Decompile 5 functions in Source/Render/OpaqueQueuesDX7.cpp, Source/Render/AlphaQueuesDX7.cpp, ...
Batch #1637 by eAthena: 0 byte-identical, 5 confirmed by peer review. - fn_02088 QueuedDrawingDX7::DrawDepthSortedQueue: logic confirmed by peer review - fn_02091 QueuedDrawingDX7::DrawOpaqueQueues: logic confirmed by peer review - fn_02092 QueuedDrawingDX7::DrawGroundBaseQueue: logic confirmed by peer review - fn_02089 QueuedDrawingDX7::DrawAlphaQueues: logic confirmed by peer review - fn_02093 QueuedDrawingDX7::DrawAuxiliaryQueue: logic confirmed by peer review Reviewed-by: ragnarok-clanker Adds to the build: Source/Render/OpaqueQueuesDX7.cpp, Source/Render/AlphaQueuesDX7.cpp, Source/Render/AuxiliaryQueuesDX7.cpp
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5 changed files with 293 additions and 0 deletions
111
Source/Render/AlphaQueuesDX7.cpp
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111
Source/Render/AlphaQueuesDX7.cpp
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#include "Render/DX7/QueuedDrawingDX7.h"
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#include <algorithm>
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#include <cstdint>
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namespace {
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// INLINED
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bool Before(const DepthPrimitive& left, const DepthPrimitive& right) {
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if (left.depth < right.depth) {
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return true;
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}
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if (right.depth < left.depth) {
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return false;
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}
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return left.depth == right.depth && reinterpret_cast<std::uintptr_t>(left.primitive) < reinterpret_cast<std::uintptr_t>(right.primitive);
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}
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// INLINED
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bool WritesDepth(const RenderCommand& command) {
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return (command.unknown_0014 & 0xFFu) != 0 && (command.unknown_0014 & 0xFF00u) != 0;
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}
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}
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// OFFSET: 0x0055B160
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// FUNCTION: fn_02089
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void QueuedDrawingDX7::DrawAlphaQueues() {
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const auto before = [](const DepthPrimitive& left, const DepthPrimitive& right) {
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return Before(left, right);
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};
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std::sort(this->queues.queue_018C.begin(), this->queues.queue_018C.end(), before);
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std::sort(this->queues.queue_01BC.begin(), this->queues.queue_01BC.end(), before);
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DWORD zWrite = 0;
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DWORD alphaTest = 0;
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DWORD alphaReference = 0;
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DWORD alphaFunction = 0;
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DWORD alphaBlend = 0;
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DWORD sourceBlend = 0;
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DWORD destinationBlend = 0;
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this->device->GetRenderState(D3DRENDERSTATE_ZWRITEENABLE, &zWrite);
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this->device->GetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, &alphaTest);
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this->device->GetRenderState(D3DRENDERSTATE_ALPHAREF, &alphaReference);
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this->device->GetRenderState(D3DRENDERSTATE_ALPHAFUNC, &alphaFunction);
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this->device->GetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, &alphaBlend);
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this->device->GetRenderState(D3DRENDERSTATE_SRCBLEND, &sourceBlend);
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this->device->GetRenderState(D3DRENDERSTATE_DESTBLEND, &destinationBlend);
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this->device->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
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this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
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this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
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this->device->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, TRUE);
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this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 1);
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this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATEREQUAL);
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const auto drawAlphaTested = [this](const DepthPrimitive& entry) {
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RenderCommand* command = entry.primitive;
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this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, WritesDepth(*command) ? 1 : 240);
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this->BindTexture(static_cast<CTextureDX7*>(command->texture));
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command->Draw(reinterpret_cast<int>(this->device));
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};
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if (this->twoPass == 1) {
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this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE);
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this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATEREQUAL);
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this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
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std::for_each(this->queues.queue_018C.begin(), this->queues.queue_018C.end(), drawAlphaTested);
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this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
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std::for_each(this->queues.queue_01BC.begin(), this->queues.queue_01BC.end(), drawAlphaTested);
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this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
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this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, D3DCMP_LESS);
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this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
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std::for_each(this->queues.queue_018C.begin(), this->queues.queue_018C.end(), drawAlphaTested);
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this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
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std::for_each(this->queues.queue_01BC.begin(), this->queues.queue_01BC.end(), drawAlphaTested);
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this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 1);
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this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATEREQUAL);
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std::sort(this->queues.queue_01A4.begin(), this->queues.queue_01A4.end(), before);
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for (auto it = this->queues.queue_01A4.begin(); it != this->queues.queue_01A4.end(); ++it) {
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RenderCommand* command = it->primitive;
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this->BindTexture(static_cast<CTextureDX7*>(command->texture));
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command->Draw(reinterpret_cast<int>(this->device));
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}
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} else {
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const auto drawDepthWriting = [this](const DepthPrimitive& entry) {
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RenderCommand* command = entry.primitive;
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this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, WritesDepth(*command));
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this->BindTexture(static_cast<CTextureDX7*>(command->texture));
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command->Draw(reinterpret_cast<int>(this->device));
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};
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this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
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std::for_each(this->queues.queue_018C.begin(), this->queues.queue_018C.end(), drawDepthWriting);
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this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
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std::for_each(this->queues.queue_01BC.begin(), this->queues.queue_01BC.end(), drawDepthWriting);
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}
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this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, zWrite);
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this->device->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, alphaTest);
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this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, alphaReference);
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this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, alphaFunction);
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this->device->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, alphaBlend);
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this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, sourceBlend);
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this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, destinationBlend);
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this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
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}
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59
Source/Render/AuxiliaryQueuesDX7.cpp
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59
Source/Render/AuxiliaryQueuesDX7.cpp
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#include "Render/DX7/QueuedDrawingDX7.h"
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#include <algorithm>
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#include <cstdint>
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// OFFSET: 0x0055BE40
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// FUNCTION: fn_02093
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void QueuedDrawingDX7::DrawAuxiliaryQueue() {
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auto& queue = this->queues.queue_0240;
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if (queue.empty()) {
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return;
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}
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std::sort(queue.begin(), queue.end(), [](const LightmappedPrimitive* left, const LightmappedPrimitive* right) {
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const auto first = reinterpret_cast<std::uintptr_t>(left->texture);
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const auto second = reinterpret_cast<std::uintptr_t>(right->texture);
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if (first != second) {
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return first < second;
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}
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return reinterpret_cast<std::uintptr_t>(left->lightmap) < reinterpret_cast<std::uintptr_t>(right->lightmap);
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});
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this->device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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this->device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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this->device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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this->device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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this->device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
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this->device->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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this->device->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
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this->device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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this->device->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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this->device->SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
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this->device->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
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this->device->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
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this->device->SetTextureStageState(1, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
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for (auto it = queue.begin(); it != queue.end(); ++it) {
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LightmappedPrimitive* command = *it;
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if (command->vertexCount > 0) {
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this->BindTexture(static_cast<CTextureDX7*>(command->texture));
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this->BindLightmap(static_cast<CTextureDX7*>(command->lightmap));
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command->DrawAuxiliary(reinterpret_cast<int>(this->device));
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}
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}
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this->device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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this->device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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this->device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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this->device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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this->device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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this->device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
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this->device->SetTextureStageState(1, D3DTSS_ADDRESS, D3DTADDRESS_BORDER);
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this->device->SetTexture(1, nullptr);
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}
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50
Source/Render/DX7/QueuedDrawingDX7.h
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50
Source/Render/DX7/QueuedDrawingDX7.h
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#ifndef RAGNAROK_SOURCE_RENDER_DX7_QUEUEDDRAWINGDX7_H
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#define RAGNAROK_SOURCE_RENDER_DX7_QUEUEDDRAWINGDX7_H
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#include "Render/DX7/TextureDX7.h"
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#include "Render/Primitives/RenderQueues.h"
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#include <cstddef>
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#include <d3d.h>
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struct QueuedDrawingDX7 {
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/* 0000 */ unsigned char unknown_0000[0x48];
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/* 0048 */ unsigned char twoPass;
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/* 0049 */ unsigned char unknown_0049[0x113];
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/* 015C */ RenderQueues queues;
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/* 024C */ unsigned char unknown_024C[0x1C];
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/* 0268 */ CTextureDX7* boundTexture;
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/* 026C */ CTextureDX7* boundLightmap;
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/* 0270 */ unsigned unknown_0270;
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/* 0274 */ IDirect3DDevice7* device;
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void DrawDepthSortedQueue();
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void DrawAlphaQueues();
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void DrawOpaqueQueues();
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void DrawGroundBaseQueue();
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void DrawAuxiliaryQueue();
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// INLINED
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void BindTexture(CTextureDX7* texture) {
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if (this->boundTexture != texture) {
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this->device->SetTexture(0, texture ? texture->NativeSurface() : nullptr);
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this->boundTexture = texture;
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}
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}
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// INLINED
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void BindLightmap(CTextureDX7* lightmap) {
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if (this->boundLightmap != lightmap) {
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this->device->SetTexture(1, lightmap ? lightmap->NativeSurface() : nullptr);
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this->boundLightmap = lightmap;
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}
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}
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};
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#if defined(_WIN32) && !defined(_WIN64)
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static_assert(offsetof(QueuedDrawingDX7, twoPass) == 0x0048);
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static_assert(offsetof(QueuedDrawingDX7, queues) == 0x015C);
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static_assert(offsetof(QueuedDrawingDX7, boundTexture) == 0x0268);
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static_assert(offsetof(QueuedDrawingDX7, boundLightmap) == 0x026C);
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static_assert(offsetof(QueuedDrawingDX7, device) == 0x0274);
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#endif
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#endif
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70
Source/Render/OpaqueQueuesDX7.cpp
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70
Source/Render/OpaqueQueuesDX7.cpp
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#include "Render/DX7/QueuedDrawingDX7.h"
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#include <algorithm>
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#include <cstdint>
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// OFFSET: 0x0055B0C0
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// FUNCTION: fn_02088
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void QueuedDrawingDX7::DrawDepthSortedQueue() {
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std::sort(this->queues.queue_0180.begin(), this->queues.queue_0180.end(), [](const DepthPrimitive& left, const DepthPrimitive& right) {
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if (left.depth < right.depth) {
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return true;
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}
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if (right.depth < left.depth) {
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return false;
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}
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return left.depth == right.depth && reinterpret_cast<std::uintptr_t>(left.primitive) < reinterpret_cast<std::uintptr_t>(right.primitive);
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});
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for (auto it = this->queues.queue_0180.begin(); it != this->queues.queue_0180.end(); ++it) {
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RenderCommand* command = it->primitive;
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this->BindTexture(static_cast<CTextureDX7*>(command->texture));
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command->Draw(reinterpret_cast<int>(this->device));
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}
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}
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// OFFSET: 0x0055B9E0
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// FUNCTION: fn_02091
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void QueuedDrawingDX7::DrawOpaqueQueues() {
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const auto before = [](const RenderCommand* left, const RenderCommand* right) {
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return reinterpret_cast<std::uintptr_t>(left->texture) < reinterpret_cast<std::uintptr_t>(right->texture);
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};
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this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
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std::sort(this->queues.queue_015C.begin(), this->queues.queue_015C.end(), before);
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for (auto it = this->queues.queue_015C.begin(); it != this->queues.queue_015C.end(); ++it) {
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if (RenderCommand* command = *it) {
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this->BindTexture(static_cast<CTextureDX7*>(command->texture));
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command->Draw(reinterpret_cast<int>(this->device));
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}
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}
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this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
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std::sort(this->queues.queue_01B0.begin(), this->queues.queue_01B0.end(), before);
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for (auto it = this->queues.queue_01B0.begin(); it != this->queues.queue_01B0.end(); ++it) {
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if (RenderCommand* command = *it) {
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this->BindTexture(static_cast<CTextureDX7*>(command->texture));
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command->Draw(reinterpret_cast<int>(this->device));
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}
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}
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this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
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}
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// OFFSET: 0x0055BC40
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// FUNCTION: fn_02092
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void QueuedDrawingDX7::DrawGroundBaseQueue() {
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std::sort(this->queues.queue_0168.begin(), this->queues.queue_0168.end(), [](const RenderCommand* left, const RenderCommand* right) {
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return reinterpret_cast<std::uintptr_t>(left->texture) < reinterpret_cast<std::uintptr_t>(right->texture);
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});
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for (auto it = this->queues.queue_0168.begin(); it != this->queues.queue_0168.end(); ++it) {
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RenderCommand* command = *it;
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this->BindTexture(static_cast<CTextureDX7*>(command->texture));
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||||||
|
command->Draw(reinterpret_cast<int>(this->device));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -467,7 +467,9 @@
|
||||||
"Source/Network/Packets/PartyJoinRequest.cpp": 2,
|
"Source/Network/Packets/PartyJoinRequest.cpp": 2,
|
||||||
"Source/Network/Packets/SkillUpdatePacket.cpp": 4,
|
"Source/Network/Packets/SkillUpdatePacket.cpp": 4,
|
||||||
"Source/Network/TextEncoding.cpp": 0,
|
"Source/Network/TextEncoding.cpp": 0,
|
||||||
|
"Source/Render/AlphaQueuesDX7.cpp": 0,
|
||||||
"Source/Render/AlphaRectangle.cpp": 0,
|
"Source/Render/AlphaRectangle.cpp": 0,
|
||||||
|
"Source/Render/AuxiliaryQueuesDX7.cpp": 0,
|
||||||
"Source/Render/BitmapDrawing.cpp": 0,
|
"Source/Render/BitmapDrawing.cpp": 0,
|
||||||
"Source/Render/BlendColor.cpp": 0,
|
"Source/Render/BlendColor.cpp": 0,
|
||||||
"Source/Render/DX7/BackBufferDX7.cpp": 0,
|
"Source/Render/DX7/BackBufferDX7.cpp": 0,
|
||||||
|
|
@ -513,6 +515,7 @@
|
||||||
"Source/Render/DeviceSelection.cpp": 0,
|
"Source/Render/DeviceSelection.cpp": 0,
|
||||||
"Source/Render/Direct3DErrors.cpp": 0,
|
"Source/Render/Direct3DErrors.cpp": 0,
|
||||||
"Source/Render/DisplayMode.cpp": 0,
|
"Source/Render/DisplayMode.cpp": 0,
|
||||||
|
"Source/Render/OpaqueQueuesDX7.cpp": 0,
|
||||||
"Source/Render/Primitives/DepthAlpha.cpp": 0,
|
"Source/Render/Primitives/DepthAlpha.cpp": 0,
|
||||||
"Source/Render/Primitives/LightmappedPrimitive.cpp": 0,
|
"Source/Render/Primitives/LightmappedPrimitive.cpp": 0,
|
||||||
"Source/Render/Primitives/RenderCommandPool.cpp": 0,
|
"Source/Render/Primitives/RenderCommandPool.cpp": 0,
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue