Batch #17240 by kyoshi: 0 byte-identical, 1 confirmed by peer review. - fn_21286 CGameMode::MarkWorldOcclusion: logic confirmed by peer review Peer-reviewed-by: Toshiro, cremane, bibinir Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
53 lines
1.6 KiB
C++
53 lines
1.6 KiB
C++
#include "Contents/Ground/GroundGeometry.h"
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#include "Contents/Models/ModelActor.h"
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#include "Client/Mode/CGameMode.h"
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#include "Contents/Actors/Pc.h"
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#include "Contents/World/World.h"
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#include "Contents/Camera/Camera.h"
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#include "Contents/World/WorldRayQuery.h"
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#include "Contents/World/WorldSpatialTree.h"
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#include "Render/Renderer.h"
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#include <cstring>
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// OFFSET: 0x00CD5AD0
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// FUNCTION: fn_21286
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void CGameMode::MarkWorldOcclusion() {
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if (!this->scene || !this->scene->player || !g_renderer) {
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return;
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}
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const int screenX = this->scene->player->render.screenX;
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const int screenY = static_cast<int>(static_cast<float>(this->scene->player->render.screenY) - g_renderer->viewport.uiScaleY * 23.0f);
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WorldRayQuery query;
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float ray[6]{};
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g_renderer->viewport.Ray(screenX, screenY, this->camera->frame.eye, this->camera->frame.inverse.values, ray);
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float actorRay[7];
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std::memcpy(actorRay, ray, sizeof(ray));
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actorRay[6] = (this->scene->player->render.position.y + this->camera->camera.distance) - 16.0f;
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query.Collect(ray, &this->scene->spatial);
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for (WorldSpatialTree* node : query.nodes) {
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for (C3dActor* model : node->objects) {
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model->MarkOccluded(actorRay);
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}
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}
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if (this->checkGroundAlpha) {
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for (WorldSpatialTree* node : query.nodes) {
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int row = node->groundCells[1];
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while (row <= node->groundCells[3]) {
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int column = node->groundCells[0];
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while (column <= node->groundCells[2]) {
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node->ground->MarkRay(ray, column, row, actorRay[6]);
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++column;
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}
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++row;
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}
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}
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}
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}
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