Decompile fn_17509 (C3dNode::OverrideColors)

Batch #11964 by Yommy: 1 byte-identical, 0 confirmed by peer review.

- fn_17509 C3dNode::OverrideColors: byte-identical

Merged automatically: every function is byte-identical to the original.
This commit is contained in:
ragnarok-clanker 2026-11-05 05:47:54 +00:00
commit 116928a879

View file

@ -11,26 +11,30 @@
#include <cmath>
#include <cstring>
union ModelColor {
std::uint32_t value;
struct {
unsigned char b;
unsigned char g;
unsigned char r;
unsigned char a;
};
};
// GLOBAL: gl_25474
static std::uint32_t g_modelFaceColors[90000];
static ModelColor g_modelFaceColors[90000];
namespace {
// INLINED
unsigned Byte(float value) {
return static_cast<unsigned>(TruncateToInt(value)) & 255u;
}
// INLINED
float InverseLength(float squared) {
const float root = SquareRoot(squared);
return static_cast<float>(1.0 / root);
return 1.0f / SquareRoot(squared);
}
// INLINED
void Light(const float* normal, const float* matrix, const float* direction, const float* diffuse, const float* ambient, float* output) {
const float x = ((normal[0] * matrix[0] + normal[1] * matrix[3]) + normal[2] * matrix[6]) + 0.0f;
const float y = ((normal[0] * matrix[1] + normal[1] * matrix[4]) + normal[2] * matrix[7]) + 0.0f;
const float z = ((normal[0] * matrix[2] + normal[1] * matrix[5]) + normal[2] * matrix[8]) + 0.0f;
__forceinline void Light(const float* normal, const float* values, const float* direction, const float* diffuse, const float* ambient, float* output) {
const float x = ((normal[0] * values[0] + normal[1] * values[3]) + normal[2] * values[6]) + 0.0f;
const float y = ((normal[0] * values[1] + normal[1] * values[4]) + normal[2] * values[7]) + 0.0f;
const float z = ((normal[0] * values[2] + normal[1] * values[5]) + normal[2] * values[8]) + 0.0f;
const float inverse = InverseLength((y * y + x * x) + z * z);
const float dot = ((y * inverse) * direction[1] + (x * inverse) * direction[0]) + (z * inverse) * direction[2];
const float amount = dot > 0.0f ? dot : 0.0f;
@ -42,18 +46,21 @@ namespace {
}
// INLINED
std::uint32_t LitColor(std::uint32_t color, float alpha, bool shaded, const float* light) {
std::uint32_t result = Byte(alpha * 255.0f) << 24;
unsigned char Scale(float factor, float light, unsigned char channel) {
const float value = (factor * light) * static_cast<float>(channel);
return static_cast<unsigned char>(255.0f < value ? 255.0f : value);
}
// INLINED
ModelColor LitColor(std::uint32_t source, float alpha, bool shaded, const float* light) {
const float factor = shaded ? 0.5f : 1.0f;
for (unsigned component = 0; component < 3; ++component) {
const unsigned shift = 16u - component * 8u;
const float value = (factor * light[component]) * static_cast<float>((color >> shift) & 255u);
const float limited = 255.0f < value ? 255.0f : value;
result |= Byte(limited) << shift;
}
return result;
ModelColor color;
color.value = source;
color.a = static_cast<unsigned char>(alpha * 255.0f);
color.r = Scale(factor, light[0], color.r);
color.g = Scale(factor, light[1], color.g);
color.b = Scale(factor, light[2], color.b);
return color;
}
}
@ -78,8 +85,8 @@ C3dNode* C3dNode::Find(const char* selected) {
void C3dNode::OverrideColors() {
this->unknown_0088 = 1;
for (C3dNode* child : this->children) {
child->OverrideColors();
for (std::list<C3dNode*>::iterator it = this->children.begin(); it != this->children.end(); ++it) {
(*it)->OverrideColors();
}
}
@ -112,65 +119,93 @@ void C3dNode::SampleGroundColors(const CRenderer*, const float* matrix, const Gr
// OFFSET: 0x00ABBB00
// FUNCTION: fn_17521
void C3dNode::Prepare(const float* matrix, const float* direction, const float* diffuse, const float* ambient, int shade) {
struct matrix parentMatrix;
std::memcpy(parentMatrix.values, matrix, sizeof(parentMatrix.values));
struct matrix combined;
combined.Compose(this->transform, parentMatrix);
combined.Compose(this->transform, *reinterpret_cast<const struct matrix*>(matrix));
const struct matrix rotation = combined;
for (int index = 0; index < this->mesh->faceCount; ++index) {
const ModelFace& face = this->mesh->faces[index];
float light[3];
switch (shade) {
case 2: {
const ModelFace* faces = this->mesh->faces;
const ModelTextureVertex* textureVertices = this->mesh->textureVertices;
const std::array<float, 3>* normals = this->mesh->vertexNormals;
ModelColor* color = g_modelFaceColors;
if (shade == 1) {
Light(this->mesh->faceNormals[index].data(), combined.values, direction, diffuse, ambient, light);
}
for (unsigned corner = 0; corner < 3; ++corner) {
std::uint32_t& color = g_modelFaceColors[index * 3u + corner];
if (shade == 0) {
color = (this->model->color & 0x00FFFFFFu) | (Byte(this->alpha * 255.0f) << 24);
} else if (shade == 1 || shade == 2) {
if (shade == 2) {
Light(this->mesh->vertexNormals[index * 3u + corner].data(), combined.values, direction, diffuse, ambient, light);
}
const bool shaded = this->mesh->textureVertices[face.textureVertices[corner]].shaded != 0;
color = LitColor(this->model->color, this->alpha, shaded, light);
for (int index = 0; index < this->mesh->faceCount; ++index) {
for (unsigned corner = 0; corner < 3; ++corner) {
float light[3];
Light(normals[index * 3 + corner].data(), rotation.values, direction, diffuse, ambient, light);
const bool shaded = textureVertices[faces[index].textureVertices[corner]].shaded > 0u;
*color++ = LitColor(this->model->color, this->alpha, shaded, light);
}
}
break;
}
case 1: {
const ModelFace* faces = this->mesh->faces;
const ModelTextureVertex* textureVertices = this->mesh->textureVertices;
const std::array<float, 3>* normals = this->mesh->faceNormals;
ModelColor* color = g_modelFaceColors;
for (int index = 0; index < this->mesh->faceCount; ++index) {
float light[3];
Light(normals[index].data(), rotation.values, direction, diffuse, ambient, light);
for (unsigned corner = 0; corner < 3; ++corner) {
const bool shaded = textureVertices[faces[index].textureVertices[corner]].shaded > 0u;
*color++ = LitColor(this->model->color, this->alpha, shaded, light);
}
}
break;
}
case 0: {
ModelColor* color = g_modelFaceColors;
for (int index = 0; index < this->mesh->faceCount; ++index) {
for (unsigned corner = 0; corner < 3; ++corner) {
color->value = this->model->color;
color->a = static_cast<unsigned char>(this->alpha * 255.0f);
++color;
}
}
break;
}
}
int index = 0;
const ModelFace* face = this->mesh->faces;
const ModelFace* const end = face + this->mesh->faceCount;
const ModelTextureVertex* textureVertices = this->mesh->textureVertices;
ModelFaceState* state = this->faceState.data();
const ModelColor* colors = g_modelFaceColors;
while (index < this->mesh->faceCount) {
const unsigned texture = this->mesh->faces[index].texture;
while (face != end) {
const std::uint16_t texture = face->texture;
CTexture* image = this->textures[texture % this->textures.size()];
const float u = static_cast<float>(static_cast<double>(image->CTexture::Width())) / static_cast<float>(static_cast<double>(image->TextureWidth()));
const float v = static_cast<float>(static_cast<double>(image->CTexture::Height())) / static_cast<float>(static_cast<double>(image->TextureHeight()));
do {
const ModelFace& face = this->mesh->faces[index];
ModelFaceState& state = this->faceState[index];
const float u = static_cast<float>(static_cast<double>(image->ImageWidth())) / static_cast<float>(static_cast<double>(image->TextureWidth()));
const float v = static_cast<float>(static_cast<double>(image->ImageHeight())) / static_cast<float>(static_cast<double>(image->TextureHeight()));
while (face != end && face->texture == texture) {
for (unsigned corner = 0; corner < 3; ++corner) {
state.colors[corner] = g_modelFaceColors[index * 3u + corner];
state->colors[corner] = colors[corner].value;
}
for (unsigned corner = 0; corner < 3; ++corner) {
if (this->mesh->textureVertexCount == 0) {
state.uv[corner][0] = u;
state.uv[corner][1] = v;
} else {
const auto& uv = this->mesh->textureVertices[face.textureVertices[corner]];
state.uv[corner][1] = v * uv.v;
state.uv[corner][0] = u * uv.u;
if (this->mesh->textureVertexCount == 0) {
for (unsigned corner = 0; corner < 3; ++corner) {
state->uv[corner][0] = u;
state->uv[corner][1] = v;
}
} else {
for (unsigned corner = 0; corner < 3; ++corner) {
const ModelTextureVertex& uv = textureVertices[face->textureVertices[corner]];
state->uv[corner][1] = v * uv.v;
state->uv[corner][0] = u * uv.u;
}
}
++index;
} while (index < this->mesh->faceCount && this->mesh->faces[index].texture == texture);
++face;
++state;
colors += 3;
}
}
this->SampleGroundColors(g_renderer, combined.values, *static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->ground);