Decompile 4 functions in Source/Render/DX7/RendererDX7Operations.cpp, Source/Render/DX7/RendererFogDX7.cpp, ...

Batch #10458 by secret: 0 byte-identical, 4 confirmed by peer review.

- fn_45495 CRendererDX7::FlushRenderList: logic confirmed by peer review
- fn_45496 CRendererDX7::DrawTopmostQueue: logic confirmed by peer review
- fn_45497 CRendererDX7::DrawBlendedQueue: logic confirmed by peer review
- fn_02080 CRendererDX7::ApplyFog: logic confirmed by peer review

Peer-reviewed-by: Yommy, KWDev, seumadruga
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
This commit is contained in:
ragnarok-clanker 2026-11-04 05:15:57 +00:00
commit 63cdd77f7f
5 changed files with 329 additions and 24 deletions

View file

@ -115,5 +115,6 @@ static_assert(offsetof(DeviceOwnerDX7, alpha) == 0x01FC);
#endif
extern DeviceOwnerDX7* g_deviceOwnerDX7;
extern D3DDEVICEDESC7 g_emptyCapabilitiesDX7;
#endif

View file

@ -1,11 +1,16 @@
#include "Render/DX7/RenderSystemDX7.h"
#include "Contents/Configuration/ServiceOptions.h"
#include "Render/BlendColor.h"
#include "Render/DX7/DeviceOwnerDX7.h"
#include "Render/DX7/QueuedDrawingDX7.h"
#include "Render/Primitives/LightmappedPrimitive.h"
#include "Render/Primitives/RenderPrimitive.h"
#include "Render/RendererDX7.h"
#include "Render/TextureQuad.h"
#include <algorithm>
#include <bit>
#include <cstdint>
// OFFSET: 0x0055EC10
// FUNCTION: fn_02114
@ -101,3 +106,288 @@ std::uint16_t DeviceOwnerDX7Handle::PackColor(int red, int green, int blue) cons
(static_cast<std::uint16_t>(red >> owner->red.expansion) << owner->red.shift)
);
}
// OFFSET: 0x0055C110
// FUNCTION: fn_45496
void CRendererDX7::DrawTopmostQueue() {
std::sort(this->queues.queue_021C.begin(), this->queues.queue_021C.end(), [](const DepthPrimitive& left, const DepthPrimitive& right) {
if (left.depth < right.depth) {
return true;
}
if (right.depth < left.depth) {
return false;
}
return left.depth == right.depth && reinterpret_cast<std::uintptr_t>(left.primitive) < reinterpret_cast<std::uintptr_t>(right.primitive);
});
for (auto it = this->queues.queue_021C.begin(); it != this->queues.queue_021C.end(); ++it) {
RenderCommand* command = it->primitive;
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
}
}
// OFFSET: 0x0055C1B0
// FUNCTION: fn_45497
void CRendererDX7::DrawBlendedQueue() {
for (auto it = this->queues.queue_0210.begin(); it != this->queues.queue_0210.end(); ++it) {
if (RenderCommand* command = *it) {
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
this->SetTextureMode(command->unknown_0020);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, command->unknown_0018);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, command->unknown_001C);
command->Draw(reinterpret_cast<int>(this->device));
}
}
this->SetTextureMode(0);
}
// OFFSET: 0x0055C270
// FUNCTION: fn_45495
void CRendererDX7::FlushRenderList() {
const auto byDepth = [](const DepthPrimitive& left, const DepthPrimitive& right) {
if (left.depth < right.depth) {
return true;
}
if (right.depth < left.depth) {
return false;
}
return left.depth == right.depth && reinterpret_cast<std::uintptr_t>(left.primitive) < reinterpret_cast<std::uintptr_t>(right.primitive);
};
this->device->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTFP_LINEAR);
this->ApplyFog();
this->device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
this->device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
this->device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
this->device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
this->device->SetRenderState(D3DRENDERSTATE_FOGENABLE, this->fog.enabled);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 207);
this->device->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, TRUE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_ZENABLE, D3DZB_TRUE);
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE);
this->DrawOpaqueQueues();
this->device->SetRenderState(D3DRENDERSTATE_AMBIENT, 0xFFFFFFFF);
this->device->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW);
if (g_serviceOptions.Get(119)) {
if (g_multitexture) {
this->device->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, FALSE);
this->device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATEALPHA_ADDCOLOR);
std::sort(
this->queues.lightmapped.first.begin(), this->queues.lightmapped.first.end(),
[](const LightmappedPrimitive* left, const LightmappedPrimitive* right) {
const auto first = reinterpret_cast<std::uintptr_t>(left->texture);
const auto second = reinterpret_cast<std::uintptr_t>(right->texture);
if (first != second) {
return first < second;
}
return reinterpret_cast<std::uintptr_t>(left->lightmap) < reinterpret_cast<std::uintptr_t>(right->lightmap);
}
);
for (auto it = this->queues.lightmapped.first.begin(); it != this->queues.lightmapped.first.end(); ++it) {
LightmappedPrimitive* command = *it;
if (command->vertexCount > 0) {
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
this->BindLightmap(static_cast<CTextureDX7*>(command->lightmap));
command->DrawLightmapped(reinterpret_cast<int>(this->device));
}
}
this->device->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, TRUE);
this->device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
} else {
this->DrawGroundBaseQueue();
this->device->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, FALSE);
this->device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
this->device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
this->device->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 1);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_SRCALPHA);
std::sort(this->queues.queue_0174.begin(), this->queues.queue_0174.end(), [](const RenderCommand* left, const RenderCommand* right) {
return reinterpret_cast<std::uintptr_t>(left->texture) < reinterpret_cast<std::uintptr_t>(right->texture);
});
for (auto it = this->queues.queue_0174.begin(); it != this->queues.queue_0174.end(); ++it) {
RenderCommand* command = *it;
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
}
this->device->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, TRUE);
this->device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
this->device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 207);
}
} else {
this->DrawGroundBaseQueue();
}
this->device->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_AMBIENT, 0);
this->device->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 1);
this->device->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
this->DrawAuxiliaryQueue();
DWORD fogEnable = 0;
DWORD zWrite = 0;
this->device->GetRenderState(D3DRENDERSTATE_FOGENABLE, &fogEnable);
this->device->GetRenderState(D3DRENDERSTATE_ZWRITEENABLE, &zWrite);
this->device->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
this->DrawBlendedQueue();
this->device->SetRenderState(D3DRENDERSTATE_FOGENABLE, fogEnable);
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, zWrite);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
this->device->SetRenderState(D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
this->DrawTopmostQueue();
this->device->SetRenderState(D3DRENDERSTATE_ZENABLE, D3DZB_TRUE);
DWORD depthWrite = 0;
DWORD alphaTest = 0;
DWORD alphaReference = 0;
DWORD alphaFunction = 0;
this->device->GetRenderState(D3DRENDERSTATE_ZWRITEENABLE, &depthWrite);
this->device->GetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, &alphaTest);
this->device->GetRenderState(D3DRENDERSTATE_ALPHAREF, &alphaReference);
this->device->GetRenderState(D3DRENDERSTATE_ALPHAFUNC, &alphaFunction);
this->device->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, TRUE);
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 159);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATEREQUAL);
this->DrawDepthSortedQueue();
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 159);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, D3DCMP_LESS);
this->DrawDepthSortedQueue();
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, depthWrite);
this->device->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, alphaTest);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, alphaReference);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, alphaFunction);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
std::sort(this->queues.queue_01C8.begin(), this->queues.queue_01C8.end(), byDepth);
for (auto it = this->queues.queue_01C8.begin(); it != this->queues.queue_01C8.end(); ++it) {
RenderCommand* command = it->primitive;
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
}
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
this->DrawAlphaQueues();
DWORD reference = 0;
this->device->GetRenderState(D3DRENDERSTATE_ALPHAREF, &reference);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 207);
std::sort(this->queues.queue_0228.begin(), this->queues.queue_0228.end(), byDepth);
for (auto it = this->queues.queue_0228.begin(); it != this->queues.queue_0228.end(); ++it) {
RenderCommand* command = it->primitive;
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
}
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, reference);
this->device->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
std::sort(this->queues.queue_01D4.begin(), this->queues.queue_01D4.end(), byDepth);
for (auto it = this->queues.queue_01D4.begin(); it != this->queues.queue_01D4.end(); ++it) {
RenderCommand* command = it->primitive;
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
}
this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
for (auto it = this->queues.queue_01EC.begin(); it != this->queues.queue_01EC.end(); ++it) {
if (RenderCommand* command = *it) {
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
this->SetTextureMode(command->unknown_0020);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, command->unknown_0018);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, command->unknown_001C);
command->Draw(reinterpret_cast<int>(this->device));
}
}
this->SetTextureMode(0);
this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
this->device->SetRenderState(D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
std::sort(this->queues.queue_01E0.begin(), this->queues.queue_01E0.end(), byDepth);
for (auto it = this->queues.queue_01E0.begin(); it != this->queues.queue_01E0.end(); ++it) {
RenderCommand* command = it->primitive;
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
}
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
for (auto it = this->queues.queue_0198.begin(); it != this->queues.queue_0198.end(); ++it) {
RenderCommand* command = it->primitive;
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
}
for (auto it = this->queues.queue_0234.begin(); it != this->queues.queue_0234.end(); ++it) {
if (RenderCommand* command = it->primitive) {
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
this->SetTextureMode(command->unknown_0020);
if (it->depth >= 0.99f) {
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
} else {
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, command->unknown_0018);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, command->unknown_001C);
}
command->Draw(reinterpret_cast<int>(this->device));
}
}
this->SetTextureMode(0);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
this->device->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTFP_NONE);
}
// OFFSET: 0x0055ADA0
bool CRendererDX7::Draw() {
this->screenWidth = g_deviceOwnerDX7 ? g_deviceOwnerDX7->width : 0;
this->screenHeight = g_deviceOwnerDX7 ? g_deviceOwnerDX7->height : 0;
if (SUCCEEDED(this->device->BeginScene())) {
this->FlushRenderList();
this->ClearFrame();
this->device->EndScene();
return true;
} else {
this->ClearFrame();
return false;
}
}

View file

@ -1,6 +1,9 @@
#include "Client/Application/ErrorDialog.h"
#include "Render/TextureQuad.h"
#include "Render/DX7/RendererFogDX7.h"
#include "Render/DX7/DeviceOwnerDX7.h"
#include "Render/DeviceContext/DCSurface.h"
#include "Render/RendererDX7.h"
#include <bit>
#include <cmath>
@ -76,51 +79,54 @@ void RendererFogDX7::Set(int value, IDirect3DDevice7* device, const D3DDEVICEDES
// OFFSET: 0x0055A500
// FUNCTION: fn_02080
void RendererFogDX7::Apply(
IDirect3DDevice7* device, const D3DDEVICEDESC7& caps, float aspect, CRenderSystemBase* renderSystem
) {
if (!this->dirty) {
void CRendererDX7::ApplyFog() {
if (!this->fog.dirty) {
return;
}
if (this->enabled) {
if (this->fog.enabled) {
D3DDEVICEDESC7 empty = g_emptyCapabilitiesDX7;
const D3DDEVICEDESC7 caps = g_deviceOwnerDX7 ? g_deviceOwnerDX7->caps : empty;
const float start = g_depthStart * 1490.0f + 10.0f;
const float end = g_depthEnd * 1490.0f + 10.0f;
const bool vertexFog = (caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGVERTEX) != 0;
D3DMATRIX identity{};
identity._11 = identity._22 = identity._33 = identity._44 = 1;
D3DMATRIX projection;
PerspectiveMatrixDX7(projection, 0.26179934f, aspect, 10.0f, 1500.0f);
device->SetTransform(D3DTRANSFORMSTATE_WORLD, &identity);
device->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &projection);
device->SetTransform(D3DTRANSFORMSTATE_VIEW, &identity);
device->SetRenderState(D3DRENDERSTATE_FOGCOLOR, g_worldOverlayColor);
PerspectiveMatrixDX7(projection, 0.26179934f, this->viewport.aspect, 10.0f, 1500.0f);
this->device->SetTransform(D3DTRANSFORMSTATE_WORLD, &identity);
this->device->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &projection);
this->device->SetTransform(D3DTRANSFORMSTATE_VIEW, &identity);
this->device->SetRenderState(D3DRENDERSTATE_FOGCOLOR, g_worldOverlayColor);
if (g_fogVertexMode == D3DFOG_LINEAR) {
if (vertexFog) {
device->SetRenderState(D3DRENDERSTATE_FOGSTART, std::bit_cast<unsigned>(start));
device->SetRenderState(D3DRENDERSTATE_FOGEND, std::bit_cast<unsigned>(end));
device->SetRenderState(D3DRENDERSTATE_FOGDENSITY, std::bit_cast<unsigned>(g_fogDensity));
device->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_NONE);
device->SetRenderState(D3DRENDERSTATE_FOGVERTEXMODE, g_fogVertexMode);
this->device->SetRenderState(D3DRENDERSTATE_FOGSTART, std::bit_cast<unsigned>(start));
this->device->SetRenderState(D3DRENDERSTATE_FOGEND, std::bit_cast<unsigned>(end));
this->device->SetRenderState(D3DRENDERSTATE_FOGDENSITY, std::bit_cast<unsigned>(g_fogDensity));
this->device->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_NONE);
this->device->SetRenderState(D3DRENDERSTATE_FOGVERTEXMODE, g_fogVertexMode);
} else {
device->SetRenderState(D3DRENDERSTATE_FOGENABLE, 0);
this->device->SetRenderState(D3DRENDERSTATE_FOGENABLE, 0);
}
} else {
if (vertexFog) {
device->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_NONE);
device->SetRenderState(D3DRENDERSTATE_FOGVERTEXMODE, g_fogVertexMode);
this->device->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_NONE);
this->device->SetRenderState(D3DRENDERSTATE_FOGVERTEXMODE, g_fogVertexMode);
} else {
ShowErrorDialog(renderSystem, "Your graphic accelerator does not support fog effect.", 0);
ShowErrorDialog(GetRenderSystemHolder()->system, "Your graphic accelerator does not support fog effect.", 0);
}
device->SetRenderState(D3DRENDERSTATE_FOGDENSITY, std::bit_cast<unsigned>(g_fogDensity));
this->device->SetRenderState(D3DRENDERSTATE_FOGDENSITY, std::bit_cast<unsigned>(g_fogDensity));
}
if (vertexFog && g_fogRange) {
device->SetRenderState(D3DRENDERSTATE_RANGEFOGENABLE, 1);
this->device->SetRenderState(D3DRENDERSTATE_RANGEFOGENABLE, 1);
}
}
this->dirty = 0;
this->fog.dirty = 0;
}
// GLOBAL: gl_24699
D3DDEVICEDESC7 g_emptyCapabilitiesDX7;

View file

@ -13,7 +13,6 @@ struct RendererFogDX7 {
/* 0158 */ int supported;
void Set(int value, IDirect3DDevice7* device, const D3DDEVICEDESC7& caps);
void Apply(IDirect3DDevice7* device, const D3DDEVICEDESC7& caps, float aspect, CRenderSystemBase* renderSystem);
};
static_assert(sizeof(RendererFogDX7) == 12);

View file

@ -22,10 +22,13 @@ public:
/* 026C */ CTextureDX7* boundLightmap;
/* 0270 */ unsigned clearColor;
/* 0274 */ IDirect3DDevice7* device;
/* 0278 */ unsigned char unknown_0278[0xC];
/* 0278 */ unsigned char unknown_0278[4];
/* 027C */ unsigned screenWidth;
/* 0280 */ unsigned screenHeight;
void SetCamera(const float* eye, const float* target, const float* up) override;
void SetClearColor(unsigned color) override;
bool Draw() override;
void SetTextureFormat(unsigned format);
void SetLighting(const float* direction, const float* diffuse, const float* ambient);
@ -47,6 +50,10 @@ public:
void DrawOpaqueQueues();
void DrawGroundBaseQueue();
void DrawAuxiliaryQueue();
void ApplyFog();
void DrawTopmostQueue();
void DrawBlendedQueue();
void FlushRenderList();
// INLINED
void BindTexture(CTextureDX7* texture);
// INLINED
@ -59,6 +66,8 @@ static_assert(offsetof(CRendererDX7, clearColor) == 0x0270);
static_assert(offsetof(CRendererDX7, boundTexture) == 0x0268);
static_assert(offsetof(CRendererDX7, boundLightmap) == 0x026C);
static_assert(offsetof(CRendererDX7, device) == 0x0274);
static_assert(offsetof(CRendererDX7, screenWidth) == 0x027C);
static_assert(offsetof(CRendererDX7, screenHeight) == 0x0280);
#endif
#endif