rodecomp/Source/Contents/Models/ModelLighting.cpp
ragnarok-clanker e168b4e4a6 Restore translation-unit ownership and publish verified source corrections
Owner-authorized source migration: 31 helper-only translation units were merged into their callers or existing inline headers; both build manifests updated. Includes the preserved source payload, Lua configuration matching wowdecomp, and exact malloca expansion without diagnostic pragmas.

449 native units compiled locally and 449 staged units compiled by the pinned server toolchain. No previously byte-matched function regressed. Compiler mapping diagnostics remain recorded as needs_cleanup, not accepted or peer-confirmed. Existing independent review records are preserved. README.md is intentionally unchanged.
2026-10-25 15:42:21 +00:00

171 lines
6.2 KiB
C++

#include "Contents/Ground/GroundGeometry.h"
#include "Contents/Models/ModelNode.h"
#include "Render/Textures/Texture.h"
#include "Utility/Math/ScalarConversion.h"
#include <cmath>
#include <cstring>
namespace {
// INLINED
unsigned Byte(float value) {
return static_cast<unsigned>(TruncateToInt(value)) & 255u;
}
// INLINED
float InverseLength(float squared) {
const float root = std::sqrt(squared);
return static_cast<float>(1.0 / static_cast<double>(root));
}
// INLINED
void Light(const float* normal, const float* matrix, const ModelLightingContext& context, float* output) {
const float x = ((normal[0] * matrix[0] + normal[1] * matrix[3]) + normal[2] * matrix[6]) + 0.0f;
const float y = ((normal[0] * matrix[1] + normal[1] * matrix[4]) + normal[2] * matrix[7]) + 0.0f;
const float z = ((normal[0] * matrix[2] + normal[1] * matrix[5]) + normal[2] * matrix[8]) + 0.0f;
const float inverse = InverseLength((y * y + x * x) + z * z);
const float dot = ((y * inverse) * context.direction[1] + (x * inverse) * context.direction[0]) + (z * inverse) * context.direction[2];
const float amount = dot > 0.0f ? dot : 0.0f;
for (unsigned component = 0; component < 3; ++component) {
const float color = amount * context.diffuse[component] + context.ambient[component];
output[component] = color < 1.0f ? color : 1.0f;
}
}
// INLINED
std::uint32_t LitColor(std::uint32_t color, float alpha, bool shaded, const float* light) {
std::uint32_t result = Byte(alpha * 255.0f) << 24;
const float factor = shaded ? 0.5f : 1.0f;
for (unsigned component = 0; component < 3; ++component) {
const unsigned shift = 16u - component * 8u;
const float value = (factor * light[component]) * static_cast<float>((color >> shift) & 255u);
const float limited = 255.0f < value ? 255.0f : value;
result |= Byte(limited) << shift;
}
return result;
}
}
// OFFSET: 0x00AB78B0
// FUNCTION: fn_17491
C3dNode* C3dNode::Find(const char* selected) {
if (this->name == selected) {
return this;
}
for (C3dNode* child : this->children) {
if (C3dNode* found = child->Find(selected)) {
return found;
}
}
return nullptr;
}
// OFFSET: 0x00AB94A0
// FUNCTION: fn_17509
void C3dNode::OverrideColors() {
this->unknown_0088 = 1;
for (C3dNode* child : this->children) {
child->OverrideColors();
}
}
// OFFSET: 0x00ABB450
// FUNCTION: fn_17515
void C3dNode::SampleGroundColors(const float* matrix, const float* position, const GroundGeometry& ground) {
for (unsigned index = 0; index < this->mesh->faces.size(); ++index) {
const ModelFace& face = this->mesh->faces[index];
for (unsigned corner = 0; corner < 3; ++corner) {
const auto& vertex = this->mesh->vertices[face.vertices[corner]];
const float x = (((vertex[0] * matrix[0] + vertex[1] * matrix[3]) + vertex[2] * matrix[6]) + matrix[9]) + position[0];
const float y = (((vertex[0] * matrix[1] + vertex[1] * matrix[4]) + vertex[2] * matrix[7]) + matrix[10]) + position[1];
const float z = (((vertex[0] * matrix[2] + vertex[1] * matrix[5]) + vertex[2] * matrix[8]) + matrix[11]) + position[2];
std::uint32_t sampled[3];
ground.WorldColor(x, y, z, sampled);
for (unsigned component = 0; component < 3; ++component) {
const unsigned shift = 16u - component * 8u;
const unsigned base = (this->faceState[index].colors[corner] >> shift) & 255u;
const int value = static_cast<int>(sampled[component]) + base;
this->faceValues[index * 9u + corner * 3u + component] = value > 255 ? 255 : value;
}
}
}
}
// OFFSET: 0x00ABBB00
// FUNCTION: fn_17521
void C3dNode::Prepare(const float* matrix, ModelLightingContext& context) {
AffineMatrix parentMatrix;
std::memcpy(parentMatrix.values, matrix, sizeof(parentMatrix.values));
AffineMatrix combined;
combined.Compose(this->transform, parentMatrix);
for (unsigned index = 0; index < this->mesh->faces.size(); ++index) {
const ModelFace& face = this->mesh->faces[index];
float light[3];
if (*context.shade == 1) {
Light(this->mesh->faceNormals[index].data(), combined.values, context, light);
}
for (unsigned corner = 0; corner < 3; ++corner) {
std::uint32_t& color = context.colors[index * 3u + corner];
if (*context.shade == 0) {
color = (*context.color & 0x00FFFFFFu) | (Byte(this->alpha * 255.0f) << 24);
} else if (*context.shade == 1 || *context.shade == 2) {
if (*context.shade == 2) {
Light(this->mesh->vertexNormals[index * 3u + corner].data(), combined.values, context, light);
}
const bool shaded = this->mesh->textureVertices[face.textureVertices[corner]].shaded != 0;
color = LitColor(*context.color, this->alpha, shaded, light);
}
}
}
unsigned index = 0;
while (index < this->mesh->faces.size()) {
const unsigned texture = this->mesh->faces[index].texture;
CTexture* image = this->textures[texture % this->textures.size()];
const float u = static_cast<float>(static_cast<double>(image->CTexture::Width())) / static_cast<float>(static_cast<double>(image->TextureWidth()));
const float v = static_cast<float>(static_cast<double>(image->CTexture::Height())) / static_cast<float>(static_cast<double>(image->TextureHeight()));
do {
const ModelFace& face = this->mesh->faces[index];
ModelFaceState& state = this->faceState[index];
for (unsigned corner = 0; corner < 3; ++corner) {
state.colors[corner] = context.colors[index * 3u + corner];
}
for (unsigned corner = 0; corner < 3; ++corner) {
if (this->mesh->textureVertices.empty()) {
state.uv[corner][0] = u;
state.uv[corner][1] = v;
} else {
const auto& uv = this->mesh->textureVertices[face.textureVertices[corner]];
state.uv[corner][1] = v * uv.v;
state.uv[corner][0] = u * uv.u;
}
}
++index;
} while (index < this->mesh->faces.size() && this->mesh->faces[index].texture == texture);
}
this->SampleGroundColors(combined.values, context.position, context.ground);
for (C3dNode* child : this->children) {
child->Prepare(combined.values, context);
}
}