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fixes to HUD and sprite2d

This commit is contained in:
aap 2020-08-13 18:47:39 +02:00
parent 0d8fcb41ee
commit cdebea71f3
3 changed files with 133 additions and 160 deletions

View file

@ -205,7 +205,8 @@ void CHud::Draw()
rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.6f);
rect.bottom = f3rdY + SCREEN_SCALE_Y(32.0f * 0.6f);
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
}
else {
rect.left = f3rdX - SCREEN_SCALE_X(32.0f * 0.4f);
@ -213,7 +214,8 @@ void CHud::Draw()
rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.4f);
rect.bottom = f3rdY + SCREEN_SCALE_Y(32.0f * 0.4f);
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
}
} else {
if (Mode == CCam::MODE_M16_1STPERSON ||
@ -223,7 +225,8 @@ void CHud::Draw()
rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(32.0f);
rect.right = (SCREEN_WIDTH / 2) + SCREEN_SCALE_X(32.0f);
rect.bottom = (SCREEN_HEIGHT / 2) + SCREEN_SCALE_Y(32.0f);
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
}
else if (Mode == CCam::MODE_1STPERSON_RUNABOUT) {
rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(32.0f * 0.7f);
@ -231,7 +234,8 @@ void CHud::Draw()
rect.right = (SCREEN_WIDTH / 2) + SCREEN_SCALE_X(32.0f * 0.7f);
rect.bottom = (SCREEN_HEIGHT / 2) + SCREEN_SCALE_Y(32.0f * 0.7f);
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
}
else if (Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
@ -248,29 +252,33 @@ void CHud::Draw()
// TODO(Miami)
// Sniper
rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f);
rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f);
rect.right = SCREEN_WIDTH / 2;
rect.bottom = SCREEN_HEIGHT / 2;
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
rect.left = SCREEN_WIDTH/2 - SCREEN_SCALE_X(210.0f);
rect.top = SCREEN_HEIGHT/2 - SCREEN_SCALE_Y(210.0f);
rect.right = SCREEN_WIDTH/2;
rect.bottom = SCREEN_HEIGHT/2;
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.01f, 0.01f, 1.0f, 0.0f, 0.01f, 1.0f, 1.0f, 1.0f);
rect.right = (SCREEN_WIDTH / 2);
rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f);
rect.left = SCREEN_SCALE_X(210.0f) + (SCREEN_WIDTH / 2);
rect.bottom = SCREEN_HEIGHT / 2;
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
rect.left = SCREEN_WIDTH/2;
rect.top = SCREEN_HEIGHT/2 - SCREEN_SCALE_Y(210.0f);
rect.right = SCREEN_WIDTH/2 + SCREEN_SCALE_X(210.0f);
rect.bottom = SCREEN_HEIGHT/2;
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.99f, 0.0f, 0.01f, 0.01f, 0.99f, 1.0f, 0.01f, 1.0f);
rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f);
rect.bottom = (SCREEN_HEIGHT / 2);
rect.right = (SCREEN_WIDTH / 2);
rect.top = SCREEN_SCALE_Y(210.0f) + (SCREEN_HEIGHT / 2);
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
rect.left = SCREEN_WIDTH/2 - SCREEN_SCALE_X(210.0f);
rect.top = SCREEN_HEIGHT/2;
rect.right = SCREEN_WIDTH/2;
rect.bottom = SCREEN_HEIGHT/2 + SCREEN_SCALE_Y(210.0f);
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.01f, 0.99f, 1.0f, 0.99f, 0.01f, 0.01f, 1.0f, 0.01f);
rect.right = (SCREEN_WIDTH / 2);
rect.bottom = (SCREEN_HEIGHT / 2);
rect.left = SCREEN_SCALE_X(210.0f) + (SCREEN_WIDTH / 2);
rect.top = SCREEN_SCALE_Y(210.0f) + (SCREEN_HEIGHT / 2);
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
rect.left = SCREEN_WIDTH/2;
rect.top = SCREEN_HEIGHT/2;
rect.right = SCREEN_WIDTH/2 + SCREEN_SCALE_X(210.0f);
rect.bottom = SCREEN_HEIGHT/2 + SCREEN_SCALE_Y(210.0f);
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.99f, 0.99f, 0.01f, 0.99f, 0.99f, 0.01f, 0.1f, 0.01f);
}
}
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);

View file

@ -9,6 +9,7 @@
float CSprite2d::RecipNearClip;
float CSprite2d::NearScreenZ;
float CSprite2d::NearCamZ;
int CSprite2d::nextBufferVertex;
int CSprite2d::nextBufferIndex;
RwIm2DVertex CSprite2d::maVertices[8];
@ -26,6 +27,9 @@ CSprite2d::InitPerFrame(void)
nextBufferIndex = 0;
RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera);
NearScreenZ = RwIm2DGetNearScreenZ();
// not original but you're supposed to set camera z too
// wrapping all this in FIX_BUGS is too ugly
NearCamZ = RwCameraGetNearClipPlane(Scene.camera);
}
void
CSprite2d::Delete(void)
@ -71,7 +75,7 @@ CSprite2d::SetRenderState(void)
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);
SetVertices(CRect(x, y, x + w, y + h), col, col, col, col);
SetRenderState();
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
}
@ -79,7 +83,7 @@ CSprite2d::Draw(float x, float y, float w, float h, const CRGBA &col)
void
CSprite2d::Draw(const CRect &rect, const CRGBA &col)
{
SetVertices(rect, col, col, col, col, 0);
SetVertices(rect, col, col, col, col);
SetRenderState();
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
}
@ -96,7 +100,7 @@ CSprite2d::Draw(const CRect &rect, const CRGBA &col,
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);
SetVertices(rect, c0, c1, c2, c3);
SetRenderState();
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
}
@ -114,178 +118,149 @@ CSprite2d::Draw(float x1, float y1, float x2, float y2, float x3, float y3, floa
// | |
// 0---1
void
CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, uint32 far)
CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
{
float screenz, z, recipz;
if(far){
screenz = RwIm2DGetFarScreenZ();
z = RwCameraGetFarClipPlane(Scene.camera);
}else{
screenz = NearScreenZ;
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.top);
RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
RwIm2DVertexSetCameraZ(&maVertices[0], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz);
RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz);
RwIm2DVertexSetU(&maVertices[0], 0.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[0], 0.0f, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[1], r.right);
RwIm2DVertexSetScreenY(&maVertices[1], r.top);
RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
RwIm2DVertexSetCameraZ(&maVertices[1], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz);
RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz);
RwIm2DVertexSetU(&maVertices[1], 1.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[1], 0.0f, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[2], r.right);
RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
RwIm2DVertexSetCameraZ(&maVertices[2], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz);
RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz);
RwIm2DVertexSetU(&maVertices[2], 1.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[2], 1.0f, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[3], r.left);
RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
RwIm2DVertexSetCameraZ(&maVertices[3], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz);
RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz);
RwIm2DVertexSetU(&maVertices[3], 0.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[3], 1.0f, RecipNearClip);
}
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 = NearScreenZ;
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.top);
RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
RwIm2DVertexSetCameraZ(&maVertices[0], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
RwIm2DVertexSetU(&maVertices[0], u0, recipz);
RwIm2DVertexSetV(&maVertices[0], v0, recipz);
RwIm2DVertexSetU(&maVertices[0], u0, RecipNearClip);
RwIm2DVertexSetV(&maVertices[0], v0, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[1], r.right);
RwIm2DVertexSetScreenY(&maVertices[1], r.top);
RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
RwIm2DVertexSetCameraZ(&maVertices[1], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
RwIm2DVertexSetU(&maVertices[1], u1, recipz);
RwIm2DVertexSetV(&maVertices[1], v1, recipz);
RwIm2DVertexSetU(&maVertices[1], u1, RecipNearClip);
RwIm2DVertexSetV(&maVertices[1], v1, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[2], r.right);
RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
RwIm2DVertexSetCameraZ(&maVertices[2], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
RwIm2DVertexSetU(&maVertices[2], u2, recipz);
RwIm2DVertexSetV(&maVertices[2], v2, recipz);
RwIm2DVertexSetU(&maVertices[2], u2, RecipNearClip);
RwIm2DVertexSetV(&maVertices[2], v2, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[3], r.left);
RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
RwIm2DVertexSetCameraZ(&maVertices[3], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
RwIm2DVertexSetU(&maVertices[3], u3, recipz);
RwIm2DVertexSetV(&maVertices[3], v3, recipz);
RwIm2DVertexSetU(&maVertices[3], u3, RecipNearClip);
RwIm2DVertexSetV(&maVertices[3], v3, RecipNearClip);
}
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;
float z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
screenz = NearScreenZ;
recipz = RecipNearClip;
RwIm2DVertexSetScreenX(&maVertices[0], x3);
RwIm2DVertexSetScreenY(&maVertices[0], y3);
RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
RwIm2DVertexSetCameraZ(&maVertices[0], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz);
RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz);
RwIm2DVertexSetU(&maVertices[0], 0.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[0], 0.0f, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[1], x4);
RwIm2DVertexSetScreenY(&maVertices[1], y4);
RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
RwIm2DVertexSetCameraZ(&maVertices[1], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz);
RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz);
RwIm2DVertexSetU(&maVertices[1], 1.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[1], 0.0f, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[2], x2);
RwIm2DVertexSetScreenY(&maVertices[2], y2);
RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
RwIm2DVertexSetCameraZ(&maVertices[2], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz);
RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz);
RwIm2DVertexSetU(&maVertices[2], 1.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[2], 1.0f, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[3], x1);
RwIm2DVertexSetScreenY(&maVertices[3], y1);
RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
RwIm2DVertexSetCameraZ(&maVertices[3], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz);
RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz);
RwIm2DVertexSetU(&maVertices[3], 0.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[3], 1.0f, RecipNearClip);
}
void
CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col)
{
int i;
float screenz, recipz, z;
screenz = NearScreenZ;
recipz = RecipNearClip;
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
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);
RwIm2DVertexSetScreenZ(&maVertices[i], NearScreenZ + 0.0001f);
RwIm2DVertexSetCameraZ(&maVertices[i], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[i], RecipNearClip);
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);
RwIm2DVertexSetU(&maVertices[i], uvs[i*2 + 0], RecipNearClip);
RwIm2DVertexSetV(&maVertices[i], uvs[i*2 + 1], RecipNearClip);
}
}
@ -293,18 +268,13 @@ void
CSprite2d::SetMaskVertices(int n, float *positions)
{
int i;
float screenz, recipz, z;
screenz = NearScreenZ;
recipz = RecipNearClip;
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
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);
RwIm2DVertexSetScreenZ(&maVertices[i], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[i], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[i], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[i], 255, 255, 255, 255); // 0, 0, 0, 0 on PC
}
}
@ -313,53 +283,47 @@ 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, z;
screenz = NearScreenZ;
recipz = RecipNearClip;
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
RwIm2DVertexSetScreenX(&verts[0], r.left);
RwIm2DVertexSetScreenY(&verts[0], r.top);
RwIm2DVertexSetScreenZ(&verts[0], screenz);
RwIm2DVertexSetCameraZ(&verts[0], z);
RwIm2DVertexSetRecipCameraZ(&verts[0], recipz);
RwIm2DVertexSetScreenZ(&verts[0], NearScreenZ);
RwIm2DVertexSetCameraZ(&verts[0], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&verts[0], RecipNearClip);
RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a);
RwIm2DVertexSetU(&verts[0], u0, recipz);
RwIm2DVertexSetV(&verts[0], v0, recipz);
RwIm2DVertexSetU(&verts[0], u0, RecipNearClip);
RwIm2DVertexSetV(&verts[0], v0, RecipNearClip);
RwIm2DVertexSetScreenX(&verts[1], r.right);
RwIm2DVertexSetScreenY(&verts[1], r.top);
RwIm2DVertexSetScreenZ(&verts[1], screenz);
RwIm2DVertexSetCameraZ(&verts[1], z);
RwIm2DVertexSetRecipCameraZ(&verts[1], recipz);
RwIm2DVertexSetScreenZ(&verts[1], NearScreenZ);
RwIm2DVertexSetCameraZ(&verts[1], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&verts[1], RecipNearClip);
RwIm2DVertexSetIntRGBA(&verts[1], c3.r, c3.g, c3.b, c3.a);
RwIm2DVertexSetU(&verts[1], u1, recipz);
RwIm2DVertexSetV(&verts[1], v1, recipz);
RwIm2DVertexSetU(&verts[1], u1, RecipNearClip);
RwIm2DVertexSetV(&verts[1], v1, RecipNearClip);
RwIm2DVertexSetScreenX(&verts[2], r.right);
RwIm2DVertexSetScreenY(&verts[2], r.bottom);
RwIm2DVertexSetScreenZ(&verts[2], screenz);
RwIm2DVertexSetCameraZ(&verts[2], z);
RwIm2DVertexSetRecipCameraZ(&verts[2], recipz);
RwIm2DVertexSetScreenZ(&verts[2], NearScreenZ);
RwIm2DVertexSetCameraZ(&verts[2], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&verts[2], RecipNearClip);
RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a);
RwIm2DVertexSetU(&verts[2], u2, recipz);
RwIm2DVertexSetV(&verts[2], v2, recipz);
RwIm2DVertexSetU(&verts[2], u2, RecipNearClip);
RwIm2DVertexSetV(&verts[2], v2, RecipNearClip);
RwIm2DVertexSetScreenX(&verts[3], r.left);
RwIm2DVertexSetScreenY(&verts[3], r.bottom);
RwIm2DVertexSetScreenZ(&verts[3], screenz);
RwIm2DVertexSetCameraZ(&verts[3], z);
RwIm2DVertexSetRecipCameraZ(&verts[3], recipz);
RwIm2DVertexSetScreenZ(&verts[3], NearScreenZ);
RwIm2DVertexSetCameraZ(&verts[3], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&verts[3], RecipNearClip);
RwIm2DVertexSetIntRGBA(&verts[3], c0.r, c0.g, c0.b, c0.a);
RwIm2DVertexSetU(&verts[3], u3, recipz);
RwIm2DVertexSetV(&verts[3], v3, recipz);
RwIm2DVertexSetU(&verts[3], u3, RecipNearClip);
RwIm2DVertexSetV(&verts[3], v3, RecipNearClip);
}
void
CSprite2d::DrawRect(const CRect &r, const CRGBA &col)
{
SetVertices(r, col, col, col, col, false);
SetVertices(r, col, col, col, col);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
@ -374,7 +338,7 @@ CSprite2d::DrawRect(const CRect &r, const CRGBA &col)
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);
SetVertices(r, c0, c1, c2, c3);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
@ -387,7 +351,7 @@ CSprite2d::DrawRect(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGB
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);
SetVertices(r, c0, c1, c2, c3);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);

View file

@ -4,6 +4,7 @@ class CSprite2d
{
static float RecipNearClip;
static float NearScreenZ;
static float NearCamZ; // not original
static int nextBufferVertex;
static int nextBufferIndex;
static RwIm2DVertex maVertices[8];
@ -27,7 +28,7 @@ public:
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);
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,