194 lines
6 KiB
C++
194 lines
6 KiB
C++
#include "Contents/GroundGeometry.h"
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#include "Contents/GroundRendering.h"
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#include "Render/RenderPrimitivePool.h"
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#include "Render/RenderProjection.h"
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#include "Render/RenderQueues.h"
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#include "Render/Texture.h"
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#include "Render/TextureCache.h"
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#include "Resource/TerrainResource.h"
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#include <bit>
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#include <emmintrin.h>
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// OFFSET: 0x00AC0A90
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// FUNCTION: fn_17569
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bool GroundGeometry::CellRectangle(const C3dAttr& terrain, int column, int row, float* vertices) const {
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if (column < 0 || (column >> 1) >= this->width || row < 0 || (row >> 1) >= this->height) {
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return false;
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}
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const int x = (column >> 1) - this->width / 2;
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const int z = (row >> 1) - this->height / 2;
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const int offsets[4][2] = {{0, 0}, {1, 0}, {0, 1}, {1, 1}};
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for (unsigned corner = 0; corner < 4; ++corner) {
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vertices[corner * 3 + 1] = 0.0f;
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vertices[corner * 3] = static_cast<float>(x + offsets[corner][0]) * this->cellSize;
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vertices[corner * 3 + 2] = static_cast<float>(z + offsets[corner][1]) * this->cellSize;
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}
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return this->OverlayHeights(terrain, vertices, column, row);
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}
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namespace {
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void DrawDecal(
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const GroundGeometry& ground,
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const C3dAttr& terrain,
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const float* matrix,
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int column,
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int row,
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std::uint32_t color,
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CTexture& texture,
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const float* uv,
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float bias,
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GroundRenderContext& context
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) {
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float vertices[4][3]{};
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if (!ground.CellRectangle(terrain, column, row, vertices[0])) {
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return;
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}
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for (auto& vertex : vertices) {
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if (column & 1) {
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if (vertices[1][0] > vertex[0]) {
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vertex[0] = (vertices[1][0] - vertex[0]) * 0.5f + vertex[0];
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}
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} else if (vertex[0] > vertices[0][0]) {
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vertex[0] = vertex[0] - (vertex[0] - vertices[0][0]) * 0.5f;
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}
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if (row & 1) {
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if (vertices[2][2] > vertex[2]) {
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vertex[2] = (vertices[2][2] - vertex[2]) * 0.5f + vertex[2];
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}
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} else if (vertex[2] > vertices[0][2]) {
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vertex[2] = vertex[2] - (vertex[2] - vertices[0][2]) * 0.5f;
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}
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}
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RenderPrimitive* primitive = context.primitives.Acquire();
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for (unsigned corner = 0; corner < 4; ++corner) {
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context.projection.Project(vertices[corner], matrix, primitive->vertices[corner]);
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primitive->vertices[corner].z = primitive->vertices[corner].z - bias;
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}
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const float scaleU = static_cast<float>(texture.Width()) / static_cast<float>(texture.TextureWidth());
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const float scaleV = static_cast<float>(texture.Height()) / static_cast<float>(texture.TextureHeight());
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for (unsigned corner = 0; corner < 4; ++corner) {
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primitive->vertices[corner].u = scaleU * uv[corner * 2];
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primitive->vertices[corner].v = scaleV * uv[corner * 2 + 1];
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primitive->vertices[corner].diffuse = color;
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}
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primitive->unknown_0018 = 5;
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primitive->unknown_001C = 6;
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primitive->texture = &texture;
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context.queues.Submit(primitive, 1, context.depthAlpha, context.depthStart, context.depthEnd);
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}
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}
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// OFFSET: 0x00AC3380
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// FUNCTION: fn_17602
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void GroundGeometry::DrawCellDecal(
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const C3dAttr& terrain,
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const float* matrix,
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int column,
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int row,
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std::uint32_t color,
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CTexture& texture,
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const float* uv,
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GroundRenderContext& context
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) const {
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DrawDecal(*this, terrain, matrix, column, row, color, texture, uv, 0.10003052f, context);
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}
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// OFFSET: 0x00AC1720
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// FUNCTION: fn_17589
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void GroundGeometry::DrawGridDecal(
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const C3dAttr& terrain,
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const float* matrix,
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int column,
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int row,
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std::uint32_t color,
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CTexture& texture,
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const float* uv,
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GroundRenderContext& context
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) const {
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DrawDecal(*this, terrain, matrix, column, row, color, texture, uv, 3.0517578e-05f, context);
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}
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// OFFSET: 0x00AC16D0
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// FUNCTION: fn_17587
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void GroundGeometry::DrawGrid(
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const C3dAttr& terrain,
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const float* matrix,
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int column,
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int row,
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std::uint32_t color,
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TextureCache& textures,
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GroundRenderContext& context
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) const {
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CTexture* texture = textures.Load("grid.tga", 0, false, true, false);
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// STATIC: 0x01347EB0
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constexpr float uv[8] = {0, 0, 1, 0, 0, 1, 1, 1};
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this->DrawGridDecal(terrain, matrix, column, row, color, *texture, uv, context);
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}
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// OFFSET: 0x00AC3610
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// FUNCTION: fn_17604
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void GroundGeometry::DrawTerrainOverlay(
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const C3dAttr& terrain,
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const float* matrix,
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int column,
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int row,
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std::uint32_t color,
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CTexture* texture,
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GroundRenderContext& context
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) const {
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const auto half = [](int value) { return _mm_cvttss_si32(_mm_set_ss(static_cast<float>(value) * 0.5f)); };
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const int cellColumn = half(column);
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const int cellRow = half(row);
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const int halfWidth = half(this->width);
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const int halfHeight = half(this->height);
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const float halfSize = this->cellSize * 0.5f;
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const float margin = halfSize * 0.5f;
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if (column < 0 || cellColumn >= this->width || row < 0 || cellRow >= this->height) {
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return;
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}
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const TerrainHeightCell* cell = terrain.Grid().CellAt(column, row);
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if (!cell) {
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return;
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}
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const float x = static_cast<float>(cellColumn - halfWidth) * this->cellSize + ((column & 1) ? halfSize : 0.0f);
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const float z = static_cast<float>(cellRow - halfHeight) * this->cellSize + (row % 2 == 1 ? halfSize : 0.0f);
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const float left = x - margin;
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const float right = (x + halfSize) + margin;
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const float top = z - margin;
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const float bottom = (z + halfSize) + margin;
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const float vertices[4][3] = {
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{left, cell->heights[0], top},
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{right, cell->heights[1], top},
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{left, cell->heights[2], bottom},
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{right, cell->heights[3], bottom}
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};
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RenderPrimitive* primitive = context.primitives.Acquire();
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for (unsigned corner = 0; corner < 4; ++corner) {
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context.projection.Project(vertices[corner], matrix, primitive->vertices[corner]);
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primitive->vertices[corner].u = static_cast<float>(corner & 1);
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primitive->vertices[corner].v = static_cast<float>(corner >> 1);
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primitive->vertices[corner].diffuse = color;
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}
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primitive->unknown_0018 = 5;
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primitive->unknown_001C = 6;
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primitive->texture = texture;
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context.queues.Submit(primitive, 1, context.depthAlpha, context.depthStart, context.depthEnd);
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}
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