Owner-authorized source migration: 31 helper-only translation units were merged into their callers or existing inline headers; both build manifests updated. Includes the preserved source payload, Lua configuration matching wowdecomp, and exact malloca expansion without diagnostic pragmas. 449 native units compiled locally and 449 staged units compiled by the pinned server toolchain. No previously byte-matched function regressed. Compiler mapping diagnostics remain recorded as needs_cleanup, not accepted or peer-confirmed. Existing independent review records are preserved. README.md is intentionally unchanged.
119 lines
4.1 KiB
C++
119 lines
4.1 KiB
C++
#include "Render/Primitives/RenderPrimitivePool.h"
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#include "Render/Primitives/RenderQueues.h"
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#include "Render/Textures/Texture.h"
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#include <bit>
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#include <cstring>
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#include <windows.h>
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#include <timeapi.h>
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// STATIC: 0x01312DE0
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// GLOBAL: gl_21914
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float g_textureOffsetX = 0.5f;
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// STATIC: 0x01312DE4
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// GLOBAL: gl_21915
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float g_textureOffsetY = 0.5f;
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// OFFSET: 0x005722E0
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// FUNCTION: fn_02463
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CTexture::CTexture()
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: m_format(TextureFormat::UnknownTextureFormat), unknown_0008(1), m_textureWidth(0), m_textureHeight(0), m_width(0), m_height(0), unknown_001C(0),
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unknown_0020(0) {
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this->m_name[0] = '\0';
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}
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// OFFSET: 0x00572380
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// OFFSET: 0x005723D0
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// FUNCTION: fn_02465
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CTexture::~CTexture() = default;
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// OFFSET: 0x00572460
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// FUNCTION: fn_02469
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std::uint32_t CTexture::Retain() {
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this->unknown_0020 = timeGetTime();
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return ++this->unknown_001C;
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}
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// OFFSET: 0x005724E0
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// FUNCTION: fn_02472
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std::uint32_t CTexture::Release() {
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return --this->unknown_001C;
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}
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// OFFSET: 0x00572450
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// FUNCTION: fn_02468
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std::uint32_t CTexture::Width() {
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return this->m_width;
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}
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// OFFSET: 0x00572440
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// FUNCTION: fn_02467
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std::uint32_t CTexture::Height() {
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return this->m_height;
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}
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// OFFSET: 0x005724A0
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// FUNCTION: fn_02471
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std::uint32_t CTexture::SetImageSize(std::uint32_t width, std::uint32_t height) {
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while (width > this->m_textureWidth) {
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width >>= 1;
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}
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while (height > this->m_textureHeight) {
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height >>= 1;
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}
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this->m_height = height;
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this->m_width = width;
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return width;
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}
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// FUNCTION: fn_02470
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int CTexture::SetName(const char* name) {
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return strncpy_s(this->m_name, sizeof(this->m_name), name, _TRUNCATE);
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}
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namespace {
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// INLINED
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void
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SetQuad(RenderPrimitive* primitive, CTexture* texture, int x, int y, int width, int height, std::uint32_t color, float u0, float v0, float u1, float v1) {
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constexpr float z = 0.00001f;
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constexpr float rhw = 0.99999f;
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const float right = static_cast<float>(static_cast<std::int32_t>(static_cast<std::uint32_t>(x) + width));
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const float bottom = static_cast<float>(static_cast<std::int32_t>(static_cast<std::uint32_t>(y) + height));
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primitive->texture = texture;
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primitive->quad[0] = {static_cast<float>(x), static_cast<float>(y), z, rhw, color, 0xFFFFFFFF, u0, v0};
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primitive->quad[1] = {right, static_cast<float>(y), z, rhw, color, 0xFFFFFFFF, u1, v0};
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primitive->quad[2] = {static_cast<float>(x), bottom, z, rhw, color, 0xFFFFFFFF, u0, v1};
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primitive->quad[3] = {right, bottom, z, rhw, color, 0xFFFFFFFF, u1, v1};
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}
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}
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// OFFSET: 0x00544410
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// FUNCTION: fn_01817
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void CTexture::DrawTo(
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RenderPrimitivePool& pool, RenderQueues& queues, int x, int y, int width, int height, std::uint32_t color, bool depthAlpha, float depthStart, float depthEnd
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) {
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const float u0 = g_textureOffsetX / static_cast<float>(this->m_textureWidth);
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const float v0 = g_textureOffsetY / static_cast<float>(this->m_textureHeight);
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const float u1 = (static_cast<float>(width) + g_textureOffsetX) / static_cast<float>(this->m_textureWidth);
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const float v1 = (static_cast<float>(height) + g_textureOffsetY) / static_cast<float>(this->m_textureHeight);
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RenderPrimitive* primitive = pool.Acquire();
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SetQuad(primitive, this, x, y, width, height, color, u0, v0, u1, v1);
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queues.Submit(primitive, 513, depthAlpha, depthStart, depthEnd);
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}
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// OFFSET: 0x00544610
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// FUNCTION: fn_01818
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void CTexture::StretchTo(
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RenderPrimitivePool& pool, RenderQueues& queues, int x, int y, int width, int height, bool depthAlpha, float depthStart, float depthEnd
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) {
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const float u0 = g_textureOffsetX / static_cast<float>(this->m_textureWidth);
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const float v0 = g_textureOffsetY / static_cast<float>(this->m_textureHeight);
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const float u1 = (static_cast<float>(this->m_width) + g_textureOffsetX) / static_cast<float>(this->m_textureWidth);
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const float v1 = (static_cast<float>(this->m_height) + g_textureOffsetY) / static_cast<float>(this->m_textureHeight);
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RenderPrimitive* primitive = pool.Acquire();
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SetQuad(primitive, this, x, y, width, height, 0xFFFFFFFF, u0, v0, u1, v1);
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queues.Submit(primitive, 513, depthAlpha, depthStart, depthEnd);
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}
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