rodecomp/Source/Contents/Effects/EffectPrimitiveRendering.cpp
ragnarok-clanker a267c1f2ee Decompile fn_19873 (CEffectPrim::RenderColorPlane)
Batch #2424 by ragnarok-clanker: 0 byte-identical, 1 confirmed by peer review.

- fn_19873 CEffectPrim::RenderColorPlane: logic confirmed by peer review

Peer-reviewed-by: alisonrag
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-29 15:49:47 +00:00

2125 lines
67 KiB
C++

#include "Contents/Effects/EffectPrimitiveRendering.h"
#include "Contents/Effects/RagEffect.h"
#include "Contents/Effects/EffectPrimitiveState.h"
#include "Contents/Effects/EffectVisibility.h"
#include "Contents/Actors/RenderObjectState.h"
#include "Render/Projection/RenderProjection.h"
#include "Render/Primitives/RenderQueues.h"
#include "Contents/Effects/EffectPrim.h"
#include "Contents/Effects/EffectPrimitiveMotion.h"
#include "Contents/Effects/RagEffectState.h"
#include "Render/Renderer.h"
#include "Render/TextureQuad.h"
#include "Utility/Math/AffineMatrix.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Client/Session.h"
#include "Contents/Actors/Pc.h"
#include "Contents/Camera/Camera.h"
#include "Contents/World/World.h"
// OFFSET: 0x00BCD960
// FUNCTION: fn_19865
void DrawEffectPrimitive15(EffectPrimitiveState& particle, const RenderObjectState& render, EffectPrimitiveRenderContext& context) {
const float width = particle.widthSize;
const float left = -width;
float top = -particle.heightSize;
float bottom = particle.heightSize;
if ((particle.pattern & 0x80u) != 0) {
top = top + top;
bottom = 0.0f;
}
if ((particle.pattern & 8u) != 0) {
bottom = 0.0f;
}
const float* matrix = particle.rotTransform;
const float zeroX = matrix[0] * 0.0f;
const float zeroY = matrix[1] * 0.0f;
const float zeroZ = matrix[2] * 0.0f;
const float topX = matrix[3] * top + zeroX;
const float topY = matrix[4] * top + zeroY;
const float topZ = matrix[5] * top + zeroZ;
const float rightX = matrix[6] * width;
const float rightY = matrix[7] * width;
const float rightZ = matrix[8] * width;
const float leftX = matrix[6] * left;
const float leftY = matrix[7] * left;
const float leftZ = matrix[8] * left;
const float bottomX = bottom * matrix[3] + zeroX;
const float bottomY = bottom * matrix[4] + zeroY;
const float bottomZ = bottom * matrix[5] + zeroZ;
const vector3d corners[4] = {
{(rightX + topX) + matrix[9], (rightY + topY) + matrix[10], (rightZ + topZ) + matrix[11]},
{(leftX + topX) + matrix[9], (leftY + topY) + matrix[10], (leftZ + topZ) + matrix[11]},
{(bottomX + rightX) + matrix[9], (bottomY + rightY) + matrix[10], (bottomZ + rightZ) + matrix[11]},
{(bottomX + leftX) + matrix[9], (bottomY + leftY) + matrix[10], (bottomZ + leftZ) + matrix[11]}
};
constexpr unsigned indices[2][3] = {{0, 1, 2}, {3, 2, 1}};
constexpr float u[2][3] = {{0, 1, 0}, {1, 0, 1}};
const float vTop = particle.v1;
const float vBottom = particle.v2;
const float v[2][3] = {{vTop, vTop, vBottom}, {vBottom, vBottom, vTop}};
for (unsigned triangleIndex = 0; triangleIndex < 2; ++triangleIndex) {
RenderTriangle& triangle = particle.triangles[triangleIndex];
for (unsigned vertexIndex = 0; vertexIndex < 3; ++vertexIndex) {
const vector3d& corner = corners[indices[triangleIndex][vertexIndex]];
const float position[3] = {corner.x + render.position.x, corner.y + render.position.y, corner.z + render.position.z};
RenderVertex projected{0, 0, 0, 0, 0, 0xFF000000u, 0, 0};
context.projection.Project(position, context.cameraMatrix, projected);
RenderVertex& vertex = triangle.vertices[vertexIndex];
vertex = projected;
vertex.diffuse = particle.argb;
vertex.u = u[triangleIndex][vertexIndex];
vertex.v = v[triangleIndex][vertexIndex];
}
triangle.texture = particle.textures[render.curMotion];
}
for (unsigned index = 0; index < 2; ++index) {
RenderTriangle& triangle = particle.triangles[index];
if (triangle.Visible()) {
context.queues.SubmitTriangle(
triangle, static_cast<std::uint16_t>(particle.renderFlag), context.commands, context.depthAlpha, context.depthStart, context.depthEnd
);
}
}
}
// OFFSET: 0x00BCE350
// FUNCTION: fn_19866
void RenderEffectPrimitive15(
EffectPrimitiveState& particle, const RenderObjectState& render, EffectPrimitiveRenderContext& context, const EffectVisibilityContext& visibility
) {
if (particle.master && PartyEffectVisible(particle.master->state, visibility)) {
DrawEffectPrimitive15(particle, render, context);
}
}
// OFFSET: 0x00BE4210
// FUNCTION: fn_19923
void CEffectPrim::RenderTeiRect(
int* rpCnt, short alpha, vector3d vec1, vector3d vec2, vector3d vec3, vector3d vec4, matrix& wtm, short pw, char tn, char f1, unsigned char r,
unsigned char g, unsigned char b, float ty1, float ty2, float tx, float tx2, char extra
) {
const RagEffectState& master = this->state.master->state;
const int blend = pw != 0 ? 6 : 2;
int red = r;
if (master.unknown_11C88[0] != -1) {
red = static_cast<unsigned char>(master.unknown_11C88[0]);
}
int green = g;
if (master.unknown_11C88[1] != -1) {
green = static_cast<unsigned char>(master.unknown_11C88[1]);
}
int blue = b;
if (master.unknown_11C88[2] != -1) {
blue = static_cast<unsigned char>(master.unknown_11C88[2]);
}
int destBlend = master.unknown_11C88[3];
if (destBlend == -1) {
destBlend = blend;
}
if (*rpCnt >= 510) {
return;
}
const std::uint32_t color = static_cast<std::uint32_t>(((((alpha << 8) + static_cast<unsigned char>(red)) << 8) + static_cast<unsigned char>(green)) << 8) +
static_cast<unsigned char>(blue);
if (f1 == 0) {
const vector3d& position = this->render.position;
vec1.x += position.x;
vec1.y += position.y;
vec1.z += position.z;
vec2.x += position.x;
vec2.y += position.y;
vec2.z += position.z;
vec3.x += position.x;
vec3.y += position.y;
vec3.z += position.z;
vec4.x += position.x;
vec4.y += position.y;
vec4.z += position.z;
}
const vector3d* const corners[2][3] = {{&vec1, &vec2, &vec3}, {&vec4, &vec3, &vec1}};
const float us[2][3] = {{tx, tx2, tx2}, {tx, tx2, tx}};
const float vs[2][3] = {{ty2, ty2, ty1}, {ty1, ty1, ty2}};
for (int half = 0; half < 2; ++half) {
RenderTriangle& triangle = this->state.triangles[*rpCnt];
if (pw == 10) {
triangle.unknown_0064 = 2;
triangle.unknown_0068 = 1;
} else {
triangle.unknown_0064 = 5;
triangle.unknown_0068 = pw == 99 ? 6 : destBlend;
}
for (int index = 0; index < 3; ++index) {
RenderVertex& vertex = triangle.vertices[index];
vertex = TransformVert(wtm, *corners[half][index]);
vertex.diffuse = color;
vertex.u = us[half][index];
vertex.v = vs[half][index];
}
triangle.texture = this->state.textures[tn];
if (extra == 2) {
for (int index = 0; index < 3; ++index) {
RenderVertex& vertex = triangle.vertices[index];
vertex.rhw += 0.000045f;
vertex.z = RhwToDepth(vertex.rhw);
}
} else if (extra == 1 || extra == 3) {
if (extra == 3) {
const RenderVertex center = TransformVert(wtm, this->render.position);
const float width = std::fabs(triangle.vertices[0].x - triangle.vertices[1].x) * 0.5f;
triangle.vertices[0].x = center.x + width;
triangle.vertices[1].x = center.x - width;
triangle.vertices[2].x = half == 0 ? center.x - width : center.x + width;
for (int index = 0; index < 3; ++index) {
triangle.vertices[index].y += static_cast<float>(-30 * g_renderer->viewport.height / 480) * this->render.unknown_005C;
}
}
for (int index = 0; index < 3; ++index) {
triangle.vertices[index].z = 1e-09f;
triangle.vertices[index].rhw = 1.0f;
}
}
if (triangle.Visible()) {
g_renderer->queues.SubmitTriangle(
triangle, static_cast<std::uint16_t>(this->state.renderFlag), g_renderer->commands, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd
);
++*rpCnt;
}
}
}
// OFFSET: 0x00BE4C60
// FUNCTION: fn_19924
void CEffectPrim::RenderTeiRect(
int* rpCnt, int texPart, short alphaB, short alphaT, vector3d vec1, vector3d vec2, vector3d vec3, vector3d vec4, matrix& wtm, char pw
) {
if (*rpCnt >= 510) {
return;
}
int alpha = alphaB;
int blend = 2;
int red = 255;
int green = 255;
int blue = 255;
float textureV = 1.0f;
switch (static_cast<int>(this->state.size)) {
case 0:
blend = 6;
break;
case 1:
green = 175;
blue = 175;
break;
case 2:
red = 195;
green = 195;
blend = 6;
break;
case 3:
alpha = 80;
blend = 6;
break;
case 4:
red = 100;
green = 100;
break;
case 6:
green = 100;
blue = 100;
break;
case 7:
red = 100;
blue = 100;
break;
case 8:
blue = 170;
break;
case 9:
red = 140;
green = 210;
blue = 140;
break;
case 10:
green = 89;
blue = 182;
break;
case 11:
red = 170;
green = 170;
break;
case 12:
red = 50;
green = 50;
blue = 50;
blend = 6;
break;
case 13:
green = 50;
blend = 6;
break;
case 14:
red = 120;
green = 120;
blend = 6;
break;
case 15:
red = 10;
blue = 10;
break;
case 16:
red = 20;
blue = 20;
break;
case 17:
red = 0;
green = 0;
break;
case 18:
green = 0;
blue = 0;
break;
case 19:
red = 0;
blue = 0;
break;
case 20:
blue = 0;
break;
case 21:
green = 0;
break;
case 22:
red = 0;
break;
case 23:
red = 41;
green = 94;
blue = 188;
blend = 6;
break;
case 24:
red = 10;
green = 66;
blue = 114;
break;
case 25:
red = 35;
green = 146;
blue = 185;
break;
case 26:
red = 164;
green = 205;
blue = 254;
break;
case 27:
red = 84;
green = 169;
blue = 205;
break;
case 28:
red = 108;
green = 26;
break;
case 29:
red = 177;
blue = 58;
break;
case 30:
red = 85;
green = 30;
blue = 185;
break;
case 31:
red = 244;
green = 187;
blue = 124;
break;
case 32:
red = 0;
green = 0;
blue = 0;
blend = 6;
break;
case 40:
red = 70;
green = 70;
break;
case 41:
red = 30;
green = 30;
break;
case 42:
red = 43;
green = 40;
blue = 46;
blend = 6;
break;
case 43:
red = 125;
green = 182;
blue = 160;
blend = 6;
break;
case 44:
red = 180;
green = 55;
blue = 30;
blend = 6;
break;
case 45:
red = 65;
green = 141;
blue = 231;
break;
case 46:
red = 164;
green = 47;
blue = 29;
break;
case 47:
red = 172;
green = 154;
blue = 56;
break;
case 48:
red = 80;
green = 20;
blue = 20;
break;
case 49:
red = 200;
green = 130;
blue = 84;
break;
case 50:
green = 198;
blue = 91;
break;
case 100:
red = 250;
green = 250;
textureV = 0.9f;
blend = 6;
break;
default:
break;
}
const RagEffectState& master = this->state.master->state;
if (master.unknown_11C88[3] != -1) {
blend = master.unknown_11C88[3];
}
if (master.unknown_11C88[0] != -1) {
red = master.unknown_11C88[0];
}
if (master.unknown_11C88[1] != -1) {
green = master.unknown_11C88[1];
}
if (master.unknown_11C88[2] != -1) {
blue = master.unknown_11C88[2];
}
const std::uint32_t color = static_cast<std::uint32_t>(((((alpha << 8) + red) << 8) + green) << 8) + blue;
float left;
float right;
if (texPart < 100) {
left = static_cast<float>(texPart) / 21.0f;
if (texPart == 0) {
left = 0.0f;
}
right = static_cast<float>(texPart + 1) / 21.0f;
} else if (texPart == 100) {
left = 0.35f;
right = 0.45f;
} else if (texPart == 101) {
left = 0.45f;
right = 0.55f;
} else {
left = 0.55f;
right = 0.65f;
}
const vector3d& position = this->render.position;
vec1.x += position.x;
vec1.y += position.y;
vec1.z += position.z;
vec2.x += position.x;
vec2.y += position.y;
vec2.z += position.z;
vec3.x += position.x;
vec3.y += position.y;
vec3.z += position.z;
vec4.x += position.x;
vec4.y += position.y;
vec4.z += position.z;
const vector3d* const corners[2][3] = {{&vec1, &vec2, &vec3}, {&vec4, &vec3, &vec1}};
const float us[2][3] = {{left, right, right}, {left, right, left}};
const float vs[2][3] = {{textureV, textureV, 0.0f}, {0.0f, 0.0f, textureV}};
for (int half = 0; half < 2; ++half) {
RenderTriangle& triangle = this->state.triangles[*rpCnt];
triangle.unknown_0064 = 5;
triangle.unknown_0068 = blend;
for (int index = 0; index < 3; ++index) {
RenderVertex& vertex = triangle.vertices[index];
vertex = TransformVert(wtm, *corners[half][index]);
vertex.diffuse = color;
vertex.u = us[half][index];
vertex.v = vs[half][index];
}
triangle.texture = this->state.textures[pw];
if (triangle.Visible()) {
g_renderer->queues.SubmitTriangle(
triangle, static_cast<std::uint16_t>(this->state.renderFlag), g_renderer->commands, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd
);
++*rpCnt;
}
}
}
// OFFSET: 0x00BE5640
// FUNCTION: fn_19925
void CEffectPrim::RenderTeiRect(
int* rpCnt, int texPart, short alphaB, short alphaT, vector3d vec1, vector3d vec2, vector3d vec3, vector3d vec4, matrix& wtm, char pw, unsigned char r,
unsigned char g, unsigned char b
) {
const RagEffectState& master = this->state.master->state;
const int blend = pw != 0 ? 6 : 2;
int red = r;
if (master.unknown_11C88[0] != -1) {
red = static_cast<unsigned char>(master.unknown_11C88[0]);
}
int green = g;
if (master.unknown_11C88[1] != -1) {
green = static_cast<unsigned char>(master.unknown_11C88[1]);
}
int blue = b;
if (master.unknown_11C88[2] != -1) {
blue = static_cast<unsigned char>(master.unknown_11C88[2]);
}
int destBlend = master.unknown_11C88[3];
if (destBlend == -1) {
destBlend = blend;
}
if (*rpCnt >= 510) {
return;
}
const std::uint32_t color = static_cast<std::uint32_t>(((((alphaB << 8) + static_cast<unsigned char>(red)) << 8) + static_cast<unsigned char>(green)) << 8) +
static_cast<unsigned char>(blue);
float top = static_cast<float>(texPart) / 21.0f;
if (texPart == 0) {
top = 0.0f;
}
const float bottom = static_cast<float>(texPart + 1) / 21.0f;
const vector3d& position = this->render.position;
vec1.x += position.x;
vec1.y += position.y;
vec1.z += position.z;
vec2.x += position.x;
vec2.y += position.y;
vec2.z += position.z;
vec3.x += position.x;
vec3.y += position.y;
vec3.z += position.z;
vec4.x += position.x;
vec4.y += position.y;
vec4.z += position.z;
const vector3d* const corners[2][3] = {{&vec1, &vec2, &vec3}, {&vec4, &vec3, &vec1}};
const float us[2][3] = {{1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}};
const float vs[2][3] = {{top, bottom, bottom}, {top, bottom, top}};
for (int half = 0; half < 2; ++half) {
RenderTriangle& triangle = this->state.triangles[*rpCnt];
triangle.unknown_0064 = 5;
triangle.unknown_0068 = destBlend;
for (int index = 0; index < 3; ++index) {
RenderVertex& vertex = triangle.vertices[index];
vertex = TransformVert(wtm, *corners[half][index]);
vertex.diffuse = color;
vertex.u = us[half][index];
vertex.v = vs[half][index];
}
triangle.texture = this->state.textures[0];
if (triangle.Visible()) {
g_renderer->queues.SubmitTriangle(
triangle, static_cast<std::uint16_t>(this->state.renderFlag), g_renderer->commands, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd
);
++*rpCnt;
}
}
}
// OFFSET: 0x00BD2AB0
// FUNCTION: fn_19875
void CEffectPrim::RenderHalfSphere2(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1) {
continue;
}
const int step = slot.fullDisplayAngle / 10;
int level = 0;
for (int ring = 10; ring != 0; --ring) {
for (int count = 0; count <= slot.fullDisplayAngle; count += step) {
const int angle = (slot.rotStart + count) % 360;
const float cs = g_cosTable[angle];
const float sn = g_sinTable[angle];
const float dist = slot.distance;
slot.vecBNow = {dist * cs, 0.0f, dist * sn};
const float radius = slot.height[level];
const float spread = radius * g_cosTable[slot.riseAngle];
slot.vecTNow = {spread * cs + slot.vecBNow.x, -(radius * g_sinTable[slot.riseAngle]), spread * sn + slot.vecBNow.z};
if (level > 0) {
this->RenderTeiRect(&rpCnt, level - 1, slot.alphaB, slot.alphaB, slot.vecBPre, slot.vecBNow, slot.vecTNow, slot.vecTPre, wtm, 0);
}
++level;
if (level >= 21) {
level = 20;
}
slot.vecBPre = slot.vecBNow;
slot.vecTPre = slot.vecTNow;
}
}
}
}
// OFFSET: 0x00BDAC40
// FUNCTION: fn_19894
void CEffectPrim::RenderHalfSphere(matrix& wtm) {
vector3d vec1{};
vector3d vec3{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1) {
continue;
}
const int step = slot.fullDisplayAngle / 10;
for (int angle2 = 0; angle2 < 180; angle2 += 18) {
for (int count = 0; count <= slot.fullDisplayAngle; count += step) {
int angle = slot.rotStart + count;
if (angle >= 360) {
angle -= 360;
}
if (slot.fullDisplayAngle == 360 && count == 360) {
angle = slot.rotStart;
}
const float cs1 = g_cosTable[angle];
const float sn1 = g_sinTable[angle];
const float dist = slot.distance;
float ring = g_sinTable[angle2] * dist;
const vector3d vec2{cs1 * ring + slot.vecTNow.x, g_cosTable[angle2] * dist - slot.maxHeight, sn1 * ring + slot.vecTNow.z};
ring = g_sinTable[angle2 + 18] * dist;
const vector3d vec4{cs1 * ring + slot.vecTNow.x, g_cosTable[angle2 + 18] * dist - slot.maxHeight, sn1 * ring + slot.vecTNow.z};
if (count > 0) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec4, vec3, wtm, 1, 0, 0, 250, 250, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
vec1 = vec2;
vec3 = vec4;
}
}
}
}
// OFFSET: 0x00BDAEF0
// FUNCTION: fn_19895
void CEffectPrim::RenderHermode(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1) {
continue;
}
int angle = slot.rotStart;
const float snA = g_sinTable[angle] * 2.0f;
const float rx = slot.distance * 0.1f * (g_sinTable[slot.riseAngle] + 1.0f);
const double radius = slot.distance * 0.8 + rx;
const float y = slot.height[0] + snA;
slot.vecBPre = {static_cast<float>(g_cosTable[angle] * radius), y, static_cast<float>(g_sinTable[angle] * radius)};
angle += angle >= 270 ? -270 : 90;
slot.vecBNow = {static_cast<float>(g_cosTable[angle] * radius), y, static_cast<float>(g_sinTable[angle] * radius)};
angle += angle + 90 >= 360 ? -270 : 90;
slot.vecTNow = {static_cast<float>(g_cosTable[angle] * radius), y, static_cast<float>(g_sinTable[angle] * radius)};
angle += angle + 90 >= 360 ? -270 : 90;
slot.vecTPre = {static_cast<float>(g_cosTable[angle] * radius), y, static_cast<float>(g_sinTable[angle] * radius)};
vector3d vec1 = slot.vecBPre;
vec1.y -= slot.distance;
vector3d vec2 = slot.vecBNow;
vec2.y -= slot.distance;
vector3d vec3 = slot.vecTPre;
vec3.y -= slot.distance;
vector3d vec4 = slot.vecTNow;
vec4.y -= slot.distance;
const unsigned char shade = static_cast<unsigned char>(slot.flag1[0]);
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecBPre, slot.vecBNow, slot.vecTNow, slot.vecTPre, wtm, 0, 0, 0, shade, shade, 250, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecBPre, slot.vecBNow, vec2, vec1, wtm, 0, 0, 0, shade, shade, 220, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecBNow, slot.vecTNow, vec4, vec2, wtm, 0, 0, 0, shade, shade, 190, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecTNow, slot.vecTPre, vec3, vec4, wtm, 0, 0, 0, shade, shade, 130, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecTPre, slot.vecBPre, vec1, vec3, wtm, 0, 0, 0, shade, shade, 160, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec4, vec3, wtm, 0, 0, 0, shade, shade, 250, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
// OFFSET: 0x00BDB530
// FUNCTION: fn_19896
void CEffectPrim::RenderHitLine3(matrix& wtm) {
vector3d vec1{};
vector3d vec3{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0 || slot.process <= 0) {
continue;
}
for (int j = 0; static_cast<float>(j) < slot.vecTNow.y; ++j) {
float speed = 0.0f;
if (slot.height[j] > 0.0f) {
speed += slot.height[j] / 90.0f * slot.distance;
}
vector3d vecA{
speed * g_cosTable[slot.riseAngle], -slot.distance * g_sinTable[static_cast<std::int16_t>(slot.height[j])] * slot.vecTNow.x,
speed * g_sinTable[slot.riseAngle]
};
speed = 0.0f;
if (slot.height[j + 1] > 0.0f) {
speed += slot.height[j + 1] / 90.0f * slot.distance;
}
vector3d vecB{
speed * g_cosTable[slot.riseAngle], -slot.distance * g_sinTable[static_cast<std::int16_t>(slot.height[j + 1])] * slot.vecTNow.x,
speed * g_sinTable[slot.riseAngle]
};
std::int16_t angle;
Get_Angle(vecA.x - vecB.x, vecA.z - vecB.z, &angle);
vecA.x += slot.vecBNow.x;
vecA.y += slot.vecBNow.y;
vecA.z += slot.vecBNow.z;
vecB.x += slot.vecBNow.x;
vecB.y += slot.vecBNow.y;
vecB.z += slot.vecBNow.z;
angle += 90;
if (angle >= 360) {
angle -= 360;
}
for (int i = 0; i <= 3; ++i) {
const float radius = slot.maxHeight;
const float tx = radius * g_cosTable[i * 120];
const float ry = radius * g_sinTable[i * 120] - 5.0f;
const float rx = tx * g_cosTable[angle];
const float rz = tx * g_sinTable[angle];
const vector3d vec2{vecA.x + rx, vecA.y + ry, vecA.z + rz};
const vector3d vec4{vecB.x + rx, vecB.y + ry, vecB.z + rz};
if (i > 0) {
const int alpha = slot.alphaB - j * 10;
if (alpha > 0) {
if (slot.alphaT == 0) {
this->RenderTeiRect(&rpCnt, alpha, vec2, vec4, vec3, vec1, wtm, 0, 0, 1, 255, 200, 150 - (5 - j) * 30, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.alphaT == 1) {
this->RenderTeiRect(&rpCnt, alpha, vec2, vec4, vec3, vec1, wtm, 0, 0, 1, 120 - (5 - j) * 22, 120 - (5 - j) * 22, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.alphaT == 2) {
this->RenderTeiRect(&rpCnt, alpha, vec2, vec4, vec3, vec1, wtm, 0, 0, 1, 255, 200, 150 - (3 - j) * 50, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.alphaT >= 3) {
const unsigned char grey = static_cast<unsigned char>(255 - (5 - j) * 30);
this->RenderTeiRect(&rpCnt, alpha, vec2, vec4, vec3, vec1, wtm, 0, 0, 1, grey, grey, grey, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
}
vec1 = vec2;
vec3 = vec4;
}
if (slot.alphaT >= 3) {
for (int i = 0; i <= 3; ++i) {
const float radius = slot.maxHeight * 4.0f;
const float tx = radius * g_cosTable[i * 120];
const float ry = radius * g_sinTable[i * 120] - 5.0f;
const float rx = tx * g_cosTable[angle];
const float rz = tx * g_sinTable[angle];
const vector3d vec2{vecA.x + rx, vecA.y + ry, vecA.z + rz};
const vector3d vec4{vecB.x + rx, vecB.y + ry, vecB.z + rz};
if (i > 0) {
const int alpha = static_cast<int>(static_cast<float>(slot.alphaB - j * 10) * 0.5f);
if (alpha > 0 && slot.alphaT == 3) {
this->RenderTeiRect(&rpCnt, alpha, vec2, vec4, vec3, vec1, wtm, 0, 0, 1, 0, 0, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
vec1 = vec2;
vec3 = vec4;
}
}
}
}
}
// OFFSET: 0x00BDBC50
// FUNCTION: fn_19897
void CEffectPrim::RenderHitLine(matrix& wtm) {
vector3d vec1{};
vector3d vec3{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0 || slot.process <= 0) {
continue;
}
for (int j = 0; j < 20; ++j) {
float speed = 0.0f;
float radius = 1.0f;
for (int i = 0; i < slot.flag1[j]; ++i) {
speed += slot.distance * 2.0f * radius;
radius *= 0.7f;
}
if (slot.height[j] > 0.0f) {
speed += slot.distance * radius * (slot.height[j] / 90.0f);
}
radius = 1.0f;
for (int i = 0; i < slot.flag1[j]; ++i) {
radius *= 0.7f;
}
vector3d vecA{
speed * g_cosTable[slot.riseAngle], -slot.distance * g_sinTable[static_cast<std::int16_t>(slot.height[j])] * 1.5f * radius,
speed * g_sinTable[slot.riseAngle]
};
speed = 0.0f;
radius = 1.0f;
for (int i = 0; i < slot.flag1[j + 1]; ++i) {
speed += slot.distance * 2.0f * radius;
radius *= 0.7f;
}
if (slot.height[j + 1] > 0.0f) {
speed += slot.distance * radius * (slot.height[j + 1] / 90.0f);
}
radius = 1.0f;
for (int i = 0; i < slot.flag1[j + 1]; ++i) {
radius *= 0.7f;
}
vector3d vecB{
speed * g_cosTable[slot.riseAngle], -slot.distance * g_sinTable[static_cast<std::int16_t>(slot.height[j + 1])] * 1.5f * radius,
speed * g_sinTable[slot.riseAngle]
};
std::int16_t angle;
Get_Angle(vecA.x - vecB.x, vecA.z - vecB.z, &angle);
vecA.x += slot.vecBNow.x;
vecA.y += slot.vecBNow.y;
vecA.z += slot.vecBNow.z;
vecB.x += slot.vecBNow.x;
vecB.y += slot.vecBNow.y;
vecB.z += slot.vecBNow.z;
angle = static_cast<std::int16_t>((angle + 90) % 360);
for (int i = 0; i <= 3; ++i) {
const float tx = slot.maxHeight * g_cosTable[i * 120];
const float ry = slot.maxHeight * g_sinTable[i * 120];
const float rx = tx * g_cosTable[angle];
const float rz = tx * g_sinTable[angle];
const vector3d vec2{vecA.x + rx, vecA.y + ry, vecA.z + rz};
const vector3d vec4{vecB.x + rx, vecB.y + ry, vecB.z + rz};
if (i > 0) {
const int alpha = slot.alphaB - j * 5;
if (alpha > 0) {
if (slot.alphaT == 2) {
const unsigned char shade = static_cast<unsigned char>(200 - (20 - j) * 7);
this->RenderTeiRect(&rpCnt, alpha, vec1, vec2, vec4, vec3, wtm, 0, 0, 1, 255, shade, shade, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.alphaT == 8) {
const unsigned char shade = static_cast<unsigned char>(150 - (20 - j) * 7);
this->RenderTeiRect(&rpCnt, alpha, vec1, vec2, vec4, vec3, wtm, 0, 0, 1, shade, shade, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else {
this->RenderTeiRect(&rpCnt, alpha, vec1, vec2, vec4, vec3, wtm, 0, 0, 1, 255, 200, 150 - (20 - j) * 7, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
}
vec1 = vec2;
vec3 = vec4;
}
}
}
}
// OFFSET: 0x00BDD980
// FUNCTION: fn_19902
void CEffectPrim::RenderMagnum2(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
EffectPrimitiveSlot& slot = this->state.slots[ec];
if (rpCnt >= 256 || slot.life != 1) {
continue;
}
const int step = slot.fullDisplayAngle / 20;
int order = 0;
for (int count = 0; count <= slot.fullDisplayAngle; count += step) {
int angle = slot.rotStart + count;
if (angle >= 360) {
angle -= 360;
}
if (slot.fullDisplayAngle == 360 && order == 20) {
angle = slot.rotStart;
}
const float cs1 = g_cosTable[angle];
const float sn1 = g_sinTable[angle];
slot.vecBNow.x = cs1 * slot.distance;
slot.vecBNow.y = -3.0f;
slot.vecBNow.z = sn1 * slot.distance;
const float rx = g_cosTable[slot.riseAngle] * slot.maxHeight;
const float ry = g_sinTable[slot.riseAngle] * slot.maxHeight;
slot.vecTNow.x = cs1 * rx + slot.vecBNow.x;
slot.vecTNow.y = -(ry + 3.0f);
slot.vecTNow.z = sn1 * rx + slot.vecBNow.z;
if (order > 0 && slot.alphaB > 0) {
this->RenderTeiRect(&rpCnt, order - 1, slot.alphaB, slot.alphaB, slot.vecBPre, slot.vecBNow, slot.vecTNow, slot.vecTPre, wtm, 0);
}
++order;
if (order >= 21) {
order = 20;
}
slot.vecBPre = slot.vecBNow;
slot.vecTPre = slot.vecTNow;
}
}
}
// OFFSET: 0x00BD8870
// FUNCTION: fn_19889
void CEffectPrim::RenderRipple(matrix& wtm) {
vector3d vec1{};
vector3d vec2{};
vector3d vec3{};
vector3d vec4{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1) {
continue;
}
for (int ring = 10; ring >= 1; --ring) {
const char kind = slot.flag1[4];
int spread = 10 - ring;
if (kind != 2) {
spread *= 3;
}
const float rx = static_cast<float>(spread) + slot.distance;
slot.vecBNow = {rx * g_cosTable[45], 0.0f, rx * g_sinTable[45]};
slot.vecTNow = {rx * g_cosTable[135], 0.0f, rx * g_sinTable[135]};
slot.vecBPre = {rx * g_cosTable[225], 0.0f, rx * g_sinTable[225]};
slot.vecTPre = {rx * g_cosTable[315], 0.0f, rx * g_sinTable[315]};
const float base = slot.height[0];
vec1 = {slot.vecBNow.x + base, slot.vecBNow.y, slot.vecBNow.z};
vec2 = {slot.vecTNow.x + base, slot.vecTNow.y, slot.vecTNow.z};
vec3 = {slot.vecTPre.x + base, slot.vecTPre.y, slot.vecTPre.z};
vec4 = {slot.vecBPre.x + base, slot.vecBPre.y, slot.vecBPre.z};
this->Tei_TowardScreen(vec1, vec2, vec3, vec4, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
const float drop = kind == 2 ? 40.0f : 30.0f;
vec1.y -= drop;
vec2.y -= drop;
vec3.y -= drop;
vec4.y -= drop;
const int alpha = static_cast<int>(slot.height[ring - 1]);
if (alpha > 0) {
const unsigned char shade = ring == 10 ? 55 : 5;
this->RenderTeiRect(&rpCnt, static_cast<short>(alpha), vec2, vec1, vec4, vec3, wtm, 0, slot.flag1[0], 0, shade, shade, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
}
}
// OFFSET: 0x00BDE720
// FUNCTION: fn_19905
void CEffectPrim::RenderPeongUp(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1) {
continue;
}
const float rx = slot.distance;
vector3d vec1{g_cosTable[45] * rx, 0.0f, g_sinTable[45] * rx};
vector3d vec2{g_cosTable[135] * rx, 0.0f, g_sinTable[135] * rx};
vector3d vec3{g_cosTable[225] * rx, 0.0f, g_sinTable[225] * rx};
vector3d vec4{g_cosTable[315] * rx, 0.0f, g_sinTable[315] * rx};
this->Tei_TowardScreen(vec1, vec2, vec3, vec4, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
const vector3d& base = slot.vecBPre;
vec1 = {vec1.x + base.x, vec1.y + base.y, vec1.z + base.z};
vec2 = {vec2.x + base.x, vec2.y + base.y, vec2.z + base.z};
vec3 = {vec3.x + base.x, vec3.y + base.y, vec3.z + base.z};
vec4 = {vec4.x + base.x, vec4.y + base.y, vec4.z + base.z};
if (vec1.y <= 0.0f) {
if (slot.flag1[0] == 2) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 105, 105, 225, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.flag1[0] == 3) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 55, 55, 55, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
}
}
// OFFSET: 0x00BDEA00
// FUNCTION: fn_19906
void CEffectPrim::RenderGrid(matrix& wtm) {
vector3d vec1{};
vector3d vec2{};
vector3d vec3{};
vector3d vec4{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
for (int x = -150; x < 150; x += 30) {
for (int z = -90; z < 90; z += 30) {
const float size = slot.distance;
const float base = slot.maxHeight;
vec1 = {base + static_cast<float>(x), -10.0f, base + static_cast<float>(z)};
vec2 = {size + static_cast<float>(x) + base, -10.0f, vec1.z};
vec3 = {vec2.x, -10.0f, size + static_cast<float>(z) + base};
vec4 = {vec1.x, -10.0f, vec3.z};
this->Tei_TowardScreen(vec1, vec2, vec3, vec4, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
unsigned char red;
unsigned char green;
unsigned char blue;
const char color = slot.flag1[10];
if (color == 0) {
red = 255;
green = 255;
blue = 255;
} else if (color == 1) {
red = 255;
green = 0;
blue = 0;
} else if (color == 3) {
red = 255;
green = 255;
blue = 255;
} else {
red = 0;
green = 0;
blue = 255;
}
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 1, 0, 0, red, green, blue, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
}
}
// OFFSET: 0x00BCFC00
// FUNCTION: fn_19867
void CEffectPrim::RenderRing(matrix& wtm) {
vector3d corners[4]{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
const float dist = slot.distance;
const float cs = g_cosTable[slot.riseAngle];
const float sn = g_sinTable[slot.riseAngle];
const vector3d& center = slot.vecBNow;
const int angles[4] = {90, 180, 270, 0};
for (int index = 0; index < 4; ++index) {
const float radial = dist * g_cosTable[angles[index]];
corners[index] = {cs * radial + center.x, dist * g_sinTable[angles[index]] + center.y, sn * radial + center.z};
}
this->RenderTeiRect(&rpCnt, slot.alphaB, corners[0], corners[1], corners[2], corners[3], wtm, 0, 0, 1, 60, 60, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
// OFFSET: 0x00BD85F0
// FUNCTION: fn_19888
void CEffectPrim::RenderPentagon(matrix& wtm) {
vector3d vec1{};
vector3d vec4{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
const vector3d& top = slot.vecTPre;
const float radius = slot.maxHeight;
for (int point = 0; point <= 5; ++point) {
int angle = slot.rotStart + point * 72;
if (angle >= 360) {
angle -= 360;
}
const float dx = radius * g_cosTable[angle];
const float dz = radius * g_sinTable[angle];
const vector3d vec2{dx + slot.vecTNow.x, slot.vecTNow.y, dz + slot.vecTNow.z};
const vector3d vec3{top.x + dx, top.y, top.z + dz};
if (point != 0) {
if (slot.flag1[0] == 13) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 1, 80, 80, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 1, 230, 255, 230, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
vec1 = vec2;
vec4 = vec3;
}
}
}
// OFFSET: 0x00BE0990
// OFFSET: 0x00BDD0D0
// FUNCTION: fn_19900
void CEffectPrim::RenderBeam(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
const float lift = slot.height[3];
const float length = slot.distance * g_sinTable[slot.fullDisplayAngle] + slot.distance;
const float reach = length * g_cosTable[slot.riseAngle];
const vector3d tip{reach * g_cosTable[slot.rotStart], length * g_sinTable[slot.riseAngle] - lift, reach * g_sinTable[slot.rotStart]};
const unsigned char red = static_cast<unsigned char>(static_cast<int>(slot.height[0]));
const unsigned char green = static_cast<unsigned char>(static_cast<int>(slot.height[1]));
const unsigned char blue = static_cast<unsigned char>(static_cast<int>(slot.height[2]));
this->RenderTeiRect(&rpCnt, slot.alphaB, vector3d{0.5f, -lift, 0.0f}, tip, tip, vector3d{-0.5f, -lift, 0.0f}, wtm, 0, 0, 0, red, green, blue, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, slot.alphaB, vector3d{0.0f, -lift, 0.5f}, tip, tip, vector3d{0.0f, -lift, -0.5f}, wtm, 0, 0, 0, red, green, blue, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
// OFFSET: 0x00BD0A20
// FUNCTION: fn_19870
void CEffectPrim::RenderCone(matrix& wtm) {
vector3d vec1{};
vector3d vec4{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0 || slot.fullDisplayAngle < 0) {
continue;
}
const int step = slot.fullDisplayAngle / 20;
int texPart = 0;
for (int count = 0; count <= slot.fullDisplayAngle; count += step) {
int angle = slot.riseAngle + count;
if (angle >= 360) {
angle -= 360;
}
if (slot.fullDisplayAngle == 360 && count == 360) {
angle = slot.riseAngle;
}
const float scale = slot.height[0];
const float cs = g_cosTable[angle];
const float inner = slot.distance * g_sinTable[angle];
const float outerRadius = scale * slot.distance * 0.1f + slot.distance;
const float outer = outerRadius * g_sinTable[angle];
const vector3d vec2{slot.vecTNow.x + inner * g_cosTable[slot.rotStart], slot.distance * cs - slot.maxHeight, slot.vecTNow.z + inner * g_sinTable[slot.rotStart]};
const vector3d vec3{
outer * g_cosTable[slot.rotStart] - slot.vecTNow.x * scale, outerRadius * cs - slot.maxHeight, outer * g_sinTable[slot.rotStart] - slot.vecTNow.z * scale
};
if (count > 0) {
this->RenderTeiRect(&rpCnt, texPart - 1, slot.alphaB, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0);
}
if (++texPart > 20) {
texPart = 20;
}
vec1 = vec2;
vec4 = vec3;
}
}
}
// OFFSET: 0x00BDE460
// FUNCTION: fn_19904
void CEffectPrim::RenderPeong(matrix& wtm) {
vector3d vec1{};
vector3d vec2{};
vector3d vec3{};
vector3d vec4{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1) {
continue;
}
const float rx = slot.distance;
vec1 = {g_cosTable[45] * rx, 0.0f, g_sinTable[45] * rx};
vec2 = {g_cosTable[135] * rx, 0.0f, g_sinTable[135] * rx};
vec3 = {g_cosTable[225] * rx, 0.0f, g_sinTable[225] * rx};
vec4 = {g_cosTable[315] * rx, 0.0f, g_sinTable[315] * rx};
this->Tei_TowardScreen(vec1, vec2, vec3, vec4, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
const vector3d& base = slot.vecBPre;
vec1 = {vec1.x + base.x, vec1.y + base.y, vec1.z + base.z};
vec2 = {vec2.x + base.x, vec2.y + base.y, vec2.z + base.z};
vec3 = {vec3.x + base.x, vec3.y + base.y, vec3.z + base.z};
vec4 = {vec4.x + base.x, vec4.y + base.y, vec4.z + base.z};
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 1, 0, 0, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
// OFFSET: 0x00BD2CF0
// FUNCTION: fn_19876
void CEffectPrim::RenderFloorRect(matrix& wtm) {
vector3d vec1{};
vector3d vec2{};
vector3d vec3{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
const int rot = slot.riseAngle;
const float back = slot.maxHeight;
const float width = slot.height[0];
const int left = rot >= 90 ? rot - 90 : rot + 270;
const float baseX = width * g_cosTable[left] + back * g_cosTable[left];
const float baseZ = width * g_sinTable[left] + back * g_sinTable[left];
const float length = slot.distance;
const int forward = rot < 0 ? rot + 360 : rot;
const int backward = rot - 180 < 0 ? rot - 180 + 360 : rot - 180;
const int right = rot < 270 ? rot + 90 : rot - 270;
const float sideX = back * g_cosTable[right] + width * g_cosTable[left];
const float sideZ = back * g_sinTable[right] + width * g_sinTable[left];
vec3 = {length * g_cosTable[forward] + baseX, 0.0f, length * g_sinTable[forward] + baseZ};
vec2 = {length * g_cosTable[backward] + baseX, 0.0f, length * g_sinTable[backward] + baseZ};
vec1 = {length * g_cosTable[forward] + sideX, 0.0f, length * g_sinTable[forward] + sideZ};
const vector3d vec4{length * g_cosTable[backward] + sideX, 0.0f, length * g_sinTable[backward] + sideZ};
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec4, vec2, vec3, wtm, 1, 0, 0, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
// OFFSET: 0x00BE0B40
// FUNCTION: fn_19913
void CEffectPrim::RenderRotatedRing(matrix& wtm) {
vector3d corners[4]{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
const float dist = slot.distance;
const float cs = g_cosTable[slot.rotStart];
const float sn = g_sinTable[slot.rotStart];
const vector3d& center = slot.vecBNow;
int angle = slot.riseAngle;
for (int index = 0; index < 4; ++index) {
angle = angle < 270 ? angle + 90 : angle - 270;
const float radial = dist * g_cosTable[angle];
corners[index] = {cs * radial + center.x, dist * g_sinTable[angle] + center.y, sn * radial + center.z};
}
this->RenderTeiRect(&rpCnt, slot.alphaB, corners[0], corners[1], corners[2], corners[3], wtm, 0, 0, 1, 80, 255, 80, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
// OFFSET: 0x00BE1A80
// FUNCTION: fn_19917
void CEffectPrim::RenderFloorSquare(matrix& wtm) {
vector3d corners[4]{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
const float dist = slot.distance;
const vector3d& center = slot.vecBNow;
const float y = center.y + 0.0f;
int angle = slot.riseAngle + 45 < 360 ? slot.riseAngle + 45 : slot.riseAngle - 315;
for (int index = 0; index < 4; ++index) {
corners[index] = {dist * g_cosTable[angle] + center.x, y, dist * g_sinTable[angle] + center.z};
angle = angle + 90 < 360 ? angle + 90 : angle - 270;
}
if (slot.flag1[1] == 1) {
const char frame = slot.process > 0 ? static_cast<char>(slot.process / 6 % 4) : 0;
this->RenderTeiRect(&rpCnt, slot.alphaB, corners[0], corners[1], corners[2], corners[3], wtm, 1, frame, 1, 205, 205, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.flag1[1] == 2) {
this->RenderTeiRect(&rpCnt, slot.alphaB, corners[0], corners[1], corners[2], corners[3], wtm, 1, 0, 1, 0, 255, 0, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else {
this->RenderTeiRect(&rpCnt, slot.alphaB, corners[0], corners[1], corners[2], corners[3], wtm, 1, 0, 1, 200, 200, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
}
// OFFSET: 0x00BE0E30
// FUNCTION: fn_19914
void CEffectPrim::RenderFloorSquare2(matrix& wtm) {
vector3d corners[4]{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
const float dist = slot.distance;
const vector3d& center = slot.vecBNow;
const float y = center.y + 0.0f;
int angle = slot.riseAngle < 270 ? slot.riseAngle + 90 : slot.riseAngle - 270;
for (int index = 0; index < 4; ++index) {
corners[index] = {dist * g_cosTable[angle] + center.x, y, dist * g_sinTable[angle] + center.z};
angle = angle + 90 < 360 ? angle + 90 : angle - 270;
}
switch (slot.flag1[3]) {
case 0:
this->RenderTeiRect(&rpCnt, slot.alphaB, corners[0], corners[1], corners[2], corners[3], wtm, 0, 0, 1, 80, 80, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
break;
case 1:
this->RenderTeiRect(&rpCnt, slot.alphaB, corners[0], corners[1], corners[2], corners[3], wtm, 0, 0, 1, 80, 255, 80, 0.0f, 1.0f, 0.0f, 1.0f, 0);
break;
case 2:
this->RenderTeiRect(&rpCnt, slot.alphaB, corners[0], corners[1], corners[2], corners[3], wtm, 1, 0, 1, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
break;
case 3:
this->RenderTeiRect(&rpCnt, slot.alphaB, corners[0], corners[1], corners[2], corners[3], wtm, 1, 0, 1, 70, 70, 70, 0.0f, 1.0f, 0.0f, 1.0f, 0);
break;
}
}
}
// OFFSET: 0x00BD1CB0
// FUNCTION: fn_19873
void CEffectPrim::RenderColorPlane(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
const float height = -slot.maxHeight;
const vector3d vec1{slot.vecBNow.x, 0.0f, slot.vecBNow.z};
const vector3d vec2{slot.vecBPre.x, 0.0f, slot.vecBPre.z};
const vector3d vec3{slot.vecBPre.x, height, slot.vecBPre.z};
const vector3d vec4{slot.vecBNow.x, height, slot.vecBNow.z};
const float kind = slot.height[0];
if (kind == 1.0f) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 1, 0, 0, 255, 155, 155, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (kind == 2.0f) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 1, 0, 0, 155, 255, 155, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (kind == 3.0f) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 255, 255, 100, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (kind == 4.0f) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 255, 150, 150, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
}
// OFFSET: 0x00BDF0A0
// FUNCTION: fn_19908
void CEffectPrim::RenderRainbow(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
const int step = slot.fullDisplayAngle / 20;
for (int rcolor = 0; rcolor < 7; ++rcolor) {
int order = 0;
const float inner = static_cast<float>(1.0 - rcolor * 0.05f);
const float outer = static_cast<float>(1.0 - (rcolor + 1) * 0.05f);
for (int count = 0; count <= slot.fullDisplayAngle; count += step) {
int angle = slot.rotStart + count;
if (angle >= 360) {
angle -= 360;
}
const float cs = g_cosTable[slot.riseAngle];
const float sn = g_sinTable[slot.riseAngle];
const float x1 = g_cosTable[angle] * slot.distance;
const float y1 = g_sinTable[angle] * slot.distance;
const vector3d vec1{cs * (x1 * inner), y1 * inner * 2.0f, sn * (x1 * inner)};
const vector3d vec4{cs * (x1 * outer), y1 * outer * 2.0f, sn * (x1 * outer)};
int next = angle + step;
if (next >= 360) {
next -= 360;
}
const float x2 = g_cosTable[next] * slot.distance;
const float y2 = g_sinTable[next] * slot.distance;
const vector3d vec2{cs * (x2 * inner), y2 * inner * 2.0f, sn * (x2 * inner)};
const vector3d vec3{cs * (x2 * outer), y2 * outer * 2.0f, sn * (x2 * outer)};
unsigned char red;
unsigned char green;
unsigned char blue;
switch (rcolor) {
case 0:
red = 255;
green = 0;
blue = 0;
break;
case 1:
red = 255;
green = 126;
blue = 0;
break;
case 2:
red = 255;
green = 255;
blue = 0;
break;
case 3:
red = 0;
green = 255;
blue = 0;
break;
case 4:
red = 0;
green = 0;
blue = 255;
break;
case 5:
red = 115;
green = 50;
blue = 200;
break;
case 6:
red = 255;
green = 0;
blue = 255;
break;
}
this->RenderTeiRect(&rpCnt, order, slot.alphaB, slot.alphaB, vec2, vec3, vec4, vec1, wtm, 0, red, green, blue);
++order;
if (order >= 21) {
order = 20;
}
}
}
}
}
// OFFSET: 0x00BDF440
// FUNCTION: fn_19909
void CEffectPrim::RenderRectUp2(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 2; ++ec) {
EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
const bool distant = 10.0f <= slot.distance;
const unsigned char r = distant ? 100 : 200;
const unsigned char g = distant ? 100 : 250;
const unsigned char b = distant ? 250 : 200;
slot.vecBPre = {slot.height[0], -1.0f, slot.height[1]};
slot.vecBNow = {slot.height[0], -1.0f, -slot.height[1]};
slot.vecTNow = {-slot.height[0], -1.0f, -slot.height[1]};
slot.vecTPre = {-slot.height[0], -1.0f, slot.height[1]};
const float y = -1.0f - slot.height[2];
const vector3d vec1{slot.vecBPre.x, y, slot.vecBPre.z};
const vector3d vec2{slot.vecBNow.x, y, slot.vecBNow.z};
const vector3d vec3{slot.vecTPre.x, y, slot.vecTPre.z};
const vector3d vec4{slot.vecTNow.x, y, slot.vecTNow.z};
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecBPre, slot.vecBNow, vec2, vec1, wtm, 0, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecBNow, slot.vecTNow, vec4, vec2, wtm, 0, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecTNow, slot.vecTPre, vec3, vec4, wtm, 0, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecTPre, slot.vecBPre, vec1, vec3, wtm, 0, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
for (int ec = 2; ec < 4; ++ec) {
EffectPrimitiveSlot& slot = this->state.slots[ec];
float left = 0.0f;
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
const bool distant = 10.0f <= slot.distance;
const unsigned char r = distant ? 50 : 150;
const unsigned char g = distant ? 50 : 250;
const unsigned char b = distant ? 250 : 150;
const float w = slot.height[0];
const float h = slot.height[1];
const float dist = slot.distance;
slot.vecBPre = {w, -1.0f, h};
slot.vecBNow = {w, -1.0f, -h};
slot.vecTNow = {-w, -1.0f, -h};
slot.vecTPre = {-w, -1.0f, h};
if (dist < w * 2.0f) {
slot.vecBPre.z = h - dist;
slot.vecBNow.z = slot.vecBPre.z - slot.height[3];
if (slot.vecBNow.z < -h) {
left = -h - slot.vecBNow.z;
slot.vecBNow.z = -h;
slot.vecTNow.x = slot.vecBNow.x - left;
}
} else if (dist < w * 4.0f) {
slot.vecBNow.x = w - (dist - w * 2.0f);
slot.vecTNow.x = slot.vecBNow.x - slot.height[3];
if (slot.vecTNow.x < -w) {
left = -w - slot.vecTNow.x;
slot.vecTNow.x = -w;
slot.vecTPre.z = slot.vecTNow.z + left;
}
} else if (dist < w * 6.0f) {
slot.vecTNow.z = dist - w * 4.0f - h;
slot.vecTPre.z = slot.vecTNow.z + slot.height[3];
if (slot.vecTPre.z > h) {
left = slot.vecTPre.z - h;
slot.vecTPre.z = h;
slot.vecBPre.x = slot.vecTPre.x + left;
}
} else {
slot.vecTPre.x = dist - w * 6.0f - w;
slot.vecBPre.x = slot.vecTPre.x + slot.height[3];
if (slot.vecBPre.x > w) {
left = slot.vecBPre.x - w;
slot.vecBPre.x = w;
slot.vecBNow.z = slot.vecBPre.z - left;
}
}
const float y = -1.0f - slot.height[2];
const vector3d vec1{slot.vecBPre.x, y, slot.vecBPre.z};
const vector3d vec2{slot.vecBNow.x, y, slot.vecBNow.z};
const vector3d vec3{slot.vecTPre.x, y, slot.vecTPre.z};
const vector3d vec4{slot.vecTNow.x, y, slot.vecTNow.z};
if (dist < w * 2.0f) {
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecBPre, slot.vecBNow, vec2, vec1, wtm, 0, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
if (left > 0.0f) {
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecBNow, slot.vecTNow, vec4, vec2, wtm, 0, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
} else if (dist < w * 4.0f) {
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecBNow, slot.vecTNow, vec4, vec2, wtm, 0, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
if (left > 0.0f) {
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecTNow, slot.vecTPre, vec3, vec4, wtm, 0, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
} else if (dist < w * 6.0f) {
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecTNow, slot.vecTPre, vec3, vec4, wtm, 0, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
if (left > 0.0f) {
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecTPre, slot.vecBPre, vec1, vec3, wtm, 0, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
} else {
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecTPre, slot.vecBPre, vec1, vec3, wtm, 0, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
if (left > 0.0f) {
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecBPre, slot.vecBNow, vec2, vec1, wtm, 0, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
}
}
// OFFSET: 0x00BE0010
// FUNCTION: fn_19910
void CEffectPrim::RenderRectUp(matrix& wtm) {
int rpCnt = 0;
unsigned char r;
unsigned char g;
unsigned char b;
short p;
for (int ec = 0; ec < 4; ++ec) {
EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
const float cs1 = g_cosTable[slot.rotStart];
const float sn1 = g_sinTable[slot.rotStart];
float rx = slot.height[0];
float rz = slot.height[1];
slot.vecBPre = {cs1 * rx - sn1 * rz, -1.0f, sn1 * rx + cs1 * rz};
rz = -slot.height[1];
slot.vecBNow = {cs1 * rx - sn1 * rz, -1.0f, sn1 * rx + cs1 * rz};
rx = -slot.height[0];
slot.vecTNow = {cs1 * rx - sn1 * rz, -1.0f, sn1 * rx + cs1 * rz};
rz = slot.height[1];
slot.vecTPre = {cs1 * rx - sn1 * rz, -1.0f, sn1 * rx + cs1 * rz};
const float y = -1.0f - slot.height[2];
const vector3d vec1{slot.vecBPre.x, y, slot.vecBPre.z};
const vector3d vec2{slot.vecBNow.x, y, slot.vecBNow.z};
const vector3d vec3{slot.vecTPre.x, y, slot.vecTPre.z};
const vector3d vec4{slot.vecTNow.x, y, slot.vecTNow.z};
if (slot.height[3] == 0.0f) {
r = 255;
g = 255;
b = 255;
p = 0;
} else if (slot.height[3] == 1.0f) {
r = 235;
g = 255;
b = 235;
p = 1;
} else if (slot.height[3] == 2.0f) {
r = 80;
g = 80;
b = 80;
p = 1;
} else if (slot.height[3] == 4.0f) {
r = 255;
g = 255;
b = static_cast<unsigned char>(static_cast<int>(slot.height[4] + 0.0f + slot.height[5]));
p = 1;
}
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecBPre, slot.vecBNow, vec2, vec1, wtm, p, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecBNow, slot.vecTNow, vec4, vec2, wtm, p, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecTNow, slot.vecTPre, vec3, vec4, wtm, p, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, slot.alphaB, slot.vecTPre, slot.vecBPre, vec1, vec3, wtm, p, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
if (slot.height[3] == 2.0f) {
int alpha = slot.alphaB * 2;
if (alpha > 255) {
alpha = 255;
}
this->RenderTeiRect(&rpCnt, static_cast<short>(alpha), slot.vecBPre, slot.vecTNow, vec4, vec1, wtm, p, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, static_cast<short>(alpha), slot.vecBNow, slot.vecTPre, vec3, vec2, wtm, p, 0, 0, r, g, b, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
}
// OFFSET: 0x00BE0680
// FUNCTION: fn_19911
void CEffectPrim::RenderSMA2(matrix& wtm) {
vector3d vec1{};
vector3d vec3{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1) {
continue;
}
const int step = slot.fullDisplayAngle / 20;
int order = 0;
for (int count = 0; count <= slot.fullDisplayAngle; count += step) {
int angle = (slot.rotStart + count) % 360;
if (slot.fullDisplayAngle == 360 && order == 20) {
angle = slot.rotStart;
}
const float cs1 = g_cosTable[angle];
const float sn1 = g_sinTable[angle];
const float rx = g_cosTable[slot.riseAngle] * slot.height[order];
const float ry = g_sinTable[slot.riseAngle] * slot.height[order];
const vector3d& delta = this->state.deltaPos;
const vector3d vec2{cs1 * slot.distance + delta.x, delta.y + 0.0f, sn1 * slot.distance + delta.z};
const vector3d vec4{cs1 * rx + cs1 * slot.distance + delta.x, delta.y - ry, sn1 * rx + sn1 * slot.distance + delta.z};
if (order > 0) {
const float tx1 = static_cast<float>(order - 1) / 21.0f;
const float tx2 = static_cast<float>(order) / 21.0f;
if (slot.alphaT == 99) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec4, vec3, wtm, 99, 0, 1, 70, 70, 70, 0.0f, 1.0f, tx1, tx2, 0);
} else {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec4, vec3, wtm, 0, 0, 1, 90, 90, 255, 0.0f, 1.0f, tx1, tx2, 0);
}
}
++order;
if (order >= 21) {
order = 20;
}
vec1 = vec2;
vec3 = vec4;
}
}
}
// OFFSET: 0x00BE1150
// FUNCTION: fn_19915
void CEffectPrim::RenderSaintWing(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1) {
continue;
}
for (int i = 0; i < 10; ++i) {
const float rx = slot.distance;
int angle = slot.rotStart - 65;
if (angle >= 360) {
angle -= 360;
}
if (angle < 0) {
angle += 360;
}
const vector3d vec1{rx * g_cosTable[angle], slot.height[0], rx * g_sinTable[angle]};
int angle2 = slot.rotStart + 65;
if (angle2 >= 360) {
angle2 -= 360;
}
if (angle2 < 0) {
angle2 += 360;
}
const vector3d vec4{rx * g_cosTable[angle2], slot.height[0], rx * g_sinTable[angle2]};
const float rz = i < 5 ? slot.maxHeight : slot.maxHeight + (0.5f * g_sinTable[slot.riseAngle] + 0.5f);
angle = slot.rotStart;
if (angle >= 360) {
angle -= 360;
}
if (angle < 0) {
angle += 360;
}
const float sn1 = g_sinTable[angle];
const float cs1 = g_cosTable[angle];
const int add = i < 5 ? (i - i % 5) * 9 + i % 5 * 3 + slot.fullDisplayAngle : (i - i % 5) * 9 + i % 5 * 3;
const float lx = g_cosTable[add] * rz;
const float ly = g_sinTable[add] * rz;
slot.vecBNow.z = sn1 * lx;
slot.vecBNow.x = cs1 * lx;
const vector3d vec2{vec1.x + slot.vecBNow.x, vec1.y - ly, vec1.z + slot.vecBNow.z};
const vector3d vec3{vec4.x + slot.vecBNow.x, vec4.y - ly, vec4.z + slot.vecBNow.z};
if (ec == 1) {
if (i % 5 < 4) {
int alpha = slot.alphaB;
for (int b = 3; b >= i % 5; --b) {
alpha = static_cast<int>(static_cast<float>(alpha) * 0.7f);
}
this->RenderTeiRect(&rpCnt, static_cast<short>(alpha), vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 105, 105, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 1, 0, 0, 205, 205, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
} else if (ec == 0) {
if (i % 5 < 4) {
int alpha = slot.alphaB;
for (int b = 3; b >= i % 5; --b) {
alpha = static_cast<int>(static_cast<float>(alpha) * 0.7f);
}
this->RenderTeiRect(&rpCnt, static_cast<short>(alpha), vec4, vec3, vec2, vec1, wtm, 0, 0, 0, 105, 105, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec4, vec3, vec2, vec1, wtm, 1, 0, 0, 205, 205, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
}
}
}
// OFFSET: 0x00BE1820
// FUNCTION: fn_19916
void CEffectPrim::RenderSlash1(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
for (int i = 0; i <= 2; ++i) {
int angle = slot.rotStart - 1 + i;
if (angle < 0) {
angle += 360;
} else if (angle >= 360) {
angle -= 360;
}
const float cs1 = g_cosTable[angle];
const float sn1 = g_sinTable[angle];
float rx = slot.height[0];
const vector3d vec1{cs1 * rx, -0.0f, sn1 * rx};
const vector3d vec2{vec1.x, i == 1 ? vec1.y - slot.maxHeight * 0.2f : vec1.y - slot.maxHeight * 0.1f, vec1.z};
rx = slot.height[0] + slot.distance;
const vector3d vec3{cs1 * rx, -0.0f, sn1 * rx};
const vector3d vec4{vec3.x, i == 1 ? vec3.y - slot.maxHeight : vec3.y - slot.maxHeight * 0.4f, vec3.z};
const int alpha = i == 1 ? slot.alphaB : slot.alphaB / 3;
this->RenderTeiRect(&rpCnt, static_cast<short>(alpha), vec1, vec3, vec4, vec2, wtm, 0, 0, 0, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
}
// OFFSET: 0x00BE1D70
// FUNCTION: fn_19918
void CEffectPrim::RenderSoulLink(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1) {
continue;
}
const float rx = slot.distance;
vector3d vec1{g_cosTable[45] * rx, 0.0f, g_sinTable[45] * rx};
vector3d vec2{g_cosTable[135] * rx, 0.0f, g_sinTable[135] * rx};
vector3d vec3{g_cosTable[225] * rx, 0.0f, g_sinTable[225] * rx};
vector3d vec4{g_cosTable[315] * rx, 0.0f, g_sinTable[315] * rx};
const std::int16_t rot0 = this->state.slots[0].alphaT;
this->Tei_TowardScreen(vec1, vec2, vec3, vec4, rot0, this->state.slots[1].alphaT);
const float length = slot.vecBPre.x;
const vector3d vecA{length * g_cosTable[rot0], slot.vecBPre.y, length * g_sinTable[rot0]};
vec1 = {vec1.x + vecA.x, vec1.y + vecA.y, vec1.z + vecA.z};
vec2 = {vec2.x + vecA.x, vec2.y + vecA.y, vec2.z + vecA.z};
vec3 = {vec3.x + vecA.x, vec3.y + vecA.y, vec3.z + vecA.z};
vec4 = {vec4.x + vecA.x, vec4.y + vecA.y, vec4.z + vecA.z};
const int alpha = static_cast<int>(slot.height[13]);
if (vec1.y > 0.0f) {
continue;
}
if (slot.process < 180) {
CGameMode* gameMode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
CRagEffect* effect = nullptr;
if (static_cast<float>(g_session.m_aid) == slot.height[10]) {
effect = gameMode->scene->player->LaunchEffect(506, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
} else if (auto* actor = static_cast<CGameActor*>(gameMode->scene->GetGameActorByAID(static_cast<std::uint32_t>(slot.height[10])))) {
effect = actor->LaunchEffect(506, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
}
if (effect) {
vector3d position = vecA;
effect->SendMsg(nullptr, 14, 0, reinterpret_cast<int>(&position), 0, 0, 0, 0);
}
}
this->RenderTeiRect(&rpCnt, static_cast<short>(alpha), vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 125, 125, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
// INLINED
static __forceinline void RenderSoulParticleQuad(
CEffectPrim& prim, int* rpCnt, const EffectPrimitiveSlot& slot, const vector3d* corners, const vector3d& base, float countValue, unsigned char extraShade, matrix& wtm
) {
int count = static_cast<int>(countValue);
if (count < 0) {
count = 0;
}
const vector3d vec1{corners[0].x + base.x, corners[0].y + base.y, corners[0].z + base.z};
const vector3d vec2{corners[1].x + base.x, corners[1].y + base.y, corners[1].z + base.z};
const vector3d vec3{corners[2].x + base.x, corners[2].y + base.y, corners[2].z + base.z};
const vector3d vec4{corners[3].x + base.x, corners[3].y + base.y, corners[3].z + base.z};
if (vec1.y > 0.0f) {
return;
}
const short alpha = static_cast<short>(count);
if (slot.height[15] == 0.0f) {
prim.RenderTeiRect(rpCnt, alpha, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 80, 80, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.height[15] == 1.0f) {
prim.RenderTeiRect(rpCnt, alpha, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 255, 200, 200, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.height[15] == 2.0f) {
prim.RenderTeiRect(rpCnt, alpha, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 255, 160, 160, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.height[15] == 3.0f) {
prim.RenderTeiRect(rpCnt, alpha, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 255, 120, 120, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.height[15] == 4.0f) {
prim.RenderTeiRect(rpCnt, alpha, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, extraShade, extraShade, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
// OFFSET: 0x00BE2190
// FUNCTION: fn_19919
void CEffectPrim::RenderSoulParticle(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1) {
continue;
}
const float rx = slot.distance;
vector3d corners[4] = {
{g_cosTable[45] * rx, 0.0f, g_sinTable[45] * rx},
{g_cosTable[135] * rx, 0.0f, g_sinTable[135] * rx},
{g_cosTable[225] * rx, 0.0f, g_sinTable[225] * rx},
{g_cosTable[315] * rx, 0.0f, g_sinTable[315] * rx},
};
this->Tei_TowardScreen(corners[0], corners[1], corners[2], corners[3], this->state.slots[0].alphaT, this->state.slots[1].alphaT);
RenderSoulParticleQuad(*this, &rpCnt, slot, corners, slot.vecBPre, slot.height[12], 40, wtm);
RenderSoulParticleQuad(*this, &rpCnt, slot, corners, slot.vecBNow, slot.height[13], 10, wtm);
RenderSoulParticleQuad(*this, &rpCnt, slot, corners, slot.vecTPre, slot.height[14], 70, wtm);
}
}
// OFFSET: 0x00BE2B10
// FUNCTION: fn_19920
void CEffectPrim::RenderSphereWind(matrix& wtm) {
vector3d vec1{};
vector3d vec3{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1) {
continue;
}
const int step = slot.fullDisplayAngle / 20;
int order = 0;
for (int count = 0; count <= slot.fullDisplayAngle; count += step) {
int angle = slot.rotStart + count;
if (angle >= 360) {
angle -= 360;
} else if (angle < 0) {
angle += 360;
}
if (slot.fullDisplayAngle == 360 && order == 20) {
angle = slot.rotStart;
}
const float cs1 = g_cosTable[angle];
const float sn1 = g_sinTable[angle];
const vector3d vecM{cs1 * (g_cosTable[slot.riseAngle] * slot.distance), cs1 * (g_sinTable[slot.riseAngle] * slot.distance), sn1 * slot.distance};
const vector3d vecA{-(slot.maxHeight * g_sinTable[slot.riseAngle]), slot.maxHeight * g_cosTable[slot.riseAngle], 0.0f};
const vector3d vec2{vecM.x + vecA.x, vecM.y + vecA.y + slot.height[0], vecM.z + vecA.z};
const vector3d vec4{vecM.x - vecA.x, vecM.y - vecA.y + slot.height[0], vecM.z - vecA.z};
if (order > 0) {
this->RenderTeiRect(&rpCnt, order - 1, slot.alphaB, slot.alphaB, vec1, vec2, vec4, vec3, wtm, 0);
}
++order;
if (order >= 21) {
order = 20;
}
vec1 = vec2;
vec3 = vec4;
}
}
}