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fixes to HUD and sprite2d

This commit is contained in:
aap 2020-08-13 18:47:39 +02:00
parent 0d8fcb41ee
commit cdebea71f3
3 changed files with 133 additions and 160 deletions

View file

@ -205,7 +205,8 @@ void CHud::Draw()
rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.6f); rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.6f);
rect.bottom = f3rdY + SCREEN_SCALE_Y(32.0f * 0.6f); rect.bottom = f3rdY + SCREEN_SCALE_Y(32.0f * 0.6f);
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255)); Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
} }
else { else {
rect.left = f3rdX - SCREEN_SCALE_X(32.0f * 0.4f); rect.left = f3rdX - SCREEN_SCALE_X(32.0f * 0.4f);
@ -213,7 +214,8 @@ void CHud::Draw()
rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.4f); rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.4f);
rect.bottom = f3rdY + SCREEN_SCALE_Y(32.0f * 0.4f); rect.bottom = f3rdY + SCREEN_SCALE_Y(32.0f * 0.4f);
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255)); Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
} }
} else { } else {
if (Mode == CCam::MODE_M16_1STPERSON || if (Mode == CCam::MODE_M16_1STPERSON ||
@ -223,7 +225,8 @@ void CHud::Draw()
rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(32.0f); rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(32.0f);
rect.right = (SCREEN_WIDTH / 2) + SCREEN_SCALE_X(32.0f); rect.right = (SCREEN_WIDTH / 2) + SCREEN_SCALE_X(32.0f);
rect.bottom = (SCREEN_HEIGHT / 2) + SCREEN_SCALE_Y(32.0f); rect.bottom = (SCREEN_HEIGHT / 2) + SCREEN_SCALE_Y(32.0f);
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255)); Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
} }
else if (Mode == CCam::MODE_1STPERSON_RUNABOUT) { else if (Mode == CCam::MODE_1STPERSON_RUNABOUT) {
rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(32.0f * 0.7f); rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(32.0f * 0.7f);
@ -231,7 +234,8 @@ void CHud::Draw()
rect.right = (SCREEN_WIDTH / 2) + SCREEN_SCALE_X(32.0f * 0.7f); rect.right = (SCREEN_WIDTH / 2) + SCREEN_SCALE_X(32.0f * 0.7f);
rect.bottom = (SCREEN_HEIGHT / 2) + SCREEN_SCALE_Y(32.0f * 0.7f); rect.bottom = (SCREEN_HEIGHT / 2) + SCREEN_SCALE_Y(32.0f * 0.7f);
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255)); Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
} }
else if (Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) { else if (Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
@ -248,29 +252,33 @@ void CHud::Draw()
// TODO(Miami) // TODO(Miami)
// Sniper // Sniper
rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f); rect.left = SCREEN_WIDTH/2 - SCREEN_SCALE_X(210.0f);
rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f); rect.top = SCREEN_HEIGHT/2 - SCREEN_SCALE_Y(210.0f);
rect.right = SCREEN_WIDTH / 2; rect.right = SCREEN_WIDTH/2;
rect.bottom = SCREEN_HEIGHT / 2; rect.bottom = SCREEN_HEIGHT/2;
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255)); Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.01f, 0.01f, 1.0f, 0.0f, 0.01f, 1.0f, 1.0f, 1.0f);
rect.right = (SCREEN_WIDTH / 2); rect.left = SCREEN_WIDTH/2;
rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f); rect.top = SCREEN_HEIGHT/2 - SCREEN_SCALE_Y(210.0f);
rect.left = SCREEN_SCALE_X(210.0f) + (SCREEN_WIDTH / 2); rect.right = SCREEN_WIDTH/2 + SCREEN_SCALE_X(210.0f);
rect.bottom = SCREEN_HEIGHT / 2; rect.bottom = SCREEN_HEIGHT/2;
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255)); Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.99f, 0.0f, 0.01f, 0.01f, 0.99f, 1.0f, 0.01f, 1.0f);
rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f); rect.left = SCREEN_WIDTH/2 - SCREEN_SCALE_X(210.0f);
rect.bottom = (SCREEN_HEIGHT / 2); rect.top = SCREEN_HEIGHT/2;
rect.right = (SCREEN_WIDTH / 2); rect.right = SCREEN_WIDTH/2;
rect.top = SCREEN_SCALE_Y(210.0f) + (SCREEN_HEIGHT / 2); rect.bottom = SCREEN_HEIGHT/2 + SCREEN_SCALE_Y(210.0f);
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255)); Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.01f, 0.99f, 1.0f, 0.99f, 0.01f, 0.01f, 1.0f, 0.01f);
rect.right = (SCREEN_WIDTH / 2); rect.left = SCREEN_WIDTH/2;
rect.bottom = (SCREEN_HEIGHT / 2); rect.top = SCREEN_HEIGHT/2;
rect.left = SCREEN_SCALE_X(210.0f) + (SCREEN_WIDTH / 2); rect.right = SCREEN_WIDTH/2 + SCREEN_SCALE_X(210.0f);
rect.top = SCREEN_SCALE_Y(210.0f) + (SCREEN_HEIGHT / 2); rect.bottom = SCREEN_HEIGHT/2 + SCREEN_SCALE_Y(210.0f);
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255)); Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
0.99f, 0.99f, 0.01f, 0.99f, 0.99f, 0.01f, 0.1f, 0.01f);
} }
} }
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);

View file

@ -9,6 +9,7 @@
float CSprite2d::RecipNearClip; float CSprite2d::RecipNearClip;
float CSprite2d::NearScreenZ; float CSprite2d::NearScreenZ;
float CSprite2d::NearCamZ;
int CSprite2d::nextBufferVertex; int CSprite2d::nextBufferVertex;
int CSprite2d::nextBufferIndex; int CSprite2d::nextBufferIndex;
RwIm2DVertex CSprite2d::maVertices[8]; RwIm2DVertex CSprite2d::maVertices[8];
@ -26,6 +27,9 @@ CSprite2d::InitPerFrame(void)
nextBufferIndex = 0; nextBufferIndex = 0;
RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera); RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera);
NearScreenZ = RwIm2DGetNearScreenZ(); NearScreenZ = RwIm2DGetNearScreenZ();
// not original but you're supposed to set camera z too
// wrapping all this in FIX_BUGS is too ugly
NearCamZ = RwCameraGetNearClipPlane(Scene.camera);
} }
void void
CSprite2d::Delete(void) CSprite2d::Delete(void)
@ -71,7 +75,7 @@ CSprite2d::SetRenderState(void)
void void
CSprite2d::Draw(float x, float y, float w, float h, const CRGBA &col) CSprite2d::Draw(float x, float y, float w, float h, const CRGBA &col)
{ {
SetVertices(CRect(x, y, x + w, y + h), col, col, col, col, 0); SetVertices(CRect(x, y, x + w, y + h), col, col, col, col);
SetRenderState(); SetRenderState();
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
} }
@ -79,7 +83,7 @@ CSprite2d::Draw(float x, float y, float w, float h, const CRGBA &col)
void void
CSprite2d::Draw(const CRect &rect, const CRGBA &col) CSprite2d::Draw(const CRect &rect, const CRGBA &col)
{ {
SetVertices(rect, col, col, col, col, 0); SetVertices(rect, col, col, col, col);
SetRenderState(); SetRenderState();
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
} }
@ -96,7 +100,7 @@ CSprite2d::Draw(const CRect &rect, const CRGBA &col,
void void
CSprite2d::Draw(const CRect &rect, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3) CSprite2d::Draw(const CRect &rect, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
{ {
SetVertices(rect, c0, c1, c2, c3, 0); SetVertices(rect, c0, c1, c2, c3);
SetRenderState(); SetRenderState();
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
} }
@ -114,178 +118,149 @@ CSprite2d::Draw(float x1, float y1, float x2, float y2, float x3, float y3, floa
// | | // | |
// 0---1 // 0---1
void void
CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, uint32 far) CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
{ {
float screenz, z, recipz;
if(far){
screenz = RwIm2DGetFarScreenZ();
z = RwCameraGetFarClipPlane(Scene.camera);
}else{
screenz = NearScreenZ;
z = 1.0f/RecipNearClip;
}
recipz = 1.0f/z;
// This is what we draw: // This is what we draw:
// 0---1 // 0---1
// | / | // | / |
// 3---2 // 3---2
RwIm2DVertexSetScreenX(&maVertices[0], r.left); RwIm2DVertexSetScreenX(&maVertices[0], r.left);
RwIm2DVertexSetScreenY(&maVertices[0], r.top); RwIm2DVertexSetScreenY(&maVertices[0], r.top);
RwIm2DVertexSetScreenZ(&maVertices[0], screenz); RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[0], z); RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz); RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a); RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz); RwIm2DVertexSetU(&maVertices[0], 0.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz); RwIm2DVertexSetV(&maVertices[0], 0.0f, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[1], r.right); RwIm2DVertexSetScreenX(&maVertices[1], r.right);
RwIm2DVertexSetScreenY(&maVertices[1], r.top); RwIm2DVertexSetScreenY(&maVertices[1], r.top);
RwIm2DVertexSetScreenZ(&maVertices[1], screenz); RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[1], z); RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz); RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a); RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz); RwIm2DVertexSetU(&maVertices[1], 1.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz); RwIm2DVertexSetV(&maVertices[1], 0.0f, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[2], r.right); RwIm2DVertexSetScreenX(&maVertices[2], r.right);
RwIm2DVertexSetScreenY(&maVertices[2], r.bottom); RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
RwIm2DVertexSetScreenZ(&maVertices[2], screenz); RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[2], z); RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz); RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a); RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz); RwIm2DVertexSetU(&maVertices[2], 1.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz); RwIm2DVertexSetV(&maVertices[2], 1.0f, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[3], r.left); RwIm2DVertexSetScreenX(&maVertices[3], r.left);
RwIm2DVertexSetScreenY(&maVertices[3], r.bottom); RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
RwIm2DVertexSetScreenZ(&maVertices[3], screenz); RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[3], z); RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz); RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a); RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz); RwIm2DVertexSetU(&maVertices[3], 0.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz); RwIm2DVertexSetV(&maVertices[3], 1.0f, RecipNearClip);
} }
void void
CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, 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 u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
{ {
float screenz, z, recipz;
screenz = NearScreenZ;
z = 1.0f/RecipNearClip;
recipz = 1.0f/z;
// This is what we draw: // This is what we draw:
// 0---1 // 0---1
// | / | // | / |
// 3---2 // 3---2
RwIm2DVertexSetScreenX(&maVertices[0], r.left); RwIm2DVertexSetScreenX(&maVertices[0], r.left);
RwIm2DVertexSetScreenY(&maVertices[0], r.top); RwIm2DVertexSetScreenY(&maVertices[0], r.top);
RwIm2DVertexSetScreenZ(&maVertices[0], screenz); RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[0], z); RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz); RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a); RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
RwIm2DVertexSetU(&maVertices[0], u0, recipz); RwIm2DVertexSetU(&maVertices[0], u0, RecipNearClip);
RwIm2DVertexSetV(&maVertices[0], v0, recipz); RwIm2DVertexSetV(&maVertices[0], v0, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[1], r.right); RwIm2DVertexSetScreenX(&maVertices[1], r.right);
RwIm2DVertexSetScreenY(&maVertices[1], r.top); RwIm2DVertexSetScreenY(&maVertices[1], r.top);
RwIm2DVertexSetScreenZ(&maVertices[1], screenz); RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[1], z); RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz); RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a); RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
RwIm2DVertexSetU(&maVertices[1], u1, recipz); RwIm2DVertexSetU(&maVertices[1], u1, RecipNearClip);
RwIm2DVertexSetV(&maVertices[1], v1, recipz); RwIm2DVertexSetV(&maVertices[1], v1, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[2], r.right); RwIm2DVertexSetScreenX(&maVertices[2], r.right);
RwIm2DVertexSetScreenY(&maVertices[2], r.bottom); RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
RwIm2DVertexSetScreenZ(&maVertices[2], screenz); RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[2], z); RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz); RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a); RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
RwIm2DVertexSetU(&maVertices[2], u2, recipz); RwIm2DVertexSetU(&maVertices[2], u2, RecipNearClip);
RwIm2DVertexSetV(&maVertices[2], v2, recipz); RwIm2DVertexSetV(&maVertices[2], v2, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[3], r.left); RwIm2DVertexSetScreenX(&maVertices[3], r.left);
RwIm2DVertexSetScreenY(&maVertices[3], r.bottom); RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
RwIm2DVertexSetScreenZ(&maVertices[3], screenz); RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[3], z); RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz); RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a); RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
RwIm2DVertexSetU(&maVertices[3], u3, recipz); RwIm2DVertexSetU(&maVertices[3], u3, RecipNearClip);
RwIm2DVertexSetV(&maVertices[3], v3, recipz); RwIm2DVertexSetV(&maVertices[3], v3, RecipNearClip);
} }
void void
CSprite2d::SetVertices(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, CSprite2d::SetVertices(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) 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 = NearScreenZ;
recipz = RecipNearClip;
RwIm2DVertexSetScreenX(&maVertices[0], x3); RwIm2DVertexSetScreenX(&maVertices[0], x3);
RwIm2DVertexSetScreenY(&maVertices[0], y3); RwIm2DVertexSetScreenY(&maVertices[0], y3);
RwIm2DVertexSetScreenZ(&maVertices[0], screenz); RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[0], z); RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz); RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a); RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz); RwIm2DVertexSetU(&maVertices[0], 0.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz); RwIm2DVertexSetV(&maVertices[0], 0.0f, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[1], x4); RwIm2DVertexSetScreenX(&maVertices[1], x4);
RwIm2DVertexSetScreenY(&maVertices[1], y4); RwIm2DVertexSetScreenY(&maVertices[1], y4);
RwIm2DVertexSetScreenZ(&maVertices[1], screenz); RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[1], z); RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz); RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a); RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz); RwIm2DVertexSetU(&maVertices[1], 1.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz); RwIm2DVertexSetV(&maVertices[1], 0.0f, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[2], x2); RwIm2DVertexSetScreenX(&maVertices[2], x2);
RwIm2DVertexSetScreenY(&maVertices[2], y2); RwIm2DVertexSetScreenY(&maVertices[2], y2);
RwIm2DVertexSetScreenZ(&maVertices[2], screenz); RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[2], z); RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz); RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a); RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz); RwIm2DVertexSetU(&maVertices[2], 1.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz); RwIm2DVertexSetV(&maVertices[2], 1.0f, RecipNearClip);
RwIm2DVertexSetScreenX(&maVertices[3], x1); RwIm2DVertexSetScreenX(&maVertices[3], x1);
RwIm2DVertexSetScreenY(&maVertices[3], y1); RwIm2DVertexSetScreenY(&maVertices[3], y1);
RwIm2DVertexSetScreenZ(&maVertices[3], screenz); RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[3], z); RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz); RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a); RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz); RwIm2DVertexSetU(&maVertices[3], 0.0f, RecipNearClip);
RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz); RwIm2DVertexSetV(&maVertices[3], 1.0f, RecipNearClip);
} }
void void
CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col) CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col)
{ {
int i; int i;
float screenz, recipz, z;
screenz = NearScreenZ;
recipz = RecipNearClip;
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
for(i = 0; i < n; i++){ for(i = 0; i < n; i++){
RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]); RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]);
RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]); RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]);
RwIm2DVertexSetScreenZ(&maVertices[i], screenz + 0.0001f); RwIm2DVertexSetScreenZ(&maVertices[i], NearScreenZ + 0.0001f);
RwIm2DVertexSetCameraZ(&maVertices[i], z); RwIm2DVertexSetCameraZ(&maVertices[i], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[i], recipz); RwIm2DVertexSetRecipCameraZ(&maVertices[i], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[i], col.r, col.g, col.b, col.a); RwIm2DVertexSetIntRGBA(&maVertices[i], col.r, col.g, col.b, col.a);
RwIm2DVertexSetU(&maVertices[i], uvs[i*2 + 0], recipz); RwIm2DVertexSetU(&maVertices[i], uvs[i*2 + 0], RecipNearClip);
RwIm2DVertexSetV(&maVertices[i], uvs[i*2 + 1], recipz); RwIm2DVertexSetV(&maVertices[i], uvs[i*2 + 1], RecipNearClip);
} }
} }
@ -293,18 +268,13 @@ void
CSprite2d::SetMaskVertices(int n, float *positions) CSprite2d::SetMaskVertices(int n, float *positions)
{ {
int i; int i;
float screenz, recipz, z;
screenz = NearScreenZ;
recipz = RecipNearClip;
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
for(i = 0; i < n; i++){ for(i = 0; i < n; i++){
RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]); RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]);
RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]); RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]);
RwIm2DVertexSetScreenZ(&maVertices[i], screenz); RwIm2DVertexSetScreenZ(&maVertices[i], NearScreenZ);
RwIm2DVertexSetCameraZ(&maVertices[i], z); RwIm2DVertexSetCameraZ(&maVertices[i], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&maVertices[i], recipz); RwIm2DVertexSetRecipCameraZ(&maVertices[i], RecipNearClip);
RwIm2DVertexSetIntRGBA(&maVertices[i], 255, 255, 255, 255); // 0, 0, 0, 0 on PC 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, 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 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); RwIm2DVertexSetScreenX(&verts[0], r.left);
RwIm2DVertexSetScreenY(&verts[0], r.top); RwIm2DVertexSetScreenY(&verts[0], r.top);
RwIm2DVertexSetScreenZ(&verts[0], screenz); RwIm2DVertexSetScreenZ(&verts[0], NearScreenZ);
RwIm2DVertexSetCameraZ(&verts[0], z); RwIm2DVertexSetCameraZ(&verts[0], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&verts[0], recipz); RwIm2DVertexSetRecipCameraZ(&verts[0], RecipNearClip);
RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a); RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a);
RwIm2DVertexSetU(&verts[0], u0, recipz); RwIm2DVertexSetU(&verts[0], u0, RecipNearClip);
RwIm2DVertexSetV(&verts[0], v0, recipz); RwIm2DVertexSetV(&verts[0], v0, RecipNearClip);
RwIm2DVertexSetScreenX(&verts[1], r.right); RwIm2DVertexSetScreenX(&verts[1], r.right);
RwIm2DVertexSetScreenY(&verts[1], r.top); RwIm2DVertexSetScreenY(&verts[1], r.top);
RwIm2DVertexSetScreenZ(&verts[1], screenz); RwIm2DVertexSetScreenZ(&verts[1], NearScreenZ);
RwIm2DVertexSetCameraZ(&verts[1], z); RwIm2DVertexSetCameraZ(&verts[1], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&verts[1], recipz); RwIm2DVertexSetRecipCameraZ(&verts[1], RecipNearClip);
RwIm2DVertexSetIntRGBA(&verts[1], c3.r, c3.g, c3.b, c3.a); RwIm2DVertexSetIntRGBA(&verts[1], c3.r, c3.g, c3.b, c3.a);
RwIm2DVertexSetU(&verts[1], u1, recipz); RwIm2DVertexSetU(&verts[1], u1, RecipNearClip);
RwIm2DVertexSetV(&verts[1], v1, recipz); RwIm2DVertexSetV(&verts[1], v1, RecipNearClip);
RwIm2DVertexSetScreenX(&verts[2], r.right); RwIm2DVertexSetScreenX(&verts[2], r.right);
RwIm2DVertexSetScreenY(&verts[2], r.bottom); RwIm2DVertexSetScreenY(&verts[2], r.bottom);
RwIm2DVertexSetScreenZ(&verts[2], screenz); RwIm2DVertexSetScreenZ(&verts[2], NearScreenZ);
RwIm2DVertexSetCameraZ(&verts[2], z); RwIm2DVertexSetCameraZ(&verts[2], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&verts[2], recipz); RwIm2DVertexSetRecipCameraZ(&verts[2], RecipNearClip);
RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a); RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a);
RwIm2DVertexSetU(&verts[2], u2, recipz); RwIm2DVertexSetU(&verts[2], u2, RecipNearClip);
RwIm2DVertexSetV(&verts[2], v2, recipz); RwIm2DVertexSetV(&verts[2], v2, RecipNearClip);
RwIm2DVertexSetScreenX(&verts[3], r.left); RwIm2DVertexSetScreenX(&verts[3], r.left);
RwIm2DVertexSetScreenY(&verts[3], r.bottom); RwIm2DVertexSetScreenY(&verts[3], r.bottom);
RwIm2DVertexSetScreenZ(&verts[3], screenz); RwIm2DVertexSetScreenZ(&verts[3], NearScreenZ);
RwIm2DVertexSetCameraZ(&verts[3], z); RwIm2DVertexSetCameraZ(&verts[3], NearCamZ);
RwIm2DVertexSetRecipCameraZ(&verts[3], recipz); RwIm2DVertexSetRecipCameraZ(&verts[3], RecipNearClip);
RwIm2DVertexSetIntRGBA(&verts[3], c0.r, c0.g, c0.b, c0.a); RwIm2DVertexSetIntRGBA(&verts[3], c0.r, c0.g, c0.b, c0.a);
RwIm2DVertexSetU(&verts[3], u3, recipz); RwIm2DVertexSetU(&verts[3], u3, RecipNearClip);
RwIm2DVertexSetV(&verts[3], v3, recipz); RwIm2DVertexSetV(&verts[3], v3, RecipNearClip);
} }
void void
CSprite2d::DrawRect(const CRect &r, const CRGBA &col) 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(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT); RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
@ -374,7 +338,7 @@ CSprite2d::DrawRect(const CRect &r, const CRGBA &col)
void void
CSprite2d::DrawRect(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3) 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(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
@ -387,7 +351,7 @@ CSprite2d::DrawRect(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGB
void void
CSprite2d::DrawRectXLU(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3) 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(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);

View file

@ -4,6 +4,7 @@ class CSprite2d
{ {
static float RecipNearClip; static float RecipNearClip;
static float NearScreenZ; static float NearScreenZ;
static float NearCamZ; // not original
static int nextBufferVertex; static int nextBufferVertex;
static int nextBufferIndex; static int nextBufferIndex;
static RwIm2DVertex maVertices[8]; 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(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); 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, 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); 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, static void SetVertices(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4,