#include "Render/DX9/D3DX9Runtime.h" #include "Render/DX9/DeviceStateDX9.h" #include "Render/DX9/RendererFogDX9.h" #include "Render/DX9/TextureDX9.h" #include // OFFSET: 0x00567E20 // FUNCTION: fn_02230 void RendererFogDX9::Set(int value, const D3DCAPS9& caps, FogConfiguration& configuration) { const int supported = (caps.RasterCaps & D3DPRASTERCAPS_FOGVERTEX) != 0; this->dirty = 1; this->supported = supported; this->enabled = value; configuration.vertexMode = D3DFOG_LINEAR; configuration.range = 1; } // OFFSET: 0x005654D0 // FUNCTION: fn_02217 void RendererFogDX9::Apply( const TextureDX9Context& context, DeviceStateDX9& state, D3DX9Runtime& d3dx, const float& aspect, const FogConfiguration& configuration ) { if (this->dirty == 1) { const float inverseAspect = 1.0f / aspect; const bool supported = (context.caps.RasterCaps & D3DPRASTERCAPS_FOGVERTEX) != 0; D3DMATRIX identity{}; identity._11 = identity._22 = identity._33 = identity._44 = 1.0f; const float start = configuration.start * 1490.0f + 10.0f; const float end = configuration.end * 1490.0f + 10.0f; D3DMATRIX projection; d3dx.perspectiveFovLH(&projection, 0.2617994f, inverseAspect, 10.0f, 1500.0f); context.device->SetTransform(D3DTS_WORLD, &identity); context.device->SetTransform(D3DTS_PROJECTION, &projection); context.device->SetTransform(D3DTS_VIEW, &identity); state.SetRenderState(D3DRS_FOGCOLOR, configuration.color); state.SetRenderState(D3DRS_RANGEFOGENABLE, configuration.range); state.SetRenderState(D3DRS_FOGSTART, std::bit_cast(start)); state.SetRenderState(D3DRS_FOGEND, std::bit_cast(end)); state.SetRenderState(D3DRS_FOGDENSITY, std::bit_cast(configuration.density)); if (supported) { state.SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_NONE); state.SetRenderState(D3DRS_FOGVERTEXMODE, configuration.vertexMode); } else { this->enabled = 0; } this->dirty = 0; } state.SetRenderState(D3DRS_FOGENABLE, this->enabled); }