rodecomp/Source/Contents/Ground/GroundLightingInitialization.cpp
ragnarok-clanker a47d20f8be 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.

Previous head: 35d2a8cb36
Payload SHA256: 592f016d2730c5593bb653aa054c1e5f76a6df72c8f5a09e66f74876e2e33dee
2026-10-25 07:42:41 +00:00

63 lines
2.2 KiB
C++

#include "Contents/Ground/GroundGeometry.h"
#include "Resource/World/TerrainResource.h"
// OFFSET: 0x00ABFB10
// FUNCTION: fn_17558
void GroundGeometry::InitializeLighting(const C3dAttr& terrain) {
// STATIC: 0x01348128; center, north, south, east, west in that order.
constexpr int offsets[5][2] = {{0, 0}, {0, -1}, {0, 1}, {1, 0}, {-1, 0}};
const int columns = 2 * this->width;
const int rows = 2 * this->height;
for (int row = 0; row < rows; ++row) {
for (int column = 0; column < columns; ++column) {
float average = 0.0f;
const TerrainHeightCell* cell = terrain.Grid().CellAt(column, row);
if (cell) {
average = ((cell->heights[1] + cell->heights[0]) + cell->heights[2] + cell->heights[3]) * 0.25f;
}
float minimum;
float maximum;
this->CellBounds(column / 2, row / 2, minimum, maximum);
float red = 1.0f;
float green = 1.0f;
float blue = 1.0f;
if (average >= minimum - 2.5f) {
unsigned sums[4]{};
for (const auto& offset : offsets) {
unsigned char alpha;
unsigned char sampleRed;
unsigned char sampleGreen;
unsigned char sampleBlue;
this->LightmapSample(column + offset[0], row + offset[1], alpha, sampleRed, sampleGreen, sampleBlue);
sums[0] += alpha;
sums[1] += sampleRed;
sums[2] += sampleGreen;
sums[3] += sampleBlue;
}
const float alpha = (static_cast<float>(sums[0]) / 5.0f) / 255.0f;
red = ((static_cast<float>(sums[1]) / 5.0f) * 0.0078125f) + alpha;
green = ((static_cast<float>(sums[2]) / 5.0f) * 0.0078125f) + alpha;
blue = ((static_cast<float>(sums[3]) / 5.0f) * 0.0078125f) + alpha;
const float first = green > red ? green : red;
const float largest = blue > first ? blue : first;
if (largest > 1.0f) {
red = red / largest;
green = green / largest;
blue = blue / largest;
}
}
if (!this->lighting.empty()) {
const auto index = static_cast<unsigned>(column) + 2u * static_cast<unsigned>(row) * static_cast<unsigned>(this->width);
this->lighting[index] = {red, green, blue};
}
}
}
}