/* by korenkonder GitHub/GitLab: korenkonder */ #include "sprite.hpp" #include "../KKdLib/prj/shared_ptr.hpp" #include "../KKdLib/prj/stack_allocator.hpp" #include "../KKdLib/txp.hpp" #include "GL/array_buffer.hpp" #include "GL/element_array_buffer.hpp" #include "data.hpp" #include "file_handler.hpp" #include "gl.hpp" #include "shader_ft.hpp" #include "texture.hpp" class SprSet { public: int32_t flag; uint32_t index; ::spr_set* spr_set; texture** textures; int32_t load_count; p_file_handler file_handler; bool ready; prj::shared_ptr alloc_handler; std::string file; std::string name; std::vector sprite_ids; uint32_t hash; SprSet(uint32_t index); virtual ~SprSet(); const char* GetName(spr_info info); rectangle GetRectangle(spr_info info); resolution_mode GetResolutionMode(spr_info info); texture* GetTexture(spr_info info); bool LoadData(); bool LoadDataModern(const void* data, size_t size); bool LoadFile(); bool LoadFileModern(sprite_database* spr_db); bool LoadTexture(); bool LoadTextureModern(const void* data, size_t size); void ReadFile(const char* file, std::string& mdata_dir, void* data); void ReadFileModern(uint32_t set_hash, void* data); void Unload(); void UnloadModern(sprite_database* spr_db); bool UnloadTexture(); }; 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; inline UV() : u(), v() { } }; UV uv[4]; inline TexCoord() { } }; struct TexParam { const texture* texture; TexCoord texcoord; //int32_t pad[2]; inline TexParam() : texture()/*, pad()*/ { } }; struct SpriteManager { struct RenderData { std::vector draw_param_buffer; std::vector vertex_buffer; std::vector 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(); }; std::map sets; std::list reqlist[4][2][SPR_PRIO_MAX]; float_t aspect[2]; std::pair field_1018[2]; int32_t index; mat4 view_projection; mat4 mat; resolution_mode resolution_mode; uint32_t set_counter; RenderData render_data; SpriteManager(); ~SpriteManager(); uint32_t AddSetModern(); void AddSprSets(const sprite_database* spr_db); void Clear(); void Draw(int32_t index, bool font, texture* overlay_tex, const mat4& vp); SprSet* GetSet(uint32_t index); bool GetSetReady(uint32_t index); uint32_t GetSetSpriteNum(uint32_t index); uint32_t GetSetTextureNum(uint32_t index); const char* GetSprName(spr_info info); rectangle GetSprRectangle(spr_info info); texture* GetSprTexture(spr_info info); bool LoadFile(uint32_t index); bool LoadFileModern(uint32_t index, sprite_database* spr_db); SprArgs* PutSprite(const SprArgs& args, const sprite_database* spr_db); void ReadFile(uint32_t index, const char* file, std::string& mdata_dir, void* data); void ReadFileModern(uint32_t index, uint32_t set_hash, void* data, sprite_database* spr_db); void RemoveSprSets(const sprite_database* spr_db); void ResetIndex(); void ResetReqList(); void ResetResData(); void PostDraw(); void PreDraw(); void UnloadSet(uint32_t index); void UnloadSetModern(uint32_t index, sprite_database* spr_db); }; 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& draw_param_buffer, std::vector& vertex_buffer, std::vector& index_buffer); static void draw_sprite(spr::SpriteManager* sprite_manager, render_context* rctx, 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_context* rctx); static void draw_sprite_copy_overlay_texture(render_context* rctx, 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(); static void draw_sprite_scale(spr::SprArgs* args); } spr::SpriteManager* sprite_manager; #if BREAK_SPRITE_VERTEX_LIMIT size_t sprite_vertex_array_max_count = 0x2000; spr::SpriteVertex* sprite_vertex_array; #else const size_t sprite_vertex_array_max_count = 0x2000; spr::SpriteVertex sprite_vertex_array[sprite_vertex_array_max_count]; #endif size_t sprite_vertex_array_count; extern render_context* rctx_ptr; 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 { SprArgs::SprArgs() : kind(), attr(), blend(), index(), layer(), prio(), resolution_mode_screen(), resolution_mode_sprite(), texture(), shader(), sprite_draw_param_index(), vertex_array(), num_vertex(), flags(), field_CC(), next() { Reset(); } void SprArgs::Reset() { kind = SPR_KIND_NORMAL; id = {}; color = 0xFFFFFFFF; attr = (SprAttr)0; blend = 0; index = -1; layer = 0; prio = SPR_PRIO_DEFAULT; resolution_mode_screen = RESOLUTION_MODE_HD; resolution_mode_sprite = RESOLUTION_MODE_HD; center = 0.0f; trans = 0.0f; scale = 1.0f; rot = 0.0f; skew_angle = 0.0f; mat = mat4_identity; texture = 0; shader = SHADER_FT_FFP; sprite_draw_param_index = -1; #if BREAK_SPRITE_VERTEX_LIMIT vertex_array = -1; #else vertex_array = 0; #endif num_vertex = 0; flags = (SprArgs::Flags)0; sprite_size = 0.0f; field_CC = 0; texture_pos = 0.0f; texture_size = 1.0f; next = 0; } void SprArgs::SetSpriteSize(vec2 size) { if (flags & SPRITE_SIZE) return; enum_or(flags, SPRITE_SIZE); sprite_size = size; field_CC = 0; } void SprArgs::SetTexturePosSize(float_t x, float_t y, float_t width, float_t height) { if (flags & TEXTURE_POS_SIZE) return; enum_or(flags, TEXTURE_POS_SIZE); texture_pos.x = x; texture_pos.y = y; texture_size.x = width; texture_size.y = height; } void SprArgs::SetVertexArray(SpriteVertex* vertex_array, size_t num_vertex) { #if BREAK_SPRITE_VERTEX_LIMIT if (sprite_vertex_array_count + num_vertex >= sprite_vertex_array_max_count) { while (sprite_vertex_array_count + num_vertex >= sprite_vertex_array_max_count) sprite_vertex_array_max_count *= 2; spr::SpriteVertex* _sprite_vertex_array = new spr::SpriteVertex[sprite_vertex_array_max_count]; memmove(_sprite_vertex_array, sprite_vertex_array, sizeof(SpriteVertex) * sprite_vertex_array_count); delete[] sprite_vertex_array; sprite_vertex_array = _sprite_vertex_array; } #else if (sprite_vertex_array_count + num_vertex >= sprite_vertex_array_max_count) return; #endif this->num_vertex = num_vertex; #if BREAK_SPRITE_VERTEX_LIMIT this->vertex_array = sprite_vertex_array_count; memmove(sprite_vertex_array + this->vertex_array, vertex_array, sizeof(SpriteVertex) * num_vertex); #else this->vertex_array = &sprite_vertex_array[sprite_vertex_array_count]; memmove(this->vertex_array, vertex_array, sizeof(SpriteVertex) * num_vertex); #endif sprite_vertex_array_count += num_vertex; } void SprArgs::SetNext(SprArgs* args, SprArgs* next) { while (args->next) args = args->next; args->next = next; next->kind = SPR_KIND_LINE; } vec2 proj_sprite_3d_line(vec3 vec, bool offset) { camera* cam = rctx_ptr->camera; mat4_transform_point(&cam->view, &vec, &vec); if (fabsf(vec.z) < 1.0e-10f) return 0.0f; vec2 sc_vec = cam->depth * *(vec2*)&vec.x * (1.0f / vec.z); resolution_struct* res_wind_int = res_window_internal_get(); sc_vec.x = (float_t)res_wind_int->width * 0.5f - sc_vec.x; sc_vec.y = (float_t)res_wind_int->height * 0.5f + sc_vec.y; if (offset) { resolution_struct* res_wind = res_window_get(); sc_vec.x = (float_t)res_wind_int->x_offset + sc_vec.x; sc_vec.y = (float_t)(res_wind->height - res_wind_int->y_offset - res_wind_int->height) + sc_vec.y; } return sc_vec; } void put_cross(const mat4& mat, color4u8 color_x, color4u8 color_y, color4u8 color_z) { vec3 v5 = { 0.0f, 0.0f, 0.0f }; vec3 v6; mat4_transform_point(&mat, &v5, &v6); vec3 v7 = v6; v5 = { 1.0f, 0.0f, 0.0f }; mat4_transform_point(&mat, &v5, &v6); put_sprite_3d_line(v7, v6, color_x); v5 = { 0.0f, 1.0f, 0.0f }; mat4_transform_point(&mat, &v5, &v6); put_sprite_3d_line(v7, v6, color_y); v5 = { 0.0f, 0.0f, 1.0f }; mat4_transform_point(&mat, &v5, &v6); put_sprite_3d_line(v7, v6, color_z); } void put_rgb_cross(const mat4& mat) { spr::put_cross(mat, color_red, color_green, color_blue); } spr::SprArgs* put_sprite(const spr::SprArgs& args, const sprite_database* spr_db) { return sprite_manager->PutSprite(args, spr_db); } void put_sprite_3d_line(vec3 p1, vec3 p2, color4u8 color) { vec2 sc_p1 = proj_sprite_3d_line(p1, true); vec2 sc_p2 = proj_sprite_3d_line(p2, true); spr::put_sprite_line(sc_p1, sc_p2, RESOLUTION_MODE_MAX, SPR_PRIO_DEBUG, color, 0); } void put_sprite_line(vec2 p1, vec2 p2, resolution_mode mode, spr::SprPrio prio, color4u8 color, int32_t layer) { spr::SprArgs args; args.trans.x = p1.x; args.trans.y = p1.y; args.trans.z = 0.0f; args.layer = layer; args.kind = SPR_KIND_LINES; args.resolution_mode_screen = mode; args.resolution_mode_sprite = mode; args.prio = prio; args.color = color; args.SetSpriteSize({ p2.x - p1.x, p2.y - p1.y }); enum_or(args.attr, SPR_ATTR_MATRIX); sprite_manager->PutSprite(args, 0); } void put_sprite_line_list(vec2* points, size_t count, resolution_mode mode, spr::SprPrio prio, color4u8 color, int32_t layer) { spr::SprArgs args; args.kind = SPR_KIND_ARROW_AB; args.layer = layer; args.resolution_mode_screen = mode; args.resolution_mode_sprite = mode; args.prio = prio; args.color = color; std::vector vertex_array; vertex_array.reserve(count); for (size_t i = 0; i < count; i++, points++) { spr::SpriteVertex vert = {}; *(vec2*)&vert.pos = *points; vertex_array.push_back(vert); } args.SetVertexArray(vertex_array.data(), vertex_array.size()); sprite_manager->PutSprite(args, 0); } void put_sprite_multi(rectangle rect, resolution_mode mode, spr::SprPrio prio, color4u8 color, int32_t layer) { spr::SprArgs args; args.trans.x = rect.pos.x; args.trans.y = rect.pos.y; args.trans.z = 0.0f; args.layer = layer; args.kind = SPR_KIND_MULTI; args.resolution_mode_screen = mode; args.resolution_mode_sprite = mode; args.prio = prio; args.color = color; args.SetSpriteSize(rect.size); enum_or(args.attr, SPR_ATTR_MATRIX); sprite_manager->PutSprite(args, 0); } void put_sprite_rect(rectangle rect, resolution_mode mode, spr::SprPrio prio, color4u8 color, int32_t layer) { spr::SprArgs args; args.trans.x = rect.pos.x; args.trans.y = rect.pos.y; args.trans.z = 0.0f; args.layer = layer; args.kind = SPR_KIND_RECT; args.resolution_mode_screen = mode; args.resolution_mode_sprite = mode; args.prio = prio; args.color = color; args.SetSpriteSize(rect.size); enum_or(args.attr, SPR_ATTR_MATRIX); sprite_manager->PutSprite(args, 0); } void put_sprite_triangles(SpriteVertex* vert, size_t num, resolution_mode mode, SprPrio prio, int32_t spr_id, int32_t layer, const sprite_database* spr_db) { spr::SprArgs args; args.layer = layer; args.kind = SPR_KIND_TRIANGLE; args.resolution_mode_screen = mode; args.resolution_mode_sprite = mode; args.prio = prio; args.color = vert[0].color; if (spr_id != -1) args.id.info = spr_db->get_spr_by_id(spr_id)->info; enum_or(args.attr, SPR_ATTR_MATRIX); args.SetVertexArray(vert, num); sprite_manager->PutSprite(args, spr_db); } } void sprite_manager_init() { if (!sprite_manager) sprite_manager = new spr::SpriteManager; #if BREAK_SPRITE_VERTEX_LIMIT if (!sprite_vertex_array) sprite_vertex_array = new spr::SpriteVertex[sprite_vertex_array_max_count]; #endif } void sprite_manager_add_spr_sets(const sprite_database* spr_db) { sprite_manager->AddSprSets(spr_db); } void sprite_manager_clear() { sprite_manager->Clear(); } void sprite_manager_draw(int32_t index, bool font, texture* overlay_tex, const mat4& vp) { sprite_manager->Draw(index, font, overlay_tex, vp); } int32_t sprite_manager_get_index() { return sprite_manager->index; } size_t sprite_manager_get_reqlist_count(int32_t index) { size_t count = 0; for (const auto& i : sprite_manager->reqlist[index]) for (const auto& j : i) count += j.size(); return count; } ::spr_set* sprite_manager_get_set(uint32_t spr_id, const sprite_database* spr_db) { SprSet* set = sprite_manager->GetSet(spr_db->get_spr_set_by_id(spr_id)->index); if (set) return set->spr_set; return 0; } bool sprite_manager_get_set_ready(uint32_t set_id, const sprite_database* spr_db) { return sprite_manager->GetSetReady(spr_db->get_spr_set_by_id(set_id)->index); } uint32_t sprite_manager_get_set_sprite_num(uint32_t set_id, const sprite_database* spr_db) { return sprite_manager->GetSetSpriteNum(spr_db->get_spr_set_by_id(set_id)->index); } uint32_t sprite_manager_get_set_texture_num(uint32_t set_id, const sprite_database* spr_db) { return sprite_manager->GetSetTextureNum(spr_db->get_spr_set_by_id(set_id)->index); } const char* sprite_manager_get_spr_name(uint32_t spr_id, const sprite_database* spr_db) { return sprite_manager->GetSprName(spr_db->get_spr_by_id(spr_id)->info); } rectangle sprite_manager_get_spr_rectangle(uint32_t spr_id, const sprite_database* spr_db) { return sprite_manager->GetSprRectangle(spr_db->get_spr_by_id(spr_id)->info); } texture* sprite_manager_get_spr_texture(uint32_t spr_id, const sprite_database* spr_db) { return sprite_manager->GetSprTexture(spr_db->get_spr_by_id(spr_id)->info); } bool sprite_manager_load_file(uint32_t set_id, const sprite_database* spr_db) { return sprite_manager->LoadFile(spr_db->get_spr_set_by_id(set_id)->index); } bool sprite_manager_load_file_modern(uint32_t set_hash, sprite_database* spr_db) { return sprite_manager->LoadFileModern(spr_db->get_spr_set_by_id(set_hash)->index, spr_db); } void sprite_manager_post_draw() { sprite_manager->PostDraw(); } void sprite_manager_pre_draw() { sprite_manager->PreDraw(); } void sprite_manager_read_file(uint32_t set_id, std::string& mdata_dir, void* data, const sprite_database* spr_db) { const spr_db_spr_set* spr_set = spr_db->get_spr_set_by_id(set_id); sprite_manager->ReadFile(spr_set->index, spr_set->file_name.c_str(), mdata_dir, data); } void sprite_manager_read_file(uint32_t set_id, std::string&& mdata_dir, void* data, const sprite_database* spr_db) { const spr_db_spr_set* spr_set = spr_db->get_spr_set_by_id(set_id); sprite_manager->ReadFile(spr_set->index, spr_set->file_name.c_str(), mdata_dir, data); } void sprite_manager_read_file_modern(uint32_t set_hash, void* data, sprite_database* spr_db) { const spr_db_spr_set* spr_set = spr_db->get_spr_set_by_id(set_hash); sprite_manager->ReadFileModern(spr_set->index, set_hash, data, spr_db); } void sprite_manager_remove_spr_sets(const sprite_database* spr_db) { sprite_manager->RemoveSprSets(spr_db); } void sprite_manager_reset_req_list() { sprite_manager->ResetReqList(); } void sprite_manager_reset_res_data() { sprite_manager->ResetResData(); } void sprite_manager_set_index(int32_t value) { sprite_manager->index = value; } void sprite_manager_set_res(double_t aspect, int32_t width, int32_t height) { if (!sprite_manager) return; 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_unload_set(uint32_t set_id, const sprite_database* spr_db) { sprite_manager->UnloadSet(spr_db->get_spr_set_by_id(set_id)->index); } void sprite_manager_unload_set_modern(uint32_t set_hash, sprite_database* spr_db) { sprite_manager->UnloadSetModern(spr_db->get_spr_set_by_id(set_hash)->index, spr_db); } void sprite_manager_free() { #if BREAK_SPRITE_VERTEX_LIMIT if (sprite_vertex_array) { delete[] sprite_vertex_array; sprite_vertex_array = 0; } #endif if (sprite_manager) { delete sprite_manager; sprite_manager = 0; } } namespace spr { SpriteManager::RenderData::RenderData() : vao() { glGenVertexArrays(1, &vao); glBindVertexArray(vao); vbo_vertex_count = 4096; static const GLsizei buffer_size = sizeof(sprite_draw_vertex); vbo.Create(buffer_size * vbo_vertex_count); glBindBuffer(GL_ARRAY_BUFFER, vbo); 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(sizeof(uint32_t) * ebo_index_count); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); glBindBuffer(GL_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; vbo.Destroy(); glBindVertexArray(vao); vbo.Create(buffer_size * vbo_vertex_count); glBindBuffer(GL_ARRAY_BUFFER, vbo); 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)); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } else vbo.WriteMemory(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; ebo.Destroy(); glBindVertexArray(vao); ebo.Create(sizeof(uint32_t) * ebo_index_count); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, (GLsizeiptr)(sizeof(uint32_t) * index_buffer.size()), index_buffer.data()); glBindVertexArray(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } else ebo.WriteMemory(0, sizeof(uint32_t) * index_buffer.size(), index_buffer.data()); } SpriteManager::SpriteManager() : aspect(), index(), set_counter() { ResetIndex(); resolution_mode = RESOLUTION_MODE_MAX; resolution_struct res = resolution_struct(RESOLUTION_MODE_HD); aspect[0] = (float_t)res.aspect; field_1018[0].first = res.resolution_mode; field_1018[0].second = { 0.0f, 0.0f, (float_t)res.width, (float_t)res.height }; aspect[1] = (float_t)res.aspect; field_1018[1].first = res.resolution_mode; field_1018[1].second = { 0.0f, 0.0f, (float_t)res.width, (float_t)res.height }; view_projection = mat4_identity; mat = mat4_identity; } SpriteManager::~SpriteManager() { Clear(); } uint32_t SpriteManager::AddSetModern() { uint32_t index = this->set_counter; //for (; index <= 0x0FFF; index++) { for (; index <= 0x3FFF; index++) { auto elem = sets.find(0x8000 | index); if (elem == sets.end()) break; } //if (!index || index >= 0x0FFF) { if (!index || index > 0x3FFF) { //for (index = 1; index <= 0x0FFF; index++) { for (index = 1; index <= 0x3FFF; index++) { auto elem = sets.find(0x8000 | index); if (elem == sets.end()) break; } //if (!index || index > 0x0FFF) if (!index || index > 0x3FFF) return 0x8000; } sets.insert({ 0x8000 | index, SprSet(0x8000 | index) }); set_counter = index + 1; //if (index + 1 > 0x0FFF) if (index + 1 > 0x3FFF) set_counter = 1; return 0x8000 | index; } void SpriteManager::AddSprSets(const sprite_database* spr_db) { for (auto& i : spr_db->spr_set_indices) sets.insert({ i.first, SprSet(i.first) }); } void SpriteManager::Clear() { 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++) reqlist[i][j][k].clear(); for (auto i : sets) i.second.Unload(); sets.clear(); render_data.Clear(); } void SpriteManager::Draw(int32_t index, bool font, texture* overlay_tex, const mat4& vp) { render_context* rctx = rctx_ptr; draw_sprite_begin(rctx); ::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 = gl_rend_state.get_viewport(); for (int32_t i = 0; i < 2; i++) { auto reqlist = this->reqlist[index][i]; int32_t x_min; int32_t y_min; int32_t x_max; int32_t y_max; if (index == 0 || index == 3) { resolution_struct* res_wind = res_window_get(); float_t sprite_half_width = (float_t)res_wind->width * 0.5f; float_t sprite_half_height = (float_t)res_wind->height * 0.5f; float_t aet_depth = rctx->camera->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); 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); gl_rend_state.set_viewport(x_min, y_min, x_max, y_max); } else { view_projection = vp; 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; mat = view_projection; mat.row0.x = v23 * view_projection.row0.x + v24 * view_projection.row0.w; mat.row1.x = v23 * view_projection.row1.x + v24 * view_projection.row1.w; mat.row2.x = v23 * view_projection.row2.x + v24 * view_projection.row2.w; mat.row3.x = v23 * view_projection.row3.x + v24 * view_projection.row3.w; mat.row0.y = v25 * view_projection.row0.y + v26 * view_projection.row0.w; mat.row1.y = v25 * view_projection.row1.y + v26 * view_projection.row1.w; mat.row2.y = v25 * view_projection.row2.y + v26 * view_projection.row2.w; mat.row3.y = v25 * view_projection.row3.y + v26 * view_projection.row3.w; 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 }; mat4_transpose(&view_projection, &shader_data.g_transform); rctx->sprite_scene_ubo.WriteMemory(shader_data); rctx->sprite_scene_ubo.Bind(0); gl_rend_state.bind_vertex_array(render_data.vao); for (uint32_t j = SPR_PRIO_MAX; j; j--, reqlist++) for (SprArgs& k : *reqlist) if (k.sprite_draw_param_index >= 0) draw_sprite(this, rctx, k, mat, x_min, y_min, x_max, y_max, overlay_tex); gl_rend_state.bind_vertex_array(0); } if (index == 2 && resolution_mode != RESOLUTION_MODE_MAX) res_window_get()->resolution_mode = mode; draw_sprite_end(); } SprSet* SpriteManager::GetSet(uint32_t index) { auto elem = sets.find(index); if (elem != sets.end()) return &elem->second; return 0; } bool SpriteManager::GetSetReady(uint32_t index) { SprSet* set = GetSet(index); if (set) return set->ready; return false; } uint32_t SpriteManager::GetSetSpriteNum(uint32_t index) { SprSet* set = GetSet(index); if (set) return set->spr_set->num_of_sprite; return 0; } uint32_t SpriteManager::GetSetTextureNum(uint32_t index) { SprSet* set = GetSet(index); if (set) return set->spr_set->num_of_texture; return 0; } const char* SpriteManager::GetSprName(spr_info info) { SprSet* set = GetSet(info.set_index & 0x8FFF); if (set) return set->GetName(info); return "(null)"; } rectangle SpriteManager::GetSprRectangle(spr_info info) { SprSet* set = GetSet(info.set_index & 0x8FFF); if (set) return set->GetRectangle(info); return {}; } texture* SpriteManager::GetSprTexture(spr_info info) { SprSet* set = GetSet(info.set_index & 0x8FFF); if (set) return set->GetTexture(info); return 0; } bool SpriteManager::LoadFile(uint32_t index) { SprSet* set = GetSet(index); if (set) return set->LoadFile(); return false; } bool SpriteManager::LoadFileModern(uint32_t index, sprite_database* spr_db) { SprSet* set = GetSet(index); if (set) return set->LoadFileModern(spr_db); return false; } SprArgs* SpriteManager::PutSprite(const SprArgs& args, const sprite_database* spr_db) { int32_t index = args.index; if (index == -1) index = this->index; auto reqlist = &this->reqlist[index][args.layer][args.prio]; spr_info info = args.id.info; if (args.kind == SPR_KIND_NORMAL) info = spr_db->get_spr_by_id(args.id.id)->info; if (info.not_null()) { SprSet* set = GetSet(info.set_index & 0x8FFF); if (!set || !set->ready) return 0; reqlist->push_back(args); SprArgs& _args = reqlist->back(); _args.id.info = info; _args.texture = set->GetTexture(info); rectangle rect = set->GetRectangle(info); _args.SetSpriteSize({ rect.size.x, rect.size.y }); _args.SetTexturePosSize(rect.pos.x, rect.pos.y, rect.size.x, rect.size.y); if (_args.resolution_mode_sprite != RESOLUTION_MODE_MAX) _args.resolution_mode_sprite = set->GetResolutionMode(_args.id.info); return &_args; } if (args.texture) { reqlist->push_back(args); SprArgs& _args = reqlist->back(); _args.id.index = -1; _args.SetSpriteSize({ (float_t)_args.texture->width, (float_t)_args.texture->height }); _args.SetTexturePosSize(0.0, 0.0, (float_t)_args.texture->width, (float_t)_args.texture->height); return &_args; } else { reqlist->push_back(args); SprArgs& _args = reqlist->back(); _args.id.index = -1; return &_args; } } void SpriteManager::ReadFile(uint32_t index, const char* file, std::string& mdata_dir, void* data) { SprSet* set = GetSet(index); if (set) set->ReadFile(file, mdata_dir, data); } void SpriteManager::ReadFileModern(uint32_t index, uint32_t set_hash, void* data, sprite_database* spr_db) { if (index == -1) { index = AddSetModern(); spr_db->add_spr_set(set_hash, index); } SprSet* set = GetSet(index); if (set) set->ReadFileModern(set_hash, data); } void SpriteManager::ResetIndex() { index = 0; } void SpriteManager::RemoveSprSets(const sprite_database* spr_db) { for (auto& i : spr_db->spr_set_indices) sets.erase(i.first); } void SpriteManager::ResetReqList() { for (auto& i : reqlist) for (auto& j : i) for (auto& k : j) k.clear(); ResetIndex(); sprite_vertex_array_count = 0; } void SpriteManager::ResetResData() { ResetIndex(); resolution_mode = RESOLUTION_MODE_MAX; resolution_struct* res = res_window_get(); aspect[0] = (float_t)res->aspect; field_1018[0].first = res->resolution_mode; field_1018[0].second = { 0.0f, 0.0f, (float_t)res->width, (float_t)res->height }; aspect[1] = (float_t)res->aspect; field_1018[1].first = res->resolution_mode; field_1018[1].second = { 0.0f, 0.0f, (float_t)res->width, (float_t)res->height }; view_projection = mat4_identity; mat = mat4_identity; } void SpriteManager::PostDraw() { 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; }; 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(); } void SpriteManager::UnloadSet(uint32_t index) { SprSet* set = GetSet(index); if (set) set->Unload(); } void SpriteManager::UnloadSetModern(uint32_t index, sprite_database* spr_db) { SprSet* set = GetSet(index); if (set) { set->UnloadModern(spr_db); if (set->load_count <= 0) { auto elem = sets.find(index); if (elem != sets.end()) sets.erase(elem); } } } 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, ¢er, &m); } else { mat4_translate(&args->trans, &m); mat4_scale_rot(&m, &args->scale, &m); } 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; const 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) { #if BREAK_SPRITE_VERTEX_LIMIT SpriteVertex* vtx = sprite_vertex_array + args->vertex_array; #else SpriteVertex* vtx = args->vertex_array; #endif 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& draw_param_buffer, std::vector& vertex_buffer, std::vector& index_buffer) { for (int32_t i = 0; i < count; i++) { SprArgs& args = *args_array[i]; if (args.kind == SPR_KIND_LINE) continue; const color4u8 color = args.color; 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 = 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_LINE_LOOP; draw_param.first = (GLint)vertex_buffer.size(); draw_param.count = 4; vertex_buffer.reserve(4); 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]); } 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); #if BREAK_SPRITE_VERTEX_LIMIT SpriteVertex* vtx = sprite_vertex_array + args.vertex_array; #else SpriteVertex* vtx = args.vertex_array; #endif 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; #if BREAK_SPRITE_VERTEX_LIMIT SpriteVertex* vtx = sprite_vertex_array + args.vertex_array; #else SpriteVertex* vtx = args.vertex_array; #endif 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; #if BREAK_SPRITE_VERTEX_LIMIT SpriteVertex* vtx = sprite_vertex_array + args.vertex_array; #else SpriteVertex* vtx = args.vertex_array; #endif 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 = {}; #if BREAK_SPRITE_VERTEX_LIMIT SpriteVertex* vtx = sprite_vertex_array + args.vertex_array; #else SpriteVertex* vtx = args.vertex_array; #endif 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] = {}; #if BREAK_SPRITE_VERTEX_LIMIT SpriteVertex* vtx = sprite_vertex_array + args.vertex_array; #else SpriteVertex* vtx = args.vertex_array; #endif 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(); } } 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(spr::SpriteManager* sprite_manager, render_context* rctx, 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) { gl_rend_state.active_bind_texture_2d(7, overlay_tex->glid); draw_sprite_copy_overlay_texture(rctx, 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]; gl_rend_state.enable_blend(); gl_rend_state.set_blend_func_separate(blend[0], blend[1], blend[2], blend[3]); } else gl_rend_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; } } uniform_value[U_TEX_0_TYPE] = tex_0_type; uniform_value[U_TEX_1_TYPE] = tex_1_type; uniform_value[U_COMBINER] = combiner; } if (draw_param.textures[0]) { gl_rend_state.active_bind_texture_2d(0, draw_param.textures[0]->glid); gl_rend_state.bind_sampler(0, rctx->sprite_samplers[draw_param.attrib.m.sampler]); if (draw_param.textures[1]) { gl_rend_state.active_bind_texture_2d(1, draw_param.textures[1]->glid); gl_rend_state.bind_sampler(1, rctx->sprite_samplers[draw_param.attrib.m.sampler]); } else if (!gl_rend_state.texture_binding_2d[1]) gl_rend_state.active_bind_texture_2d(1, rctx->empty_texture_2d->glid); } else { if (!gl_rend_state.texture_binding_2d[0]) gl_rend_state.active_bind_texture_2d(0, rctx->empty_texture_2d->glid); if (!gl_rend_state.texture_binding_2d[1]) gl_rend_state.active_bind_texture_2d(1, rctx->empty_texture_2d->glid); } shaders_ft.set(draw_param.shader); if (draw_param.attrib.m.primitive != GL_TRIANGLES) shaders_ft.draw_arrays(draw_param.attrib.m.primitive, draw_param.first, draw_param.count); else shaders_ft.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_context* rctx) { gl_rend_state.disable_blend(); gl_rend_state.active_bind_texture_2d(0, rctx->empty_texture_2d->glid); gl_rend_state.bind_sampler(0, 0); gl_rend_state.active_bind_texture_2d(1, rctx->empty_texture_2d->glid); gl_rend_state.bind_sampler(1, 0); gl_rend_state.bind_sampler(7, 0); gl_rend_state.set_blend_func_separate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO); } static void draw_sprite_copy_overlay_texture(render_context* rctx, 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) { gl_rend_state.active_texture(7); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, x_min, y_min, x_min, y_min, width, height); } } static void draw_sprite_end() { gl_rend_state.disable_blend(); gl_rend_state.active_bind_texture_2d(0, 0); gl_rend_state.bind_sampler(0, 0); gl_rend_state.active_bind_texture_2d(1, 0); gl_rend_state.bind_sampler(1, 0); gl_rend_state.active_bind_texture_2d(7, 0); gl_rend_state.bind_sampler(7, 0); gl_rend_state.set_blend_func_separate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO); shader::unbind(); } 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; #if BREAK_SPRITE_VERTEX_LIMIT SpriteVertex* vtx = sprite_vertex_array + args->vertex_array; #else SpriteVertex* vtx = args->vertex_array; #endif 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; } } } SprSet::SprSet(uint32_t index) : flag(), spr_set(), textures(), load_count(), ready() { this->index = index; hash = hash_murmurhash_empty; } SprSet::~SprSet() { } const char* SprSet::GetName(spr_info info) { //if (info.set_index & 0x1000) if (info.set_index & 0x4000) return spr_set->texname[info.index]; else return spr_set->sprname[info.index]; } rectangle SprSet::GetRectangle(spr_info info) { //if (info.set_index & 0x1000) { if (info.set_index & 0x4000) { texture* tex = textures[info.index]; return { 0.0f, 0.0f, (float_t)tex->width, (float_t)tex->height }; } spr::SprInfo* sprinfo = &spr_set->sprinfo[info.index]; return { (float_t)(int32_t)sprinfo->px, (float_t)(int32_t)sprinfo->py, (float_t)(int32_t)sprinfo->width, (float_t)(int32_t)sprinfo->height }; } resolution_mode SprSet::GetResolutionMode(spr_info info) { //if (info.set_index & 0x1000) if (info.set_index & 0x4000) return RESOLUTION_MODE_HD; else return spr_set->sprdata[info.index].resolution_mode; } texture* SprSet::GetTexture(spr_info info) { //if (info.set_index & 0x1000) if (info.set_index & 0x4000) return textures[info.index]; else return textures[spr_set->sprinfo[info.index].texid]; } bool SprSet::LoadData() { const void* data = file_handler.get_data(); size_t size = file_handler.get_size(); if (!data || !size) return false; prj::shared_ptr& alloc = alloc_handler; alloc = prj::shared_ptr(new prj::stack_allocator); ::spr_set* set = alloc->allocate<::spr_set>(); this->spr_set = set; set->unpack_file(alloc, data, size, false); return true; } bool SprSet::LoadDataModern(const void* data, size_t size) { if (!data || !size) return false; prj::shared_ptr& alloc = alloc_handler; alloc = prj::shared_ptr(new prj::stack_allocator); ::spr_set* set = alloc->allocate<::spr_set>(); this->spr_set = set; set->unpack_file(alloc, data, size, true); file_handler.reset(); return true; } bool SprSet::LoadFile() { if (ready) return false; else if (file_handler.check_not_ready()) return true; else if (!LoadData() || !LoadTexture()) return false; file_handler.reset(); ready = true; return true; } bool SprSet::LoadFileModern(sprite_database* spr_db) { if (ready) return false; else if (file_handler.check_not_ready()) return true; const void* data = file_handler.get_data(); size_t size = file_handler.get_size(); if (!data || !size) return false; farc f; f.read(data, size, true); std::string& file = file_handler.ptr->file; size_t file_len = file.size(); if (file_len >= 0x100 - 4) return false; const char* t = strrchr(file.c_str(), '.'); if (t) file_len = t - file.c_str(); char buf[0x100]; memcpy(buf, file.c_str(), file_len); char* ext = buf + file_len; size_t ext_len = sizeof(buf) - file_len; memcpy_s(ext, ext_len, ".spr", 5); farc_file* spr = f.read_file(buf); if (!spr) return false; memcpy_s(ext, ext_len, ".spi", 5); farc_file* spi = f.read_file(buf); if (!spi) return false; sprite_database_file spr_db_file; spr_db_file.read(spi->data, spi->size, true); spr_db_spr_set_file* spr_set_file = 0; if (spr_db_file.ready) for (spr_db_spr_set_file& m : spr_db_file.sprite_set) if (m.id == hash) { spr_set_file = &m; break; } if (!spr_set_file) return false; if (spr_db_file.ready) spr_db->parse(spr_set_file, name, sprite_ids); if (!LoadDataModern(spr->data, spr->size) || !LoadTextureModern(spr->data, spr->size)) return false; file_handler.reset(); ready = true; return true; } bool SprSet::LoadTexture() { size_t data = (size_t)file_handler.get_data(); if (!data) return false; std::vector ids(spr_set->num_of_texture); //uint32_t set_index = (uint32_t)(0x1000 | index & 0x0FFF); uint32_t set_index = (uint32_t)(0x4000 | index & 0x3FFF); uint32_t index = 0; for (uint32_t& i : ids) i = (set_index << 16) | index++; texture_txp_set_load(spr_set->txp, &textures, ids.data()); return !!textures; } bool SprSet::LoadTextureModern(const void* data, size_t size) { if (!data || !size) return false; std::vector ids(spr_set->num_of_texture); //uint32_t set_index = (uint32_t)(0x8000 | 0x1000 | index & 0x0FFF); uint32_t set_index = (uint32_t)(0x8000 | 0x4000 | index & 0x3FFF); uint32_t index = 0; for (uint32_t& i : ids) i = (set_index << 16) | index++; texture_txp_set_load(spr_set->txp, &textures, ids.data()); return !!textures; } void SprSet::ReadFile(const char* file, std::string& mdata_dir, void* data) { if (load_count > 1) { load_count++; return; } load_count = 1; this->file.assign(file); std::string farc_file(file); size_t off = farc_file.rfind(".bin"); if (off != -1 && off == farc_file.size() - 4) farc_file.replace(off, 4, ".farc"); const char* dir = "./rom/2d/"; if (mdata_dir.size() && ((data_struct*)data)->check_directory_exists(mdata_dir.c_str())) dir = mdata_dir.c_str(); if (((data_struct*)data)->check_file_exists(dir, farc_file.c_str())) file_handler.read_file(data, dir, farc_file.c_str(), file, false); ready = false; } void SprSet::ReadFileModern(uint32_t set_hash, void* data) { if (load_count > 1) { load_count++; return; } std::string file; if (((data_struct*)data)->get_file("root+/2d/", set_hash, ".farc", file)) file_handler.read_file(data, "root+/2d/", file.c_str()); this->hash = set_hash; ready = false; } void SprSet::Unload() { if (load_count > 1) { load_count--; return; } file_handler.reset(); UnloadTexture(); alloc_handler.reset(); spr_set = 0; file.clear(); ready = false; load_count = 0; } void SprSet::UnloadModern(sprite_database* spr_db) { if (load_count > 1) { load_count--; return; } spr_db->remove_spr_set(hash, index, name.c_str(), sprite_ids); file_handler.reset(); UnloadTexture(); alloc_handler.reset(); spr_set = 0; file.clear(); ready = false; load_count = 0; hash = hash_murmurhash_empty; name.clear(); sprite_ids.clear(); } bool SprSet::UnloadTexture() { if (spr_set && spr_set->txp) { delete spr_set->txp; spr_set->txp = 0; } if (textures) { texture_array_free(textures); textures = 0; return true; } return false; }