Batch #1427 by Yommy: 0 byte-identical, 14 confirmed by peer review. - fn_02113 CRendererDX7::SetClearColor: logic confirmed by peer review (annotation added to existing code) - fn_02117 CRendererDX7::SetTextureFormat: logic confirmed by peer review (annotation added to existing code) - fn_02487 ?Color4444@?A0xa800f118@@YAGI@Z: logic confirmed by peer review (annotation added to existing code) - fn_02488 ?Color565@?A0xa800f118@@YAGI@Z: logic confirmed by peer review (annotation added to existing code) - fn_17486 RenderVertexPool::Block::Append: logic confirmed by peer review (annotation added to existing code) - fn_01953 DrawBlendedRectangle: logic confirmed by peer review (annotation added to existing code) - fn_01954 DrawTexturedRectangle: logic confirmed by peer review (annotation added to existing code) - fn_01955 DrawTextureRegion: logic confirmed by peer review (annotation added to existing code) - fn_01944 DrawScreenQuad: logic confirmed by peer review (annotation added to existing code) - fn_01951 DrawScreenLine: logic confirmed by peer review (annotation added to existing code) - fn_02101 RhwToDepth: logic confirmed by peer review (annotation added to existing code) - fn_10121 UIRPData::DrawStretched: logic confirmed by peer review (annotation added to existing code) - fn_10122 UIRPData::DrawNamed: logic confirmed by peer review (annotation added to existing code) - fn_10123 UIRPData::SetSolid: logic confirmed by peer review (annotation added to existing code) Reviewed-by: ragnarok-clanker
123 lines
5 KiB
C++
123 lines
5 KiB
C++
#include "Render/Primitives/RenderPrimitivePool.h"
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#include "Render/Primitives/UIRPData.h"
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#include "Render/Textures/Texture.h"
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#include "Render/Textures/TextureCache.h"
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// OFFSET: 0x008130A0
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// FUNCTION: fn_10121
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void UIRPData::DrawStretched(RenderPrimitivePool& pool, int x, int y, CTexture* texture, std::uint32_t color, int width, int height) {
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if (!texture) {
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return;
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}
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RenderPrimitive* primitive = pool.Acquire();
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primitive->texture = texture;
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const int right = x + width;
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const int bottom = y + height;
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primitive->quad[0].x = static_cast<float>(x);
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primitive->quad[0].y = static_cast<float>(y);
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primitive->quad[0].u = g_textureOffsetX / static_cast<float>(texture->TextureWidth());
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primitive->quad[0].v = g_textureOffsetY / static_cast<float>(texture->TextureHeight());
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primitive->quad[1].x = static_cast<float>(right);
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primitive->quad[1].y = static_cast<float>(y);
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primitive->quad[1].u = (static_cast<float>(texture->Width()) + g_textureOffsetX) / static_cast<float>(texture->TextureWidth());
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primitive->quad[1].v = g_textureOffsetY / static_cast<float>(texture->TextureHeight());
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primitive->quad[2].x = static_cast<float>(x);
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primitive->quad[2].y = static_cast<float>(bottom);
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primitive->quad[2].u = g_textureOffsetX / static_cast<float>(texture->TextureWidth());
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primitive->quad[2].v = (static_cast<float>(texture->Height()) + g_textureOffsetX) / static_cast<float>(texture->TextureHeight());
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primitive->quad[3].x = static_cast<float>(right);
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primitive->quad[3].y = static_cast<float>(bottom);
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primitive->quad[3].u = (static_cast<float>(texture->Width()) + g_textureOffsetX) / static_cast<float>(texture->TextureWidth());
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primitive->quad[3].v = (static_cast<float>(texture->Height()) + g_textureOffsetX) / static_cast<float>(texture->TextureHeight());
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for (RenderVertex& vertex : primitive->quad) {
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vertex.diffuse = color;
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}
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for (RenderVertex& vertex : primitive->quad) {
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vertex.z = 0.000001f;
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vertex.rhw = 0.999999f;
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}
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this->m_primitives.push_back(primitive);
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}
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// OFFSET: 0x008134B0
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// FUNCTION: fn_10122
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void UIRPData::DrawNamed(RenderPrimitivePool& pool, TextureCache& textures, int x, int y, std::string name, std::uint32_t color, int width, int height) {
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CTexture* texture = textures.Load(name.c_str(), 0, true, true, false);
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if (!texture) {
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return;
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}
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RenderPrimitive* primitive = pool.Acquire();
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primitive->texture = texture;
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const int imageWidth = texture->Width();
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const int imageHeight = texture->Height();
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if (!width) {
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width = texture->Width();
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}
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if (!height) {
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height = texture->Height();
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}
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const float textureWidth = static_cast<float>(texture->TextureWidth());
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const float textureHeight = static_cast<float>(texture->TextureHeight());
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const int right = x + width;
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const float bottom = static_cast<float>(y + height);
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primitive->quad[0].x = static_cast<float>(x);
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primitive->quad[0].y = static_cast<float>(y);
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primitive->quad[0].u = g_textureOffsetX / textureWidth;
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primitive->quad[0].v = g_textureOffsetY / textureHeight;
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primitive->quad[1].x = static_cast<float>(right);
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primitive->quad[1].y = static_cast<float>(y);
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primitive->quad[1].u = (static_cast<float>(width <= imageWidth ? width : imageWidth) + g_textureOffsetX) / textureWidth;
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primitive->quad[1].v = g_textureOffsetY / textureHeight;
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primitive->quad[2].x = static_cast<float>(x);
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primitive->quad[2].y = bottom;
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primitive->quad[2].u = g_textureOffsetX / textureWidth;
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primitive->quad[2].v =
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(height <= imageHeight ? static_cast<float>(height) + g_textureOffsetX : static_cast<float>(imageHeight) + g_textureOffsetY) / textureHeight;
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primitive->quad[3].x = static_cast<float>(right);
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primitive->quad[3].y = bottom;
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primitive->quad[3].u = (static_cast<float>(width <= imageWidth ? width : imageWidth) + g_textureOffsetX) / textureWidth;
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primitive->quad[3].v =
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(height <= imageHeight ? static_cast<float>(height) + g_textureOffsetX : static_cast<float>(imageHeight) + g_textureOffsetY) / textureHeight;
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for (RenderVertex& vertex : primitive->quad) {
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vertex.diffuse = color;
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}
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for (RenderVertex& vertex : primitive->quad) {
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vertex.z = 0.000001f;
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vertex.rhw = 0.999999f;
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}
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this->m_primitives.push_back(primitive);
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}
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// OFFSET: 0x00813A00
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// FUNCTION: fn_10123
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void UIRPData::SetSolid(RenderPrimitivePool& pool, int width, int height, std::uint32_t color) {
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this->m_primitives.clear();
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RenderPrimitive* primitive = pool.Acquire();
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primitive->texture = nullptr;
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primitive->quad[0].x = 0.0f;
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primitive->quad[0].y = 0.0f;
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primitive->quad[1].x = static_cast<float>(width);
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primitive->quad[1].y = 0.0f;
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primitive->quad[2].x = 0.0f;
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primitive->quad[2].y = static_cast<float>(height);
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primitive->quad[3].x = static_cast<float>(width);
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primitive->quad[3].y = static_cast<float>(height);
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for (RenderVertex& vertex : primitive->quad) {
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vertex.u = 0.0f;
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vertex.v = 0.0f;
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vertex.z = 0.000001f;
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vertex.rhw = 0.999999f;
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vertex.diffuse = color;
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}
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this->m_primitives.push_back(primitive);
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}
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