Batch #1063 by ragnarok-clanker: no function's compiled code changes; checked with 62 compiled unit(s), including every includer of Source/Contents/Items/ItemNaming.h, Source/Contents/Models/ModelActor.h, Source/Contents/Models/ModelRendering.h, Source/Contents/Models/ModelSpatial.h, Source/Contents/Movies/BinkMovie.h, Source/Contents/Movies/BinkMovies.h, Source/Contents/PlayerNameDictionary.h, Source/Contents/Skills/AutomaticSkills.h, Source/Contents/Skills/ClientSkills.h, Source/Contents/Skills/PlayerSkillBundle.h, Source/Contents/Skills/SkillInfo.h, Source/Contents/Sound/SoundMgr.h, Source/Contents/UserData/NormalItemSlots.h, Source/Contents/World/WorldModelLoading.h, Source/Contents/World/WorldModelView.h, Source/Contents/World/WorldRayQuery.h.
63 lines
1.9 KiB
C++
63 lines
1.9 KiB
C++
#ifndef RAGNAROK_SOURCE_CONTENTS_MODELS_MODELRENDERING_H
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#define RAGNAROK_SOURCE_CONTENTS_MODELS_MODELRENDERING_H
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#include "Render/Primitives/RenderPrimitive.h"
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#include <array>
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struct RenderProjection;
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struct RenderQueues;
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class RenderCommandPool;
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class RenderVertexPool;
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class C3dNode;
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struct ModelTextureTransform;
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struct ModelFaceState {
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/* 0000 */ std::uint32_t colors[3];
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/* 000C */ float uv[3][2];
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};
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struct ModelLightingContext {
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const float* position;
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const std::uint32_t* color;
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const float* direction;
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const float* diffuse;
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const float* ambient;
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const int* shade;
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const class GroundGeometry& ground;
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std::array<std::uint32_t, 90000> colors{};
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};
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struct ModelRenderContext {
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const RenderProjection& projection;
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RenderCommandPool& commands;
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RenderVertexPool& vertices;
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RenderQueues& queues;
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const int& width;
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const int& height;
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const bool& depthAlpha;
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const float& depthStart;
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const float& depthEnd;
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const bool& overrideColor;
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const bool& integerColor;
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const float* overrideScale;
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const float* colorScale;
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std::array<RenderVertex, 30000> legacyProjected{};
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std::array<RenderVertex, 30000> modernProjected{};
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ModelRenderContext(
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const RenderProjection& projection, RenderCommandPool& commands, RenderVertexPool& vertices, RenderQueues& queues, const int& width, const int& height,
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const bool& depthAlpha, const float& depthStart, const float& depthEnd, const bool& overrideColor, const bool& integerColor, const float* overrideScale,
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const float* colorScale
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);
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};
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bool ModelTriangleVisible(const RenderVertex* a, const RenderVertex* b, const RenderVertex* c, const ModelRenderContext& context);
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void TransformModelUV(float& u, float& v, const ModelTextureTransform& transform);
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void DrawModelNode(C3dNode& node, const float* matrix, unsigned char reversed, bool clip, unsigned char commandMode, ModelRenderContext& context, bool modern);
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static_assert(sizeof(ModelFaceState) == 36);
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#endif
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