Decompile fn_19864 (CEffectPrim::RenderSphere)

Batch #12136 by SapitoSucio: 0 byte-identical, 1 confirmed by peer review.

- fn_19864 CEffectPrim::RenderSphere: logic confirmed by peer review

Peer-reviewed-by: Yommy, Tanke
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 2026-11-05 12:16:55 +00:00
commit d477c6b449

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@ -6699,34 +6699,31 @@ void CEffectPrim::RenderSphere(matrix& wtm) {
const float yaw2 = GetRadian(static_cast<int>(longitude + this->state.arcAngle + 0.25f + this->state.longitude));
const float pitch2 = GetRadian(static_cast<int>(latitude + this->state.arcAngle));
matrix rotation1;
rotation1.MakeXRotation(pitch1);
rotation1.AppendYRotation(yaw1);
const float* m1 = rotation1.values;
matrix rotation;
rotation.MakeXRotation(pitch1);
rotation.AppendYRotation(yaw1);
const float* m1 = rotation.values;
vec1.x = m1[3] * 0.0f + m1[0] * 0.0f + this->state.radius * m1[6] + m1[9];
vec1.y = m1[4] * 0.0f + m1[1] * 0.0f + this->state.radius * m1[7] + m1[10];
vec1.z = m1[5] * 0.0f + m1[2] * 0.0f + this->state.radius * m1[8] + m1[11];
matrix rotation2;
rotation2.MakeXRotation(pitch2);
rotation2.AppendYRotation(yaw1);
const float* m2 = rotation2.values;
rotation.MakeXRotation(pitch2);
rotation.AppendYRotation(yaw1);
const float* m2 = rotation.values;
vec2.x = m2[3] * 0.0f + m2[0] * 0.0f + this->state.radius * m2[6] + m2[9];
vec2.y = m2[4] * 0.0f + m2[1] * 0.0f + this->state.radius * m2[7] + m2[10];
vec2.z = m2[5] * 0.0f + m2[2] * 0.0f + this->state.radius * m2[8] + m2[11];
matrix rotation3;
rotation3.MakeXRotation(pitch1);
rotation3.AppendYRotation(yaw2);
const float* m3 = rotation3.values;
rotation.MakeXRotation(pitch1);
rotation.AppendYRotation(yaw2);
const float* m3 = rotation.values;
vec3.x = m3[3] * 0.0f + m3[0] * 0.0f + this->state.radius * m3[6] + m3[9];
vec3.y = m3[4] * 0.0f + m3[1] * 0.0f + this->state.radius * m3[7] + m3[10];
vec3.z = m3[5] * 0.0f + m3[2] * 0.0f + this->state.radius * m3[8] + m3[11];
matrix rotation4;
rotation4.MakeXRotation(pitch2);
rotation4.AppendYRotation(yaw2);
const float* m4 = rotation4.values;
rotation.MakeXRotation(pitch2);
rotation.AppendYRotation(yaw2);
const float* m4 = rotation.values;
vec4.x = m4[3] * 0.0f + m4[0] * 0.0f + this->state.radius * m4[6] + m4[9];
vec4.y = m4[4] * 0.0f + m4[1] * 0.0f + this->state.radius * m4[7] + m4[10];
vec4.z = m4[5] * 0.0f + m4[2] * 0.0f + this->state.radius * m4[8] + m4[11];
@ -6747,27 +6744,63 @@ void CEffectPrim::RenderSphere(matrix& wtm) {
const float nextU = u + uStep;
const float nextV = v + vStep;
const vector3d* const corners[2][3] = {{&vec1, &vec2, &vec3}, {&vec4, &vec3, &vec2}};
const float us[2][3] = {{u, u, nextU}, {nextU, nextU, u}};
const float vs[2][3] = {{v, nextV, v}, {nextV, v, nextV}};
for (int half = 0; half < 2; ++half) {
RenderTriangle& triangle = this->state.triangles[rpCnt];
RenderVertex projected{0, 0, 0, 0, 0, 0xFF000000u, 0, 0};
for (int index = 0; index < 3; ++index) {
RenderVertex projected{0, 0, 0, 0, 0, 0xFF000000u, 0, 0};
g_renderer->viewport.Project(&corners[half][index]->x, wtm.values, projected);
triangle.vertices[index] = projected;
triangle.vertices[index].diffuse = this->state.argb;
triangle.vertices[index].u = us[half][index];
triangle.vertices[index].v = vs[half][index];
}
RenderTriangle& triangle1 = this->state.triangles[rpCnt];
projected = RenderVertex{0, 0, 0, 0, 0, 0xFF000000u, 0, 0};
g_renderer->viewport.Project(&vec1.x, wtm.values, projected);
projected.diffuse = this->state.argb;
projected.u = u;
projected.v = v;
triangle1.vertices[0] = projected;
triangle.texture = this->state.textures[0];
if (triangle.Visible()) {
++rpCnt;
g_renderer->queues.SubmitTriangle(triangle, 1, g_renderer->commands, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd);
}
projected = RenderVertex{0, 0, 0, 0, 0, 0xFF000000u, 0, 0};
g_renderer->viewport.Project(&vec2.x, wtm.values, projected);
projected.diffuse = this->state.argb;
projected.u = u;
projected.v = nextV;
triangle1.vertices[1] = projected;
projected = RenderVertex{0, 0, 0, 0, 0, 0xFF000000u, 0, 0};
g_renderer->viewport.Project(&vec3.x, wtm.values, projected);
projected.diffuse = this->state.argb;
projected.u = nextU;
projected.v = v;
triangle1.vertices[2] = projected;
triangle1.texture = this->state.textures[0];
if (triangle1.Visible()) {
++rpCnt;
g_renderer->queues.SubmitTriangle(triangle1, 1, g_renderer->commands, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd);
}
RenderTriangle& triangle2 = this->state.triangles[rpCnt];
projected = RenderVertex{0, 0, 0, 0, 0, 0xFF000000u, 0, 0};
g_renderer->viewport.Project(&vec4.x, wtm.values, projected);
projected.diffuse = this->state.argb;
projected.u = nextU;
projected.v = nextV;
triangle2.vertices[0] = projected;
projected = RenderVertex{0, 0, 0, 0, 0, 0xFF000000u, 0, 0};
g_renderer->viewport.Project(&vec3.x, wtm.values, projected);
projected.diffuse = this->state.argb;
projected.u = nextU;
projected.v = v;
triangle2.vertices[1] = projected;
projected = RenderVertex{0, 0, 0, 0, 0, 0xFF000000u, 0, 0};
g_renderer->viewport.Project(&vec2.x, wtm.values, projected);
projected.diffuse = this->state.argb;
projected.u = u;
projected.v = nextV;
triangle2.vertices[2] = projected;
triangle2.texture = this->state.textures[0];
if (triangle2.Visible()) {
++rpCnt;
g_renderer->queues.SubmitTriangle(triangle2, 1, g_renderer->commands, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd);
}
u = nextU;