rodecomp/Source/Contents/Effects/EffectPrimitiveRendering.cpp
ragnarok-clanker 05882a0341 Decompile 4 functions in Source/Contents/Effects/EffectPrimitiveRendering.cpp, Source/Contents/Effects/EffectPrimitiveMotion.cpp, ...
Batch #2137 by ragnarok-clanker: 0 byte-identical, 4 confirmed by peer review.

- fn_19923 CEffectPrim::RenderTeiRect: logic confirmed by peer review
- fn_19924 CEffectPrim::RenderTeiRect: logic confirmed by peer review
- fn_19925 CEffectPrim::RenderTeiRect: logic confirmed by peer review
- fn_19933 TransformVert: logic confirmed by peer review

Reviewed-by: ragnarok-clanker
2026-10-29 14:19:13 +00:00

581 lines
15 KiB
C++

#include "Contents/Effects/EffectPrimitiveRendering.h"
#include "Contents/Effects/RagEffect.h"
#include "Contents/Effects/EffectPrimitiveState.h"
#include "Contents/Effects/EffectVisibility.h"
#include "Contents/Actors/RenderObjectState.h"
#include "Render/Projection/RenderProjection.h"
#include "Render/Primitives/RenderQueues.h"
#include "Contents/Effects/EffectPrim.h"
#include "Contents/Effects/EffectPrimitiveMotion.h"
#include "Contents/Effects/RagEffectState.h"
#include "Render/Renderer.h"
#include "Render/TextureQuad.h"
#include "Utility/Math/AffineMatrix.h"
// OFFSET: 0x00BCD960
// FUNCTION: fn_19865
void DrawEffectPrimitive15(EffectPrimitiveState& particle, const RenderObjectState& render, EffectPrimitiveRenderContext& context) {
const float width = particle.unknown_0354;
const float left = -width;
float top = -particle.unknown_0360;
float bottom = particle.unknown_0360;
if ((particle.flags & 0x80u) != 0) {
top = top + top;
bottom = 0.0f;
}
if ((particle.flags & 8u) != 0) {
bottom = 0.0f;
}
const float* matrix = particle.matrix2;
const float zeroX = matrix[0] * 0.0f;
const float zeroY = matrix[1] * 0.0f;
const float zeroZ = matrix[2] * 0.0f;
const float topX = matrix[3] * top + zeroX;
const float topY = matrix[4] * top + zeroY;
const float topZ = matrix[5] * top + zeroZ;
const float rightX = matrix[6] * width;
const float rightY = matrix[7] * width;
const float rightZ = matrix[8] * width;
const float leftX = matrix[6] * left;
const float leftY = matrix[7] * left;
const float leftZ = matrix[8] * left;
const float bottomX = bottom * matrix[3] + zeroX;
const float bottomY = bottom * matrix[4] + zeroY;
const float bottomZ = bottom * matrix[5] + zeroZ;
const vector3d corners[4] = {
{(rightX + topX) + matrix[9], (rightY + topY) + matrix[10], (rightZ + topZ) + matrix[11]},
{(leftX + topX) + matrix[9], (leftY + topY) + matrix[10], (leftZ + topZ) + matrix[11]},
{(bottomX + rightX) + matrix[9], (bottomY + rightY) + matrix[10], (bottomZ + rightZ) + matrix[11]},
{(bottomX + leftX) + matrix[9], (bottomY + leftY) + matrix[10], (bottomZ + leftZ) + matrix[11]}
};
constexpr unsigned indices[2][3] = {{0, 1, 2}, {3, 2, 1}};
constexpr float u[2][3] = {{0, 1, 0}, {1, 0, 1}};
const float vTop = particle.unknown_02E4;
const float vBottom = particle.unknown_02E8;
const float v[2][3] = {{vTop, vTop, vBottom}, {vBottom, vBottom, vTop}};
for (unsigned triangleIndex = 0; triangleIndex < 2; ++triangleIndex) {
RenderTriangle& triangle = particle.triangles[triangleIndex];
for (unsigned vertexIndex = 0; vertexIndex < 3; ++vertexIndex) {
const vector3d& corner = corners[indices[triangleIndex][vertexIndex]];
const float position[3] = {corner.x + render.position.x, corner.y + render.position.y, corner.z + render.position.z};
RenderVertex projected{0, 0, 0, 0, 0, 0xFF000000u, 0, 0};
context.projection.Project(position, context.cameraMatrix, projected);
RenderVertex& vertex = triangle.vertices[vertexIndex];
vertex = projected;
vertex.diffuse = particle.unknown_01C0;
vertex.u = u[triangleIndex][vertexIndex];
vertex.v = v[triangleIndex][vertexIndex];
}
triangle.texture = particle.textures[render.curMotion];
}
for (unsigned index = 0; index < 2; ++index) {
RenderTriangle& triangle = particle.triangles[index];
if (triangle.Visible()) {
context.queues.SubmitTriangle(
triangle, static_cast<std::uint16_t>(particle.unknown_01C4), context.commands, context.depthAlpha, context.depthStart, context.depthEnd
);
}
}
}
// OFFSET: 0x00BCE350
// FUNCTION: fn_19866
void RenderEffectPrimitive15(
EffectPrimitiveState& particle, const RenderObjectState& render, EffectPrimitiveRenderContext& context, const EffectVisibilityContext& visibility
) {
if (particle.master && PartyEffectVisible(particle.master->state, visibility)) {
DrawEffectPrimitive15(particle, render, context);
}
}
// OFFSET: 0x00BE4210
// FUNCTION: fn_19923
void CEffectPrim::RenderTeiRect(
int* rpCnt, short alpha, vector3d vec1, vector3d vec2, vector3d vec3, vector3d vec4, matrix& wtm, short pw, char tn, char f1, unsigned char r,
unsigned char g, unsigned char b, float ty1, float ty2, float tx, float tx2, char extra
) {
const RagEffectState& master = this->state.master->state;
const int blend = pw != 0 ? 6 : 2;
int red = r;
if (master.unknown_11C88[0] != -1) {
red = static_cast<unsigned char>(master.unknown_11C88[0]);
}
int green = g;
if (master.unknown_11C88[1] != -1) {
green = static_cast<unsigned char>(master.unknown_11C88[1]);
}
int blue = b;
if (master.unknown_11C88[2] != -1) {
blue = static_cast<unsigned char>(master.unknown_11C88[2]);
}
int destBlend = master.unknown_11C88[3];
if (destBlend == -1) {
destBlend = blend;
}
if (*rpCnt >= 510) {
return;
}
const std::uint32_t color = static_cast<std::uint32_t>(((((alpha << 8) + static_cast<unsigned char>(red)) << 8) + static_cast<unsigned char>(green)) << 8) +
static_cast<unsigned char>(blue);
if (f1 == 0) {
const vector3d& position = this->render.position;
vec1.x += position.x;
vec1.y += position.y;
vec1.z += position.z;
vec2.x += position.x;
vec2.y += position.y;
vec2.z += position.z;
vec3.x += position.x;
vec3.y += position.y;
vec3.z += position.z;
vec4.x += position.x;
vec4.y += position.y;
vec4.z += position.z;
}
const vector3d* const corners[2][3] = {{&vec1, &vec2, &vec3}, {&vec4, &vec3, &vec1}};
const float us[2][3] = {{tx, tx2, tx2}, {tx, tx2, tx}};
const float vs[2][3] = {{ty2, ty2, ty1}, {ty1, ty1, ty2}};
for (int half = 0; half < 2; ++half) {
RenderTriangle& triangle = this->state.triangles[*rpCnt];
if (pw == 10) {
triangle.unknown_0064 = 2;
triangle.unknown_0068 = 1;
} else {
triangle.unknown_0064 = 5;
triangle.unknown_0068 = pw == 99 ? 6 : destBlend;
}
for (int index = 0; index < 3; ++index) {
RenderVertex& vertex = triangle.vertices[index];
vertex = TransformVert(wtm, *corners[half][index]);
vertex.diffuse = color;
vertex.u = us[half][index];
vertex.v = vs[half][index];
}
triangle.texture = this->state.textures[tn];
if (extra == 2) {
for (int index = 0; index < 3; ++index) {
RenderVertex& vertex = triangle.vertices[index];
vertex.rhw += 0.000045f;
vertex.z = RhwToDepth(vertex.rhw);
}
} else if (extra == 1 || extra == 3) {
if (extra == 3) {
const RenderVertex center = TransformVert(wtm, this->render.position);
const float width = std::fabs(triangle.vertices[0].x - triangle.vertices[1].x) * 0.5f;
triangle.vertices[0].x = center.x + width;
triangle.vertices[1].x = center.x - width;
triangle.vertices[2].x = half == 0 ? center.x - width : center.x + width;
for (int index = 0; index < 3; ++index) {
triangle.vertices[index].y += static_cast<float>(-30 * g_renderer->viewport.height / 480) * this->render.unknown_005C;
}
}
for (int index = 0; index < 3; ++index) {
triangle.vertices[index].z = 1e-09f;
triangle.vertices[index].rhw = 1.0f;
}
}
if (triangle.Visible()) {
g_renderer->queues.SubmitTriangle(
triangle, static_cast<std::uint16_t>(this->state.unknown_01C4), g_renderer->commands, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd
);
++*rpCnt;
}
}
}
// OFFSET: 0x00BE4C60
// FUNCTION: fn_19924
void CEffectPrim::RenderTeiRect(
int* rpCnt, int texPart, short alphaB, short alphaT, vector3d vec1, vector3d vec2, vector3d vec3, vector3d vec4, matrix& wtm, char pw
) {
if (*rpCnt >= 510) {
return;
}
int alpha = alphaB;
int blend = 2;
int red = 255;
int green = 255;
int blue = 255;
float textureV = 1.0f;
switch (static_cast<int>(this->state.scale)) {
case 0:
blend = 6;
break;
case 1:
green = 175;
blue = 175;
break;
case 2:
red = 195;
green = 195;
blend = 6;
break;
case 3:
alpha = 80;
blend = 6;
break;
case 4:
red = 100;
green = 100;
break;
case 6:
green = 100;
blue = 100;
break;
case 7:
red = 100;
blue = 100;
break;
case 8:
blue = 170;
break;
case 9:
red = 140;
green = 210;
blue = 140;
break;
case 10:
green = 89;
blue = 182;
break;
case 11:
red = 170;
green = 170;
break;
case 12:
red = 50;
green = 50;
blue = 50;
blend = 6;
break;
case 13:
green = 50;
blend = 6;
break;
case 14:
red = 120;
green = 120;
blend = 6;
break;
case 15:
red = 10;
blue = 10;
break;
case 16:
red = 20;
blue = 20;
break;
case 17:
red = 0;
green = 0;
break;
case 18:
green = 0;
blue = 0;
break;
case 19:
red = 0;
blue = 0;
break;
case 20:
blue = 0;
break;
case 21:
green = 0;
break;
case 22:
red = 0;
break;
case 23:
red = 41;
green = 94;
blue = 188;
blend = 6;
break;
case 24:
red = 10;
green = 66;
blue = 114;
break;
case 25:
red = 35;
green = 146;
blue = 185;
break;
case 26:
red = 164;
green = 205;
blue = 254;
break;
case 27:
red = 84;
green = 169;
blue = 205;
break;
case 28:
red = 108;
green = 26;
break;
case 29:
red = 177;
blue = 58;
break;
case 30:
red = 85;
green = 30;
blue = 185;
break;
case 31:
red = 244;
green = 187;
blue = 124;
break;
case 32:
red = 0;
green = 0;
blue = 0;
blend = 6;
break;
case 40:
red = 70;
green = 70;
break;
case 41:
red = 30;
green = 30;
break;
case 42:
red = 43;
green = 40;
blue = 46;
blend = 6;
break;
case 43:
red = 125;
green = 182;
blue = 160;
blend = 6;
break;
case 44:
red = 180;
green = 55;
blue = 30;
blend = 6;
break;
case 45:
red = 65;
green = 141;
blue = 231;
break;
case 46:
red = 164;
green = 47;
blue = 29;
break;
case 47:
red = 172;
green = 154;
blue = 56;
break;
case 48:
red = 80;
green = 20;
blue = 20;
break;
case 49:
red = 200;
green = 130;
blue = 84;
break;
case 50:
green = 198;
blue = 91;
break;
case 100:
red = 250;
green = 250;
textureV = 0.9f;
blend = 6;
break;
default:
break;
}
const RagEffectState& master = this->state.master->state;
if (master.unknown_11C88[3] != -1) {
blend = master.unknown_11C88[3];
}
if (master.unknown_11C88[0] != -1) {
red = master.unknown_11C88[0];
}
if (master.unknown_11C88[1] != -1) {
green = master.unknown_11C88[1];
}
if (master.unknown_11C88[2] != -1) {
blue = master.unknown_11C88[2];
}
const std::uint32_t color = static_cast<std::uint32_t>(((((alpha << 8) + red) << 8) + green) << 8) + blue;
float left;
float right;
if (texPart < 100) {
left = static_cast<float>(texPart) / 21.0f;
if (texPart == 0) {
left = 0.0f;
}
right = static_cast<float>(texPart + 1) / 21.0f;
} else if (texPart == 100) {
left = 0.35f;
right = 0.45f;
} else if (texPart == 101) {
left = 0.45f;
right = 0.55f;
} else {
left = 0.55f;
right = 0.65f;
}
const vector3d& position = this->render.position;
vec1.x += position.x;
vec1.y += position.y;
vec1.z += position.z;
vec2.x += position.x;
vec2.y += position.y;
vec2.z += position.z;
vec3.x += position.x;
vec3.y += position.y;
vec3.z += position.z;
vec4.x += position.x;
vec4.y += position.y;
vec4.z += position.z;
const vector3d* const corners[2][3] = {{&vec1, &vec2, &vec3}, {&vec4, &vec3, &vec1}};
const float us[2][3] = {{left, right, right}, {left, right, left}};
const float vs[2][3] = {{textureV, textureV, 0.0f}, {0.0f, 0.0f, textureV}};
for (int half = 0; half < 2; ++half) {
RenderTriangle& triangle = this->state.triangles[*rpCnt];
triangle.unknown_0064 = 5;
triangle.unknown_0068 = blend;
for (int index = 0; index < 3; ++index) {
RenderVertex& vertex = triangle.vertices[index];
vertex = TransformVert(wtm, *corners[half][index]);
vertex.diffuse = color;
vertex.u = us[half][index];
vertex.v = vs[half][index];
}
triangle.texture = this->state.textures[pw];
if (triangle.Visible()) {
g_renderer->queues.SubmitTriangle(
triangle, static_cast<std::uint16_t>(this->state.unknown_01C4), g_renderer->commands, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd
);
++*rpCnt;
}
}
}
// OFFSET: 0x00BE5640
// FUNCTION: fn_19925
void CEffectPrim::RenderTeiRect(
int* rpCnt, int texPart, short alphaB, short alphaT, vector3d vec1, vector3d vec2, vector3d vec3, vector3d vec4, matrix& wtm, char pw, unsigned char r,
unsigned char g, unsigned char b
) {
const RagEffectState& master = this->state.master->state;
const int blend = pw != 0 ? 6 : 2;
int red = r;
if (master.unknown_11C88[0] != -1) {
red = static_cast<unsigned char>(master.unknown_11C88[0]);
}
int green = g;
if (master.unknown_11C88[1] != -1) {
green = static_cast<unsigned char>(master.unknown_11C88[1]);
}
int blue = b;
if (master.unknown_11C88[2] != -1) {
blue = static_cast<unsigned char>(master.unknown_11C88[2]);
}
int destBlend = master.unknown_11C88[3];
if (destBlend == -1) {
destBlend = blend;
}
if (*rpCnt >= 510) {
return;
}
const std::uint32_t color = static_cast<std::uint32_t>(((((alphaB << 8) + static_cast<unsigned char>(red)) << 8) + static_cast<unsigned char>(green)) << 8) +
static_cast<unsigned char>(blue);
float top = static_cast<float>(texPart) / 21.0f;
if (texPart == 0) {
top = 0.0f;
}
const float bottom = static_cast<float>(texPart + 1) / 21.0f;
const vector3d& position = this->render.position;
vec1.x += position.x;
vec1.y += position.y;
vec1.z += position.z;
vec2.x += position.x;
vec2.y += position.y;
vec2.z += position.z;
vec3.x += position.x;
vec3.y += position.y;
vec3.z += position.z;
vec4.x += position.x;
vec4.y += position.y;
vec4.z += position.z;
const vector3d* const corners[2][3] = {{&vec1, &vec2, &vec3}, {&vec4, &vec3, &vec1}};
const float us[2][3] = {{1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}};
const float vs[2][3] = {{top, bottom, bottom}, {top, bottom, top}};
for (int half = 0; half < 2; ++half) {
RenderTriangle& triangle = this->state.triangles[*rpCnt];
triangle.unknown_0064 = 5;
triangle.unknown_0068 = destBlend;
for (int index = 0; index < 3; ++index) {
RenderVertex& vertex = triangle.vertices[index];
vertex = TransformVert(wtm, *corners[half][index]);
vertex.diffuse = color;
vertex.u = us[half][index];
vertex.v = vs[half][index];
}
triangle.texture = this->state.textures[0];
if (triangle.Visible()) {
g_renderer->queues.SubmitTriangle(
triangle, static_cast<std::uint16_t>(this->state.unknown_01C4), g_renderer->commands, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd
);
++*rpCnt;
}
}
}