Decompile fn_02107 (RenderProjection::Project)

Batch #1624 by eAthena: 0 byte-identical, 1 confirmed by peer review.

- fn_02107 RenderProjection::Project: logic confirmed by peer review

Reviewed-by: ragnarok-clanker
This commit is contained in:
ragnarok-clanker 2026-10-28 19:51:14 +00:00
commit 8386270904
2 changed files with 19 additions and 0 deletions

View file

@ -1,3 +1,4 @@
#include "Render/Primitives/LightmappedPrimitive.h"
#include "Render/Primitives/RenderPrimitive.h"
#include "Render/Projection/RenderProjection.h"
@ -21,3 +22,19 @@ void RenderProjection::Project(const float* position, const float* matrix, Rende
output.z = depth;
output.y = y + centerY;
}
// OFFSET: 0x0055D750
// FUNCTION: fn_02107
void RenderProjection::Project(const float* position, const float* matrix, LightmappedVertex& output) const {
const float inverseDepth = 1.0f / (((matrix[5] * position[1] + matrix[2] * position[0]) + matrix[8] * position[2]) + matrix[11]);
output.rhw = inverseDepth;
const float depth = ((1.0f / inverseDepth - 10.0f) * 1.0067114f) * inverseDepth;
const float x = ((((matrix[3] * position[1] + position[0] * matrix[0]) + matrix[6] * position[2]) + matrix[9]) * inverseDepth) * this->scaleX;
output.x = x + static_cast<float>(this->centerX);
const float centerY = static_cast<float>(this->centerY);
const float y = ((((matrix[4] * position[1] + matrix[1] * position[0]) + matrix[7] * position[2]) + matrix[10]) * inverseDepth) * this->scaleY;
output.z = depth;
output.y = y + centerY;
}

View file

@ -1,6 +1,7 @@
#ifndef RAGNAROK_SOURCE_RENDER_PROJECTION_RENDERPROJECTION_H
#define RAGNAROK_SOURCE_RENDER_PROJECTION_RENDERPROJECTION_H
struct LightmappedVertex;
struct RenderVertex;
struct RenderProjection {
@ -10,6 +11,7 @@ struct RenderProjection {
const int& centerY;
void Project(const float* position, const float* matrix, RenderVertex& output) const;
void Project(const float* position, const float* matrix, LightmappedVertex& output) const;
void Ray(int x, int y, const float* origin, const float* matrix, float* output) const;
};