- Inline calcColor: eliminates function call, allows OoO overlap of cache misses on colorCtx with vertex math. Pow path falls back to game function. - Inline mat*vec3 transform: V4 FMA chain replaces call to 0x7BCA80. - VBState: cache VB pointers/strides in locals, write back once after 4 vertices. Eliminates ~80 pointer re-reads per particle. - @mulAdd throughout vertex loops for FMA codegen. - A/B verified: BASELINE ~470ms → CUSTOM ~382ms (~20% reduction).
644 lines
31 KiB
Zig
644 lines
31 KiB
Zig
//! particle_sse — SSE replacements for WoW 1.12.1 particle rendering pipeline.
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//!
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//! Compiled as a separate ReleaseFast unit (same pattern as bone_sse.zig / clip_sse.zig).
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//! Functions are exported and called via `extern fn` from transform44.zig detour hooks.
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//!
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//! Assembly references: decompiled/asm_RenderParticleSprites.txt,
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//! decomp_RenderParticleSprites.c, decomp_particle_helpers.c
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//!
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//! Faithful recreation of RenderParticleSprites (0x7B2A50, 2688 bytes).
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//! Every section verified against assembly. Optimization comes later —
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//! first priority is byte-identical output.
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const std = @import("std");
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const V4 = @Vector(4, f32);
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const CC = std.builtin.CallingConvention;
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const TC: CC = .{ .x86_thiscall = .{} };
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const FC: CC = .{ .x86_fastcall = .{} };
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inline fn rf32(addr: u32) f32 {
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return @as(*align(1) const f32, @ptrFromInt(addr)).*;
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}
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inline fn ri32(addr: u32) i32 {
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return @as(*align(1) const i32, @ptrFromInt(addr)).*;
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}
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inline fn ru8(addr: u32) u8 {
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return @as(*const u8, @ptrFromInt(addr)).*;
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}
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inline fn ru16(addr: u32) u16 {
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return @as(*align(1) const u16, @ptrFromInt(addr)).*;
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}
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inline fn ru32(addr: u32) u32 {
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return @as(*align(1) const u32, @ptrFromInt(addr)).*;
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}
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inline fn wf32(addr: u32, val: f32) void {
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@as(*align(1) f32, @ptrFromInt(addr)).* = val;
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}
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inline fn wu32(addr: u32, val: u32) void {
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@as(*align(1) u32, @ptrFromInt(addr)).* = val;
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}
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inline fn wu8(addr: u32, val: u8) void {
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@as(*u8, @ptrFromInt(addr)).* = val;
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}
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inline fn loadV4(ptr: u32) V4 {
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return @as(*align(1) const V4, @ptrFromInt(ptr)).*;
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}
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// =============================================================================
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// Emitter struct offsets (this = ECX = ParticleSystemRenderer*)
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// Assembly-derived from [edi+N] references in asm_RenderParticleSprites.txt
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// =============================================================================
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const E = struct {
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const uvCoordScale: u32 = 0x0C; // shift count for texture V index
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const texScaleU: u32 = 0x10; // texture U scale factor
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const texScaleV: u32 = 0x14; // texture V scale factor
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const colorCtxBase: u32 = 0xBC; // base of color/orientation data array
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const rotation_offset: u32 = 0x18C; // rotation angle scale
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const particle_count_mask: u32 = 0x19C; // mask for particle index extraction
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const orientation_base: u32 = 0x1A8; // orientation data ptr
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const flags: u32 = 0x1AC; // rendering flags (u32)
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const particle_size: u32 = 0x1B0; // base particle size
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const visibility: u32 = 0x1B4; // visibility threshold
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const alpha_scale: u32 = 0x1B8; // alpha scale offset
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const alpha_value: u32 = 0x1C0; // alpha value
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const extra_scale: u32 = 0x264; // additional scale factor
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const rotation_axis: u32 = 0x284; // rotation axis vec3 (for 3D rotation path)
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const tail_distance: u32 = 0xB4; // tail particle max distance
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};
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// =============================================================================
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// Global addresses
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// =============================================================================
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const G = struct {
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const float_1_0: u32 = 0x7FF9D8; // 1.0f
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const zero_threshold: u32 = 0x7FFD74; // 0.0f (collision plane zero)
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const max_particle_size: u32 = 0x7FFE58; // max clamp for particle size
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const rounding_magic: u32 = 0x8029CC; // float-to-byte magic number
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const depth_buffer: u32 = 0xCF58F0; // g_particleDepthBuffer (128 floats)
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const world_matrix: u32 = 0xCF5B68; // g_worldMatrix (4x4)
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const light_dir_x: u32 = 0xCF5878; // g_lightDirectionX
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const light_dir_y: u32 = 0xCF587C; // g_lightDirectionY
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const light_dir_z: u32 = 0xCF5880; // g_lightDirectionZ
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// Billboard vertex offset lookup tables (4 vertices × {x,y} = 8 floats each table)
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const billboard_offsets_x: u32 = 0x87D714; // g_billboardVertexOffsetsX (stride 8 per vertex)
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const billboard_offsets_y: u32 = 0x87D718; // g_billboardVertexOffsetsY
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// 3D billboard offset table (4 vertices × {x,y,z} = 12 floats)
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const billboard_3d: u32 = 0x87D738; // g_transformedVertex table (stride 8 per vertex for 2D ref)
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const billboard_3d_base: u32 = 0xCF5B30; // secondary 3D table base (-4/0/+4 indexed)
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// Sprite texture offset lookup (4 vertices × {u,v})
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const sprite_tex_u: u32 = 0x87D72C; // texture U offsets (stride 8)
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const sprite_tex_v: u32 = 0x87D730; // texture V offsets (stride 8)
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// Tail particle texture data
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const tail_tex_u0: u32 = 0x87D744; // tail tex offsets per vertex
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const tail_tex_v0: u32 = 0x87D748;
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const tail_tex_u1: u32 = 0x87D74C;
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const tail_tex_v1: u32 = 0x87D750;
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const tail_threshold: u32 = 0x80C744; // minimum velocity squared for tail rendering
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};
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// =============================================================================
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// Game function pointers (called from RenderParticleSprites)
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// =============================================================================
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/// calculateParticleColorAndScale (0x7B9B10)
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/// __thiscall(ECX=colorCtx, stack: time, scale, outColor, outAlpha1, outAlpha2, outFloat)
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const calcColorFn = *const fn (u32, u32, u32, u32, u32, u32, u32) callconv(TC) void;
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const calcColor: calcColorFn = @ptrFromInt(0x7B9B10);
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/// UpdateLightingOffset / setupRenderState (0x58A230)
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/// __cdecl() → returns ptr (used to check [ret+0x1C])
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const setupRenderFn = *const fn () callconv(.{ .x86_stdcall = .{} }) u32;
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const setupRender: setupRenderFn = @ptrFromInt(0x58A230);
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/// transformVector3ByMatrix4x4 (0x7BCA80)
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/// __fastcall(ECX=out, EDX=vec3, stack=mat4x4ptr), RET 0x4
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const transformVec3Fn = *const fn (u32, u32, u32) callconv(FC) u32;
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const transformVec3: transformVec3Fn = @ptrFromInt(0x7BCA80);
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/// createAxisAngleRotationMatrix3x3 (0x7BE490)
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/// __fastcall(ECX=outMat9, EDX=axisVec3, stack=angle_f32, isNormalized_char), RET 0x8
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/// Note: angle is passed as f32 bits on stack, isNormalized as u32 (char in low byte)
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const createRotMatFn = *const fn (u32, u32, u32, u32) callconv(FC) u32;
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const createRotMat: createRotMatFn = @ptrFromInt(0x7BE490);
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/// transformVector4ByMatrix4x4 (0x7BCB40)
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/// __fastcall(ECX=out, EDX=vec3, stack=mat4x4ptr), RET 0x4
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const transformVec4Fn = *const fn (u32, u32, u32) callconv(FC) u32;
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const transformVec4: transformVec4Fn = @ptrFromInt(0x7BCB40);
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// =============================================================================
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// VertexBuffers struct — the vertexBuffers parameter
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// =============================================================================
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// vertexBuffers is a float** (array of pointers):
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// [0] = vertexPos ptr (3 floats per vertex: x,y,z)
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// [1] = normalPtr (3 floats: light direction)
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// [2] = colorPtr (1 u32: packed BGRA color)
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// [3] = texCoordPtr (2 floats: u,v)
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// [4] = vertexStride (bytes to advance vertex ptr)
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// [5] = normalStride (bytes to advance normal ptr)
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// [6] = colorStride (bytes to advance color ptr)
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// [7] = texCoordStride (bytes to advance texcoord ptr)
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// [8] = vertexCount (incremented per vertex emitted)
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const VB = struct {
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const pos: u32 = 0;
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const normal: u32 = 4;
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const color: u32 = 8;
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const texcoord: u32 = 12;
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const pos_stride: u32 = 16;
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const normal_stride: u32 = 20;
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const color_stride: u32 = 24;
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const texcoord_stride: u32 = 28;
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const count: u32 = 32;
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};
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/// Cached vertex buffer state — avoids re-reading pointer array per vertex.
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/// Load once at start, emit vertices via direct pointer math, write back at end.
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const VBState = struct {
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pos: u32,
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normal: u32,
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color_ptr: u32,
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texcoord: u32,
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pos_stride: u32,
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normal_stride: u32,
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color_stride: u32,
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texcoord_stride: u32,
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count: u32,
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vb: u32, // base pointer for writeback
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// Cached light direction (same for all vertices)
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light: [3]u32,
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fn load(vb: u32) VBState {
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return .{
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.pos = ru32(vb + VB.pos),
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.normal = ru32(vb + VB.normal),
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.color_ptr = ru32(vb + VB.color),
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.texcoord = ru32(vb + VB.texcoord),
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.pos_stride = ru32(vb + VB.pos_stride),
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.normal_stride = ru32(vb + VB.normal_stride),
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.color_stride = ru32(vb + VB.color_stride),
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.texcoord_stride = ru32(vb + VB.texcoord_stride),
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.count = ru32(vb + VB.count),
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.vb = vb,
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.light = .{ ru32(G.light_dir_x), ru32(G.light_dir_y), ru32(G.light_dir_z) },
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};
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}
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fn emit(s: *VBState, px: f32, py: f32, pz: f32, color: u32, tu: f32, tv: f32) void {
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wf32(s.pos, px);
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wf32(s.pos + 4, py);
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wf32(s.pos + 8, pz);
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wu32(s.normal, s.light[0]);
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wu32(s.normal + 4, s.light[1]);
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wu32(s.normal + 8, s.light[2]);
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wu32(s.color_ptr, color);
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wf32(s.texcoord, tu);
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wf32(s.texcoord + 4, tv);
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s.pos += s.pos_stride;
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s.normal += s.normal_stride;
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s.color_ptr += s.color_stride;
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s.texcoord += s.texcoord_stride;
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s.count += 1;
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}
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fn writeback(s: *const VBState) void {
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wu32(s.vb + VB.pos, s.pos);
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wu32(s.vb + VB.normal, s.normal);
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wu32(s.vb + VB.color, s.color_ptr);
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wu32(s.vb + VB.texcoord, s.texcoord);
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wu32(s.vb + VB.count, s.count);
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}
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};
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/// Emit one vertex using the old pointer-chasing path (for code paths not yet converted to VBState).
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inline fn emitVertex(vb: u32, px: f32, py: f32, pz: f32, color: u32, tu: f32, tv: f32) void {
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const pos_ptr = ru32(vb + VB.pos);
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wf32(pos_ptr, px);
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wf32(pos_ptr + 4, py);
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wf32(pos_ptr + 8, pz);
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const norm_ptr = ru32(vb + VB.normal);
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wu32(norm_ptr, ru32(G.light_dir_x));
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wu32(norm_ptr + 4, ru32(G.light_dir_y));
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wu32(norm_ptr + 8, ru32(G.light_dir_z));
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wu32(ru32(vb + VB.color), color);
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const tc_ptr = ru32(vb + VB.texcoord);
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wf32(tc_ptr, tu);
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wf32(tc_ptr + 4, tv);
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wu32(vb + VB.count, ru32(vb + VB.count) + 1);
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wu32(vb + VB.pos, ru32(vb + VB.pos) + ru32(vb + VB.pos_stride));
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wu32(vb + VB.normal, ru32(vb + VB.normal) + ru32(vb + VB.normal_stride));
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wu32(vb + VB.color, ru32(vb + VB.color) + ru32(vb + VB.color_stride));
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wu32(vb + VB.texcoord, ru32(vb + VB.texcoord) + ru32(vb + VB.texcoord_stride));
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}
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// =============================================================================
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// RenderParticleSprites (0x7B2A50)
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// __thiscall(ECX=emitter, stack=particleData, vertexBuffers), RET 0x8
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// Returns: 0 (culled) or 1 (rendered)
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//
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// Faithful recreation from assembly + Ghidra decompilation.
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// =============================================================================
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export fn renderParticleSprites_SSE(emitter: u32, particle_data: u32, vertex_buffers: u32) callconv(TC) u32 {
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const pd = particle_data; // particleData pointer (float*)
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const vb = vertex_buffers; // vertexBuffers pointer (float**)
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// =========================================================================
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// Section 1: Early-out visibility checks (asm 0x7B2A5E-0x7B2B0B)
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// =========================================================================
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// Check visibility threshold: emitter+0x1B4 < 1.0
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var depth_index: u32 = 0;
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if (rf32(emitter + E.visibility) < rf32(G.float_1_0) or
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rf32(emitter + E.alpha_value) != rf32(G.zero_threshold))
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{
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// Compute clamped particle size
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var clamped_size: f32 = rf32(emitter + E.particle_size) * rf32(pd + 0x1C);
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if (clamped_size < rf32(G.zero_threshold)) {
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clamped_size = rf32(G.zero_threshold);
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} else if (clamped_size >= rf32(G.max_particle_size)) {
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clamped_size = rf32(G.max_particle_size);
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}
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// Float-to-index conversion: add magic, extract bits, combine with particle data hash
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const size_with_magic = clamped_size + rf32(G.rounding_magic);
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depth_index = ((@as(u32, @bitCast(size_with_magic)) >> 14) + (particle_data >> 5)) & 0x7F;
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}
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// Depth buffer cull check
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if (rf32(emitter + E.visibility) < rf32(G.float_1_0) and
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rf32(emitter + E.visibility) < rf32(G.depth_buffer + depth_index * 4))
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{
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return 0;
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}
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// =========================================================================
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// Section 2: Calculate color and scale (asm 0x7B2B0E-0x7B2B41)
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// =========================================================================
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// Compute colorCtx address: emitter + 0xBC + byte(particleData[0x0C]) * 96
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// Assembly: movzx eax,byte[ebx+0xC]; lea ecx,[eax+eax*2]; shl ecx,5; lea ecx,[ecx+edi+0xBC]
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const color_ctx_offset: u32 = @as(u32, ru8(pd + 0x0C)) * 96;
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const color_ctx = emitter + E.colorCtxBase + color_ctx_offset;
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// Inline calcColor: compute color, alpha, and sprite scale from colorCtx
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// Original at 0x7B9B10, assembly-verified. Inlined to allow OoO overlap with cache misses.
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const scale_param: f32 = @bitCast(ru32(emitter + E.orientation_base)); // arg2: float scale for alpha
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const time_val: f32 = rf32(pd + 0x1C);
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// t = (time - ctx.timeBase) * ctx.timeScale * CONST1 + CONST2
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const t = (time_val - rf32(color_ctx + 0x2C)) * rf32(color_ctx + 0x30) * rf32(0x808AAC) + rf32(0x807A3C);
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const magic: f32 = rf32(G.rounding_magic);
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// Color channels: (float)delta * t + (float)base [+ magic], extract byte via >>14
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// Alpha (byte 3): scaled by scale_param
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const alpha_f = @mulAdd(f32, @as(f32, @floatFromInt(ri32(color_ctx + 0x04))), t,
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@as(f32, @floatFromInt(@as(i32, ru8(color_ctx + 3))))) * scale_param + magic;
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// Red (byte 2): no scale
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const red_f = @mulAdd(f32, @as(f32, @floatFromInt(ri32(color_ctx + 0x08))), t,
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@as(f32, @floatFromInt(@as(i32, ru8(color_ctx + 2))))) + magic;
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// Green (byte 1):
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const green_f = @mulAdd(f32, @as(f32, @floatFromInt(ri32(color_ctx + 0x0C))), t,
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@as(f32, @floatFromInt(@as(i32, ru8(color_ctx + 1))))) + magic;
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// Blue (byte 0):
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const blue_f = @mulAdd(f32, @as(f32, @floatFromInt(ri32(color_ctx + 0x10))), t,
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@as(f32, @floatFromInt(@as(i32, ru8(color_ctx + 0))))) + magic;
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var color_value: u32 = @as(u32, @truncate(@as(u32, @bitCast(blue_f)) >> 14)) |
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(@as(u32, @truncate(@as(u32, @bitCast(green_f)) >> 14)) << 8) |
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(@as(u32, @truncate(@as(u32, @bitCast(red_f)) >> 14)) << 16) |
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(@as(u32, @truncate(@as(u32, @bitCast(alpha_f)) >> 14)) << 24);
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// Sprite scale: t * ctx.scaleDelta + ctx.scaleBase
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var sprite_scale: f32 = @mulAdd(f32, t, rf32(color_ctx + 0x28), rf32(color_ctx + 0x24));
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// Alpha outputs (color_data1, color_data2) — used for texture index
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var color_data1: u32 = undefined;
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var color_data2: u32 = undefined;
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const alpha_power = ru32(color_ctx + 0x50);
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if (alpha_power == 0x3F800000) {
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// Fast path: alphaPower == 1.0 (linear)
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color_data1 = (@as(u32, @bitCast(@mulAdd(f32, @as(f32, @floatFromInt(ri32(color_ctx + 0x18))), t,
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@as(f32, @floatFromInt(ri32(color_ctx + 0x14)))) + magic)) >> 14) & 0xFF;
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color_data2 = (@as(u32, @bitCast(@mulAdd(f32, @as(f32, @floatFromInt(ri32(color_ctx + 0x20))), t,
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@as(f32, @floatFromInt(ri32(color_ctx + 0x1C)))) + magic)) >> 14) & 0xFF;
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} else {
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// Slow path: pow scaling — fall back to game function call
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calcColor(color_ctx, @bitCast(time_val), @bitCast(ru32(emitter + E.orientation_base)),
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@intFromPtr(&color_value), @intFromPtr(&color_data1), @intFromPtr(&color_data2), @intFromPtr(&sprite_scale));
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}
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// =========================================================================
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// Section 3: Render state setup (asm 0x7B2B46)
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// =========================================================================
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const render_state = setupRender();
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// =========================================================================
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// Section 4: Color byte swizzle (asm 0x7B2B4B-0x7B2B6E)
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// If render_state[0x1C] == 1, swizzle BGRA → RGBA
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// =========================================================================
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if (ru32(render_state + 0x1C) == 1) {
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const b0: u8 = @truncate(color_value);
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const b1: u8 = @truncate(color_value >> 8);
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const b2: u8 = @truncate(color_value >> 16);
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const b3: u8 = @truncate(color_value >> 24);
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// Swizzle: [B,G,R,A] → [R,B,A,G] (based on asm byte shuffling)
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color_value = @as(u32, b2) | (@as(u32, b0) << 8) | (@as(u32, b3) << 16) | (@as(u32, b1) << 24);
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}
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// =========================================================================
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// Section 5: Alpha/size scaling (asm 0x7B2B71-0x7B2BB1)
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// =========================================================================
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if (rf32(emitter + E.alpha_value) != rf32(G.zero_threshold)) {
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sprite_scale = (rf32(G.depth_buffer + depth_index * 4) * rf32(emitter + E.alpha_value) +
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rf32(emitter + E.alpha_scale)) * sprite_scale;
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||
}
|
||
|
||
// Read full flags as u32 for subsequent checks
|
||
const full_flags = ru32(emitter + E.flags);
|
||
|
||
// Extra scale factor if flag 0x200 set
|
||
if ((full_flags & 0x200) != 0) {
|
||
sprite_scale = sprite_scale * rf32(emitter + E.extra_scale);
|
||
}
|
||
|
||
// =========================================================================
|
||
// Section 6: Position transform (asm 0x7B2BB4-0x7B2BC3)
|
||
// Inline V4 mat*vec3: result = col0*v.x + col1*v.y + col2*v.z + col3
|
||
// =========================================================================
|
||
|
||
const pp: [*]const f32 = @ptrFromInt(pd);
|
||
const pvx: V4 = @splat(pp[0]);
|
||
const pvy: V4 = @splat(pp[1]);
|
||
const pvz: V4 = @splat(pp[2]);
|
||
const m: u32 = G.world_matrix;
|
||
const wp = @mulAdd(V4, pvz, loadV4(m + 32), @mulAdd(V4, pvy, loadV4(m + 16), @mulAdd(V4, pvx, loadV4(m), loadV4(m + 48))));
|
||
const world_pos = [3]f32{ wp[0], wp[1], wp[2] };
|
||
|
||
// =========================================================================
|
||
// Section 7: Branch on flag 0x4 — sprite vs tail rendering
|
||
// =========================================================================
|
||
|
||
if ((full_flags & 0x4) == 0) {
|
||
// No sprite rendering — jump to tail check at section 9
|
||
} else {
|
||
// =====================================================================
|
||
// Section 7a: Texture coordinate setup (asm 0x7B2BD5-0x7B2C05)
|
||
// =====================================================================
|
||
|
||
const count_mask = ru32(emitter + E.particle_count_mask) - 1;
|
||
const tex_index_raw = color_data1;
|
||
const tex_u_index: f32 = @floatFromInt(count_mask & tex_index_raw);
|
||
const shift_count: u5 = @truncate(ru32(emitter + E.uvCoordScale));
|
||
const tex_v_raw: i32 = @as(i32, @bitCast(tex_index_raw)) >> shift_count;
|
||
const tex_v_index: f32 = @floatFromInt(tex_v_raw);
|
||
|
||
const tex_u_base = tex_u_index * rf32(emitter + E.texScaleU);
|
||
const tex_v_base = tex_v_index * rf32(emitter + E.texScaleV);
|
||
const tex_scale_u = rf32(emitter + E.texScaleU);
|
||
const tex_scale_v = rf32(emitter + E.texScaleV);
|
||
|
||
// Check rotation angle: if emitter+0x18C == 0.0, no rotation needed
|
||
const has_rotation = rf32(emitter + E.rotation_offset) != rf32(G.zero_threshold);
|
||
|
||
if (!has_rotation) {
|
||
// =================================================================
|
||
// Section 8a: No rotation — check 2D vs 3D billboard
|
||
// =================================================================
|
||
|
||
if ((full_flags & 0x2000) == 0) {
|
||
// --- 2D billboard (asm 0x7B2D10-0x7B2DD5) ---
|
||
// 4 vertices. Position uses [eax+0x87D714/718], but eax is incremented
|
||
// by 8 BEFORE the Y read and texcoord reads. So texcoords use eax+8.
|
||
// Assembly: eax starts at 0, adds 8 between X and Y reads.
|
||
// X: [eax+0x87D714], eax+=8, Y: [eax+0x87D710]=[eax_new+0x87D710]
|
||
// texU: [eax+0x87D72C], texV: [eax+0x87D730] (eax already incremented)
|
||
// 4 vertices with cached VB state to avoid pointer re-reads.
|
||
{
|
||
var vs = VBState.load(vb);
|
||
var loop_off: u32 = 0;
|
||
while (loop_off < 0x20) : (loop_off += 8) {
|
||
vs.emit(
|
||
@mulAdd(f32, sprite_scale, rf32(G.billboard_offsets_x + loop_off), world_pos[0]),
|
||
@mulAdd(f32, sprite_scale, rf32(G.billboard_offsets_y + loop_off), world_pos[1]),
|
||
world_pos[2],
|
||
color_value,
|
||
@mulAdd(f32, rf32(G.sprite_tex_u + loop_off + 8), tex_scale_u, tex_u_base),
|
||
@mulAdd(f32, rf32(G.sprite_tex_v + loop_off + 8), tex_scale_v, tex_v_base),
|
||
);
|
||
}
|
||
vs.writeback();
|
||
}
|
||
} else {
|
||
// --- 3D billboard (asm 0x7B2C25-0x7B2D04) ---
|
||
// 4 vertices, using 3D offset table
|
||
const table_base: u32 = G.billboard_3d;
|
||
const ref_base: u32 = G.billboard_3d_base;
|
||
var vert: u32 = 0;
|
||
while (vert < 4) : (vert += 1) {
|
||
const tbl = ref_base + vert * 12; // stride 0xC per vertex in ref table
|
||
const ox = sprite_scale * rf32(tbl - 4);
|
||
const oy = sprite_scale * rf32(tbl);
|
||
const oz = sprite_scale * rf32(tbl + 4);
|
||
const vx = ox + world_pos[0];
|
||
const vy = oy + world_pos[1];
|
||
const vz = oz + world_pos[2];
|
||
|
||
const pos_ptr = ru32(vb + VB.pos);
|
||
wf32(pos_ptr, vx);
|
||
wf32(pos_ptr + 4, vy);
|
||
wf32(pos_ptr + 8, vz);
|
||
const norm_ptr = ru32(vb + VB.normal);
|
||
wu32(norm_ptr, ru32(G.light_dir_x));
|
||
wu32(norm_ptr + 4, ru32(G.light_dir_y));
|
||
wu32(norm_ptr + 8, ru32(G.light_dir_z));
|
||
wu32(ru32(vb + VB.color), color_value);
|
||
|
||
const tc_ptr = ru32(vb + VB.texcoord);
|
||
const tu_off: u32 = table_base + vert * 8 - 4; // asm uses stride 8, offset -4
|
||
const tv_off: u32 = table_base + vert * 8;
|
||
wf32(tc_ptr, rf32(tu_off) * tex_scale_u + tex_u_base);
|
||
wf32(tc_ptr + 4, rf32(tv_off) * tex_scale_v + tex_v_base);
|
||
|
||
wu32(vb + VB.count, ru32(vb + VB.count) + 1);
|
||
wu32(vb + VB.pos, ru32(vb + VB.pos) + ru32(vb + VB.pos_stride));
|
||
wu32(vb + VB.normal, ru32(vb + VB.normal) + ru32(vb + VB.normal_stride));
|
||
wu32(vb + VB.color, ru32(vb + VB.color) + ru32(vb + VB.color_stride));
|
||
wu32(vb + VB.texcoord, ru32(vb + VB.texcoord) + ru32(vb + VB.texcoord_stride));
|
||
}
|
||
}
|
||
} else {
|
||
// =================================================================
|
||
// Section 8b: With rotation
|
||
// =================================================================
|
||
|
||
// Compute rotation angle: emitter+0x18C * particleData[7]
|
||
var rot_angle = rf32(emitter + E.rotation_offset) * rf32(pd + 0x1C);
|
||
|
||
// Negate if flags indicate (asm 0x7B2DE8-0x7B2DF4)
|
||
const flag_byte: i8 = @bitCast(@as(u8, @truncate(full_flags >> 8)));
|
||
if (flag_byte < 0 and (particle_data & 0x20) != 0) {
|
||
rot_angle = -rot_angle;
|
||
}
|
||
|
||
if ((full_flags & 0x2000) == 0) {
|
||
// --- 2D billboard with sin/cos rotation (asm 0x7B2F49-0x7B303B) ---
|
||
const cos_val = @cos(rot_angle);
|
||
const sin_val = @sin(rot_angle);
|
||
const scaled_sin = sin_val * sprite_scale;
|
||
const scaled_cos = cos_val * sprite_scale;
|
||
|
||
{
|
||
var vs = VBState.load(vb);
|
||
var loop_off: u32 = 0;
|
||
while (loop_off < 0x20) : (loop_off += 8) {
|
||
const ox = rf32(G.billboard_offsets_x + loop_off);
|
||
const oy = rf32(G.billboard_offsets_y + loop_off);
|
||
vs.emit(
|
||
@mulAdd(f32, ox, scaled_cos, world_pos[0]) - oy * scaled_sin,
|
||
@mulAdd(f32, oy, scaled_cos, @mulAdd(f32, ox, scaled_sin, world_pos[1])),
|
||
world_pos[2],
|
||
color_value,
|
||
@mulAdd(f32, rf32(G.sprite_tex_u + loop_off + 8), tex_scale_u, tex_u_base),
|
||
@mulAdd(f32, rf32(G.sprite_tex_v + loop_off + 8), tex_scale_v, tex_v_base),
|
||
);
|
||
}
|
||
vs.writeback();
|
||
}
|
||
} else {
|
||
// --- 3D billboard with rotation matrix (asm 0x7B2E00-0x7B2F41) ---
|
||
// Build rotation matrix from axis + angle, then transform each vertex
|
||
var rot_mat: [9]f32 = undefined;
|
||
_ = createRotMat(@intFromPtr(&rot_mat), emitter + E.rotation_axis,
|
||
@bitCast(rot_angle), 1);
|
||
|
||
const ref_base: u32 = G.billboard_3d_base;
|
||
const tex_off_base: u32 = G.billboard_3d; // reused for tex offsets
|
||
|
||
var vert: u32 = 0;
|
||
while (vert < 4) : (vert += 1) {
|
||
const tbl = ref_base + vert * 12;
|
||
const ix = rf32(tbl - 4);
|
||
const iy = rf32(tbl);
|
||
const iz = rf32(tbl + 4);
|
||
|
||
// mat3x3 * vec3
|
||
const rx = (rot_mat[0] * ix + rot_mat[1] * iy + rot_mat[2] * iz) * sprite_scale;
|
||
const ry = (rot_mat[3] * ix + rot_mat[4] * iy + rot_mat[5] * iz) * sprite_scale;
|
||
const rz = (rot_mat[6] * ix + rot_mat[7] * iy + rot_mat[8] * iz) * sprite_scale;
|
||
|
||
const vx = rx + world_pos[0];
|
||
const vy = ry + world_pos[1];
|
||
const vz = rz + world_pos[2];
|
||
|
||
const pos_ptr = ru32(vb + VB.pos);
|
||
wf32(pos_ptr, vx);
|
||
wf32(pos_ptr + 4, vy);
|
||
wf32(pos_ptr + 8, vz);
|
||
const norm_ptr = ru32(vb + VB.normal);
|
||
wu32(norm_ptr, ru32(G.light_dir_x));
|
||
wu32(norm_ptr + 4, ru32(G.light_dir_y));
|
||
wu32(norm_ptr + 8, ru32(G.light_dir_z));
|
||
wu32(ru32(vb + VB.color), color_value);
|
||
|
||
const tc_ptr = ru32(vb + VB.texcoord);
|
||
const tu_off: u32 = tex_off_base + vert * 8 - 4;
|
||
const tv_off: u32 = tex_off_base + vert * 8;
|
||
wf32(tc_ptr, rf32(tu_off) * tex_scale_u + tex_u_base);
|
||
wf32(tc_ptr + 4, rf32(tv_off) * tex_scale_v + tex_v_base);
|
||
|
||
wu32(vb + VB.count, ru32(vb + VB.count) + 1);
|
||
wu32(vb + VB.pos, ru32(vb + VB.pos) + ru32(vb + VB.pos_stride));
|
||
wu32(vb + VB.normal, ru32(vb + VB.normal) + ru32(vb + VB.normal_stride));
|
||
wu32(vb + VB.color, ru32(vb + VB.color) + ru32(vb + VB.color_stride));
|
||
wu32(vb + VB.texcoord, ru32(vb + VB.texcoord) + ru32(vb + VB.texcoord_stride));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// =========================================================================
|
||
// Section 9: Tail particle rendering (asm 0x7B3041-0x7B34C5)
|
||
// Flag 0x8 in emitter+0x1AC: velocity-based trail
|
||
// =========================================================================
|
||
|
||
if ((ru8(emitter + E.flags) & 0x8) != 0) {
|
||
// Tail particles: compute from velocity direction
|
||
const count_mask = ru32(emitter + E.particle_count_mask) - 1;
|
||
const tex_index_raw = color_data2;
|
||
const tex_u_index: f32 = @floatFromInt(count_mask & tex_index_raw);
|
||
const shift_count: u5 = @truncate(ru32(emitter + E.uvCoordScale));
|
||
const tex_v_raw: i32 = @as(i32, @bitCast(tex_index_raw)) >> shift_count;
|
||
const tail_tex_u = tex_u_index * rf32(emitter + E.texScaleU);
|
||
const tail_tex_v: f32 = @as(f32, @floatFromInt(tex_v_raw)) * rf32(emitter + E.texScaleV);
|
||
|
||
// Negate velocity vector
|
||
const neg_vel_x: f32 = -rf32(pd + 0x10); // particleData[4]
|
||
const neg_vel_y: f32 = -rf32(pd + 0x14); // particleData[5]
|
||
const neg_vel_z: f32 = -rf32(pd + 0x18); // particleData[6]
|
||
|
||
// Get tail distance, clamp by particleData[7] if flag 0x1 set
|
||
var tail_dist: f32 = @bitCast(ru32(emitter + E.tail_distance));
|
||
const tail_flag_byte = ru8(emitter + E.flags + 2); // byte at +0x1AE
|
||
if ((tail_flag_byte & 0x1) != 0 and rf32(pd + 0x1C) < tail_dist) {
|
||
tail_dist = rf32(pd + 0x1C);
|
||
}
|
||
|
||
// Transform negated velocity through world matrix
|
||
var neg_vel = [3]f32{ neg_vel_x, neg_vel_y, neg_vel_z };
|
||
var transformed_vel: [4]f32 = undefined;
|
||
_ = transformVec4(@intFromPtr(&transformed_vel), @intFromPtr(&neg_vel), G.world_matrix);
|
||
|
||
const tx = tail_dist * transformed_vel[0];
|
||
const ty = tail_dist * transformed_vel[1];
|
||
const cos_sq = tx * tx + ty * ty;
|
||
|
||
if (cos_sq >= rf32(G.tail_threshold)) {
|
||
// Velocity-based trail: 4 vertices forming a quad along velocity direction
|
||
const vel_z = tail_dist * transformed_vel[2] + world_pos[2];
|
||
const inv_len = sprite_scale / @sqrt(cos_sq);
|
||
const perp_x = tx * inv_len; // perpendicular to velocity
|
||
const perp_y = inv_len * ty;
|
||
|
||
const tex_su = rf32(emitter + E.texScaleU);
|
||
const tex_sv = rf32(emitter + E.texScaleV);
|
||
|
||
// Vertex 0: worldPos - perp
|
||
emitVertex(vb, world_pos[0] - perp_y, perp_x + world_pos[1], world_pos[2], color_value,
|
||
rf32(G.sprite_tex_u) * tex_su + tail_tex_u,
|
||
rf32(G.sprite_tex_v) * tex_sv + tail_tex_v);
|
||
// Vertex 1: worldPos + perp
|
||
emitVertex(vb, world_pos[0] + perp_y, world_pos[1] - perp_x, world_pos[2], color_value,
|
||
rf32(G.sprite_tex_u) * tex_su + tail_tex_u,
|
||
rf32(G.sprite_tex_v) * tex_sv + tail_tex_v);
|
||
// Vertex 2: worldPos + vel - perp
|
||
emitVertex(vb, tx + world_pos[0] - perp_y, ty + world_pos[1] + perp_x, vel_z, color_value,
|
||
rf32(G.tail_tex_u0) * tex_su + tail_tex_u,
|
||
rf32(G.tail_tex_v0) * tex_sv + tail_tex_v);
|
||
// Vertex 3: worldPos + vel + perp
|
||
emitVertex(vb, tx + world_pos[0] + perp_y, ty + world_pos[1] - perp_x, vel_z, color_value,
|
||
rf32(G.tail_tex_u1) * tex_su + tail_tex_u,
|
||
rf32(G.tail_tex_v1) * tex_sv + tail_tex_v);
|
||
|
||
return 1;
|
||
}
|
||
|
||
// Fallback: velocity too small for trail, render as flat billboard
|
||
var loop_off: u32 = 0;
|
||
const tex_su = rf32(emitter + E.texScaleU);
|
||
const tex_sv = rf32(emitter + E.texScaleV);
|
||
while (loop_off < 0x20) : (loop_off += 8) {
|
||
const ox = rf32(G.billboard_offsets_x + loop_off);
|
||
const oy = rf32(G.billboard_offsets_y + loop_off);
|
||
const vx = sprite_scale * ox + world_pos[0];
|
||
const vy = sprite_scale * oy + world_pos[1];
|
||
const tu = rf32(G.sprite_tex_u + loop_off + 8) * tex_su + tail_tex_u;
|
||
const tv = rf32(G.sprite_tex_v + loop_off + 8) * tex_sv + tail_tex_v;
|
||
emitVertex(vb, vx, vy, world_pos[2], color_value, tu, tv);
|
||
}
|
||
}
|
||
|
||
return 1;
|
||
}
|