rodecomp/Source/Render/ActionSpriteDrawing.cpp
ragnarok-clanker c7c093ee21 Decompile 2 functions in Source/Render/ActionSpriteDrawing.cpp, Source/Render/ActionSpriteDrawing.h, ...
Batch #1880 by Yommy: 0 byte-identical, 2 confirmed by peer review.

- fn_17825 DrawActionSprite: logic confirmed by peer review
- fn_10110 BuildSpriteQuad: logic confirmed by peer review

Reviewed-by: ragnarok-clanker
Adds to the build: Source/Render/ActionSpriteDrawing.cpp, Source/Render/SpriteQuad.cpp
2026-10-28 23:12:39 +00:00

126 lines
4.3 KiB
C++

#include "Contents/Configuration/ServiceConfiguration.h"
#include "Render/ActionSpriteDrawing.h"
#include "Render/Renderer.h"
#include "Render/TextureQuad.h"
#include "Render/Textures/SpriteAtlas.h"
#include "Resource/ResourceMgr.h"
#include "Resource/Sprites/ActionResource.h"
#include "Resource/Sprites/SpriteResource.h"
#include "Utility/Math/AffineMatrix.h"
// OFFSET: 0x00AD5A70
// FUNCTION: fn_17825
void DrawActionSprite(
CRenderSystemBase& system, int x, int y, const CActRes* action, const CSprRes* sprite, int animation, int frame, float scale, float angle,
std::uint32_t color, std::uint16_t flags
) {
if (!action || !sprite) {
return;
}
SpriteAtlasRecord record{};
const ActionFrame& current = action->Frame(animation, frame);
for (int index = 0; index < current.cellCount; ++index) {
RenderPrimitive* primitive = g_renderer->primitives.Acquire();
const SpriteFrameCell& cell = current.Cell(index);
if (cell.image == -1) {
continue;
}
const float scaleX = cell.scaleX;
const SpriteRleImage* image = sprite->images[cell.imageType][cell.image];
const float left = static_cast<float>(cell.x) * scale;
const float scaledLeft = left * scaleX;
const float right = static_cast<float>(image->width * (image->unknown_0004 + 1) - 1 + cell.x) * scale;
const float top = static_cast<float>(cell.y) * scale * cell.scaleY;
const float scaledRight = right * scaleX;
const float bottom = static_cast<float>(image->height * (image->unknown_0006 + 1) - 1 + cell.y) * scale * cell.scaleY;
CTexture* texture;
if (cell.imageType == 0) {
texture = g_renderer->atlas.Find(image, sprite->palette, record);
if (!texture) {
texture = g_renderer->atlas.Insert(system, image, sprite->palette, record, g_serviceType, g_resourceReuseDelay);
}
} else {
texture = static_cast<CTexture*>(const_cast<void*>(image->unknown_0008));
}
primitive->texture = texture;
float x0;
float y0;
float x1;
float y1;
float x2;
float y2;
float x3;
float y3;
if (angle == 0.0f) {
float first = scaledLeft;
float second = right;
if (cell.mirrored & 1) {
first = scaledRight;
second = left;
}
const float originX = static_cast<float>(x);
const float originY = static_cast<float>(y);
x0 = first + originX;
y0 = originY + top;
x1 = scaleX * second + originX;
y1 = originY + top;
x2 = first + originX;
y2 = originY + bottom;
x3 = scaleX * second + originX;
y3 = originY + bottom;
} else {
const int degrees = static_cast<int>(angle);
const float cosine = ClientCosine(degrees);
const float sine = ClientSine(degrees);
const float originX = static_cast<float>(x);
const float originY = static_cast<float>(y);
x0 = cosine * scaledLeft - sine * top + originX;
y0 = sine * scaledLeft + cosine * top + originY;
x1 = cosine * scaledRight - sine * top + originX;
y1 = sine * scaledRight + cosine * top + originY;
x2 = cosine * scaledRight - sine * bottom + originX;
y2 = cosine * bottom + sine * scaledRight + originY;
x3 = cosine * scaledLeft - sine * bottom + originX;
y3 = cosine * bottom + sine * scaledLeft + originY;
}
RenderVertex* vertices = primitive->quad;
vertices[0].x = x0 + 0.5f;
vertices[0].y = y0 + 0.5f;
vertices[1].x = x1 + 0.5f;
vertices[1].y = y1 + 0.5f;
vertices[2].x = x2 + 0.5f;
vertices[2].y = y2 + 0.5f;
vertices[3].x = x3 + 0.5f;
vertices[3].y = y3 + 0.5f;
vertices[0].z = 0.000001f;
vertices[0].rhw = 0.999999f;
vertices[0].u = record.u0;
vertices[0].v = record.v0;
vertices[0].diffuse = color;
vertices[1].z = 0.000001f;
vertices[1].rhw = 0.999999f;
vertices[1].u = record.u1;
vertices[1].v = record.v0;
vertices[1].diffuse = color;
vertices[2].z = 0.000001f;
vertices[2].rhw = 0.999999f;
vertices[2].u = record.u0;
vertices[2].v = record.v1;
vertices[2].diffuse = color;
vertices[3].z = 0.000001f;
vertices[3].rhw = 0.999999f;
vertices[3].u = record.u1;
vertices[3].v = record.v1;
vertices[3].diffuse = color;
g_renderer->queues.Submit(primitive, flags, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd);
}
}