rodecomp/Source/Contents/Models/ModelLighting.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

216 lines
7.7 KiB
C++

#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Ground/GroundGeometry.h"
#include "Contents/Models/ModelActor.h"
#include "Contents/Models/ModelNode.h"
#include "Contents/World/World.h"
#include "Render/Renderer.h"
#include "Render/Textures/Texture.h"
#include "Utility/Math/ScalarConversion.h"
#include <cmath>
#include <cstring>
union ModelColor {
std::uint32_t value;
struct {
unsigned char b;
unsigned char g;
unsigned char r;
unsigned char a;
};
};
// GLOBAL: gl_25474
static ModelColor g_modelFaceColors[90000];
namespace {
// INLINED
float InverseLength(float squared) {
return 1.0f / SquareRoot(squared);
}
// INLINED
__forceinline void Light(const float* normal, const float* values, const float* direction, const float* diffuse, const float* ambient, float* output) {
const float x = ((normal[0] * values[0] + normal[1] * values[3]) + normal[2] * values[6]) + 0.0f;
const float y = ((normal[0] * values[1] + normal[1] * values[4]) + normal[2] * values[7]) + 0.0f;
const float z = ((normal[0] * values[2] + normal[1] * values[5]) + normal[2] * values[8]) + 0.0f;
const float inverse = InverseLength((y * y + x * x) + z * z);
const float dot = ((y * inverse) * direction[1] + (x * inverse) * direction[0]) + (z * inverse) * direction[2];
const float amount = dot > 0.0f ? dot : 0.0f;
for (unsigned component = 0; component < 3; ++component) {
const float color = amount * diffuse[component] + ambient[component];
output[component] = color < 1.0f ? color : 1.0f;
}
}
// INLINED
unsigned char Scale(float factor, float light, unsigned char channel) {
const float value = (factor * light) * static_cast<float>(channel);
return static_cast<unsigned char>(255.0f < value ? 255.0f : value);
}
// INLINED
ModelColor LitColor(std::uint32_t source, float alpha, bool shaded, const float* light) {
const float factor = shaded ? 0.5f : 1.0f;
ModelColor color;
color.value = source;
color.a = static_cast<unsigned char>(alpha * 255.0f);
color.r = Scale(factor, light[0], color.r);
color.g = Scale(factor, light[1], color.g);
color.b = Scale(factor, light[2], color.b);
return color;
}
}
// OFFSET: 0x00AB78B0
// FUNCTION: fn_17491
C3dNode* C3dNode::Find(const char* selected) {
if (this->name == selected) {
return this;
}
for (std::list<C3dNode*>::iterator it = this->children.begin(); it != this->children.end(); ++it) {
if (C3dNode* found = (*it)->Find(selected)) {
return found;
}
}
return nullptr;
}
// OFFSET: 0x00AB94A0
// FUNCTION: fn_17509
void C3dNode::OverrideColors() {
this->overrideColors = 1;
for (std::list<C3dNode*>::iterator it = this->children.begin(); it != this->children.end(); ++it) {
(*it)->OverrideColors();
}
}
// OFFSET: 0x00ABB450
// FUNCTION: fn_17515
void C3dNode::SampleGroundColors(const CRenderer*, const float* matrix, const GroundGeometry& ground) {
const float* position = this->model->position;
for (int index = 0; index < this->mesh->faceCount; ++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, const float* direction, const float* diffuse, const float* ambient, int shade) {
struct matrix combined;
combined.Compose(this->transform, *reinterpret_cast<const struct matrix*>(matrix));
const struct matrix rotation = combined;
switch (shade) {
case 2: {
const ModelFace* faces = this->mesh->faces;
const ModelTextureVertex* textureVertices = this->mesh->textureVertices;
const std::array<float, 3>* normals = this->mesh->vertexNormals;
ModelColor* color = g_modelFaceColors;
for (int index = 0; index < this->mesh->faceCount; ++index) {
for (unsigned corner = 0; corner < 3; ++corner) {
float light[3];
Light(normals[index * 3 + corner].data(), rotation.values, direction, diffuse, ambient, light);
const bool shaded = textureVertices[faces[index].textureVertices[corner]].shaded > 0u;
*color++ = LitColor(this->model->color, this->alpha, shaded, light);
}
}
break;
}
case 1: {
const ModelFace* faces = this->mesh->faces;
const ModelTextureVertex* textureVertices = this->mesh->textureVertices;
const std::array<float, 3>* normals = this->mesh->faceNormals;
ModelColor* color = g_modelFaceColors;
for (int index = 0; index < this->mesh->faceCount; ++index) {
float light[3];
Light(normals[index].data(), rotation.values, direction, diffuse, ambient, light);
for (unsigned corner = 0; corner < 3; ++corner) {
const bool shaded = textureVertices[faces[index].textureVertices[corner]].shaded > 0u;
*color++ = LitColor(this->model->color, this->alpha, shaded, light);
}
}
break;
}
case 0: {
ModelColor* color = g_modelFaceColors;
for (int index = 0; index < this->mesh->faceCount; ++index) {
for (unsigned corner = 0; corner < 3; ++corner) {
color->value = this->model->color;
color->a = static_cast<unsigned char>(this->alpha * 255.0f);
++color;
}
}
break;
}
}
const ModelFace* face = this->mesh->faces;
const ModelFace* const end = face + this->mesh->faceCount;
const ModelTextureVertex* textureVertices = this->mesh->textureVertices;
ModelFaceState* state = this->faceState.data();
const ModelColor* colors = g_modelFaceColors;
while (face != end) {
const std::uint16_t texture = face->texture;
CTexture* image = this->textures[texture % this->textures.size()];
const float u = static_cast<float>(static_cast<double>(image->ImageWidth())) / static_cast<float>(static_cast<double>(image->TextureWidth()));
const float v = static_cast<float>(static_cast<double>(image->ImageHeight())) / static_cast<float>(static_cast<double>(image->TextureHeight()));
while (face != end && face->texture == texture) {
for (unsigned corner = 0; corner < 3; ++corner) {
state->colors[corner] = colors[corner].value;
}
if (this->mesh->textureVertexCount == 0) {
for (unsigned corner = 0; corner < 3; ++corner) {
state->uv[corner][0] = u;
state->uv[corner][1] = v;
}
} else {
for (unsigned corner = 0; corner < 3; ++corner) {
const ModelTextureVertex& uv = textureVertices[face->textureVertices[corner]];
state->uv[corner][1] = v * uv.v;
state->uv[corner][0] = u * uv.u;
}
}
++face;
++state;
colors += 3;
}
}
this->SampleGroundColors(g_renderer, combined.values, *static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->ground);
for (std::list<C3dNode*>::iterator it = this->children.begin(); it != this->children.end(); ++it) {
(*it)->Prepare(combined.values, direction, diffuse, ambient, shade);
}
}