Decompile 3 functions in Source/Contents/Effects/EffectPrimitiveSweeps.cpp
Batch #11991 by Yommy: 0 byte-identical, 3 confirmed by peer review. - fn_19991 CEffectPrim::RenderJitterSweeps: logic confirmed by peer review - fn_19992 CEffectPrim::RenderBladeQuads: logic confirmed by peer review - fn_19994 CEffectPrim::RenderArcWalls: logic confirmed by peer review Peer-reviewed-by: dori, cremane, codeplay 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 86 additions and 65 deletions
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@ -213,6 +213,10 @@ void CEffectPrim::RenderTrailingArc(matrix& wtm) {
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// OFFSET: 0x00BF34D0
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// FUNCTION: fn_19992
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void CEffectPrim::RenderBladeQuads(matrix& wtm) {
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vector3d vec1{};
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vector3d vec2{};
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vector3d vec3{};
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vector3d vec4{};
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int rpCnt = 0;
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for (int ec = 0; ec < 4; ++ec) {
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@ -226,10 +230,6 @@ void CEffectPrim::RenderBladeQuads(matrix& wtm) {
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int angle2 = angle + (angle < 358 ? 2 : -358);
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int angle3 = angle + (angle < 182 ? 178 : -182);
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int angle4 = angle + (angle < 178 ? 182 : -178);
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vector3d vec1;
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vector3d vec2;
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vector3d vec3;
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vector3d vec4;
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vec1.x = slot.distance * g_cosTable[angle1] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
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vec1.y = slot.distance * g_cosTable[angle1] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
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vec1.z = slot.distance * g_sinTable[angle1] + slot.vecBNow.z;
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@ -364,32 +364,31 @@ void CEffectPrim::RenderArcWalls(matrix& wtm) {
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int rpCnt = 0;
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for (int ec = 0; ec < 4; ++ec) {
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EffectPrimitiveSlot& slot = this->state.slots[ec];
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if (slot.life != 1) {
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if (this->state.slots[ec].life != 1) {
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continue;
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}
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const int step = slot.fullDisplayAngle / 4;
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const int step = this->state.slots[ec].fullDisplayAngle / 4;
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int i = 0;
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for (int offset = 0; offset <= slot.fullDisplayAngle; offset += step) {
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int angle = (slot.rotStart + offset) % 360;
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if (slot.fullDisplayAngle == 360 && i == 4) {
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angle = slot.rotStart;
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for (int offset = 0; offset <= this->state.slots[ec].fullDisplayAngle; offset += step) {
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int angle = (this->state.slots[ec].rotStart + offset) % 360;
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if (this->state.slots[ec].fullDisplayAngle == 360 && i == 4) {
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angle = this->state.slots[ec].rotStart;
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}
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const float baseX = slot.distance * g_cosTable[angle];
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const float baseZ = slot.distance * g_sinTable[angle];
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const float rise = slot.height[i];
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const float riseX = rise * g_cosTable[slot.riseAngle];
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curB.x = baseX + slot.vecBNow.x + slot.vecTPre.x;
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curB.y = slot.vecBNow.y + 0.0f + slot.vecTPre.y;
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curB.z = baseZ + slot.vecBNow.z + slot.vecTPre.z;
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curT.y = slot.vecBNow.y - rise * g_sinTable[slot.riseAngle] + slot.vecTPre.y;
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curT.x = riseX * g_cosTable[angle] + baseX + slot.vecBNow.x + slot.vecTPre.x;
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curT.z = riseX * g_sinTable[angle] + baseZ + slot.vecBNow.z + slot.vecTPre.z;
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const float baseX = this->state.slots[ec].distance * g_cosTable[angle];
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const float baseZ = this->state.slots[ec].distance * g_sinTable[angle];
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const float rise = this->state.slots[ec].height[i];
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const float riseX = rise * g_cosTable[this->state.slots[ec].riseAngle];
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curB.x = baseX + this->state.slots[ec].vecBNow.x + this->state.slots[ec].vecTPre.x;
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curB.y = this->state.slots[ec].vecBNow.y + 0.0f + this->state.slots[ec].vecTPre.y;
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curB.z = baseZ + this->state.slots[ec].vecBNow.z + this->state.slots[ec].vecTPre.z;
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curT.y = this->state.slots[ec].vecBNow.y - rise * g_sinTable[this->state.slots[ec].riseAngle] + this->state.slots[ec].vecTPre.y;
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curT.x = riseX * g_cosTable[angle] + baseX + this->state.slots[ec].vecBNow.x + this->state.slots[ec].vecTPre.x;
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curT.z = riseX * g_sinTable[angle] + baseZ + this->state.slots[ec].vecBNow.z + this->state.slots[ec].vecTPre.z;
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if (i > 0) {
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this->RenderTeiRect(&rpCnt, slot.alphaB / 5, prevB, curB, prevT, curT, wtm, 1, 0, 0, 255, 10, 10, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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this->RenderTeiRect(&rpCnt, this->state.slots[ec].alphaB / 5, prevB, curB, prevT, curT, wtm, 1, 0, 0, 255, 10, 10, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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}
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++i;
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@ -401,25 +400,25 @@ void CEffectPrim::RenderArcWalls(matrix& wtm) {
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}
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i = 0;
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for (int offset = 0; offset <= slot.fullDisplayAngle; offset += step) {
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int angle = (slot.rotStart + 45 + offset) % 360;
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if (slot.fullDisplayAngle == 360 && i == 4) {
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angle = slot.rotStart;
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for (int offset = 0; offset <= this->state.slots[ec].fullDisplayAngle; offset += step) {
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int angle = (this->state.slots[ec].rotStart + 45 + offset) % 360;
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if (this->state.slots[ec].fullDisplayAngle == 360 && i == 4) {
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angle = this->state.slots[ec].rotStart;
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}
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const float baseX = slot.distance * g_cosTable[angle] * 1.5f;
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const float baseZ = slot.distance * g_sinTable[angle] * 1.5f;
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const float rise = slot.height[i];
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const float riseX = rise * g_cosTable[slot.riseAngle];
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curB.x = baseX + slot.vecBNow.x + slot.vecTPre.x;
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curB.y = slot.vecBNow.y + 0.0f + slot.vecTPre.y;
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curB.z = baseZ + slot.vecBNow.z + slot.vecTPre.z;
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curT.y = slot.vecBNow.y - rise * g_sinTable[slot.riseAngle] + slot.vecTPre.y;
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curT.x = riseX * g_cosTable[angle] + baseX + slot.vecBNow.x + slot.vecTPre.x;
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curT.z = riseX * g_sinTable[angle] + baseZ + slot.vecBNow.z + slot.vecTPre.z;
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const float baseX = this->state.slots[ec].distance * g_cosTable[angle] * 1.5f;
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const float baseZ = this->state.slots[ec].distance * g_sinTable[angle] * 1.5f;
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const float rise = this->state.slots[ec].height[i];
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const float riseX = rise * g_cosTable[this->state.slots[ec].riseAngle];
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curB.x = baseX + this->state.slots[ec].vecBNow.x + this->state.slots[ec].vecTPre.x;
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curB.y = this->state.slots[ec].vecBNow.y + 0.0f + this->state.slots[ec].vecTPre.y;
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curB.z = baseZ + this->state.slots[ec].vecBNow.z + this->state.slots[ec].vecTPre.z;
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curT.y = this->state.slots[ec].vecBNow.y - rise * g_sinTable[this->state.slots[ec].riseAngle] + this->state.slots[ec].vecTPre.y;
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curT.x = riseX * g_cosTable[angle] + baseX + this->state.slots[ec].vecBNow.x + this->state.slots[ec].vecTPre.x;
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curT.z = riseX * g_sinTable[angle] + baseZ + this->state.slots[ec].vecBNow.z + this->state.slots[ec].vecTPre.z;
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if (i > 0) {
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this->RenderTeiRect(&rpCnt, i - 1, slot.alphaB, slot.alphaB, prevB, curB, curT, prevT, wtm, 0);
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this->RenderTeiRect(&rpCnt, i - 1, this->state.slots[ec].alphaB, this->state.slots[ec].alphaB, prevB, curB, curT, prevT, wtm, 0);
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}
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++i;
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@ -435,12 +434,14 @@ void CEffectPrim::RenderArcWalls(matrix& wtm) {
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// OFFSET: 0x00BF2AC0
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// FUNCTION: fn_19991
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void CEffectPrim::RenderJitterSweeps(matrix& wtm) {
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vector3d previousBottom[20] = {};
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vector3d previousTop[20] = {};
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vector3d bottom[20] = {};
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vector3d top[20] = {};
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vector3d bottoms[20] = {};
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vector3d bottomsCopy[20] = {};
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vector3d tops[20] = {};
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vector3d topsCopy[20] = {};
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vector3d lastBottom = {};
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vector3d currentBottom = {};
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vector3d lastTop = {};
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vector3d currentTop = {};
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int count = 0;
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for (int layer = 0; layer < 4; ++layer) {
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@ -449,9 +450,9 @@ void CEffectPrim::RenderJitterSweeps(matrix& wtm) {
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float jitterX[21];
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float jitterZ[21];
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for (int i = 0; i < slot.vecTNow.y; ++i) {
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jitterY[i] = static_cast<float>(std::rand() % 7) * 0.1f - 0.3f;
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jitterX[i] = static_cast<float>(std::rand() % 7) * 0.1f - 0.3f;
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jitterZ[i] = static_cast<float>(std::rand() % 7) * 0.1f - 0.3f;
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jitterY[i] = static_cast<float>(std::max(std::rand() % 7, 0)) * 0.1f - 0.3f;
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jitterX[i] = static_cast<float>(std::max(std::rand() % 7, 0)) * 0.1f - 0.3f;
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jitterZ[i] = static_cast<float>(std::max(std::rand() % 7, 0)) * 0.1f - 0.3f;
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}
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if (slot.life != 1 || slot.alphaB <= 0 || slot.process <= 0) {
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@ -461,16 +462,22 @@ void CEffectPrim::RenderJitterSweeps(matrix& wtm) {
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for (int i = 0; i < slot.vecTNow.y; ++i) {
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float height1 = slot.height[i];
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float height2 = slot.height[i + 1];
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float radius1 = height1 > 0.0f ? height1 / 90.0f * slot.distance : 0.0f;
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float radius2 = height2 > 0.0f ? height2 / 90.0f * slot.distance : 0.0f;
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float radius1 = 0.0f;
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if (height1 > 0.0f) {
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radius1 += height1 / 90.0f * slot.distance;
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}
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float radius2 = 0.0f;
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if (height2 > 0.0f) {
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radius2 += height2 / 90.0f * slot.distance;
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}
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const short angle = slot.riseAngle;
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vector3d start;
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vector3d end;
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start.x = g_cosTable[angle] * radius1 + jitterX[i];
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start.y = -slot.distance * g_sinTable[static_cast<short>(height1)] * slot.vecTNow.x + jitterY[i] - 2.0f;
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start.y = -slot.distance * g_sinTable[static_cast<short>(height1)] * slot.vecTNow.x + (jitterY[i] - 2.0f);
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start.z = g_sinTable[angle] * radius1 + jitterZ[i];
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end.x = g_cosTable[angle] * radius2 + jitterX[i + 1];
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end.y = -slot.distance * g_sinTable[static_cast<short>(height2)] * slot.vecTNow.x + jitterY[i + 1] - 2.0f;
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end.y = -slot.distance * g_sinTable[static_cast<short>(height2)] * slot.vecTNow.x + (jitterY[i + 1] - 2.0f);
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end.z = g_sinTable[angle] * radius2 + jitterZ[i + 1];
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short facing = static_cast<short>(height2);
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Get_Angle(start.x - end.x, start.z - end.z, &facing);
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@ -486,36 +493,50 @@ void CEffectPrim::RenderJitterSweeps(matrix& wtm) {
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}
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if (i > 0 && i < 19) {
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for (int ring = 0; ring < 4; ++ring) {
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const int turn = ring * 120;
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for (int ring = 0, turn = 0; turn <= 360; ++ring, turn += 120) {
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const float rise = slot.maxHeight * g_sinTable[turn];
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const float radial = slot.maxHeight * g_cosTable[turn];
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const float dx = radial * g_cosTable[facing];
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const float dz = radial * g_sinTable[facing];
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vector3d currentBottom = {start.x + dx, start.y + rise, start.z + dz};
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vector3d currentTop = {end.x + dx, end.y + rise, end.z + dz};
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if (ring > 0 && layer == 0 && slot.alphaB - i * 5 > 0) {
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unsigned char green = static_cast<unsigned char>(i * 3);
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unsigned char blue = green;
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if (this->state.slots[0].fullDisplayAngle == 3) {
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blue = static_cast<unsigned char>(std::rand() % 26 + 100);
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green = static_cast<unsigned char>(std::rand() % 51);
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currentBottom.x = start.x + dx;
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currentBottom.y = start.y + rise;
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currentBottom.z = start.z + dz;
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currentTop.x = end.x + dx;
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currentTop.y = end.y + rise;
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currentTop.z = end.z + dz;
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if (ring > 0) {
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const int alpha = slot.alphaB - i * 5;
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if (alpha > 0 && layer == 0) {
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unsigned char green;
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unsigned char blue;
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if (this->state.slots[0].fullDisplayAngle == 3) {
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blue = static_cast<unsigned char>(std::max(std::rand() % 26, 0) + 100);
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green = static_cast<unsigned char>(std::max(std::rand() % 51, 0));
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} else {
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green = static_cast<unsigned char>(i * 3);
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blue = green;
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}
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this->RenderTeiRect(&count, static_cast<short>(alpha), currentBottom, currentTop, lastTop, lastBottom,
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wtm, 0, 0, 1, 255, green, blue, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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}
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this->RenderTeiRect(&count, static_cast<short>(slot.alphaB - i * 5), currentBottom, currentTop, lastBottom, lastTop,
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wtm, 0, 0, 1, 255, green, blue, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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}
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lastBottom = currentBottom;
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lastTop = currentTop;
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}
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if (layer == 0) {
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previousBottom[i] = bottom[i] = lastBottom;
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previousTop[i] = top[i] = lastTop;
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bottoms[i] = currentBottom;
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bottomsCopy[i] = currentBottom;
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tops[i] = currentTop;
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topsCopy[i] = currentTop;
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} else {
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int alpha = slot.alphaB;
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if (layer == 1) alpha /= 3;
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else if (layer == 2) alpha /= 2;
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this->RenderTeiRect(&count, static_cast<short>(alpha), lastBottom, lastTop, previousTop[i], previousBottom[i],
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if (layer == 1) {
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alpha /= 3;
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} else if (layer == 2) {
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alpha /= 2;
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}
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this->RenderTeiRect(&count, static_cast<short>(alpha), currentBottom, currentTop, tops[i], bottoms[i],
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wtm, 0, 0, 1, 255, 0, 0, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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}
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}
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