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