Maintenance: [forced, user-approved] Family W3: remove invented ModelLightingContext and WorldModelLoading. Evidence: C3dActor::Prepa

Batch #10256 by ragnarok-clanker: forced by an admin (0 lower score(s), 8 changed function(s)); checked with 113 compiled unit(s), including every includer of Source/Contents/Models/ModelActor.h, Source/Contents/Models/ModelNode.h, Source/Contents/Models/ModelRendering.h, Source/Contents/World/World.h, Source/Contents/World/WorldModelLoading.h.
This commit is contained in:
ragnarok-clanker 2026-11-03 12:59:38 +00:00
commit 26277f915c
8 changed files with 60 additions and 186 deletions

View file

@ -60,7 +60,7 @@ namespace {
}
// INLINED
C3dActor* CreatePlacedWorldModel(const WorldModelRecord& placement, C3dModelRes& resource, BinkMovies& movies, ModelLightingContext& lighting) {
C3dActor* CreateWorldModel(const WorldModelRecord& placement, C3dModelRes& resource, BinkMovies& movies) {
resource.RegisterMovies(movies, placement.position);
if (!resource.FindNode(placement.node) && resource.nodes.empty()) {
@ -88,130 +88,51 @@ namespace {
actor->color = static_cast<std::uint32_t>(placement.index);
actor->Assign(resource);
actor->occlusionEnabled = 0;
actor->Prepare(lighting);
actor->Prepare(g_worldLightDirection, g_worldDiffuse, g_worldAmbient);
return actor;
}
// INLINED
C3dActor* CreateInitWorldModel(const WorldModelRecord& placement, C3dModelRes& resource, BinkMovies& movies) {
resource.RegisterMovies(movies, placement.position);
if (!resource.FindNode(placement.node) && resource.nodes.empty()) {
return nullptr;
}
C3dActor* actor = nullptr;
if (resource.major == 1) {
actor = new C3dActorV1;
} else if (resource.major == 2) {
actor = new C3dActorV2;
}
actor->CopyVolumes(resource.volumes);
actor->SetSpeed(placement.animationSpeed);
actor->playback = placement.animation;
std::memcpy(actor->position, placement.position, sizeof(actor->position));
actor->dirty = 1;
std::memcpy(actor->rotation, placement.rotation, sizeof(actor->rotation));
actor->dirty = 1;
std::memcpy(actor->scale, placement.scale, sizeof(actor->scale));
actor->dirty = 1;
actor->commandMode = placement.flag;
actor->color = static_cast<std::uint32_t>(placement.index);
actor->Assign(resource);
actor->occlusionEnabled = 0;
void** actorVtbl = *reinterpret_cast<void***>(actor);
reinterpret_cast<void (__thiscall *)(C3dActor*, const float*, const float*, const float*)>(actorVtbl[4])(
actor, g_worldLightDirection, g_worldDiffuse, g_worldAmbient
);
return actor;
}
}
// INLINED
void WorldModelLoading::Schedule(const WorldModelRecord& placement, const TerrainHeight& terrain, int column, int row, float* center) {
terrain.CellCenter(column, row, center[0], center[2]);
const float y = placement.position[1] - center[1];
const float x = placement.position[0] - center[0];
const float z = placement.position[2] - center[2];
const float squared = (y * y + x * x) + z * z;
const float distance = std::sqrt(squared);
if (distance > 200.0f) {
this->deferred.push_back({distance, &placement});
return;
}
auto* resource = static_cast<C3dModelRes*>(this->resources.Load(placement.model));
if (resource) {
if (C3dActor* model = CreatePlacedWorldModel(placement, *resource, this->movies, this->lighting)) {
this->models.push_back(model);
}
}
}
// OFFSET: 0x00AC8BF0
// FUNCTION: fn_17680
DWORD WINAPI WorldModelLoading::ThreadEntry(void* context) {
static_cast<WorldModelLoading*>(context)->Run();
return 0;
}
// INLINED
void WorldModelLoading::Start() {
this->thread = CreateThread(nullptr, 0, &WorldModelLoading::ThreadEntry, this, 0, nullptr);
if (!this->thread) {
this->Run();
this->Finish();
}
}
// INLINED
void WorldModelLoading::Run() {
DWORD WINAPI CWorld::LoadDeferredModels(void* parameter) {
CWorld* world = static_cast<CWorld*>(parameter);
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST);
std::sort(this->deferred.begin(), this->deferred.end(), Before);
std::sort(g_deferredWorldModels.begin(), g_deferredWorldModels.end(), Before);
for (const DeferredWorldModel& entry : this->deferred) {
for (const DeferredWorldModel& entry : g_deferredWorldModels) {
const WorldModelRecord& placement = *entry.placement;
auto* resource = static_cast<C3dModelRes*>(this->resources.Load(placement.model));
auto* resource = static_cast<C3dModelRes*>(ResourceMgr::Instance().Load(placement.model));
if (!resource) {
continue;
}
C3dActor* model = CreatePlacedWorldModel(placement, *resource, this->movies, this->lighting);
C3dActor* model = CreateWorldModel(placement, *resource, *world->movies);
if (!model) {
continue;
}
this->models.push_back(model);
std::atomic_ref<int>(this->pending).fetch_add(1, std::memory_order_seq_cst);
world->models.push_back(model);
std::atomic_ref<int>(world->pending).fetch_add(1, std::memory_order_seq_cst);
Sleep(0);
}
}
// INLINED
void WorldModelLoading::Publish(WorldSpatialTree& root) {
C3dActor* const* data = this->models.data();
PublishWorldModels(root, data, this->published, this->pending);
return 0;
}
// OFFSET: 0x00ACB6C0
// FUNCTION: fn_17705
void WorldModelLoading::Finish() {
if (this->thread) {
WaitForSingleObject(this->thread, INFINITE);
CloseHandle(this->thread);
this->thread = nullptr;
void CWorld::FinishModelLoading() {
if (hObject) {
WaitForSingleObject(hObject, INFINITE);
CloseHandle(hObject);
hObject = nullptr;
}
this->deferred.clear();
g_deferredWorldModels.clear();
std::atomic_ref<int>(this->pending).store(0, std::memory_order_release);
}
@ -343,7 +264,7 @@ void CWorld::InitWorld() {
} else {
auto* modelRes = static_cast<C3dModelRes*>(ResourceMgr::Instance().Load(placement->model));
if (modelRes) {
if (C3dActor* actor = CreateInitWorldModel(*placement, *modelRes, *this->movies)) {
if (C3dActor* actor = CreateWorldModel(*placement, *modelRes, *this->movies)) {
this->models.push_back(actor);
}
}
@ -358,10 +279,10 @@ void CWorld::InitWorld() {
this->published = static_cast<int>(this->models.size());
DWORD threadId = 0;
hObject = CreateThread(nullptr, 0, &WorldModelLoading::ThreadEntry, this, 0, &threadId);
hObject = CreateThread(nullptr, 0, &CWorld::LoadDeferredModels, this, 0, &threadId);
if (!hObject) {
WorldModelLoading::ThreadEntry(this);
reinterpret_cast<WorldModelLoading*>(this)->Finish();
CWorld::LoadDeferredModels(this);
this->FinishModelLoading();
}
this->player = new CPlayer();