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https://github.com/RetroDECK/Supermodel.git
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address review
This commit is contained in:
parent
519d695f57
commit
5f97e5af6c
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@ -176,8 +176,8 @@ namespace Legacy3D {
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// Microsoft doesn't provide isnan() and isinf()
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#ifdef _MSC_VER
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#include <cfloat>
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#define ISNAN(x) (_isnan(x))
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#define ISINF(x) (!_finite(x))
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#define ISNAN(x) (_isnanf(x))
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#define ISINF(x) (!_finitef(x))
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#else
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#define ISNAN(x) (std::isnan(x))
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#define ISINF(x) (std::isinf(x))
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@ -812,7 +812,7 @@ void CLegacy3D::DescendNodePtr(UINT32 nodeAddr)
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// Draws viewports of the given priority
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void CLegacy3D::RenderViewport(UINT32 addr, int pri, bool wideScreen)
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{
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static const GLfloat color[8][3] = {
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static constexpr GLfloat color[8][3] = {
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{ 0.0, 0.0, 0.0 }, // off
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{ 0.0, 0.0, 1.0 }, // blue
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{ 0.0, 1.0, 0.0 }, // green
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@ -825,7 +825,7 @@ void CLegacy3D::RenderViewport(UINT32 addr, int pri, bool wideScreen)
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// Translate address and obtain pointer
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const UINT32 *vpnode = TranslateCullingAddress(addr);
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if (NULL == vpnode)
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if (nullptr == vpnode)
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return;
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// Recursively process next viewport
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@ -852,8 +852,8 @@ void CLegacy3D::RenderViewport(UINT32 addr, int pri, bool wideScreen)
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int vpHeight = (vpnode[0x14]>>18)&0x3FFF; // height (14.2)
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// Field of view and clipping
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GLfloat vpTopAngle = asinf(Util::UintAsFloat(vpnode[0x0E])); // FOV Y upper half-angle (radians)
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GLfloat vpBotAngle = asinf(Util::UintAsFloat(vpnode[0x12])); // FOV Y lower half-angle
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GLfloat vpTopAngle = asinf(Util::Uint32AsFloat(vpnode[0x0E])); // FOV Y upper half-angle (radians)
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GLfloat vpBotAngle = asinf(Util::Uint32AsFloat(vpnode[0x12])); // FOV Y lower half-angle
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GLfloat fovYDegrees = (vpTopAngle+vpBotAngle)*(float)(180.0/M_PI);
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// TO-DO: investigate clipping planes
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@ -876,15 +876,15 @@ void CLegacy3D::RenderViewport(UINT32 addr, int pri, bool wideScreen)
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viewportY = yOffs + (GLint) ((float)(384-(vpY+vpHeight))*yRatio);
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viewportWidth = (GLint) ((float)vpWidth*xRatio);
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viewportHeight = (GLint) ((float)vpHeight*yRatio);
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gluPerspective(fovYDegrees,(GLfloat)vpWidth/(GLfloat)vpHeight,0.1f,1e5); // use Model 3 viewport ratio
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gluPerspective(fovYDegrees,(GLdouble)vpWidth/(GLdouble)vpHeight,0.1,1e5); // use Model 3 viewport ratio
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}
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// Lighting (note that sun vector points toward sun -- away from vertex)
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lightingParams[0] = *(float *) &vpnode[0x05]; // sun X
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lightingParams[1] = *(float *) &vpnode[0x06]; // sun Y
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lightingParams[2] = *(float *) &vpnode[0x04]; // sun Z
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lightingParams[3] = *(float *) &vpnode[0x07]; // sun intensity
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lightingParams[4] = (float) ((vpnode[0x24]>>8)&0xFF) * (1.0f/255.0f); // ambient intensity
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lightingParams[0] = Util::Uint32AsFloat(vpnode[0x05]); // sun X
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lightingParams[1] = Util::Uint32AsFloat(vpnode[0x06]); // sun Y
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lightingParams[2] = Util::Uint32AsFloat(vpnode[0x04]); // sun Z
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lightingParams[3] = Util::Uint32AsFloat(vpnode[0x07]); // sun intensity
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lightingParams[4] = (float) ((vpnode[0x24]>>8)&0xFF) * (float)(1.0/255.0); // ambient intensity
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lightingParams[5] = 0.0; // reserved
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// Spotlight
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@ -893,8 +893,8 @@ void CLegacy3D::RenderViewport(UINT32 addr, int pri, bool wideScreen)
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spotEllipse[1] = (float) ((vpnode[0x1D]>>3)&0x1FFF); // spotlight Y
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spotEllipse[2] = (float) ((vpnode[0x1E]>>16)&0xFFFF); // spotlight X size (16-bit? May have fractional component below bit 16)
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spotEllipse[3] = (float) ((vpnode[0x1D]>>16)&0xFFFF); // spotlight Y size
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spotRange[0] = 1.0f/(*(float *) &vpnode[0x21]); // spotlight start
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spotRange[1] = *(float *) &vpnode[0x1F]; // spotlight extent
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spotRange[0] = 1.0f/Util::Uint32AsFloat(vpnode[0x21]); // spotlight start
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spotRange[1] = Util::Uint32AsFloat(vpnode[0x1F]); // spotlight extent
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spotColor[0] = color[spotColorIdx][0]; // spotlight color
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spotColor[1] = color[spotColorIdx][1];
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spotColor[2] = color[spotColorIdx][2];
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@ -913,30 +913,30 @@ void CLegacy3D::RenderViewport(UINT32 addr, int pri, bool wideScreen)
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spotEllipse[3] *= yRatio;
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// Fog
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fogParams[0] = (float) ((vpnode[0x22]>>16)&0xFF) * (1.0f/255.0f); // fog color R
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fogParams[1] = (float) ((vpnode[0x22]>>8)&0xFF) * (1.0f/255.0f); // fog color G
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fogParams[2] = (float) ((vpnode[0x22]>>0)&0xFF) * (1.0f/255.0f); // fog color B
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fogParams[3] = *(float *) &vpnode[0x23]; // fog density
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fogParams[4] = (float) (INT16) (vpnode[0x25]&0xFFFF)*(1.0f/255.0f); // fog start
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fogParams[0] = (float) ((vpnode[0x22]>>16)&0xFF) * (float)(1.0/255.0); // fog color R
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fogParams[1] = (float) ((vpnode[0x22]>>8)&0xFF) * (float)(1.0/255.0); // fog color G
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fogParams[2] = (float) ((vpnode[0x22]>>0)&0xFF) * (float)(1.0/255.0); // fog color B
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fogParams[3] = Util::Uint32AsFloat(vpnode[0x23]); // fog density
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fogParams[4] = (float) (INT16) (vpnode[0x25]&0xFFFF) * (float)(1.0/255.0); // fog start
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if (ISINF(fogParams[3]) || ISNAN(fogParams[3]) || ISINF(fogParams[4]) || ISNAN(fogParams[4])) // Star Wars Trilogy
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fogParams[3] = fogParams[4] = 0.0f;
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// Unknown light/fog parameters
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//GLfloat scrollFog = (float) (vpnode[0x20]&0xFF) * (1.0f/255.0f); // scroll fog
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//GLfloat scrollAtt = (float) (vpnode[0x24]&0xFF) * (1.0f/255.0f); // scroll attenuation
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//GLfloat scrollFog = (float) (vpnode[0x20]&0xFF) * (float)(1.0/255.0); // scroll fog
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//GLfloat scrollAtt = (float) (vpnode[0x24]&0xFF) * (float)(1.0/255.0); // scroll attenuation
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//printf("scrollFog = %g, scrollAtt = %g\n", scrollFog, scrollAtt);
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//printf("Fog: R=%02X G=%02X B=%02X density=%g (%X) %d start=%g\n", ((vpnode[0x22]>>16)&0xFF), ((vpnode[0x22]>>8)&0xFF), ((vpnode[0x22]>>0)&0xFF), fogParams[3], vpnode[0x23], (fogParams[3]==fogParams[3]), fogParams[4]);
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// Clear texture offsets before proceeding
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m_textureOffset = TextureOffset();
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// Set up coordinate system and base matrix
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UINT32 matrixBase = vpnode[0x16] & 0xFFFFFF;
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glMatrixMode(GL_MODELVIEW);
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InitMatrixStack(matrixBase);
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// Safeguard: weird coordinate system matrices usually indicate scenes that will choke the renderer
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if (NULL != matrixBasePtr)
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if (nullptr != matrixBasePtr)
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{
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float m21, m32, m13;
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@ -553,8 +553,8 @@ void CNew3D::DescendCullingNode(UINT32 addr)
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m_nodeAttribs.Push(); // save current attribs
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if (!m_offset) { // Step 1.5+
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float modelScale = Util::UintAsFloat(node[1]);
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float modelScale = Util::Uint32AsFloat(node[1]);
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if (modelScale > std::numeric_limits<float>::min()) {
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m_nodeAttribs.currentModelScale = modelScale;
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}
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@ -574,9 +574,9 @@ void CNew3D::DescendCullingNode(UINT32 addr)
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// apply translation vector
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if (node[0x00] & 0x10) {
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float x = Util::UintAsFloat(node[0x04 - m_offset]);
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float y = Util::UintAsFloat(node[0x05 - m_offset]);
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float z = Util::UintAsFloat(node[0x06 - m_offset]);
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float x = Util::Uint32AsFloat(node[0x04 - m_offset]);
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float y = Util::Uint32AsFloat(node[0x05 - m_offset]);
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float z = Util::Uint32AsFloat(node[0x06 - m_offset]);
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m_modelMat.Translate(x, y, z);
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}
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// multiply matrix, if specified
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@ -832,16 +832,16 @@ void CNew3D::RenderViewport(UINT32 addr)
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m_LODBlendTable = (LODBlendTable*)TranslateCullingAddress(vpnode[0x17] & 0xFFFFFF);
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/*
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vp->angle_left = -atan2f(Util::UintAsFloat(vpnode[12]), Util::UintAsFloat(vpnode[13])); // These values work out as the normals for the clipping planes.
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vp->angle_right = atan2f(Util::UintAsFloat(vpnode[16]), -Util::UintAsFloat(vpnode[17])); // Sometimes these values (dirt devils,lost world) are totally wrong
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vp->angle_top = atan2f(Util::UintAsFloat(vpnode[14]), Util::UintAsFloat(vpnode[15])); // and don't work for the frustum values exactly.
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vp->angle_bottom = -atan2f(Util::UintAsFloat(vpnode[18]), -Util::UintAsFloat(vpnode[19])); // Perhaps they are just used for culling and not rendering.
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vp->angle_left = -atan2f(Util::Uint32AsFloat(vpnode[12]), Util::Uint32AsFloat(vpnode[13])); // These values work out as the normals for the clipping planes.
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vp->angle_right = atan2f(Util::Uint32AsFloat(vpnode[16]), -Util::Uint32AsFloat(vpnode[17])); // Sometimes these values (dirt devils,lost world) are totally wrong
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vp->angle_top = atan2f(Util::Uint32AsFloat(vpnode[14]), Util::Uint32AsFloat(vpnode[15])); // and don't work for the frustum values exactly.
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vp->angle_bottom = -atan2f(Util::Uint32AsFloat(vpnode[18]), -Util::Uint32AsFloat(vpnode[19])); // Perhaps they are just used for culling and not rendering.
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*/
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float cv = Util::UintAsFloat(vpnode[0x8]); // 1/(left-right)
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float cw = Util::UintAsFloat(vpnode[0x9]); // 1/(top-bottom)
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float io = Util::UintAsFloat(vpnode[0xa]); // top / bottom (ratio) - ish
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float jo = Util::UintAsFloat(vpnode[0xb]); // left / right (ratio)
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float cv = Util::Uint32AsFloat(vpnode[0x8]); // 1/(left-right)
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float cw = Util::Uint32AsFloat(vpnode[0x9]); // 1/(top-bottom)
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float io = Util::Uint32AsFloat(vpnode[0xa]); // top / bottom (ratio) - ish
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float jo = Util::Uint32AsFloat(vpnode[0xb]); // left / right (ratio)
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vp->angle_left = (0.0f - jo) / cv;
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vp->angle_right = (1.0f - jo) / cv;
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CalcFrustumPlanes(m_planes, vp->projectionMatrix); // we need to calc a 'projection matrix' to get the correct frustum planes for clipping
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// Lighting (note that sun vector points toward sun -- away from vertex)
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vp->lightingParams[0] = Util::UintAsFloat(vpnode[0x05]); // sun X
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vp->lightingParams[1] = -Util::UintAsFloat(vpnode[0x06]); // sun Y (- to convert to ogl cordinate system)
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vp->lightingParams[2] = -Util::UintAsFloat(vpnode[0x04]); // sun Z (- to convert to ogl cordinate system)
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vp->lightingParams[3] = std::max(0.f, std::min(Util::UintAsFloat(vpnode[0x07]), 1.0f)); // sun intensity (clamp to 0-1)
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vp->lightingParams[0] = Util::Uint32AsFloat(vpnode[0x05]); // sun X
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vp->lightingParams[1] = -Util::Uint32AsFloat(vpnode[0x06]); // sun Y (- to convert to ogl cordinate system)
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vp->lightingParams[2] = -Util::Uint32AsFloat(vpnode[0x04]); // sun Z (- to convert to ogl cordinate system)
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vp->lightingParams[3] = std::max(0.f, std::min(Util::Uint32AsFloat(vpnode[0x07]), 1.0f)); // sun intensity (clamp to 0-1)
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vp->lightingParams[4] = (float)((vpnode[0x24] >> 8) & 0xFF) * (float)(1.0 / 255.0); // ambient intensity
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vp->lightingParams[5] = 0.0f; // reserved
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vp->spotEllipse[2] = (float)((vpnode[0x1E] >> 16) & 0xFFFF); // spotlight X size (16-bit)
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vp->spotEllipse[3] = (float)((vpnode[0x1D] >> 16) & 0xFFFF); // spotlight Y size
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vp->spotRange[0] = 1.0f / Util::UintAsFloat(vpnode[0x21]); // spotlight start
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vp->spotRange[1] = Util::UintAsFloat(vpnode[0x1F]); // spotlight extent
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vp->spotRange[0] = 1.0f / Util::Uint32AsFloat(vpnode[0x21]); // spotlight start
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vp->spotRange[1] = Util::Uint32AsFloat(vpnode[0x1F]); // spotlight extent
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vp->spotColor[0] = color[spotColorIdx][0]; // spotlight color
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vp->spotColor[1] = color[spotColorIdx][1];
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vp->fogParams[0] = (float)((vpnode[0x22] >> 16) & 0xFF) * (float)(1.0 / 255.0); // fog color R
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vp->fogParams[1] = (float)((vpnode[0x22] >> 8) & 0xFF) * (float)(1.0 / 255.0); // fog color G
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vp->fogParams[2] = (float)((vpnode[0x22] >> 0) & 0xFF) * (float)(1.0 / 255.0); // fog color B
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vp->fogParams[3] = std::abs(Util::UintAsFloat(vpnode[0x23])); // fog density - ocean hunter uses negative values, but looks the same
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vp->fogParams[3] = std::abs(Util::Uint32AsFloat(vpnode[0x23])); // fog density - ocean hunter uses negative values, but looks the same
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vp->fogParams[4] = (float)(INT16)(vpnode[0x25] & 0xFFFF)* (float)(1.0 / 255.0); // fog start
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// Avoid Infinite and NaN values for Star Wars Trilogy
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@ -35,5 +35,5 @@ UINT32 R3DFloat::Convert16BitProFloat(UINT32 a1)
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float R3DFloat::ToFloat(UINT32 a1)
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{
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return Util::UintAsFloat(a1);
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return Util::Uint32AsFloat(a1);
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}
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@ -8,10 +8,10 @@ namespace Util
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{
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#if __cplusplus >= 202002L
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#include <bit>
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#define FloatAsInt(x) std::bit_cast<int>(x)
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#define IntAsFloat(x) std::bit_cast<float>(x)
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#define UintAsFloat(x) std::bit_cast<float>(x)
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#elif 1
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#define FloatAsInt32(x) std::bit_cast<int32_t>(x)
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#define Int32AsFloat(x) std::bit_cast<float>(x)
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#define Uint32AsFloat(x) std::bit_cast<float>(x)
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#else
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template <class Dest, class Source>
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inline Dest bit_cast(Source const& source) {
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static_assert(sizeof(Dest) == sizeof(Source), "size of destination and source objects must be equal");
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std::memcpy(&dest, &source, sizeof(dest));
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return dest;
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}
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#define FloatAsInt(x) bit_cast<int,float>(x)
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#define IntAsFloat(x) bit_cast<float,int>(x)
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#define UintAsFloat(x) bit_cast<float,unsigned int>(x)
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#else
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inline int FloatAsInt(const float x)
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{
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union {
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float f;
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int i;
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} uc;
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uc.f = x;
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return uc.i;
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}
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inline float IntAsFloat(const int i)
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{
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union {
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int i;
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float f;
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} iaf;
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iaf.i = i;
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return iaf.f;
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}
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inline float UintAsFloat(const unsigned int i)
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{
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union {
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unsigned int u;
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float f;
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} iaf;
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iaf.u = i;
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return iaf.f;
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}
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#define FloatAsInt32(x) bit_cast<int32_t,float>(x)
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#define Int32AsFloat(x) bit_cast<float,int32_t>(x)
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#define Uint32AsFloat(x) bit_cast<float,uint32_t>(x)
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#endif
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} // Util
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