204 lines
7.4 KiB
C++
204 lines
7.4 KiB
C++
#include "Render/DeviceStateDX9.h"
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#include "Render/RenderQueues.h"
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#include "Render/RendererDX9Operations.h"
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#include "Render/RendererFogDX9.h"
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#include "Render/TextureDX9.h"
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#include <algorithm>
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#include <bit>
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#include <cstdint>
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// OFFSET: 0x00567180
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// FUNCTION: fn_02228
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void RendererDX9Operations::DrawAuxiliaryQueue(RenderQueues& queues) {
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auto& queue = queues.queue_0240;
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if (queue.empty()) {
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return;
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}
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ScopedDeviceStateDX9 restore(this->state);
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std::sort(queue.begin(), queue.end(), [](const LightmappedPrimitive* left, const LightmappedPrimitive* right) {
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const auto first = reinterpret_cast<std::uintptr_t>(left->texture);
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const auto second = reinterpret_cast<std::uintptr_t>(right->texture);
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if (first != second) {
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return first < second;
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}
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return reinterpret_cast<std::uintptr_t>(left->lightmap) < reinterpret_cast<std::uintptr_t>(right->lightmap);
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});
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this->state.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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this->state.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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this->state.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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this->state.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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this->state.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
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this->state.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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this->state.SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
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this->state.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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this->state.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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this->state.SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
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this->state.SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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this->state.SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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this->state.SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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this->state.SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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for (LightmappedPrimitive* command : queue) {
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if (std::bit_cast<std::int32_t>(command->vertexCount) > 0) {
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this->state.SetTexture(
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0, command->texture ? static_cast<CTextureDX9*>(command->texture)->NativeTexture() : nullptr
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);
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this->state.SetTexture(
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1, command->lightmap ? static_cast<CTextureDX9*>(command->lightmap)->NativeTexture() : nullptr
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);
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this->DrawLightmappedPrimitive(command);
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}
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}
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}
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// OFFSET: 0x00567610
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// FUNCTION: fn_02229
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void RendererDX9Operations::DrawQueues(
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RenderQueues& queues,
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const ServiceOptions& options,
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unsigned char multitexture,
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unsigned char twoPass,
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RendererFogDX9& fog,
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const float& aspect,
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const FogConfiguration& configuration
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) {
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fog.Apply(this->context, this->state, *this->context.d3dx, aspect, configuration);
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this->state.SetRenderState(D3DRS_ALPHATESTENABLE, 1);
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this->state.SetRenderState(D3DRS_ALPHAREF, 207);
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this->state.SetRenderState(D3DRS_ALPHABLENDENABLE, 0);
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this->state.SetRenderState(D3DRS_ZENABLE, 1);
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this->state.SetRenderState(D3DRS_ZWRITEENABLE, 1);
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this->DrawOpaqueQueues(queues);
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this->DrawGroundQueues(queues, options, multitexture);
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this->state.SetRenderState(D3DRS_ALPHAREF, 1);
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this->state.SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
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this->DrawAuxiliaryQueue(queues);
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const auto drawCommand = [&](RenderCommand& command) {
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this->state.SetTexture(0, command.texture ? static_cast<CTextureDX9*>(command.texture)->NativeTexture() : nullptr);
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this->SetTextureMode(command.unknown_0020);
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this->state.SetRenderState(D3DRS_SRCBLEND, command.unknown_0018);
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this->state.SetRenderState(D3DRS_DESTBLEND, command.unknown_001C);
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this->DrawPrimitive(&command);
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};
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{
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ScopedDeviceStateDX9 restore(this->state);
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this->state.SetRenderState(D3DRS_FOGENABLE, 0);
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this->state.SetRenderState(D3DRS_ZWRITEENABLE, 0);
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for (RenderCommand* command : queues.queue_0210) {
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if (command) {
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drawCommand(*command);
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}
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}
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}
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{
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ScopedDeviceStateDX9 restore(this->state);
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this->state.SetRenderState(D3DRS_ZENABLE, 0);
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this->DrawDepthQueue(queues.queue_021C, true);
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}
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{
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ScopedDeviceStateDX9 restore(this->state);
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std::sort(
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queues.queue_0180.begin(), queues.queue_0180.end(), [](const DepthPrimitive& left, const DepthPrimitive& right) {
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if (left.depth < right.depth) {
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return true;
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}
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if (right.depth < left.depth) {
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return false;
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}
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return left.depth == right.depth &&
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reinterpret_cast<std::uintptr_t>(left.primitive) < reinterpret_cast<std::uintptr_t>(right.primitive);
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}
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);
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this->state.SetRenderState(D3DRS_ALPHATESTENABLE, 1);
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this->state.SetRenderState(D3DRS_ZWRITEENABLE, 1);
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this->state.SetRenderState(D3DRS_ALPHAREF, 159);
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this->state.SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
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this->DrawDepthQueue(queues.queue_0180, false);
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this->state.SetRenderState(D3DRS_ZWRITEENABLE, 0);
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this->state.SetRenderState(D3DRS_ALPHAREF, 159);
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this->state.SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_LESS);
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this->DrawDepthQueue(queues.queue_0180, false);
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}
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{
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ScopedDeviceStateDX9 restore(this->state);
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this->state.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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this->state.SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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this->DrawDepthQueue(queues.queue_01C8, true);
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}
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this->state.SetRenderState(D3DRS_ZWRITEENABLE, 0);
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this->DrawAlphaQueues(queues, twoPass);
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{
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ScopedDeviceStateDX9 restore(this->state);
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this->state.SetRenderState(D3DRS_ALPHAREF, 207);
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this->DrawDepthQueue(queues.queue_0228, true);
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}
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this->state.SetRenderState(D3DRS_FOGENABLE, 0);
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{
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ScopedDeviceStateDX9 restore(this->state);
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this->state.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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this->state.SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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this->DrawDepthQueue(queues.queue_01D4, true);
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}
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{
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ScopedDeviceStateDX9 restore(this->state);
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this->state.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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this->state.SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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this->state.SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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this->state.SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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for (RenderCommand* command : queues.queue_01EC) {
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drawCommand(*command);
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}
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}
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this->state.SetRenderState(D3DRS_ZENABLE, 0);
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{
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ScopedDeviceStateDX9 restore(this->state);
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this->state.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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this->state.SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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this->DrawDepthQueue(queues.queue_01E0, true);
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}
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{
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ScopedDeviceStateDX9 restore(this->state);
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this->state.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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this->state.SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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this->DrawDepthQueue(queues.queue_0198, false);
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}
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{
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ScopedDeviceStateDX9 restore(this->state);
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for (const DepthPrimitive& entry : queues.queue_0234) {
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RenderCommand& command = *entry.primitive;
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this->state.SetTexture(
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0, command.texture ? static_cast<CTextureDX9*>(command.texture)->NativeTexture() : nullptr
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);
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this->SetTextureMode(command.unknown_0020);
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// COMISS/JB selects command blend factors for unordered depths too.
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const bool selected = !(entry.depth >= 0.99f);
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this->state.SetRenderState(D3DRS_SRCBLEND, selected ? command.unknown_0018 : D3DBLEND_SRCALPHA);
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this->state.SetRenderState(D3DRS_DESTBLEND, selected ? command.unknown_001C : D3DBLEND_INVSRCALPHA);
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this->DrawPrimitive(&command);
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}
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}
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}
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