#include "Contents/Effects/SpriteParticle.h" #include "Client/Mode/CGameMode.h" #include "Client/Mode/ModeMgr.h" #include "Contents/Actors/GameActor.h" #include "Contents/Actors/RenderObject.h" #include "Contents/Camera/Camera.h" #include "Contents/Configuration/ServiceConfiguration.h" #include "Contents/MapSkyMgr.h" #include "Contents/World/World.h" #include "Render/DeviceContext/DCSurface.h" #include "Render/Renderer.h" #include "Render/TextureQuad.h" #include "Render/Textures/SpriteAtlas.h" #include "Render/Textures/Texture.h" #include "Resource/ResourceMgr.h" #include "Resource/Sprites/ActionResource.h" #include "Resource/Sprites/SpriteResource.h" #include "Utility/Math/AffineMatrix.h" #include // GLOBAL: gl_24540 const float spriteShadowDepthEpsilon = 0.00001f; // INLINED static __forceinline float ToRadians(float degrees) { return (degrees / 180.0f) * 3.141592f; } // OFFSET: 0x00B40E30 // FUNCTION: fn_18864 void CSpriteParticle::UpdateFrame() { if (!this->action || this->loopMode == 3) { return; } const long long frameCount = static_cast(this->action->FrameCount(this->animation)); const long long delay = static_cast(this->frameDelay); if (delay == 0 || (this->unknown_00E8 >= delay && this->unknown_00E8 % delay == 0)) { ++this->frame; } switch (this->loopMode) { case 0: if (this->frame >= frameCount) { this->frame = 0; } break; case 1: if (this->frame >= frameCount) { this->life = -1.0f; } break; case 2: if (this->frame >= frameCount) { this->frame = static_cast(frameCount) - 1; } break; } } // OFFSET: 0x00B40F30 // FUNCTION: fn_18865 void CSpriteParticle::sub_B40F30(char mode) { if (mode == 1) { this->UpdateFrame(); } if ((this->life != 0.0f && static_cast(this->unknown_00E8) >= this->life * 60.0f) || !this->sprite || !this->action) { return; } CGameMode* gameMode = static_cast(g_modeMgr.GetGameMode()); float screenX; float screenY; float distance; g_renderer->ProjectViewport(&this->position.x, gameMode->camera->frame.view.values, &screenX, &screenY, &distance); float scaleDistance = g_renderer->ScaleDistance(distance); if (CRenderObject* renderObject = FindRenderObject(this->unknown_02F4)) { renderObject->ScaleByFadePulse(scaleDistance); } const ActionFrame& frame = this->action->Frame(this->animation, this->frame); for (int i = 0; i < frame.cellCount; ++i) { const SpriteFrameCell& cell = frame.Cell(i); if (cell.image == -1) { continue; } const SpriteRleImage* image = this->sprite->images[cell.imageType][cell.image]; SpriteAtlasRecord record{}; CTexture* texture = static_cast(const_cast(image->unknown_0008)); if (!texture) { texture = g_renderer->atlas.Find(image, this->sprite->palette, record); if (!texture) { texture = g_renderer->atlas.Insert(*GetRenderSystemHolder()->system, image, this->sprite->palette, record, g_serviceType, g_resourceReuseDelay); } } else { record.u0 = 0.0f; record.v0 = 0.0f; record.u1 = static_cast(texture->ImageWidth()) / static_cast(texture->TextureWidth()); record.v1 = static_cast(texture->ImageHeight()) / static_cast(texture->TextureHeight()); } float u0; float u1; if ((cell.mirrored & 1) == 0) { u0 = record.u0; u1 = record.u1; } else { u0 = record.u1; u1 = record.u0; } this->SetQuad(this->vertices, record.v1, record.v0, u0, u1); RenderPrimitive* primitive = g_renderer->primitives.Acquire(); std::memcpy(primitive->vertices, this->vertices, sizeof(this->vertices)); primitive->texture = texture; if ((this->unknown_00EC & 0x200) != 0) { const std::uint32_t a = static_cast( static_cast(this->alpha) * (1.0f / 255.0f) * static_cast(cell.color >> 24) * (1.0f / 255.0f) * 255.0f ); const std::uint32_t color = (((a << 8 | (cell.color & 0xFF)) << 8 | (cell.color >> 8 & 0xFF)) << 8) | (cell.color >> 16 & 0xFF); primitive->vertices[0].diffuse = color; primitive->vertices[1].diffuse = color; primitive->vertices[2].diffuse = color; primitive->vertices[3].diffuse = color; } const float halfWidth = static_cast(image->width) * g_depthAverageHalf; const float halfHeight = static_cast(image->height) * g_depthAverageHalf; const float cellScaleX = (scaleDistance * cell.scaleX) / (distance * g_renderer->viewport.scaleX); const float cellScaleY = (scaleDistance * cell.scaleY) / (distance * g_renderer->viewport.scaleY); matrix scaleMatrix; scaleMatrix.SetScale(cellScaleX * halfWidth, cellScaleY * halfHeight, 1.0f); matrix cellRotation; cellRotation.MakeZRotation(ToRadians(static_cast(cell.unknown_001C))); matrix cellTranslate; cellTranslate.MakeTranslate((static_cast(cell.x) + halfWidth) * cellScaleX, (static_cast(cell.y) + halfHeight) * cellScaleY, 0.0f); matrix temp1; temp1.Compose(scaleMatrix, cellRotation); matrix cellMatrix; cellMatrix.Compose(temp1, cellTranslate); vector3d cellVertices[4]; for (int v = 0; v < 4; ++v) { cellVertices[v].x = 0.0f; cellVertices[v].y = 0.0f; cellVertices[v].z = 0.0f; } for (int v = 0; v < 4; ++v) { const float vx = primitive->vertices[v].x; const float vy = primitive->vertices[v].y; const float vz = primitive->vertices[v].z; cellVertices[v].x = cellMatrix.values[0] * vx + cellMatrix.values[3] * vy + cellMatrix.values[6] * vz + cellMatrix.values[9]; cellVertices[v].y = cellMatrix.values[1] * vx + cellMatrix.values[4] * vy + cellMatrix.values[7] * vz + cellMatrix.values[10]; cellVertices[v].z = cellMatrix.values[2] * vx + cellMatrix.values[5] * vy + cellMatrix.values[8] * vz + cellMatrix.values[11]; } matrix worldScale; worldScale.SetScale(this->scale, this->scale, 1.0f); matrix worldRotation; worldRotation.MakeZRotation(ToRadians(*reinterpret_cast(&this->unknown_00C4))); worldRotation.AppendXRotation(ToRadians(gameMode->camera->camera.pitch)); worldRotation.AppendYRotation(ToRadians(gameMode->camera->camera.yaw)); matrix worldTranslate; worldTranslate.MakeTranslate(this->position.x, this->position.y, this->position.z); matrix temp2; temp2.Compose(worldScale, worldRotation); matrix world; world.Compose(temp2, worldTranslate); matrix finalTransform; finalTransform.Compose(world, this->transform); vector3d worldVertices[4]; for (int v = 0; v < 4; ++v) { worldVertices[v].x = 0.0f; worldVertices[v].y = 0.0f; worldVertices[v].z = 0.0f; } for (int v = 0; v < 4; ++v) { const float vx = cellVertices[v].x; const float vy = cellVertices[v].y; const float vz = cellVertices[v].z; worldVertices[v].x = finalTransform.values[0] * vx + finalTransform.values[3] * vy + finalTransform.values[6] * vz + finalTransform.values[9]; worldVertices[v].y = finalTransform.values[1] * vx + finalTransform.values[4] * vy + finalTransform.values[7] * vz + finalTransform.values[10]; worldVertices[v].z = finalTransform.values[2] * vx + finalTransform.values[5] * vy + finalTransform.values[8] * vz + finalTransform.values[11]; g_renderer->viewport.Projection().Project(&worldVertices[v].x, gameMode->camera->frame.view.values, primitive->vertices[v]); } if (CRenderObject* renderObject = FindRenderObject(this->unknown_02F4)) { float offsetX = this->unknown_02C0; float offsetY = this->unknown_02C4; CGameActor* actor = static_cast(renderObject); if (actor->Slot55() < 1) { if (this->unknown_02BC != 0) { float extent[2]; float* p = actor->GetExtent(extent); offsetX += p[0]; offsetY += p[1]; } if (this->unknown_02BD != 0) { offsetY -= static_cast(static_cast(*reinterpret_cast(&renderObject->render.unknown_0128))); } } offsetX *= scaleDistance; offsetY *= scaleDistance; for (int v = 0; v < 4; ++v) { primitive->vertices[v].x += offsetX; primitive->vertices[v].y += offsetY; } } const float depthOffset = static_cast(i) * spriteShadowDepthEpsilon + this->depthOffset; if (depthOffset != 0.0f) { for (int v = 0; v < 4; ++v) { primitive->vertices[v].rhw += depthOffset; primitive->vertices[v].z = RhwToDepth(primitive->vertices[v].rhw); } } primitive->unknown_0018 = 5; primitive->unknown_001C = (this->flags != 5) ? 6 : 2; g_renderer->queues.Submit(primitive, static_cast(this->flags), g_renderer->fog.supported != 0, g_depthStart, g_depthEnd); } } // OFFSET: 0x00B41D60 // FUNCTION: fn_18866 void CSpriteParticle::SetAction(const char* name) { if (this->action) { this->action->Unlock(); } this->action = static_cast(ResourceMgr::Instance().Load(name)); if (this->action) { this->action->Lock(); } } // OFFSET: 0x00B41DA0 // FUNCTION: fn_18867 void CSpriteParticle::SetSprite(const char* name) { if (this->sprite) { this->sprite->Unlock(); } this->sprite = static_cast(ResourceMgr::Instance().Load(name)); if (this->sprite) { this->sprite->Lock(); } }