rodecomp/Source/Render/Projection/RenderProjection.cpp
ragnarok-clanker 8386270904 Decompile fn_02107 (RenderProjection::Project)
Batch #1624 by eAthena: 0 byte-identical, 1 confirmed by peer review.

- fn_02107 RenderProjection::Project: logic confirmed by peer review

Reviewed-by: ragnarok-clanker
2026-10-28 19:51:14 +00:00

40 lines
1.9 KiB
C++

#include "Render/Primitives/LightmappedPrimitive.h"
#include "Render/Primitives/RenderPrimitive.h"
#include "Render/Projection/RenderProjection.h"
#include <bit>
// OFFSET: 0x0055D650
// FUNCTION: fn_02106
void RenderProjection::Project(const float* position, const float* matrix, RenderVertex& output) const {
const float inverseDepth = 1.0f / (((matrix[5] * position[1] + matrix[2] * position[0]) + matrix[8] * position[2]) + matrix[11]);
output.rhw = inverseDepth;
// STATIC: 0x010DD22C
// GLOBAL: gl_13420
constexpr float depthScale = 1.0067114f;
const float depth = ((1.0f / inverseDepth - 10.0f) * depthScale) * inverseDepth;
const float x = ((((matrix[3] * position[1] + position[0] * matrix[0]) + matrix[6] * position[2]) + matrix[9]) * inverseDepth) * this->scaleX;
output.x = x + static_cast<float>(this->centerX);
const float centerY = static_cast<float>(this->centerY);
const float y = ((((matrix[4] * position[1] + matrix[1] * position[0]) + matrix[7] * position[2]) + matrix[10]) * inverseDepth) * this->scaleY;
output.z = depth;
output.y = y + centerY;
}
// OFFSET: 0x0055D750
// FUNCTION: fn_02107
void RenderProjection::Project(const float* position, const float* matrix, LightmappedVertex& output) const {
const float inverseDepth = 1.0f / (((matrix[5] * position[1] + matrix[2] * position[0]) + matrix[8] * position[2]) + matrix[11]);
output.rhw = inverseDepth;
const float depth = ((1.0f / inverseDepth - 10.0f) * 1.0067114f) * inverseDepth;
const float x = ((((matrix[3] * position[1] + position[0] * matrix[0]) + matrix[6] * position[2]) + matrix[9]) * inverseDepth) * this->scaleX;
output.x = x + static_cast<float>(this->centerX);
const float centerY = static_cast<float>(this->centerY);
const float y = ((((matrix[4] * position[1] + matrix[1] * position[0]) + matrix[7] * position[2]) + matrix[10]) * inverseDepth) * this->scaleY;
output.z = depth;
output.y = y + centerY;
}