rodecomp/Source/Render/DX9/GroundQueuesDX9.cpp
ragnarok-clanker d4568519de Maintenance: [forced, user-approved] R7b+R7c (resubmit of returned 10244, rebased on 947ce989): remove the invented FogConfiguration,
Batch #10247 by ragnarok-clanker: forced by an admin (3 lower score(s), 26 changed function(s)); checked with 330 compiled unit(s), including every includer of Source/Render/DX7/RendererFogDX7.h, Source/Render/DX9/DeviceOwnerDX9.h, Source/Render/DX9/RenderSystemDX9.h, Source/Render/DX9/RendererDX9.h, Source/Render/DX9/RendererDX9Operations.h, Source/Render/DX9/RendererFogDX9.h, Source/Render/DX9/RendererPresentation.h, Source/Render/DeviceContext/DCSurface.h, Source/Render/Projection/RendererViewport.h, Source/Render/RenderAdapter.h, Source/Render/SpriteGeometry.h, Source/Render/TextureQuad.h, Source/Render/FogConfiguration.h.
Deletes: Source/Render/FogConfiguration.h
2026-11-03 12:07:29 +00:00

85 lines
3.4 KiB
C++

#include "Contents/Configuration/ServiceOptions.h"
#include "Render/DX9/DeviceStateDX9.h"
#include "Render/Primitives/RenderQueues.h"
#include "Render/DX9/RendererDX9Operations.h"
#include "Render/DX9/TextureDX9.h"
#include "Render/TextureQuad.h"
#include <algorithm>
#include <bit>
#include <cstdint>
namespace {
// INLINED
bool TextureBefore(const RenderCommand* left, const RenderCommand* right) {
return reinterpret_cast<std::uintptr_t>(left->texture) < reinterpret_cast<std::uintptr_t>(right->texture);
}
// OFFSET: 0x00566D60
// FUNCTION: fn_02227
void DrawBaseQueue(RendererDX9Operations& renderer, std::vector<RenderCommand*>& queue) {
ScopedDeviceStateDX9 restore(renderer.state);
std::sort(queue.begin(), queue.end(), TextureBefore);
for (RenderCommand* command : queue) {
renderer.state.SetTexture(0, command->texture ? static_cast<CTextureDX9*>(command->texture)->NativeTexture() : nullptr);
renderer.DrawPrimitive(command);
}
}
}
// OFFSET: 0x005668B0
// FUNCTION: fn_02226
void RendererDX9Operations::DrawGroundQueues(RenderQueues& queues) {
ScopedDeviceStateDX9 restore(this->state);
this->state.SetRenderState(D3DRS_COLORWRITEENABLE, 0xFFFFFFFFu);
this->state.SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
if (g_serviceOptions.Get(119) != 0) {
if (g_multitexture == 1) {
ScopedDeviceStateDX9 restoreDual(this->state);
this->state.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATEALPHA_ADDCOLOR);
auto& queue = queues.lightmapped.first;
std::sort(queue.begin(), queue.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 (LightmappedPrimitive* command : queue) {
if (command->vertexCount > 0) {
this->state.SetTexture(0, command->texture ? static_cast<CTextureDX9*>(command->texture)->NativeTexture() : nullptr);
this->state.SetTexture(1, command->lightmap ? static_cast<CTextureDX9*>(command->lightmap)->NativeTexture() : nullptr);
this->DrawLightmappedPrimitive(command);
}
}
this->state.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
} else {
DrawBaseQueue(*this, queues.queue_0168);
ScopedDeviceStateDX9 restoreLightmap(this->state);
this->state.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
this->state.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
this->state.SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
this->state.SetRenderState(D3DRS_ALPHAREF, 1);
this->state.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
this->state.SetRenderState(D3DRS_DESTBLEND, D3DBLEND_SRCALPHA);
std::sort(queues.queue_0174.begin(), queues.queue_0174.end(), TextureBefore);
for (RenderCommand* command : queues.queue_0174) {
this->state.SetTexture(0, command->texture ? static_cast<CTextureDX9*>(command->texture)->NativeTexture() : nullptr);
this->DrawPrimitive(command);
}
}
} else {
DrawBaseQueue(*this, queues.queue_0168);
}
this->state.SetRenderState(D3DRS_COLORWRITEENABLE, 0);
this->state.SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
}