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).
73 lines
2.5 KiB
C++
73 lines
2.5 KiB
C++
#ifndef RAGNAROK_SOURCE_RENDER_RENDERERDX7_H
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#define RAGNAROK_SOURCE_RENDER_RENDERERDX7_H
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#include "Render/Renderer.h"
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#include <list>
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#include <string>
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class CTextureDX7;
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class ResourceMgr;
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struct IDirect3DDevice7;
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struct BitmapImage;
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class CRendererDX7 : public CRenderer {
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public:
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CRendererDX7();
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/* 025C */ unsigned samples;
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/* 0260 */ unsigned time;
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/* 0264 */ unsigned rate;
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/* 0268 */ CTextureDX7* boundTexture;
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/* 026C */ CTextureDX7* boundLightmap;
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/* 0270 */ unsigned clearColor;
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/* 0274 */ IDirect3DDevice7* device;
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/* 0278 */ unsigned char unknown_0278[4];
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/* 027C */ unsigned screenWidth;
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/* 0280 */ unsigned screenHeight;
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void SetCamera(const float* eye, const float* target, const float* up) override;
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void SetClearColor(unsigned color) override;
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bool Draw() override;
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void SetTextureFormat(unsigned format);
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void SetLighting(const float* direction, const float* diffuse, const float* ambient);
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void ClearDepth(int clearColor);
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void ClearWorld(unsigned color, int mode, unsigned char worldFlag, unsigned overlay);
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void DrawPrimitive(RenderCommand* primitive);
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void DrawLightmappedPrimitive(LightmappedPrimitive* primitive);
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void SetTextureMode(int mode);
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bool RenderToTexture(int width, int height, const std::list<RenderPrimitive*>& primitives, CTexture*& texture);
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bool SaveBitmap(const char* filename, const BitmapImage& overlay, int width, int height, RendererBackBuffer& backBuffer);
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bool SaveJpeg(const char* filename, const BitmapImage& overlay, int width, int height, RendererBackBuffer& backBuffer);
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bool SaveLogo(std::string filename, ResourceMgr& resources);
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void SetTexture(unsigned stage, CTextureDX7* texture);
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void Present(bool wait);
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float FrameRate() const;
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void DrawFPS();
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void DrawDepthSortedQueue();
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void DrawAlphaQueues();
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void DrawOpaqueQueues();
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void DrawGroundBaseQueue();
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void DrawAuxiliaryQueue();
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void ApplyFog();
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void DrawTopmostQueue();
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void DrawBlendedQueue();
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void FlushRenderList();
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// INLINED
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void BindTexture(CTextureDX7* texture);
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// INLINED
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void BindLightmap(CTextureDX7* lightmap);
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};
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#if defined(_WIN32) && !defined(_WIN64)
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static_assert(sizeof(CRendererDX7) == 0x284);
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static_assert(offsetof(CRendererDX7, clearColor) == 0x0270);
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static_assert(offsetof(CRendererDX7, boundTexture) == 0x0268);
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static_assert(offsetof(CRendererDX7, boundLightmap) == 0x026C);
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static_assert(offsetof(CRendererDX7, device) == 0x0274);
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static_assert(offsetof(CRendererDX7, screenWidth) == 0x027C);
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static_assert(offsetof(CRendererDX7, screenHeight) == 0x0280);
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#endif
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#endif
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