#include "Contents/GroundGeometry.h" #include "Resource/TerrainResource.h" #include // OFFSET: 0x00AC09B0 // FUNCTION: fn_17568 void GroundGeometry::WorldColor(float x, float, float z, std::uint32_t* output) const { int column; int row; this->Spatial().SpatialCell(x, z, column, row); if (column < 0 || row < 0 || column >= this->width || row >= this->height) { output[1] = 255; output[0] = 255; output[2] = 255; return; } const GroundCell& cell = this->cells[static_cast(column) + static_cast(row) * static_cast(this->width)]; output[0] = cell.color[0]; output[1] = cell.color[1]; output[2] = cell.color[2]; } // OFFSET: 0x00AC1130 // FUNCTION: fn_17577 void GroundGeometry::Lighting(int column, int row, float& red, float& green, float& blue) const { if (column < 0 || (column >> 1) >= this->width || row < 0 || (row >> 1) >= this->height || this->lighting.empty()) { red = 1.0f; green = 1.0f; blue = 1.0f; return; } const unsigned index = static_cast(column) + 2u * static_cast(row) * static_cast(this->width); red = this->lighting[index][0]; green = this->lighting[index][1]; blue = this->lighting[index][2]; } // OFFSET: 0x00AC11D0 // FUNCTION: fn_17579 void GroundGeometry::LightmapSample( int column, int row, unsigned char& alpha, unsigned char& red, unsigned char& green, unsigned char& blue ) const { if (column < 0 || (column >> 1) >= this->width || row < 0 || (row >> 1) >= this->height || this->cells.empty()) { alpha = red = green = blue = 255; return; } const unsigned index = static_cast(column >> 1) + static_cast(row >> 1) * static_cast(this->width); if (!this->cells[index].top || !this->cells[index].top->lightmap) { alpha = red = green = blue = 255; return; } const unsigned sample = (static_cast(column) & 1u) + 2u * (static_cast(row) & 1u); // Re-read the owner for each output store: outputs can alias sampled bytes. const auto read = [&](unsigned shift) { return static_cast(this->cells[index].top->lightmap->unknown_0028[sample] >> shift); }; alpha = read(24); red = read(16); green = read(8); blue = read(0); } // OFFSET: 0x00AC0C40 // FUNCTION: fn_17570 bool GroundGeometry::TerrainCellCorners(const C3dAttr& terrain, int column, int row, float* vertices) const { const int columns = std::bit_cast(2u * static_cast(this->width)); const int rows = std::bit_cast(2u * static_cast(this->height)); if (column < 0 || columns < column || row < 0 || rows < row) { return false; } const float size = this->cellSize * 0.5f; const unsigned dx = static_cast(column) - static_cast(this->width); const unsigned dz = static_cast(row) - static_cast(this->height); const float left = static_cast(std::bit_cast(dx)) * size; const float right = static_cast(std::bit_cast(dx + 1u)) * size; const float top = static_cast(std::bit_cast(dz)) * size; const float bottom = static_cast(std::bit_cast(dz + 1u)) * size; vertices[1] = 0.0f; vertices[4] = 0.0f; vertices[7] = 0.0f; vertices[10] = 0.0f; vertices[0] = left; vertices[2] = top; vertices[3] = right; vertices[5] = top; vertices[6] = left; vertices[8] = bottom; vertices[9] = right; vertices[11] = bottom; return this->OverlayHeights(terrain, vertices, column, row); }