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author | Sergeanur <s.anureev@yandex.ua> | 2021-07-17 23:03:57 +0200 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2021-07-17 23:03:57 +0200 |
commit | c937bdbfea8f522d14d7a41f24372bddf5bdafcc (patch) | |
tree | eb8f97f6cf9fac31d7ab90388af232d51cc9c137 /src/renderer/Sprite2d.cpp | |
parent | Merge pull request #1219 from withmorten/miami-ini (diff) | |
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Diffstat (limited to 'src/renderer/Sprite2d.cpp')
-rw-r--r-- | src/renderer/Sprite2d.cpp | 434 |
1 files changed, 434 insertions, 0 deletions
diff --git a/src/renderer/Sprite2d.cpp b/src/renderer/Sprite2d.cpp new file mode 100644 index 00000000..92f326f8 --- /dev/null +++ b/src/renderer/Sprite2d.cpp @@ -0,0 +1,434 @@ +#include "common.h" + +#include "main.h" +#include "Draw.h" +#include "Camera.h" +#include "Sprite2d.h" +#include "Font.h" +#include "RenderBuffer.h" + +float CSprite2d::RecipNearClip; +float CSprite2d::NearScreenZ; +float CSprite2d::NearCamZ; +int CSprite2d::nextBufferVertex; +int CSprite2d::nextBufferIndex; +RwIm2DVertex CSprite2d::maVertices[8]; + +void +CSprite2d::SetRecipNearClip(void) +{ + // Used but empty in VC, instead they set in InitPerFrame. Isn't that great? +} + +void +CSprite2d::InitPerFrame(void) +{ + nextBufferVertex = 0; + nextBufferIndex = 0; + RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera); + 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 +CSprite2d::Delete(void) +{ + if(m_pTexture){ + RwTextureDestroy(m_pTexture); + m_pTexture = nil; + } +} + +void +CSprite2d::SetTexture(const char *name) +{ + Delete(); + if(name) + m_pTexture = RwTextureRead(name, nil); +} + +void +CSprite2d::SetTexture(const char *name, const char *mask) +{ + Delete(); + if(name) + m_pTexture = RwTextureRead(name, mask); +} + +void +CSprite2d::SetAddressing(RwTextureAddressMode addr) +{ + if(m_pTexture) + RwTextureSetAddressing(m_pTexture, addr); +} + +void +CSprite2d::SetRenderState(void) +{ + if(m_pTexture) + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(m_pTexture)); + else + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); +} + +void +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); + SetRenderState(); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); +} + +void +CSprite2d::Draw(const CRect &rect, const CRGBA &col) +{ + SetVertices(rect, col, col, col, col); + SetRenderState(); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); +} + +void +CSprite2d::Draw(const CRect &rect, const CRGBA &col, + float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2) +{ + SetVertices(rect, col, col, col, col, u0, v0, u1, v1, u3, v3, u2, v2); + SetRenderState(); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); +} + +void +CSprite2d::Draw(const CRect &rect, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3) +{ + SetVertices(rect, c0, c1, c2, c3); + SetRenderState(); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); +} + +void +CSprite2d::Draw(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &col) +{ + SetVertices(x1, y1, x2, y2, x3, y3, x4, y4, col, col, col, col); + SetRenderState(); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); +} + +// Arguments: +// 2---3 +// | | +// 0---1 +void +CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3) +{ + float offset = 1.0f/1024.0f; + + // This is what we draw: + // 0---1 + // | / | + // 3---2 + RwIm2DVertexSetScreenX(&maVertices[0], r.left); + RwIm2DVertexSetScreenY(&maVertices[0], r.top); + 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+offset, RecipNearClip); + RwIm2DVertexSetV(&maVertices[0], 0.0f+offset, RecipNearClip); + + RwIm2DVertexSetScreenX(&maVertices[1], r.right); + RwIm2DVertexSetScreenY(&maVertices[1], r.top); + 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+offset, RecipNearClip); + RwIm2DVertexSetV(&maVertices[1], 0.0f+offset, RecipNearClip); + + RwIm2DVertexSetScreenX(&maVertices[2], r.right); + RwIm2DVertexSetScreenY(&maVertices[2], r.bottom); + 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+offset, RecipNearClip); + RwIm2DVertexSetV(&maVertices[2], 1.0f+offset, RecipNearClip); + + RwIm2DVertexSetScreenX(&maVertices[3], r.left); + RwIm2DVertexSetScreenY(&maVertices[3], r.bottom); + 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+offset, RecipNearClip); + RwIm2DVertexSetV(&maVertices[3], 1.0f+offset, RecipNearClip); +} + +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) +{ + // This is what we draw: + // 0---1 + // | / | + // 3---2 + RwIm2DVertexSetScreenX(&maVertices[0], r.left); + RwIm2DVertexSetScreenY(&maVertices[0], r.top); + 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], u0, RecipNearClip); + RwIm2DVertexSetV(&maVertices[0], v0, RecipNearClip); + + RwIm2DVertexSetScreenX(&maVertices[1], r.right); + RwIm2DVertexSetScreenY(&maVertices[1], r.top); + 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], u1, RecipNearClip); + RwIm2DVertexSetV(&maVertices[1], v1, RecipNearClip); + + RwIm2DVertexSetScreenX(&maVertices[2], r.right); + RwIm2DVertexSetScreenY(&maVertices[2], r.bottom); + 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], u2, RecipNearClip); + RwIm2DVertexSetV(&maVertices[2], v2, RecipNearClip); + + RwIm2DVertexSetScreenX(&maVertices[3], r.left); + RwIm2DVertexSetScreenY(&maVertices[3], r.bottom); + 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], u3, RecipNearClip); + RwIm2DVertexSetV(&maVertices[3], v3, RecipNearClip); +} + +void +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) +{ + RwIm2DVertexSetScreenX(&maVertices[0], x3); + RwIm2DVertexSetScreenY(&maVertices[0], y3); + 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, RecipNearClip); + RwIm2DVertexSetV(&maVertices[0], 0.0f, RecipNearClip); + + RwIm2DVertexSetScreenX(&maVertices[1], x4); + RwIm2DVertexSetScreenY(&maVertices[1], y4); + 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, RecipNearClip); + RwIm2DVertexSetV(&maVertices[1], 0.0f, RecipNearClip); + + RwIm2DVertexSetScreenX(&maVertices[2], x2); + RwIm2DVertexSetScreenY(&maVertices[2], y2); + 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, RecipNearClip); + RwIm2DVertexSetV(&maVertices[2], 1.0f, RecipNearClip); + + RwIm2DVertexSetScreenX(&maVertices[3], x1); + RwIm2DVertexSetScreenY(&maVertices[3], y1); + 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, RecipNearClip); + RwIm2DVertexSetV(&maVertices[3], 1.0f, RecipNearClip); +} + +void +CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col) +{ + int i; + + for(i = 0; i < n; i++){ + RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]); + RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]); + 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], RecipNearClip); + RwIm2DVertexSetV(&maVertices[i], uvs[i*2 + 1], RecipNearClip); + } +} + +void +CSprite2d::SetMaskVertices(int n, float *positions) +{ + int i; + + for(i = 0; i < n; i++){ + RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]); + RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]); + RwIm2DVertexSetScreenZ(&maVertices[i], NearScreenZ); + RwIm2DVertexSetCameraZ(&maVertices[i], NearCamZ); + RwIm2DVertexSetRecipCameraZ(&maVertices[i], RecipNearClip); +#if !defined(GTA_PS2_STUFF) && defined(RWLIBS) + RwIm2DVertexSetIntRGBA(&maVertices[i], 0, 0, 0, 0); +#else + RwIm2DVertexSetIntRGBA(&maVertices[i], 255, 255, 255, 255); +#endif + } +} + +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) +{ + RwIm2DVertexSetScreenX(&verts[0], r.left); + RwIm2DVertexSetScreenY(&verts[0], r.top); + 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, RecipNearClip); + RwIm2DVertexSetV(&verts[0], v0, RecipNearClip); + + RwIm2DVertexSetScreenX(&verts[1], r.right); + RwIm2DVertexSetScreenY(&verts[1], r.top); + 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, RecipNearClip); + RwIm2DVertexSetV(&verts[1], v1, RecipNearClip); + + RwIm2DVertexSetScreenX(&verts[2], r.right); + RwIm2DVertexSetScreenY(&verts[2], r.bottom); + 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, RecipNearClip); + RwIm2DVertexSetV(&verts[2], v2, RecipNearClip); + + RwIm2DVertexSetScreenX(&verts[3], r.left); + RwIm2DVertexSetScreenY(&verts[3], r.bottom); + 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, RecipNearClip); + RwIm2DVertexSetV(&verts[3], v3, RecipNearClip); +} + +void +CSprite2d::DrawRect(const CRect &r, const CRGBA &col) +{ + SetVertices(r, col, col, col, col); + 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); + 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); + 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); +} + +void +CSprite2d::DrawAnyRect(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) +{ + SetVertices(x1, y1, x2, y2, x3, y3, x4, y4, c0, c1, c2, c3); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); + RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(c0.alpha != 255 || c1.alpha != 255 || c2.alpha != 255 || c3.alpha != 255)); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD); +} + +void CSprite2d::Draw2DPolygon(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &color) +{ + SetVertices(x1, y1, x2, y2, x3, y3, x4, y4, color, color, color, color); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, 0); + RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(color.a != 255)); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD); +} + +void +CSprite2d::AddToBuffer(const CRect &r, const CRGBA &c, float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2) +{ + SetVertices(&TempVertexBuffer.im2d[nextBufferVertex], r, c, c, c, c, u0, v0, u1, v1, u3, v3, u2, v2); + RwImVertexIndex *pIndexList = &TempBufferRenderIndexList[nextBufferIndex]; + pIndexList[0] = nextBufferVertex; + pIndexList[1] = nextBufferVertex + 1; + pIndexList[2] = nextBufferVertex + 2; + pIndexList[3] = nextBufferVertex + 3; + pIndexList[4] = nextBufferVertex; + pIndexList[5] = nextBufferVertex + 2; + nextBufferIndex += 6; + nextBufferVertex += 4; + if (IsVertexBufferFull()) + RenderVertexBuffer(); +} + +bool +CSprite2d::IsVertexBufferFull() +{ + return (nextBufferVertex > TEMPBUFFERVERTSIZE-128-4 || nextBufferIndex > ARRAY_SIZE(TempBufferRenderIndexList)-6); +} + +void +CSprite2d::RenderVertexBuffer() +{ + if (nextBufferVertex > 0) { + RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR); + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempVertexBuffer.im2d, nextBufferVertex, TempBufferRenderIndexList, nextBufferIndex); + nextBufferVertex = 0; + nextBufferIndex = 0; + } +}
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