Reconstruct readable C++ and organize cohesive source subsystems
Administrative source import: native x86 compilation passed for 423 authored units. Source placement and submission states are migrated separately; this commit does not imply peer acceptance.
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890 changed files with 11796 additions and 16664 deletions
167
Source/Contents/Models/ModelLighting.cpp
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167
Source/Contents/Models/ModelLighting.cpp
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#include "Contents/Ground/GroundGeometry.h"
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#include "Contents/Models/ModelNode.h"
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#include "Render/Textures/Texture.h"
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#include "Utility/Math/ScalarConversion.h"
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#include <cmath>
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#include <cstring>
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namespace {
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unsigned Byte(float value) {
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return static_cast<unsigned>(TruncateToInt(value)) & 255u;
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}
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float InverseLength(float squared) {
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const float root = std::sqrt(squared);
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return static_cast<float>(1.0 / static_cast<double>(root));
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}
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void Light(const float* normal, const float* matrix, const ModelLightingContext& context, float* output) {
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const float x = ((normal[0] * matrix[0] + normal[1] * matrix[3]) + normal[2] * matrix[6]) + 0.0f;
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const float y = ((normal[0] * matrix[1] + normal[1] * matrix[4]) + normal[2] * matrix[7]) + 0.0f;
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const float z = ((normal[0] * matrix[2] + normal[1] * matrix[5]) + normal[2] * matrix[8]) + 0.0f;
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const float inverse = InverseLength((y * y + x * x) + z * z);
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const float dot = ((y * inverse) * context.direction[1] + (x * inverse) * context.direction[0]) + (z * inverse) * context.direction[2];
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const float amount = dot > 0.0f ? dot : 0.0f;
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for (unsigned component = 0; component < 3; ++component) {
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const float color = amount * context.diffuse[component] + context.ambient[component];
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output[component] = color < 1.0f ? color : 1.0f;
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}
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}
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std::uint32_t LitColor(std::uint32_t color, float alpha, bool shaded, const float* light) {
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std::uint32_t result = Byte(alpha * 255.0f) << 24;
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const float factor = shaded ? 0.5f : 1.0f;
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for (unsigned component = 0; component < 3; ++component) {
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const unsigned shift = 16u - component * 8u;
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const float value = (factor * light[component]) * static_cast<float>((color >> shift) & 255u);
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const float limited = 255.0f < value ? 255.0f : value;
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result |= Byte(limited) << shift;
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}
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return result;
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}
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}
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// OFFSET: 0x00AB78B0
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// FUNCTION: fn_17491
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C3dNode* C3dNode::Find(const char* selected) {
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if (this->name == selected) {
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return this;
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}
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for (C3dNode* child : this->children) {
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if (C3dNode* found = child->Find(selected)) {
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return found;
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}
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}
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return nullptr;
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}
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// OFFSET: 0x00AB94A0
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// FUNCTION: fn_17509
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void C3dNode::OverrideColors() {
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this->unknown_0088 = 1;
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for (C3dNode* child : this->children) {
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child->OverrideColors();
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}
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}
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// OFFSET: 0x00ABB450
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// FUNCTION: fn_17515
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void C3dNode::SampleGroundColors(const float* matrix, const float* position, const GroundGeometry& ground) {
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for (unsigned index = 0; index < this->mesh->faces.size(); ++index) {
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const ModelFace& face = this->mesh->faces[index];
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for (unsigned corner = 0; corner < 3; ++corner) {
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const auto& vertex = this->mesh->vertices[face.vertices[corner]];
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const float x = (((vertex[0] * matrix[0] + vertex[1] * matrix[3]) + vertex[2] * matrix[6]) + matrix[9]) + position[0];
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const float y = (((vertex[0] * matrix[1] + vertex[1] * matrix[4]) + vertex[2] * matrix[7]) + matrix[10]) + position[1];
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const float z = (((vertex[0] * matrix[2] + vertex[1] * matrix[5]) + vertex[2] * matrix[8]) + matrix[11]) + position[2];
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std::uint32_t sampled[3];
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ground.WorldColor(x, y, z, sampled);
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for (unsigned component = 0; component < 3; ++component) {
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const unsigned shift = 16u - component * 8u;
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const unsigned base = (this->faceState[index].colors[corner] >> shift) & 255u;
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const int value = static_cast<int>(sampled[component]) + base;
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this->faceValues[index * 9u + corner * 3u + component] = value > 255 ? 255 : value;
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}
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}
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}
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}
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// OFFSET: 0x00ABBB00
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// FUNCTION: fn_17521
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void C3dNode::Prepare(const float* matrix, ModelLightingContext& context) {
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AffineMatrix parentMatrix;
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std::memcpy(parentMatrix.values, matrix, sizeof(parentMatrix.values));
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AffineMatrix combined;
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combined.Compose(this->transform, parentMatrix);
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for (unsigned index = 0; index < this->mesh->faces.size(); ++index) {
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const ModelFace& face = this->mesh->faces[index];
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float light[3];
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if (*context.shade == 1) {
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Light(this->mesh->faceNormals[index].data(), combined.values, context, light);
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}
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for (unsigned corner = 0; corner < 3; ++corner) {
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std::uint32_t& color = context.colors[index * 3u + corner];
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if (*context.shade == 0) {
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color = (*context.color & 0x00FFFFFFu) | (Byte(this->alpha * 255.0f) << 24);
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} else if (*context.shade == 1 || *context.shade == 2) {
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if (*context.shade == 2) {
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Light(this->mesh->vertexNormals[index * 3u + corner].data(), combined.values, context, light);
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}
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const bool shaded = this->mesh->textureVertices[face.textureVertices[corner]].shaded != 0;
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color = LitColor(*context.color, this->alpha, shaded, light);
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}
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}
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}
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unsigned index = 0;
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while (index < this->mesh->faces.size()) {
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const unsigned texture = this->mesh->faces[index].texture;
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CTexture* image = this->textures[texture % this->textures.size()];
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const float u = static_cast<float>(static_cast<double>(image->CTexture::Width())) / static_cast<float>(static_cast<double>(image->TextureWidth()));
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const float v = static_cast<float>(static_cast<double>(image->CTexture::Height())) / static_cast<float>(static_cast<double>(image->TextureHeight()));
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do {
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const ModelFace& face = this->mesh->faces[index];
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ModelFaceState& state = this->faceState[index];
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for (unsigned corner = 0; corner < 3; ++corner) {
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state.colors[corner] = context.colors[index * 3u + corner];
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}
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for (unsigned corner = 0; corner < 3; ++corner) {
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if (this->mesh->textureVertices.empty()) {
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state.uv[corner][0] = u;
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state.uv[corner][1] = v;
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} else {
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const auto& uv = this->mesh->textureVertices[face.textureVertices[corner]];
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state.uv[corner][1] = v * uv.v;
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state.uv[corner][0] = u * uv.u;
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}
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}
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++index;
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} while (index < this->mesh->faces.size() && this->mesh->faces[index].texture == texture);
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}
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this->SampleGroundColors(combined.values, context.position, context.ground);
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for (C3dNode* child : this->children) {
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child->Prepare(combined.values, context);
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}
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}
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