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-rw-r--r--src/renderer/Sprite.cpp603
1 files changed, 603 insertions, 0 deletions
diff --git a/src/renderer/Sprite.cpp b/src/renderer/Sprite.cpp
new file mode 100644
index 00000000..3fef0733
--- /dev/null
+++ b/src/renderer/Sprite.cpp
@@ -0,0 +1,603 @@
+#include "common.h"
+
+#include "main.h"
+#include "Draw.h"
+#include "Camera.h"
+#include "Sprite.h"
+
+#ifdef ASPECT_RATIO_SCALE
+#include "Frontend.h"
+#endif
+
+float CSprite::m_f2DNearScreenZ;
+float CSprite::m_f2DFarScreenZ;
+float CSprite::m_fRecipNearClipPlane;
+int32 CSprite::m_bFlushSpriteBufferSwitchZTest;
+
+float
+CSprite::CalcHorizonCoors(void)
+{
+ CVector p = TheCamera.GetPosition() + CVector(TheCamera.CamFrontXNorm, TheCamera.CamFrontYNorm, 0.0f)*3000.0f;
+ p.z = 0.0f;
+ p = TheCamera.m_viewMatrix * p;
+ return p.y * SCREEN_HEIGHT / p.z;
+}
+
+bool
+CSprite::CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh, bool farclip)
+{
+ CVector viewvec = TheCamera.m_viewMatrix * in;
+ *out = viewvec;
+ if(out->z <= CDraw::GetNearClipZ() + 1.0f) return false;
+ if(out->z >= CDraw::GetFarClipZ() && farclip) return false;
+ float recip = 1.0f/out->z;
+ out->x *= SCREEN_WIDTH * recip;
+ out->y *= SCREEN_HEIGHT * recip;
+ const float fov = DefaultFOV;
+ // this is used to scale correctly if you zoom in with sniper rifle
+ float fovScale = fov / CDraw::GetFOV();
+
+#ifdef FIX_SPRITES
+ *outw = CDraw::ms_bFixSprites ? (fovScale * recip * SCREEN_HEIGHT) : (fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH);
+#else
+ *outw = fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH;
+#endif
+ *outh = fovScale * recip * SCREEN_HEIGHT;
+
+ return true;
+}
+
+#define SPRITEBUFFERSIZE 64
+static int32 nSpriteBufferIndex;
+static RwIm2DVertex SpriteBufferVerts[SPRITEBUFFERSIZE*6];
+static RwIm2DVertex verts[4];
+
+void
+CSprite::InitSpriteBuffer(void)
+{
+ m_f2DNearScreenZ = RwIm2DGetNearScreenZ();
+ m_f2DFarScreenZ = RwIm2DGetFarScreenZ();
+}
+
+void
+CSprite::InitSpriteBuffer2D(void)
+{
+ m_fRecipNearClipPlane = 1.0f / RwCameraGetNearClipPlane(Scene.camera);
+ InitSpriteBuffer();
+}
+
+void
+CSprite::FlushSpriteBuffer(void)
+{
+ if(nSpriteBufferIndex > 0){
+ if(m_bFlushSpriteBufferSwitchZTest){
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
+ RwIm2DRenderPrimitive(rwPRIMTYPETRILIST, SpriteBufferVerts, nSpriteBufferIndex*6);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+ }else
+ RwIm2DRenderPrimitive(rwPRIMTYPETRILIST, SpriteBufferVerts, nSpriteBufferIndex*6);
+ nSpriteBufferIndex = 0;
+ }
+}
+
+void
+CSprite::RenderOneXLUSprite(float x, float y, float z, float w, float h, uint8 r, uint8 g, uint8 b, int16 intens, float recipz, uint8 a)
+{
+ static short indices[] = { 0, 1, 2, 3 };
+ // 0---3
+ // | |
+ // 1---2
+ float xs[4];
+ float ys[4];
+ float us[4];
+ float vs[4];
+ int i;
+
+ xs[0] = x-w; us[0] = 0.0f;
+ xs[1] = x-w; us[1] = 0.0f;
+ xs[2] = x+w; us[2] = 1.0f;
+ xs[3] = x+w; us[3] = 1.0f;
+
+ ys[0] = y-h; vs[0] = 0.0f;
+ ys[1] = y+h; vs[1] = 1.0f;
+ ys[2] = y+h; vs[2] = 1.0f;
+ ys[3] = y-h; vs[3] = 0.0f;
+
+ // clip
+ for(i = 0; i < 4; i++){
+ if(xs[i] < 0.0f){
+ us[i] = -xs[i] / (2.0f*w);
+ xs[i] = 0.0f;
+ }
+ if(xs[i] > SCREEN_WIDTH){
+ us[i] = 1.0f - (xs[i]-SCREEN_WIDTH) / (2.0f*w);
+ xs[i] = SCREEN_WIDTH;
+ }
+ if(ys[i] < 0.0f){
+ vs[i] = -ys[i] / (2.0f*h);
+ ys[i] = 0.0f;
+ }
+ if(ys[i] > SCREEN_HEIGHT){
+ vs[i] = 1.0f - (ys[i]-SCREEN_HEIGHT) / (2.0f*h);
+ ys[i] = SCREEN_HEIGHT;
+ }
+ }
+
+ // (DrawZ - DrawNear)/(DrawFar - DrawNear) = (SpriteZ-SpriteNear)/(SpriteFar-SpriteNear)
+ // So to calculate SpriteZ:
+ float screenz = m_f2DNearScreenZ +
+ (z-CDraw::GetNearClipZ())*(m_f2DFarScreenZ-m_f2DNearScreenZ)*CDraw::GetFarClipZ() /
+ ((CDraw::GetFarClipZ()-CDraw::GetNearClipZ())*z);
+
+ for(i = 0; i < 4; i++){
+ RwIm2DVertexSetScreenX(&verts[i], xs[i]);
+ RwIm2DVertexSetScreenY(&verts[i], ys[i]);
+ RwIm2DVertexSetScreenZ(&verts[i], screenz);
+ RwIm2DVertexSetCameraZ(&verts[i], z);
+ RwIm2DVertexSetRecipCameraZ(&verts[i], recipz);
+ RwIm2DVertexSetIntRGBA(&verts[i], r*intens>>8, g*intens>>8, b*intens>>8, a);
+ RwIm2DVertexSetU(&verts[i], us[i], recipz);
+ RwIm2DVertexSetV(&verts[i], vs[i], recipz);
+ }
+ RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, verts, 4);
+}
+
+void
+CSprite::RenderOneXLUSprite_Rotate_Aspect(float x, float y, float z, float w, float h, uint8 r, uint8 g, uint8 b, int16 intens, float recipz, float rotation, uint8 a)
+{
+ float c = Cos(rotation);
+ float s = Sin(rotation);
+
+ float xs[4];
+ float ys[4];
+ float us[4];
+ float vs[4];
+ int i;
+
+ // Fade out when too near
+ // why not in buffered version?
+ if(z < 3.0f){
+ if(z < 1.5f)
+ return;
+ int f = (z - 1.5f)/1.5f * 255;
+ r = f*r >> 8;
+ g = f*g >> 8;
+ b = f*b >> 8;
+ intens = f*intens >> 8;
+ }
+
+ xs[0] = x + w*(-c-s); us[0] = 0.0f;
+ xs[1] = x + w*(-c+s); us[1] = 0.0f;
+ xs[2] = x + w*(+c+s); us[2] = 1.0f;
+ xs[3] = x + w*(+c-s); us[3] = 1.0f;
+
+ ys[0] = y + h*(-c+s); vs[0] = 0.0f;
+ ys[1] = y + h*(+c+s); vs[1] = 1.0f;
+ ys[2] = y + h*(+c-s); vs[2] = 1.0f;
+ ys[3] = y + h*(-c-s); vs[3] = 0.0f;
+
+ // No clipping, just culling
+ if(xs[0] < 0.0f && xs[1] < 0.0f && xs[2] < 0.0f && xs[3] < 0.0f) return;
+ if(ys[0] < 0.0f && ys[1] < 0.0f && ys[2] < 0.0f && ys[3] < 0.0f) return;
+ if(xs[0] > SCREEN_WIDTH && xs[1] > SCREEN_WIDTH &&
+ xs[2] > SCREEN_WIDTH && xs[3] > SCREEN_WIDTH) return;
+ if(ys[0] > SCREEN_HEIGHT && ys[1] > SCREEN_HEIGHT &&
+ ys[2] > SCREEN_HEIGHT && ys[3] > SCREEN_HEIGHT) return;
+
+ float screenz = m_f2DNearScreenZ +
+ (z-CDraw::GetNearClipZ())*(m_f2DFarScreenZ-m_f2DNearScreenZ)*CDraw::GetFarClipZ() /
+ ((CDraw::GetFarClipZ()-CDraw::GetNearClipZ())*z);
+
+ for(i = 0; i < 4; i++){
+ RwIm2DVertexSetScreenX(&verts[i], xs[i]);
+ RwIm2DVertexSetScreenY(&verts[i], ys[i]);
+ RwIm2DVertexSetScreenZ(&verts[i], screenz);
+ RwIm2DVertexSetCameraZ(&verts[i], z);
+ RwIm2DVertexSetRecipCameraZ(&verts[i], recipz);
+ RwIm2DVertexSetIntRGBA(&verts[i], r*intens>>8, g*intens>>8, b*intens>>8, a);
+ RwIm2DVertexSetU(&verts[i], us[i], recipz);
+ RwIm2DVertexSetV(&verts[i], vs[i], recipz);
+ }
+ RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, verts, 4);
+}
+
+void
+CSprite::RenderBufferedOneXLUSprite(float x, float y, float z, float w, float h, uint8 r, uint8 g, uint8 b, int16 intens, float recipz, uint8 a)
+{
+ m_bFlushSpriteBufferSwitchZTest = 0;
+
+ // 0---3
+ // | |
+ // 1---2
+ float xs[4];
+ float ys[4];
+ float us[4];
+ float vs[4];
+ int i;
+
+ xs[0] = x-w; us[0] = 0.0f;
+ xs[1] = x-w; us[1] = 0.0f;
+ xs[2] = x+w; us[2] = 1.0f;
+ xs[3] = x+w; us[3] = 1.0f;
+
+ ys[0] = y-h; vs[0] = 0.0f;
+ ys[1] = y+h; vs[1] = 1.0f;
+ ys[2] = y+h; vs[2] = 1.0f;
+ ys[3] = y-h; vs[3] = 0.0f;
+
+ // clip
+ for(i = 0; i < 4; i++){
+ if(xs[i] < 0.0f){
+ us[i] = -xs[i] / (2.0f*w);
+ xs[i] = 0.0f;
+ }
+ if(xs[i] > SCREEN_WIDTH){
+ us[i] = 1.0f - (xs[i]-SCREEN_WIDTH) / (2.0f*w);
+ xs[i] = SCREEN_WIDTH;
+ }
+ if(ys[i] < 0.0f){
+ vs[i] = -ys[i] / (2.0f*h);
+ ys[i] = 0.0f;
+ }
+ if(ys[i] > SCREEN_HEIGHT){
+ vs[i] = 1.0f - (ys[i]-SCREEN_HEIGHT) / (2.0f*h);
+ ys[i] = SCREEN_HEIGHT;
+ }
+ }
+
+ float screenz = m_f2DNearScreenZ +
+ (z-CDraw::GetNearClipZ())*(m_f2DFarScreenZ-m_f2DNearScreenZ)*CDraw::GetFarClipZ() /
+ ((CDraw::GetFarClipZ()-CDraw::GetNearClipZ())*z);
+
+ RwIm2DVertex *vert = &SpriteBufferVerts[nSpriteBufferIndex*6];
+ static int indices[6] = { 0, 1, 2, 3, 0, 2 };
+ for(i = 0; i < 6; i++){
+ RwIm2DVertexSetScreenX(&vert[i], xs[indices[i]]);
+ RwIm2DVertexSetScreenY(&vert[i], ys[indices[i]]);
+ RwIm2DVertexSetScreenZ(&vert[i], screenz);
+ RwIm2DVertexSetCameraZ(&vert[i], z);
+ RwIm2DVertexSetRecipCameraZ(&vert[i], recipz);
+ RwIm2DVertexSetIntRGBA(&vert[i], r*intens>>8, g*intens>>8, b*intens>>8, a);
+ RwIm2DVertexSetU(&vert[i], us[indices[i]], recipz);
+ RwIm2DVertexSetV(&vert[i], vs[indices[i]], recipz);
+ }
+ nSpriteBufferIndex++;
+ if(nSpriteBufferIndex >= SPRITEBUFFERSIZE)
+ FlushSpriteBuffer();
+}
+
+void
+CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension(float x, float y, float z, float w, float h, uint8 r, uint8 g, uint8 b, int16 intens, float recipz, float rotation, uint8 a)
+{
+ m_bFlushSpriteBufferSwitchZTest = 0;
+ // TODO: replace with lookup
+ float c = Cos(DEGTORAD(rotation));
+ float s = Sin(DEGTORAD(rotation));
+
+ float xs[4];
+ float ys[4];
+ float us[4];
+ float vs[4];
+ int i;
+
+ xs[0] = x - c*w - s*h; us[0] = 0.0f;
+ xs[1] = x - c*w + s*h; us[1] = 0.0f;
+ xs[2] = x + c*w + s*h; us[2] = 1.0f;
+ xs[3] = x + c*w - s*h; us[3] = 1.0f;
+
+ ys[0] = y - c*h + s*w; vs[0] = 0.0f;
+ ys[1] = y + c*h + s*w; vs[1] = 1.0f;
+ ys[2] = y + c*h - s*w; vs[2] = 1.0f;
+ ys[3] = y - c*h - s*w; vs[3] = 0.0f;
+
+ // No clipping, just culling
+ if(xs[0] < 0.0f && xs[1] < 0.0f && xs[2] < 0.0f && xs[3] < 0.0f) return;
+ if(ys[0] < 0.0f && ys[1] < 0.0f && ys[2] < 0.0f && ys[3] < 0.0f) return;
+ if(xs[0] > SCREEN_WIDTH && xs[1] > SCREEN_WIDTH &&
+ xs[2] > SCREEN_WIDTH && xs[3] > SCREEN_WIDTH) return;
+ if(ys[0] > SCREEN_HEIGHT && ys[1] > SCREEN_HEIGHT &&
+ ys[2] > SCREEN_HEIGHT && ys[3] > SCREEN_HEIGHT) return;
+
+ float screenz = m_f2DNearScreenZ +
+ (z-CDraw::GetNearClipZ())*(m_f2DFarScreenZ-m_f2DNearScreenZ)*CDraw::GetFarClipZ() /
+ ((CDraw::GetFarClipZ()-CDraw::GetNearClipZ())*z);
+
+ RwIm2DVertex *vert = &SpriteBufferVerts[nSpriteBufferIndex*6];
+ static int indices[6] = { 0, 1, 2, 3, 0, 2 };
+ for(i = 0; i < 6; i++){
+ RwIm2DVertexSetScreenX(&vert[i], xs[indices[i]]);
+ RwIm2DVertexSetScreenY(&vert[i], ys[indices[i]]);
+ RwIm2DVertexSetScreenZ(&vert[i], screenz);
+ RwIm2DVertexSetCameraZ(&vert[i], z);
+ RwIm2DVertexSetRecipCameraZ(&vert[i], recipz);
+ RwIm2DVertexSetIntRGBA(&vert[i], r*intens>>8, g*intens>>8, b*intens>>8, a);
+ RwIm2DVertexSetU(&vert[i], us[indices[i]], recipz);
+ RwIm2DVertexSetV(&vert[i], vs[indices[i]], recipz);
+ }
+ nSpriteBufferIndex++;
+ if(nSpriteBufferIndex >= SPRITEBUFFERSIZE)
+ FlushSpriteBuffer();
+}
+
+void
+CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(float x, float y, float z, float w, float h, uint8 r, uint8 g, uint8 b, int16 intens, float recipz, float rotation, uint8 a)
+{
+ m_bFlushSpriteBufferSwitchZTest = 0;
+ float c = Cos(rotation);
+ float s = Sin(rotation);
+
+ float xs[4];
+ float ys[4];
+ float us[4];
+ float vs[4];
+ int i;
+
+ xs[0] = x + w*(-c-s); us[0] = 0.0f;
+ xs[1] = x + w*(-c+s); us[1] = 0.0f;
+ xs[2] = x + w*(+c+s); us[2] = 1.0f;
+ xs[3] = x + w*(+c-s); us[3] = 1.0f;
+
+ ys[0] = y + h*(-c+s); vs[0] = 0.0f;
+ ys[1] = y + h*(+c+s); vs[1] = 1.0f;
+ ys[2] = y + h*(+c-s); vs[2] = 1.0f;
+ ys[3] = y + h*(-c-s); vs[3] = 0.0f;
+
+ // No clipping, just culling
+ if(xs[0] < 0.0f && xs[1] < 0.0f && xs[2] < 0.0f && xs[3] < 0.0f) return;
+ if(ys[0] < 0.0f && ys[1] < 0.0f && ys[2] < 0.0f && ys[3] < 0.0f) return;
+ if(xs[0] > SCREEN_WIDTH && xs[1] > SCREEN_WIDTH &&
+ xs[2] > SCREEN_WIDTH && xs[3] > SCREEN_WIDTH) return;
+ if(ys[0] > SCREEN_HEIGHT && ys[1] > SCREEN_HEIGHT &&
+ ys[2] > SCREEN_HEIGHT && ys[3] > SCREEN_HEIGHT) return;
+
+ float screenz = m_f2DNearScreenZ +
+ (z-CDraw::GetNearClipZ())*(m_f2DFarScreenZ-m_f2DNearScreenZ)*CDraw::GetFarClipZ() /
+ ((CDraw::GetFarClipZ()-CDraw::GetNearClipZ())*z);
+
+ RwIm2DVertex *vert = &SpriteBufferVerts[nSpriteBufferIndex*6];
+ static int indices[6] = { 0, 1, 2, 3, 0, 2 };
+ for(i = 0; i < 6; i++){
+ RwIm2DVertexSetScreenX(&vert[i], xs[indices[i]]);
+ RwIm2DVertexSetScreenY(&vert[i], ys[indices[i]]);
+ RwIm2DVertexSetScreenZ(&vert[i], screenz);
+ RwIm2DVertexSetCameraZ(&vert[i], z);
+ RwIm2DVertexSetRecipCameraZ(&vert[i], recipz);
+ RwIm2DVertexSetIntRGBA(&vert[i], r*intens>>8, g*intens>>8, b*intens>>8, a);
+ RwIm2DVertexSetU(&vert[i], us[indices[i]], recipz);
+ RwIm2DVertexSetV(&vert[i], vs[indices[i]], recipz);
+ }
+ nSpriteBufferIndex++;
+ if(nSpriteBufferIndex >= SPRITEBUFFERSIZE)
+ FlushSpriteBuffer();
+}
+
+void
+CSprite::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)
+{
+ m_bFlushSpriteBufferSwitchZTest = 0;
+ float c = Cos(rotation);
+ float s = Sin(rotation);
+
+ float xs[4];
+ float ys[4];
+ float us[4];
+ float vs[4];
+ float cf[4];
+ int i;
+
+ xs[0] = x + w*(-c-s); us[0] = 0.0f;
+ xs[1] = x + w*(-c+s); us[1] = 0.0f;
+ xs[2] = x + w*(+c+s); us[2] = 1.0f;
+ xs[3] = x + w*(+c-s); us[3] = 1.0f;
+
+ ys[0] = y + h*(-c+s); vs[0] = 0.0f;
+ ys[1] = y + h*(+c+s); vs[1] = 1.0f;
+ ys[2] = y + h*(+c-s); vs[2] = 1.0f;
+ ys[3] = y + h*(-c-s); vs[3] = 0.0f;
+
+ // No clipping, just culling
+ if(xs[0] < 0.0f && xs[1] < 0.0f && xs[2] < 0.0f && xs[3] < 0.0f) return;
+ if(ys[0] < 0.0f && ys[1] < 0.0f && ys[2] < 0.0f && ys[3] < 0.0f) return;
+ if(xs[0] > SCREEN_WIDTH && xs[1] > SCREEN_WIDTH &&
+ xs[2] > SCREEN_WIDTH && xs[3] > SCREEN_WIDTH) return;
+ if(ys[0] > SCREEN_HEIGHT && ys[1] > SCREEN_HEIGHT &&
+ ys[2] > SCREEN_HEIGHT && ys[3] > SCREEN_HEIGHT) return;
+
+ // Colour factors, cx/y is the direction in which colours change from rgb1 to rgb2
+ cf[0] = (cx*(-c-s) + cy*(-c+s))*0.5f + 0.5f;
+ cf[0] = Clamp(cf[0], 0.0f, 1.0f);
+ cf[1] = (cx*(-c+s) + cy*( c+s))*0.5f + 0.5f;
+ cf[1] = Clamp(cf[1], 0.0f, 1.0f);
+ cf[2] = (cx*( c+s) + cy*( c-s))*0.5f + 0.5f;
+ cf[2] = Clamp(cf[2], 0.0f, 1.0f);
+ cf[3] = (cx*( c-s) + cy*(-c-s))*0.5f + 0.5f;
+ cf[3] = Clamp(cf[3], 0.0f, 1.0f);
+
+ float screenz = m_f2DNearScreenZ +
+ (z-CDraw::GetNearClipZ())*(m_f2DFarScreenZ-m_f2DNearScreenZ)*CDraw::GetFarClipZ() /
+ ((CDraw::GetFarClipZ()-CDraw::GetNearClipZ())*z);
+
+ RwIm2DVertex *vert = &SpriteBufferVerts[nSpriteBufferIndex*6];
+ static int indices[6] = { 0, 1, 2, 3, 0, 2 };
+ for(i = 0; i < 6; i++){
+ RwIm2DVertexSetScreenX(&vert[i], xs[indices[i]]);
+ RwIm2DVertexSetScreenY(&vert[i], ys[indices[i]]);
+ RwIm2DVertexSetScreenZ(&vert[i], screenz);
+ RwIm2DVertexSetCameraZ(&vert[i], z);
+ RwIm2DVertexSetRecipCameraZ(&vert[i], recipz);
+ RwIm2DVertexSetIntRGBA(&vert[i],
+ r1*cf[indices[i]] + r2*(1.0f - cf[indices[i]]),
+ g1*cf[indices[i]] + g2*(1.0f - cf[indices[i]]),
+ b1*cf[indices[i]] + b2*(1.0f - cf[indices[i]]),
+ a);
+ RwIm2DVertexSetU(&vert[i], us[indices[i]], recipz);
+ RwIm2DVertexSetV(&vert[i], vs[indices[i]], recipz);
+ }
+ nSpriteBufferIndex++;
+ if(nSpriteBufferIndex >= SPRITEBUFFERSIZE)
+ FlushSpriteBuffer();
+}
+
+void
+CSprite::Set6Vertices2D(RwIm2DVertex *verts, const CRect &r, 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 = m_f2DNearScreenZ;
+ recipz = m_fRecipNearClipPlane;
+
+ RwIm2DVertexSetScreenX(&verts[0], r.left);
+ RwIm2DVertexSetScreenY(&verts[0], r.top);
+ 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], 0.0f, recipz);
+ RwIm2DVertexSetV(&verts[0], 0.0f, recipz);
+
+ RwIm2DVertexSetScreenX(&verts[1], r.right);
+ RwIm2DVertexSetScreenY(&verts[1], r.top);
+ RwIm2DVertexSetScreenZ(&verts[1], screenz);
+ RwIm2DVertexSetCameraZ(&verts[1], z);
+ RwIm2DVertexSetRecipCameraZ(&verts[1], recipz);
+ RwIm2DVertexSetIntRGBA(&verts[1], c3.r, c3.g, c3.b, c3.a);
+ RwIm2DVertexSetU(&verts[1], 1.0f, recipz);
+ RwIm2DVertexSetV(&verts[1], 0.0f, recipz);
+
+ RwIm2DVertexSetScreenX(&verts[2], r.right);
+ RwIm2DVertexSetScreenY(&verts[2], r.bottom);
+ 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], 1.0f, recipz);
+ RwIm2DVertexSetV(&verts[2], 1.0f, 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], c0.r, c0.g, c0.b, c0.a);
+ RwIm2DVertexSetU(&verts[3], 0.0f, recipz);
+ RwIm2DVertexSetV(&verts[3], 1.0f, recipz);
+
+ RwIm2DVertexSetScreenX(&verts[4], r.left);
+ RwIm2DVertexSetScreenY(&verts[4], r.top);
+ RwIm2DVertexSetScreenZ(&verts[4], screenz);
+ RwIm2DVertexSetCameraZ(&verts[4], z);
+ RwIm2DVertexSetRecipCameraZ(&verts[4], recipz);
+ RwIm2DVertexSetIntRGBA(&verts[4], c2.r, c2.g, c2.b, c2.a);
+ RwIm2DVertexSetU(&verts[4], 0.0f, recipz);
+ RwIm2DVertexSetV(&verts[4], 0.0f, 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], c1.r, c1.g, c1.b, c1.a);
+ RwIm2DVertexSetU(&verts[5], 1.0f, recipz);
+ RwIm2DVertexSetV(&verts[5], 1.0f, recipz);
+}
+
+void
+CSprite::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)
+{
+ float screenz, recipz;
+ float z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
+
+ screenz = m_f2DNearScreenZ;
+ recipz = m_fRecipNearClipPlane;
+
+ RwIm2DVertexSetScreenX(&verts[0], x3);
+ RwIm2DVertexSetScreenY(&verts[0], y3);
+ 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], 0.0f, recipz);
+ RwIm2DVertexSetV(&verts[0], 0.0f, recipz);
+
+ RwIm2DVertexSetScreenX(&verts[1], x4);
+ RwIm2DVertexSetScreenY(&verts[1], y4);
+ RwIm2DVertexSetScreenZ(&verts[1], screenz);
+ RwIm2DVertexSetCameraZ(&verts[1], z);
+ RwIm2DVertexSetRecipCameraZ(&verts[1], recipz);
+ RwIm2DVertexSetIntRGBA(&verts[1], c3.r, c3.g, c3.b, c3.a);
+ RwIm2DVertexSetU(&verts[1], 1.0f, recipz);
+ RwIm2DVertexSetV(&verts[1], 0.0f, recipz);
+
+ RwIm2DVertexSetScreenX(&verts[2], x2);
+ RwIm2DVertexSetScreenY(&verts[2], y2);
+ 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], 1.0f, recipz);
+ RwIm2DVertexSetV(&verts[2], 1.0f, recipz);
+
+ RwIm2DVertexSetScreenX(&verts[3], x1);
+ RwIm2DVertexSetScreenY(&verts[3], y1);
+ RwIm2DVertexSetScreenZ(&verts[3], screenz);
+ RwIm2DVertexSetCameraZ(&verts[3], z);
+ RwIm2DVertexSetRecipCameraZ(&verts[3], recipz);
+ RwIm2DVertexSetIntRGBA(&verts[3], c0.r, c0.g, c0.b, c0.a);
+ RwIm2DVertexSetU(&verts[3], 0.0f, recipz);
+ RwIm2DVertexSetV(&verts[3], 1.0f, recipz);
+
+ RwIm2DVertexSetScreenX(&verts[4], x3);
+ RwIm2DVertexSetScreenY(&verts[4], y3);
+ RwIm2DVertexSetScreenZ(&verts[4], screenz);
+ RwIm2DVertexSetCameraZ(&verts[4], z);
+ RwIm2DVertexSetRecipCameraZ(&verts[4], recipz);
+ RwIm2DVertexSetIntRGBA(&verts[4], c2.r, c2.g, c2.b, c2.a);
+ RwIm2DVertexSetU(&verts[4], 0.0f, recipz);
+ 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();
+}