1432 lines
57 KiB
C++
1432 lines
57 KiB
C++
/*
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by korenkonder
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GitHub/GitLab: korenkonder
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*/
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#include "sprite.hpp"
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#include "gl_state.hpp"
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#include "render_context.hpp"
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#include "shader_ft.hpp"
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#include <Helpers.h>
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struct sprite_vertex_data_uv0 {
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vec3 pos;
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color4u8 color;
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};
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struct sprite_vertex_data_uv1 {
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vec3 pos;
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color4u8 color;
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vec2 uv;
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};
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struct sprite_vertex_data_uv2 {
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vec3 pos;
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color4u8 color;
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vec2 uv[2];
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};
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struct sprite_draw_param_attrib_member {
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uint32_t primitive : 4;
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uint32_t enable_blend : 1;
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uint32_t blend : 3;
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uint32_t sampler : 2;
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uint32_t vao : 2;
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};
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union sprite_draw_param_attrib {
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sprite_draw_param_attrib_member m;
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uint32_t w;
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};
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struct sprite_draw_param {
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union {
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GLint first;
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struct {
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GLuint start;
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GLuint end;
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};
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};
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GLsizei count;
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GLintptr offset;
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const texture* textures[2];
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int32_t shader;
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sprite_draw_param_attrib attrib;
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vec3 vtx[4];
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};
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namespace spr {
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struct SprArgsDraw {
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int32_t num_texture;
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int32_t blend;
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const texture* textures[4];
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int32_t shader;
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spr::SprKind kind;
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};
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struct TexCoord {
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struct UV {
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float_t u;
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float_t v;
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inline UV() : u(), v() {
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}
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inline operator vec2() const {
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return { u, v };
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}
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};
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UV uv[4];
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inline TexCoord() {
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}
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};
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struct TexParam {
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const texture* texture;
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TexCoord texcoord;
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int32_t pad[2];
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inline TexParam() : texture(), pad() {
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}
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};
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struct SpriteManager {
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struct RenderData {
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std::vector<sprite_draw_param> draw_param_buffer;
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std::vector<uint8_t> vertex_buffer;
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std::vector<uint32_t> index_buffer;
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GLuint vao[3];
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GL::ArrayBuffer vbo;
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size_t vbo_vertex_count;
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GL::ElementArrayBuffer ebo;
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size_t ebo_index_count;
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RenderData();
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~RenderData();
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template <typename T>
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size_t AddData(T*& data, size_t num_vertex);
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void Clear();
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void Update();
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};
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prj::map<int32_t, SprSet> sets;
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prj::list<SprArgs> reqlist[4][2][SPR_PRIO_MAX];
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float_t aspect[2];
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prj::pair<resolution_mode, rectangle> field_1018[2];
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int32_t index;
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mat4 view_projection;
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mat4 mat;
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resolution_mode resolution_mode;
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void Draw(render_data_context& rend_data_ctx,
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int32_t index, bool font, texture* overlay_tex);
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void PostDraw();
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void PreDraw();
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};
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struct SpriteVertexData {
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size_t max_count;
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spr::SpriteVertex* array;
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};
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static_assert(sizeof(spr::SpriteManager) == 0x10C8, "\"spr::SpriteManager\" struct should have a size of 0x10C8");
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static void calc_sprite_vertex(spr::SprArgs* args, vec3 vtx[4], mat4* mat, bool font);
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static int32_t calc_sprite_texture_param(SprArgs* args, spr::TexParam* param, vec3 vtx[4], bool font);
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static int32_t calc_sprite_vertex_texture_param(SprArgs& args, vec3 vtx[4], spr::TexParam* param, bool font);
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static void add_draw_sprite(SprArgs* args_array[0x100], const int32_t args_count, bool font,
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SprArgsDraw& args_draw, SpriteManager::RenderData& render_data);
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static void draw_sprite(render_data_context& rend_data_ctx, const SprArgs& args, const mat4& mat,
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int32_t x_min, int32_t y_min, int32_t x_max, int32_t y_max, texture* overlay_tex);
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static void draw_sprite_begin(render_data_context& rend_data_ctx);
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static void draw_sprite_copy_overlay_texture(
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render_data_context& rend_data_ctx, const SprArgs& args, const mat4& mat, const vec3 vtx[4],
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int32_t overlay_x_min, int32_t overlay_y_min, int32_t overlay_x_max, int32_t overlay_y_max);
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static void draw_sprite_end(render_data_context& rend_data_ctx);
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static void draw_sprite_scale(spr::SprArgs* args);
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}
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spr::SpriteManager* sprite_manager = (spr::SpriteManager*)0x000000014CC611C0;
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static mat4 view_projection_aet;
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extern bool sprite_break_sprite_vertex_limit;
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static spr::SpriteManager::RenderData* sprite_manager_render_data;
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static const GLenum spr_blend_param[6][4] = {
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{ GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE },
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{ GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR, GL_ZERO, GL_ONE },
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{ GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE },
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{ GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE },
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{ GL_ONE, GL_ZERO, GL_ONE, GL_ZERO },
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{ GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE },
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};
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namespace spr {
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SpriteManager::RenderData::RenderData() : vao() {
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vbo_vertex_count = 4096;
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ebo_index_count = 4096;
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static const GLsizei buffer_size_uv0 = sizeof(sprite_vertex_data_uv0);
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static const GLsizei buffer_size_uv1 = sizeof(sprite_vertex_data_uv1);
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static const GLsizei buffer_size_uv2 = sizeof(sprite_vertex_data_uv2);
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vbo.Create(gl_state, buffer_size_uv2 * vbo_vertex_count);
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ebo.Create(gl_state, sizeof(uint32_t) * ebo_index_count);
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glGenVertexArrays(3, vao);
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gl_state.bind_vertex_array(vao[0]);
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gl_state.bind_array_buffer(vbo, true);
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gl_state.bind_element_array_buffer(ebo, true);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size_uv0,
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(void*)offsetof(sprite_vertex_data_uv0, pos));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, buffer_size_uv0,
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(void*)offsetof(sprite_vertex_data_uv0, color));
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gl_state.bind_vertex_array(vao[1]);
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gl_state.bind_array_buffer(vbo, true);
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gl_state.bind_element_array_buffer(ebo, true);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size_uv1,
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(void*)offsetof(sprite_vertex_data_uv1, pos));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, buffer_size_uv1,
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(void*)offsetof(sprite_vertex_data_uv1, color));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, buffer_size_uv1,
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(void*)offsetof(sprite_vertex_data_uv1, uv));
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gl_state.bind_vertex_array(vao[2]);
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gl_state.bind_array_buffer(vbo, true);
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gl_state.bind_element_array_buffer(ebo, true);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size_uv2,
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(void*)offsetof(sprite_vertex_data_uv2, pos));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, buffer_size_uv2,
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(void*)offsetof(sprite_vertex_data_uv2, color));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, buffer_size_uv2,
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(void*)offsetof(sprite_vertex_data_uv2, uv));
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gl_state.bind_array_buffer(0);
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gl_state.bind_vertex_array(0);
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gl_state.bind_element_array_buffer(0);
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}
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SpriteManager::RenderData::~RenderData() {
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ebo.Destroy();
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vbo.Destroy();
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if (vao[0]) {
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glDeleteVertexArrays(3, vao);
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vao[0] = 0;
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}
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}
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template <typename T>
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size_t SpriteManager::RenderData::AddData(T*& data, size_t num_vertex) {
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size_t size = vertex_buffer.size();
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size_t align_offset = (sizeof(T) - size % sizeof(T)) % sizeof(T);
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size_t vertex_array_size = sizeof(T) * num_vertex;
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vertex_buffer.resize(size + align_offset + vertex_array_size);
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T* vtx_data = (T*)(vertex_buffer.data() + size + align_offset);
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data = vtx_data;
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return (uint32_t)((size + align_offset) / sizeof(T));
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}
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void SpriteManager::RenderData::Clear() {
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draw_param_buffer.clear();
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vertex_buffer.clear();
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index_buffer.clear();
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}
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void SpriteManager::RenderData::Update() {
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static const GLsizei buffer_size_uv0 = sizeof(sprite_vertex_data_uv0);
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static const GLsizei buffer_size_uv1 = sizeof(sprite_vertex_data_uv1);
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static const GLsizei buffer_size_uv2 = sizeof(sprite_vertex_data_uv2);
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if (vbo_vertex_count < vertex_buffer.size() / sizeof(sprite_vertex_data_uv2)) {
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while (vbo_vertex_count < vertex_buffer.size() / sizeof(sprite_vertex_data_uv2))
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vbo_vertex_count *= 2;
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vbo.Recreate(gl_state, buffer_size_uv2 * vbo_vertex_count);
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gl_state.bind_vertex_array(vao[0]);
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gl_state.bind_array_buffer(vbo, true);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size_uv0,
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(void*)offsetof(sprite_vertex_data_uv0, pos));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, buffer_size_uv0,
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(void*)offsetof(sprite_vertex_data_uv0, color));
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gl_state.bind_vertex_array(vao[1]);
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gl_state.bind_array_buffer(vbo, true);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size_uv1,
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(void*)offsetof(sprite_vertex_data_uv1, pos));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, buffer_size_uv1,
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(void*)offsetof(sprite_vertex_data_uv1, color));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, buffer_size_uv1,
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(void*)offsetof(sprite_vertex_data_uv1, uv));
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gl_state.bind_vertex_array(vao[2]);
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gl_state.bind_array_buffer(vbo, true);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size_uv2,
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(void*)offsetof(sprite_vertex_data_uv2, pos));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, buffer_size_uv2,
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(void*)offsetof(sprite_vertex_data_uv2, color));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, buffer_size_uv2,
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(void*)offsetof(sprite_vertex_data_uv2, uv));
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gl_state.bind_array_buffer(0);
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gl_state.bind_vertex_array(0);
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}
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vbo.WriteMemory(gl_state, 0, vertex_buffer.size(), vertex_buffer.data());
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if (ebo_index_count < index_buffer.size()) {
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while (ebo_index_count < index_buffer.size())
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ebo_index_count *= 2;
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ebo.Recreate(gl_state, sizeof(uint32_t) * ebo_index_count);
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gl_state.bind_vertex_array(vao[0]);
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gl_state.bind_element_array_buffer(ebo, true);
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gl_state.bind_vertex_array(vao[1]);
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gl_state.bind_element_array_buffer(ebo, true);
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gl_state.bind_vertex_array(vao[2]);
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gl_state.bind_element_array_buffer(ebo, true);
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gl_state.bind_vertex_array(0);
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gl_state.bind_element_array_buffer(0);
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}
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ebo.WriteMemory(gl_state, 0, sizeof(uint32_t) * index_buffer.size(), index_buffer.data());
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gl_state.bind_array_buffer(0);
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gl_state.bind_element_array_buffer(0);
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}
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void SpriteManager::Draw(render_data_context& rend_data_ctx,
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int32_t index, bool font, texture* overlay_tex) {
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draw_sprite_begin(rend_data_ctx);
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::resolution_mode mode = res_window_get()->resolution_mode;
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if (index == 2 && resolution_mode != RESOLUTION_MODE_MAX)
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res_window_get()->resolution_mode = resolution_mode;
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gl_rend_state_rect viewport_rect = rend_data_ctx.state.get_viewport();
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for (int32_t i = 0; i < 2; i++) {
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auto reqlist = this->reqlist[index][i];
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size_t count = 0;
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for (uint32_t j = SPR_PRIO_MAX, k = 0; j; j--, k++)
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count += reqlist[k].size();
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if (!count)
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continue;
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int32_t x_min;
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int32_t y_min;
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int32_t x_max;
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int32_t y_max;
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if (index == 0 || index == 3) {
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float_t sprite_half_width = (float_t)res_window_get()->width * 0.5f;
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float_t sprite_half_height = (float_t)res_window_get()->height * 0.5f;
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float_t aet_depth = camera_data.aet_depth;
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float_t aet_depth_1 = 1.0f / aet_depth;
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float_t v15a = sprite_half_height * aspect[i] * 0.2f * aet_depth_1;
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float_t v15b = sprite_half_height * 0.2f * aet_depth_1;
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mat4 proj;
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mat4_frustrum(-v15a, v15a, v15b, -v15b, 0.2f, 3000.0f, &proj);
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vec3 eye = { sprite_half_width, sprite_half_height, aet_depth };
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vec3 target = { sprite_half_width, sprite_half_height, 0.0f };
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vec3 up = { 0.0f, 1.0f, 0.0f };
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mat4 view;
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mat4_look_at(&eye, &target, &up, &view);
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mat4_mul(&view, &proj, &view_projection);
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mat4_transpose(&view_projection, &view_projection);
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vec2 min;
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vec2 max;
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resolution_mode_scale_pos(min, mode, field_1018[i].second.pos, field_1018[i].first);
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resolution_mode_scale_pos(max, mode,
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field_1018[i].second.pos + field_1018[i].second.size, field_1018[i].first);
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x_min = (int32_t)min.x;
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y_min = (int32_t)min.y;
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x_max = (int32_t)(max.x - min.x);
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y_max = (int32_t)(max.y - min.y);
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rend_data_ctx.state.set_viewport(x_min, y_min, x_max, y_max);
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}
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else {
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view_projection = view_projection_aet;
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x_min = viewport_rect.x;
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y_min = viewport_rect.y;
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x_max = viewport_rect.width;
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y_max = viewport_rect.height;
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}
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float_t v23 = (float_t)x_max * 0.5f;
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float_t v24 = (float_t)x_min + v23;
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float_t v25 = (float_t)y_max * 0.5f;
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float_t v26 = (float_t)y_min + v25;
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mat4 mat = view_projection;
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mat.row0.x = v23 * view_projection.row0.x + v24 * view_projection.row0.x;
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mat.row0.y = v23 * view_projection.row0.y + v24 * view_projection.row0.y;
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mat.row0.z = v23 * view_projection.row0.z + v24 * view_projection.row0.z;
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mat.row0.w = v23 * view_projection.row0.w + v24 * view_projection.row0.w;
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mat.row1.x = v25 * view_projection.row1.x + v26 * view_projection.row1.x;
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mat.row1.y = v25 * view_projection.row1.y + v26 * view_projection.row1.y;
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mat.row1.z = v25 * view_projection.row1.z + v26 * view_projection.row1.z;
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mat.row1.w = v25 * view_projection.row1.w + v26 * view_projection.row1.w;
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this->mat = mat;
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mat4_transpose(&mat, &mat);
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sprite_scene_shader_data shader_data = {};
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shader_data.g_framebuffer_size = {
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1.0f / (float_t)overlay_tex->width,
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1.0f / (float_t)overlay_tex->height, 0.0f, 0.0f
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};
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shader_data.g_transform = view_projection;
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rctx->sprite_scene_ubo.WriteMemory(rend_data_ctx.state, shader_data);
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rend_data_ctx.state.bind_uniform_buffer_base(0, rctx->sprite_scene_ubo);
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RenderData& render_data = *sprite_manager_render_data;
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for (uint32_t j = SPR_PRIO_MAX; j; j--, reqlist++)
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for (auto& k : *reqlist)
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if (k.sprite_draw_param_index >= 0)
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draw_sprite(rend_data_ctx, k, mat, x_min, y_min, x_max, y_max, overlay_tex);
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rend_data_ctx.state.bind_vertex_array(0);
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}
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if (index == 2 && resolution_mode != RESOLUTION_MODE_MAX)
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res_window_get()->resolution_mode = mode;
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draw_sprite_end(rend_data_ctx);
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}
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void SpriteManager::PostDraw() {
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|
sprite_manager_render_data->Clear();
|
|
}
|
|
|
|
void SpriteManager::PreDraw() {
|
|
auto check_same = [](const SprArgsDraw& left, const SprArgsDraw& right) -> bool {
|
|
if (left.num_texture != right.num_texture)
|
|
return false;
|
|
|
|
for (int32_t i = 0; i < left.num_texture; i++)
|
|
if (left.textures[i] != right.textures[i])
|
|
return false;
|
|
|
|
return left.blend == right.blend && left.blend != 5 && right.blend != 5
|
|
&& left.shader == right.shader && left.kind == right.kind
|
|
&& left.kind != SPR_KIND_RECT_DRAW && right.kind != SPR_KIND_RECT_DRAW
|
|
&& left.kind != SPR_KIND_POLY_LINE && right.kind != SPR_KIND_POLY_LINE
|
|
&& left.kind != SPR_KIND_STRIP && right.kind != SPR_KIND_STRIP;
|
|
};
|
|
|
|
auto get_args_draw = [](const SprArgs& args, SprArgsDraw& args_draw) {
|
|
int32_t num_texture = 0;
|
|
if (args.texture) {
|
|
const spr::SprArgs* _args = &args;
|
|
while (_args) {
|
|
args_draw.textures[num_texture++] = _args->texture;
|
|
_args = _args->next;
|
|
}
|
|
}
|
|
|
|
args_draw.num_texture = num_texture;
|
|
args_draw.blend = args.blend;
|
|
args_draw.shader = args.shader;
|
|
args_draw.kind = args.kind;
|
|
};
|
|
|
|
RenderData& render_data = *sprite_manager_render_data;
|
|
|
|
SprArgsDraw args_draw[2];
|
|
SprArgs* args_array[256];
|
|
for (int32_t i = 0; i < 4; i++)
|
|
for (int32_t j = 0; j < 2; j++)
|
|
for (int32_t k = 0; k < SPR_PRIO_MAX; k++) {
|
|
int32_t args_count = 0;
|
|
int32_t draw_idx = 0;
|
|
for (SprArgs& args : reqlist[i][j][k]) {
|
|
if (!args_count) {
|
|
get_args_draw(args, args_draw[draw_idx]);
|
|
|
|
args_array[args_count++] = &args;
|
|
draw_idx = 1 - draw_idx;
|
|
}
|
|
else if (args_count >= 0x100) {
|
|
add_draw_sprite(args_array, args_count, true,
|
|
args_draw[1 - draw_idx], render_data);
|
|
get_args_draw(args, args_draw[draw_idx]);
|
|
|
|
args_count = 0;
|
|
args_array[args_count++] = &args;
|
|
draw_idx = 1 - draw_idx;
|
|
}
|
|
else {
|
|
get_args_draw(args, args_draw[draw_idx]);
|
|
if (!check_same(args_draw[1 - draw_idx], args_draw[draw_idx])) {
|
|
add_draw_sprite(args_array, args_count, true,
|
|
args_draw[1 - draw_idx], render_data);
|
|
|
|
args_count = 0;
|
|
draw_idx = 1 - draw_idx;
|
|
}
|
|
args_array[args_count++] = &args;
|
|
}
|
|
}
|
|
|
|
if (args_count)
|
|
add_draw_sprite(args_array, args_count, true,
|
|
args_draw[1 - draw_idx], render_data);
|
|
}
|
|
|
|
render_data.Update();
|
|
}
|
|
|
|
static void calc_sprite_vertex(spr::SprArgs* args, vec3 vtx[4], mat4* mat, bool font) {
|
|
vtx[0].x = 0.0f;
|
|
vtx[0].y = 0.0f;
|
|
vtx[1].x = 0.0f;
|
|
vtx[1].y = args->sprite_size.y;
|
|
vtx[1].z = 0.0f;
|
|
vtx[2].x = args->sprite_size.x;
|
|
vtx[2].y = args->sprite_size.y;
|
|
vtx[2].z = 0.0f;
|
|
vtx[3].x = args->sprite_size.x;
|
|
vtx[3].y = 0.0f;
|
|
vtx[3].z = 0.0f;
|
|
|
|
mat4 m;
|
|
SprAttr attr = args->attr;
|
|
if (!(attr & SPR_ATTR_MATRIX)) {
|
|
if (attr & SPR_ATTR_CTR) {
|
|
if (attr & SPR_ATTR_CTR_LT)
|
|
args->center = 0.0f;
|
|
else if (attr & SPR_ATTR_CTR_LC) {
|
|
args->center.x = 0.0f;
|
|
args->center.y = args->sprite_size.y * 0.5f;
|
|
args->center.z = 0.0f;
|
|
}
|
|
else if (attr & SPR_ATTR_CTR_LB) {
|
|
args->center.x = 0.0f;
|
|
args->center.y = args->sprite_size.y;
|
|
args->center.z = 0.0f;
|
|
}
|
|
else if (attr & SPR_ATTR_CTR_CT) {
|
|
args->center.x = args->sprite_size.x * 0.5f;
|
|
args->center.y = 0.0f;
|
|
args->center.z = 0.0f;
|
|
}
|
|
else if (attr & SPR_ATTR_CTR_CC) {
|
|
args->center.x = args->sprite_size.x * 0.5f;
|
|
args->center.y = args->sprite_size.y * 0.5f;
|
|
args->center.z = 0.0f;
|
|
}
|
|
else if (attr & SPR_ATTR_CTR_CB) {
|
|
args->center.x = args->sprite_size.x * 0.5f;
|
|
args->center.y = args->sprite_size.y;
|
|
args->center.z = 0.0f;
|
|
}
|
|
else if (attr & SPR_ATTR_CTR_RT) {
|
|
args->center.x = args->sprite_size.x;
|
|
args->center.y = 0.0f;
|
|
args->center.z = 0.0f;
|
|
}
|
|
else if (attr & SPR_ATTR_CTR_RC) {
|
|
args->center.x = args->sprite_size.x;
|
|
args->center.y = args->sprite_size.y * 0.5f;
|
|
args->center.z = 0.0f;
|
|
}
|
|
else if (attr & SPR_ATTR_CTR_RB) {
|
|
args->center.x = args->sprite_size.x;
|
|
args->center.y = args->sprite_size.y;
|
|
args->center.z = 0.0f;
|
|
}
|
|
}
|
|
|
|
if (font) {
|
|
if (attr & SPR_ATTR_FLIP_H) {
|
|
args->scale.x = -args->scale.x;
|
|
args->rot.z = -args->rot.z;
|
|
}
|
|
if (attr & SPR_ATTR_FLIP_V) {
|
|
args->scale.y = -args->scale.y;
|
|
args->rot.z = -args->rot.z;
|
|
}
|
|
}
|
|
|
|
if (fabsf(args->skew_angle.x) > 0.000001f) {
|
|
float_t skew_width = tanf(args->skew_angle.x) * args->sprite_size.y * 0.5f;
|
|
vtx[0].x = vtx[0].x + skew_width;
|
|
vtx[1].x = vtx[1].x - skew_width;
|
|
vtx[2].x = vtx[2].x - skew_width;
|
|
vtx[3].x = vtx[3].x + skew_width;
|
|
}
|
|
|
|
if (fabsf(args->skew_angle.y) > 0.000001f) {
|
|
float_t skew_height = tanf(args->skew_angle.y) * args->sprite_size.x * 0.5f;
|
|
vtx[0].y = vtx[0].y - skew_height;
|
|
vtx[1].y = vtx[1].y - skew_height;
|
|
vtx[2].y = vtx[2].y + skew_height;
|
|
vtx[3].y = vtx[3].y + skew_height;
|
|
}
|
|
|
|
mat4_translate(&args->trans, &m);
|
|
if (fabsf(args->rot.x) > 0.000001f)
|
|
mat4_mul_rotate_x(&m, args->rot.x, &m);
|
|
if (fabsf(args->rot.y) > 0.000001f)
|
|
mat4_mul_rotate_y(&m, args->rot.y, &m);
|
|
if (fabsf(args->rot.z) > 0.000001f)
|
|
mat4_mul_rotate_z(&m, args->rot.z, &m);
|
|
mat4_scale_rot(&m, &args->scale, &m);
|
|
const vec3 center = -args->center;
|
|
mat4_mul_translate(&m, ¢er, &m);
|
|
}
|
|
else {
|
|
mat4_translate(&args->trans, &m);
|
|
mat4_scale_rot(&m, &args->scale, &m);
|
|
}
|
|
|
|
mat4 args_mat;
|
|
mat4_transpose(&args->mat, &args_mat);
|
|
mat4_mul(&args_mat, &m, &m);
|
|
|
|
mat4_transform_point(&m, &vtx[0], &vtx[0]);
|
|
mat4_transform_point(&m, &vtx[1], &vtx[1]);
|
|
mat4_transform_point(&m, &vtx[2], &vtx[2]);
|
|
mat4_transform_point(&m, &vtx[3], &vtx[3]);
|
|
|
|
if (mat)
|
|
*mat = m;
|
|
}
|
|
|
|
static int32_t calc_sprite_texture_param(SprArgs* args, spr::TexParam* param, vec3 vtx[4], bool font) {
|
|
int32_t tex_param_count = 0;
|
|
texture* tex = args->texture;
|
|
while (args) {
|
|
param->texture = args->texture;
|
|
|
|
float_t width = (float_t)args->texture->width;
|
|
float_t height = (float_t)args->texture->height;
|
|
|
|
float_t u_scale = 1.0f / width;
|
|
float_t v_scale = 1.0f / height;
|
|
|
|
if (!args->num_vertex) {
|
|
vec2 uv00;
|
|
vec2 uv01;
|
|
vec2 uv10;
|
|
vec2 uv11;
|
|
if (args->kind == SPR_KIND_CHILD) {
|
|
vec3 v42[4];
|
|
mat4 mat;
|
|
calc_sprite_vertex(args, v42, &mat, font);
|
|
mat4_invert(&mat, &mat);
|
|
mat4_transform_point(&mat, &vtx[0], &v42[0]);
|
|
mat4_transform_point(&mat, &vtx[1], &v42[1]);
|
|
mat4_transform_point(&mat, &vtx[2], &v42[2]);
|
|
mat4_transform_point(&mat, &vtx[3], &v42[3]);
|
|
uv00 = *(vec2*)&v42[0].x;
|
|
uv01 = *(vec2*)&v42[1].x;
|
|
uv10 = *(vec2*)&v42[2].x;
|
|
uv11 = *(vec2*)&v42[3].x;
|
|
}
|
|
else {
|
|
uv00.x = 0.0f;
|
|
uv00.y = 0.0f;
|
|
uv01.x = 0.0f;
|
|
uv01.y = args->texture_size.y;
|
|
uv10.x = args->texture_size.x;
|
|
uv10.y = args->texture_size.y;
|
|
uv11.x = args->texture_size.x;
|
|
uv11.y = 0.0f;
|
|
}
|
|
|
|
vec2 texture_pos = args->texture_pos;
|
|
param->texcoord.uv[0].u = (uv00.x + texture_pos.x) * u_scale;
|
|
param->texcoord.uv[0].v = (height - (uv00.y + texture_pos.y)) * v_scale;
|
|
param->texcoord.uv[1].u = (uv01.x + texture_pos.x) * u_scale;
|
|
param->texcoord.uv[1].v = (height - (uv01.y + texture_pos.y)) * v_scale;
|
|
param->texcoord.uv[2].u = (uv10.x + texture_pos.x) * u_scale;
|
|
param->texcoord.uv[2].v = (height - (uv10.y + texture_pos.y)) * v_scale;
|
|
param->texcoord.uv[3].u = (uv11.x + texture_pos.x) * u_scale;
|
|
param->texcoord.uv[3].v = (height - (uv11.y + texture_pos.y)) * v_scale;
|
|
}
|
|
else if (font) {
|
|
SpriteVertex* vtx = args->GetVertexArray();
|
|
for (size_t i = args->num_vertex; i; i--, vtx++) {
|
|
vtx->uv.x = vtx->uv.x * u_scale;
|
|
vtx->uv.y = (height - vtx->uv.y) * v_scale;
|
|
}
|
|
}
|
|
|
|
args = args->next;
|
|
param++;
|
|
tex_param_count++;
|
|
}
|
|
return tex_param_count;
|
|
}
|
|
|
|
static int32_t calc_sprite_vertex_texture_param(SprArgs& args, vec3 vtx[4], spr::TexParam* param, bool font) {
|
|
vec3 _vtx[4] = {};
|
|
if (args.flags & SprArgs::SPRITE_SIZE)
|
|
calc_sprite_vertex(&args, _vtx, 0, font);
|
|
|
|
int32_t tex_param_count = 0;
|
|
if ((args.flags & SprArgs::TEXTURE_POS_SIZE) && args.texture)
|
|
tex_param_count = calc_sprite_texture_param(&args, param, _vtx, font);
|
|
vtx[0] = _vtx[0];
|
|
vtx[1] = _vtx[1];
|
|
vtx[2] = _vtx[2];
|
|
vtx[3] = _vtx[3];
|
|
return tex_param_count;
|
|
}
|
|
|
|
static void add_draw_sprite(SprArgs* args_array[0x100], const int32_t args_count, bool font,
|
|
SprArgsDraw& args_draw, SpriteManager::RenderData& render_data) {
|
|
SprArgs& args = *args_array[0];
|
|
if (args.kind == SPR_KIND_CHILD)
|
|
return;
|
|
|
|
const color4u8 color = args.color;
|
|
|
|
if (font)
|
|
draw_sprite_scale(&args);
|
|
|
|
vec3 spr_vtx[4] = {};
|
|
spr::TexParam tex_param[4] = {};
|
|
calc_sprite_vertex_texture_param(args, spr_vtx, tex_param, font);
|
|
|
|
std::vector<sprite_draw_param>& draw_param_buffer = render_data.draw_param_buffer;
|
|
std::vector<uint32_t>& index_buffer = render_data.index_buffer;
|
|
|
|
draw_param_buffer.push_back({});
|
|
sprite_draw_param& draw_param = draw_param_buffer.back();
|
|
|
|
if (args.attr & SPR_ATTR_NOBLEND) {
|
|
draw_param.attrib.m.enable_blend = 0;
|
|
draw_param.attrib.m.blend = 0;
|
|
}
|
|
else {
|
|
draw_param.attrib.m.enable_blend = 1;
|
|
draw_param.attrib.m.blend = args_draw.blend;
|
|
}
|
|
|
|
draw_param.shader = shader_ft_shader_name_map_table[args_draw.shader];
|
|
if (draw_param.shader == SHADER_FT_FFP)
|
|
draw_param.shader = SHADER_FT_SPRITE;
|
|
|
|
switch (args_draw.num_texture) {
|
|
case 0:
|
|
draw_param.attrib.m.vao = 0;
|
|
switch (args_draw.kind) {
|
|
case SPR_KIND_LINE: {
|
|
sprite_vertex_data_uv0* vtx_data = 0;
|
|
size_t count = 2ULL * args_count;
|
|
size_t first = render_data.AddData(vtx_data, count);
|
|
|
|
draw_param.attrib.m.primitive = GL_LINES;
|
|
draw_param.first = (GLint)first;
|
|
draw_param.count = (GLint)count;
|
|
|
|
vtx_data[0] = { spr_vtx[0], color };
|
|
vtx_data[1] = { spr_vtx[2], color };
|
|
vtx_data += 2;
|
|
|
|
for (int32_t i = 1; i < args_count; i++) {
|
|
SprArgs& args = *args_array[i];
|
|
|
|
const color4u8 color = args.color;
|
|
|
|
if (font)
|
|
draw_sprite_scale(&args);
|
|
|
|
calc_sprite_vertex_texture_param(args, spr_vtx, tex_param, font);
|
|
|
|
vtx_data[0] = { spr_vtx[0], color };
|
|
vtx_data[1] = { spr_vtx[2], color };
|
|
vtx_data += 2;
|
|
}
|
|
} break;
|
|
case SPR_KIND_RECT_FILL: {
|
|
sprite_vertex_data_uv0* vtx_data = 0;
|
|
size_t vtx_count = 4ULL * args_count;
|
|
size_t idx_count = 6ULL * args_count;
|
|
size_t start = render_data.AddData(vtx_data, vtx_count);
|
|
index_buffer.reserve(idx_count);
|
|
|
|
draw_param.attrib.m.primitive = GL_TRIANGLES;
|
|
draw_param.start = (GLuint)start;
|
|
draw_param.end = (GLuint)(start + vtx_count - 1);
|
|
draw_param.count = (GLsizei)idx_count;
|
|
draw_param.offset = (GLintptr)(index_buffer.size() * sizeof(uint32_t));
|
|
|
|
vtx_data[0] = { spr_vtx[0], color }; // LB
|
|
vtx_data[1] = { spr_vtx[1], color }; // LT
|
|
vtx_data[2] = { spr_vtx[2], color }; // RT
|
|
vtx_data[3] = { spr_vtx[3], color }; // RB
|
|
vtx_data += 4;
|
|
|
|
index_buffer.push_back((uint32_t)(start + 0)); // LB
|
|
index_buffer.push_back((uint32_t)(start + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + 3)); // RB
|
|
index_buffer.push_back((uint32_t)(start + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + 2)); // RT
|
|
index_buffer.push_back((uint32_t)(start + 3)); // RB
|
|
start += 4;
|
|
|
|
for (int32_t i = 1; i < args_count; i++) {
|
|
SprArgs& args = *args_array[i];
|
|
|
|
const color4u8 color = args.color;
|
|
|
|
if (font)
|
|
draw_sprite_scale(&args);
|
|
|
|
calc_sprite_vertex_texture_param(args, spr_vtx, tex_param, font);
|
|
|
|
vtx_data[0] = { spr_vtx[0], color }; // LB
|
|
vtx_data[1] = { spr_vtx[1], color }; // LT
|
|
vtx_data[2] = { spr_vtx[2], color }; // RT
|
|
vtx_data[3] = { spr_vtx[3], color }; // RB
|
|
vtx_data += 4;
|
|
|
|
index_buffer.push_back((uint32_t)(start + 0)); // LB
|
|
index_buffer.push_back((uint32_t)(start + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + 3)); // RB
|
|
index_buffer.push_back((uint32_t)(start + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + 2)); // RT
|
|
index_buffer.push_back((uint32_t)(start + 3)); // RB
|
|
start += 4;
|
|
}
|
|
} break;
|
|
case SPR_KIND_RECT_DRAW: {
|
|
sprite_vertex_data_uv0* vtx_data = 0;
|
|
size_t count = 5;
|
|
size_t first = render_data.AddData(vtx_data, count);
|
|
|
|
draw_param.attrib.m.primitive = GL_LINE_STRIP;
|
|
draw_param.first = (GLint)first;
|
|
draw_param.count = (GLsizei)count;
|
|
|
|
vtx_data[0] = { spr_vtx[0], color };
|
|
vtx_data[1] = { spr_vtx[1], color };
|
|
vtx_data[2] = { spr_vtx[2], color };
|
|
vtx_data[3] = { spr_vtx[3], color };
|
|
vtx_data[4] = { spr_vtx[0], color };
|
|
|
|
} break;
|
|
case SPR_KIND_LINES: {
|
|
if (args.num_vertex) {
|
|
sprite_vertex_data_uv0* vtx_data = 0;
|
|
size_t count = args.num_vertex & ~0x01;
|
|
size_t first = render_data.AddData(vtx_data, count);
|
|
|
|
draw_param.attrib.m.primitive = GL_LINES;
|
|
draw_param.first = (GLint)first;
|
|
draw_param.count = (GLsizei)count;
|
|
|
|
SpriteVertex* vtx = args.GetVertexArray();
|
|
for (size_t i = args.num_vertex / 2; i; i--, vtx += 2, vtx_data += 2) {
|
|
vtx_data[0] = { vtx[0].pos, color };
|
|
vtx_data[1] = { vtx[1].pos, color };
|
|
}
|
|
}
|
|
else {
|
|
sprite_vertex_data_uv0* vtx_data = 0;
|
|
size_t count = 2;
|
|
size_t first = render_data.AddData(vtx_data, count);
|
|
|
|
draw_param.attrib.m.primitive = GL_LINES;
|
|
draw_param.first = (GLint)first;
|
|
draw_param.count = (GLsizei)count;
|
|
|
|
vtx_data[0] = { spr_vtx[0], color };
|
|
vtx_data[1] = { spr_vtx[2], color };
|
|
}
|
|
|
|
for (int32_t i = 1; i < args_count; i++) {
|
|
SprArgs& args = *args_array[i];
|
|
|
|
const color4u8 color = args.color;
|
|
|
|
if (font)
|
|
draw_sprite_scale(&args);
|
|
|
|
calc_sprite_vertex_texture_param(args, spr_vtx, tex_param, font);
|
|
|
|
if (args.num_vertex) {
|
|
sprite_vertex_data_uv0* vtx_data = 0;
|
|
size_t count = args.num_vertex & ~0x01;
|
|
render_data.AddData(vtx_data, count);
|
|
|
|
draw_param.count += (GLsizei)count;
|
|
|
|
SpriteVertex* vtx = args.GetVertexArray();
|
|
for (size_t i = args.num_vertex / 2; i; i--, vtx += 2, vtx_data += 2) {
|
|
vtx_data[0] = { vtx[0].pos, color };
|
|
vtx_data[1] = { vtx[1].pos, color };
|
|
}
|
|
}
|
|
else {
|
|
sprite_vertex_data_uv0* vtx_data = 0;
|
|
size_t count = 2;
|
|
render_data.AddData(vtx_data, count);
|
|
|
|
draw_param.count += (GLsizei)count;
|
|
|
|
vtx_data[0] = { spr_vtx[0], color };
|
|
vtx_data[1] = { spr_vtx[2], color };
|
|
|
|
}
|
|
}
|
|
} break;
|
|
case SPR_KIND_POLY_LINE: {
|
|
sprite_vertex_data_uv0* vtx_data = 0;
|
|
size_t count = args.num_vertex;
|
|
size_t first = render_data.AddData(vtx_data, count);
|
|
|
|
draw_param.attrib.m.primitive = GL_LINE_STRIP;
|
|
draw_param.first = (GLint)first;
|
|
draw_param.count = (GLsizei)count;
|
|
|
|
SpriteVertex* vtx = args.GetVertexArray();
|
|
for (size_t i = args.num_vertex; i; i--, vtx++, vtx_data++)
|
|
*vtx_data = { vtx->pos, color };
|
|
} break;
|
|
case SPR_KIND_STRIP: {
|
|
sprite_vertex_data_uv0* vtx_data = 0;
|
|
size_t count = args.num_vertex;
|
|
size_t first = render_data.AddData(vtx_data, count);
|
|
|
|
draw_param.attrib.m.primitive = GL_TRIANGLE_STRIP;
|
|
draw_param.first = (GLint)first;
|
|
draw_param.count = (GLsizei)count;
|
|
|
|
SpriteVertex* vtx = args.GetVertexArray();
|
|
for (size_t i = args.num_vertex; i; i--, vtx++, vtx_data++)
|
|
*vtx_data = { vtx->pos, vtx->color };
|
|
|
|
} break;
|
|
}
|
|
break;
|
|
case 1:
|
|
draw_param.textures[0] = tex_param[0].texture;
|
|
draw_param.attrib.m.sampler = 0;
|
|
draw_param.attrib.m.vao = 1;
|
|
|
|
if (args.num_vertex) {
|
|
if (args_draw.kind == SPR_KIND_STRIP) {
|
|
draw_param.attrib.m.sampler = 1;
|
|
|
|
sprite_vertex_data_uv1* vtx_data = 0;
|
|
size_t count = args.num_vertex;
|
|
size_t first = render_data.AddData(vtx_data, count);
|
|
|
|
draw_param.attrib.m.primitive = GL_TRIANGLE_STRIP;
|
|
draw_param.first = (GLint)first;
|
|
draw_param.count = (GLsizei)count;
|
|
|
|
SpriteVertex* vtx = args.GetVertexArray();
|
|
for (size_t i = args.num_vertex; i; i--, vtx++, vtx_data++)
|
|
*vtx_data = { vtx->pos, vtx->color, vtx->uv };
|
|
}
|
|
else {
|
|
sprite_vertex_data_uv1* vtx_data = 0;
|
|
size_t vtx_count = args.num_vertex;
|
|
size_t idx_count = args.num_vertex / 4 * 6;
|
|
size_t start = render_data.AddData(vtx_data, vtx_count);
|
|
index_buffer.reserve(idx_count);
|
|
|
|
draw_param.attrib.m.primitive = GL_TRIANGLES;
|
|
draw_param.start = (GLuint)start;
|
|
draw_param.end = (GLuint)(start + vtx_count - 1);
|
|
draw_param.count = (GLsizei)idx_count;
|
|
draw_param.offset = (GLintptr)(index_buffer.size() * sizeof(uint32_t));
|
|
|
|
SpriteVertex* vtx = args.GetVertexArray();
|
|
for (size_t i = args.num_vertex / 4, j = 0; i; i--, j += 4, vtx += 4) {
|
|
vtx_data[0] = { vtx[0].pos, vtx[0].color, vtx[0].uv }; // LB
|
|
vtx_data[1] = { vtx[1].pos, vtx[1].color, vtx[1].uv }; // LT
|
|
vtx_data[2] = { vtx[2].pos, vtx[2].color, vtx[2].uv }; // RT
|
|
vtx_data[3] = { vtx[3].pos, vtx[3].color, vtx[3].uv }; // RB
|
|
vtx_data += 4;
|
|
|
|
index_buffer.push_back((uint32_t)(start + j + 0)); // LB
|
|
index_buffer.push_back((uint32_t)(start + j + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + j + 3)); // RB
|
|
index_buffer.push_back((uint32_t)(start + j + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + j + 2)); // RT
|
|
index_buffer.push_back((uint32_t)(start + j + 3)); // RB
|
|
}
|
|
start += args.num_vertex;
|
|
|
|
for (int32_t i = 1; i < args_count; i++) {
|
|
SprArgs& args = *args_array[i];
|
|
|
|
size_t vtx_count = args.num_vertex;
|
|
size_t idx_count = args.num_vertex / 4 * 6;
|
|
|
|
draw_param.end += (GLuint)vtx_count;
|
|
draw_param.count += (GLsizei)idx_count;
|
|
|
|
render_data.AddData(vtx_data, vtx_count);
|
|
index_buffer.reserve(idx_count);
|
|
|
|
if (font)
|
|
draw_sprite_scale(&args);
|
|
|
|
calc_sprite_vertex_texture_param(args, spr_vtx, tex_param, font);
|
|
|
|
SpriteVertex* vtx = args.GetVertexArray();
|
|
for (size_t i = args.num_vertex / 4, j = 0; i; i--, j += 4, vtx += 4) {
|
|
|
|
vtx_data[0] = { vtx[0].pos, vtx[0].color, vtx[0].uv }; // LB
|
|
vtx_data[1] = { vtx[1].pos, vtx[1].color, vtx[1].uv }; // LT
|
|
vtx_data[2] = { vtx[2].pos, vtx[2].color, vtx[2].uv }; // RT
|
|
vtx_data[3] = { vtx[3].pos, vtx[3].color, vtx[3].uv }; // RB
|
|
vtx_data += 4;
|
|
|
|
index_buffer.push_back((uint32_t)(start + j + 0)); // LB
|
|
index_buffer.push_back((uint32_t)(start + j + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + j + 3)); // RB
|
|
index_buffer.push_back((uint32_t)(start + j + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + j + 2)); // RT
|
|
index_buffer.push_back((uint32_t)(start + j + 3)); // RB
|
|
}
|
|
start += args.num_vertex;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
sprite_vertex_data_uv1* vtx_data = 0;
|
|
size_t vtx_count = 4ULL * args_count;
|
|
size_t idx_count = 6ULL * args_count;
|
|
size_t start = render_data.AddData(vtx_data, vtx_count);
|
|
index_buffer.reserve(idx_count);
|
|
|
|
draw_param.attrib.m.primitive = GL_TRIANGLES;
|
|
draw_param.start = (GLuint)start;
|
|
draw_param.end = (GLuint)(start + vtx_count - 1);
|
|
draw_param.count = (GLsizei)idx_count;
|
|
draw_param.offset = (GLintptr)(index_buffer.size() * sizeof(uint32_t));
|
|
|
|
vtx_data[0] = { spr_vtx[0], color, tex_param[0].texcoord.uv[0] }; // LB
|
|
vtx_data[1] = { spr_vtx[1], color, tex_param[0].texcoord.uv[1] }; // LT
|
|
vtx_data[2] = { spr_vtx[2], color, tex_param[0].texcoord.uv[2] }; // RT
|
|
vtx_data[3] = { spr_vtx[3], color, tex_param[0].texcoord.uv[3] }; // RB
|
|
vtx_data += 4;
|
|
|
|
index_buffer.push_back((uint32_t)(start + 0)); // LB
|
|
index_buffer.push_back((uint32_t)(start + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + 3)); // RB
|
|
index_buffer.push_back((uint32_t)(start + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + 2)); // RT
|
|
index_buffer.push_back((uint32_t)(start + 3)); // RB
|
|
start += 4;
|
|
|
|
for (int32_t i = 1; i < args_count; i++) {
|
|
SprArgs& args = *args_array[i];
|
|
|
|
const color4u8 color = args.color;
|
|
|
|
if (font)
|
|
draw_sprite_scale(&args);
|
|
|
|
calc_sprite_vertex_texture_param(args, spr_vtx, tex_param, font);
|
|
|
|
vtx_data[0] = { spr_vtx[0], color, tex_param[0].texcoord.uv[0] }; // LB
|
|
vtx_data[1] = { spr_vtx[1], color, tex_param[0].texcoord.uv[1] }; // LT
|
|
vtx_data[2] = { spr_vtx[2], color, tex_param[0].texcoord.uv[2] }; // RT
|
|
vtx_data[3] = { spr_vtx[3], color, tex_param[0].texcoord.uv[3] }; // RB
|
|
vtx_data += 4;
|
|
|
|
index_buffer.push_back((uint32_t)(start + 0)); // LB
|
|
index_buffer.push_back((uint32_t)(start + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + 3)); // RB
|
|
index_buffer.push_back((uint32_t)(start + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + 2)); // RT
|
|
index_buffer.push_back((uint32_t)(start + 3)); // RB
|
|
start += 4;
|
|
}
|
|
}
|
|
break;
|
|
case 2: {
|
|
draw_param.textures[0] = tex_param[0].texture;
|
|
draw_param.textures[1] = tex_param[1].texture;
|
|
draw_param.attrib.m.sampler = 2;
|
|
draw_param.attrib.m.vao = 2;
|
|
|
|
sprite_vertex_data_uv2* vtx_data = 0;
|
|
size_t vtx_count = 4ULL * args_count;
|
|
size_t idx_count = 6ULL * args_count;
|
|
size_t start = render_data.AddData(vtx_data, vtx_count);
|
|
index_buffer.reserve(idx_count);
|
|
|
|
draw_param.attrib.m.primitive = GL_TRIANGLES;
|
|
draw_param.start = (GLuint)start;
|
|
draw_param.end = (GLuint)(start + vtx_count - 1);
|
|
draw_param.count = (GLsizei)idx_count;
|
|
draw_param.offset = (GLintptr)(index_buffer.size() * sizeof(uint32_t));
|
|
|
|
vtx_data[0] = { spr_vtx[0], color,
|
|
tex_param[0].texcoord.uv[0], tex_param[1].texcoord.uv[0] }; // LB
|
|
vtx_data[1] = { spr_vtx[1], color,
|
|
tex_param[0].texcoord.uv[1], tex_param[1].texcoord.uv[1] }; // LT
|
|
vtx_data[2] = { spr_vtx[2], color,
|
|
tex_param[0].texcoord.uv[2], tex_param[1].texcoord.uv[2] }; // RT
|
|
vtx_data[3] = { spr_vtx[3], color,
|
|
tex_param[0].texcoord.uv[3], tex_param[1].texcoord.uv[3] }; // RB
|
|
vtx_data += 4;
|
|
|
|
index_buffer.push_back((uint32_t)(start + 0)); // LB
|
|
index_buffer.push_back((uint32_t)(start + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + 3)); // RB
|
|
index_buffer.push_back((uint32_t)(start + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + 2)); // RT
|
|
index_buffer.push_back((uint32_t)(start + 3)); // RB
|
|
start += 4;
|
|
|
|
for (int32_t i = 1; i < args_count; i++) {
|
|
SprArgs& args = *args_array[i];
|
|
|
|
const color4u8 color = args.color;
|
|
|
|
if (font)
|
|
draw_sprite_scale(&args);
|
|
|
|
calc_sprite_vertex_texture_param(args, spr_vtx, tex_param, font);
|
|
|
|
vtx_data[0] = { spr_vtx[0], color,
|
|
tex_param[0].texcoord.uv[0], tex_param[1].texcoord.uv[0] }; // LB
|
|
vtx_data[1] = { spr_vtx[1], color,
|
|
tex_param[0].texcoord.uv[1], tex_param[1].texcoord.uv[1] }; // LT
|
|
vtx_data[2] = { spr_vtx[2], color,
|
|
tex_param[0].texcoord.uv[2], tex_param[1].texcoord.uv[2] }; // RT
|
|
vtx_data[3] = { spr_vtx[3], color,
|
|
tex_param[0].texcoord.uv[3], tex_param[1].texcoord.uv[3] }; // RB
|
|
vtx_data += 4;
|
|
|
|
index_buffer.push_back((uint32_t)(start + 0)); // LB
|
|
index_buffer.push_back((uint32_t)(start + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + 3)); // RB
|
|
index_buffer.push_back((uint32_t)(start + 1)); // LT
|
|
index_buffer.push_back((uint32_t)(start + 2)); // RT
|
|
index_buffer.push_back((uint32_t)(start + 3)); // RB
|
|
start += 4;
|
|
}
|
|
} break;
|
|
}
|
|
|
|
if (!draw_param.count) {
|
|
draw_param_buffer.pop_back();
|
|
|
|
args.sprite_draw_param_index = -1;
|
|
}
|
|
else {
|
|
if (args_draw.blend == 5) {
|
|
draw_param.vtx[0] = spr_vtx[0];
|
|
draw_param.vtx[1] = spr_vtx[1];
|
|
draw_param.vtx[2] = spr_vtx[2];
|
|
draw_param.vtx[3] = spr_vtx[3];
|
|
}
|
|
|
|
args.sprite_draw_param_index = (int32_t)(draw_param_buffer.size() - 1);
|
|
}
|
|
|
|
for (int32_t i = 1; i < args_count; i++)
|
|
args_array[i]->sprite_draw_param_index = -1;
|
|
}
|
|
|
|
static void draw_sprite(render_data_context& rend_data_ctx, const SprArgs& args, const mat4& mat,
|
|
int32_t x_min, int32_t y_min, int32_t x_max, int32_t y_max, texture* overlay_tex) {
|
|
sprite_draw_param& draw_param
|
|
= sprite_manager_render_data->draw_param_buffer.data()[args.sprite_draw_param_index];
|
|
|
|
int32_t combiner = 0;
|
|
if (draw_param.attrib.m.enable_blend) {
|
|
if (draw_param.attrib.m.blend == 5) {
|
|
rend_data_ctx.state.active_bind_texture_2d(7, overlay_tex->glid);
|
|
draw_sprite_copy_overlay_texture(rend_data_ctx,
|
|
args, mat, draw_param.vtx, x_min, y_min, x_max, y_max);
|
|
combiner = 2;
|
|
}
|
|
else
|
|
combiner = draw_param.attrib.m.blend == 3 ? 1 : 0;
|
|
|
|
const GLenum* blend = spr_blend_param[draw_param.attrib.m.blend];
|
|
|
|
rend_data_ctx.state.enable_blend();
|
|
rend_data_ctx.state.set_blend_func_separate(blend[0], blend[1], blend[2], blend[3]);
|
|
}
|
|
else
|
|
rend_data_ctx.state.disable_blend();
|
|
|
|
if (draw_param.shader == SHADER_FT_SPRITE) {
|
|
int32_t tex_0_type = 0;
|
|
int32_t tex_1_type = 0;
|
|
if (draw_param.textures[0]) {
|
|
if (draw_param.textures[0]->internal_format == GL_COMPRESSED_RED_RGTC1_EXT)
|
|
tex_0_type = 3;
|
|
else if (draw_param.textures[0]->internal_format == GL_COMPRESSED_RED_GREEN_RGTC2_EXT)
|
|
tex_0_type = 2;
|
|
else
|
|
tex_0_type = 1;
|
|
|
|
if (draw_param.textures[1]) {
|
|
if (draw_param.textures[1]->internal_format == GL_COMPRESSED_RED_RGTC1_EXT)
|
|
tex_1_type = 3;
|
|
else if (draw_param.textures[1]->internal_format == GL_COMPRESSED_RED_GREEN_RGTC2_EXT)
|
|
tex_1_type = 2;
|
|
else
|
|
tex_1_type = 1;
|
|
}
|
|
}
|
|
|
|
rend_data_ctx.shader_flags.arr[U_TEX_0_TYPE] = tex_0_type;
|
|
rend_data_ctx.shader_flags.arr[U_TEX_1_TYPE] = tex_1_type;
|
|
rend_data_ctx.shader_flags.arr[U_COMBINER] = combiner;
|
|
}
|
|
|
|
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, draw_param.shader);
|
|
if (draw_param.textures[0]) {
|
|
rend_data_ctx.state.active_bind_texture_2d(0, draw_param.textures[0]->glid);
|
|
rend_data_ctx.state.bind_sampler(0, rctx->sprite_samplers[draw_param.attrib.m.sampler]);
|
|
|
|
if (draw_param.textures[1]) {
|
|
rend_data_ctx.state.active_bind_texture_2d(1, draw_param.textures[1]->glid);
|
|
rend_data_ctx.state.bind_sampler(1, rctx->sprite_samplers[draw_param.attrib.m.sampler]);
|
|
}
|
|
else
|
|
rend_data_ctx.state.active_bind_texture_2d(1, rctx->empty_texture_2d->glid);
|
|
}
|
|
else {
|
|
rend_data_ctx.state.active_bind_texture_2d(0, rctx->empty_texture_2d->glid);
|
|
rend_data_ctx.state.active_bind_texture_2d(1, rctx->empty_texture_2d->glid);
|
|
}
|
|
|
|
rend_data_ctx.state.bind_vertex_array(sprite_manager_render_data->vao[draw_param.attrib.m.vao]);
|
|
if (draw_param.attrib.m.primitive != GL_TRIANGLES)
|
|
rend_data_ctx.state.draw_arrays(
|
|
draw_param.attrib.m.primitive, draw_param.first, draw_param.count);
|
|
else
|
|
rend_data_ctx.state.draw_range_elements(
|
|
draw_param.attrib.m.primitive, draw_param.start, draw_param.end,
|
|
draw_param.count, GL_UNSIGNED_INT, (void*)draw_param.offset);
|
|
}
|
|
|
|
static void draw_sprite_begin(render_data_context& rend_data_ctx) {
|
|
rend_data_ctx.state.disable_blend();
|
|
rend_data_ctx.state.active_bind_texture_2d(0, rctx->empty_texture_2d->glid);
|
|
rend_data_ctx.state.bind_sampler(0, 0);
|
|
rend_data_ctx.state.active_bind_texture_2d(1, rctx->empty_texture_2d->glid);
|
|
rend_data_ctx.state.bind_sampler(1, 0);
|
|
rend_data_ctx.state.bind_sampler(7, 0);
|
|
rend_data_ctx.state.set_blend_func_separate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO);
|
|
}
|
|
|
|
static void draw_sprite_copy_overlay_texture(
|
|
render_data_context& rend_data_ctx, const SprArgs& args, const mat4& mat, const vec3 vtx[4],
|
|
int32_t overlay_x_min, int32_t overlay_y_min, int32_t overlay_x_max, int32_t overlay_y_max) {
|
|
if (args.num_vertex || args.kind != SPR_KIND_NORMAL)
|
|
return;
|
|
|
|
mat4 mat_t;
|
|
mat4_transpose(&mat, &mat_t);
|
|
|
|
float_t x_min_coord = 0.0f;
|
|
float_t y_min_coord = 0.0f;
|
|
float_t x_max_coord = 0.0f;
|
|
float_t y_max_coord = 0.0f;
|
|
for (int32_t i = 0, j = 0; i < 4; i++) {
|
|
vec4 v;
|
|
*(vec3*)&v = vtx[i];
|
|
v.w = 1.0f;
|
|
|
|
const float_t w = vec4::dot(mat_t.row3, v);
|
|
if (w * w <= 0.0001f)
|
|
continue;
|
|
|
|
const float_t x_coord = vec4::dot(mat_t.row0, v) * (1.0f / w);
|
|
const float_t y_coord = vec4::dot(mat_t.row1, v) * (1.0f / w);
|
|
if (j) {
|
|
if (x_min_coord > x_coord)
|
|
x_min_coord = x_coord;
|
|
else if (x_max_coord < x_coord)
|
|
x_max_coord = x_coord;
|
|
|
|
if (y_min_coord > y_coord)
|
|
y_min_coord = y_coord;
|
|
else if (y_max_coord < y_coord)
|
|
y_max_coord = y_coord;
|
|
}
|
|
else {
|
|
x_min_coord = x_coord;
|
|
x_max_coord = x_coord;
|
|
y_min_coord = y_coord;
|
|
y_max_coord = y_coord;
|
|
}
|
|
j++;
|
|
}
|
|
|
|
int32_t x_max = (int32_t)x_max_coord + 1;
|
|
int32_t y_max = (int32_t)y_max_coord + 1;
|
|
int32_t x_min = (int32_t)x_min_coord - 1;
|
|
int32_t y_min = (int32_t)y_min_coord - 1;
|
|
|
|
x_max = clamp_def(x_max, overlay_x_min, overlay_x_min + overlay_x_max - 1);
|
|
y_max = clamp_def(y_max, overlay_y_min, overlay_y_min + overlay_y_max - 1);
|
|
x_min = clamp_def(x_min, overlay_x_min, overlay_x_min + overlay_x_max - 1);
|
|
y_min = clamp_def(y_min, overlay_y_min, overlay_y_min + overlay_y_max - 1);
|
|
|
|
const int32_t width = x_max - x_min + 1;
|
|
const int32_t height = y_max - y_min + 1;
|
|
if (width * height > 0) {
|
|
rend_data_ctx.state.active_texture(7);
|
|
rend_data_ctx.state.copy_tex_sub_image_2d(GL_TEXTURE_2D,
|
|
0, x_min, y_min, x_min, y_min, width, height);
|
|
}
|
|
}
|
|
|
|
static void draw_sprite_end(render_data_context& rend_data_ctx) {
|
|
rend_data_ctx.state.disable_blend();
|
|
rend_data_ctx.state.active_bind_texture_2d(0, 0);
|
|
rend_data_ctx.state.bind_sampler(0, 0);
|
|
rend_data_ctx.state.active_bind_texture_2d(1, 0);
|
|
rend_data_ctx.state.bind_sampler(1, 0);
|
|
rend_data_ctx.state.active_bind_texture_2d(7, 0);
|
|
rend_data_ctx.state.bind_sampler(7, 0);
|
|
rend_data_ctx.state.set_blend_func_separate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO);
|
|
shader::unbind(rend_data_ctx.state);
|
|
}
|
|
|
|
static void draw_sprite_scale(spr::SprArgs* args) {
|
|
int32_t index = args->index;
|
|
resolution_mode mode = res_window_get()->resolution_mode;
|
|
while (args) {
|
|
resolution_mode_scale_data data(args->resolution_mode_screen, mode);
|
|
if (args->resolution_mode_screen != RESOLUTION_MODE_MAX
|
|
&& args->resolution_mode_screen != mode && (index <= 0 || index >= 3)) {
|
|
float_t scale_x = data.scale.x;
|
|
float_t scale_y = data.scale.y;
|
|
float_t src_res_x = data.src_res.x;
|
|
float_t src_res_y = data.src_res.y;
|
|
float_t dst_res_x = data.dst_res.x;
|
|
float_t dst_res_y = data.dst_res.y;
|
|
args->trans.x = (args->trans.x - src_res_x) * scale_x + src_res_x;
|
|
args->trans.y = (args->trans.y - src_res_y) * scale_y + src_res_y;
|
|
args->trans.z = args->trans.z * scale_y;
|
|
|
|
SpriteVertex* vtx = args->GetVertexArray();
|
|
for (size_t i = args->num_vertex; i; i--, vtx++) {
|
|
vtx->pos.x = (vtx->pos.x - src_res_x) * scale_x + dst_res_x;
|
|
vtx->pos.y = (vtx->pos.y - src_res_y) * scale_y + dst_res_y;
|
|
}
|
|
}
|
|
|
|
if (args->resolution_mode_sprite != RESOLUTION_MODE_MAX) {
|
|
vec2 scale = resolution_mode_get_scale(mode, args->resolution_mode_sprite);
|
|
args->scale.x = scale.x * args->scale.x;
|
|
args->scale.y = scale.y * args->scale.y;
|
|
}
|
|
args = args->next;
|
|
}
|
|
}
|
|
}
|
|
|
|
void sprite_manager_init() {
|
|
if (!sprite_manager_render_data)
|
|
sprite_manager_render_data = new spr::SpriteManager::RenderData;
|
|
}
|
|
|
|
void sprite_manager_draw(render_data_context& rend_data_ctx,
|
|
int32_t index, bool font, texture* overlay_tex) {
|
|
sprite_manager->Draw(rend_data_ctx, index, font, overlay_tex);
|
|
}
|
|
|
|
void sprite_manager_post_draw() {
|
|
sprite_manager->PostDraw();
|
|
}
|
|
|
|
void sprite_manager_pre_draw() {
|
|
sprite_manager->PreDraw();
|
|
}
|
|
|
|
void sprite_manager_set_res(double_t aspect, int32_t width, int32_t height) {
|
|
sprite_manager->aspect[0] = (float_t)aspect;
|
|
sprite_manager->field_1018[0].second = { { 0.0f, 0.0f }, { (float_t)width, (float_t)height } };
|
|
sprite_manager->aspect[1] = (float_t)aspect;
|
|
sprite_manager->field_1018[1].second = { { 0.0f, 0.0f }, { (float_t)width, (float_t)height } };
|
|
}
|
|
|
|
void sprite_manager_set_view_projection(bool aet_3d) {
|
|
view_projection_aet = aet_3d
|
|
? camera_data.view_projection_aet_3d
|
|
: camera_data.view_projection_aet_2d;
|
|
}
|
|
|
|
void sprite_manager_free() {
|
|
if (sprite_manager_render_data) {
|
|
delete sprite_manager_render_data;
|
|
sprite_manager_render_data = 0;
|
|
}
|
|
}
|
|
|
|
HOOK(void, FASTCALL, sprite_manager_set_view_projection, 0x00000001401F9590, bool aet_3d) {
|
|
sprite_manager_set_view_projection(aet_3d);
|
|
}
|
|
|
|
HOOK(void, FASTCALL, spr__SprArgs__Reset, 0x000000014063CA10, spr::SprArgs* This) {
|
|
originalspr__SprArgs__Reset(This);
|
|
This->sprite_draw_param_index = -1;
|
|
}
|
|
|
|
HOOK(void, FASTCALL, sprite_manager_draw, 0x000000014063F870, int32_t index, bool font, texture* tex) {
|
|
render_data_context rend_data_ctx(GL_REND_STATE_POST_2D);
|
|
sprite_manager_draw(rend_data_ctx, index, font, tex);
|
|
}
|
|
|
|
void sprite_patch() {
|
|
INSTALL_HOOK(sprite_manager_set_view_projection);
|
|
INSTALL_HOOK(spr__SprArgs__Reset);
|
|
INSTALL_HOOK(sprite_manager_draw);
|
|
}
|