rodecomp/Source/Contents/Ground/GroundDecals.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

158 lines
6 KiB
C++

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