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https://github.com/halpz/re3.git
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430 lines
16 KiB
C++
430 lines
16 KiB
C++
#include "common.h"
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#include "main.h"
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#include "Draw.h"
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#include "Camera.h"
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#include "Sprite2d.h"
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#include "Font.h"
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#include "RenderBuffer.h"
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float CSprite2d::RecipNearClip;
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float CSprite2d::NearScreenZ;
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float CSprite2d::NearCamZ;
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int CSprite2d::nextBufferVertex;
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int CSprite2d::nextBufferIndex;
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RwIm2DVertex CSprite2d::maVertices[8];
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void
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CSprite2d::SetRecipNearClip(void)
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{
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// Used but empty in VC, instead they set in InitPerFrame. Isn't that great?
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}
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void
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CSprite2d::InitPerFrame(void)
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{
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nextBufferVertex = 0;
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nextBufferIndex = 0;
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RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera);
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NearScreenZ = RwIm2DGetNearScreenZ();
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// not original but you're supposed to set camera z too
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// wrapping all this in FIX_BUGS is too ugly
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NearCamZ = RwCameraGetNearClipPlane(Scene.camera);
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}
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void
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CSprite2d::Delete(void)
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{
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if(m_pTexture){
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RwTextureDestroy(m_pTexture);
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m_pTexture = nil;
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}
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}
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void
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CSprite2d::SetTexture(const char *name)
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{
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Delete();
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if(name)
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m_pTexture = RwTextureRead(name, nil);
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}
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void
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CSprite2d::SetTexture(const char *name, const char *mask)
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{
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Delete();
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if(name)
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m_pTexture = RwTextureRead(name, mask);
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}
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void
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CSprite2d::SetAddressing(RwTextureAddressMode addr)
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{
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if(m_pTexture)
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RwTextureSetAddressing(m_pTexture, addr);
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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::Draw(float x, float y, float w, float h, const CRGBA &col)
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{
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SetVertices(CRect(x, y, x + w, y + h), col, col, col, col);
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SetRenderState();
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RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
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}
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void
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CSprite2d::Draw(const CRect &rect, const CRGBA &col)
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{
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SetVertices(rect, col, col, col, col);
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SetRenderState();
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RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
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}
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void
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CSprite2d::Draw(const CRect &rect, const CRGBA &col,
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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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SetVertices(rect, col, col, col, col, u0, v0, u1, v1, u3, v3, u2, v2);
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SetRenderState();
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RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
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}
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void
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CSprite2d::Draw(const CRect &rect, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
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{
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SetVertices(rect, c0, c1, c2, c3);
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SetRenderState();
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RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
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}
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void
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CSprite2d::Draw(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &col)
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{
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SetVertices(x1, y1, x2, y2, x3, y3, x4, y4, col, col, col, col);
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SetRenderState();
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RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
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}
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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)
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{
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float offset = 1.0f/1024.0f;
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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.top);
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RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&maVertices[0], 0.0f+offset, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[0], 0.0f+offset, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[1], r.right);
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RwIm2DVertexSetScreenY(&maVertices[1], r.top);
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RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
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RwIm2DVertexSetU(&maVertices[1], 1.0f+offset, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[1], 0.0f+offset, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[2], r.right);
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RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&maVertices[2], 1.0f+offset, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[2], 1.0f+offset, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[3], r.left);
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RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
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RwIm2DVertexSetU(&maVertices[3], 0.0f+offset, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[3], 1.0f+offset, RecipNearClip);
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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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// 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.top);
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RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&maVertices[0], u0, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[0], v0, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[1], r.right);
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RwIm2DVertexSetScreenY(&maVertices[1], r.top);
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RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
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RwIm2DVertexSetU(&maVertices[1], u1, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[1], v1, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[2], r.right);
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RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&maVertices[2], u2, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[2], v2, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[3], r.left);
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RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
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RwIm2DVertexSetU(&maVertices[3], u3, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[3], v3, RecipNearClip);
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}
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void
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CSprite2d::SetVertices(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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RwIm2DVertexSetScreenX(&maVertices[0], x3);
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RwIm2DVertexSetScreenY(&maVertices[0], y3);
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RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&maVertices[0], 0.0f, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[0], 0.0f, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[1], x4);
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RwIm2DVertexSetScreenY(&maVertices[1], y4);
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RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
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RwIm2DVertexSetU(&maVertices[1], 1.0f, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[1], 0.0f, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[2], x2);
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RwIm2DVertexSetScreenY(&maVertices[2], y2);
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RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&maVertices[2], 1.0f, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[2], 1.0f, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[3], x1);
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RwIm2DVertexSetScreenY(&maVertices[3], y1);
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RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
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RwIm2DVertexSetU(&maVertices[3], 0.0f, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[3], 1.0f, RecipNearClip);
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}
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void
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CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col)
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{
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int i;
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for(i = 0; i < n; i++){
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RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]);
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RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]);
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RwIm2DVertexSetScreenZ(&maVertices[i], NearScreenZ + 0.0001f);
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RwIm2DVertexSetCameraZ(&maVertices[i], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[i], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[i], col.r, col.g, col.b, col.a);
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RwIm2DVertexSetU(&maVertices[i], uvs[i*2 + 0], RecipNearClip);
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RwIm2DVertexSetV(&maVertices[i], uvs[i*2 + 1], RecipNearClip);
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}
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}
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void
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CSprite2d::SetMaskVertices(int n, float *positions)
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{
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int i;
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for(i = 0; i < n; i++){
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RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]);
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RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]);
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RwIm2DVertexSetScreenZ(&maVertices[i], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[i], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[i], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[i], 255, 255, 255, 255); // 0, 0, 0, 0 on PC
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}
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}
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void
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CSprite2d::SetVertices(RwIm2DVertex *verts, 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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RwIm2DVertexSetScreenX(&verts[0], r.left);
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RwIm2DVertexSetScreenY(&verts[0], r.top);
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RwIm2DVertexSetScreenZ(&verts[0], NearScreenZ);
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RwIm2DVertexSetCameraZ(&verts[0], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&verts[0], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&verts[0], u0, RecipNearClip);
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RwIm2DVertexSetV(&verts[0], v0, RecipNearClip);
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RwIm2DVertexSetScreenX(&verts[1], r.right);
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RwIm2DVertexSetScreenY(&verts[1], r.top);
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RwIm2DVertexSetScreenZ(&verts[1], NearScreenZ);
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RwIm2DVertexSetCameraZ(&verts[1], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&verts[1], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&verts[1], c3.r, c3.g, c3.b, c3.a);
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RwIm2DVertexSetU(&verts[1], u1, RecipNearClip);
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RwIm2DVertexSetV(&verts[1], v1, RecipNearClip);
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RwIm2DVertexSetScreenX(&verts[2], r.right);
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RwIm2DVertexSetScreenY(&verts[2], r.bottom);
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RwIm2DVertexSetScreenZ(&verts[2], NearScreenZ);
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RwIm2DVertexSetCameraZ(&verts[2], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&verts[2], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&verts[2], u2, RecipNearClip);
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RwIm2DVertexSetV(&verts[2], v2, RecipNearClip);
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RwIm2DVertexSetScreenX(&verts[3], r.left);
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RwIm2DVertexSetScreenY(&verts[3], r.bottom);
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RwIm2DVertexSetScreenZ(&verts[3], NearScreenZ);
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RwIm2DVertexSetCameraZ(&verts[3], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&verts[3], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&verts[3], c0.r, c0.g, c0.b, c0.a);
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RwIm2DVertexSetU(&verts[3], u3, RecipNearClip);
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RwIm2DVertexSetV(&verts[3], v3, RecipNearClip);
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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);
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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);
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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);
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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);
|
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
|
}
|
|
|
|
void
|
|
CSprite2d::DrawAnyRect(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)
|
|
{
|
|
SetVertices(x1, y1, x2, y2, x3, y3, x4, y4, c0, c1, c2, c3);
|
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
|
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD);
|
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(c0.alpha != 255 || c1.alpha != 255 || c2.alpha != 255 || c3.alpha != 255));
|
|
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
|
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD);
|
|
}
|
|
|
|
void CSprite2d::Draw2DPolygon(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &color)
|
|
{
|
|
SetVertices(x1, y1, x2, y2, x3, y3, x4, y4, color, color, color, color);
|
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, 0);
|
|
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT);
|
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(color.a != 255));
|
|
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
|
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD);
|
|
}
|
|
|
|
void
|
|
CSprite2d::AddToBuffer(const CRect &r, const CRGBA &c, float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
|
|
{
|
|
SetVertices(&TempVertexBuffer.im2d[nextBufferVertex], r, c, c, c, c, u0, v0, u1, v1, u3, v3, u2, v2);
|
|
RwImVertexIndex *pIndexList = &TempBufferRenderIndexList[nextBufferIndex];
|
|
pIndexList[0] = nextBufferVertex;
|
|
pIndexList[1] = nextBufferVertex + 1;
|
|
pIndexList[2] = nextBufferVertex + 2;
|
|
pIndexList[3] = nextBufferVertex + 3;
|
|
pIndexList[4] = nextBufferVertex;
|
|
pIndexList[5] = nextBufferVertex + 2;
|
|
nextBufferIndex += 6;
|
|
nextBufferVertex += 4;
|
|
if (IsVertexBufferFull())
|
|
RenderVertexBuffer();
|
|
}
|
|
|
|
bool
|
|
CSprite2d::IsVertexBufferFull()
|
|
{
|
|
return (nextBufferVertex > TEMPBUFFERVERTSIZE-128-4 || nextBufferIndex > ARRAY_SIZE(TempBufferRenderIndexList)-6);
|
|
}
|
|
|
|
void
|
|
CSprite2d::RenderVertexBuffer()
|
|
{
|
|
if (nextBufferVertex > 0) {
|
|
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR);
|
|
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempVertexBuffer.im2d, nextBufferVertex, TempBufferRenderIndexList, nextBufferIndex);
|
|
nextBufferVertex = 0;
|
|
nextBufferIndex = 0;
|
|
}
|
|
} |