mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2024-11-25 04:02:30 +01:00
Render tweaks part 1: refactored sprite struct.
Optimized sprite handling in render. Fixed switch warning in control.
This commit is contained in:
parent
1e43bdd5fa
commit
9f0ae0434e
@ -52,7 +52,7 @@ TBall::TBall(TPinballTable* table) : TPinballComponent(table, -1, false)
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auto zDepth = proj::z_distance(*visVec);
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VisualZArray[index] = zDepth;
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}
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RenderSprite = render::create_sprite(VisualTypes::Ball, nullptr, nullptr, 0, 0, nullptr);
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RenderSprite = new render_sprite(VisualTypes::Ball, nullptr, nullptr, 0, 0, nullptr);
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PinballTable->CollisionCompOffset = Offset;
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Position.Z = Offset;
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}
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@ -78,8 +78,7 @@ void TBall::Repaint()
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}
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auto bmp = ListBitmap->at(index);
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render::ball_set(
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RenderSprite,
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RenderSprite->ball_set(
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bmp,
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zDepth,
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pos2D.X - bmp->Width / 2,
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@ -110,7 +109,7 @@ int TBall::Message(MessageCode code, float value)
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{
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if (code == MessageCode::Reset)
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{
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render::ball_set(RenderSprite, nullptr, 0.0, 0, 0);
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RenderSprite->ball_set(nullptr, 0.0, 0, 0);
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Position.X = 0.0;
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CollisionComp = nullptr;
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Position.Y = 0.0;
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@ -145,5 +144,5 @@ vector2 TBall::get_coordinates()
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void TBall::Disable()
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{
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ActiveFlag = false;
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render::sprite_set_bitmap(RenderSprite, nullptr);
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RenderSprite->set_bitmap(nullptr);
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}
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@ -20,7 +20,7 @@ TBlocker::TBlocker(TPinballTable* table, int groupIndex) : TCollisionComponent(t
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Timer = 0;
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MessageField = 0;
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ActiveFlag = 0;
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render::sprite_set_bitmap(RenderSprite, nullptr);
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RenderSprite->set_bitmap(nullptr);
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}
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int TBlocker::Message(MessageCode code, float value)
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@ -38,14 +38,14 @@ int TBlocker::Message(MessageCode code, float value)
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}
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MessageField = 0;
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ActiveFlag = 0;
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render::sprite_set_bitmap(RenderSprite, nullptr);
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RenderSprite->set_bitmap(nullptr);
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if (code == MessageCode::TBlockerDisable)
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loader::play_sound(SoundIndex3, this, "TBlocker1");
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break;
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case MessageCode::TBlockerEnable:
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ActiveFlag = 1;
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loader::play_sound(SoundIndex4, this, "TBlocker2");
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render::sprite_set_bitmap(RenderSprite, ListBitmap->at(0));
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RenderSprite->set_bitmap(ListBitmap->at(0));
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if (Timer)
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timer::kill(Timer);
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Timer = timer::set(std::max(value, 0.0f), this, TimerExpired);
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@ -113,8 +113,7 @@ void TBumper::TimerExpired(int timerId, void* caller)
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auto bmp = bump->ListBitmap->at(bump->BmpIndex * 2);
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auto zMap = bump->ListZMap->at(bump->BmpIndex * 2);
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bump->Timer = 0;
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render::sprite_set(
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bump->RenderSprite,
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bump->RenderSprite->set(
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bmp,
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zMap,
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bmp->XPosition - bump->PinballTable->XOffset,
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@ -127,8 +126,7 @@ void TBumper::Fire()
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int bmpIndex = 2 * BmpIndex + 1;
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auto bmp = ListBitmap->at(bmpIndex);
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auto zMap = ListZMap->at(bmpIndex);
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render::sprite_set(
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RenderSprite,
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RenderSprite->set(
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bmp,
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zMap,
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bmp->XPosition - PinballTable->XOffset,
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@ -62,8 +62,7 @@ int TFlagSpinner::Message(MessageCode code, float value)
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BmpIndex = 0;
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auto bmp = ListBitmap->at(0);
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auto zMap = ListZMap->at(0);
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render::sprite_set(
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RenderSprite,
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RenderSprite->set(
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bmp,
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zMap,
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bmp->XPosition - PinballTable->XOffset,
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@ -113,8 +112,7 @@ void TFlagSpinner::NextFrame()
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auto bmp = ListBitmap->at(BmpIndex);
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auto zMap = ListZMap->at(BmpIndex);
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render::sprite_set(
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RenderSprite,
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RenderSprite->set(
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bmp,
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zMap,
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bmp->XPosition - PinballTable->XOffset,
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@ -121,8 +121,7 @@ void TFlipper::UpdateSprite(float timeNow)
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BmpIndex = newBmpIndex;
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auto bmp = ListBitmap->at(BmpIndex);
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auto zMap = ListZMap->at(BmpIndex);
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render::sprite_set(
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RenderSprite,
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RenderSprite->set(
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bmp,
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zMap,
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bmp->XPosition - PinballTable->XOffset,
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@ -14,7 +14,7 @@ TGate::TGate(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
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SoundIndex4 = visual.SoundIndex4;
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SoundIndex3 = visual.SoundIndex3;
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ActiveFlag = 1;
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render::sprite_set_bitmap(RenderSprite, ListBitmap->at(0));
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RenderSprite->set_bitmap(ListBitmap->at(0));
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control::handler(MessageCode::Reset, this);
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}
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@ -24,13 +24,13 @@ int TGate::Message(MessageCode code, float value)
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{
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case MessageCode::TGateDisable:
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ActiveFlag = 0;
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render::sprite_set_bitmap(RenderSprite, nullptr);
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RenderSprite->set_bitmap(nullptr);
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loader::play_sound(SoundIndex3, this, "TGate1");
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break;
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case MessageCode::Reset:
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case MessageCode::TGateEnable:
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ActiveFlag = 1;
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render::sprite_set_bitmap(RenderSprite, ListBitmap->at(0));
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RenderSprite->set_bitmap(ListBitmap->at(0));
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if (code == MessageCode::TGateEnable)
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loader::play_sound(SoundIndex4, this, "TGate2");
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break;
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@ -25,7 +25,7 @@ int TKickback::Message(MessageCode code, float value)
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{
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timer::kill(Timer);
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if (ListBitmap)
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render::sprite_set_bitmap(RenderSprite, nullptr);
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RenderSprite->set_bitmap(nullptr);
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Timer = 0;
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KickActiveFlag = 0;
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Threshold = 1000000000.0;
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@ -67,8 +67,7 @@ void TKickback::TimerExpired(int timerId, void* caller)
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{
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auto bmp = kick->ListBitmap->at(1);
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auto zMap = kick->ListZMap->at(1);
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render::sprite_set(
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kick->RenderSprite,
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kick->RenderSprite->set(
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bmp,
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zMap,
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bmp->XPosition - kick->PinballTable->XOffset,
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@ -81,8 +80,7 @@ void TKickback::TimerExpired(int timerId, void* caller)
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{
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auto bmp = kick->ListBitmap->at(0);
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auto zMap = kick->ListZMap->at(0);
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render::sprite_set(
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kick->RenderSprite,
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kick->RenderSprite->set(
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bmp,
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zMap,
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bmp->XPosition - kick->PinballTable->XOffset,
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@ -225,7 +225,8 @@ int TLight::Message(MessageCode code, float value)
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case MessageCode::TLightFtTmpOverrideOn:
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case MessageCode::TLightFtTmpOverrideOff:
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// FT codes in negative to avoid overlap with 3DPB TLightGroup codes
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render::sprite_set_bitmap(RenderSprite, BmpArr[code == MessageCode::TLightFtTmpOverrideOn]);
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if (ListBitmap)
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RenderSprite->set_bitmap(BmpArr[code == MessageCode::TLightFtTmpOverrideOn]);
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if (UndoOverrideTimer)
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timer::kill(UndoOverrideTimer);
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UndoOverrideTimer = 0;
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@ -240,7 +241,8 @@ int TLight::Message(MessageCode code, float value)
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timer::kill(UndoOverrideTimer);
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UndoOverrideTimer = 0;
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TemporaryOverrideFlag = false;
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render::sprite_set_bitmap(RenderSprite, PreviousBitmap);
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if (ListBitmap)
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RenderSprite->set_bitmap(PreviousBitmap);
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break;
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default:
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break;
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@ -267,10 +269,12 @@ void TLight::Reset()
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TemporaryOverrideFlag = false;
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TurnOffAfterFlashingFg = false;
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PreviousBitmap = nullptr;
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render::sprite_set_bitmap(RenderSprite, nullptr);
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BmpArr[0] = nullptr;
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if (ListBitmap)
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{
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BmpArr[1] = ListBitmap->at(0);
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RenderSprite->set_bitmap(nullptr);
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}
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MessageField = 0;
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}
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@ -326,8 +330,8 @@ void TLight::flasher_start(bool bmpIndex)
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void TLight::SetSpriteBmp(gdrv_bitmap8* bmp)
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{
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PreviousBitmap = bmp;
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if (!TemporaryOverrideFlag)
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render::sprite_set_bitmap(RenderSprite, bmp);
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if (!TemporaryOverrideFlag && RenderSprite)
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RenderSprite->set_bitmap(bmp);
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}
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void TLight::flasher_callback(int timerId, void* caller)
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@ -14,7 +14,7 @@ TLightRollover::TLightRollover(TPinballTable* table, int groupIndex) : TRollover
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RolloverFlag = 0;
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Timer = 0;
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if (ListBitmap != nullptr)
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render::sprite_set_bitmap(RenderSprite, nullptr);
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RenderSprite->set_bitmap(nullptr);
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build_walls(groupIndex);
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FloatArr = *loader::query_float_attribute(groupIndex, 0, 407);
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}
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@ -29,7 +29,7 @@ int TLightRollover::Message(MessageCode code, float value)
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timer::kill(Timer);
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Timer = 0;
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if (ListBitmap)
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render::sprite_set_bitmap(RenderSprite, nullptr);
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RenderSprite->set_bitmap(nullptr);
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}
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return 0;
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}
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@ -57,7 +57,7 @@ void TLightRollover::Collision(TBall* ball, vector2* nextPosition, vector2* dire
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control::handler(MessageCode::ControlCollision, this);
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RolloverFlag = RolloverFlag == 0;
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if (ListBitmap)
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render::sprite_set_bitmap(RenderSprite, ListBitmap->at(0));
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RenderSprite->set_bitmap(ListBitmap->at(0));
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}
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}
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}
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@ -65,6 +65,6 @@ void TLightRollover::Collision(TBall* ball, vector2* nextPosition, vector2* dire
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void TLightRollover::delay_expired(int timerId, void* caller)
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{
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auto roll = static_cast<TLightRollover*>(caller);
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render::sprite_set_bitmap(roll->RenderSprite, nullptr);
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roll->RenderSprite->set_bitmap(nullptr);
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roll->Timer = 0;
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}
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@ -23,10 +23,12 @@ TPinballComponent::TPinballComponent(TPinballTable* table, int groupIndex, bool
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Control = nullptr;
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VisualPosNormX= -1.0f;
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VisualPosNormY = -1.0f;
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GroupIndex = groupIndex;
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if (table)
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table->ComponentList.push_back(this);
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if (groupIndex >= 0)
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GroupName = loader::query_name(groupIndex);
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if (loadVisuals && groupIndex >= 0)
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{
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int visualCount = loader::query_visual_states(groupIndex);
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@ -37,15 +39,13 @@ TPinballComponent::TPinballComponent(TPinballTable* table, int groupIndex, bool
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{
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if (!ListBitmap)
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ListBitmap = new std::vector<gdrv_bitmap8*>();
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if (ListBitmap)
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ListBitmap->push_back(visual.Bitmap);
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ListBitmap->push_back(visual.Bitmap);
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}
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if (visual.ZMap)
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{
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if (!ListZMap)
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ListZMap = new std::vector<zmap_header_type*>();
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if (ListZMap)
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ListZMap->push_back(visual.ZMap);
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ListZMap->push_back(visual.ZMap);
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}
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}
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@ -68,8 +68,8 @@ TPinballComponent::TPinballComponent(TPinballTable* table, int groupIndex, bool
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maths::enclosing_box(bmp1Rect, tmpRect, bmp1Rect);
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}
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RenderSprite = render::create_sprite(
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visualCount > 0 ? VisualTypes::Sprite : VisualTypes::None,
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RenderSprite = new render_sprite(
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VisualTypes::Sprite,
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rootBmp,
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zMap,
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rootBmp->XPosition - table->XOffset,
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@ -85,7 +85,6 @@ TPinballComponent::TPinballComponent(TPinballTable* table, int groupIndex, bool
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VisualPosNormY = posNorm.Y;
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}
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}
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GroupIndex = groupIndex;
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}
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@ -2,7 +2,7 @@
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struct zmap_header_type;
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struct gdrv_bitmap8;
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struct render_sprite_type_struct;
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struct render_sprite;
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struct component_control;
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struct vector2;
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class TPinballTable;
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@ -145,7 +145,7 @@ public:
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char* GroupName;
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component_control* Control;
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int GroupIndex;
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render_sprite_type_struct* RenderSprite;
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render_sprite* RenderSprite;
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TPinballTable* PinballTable;
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std::vector<gdrv_bitmap8*>* ListBitmap;
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std::vector<zmap_header_type*>* ListZMap;
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@ -133,8 +133,7 @@ int TPlunger::Message(MessageCode code, float value)
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loader::play_sound(SoundIndexP2, this, "TPlunger3");
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auto bmp = ListBitmap->at(0);
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auto zMap = ListZMap->at(0);
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render::sprite_set(
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RenderSprite,
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RenderSprite->set(
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bmp,
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zMap,
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bmp->XPosition - PinballTable->XOffset,
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@ -156,8 +155,7 @@ int TPlunger::Message(MessageCode code, float value)
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auto bmp = ListBitmap->at(0);
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auto zMap = ListZMap->at(0);
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render::sprite_set(
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RenderSprite,
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RenderSprite->set(
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bmp,
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zMap,
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bmp->XPosition - PinballTable->XOffset,
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@ -204,8 +202,7 @@ void TPlunger::PullbackTimer(int timerId, void* caller)
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(plunger->Boost / plunger->MaxPullback)));
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auto bmp = plunger->ListBitmap->at(index);
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auto zMap = plunger->ListZMap->at(index);
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render::sprite_set(
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plunger->RenderSprite,
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plunger->RenderSprite->set(
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bmp,
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zMap,
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bmp->XPosition - plunger->PinballTable->XOffset,
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@ -20,7 +20,7 @@ int TPopupTarget::Message(MessageCode code, float value)
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{
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case MessageCode::TPopupTargetDisable:
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ActiveFlag = 0;
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render::sprite_set_bitmap(RenderSprite, nullptr);
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RenderSprite->set_bitmap(nullptr);
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break;
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case MessageCode::TPopupTargetEnable:
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Timer = timer::set(TimerTime, this, TimerExpired);
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@ -79,7 +79,7 @@ void TPopupTarget::TimerExpired(int timerId, void* caller)
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auto target = static_cast<TPopupTarget*>(caller);
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target->Timer = 0;
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target->ActiveFlag = 1;
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render::sprite_set_bitmap(target->RenderSprite, target->ListBitmap->at(0));
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target->RenderSprite->set_bitmap(target->ListBitmap->at(0));
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if (timerId)
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{
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if (target->SoftHitSoundId)
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@ -20,7 +20,7 @@ TRollover::TRollover(TPinballTable* table, int groupIndex, bool createWall) : TC
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TRollover::TRollover(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, false)
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{
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if (ListBitmap)
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render::sprite_set_bitmap(RenderSprite, ListBitmap->at(0));
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RenderSprite->set_bitmap(ListBitmap->at(0));
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build_walls(groupIndex);
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}
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@ -29,10 +29,10 @@ int TRollover::Message(MessageCode code, float value)
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{
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if (code == MessageCode::Reset)
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{
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this->ActiveFlag = 1;
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this->RolloverFlag = 0;
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if (this->ListBitmap)
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render::sprite_set_bitmap(this->RenderSprite, this->ListBitmap->at(0));
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ActiveFlag = 1;
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RolloverFlag = 0;
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if (ListBitmap)
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RenderSprite->set_bitmap(ListBitmap->at(0));
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}
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return 0;
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}
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@ -62,7 +62,7 @@ void TRollover::Collision(TBall* ball, vector2* nextPosition, vector2* direction
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{
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if (!RolloverFlag)
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bmp = ListBitmap->at(0);
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render::sprite_set_bitmap(RenderSprite, bmp);
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RenderSprite->set_bitmap(bmp);
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}
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}
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}
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@ -42,8 +42,7 @@ int TSoloTarget::Message(MessageCode code, float value)
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auto index = 1 - ActiveFlag;
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auto bmp = ListBitmap->at(index);
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auto zMap = ListZMap->at(index);
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render::sprite_set(
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RenderSprite,
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RenderSprite->set(
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bmp,
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zMap,
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bmp->XPosition - PinballTable->XOffset,
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@ -32,7 +32,7 @@ TTableLayer::TTableLayer(TPinballTable* table): TCollisionComponent(table, -1, f
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rect.YPosition = 0;
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rect.Width = bmp->Width;
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rect.Height = bmp->Height;
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render::create_sprite(VisualTypes::None, bmp, visual.ZMap, 0, 0, &rect);
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new render_sprite(VisualTypes::Background, bmp, visual.ZMap, 0, 0, &rect);
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PinballTable->SoundIndex1 = visual.SoundIndex4;
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PinballTable->SoundIndex2 = visual.SoundIndex3;
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@ -9,7 +9,7 @@
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TWall::TWall(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, true)
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{
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if (RenderSprite)
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render::sprite_set_bitmap(RenderSprite, nullptr);
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RenderSprite->set_bitmap(nullptr);
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if (ListBitmap)
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BmpPtr = ListBitmap->at(0);
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}
|
||||
@ -30,7 +30,7 @@ void TWall::Collision(TBall* ball, vector2* nextPosition, vector2* direction, fl
|
||||
{
|
||||
if (BmpPtr)
|
||||
{
|
||||
render::sprite_set_bitmap(RenderSprite, BmpPtr);
|
||||
RenderSprite->set_bitmap(BmpPtr);
|
||||
Timer = timer::set(0.1f, this, TimerExpired);
|
||||
}
|
||||
control::handler(MessageCode::ControlCollision, this);
|
||||
@ -40,7 +40,7 @@ void TWall::Collision(TBall* ball, vector2* nextPosition, vector2* direction, fl
|
||||
void TWall::TimerExpired(int timerId, void* caller)
|
||||
{
|
||||
auto wall = static_cast<TWall*>(caller);
|
||||
render::sprite_set_bitmap(wall->RenderSprite, nullptr);
|
||||
wall->RenderSprite->set_bitmap(nullptr);
|
||||
wall->Timer = 0;
|
||||
wall->MessageField = 0;
|
||||
}
|
||||
|
@ -2081,6 +2081,7 @@ void control::GravityWellKickoutControl(MessageCode code, TPinballComponent* cal
|
||||
case MessageCode::Reset:
|
||||
kickout1->ActiveFlag = 0;
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -42,7 +42,7 @@ TTextBox *pb::InfoTextBox, *pb::MissTextBox;
|
||||
|
||||
int pb::init()
|
||||
{
|
||||
float projMat[12], zMin = 0, zScaler = 0;
|
||||
float projMat[12];
|
||||
|
||||
if (DatFileName.empty())
|
||||
return 1;
|
||||
@ -75,12 +75,12 @@ int pb::init()
|
||||
auto projCenterX = resInfo->TableWidth * 0.5f;
|
||||
auto projCenterY = resInfo->TableHeight * 0.5f;
|
||||
auto projD = cameraInfo[0];
|
||||
proj::init(projMat, projD, projCenterX, projCenterY);
|
||||
zMin = cameraInfo[1];
|
||||
zScaler = cameraInfo[2];
|
||||
auto zMin = cameraInfo[1];
|
||||
auto zScaler = cameraInfo[2];
|
||||
proj::init(projMat, projD, projCenterX, projCenterY, zMin, zScaler);
|
||||
}
|
||||
|
||||
render::init(nullptr, zMin, zScaler, resInfo->TableWidth, resInfo->TableHeight);
|
||||
render::init(nullptr, resInfo->TableWidth, resInfo->TableHeight);
|
||||
gdrv::copy_bitmap(
|
||||
render::vscreen,
|
||||
backgroundBmp->Width,
|
||||
|
@ -3,17 +3,10 @@
|
||||
|
||||
mat4_row_major proj::matrix;
|
||||
float proj::d_, proj::centerx, proj::centery;
|
||||
float proj::zscaler, proj::zmin, proj::zmax;
|
||||
|
||||
void proj::init(float* mat4x3, float d, float centerX, float centerY)
|
||||
void proj::init(float* mat4x3, float d, float centerX, float centerY, float zMin, float zScaler)
|
||||
{
|
||||
/*for (auto colIndex = 0; colIndex < 4; ++colIndex)
|
||||
{
|
||||
// Todo: out of bounds read from mat4x3?
|
||||
for (int rowIndex = colIndex, i = 4; i > 0; rowIndex += 4, --i)
|
||||
{
|
||||
((float*)&matrix)[rowIndex] = mat4x3[rowIndex];
|
||||
}
|
||||
}*/
|
||||
memcpy(&matrix, mat4x3, sizeof(float) * 4 * 3);
|
||||
|
||||
matrix.Row3.X = 0.0;
|
||||
@ -24,6 +17,10 @@ void proj::init(float* mat4x3, float d, float centerX, float centerY)
|
||||
d_ = d;
|
||||
centerx = centerX;
|
||||
centery = centerY;
|
||||
|
||||
zscaler = zScaler;
|
||||
zmin = zMin;
|
||||
zmax = static_cast<float>(0xffFFffFF) / zScaler + zMin;
|
||||
}
|
||||
|
||||
vector3 proj::matrix_vector_multiply(const mat4_row_major& mat, const vector3& vec)
|
||||
@ -103,3 +100,17 @@ void proj::recenter(float centerX, float centerY)
|
||||
centerx = centerX;
|
||||
centery = centerY;
|
||||
}
|
||||
|
||||
uint16_t proj::NormalizeDepth(float depth)
|
||||
{
|
||||
uint16_t result = 0;
|
||||
if (depth >= zmin)
|
||||
{
|
||||
auto depthScaled = (depth - zmin) * zscaler;
|
||||
if (depthScaled <= zmax)
|
||||
result = static_cast<uint16_t>(depthScaled);
|
||||
else
|
||||
result = 0xffFF;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
@ -21,14 +21,16 @@ struct mat4_row_major
|
||||
class proj
|
||||
{
|
||||
public:
|
||||
static void init(float* mat4x3, float d, float centerX, float centerY);
|
||||
static void init(float* mat4x3, float d, float centerX, float centerY, float zMin, float zScaler);
|
||||
static vector3 matrix_vector_multiply(const mat4_row_major& mat, const vector3& vec);
|
||||
static float z_distance(const vector3& vec);
|
||||
static vector2i xform_to_2d(const vector3& vec);
|
||||
static vector2i xform_to_2d(const vector2& vec);
|
||||
static vector3 ReverseXForm(const vector2i& vec);
|
||||
static void recenter(float centerX, float centerY);
|
||||
static uint16_t NormalizeDepth(float depth);
|
||||
private:
|
||||
static mat4_row_major matrix;
|
||||
static float d_, centerx, centery;
|
||||
static float zscaler, zmin, zmax;
|
||||
};
|
||||
|
@ -9,21 +9,95 @@
|
||||
#include "TPinballTable.h"
|
||||
#include "winmain.h"
|
||||
#include "DebugOverlay.h"
|
||||
#include "proj.h"
|
||||
|
||||
std::vector<render_sprite_type_struct*> render::dirty_list, render::sprite_list, render::ball_list;
|
||||
std::vector<render_sprite*> render::sprite_list, render::ball_list;
|
||||
zmap_header_type* render::background_zmap;
|
||||
int render::zmap_offset, render::zmap_offsetY, render::offset_x, render::offset_y;
|
||||
float render::zscaler, render::zmin, render::zmax;
|
||||
int render::zmap_offsetX, render::zmap_offsetY, render::offset_x, render::offset_y;
|
||||
rectangle_type render::vscreen_rect;
|
||||
gdrv_bitmap8 *render::vscreen, *render::background_bitmap, *render::ball_bitmap[20];
|
||||
zmap_header_type* render::zscreen;
|
||||
SDL_Rect render::DestinationRect{};
|
||||
|
||||
void render::init(gdrv_bitmap8* bmp, float zMin, float zScaler, int width, int height)
|
||||
render_sprite::render_sprite(VisualTypes visualType, gdrv_bitmap8* bmp, zmap_header_type* zMap,
|
||||
int xPosition, int yPosition, rectangle_type* boundingRect)
|
||||
{
|
||||
Bmp = bmp;
|
||||
ZMap = zMap;
|
||||
VisualType = visualType;
|
||||
DeleteFlag = false;
|
||||
OccludedSprites = nullptr;
|
||||
DirtyRect = rectangle_type{};
|
||||
DirtyFlag = visualType != VisualTypes::Ball;
|
||||
ZMapOffestX = 0;
|
||||
ZMapOffestY = 0;
|
||||
Depth = 0xffFF;
|
||||
|
||||
if (boundingRect)
|
||||
{
|
||||
BoundingRect = *boundingRect;
|
||||
}
|
||||
else
|
||||
{
|
||||
BoundingRect.Width = -1;
|
||||
BoundingRect.Height = -1;
|
||||
BoundingRect.XPosition = 0;
|
||||
BoundingRect.YPosition = 0;
|
||||
}
|
||||
|
||||
BmpRect.YPosition = yPosition;
|
||||
BmpRect.XPosition = xPosition;
|
||||
if (bmp)
|
||||
{
|
||||
BmpRect.Width = bmp->Width;
|
||||
BmpRect.Height = bmp->Height;
|
||||
}
|
||||
else
|
||||
{
|
||||
BmpRect.Width = 0;
|
||||
BmpRect.Height = 0;
|
||||
}
|
||||
DirtyRectPrev = BmpRect;
|
||||
|
||||
render::AddSprite(*this);
|
||||
}
|
||||
|
||||
render_sprite::~render_sprite()
|
||||
{
|
||||
render::RemoveSprite(*this);
|
||||
delete OccludedSprites;
|
||||
}
|
||||
|
||||
void render_sprite::set(gdrv_bitmap8* bmp, zmap_header_type* zMap, int xPos, int yPos)
|
||||
{
|
||||
if (Bmp == bmp && ZMap == zMap && BmpRect.XPosition == xPos && BmpRect.YPosition == yPos)
|
||||
return;
|
||||
|
||||
Bmp = bmp;
|
||||
ZMap = zMap;
|
||||
DirtyFlag = VisualType != VisualTypes::Ball;
|
||||
BmpRect.XPosition = xPos;
|
||||
BmpRect.YPosition = yPos;
|
||||
if (bmp)
|
||||
{
|
||||
BmpRect.Width = bmp->Width;
|
||||
BmpRect.Height = bmp->Height;
|
||||
}
|
||||
}
|
||||
|
||||
void render_sprite::set_bitmap(gdrv_bitmap8* bmp)
|
||||
{
|
||||
set(bmp, ZMap, BmpRect.XPosition, BmpRect.YPosition);
|
||||
}
|
||||
|
||||
void render_sprite::ball_set(gdrv_bitmap8* bmp, float depth, int xPos, int yPos)
|
||||
{
|
||||
set(bmp, ZMap,xPos, yPos);
|
||||
Depth = proj::NormalizeDepth(depth);
|
||||
}
|
||||
|
||||
void render::init(gdrv_bitmap8* bmp, int width, int height)
|
||||
{
|
||||
zscaler = zScaler;
|
||||
zmin = zMin;
|
||||
zmax = 4294967300.0f / zScaler + zMin;
|
||||
vscreen = new gdrv_bitmap8(width, height, false);
|
||||
zscreen = new zmap_header_type(width, height, width);
|
||||
zdrv::fill(zscreen, zscreen->Width, zscreen->Height, 0, 0, 0xFFFF);
|
||||
@ -49,15 +123,12 @@ void render::uninit()
|
||||
{
|
||||
delete vscreen;
|
||||
delete zscreen;
|
||||
for (auto sprite : sprite_list)
|
||||
remove_sprite(sprite, false);
|
||||
for (auto ball : ball_list)
|
||||
remove_ball(ball, false);
|
||||
for (auto& ballBmp : ball_bitmap)
|
||||
delete ballBmp;
|
||||
ball_list.clear();
|
||||
dirty_list.clear();
|
||||
sprite_list.clear();
|
||||
|
||||
// Sprite destructor removes it from the list.
|
||||
while (!sprite_list.empty())
|
||||
delete sprite_list[0];
|
||||
while (!ball_list.empty())
|
||||
delete ball_list[0];
|
||||
DebugOverlay::UnInit();
|
||||
}
|
||||
|
||||
@ -70,36 +141,39 @@ void render::update()
|
||||
{
|
||||
unpaint_balls();
|
||||
|
||||
// Clip dirty sprites with vScreen, clear clipping (dirty) rectangles
|
||||
for (auto curSprite : dirty_list)
|
||||
// Clip dirty sprites with vScreen, clear clipping (dirty) rectangles
|
||||
for (const auto sprite : sprite_list)
|
||||
{
|
||||
if (!sprite->DirtyFlag)
|
||||
continue;
|
||||
|
||||
bool clearSprite = false;
|
||||
switch (curSprite->VisualType)
|
||||
switch (sprite->VisualType)
|
||||
{
|
||||
case VisualTypes::Sprite:
|
||||
if (curSprite->DirtyRectPrev.Width > 0)
|
||||
maths::enclosing_box(curSprite->DirtyRectPrev, curSprite->BmpRect, curSprite->DirtyRect);
|
||||
if (sprite->DirtyRectPrev.Width > 0)
|
||||
maths::enclosing_box(sprite->DirtyRectPrev, sprite->BmpRect, sprite->DirtyRect);
|
||||
|
||||
if (maths::rectangle_clip(curSprite->DirtyRect, vscreen_rect, &curSprite->DirtyRect))
|
||||
if (maths::rectangle_clip(sprite->DirtyRect, vscreen_rect, &sprite->DirtyRect))
|
||||
clearSprite = true;
|
||||
else
|
||||
curSprite->DirtyRect.Width = -1;
|
||||
sprite->DirtyRect.Width = -1;
|
||||
break;
|
||||
case VisualTypes::None:
|
||||
if (maths::rectangle_clip(curSprite->BmpRect, vscreen_rect, &curSprite->DirtyRect))
|
||||
clearSprite = !curSprite->Bmp;
|
||||
case VisualTypes::Background:
|
||||
if (maths::rectangle_clip(sprite->BmpRect, vscreen_rect, &sprite->DirtyRect))
|
||||
clearSprite = !sprite->Bmp;
|
||||
else
|
||||
curSprite->DirtyRect.Width = -1;
|
||||
sprite->DirtyRect.Width = -1;
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
if (clearSprite)
|
||||
{
|
||||
auto yPos = curSprite->DirtyRect.YPosition;
|
||||
auto width = curSprite->DirtyRect.Width;
|
||||
auto xPos = curSprite->DirtyRect.XPosition;
|
||||
auto height = curSprite->DirtyRect.Height;
|
||||
auto yPos = sprite->DirtyRect.YPosition;
|
||||
auto width = sprite->DirtyRect.Width;
|
||||
auto xPos = sprite->DirtyRect.XPosition;
|
||||
auto height = sprite->DirtyRect.Height;
|
||||
zdrv::fill(zscreen, width, height, xPos, yPos, 0xFFFF);
|
||||
if (background_bitmap)
|
||||
gdrv::copy_bitmap(vscreen, width, height, xPos, yPos, background_bitmap, xPos, yPos);
|
||||
@ -109,191 +183,60 @@ void render::update()
|
||||
}
|
||||
|
||||
// Paint dirty rectangles of dirty sprites
|
||||
for (auto sprite : dirty_list)
|
||||
for (auto sprite : sprite_list)
|
||||
{
|
||||
if (sprite->DirtyRect.Width > 0 && (sprite->VisualType == VisualTypes::None || sprite->VisualType ==
|
||||
VisualTypes::Sprite))
|
||||
repaint(sprite);
|
||||
if (!sprite->DirtyFlag)
|
||||
continue;
|
||||
|
||||
repaint(*sprite);
|
||||
sprite->DirtyFlag = false;
|
||||
sprite->DirtyRectPrev = sprite->DirtyRect;
|
||||
if (sprite->DeleteFlag)
|
||||
delete sprite;
|
||||
}
|
||||
|
||||
paint_balls();
|
||||
|
||||
// In the original, this used to blit dirty sprites and balls
|
||||
for (auto sprite : dirty_list)
|
||||
{
|
||||
sprite->DirtyRectPrev = sprite->DirtyRect;
|
||||
if (sprite->UnknownFlag != 0)
|
||||
remove_sprite(sprite, true);
|
||||
}
|
||||
|
||||
dirty_list.clear();
|
||||
}
|
||||
|
||||
void render::sprite_modified(render_sprite_type_struct* sprite)
|
||||
void render::AddSprite(render_sprite& sprite)
|
||||
{
|
||||
if (sprite->VisualType != VisualTypes::Ball && dirty_list.size() < 999)
|
||||
dirty_list.push_back(sprite);
|
||||
if (!sprite.ZMap && sprite.VisualType != VisualTypes::Ball)
|
||||
{
|
||||
sprite.ZMap = background_zmap;
|
||||
sprite.ZMapOffestY = sprite.BmpRect.XPosition - zmap_offsetX;
|
||||
sprite.ZMapOffestX = sprite.BmpRect.YPosition - zmap_offsetY;
|
||||
}
|
||||
|
||||
auto& list = sprite.VisualType == VisualTypes::Ball ? ball_list : sprite_list;
|
||||
list.push_back(&sprite);
|
||||
}
|
||||
|
||||
render_sprite_type_struct* render::create_sprite(VisualTypes visualType, gdrv_bitmap8* bmp, zmap_header_type* zMap,
|
||||
int xPosition, int yPosition, rectangle_type* rect)
|
||||
void render::RemoveSprite(render_sprite& sprite)
|
||||
{
|
||||
auto sprite = new render_sprite_type_struct();
|
||||
if (!sprite)
|
||||
return nullptr;
|
||||
sprite->BmpRect.YPosition = yPosition;
|
||||
sprite->BmpRect.XPosition = xPosition;
|
||||
sprite->Bmp = bmp;
|
||||
sprite->VisualType = visualType;
|
||||
sprite->UnknownFlag = 0;
|
||||
sprite->SpriteArray = nullptr;
|
||||
sprite->DirtyRect = rectangle_type{};
|
||||
if (rect)
|
||||
{
|
||||
sprite->BoundingRect = *rect;
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->BoundingRect.Width = -1;
|
||||
sprite->BoundingRect.Height = -1;
|
||||
sprite->BoundingRect.XPosition = 0;
|
||||
sprite->BoundingRect.YPosition = 0;
|
||||
}
|
||||
if (bmp)
|
||||
{
|
||||
sprite->BmpRect.Width = bmp->Width;
|
||||
sprite->BmpRect.Height = bmp->Height;
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->BmpRect.Width = 0;
|
||||
sprite->BmpRect.Height = 0;
|
||||
}
|
||||
sprite->ZMap = zMap;
|
||||
sprite->ZMapOffestX = 0;
|
||||
sprite->ZMapOffestY = 0;
|
||||
if (!zMap && visualType != VisualTypes::Ball)
|
||||
{
|
||||
sprite->ZMap = background_zmap;
|
||||
sprite->ZMapOffestY = xPosition - zmap_offset;
|
||||
sprite->ZMapOffestX = yPosition - zmap_offsetY;
|
||||
}
|
||||
sprite->DirtyRectPrev = sprite->BmpRect;
|
||||
if (visualType == VisualTypes::Ball)
|
||||
{
|
||||
ball_list.push_back(sprite);
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite_list.push_back(sprite);
|
||||
sprite_modified(sprite);
|
||||
}
|
||||
return sprite;
|
||||
auto& list = sprite.VisualType == VisualTypes::Ball ? ball_list : sprite_list;
|
||||
auto it = std::find(list.begin(), list.end(), &sprite);
|
||||
if (it != list.end())
|
||||
list.erase(it);
|
||||
}
|
||||
|
||||
|
||||
void render::remove_sprite(render_sprite_type_struct* sprite, bool removeFromList)
|
||||
{
|
||||
if (removeFromList)
|
||||
{
|
||||
auto it = std::find(sprite_list.begin(), sprite_list.end(), sprite);
|
||||
if (it != sprite_list.end())
|
||||
sprite_list.erase(it);
|
||||
}
|
||||
|
||||
delete sprite->SpriteArray;
|
||||
delete sprite;
|
||||
}
|
||||
|
||||
void render::remove_ball(render_sprite_type_struct* ball, bool removeFromList)
|
||||
{
|
||||
if (removeFromList)
|
||||
{
|
||||
auto it = std::find(ball_list.begin(), ball_list.end(), ball);
|
||||
if (it != ball_list.end())
|
||||
ball_list.erase(it);
|
||||
}
|
||||
|
||||
delete ball->SpriteArray;
|
||||
delete ball;
|
||||
}
|
||||
|
||||
void render::sprite_set(render_sprite_type_struct* sprite, gdrv_bitmap8* bmp, zmap_header_type* zMap, int xPos,
|
||||
int yPos)
|
||||
{
|
||||
if (sprite)
|
||||
{
|
||||
sprite->BmpRect.XPosition = xPos;
|
||||
sprite->BmpRect.YPosition = yPos;
|
||||
sprite->Bmp = bmp;
|
||||
if (bmp)
|
||||
{
|
||||
sprite->BmpRect.Width = bmp->Width;
|
||||
sprite->BmpRect.Height = bmp->Height;
|
||||
}
|
||||
sprite->ZMap = zMap;
|
||||
sprite_modified(sprite);
|
||||
}
|
||||
}
|
||||
|
||||
void render::sprite_set_bitmap(render_sprite_type_struct* sprite, gdrv_bitmap8* bmp)
|
||||
{
|
||||
if (sprite && sprite->Bmp != bmp)
|
||||
{
|
||||
sprite->Bmp = bmp;
|
||||
if (bmp)
|
||||
{
|
||||
sprite->BmpRect.Width = bmp->Width;
|
||||
sprite->BmpRect.Height = bmp->Height;
|
||||
}
|
||||
sprite_modified(sprite);
|
||||
}
|
||||
}
|
||||
|
||||
void render::set_background_zmap(struct zmap_header_type* zMap, int offsetX, int offsetY)
|
||||
void render::set_background_zmap(zmap_header_type* zMap, int offsetX, int offsetY)
|
||||
{
|
||||
background_zmap = zMap;
|
||||
zmap_offset = offsetX;
|
||||
zmap_offsetX = offsetX;
|
||||
zmap_offsetY = offsetY;
|
||||
}
|
||||
|
||||
void render::ball_set(render_sprite_type_struct* sprite, gdrv_bitmap8* bmp, float depth, int xPos, int yPos)
|
||||
{
|
||||
if (sprite)
|
||||
{
|
||||
sprite->Bmp = bmp;
|
||||
if (bmp)
|
||||
{
|
||||
sprite->BmpRect.XPosition = xPos;
|
||||
sprite->BmpRect.YPosition = yPos;
|
||||
sprite->BmpRect.Width = bmp->Width;
|
||||
sprite->BmpRect.Height = bmp->Height;
|
||||
}
|
||||
if (depth >= zmin)
|
||||
{
|
||||
float depth2 = (depth - zmin) * zscaler;
|
||||
if (depth2 <= zmax)
|
||||
sprite->Depth = static_cast<short>(depth2);
|
||||
else
|
||||
sprite->Depth = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->Depth = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void render::repaint(struct render_sprite_type_struct* sprite)
|
||||
void render::repaint(const render_sprite& sprite)
|
||||
{
|
||||
rectangle_type clipRect{};
|
||||
if (!sprite->SpriteArray)
|
||||
if (!sprite.OccludedSprites || sprite.VisualType == VisualTypes::Ball || sprite.DirtyRect.Width <= 0)
|
||||
return;
|
||||
for (auto refSprite : *sprite->SpriteArray)
|
||||
|
||||
for (auto refSprite : *sprite.OccludedSprites)
|
||||
{
|
||||
if (!refSprite->UnknownFlag && refSprite->Bmp)
|
||||
if (!refSprite->DeleteFlag && refSprite->Bmp)
|
||||
{
|
||||
if (maths::rectangle_clip(refSprite->BmpRect, sprite->DirtyRect, &clipRect))
|
||||
if (maths::rectangle_clip(refSprite->BmpRect, sprite.DirtyRect, &clipRect))
|
||||
zdrv::paint(
|
||||
clipRect.Width,
|
||||
clipRect.Height,
|
||||
@ -316,20 +259,11 @@ void render::repaint(struct render_sprite_type_struct* sprite)
|
||||
|
||||
void render::paint_balls()
|
||||
{
|
||||
// Sort ball sprites by depth
|
||||
for (auto i = 0u; i < ball_list.size(); i++)
|
||||
// Sort ball sprites by ascending depth
|
||||
std::sort(ball_list.begin(), ball_list.end(), [](const render_sprite* lhs, const render_sprite* rhs)
|
||||
{
|
||||
for (auto j = i; j < ball_list.size() / 2; ++j)
|
||||
{
|
||||
auto ballA = ball_list[j];
|
||||
auto ballB = ball_list[i];
|
||||
if (ballB->Depth > ballA->Depth)
|
||||
{
|
||||
ball_list[i] = ballA;
|
||||
ball_list[j] = ballB;
|
||||
}
|
||||
}
|
||||
}
|
||||
return lhs->Depth < rhs->Depth;
|
||||
});
|
||||
|
||||
// For balls that clip vScreen: save original vScreen contents and paint ball bitmap.
|
||||
for (auto index = 0u; index < ball_list.size(); ++index)
|
||||
@ -391,26 +325,25 @@ void render::shift(int offsetX, int offsetY)
|
||||
|
||||
void render::build_occlude_list()
|
||||
{
|
||||
std::vector<render_sprite_type_struct*>* spriteArr = nullptr;
|
||||
std::vector<render_sprite*>* spriteArr = nullptr;
|
||||
for (auto mainSprite : sprite_list)
|
||||
{
|
||||
if (mainSprite->SpriteArray)
|
||||
if (mainSprite->OccludedSprites)
|
||||
{
|
||||
delete mainSprite->SpriteArray;
|
||||
mainSprite->SpriteArray = nullptr;
|
||||
delete mainSprite->OccludedSprites;
|
||||
mainSprite->OccludedSprites = nullptr;
|
||||
}
|
||||
|
||||
if (!mainSprite->UnknownFlag && mainSprite->BoundingRect.Width != -1)
|
||||
if (!mainSprite->DeleteFlag && mainSprite->BoundingRect.Width != -1)
|
||||
{
|
||||
if (!spriteArr)
|
||||
spriteArr = new std::vector<render_sprite_type_struct*>();
|
||||
spriteArr = new std::vector<render_sprite*>();
|
||||
|
||||
for (auto refSprite : sprite_list)
|
||||
{
|
||||
if (!refSprite->UnknownFlag
|
||||
if (!refSprite->DeleteFlag
|
||||
&& refSprite->BoundingRect.Width != -1
|
||||
&& maths::rectangle_clip(mainSprite->BoundingRect, refSprite->BoundingRect, nullptr)
|
||||
&& spriteArr)
|
||||
&& maths::rectangle_clip(mainSprite->BoundingRect, refSprite->BoundingRect, nullptr))
|
||||
{
|
||||
spriteArr->push_back(refSprite);
|
||||
}
|
||||
@ -420,7 +353,7 @@ void render::build_occlude_list()
|
||||
spriteArr->clear();
|
||||
if (!spriteArr->empty())
|
||||
{
|
||||
mainSprite->SpriteArray = spriteArr;
|
||||
mainSprite->OccludedSprites = spriteArr;
|
||||
spriteArr = nullptr;
|
||||
}
|
||||
}
|
||||
|
@ -5,25 +5,33 @@
|
||||
|
||||
enum class VisualTypes : char
|
||||
{
|
||||
None = 0,
|
||||
Background = 0,
|
||||
Sprite = 1,
|
||||
Ball = 2
|
||||
};
|
||||
|
||||
struct render_sprite_type_struct
|
||||
struct render_sprite
|
||||
{
|
||||
rectangle_type BmpRect;
|
||||
rectangle_type BmpRect{};
|
||||
gdrv_bitmap8* Bmp;
|
||||
zmap_header_type* ZMap;
|
||||
char UnknownFlag;
|
||||
bool DeleteFlag;
|
||||
VisualTypes VisualType;
|
||||
int16_t Depth;
|
||||
rectangle_type DirtyRectPrev;
|
||||
uint16_t Depth;
|
||||
rectangle_type DirtyRectPrev{};
|
||||
int ZMapOffestY;
|
||||
int ZMapOffestX;
|
||||
rectangle_type DirtyRect;
|
||||
std::vector<render_sprite_type_struct*>* SpriteArray;
|
||||
rectangle_type BoundingRect;
|
||||
rectangle_type DirtyRect{};
|
||||
std::vector<render_sprite*>* OccludedSprites;
|
||||
rectangle_type BoundingRect{};
|
||||
bool DirtyFlag{};
|
||||
|
||||
render_sprite(VisualTypes visualType, gdrv_bitmap8* bmp, zmap_header_type* zMap,
|
||||
int xPosition, int yPosition, rectangle_type* boundingRect);
|
||||
~render_sprite();
|
||||
void set(gdrv_bitmap8* bmp, zmap_header_type* zMap, int xPos, int yPos);
|
||||
void set_bitmap(gdrv_bitmap8* bmp);
|
||||
void ball_set(gdrv_bitmap8* bmp, float depth, int xPos, int yPos);
|
||||
};
|
||||
|
||||
|
||||
@ -33,35 +41,26 @@ public:
|
||||
static gdrv_bitmap8 *vscreen, *background_bitmap;
|
||||
static SDL_Rect DestinationRect;
|
||||
|
||||
static void init(gdrv_bitmap8* bmp, float zMin, float zScaler, int width, int height);
|
||||
static void init(gdrv_bitmap8* bmp, int width, int height);
|
||||
static void uninit();
|
||||
static void recreate_screen_texture();
|
||||
static void update();
|
||||
static void sprite_modified(render_sprite_type_struct* sprite);
|
||||
static render_sprite_type_struct* create_sprite(VisualTypes visualType, gdrv_bitmap8* bmp,
|
||||
zmap_header_type* zMap,
|
||||
int xPosition, int yPosition, rectangle_type* rect);
|
||||
static void remove_sprite(render_sprite_type_struct* sprite, bool removeFromList);
|
||||
static void remove_ball(render_sprite_type_struct* ball, bool removeFromList);
|
||||
static void sprite_set(render_sprite_type_struct* sprite, gdrv_bitmap8* bmp, zmap_header_type* zMap, int xPos,
|
||||
int yPos);
|
||||
static void sprite_set_bitmap(render_sprite_type_struct* sprite, gdrv_bitmap8* bmp);
|
||||
static void set_background_zmap(struct zmap_header_type* zMap, int offsetX, int offsetY);
|
||||
static void ball_set(render_sprite_type_struct* sprite, gdrv_bitmap8* bmp, float depth, int xPos, int yPos);
|
||||
static void AddSprite(render_sprite& sprite);
|
||||
static void RemoveSprite(render_sprite& sprite);
|
||||
static void set_background_zmap(zmap_header_type* zMap, int offsetX, int offsetY);
|
||||
static void shift(int offsetX, int offsetY);
|
||||
static void build_occlude_list();
|
||||
static void SpriteViewer(bool* show);
|
||||
static void PresentVScreen();
|
||||
private:
|
||||
static std::vector<render_sprite_type_struct*> dirty_list, sprite_list, ball_list;
|
||||
static std::vector<render_sprite*> sprite_list, ball_list;
|
||||
static zmap_header_type* background_zmap;
|
||||
static int zmap_offset, zmap_offsetY, offset_x, offset_y;
|
||||
static float zscaler, zmin, zmax;
|
||||
static int zmap_offsetX, zmap_offsetY, offset_x, offset_y;
|
||||
static rectangle_type vscreen_rect;
|
||||
static gdrv_bitmap8 *ball_bitmap[20];
|
||||
static zmap_header_type* zscreen;
|
||||
|
||||
static void repaint(struct render_sprite_type_struct* sprite);
|
||||
static void repaint(const render_sprite& sprite);
|
||||
static void paint_balls();
|
||||
static void unpaint_balls();
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user