rodecomp/Source/Contents/World/WorldOcclusion.cpp
ragnarok-clanker e7b32e7969 Decompile fn_21286 (CGameMode::MarkWorldOcclusion)
Batch #18125 by eAthena: 0 byte-identical, 1 confirmed by peer review.

- fn_21286 CGameMode::MarkWorldOcclusion: logic confirmed by peer review

Peer-reviewed-by: ragnarok-clanker, alisonrag, bibinir
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-11-12 11:42:43 +00:00

59 lines
1.8 KiB
C++

#include "Contents/Ground/GroundGeometry.h"
#include "Contents/Models/ModelActor.h"
#include "Client/Mode/CGameMode.h"
#include "Contents/Actors/Pc.h"
#include "Contents/World/World.h"
#include "Contents/Camera/Camera.h"
#include "Contents/World/WorldRayQuery.h"
#include "Contents/World/WorldSpatialTree.h"
#include "Render/Renderer.h"
#include <cstring>
// OFFSET: 0x00CD5AD0
// FUNCTION: fn_21286
void CGameMode::MarkWorldOcclusion() {
if (!this->scene || !this->scene->player || !g_renderer) {
return;
}
const int screenX = this->scene->player->render.screenX;
const int screenY = static_cast<int>(static_cast<float>(this->scene->player->render.screenY) - g_renderer->viewport.uiScaleY * 23.0f);
WorldRayQuery query;
float ray[6]{};
g_renderer->viewport.Ray(screenX, screenY, this->camera->frame.eye, this->camera->frame.inverse.values, ray);
float actorRay[7];
actorRay[0] = ray[0];
actorRay[1] = ray[1];
actorRay[2] = ray[2];
actorRay[3] = ray[3];
actorRay[4] = ray[4];
actorRay[5] = ray[5];
actorRay[6] = (this->scene->player->render.position.y + this->camera->camera.distance) - 16.0f;
query.Collect(ray, &this->scene->spatial);
for (auto node = query.nodes.begin(); node != query.nodes.end(); ++node) {
for (auto model = (*node)->objects.begin(); model != (*node)->objects.end(); ++model) {
(*model)->MarkOccluded(actorRay);
}
}
if (this->checkGroundAlpha) {
for (auto it = query.nodes.begin(); it != query.nodes.end(); ++it) {
WorldSpatialTree* node = *it;
int row = node->groundCells[1];
while (row <= node->groundCells[3]) {
int column = node->groundCells[0];
while (column <= node->groundCells[2]) {
node->ground->MarkRay(ray, column, row, actorRay[6]);
++column;
}
++row;
}
}
}
}