255 lines
No EOL
10 KiB
C
255 lines
No EOL
10 KiB
C
#include "game/sprite.h"
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#include "game/hsfman.h"
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#include "game/init.h"
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#include "game/disp.h"
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#include "dolphin/mtx.h"
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#include "dolphin/gx.h"
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#include "dolphin/vi.h"
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static void *bmpNoCC[8];
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static short HuSprLayerDrawNo[8];
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static short bmpCCIdx;
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void mtxTransCat(Mtx matrix, float x, float y, float z);
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static void HuSprLayerHook(short layer);
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void HuSprDispInit(void)
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{
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Mtx44 proj;
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short i;
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for(i=0; i<8; i++) {
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bmpNoCC[i] = NULL;
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}
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bmpCCIdx = 0;
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GXInvalidateTexAll();
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MTXOrtho(proj, 0, HU_DISP_HEIGHT, 0, HU_DISP_WIDTH, 0, 10);
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GXSetProjection(proj, GX_ORTHOGRAPHIC);
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if(RenderMode->field_rendering) {
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GXSetViewportJitter(0, 0, HU_FB_WIDTH, HU_FB_HEIGHT, 0, 1, VIGetNextField());
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} else {
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GXSetViewport(0, 0, HU_FB_WIDTH, HU_FB_HEIGHT, 0, 1);
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}
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GXSetScissor(0, 0, HU_FB_WIDTH, HU_FB_HEIGHT);
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GXClearVtxDesc();
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GXSetVtxDesc(GX_VA_POS, GX_DIRECT);
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GXSetVtxDesc(GX_VA_TEX0, GX_DIRECT);
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GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
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GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
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GXSetCullMode(GX_CULL_NONE);
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GXSetZMode(GX_FALSE, GX_ALWAYS, GX_FALSE);
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}
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void HuSprDisp(HuSprite *sprite)
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{
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short i;
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AnimData *anim = sprite->data;
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AnimPatData *pat = sprite->pat_data;
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Vec axis = {0, 0, 1};
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Mtx modelview, rot;
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short color_sum;
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HuSprFunc func;
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GXSetScissor(sprite->scissor_x, sprite->scissor_y, sprite->scissor_w, sprite->scissor_h);
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if(sprite->attr & HUSPR_ATTR_FUNC) {
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if(sprite->func) {
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func = sprite->func;
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func(sprite);
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HuSprDispInit();
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}
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} else {
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AnimLayerData *layer;
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AnimBmpData *bg_bmp;
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GXColor color;
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GXSetNumTexGens(1);
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GXSetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
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color.r = color.g = color.b = color.a = 255;
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GXSetChanAmbColor(GX_COLOR0A0, color);
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GXSetChanMatColor(GX_COLOR0A0, color);
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color.r = sprite->r;
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color.g = sprite->g;
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color.b = sprite->b;
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color.a = sprite->a;
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color_sum = color.r+color.g+color.b+color.a;
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GXSetTevOrder(GX_TEVSTAGE1, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR0A0);
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GXSetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_C0, GX_CC_CPREV, GX_CC_ZERO);
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GXSetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
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GXSetTevAlphaIn(GX_TEVSTAGE1, GX_CA_ZERO, GX_CA_APREV, GX_CA_A0, GX_CA_ZERO);
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GXSetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
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GXSetTevOp(GX_TEVSTAGE0, GX_MODULATE);
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GXSetNumChans(1);
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GXSetChanCtrl(GX_COLOR0A0, GX_FALSE, GX_SRC_REG, GX_SRC_REG, GX_LIGHT0, GX_DF_CLAMP, GX_AF_SPOT);
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if(sprite->attr & HUSPR_ATTR_ADDCOL) {
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GXSetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_ONE, GX_LO_NOOP);
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} else if(sprite->attr & HUSPR_ATTR_INVCOL) {
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GXSetBlendMode(GX_BM_BLEND, GX_BL_ZERO, GX_BL_INVDSTCLR, GX_LO_NOOP);
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} else {
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GXSetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_NOOP);
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}
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if(sprite->bg) {
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AnimPatData *bg_pat;
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AnimFrameData *bg_frame;
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bg_frame = sprite->bg->bank[sprite->bg_bank].frame;
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bg_pat = &sprite->bg->pat[bg_frame->pat];
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layer = bg_pat->layer;
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bg_bmp = &sprite->bg->bmp[layer->bmpNo];
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HuSprTexLoad(sprite->bg, layer->bmpNo, 1, GX_CLAMP, GX_CLAMP, GX_NEAR);
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GXSetNumIndStages(1);
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GXSetTexCoordScaleManually(GX_TEXCOORD0, GX_TRUE, bg_bmp->sizeX*16, bg_bmp->sizeY*16);
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GXSetIndTexOrder(GX_INDTEXSTAGE0, GX_TEXCOORD0, GX_TEXMAP1);
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GXSetIndTexCoordScale(GX_INDTEXSTAGE0, GX_ITS_16, GX_ITS_16);
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GXSetTevIndTile(GX_TEVSTAGE0, GX_INDTEXSTAGE0, 16, 16, 16, 16, GX_ITF_4, GX_ITM_0, GX_ITB_NONE, GX_ITBA_OFF);
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}
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GXSetAlphaCompare(GX_GEQUAL, 1, GX_AOP_AND, GX_GEQUAL, 1);
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GXSetZCompLoc(GX_FALSE);
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if(0 != sprite->z_rot) {
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MTXRotAxisDeg(rot, &axis, sprite->z_rot);
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MTXScale(modelview, sprite->scale_x, sprite->scale_y, 1.0f);
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MTXConcat(rot, modelview, modelview);
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} else {
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MTXScale(modelview, sprite->scale_x, sprite->scale_y, 1.0f);
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}
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mtxTransCat(modelview, sprite->x, sprite->y, 0);
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MTXConcat(*sprite->group_mtx, modelview, modelview);
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GXLoadPosMtxImm(modelview, GX_PNMTX0);
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for(i=pat->layerNum-1; i>=0; i--) {
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float pos[4][2];
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float texcoord_x1, texcoord_y1, texcoord_x2, texcoord_y2;
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AnimBmpData *bmp;
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layer = &pat->layer[i];
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bmp = &anim->bmp[layer->bmpNo];
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if(!bmp) {
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continue;
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}
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GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
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HuSprTexLoad(anim, layer->bmpNo, 0, sprite->wrap_s, sprite->wrap_t, (sprite->attr & HUSPR_ATTR_LINEAR) ? GX_LINEAR : GX_NEAR);
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if(layer->alpha != 255 || color_sum != 255*4) {
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color.a = (u16)(sprite->a*layer->alpha) >> 8;
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GXSetTevColor(GX_TEVSTAGE1, color);
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GXSetNumTevStages(2);
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} else {
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GXSetNumTevStages(1);
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}
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if(!sprite->bg) {
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pos[0][0] = layer->vtx[0]-pat->centerX;
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pos[0][1] = layer->vtx[1]-pat->centerY;
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pos[1][0] = layer->vtx[2]-pat->centerX;
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pos[1][1] = layer->vtx[3]-pat->centerY;
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pos[2][0] = layer->vtx[4]-pat->centerX;
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pos[2][1] = layer->vtx[5]-pat->centerY;
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pos[3][0] = layer->vtx[6]-pat->centerX;
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pos[3][1] = layer->vtx[7]-pat->centerY;
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if(layer->flip & ANIM_LAYER_FLIPX) {
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texcoord_x2 = layer->startX/(float)bmp->sizeX;
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texcoord_x1 = (layer->startX+layer->sizeX)/(float)bmp->sizeX;
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} else {
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texcoord_x1 = layer->startX/(float)bmp->sizeX;
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texcoord_x2 = (layer->startX+layer->sizeX)/(float)bmp->sizeX;
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}
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if(layer->flip & ANIM_LAYER_FLIPY) {
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texcoord_y2 = layer->startY/(float)bmp->sizeY;
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texcoord_y1 = (layer->startY+layer->sizeY)/(float)bmp->sizeY;
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} else {
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texcoord_y1 = layer->startY/(float)bmp->sizeY;
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texcoord_y2 = (layer->startY+layer->sizeY)/(float)bmp->sizeY;
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}
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} else {
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pos[0][0] = pos[3][0] = -(bg_bmp->sizeX*16)/2;
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pos[0][1] = pos[1][1] = -(bg_bmp->sizeY*16)/2;
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pos[2][0] = pos[1][0] = pos[0][0]+(bg_bmp->sizeX*16);
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pos[2][1] = pos[3][1] = pos[0][1]+(bg_bmp->sizeY*16);
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texcoord_x1 = texcoord_y1 = 1.0/(bg_bmp->sizeX*16);
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texcoord_x2 = texcoord_y2 = 1.0f;
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}
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GXBegin(GX_QUADS, GX_VTXFMT0, 4);
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GXPosition3f32(pos[0][0], pos[0][1], 0);
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GXTexCoord2f32(texcoord_x1*sprite->tex_scale_x, texcoord_y1*sprite->tex_scale_y);
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GXPosition3f32(pos[1][0], pos[1][1], 0);
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GXTexCoord2f32(texcoord_x2*sprite->tex_scale_x, texcoord_y1*sprite->tex_scale_y);
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GXPosition3f32(pos[2][0], pos[2][1], 0);
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GXTexCoord2f32(texcoord_x2*sprite->tex_scale_x, texcoord_y2*sprite->tex_scale_y);
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GXPosition3f32(pos[3][0], pos[3][1], 0);
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GXTexCoord2f32(texcoord_x1*sprite->tex_scale_x, texcoord_y2*sprite->tex_scale_y);
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GXEnd();
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}
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if(sprite->bg) {
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GXSetNumIndStages(0);
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GXSetTevDirect(GX_TEVSTAGE0);
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GXSetTexCoordScaleManually(GX_TEXCOORD0, GX_FALSE, 0, 0);
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}
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}
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}
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void HuSprTexLoad(AnimData *anim, short bmp, short slot, GXTexWrapMode wrap_s, GXTexWrapMode wrap_t, GXTexFilter filter)
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{
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GXTexObj tex_obj;
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GXTlutObj tlut_obj;
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AnimBmpData *bmp_ptr = &anim->bmp[bmp];
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short sizeX = bmp_ptr->sizeX;
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short sizeY = bmp_ptr->sizeY;
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switch(bmp_ptr->dataFmt & ANIM_BMP_FMTMASK) {
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case ANIM_BMP_RGBA8:
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GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_TF_RGBA8, wrap_s, wrap_t, GX_FALSE);
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break;
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case ANIM_BMP_RGB5A3:
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case ANIM_BMP_RGB5A3_DUPE:
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GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_TF_RGB5A3, wrap_s, wrap_t, GX_FALSE);
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break;
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case ANIM_BMP_C8:
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GXInitTlutObj(&tlut_obj, bmp_ptr->palData, GX_TL_RGB5A3, bmp_ptr->palNum);
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GXLoadTlut(&tlut_obj, slot);
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GXInitTexObjCI(&tex_obj,bmp_ptr->data, sizeX, sizeY, GX_TF_C8, wrap_s, wrap_t, GX_FALSE, slot);
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break;
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case ANIM_BMP_C4:
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GXInitTlutObj(&tlut_obj, bmp_ptr->palData, GX_TL_RGB5A3, bmp_ptr->palNum);
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GXLoadTlut(&tlut_obj, slot);
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GXInitTexObjCI(&tex_obj,bmp_ptr->data, sizeX, sizeY, GX_TF_C4, wrap_s, wrap_t, GX_FALSE, slot);
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break;
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case ANIM_BMP_IA8:
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GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_TF_IA8, wrap_s, wrap_t, GX_FALSE);
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break;
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case ANIM_BMP_IA4:
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GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_TF_IA4, wrap_s, wrap_t, GX_FALSE);
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break;
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case ANIM_BMP_I8:
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GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_TF_I8, wrap_s, wrap_t, GX_FALSE);
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break;
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case ANIM_BMP_I4:
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GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_TF_I4, wrap_s, wrap_t, GX_FALSE);
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break;
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case ANIM_BMP_A8:
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GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_CTF_A8, wrap_s, wrap_t, GX_FALSE);
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break;
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case ANIM_BMP_CMPR:
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GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_TF_CMPR, wrap_s, wrap_t, GX_FALSE);
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break;
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default:
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break;
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}
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GXInitTexObjLOD(&tex_obj, filter, filter, 0, 0, 0, GX_FALSE, GX_FALSE, GX_ANISO_1);
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GXLoadTexObj(&tex_obj, slot);
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}
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void HuSprExecLayerSet(short draw_no, short layer)
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{
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HuSprLayerDrawNo[layer] = draw_no;
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Hu3DLayerHookSet(layer, HuSprLayerHook);
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}
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static void HuSprLayerHook(short layer)
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{
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HuSprDispInit();
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HuSprExec(HuSprLayerDrawNo[layer]);
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} |