Batch #5656 by Yommy: 0 byte-identical, 4 confirmed by peer review. - fn_12581 DrawScreenQuad: logic confirmed by peer review - fn_12584 UINewChatWnd::RefreshTabs: logic confirmed by peer review - fn_12585 UIHotKeyWnd::SetHotkey: logic confirmed by peer review - fn_12588 UIQuickSlotWnd::Slot10: logic confirmed by peer review Peer-reviewed-by: willerthal, Snow, zindokar, Romain Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
117 lines
3.7 KiB
C++
117 lines
3.7 KiB
C++
#include "Render/ScreenGeometry.h"
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#include "Render/Primitives/RenderPrimitivePool.h"
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#include "Render/Primitives/RenderQueues.h"
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#include "Render/Renderer.h"
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#include "Render/TextureQuad.h"
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#include "Utility/Math/AffineMatrix.h"
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#include <cmath>
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// OFFSET: 0x0054E2B0
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// FUNCTION: fn_01951
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void DrawScreenLine(
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RenderPrimitivePool& primitives, RenderQueues& queues, float startX, float startY, float endX, float endY, int thickness, CTexture* texture,
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std::uint32_t color, bool depthAlpha, float depthStart, float depthEnd
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) {
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if (SquareRoot((endY - startY) * (endY - startY) + (endX - startX) * (endX - startX)) == 0.0f) {
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return;
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}
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const float deltaX = endX - startX;
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const float deltaY = endY - startY;
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const float inverseLength = 1.0f / SquareRoot(deltaY * deltaY + deltaX * deltaX);
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float angle = static_cast<float>(std::acos(static_cast<double>(inverseLength * deltaX)));
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if (inverseLength * deltaY < 0.0f) {
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angle = 6.283184f - angle;
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}
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angle += 1.570796f;
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const float width = static_cast<float>(thickness);
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const float offsetY = std::sin(angle) * width;
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const float offsetX = std::cos(angle) * width;
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DrawScreenQuad(
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primitives, queues, startX - offsetX, startY - offsetY, startX + offsetX, startY + offsetY, endX - offsetX, endY - offsetY, endX + offsetX,
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endY + offsetY, texture, color, depthAlpha, depthStart, depthEnd
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);
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}
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// OFFSET: 0x0054DB40
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// FUNCTION: fn_01944
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void DrawScreenQuad(
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RenderPrimitivePool& primitives, RenderQueues& queues, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, CTexture* texture,
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std::uint32_t color, bool depthAlpha, float depthStart, float depthEnd
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) {
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RenderPrimitive* primitive = primitives.Acquire();
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RenderVertex* vertices = primitive->vertices;
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vertices[0].x = x0;
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vertices[0].y = y0;
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vertices[0].z = 0.8f;
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vertices[0].rhw = 1.0f;
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vertices[0].diffuse = color;
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vertices[0].u = 0.0f;
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vertices[0].v = 0.0f;
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vertices[1].x = x1;
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vertices[1].y = y1;
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vertices[1].z = 0.8f;
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vertices[1].rhw = 1.0f;
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vertices[1].diffuse = color;
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vertices[1].u = 1.0f;
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vertices[1].v = 0.0f;
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vertices[2].x = x2;
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vertices[2].y = y2;
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vertices[2].z = 0.8f;
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vertices[2].rhw = 1.0f;
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vertices[2].diffuse = color;
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vertices[2].u = 0.0f;
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vertices[2].v = 1.0f;
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vertices[3].x = x3;
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vertices[3].y = y3;
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vertices[3].z = 0.8f;
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vertices[3].rhw = 1.0f;
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vertices[3].diffuse = color;
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vertices[3].u = 1.0f;
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vertices[3].v = 1.0f;
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primitive->texture = texture;
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primitive->unknown_0018 = 2;
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primitive->unknown_001C = 4;
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queues.Submit(primitive, 513, depthAlpha, depthStart, depthEnd);
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}
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// OFFSET: 0x00915F60
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// FUNCTION: fn_12581
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void DrawScreenQuad(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, CTexture* texture, std::uint32_t color) {
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RenderPrimitive* primitive = g_renderer->primitives.Acquire();
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RenderVertex* vertices = primitive->vertices;
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vertices[0].x = x0;
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vertices[0].y = y0;
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vertices[0].z = 0.8f;
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vertices[0].rhw = 1.0f;
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vertices[0].diffuse = color;
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vertices[0].u = 0.0f;
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vertices[0].v = 0.0f;
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vertices[1].x = x1;
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vertices[1].y = y1;
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vertices[1].z = 0.8f;
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vertices[1].rhw = 1.0f;
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vertices[1].diffuse = color;
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vertices[1].u = 1.0f;
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vertices[1].v = 0.0f;
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vertices[2].x = x2;
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vertices[2].y = y2;
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vertices[2].z = 0.8f;
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vertices[2].rhw = 1.0f;
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vertices[2].diffuse = color;
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vertices[2].u = 0.0f;
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vertices[2].v = 1.0f;
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vertices[3].x = x3;
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vertices[3].y = y3;
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vertices[3].z = 0.8f;
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vertices[3].rhw = 1.0f;
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vertices[3].diffuse = color;
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vertices[3].u = 1.0f;
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vertices[3].v = 1.0f;
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primitive->texture = texture;
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primitive->unknown_0018 = 2;
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primitive->unknown_001C = 4;
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g_renderer->queues.Submit(primitive, 513, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd);
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}
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