Files
korenkonder_AFTMods/src/DivaGL/sprite.cpp
T

1351 lines
55 KiB
C++

/*
by korenkonder
GitHub/GitLab: korenkonder
*/
#include "sprite.hpp"
#include "gl_state.hpp"
#include "render_context.hpp"
#include "shader_ft.hpp"
#include <Helpers.h>
struct sprite_draw_vertex {
vec3 pos;
vec2 uv[2];
color4u8 color;
};
struct sprite_draw_param_attrib_member {
uint32_t primitive : 4;
uint32_t enable_blend : 1;
uint32_t blend : 3;
uint32_t sampler : 2;
};
union sprite_draw_param_attrib {
sprite_draw_param_attrib_member m;
uint32_t w;
};
struct sprite_draw_param {
union {
GLint first;
struct {
GLuint start;
GLuint end;
};
};
GLsizei count;
GLintptr offset;
const texture* textures[2];
int32_t shader;
sprite_draw_param_attrib attrib;
vec3 vtx[4];
};
namespace spr {
struct SprArgsInner {
int32_t num_texture;
int32_t blend;
const texture* textures[4];
int32_t shader;
spr::SprKind kind;
};
struct TexCoord {
struct UV {
float_t u;
float_t v;
};
TexCoord::UV uv[4];
};
struct TexParam {
texture* texture;
TexCoord texcoord;
int32_t pad[2];
};
struct SpriteManager {
struct RenderData {
std::vector<sprite_draw_param> draw_param_buffer;
std::vector<sprite_draw_vertex> vertex_buffer;
std::vector<uint32_t> index_buffer;
GLuint vao;
GL::ArrayBuffer vbo;
size_t vbo_vertex_count;
GL::ElementArrayBuffer ebo;
size_t ebo_index_count;
RenderData();
~RenderData();
void Clear();
void Update();
};
prj::map<int32_t, SprSet> sets;
prj::list<SprArgs> reqlist[4][2][SPR_PRIO_MAX];
float_t aspect[2];
prj::pair<resolution_mode, rectangle> field_1018[2];
int32_t index;
mat4 view_projection;
mat4 mat;
resolution_mode resolution_mode;
void Draw(render_data_context& rend_data_ctx,
int32_t index, bool font, texture* overlay_tex);
void PostDraw();
void PreDraw();
};
struct SpriteVertexData {
size_t max_count;
spr::SpriteVertex* array;
};
static_assert(sizeof(spr::SpriteManager) == 0x10C8, "\"spr::SpriteManager\" struct should have a size of 0x10C8");
static void calc_sprite_vertex(spr::SprArgs* args, vec3* vtx, mat4* mat, bool font);
static int32_t calc_sprite_texture_param(SprArgs* args, spr::TexParam* param, vec3* vtx, bool font);
static void add_draw_sprite(spr::SprArgs** args_array, int32_t count, bool font,
spr::SprArgsInner& args_inner, std::vector<sprite_draw_param>& draw_param_buffer,
std::vector<sprite_draw_vertex>& vertex_buffer, std::vector<uint32_t>& index_buffer);
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);
static void draw_sprite_begin(render_data_context& rend_data_ctx);
static void draw_sprite_copy_overlay_texture(
render_data_context& rend_data_ctx, const SprArgs& args, const mat4& mat, const vec3* vtx,
int32_t overlay_x_min, int32_t overlay_y_min, int32_t overlay_x_max, int32_t overlay_y_max);
static void draw_sprite_end(render_data_context& rend_data_ctx);
static void draw_sprite_scale(spr::SprArgs* args);
}
spr::SpriteManager* sprite_manager = (spr::SpriteManager*)0x000000014CC611C0;
static mat4 view_projection_aet;
extern bool sprite_break_sprite_vertex_limit;
static spr::SpriteManager::RenderData* sprite_manager_render_data;
static const GLenum spr_blend_param[6][4] = {
{ GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE },
{ GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR, GL_ZERO, GL_ONE },
{ GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE },
{ GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE },
{ GL_ONE, GL_ZERO, GL_ONE, GL_ZERO },
{ GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE },
};
namespace spr {
SpriteManager::RenderData::RenderData() : vao() {
glGenVertexArrays(1, &vao);
gl_state.bind_vertex_array(vao);
vbo_vertex_count = 4096;
static const GLsizei buffer_size = sizeof(sprite_draw_vertex);
vbo.Create(gl_state, buffer_size * vbo_vertex_count);
gl_state.bind_array_buffer(vbo, true);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(sprite_draw_vertex, pos));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, buffer_size,
(void*)offsetof(sprite_draw_vertex, color));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(sprite_draw_vertex, uv));
ebo_index_count = 4096;
ebo.Create(gl_state, sizeof(uint32_t) * ebo_index_count);
gl_state.bind_element_array_buffer(ebo, true);
gl_state.bind_array_buffer(0);
gl_state.bind_vertex_array(0);
gl_state.bind_element_array_buffer(0);
}
SpriteManager::RenderData::~RenderData() {
ebo.Destroy();
vbo.Destroy();
if (vao) {
glDeleteVertexArrays(1, &vao);
vao = 0;
}
}
void SpriteManager::RenderData::Clear() {
draw_param_buffer.clear();
vertex_buffer.clear();
index_buffer.clear();
}
void SpriteManager::RenderData::Update() {
static const GLsizei buffer_size = sizeof(sprite_draw_vertex);
if (vbo_vertex_count < vertex_buffer.size()) {
while (vbo_vertex_count < vertex_buffer.size())
vbo_vertex_count *= 2;
gl_state.bind_vertex_array(vao);
if (DIVA_GL_VERSION_4_4) {
vbo.Destroy();
vbo.Create(gl_state, buffer_size * vbo_vertex_count);
gl_state.bind_array_buffer(vbo, true);
glBufferSubData(GL_ARRAY_BUFFER, 0, (GLsizeiptr)(buffer_size
* vertex_buffer.size()), vertex_buffer.data());
}
else {
gl_state.bind_array_buffer(vbo, true);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(buffer_size
* vbo_vertex_count), 0, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, (GLsizeiptr)(buffer_size
* vertex_buffer.size()), vertex_buffer.data());
}
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(sprite_draw_vertex, pos));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, buffer_size,
(void*)offsetof(sprite_draw_vertex, color));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(sprite_draw_vertex, uv));
gl_state.bind_array_buffer(0);
gl_state.bind_vertex_array(0);
}
else
vbo.WriteMemory(gl_state, 0, buffer_size * vertex_buffer.size(), vertex_buffer.data());
if (ebo_index_count < index_buffer.size()) {
while (ebo_index_count < index_buffer.size())
ebo_index_count *= 2;
gl_state.bind_vertex_array(vao);
if (DIVA_GL_VERSION_4_4) {
ebo.Destroy();
ebo.Create(gl_state, sizeof(uint32_t) * ebo_index_count);
gl_state.bind_element_array_buffer(ebo, true);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, (GLsizeiptr)(sizeof(uint32_t)
* index_buffer.size()), index_buffer.data());
}
else {
gl_state.bind_array_buffer(vbo, true);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)(sizeof(uint32_t)
* ebo_index_count), 0, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, (GLsizeiptr)(sizeof(uint32_t)
* index_buffer.size()), index_buffer.data());
}
gl_state.bind_vertex_array(0);
gl_state.bind_element_array_buffer(0);
}
else
ebo.WriteMemory(gl_state, 0, sizeof(uint32_t) * index_buffer.size(), index_buffer.data());
}
void SpriteManager::Draw(render_data_context& rend_data_ctx,
int32_t index, bool font, texture* overlay_tex) {
draw_sprite_begin(rend_data_ctx);
size_t count = 0;
for (auto& i : reqlist[index])
for (auto& j : i)
count += j.size();
::resolution_mode mode = res_window_get()->resolution_mode;
if (index == 2 && resolution_mode != RESOLUTION_MODE_MAX)
res_window_get()->resolution_mode = resolution_mode;
gl_rend_state_rect viewport_rect = rend_data_ctx.state.get_viewport();
for (int32_t i = 0; i < 2; i++) {
auto reqlist = this->reqlist[index][i];
size_t count = 0;
for (uint32_t j = SPR_PRIO_MAX, k = 0; j; j--, k++)
count += reqlist[k].size();
if (!count)
continue;
int32_t x_min;
int32_t y_min;
int32_t x_max;
int32_t y_max;
if (index == 0 || index == 3) {
float_t sprite_half_width = (float_t)res_window_get()->width * 0.5f;
float_t sprite_half_height = (float_t)res_window_get()->height * 0.5f;
float_t aet_depth = camera_data.aet_depth;
float_t aet_depth_1 = 1.0f / aet_depth;
float_t v15a = sprite_half_height * aspect[i] * 0.2f * aet_depth_1;
float_t v15b = sprite_half_height * 0.2f * aet_depth_1;
mat4 proj;
mat4_frustrum(-v15a, v15a, v15b, -v15b, 0.2f, 3000.0f, &proj);
vec3 eye = { sprite_half_width, sprite_half_height, aet_depth };
vec3 target = { sprite_half_width, sprite_half_height, 0.0f };
vec3 up = { 0.0f, 1.0f, 0.0f };
mat4 view;
mat4_look_at(&eye, &target, &up, &view);
mat4_mul(&view, &proj, &view_projection);
mat4_transpose(&view_projection, &view_projection);
vec2 min;
vec2 max;
resolution_mode_scale_pos(min, mode, field_1018[i].second.pos, field_1018[i].first);
resolution_mode_scale_pos(max, mode,
field_1018[i].second.pos + field_1018[i].second.size, field_1018[i].first);
x_min = (int32_t)min.x;
y_min = (int32_t)min.y;
x_max = (int32_t)(max.x - min.x);
y_max = (int32_t)(max.y - min.y);
rend_data_ctx.state.set_viewport(x_min, y_min, x_max, y_max);
}
else {
view_projection = view_projection_aet;
x_min = viewport_rect.x;
y_min = viewport_rect.y;
x_max = viewport_rect.width;
y_max = viewport_rect.height;
}
float_t v23 = (float_t)x_max * 0.5f;
float_t v24 = (float_t)x_min + v23;
float_t v25 = (float_t)y_max * 0.5f;
float_t v26 = (float_t)y_min + v25;
mat4 mat = view_projection;
mat.row0.x = v23 * view_projection.row0.x + v24 * view_projection.row0.x;
mat.row0.y = v23 * view_projection.row0.y + v24 * view_projection.row0.y;
mat.row0.z = v23 * view_projection.row0.z + v24 * view_projection.row0.z;
mat.row0.w = v23 * view_projection.row0.w + v24 * view_projection.row0.w;
mat.row1.x = v25 * view_projection.row1.x + v26 * view_projection.row1.x;
mat.row1.y = v25 * view_projection.row1.y + v26 * view_projection.row1.y;
mat.row1.z = v25 * view_projection.row1.z + v26 * view_projection.row1.z;
mat.row1.w = v25 * view_projection.row1.w + v26 * view_projection.row1.w;
this->mat = mat;
mat4_transpose(&mat, &mat);
sprite_scene_shader_data shader_data = {};
shader_data.g_framebuffer_size = {
1.0f / (float_t)overlay_tex->width,
1.0f / (float_t)overlay_tex->height, 0.0f, 0.0f
};
shader_data.g_transform = view_projection;
rctx->sprite_scene_ubo.WriteMemory(rend_data_ctx.state, shader_data);
rend_data_ctx.state.bind_uniform_buffer_base(0, rctx->sprite_scene_ubo);
RenderData& render_data = *sprite_manager_render_data;
rend_data_ctx.state.bind_vertex_array(render_data.vao);
for (uint32_t j = SPR_PRIO_MAX; j; j--, reqlist++)
for (auto& k : *reqlist)
if (k.sprite_draw_param_index >= 0)
draw_sprite(rend_data_ctx, k, mat, x_min, y_min, x_max, y_max, overlay_tex);
rend_data_ctx.state.bind_vertex_array(0);
}
if (index == 2 && resolution_mode != RESOLUTION_MODE_MAX)
res_window_get()->resolution_mode = mode;
draw_sprite_end(rend_data_ctx);
}
void SpriteManager::PostDraw() {
sprite_manager_render_data->Clear();
}
void SpriteManager::PreDraw() {
auto check_same = [](const SprArgsInner& left, const SprArgsInner& 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_ARROW_AB && right.kind != SPR_KIND_ARROW_AB
&& left.kind != SPR_KIND_TRIANGLE && right.kind != SPR_KIND_TRIANGLE;
};
auto get_num_vertex = [](const SprArgs& args, SprArgsInner& args_inner) {
int32_t num_texture = 0;
if (args.texture) {
const spr::SprArgs* _args = &args;
while (_args) {
args_inner.textures[num_texture++] = _args->texture;
_args = _args->next;
}
}
args_inner.num_texture = num_texture;
args_inner.blend = args.blend;
args_inner.shader = args.shader;
args_inner.kind = args.kind;
};
RenderData& render_data = *sprite_manager_render_data;
SprArgsInner args_inner[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 inner_idx = 0;
for (SprArgs& args : reqlist[i][j][k]) {
if (!args_count) {
get_num_vertex(args, args_inner[inner_idx]);
args_array[args_count++] = &args;
inner_idx = 1 - inner_idx;
}
else if (args_count >= 0x100) {
add_draw_sprite(args_array, args_count, true,
args_inner[1 - inner_idx], render_data.draw_param_buffer,
render_data.vertex_buffer, render_data.index_buffer);
get_num_vertex(args, args_inner[inner_idx]);
args_count = 0;
args_array[args_count++] = &args;
inner_idx = 1 - inner_idx;
}
else {
get_num_vertex(args, args_inner[inner_idx]);
if (!check_same(args_inner[1 - inner_idx], args_inner[inner_idx])) {
add_draw_sprite(args_array, args_count, true,
args_inner[1 - inner_idx], render_data.draw_param_buffer,
render_data.vertex_buffer, render_data.index_buffer);
args_count = 0;
inner_idx = 1 - inner_idx;
}
args_array[args_count++] = &args;
}
}
if (args_count)
add_draw_sprite(args_array, args_count, true,
args_inner[1 - inner_idx], render_data.draw_param_buffer,
render_data.vertex_buffer, render_data.index_buffer);
}
render_data.Update();
}
static void calc_sprite_vertex(spr::SprArgs* args, vec3* vtx, 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, &center, &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, 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_LINE) {
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 void add_draw_sprite(spr::SprArgs** args_array, int32_t count, bool font,
spr::SprArgsInner& args_inner, std::vector<sprite_draw_param>& draw_param_buffer,
std::vector<sprite_draw_vertex>& vertex_buffer, std::vector<uint32_t>& index_buffer) {
for (int32_t i = 0; i < count; i++) {
SprArgs& args = *args_array[i];
if (args.kind == SPR_KIND_LINE)
continue;
// BGRA to RGBA
const color4u8 color = { args.color.r, args.color.g, args.color.b, args.color.a };
if (font)
draw_sprite_scale(&args);
vec3 vtx[4] = {};
spr::TexParam tex_param[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, tex_param, vtx, font);
tex_param_count = min_def(tex_param_count, 2);
}
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.blend;
}
draw_param.shader = shader_ft_shader_name_map_table[args.shader];
if (draw_param.shader == SHADER_FT_FFP)
draw_param.shader = SHADER_FT_SPRITE;
switch (tex_param_count) {
case 0:
switch (args.kind) {
case SPR_KIND_LINES: {
if (vtx[0] == 0.0f && vtx[2] == 0.0f) {
draw_param_buffer.pop_back();
continue;
}
sprite_draw_vertex spr_vtx[2] = {};
spr_vtx[0].pos = vtx[0];
spr_vtx[0].color = color;
spr_vtx[1].pos = vtx[2];
spr_vtx[1].color = color;
draw_param.attrib.m.primitive = GL_LINES;
draw_param.first = (GLint)vertex_buffer.size();
draw_param.count = 2;
vertex_buffer.reserve(2);
vertex_buffer.push_back(spr_vtx[0]);
vertex_buffer.push_back(spr_vtx[1]);
} break;
case SPR_KIND_RECT: {
if (vtx[0] == 0.0f && vtx[1] == 0.0f && vtx[2] == 0.0f && vtx[3] == 0.0f) {
draw_param_buffer.pop_back();
continue;
}
sprite_draw_vertex spr_vtx[4] = {};
spr_vtx[0].pos = vtx[0];
spr_vtx[0].color = color;
spr_vtx[1].pos = vtx[1];
spr_vtx[1].color = color;
spr_vtx[2].pos = vtx[2];
spr_vtx[2].color = color;
spr_vtx[3].pos = vtx[3];
spr_vtx[3].color = color;
draw_param.attrib.m.primitive = GL_TRIANGLES;
draw_param.start = (GLuint)vertex_buffer.size();
draw_param.end = draw_param.start + 3;
draw_param.count = 6;
draw_param.offset = (GLintptr)(index_buffer.size() * sizeof(uint32_t));
uint32_t start_vertex_index = (uint32_t)vertex_buffer.size();
vertex_buffer.reserve(4);
vertex_buffer.push_back(spr_vtx[0]); // LB
vertex_buffer.push_back(spr_vtx[3]); // RB
vertex_buffer.push_back(spr_vtx[2]); // RT
vertex_buffer.push_back(spr_vtx[1]); // LT
index_buffer.reserve(6);
index_buffer.push_back(start_vertex_index + 0); // LB
index_buffer.push_back(start_vertex_index + 3); // LT
index_buffer.push_back(start_vertex_index + 1); // RB
index_buffer.push_back(start_vertex_index + 1); // RB
index_buffer.push_back(start_vertex_index + 3); // LT
index_buffer.push_back(start_vertex_index + 2); // RT
} break;
case SPR_KIND_MULTI: {
if (vtx[0] == 0.0f && vtx[1] == 0.0f && vtx[2] == 0.0f && vtx[3] == 0.0f) {
draw_param_buffer.pop_back();
continue;
}
sprite_draw_vertex spr_vtx[4] = {};
spr_vtx[0].pos = vtx[0];
spr_vtx[0].color = color;
spr_vtx[1].pos = vtx[1];
spr_vtx[1].color = color;
spr_vtx[2].pos = vtx[2];
spr_vtx[2].color = color;
spr_vtx[3].pos = vtx[3];
spr_vtx[3].color = color;
draw_param.attrib.m.primitive = GL_LINES;
draw_param.first = (GLint)vertex_buffer.size();
draw_param.count = 5;
vertex_buffer.reserve(5);
vertex_buffer.push_back(spr_vtx[0]);
vertex_buffer.push_back(spr_vtx[1]);
vertex_buffer.push_back(spr_vtx[2]);
vertex_buffer.push_back(spr_vtx[3]);
vertex_buffer.push_back(spr_vtx[0]);
} break;
case SPR_KIND_ARROW_B: {
sprite_draw_vertex spr_vtx[2] = {};
spr_vtx[0].color = color;
spr_vtx[1].color = color;
if (args.num_vertex) {
draw_param.attrib.m.primitive = GL_LINES;
draw_param.first = (GLint)vertex_buffer.size();
draw_param.count = (uint32_t)(args.num_vertex / 2 * 2);
size_t vertex_buffer_size = vertex_buffer.size();
vertex_buffer.reserve(args.num_vertex / 2 * 2);
SpriteVertex* vtx = args.GetVertexArray();
for (size_t i = args.num_vertex / 2; i; i--, vtx += 2) {
if (vtx[0].pos == 0.0f && vtx[1].pos == 0.0f)
continue;
spr_vtx[0].pos = vtx[0].pos;
spr_vtx[1].pos = vtx[1].pos;
vertex_buffer.push_back(spr_vtx[0]);
vertex_buffer.push_back(spr_vtx[1]);
}
if (vertex_buffer_size == vertex_buffer.size()) {
draw_param_buffer.pop_back();
continue;
}
}
else {
if (vtx[0] == 0.0f && vtx[2] == 0.0f) {
draw_param_buffer.pop_back();
continue;
}
spr_vtx[0].pos = vtx[0];
spr_vtx[1].pos = vtx[2];
draw_param.attrib.m.primitive = GL_LINES;
draw_param.first = (GLint)vertex_buffer.size();
draw_param.count = 2;
vertex_buffer.reserve(2);
vertex_buffer.push_back(spr_vtx[0]);
vertex_buffer.push_back(spr_vtx[1]);
}
} break;
case SPR_KIND_ARROW_AB: {
if (!args.num_vertex) {
draw_param_buffer.pop_back();
continue;
}
draw_param.attrib.m.primitive = GL_LINE_STRIP;
draw_param.first = (GLint)vertex_buffer.size();
draw_param.count = (GLsizei)args.num_vertex;
vertex_buffer.reserve(args.num_vertex);
sprite_draw_vertex spr_vtx = {};
spr_vtx.color = color;
SpriteVertex* vtx = args.GetVertexArray();
for (size_t i = args.num_vertex; i; i--, vtx++) {
spr_vtx.pos = vtx->pos;
vertex_buffer.push_back(spr_vtx);
}
} break;
case SPR_KIND_TRIANGLE: {
if (!args.num_vertex) {
draw_param_buffer.pop_back();
continue;
}
draw_param.attrib.m.primitive = GL_TRIANGLE_STRIP;
draw_param.first = (GLint)vertex_buffer.size();
draw_param.count = (GLsizei)args.num_vertex;
vertex_buffer.reserve(args.num_vertex);
sprite_draw_vertex spr_vtx = {};
spr_vtx.color = color;
SpriteVertex* vtx = args.GetVertexArray();
for (size_t i = args.num_vertex; i; i--, vtx++) {
spr_vtx.pos = vtx->pos;
vertex_buffer.push_back(spr_vtx);
}
} break;
default:
draw_param_buffer.pop_back();
continue;
}
break;
case 1:
draw_param.textures[0] = tex_param[0].texture;
draw_param.attrib.m.sampler = 0;
if (args.num_vertex) {
if (args.kind == SPR_KIND_TRIANGLE)
draw_param.attrib.m.sampler = 1;
if (args.kind == SPR_KIND_TRIANGLE) {
draw_param.attrib.m.primitive = GL_TRIANGLE_STRIP;
draw_param.first = (GLint)vertex_buffer.size();
draw_param.count = (GLsizei)args.num_vertex;
vertex_buffer.reserve(args.num_vertex);
sprite_draw_vertex spr_vtx = {};
SpriteVertex* vtx = args.GetVertexArray();
for (size_t i = args.num_vertex; i; i--, vtx++) {
spr_vtx.pos = vtx->pos;
spr_vtx.uv[0] = vtx->uv;
spr_vtx.color = vtx->color;
vertex_buffer.push_back(spr_vtx);
}
}
else {
size_t num_vertex = args.num_vertex / 4 * 6;
draw_param.attrib.m.primitive = GL_TRIANGLES;
draw_param.start = (GLuint)vertex_buffer.size();
draw_param.end = draw_param.start + (GLuint)(args.num_vertex - 1);
draw_param.count = (GLsizei)num_vertex;
draw_param.offset = (GLintptr)(index_buffer.size() * sizeof(uint32_t));
uint32_t start_vertex_index = (uint32_t)vertex_buffer.size();
size_t vertex_buffer_size = vertex_buffer.size();
vertex_buffer.reserve(args.num_vertex);
index_buffer.reserve(num_vertex);
sprite_draw_vertex spr_vtx[4] = {};
SpriteVertex* vtx = args.GetVertexArray();
for (size_t i = num_vertex / 6, j = 0; i; i--, j += 4, vtx += 4) {
if (vtx[0].pos == 0.0f && vtx[1].pos == 0.0f
&& vtx[2].pos == 0.0f && vtx[3].pos == 0.0f)
continue;
spr_vtx[0].pos = vtx[0].pos;
spr_vtx[0].uv[0] = vtx[0].uv;
spr_vtx[0].color = vtx[0].color;
spr_vtx[1].pos = vtx[1].pos;
spr_vtx[1].uv[0] = vtx[1].uv;
spr_vtx[1].color = vtx[1].color;
spr_vtx[2].pos = vtx[2].pos;
spr_vtx[2].uv[0] = vtx[2].uv;
spr_vtx[2].color = vtx[2].color;
spr_vtx[3].pos = vtx[3].pos;
spr_vtx[3].uv[0] = vtx[3].uv;
spr_vtx[3].color = vtx[3].color;
vertex_buffer.push_back(spr_vtx[0]); // LB
vertex_buffer.push_back(spr_vtx[3]); // RB
vertex_buffer.push_back(spr_vtx[2]); // RT
vertex_buffer.push_back(spr_vtx[1]); // LT
index_buffer.push_back(start_vertex_index + (uint32_t)j + 0); // LB
index_buffer.push_back(start_vertex_index + (uint32_t)j + 3); // LT
index_buffer.push_back(start_vertex_index + (uint32_t)j + 1); // RB
index_buffer.push_back(start_vertex_index + (uint32_t)j + 1); // RB
index_buffer.push_back(start_vertex_index + (uint32_t)j + 3); // LT
index_buffer.push_back(start_vertex_index + (uint32_t)j + 2); // RT
}
if (vertex_buffer_size == vertex_buffer.size()) {
draw_param_buffer.pop_back();
continue;
}
}
}
else {
if (vtx[0] == 0.0f && vtx[1] == 0.0f && vtx[2] == 0.0f && vtx[3] == 0.0f) {
draw_param_buffer.pop_back();
continue;
}
sprite_draw_vertex spr_vtx[4] = {};
spr_vtx[0].pos = vtx[0];
spr_vtx[0].uv[0].x = tex_param[0].texcoord.uv[0].u;
spr_vtx[0].uv[0].y = tex_param[0].texcoord.uv[0].v;
spr_vtx[0].color = color;
spr_vtx[1].pos = vtx[1];
spr_vtx[1].uv[0].x = tex_param[0].texcoord.uv[1].u;
spr_vtx[1].uv[0].y = tex_param[0].texcoord.uv[1].v;
spr_vtx[1].color = color;
spr_vtx[2].pos = vtx[2];
spr_vtx[2].uv[0].x = tex_param[0].texcoord.uv[2].u;
spr_vtx[2].uv[0].y = tex_param[0].texcoord.uv[2].v;
spr_vtx[2].color = color;
spr_vtx[3].pos = vtx[3];
spr_vtx[3].uv[0].x = tex_param[0].texcoord.uv[3].u;
spr_vtx[3].uv[0].y = tex_param[0].texcoord.uv[3].v;
spr_vtx[3].color = color;
draw_param.attrib.m.primitive = GL_TRIANGLES;
draw_param.start = (GLuint)vertex_buffer.size();
draw_param.end = draw_param.start + 3;
draw_param.count = 6;
draw_param.offset = (GLintptr)(index_buffer.size() * sizeof(uint32_t));
uint32_t start_vertex_index = (uint32_t)vertex_buffer.size();
vertex_buffer.reserve(4);
vertex_buffer.push_back(spr_vtx[0]); // LB
vertex_buffer.push_back(spr_vtx[3]); // RB
vertex_buffer.push_back(spr_vtx[2]); // RT
vertex_buffer.push_back(spr_vtx[1]); // LT
index_buffer.reserve(6);
index_buffer.push_back(start_vertex_index + 0); // LB
index_buffer.push_back(start_vertex_index + 3); // LT
index_buffer.push_back(start_vertex_index + 1); // RB
index_buffer.push_back(start_vertex_index + 1); // RB
index_buffer.push_back(start_vertex_index + 3); // LT
index_buffer.push_back(start_vertex_index + 2); // RT
}
break;
case 2: {
if (vtx[0] == 0.0f && vtx[1] == 0.0f && vtx[2] == 0.0f && vtx[3] == 0.0f) {
draw_param_buffer.pop_back();
continue;
}
draw_param.textures[0] = tex_param[0].texture;
draw_param.textures[1] = tex_param[1].texture;
draw_param.attrib.m.sampler = 2;
sprite_draw_vertex spr_vtx[4] = {};
spr_vtx[0].pos = vtx[0];
spr_vtx[0].uv[0].x = tex_param[0].texcoord.uv[0].u;
spr_vtx[0].uv[0].y = tex_param[0].texcoord.uv[0].v;
spr_vtx[0].uv[1].x = tex_param[1].texcoord.uv[0].u;
spr_vtx[0].uv[1].y = tex_param[1].texcoord.uv[0].v;
spr_vtx[0].color = color;
spr_vtx[1].pos = vtx[1];
spr_vtx[1].uv[0].x = tex_param[0].texcoord.uv[1].u;
spr_vtx[1].uv[0].y = tex_param[0].texcoord.uv[1].v;
spr_vtx[1].uv[1].x = tex_param[1].texcoord.uv[1].u;
spr_vtx[1].uv[1].y = tex_param[1].texcoord.uv[1].v;
spr_vtx[1].color = color;
spr_vtx[2].pos = vtx[2];
spr_vtx[2].uv[0].x = tex_param[0].texcoord.uv[2].u;
spr_vtx[2].uv[0].y = tex_param[0].texcoord.uv[2].v;
spr_vtx[2].uv[1].x = tex_param[1].texcoord.uv[2].u;
spr_vtx[2].uv[1].y = tex_param[1].texcoord.uv[2].v;
spr_vtx[2].color = color;
spr_vtx[3].pos = vtx[3];
spr_vtx[3].uv[0].x = tex_param[0].texcoord.uv[3].u;
spr_vtx[3].uv[0].y = tex_param[0].texcoord.uv[3].v;
spr_vtx[3].uv[1].x = tex_param[1].texcoord.uv[3].u;
spr_vtx[3].uv[1].y = tex_param[1].texcoord.uv[3].v;
spr_vtx[3].color = color;
draw_param.attrib.m.primitive = GL_TRIANGLES;
draw_param.start = (GLuint)vertex_buffer.size();
draw_param.end = draw_param.start + 3;
draw_param.count = 6;
draw_param.offset = (GLintptr)(index_buffer.size() * sizeof(uint32_t));
uint32_t start_vertex_index = (uint32_t)vertex_buffer.size();
vertex_buffer.reserve(4);
vertex_buffer.push_back(spr_vtx[0]); // LB
vertex_buffer.push_back(spr_vtx[3]); // RB
vertex_buffer.push_back(spr_vtx[2]); // RT
vertex_buffer.push_back(spr_vtx[1]); // LT
index_buffer.reserve(6);
index_buffer.push_back(start_vertex_index + 0); // LB
index_buffer.push_back(start_vertex_index + 3); // LT
index_buffer.push_back(start_vertex_index + 1); // RB
index_buffer.push_back(start_vertex_index + 1); // RB
index_buffer.push_back(start_vertex_index + 3); // LT
index_buffer.push_back(start_vertex_index + 2); // RT
} break;
}
if (draw_param_buffer.size() >= 2) {
sprite_draw_param& draw_param_2 = draw_param_buffer.data()[draw_param_buffer.size() - 2];
sprite_draw_param& draw_param_1 = draw_param_buffer.data()[draw_param_buffer.size() - 1];
if (draw_param_1.attrib.m.primitive == GL_TRIANGLES
&& draw_param_2.attrib.w == draw_param_1.attrib.w
&& draw_param_2.shader == draw_param_1.shader
&& draw_param_2.textures[0] == draw_param_1.textures[0]
&& draw_param_2.textures[1] == draw_param_1.textures[1]
&& draw_param_2.end + 1 == draw_param_1.start) {
draw_param_2.end = draw_param_1.end;
draw_param_2.count += draw_param_1.count;
draw_param_buffer.pop_back();
}
else if (draw_param_1.attrib.m.primitive == GL_LINES
&& draw_param_2.attrib.w == draw_param_1.attrib.w
&& draw_param_2.shader == draw_param_1.shader
&& draw_param_2.textures[0] == draw_param_1.textures[0]
&& draw_param_2.textures[1] == draw_param_1.textures[1]
&& draw_param_2.first + draw_param_2.count == draw_param_1.first) {
draw_param_2.count += draw_param_1.count;
draw_param_buffer.pop_back();
}
}
args.sprite_draw_param_index = (int32_t)(draw_param_buffer.size() - 1);
}
for (int32_t i = 1; i < 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;
}
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);
}
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, draw_param.shader);
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);
rend_data_ctx.state.bind_vertex_array(0);
rend_data_ctx.state.bind_uniform_buffer_base(0, 0);
}
static void draw_sprite_copy_overlay_texture(
render_data_context& rend_data_ctx, const SprArgs& args, const mat4& mat, const vec3* vtx,
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);
}