rodecomp/Source/Render/DX9/OpaqueQueuesDX9.cpp
ragnarok-clanker 15ee30e2aa Maintenance: [forced, user-approved] R9: remove the invented TextureDX9Context, SurfaceDX9Context and RendererDX9Operations, plus the
Batch #10258 by ragnarok-clanker: forced by an admin (9 lower score(s), 44 changed function(s)); checked with 318 compiled unit(s), including every includer of Source/Render/DX9/DeviceOwnerDX9.h, Source/Render/DX9/RenderSystemDX9.h, Source/Render/DX9/RendererDX9.h, Source/Render/DX9/RendererFogDX9.h, Source/Render/DX9/SurfaceDX9.h, Source/Render/DX9/TextureDX9.h, Source/Render/Renderer.h, Source/Render/RendererDX7.h, Source/Render/Textures/SpriteAtlas.h, Source/Render/DX9/RendererDX9Operations.h.
Deletes: Source/Render/DX9/RendererDX9Operations.h
2026-11-03 13:19:27 +00:00

38 lines
1.5 KiB
C++

#include "Render/DX9/DeviceOwnerDX9.h"
#include "Render/DX9/DeviceStateDX9.h"
#include "Render/Primitives/RenderQueues.h"
#include "Render/DX9/RendererDX9.h"
#include "Render/DX9/TextureDX9.h"
#include <algorithm>
#include <cstdint>
// OFFSET: 0x005666E0
// FUNCTION: fn_02225
void CRendererDX9::DrawOpaqueQueues(RenderQueues& queues) {
ScopedDeviceStateDX9 restore(this->device->state);
this->device->state.SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
this->device->state.SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
const auto before = [](const RenderCommand* left, const RenderCommand* right) {
return reinterpret_cast<std::uintptr_t>(left->texture) < reinterpret_cast<std::uintptr_t>(right->texture);
};
std::sort(queues.queue_015C.begin(), queues.queue_015C.end(), before);
for (RenderCommand* command : queues.queue_015C) {
if (command) {
this->device->state.SetTexture(0, command->texture ? static_cast<CTextureDX9*>(command->texture)->NativeTexture() : nullptr);
this->DrawPrimitive(command);
}
}
this->device->state.SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
this->device->state.SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
std::sort(queues.queue_01B0.begin(), queues.queue_01B0.end(), before);
for (RenderCommand* command : queues.queue_01B0) {
if (command) {
this->device->state.SetTexture(0, command->texture ? static_cast<CTextureDX9*>(command->texture)->NativeTexture() : nullptr);
this->DrawPrimitive(command);
}
}
}