diff options
Diffstat (limited to '')
-rw-r--r-- | src/render/Sprite.cpp | 553 |
1 files changed, 553 insertions, 0 deletions
diff --git a/src/render/Sprite.cpp b/src/render/Sprite.cpp new file mode 100644 index 00000000..74eefccf --- /dev/null +++ b/src/render/Sprite.cpp @@ -0,0 +1,553 @@ +#include "common.h" +#include "patcher.h" +#include "Draw.h" +#include "Camera.h" +#include "Sprite.h" + +// Get rid of bullshit windows definitions, we're not running on an 8086 +#ifdef far +#undef far +#undef near +#endif + +RwIm2DVertex *CSprite2d::maVertices = (RwIm2DVertex*)0x6E9168; +float &CSprite2d::RecipNearClip = *(float*)0x880DB4; + +// Arguments: +// 2---3 +// | | +// 0---1 +void +CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, uint32 far) +{ + float screenz, z, recipz; + + if(far){ + screenz = RwIm2DGetFarScreenZ(); + z = RwCameraGetFarClipPlane(Scene.camera); + }else{ + screenz = RwIm2DGetNearScreenZ(); + 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.bottom); + RwIm2DVertexSetScreenZ(&maVertices[0], screenz); + RwIm2DVertexSetCameraZ(&maVertices[0], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a); + RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz); + RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz); + + RwIm2DVertexSetScreenX(&maVertices[1], r.right); + RwIm2DVertexSetScreenY(&maVertices[1], r.bottom); + RwIm2DVertexSetScreenZ(&maVertices[1], screenz); + RwIm2DVertexSetCameraZ(&maVertices[1], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a); + RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz); + RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz); + + RwIm2DVertexSetScreenX(&maVertices[2], r.right); + RwIm2DVertexSetScreenY(&maVertices[2], r.top); + RwIm2DVertexSetScreenZ(&maVertices[2], screenz); + RwIm2DVertexSetCameraZ(&maVertices[2], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a); + RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz); + RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz); + + RwIm2DVertexSetScreenX(&maVertices[3], r.left); + RwIm2DVertexSetScreenY(&maVertices[3], r.top); + RwIm2DVertexSetScreenZ(&maVertices[3], screenz); + RwIm2DVertexSetCameraZ(&maVertices[3], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a); + RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz); + RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz); +} + +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 = RwIm2DGetNearScreenZ(); + 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.bottom); + RwIm2DVertexSetScreenZ(&maVertices[0], screenz); + RwIm2DVertexSetCameraZ(&maVertices[0], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a); + RwIm2DVertexSetU(&maVertices[0], u0, recipz); + RwIm2DVertexSetV(&maVertices[0], v0, recipz); + + RwIm2DVertexSetScreenX(&maVertices[1], r.right); + RwIm2DVertexSetScreenY(&maVertices[1], r.bottom); + RwIm2DVertexSetScreenZ(&maVertices[1], screenz); + RwIm2DVertexSetCameraZ(&maVertices[1], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a); + RwIm2DVertexSetU(&maVertices[1], u1, recipz); + RwIm2DVertexSetV(&maVertices[1], v1, recipz); + + RwIm2DVertexSetScreenX(&maVertices[2], r.right); + RwIm2DVertexSetScreenY(&maVertices[2], r.top); + RwIm2DVertexSetScreenZ(&maVertices[2], screenz); + RwIm2DVertexSetCameraZ(&maVertices[2], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a); + RwIm2DVertexSetU(&maVertices[2], u2, recipz); + RwIm2DVertexSetV(&maVertices[2], v2, recipz); + + RwIm2DVertexSetScreenX(&maVertices[3], r.left); + RwIm2DVertexSetScreenY(&maVertices[3], r.top); + RwIm2DVertexSetScreenZ(&maVertices[3], screenz); + RwIm2DVertexSetCameraZ(&maVertices[3], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a); + RwIm2DVertexSetU(&maVertices[3], u3, recipz); + RwIm2DVertexSetV(&maVertices[3], v3, recipz); +} + +void +CSprite2d::SetRenderState(void) +{ + if(m_pTexture) + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(m_pTexture)); + else + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); +} + +void +CSprite2d::DrawRect(const CRect &r, const CRGBA &col) +{ + SetVertices(r, col, col, col, col, false); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); + RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(col.a != 255)); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, maVertices, 4); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD); +} + +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); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, maVertices, 4); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); +} + +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); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); +} + + + +float &CSprite::m_f2DNearScreenZ = *(float*)0x8F1ABC; +float &CSprite::m_f2DFarScreenZ = *(float*)0x8F2C94; +int32 &CSprite::m_bFlushSpriteBufferSwitchZTest = *(int32*)0x8F5FB0; + +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 * RsGlobal.maximumHeight / p.z; +} + +bool +CSprite::CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh, bool farclip) +{ + CVector viewvec = TheCamera.m_viewMatrix * *(CVector*)∈ + *out = *(RwV3d*)&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 *= RsGlobal.maximumWidth * recip; + out->y *= RsGlobal.maximumHeight * recip; + // What is this? size? + *outw = 70.0f/CDraw::GetFOV(); + *outh = 70.0f/CDraw::GetFOV(); + *outw *= RsGlobal.maximumWidth * recip; + *outh *= RsGlobal.maximumHeight * recip; + return true; +} + +#define SPRITEBUFFERSIZE 64 +static int32 &nSpriteBufferIndex = *(int32*)0x649A80; +static RwIm2DVertex *SpriteBufferVerts = (RwIm2DVertex*)0x649A84; //[SPRITEBUFFERSIZE*6]; +static RwIm2DVertex *verts = (RwIm2DVertex*)0x64C484; //[4]; + +void +CSprite::InitSpriteBuffer(void) +{ + m_f2DNearScreenZ = RwIm2DGetNearScreenZ(); + m_f2DFarScreenZ = RwIm2DGetFarScreenZ(); +} + +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] > RsGlobal.maximumWidth){ + us[i] = 1.0f - (xs[i]-RsGlobal.maximumWidth) / (2.0f*w); + xs[i] = RsGlobal.maximumWidth; + } + if(ys[i] < 0.0f){ + vs[i] = -ys[i] / (2.0f*h); + ys[i] = 0.0f; + } + if(ys[i] > RsGlobal.maximumHeight){ + vs[i] = 1.0f - (ys[i]-RsGlobal.maximumHeight) / (2.0f*h); + ys[i] = RsGlobal.maximumHeight; + } + } + + // (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::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] > RsGlobal.maximumWidth){ + us[i] = 1.0f - (xs[i]-RsGlobal.maximumWidth) / (2.0f*w); + xs[i] = RsGlobal.maximumWidth; + } + if(ys[i] < 0.0f){ + vs[i] = -ys[i] / (2.0f*h); + ys[i] = 0.0f; + } + if(ys[i] > RsGlobal.maximumHeight){ + vs[i] = 1.0f - (ys[i]-RsGlobal.maximumHeight) / (2.0f*h); + ys[i] = RsGlobal.maximumHeight; + } + } + + 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] > RsGlobal.maximumWidth && xs[1] > RsGlobal.maximumWidth && + xs[2] > RsGlobal.maximumWidth && xs[3] > RsGlobal.maximumWidth) return; + if(ys[0] > RsGlobal.maximumHeight && ys[1] > RsGlobal.maximumHeight && + ys[2] > RsGlobal.maximumHeight && ys[3] > RsGlobal.maximumHeight) 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(DEGTORAD(rotation)); + float s = sin(DEGTORAD(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] > RsGlobal.maximumWidth && xs[1] > RsGlobal.maximumWidth && + xs[2] > RsGlobal.maximumWidth && xs[3] > RsGlobal.maximumWidth) return; + if(ys[0] > RsGlobal.maximumHeight && ys[1] > RsGlobal.maximumHeight && + ys[2] > RsGlobal.maximumHeight && ys[3] > RsGlobal.maximumHeight) 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(DEGTORAD(rotation)); + float s = sin(DEGTORAD(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] > RsGlobal.maximumWidth && xs[1] > RsGlobal.maximumWidth && + xs[2] > RsGlobal.maximumWidth && xs[3] > RsGlobal.maximumWidth) return; + if(ys[0] > RsGlobal.maximumHeight && ys[1] > RsGlobal.maximumHeight && + ys[2] > RsGlobal.maximumHeight && ys[3] > RsGlobal.maximumHeight) 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(); +} + +STARTPATCHES + InjectHook(0x51EE90, (void (*)(const CRect&, const CRGBA&, const CRGBA&, const CRGBA&, const CRGBA&, uint32))CSprite2d::SetVertices, PATCH_JUMP); + InjectHook(0x51F220, (void (*)(const CRect&, const CRGBA&, const CRGBA&, const CRGBA&, const CRGBA&, + float, float, float, float, float, float, float, float))CSprite2d::SetVertices, PATCH_JUMP); + InjectHook(0x51F970, (void (*)(const CRect&, const CRGBA&))CSprite2d::DrawRect, PATCH_JUMP); + InjectHook(0x51FA00, (void (*)(const CRect&, const CRGBA&, const CRGBA&, const CRGBA&, const CRGBA&))CSprite2d::DrawRect, PATCH_JUMP); + InjectHook(0x51FA80, CSprite2d::DrawRectXLU, PATCH_JUMP); + + InjectHook(0x51C4A0, CSprite::CalcHorizonCoors, PATCH_JUMP); + InjectHook(0x51C3A0, CSprite::CalcScreenCoors, PATCH_JUMP); + InjectHook(0x51C590, CSprite::InitSpriteBuffer, PATCH_JUMP); + InjectHook(0x51C520, CSprite::FlushSpriteBuffer, PATCH_JUMP); + InjectHook(0x51C960, CSprite::RenderOneXLUSprite, PATCH_JUMP); + InjectHook(0x51C5D0, CSprite::RenderBufferedOneXLUSprite, PATCH_JUMP); + InjectHook(0x51D5B0, CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension, PATCH_JUMP); + InjectHook(0x51CCD0, CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect, PATCH_JUMP); + InjectHook(0x51D9E0, CSprite::RenderBufferedOneXLUSprite_Rotate_2Colours, PATCH_JUMP); +ENDPATCHES |