#include "Client/Mode/CGameMode.h" #include "Client/Mode/ModeMgr.h" #include "Contents/Ground/GroundGeometry.h" #include "Contents/Models/ModelActor.h" #include "Contents/Models/ModelNode.h" #include "Contents/World/World.h" #include "Render/Renderer.h" #include "Render/Textures/Texture.h" #include "Utility/Math/ScalarConversion.h" #include #include extern template int std::_Traits_compare>(const char*, std::size_t, const char*, std::size_t) noexcept; union ModelColor { std::uint32_t value; struct { unsigned char b; unsigned char g; unsigned char r; unsigned char a; }; }; // GLOBAL: gl_25474 static ModelColor g_modelFaceColors[90000]; namespace { // INLINED float InverseLength(float squared) { return 1.0f / SquareRoot(squared); } // INLINED __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; for (unsigned component = 0; component < 3; ++component) { const float color = amount * diffuse[component] + ambient[component]; output[component] = color < 1.0f ? color : 1.0f; } } // INLINED unsigned char Scale(float factor, float light, unsigned char channel) { const float value = (factor * light) * static_cast(channel); return static_cast(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; ModelColor color; color.value = source; color.a = static_cast(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; } // INLINED __forceinline void GroundColor(const C3dNode* node, const GroundGeometry& ground, const float* matrix, const std::array& vertex, std::uint32_t* output) { const float x = (((vertex[0] * matrix[0] + vertex[1] * matrix[3]) + vertex[2] * matrix[6]) + matrix[9]) + node->model->position[0]; const float y = (((vertex[0] * matrix[1] + vertex[1] * matrix[4]) + vertex[2] * matrix[7]) + matrix[10]) + node->model->position[1]; const float z = (((vertex[0] * matrix[2] + vertex[1] * matrix[5]) + vertex[2] * matrix[8]) + matrix[11]) + node->model->position[2]; ground.WorldColor(x, y, z, output); } // INLINED int AddChannel(std::uint32_t sampled, std::uint32_t channel) { const int value = static_cast(sampled) + channel; return value > 255 ? 255 : value; } } // OFFSET: 0x00AB78B0 // FUNCTION: fn_17491 C3dNode* C3dNode::Find(const char* selected) { if (this->name.compare(selected) == 0) { return this; } for (std::list::iterator it = this->children.begin(); it != this->children.end(); ++it) { if (C3dNode* found = (*it)->Find(selected)) { return found; } } return nullptr; } // OFFSET: 0x00AB94A0 // FUNCTION: fn_17509 void C3dNode::OverrideColors() { this->overrideColors = 1; for (std::list::iterator it = this->children.begin(); it != this->children.end(); ++it) { (*it)->OverrideColors(); } } // OFFSET: 0x00ABB450 // FUNCTION: fn_17515 void C3dNode::SampleGroundColors(const CRenderer*, const float* matrix, const GroundGeometry& ground) { const std::array* vertices = this->mesh->vertices; const ModelFace* faces = this->mesh->faces; std::uint32_t sampled[3]; for (int index = 0; index < this->mesh->faceCount; ++index) { const ModelFace& face = faces[index]; const ModelFaceState& state = this->faceState[index]; GroundColor(this, ground, matrix, vertices[face.vertices[0]], sampled); this->faceValues[index * 9] = AddChannel(sampled[0], (state.colors[0] >> 16) & 255u); this->faceValues[index * 9 + 1] = AddChannel(sampled[1], (state.colors[0] >> 8) & 255u); this->faceValues[index * 9 + 2] = AddChannel(sampled[2], state.colors[0] & 255u); GroundColor(this, ground, matrix, vertices[face.vertices[1]], sampled); this->faceValues[index * 9 + 3] = AddChannel(sampled[0], (state.colors[1] >> 16) & 255u); this->faceValues[index * 9 + 4] = AddChannel(sampled[1], (state.colors[1] >> 8) & 255u); this->faceValues[index * 9 + 5] = AddChannel(sampled[2], state.colors[1] & 255u); GroundColor(this, ground, matrix, vertices[face.vertices[2]], sampled); this->faceValues[index * 9 + 6] = AddChannel(sampled[0], (state.colors[2] >> 16) & 255u); this->faceValues[index * 9 + 7] = AddChannel(sampled[1], (state.colors[2] >> 8) & 255u); this->faceValues[index * 9 + 8] = AddChannel(sampled[2], state.colors[2] & 255u); } } // OFFSET: 0x00ABBB00 // FUNCTION: fn_17521 void C3dNode::Prepare(const float* matrix, const float* direction, const float* diffuse, const float* ambient, int shade) { struct matrix combined; combined.Compose(this->transform, *reinterpret_cast(matrix)); const struct matrix rotation = combined; switch (shade) { case 2: { const ModelFace* faces = this->mesh->faces; const ModelTextureVertex* textureVertices = this->mesh->textureVertices; const std::array* normals = this->mesh->vertexNormals; ModelColor* color = g_modelFaceColors; 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* 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(this->alpha * 255.0f); ++color; } } break; } } 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 (face != end) { const std::uint16_t texture = face->texture; CTexture* image = this->textures[texture % this->textures.size()]; const float u = static_cast(static_cast(image->ImageWidth())) / static_cast(static_cast(image->TextureWidth())); const float v = static_cast(static_cast(image->ImageHeight())) / static_cast(static_cast(image->TextureHeight())); while (face != end && face->texture == texture) { for (unsigned corner = 0; corner < 3; ++corner) { state->colors[corner] = colors[corner].value; } 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; } } ++face; ++state; colors += 3; } } this->SampleGroundColors(g_renderer, combined.values, *static_cast(g_modeMgr.GetGameMode())->scene->ground); for (std::list::iterator it = this->children.begin(); it != this->children.end(); ++it) { (*it)->Prepare(combined.values, direction, diffuse, ambient, shade); } }