mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-13 00:49:15 +00:00
fixes to HUD and sprite2d
This commit is contained in:
parent
0d8fcb41ee
commit
cdebea71f3
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@ -205,7 +205,8 @@ void CHud::Draw()
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rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.6f);
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rect.bottom = f3rdY + SCREEN_SCALE_Y(32.0f * 0.6f);
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Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
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Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
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}
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else {
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rect.left = f3rdX - SCREEN_SCALE_X(32.0f * 0.4f);
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@ -213,7 +214,8 @@ void CHud::Draw()
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rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.4f);
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rect.bottom = f3rdY + SCREEN_SCALE_Y(32.0f * 0.4f);
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Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
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Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
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}
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} else {
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if (Mode == CCam::MODE_M16_1STPERSON ||
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@ -223,7 +225,8 @@ void CHud::Draw()
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rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(32.0f);
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rect.right = (SCREEN_WIDTH / 2) + SCREEN_SCALE_X(32.0f);
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rect.bottom = (SCREEN_HEIGHT / 2) + SCREEN_SCALE_Y(32.0f);
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Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
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Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
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}
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else if (Mode == CCam::MODE_1STPERSON_RUNABOUT) {
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rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(32.0f * 0.7f);
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@ -231,7 +234,8 @@ void CHud::Draw()
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rect.right = (SCREEN_WIDTH / 2) + SCREEN_SCALE_X(32.0f * 0.7f);
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rect.bottom = (SCREEN_HEIGHT / 2) + SCREEN_SCALE_Y(32.0f * 0.7f);
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Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
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Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
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}
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else if (Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
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@ -248,29 +252,33 @@ void CHud::Draw()
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// TODO(Miami)
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// Sniper
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rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f);
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rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f);
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rect.right = SCREEN_WIDTH / 2;
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rect.bottom = SCREEN_HEIGHT / 2;
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Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
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rect.left = SCREEN_WIDTH/2 - SCREEN_SCALE_X(210.0f);
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rect.top = SCREEN_HEIGHT/2 - SCREEN_SCALE_Y(210.0f);
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rect.right = SCREEN_WIDTH/2;
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rect.bottom = SCREEN_HEIGHT/2;
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Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
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0.01f, 0.01f, 1.0f, 0.0f, 0.01f, 1.0f, 1.0f, 1.0f);
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rect.right = (SCREEN_WIDTH / 2);
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rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f);
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rect.left = SCREEN_SCALE_X(210.0f) + (SCREEN_WIDTH / 2);
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rect.bottom = SCREEN_HEIGHT / 2;
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Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
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rect.left = SCREEN_WIDTH/2;
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rect.top = SCREEN_HEIGHT/2 - SCREEN_SCALE_Y(210.0f);
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rect.right = SCREEN_WIDTH/2 + SCREEN_SCALE_X(210.0f);
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rect.bottom = SCREEN_HEIGHT/2;
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Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
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0.99f, 0.0f, 0.01f, 0.01f, 0.99f, 1.0f, 0.01f, 1.0f);
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rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f);
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rect.bottom = (SCREEN_HEIGHT / 2);
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rect.right = (SCREEN_WIDTH / 2);
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rect.top = SCREEN_SCALE_Y(210.0f) + (SCREEN_HEIGHT / 2);
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Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
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rect.left = SCREEN_WIDTH/2 - SCREEN_SCALE_X(210.0f);
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rect.top = SCREEN_HEIGHT/2;
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rect.right = SCREEN_WIDTH/2;
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rect.bottom = SCREEN_HEIGHT/2 + SCREEN_SCALE_Y(210.0f);
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Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
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0.01f, 0.99f, 1.0f, 0.99f, 0.01f, 0.01f, 1.0f, 0.01f);
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rect.right = (SCREEN_WIDTH / 2);
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rect.bottom = (SCREEN_HEIGHT / 2);
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rect.left = SCREEN_SCALE_X(210.0f) + (SCREEN_WIDTH / 2);
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rect.top = SCREEN_SCALE_Y(210.0f) + (SCREEN_HEIGHT / 2);
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Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
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rect.left = SCREEN_WIDTH/2;
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rect.top = SCREEN_HEIGHT/2;
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rect.right = SCREEN_WIDTH/2 + SCREEN_SCALE_X(210.0f);
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rect.bottom = SCREEN_HEIGHT/2 + SCREEN_SCALE_Y(210.0f);
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Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
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0.99f, 0.99f, 0.01f, 0.99f, 0.99f, 0.01f, 0.1f, 0.01f);
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}
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}
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
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@ -9,6 +9,7 @@
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float CSprite2d::RecipNearClip;
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float CSprite2d::NearScreenZ;
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float CSprite2d::NearCamZ;
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int CSprite2d::nextBufferVertex;
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int CSprite2d::nextBufferIndex;
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RwIm2DVertex CSprite2d::maVertices[8];
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@ -26,6 +27,9 @@ CSprite2d::InitPerFrame(void)
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nextBufferIndex = 0;
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RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera);
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NearScreenZ = RwIm2DGetNearScreenZ();
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// not original but you're supposed to set camera z too
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// wrapping all this in FIX_BUGS is too ugly
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NearCamZ = RwCameraGetNearClipPlane(Scene.camera);
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}
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void
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CSprite2d::Delete(void)
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@ -71,7 +75,7 @@ CSprite2d::SetRenderState(void)
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void
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CSprite2d::Draw(float x, float y, float w, float h, const CRGBA &col)
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{
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SetVertices(CRect(x, y, x + w, y + h), col, col, col, col, 0);
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SetVertices(CRect(x, y, x + w, y + h), col, col, col, col);
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SetRenderState();
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RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
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}
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@ -79,7 +83,7 @@ CSprite2d::Draw(float x, float y, float w, float h, const CRGBA &col)
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void
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CSprite2d::Draw(const CRect &rect, const CRGBA &col)
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{
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SetVertices(rect, col, col, col, col, 0);
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SetVertices(rect, col, col, col, col);
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SetRenderState();
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RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
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}
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@ -96,7 +100,7 @@ CSprite2d::Draw(const CRect &rect, const CRGBA &col,
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void
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CSprite2d::Draw(const CRect &rect, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
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{
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SetVertices(rect, c0, c1, c2, c3, 0);
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SetVertices(rect, c0, c1, c2, c3);
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SetRenderState();
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RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
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}
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@ -114,178 +118,149 @@ CSprite2d::Draw(float x1, float y1, float x2, float y2, float x3, float y3, floa
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// | |
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// 0---1
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void
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CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, uint32 far)
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CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
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{
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float screenz, z, recipz;
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if(far){
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screenz = RwIm2DGetFarScreenZ();
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z = RwCameraGetFarClipPlane(Scene.camera);
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}else{
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screenz = NearScreenZ;
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z = 1.0f/RecipNearClip;
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}
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recipz = 1.0f/z;
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// This is what we draw:
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// 0---1
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// | / |
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// 3---2
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RwIm2DVertexSetScreenX(&maVertices[0], r.left);
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RwIm2DVertexSetScreenY(&maVertices[0], r.top);
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RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[0], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
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RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz);
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RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz);
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RwIm2DVertexSetU(&maVertices[0], 0.0f, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[0], 0.0f, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[1], r.right);
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RwIm2DVertexSetScreenY(&maVertices[1], r.top);
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RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[1], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
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RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
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RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz);
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RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz);
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RwIm2DVertexSetU(&maVertices[1], 1.0f, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[1], 0.0f, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[2], r.right);
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RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[2], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
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RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz);
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RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz);
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RwIm2DVertexSetU(&maVertices[2], 1.0f, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[2], 1.0f, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[3], r.left);
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RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[3], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
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RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
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RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz);
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RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz);
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RwIm2DVertexSetU(&maVertices[3], 0.0f, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[3], 1.0f, RecipNearClip);
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}
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void
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CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3,
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float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
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{
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float screenz, z, recipz;
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screenz = NearScreenZ;
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z = 1.0f/RecipNearClip;
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recipz = 1.0f/z;
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// This is what we draw:
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// 0---1
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// | / |
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// 3---2
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RwIm2DVertexSetScreenX(&maVertices[0], r.left);
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RwIm2DVertexSetScreenY(&maVertices[0], r.top);
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RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[0], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
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RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&maVertices[0], u0, recipz);
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RwIm2DVertexSetV(&maVertices[0], v0, recipz);
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RwIm2DVertexSetU(&maVertices[0], u0, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[0], v0, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[1], r.right);
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RwIm2DVertexSetScreenY(&maVertices[1], r.top);
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RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[1], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
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RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
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RwIm2DVertexSetU(&maVertices[1], u1, recipz);
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RwIm2DVertexSetV(&maVertices[1], v1, recipz);
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RwIm2DVertexSetU(&maVertices[1], u1, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[1], v1, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[2], r.right);
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RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[2], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
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RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&maVertices[2], u2, recipz);
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RwIm2DVertexSetV(&maVertices[2], v2, recipz);
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RwIm2DVertexSetU(&maVertices[2], u2, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[2], v2, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[3], r.left);
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RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
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RwIm2DVertexSetCameraZ(&maVertices[3], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
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RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
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RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
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RwIm2DVertexSetU(&maVertices[3], u3, recipz);
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RwIm2DVertexSetV(&maVertices[3], v3, recipz);
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RwIm2DVertexSetU(&maVertices[3], u3, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[3], v3, RecipNearClip);
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}
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void
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CSprite2d::SetVertices(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4,
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const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
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{
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float screenz, recipz;
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float z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
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screenz = NearScreenZ;
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recipz = RecipNearClip;
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[0], x3);
|
||||
RwIm2DVertexSetScreenY(&maVertices[0], y3);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[0], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
|
||||
RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[0], 0.0f, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[0], 0.0f, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[1], x4);
|
||||
RwIm2DVertexSetScreenY(&maVertices[1], y4);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[1], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
|
||||
RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[1], 1.0f, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[1], 0.0f, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[2], x2);
|
||||
RwIm2DVertexSetScreenY(&maVertices[2], y2);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[2], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
|
||||
RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[2], 1.0f, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[2], 1.0f, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[3], x1);
|
||||
RwIm2DVertexSetScreenY(&maVertices[3], y1);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[3], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
|
||||
RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[3], 0.0f, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[3], 1.0f, RecipNearClip);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col)
|
||||
{
|
||||
int i;
|
||||
float screenz, recipz, z;
|
||||
|
||||
screenz = NearScreenZ;
|
||||
recipz = RecipNearClip;
|
||||
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
|
||||
|
||||
|
||||
for(i = 0; i < n; i++){
|
||||
RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]);
|
||||
RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[i], screenz + 0.0001f);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[i], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[i], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[i], NearScreenZ + 0.0001f);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[i], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[i], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[i], col.r, col.g, col.b, col.a);
|
||||
RwIm2DVertexSetU(&maVertices[i], uvs[i*2 + 0], recipz);
|
||||
RwIm2DVertexSetV(&maVertices[i], uvs[i*2 + 1], recipz);
|
||||
RwIm2DVertexSetU(&maVertices[i], uvs[i*2 + 0], RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[i], uvs[i*2 + 1], RecipNearClip);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -293,18 +268,13 @@ void
|
|||
CSprite2d::SetMaskVertices(int n, float *positions)
|
||||
{
|
||||
int i;
|
||||
float screenz, recipz, z;
|
||||
|
||||
screenz = NearScreenZ;
|
||||
recipz = RecipNearClip;
|
||||
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
|
||||
|
||||
for(i = 0; i < n; i++){
|
||||
RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]);
|
||||
RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[i], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[i], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[i], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[i], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[i], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[i], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[i], 255, 255, 255, 255); // 0, 0, 0, 0 on PC
|
||||
}
|
||||
}
|
||||
|
@ -313,53 +283,47 @@ void
|
|||
CSprite2d::SetVertices(RwIm2DVertex *verts, 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, recipz, z;
|
||||
|
||||
screenz = NearScreenZ;
|
||||
recipz = RecipNearClip;
|
||||
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);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[0], recipz);
|
||||
RwIm2DVertexSetScreenZ(&verts[0], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&verts[0], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[0], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a);
|
||||
RwIm2DVertexSetU(&verts[0], u0, recipz);
|
||||
RwIm2DVertexSetV(&verts[0], v0, recipz);
|
||||
RwIm2DVertexSetU(&verts[0], u0, RecipNearClip);
|
||||
RwIm2DVertexSetV(&verts[0], v0, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&verts[1], r.right);
|
||||
RwIm2DVertexSetScreenY(&verts[1], r.top);
|
||||
RwIm2DVertexSetScreenZ(&verts[1], screenz);
|
||||
RwIm2DVertexSetCameraZ(&verts[1], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[1], recipz);
|
||||
RwIm2DVertexSetScreenZ(&verts[1], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&verts[1], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[1], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&verts[1], c3.r, c3.g, c3.b, c3.a);
|
||||
RwIm2DVertexSetU(&verts[1], u1, recipz);
|
||||
RwIm2DVertexSetV(&verts[1], v1, recipz);
|
||||
RwIm2DVertexSetU(&verts[1], u1, RecipNearClip);
|
||||
RwIm2DVertexSetV(&verts[1], v1, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&verts[2], r.right);
|
||||
RwIm2DVertexSetScreenY(&verts[2], r.bottom);
|
||||
RwIm2DVertexSetScreenZ(&verts[2], screenz);
|
||||
RwIm2DVertexSetCameraZ(&verts[2], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[2], recipz);
|
||||
RwIm2DVertexSetScreenZ(&verts[2], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&verts[2], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[2], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a);
|
||||
RwIm2DVertexSetU(&verts[2], u2, recipz);
|
||||
RwIm2DVertexSetV(&verts[2], v2, recipz);
|
||||
RwIm2DVertexSetU(&verts[2], u2, RecipNearClip);
|
||||
RwIm2DVertexSetV(&verts[2], v2, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&verts[3], r.left);
|
||||
RwIm2DVertexSetScreenY(&verts[3], r.bottom);
|
||||
RwIm2DVertexSetScreenZ(&verts[3], screenz);
|
||||
RwIm2DVertexSetCameraZ(&verts[3], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[3], recipz);
|
||||
RwIm2DVertexSetScreenZ(&verts[3], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&verts[3], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[3], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&verts[3], c0.r, c0.g, c0.b, c0.a);
|
||||
RwIm2DVertexSetU(&verts[3], u3, recipz);
|
||||
RwIm2DVertexSetV(&verts[3], v3, recipz);
|
||||
RwIm2DVertexSetU(&verts[3], u3, RecipNearClip);
|
||||
RwIm2DVertexSetV(&verts[3], v3, RecipNearClip);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::DrawRect(const CRect &r, const CRGBA &col)
|
||||
{
|
||||
SetVertices(r, col, col, col, col, false);
|
||||
SetVertices(r, col, col, col, col);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
||||
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
|
||||
|
@ -374,7 +338,7 @@ CSprite2d::DrawRect(const CRect &r, const CRGBA &col)
|
|||
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);
|
||||
SetVertices(r, c0, c1, c2, c3);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
|
||||
|
@ -387,7 +351,7 @@ CSprite2d::DrawRect(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGB
|
|||
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);
|
||||
SetVertices(r, c0, c1, c2, c3);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
|
||||
|
|
|
@ -4,6 +4,7 @@ class CSprite2d
|
|||
{
|
||||
static float RecipNearClip;
|
||||
static float NearScreenZ;
|
||||
static float NearCamZ; // not original
|
||||
static int nextBufferVertex;
|
||||
static int nextBufferIndex;
|
||||
static RwIm2DVertex maVertices[8];
|
||||
|
@ -27,7 +28,7 @@ public:
|
|||
void Draw(const CRect &rect, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3);
|
||||
void Draw(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &col);
|
||||
|
||||
static void SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, uint32 far);
|
||||
static void SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3);
|
||||
static void 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);
|
||||
static void SetVertices(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4,
|
||||
|
|
Loading…
Reference in a new issue