mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-25 18:46:52 +01:00
finished CSprite(2d)
This commit is contained in:
parent
c4f9b9573f
commit
157926ddc6
@ -1,6 +1,7 @@
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#include "common.h"
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#include "patcher.h"
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#include "Sprite.h"
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#include "Sprite2d.h"
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#include "General.h"
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#include "Coronas.h"
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#include "Camera.h"
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@ -10,175 +10,9 @@
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#undef near
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#endif
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RwIm2DVertex *CSprite2d::maVertices = (RwIm2DVertex*)0x6E9168;
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float &CSprite2d::RecipNearClip = *(float*)0x880DB4;
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// Arguments:
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// 2---3
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// | |
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// 0---1
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void
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CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, uint32 far)
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{
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float screenz, z, recipz;
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if(far){
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screenz = RwIm2DGetFarScreenZ();
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z = RwCameraGetFarClipPlane(Scene.camera);
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}else{
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screenz = RwIm2DGetNearScreenZ();
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z = 1.0f/RecipNearClip;
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}
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recipz = 1.0f/z;
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// This is what we draw:
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// 0---1
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// | / |
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// 3---2
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RwIm2DVertexSetScreenX(&maVertices[0], r.left);
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RwIm2DVertexSetScreenY(&maVertices[0], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[0], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
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RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz);
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RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz);
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RwIm2DVertexSetScreenX(&maVertices[1], r.right);
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RwIm2DVertexSetScreenY(&maVertices[1], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[1], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
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RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
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RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz);
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RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz);
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RwIm2DVertexSetScreenX(&maVertices[2], r.right);
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RwIm2DVertexSetScreenY(&maVertices[2], r.top);
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RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[2], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
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RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz);
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RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz);
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RwIm2DVertexSetScreenX(&maVertices[3], r.left);
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RwIm2DVertexSetScreenY(&maVertices[3], r.top);
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RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[3], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
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RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
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RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz);
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RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz);
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}
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void
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CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3,
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float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
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{
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float screenz, z, recipz;
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screenz = RwIm2DGetNearScreenZ();
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z = 1.0f/RecipNearClip;
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recipz = 1.0f/z;
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// This is what we draw:
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// 0---1
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// | / |
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// 3---2
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RwIm2DVertexSetScreenX(&maVertices[0], r.left);
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RwIm2DVertexSetScreenY(&maVertices[0], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[0], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
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RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&maVertices[0], u0, recipz);
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RwIm2DVertexSetV(&maVertices[0], v0, recipz);
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RwIm2DVertexSetScreenX(&maVertices[1], r.right);
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RwIm2DVertexSetScreenY(&maVertices[1], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[1], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
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RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
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RwIm2DVertexSetU(&maVertices[1], u1, recipz);
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RwIm2DVertexSetV(&maVertices[1], v1, recipz);
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RwIm2DVertexSetScreenX(&maVertices[2], r.right);
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RwIm2DVertexSetScreenY(&maVertices[2], r.top);
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RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[2], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
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RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&maVertices[2], u2, recipz);
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RwIm2DVertexSetV(&maVertices[2], v2, recipz);
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RwIm2DVertexSetScreenX(&maVertices[3], r.left);
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RwIm2DVertexSetScreenY(&maVertices[3], r.top);
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RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[3], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
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RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
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RwIm2DVertexSetU(&maVertices[3], u3, recipz);
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RwIm2DVertexSetV(&maVertices[3], v3, recipz);
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}
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void
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CSprite2d::SetRenderState(void)
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{
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if(m_pTexture)
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(m_pTexture));
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else
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
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}
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void
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CSprite2d::DrawRect(const CRect &r, const CRGBA &col)
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{
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SetVertices(r, col, col, col, col, false);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
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RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(col.a != 255));
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RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, maVertices, 4);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD);
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}
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void
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CSprite2d::DrawRect(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
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{
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SetVertices(r, c0, c1, c2, c3, false);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
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RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, maVertices, 4);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
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}
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void
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CSprite2d::DrawRectXLU(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
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{
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SetVertices(r, c0, c1, c2, c3, false);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
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}
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float &CSprite::m_f2DNearScreenZ = *(float*)0x8F1ABC;
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float &CSprite::m_f2DFarScreenZ = *(float*)0x8F2C94;
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float &CSprite::m_fRecipNearClipPlane = *(float*)0x8F5FFC;
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int32 &CSprite::m_bFlushSpriteBufferSwitchZTest = *(int32*)0x8F5FB0;
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float
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@ -220,6 +54,13 @@ CSprite::InitSpriteBuffer(void)
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m_f2DFarScreenZ = RwIm2DGetFarScreenZ();
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}
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void
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CSprite::InitSpriteBuffer2D(void)
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{
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m_fRecipNearClipPlane = 1.0f / RwCameraGetNearClipPlane(Scene.camera);
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InitSpriteBuffer();
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}
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void
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CSprite::FlushSpriteBuffer(void)
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{
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@ -533,21 +374,179 @@ CSprite::RenderBufferedOneXLUSprite_Rotate_2Colours(float x, float y, float z, f
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FlushSpriteBuffer();
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}
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STARTPATCHES
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InjectHook(0x51EE90, (void (*)(const CRect&, const CRGBA&, const CRGBA&, const CRGBA&, const CRGBA&, uint32))CSprite2d::SetVertices, PATCH_JUMP);
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InjectHook(0x51F220, (void (*)(const CRect&, const CRGBA&, const CRGBA&, const CRGBA&, const CRGBA&,
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float, float, float, float, float, float, float, float))CSprite2d::SetVertices, PATCH_JUMP);
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InjectHook(0x51F970, (void (*)(const CRect&, const CRGBA&))CSprite2d::DrawRect, PATCH_JUMP);
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InjectHook(0x51FA00, (void (*)(const CRect&, const CRGBA&, const CRGBA&, const CRGBA&, const CRGBA&))CSprite2d::DrawRect, PATCH_JUMP);
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InjectHook(0x51FA80, CSprite2d::DrawRectXLU, PATCH_JUMP);
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void
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CSprite::Set6Vertices2D(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
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{
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float screenz, recipz;
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screenz = m_f2DNearScreenZ;
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recipz = m_fRecipNearClipPlane;
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RwIm2DVertexSetScreenX(&verts[0], r.left);
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RwIm2DVertexSetScreenY(&verts[0], r.bottom);
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RwIm2DVertexSetScreenZ(&verts[0], screenz);
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RwIm2DVertexSetCameraZ(&verts[0], z);
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RwIm2DVertexSetRecipCameraZ(&verts[0], recipz);
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RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&verts[0], 0.0f, recipz);
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RwIm2DVertexSetV(&verts[0], 0.0f, recipz);
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RwIm2DVertexSetScreenX(&verts[1], r.right);
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RwIm2DVertexSetScreenY(&verts[1], r.bottom);
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RwIm2DVertexSetScreenZ(&verts[1], screenz);
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RwIm2DVertexSetCameraZ(&verts[1], z);
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RwIm2DVertexSetRecipCameraZ(&verts[1], recipz);
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RwIm2DVertexSetIntRGBA(&verts[1], c3.r, c3.g, c3.b, c3.a);
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RwIm2DVertexSetU(&verts[1], 1.0f, recipz);
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RwIm2DVertexSetV(&verts[1], 0.0f, recipz);
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RwIm2DVertexSetScreenX(&verts[2], r.right);
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RwIm2DVertexSetScreenY(&verts[2], r.top);
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RwIm2DVertexSetScreenZ(&verts[2], screenz);
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RwIm2DVertexSetCameraZ(&verts[2], z);
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RwIm2DVertexSetRecipCameraZ(&verts[2], recipz);
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RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&verts[2], 1.0f, recipz);
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RwIm2DVertexSetV(&verts[2], 1.0f, recipz);
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RwIm2DVertexSetScreenX(&verts[3], r.left);
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RwIm2DVertexSetScreenY(&verts[3], r.top);
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RwIm2DVertexSetScreenZ(&verts[3], screenz);
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RwIm2DVertexSetCameraZ(&verts[3], z);
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RwIm2DVertexSetRecipCameraZ(&verts[3], recipz);
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RwIm2DVertexSetIntRGBA(&verts[3], c0.r, c0.g, c0.b, c0.a);
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RwIm2DVertexSetU(&verts[3], 0.0f, recipz);
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RwIm2DVertexSetV(&verts[3], 1.0f, recipz);
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RwIm2DVertexSetScreenX(&verts[4], r.left);
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RwIm2DVertexSetScreenY(&verts[4], r.bottom);
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RwIm2DVertexSetScreenZ(&verts[4], screenz);
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RwIm2DVertexSetCameraZ(&verts[4], z);
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RwIm2DVertexSetRecipCameraZ(&verts[4], recipz);
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RwIm2DVertexSetIntRGBA(&verts[4], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&verts[4], 0.0f, recipz);
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RwIm2DVertexSetV(&verts[4], 0.0f, recipz);
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RwIm2DVertexSetScreenX(&verts[5], r.right);
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RwIm2DVertexSetScreenY(&verts[5], r.top);
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RwIm2DVertexSetScreenZ(&verts[5], screenz);
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RwIm2DVertexSetCameraZ(&verts[5], z);
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RwIm2DVertexSetRecipCameraZ(&verts[5], recipz);
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RwIm2DVertexSetIntRGBA(&verts[5], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&verts[5], 1.0f, recipz);
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RwIm2DVertexSetV(&verts[5], 1.0f, recipz);
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}
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void
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CSprite::Set6Vertices2D(RwIm2DVertex *verts, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4,
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const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
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{
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float screenz, recipz;
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screenz = m_f2DNearScreenZ;
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recipz = m_fRecipNearClipPlane;
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RwIm2DVertexSetScreenX(&verts[0], x3);
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RwIm2DVertexSetScreenY(&verts[0], y3);
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RwIm2DVertexSetScreenZ(&verts[0], screenz);
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RwIm2DVertexSetCameraZ(&verts[0], z);
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RwIm2DVertexSetRecipCameraZ(&verts[0], recipz);
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RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&verts[0], 0.0f, recipz);
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RwIm2DVertexSetV(&verts[0], 0.0f, recipz);
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RwIm2DVertexSetScreenX(&verts[1], x4);
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RwIm2DVertexSetScreenY(&verts[1], y4);
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RwIm2DVertexSetScreenZ(&verts[1], screenz);
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RwIm2DVertexSetCameraZ(&verts[1], z);
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RwIm2DVertexSetRecipCameraZ(&verts[1], recipz);
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RwIm2DVertexSetIntRGBA(&verts[1], c3.r, c3.g, c3.b, c3.a);
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RwIm2DVertexSetU(&verts[1], 1.0f, recipz);
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RwIm2DVertexSetV(&verts[1], 0.0f, recipz);
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RwIm2DVertexSetScreenX(&verts[2], x2);
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RwIm2DVertexSetScreenY(&verts[2], y2);
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RwIm2DVertexSetScreenZ(&verts[2], screenz);
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RwIm2DVertexSetCameraZ(&verts[2], z);
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RwIm2DVertexSetRecipCameraZ(&verts[2], recipz);
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RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&verts[2], 1.0f, recipz);
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RwIm2DVertexSetV(&verts[2], 1.0f, recipz);
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RwIm2DVertexSetScreenX(&verts[3], x1);
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RwIm2DVertexSetScreenY(&verts[3], y1);
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RwIm2DVertexSetScreenZ(&verts[3], screenz);
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RwIm2DVertexSetCameraZ(&verts[3], z);
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RwIm2DVertexSetRecipCameraZ(&verts[3], recipz);
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RwIm2DVertexSetIntRGBA(&verts[3], c0.r, c0.g, c0.b, c0.a);
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RwIm2DVertexSetU(&verts[3], 0.0f, recipz);
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RwIm2DVertexSetV(&verts[3], 1.0f, recipz);
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RwIm2DVertexSetScreenX(&verts[4], x3);
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RwIm2DVertexSetScreenY(&verts[4], y3);
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RwIm2DVertexSetScreenZ(&verts[4], screenz);
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RwIm2DVertexSetCameraZ(&verts[4], z);
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RwIm2DVertexSetRecipCameraZ(&verts[4], recipz);
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RwIm2DVertexSetIntRGBA(&verts[4], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&verts[4], 0.0f, recipz);
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||||
RwIm2DVertexSetV(&verts[4], 0.0f, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&verts[5], x2);
|
||||
RwIm2DVertexSetScreenY(&verts[5], y2);
|
||||
RwIm2DVertexSetScreenZ(&verts[5], screenz);
|
||||
RwIm2DVertexSetCameraZ(&verts[5], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[5], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&verts[5], c1.r, c1.g, c1.b, c1.a);
|
||||
RwIm2DVertexSetU(&verts[5], 1.0f, recipz);
|
||||
RwIm2DVertexSetV(&verts[5], 1.0f, recipz);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite::RenderBufferedOneXLUSprite2D(float x, float y, float w, float h, const RwRGBA &colour, int16 intens, uint8 alpha)
|
||||
{
|
||||
m_bFlushSpriteBufferSwitchZTest = 1;
|
||||
CRGBA col(intens * colour.red >> 8, intens * colour.green >> 8, intens * colour.blue >> 8, alpha);
|
||||
CRect rect(x - w, y - h, x + h, y + h);
|
||||
Set6Vertices2D(&SpriteBufferVerts[6 * nSpriteBufferIndex], rect, col, col, col, col);
|
||||
nSpriteBufferIndex++;
|
||||
if(nSpriteBufferIndex >= SPRITEBUFFERSIZE)
|
||||
FlushSpriteBuffer();
|
||||
}
|
||||
|
||||
void
|
||||
CSprite::RenderBufferedOneXLUSprite2D_Rotate_Dimension(float x, float y, float w, float h, const RwRGBA &colour, int16 intens, float rotation, uint8 alpha)
|
||||
{
|
||||
m_bFlushSpriteBufferSwitchZTest = 1;
|
||||
CRGBA col(intens * colour.red >> 8, intens * colour.green >> 8, intens * colour.blue >> 8, alpha);
|
||||
float c = cos(DEGTORAD(rotation));
|
||||
float s = sin(DEGTORAD(rotation));
|
||||
|
||||
Set6Vertices2D(&SpriteBufferVerts[6 * nSpriteBufferIndex],
|
||||
x + c*w - s*h,
|
||||
y - c*h - s*w,
|
||||
x + c*w + s*h,
|
||||
y + c*h - s*w,
|
||||
x - c*w - s*h,
|
||||
y - c*h + s*w,
|
||||
x - c*w + s*h,
|
||||
y + c*h + s*w,
|
||||
col, col, col, col);
|
||||
nSpriteBufferIndex++;
|
||||
if(nSpriteBufferIndex >= SPRITEBUFFERSIZE)
|
||||
FlushSpriteBuffer();
|
||||
}
|
||||
|
||||
STARTPATCHES
|
||||
InjectHook(0x51C4A0, CSprite::CalcHorizonCoors, PATCH_JUMP);
|
||||
InjectHook(0x51C3A0, CSprite::CalcScreenCoors, PATCH_JUMP);
|
||||
InjectHook(0x51C590, CSprite::InitSpriteBuffer, PATCH_JUMP);
|
||||
InjectHook(0x51C5B0, CSprite::InitSpriteBuffer2D, PATCH_JUMP);
|
||||
InjectHook(0x51C520, CSprite::FlushSpriteBuffer, PATCH_JUMP);
|
||||
InjectHook(0x51C960, CSprite::RenderOneXLUSprite, PATCH_JUMP);
|
||||
InjectHook(0x51C5D0, CSprite::RenderBufferedOneXLUSprite, PATCH_JUMP);
|
||||
InjectHook(0x51D5B0, CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension, PATCH_JUMP);
|
||||
InjectHook(0x51CCD0, CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect, PATCH_JUMP);
|
||||
InjectHook(0x51D9E0, CSprite::RenderBufferedOneXLUSprite_Rotate_2Colours, PATCH_JUMP);
|
||||
InjectHook(0x51E3C0, CSprite::RenderBufferedOneXLUSprite2D, PATCH_JUMP);
|
||||
InjectHook(0x51E490, CSprite::RenderBufferedOneXLUSprite2D_Rotate_Dimension, PATCH_JUMP);
|
||||
ENDPATCHES
|
||||
|
@ -1,32 +1,16 @@
|
||||
#pragma once
|
||||
|
||||
class CSprite2d
|
||||
{
|
||||
RwTexture *m_pTexture;
|
||||
|
||||
static RwIm2DVertex *maVertices; //[4];
|
||||
public:
|
||||
static float &RecipNearClip;
|
||||
|
||||
void SetRenderState(void);
|
||||
|
||||
static void SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, uint32 far);
|
||||
static void SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3,
|
||||
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2);
|
||||
static void DrawRect(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3);
|
||||
static void DrawRect(const CRect &r, const CRGBA &col);
|
||||
static void DrawRectXLU(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3);
|
||||
};
|
||||
|
||||
class CSprite
|
||||
{
|
||||
static float &m_f2DNearScreenZ;
|
||||
static float &m_f2DFarScreenZ;
|
||||
static float &m_fRecipNearClipPlane;
|
||||
static int32 &m_bFlushSpriteBufferSwitchZTest;
|
||||
public:
|
||||
static float CalcHorizonCoors(void);
|
||||
static bool CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh, bool farclip);
|
||||
static void InitSpriteBuffer(void);
|
||||
static void InitSpriteBuffer2D(void);
|
||||
static void FlushSpriteBuffer(void);
|
||||
static void RenderOneXLUSprite(float x, float y, float z, float w, float h, uint8 r, uint8 g, uint8 b, int16 intens, float recipz, uint8 a);
|
||||
static void RenderBufferedOneXLUSprite(float x, float y, float z, float w, float h, uint8 r, uint8 g, uint8 b, int16 intens, float recipz, uint8 a);
|
||||
@ -34,4 +18,10 @@ public:
|
||||
static void RenderBufferedOneXLUSprite_Rotate_Aspect(float x, float y, float z, float w, float h, uint8 r, uint8 g, uint8 b, int16 intens, float recipz, float roll, uint8 a);
|
||||
// cx/y is the direction in which the colour changes
|
||||
static void RenderBufferedOneXLUSprite_Rotate_2Colours(float x, float y, float z, float w, float h, uint8 r1, uint8 g1, uint8 b1, uint8 r2, uint8 g2, uint8 b2, float cx, float cy, float recipz, float rotation, uint8 a);
|
||||
static void Set6Vertices2D(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3);
|
||||
static void Set6Vertices2D(RwIm2DVertex *verts, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4,
|
||||
const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3);
|
||||
static void RenderBufferedOneXLUSprite2D(float x, float y, float w, float h, const RwRGBA &colour, int16 intens, uint8 alpha);
|
||||
static void RenderBufferedOneXLUSprite2D_Rotate_Dimension(float x, float y, float w, float h, const RwRGBA &colour, int16 intens, float rotation, uint8 alpha);
|
||||
|
||||
};
|
||||
|
498
src/render/Sprite2d.cpp
Normal file
498
src/render/Sprite2d.cpp
Normal file
@ -0,0 +1,498 @@
|
||||
#include "common.h"
|
||||
#include "patcher.h"
|
||||
#include "Draw.h"
|
||||
#include "Camera.h"
|
||||
#include "Sprite2d.h"
|
||||
|
||||
// Get rid of bullshit windows definitions, we're not running on an 8086
|
||||
#ifdef far
|
||||
#undef far
|
||||
#undef near
|
||||
#endif
|
||||
|
||||
RwIm2DVertex *CSprite2d::maVertices = (RwIm2DVertex*)0x6E9168;
|
||||
float &CSprite2d::RecipNearClip = *(float*)0x880DB4;
|
||||
int32 &CSprite2d::mCurrentBank = *(int32*)0x8F1AF4;
|
||||
RwTexture **CSprite2d::mpBankTextures = (RwTexture**)0x774DC0;
|
||||
int32 *CSprite2d::mCurrentSprite = (int32*)0x6F4500;
|
||||
int32 *CSprite2d::mBankStart = (int32*)0x774BE8;
|
||||
RwIm2DVertex *CSprite2d::maBankVertices = (RwIm2DVertex*)0x8429F8;
|
||||
|
||||
|
||||
void
|
||||
CSprite2d::SetRecipNearClip(void)
|
||||
{
|
||||
RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::InitPerFrame(void)
|
||||
{
|
||||
int i;
|
||||
|
||||
mCurrentBank = 0;
|
||||
for(i = 0; i < 10; i++)
|
||||
mCurrentSprite[i] = 0;
|
||||
for(i = 0; i < 10; i++)
|
||||
mpBankTextures[i] = nil;
|
||||
}
|
||||
|
||||
int32
|
||||
CSprite2d::GetBank(int32 n, RwTexture *tex)
|
||||
{
|
||||
mpBankTextures[mCurrentBank] = tex;
|
||||
mCurrentSprite[mCurrentBank] = 0;
|
||||
mBankStart[mCurrentBank+1] = mBankStart[mCurrentBank] + n;
|
||||
return mCurrentBank++;
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::AddSpriteToBank(int32 bank, const CRect &rect, const CRGBA &col,
|
||||
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
|
||||
{
|
||||
SetVertices(&maBankVertices[6 * (mCurrentSprite[bank] + mBankStart[bank])],
|
||||
rect, col, col, col, col,
|
||||
u0, v0, u1, v1, u2, v2, u3, v3);
|
||||
mCurrentSprite[bank]++;
|
||||
if(mCurrentSprite[bank] + mBankStart[bank] >= mBankStart[bank+1]){
|
||||
DrawBank(bank);
|
||||
mCurrentSprite[bank] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::DrawBank(int32 bank)
|
||||
{
|
||||
if(mCurrentSprite[bank] == 0)
|
||||
return;
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER,
|
||||
mpBankTextures[bank] ? RwTextureGetRaster(mpBankTextures[bank]) : nil);
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR);
|
||||
RwIm2DRenderPrimitive(rwPRIMTYPETRILIST, &maBankVertices[6*mBankStart[bank]], 6*mCurrentSprite[bank]);
|
||||
mCurrentSprite[bank] = 0;
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
CSprite2d::Delete(void)
|
||||
{
|
||||
if(m_pTexture){
|
||||
RwTextureDestroy(m_pTexture);
|
||||
m_pTexture = nil;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::SetTexture(char *name)
|
||||
{
|
||||
Delete();
|
||||
if(name)
|
||||
m_pTexture = RwTextureRead(name, nil);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::SetTexture(char *name, char *mask)
|
||||
{
|
||||
Delete();
|
||||
if(name)
|
||||
m_pTexture = RwTextureRead(name, mask);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::SetAddressing(RwTextureAddressMode addr)
|
||||
{
|
||||
if(m_pTexture)
|
||||
RwTextureSetAddressing(m_pTexture, addr);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::SetRenderState(void)
|
||||
{
|
||||
if(m_pTexture)
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(m_pTexture));
|
||||
else
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::Draw(float x, float y, float w, float h, const CRGBA &col)
|
||||
{
|
||||
SetVertices(CRect(x, y, x + w, y + h), col, col, col, col, 0);
|
||||
SetRenderState();
|
||||
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::Draw(const CRect &rect, const CRGBA &col)
|
||||
{
|
||||
SetVertices(rect, col, col, col, col, 0);
|
||||
SetRenderState();
|
||||
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::Draw(const CRect &rect, const CRGBA &col,
|
||||
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
|
||||
{
|
||||
SetVertices(rect, col, col, col, col, u0, v0, u1, v1, u3, v3, u2, v2);
|
||||
SetRenderState();
|
||||
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::Draw(const CRect &rect, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
|
||||
{
|
||||
SetVertices(rect, c0, c1, c2, c3, 0);
|
||||
SetRenderState();
|
||||
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::Draw(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &col)
|
||||
{
|
||||
SetVertices(x1, y2, x2, y2, x3, y3, x4, y4, col, col, col, col);
|
||||
SetRenderState();
|
||||
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
|
||||
}
|
||||
|
||||
|
||||
// Arguments:
|
||||
// 2---3
|
||||
// | |
|
||||
// 0---1
|
||||
void
|
||||
CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, uint32 far)
|
||||
{
|
||||
float screenz, z, recipz;
|
||||
|
||||
if(far){
|
||||
screenz = RwIm2DGetFarScreenZ();
|
||||
z = RwCameraGetFarClipPlane(Scene.camera);
|
||||
}else{
|
||||
screenz = RwIm2DGetNearScreenZ();
|
||||
z = 1.0f/RecipNearClip;
|
||||
}
|
||||
recipz = 1.0f/z;
|
||||
|
||||
// This is what we draw:
|
||||
// 0---1
|
||||
// | / |
|
||||
// 3---2
|
||||
RwIm2DVertexSetScreenX(&maVertices[0], r.left);
|
||||
RwIm2DVertexSetScreenY(&maVertices[0], r.bottom);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[0], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
|
||||
RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[1], r.right);
|
||||
RwIm2DVertexSetScreenY(&maVertices[1], r.bottom);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[1], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
|
||||
RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[2], r.right);
|
||||
RwIm2DVertexSetScreenY(&maVertices[2], r.top);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[2], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
|
||||
RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[3], r.left);
|
||||
RwIm2DVertexSetScreenY(&maVertices[3], r.top);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[3], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
|
||||
RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3,
|
||||
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
|
||||
{
|
||||
float screenz, z, recipz;
|
||||
|
||||
screenz = RwIm2DGetNearScreenZ();
|
||||
z = 1.0f/RecipNearClip;
|
||||
recipz = 1.0f/z;
|
||||
|
||||
// This is what we draw:
|
||||
// 0---1
|
||||
// | / |
|
||||
// 3---2
|
||||
RwIm2DVertexSetScreenX(&maVertices[0], r.left);
|
||||
RwIm2DVertexSetScreenY(&maVertices[0], r.bottom);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[0], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
|
||||
RwIm2DVertexSetU(&maVertices[0], u0, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[0], v0, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[1], r.right);
|
||||
RwIm2DVertexSetScreenY(&maVertices[1], r.bottom);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[1], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
|
||||
RwIm2DVertexSetU(&maVertices[1], u1, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[1], v1, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[2], r.right);
|
||||
RwIm2DVertexSetScreenY(&maVertices[2], r.top);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[2], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
|
||||
RwIm2DVertexSetU(&maVertices[2], u2, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[2], v2, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[3], r.left);
|
||||
RwIm2DVertexSetScreenY(&maVertices[3], r.top);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[3], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
|
||||
RwIm2DVertexSetU(&maVertices[3], u3, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[3], v3, recipz);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::SetVertices(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4,
|
||||
const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
|
||||
{
|
||||
float screenz, recipz;
|
||||
|
||||
screenz = RwIm2DGetNearScreenZ();
|
||||
recipz = RecipNearClip;
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[0], x3);
|
||||
RwIm2DVertexSetScreenY(&maVertices[0], y3);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[0], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
|
||||
RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[1], x4);
|
||||
RwIm2DVertexSetScreenY(&maVertices[1], y4);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[1], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
|
||||
RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[2], x2);
|
||||
RwIm2DVertexSetScreenY(&maVertices[2], y2);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[2], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
|
||||
RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[3], x1);
|
||||
RwIm2DVertexSetScreenY(&maVertices[3], y1);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[3], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
|
||||
RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col)
|
||||
{
|
||||
int i;
|
||||
float screenz, recipz;
|
||||
|
||||
screenz = RwIm2DGetNearScreenZ();
|
||||
recipz = RecipNearClip;
|
||||
|
||||
|
||||
for(i = 0; i < n; i++){
|
||||
RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]);
|
||||
RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[i], screenz + 0.0001f);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[i], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[i], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[i], col.r, col.g, col.b, col.a);
|
||||
RwIm2DVertexSetU(&maVertices[i], uvs[i*2 + 0], recipz);
|
||||
RwIm2DVertexSetV(&maVertices[i], uvs[i*2 + 1], recipz);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::SetMaskVertices(int n, float *positions)
|
||||
{
|
||||
int i;
|
||||
float screenz, recipz;
|
||||
|
||||
screenz = RwIm2DGetNearScreenZ();
|
||||
recipz = RecipNearClip;
|
||||
|
||||
for(i = 0; i < n; i++){
|
||||
RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]);
|
||||
RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[i], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[i], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[i], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[i], 0, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3,
|
||||
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
|
||||
{
|
||||
float screenz, recipz;
|
||||
|
||||
screenz = RwIm2DGetNearScreenZ();
|
||||
recipz = RecipNearClip;
|
||||
|
||||
RwIm2DVertexSetScreenX(&verts[0], r.left);
|
||||
RwIm2DVertexSetScreenY(&verts[0], r.bottom);
|
||||
RwIm2DVertexSetScreenZ(&verts[0], screenz);
|
||||
RwIm2DVertexSetCameraZ(&verts[0], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[0], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a);
|
||||
RwIm2DVertexSetU(&verts[0], u0, recipz);
|
||||
RwIm2DVertexSetV(&verts[0], v0, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&verts[1], r.left);
|
||||
RwIm2DVertexSetScreenY(&verts[1], r.top);
|
||||
RwIm2DVertexSetScreenZ(&verts[1], screenz);
|
||||
RwIm2DVertexSetCameraZ(&verts[1], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[1], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&verts[1], c0.r, c0.g, c0.b, c0.a);
|
||||
RwIm2DVertexSetU(&verts[1], u2, recipz);
|
||||
RwIm2DVertexSetV(&verts[1], v2, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&verts[2], r.right);
|
||||
RwIm2DVertexSetScreenY(&verts[2], r.top);
|
||||
RwIm2DVertexSetScreenZ(&verts[2], screenz);
|
||||
RwIm2DVertexSetCameraZ(&verts[2], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[2], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a);
|
||||
RwIm2DVertexSetU(&verts[2], u3, recipz);
|
||||
RwIm2DVertexSetV(&verts[2], v3, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&verts[3], r.left);
|
||||
RwIm2DVertexSetScreenY(&verts[3], r.bottom);
|
||||
RwIm2DVertexSetScreenZ(&verts[3], screenz);
|
||||
RwIm2DVertexSetCameraZ(&verts[3], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[3], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&verts[3], c2.r, c2.g, c2.b, c2.a);
|
||||
RwIm2DVertexSetU(&verts[3], u0, recipz);
|
||||
RwIm2DVertexSetV(&verts[3], v0, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&verts[4], r.right);
|
||||
RwIm2DVertexSetScreenY(&verts[4], r.top);
|
||||
RwIm2DVertexSetScreenZ(&verts[4], screenz);
|
||||
RwIm2DVertexSetCameraZ(&verts[4], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[4], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&verts[4], c1.r, c1.g, c1.b, c1.a);
|
||||
RwIm2DVertexSetU(&verts[4], u3, recipz);
|
||||
RwIm2DVertexSetV(&verts[4], v3, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&verts[5], r.right);
|
||||
RwIm2DVertexSetScreenY(&verts[5], r.bottom);
|
||||
RwIm2DVertexSetScreenZ(&verts[5], screenz);
|
||||
RwIm2DVertexSetCameraZ(&verts[5], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[5], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&verts[5], c3.r, c3.g, c3.b, c3.a);
|
||||
RwIm2DVertexSetU(&verts[5], u1, recipz);
|
||||
RwIm2DVertexSetV(&verts[5], v1, recipz);
|
||||
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::DrawRect(const CRect &r, const CRGBA &col)
|
||||
{
|
||||
SetVertices(r, col, col, col, col, false);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
||||
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(col.a != 255));
|
||||
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, maVertices, 4);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::DrawRect(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
|
||||
{
|
||||
SetVertices(r, c0, c1, c2, c3, false);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
||||
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, maVertices, 4);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::DrawRectXLU(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
|
||||
{
|
||||
SetVertices(r, c0, c1, c2, c3, false);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
||||
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
||||
}
|
||||
|
||||
STARTPATCHES
|
||||
#define C4 const CRGBA&, const CRGBA&, const CRGBA&, const CRGBA&
|
||||
#define F8 float, float, float, float, float, float, float, float
|
||||
|
||||
InjectHook(0x51EA20, CSprite2d::SetRecipNearClip, PATCH_JUMP);
|
||||
InjectHook(0x51EAE0, CSprite2d::InitPerFrame, PATCH_JUMP);
|
||||
InjectHook(0x51EB70, CSprite2d::GetBank, PATCH_JUMP);
|
||||
InjectHook(0x51EBC0, CSprite2d::AddSpriteToBank, PATCH_JUMP);
|
||||
InjectHook(0x51EC50, CSprite2d::DrawBank, PATCH_JUMP);
|
||||
|
||||
InjectHook(0x51EA00, &CSprite2d::Delete, PATCH_JUMP);
|
||||
InjectHook(0x51F950, &CSprite2d::SetRenderState, PATCH_JUMP);
|
||||
InjectHook(0x51EA40, (void (CSprite2d::*)(char*))&CSprite2d::SetTexture, PATCH_JUMP);
|
||||
InjectHook(0x51EA70, (void (CSprite2d::*)(char*,char*))&CSprite2d::SetTexture, PATCH_JUMP);
|
||||
InjectHook(0x51EAA0, &CSprite2d::SetAddressing, PATCH_JUMP);
|
||||
|
||||
InjectHook(0x51EE90, (void (*)(const CRect&, C4, uint32))CSprite2d::SetVertices, PATCH_JUMP);
|
||||
InjectHook(0x51F220, (void (*)(const CRect&, C4, F8))CSprite2d::SetVertices, PATCH_JUMP);
|
||||
InjectHook(0x51F070, (void (*)(F8, C4))CSprite2d::SetVertices, PATCH_JUMP);
|
||||
InjectHook(0x51F3E0, (void (*)(int, float*, float*, const CRGBA&))CSprite2d::SetVertices, PATCH_JUMP);
|
||||
InjectHook(0x51F490, CSprite2d::SetMaskVertices, PATCH_JUMP);
|
||||
InjectHook(0x51F720, (void (*)(RwIm2DVertex*, const CRect&, C4, F8))CSprite2d::SetVertices, PATCH_JUMP);
|
||||
|
||||
InjectHook(0x51ECE0, (void (CSprite2d::*)(float, float, float, float, const CRGBA &))&CSprite2d::Draw, PATCH_JUMP);
|
||||
InjectHook(0x51ED50, (void (CSprite2d::*)(const CRect &, const CRGBA &))&CSprite2d::Draw, PATCH_JUMP);
|
||||
InjectHook(0x51ED90, (void (CSprite2d::*)(const CRect &, const CRGBA &, F8))&CSprite2d::Draw, PATCH_JUMP);
|
||||
InjectHook(0x51EDF0, (void (CSprite2d::*)(const CRect &, C4))&CSprite2d::Draw, PATCH_JUMP);
|
||||
InjectHook(0x51EE40, (void (CSprite2d::*)(F8, const CRGBA &))&CSprite2d::Draw, PATCH_JUMP);
|
||||
|
||||
InjectHook(0x51F970, (void (*)(const CRect&, const CRGBA&))CSprite2d::DrawRect, PATCH_JUMP);
|
||||
InjectHook(0x51FA00, (void (*)(const CRect&, C4))CSprite2d::DrawRect, PATCH_JUMP);
|
||||
InjectHook(0x51FA80, CSprite2d::DrawRectXLU, PATCH_JUMP);
|
||||
ENDPATCHES
|
50
src/render/Sprite2d.h
Normal file
50
src/render/Sprite2d.h
Normal file
@ -0,0 +1,50 @@
|
||||
#pragma once
|
||||
|
||||
class CSprite2d
|
||||
{
|
||||
RwTexture *m_pTexture;
|
||||
|
||||
static RwIm2DVertex *maVertices; //[4];
|
||||
public:
|
||||
static float &RecipNearClip;
|
||||
static int32 &mCurrentBank;
|
||||
static RwTexture **mpBankTextures; //[10];
|
||||
static int32 *mCurrentSprite; //[10];
|
||||
static int32 *mBankStart; //[10];
|
||||
static RwIm2DVertex *maBankVertices; //[500];
|
||||
|
||||
static void SetRecipNearClip(void);
|
||||
static void InitPerFrame(void);
|
||||
static int32 GetBank(int32 n, RwTexture *tex);
|
||||
static void AddSpriteToBank(int32 bank, const CRect &rect, const CRGBA &col,
|
||||
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2);
|
||||
static void DrawBank(int32 bank);
|
||||
|
||||
CSprite2d(void) : m_pTexture(nil) {};
|
||||
~CSprite2d(void) { Delete(); };
|
||||
void Delete(void);
|
||||
void SetRenderState(void);
|
||||
void SetTexture(char *name);
|
||||
void SetTexture(char *name, char *mask);
|
||||
void SetAddressing(RwTextureAddressMode addr);
|
||||
void Draw(float x, float y, float w, float h, const CRGBA &col);
|
||||
void Draw(const CRect &rect, const CRGBA &col);
|
||||
void Draw(const CRect &rect, const CRGBA &col,
|
||||
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2);
|
||||
void Draw(const CRect &rect, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3);
|
||||
void Draw(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &col);
|
||||
|
||||
static void SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, uint32 far);
|
||||
static void SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3,
|
||||
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2);
|
||||
static void SetVertices(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4,
|
||||
const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3);
|
||||
static void SetVertices(int n, float *positions, float *uvs, const CRGBA &col);
|
||||
static void SetMaskVertices(int n, float *positions);
|
||||
static void SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3,
|
||||
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2);
|
||||
|
||||
static void DrawRect(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3);
|
||||
static void DrawRect(const CRect &r, const CRGBA &col);
|
||||
static void DrawRectXLU(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3);
|
||||
};
|
Loading…
Reference in New Issue
Block a user