Owner-authorized source migration: 31 helper-only translation units were merged into their callers or existing inline headers; both build manifests updated. Includes the preserved source payload, Lua configuration matching wowdecomp, and exact malloca expansion without diagnostic pragmas. 449 native units compiled locally and 449 staged units compiled by the pinned server toolchain. No previously byte-matched function regressed. Compiler mapping diagnostics remain recorded as needs_cleanup, not accepted or peer-confirmed. Existing independent review records are preserved. README.md is intentionally unchanged.
122 lines
3.9 KiB
C++
122 lines
3.9 KiB
C++
#include "Render/Primitives/DepthAlpha.h"
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#include "Render/Primitives/RenderCommandPool.h"
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#include "Render/Primitives/RenderQueues.h"
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#include <algorithm>
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// INLINED
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RenderQueues::RenderQueues() {
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this->queue_015C.reserve(1000);
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this->queue_0168.reserve(1000);
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this->queue_0174.reserve(1000);
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this->queue_0180.reserve(1000);
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this->queue_018C.reserve(1000);
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this->queue_0198.reserve(1000);
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this->queue_01A4.reserve(1000);
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this->queue_01B0.reserve(1000);
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this->queue_01BC.reserve(1000);
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this->queue_01C8.reserve(1000);
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this->queue_01D4.reserve(1000);
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this->queue_01E0.reserve(1000);
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this->queue_01EC.reserve(1000);
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this->lightmapped.first.reserve(1000);
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this->lightmapped.second.reserve(1000);
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this->queue_0210.reserve(1000);
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this->queue_021C.reserve(1000);
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this->queue_0228.reserve(1000);
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this->queue_0234.reserve(1000);
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this->queue_0240.reserve(1000);
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}
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// OFFSET: 0x00559CA0
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// FUNCTION: fn_02073
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void RenderQueues::Submit(RenderCommand* primitive, std::uint16_t flags, bool depthAlpha, float depthStart, float depthEnd) {
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if (depthAlpha) {
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ApplyDepthAlpha(*primitive, depthStart, depthEnd);
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}
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if (flags & 1) {
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const auto first = [&]() { return primitive->vertices[0].rhw; };
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const auto average = [&]() {
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const float second = primitive->vertices[1].rhw;
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return (first() - second) * 0.5f + second;
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};
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if (flags & 4) {
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if (flags & 8) {
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this->queue_0210.push_back(primitive);
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} else if (flags & 0x200) {
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this->queue_0234.push_back({average(), primitive});
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} else {
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this->queue_01EC.push_back(primitive);
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}
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} else if (flags & 2) {
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if (flags & 0x100) {
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this->queue_01C8.push_back({average(), primitive});
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} else if (flags & 0x200) {
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this->queue_01E0.push_back({average(), primitive});
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} else {
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this->queue_01D4.push_back({average(), primitive});
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}
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} else if (flags & 0x10) {
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this->queue_0228.push_back({average(), primitive});
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} else if (flags & 0x100) {
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this->queue_0180.push_back({average(), primitive});
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} else if (flags & 0x200) {
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if (flags & 8) {
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this->queue_021C.push_back({average(), primitive});
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} else {
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this->queue_0198.push_back({average(), primitive});
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}
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} else if (flags & 0x20) {
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this->queue_01BC.push_back({first(), primitive});
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} else if (static_cast<unsigned char>(primitive->unknown_0014) == 1) {
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this->queue_018C.push_back({first(), primitive});
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} else {
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this->queue_01A4.push_back({first(), primitive});
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}
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} else if (flags & 0x800) {
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this->queue_0168.push_back(primitive);
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} else if (flags & 0x1000) {
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this->queue_0174.push_back(primitive);
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} else if (flags & 0x20) {
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this->queue_01B0.push_back(primitive);
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} else {
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this->queue_015C.push_back(primitive);
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}
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}
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// OFFSET: 0x00559F70
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// FUNCTION: fn_02074
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void RenderQueues::SubmitTriangle(RenderTriangle& triangle, std::uint16_t flags, RenderCommandPool& pool, bool depthAlpha, float depthStart, float depthEnd) {
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RenderCommand* command = pool.Acquire();
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command->vertices = triangle.vertices;
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command->vertexCount = 3;
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command->texture = triangle.texture;
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command->unknown_0020 = 0;
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command->unknown_0018 = triangle.unknown_0064;
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command->unknown_001C = triangle.unknown_0068;
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this->Submit(command, flags, depthAlpha, depthStart, depthEnd);
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}
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// INLINED
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void RenderQueues::Clear() {
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this->queue_015C.clear();
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this->queue_0168.clear();
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this->queue_0174.clear();
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this->queue_0180.clear();
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this->queue_018C.clear();
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this->queue_0198.clear();
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this->queue_01A4.clear();
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this->queue_01B0.clear();
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this->queue_01BC.clear();
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this->queue_01C8.clear();
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this->queue_01D4.clear();
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this->queue_01E0.clear();
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this->queue_01EC.clear();
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this->lightmapped.Clear();
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this->queue_0210.clear();
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this->queue_021C.clear();
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this->queue_0228.clear();
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this->queue_0234.clear();
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this->queue_0240.clear();
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}
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