rodecomp/Source/Contents/GroundSamples.cpp
2026-10-24 00:35:19 +00:00

108 lines
3.5 KiB
C++

#include "Contents/GroundGeometry.h"
#include "Resource/TerrainResource.h"
#include <bit>
// 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<unsigned>(column) + static_cast<unsigned>(row) * static_cast<unsigned>(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<unsigned>(column) + 2u * static_cast<unsigned>(row) * static_cast<unsigned>(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<unsigned>(column >> 1) + static_cast<unsigned>(row >> 1) * static_cast<unsigned>(this->width);
if (!this->cells[index].top || !this->cells[index].top->lightmap) {
alpha = red = green = blue = 255;
return;
}
const unsigned sample = (static_cast<unsigned>(column) & 1u) + 2u * (static_cast<unsigned>(row) & 1u);
// Re-read the owner for each output store: outputs can alias sampled bytes.
const auto read = [&](unsigned shift) {
return static_cast<unsigned char>(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<int>(2u * static_cast<unsigned>(this->width));
const int rows = std::bit_cast<int>(2u * static_cast<unsigned>(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<unsigned>(column) - static_cast<unsigned>(this->width);
const unsigned dz = static_cast<unsigned>(row) - static_cast<unsigned>(this->height);
const float left = static_cast<float>(std::bit_cast<int>(dx)) * size;
const float right = static_cast<float>(std::bit_cast<int>(dx + 1u)) * size;
const float top = static_cast<float>(std::bit_cast<int>(dz)) * size;
const float bottom = static_cast<float>(std::bit_cast<int>(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);
}