summaryrefslogblamecommitdiffstats
path: root/src/extras/screendroplets.cpp
blob: 7f338705ee950ddb3b0eeb5605819a0dd6a8b82e (plain) (tree)
1
2
3
4
5
6
7
8
9
10
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816









                                       
                 


































































                                                                                                                                                             

























                                                                                               


                              
                                        














































































































































































































































































































                                                                                                              


                                                                                  

















































































































































































































































































































































































































                                                                                                                                                
#define WITH_D3D
#include "common.h"

#ifdef SCREEN_DROPLETS

#ifndef LIBRW
#error "Need librw for SCREEN_DROPLETS"
#endif

#include "General.h"
#include "main.h"
#include "RwHelper.h"
#include "Main.h"
#include "Timer.h"
#include "Camera.h"
#include "ZoneCull.h"
#include "Weather.h"
#include "ParticleObject.h"
	#include "Pad.h"
#include "RenderBuffer.h"
#include "custompipes.h"
#include "postfx.h"
#include "screendroplets.h"

// for 640
#define MAXSIZE 15
#define MINSIZE 4

int ScreenDroplets::ms_initialised;
RwTexture *ScreenDroplets::ms_maskTex;
RwTexture *ScreenDroplets::ms_screenTex;

bool ScreenDroplets::ms_enabled = true;
bool ScreenDroplets::ms_movingEnabled = true;

ScreenDroplets::ScreenDrop ScreenDroplets::ms_drops[ScreenDroplets::MAXDROPS];
int ScreenDroplets::ms_numDrops;
ScreenDroplets::ScreenDropMoving ScreenDroplets::ms_dropsMoving[ScreenDroplets::MAXDROPSMOVING];
int ScreenDroplets::ms_numDropsMoving;

CVector ScreenDroplets::ms_prevCamUp;
CVector ScreenDroplets::ms_prevCamPos;
CVector ScreenDroplets::ms_camMoveDelta;
float ScreenDroplets::ms_camMoveDist;
CVector ScreenDroplets::ms_screenMoveDelta;
float ScreenDroplets::ms_screenMoveDist;
float ScreenDroplets::ms_camUpAngle;

int ScreenDroplets::ms_splashDuration;
CParticleObject *ScreenDroplets::ms_splashObject;

struct Im2DVertexUV2 : rw::RWDEVICE::Im2DVertex
{
	rw::float32 u2, v2;
};

#ifdef RW_D3D9
static void *screenDroplet_PS;
#endif
#ifdef RW_GL3
static rw::gl3::Shader *screenDroplet;
#endif

// platform specific
static void openim2d_uv2(void);
static void closeim2d_uv2(void);
static void RenderIndexedPrimitive_UV2(RwPrimitiveType primType, Im2DVertexUV2 *vertices, RwInt32 numVertices, RwImVertexIndex *indices, RwInt32 numIndices);

static Im2DVertexUV2 VertexBuffer[TEMPBUFFERVERTSIZE];

void
ScreenDroplets::Initialise(void)
{
	Clear();
	ms_splashDuration = -1;
	ms_splashObject = nil;
}

// Create white circle mask for rain drops
static RwTexture*
CreateDropMask(int32 size)
{
	RwImage *img = RwImageCreate(size, size, 32);
	RwImageAllocatePixels(img);

	uint8 *pixels = RwImageGetPixels(img);
	int32 stride = RwImageGetStride(img);

	for(int y = 0; y < size; y++){
		float yf = ((y + 0.5f)/size - 0.5f)*2.0f;
		for(int x = 0; x < size; x++){
			float xf = ((x + 0.5f)/size - 0.5f)*2.0f;
			memset(&pixels[y*stride + x*4], xf*xf + yf*yf < 1.0f ? 0xFF : 0x00, 4);
		}
	}

	int32 width, height, depth, format;
	RwImageFindRasterFormat(img, rwRASTERTYPETEXTURE, &width, &height, &depth, &format);
	RwRaster *ras = RwRasterCreate(width, height, depth, format);
	RwRasterSetFromImage(ras, img);
	RwImageDestroy(img);
	return RwTextureCreate(ras);
}

void
ScreenDroplets::InitDraw(void)
{
	ms_maskTex = CreateDropMask(64);

	ms_screenTex = RwTextureCreate(nil);
	RwTextureSetFilterMode(ms_screenTex, rwFILTERLINEAR);

	openim2d_uv2();
#ifdef RW_D3D9
#include "shaders/screenDroplet_PS.inc"
	screenDroplet_PS = rw::d3d::createPixelShader(screenDroplet_PS_cso);
#endif
#ifdef RW_GL3
	using namespace rw::gl3;
	{
#include "shaders/im2d_UV2_gl.inc"
#include "shaders/screenDroplet_fs_gl.inc"
	const char *vs[] = { shaderDecl, header_vert_src, im2d_UV2_vert_src, nil };
	const char *fs[] = { shaderDecl, header_frag_src, screenDroplet_frag_src, nil };
	screenDroplet = Shader::create(vs, fs);
	assert(screenDroplet);
	}
#endif

	ms_initialised = 1;
}

void
ScreenDroplets::Shutdown(void)
{
	if(ms_maskTex){
		RwTextureDestroy(ms_maskTex);
		ms_maskTex = nil;
	}
	if(ms_screenTex){
		RwTextureSetRaster(ms_screenTex, nil);
		RwTextureDestroy(ms_screenTex);
		ms_screenTex = nil;
	}
#ifdef RW_D3D9
	if(screenDroplet_PS){
		rw::d3d::destroyPixelShader(screenDroplet_PS);
		screenDroplet_PS = nil;
	}
#endif
#ifdef RW_GL3
	if(screenDroplet){
		screenDroplet->destroy();
		screenDroplet = nil;
	}
#endif

	closeim2d_uv2();
}

void
ScreenDroplets::Process(void)
{
	ProcessCameraMovement();
	SprayDrops();
	ProcessMoving();
	Fade();
}

static void
FlushBuffer(void)
{
	if(TempBufferIndicesStored){
		RenderIndexedPrimitive_UV2(rwPRIMTYPETRILIST,
			VertexBuffer, TempBufferVerticesStored,
			TempBufferRenderIndexList, TempBufferIndicesStored);
		TempBufferVerticesStored = 0;
		TempBufferIndicesStored = 0;
	}
}

static int
StartStoring(int numIndices, int numVertices, RwImVertexIndex **indexStart, Im2DVertexUV2 **vertexStart)
{
	if(TempBufferIndicesStored + numIndices >= TEMPBUFFERINDEXSIZE ||
	   TempBufferVerticesStored + numVertices >= TEMPBUFFERVERTSIZE)
		FlushBuffer();
        *indexStart = &TempBufferRenderIndexList[TempBufferIndicesStored];
        *vertexStart = &VertexBuffer[TempBufferVerticesStored];
	int vertOffset = TempBufferVerticesStored;
        TempBufferIndicesStored += numIndices;
        TempBufferVerticesStored += numVertices;
	return vertOffset;
}

void
ScreenDroplets::Render(void)
{
	ScreenDrop *drop;

	DefinedState();
	RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(ms_maskTex));
	RwRenderStateSet(rwRENDERSTATEFOGENABLE, FALSE);
	RwRenderStateSet(rwRENDERSTATEZTESTENABLE, FALSE);
	RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
	RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);

	RwTextureSetRaster(ms_screenTex, CPostFX::pBackBuffer);
#ifdef RW_D3D9
	rw::d3d::im2dOverridePS = screenDroplet_PS;
	rw::d3d::setTexture(1, ms_screenTex);
#endif
#ifdef RW_GL3
	rw::gl3::im2dOverrideShader = screenDroplet;
	rw::gl3::setTexture(1, ms_screenTex);
#endif

	RenderBuffer::ClearRenderBuffer();
	for(drop = &ms_drops[0]; drop < &ms_drops[MAXDROPS]; drop++)
		if(drop->active)
			AddToRenderList(drop);
	FlushBuffer();

#ifdef RW_D3D9
	rw::d3d::im2dOverridePS = nil;
	rw::d3d::setTexture(1, nil);
#endif
#ifdef RW_GL3
	rw::gl3::im2dOverrideShader = nil;
	rw::gl3::setTexture(1, nil);
#endif

	RwRenderStateSet(rwRENDERSTATEFOGENABLE, FALSE);
	RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
	RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
	RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
	RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, FALSE);
}

void
ScreenDroplets::AddToRenderList(ScreenDroplets::ScreenDrop *drop)
{
	static float xy[] = {
		-1.0f, -1.0f,
		-1.0f,  1.0f,
		1.0f,  1.0f,
		1.0f, -1.0f
	};
	static float uv[] = {
		0.0f, 0.0f,
		0.0f, 1.0f,
		1.0f, 1.0f,
		1.0f, 0.0f
	};

	int i;
	RwImVertexIndex *indices;
	Im2DVertexUV2 *verts;
	int first = StartStoring(6, 4, &indices, &verts);

	float scale = 0.5f*SCREEN_SCALE_X(drop->size);

	float screenz = RwIm2DGetNearScreenZ();
	float z = RwCameraGetNearClipPlane(Scene.camera);
	float recipz = 1.0f/z;

	float magSize = SCREEN_SCALE_Y(drop->magnification*(300.0f-40.0f) + 40.0f);
	float ul = drop->x - magSize;
	float vt = drop->y - magSize;
	float ur = drop->x + magSize;
	float vb = drop->y + magSize;
	ul = Max(ul, 0.0f)/RwRasterGetWidth(CPostFX::pBackBuffer);
	vt = Max(vt, 0.0f)/RwRasterGetHeight(CPostFX::pBackBuffer);
	ur = Min(ur, SCREEN_WIDTH)/RwRasterGetWidth(CPostFX::pBackBuffer);
	vb = Min(vb, SCREEN_HEIGHT)/RwRasterGetHeight(CPostFX::pBackBuffer);

	for(i = 0; i < 4; i++){
		RwIm2DVertexSetScreenX(&verts[i], drop->x + xy[i*2]*scale);
		RwIm2DVertexSetScreenY(&verts[i], drop->y + xy[i*2+1]*scale);
		RwIm2DVertexSetScreenZ(&verts[i], screenz);
		RwIm2DVertexSetCameraZ(&verts[i], z);
		RwIm2DVertexSetRecipCameraZ(&verts[i], recipz);
		RwIm2DVertexSetIntRGBA(&verts[i], drop->color.r, drop->color.g, drop->color.b, drop->color.a);
		RwIm2DVertexSetU(&verts[i], uv[i*2], recipz);
		RwIm2DVertexSetV(&verts[i], uv[i*2+1], recipz);

		verts[i].u2 = i < 2 ? ul : ur;
		verts[i].v2 = i % 3 ? vt : vb;
	}
	indices[0] = first + 0;
	indices[1] = first + 1;
	indices[2] = first + 2;
	indices[3] = first + 2;
	indices[4] = first + 3;
	indices[5] = first + 0;
}

void
ScreenDroplets::Clear(void)
{
	ScreenDrop *drop;
	for(drop = &ms_drops[0]; drop < &ms_drops[MAXDROPS]; drop++)
		drop->active = false;
	ms_numDrops = 0;
}

ScreenDroplets::ScreenDrop*
ScreenDroplets::NewDrop(float x, float y, float size, float lifetime, bool fades, int r, int g, int b)
{
	ScreenDrop *drop;
	int i;

	for(i = 0, drop = ms_drops; i < MAXDROPS; i++, drop++)
		if(!ms_drops[i].active)
			goto found;
	return nil;
found:
	ms_numDrops++;
	drop->x = x;
	drop->y = y;
	drop->size = size;
	drop->magnification = (MAXSIZE - size + 1.0f) / (MAXSIZE - MINSIZE + 1.0f);
	drop->fades = fades;
	drop->active = true;
	drop->color.r = r;
	drop->color.g = g;
	drop->color.b = b;
	drop->color.a = 255;
	drop->time = 0.0f;
	drop->lifetime = lifetime;
	return drop;
}

void
ScreenDroplets::SetMoving(ScreenDroplets::ScreenDrop *drop)
{
	ScreenDropMoving *moving;
	for(moving = ms_dropsMoving; moving < &ms_dropsMoving[MAXDROPSMOVING]; moving++)
		if(moving->drop == nil)
			goto found;
	return;
found:
	ms_numDropsMoving++;
	moving->drop = drop;
	moving->dist = 0.0f;
}

void
ScreenDroplets::FillScreen(int n)
{
	float x, y, size;
	ScreenDrop *drop;

	if(!ms_initialised)
		return;
	ms_numDrops = 0;
	for(drop = &ms_drops[0]; drop < &ms_drops[MAXDROPS]; drop++){
		drop->active = false;
		if(drop < &ms_drops[n]){
			x = CGeneral::GetRandomNumber() % (int)SCREEN_WIDTH;
			y = CGeneral::GetRandomNumber() % (int)SCREEN_HEIGHT;
			size = CGeneral::GetRandomNumberInRange(MINSIZE, MAXSIZE);
			NewDrop(x, y, size, 2000.0f, true);
		}
	}
}

void
ScreenDroplets::FillScreenMoving(float amount, bool isBlood)
{
	int n = (ms_screenMoveDelta.z > 5.0f ? 1.5f : 1.0f)*amount*20.0f;
	float x, y, size;
	ScreenDrop *drop;

	while(n--)
		if(ms_numDrops < MAXDROPS && ms_numDropsMoving < MAXDROPSMOVING){
			x = CGeneral::GetRandomNumber() % (int)SCREEN_WIDTH;
			y = CGeneral::GetRandomNumber() % (int)SCREEN_HEIGHT;
			size = CGeneral::GetRandomNumberInRange(MINSIZE, MAXSIZE);
			drop = nil;
			if(isBlood)
				drop = NewDrop(x, y, size, 2000.0f, true, 255, 0, 0);
			else
				drop = NewDrop(x, y, size, 2000.0f, true);
			if(drop)
				SetMoving(drop);
		}
}

void
ScreenDroplets::RegisterSplash(CParticleObject *pobj)
{
	CVector dist = pobj->GetPosition() - ms_prevCamPos;
	if(dist.MagnitudeSqr() < 20.0f){
		ms_splashDuration = 14;
		ms_splashObject = pobj;
	}
}

void
ScreenDroplets::ProcessCameraMovement(void)
{
	RwMatrix *camMat = RwFrameGetMatrix(RwCameraGetFrame(Scene.camera));
	CVector camPos = camMat->pos;
	CVector camUp = camMat->at;
	ms_camMoveDelta = camPos - ms_prevCamPos;
	ms_camMoveDist = ms_camMoveDelta.Magnitude();

	ms_prevCamUp = camUp;
	ms_prevCamPos = camPos;

	ms_screenMoveDelta.x = -RwV3dDotProduct(&camMat->right, &ms_camMoveDelta);
	ms_screenMoveDelta.y = RwV3dDotProduct(&camMat->up, &ms_camMoveDelta);
	ms_screenMoveDelta.z = RwV3dDotProduct(&camMat->at, &ms_camMoveDelta);
	ms_screenMoveDelta *= 10.0f;
	ms_screenMoveDist = ms_screenMoveDelta.Magnitude2D();

	uint16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
	bool isTopDown = mode == CCam::MODE_TOPDOWN || mode == CCam::MODE_GTACLASSIC || mode == CCam::MODE_TOP_DOWN_PED;
	bool isLookingInDirection = CPad::GetPad(0)->GetLookBehindForCar() || CPad::GetPad(0)->GetLookLeft() || CPad::GetPad(0)->GetLookRight();
	ms_enabled = !isTopDown && !isLookingInDirection;
	ms_movingEnabled = !isTopDown && !isLookingInDirection;

	// 0 when looking stright up, 180 when looking up or down
	ms_camUpAngle = RADTODEG(Acos(clamp(camUp.z, -1.0f, 1.0f)));
}

void
ScreenDroplets::SprayDrops(void)
{
	bool noRain = CCullZones::PlayerNoRain() || CCullZones::CamNoRain();
	if(!noRain && CWeather::Rain > 0.0f && ms_enabled){
		// 180 when looking stright up, 0 when looking up or down
		float angle = 180.0f - ms_camUpAngle;
		angle = Max(angle, 40.0f);	// want at least some rain
		FillScreenMoving((angle - 40.0f) / 150.0f * CWeather::Rain * 0.5f);
	}

	int i;
	for(i = 0; i < MAX_AUDIOHYDRANTS; i++){
		CAudioHydrant *hyd = CAudioHydrant::Get(i);
		if (hyd->pParticleObject){
			CVector dist = hyd->pParticleObject->GetPosition() - ms_prevCamPos;
			if(dist.MagnitudeSqr() > 40.0f ||
			   DotProduct(dist, ms_prevCamUp) < 0.0f) continue;

			FillScreenMoving(1.0f);
		}
	}

	static int ndrops[] = {
		125, 250, 500, 1000, 1000,
		0, 0, 0, 0, 0, 0, 0, 0, 0, 0
	};
	if(ms_splashDuration >= 0){
		if(ms_numDrops < MAXDROPS) {
			float numDropMult = 1.0f;
			if(ms_splashObject){
				float dist = (ms_splashObject->GetPosition() - ms_prevCamPos).Magnitude();
				numDropMult = 1.0f - (dist - 5.0f)/15.0f;
				if(numDropMult < 0) numDropMult = 0.0f;	// fix
			}
			int n = ndrops[ms_splashDuration] * numDropMult;
			while(n--)
				if(ms_numDrops < MAXDROPS){
					float x = CGeneral::GetRandomNumber() % (int)SCREEN_WIDTH;
					float y = CGeneral::GetRandomNumber() % (int)SCREEN_HEIGHT;
					float size = CGeneral::GetRandomNumberInRange(MINSIZE, MAXSIZE);
					NewDrop(x, y, size, 10000.0f, false);
				}
		}
		ms_splashDuration--;
	}
}

void
ScreenDroplets::NewTrace(ScreenDroplets::ScreenDropMoving *moving)
{
	if(ms_numDrops < MAXDROPS){
		moving->dist = 0.0f;
		NewDrop(moving->drop->x, moving->drop->y, MINSIZE, 500.0f, true,
			moving->drop->color.r, moving->drop->color.g, moving->drop->color.b);
	}
}

void
ScreenDroplets::MoveDrop(ScreenDroplets::ScreenDropMoving *moving)
{
	ScreenDrop *drop = moving->drop;
	if(!ms_movingEnabled)
		return;
	if(!drop->active){
		moving->drop = nil;
		ms_numDropsMoving--;
		return;
	}
	if(ms_screenMoveDelta.z > 0.0f && ms_camMoveDist > 0.3f){
		if(ms_screenMoveDist > 0.5f && TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_1STPERSON){
			// movement when camera turns
			moving->dist += ms_screenMoveDist;
			if(moving->dist > 20.0f && drop->color.a > 100)
				NewTrace(moving);

			drop->x -= ms_screenMoveDelta.x;
			drop->y += ms_screenMoveDelta.y;
		}else{
			// movement out of center 
			float d = ms_screenMoveDelta.z*0.2f;
			float dx, dy, sum;
			dx = drop->x - SCREEN_WIDTH*0.5f + ms_screenMoveDelta.x;
			if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON)
				dy = drop->y - SCREEN_HEIGHT*1.2f - ms_screenMoveDelta.y;
			else
				dy = drop->y - SCREEN_HEIGHT*0.5f - ms_screenMoveDelta.y;
			sum = fabs(dx) + fabs(dy);
			if(sum > 0.001f){
				dx /= sum;
				dy /= sum;
			}
			moving->dist += d;
			if(moving->dist > 20.0f && drop->color.a > 100)
				NewTrace(moving);
			drop->x += dx * d;
			drop->y += dy * d;
		}

		if(drop->x < 0.0f || drop->y < 0.0f ||
		   drop->x > SCREEN_WIDTH || drop->y > SCREEN_HEIGHT){
			moving->drop = nil;
			ms_numDropsMoving--;
		}
	}
}

void
ScreenDroplets::ProcessMoving(void)
{
	ScreenDropMoving *moving;
	if(!ms_movingEnabled)
		return;
	for(moving = ms_dropsMoving; moving < &ms_dropsMoving[MAXDROPSMOVING]; moving++)
		if(moving->drop)
			MoveDrop(moving);
}

void
ScreenDroplets::Fade(void)
{
	ScreenDrop *drop;
	for(drop = &ms_drops[0]; drop < &ms_drops[MAXDROPS]; drop++)
		if(drop->active)
			drop->Fade();
}

void
ScreenDroplets::ScreenDrop::Fade(void)
{
	int delta = CTimer::GetTimeStepInMilliseconds();
	time += delta;
	if(time < lifetime){
		color.a = 255 - time/lifetime*255;
	}else if(fades){
		ScreenDroplets::ms_numDrops--;
		active = false;
	}
}


/*
 * Im2D with two uv coors
 */

#ifdef RW_D3D9
// stolen from RW, not in a public header
namespace rw {
namespace d3d {
void addDynamicVB(uint32 length, uint32 fvf, IDirect3DVertexBuffer9 **buf);	// NB: don't share this pointer
void removeDynamicVB(IDirect3DVertexBuffer9 **buf);
void addDynamicIB(uint32 length, IDirect3DIndexBuffer9 **buf);	// NB: don't share this pointer
void removeDynamicIB(IDirect3DIndexBuffer9 **buf);
}
}
// different than im2d
#define NUMINDICES 1024
#define NUMVERTICES 1024

static int primTypeMap[] = {
	D3DPT_POINTLIST,	// invalid
	D3DPT_LINELIST,
	D3DPT_LINESTRIP,
	D3DPT_TRIANGLELIST,
	D3DPT_TRIANGLESTRIP,
	D3DPT_TRIANGLEFAN,
	D3DPT_POINTLIST,	// actually not supported!
};
// end of stolen stuff


static IDirect3DVertexDeclaration9 *im2ddecl_uv2;
static IDirect3DVertexBuffer9 *im2dvertbuf_uv2;
static IDirect3DIndexBuffer9 *im2dindbuf_uv2;

void
openim2d_uv2(void)
{
	using namespace rw;
	using namespace d3d;
	D3DVERTEXELEMENT9 elements[5] = {
		{ 0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0 },
		{ 0, offsetof(Im2DVertexUV2, color), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
		{ 0, offsetof(Im2DVertexUV2, u), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
		{ 0, offsetof(Im2DVertexUV2, u2), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
		D3DDECL_END()
	};
	assert(im2ddecl_uv2 == nil);
	im2ddecl_uv2 = (IDirect3DVertexDeclaration9*)d3d9::createVertexDeclaration((d3d9::VertexElement*)elements);
	assert(im2ddecl_uv2);

	assert(im2dvertbuf_uv2 == nil);
	im2dvertbuf_uv2 = (IDirect3DVertexBuffer9*)createVertexBuffer(NUMVERTICES*sizeof(Im2DVertexUV2), 0, true);
	assert(im2dvertbuf_uv2);
	addDynamicVB(NUMVERTICES*sizeof(Im2DVertexUV2), 0, &im2dvertbuf_uv2);

	assert(im2dindbuf_uv2 == nil);
	im2dindbuf_uv2 = (IDirect3DIndexBuffer9*)createIndexBuffer(NUMINDICES*sizeof(rw::uint16), true);
	assert(im2dindbuf_uv2);
	addDynamicIB(NUMINDICES*sizeof(rw::uint16), &im2dindbuf_uv2);
}

void
closeim2d_uv2(void)
{
	using namespace rw;
	using namespace d3d;

	d3d9::destroyVertexDeclaration(im2ddecl_uv2);
	im2ddecl_uv2 = nil;

	removeDynamicVB(&im2dvertbuf_uv2);
	destroyVertexBuffer(im2dvertbuf_uv2);
	im2dvertbuf_uv2 = nil;

	removeDynamicIB(&im2dindbuf_uv2);
	destroyIndexBuffer(im2dindbuf_uv2);
	im2dindbuf_uv2 = nil;
}

void
RenderIndexedPrimitive_UV2(RwPrimitiveType primType, Im2DVertexUV2 *vertices, RwInt32 numVertices, RwImVertexIndex *indices, RwInt32 numIndices)
{
	using namespace rw;
	using namespace d3d;

	if(numVertices > NUMVERTICES ||
	   numIndices > NUMINDICES){
		// TODO: error
		return;
	}
	rw::uint16 *lockedindices = lockIndices(im2dindbuf_uv2, 0, numIndices*sizeof(rw::uint16), D3DLOCK_DISCARD);
	memcpy(lockedindices, indices, numIndices*sizeof(rw::uint16));
	unlockIndices(im2dindbuf_uv2);

	rw::uint8 *lockedvertices = lockVertices(im2dvertbuf_uv2, 0, numVertices*sizeof(Im2DVertexUV2), D3DLOCK_DISCARD);
	memcpy(lockedvertices, vertices, numVertices*sizeof(Im2DVertexUV2));
	unlockVertices(im2dvertbuf_uv2);

	setStreamSource(0, im2dvertbuf_uv2, 0, sizeof(Im2DVertexUV2));
	setIndices(im2dindbuf_uv2);
	setVertexDeclaration(im2ddecl_uv2);

	if(im2dOverridePS)
		setPixelShader(im2dOverridePS);
	else if(engine->device.getRenderState(TEXTURERASTER))
		setPixelShader(im2d_tex_PS);
	else
		setPixelShader(im2d_PS);

	d3d::flushCache();

	rw::uint32 primCount = 0;
	switch(primType){
	case PRIMTYPELINELIST:
		primCount = numIndices/2;
		break;
	case PRIMTYPEPOLYLINE:
		primCount = numIndices-1;
		break;
	case PRIMTYPETRILIST:
		primCount = numIndices/3;
		break;
	case PRIMTYPETRISTRIP:
		primCount = numIndices-2;
		break;
	case PRIMTYPETRIFAN:
		primCount = numIndices-2;
		break;
	case PRIMTYPEPOINTLIST:
		primCount = numIndices;
		break;
	}
	d3ddevice->DrawIndexedPrimitive((D3DPRIMITIVETYPE)primTypeMap[primType], 0,
	                                0, numVertices,
	                                0, primCount);
}
#endif

#ifdef RW_GL3
// different than im2d
#define NUMINDICES 1024
#define NUMVERTICES 1024

static rw::gl3::AttribDesc im2d_UV2_attribDesc[4] = {
	{ rw::gl3::ATTRIB_POS,        GL_FLOAT,         GL_FALSE, 4,
		sizeof(Im2DVertexUV2), 0 },
	{ rw::gl3::ATTRIB_COLOR,      GL_UNSIGNED_BYTE, GL_TRUE,  4,
		sizeof(Im2DVertexUV2), offsetof(Im2DVertexUV2, r) },
	{ rw::gl3::ATTRIB_TEXCOORDS0, GL_FLOAT,         GL_FALSE, 2,
		sizeof(Im2DVertexUV2), offsetof(Im2DVertexUV2, u) },
	{ rw::gl3::ATTRIB_TEXCOORDS1, GL_FLOAT,         GL_FALSE, 2,
		sizeof(Im2DVertexUV2), offsetof(Im2DVertexUV2, u2) }
};

static int primTypeMap[] = {
	GL_POINTS,	// invalid
	GL_LINES,
	GL_LINE_STRIP,
	GL_TRIANGLES,
	GL_TRIANGLE_STRIP,
	GL_TRIANGLE_FAN,
	GL_POINTS
};

static int32 u_xform;

uint32 im2D_UV2_Vbo, im2D_UV2_Ibo;
#ifdef RW_GL_USE_VAOS
uint32 im2D_UV2_Vao;
#endif

void
openim2d_uv2(void)
{
	u_xform = rw::gl3::registerUniform("u_xform");	// this doesn't add a new one, so it's safe

	glGenBuffers(1, &im2D_UV2_Ibo);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2D_UV2_Ibo);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, NUMINDICES*2, nil, GL_STREAM_DRAW);

	glGenBuffers(1, &im2D_UV2_Vbo);
	glBindBuffer(GL_ARRAY_BUFFER, im2D_UV2_Vbo);
	glBufferData(GL_ARRAY_BUFFER, NUMVERTICES*sizeof(Im2DVertexUV2), nil, GL_STREAM_DRAW);

#ifdef RW_GL_USE_VAOS
	glGenVertexArrays(1, &im2D_UV2_Vao);
	glBindVertexArray(im2D_UV2_Vao);
	setAttribPointers(im2d_UV2_attribDesc, 4);
#endif
}

void
closeim2d_uv2(void)
{
	glDeleteBuffers(1, &im2D_UV2_Ibo);
	glDeleteBuffers(1, &im2D_UV2_Vbo);
#ifdef RW_GL_USE_VAOS
	glDeleteVertexArrays(1, &im2D_UV2_Vao);
#endif
}

void
RenderIndexedPrimitive_UV2(RwPrimitiveType primType, Im2DVertexUV2 *vertices, RwInt32 numVertices, RwImVertexIndex *indices, RwInt32 numIndices)
{
	using namespace rw;
	using namespace gl3;

	GLfloat xform[4];
	Camera *cam;
	cam = (Camera*)engine->currentCamera;

#ifdef RW_GL_USE_VAOS
	glBindVertexArray(im2D_UV2_Vao);
#endif

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2D_UV2_Ibo);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, NUMINDICES*2, nil, GL_STREAM_DRAW);
	glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, numIndices*2, indices);

	glBindBuffer(GL_ARRAY_BUFFER, im2D_UV2_Vbo);
	glBufferData(GL_ARRAY_BUFFER, NUMVERTICES*sizeof(Im2DVertexUV2), nil, GL_STREAM_DRAW);
	glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im2DVertexUV2), vertices);

	xform[0] = 2.0f/cam->frameBuffer->width;
	xform[1] = -2.0f/cam->frameBuffer->height;
	xform[2] = -1.0f;
	xform[3] = 1.0f;

	if(im2dOverrideShader)
		im2dOverrideShader->use();
	else
		assert(0);//im2dShader->use();
#ifndef RW_GL_USE_VAOS
	setAttribPointers(im2d_UV2_attribDesc, 4);
#endif

	glUniform4fv(currentShader->uniformLocations[u_xform], 1, xform);

	flushCache();
	glDrawElements(primTypeMap[primType], numIndices,
	               GL_UNSIGNED_SHORT, nil);
#ifndef RW_GL_USE_VAOS
	disableAttribPointers(im2d_UV2_attribDesc, 4);
#endif
}
#endif

#endif