#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();
*outw = fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH;
*outh = fovScale * recip * SCREEN_HEIGHT;
#ifdef ASPECT_RATIO_SCALE
if ( CMenuManager::m_PrefsSpriteScalingMode==SCL_AUTO )
*outw = fovScale * recip * SCREEN_HEIGHT;
#endif
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();
}