rodecomp/Source/Render/AlphaQueuesDX7.cpp
ragnarok-clanker b4e962ed1f Decompile 5 functions in Source/Render/OpaqueQueuesDX7.cpp, Source/Render/AlphaQueuesDX7.cpp, ...
Batch #1637 by eAthena: 0 byte-identical, 5 confirmed by peer review.

- fn_02088 QueuedDrawingDX7::DrawDepthSortedQueue: logic confirmed by peer review
- fn_02091 QueuedDrawingDX7::DrawOpaqueQueues: logic confirmed by peer review
- fn_02092 QueuedDrawingDX7::DrawGroundBaseQueue: logic confirmed by peer review
- fn_02089 QueuedDrawingDX7::DrawAlphaQueues: logic confirmed by peer review
- fn_02093 QueuedDrawingDX7::DrawAuxiliaryQueue: logic confirmed by peer review

Reviewed-by: ragnarok-clanker
Adds to the build: Source/Render/OpaqueQueuesDX7.cpp, Source/Render/AlphaQueuesDX7.cpp, Source/Render/AuxiliaryQueuesDX7.cpp
2026-10-28 19:47:08 +00:00

111 lines
5.2 KiB
C++

#include "Render/DX7/QueuedDrawingDX7.h"
#include <algorithm>
#include <cstdint>
namespace {
// INLINED
bool Before(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);
}
// INLINED
bool WritesDepth(const RenderCommand& command) {
return (command.unknown_0014 & 0xFFu) != 0 && (command.unknown_0014 & 0xFF00u) != 0;
}
}
// OFFSET: 0x0055B160
// FUNCTION: fn_02089
void QueuedDrawingDX7::DrawAlphaQueues() {
const auto before = [](const DepthPrimitive& left, const DepthPrimitive& right) {
return Before(left, right);
};
std::sort(this->queues.queue_018C.begin(), this->queues.queue_018C.end(), before);
std::sort(this->queues.queue_01BC.begin(), this->queues.queue_01BC.end(), before);
DWORD zWrite = 0;
DWORD alphaTest = 0;
DWORD alphaReference = 0;
DWORD alphaFunction = 0;
DWORD alphaBlend = 0;
DWORD sourceBlend = 0;
DWORD destinationBlend = 0;
this->device->GetRenderState(D3DRENDERSTATE_ZWRITEENABLE, &zWrite);
this->device->GetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, &alphaTest);
this->device->GetRenderState(D3DRENDERSTATE_ALPHAREF, &alphaReference);
this->device->GetRenderState(D3DRENDERSTATE_ALPHAFUNC, &alphaFunction);
this->device->GetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, &alphaBlend);
this->device->GetRenderState(D3DRENDERSTATE_SRCBLEND, &sourceBlend);
this->device->GetRenderState(D3DRENDERSTATE_DESTBLEND, &destinationBlend);
this->device->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
this->device->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, TRUE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 1);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATEREQUAL);
const auto drawAlphaTested = [this](const DepthPrimitive& entry) {
RenderCommand* command = entry.primitive;
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, WritesDepth(*command) ? 1 : 240);
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
};
if (this->twoPass == 1) {
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATEREQUAL);
this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
std::for_each(this->queues.queue_018C.begin(), this->queues.queue_018C.end(), drawAlphaTested);
this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
std::for_each(this->queues.queue_01BC.begin(), this->queues.queue_01BC.end(), drawAlphaTested);
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, D3DCMP_LESS);
this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
std::for_each(this->queues.queue_018C.begin(), this->queues.queue_018C.end(), drawAlphaTested);
this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
std::for_each(this->queues.queue_01BC.begin(), this->queues.queue_01BC.end(), drawAlphaTested);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, 1);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATEREQUAL);
std::sort(this->queues.queue_01A4.begin(), this->queues.queue_01A4.end(), before);
for (auto it = this->queues.queue_01A4.begin(); it != this->queues.queue_01A4.end(); ++it) {
RenderCommand* command = it->primitive;
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
}
} else {
const auto drawDepthWriting = [this](const DepthPrimitive& entry) {
RenderCommand* command = entry.primitive;
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, WritesDepth(*command));
this->BindTexture(static_cast<CTextureDX7*>(command->texture));
command->Draw(reinterpret_cast<int>(this->device));
};
this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
std::for_each(this->queues.queue_018C.begin(), this->queues.queue_018C.end(), drawDepthWriting);
this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
std::for_each(this->queues.queue_01BC.begin(), this->queues.queue_01BC.end(), drawDepthWriting);
}
this->device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, zWrite);
this->device->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, alphaTest);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAREF, alphaReference);
this->device->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, alphaFunction);
this->device->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, alphaBlend);
this->device->SetRenderState(D3DRENDERSTATE_SRCBLEND, sourceBlend);
this->device->SetRenderState(D3DRENDERSTATE_DESTBLEND, destinationBlend);
this->device->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
}