rodecomp/Source/Contents/ModelRendering.cpp
2026-10-24 00:35:19 +00:00

225 lines
7.8 KiB
C++

#include "Contents/ModelActor.h"
#include "Contents/ModelNode.h"
#include "Contents/ModelRendering.h"
#include "Render/RenderCommandPool.h"
#include "Render/RenderProjection.h"
#include "Render/RenderQueues.h"
#include "Render/RenderVertexPool.h"
#include "Render/Texture.h"
#include <bit>
#include <cstring>
#include <emmintrin.h>
ModelRenderContext::ModelRenderContext(
const RenderProjection& projection,
RenderCommandPool& commands,
RenderVertexPool& vertices,
RenderQueues& queues,
const int& width,
const int& height,
const bool& depthAlpha,
const float& depthStart,
const float& depthEnd,
const bool& overrideColor,
const bool& integerColor,
const float* overrideScale,
const float* colorScale
)
: projection(projection), commands(commands), vertices(vertices), queues(queues), width(width), height(height),
depthAlpha(depthAlpha), depthStart(depthStart), depthEnd(depthEnd), overrideColor(overrideColor),
integerColor(integerColor), overrideScale(overrideScale), colorScale(colorScale) {
for (auto& vertex : this->legacyProjected) {
vertex.specular = 0xFF000000u;
}
for (auto& vertex : this->modernProjected) {
vertex.specular = 0xFF000000u;
}
}
bool ModelTriangleVisible(
const RenderVertex* a,
const RenderVertex* b,
const RenderVertex* c,
const ModelRenderContext& context
) {
const float firstMinimumX = a->x > b->x ? b->x : a->x;
const float minimumX = firstMinimumX > c->x ? c->x : firstMinimumX;
if (minimumX >= static_cast<float>(context.width)) {
return false;
}
const float firstMaximumX = b->x > a->x ? b->x : a->x;
const float maximumX = c->x > firstMaximumX ? c->x : firstMaximumX;
if (0.0f > maximumX) {
return false;
}
const float firstMinimumY = a->y > b->y ? b->y : a->y;
const float minimumY = firstMinimumY > c->y ? c->y : firstMinimumY;
if (minimumY >= static_cast<float>(context.height)) {
return false;
}
const float firstMaximumY = b->y > a->y ? b->y : a->y;
const float maximumY = c->y > firstMaximumY ? c->y : firstMaximumY;
return !(0.0f > maximumY || 0.0f > a->rhw || 0.0f > b->rhw || 0.0f > c->rhw);
}
namespace {
unsigned Byte(float value) {
return static_cast<unsigned>(_mm_cvttss_si32(_mm_set_ss(value))) & 255u;
}
std::uint32_t Color(std::uint32_t source, unsigned char alpha, const float* scale) {
const unsigned red = Byte(static_cast<float>((source >> 16) & 255u) * scale[0]);
const unsigned green = Byte(static_cast<float>((source >> 8) & 255u) * scale[1]);
const unsigned blue = Byte(static_cast<float>(source & 255u) * scale[2]);
return (static_cast<unsigned>(alpha) << 24) | (red << 16) | (green << 8) | blue;
}
}
// Shared source form of the two recovered node Draw bodies. Their winding and
// two-sided predicates differ and are intentionally selected at the call site.
void DrawModelNode(
C3dNode& node,
const float* matrix,
unsigned char reversed,
bool clip,
unsigned char commandMode,
ModelRenderContext& context,
bool modern
) {
AffineMatrix camera;
std::memcpy(camera.values, matrix, sizeof(camera.values));
AffineMatrix combined;
combined.Compose(node.transform, camera);
const float overrideScale[3] = {context.overrideScale[0], context.overrideScale[1], context.overrideScale[2]};
const float colorScale[3] = {context.colorScale[0], context.colorScale[1], context.colorScale[2]};
const unsigned char alpha = node.model->alpha;
auto& projected = modern ? context.modernProjected : context.legacyProjected;
for (unsigned index = 0; index < node.mesh->vertices.size(); ++index) {
context.projection.Project(node.mesh->vertices[index].data(), combined.values, projected[index]);
}
RenderVertex* output = context.vertices.Acquire(static_cast<unsigned>(node.mesh->faces.size()) * 3u);
unsigned index = 0;
while (index < node.mesh->faces.size()) {
const unsigned texture = node.mesh->faces[index].texture;
RenderVertex* first = output;
// Modern original retains 0 or 32 here: a transformed UV sets bit 0x20
// in the group's queue flags, even if the color override is independent.
std::uint16_t flags = 0;
do {
const ModelFace& face = node.mesh->faces[index];
const RenderVertex& a = projected[face.vertices[0]];
const RenderVertex& b = projected[face.vertices[1]];
const RenderVertex& c = projected[face.vertices[2]];
bool visible = !clip || ModelTriangleVisible(&a, &b, &c, context);
const float left = (b.y - a.y) * (c.x - a.x);
const float right = (c.y - a.y) * (b.x - a.x);
const bool winding = modern ? right > left : left > right;
const bool accepted =
modern ? (winding ? reversed == 0 : reversed == 1) : (winding ? reversed == 0 : reversed != 0);
visible = visible && (accepted || (modern ? face.twoSided == 1 : face.twoSided != 0));
if (visible) {
output[0] = a;
output[1] = b;
output[2] = c;
const ModelFaceState& state = node.faceState[index];
for (unsigned corner = 0; corner < 3; ++corner) {
output[corner].u = state.uv[corner][0];
output[corner].v = state.uv[corner][1];
}
if (modern) {
const auto& transforms = static_cast<C3dNodeV2&>(node).textureTransforms;
const auto found = transforms.find(static_cast<int>(texture));
if (found != transforms.end()) {
for (unsigned corner = 0; corner < 3; ++corner) {
TransformModelUV(output[corner].u, output[corner].v, found->second);
}
flags = 0x20;
}
}
for (unsigned corner = 0; corner < 3; ++corner) {
if (context.overrideColor) {
output[corner].diffuse = Color(state.colors[corner], alpha, overrideScale);
} else if (node.unknown_0088) {
output[corner].diffuse = (state.colors[corner] & 0x00FFFFFFu) | 0x80000000u;
} else if (context.integerColor) {
const int* values = node.faceValues.data() + index * 9u + corner * 3u;
output[corner].diffuse = (static_cast<unsigned>(alpha) << 24) |
(Byte(static_cast<float>(values[0]) * colorScale[0]) << 16) |
(Byte(static_cast<float>(values[1]) * colorScale[1]) << 8) |
Byte(static_cast<float>(values[2]) * colorScale[2]);
} else {
output[corner].diffuse = Color(state.colors[corner], alpha, colorScale);
}
}
output += 3;
}
++index;
} while (index < node.mesh->faces.size() && node.mesh->faces[index].texture == texture);
if (output != first) {
RenderCommand* command = context.commands.Acquire();
command->vertices = first;
command->vertexCount = static_cast<unsigned>(output - first);
command->texture = node.textures[texture % node.textures.size()];
command->unknown_0014 =
static_cast<std::uint16_t>((command->unknown_0014 & 0x00FFu) | (static_cast<unsigned>(commandMode) << 8));
if (alpha != 255 || command->texture->Format() == 1) {
flags |= 1;
}
context.queues.Submit(command, flags, context.depthAlpha, context.depthStart, context.depthEnd);
}
}
node.unknown_0088 = 0;
for (C3dNode* child : node.children) {
child->Draw(combined.values, reversed, clip, commandMode, context);
}
}
// OFFSET: 0x00AB7D40
// FUNCTION: fn_17499
void C3dNodeV1::Draw(
const float* matrix,
unsigned char reversed,
bool clip,
unsigned char commandMode,
ModelRenderContext& context
) {
DrawModelNode(*this, matrix, reversed, clip, commandMode, context, false);
}
// OFFSET: 0x00AB84B0
// FUNCTION: fn_17500
void C3dNodeV2::Draw(
const float* matrix,
unsigned char reversed,
bool clip,
unsigned char commandMode,
ModelRenderContext& context
) {
DrawModelNode(*this, matrix, reversed, clip, commandMode, context, true);
}