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https://github.com/RetroDECK/Supermodel.git
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simplify
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parent
a5301efed6
commit
057ee94210
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@ -405,7 +405,7 @@ void CNew3D::DescendNodePtr(UINT32 nodeAddr)
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case 0x00: // culling node
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case 0x00: // culling node
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DescendCullingNode(nodeAddr & 0xFFFFFF);
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DescendCullingNode(nodeAddr & 0xFFFFFF);
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break;
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break;
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case 0x01: // model (perhaps bit 1 is a flag in this case?)
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case 0x01: // model (perhaps bit 2 is a flag in this case?)
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case 0x03:
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case 0x03:
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DrawModel(nodeAddr & 0xFFFFFF);
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DrawModel(nodeAddr & 0xFFFFFF);
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break;
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break;
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@ -424,19 +424,12 @@ void CNew3D::DescendPointerList(UINT32 addr)
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UINT32 nodeAddr;
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UINT32 nodeAddr;
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int index;
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int index;
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if (m_listDepth > 2) { // several Step 2.1 games require this safeguard
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return;
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}
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list = TranslateCullingAddress(addr);
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list = TranslateCullingAddress(addr);
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if (NULL == list) {
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if (NULL == list) {
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return;
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return;
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}
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}
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m_listDepth++;
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// Traverse the list forward and print it out
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index = 0;
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index = 0;
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while (true) {
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while (true) {
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@ -455,25 +448,6 @@ void CNew3D::DescendPointerList(UINT32 addr)
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index++;
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index++;
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}
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}
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/*
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// Traverse the list backward and descend into each pointer
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while (index >= 0)
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{
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nodeAddr = list[index] & 0x00FFFFFF; // clear upper 8 bits to ensure this is processed as a culling node
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if (!(list[index] & 0x01000000)) { //Fighting Vipers
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if ((nodeAddr != 0) && (nodeAddr != 0x800800)) {
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DescendCullingNode(nodeAddr);
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}
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}
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index--;
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}
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*/
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m_listDepth--;
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}
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}
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@ -758,8 +732,6 @@ void CNew3D::RenderViewport(UINT32 addr, int pri)
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return;
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return;
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}
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}
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m_listDepth = 0;
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// Descend down the node link: Use recursive traversal
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// Descend down the node link: Use recursive traversal
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DescendNodePtr(nodeAddr);
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DescendNodePtr(nodeAddr);
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}
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}
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@ -203,7 +203,6 @@ private:
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TextureSheet m_texSheet;
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TextureSheet m_texSheet;
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NodeAttributes m_nodeAttribs;
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NodeAttributes m_nodeAttribs;
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Mat4 m_modelMat; // current modelview matrix
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Mat4 m_modelMat; // current modelview matrix
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int m_listDepth;
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std::vector<Node> m_nodes; // this represents the entire render frame
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std::vector<Node> m_nodes; // this represents the entire render frame
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std::vector<Poly> m_polyBufferRam; // dynamic polys
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std::vector<Poly> m_polyBufferRam; // dynamic polys
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