming_level = 0; _this.uNumVertices = 4; _this.v_18.x = -stru_5C6E00->Sin(pIndoorCamera->sRotationX + 16); _this.v_18.y = 0; @@ -6404,7 +6403,7 @@ if ( !v62.pTexture ) return; v8 = pBLVRenderParams->sPartyRotX; - v62.field_58 = 0; + v62.dimming_level = 0; v62.uNumVertices = v3; v9 = stru_5C6E00->Sin(pBLVRenderParams->sPartyRotX + 16); v62.v_18.y = 0; @@ -6904,8 +6903,8 @@ v10 = 27; if ( v10 < a4 ) v10 = a4; - if ( v10 > pOutdoor->field_CBC_terrain_triangles_shade_type ) - v10 = pOutdoor->field_CBC_terrain_triangles_shade_type; + if ( v10 > pOutdoor->max_terrain_dimming_level ) + v10 = pOutdoor->max_terrain_dimming_level; return PaletteManager::Get_Dark_or_Red_LUT(v4, v10, 1); } v6 = 0; @@ -7004,7 +7003,7 @@ *a5 = 31; *a6 = -1; } - v16 = v8->field_58 - terrain_gamma; + v16 = v8->dimming_level - terrain_gamma; if ( v16 >= 0 ) { if ( v16 > 27 ) @@ -7037,8 +7036,8 @@ *v14 = v20; if ( *v14 < v16 ) *v14 = v16; - if ( *v14 > pOutdoor->field_CBC_terrain_triangles_shade_type ) - *v14 = pOutdoor->field_CBC_terrain_triangles_shade_type; + if ( *v14 > pOutdoor->max_terrain_dimming_level ) + *v14 = pOutdoor->max_terrain_dimming_level; goto LABEL_45; } if ( v9 >= day_fogrange_1 << 16 ) @@ -7366,7 +7365,7 @@ //----- (0047C4FC) -------------------------------------------------------- -signed int __fastcall GetActorTintColor(int tint, int a2, float a3, int a4, RenderBillboard *a5) +signed int __fastcall GetActorTintColor(int max_dimm, int min_dimm, float distance, int a4, RenderBillboard *a5) { //int v5; // esi@1 signed int v6; // edx@1 @@ -7385,11 +7384,11 @@ //double v19; // ST0C_8@44 signed int v20; // [sp+10h] [bp-4h]@10 float a3a; // [sp+1Ch] [bp+8h]@33 - float a3b; // [sp+1Ch] [bp+8h]@34 + //float a3b; // [sp+1Ch] [bp+8h]@34 float a3c; // [sp+1Ch] [bp+8h]@44 //float a3d; // [sp+1Ch] [bp+8h]@44 float a4b; // [sp+20h] [bp+Ch]@18 - int a4a; // [sp+20h] [bp+Ch]@33 + //int a4a; // [sp+20h] [bp+Ch]@33 //float a4c; // [sp+20h] [bp+Ch]@44 //float a4d; // [sp+20h] [bp+Ch]@44 int a5a; // [sp+24h] [bp+10h]@44 @@ -7398,12 +7397,13 @@ v6 = 0; if (uCurrentlyLoadedLevelType == LEVEL_Indoor) - return 8 * (31 - tint) | ((8 * (31 - tint) | ((31 - tint) << 11)) << 8); + return 8 * (31 - max_dimm) | ((8 * (31 - max_dimm) | ((31 - max_dimm) << 11)) << 8); + if (pParty->armageddon_timer) return 0xFFFF0000; v8 = pWeather->field_FA0; - if ( bUnderwater == 1 ) + if (bUnderwater) v8 = 0; if ( v8 ) { @@ -7416,11 +7416,11 @@ v9 = (double)v20 * 1024.0; if ( a4 ) goto LABEL_19; - if ( a3 <= v9 ) - { - if ( a3 > 0.0 ) - { - a4b = a3 * 216.0 / v9; + if ( distance <= v9 ) + { + if ( distance > 0.0 ) + { + a4b = distance * 216.0 / v9; v10 = a4b + 6.7553994e15; v6 = LODWORD(v10); if ( SLODWORD(v10) > 216 ) @@ -7431,7 +7431,7 @@ { v6 = 216; } - if ( a3 != 0.0 ) + if ( distance != 0.0 ) { LABEL_20: if ( a5 ) @@ -7447,10 +7447,11 @@ - if ( a3 == 0.0 ) + if (fabsf(distance) < 1.0e-6f) return 0xFFF8F8F8; - v11 = 8 * (tint - a2); + // dim in measured in 8-steps + v11 = 8 * (max_dimm - min_dimm); //v12 = v11; if ( v11 >= 0 ) { @@ -7460,27 +7461,32 @@ else v11 = 0; - if ( a4 ) - { - a3b = pOutdoor->fFogDensity * 216.0; + float fog_density_mult = 216.0f; + if (a4) + fog_density_mult += distance / (double)pOutdoorCamera->shading_dist_shade * 32.0; + + v6 = v11 + floorf(pOutdoor->fFogDensity * fog_density_mult + 0.5f); + /*if ( a4 ) + { + //a3b = pOutdoor->fFogDensity * 216.0; //v14 = a3b + 6.7553994e15; - a4a = floorf(a3b + 0.5f);//LODWORD(v14); - } - else - { - a3a = (a3 / (double)pOutdoorCamera->shading_dist_shade * 32.0 + 216.0) * pOutdoor->fFogDensity; + //a4a = floorf(a3b + 0.5f);//LODWORD(v14); + } + else + { + //a3a = (distance / (double)pOutdoorCamera->shading_dist_shade * 32.0 + 216.0) * pOutdoor->fFogDensity; //v13 = a3a + 6.7553994e15; - a4a = floorf(a3a + 0.5f);//LODWORD(v13); - } - v6 = a4a + v11; + //a4a = floorf(a3a + 0.5f);//LODWORD(v13); + } + v6 = a4a + v11;*/ if ( a5 ) v6 = 8 * _43F55F_get_billboard_light_level(a5, v6 >> 3); if ( v6 > 216 ) v6 = 216; if ( v6 < v11 ) v6 = v11; - if ( v6 > 8 * pOutdoor->field_CBC_terrain_triangles_shade_type ) - v6 = 8 * pOutdoor->field_CBC_terrain_triangles_shade_type; + if ( v6 > 8 * pOutdoor->max_terrain_dimming_level ) + v6 = 8 * pOutdoor->max_terrain_dimming_level; if ( !bUnderwater ) return (255 - v6) | ((255 - v6) << 16) | ((255 - v6) << 8); else
--- a/mm7_data.h Mon Mar 11 17:07:51 2013 +0200 +++ b/mm7_data.h Mon Mar 11 21:43:26 2013 +0200 @@ -2194,7 +2194,7 @@ char *__fastcall sr_sub_47C28C_get_palette(stru148 *a1, char a2, signed int a3, signed int a4); unsigned int __cdecl GetLevelFogColor(); int __fastcall sub_47C3D7_get_fog_related_stuff(int a1, int a2, float a3); -signed int __fastcall GetActorTintColor(int a1, int a2, float a3, int a4, struct RenderBillboard *a5); +signed int __fastcall GetActorTintColor(int max_dim, int min_dim, float distance, int a4, struct RenderBillboard *a5); unsigned int __stdcall WorldPosToGridCellX(int); // weak unsigned int __stdcall WorldPosToGridCellZ(int); // weak int __stdcall GridCellToWorldPosX(int); // weak