rodecomp/Source/Render/DX7/RendererDX7Operations.cpp
ragnarok-clanker 63cdd77f7f Decompile 4 functions in Source/Render/DX7/RendererDX7Operations.cpp, Source/Render/DX7/RendererFogDX7.cpp, ...
Batch #10458 by secret: 0 byte-identical, 4 confirmed by peer review.

- fn_45495 CRendererDX7::FlushRenderList: logic confirmed by peer review
- fn_45496 CRendererDX7::DrawTopmostQueue: logic confirmed by peer review
- fn_45497 CRendererDX7::DrawBlendedQueue: logic confirmed by peer review
- fn_02080 CRendererDX7::ApplyFog: logic confirmed by peer review

Peer-reviewed-by: Yommy, KWDev, seumadruga
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-11-04 05:15:57 +00:00

393 lines
16 KiB
C++

#include "Render/DX7/RenderSystemDX7.h"
#include "Contents/Configuration/ServiceOptions.h"
#include "Render/BlendColor.h"
#include "Render/DX7/DeviceOwnerDX7.h"
#include "Render/DX7/QueuedDrawingDX7.h"
#include "Render/Primitives/LightmappedPrimitive.h"
#include "Render/Primitives/RenderPrimitive.h"
#include "Render/RendererDX7.h"
#include "Render/TextureQuad.h"
#include <algorithm>
#include <bit>
#include <cstdint>
// OFFSET: 0x0055EC10
// FUNCTION: fn_02114
void CRendererDX7::SetLighting(const float* direction, const float* diffuse, const float* ambient) {
D3DLIGHT7 light{};
light.dltType = D3DLIGHT_DIRECTIONAL;
light.dvDirection.x = -direction[0];
light.dvDirection.y = -direction[1];
light.dvDirection.z = -direction[2];
light.dcvDiffuse.r = diffuse[0];
light.dcvDiffuse.g = diffuse[1];
light.dcvDiffuse.b = diffuse[2];
light.dcvDiffuse.a = 255.0f;
light.dcvAmbient.r = ambient[0];
light.dcvAmbient.g = ambient[1];
light.dcvAmbient.b = ambient[2];
light.dcvAmbient.a = 255.0f;
this->device->SetLight(0, &light);
this->device->LightEnable(0, TRUE);
}
// OFFSET: 0x0055A210
// FUNCTION: fn_02077
void CRendererDX7::ClearDepth(int clearColor) {
if (clearColor) {
g_deviceOwnerDX7->Clear(0xFF000000);
} else {
g_deviceOwnerDX7->ClearDepth();
}
}
// OFFSET: 0x0055A240
// FUNCTION: fn_02078
void CRendererDX7::ClearWorld(unsigned color, int mode, unsigned char worldFlag, unsigned overlay) {
if (mode != 0 && worldFlag == 1) {
color = BlendColor(color, overlay);
}
g_deviceOwnerDX7->Clear(color);
}
// OFFSET: 0x0055ACB0
// FUNCTION: fn_02082
void CRendererDX7::DrawPrimitive(RenderCommand* primitive) {
if (primitive->vertexCount <= 0) {
return;
}
const auto type = static_cast<D3DPRIMITIVETYPE>(primitive->primitiveType);
if (primitive->indexCount) {
this->device->DrawIndexedPrimitive(
type, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1, primitive->vertices, primitive->vertexCount, primitive->indices,
primitive->indexCount, 0
);
} else {
this->device->DrawPrimitive(type, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1, primitive->vertices, primitive->vertexCount, 0);
}
}
// OFFSET: 0x0055AD00
// OFFSET: 0x0055AD50
// FUNCTION: fn_02083
// FUNCTION: fn_02084
void CRendererDX7::DrawLightmappedPrimitive(LightmappedPrimitive* primitive) {
if (primitive->vertexCount <= 0) {
return;
}
const auto type = static_cast<D3DPRIMITIVETYPE>(primitive->primitiveType);
if (primitive->indexCount) {
this->device->DrawIndexedPrimitive(
type, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX2, primitive->vertices, primitive->vertexCount, primitive->indices,
primitive->indexCount, 0
);
} else {
this->device->DrawPrimitive(type, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX2, primitive->vertices, primitive->vertexCount, 0);
}
}
// OFFSET: 0x0055AFA0
// FUNCTION: fn_02086
std::uint16_t DeviceOwnerDX7Handle::PackColor(int red, int green, int blue) const {
const DeviceOwnerDX7* owner = this->owner;
if (!owner) {
return 0;
}
return static_cast<std::uint16_t>(
(static_cast<std::uint16_t>(blue >> owner->blue.expansion) << owner->blue.shift) +
(static_cast<std::uint16_t>(green >> owner->green.expansion) << owner->green.shift) +
(static_cast<std::uint16_t>(red >> owner->red.expansion) << owner->red.shift)
);
}
// OFFSET: 0x0055C110
// FUNCTION: fn_45496
void CRendererDX7::DrawTopmostQueue() {
std::sort(this->queues.queue_021C.begin(), this->queues.queue_021C.end(), [](const DepthPrimitive& left, const DepthPrimitive& right) {
if (left.depth < right.depth) {
return true;
}
if (right.depth < left.depth) {
return false;
}
return left.depth == right.depth && reinterpret_cast<std::uintptr_t>(left.primitive) < reinterpret_cast<std::uintptr_t>(right.primitive);
});
for (auto it = this->queues.queue_021C.begin(); it != this->queues.queue_021C.end(); ++it) {
RenderCommand* command = it->primitive;
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
}
}
// OFFSET: 0x0055C1B0
// FUNCTION: fn_45497
void CRendererDX7::DrawBlendedQueue() {
for (auto it = this->queues.queue_0210.begin(); it != this->queues.queue_0210.end(); ++it) {
if (RenderCommand* command = *it) {
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
this->SetTextureMode(command->unknown_0020);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, command->unknown_0018);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, command->unknown_001C);
command->Draw(reinterpret_cast<int>(this->device));
}
}
this->SetTextureMode(0);
}
// OFFSET: 0x0055C270
// FUNCTION: fn_45495
void CRendererDX7::FlushRenderList() {
const auto byDepth = [](const DepthPrimitive& left, const DepthPrimitive& right) {
if (left.depth < right.depth) {
return true;
}
if (right.depth < left.depth) {
return false;
}
return left.depth == right.depth && reinterpret_cast<std::uintptr_t>(left.primitive) < reinterpret_cast<std::uintptr_t>(right.primitive);
};
this->device->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTFP_LINEAR);
this->ApplyFog();
this->device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
this->device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
this->device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
this->device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
this->device->SetRenderState(D3DRENDERSTATE_FOGENABLE, this->fog.enabled);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 207);
this->device->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, TRUE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_ZENABLE, D3DZB_TRUE);
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE);
this->DrawOpaqueQueues();
this->device->SetRenderState(D3DRENDERSTATE_AMBIENT, 0xFFFFFFFF);
this->device->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW);
if (g_serviceOptions.Get(119)) {
if (g_multitexture) {
this->device->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, FALSE);
this->device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATEALPHA_ADDCOLOR);
std::sort(
this->queues.lightmapped.first.begin(), this->queues.lightmapped.first.end(),
[](const LightmappedPrimitive* left, const LightmappedPrimitive* right) {
const auto first = reinterpret_cast<std::uintptr_t>(left->texture);
const auto second = reinterpret_cast<std::uintptr_t>(right->texture);
if (first != second) {
return first < second;
}
return reinterpret_cast<std::uintptr_t>(left->lightmap) < reinterpret_cast<std::uintptr_t>(right->lightmap);
}
);
for (auto it = this->queues.lightmapped.first.begin(); it != this->queues.lightmapped.first.end(); ++it) {
LightmappedPrimitive* command = *it;
if (command->vertexCount > 0) {
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
this->BindLightmap(static_cast<CTextureDX7*>(command->lightmap));
command->DrawLightmapped(reinterpret_cast<int>(this->device));
}
}
this->device->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, TRUE);
this->device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
} else {
this->DrawGroundBaseQueue();
this->device->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, FALSE);
this->device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
this->device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
this->device->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 1);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_SRCALPHA);
std::sort(this->queues.queue_0174.begin(), this->queues.queue_0174.end(), [](const RenderCommand* left, const RenderCommand* right) {
return reinterpret_cast<std::uintptr_t>(left->texture) < reinterpret_cast<std::uintptr_t>(right->texture);
});
for (auto it = this->queues.queue_0174.begin(); it != this->queues.queue_0174.end(); ++it) {
RenderCommand* command = *it;
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
}
this->device->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, TRUE);
this->device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
this->device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 207);
}
} else {
this->DrawGroundBaseQueue();
}
this->device->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_AMBIENT, 0);
this->device->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 1);
this->device->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
this->DrawAuxiliaryQueue();
DWORD fogEnable = 0;
DWORD zWrite = 0;
this->device->GetRenderState(D3DRENDERSTATE_FOGENABLE, &fogEnable);
this->device->GetRenderState(D3DRENDERSTATE_ZWRITEENABLE, &zWrite);
this->device->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
this->DrawBlendedQueue();
this->device->SetRenderState(D3DRENDERSTATE_FOGENABLE, fogEnable);
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, zWrite);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
this->device->SetRenderState(D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
this->DrawTopmostQueue();
this->device->SetRenderState(D3DRENDERSTATE_ZENABLE, D3DZB_TRUE);
DWORD depthWrite = 0;
DWORD alphaTest = 0;
DWORD alphaReference = 0;
DWORD alphaFunction = 0;
this->device->GetRenderState(D3DRENDERSTATE_ZWRITEENABLE, &depthWrite);
this->device->GetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, &alphaTest);
this->device->GetRenderState(D3DRENDERSTATE_ALPHAREF, &alphaReference);
this->device->GetRenderState(D3DRENDERSTATE_ALPHAFUNC, &alphaFunction);
this->device->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, TRUE);
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 159);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATEREQUAL);
this->DrawDepthSortedQueue();
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 159);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, D3DCMP_LESS);
this->DrawDepthSortedQueue();
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, depthWrite);
this->device->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, alphaTest);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, alphaReference);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, alphaFunction);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
std::sort(this->queues.queue_01C8.begin(), this->queues.queue_01C8.end(), byDepth);
for (auto it = this->queues.queue_01C8.begin(); it != this->queues.queue_01C8.end(); ++it) {
RenderCommand* command = it->primitive;
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
}
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
this->DrawAlphaQueues();
DWORD reference = 0;
this->device->GetRenderState(D3DRENDERSTATE_ALPHAREF, &reference);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 207);
std::sort(this->queues.queue_0228.begin(), this->queues.queue_0228.end(), byDepth);
for (auto it = this->queues.queue_0228.begin(); it != this->queues.queue_0228.end(); ++it) {
RenderCommand* command = it->primitive;
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
}
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, reference);
this->device->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
std::sort(this->queues.queue_01D4.begin(), this->queues.queue_01D4.end(), byDepth);
for (auto it = this->queues.queue_01D4.begin(); it != this->queues.queue_01D4.end(); ++it) {
RenderCommand* command = it->primitive;
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
}
this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
for (auto it = this->queues.queue_01EC.begin(); it != this->queues.queue_01EC.end(); ++it) {
if (RenderCommand* command = *it) {
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
this->SetTextureMode(command->unknown_0020);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, command->unknown_0018);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, command->unknown_001C);
command->Draw(reinterpret_cast<int>(this->device));
}
}
this->SetTextureMode(0);
this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
this->device->SetRenderState(D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
std::sort(this->queues.queue_01E0.begin(), this->queues.queue_01E0.end(), byDepth);
for (auto it = this->queues.queue_01E0.begin(); it != this->queues.queue_01E0.end(); ++it) {
RenderCommand* command = it->primitive;
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
}
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
for (auto it = this->queues.queue_0198.begin(); it != this->queues.queue_0198.end(); ++it) {
RenderCommand* command = it->primitive;
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
}
for (auto it = this->queues.queue_0234.begin(); it != this->queues.queue_0234.end(); ++it) {
if (RenderCommand* command = it->primitive) {
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
this->SetTextureMode(command->unknown_0020);
if (it->depth >= 0.99f) {
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
} else {
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, command->unknown_0018);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, command->unknown_001C);
}
command->Draw(reinterpret_cast<int>(this->device));
}
}
this->SetTextureMode(0);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
this->device->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTFP_NONE);
}
// OFFSET: 0x0055ADA0
bool CRendererDX7::Draw() {
this->screenWidth = g_deviceOwnerDX7 ? g_deviceOwnerDX7->width : 0;
this->screenHeight = g_deviceOwnerDX7 ? g_deviceOwnerDX7->height : 0;
if (SUCCEEDED(this->device->BeginScene())) {
this->FlushRenderList();
this->ClearFrame();
this->device->EndScene();
return true;
} else {
this->ClearFrame();
return false;
}
}