rodecomp/Source/Contents/World/WorldModelView.cpp
ragnarok-clanker dc3d5ce1a5 Maintenance: Resubmission of 14942 (gate: three existing in-class helpers whose lines changed lacked an annotation; marked // INLINED
Batch #14943 by ragnarok-clanker: no function's compiled code changes; checked with 741 compiled unit(s), including every includer of Source/ActorPickNode.h, Source/Client/Browser/BrowserClientSite.h, Source/Client/Browser/BrowserPopupDispatch.h, Source/Client/Mode/CGameMode.h, Source/Client/Mode/CLoginMode.h, Source/Client/Mode/CMode.h, Source/Client/Mode/ModeDragState.h, Source/Client/Replay.h, Source/Client/Session.h, Source/Client/Stove/StoveMgr.h, Source/Contents/AchievementMgr.h, Source/Contents/ActorNameCard.h, Source/Contents/Actors/CharacterRender.h, Source/Contents/Actors/EffectActors.h, Source/Contents/Actors/GameActor.h, Source/Contents/Actors/GrannyGameActor.h, Source/Contents/Actors/GroundScope.h, Source/Contents/Actors/Item.h, Source/Contents/Actors/Npc.h, Source/Contents/Actors/Pc.h, Source/Contents/Actors/RenderObjectState.h, Source/Contents/Actors/Skill.h, Source/Contents/AdventureGuideMgr.h, Source/Contents/Camera/Camera.h, Source/Contents/Camera/CameraState.h, Source/Contents/CashEmotionMgr.h, Source/Contents/Configuration/GameSettingsMgr.h, Source/Contents/EffectResourceSwitcher.h, Source/Contents/Effects/AMachineEffect.h, Source/Contents/Effects/AcidifiedThrow.h, Source/Contents/Effects/AxeBoomerang.h, Source/Contents/Effects/BlastForge.h, Source/Contents/Effects/CaneOfEvilEyeEffect.h, Source/Contents/Effects/CharacterParticleBundle.h, Source/Contents/Effects/CloudKillEffect.h, Source/Contents/Effects/Effect.h, Source/Contents/Effects/EffectActor.h, Source/Contents/Effects/EffectEmitter.h, Source/Contents/Effects/EffectMaker.h, Source/Contents/Effects/EffectPrimitiveState.h, Source/Contents/Effects/FuumaShouakuEffect.h, Source/Contents/Effects/GravityControlEffect.h, Source/Contents/Effects/HealSpEffect.h, Source/Contents/Effects/Level99Effect.h, Source/Contents/Effects/MapChainEffect.h, Source/Contents/Effects/MonsterSkillEffects.h, Source/Contents/Effects/MsgEffect.h, Source/Contents/Effects/NyanggrassEffect.h, Source/Contents/Effects/Particle.h, Source/Contents/Effects/PowderingEffect.h, Source/Contents/Effects/RagEffectState.h, Source/Contents/Effects/RectUpEffect.h, Source/Contents/Effects/ShadowExceedEffect.h, Source/Contents/Effects/SkillEffects.h, Source/Contents/Effects/SpriteParticle.h, Source/Contents/Effects/StormCannonEffect.h, Source/Contents/Effects/ThrowEffects.h, Source/Contents/EntryQueueMgr.h, Source/Contents/EquipmentResourceMgr.h, Source/Contents/FlyingShipRouteInfo.h, Source/Contents/Ground/GroundGeometry.h, Source/Contents/GuildInfo.h, Source/Contents/Items/ItemDescription.h, Source/Contents/Items/ItemInfo.h, Source/Contents/MapSkyMgr.h, Source/Contents/Messenger/MessengerWindows.h, Source/Contents/Models/ModelNode.h, Source/Contents/NavigationManager.h, Source/Contents/Party/AdventurerAgencyMgr.h, Source/Contents/RDamageVar.h, Source/Contents/RenewQuestMgr.h, Source/Contents/ReputeMgr.h, Source/Contents/RodexMailStore.h, Source/Contents/RouletteMgr.h, Source/Contents/Schedule/Schedule.h, Source/Contents/SignBoard/SignBoard.h, Source/Contents/Skills/ClientSkills.h, Source/Contents/Skills/PlayerSkillBundle.h, Source/Contents/Skills/SkillInfo.h, Source/Contents/SpriteLayerDrawing.h, Source/Contents/TipBoxTitles.h, Source/Contents/UserData/AccountLinkedUserDataMgr.h, Source/Contents/UserData/NormalItemSlots.h, Source/Contents/World/World.h, Source/Contents/WorldView/WorldViewData.h, Source/Render/Primitives/LightmappedPrimitive.h, Source/Render/Primitives/RenderPrimitive.h, Source/Render/Renderer.h, Source/Render/Textures/SpritePixels.h, Source/Render/Textures/Texture.h, Source/Resource/EZeffectResource.h, Source/Resource/Models/AnimatedModelResource.h, Source/Resource/Models/GrannyModelResource.h, Source/Resource/Sprites/ActionResource.h, Source/Resource/World/GroundResource.h, Source/Resource/World/WorldResource.h, Source/Resource/XmlNode.h, Source/UI/AdventureGuide/UIAdventureGuide.h, Source/UI/Buttons/UIBmpRadioBtn.h, Source/UI/Buttons/UIDescriptRace.h, Source/UI/Buttons/UIItemTagButton.h, Source/UI/Buttons/UISlotBmpButton.h, Source/UI/Buttons/UISpriteButton.h, Source/UI/Buttons/UITVTextButton.h, Source/UI/Buttons/UITextureButton.h, Source/UI/CashEmotion/UICashEmotionListWnd.h, Source/UI/CashEmotion/UICashEmotionPack.h, Source/UI/CashShop/UICashShopWnd.h, Source/UI/Chat/UIChatRoomMakeWnd.h, Source/UI/Chat/UIChatRoomTitle.h, Source/UI/Chat/UINewChatWnd.h, Source/UI/Chat/UISubChatHisWnd.h, Source/UI/Chat/UISubChatMiniWnd.h, Source/UI/Chat/UIWhisperWnd.h, Source/UI/Clan/UIClanWnd.h, Source/UI/Dialogs/UIBookWnd.h, Source/UI/Dialogs/UIChooseWarpWnd.h, Source/UI/Dialogs/UIMenuWnd.h, Source/UI/Dialogs/UIMiniMapWnd.h, Source/UI/Dialogs/UIMinimapZoomWnd.h, Source/UI/Dialogs/UINpcEditDialogWnd.h, Source/UI/Dialogs/UIPasswordWnd.h, Source/UI/Dialogs/UISayDialogWnd.h, Source/UI/Dialogs/UISelectCartWnd.h, Source/UI/Dialogs/UITipboxWnd.h, Source/UI/Edit/UIEditBoxEx.h, Source/UI/Edit/UIEditCtrl.h, Source/UI/Edit/UIEditCtrl_Currency.h, Source/UI/Edit/UIItemTagCtrl.h, Source/UI/Enchant/EnchantUI.h, Source/UI/Exchange/UIExchangeUI.h, Source/UI/FrameSkin.h, Source/UI/GameSettings/GameSettingsUI.h, Source/UI/Gauges/UIPcGage.h, Source/UI/Guild/UIGuildHelperWnd.h, Source/UI/Guild/UIGuildWnd.h, Source/UI/Guild/UIGuild_Storage_Log.h, Source/UI/Item/UIEquipmentPropertiesWnd.h, Source/UI/Item/UIItemBaseWnd.h, Source/UI/Item/UIItemPurchaseWnd.h, Source/UI/Item/UIItemSellWnd2.h, Source/UI/Item/UIItemShopWnd.h, Source/UI/Item/UIItemShopWnd2.h, Source/UI/Item/UIItemStoreFindWnd.h, Source/UI/Item/UIItemStoreSubWnd.h, Source/UI/Item/UIItemStoreWnd.h, Source/UI/Item/UIItemWnd.h, Source/UI/Item/UIMerchantItemLogWnd.h, Source/UI/Item/UIParaItemShopWnd.h, Source/UI/Items/UICardItemIllustWnd.h, Source/UI/Items/UIEquipWnd.h, Source/UI/Items/UIExchangeWnd.h, Source/UI/Items/UIGameItem.h, Source/UI/Items/UIItemCollectionWnd.h, Source/UI/Items/UIItemIdentifyWnd.h, Source/UI/Items/UIItemParamChangeDisplayWnd.h, Source/UI/Items/UISwapEquipmentWnd.h, Source/UI/Layout/WindowGeometry.h, Source/UI/Lists/UIChatHisBox.h, Source/UI/Lists/UIComboBoxV2Wnd.h, Source/UI/Lists/UIImgMenu.h, Source/UI/Lists/UIListBoxID.h, Source/UI/Lists/UIListBoxTemplate.h, Source/UI/Lists/UIMemberListBox.h, Source/UI/Lists/UITabControl.h, Source/UI/Lists/UITagListBox.h, Source/UI/Lists/UITreeView.h, Source/UI/Menu/UIMenuIconWnd.h, Source/UI/Navigation/UINavigationV4Wnd.h, Source/UI/ProbabilityTable/UIProbabilityTable.h, Source/UI/Quest/UIQuestDisplay.h, Source/UI/Quest/UIRenewQuestUI.h, Source/UI/Quest/UIRenewQuestWnd.h, Source/UI/Rodex/UIRodexComposeWnd.h, Source/UI/Rodex/UIRodexInboxWnd.h, Source/UI/RuneSystem/UIRuneSystemWindows.h, Source/UI/RuneSystem/UIRuneSystemWnd.h, Source/UI/Shop/UIMerchantItemMyShopWnd.h, Source/UI/Shop/UIMerchantItemPurchaseMSGWnd.h, Source/UI/Shop/UIMerchantItemPurchaseWnd.h, Source/UI/Shop/UIMerchantItemShopWnd.h, Source/UI/Shop/UIMerchantMirrorItemWnd.h, Source/UI/Shop/UIMerchantShopMakeWnd.h, Source/UI/Shop/UIMerchantShopTitle.h, Source/UI/Skill/UISkillDescribeWnd.h, Source/UI/Skill/UISkillListWnd.h, Source/UI/SkillDelayInfo/SkillDelayInfo.h, Source/UI/StylingShop/UIStylingShopWnd.h, Source/UI/Text/CreateLineInfo.h, Source/UI/Text/UIAchWnd.h, Source/UI/Text/UIBalloonText.h, Source/UI/Text/UINameBalloonText.h, Source/UI/Text/UIStaticTextControl.h, Source/UI/Text/UIString.h, Source/UI/Text/UITextViewerControl.h, Source/UI/UIBarGraph.h, Source/UI/UIBartermarketWnd.h, Source/UI/UIChangeMaterialWnd.h, Source/UI/UIGradeEnchantWnd.h, Source/UI/UILapineScrollBar.h, Source/UI/UIMacroBlackListCheckWnd.h, Source/UI/UIMacroDetectorWnd.h, Source/UI/UIMacroReport.h, Source/UI/UIMacroUserInfoWnd.h, Source/UI/UIPreviewEquipWnd.h, Source/UI/UIRefiningWnd.h, Source/UI/UIScrollWnd.h, Source/UI/UISlotBitmap.h, Source/UI/Window/FuncDrawWNDChar.h, Source/UI/Window/UIBattleMsgOptionWnd.h, Source/UI/Window/UIChatRoomWnd.h, Source/UI/Window/UICollectionSystemWnd.h, Source/UI/Window/UIControl.h, Source/UI/Window/UIHomunInfoWnd.h, Source/UI/Window/UIHotKeyWnd.h, Source/UI/Window/UIJobListWnd.h, Source/UI/Window/UILoginOTPWnd.h, Source/UI/Window/UILoginWnd.h, Source/UI/Window/UIMakeCharWnd.h, Source/UI/Window/UIMonsterDisplayWnd.h, Source/UI/Window/UIMonsterInfoWnd.h, Source/UI/Window/UINavigationHelpWnd.h, Source/UI/Window/UINavigationWnd.h, Source/UI/Window/UINewMakeCharWnd.h, Source/UI/Window/UINewSelectCharWnd.h, Source/UI/Window/UINoticeWnd.h, Source/UI/Window/UIPetInfoWnd.h, Source/UI/Window/UIRegisterMgr.h, Source/UI/Window/UIRoMapWnd.h, Source/UI/Window/UIRodexContentsWnd.h, Source/UI/Window/UISecondCostumeWnd.h, Source/UI/Window/UISeekPartyMBWnd.h, Source/UI/Window/UISeekPartyWnd.h, Source/UI/Window/UISelCharForUServerWnd.h, Source/UI/Window/UISerachStoreInfoWnd.h, Source/UI/Window/UITransMenuWnd.h, Source/UI/Window/UIWindow.h, Source/UI/Window/UIWindowMgr.h, Source/UI/Window/UIWindowMgr.inl, Source/Utility/Lexicon/LexiconSerializer.h.
2026-11-08 16:44:36 +00:00

280 lines
8.3 KiB
C++

#include "Client/Session.h"
#include "Contents/Actors/GroundScope.h"
#include "Contents/Camera/Camera.h"
#include "Contents/Effects/EffectLists.h"
#include "Contents/Ground/GroundGeometry.h"
#include "Contents/Ground/GroundRendering.h"
#include "Contents/Models/ModelActor.h"
#include "Contents/NavigationManager.h"
#include "Contents/Sound/SoundMaker.h"
#include "Contents/World/World.h"
#include "Contents/World/WorldModelView.h"
#include "Contents/World/WorldSpatialTree.h"
#include "Render/Renderer.h"
#include "Utility/Math/AffineMatrix.h"
#include <cmath>
// GLOBAL: gl_24780
int g_groundOverlayA;
// GLOBAL: gl_24781
int g_groundOverlayB;
// GLOBAL: gl_24782
int g_groundOverlaySkip;
// GLOBAL: gl_24783
int g_groundOverlayC;
namespace {
// INLINED
float Absolute(float value) {
return std::fabs(value);
}
// INLINED
void IncludeRectangle(const int* rectangle, int* output) {
if (output[0] > rectangle[0]) {
output[0] = rectangle[0];
}
if (output[2] < rectangle[2]) {
output[2] = rectangle[2];
}
if (output[1] > rectangle[1]) {
output[1] = rectangle[1];
}
if (output[3] < rectangle[3]) {
output[3] = rectangle[3];
}
}
}
// OFFSET: 0x00ADB7F0
// FUNCTION: fn_17922
int WorldViewSpatial::ClassifyOriented(const OrientedBounds& bounds) const {
bool clipped = false;
for (int plane = 0; plane < 6; ++plane) {
const float* normal = this->planes.normals[plane];
const float second = Absolute(((normal[0] * bounds.axes[1][0] + normal[1] * bounds.axes[1][1]) + normal[2] * bounds.axes[1][2]) * bounds.halfSize[1]);
const float first = Absolute(((normal[0] * bounds.axes[0][0] + normal[1] * bounds.axes[0][1]) + normal[2] * bounds.axes[0][2]) * bounds.halfSize[0]);
const float third = Absolute(((normal[0] * bounds.axes[2][0] + normal[1] * bounds.axes[2][1]) + normal[2] * bounds.axes[2][2]) * bounds.halfSize[2]);
const float radius = (second + first) + third;
const float distance = ((normal[0] * bounds.center[0] + normal[1] * bounds.center[1]) + normal[2] * bounds.center[2]) + this->planes.planes[plane][3];
if (!(distance > radius)) {
const float negative = -radius;
if (!(distance > negative)) {
return 0;
}
clipped = true;
}
}
return clipped ? 2 : 1;
}
// INLINED
int ClassifyModelView(const OrientedBounds& bounds, const ModelViewPlanes& planes) {
bool clipped = false;
for (unsigned plane = 0; plane < 6; ++plane) {
const float* normal = planes.normals[plane];
const float second = Absolute(((bounds.axes[1][0] * normal[0] + bounds.axes[1][1] * normal[1]) + bounds.axes[1][2] * normal[2]) * bounds.halfSize[1]);
const float first = Absolute(((bounds.axes[0][0] * normal[0] + bounds.axes[0][1] * normal[1]) + bounds.axes[0][2] * normal[2]) * bounds.halfSize[0]);
const float third = Absolute(((bounds.axes[2][0] * normal[0] + bounds.axes[2][1] * normal[1]) + bounds.axes[2][2] * normal[2]) * bounds.halfSize[2]);
const float radius = (second + first) + third;
const float distance =
((bounds.center[0] * normal[0] + bounds.center[1] * normal[1]) + bounds.center[2] * normal[2]) + planes.planes[plane][3];
if (!(distance > radius)) {
const float negative = -radius;
if (!(distance > negative)) {
return 0;
}
clipped = true;
}
}
return clipped ? 2 : 1;
}
// INLINED
void DrawWorldModelLeaves(
std::list<WorldSpatialTree*>& clipped, std::list<WorldSpatialTree*>& inside, const ModelViewPlanes& planes, const float* matrix, unsigned frame, int updates,
GroundGeometry& ground, int* visibleRectangle
) {
visibleRectangle[0] = visibleRectangle[1] = 999;
visibleRectangle[2] = visibleRectangle[3] = 0;
for (WorldSpatialTree* node : clipped) {
for (C3dActor* model : node->objects) {
if (model->renderFrame == frame) {
continue;
}
const int visibility = ClassifyModelView(model->oriented, planes);
if (updates > 0) {
model->Update();
}
if (visibility == 1 || visibility == 2) {
model->Draw(matrix, visibility == 2);
}
model->renderFrame = frame;
}
ground.DrawLit(matrix, node->groundCells, true);
IncludeRectangle(node->groundCells, visibleRectangle);
}
for (WorldSpatialTree* node : inside) {
for (C3dActor* model : node->objects) {
if (updates > 0) {
model->Update();
}
if (model->renderFrame != frame) {
model->Draw(matrix, false);
model->renderFrame = frame;
}
}
ground.DrawLit(matrix, node->groundCells, false);
IncludeRectangle(node->groundCells, visibleRectangle);
}
}
// OFFSET: 0x00ADC1E0
// FUNCTION: fn_17930
void CView::Render() {
g_worldViewDrawn = 1;
const float* matrix = this->frame.view.values;
this->spatial.Collect(g_renderer->viewport.horizontal, g_renderer->viewport.vertical, matrix, this->scene->spatial);
g_visibleMinY = 999;
g_visibleMinX = 999;
g_visibleMaxY = 0;
g_visibleMaxX = 0;
for (auto node = this->spatial.clipped.begin(); node != this->spatial.clipped.end(); ++node) {
std::vector<C3dActor*>& objects = (*node)->objects;
for (auto it = objects.begin(); it != objects.end(); ++it) {
C3dActor* model = *it;
if (model->renderFrame == g_renderer->frame) {
continue;
}
const int visibility = this->spatial.ClassifyOriented(model->oriented);
if (g_updateTick > 0) {
model->Update();
}
switch (visibility) {
case 1:
model->Draw(matrix, false);
break;
case 2:
model->Draw(matrix, true);
break;
}
model->renderFrame = g_renderer->frame;
}
(*node)->ground->DrawLit(matrix, (*node)->groundCells, true);
if (g_visibleMinX > (*node)->groundCells[0]) {
g_visibleMinX = (*node)->groundCells[0];
}
if (g_visibleMaxX < (*node)->groundCells[2]) {
g_visibleMaxX = (*node)->groundCells[2];
}
if (g_visibleMinY > (*node)->groundCells[1]) {
g_visibleMinY = (*node)->groundCells[1];
}
if (g_visibleMaxY < (*node)->groundCells[3]) {
g_visibleMaxY = (*node)->groundCells[3];
}
}
for (auto node = this->spatial.inside.begin(); node != this->spatial.inside.end(); ++node) {
std::vector<C3dActor*>& objects = (*node)->objects;
for (auto it = objects.begin(); it != objects.end(); ++it) {
C3dActor* model = *it;
if (g_updateTick > 0) {
model->Update();
}
if (model->renderFrame != g_renderer->frame) {
model->Draw(matrix, false);
model->renderFrame = g_renderer->frame;
}
}
(*node)->ground->DrawLit(matrix, (*node)->groundCells, false);
if (g_visibleMinY > (*node)->groundCells[1]) {
g_visibleMinY = (*node)->groundCells[1];
}
if (g_visibleMaxY < (*node)->groundCells[3]) {
g_visibleMaxY = (*node)->groundCells[3];
}
if (g_visibleMinX > (*node)->groundCells[0]) {
g_visibleMinX = (*node)->groundCells[0];
}
if (g_visibleMaxX < (*node)->groundCells[2]) {
g_visibleMaxX = (*node)->groundCells[2];
}
}
g_navigationManager.DrawRoute(matrix);
if (g_groundOverlaySkip == 0) {
this->scene->ground->DrawGrid(matrix, g_groundOverlayA, g_groundOverlayB, g_groundOverlayC);
}
if (g_session.homunAlive != 0 && g_session.homunEnemyX != 0 && g_session.homunEnemyY != 0) {
this->scene->ground->DrawGrid(matrix, g_session.homunEnemyX, g_session.homunEnemyY, 0xfeff0000);
}
for (auto it = this->scene->objects.begin(); it != this->scene->objects.end(); ++it) {
(*it)->Render(reinterpret_cast<std::intptr_t>(matrix));
}
g_effectMgr->Render();
const float x = this->camera.target[0] - this->frame.eye[0];
const float y = this->camera.target[1] - this->frame.eye[1];
const float z = this->camera.target[2] - this->frame.eye[2];
*reinterpret_cast<float*>(&g_renderer->viewDirectionX) = x;
*reinterpret_cast<float*>(&g_renderer->viewDirectionY) = y;
*reinterpret_cast<float*>(&g_renderer->viewDirectionZ) = z;
const float inverseLength = 1.0f / SquareRoot(x * x + y * y + z * z);
*reinterpret_cast<float*>(&g_renderer->viewDirectionX) *= inverseLength;
*reinterpret_cast<float*>(&g_renderer->viewDirectionY) *= inverseLength;
*reinterpret_cast<float*>(&g_renderer->viewDirectionZ) *= inverseLength;
this->spatial.inside.clear();
this->spatial.clipped.clear();
this->scene->ground->RenderLod(reinterpret_cast<int>(matrix));
}