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author | Sergeanur <s.anureev@yandex.ua> | 2020-06-07 03:11:10 +0200 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2020-06-07 03:11:10 +0200 |
commit | 678a19ce3bfa8264dbd151baff7cabddbd65d598 (patch) | |
tree | 2458a2ea27a1de57180e52ac595f7d2fce8bb2f3 /src/render/Sprite2d.cpp | |
parent | Merge branch 'master' into miami (diff) | |
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Diffstat (limited to 'src/render/Sprite2d.cpp')
-rw-r--r-- | src/render/Sprite2d.cpp | 156 |
1 files changed, 83 insertions, 73 deletions
diff --git a/src/render/Sprite2d.cpp b/src/render/Sprite2d.cpp index 2675c95f..d3d90964 100644 --- a/src/render/Sprite2d.cpp +++ b/src/render/Sprite2d.cpp @@ -5,13 +5,13 @@ #include "Camera.h" #include "Sprite2d.h" #include "Font.h" +#include "RenderBuffer.h" -RwIm2DVertex CSprite2d::maVertices[8]; float CSprite2d::RecipNearClip; -int32 CSprite2d::mCurrentBank; -int32 CSprite2d::mCurrentSprite[10]; -int32 CSprite2d::mBankStart[10]; -RwIm2DVertex CSprite2d::maBankVertices[500]; +float CSprite2d::NearScreenZ; +int CSprite2d::nextBufferVertex; +int CSprite2d::nextBufferIndex; +RwIm2DVertex CSprite2d::maVertices[8]; void CSprite2d::SetRecipNearClip(void) @@ -22,52 +22,11 @@ CSprite2d::SetRecipNearClip(void) void CSprite2d::InitPerFrame(void) { - int i; - + nextBufferVertex = 0; + nextBufferIndex = 0; RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera); - mCurrentBank = 0; - for(i = 0; i < 10; i++) - mCurrentSprite[i] = 0; + NearScreenZ = RwIm2DGetNearScreenZ(); } - -int32 -CSprite2d::GetBank(int32 n, RwTexture *tex) -{ - mCurrentSprite[mCurrentBank] = 0; - mBankStart[mCurrentBank+1] = mBankStart[mCurrentBank] + n; - return mCurrentBank++; -} - -void -CSprite2d::AddSpriteToBank(int32 bank, const CRect &rect, const CRGBA &col, - float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2) -{ - SetVertices(&maBankVertices[6 * (mCurrentSprite[bank] + mBankStart[bank])], - rect, col, col, col, col, - u0, v0, u1, v1, u2, v2, u3, v3); - mCurrentSprite[bank]++; - if(mCurrentSprite[bank] + mBankStart[bank] >= mBankStart[bank+1]){ - DrawBank(bank); - mCurrentSprite[bank] = 0; - } -} - -void -CSprite2d::DrawBank(int32 bank) -{ - if(mCurrentSprite[bank] == 0) - return; - - // This is hacked III function to make it work with VC frontend. - CFont::Sprite[bank].SetRenderState(); - RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); - RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR); - RwIm2DRenderPrimitive(rwPRIMTYPETRILIST, &maBankVertices[6*mBankStart[bank]], 6*mCurrentSprite[bank]); - mCurrentSprite[bank] = 0; - //RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); -} - - void CSprite2d::Delete(void) { @@ -163,7 +122,7 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C screenz = RwIm2DGetFarScreenZ(); z = RwCameraGetFarClipPlane(Scene.camera); }else{ - screenz = RwIm2DGetNearScreenZ(); + screenz = NearScreenZ; z = 1.0f/RecipNearClip; } recipz = 1.0f/z; @@ -215,7 +174,7 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C { float screenz, z, recipz; - screenz = RwIm2DGetNearScreenZ(); + screenz = NearScreenZ; z = 1.0f/RecipNearClip; recipz = 1.0f/z; @@ -267,7 +226,7 @@ CSprite2d::SetVertices(float x1, float y1, float x2, float y2, float x3, float y float screenz, recipz; float z = RwCameraGetNearClipPlane(Scene.camera); // not done by game - screenz = RwIm2DGetNearScreenZ(); + screenz = NearScreenZ; recipz = RecipNearClip; RwIm2DVertexSetScreenX(&maVertices[0], x3); @@ -313,7 +272,7 @@ CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col) int i; float screenz, recipz, z; - screenz = RwIm2DGetNearScreenZ(); + screenz = NearScreenZ; recipz = RecipNearClip; z = RwCameraGetNearClipPlane(Scene.camera); // not done by game @@ -336,7 +295,7 @@ CSprite2d::SetMaskVertices(int n, float *positions) int i; float screenz, recipz, z; - screenz = RwIm2DGetNearScreenZ(); + screenz = NearScreenZ; recipz = RecipNearClip; z = RwCameraGetNearClipPlane(Scene.camera); // not done by game @@ -356,47 +315,47 @@ CSprite2d::SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, con { float screenz, recipz, z; - screenz = RwIm2DGetNearScreenZ(); + screenz = NearScreenZ; recipz = RecipNearClip; - z = RwCameraGetNearClipPlane(Scene.camera); // not done by game + //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); + //RwIm2DVertexSetCameraZ(&verts[0], z); RwIm2DVertexSetRecipCameraZ(&verts[0], recipz); RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a); RwIm2DVertexSetU(&verts[0], u0, recipz); RwIm2DVertexSetV(&verts[0], v0, recipz); - RwIm2DVertexSetScreenX(&verts[1], r.left); - RwIm2DVertexSetScreenY(&verts[1], r.bottom); + RwIm2DVertexSetScreenX(&verts[1], r.right); + RwIm2DVertexSetScreenY(&verts[1], r.top); RwIm2DVertexSetScreenZ(&verts[1], screenz); - RwIm2DVertexSetCameraZ(&verts[1], z); + //RwIm2DVertexSetCameraZ(&verts[1], z); RwIm2DVertexSetRecipCameraZ(&verts[1], recipz); - RwIm2DVertexSetIntRGBA(&verts[1], c0.r, c0.g, c0.b, c0.a); - RwIm2DVertexSetU(&verts[1], u2, recipz); - RwIm2DVertexSetV(&verts[1], v2, recipz); + RwIm2DVertexSetIntRGBA(&verts[1], c3.r, c3.g, c3.b, c3.a); + RwIm2DVertexSetU(&verts[1], u1, recipz); + RwIm2DVertexSetV(&verts[1], v1, recipz); RwIm2DVertexSetScreenX(&verts[2], r.right); RwIm2DVertexSetScreenY(&verts[2], r.bottom); RwIm2DVertexSetScreenZ(&verts[2], screenz); - RwIm2DVertexSetCameraZ(&verts[2], z); + //RwIm2DVertexSetCameraZ(&verts[2], z); RwIm2DVertexSetRecipCameraZ(&verts[2], recipz); RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a); - RwIm2DVertexSetU(&verts[2], u3, recipz); - RwIm2DVertexSetV(&verts[2], v3, recipz); + RwIm2DVertexSetU(&verts[2], u2, recipz); + RwIm2DVertexSetV(&verts[2], v2, recipz); RwIm2DVertexSetScreenX(&verts[3], r.left); - RwIm2DVertexSetScreenY(&verts[3], r.top); + RwIm2DVertexSetScreenY(&verts[3], r.bottom); RwIm2DVertexSetScreenZ(&verts[3], screenz); - RwIm2DVertexSetCameraZ(&verts[3], z); + //RwIm2DVertexSetCameraZ(&verts[3], z); RwIm2DVertexSetRecipCameraZ(&verts[3], recipz); - RwIm2DVertexSetIntRGBA(&verts[3], c2.r, c2.g, c2.b, c2.a); - RwIm2DVertexSetU(&verts[3], u0, recipz); - RwIm2DVertexSetV(&verts[3], v0, recipz); + RwIm2DVertexSetIntRGBA(&verts[3], c0.r, c0.g, c0.b, c0.a); + RwIm2DVertexSetU(&verts[3], u3, recipz); + RwIm2DVertexSetV(&verts[3], v3, recipz); - RwIm2DVertexSetScreenX(&verts[4], r.right); + /*RwIm2DVertexSetScreenX(&verts[4], r.right); RwIm2DVertexSetScreenY(&verts[4], r.bottom); RwIm2DVertexSetScreenZ(&verts[4], screenz); RwIm2DVertexSetCameraZ(&verts[4], z); @@ -412,7 +371,7 @@ CSprite2d::SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, con RwIm2DVertexSetRecipCameraZ(&verts[5], recipz); RwIm2DVertexSetIntRGBA(&verts[5], c3.r, c3.g, c3.b, c3.a); RwIm2DVertexSetU(&verts[5], u1, recipz); - RwIm2DVertexSetV(&verts[5], v1, recipz); + RwIm2DVertexSetV(&verts[5], v1, recipz);*/ } @@ -488,3 +447,54 @@ void CSprite2d::Draw2DPolygon(float x1, float y1, float x2, float y2, float x3, RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD); } + +void +CSprite2d::AddToBuffer(const CRect &r, const CRGBA &c, float a3, float a4, float a5, float a6, float a7, float a8, float a9, float a10) +{ + RwIm2DVertex* v = TempVertexBuffer; + SetVertices( + &v[nextBufferVertex], + r, + c, + c, + c, + c, + a3, + a4, + a5, + a6, + a7, + a8, + a9, + a10); + RwImVertexIndex *v12 = &TempBufferRenderIndexList[nextBufferIndex]; + v12[0] = nextBufferVertex; + v12[1] = nextBufferVertex + 1; + v12[2] = nextBufferVertex + 2; + v12[3] = nextBufferVertex + 3; + v12[4] = nextBufferVertex; + v12[5] = nextBufferVertex + 2; + nextBufferIndex += 6; + nextBufferVertex += 4; + if (IsVertexBufferFull()) + RenderVertexBuffer(); +} + +bool CSprite2d::IsVertexBufferFull() +{ + bool result = true; + if (nextBufferVertex <= 380 && nextBufferIndex <= 1018) + result = false; + return result; +} + +void +CSprite2d::RenderVertexBuffer() +{ + if (nextBufferVertex > 0) { + RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR); + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempVertexBuffer, nextBufferVertex, TempBufferRenderIndexList, nextBufferIndex); + nextBufferVertex = 0; + nextBufferIndex = 0; + } +}
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