Decompile 2 functions in Source/Contents/Ground/GroundRendering.cpp
Batch #10646 by dori: 0 byte-identical, 2 confirmed by peer review. - fn_17593 GroundGeometry::DrawSide: logic confirmed by peer review - fn_17590 GroundGeometry::Draw: logic confirmed by peer review Peer-reviewed-by: ragnarok-clanker, cremane, StrawberrysherbetIX Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
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1 changed files with 13 additions and 10 deletions
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@ -10,16 +10,16 @@
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namespace {
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// INLINED
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float Minimum4(float a, float b, float c, float d) {
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const float first = !(a > b) ? a : b;
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const float second = !(c > d) ? c : d;
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const float& Minimum4(const float& a, const float& b, const float& c, const float& d) {
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const float& first = !(a > b) ? a : b;
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const float& second = !(c > d) ? c : d;
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return first > second ? second : first;
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}
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// INLINED
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float Maximum4(float a, float b, float c, float d) {
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const float first = !(b > a) ? a : b;
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const float second = !(d > c) ? c : d;
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const float& Maximum4(const float& a, const float& b, const float& c, const float& d) {
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const float& first = !(b > a) ? a : b;
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const float& second = !(d > c) ? c : d;
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return second > first ? second : first;
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}
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}
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@ -61,11 +61,14 @@ bool GroundQuadVisible(const RenderVertex* vertices) {
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namespace {
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// INLINED
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void Submit(const float* matrix, const GroundQuad& quad, bool clip) {
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__forceinline void SubmitGroundQuad(const float* matrix, const GroundQuad& quad, bool clip) {
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RenderVertex vertices[4]{};
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for (auto& vertex : vertices) {
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vertex.specular = 0xFF000000u;
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}
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for (unsigned corner = 0; corner < 4; ++corner) {
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vertices[corner].specular = 0xFF000000u;
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g_renderer->viewport.Project(quad.vertices[corner], matrix, vertices[corner]);
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}
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@ -89,7 +92,7 @@ namespace {
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// OFFSET: 0x00AC2530
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// FUNCTION: fn_17593
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void GroundGeometry::DrawSide(const float* matrix, const GroundQuad& quad, bool clip) {
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Submit(matrix, quad, clip);
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SubmitGroundQuad(matrix, quad, clip);
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}
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// OFFSET: 0x00AC19A0
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@ -108,7 +111,7 @@ void GroundGeometry::Draw(const float* matrix, const int* rectangle, bool clip)
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cell.frame = g_renderer->frame;
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if (cell.top) {
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Submit(matrix, *cell.top, clip);
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SubmitGroundQuad(matrix, *cell.top, clip);
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}
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if (cell.side2) {
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