a bit of fonts

This commit is contained in:
Sergeanur 2020-06-07 04:11:10 +03:00
parent afa4fa6510
commit 678a19ce3b
6 changed files with 446 additions and 192 deletions

View File

@ -3,10 +3,12 @@
#include "Sprite2d.h" #include "Sprite2d.h"
#include "TxdStore.h" #include "TxdStore.h"
#include "Font.h" #include "Font.h"
#include "Timer.h"
CFontDetails CFont::Details; CFontDetails CFont::Details;
int16 CFont::NewLine; int16 CFont::NewLine;
CSprite2d CFont::Sprite[MAX_FONTS]; CSprite2d CFont::Sprite[MAX_FONTS];
CFontRenderState CFont::RenderState;
#ifdef MORE_LANGUAGES #ifdef MORE_LANGUAGES
uint8 CFont::LanguageSet = FONT_LANGSET_EFIGS; uint8 CFont::LanguageSet = FONT_LANGSET_EFIGS;
@ -16,54 +18,23 @@ int32 CFont::Slot = -1;
int16 CFont::Size[LANGSET_MAX][MAX_FONTS][193] = { int16 CFont::Size[LANGSET_MAX][MAX_FONTS][193] = {
{ {
#else #else
int16 CFont::Size[MAX_FONTS][193] = { int16 CFont::Size[MAX_FONTS][210] = {
#endif #endif
{ {
13, 12, 31, 35, 23, 35, 31, 9, 14, 15, 25, 30, 11, 17, 13, 31, 12, 9, 22, 17, 19, 19, 25, 4, 33, 33, 25, 35, 11, 10, 6, 33, 18, 10, 17, 17, 17, 17, 17, 15, 12, 16, 5, 30, 30, 30, 30, 30, 12, 16, 19,
23, 16, 22, 21, 24, 23, 23, 20, 23, 22, 10, 35, 26, 26, 26, 26, 16, 19, 18, 18, 17, 22, 11, 17, 18, 18, 30, 22, 19, 22, 19, 19, 20, 18, 19, 19, 29, 19, 18, 19, 19, 33, 33, 19, 19, 12, 14, 11, 11, 16, 11,
30, 26, 24, 23, 24, 22, 21, 24, 26, 10, 20, 26, 22, 29, 26, 25, 12, 14, 14, 10, 13, 12, 10, 19, 18, 12, 16, 13, 13, 11, 12, 15, 12, 15, 13, 12, 12, 37, 33, 37, 35, 37, 16, 16, 16, 16, 33, 17, 18, 18, 18,
23, 25, 24, 24, 22, 25, 24, 29, 29, 23, 25, 37, 22, 37, 35, 37, 18, 11, 11, 11, 11, 19, 19, 19, 19, 19, 19, 19, 19, 15, 14, 14, 14, 14, 20, 14, 11, 11, 11, 11, 10, 10, 10, 10, 12, 12, 12, 12, 15, 15, 15,
35, 21, 22, 21, 21, 22, 13, 22, 21, 10, 16, 22, 11, 32, 21, 21, 15, 24, 18, 21, 10, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19,
23, 22, 16, 20, 14, 21, 20, 30, 25, 21, 21, 33, 33, 33, 33, 35, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 16
27, 27, 27, 27, 32, 24, 23, 23, 23, 23, 11, 11, 11, 11, 26, 26,
26, 26, 26, 26, 26, 25, 26, 21, 21, 21, 21, 32, 23, 22, 22, 22,
22, 11, 11, 11, 11, 22, 22, 22, 22, 22, 22, 22, 22, 26, 21, 24,
12, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26,
26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 18, 26, 26,
26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26,
20
}, },
{ {
13, 9, 21, 35, 23, 35, 35, 11, 35, 35, 25, 35, 11, 17, 13, 33, 15, 7, 31, 25, 20, 23, 21, 7, 11, 10, 26, 14, 6, 12, 6, 26, 20, 7, 20, 20, 21, 20, 20, 19, 21, 20, 8, 30, 24, 30, 24, 19, 20, 22, 22, 21, 22, 18, 18, 22,
28, 14, 22, 21, 24, 23, 23, 21, 23, 22, 10, 35, 13, 35, 13, 33, 22, 9, 14, 21, 18, 27, 21, 24, 22, 22, 23, 20, 19, 23, 22, 31, 23, 23, 21, 25, 13, 30, 10, 19, 10, 17, 17, 16, 17, 17, 11, 17, 17, 7, 7, 18, 7, 25, 17,
5, 25, 22, 23, 24, 21, 21, 24, 24, 9, 20, 24, 21, 27, 25, 25, 17, 17, 17, 11, 17, 11, 17, 18, 25, 19, 18, 17, 28, 26, 20, 15, 15, 20, 20, 20, 20, 29, 22, 19, 19, 19, 19, 9, 9, 9, 9, 23, 23, 23, 23, 24, 24, 24, 24,
22, 25, 23, 20, 23, 23, 23, 31, 23, 23, 23, 37, 33, 37, 35, 37, 20, 19, 17, 17, 17, 30, 16, 17, 17, 17, 17, 11, 11, 15, 12, 17, 17, 17, 17, 17, 17, 17, 17, 19, 20, 20, 20, 18, 19, 19, 21, 19, 19, 19, 19, 19, 16, 19,
35, 21, 19, 19, 21, 19, 17, 21, 21, 8, 17, 18, 14, 24, 21, 21, 19, 19, 20, 19, 16, 19, 19, 9, 19, 20, 14, 29, 19, 19, 19, 19, 19, 19, 21, 19, 20, 32, 20, 19, 19, 19, 19, 19, 19, 29, 19, 19, 19, 19, 19, 9, 9, 9, 9,
20, 22, 19, 20, 20, 19, 20, 26, 21, 20, 21, 33, 33, 33, 33, 35, 19, 19, 19, 19, 19, 19, 19, 19, 19, 21, 21, 10, 9, 10, 20
19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19,
19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19,
19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19,
19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19,
19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19,
19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19,
16
},
{
15, 14, 16, 25, 19, 26, 22, 11, 18, 18, 27, 26, 13, 19, 9, 27,
19, 18, 19, 19, 22, 19, 20, 18, 19, 20, 12, 32, 15, 32, 15, 35,
15, 19, 19, 19, 19, 19, 16, 19, 20, 9, 19, 20, 14, 29, 19, 20,
19, 19, 19, 19, 21, 19, 20, 32, 20, 19, 19, 33, 31, 39, 37, 39,
37, 21, 21, 21, 23, 21, 19, 23, 23, 10, 19, 20, 16, 26, 23, 23,
20, 20, 20, 22, 21, 22, 22, 26, 22, 22, 23, 35, 35, 35, 35, 37,
19, 19, 19, 19, 29, 19, 19, 19, 19, 19, 9, 9, 9, 9, 19, 19,
19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 30, 19, 19, 19, 19,
19, 10, 10, 10, 10, 19, 19, 19, 19, 19, 19, 19, 19, 19, 23, 35,
12, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19,
19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 11, 19, 19,
19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19,
19
} }
#ifdef MORE_LANGUAGES #ifdef MORE_LANGUAGES
}, },
@ -198,6 +169,10 @@ wchar foreign_table[128] = {
0, 174, 165, 166, 167, 0, 168, 0, 0, 169, 170, 171, 172, 0, 0, 0, 0, 174, 165, 166, 167, 0, 168, 0, 0, 169, 170, 171, 172, 0, 0, 0,
}; };
void* FontRenderStatePointer;
uint8 FontRenderStateBuf[1024];
void void
CFont::Initialise(void) CFont::Initialise(void)
{ {
@ -228,16 +203,14 @@ CFont::Initialise(void)
CTxdStore::AddRef(slot); CTxdStore::AddRef(slot);
CTxdStore::PushCurrentTxd(); CTxdStore::PushCurrentTxd();
CTxdStore::SetCurrentTxd(slot); CTxdStore::SetCurrentTxd(slot);
Sprite[0].SetTexture("font2", "font2_mask"); Sprite[0].SetTexture("font2", "font2m");
#ifdef MORE_LANGUAGES #ifdef MORE_LANGUAGES
if (IsJapanese()) { if (IsJapanese()) {
Sprite[1].SetTexture("FONTJAP", "FONTJAP_mask"); Sprite[1].SetTexture("FONTJAP", "FONTJAP_mask");
Sprite[3].SetTexture("FONTJAP", "FONTJAP_mask"); Sprite[3].SetTexture("FONTJAP", "FONTJAP_mask");
} }
else
#endif // MORE_LANGUAGES #endif // MORE_LANGUAGES
Sprite[1].SetTexture("pager", "pager_mask"); Sprite[1].SetTexture("font1", "font1m");
Sprite[2].SetTexture("font1", "font1_mask");
SetScale(1.0f, 1.0f); SetScale(1.0f, 1.0f);
SetSlantRefPoint(SCREEN_WIDTH, 0.0f); SetSlantRefPoint(SCREEN_WIDTH, 0.0f);
SetSlant(0.0f); SetSlant(0.0f);
@ -305,7 +278,6 @@ CFont::Shutdown(void)
{ {
Sprite[0].Delete(); Sprite[0].Delete();
Sprite[1].Delete(); Sprite[1].Delete();
Sprite[2].Delete();
#ifdef MORE_LANGUAGES #ifdef MORE_LANGUAGES
if (IsJapanese()) if (IsJapanese())
Sprite[3].Delete(); Sprite[3].Delete();
@ -319,9 +291,13 @@ CFont::Shutdown(void)
void void
CFont::InitPerFrame(void) CFont::InitPerFrame(void)
{ {
Details.bank = CSprite2d::GetBank(30, Sprite[0].m_pTexture); //Details.bank = CSprite2d::GetBank(30, Sprite[0].m_pTexture);
CSprite2d::GetBank(15, Sprite[1].m_pTexture); //CSprite2d::GetBank(15, Sprite[1].m_pTexture);
CSprite2d::GetBank(15, Sprite[2].m_pTexture); //CSprite2d::GetBank(15, Sprite[2].m_pTexture);
RenderState.FontStyle = -1;
Details.anonymous_25 = 0;
FontRenderStatePointer = FontRenderStateBuf;
#ifdef MORE_LANGUAGES #ifdef MORE_LANGUAGES
if (IsJapanese()) if (IsJapanese())
CSprite2d::GetBank(15, Sprite[3].m_pTexture); CSprite2d::GetBank(15, Sprite[3].m_pTexture);
@ -333,11 +309,15 @@ CFont::InitPerFrame(void)
void void
CFont::PrintChar(float x, float y, wchar c) CFont::PrintChar(float x, float y, wchar c)
{ {
bool bDontPrint = false;
if(x <= 0.0f || x > SCREEN_WIDTH || if(x <= 0.0f || x > SCREEN_WIDTH ||
y <= 0.0f || y > SCREEN_HEIGHT) // BUG: game uses SCREENW again y <= 0.0f || y > SCREEN_HEIGHT) // BUG: game uses SCREENW again
return; return;
bDontPrint = c == '\0';
float w = GetCharacterWidth(c) / 32.0f; float w = GetCharacterWidth(c) / 32.0f;
if (Details.bFontHalfTexture && c == 208)
c = '\0';
float xoff = c % 16; float xoff = c % 16;
float yoff = c / 16; float yoff = c / 16;
#ifdef MORE_LANGUAGES #ifdef MORE_LANGUAGES
@ -348,28 +328,17 @@ CFont::PrintChar(float x, float y, wchar c)
} }
#endif #endif
if(Details.style == FONT_BANK || Details.style == FONT_HEADING){ if(Details.style == FONT_STANDART || Details.style == FONT_HEADING){
if(Details.dropShadowPosition != 0){ if (bDontPrint) return;
CSprite2d::AddSpriteToBank(Details.bank + Details.style, // BUG: game doesn't add bank CSprite2d::AddToBuffer(
CRect(x + SCREEN_SCALE_X(Details.dropShadowPosition),
y + SCREEN_SCALE_Y(Details.dropShadowPosition),
x + SCREEN_SCALE_X(Details.dropShadowPosition) + 32.0f * Details.scaleX * 1.0f,
y + SCREEN_SCALE_Y(Details.dropShadowPosition) + 40.0f * Details.scaleY * 0.5f),
Details.dropColor,
xoff/16.0f, yoff/12.8f,
(xoff+1.0f)/16.0f - 0.001f, yoff/12.8f,
xoff/16.0f, (yoff+1.0f)/12.8f,
(xoff+1.0f)/16.0f - 0.001f, (yoff+1.0f)/12.8f - 0.0001f);
}
CSprite2d::AddSpriteToBank(Details.bank + Details.style, // BUG: game doesn't add bank
CRect(x, y, CRect(x, y,
x + 32.0f * Details.scaleX * 1.0f, x + 32.0f * RenderState.fTextSizeX * w,
y + 40.0f * Details.scaleY * 0.5f), y + 32.0f * RenderState.fTextSizeX * 0.5f),
Details.color, RenderState.color,
xoff/16.0f, yoff/12.8f, xoff/16.0f, yoff/16.0f,
(xoff+1.0f)/16.0f - 0.001f, yoff/12.8f, (xoff+ w)/16.0f, yoff/ 16.0f,
xoff/16.0f, (yoff+1.0f)/12.8f - 0.002f, xoff/16.0f, (yoff+1.0f)/ 16.0f,
(xoff+1.0f)/16.0f - 0.001f, (yoff+1.0f)/12.8f - 0.002f); (xoff+ w)/16.0f - 0.0001f, (yoff+1.0f)/ 16.0f - 0.0001f);
#ifdef MORE_LANGUAGES #ifdef MORE_LANGUAGES
}else if (IsJapaneseFont()) { }else if (IsJapaneseFont()) {
if (Details.dropShadowPosition != 0) { if (Details.dropShadowPosition != 0) {
@ -394,16 +363,48 @@ CFont::PrintChar(float x, float y, wchar c)
xoff * w / 1024.0f, (yoff + 1.0f) / 25.6f - 0.002f, xoff * w / 1024.0f, (yoff + 1.0f) / 25.6f - 0.002f,
xoff * w / 1024.0f + (1.0f / 48.0f) - 0.001f, (yoff + 1.0f) / 25.6f - 0.0001f); xoff * w / 1024.0f + (1.0f / 48.0f) - 0.001f, (yoff + 1.0f) / 25.6f - 0.0001f);
#endif #endif
}else }
CSprite2d::AddSpriteToBank(Details.bank + Details.style, // BUG: game doesn't add bank else
{
if (bDontPrint) return;
if (RenderState.fSlant == 0.0f)
{
if (c < 193)
{
CSprite2d::AddToBuffer(
CRect(x, y, CRect(x, y,
x + 32.0f * Details.scaleX * w, x + 32.0f * RenderState.fTextSizeX * 1.0f,
y + 32.0f * Details.scaleY * 0.5f), y + 40.0f * RenderState.fTextSizeY * 0.5f),
Details.color, RenderState.color,
xoff/16.0f, yoff/16.0f, xoff / 16.0f, yoff / 12.8f + 0.0021f,
(xoff+w)/16.0f, yoff/16.0f, (xoff + 1.0f) / 16.0f - 0.001f, yoff / 12.8f + 0.0021f,
xoff/16.0f, (yoff+1.0f)/16.0f, xoff / 16.0f, (yoff + 1.0f) / 12.8f + 0.0021f,
(xoff+w)/16.0f - 0.0001f, (yoff+1.0f)/16.0f - 0.0001f); (xoff + 1.0f) / 16.0f - 0.001f, (yoff + 1.0f) / 12.8f + 0.0021f);
}
else
{
CSprite2d::AddToBuffer(
CRect(x, y,
x + 32.0f * RenderState.fTextSizeX * 1.0f,
y + 33.0f * RenderState.fTextSizeY * 0.5f),
RenderState.color,
xoff / 16.0f, yoff / 12.8f,
(xoff + 1.0f) / 16.0f - 0.001f, yoff / 12.8f - 0.017f,
xoff / 16.0f, (yoff + 1.0f) / 12.8f,
(xoff + 1.0f) / 16.0f - 0.001f, (yoff+1.0f) / 12.8f - 0.017f);
}
}
else
CSprite2d::AddToBuffer(
CRect(x, y,
x + 32.0f * RenderState.fTextSizeX * 1.0f,
y + 40.0f * RenderState.fTextSizeY * 0.5f),
RenderState.color,
xoff / 16.0f, yoff / 12.8f,
(xoff + 1.0f) / 16.0f - 0.001f, yoff / 12.8f + 0.0021f + 0.01f,
xoff / 16.0f, (yoff + 1.0f) / 12.8f,
(xoff + 1.0f) / 16.0f - 0.001f, (yoff + 1.0f) / 12.8f + 0.0021f + 0.01f);
}
} }
#ifdef MORE_LANGUAGES #ifdef MORE_LANGUAGES
@ -807,17 +808,87 @@ CFont::PrintString(float x, float y, wchar *start, wchar *end, float spwidth)
{ {
wchar *s, c, unused; wchar *s, c, unused;
if (RenderState.FontStyle != Details.style)
{
RenderFontBuffer();
RenderState.FontStyle = Details.style;
}
float v7 = CFont::Details.dropShadowPosition;
if (v7 != 0.0f && (CFont::Details.style == 0 || CFont::Details.style == 1))
{
auto v8 = CFont::Details.color;
CFont::Details.color.r = CFont::Details.dropColor.r;
//v18 = v8;
CFont::Details.color.g = CFont::Details.dropColor.g;
CFont::Details.color.b = CFont::Details.dropColor.b;
CFont::Details.color.a = CFont::Details.dropColor.a;
CFont::Details.dropShadowPosition = 0;
CFont::Details.bIsShadow = true;
if (0.0f != CFont::Details.slant)
{
CFont::Details.slantRefX = (double)v7 + CFont::Details.slantRefX;
CFont::Details.slantRefY = (double)v7 + CFont::Details.slantRefY;
//CFont::PrintString(v7 + x, v7 + y, CFont::Details.anonymous_25, a4, a5, a6);
CFont::PrintString(v7 + x, v7 + y, start, end, spwidth);
CFont::Details.slantRefX = CFont::Details.slantRefX - (double)v7;
CFont::Details.slantRefY = CFont::Details.slantRefY - (double)v7;
}
else
{
//CFont::PrintString(v12, v11, CFont::Details.anonymous_25, a4, a5, a6);
CFont::PrintString(v7 + x, v7 + y, start, end, spwidth);
}
CFont::Details.color = v8;
CFont::Details.dropShadowPosition = v7;
CFont::Details.bIsShadow = 0;
}
if (FontRenderStatePointer >= (char*)&FontRenderStatePointer - 2 * (end - start + 26))
CFont::RenderFontBuffer();
CFontRenderState* v13 = (CFontRenderState*)FontRenderStatePointer;
v13->fTextPosX = x;
v13->fTextPosY = y;
v13->fTextSizeX = CFont::Details.scaleX;
v13->fTextSizeY = CFont::Details.scaleY;
v13->color.r = CFont::Details.color.r;
v13->color.g = CFont::Details.color.g;
v13->color.b = CFont::Details.color.b;
v13->color.a = CFont::Details.color.a;
v13->fExtraSpace = spwidth;
v13->fSlant = CFont::Details.slant;
v13->fSlantRefPointX = CFont::Details.slantRefX;
v13->fSlantRefPointY = CFont::Details.slantRefY;
v13->bFontHalfTexture = CFont::Details.bFontHalfTexture;
v13->bProp = CFont::Details.proportional;
v13->FontStyle = CFont::Details.style;
v13->bIsShadow = CFont::Details.bIsShadow;
FontRenderStatePointer = (char*)FontRenderStatePointer + 0x30;
for(s = start; s < end; s++){ for(s = start; s < end; s++){
if (*s == '~') if (*s == '~')
s = ParseToken(s, &unused); {
c = *s - ' '; for (auto i = ParseToken(s, &unused); s != i; FontRenderStatePointer = (char*)FontRenderStatePointer + 2)
{
*(wchar*)FontRenderStatePointer = *s;
}
}
else
{
*(wchar*)FontRenderStatePointer = *s;
FontRenderStatePointer = (char*)FontRenderStatePointer + 2;
}
/*c = *s - ' ';
if(Details.slant != 0.0f) if(Details.slant != 0.0f)
y = (Details.slantRefX - x)*Details.slant + Details.slantRefY; y = (Details.slantRefX - x)*Details.slant + Details.slantRefY;
PrintChar(x, y, c); PrintChar(x, y, c);
x += GetCharacterSize(c); x += GetCharacterSize(c);
if(c == 0) // space if(c == 0) // space
x += spwidth; x += spwidth;*/
} }
*(wchar*)FontRenderStatePointer = 0;
FontRenderStatePointer = (char*)FontRenderStatePointer + 2;
if ((unsigned __int8)FontRenderStatePointer & 3)
FontRenderStatePointer = (char*)FontRenderStatePointer + 2;
} }
#endif #endif
@ -858,10 +929,12 @@ CFont::GetCharacterWidth(wchar c)
else else
return Size[LanguageSet][Details.style][192]; return Size[LanguageSet][Details.style][192];
#else #else
if (Details.bFontHalfTexture)
c = FindNewCharacter(c);
if (Details.proportional) if (Details.proportional)
return Size[Details.style][c]; return Size[Details.style][c];
else else
return Size[Details.style][192]; return Size[Details.style][209];
#endif // MORE_LANGUAGES #endif // MORE_LANGUAGES
} }
@ -873,7 +946,7 @@ CFont::GetCharacterSize(wchar c)
if (IsJapanese()) if (IsJapanese())
{ {
if (!Details.proportional) if (!Details.proportional)
return Size[0][Details.style][192] * Details.scaleX; return Size[0][Details.style][209] * Details.scaleX;
if (c <= 94 || Details.style == FONT_HEADING || Details.style == FONT_BANK) { if (c <= 94 || Details.style == FONT_HEADING || Details.style == FONT_BANK) {
switch (Details.style) switch (Details.style)
{ {
@ -901,12 +974,14 @@ CFont::GetCharacterSize(wchar c)
else if(Details.proportional) else if(Details.proportional)
return Size[LanguageSet][Details.style][c] * Details.scaleX; return Size[LanguageSet][Details.style][c] * Details.scaleX;
else else
return Size[LanguageSet][Details.style][192] * Details.scaleX; return Size[LanguageSet][Details.style][209] * Details.scaleX;
#else #else
if (Details.bFontHalfTexture)
c = FindNewCharacter(c);
if (Details.proportional) if (Details.proportional)
return Size[Details.style][c] * Details.scaleX; return Size[Details.style][c] * Details.scaleX;
else else
return Size[Details.style][192] * Details.scaleX; return Size[Details.style][209] * Details.scaleX;
#endif // MORE_LANGUAGES #endif // MORE_LANGUAGES
} }
@ -1064,13 +1139,148 @@ CFont::ParseToken(wchar *s, wchar*)
void void
CFont::DrawFonts(void) CFont::DrawFonts(void)
{ {
CSprite2d::DrawBank(Details.bank); RenderFontBuffer();
CSprite2d::DrawBank(Details.bank+1); //CSprite2d::DrawBank(Details.bank);
CSprite2d::DrawBank(Details.bank+2); //CSprite2d::DrawBank(Details.bank+1);
#ifdef MORE_LANGUAGES //CSprite2d::DrawBank(Details.bank+2);
if (IsJapanese()) //#ifdef MORE_LANGUAGES
CSprite2d::DrawBank(Details.bank+3); // if (IsJapanese())
#endif // CSprite2d::DrawBank(Details.bank+3);
//#endif
}
void
CFont::RenderFontBuffer()
{
int v0; // ebx
//wchar_t* v1; // esi
CFontRenderState* v2; // esi
char v3; // al
float v4; // ST04_4
float v5; // ST04_4
signed int v6; // eax
float v7; // [esp+Ch] [ebp-24h]
float v8; // [esp+10h] [ebp-20h]
CRGBA v9; // [esp+1Ch] [ebp-14h]
char v10; // [esp+22h] [ebp-Eh]
char v11; // [esp+23h] [ebp-Dh]
if (FontRenderStatePointer != FontRenderStateBuf) {
v11 = 0;
v10 = 0;
Sprite[RenderState.FontStyle].SetRenderState();
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RenderState = *(CFontRenderState*)&FontRenderStateBuf[0];
v7 = RenderState.fTextPosX;
v8 = RenderState.fTextPosY;
wchar* string = (wchar*)&FontRenderStateBuf[sizeof(CFontRenderState)];
if (string < FontRenderStatePointer)
{
do
{
if (string[0] == '\0')
{
v2 = (CFontRenderState*)((uintptr)string + sizeof(CFontRenderState));
if ((uintptr)v2 & 3)
v2 = (CFontRenderState*)((uint8*)v2 + 2);
if (v2 >= FontRenderStatePointer)
break;
RenderState = *v2;
v7 = RenderState.fTextPosX;
v8 = RenderState.fTextPosY;
}
if (string[0] == '~')
{
//v1 = CFont::ParseToken(v1, &v9, (_BOOL1*)&v10, (_BOOL1*)&v11);
string = CFont::ParseToken(string, nil);
if (v10)
{
if (CTimer::GetTimeInMilliseconds() - Details.nFlashTimer > 300) {
Details.bFlashState = !Details.bFlashState;
Details.nFlashTimer = CTimer::GetTimeInMilliseconds();
}
Details.color.alpha = Details.bFlashState ? 0 : 255;
}
if (!RenderState.bIsShadow)
RenderState.color = v9;
}
wchar v0 = string[0];
//LOWORD(v0) = *v1;
v0 -= 32;
if (RenderState.bFontHalfTexture)
v0 = FindNewCharacter(v0);
else if (v0 > 155)
v0 = 0;
if (RenderState.fSlant != 0.0f)
v8 = (RenderState.fSlantRefPointX - v7) * RenderState.fSlant + RenderState.fSlantRefPointY;
CFont::PrintChar(v7, v8, v0);
if (v11) {
CFont::PrintChar(v7 + 1.0f, v8, v0);
CFont::PrintChar(v7 + 2.0f, v8, v0);
v7 += 2.0f;
}
if (CFont::RenderState.bProp == true)
v6 = CFont::Size[RenderState.FontStyle][v0];
else
v6 = CFont::Size[RenderState.FontStyle][209];
v7 = CFont::RenderState.fTextSizeX * v6 + v7;
if (v0 == 0)
v7 += CFont::RenderState.fExtraSpace;
++string;
} while (string < FontRenderStatePointer);
}
CSprite2d::RenderVertexBuffer();
FontRenderStatePointer = FontRenderStateBuf;
}
}
void
CFont::SetFontStyle(int16 style)
{
if (style == FONT_HEADING)
{
Details.style = FONT_BANK;
Details.bFontHalfTexture = true;
}
else
{
Details.style = style;
Details.bFontHalfTexture = false;
}
}
wchar CFont::FindNewCharacter(wchar c)
{
if (c >= 16 && c <= 26)
return 128;
if (c >= 8 && c <= 9)
return 86;
if (c == 4)
return 89;
if (c == 7)
return 206;
if (c == 14)
return 207;
if (c >= 33 && c <= 58)
return c + 122;
if (c >= 65 && c <= 90)
return c + 90;
if (c >= 96 && c <= 118)
return c + 85;
if (c >= 119 && c <= 140)
return c + 62;
if (c >= 141 && c <= 142)
return 204;
if (c == 143)
return 205;
if (c == 1)
return 208;
return c;
} }
wchar wchar

View File

@ -14,22 +14,50 @@ struct CFontDetails
bool background; bool background;
bool backgroundOnlyText; bool backgroundOnlyText;
bool proportional; bool proportional;
bool bIsShadow;
bool bFlash;
bool bBold;
float alphaFade; float alphaFade;
CRGBA backgroundColor; CRGBA backgroundColor;
float wrapX; float wrapX;
float centreSize; float centreSize;
float rightJustifyWrap; float rightJustifyWrap;
int16 style; int16 style;
int32 bank; bool bFontHalfTexture;
uint32 bank;
int16 dropShadowPosition; int16 dropShadowPosition;
CRGBA dropColor; CRGBA dropColor;
char bFlashState;
char anonymous_21;
int nFlashTimer;
char anonymous_23;
uint32 anonymous_25;
};
struct CFontRenderState
{
uint32 anonymous_0;
float fTextPosX;
float fTextPosY;
float fTextSizeX;
float fTextSizeY;
CRGBA color;
float fExtraSpace;
float fSlant;
float fSlantRefPointX;
float fSlantRefPointY;
bool bIsShadow;
bool bFontHalfTexture;
bool bProp;
bool anonymous_14;
int16 FontStyle;
}; };
class CSprite2d; class CSprite2d;
enum { enum {
FONT_STANDART,
FONT_BANK, FONT_BANK,
FONT_PAGER,
FONT_HEADING, FONT_HEADING,
#ifdef MORE_LANGUAGES #ifdef MORE_LANGUAGES
FONT_JAPANESE, FONT_JAPANESE,
@ -65,12 +93,13 @@ class CFont
static uint8 LanguageSet; static uint8 LanguageSet;
static int32 Slot; static int32 Slot;
#else #else
static int16 Size[MAX_FONTS][193]; static int16 Size[MAX_FONTS][210];
#endif #endif
static int16 NewLine; static int16 NewLine;
public: public:
static CSprite2d Sprite[MAX_FONTS]; static CSprite2d Sprite[MAX_FONTS];
static CFontDetails Details; static CFontDetails Details;
static CFontRenderState RenderState;
static void Initialise(void); static void Initialise(void);
static void Shutdown(void); static void Shutdown(void);
@ -97,6 +126,7 @@ public:
static uint16 *ParseToken(wchar *s, wchar*); static uint16 *ParseToken(wchar *s, wchar*);
#endif #endif
static void DrawFonts(void); static void DrawFonts(void);
static void RenderFontBuffer(void);
static uint16 character_code(uint8 c); static uint16 character_code(uint8 c);
static CFontDetails GetDetails() { return Details; } static CFontDetails GetDetails() { return Details; }
@ -155,14 +185,14 @@ public:
static void SetBackGroundOnlyTextOff(void) { Details.backgroundOnlyText = false; } static void SetBackGroundOnlyTextOff(void) { Details.backgroundOnlyText = false; }
static void SetPropOn(void) { Details.proportional = true; } static void SetPropOn(void) { Details.proportional = true; }
static void SetPropOff(void) { Details.proportional = false; } static void SetPropOff(void) { Details.proportional = false; }
static void SetFontStyle(int16 style) { Details.style = style; } static void SetFontStyle(int16 style);// { Details.style = style; }
static void SetRightJustifyWrap(float wrap) { Details.rightJustifyWrap = wrap; } static void SetRightJustifyWrap(float wrap) { Details.rightJustifyWrap = wrap; }
static void SetAlphaFade(float fade) { Details.alphaFade = fade; } static void SetAlphaFade(float fade) { Details.alphaFade = fade; }
static void SetDropShadowPosition(int16 pos) { Details.dropShadowPosition = pos; } static void SetDropShadowPosition(int16 pos) { Details.dropShadowPosition = pos; }
static void SetBackgroundColor(CRGBA col); static void SetBackgroundColor(CRGBA col);
static void SetColor(CRGBA col); static void SetColor(CRGBA col);
static void SetDropColor(CRGBA col); static void SetDropColor(CRGBA col);
static wchar FindNewCharacter(wchar c);
#ifdef MORE_LANGUAGES #ifdef MORE_LANGUAGES
static void ReloadFonts(uint8 set); static void ReloadFonts(uint8 set);

View File

@ -5,7 +5,8 @@
int32 TempBufferVerticesStored; int32 TempBufferVerticesStored;
int32 TempBufferIndicesStored; int32 TempBufferIndicesStored;
RwIm3DVertex TempBufferRenderVertices[TEMPBUFFERVERTSIZE]; RwIm2DVertex TempVertexBuffer[TEMPBUFFERVERTSIZE];
RwIm3DVertex *TempBufferRenderVertices = (RwIm3DVertex * )TempVertexBuffer;
RwImVertexIndex TempBufferRenderIndexList[TEMPBUFFERINDEXSIZE]; RwImVertexIndex TempBufferRenderIndexList[TEMPBUFFERINDEXSIZE];
int RenderBuffer::VerticesToBeStored; int RenderBuffer::VerticesToBeStored;

View File

@ -9,10 +9,11 @@ public:
static void RenderStuffInBuffer(void); static void RenderStuffInBuffer(void);
}; };
#define TEMPBUFFERVERTSIZE 256 #define TEMPBUFFERVERTSIZE 512
#define TEMPBUFFERINDEXSIZE 1024 #define TEMPBUFFERINDEXSIZE 1024
extern int32 TempBufferVerticesStored; extern int32 TempBufferVerticesStored;
extern int32 TempBufferIndicesStored; extern int32 TempBufferIndicesStored;
extern RwIm3DVertex TempBufferRenderVertices[TEMPBUFFERVERTSIZE]; extern RwIm2DVertex TempVertexBuffer[TEMPBUFFERVERTSIZE];
extern RwIm3DVertex *TempBufferRenderVertices;
extern RwImVertexIndex TempBufferRenderIndexList[TEMPBUFFERINDEXSIZE]; extern RwImVertexIndex TempBufferRenderIndexList[TEMPBUFFERINDEXSIZE];

View File

@ -5,13 +5,13 @@
#include "Camera.h" #include "Camera.h"
#include "Sprite2d.h" #include "Sprite2d.h"
#include "Font.h" #include "Font.h"
#include "RenderBuffer.h"
RwIm2DVertex CSprite2d::maVertices[8];
float CSprite2d::RecipNearClip; float CSprite2d::RecipNearClip;
int32 CSprite2d::mCurrentBank; float CSprite2d::NearScreenZ;
int32 CSprite2d::mCurrentSprite[10]; int CSprite2d::nextBufferVertex;
int32 CSprite2d::mBankStart[10]; int CSprite2d::nextBufferIndex;
RwIm2DVertex CSprite2d::maBankVertices[500]; RwIm2DVertex CSprite2d::maVertices[8];
void void
CSprite2d::SetRecipNearClip(void) CSprite2d::SetRecipNearClip(void)
@ -22,52 +22,11 @@ CSprite2d::SetRecipNearClip(void)
void void
CSprite2d::InitPerFrame(void) CSprite2d::InitPerFrame(void)
{ {
int i; nextBufferVertex = 0;
nextBufferIndex = 0;
RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera); RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera);
mCurrentBank = 0; NearScreenZ = RwIm2DGetNearScreenZ();
for(i = 0; i < 10; i++)
mCurrentSprite[i] = 0;
} }
int32
CSprite2d::GetBank(int32 n, RwTexture *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;
// This is hacked III function to make it work with VC frontend.
CFont::Sprite[bank].SetRenderState();
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 void
CSprite2d::Delete(void) CSprite2d::Delete(void)
{ {
@ -163,7 +122,7 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
screenz = RwIm2DGetFarScreenZ(); screenz = RwIm2DGetFarScreenZ();
z = RwCameraGetFarClipPlane(Scene.camera); z = RwCameraGetFarClipPlane(Scene.camera);
}else{ }else{
screenz = RwIm2DGetNearScreenZ(); screenz = NearScreenZ;
z = 1.0f/RecipNearClip; z = 1.0f/RecipNearClip;
} }
recipz = 1.0f/z; recipz = 1.0f/z;
@ -215,7 +174,7 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
{ {
float screenz, z, recipz; float screenz, z, recipz;
screenz = RwIm2DGetNearScreenZ(); screenz = NearScreenZ;
z = 1.0f/RecipNearClip; z = 1.0f/RecipNearClip;
recipz = 1.0f/z; recipz = 1.0f/z;
@ -267,7 +226,7 @@ CSprite2d::SetVertices(float x1, float y1, float x2, float y2, float x3, float y
float screenz, recipz; float screenz, recipz;
float z = RwCameraGetNearClipPlane(Scene.camera); // not done by game float z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
screenz = RwIm2DGetNearScreenZ(); screenz = NearScreenZ;
recipz = RecipNearClip; recipz = RecipNearClip;
RwIm2DVertexSetScreenX(&maVertices[0], x3); RwIm2DVertexSetScreenX(&maVertices[0], x3);
@ -313,7 +272,7 @@ CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col)
int i; int i;
float screenz, recipz, z; float screenz, recipz, z;
screenz = RwIm2DGetNearScreenZ(); screenz = NearScreenZ;
recipz = RecipNearClip; recipz = RecipNearClip;
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
@ -336,7 +295,7 @@ CSprite2d::SetMaskVertices(int n, float *positions)
int i; int i;
float screenz, recipz, z; float screenz, recipz, z;
screenz = RwIm2DGetNearScreenZ(); screenz = NearScreenZ;
recipz = RecipNearClip; recipz = RecipNearClip;
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
@ -356,47 +315,47 @@ CSprite2d::SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, con
{ {
float screenz, recipz, z; float screenz, recipz, z;
screenz = RwIm2DGetNearScreenZ(); screenz = NearScreenZ;
recipz = RecipNearClip; recipz = RecipNearClip;
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game //z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
RwIm2DVertexSetScreenX(&verts[0], r.left); RwIm2DVertexSetScreenX(&verts[0], r.left);
RwIm2DVertexSetScreenY(&verts[0], r.top); RwIm2DVertexSetScreenY(&verts[0], r.top);
RwIm2DVertexSetScreenZ(&verts[0], screenz); RwIm2DVertexSetScreenZ(&verts[0], screenz);
RwIm2DVertexSetCameraZ(&verts[0], z); //RwIm2DVertexSetCameraZ(&verts[0], z);
RwIm2DVertexSetRecipCameraZ(&verts[0], recipz); RwIm2DVertexSetRecipCameraZ(&verts[0], recipz);
RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a); RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a);
RwIm2DVertexSetU(&verts[0], u0, recipz); RwIm2DVertexSetU(&verts[0], u0, recipz);
RwIm2DVertexSetV(&verts[0], v0, recipz); RwIm2DVertexSetV(&verts[0], v0, recipz);
RwIm2DVertexSetScreenX(&verts[1], r.left); RwIm2DVertexSetScreenX(&verts[1], r.right);
RwIm2DVertexSetScreenY(&verts[1], r.bottom); RwIm2DVertexSetScreenY(&verts[1], r.top);
RwIm2DVertexSetScreenZ(&verts[1], screenz); RwIm2DVertexSetScreenZ(&verts[1], screenz);
RwIm2DVertexSetCameraZ(&verts[1], z); //RwIm2DVertexSetCameraZ(&verts[1], z);
RwIm2DVertexSetRecipCameraZ(&verts[1], recipz); RwIm2DVertexSetRecipCameraZ(&verts[1], recipz);
RwIm2DVertexSetIntRGBA(&verts[1], c0.r, c0.g, c0.b, c0.a); RwIm2DVertexSetIntRGBA(&verts[1], c3.r, c3.g, c3.b, c3.a);
RwIm2DVertexSetU(&verts[1], u2, recipz); RwIm2DVertexSetU(&verts[1], u1, recipz);
RwIm2DVertexSetV(&verts[1], v2, recipz); RwIm2DVertexSetV(&verts[1], v1, recipz);
RwIm2DVertexSetScreenX(&verts[2], r.right); RwIm2DVertexSetScreenX(&verts[2], r.right);
RwIm2DVertexSetScreenY(&verts[2], r.bottom); RwIm2DVertexSetScreenY(&verts[2], r.bottom);
RwIm2DVertexSetScreenZ(&verts[2], screenz); RwIm2DVertexSetScreenZ(&verts[2], screenz);
RwIm2DVertexSetCameraZ(&verts[2], z); //RwIm2DVertexSetCameraZ(&verts[2], z);
RwIm2DVertexSetRecipCameraZ(&verts[2], recipz); RwIm2DVertexSetRecipCameraZ(&verts[2], recipz);
RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a); RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a);
RwIm2DVertexSetU(&verts[2], u3, recipz); RwIm2DVertexSetU(&verts[2], u2, recipz);
RwIm2DVertexSetV(&verts[2], v3, recipz); RwIm2DVertexSetV(&verts[2], v2, recipz);
RwIm2DVertexSetScreenX(&verts[3], r.left); RwIm2DVertexSetScreenX(&verts[3], r.left);
RwIm2DVertexSetScreenY(&verts[3], r.top); RwIm2DVertexSetScreenY(&verts[3], r.bottom);
RwIm2DVertexSetScreenZ(&verts[3], screenz); RwIm2DVertexSetScreenZ(&verts[3], screenz);
RwIm2DVertexSetCameraZ(&verts[3], z); //RwIm2DVertexSetCameraZ(&verts[3], z);
RwIm2DVertexSetRecipCameraZ(&verts[3], recipz); RwIm2DVertexSetRecipCameraZ(&verts[3], recipz);
RwIm2DVertexSetIntRGBA(&verts[3], c2.r, c2.g, c2.b, c2.a); RwIm2DVertexSetIntRGBA(&verts[3], c0.r, c0.g, c0.b, c0.a);
RwIm2DVertexSetU(&verts[3], u0, recipz); RwIm2DVertexSetU(&verts[3], u3, recipz);
RwIm2DVertexSetV(&verts[3], v0, recipz); RwIm2DVertexSetV(&verts[3], v3, recipz);
RwIm2DVertexSetScreenX(&verts[4], r.right); /*RwIm2DVertexSetScreenX(&verts[4], r.right);
RwIm2DVertexSetScreenY(&verts[4], r.bottom); RwIm2DVertexSetScreenY(&verts[4], r.bottom);
RwIm2DVertexSetScreenZ(&verts[4], screenz); RwIm2DVertexSetScreenZ(&verts[4], screenz);
RwIm2DVertexSetCameraZ(&verts[4], z); RwIm2DVertexSetCameraZ(&verts[4], z);
@ -412,7 +371,7 @@ CSprite2d::SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, con
RwIm2DVertexSetRecipCameraZ(&verts[5], recipz); RwIm2DVertexSetRecipCameraZ(&verts[5], recipz);
RwIm2DVertexSetIntRGBA(&verts[5], c3.r, c3.g, c3.b, c3.a); RwIm2DVertexSetIntRGBA(&verts[5], c3.r, c3.g, c3.b, c3.a);
RwIm2DVertexSetU(&verts[5], u1, recipz); RwIm2DVertexSetU(&verts[5], u1, recipz);
RwIm2DVertexSetV(&verts[5], v1, recipz); RwIm2DVertexSetV(&verts[5], v1, recipz);*/
} }
@ -488,3 +447,54 @@ void CSprite2d::Draw2DPolygon(float x1, float y1, float x2, float y2, float x3,
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD); RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD);
} }
void
CSprite2d::AddToBuffer(const CRect &r, const CRGBA &c, float a3, float a4, float a5, float a6, float a7, float a8, float a9, float a10)
{
RwIm2DVertex* v = TempVertexBuffer;
SetVertices(
&v[nextBufferVertex],
r,
c,
c,
c,
c,
a3,
a4,
a5,
a6,
a7,
a8,
a9,
a10);
RwImVertexIndex *v12 = &TempBufferRenderIndexList[nextBufferIndex];
v12[0] = nextBufferVertex;
v12[1] = nextBufferVertex + 1;
v12[2] = nextBufferVertex + 2;
v12[3] = nextBufferVertex + 3;
v12[4] = nextBufferVertex;
v12[5] = nextBufferVertex + 2;
nextBufferIndex += 6;
nextBufferVertex += 4;
if (IsVertexBufferFull())
RenderVertexBuffer();
}
bool CSprite2d::IsVertexBufferFull()
{
bool result = true;
if (nextBufferVertex <= 380 && nextBufferIndex <= 1018)
result = false;
return result;
}
void
CSprite2d::RenderVertexBuffer()
{
if (nextBufferVertex > 0) {
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR);
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempVertexBuffer, nextBufferVertex, TempBufferRenderIndexList, nextBufferIndex);
nextBufferVertex = 0;
nextBufferIndex = 0;
}
}

View File

@ -3,21 +3,19 @@
class CSprite2d class CSprite2d
{ {
static float RecipNearClip; static float RecipNearClip;
static int32 mCurrentBank; static float NearScreenZ;
static RwTexture *mpBankTextures[10]; static int nextBufferVertex;
static int32 mCurrentSprite[10]; static int nextBufferIndex;
static int32 mBankStart[10];
static RwIm2DVertex maBankVertices[500];
static RwIm2DVertex maVertices[8]; static RwIm2DVertex maVertices[8];
public: public:
RwTexture *m_pTexture; RwTexture *m_pTexture;
static void SetRecipNearClip(void); static void SetRecipNearClip(void);
static void InitPerFrame(void); static void InitPerFrame(void);
static int32 GetBank(int32 n, RwTexture *tex); //static int32 GetBank(int32 n, RwTexture *tex);
static void AddSpriteToBank(int32 bank, const CRect &rect, const CRGBA &col, //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); // float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2);
static void DrawBank(int32 bank); //static void DrawBank(int32 bank);
CSprite2d(void) : m_pTexture(nil) {}; CSprite2d(void) : m_pTexture(nil) {};
~CSprite2d(void) { Delete(); }; ~CSprite2d(void) { Delete(); };
@ -52,4 +50,8 @@ public:
static void Draw2DPolygon(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &color); static void Draw2DPolygon(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &color);
static RwIm2DVertex* GetVertices() { return maVertices; }; static RwIm2DVertex* GetVertices() { return maVertices; };
static bool IsVertexBufferFull();
static void AddToBuffer(const CRect &a1, const CRGBA &a2, float a3, float a4, float a5, float a6, float a7, float a8, float a9, float a10);
static void RenderVertexBuffer();
}; };