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