#include "framework.h" #include "Renderer11.h" #include "level.h" #include "savegame.h" #include "setup.h" #include "control.h" #include "objects.h" #include #include using std::optional; using std::stack; using std::vector; namespace T5M::Renderer { bool Renderer11::PrepareDataForTheRenderer() { m_moveableObjects.resize(ID_NUMBER_OBJECTS); m_spriteSequences.resize(ID_NUMBER_OBJECTS); m_staticObjects.resize(MAX_STATICS); m_rooms = vector(NUM_ROOMS); m_meshes.clear(); // Step 0: prepare animated textures short numSets = *AnimTextureRanges; short *animatedPtr = AnimTextureRanges; animatedPtr++; m_animatedTextureSets = vector(NUM_ANIMATED_SETS); m_numAnimatedTextureSets = numSets; for (int i = 0; i < numSets; i++) { m_animatedTextureSets[i] = RendererAnimatedTextureSet(); RendererAnimatedTextureSet &const set = m_animatedTextureSets[i]; short numTextures = *animatedPtr + 1; animatedPtr++; set.Textures = vector(numTextures); set.NumTextures = numTextures; for (int j = 0; j < numTextures; j++) { short textureId = *animatedPtr; animatedPtr++; OBJECT_TEXTURE *texture = &g_Level.ObjectTextures[textureId]; int tile = texture->tileAndFlag & 0x7FFF; set.Textures[j] = RendererAnimatedTexture(); RendererAnimatedTexture &const newTexture = set.Textures[j]; newTexture.Id = textureId; for (int k = 0; k < 4; k++) { float x = texture->vertices[k].x; float y = texture->vertices[k].y; newTexture.UV[k] = Vector2(x, y); } } } // Step 1: create the texture atlas /*byte* buffer = (byte*)malloc(TEXTURE_ATLAS_SIZE * TEXTURE_ATLAS_SIZE * 4); ZeroMemory(buffer, TEXTURE_ATLAS_SIZE * TEXTURE_ATLAS_SIZE * 4); int blockX = 0; int blockY = 0; for (int p = 0; p < NumTexturePages; p++) { for (int y = 0; y < 256; y++) { for (int x = 0; x < 256; x++) { int pixelIndex = blockY * TEXTURE_PAGE_SIZE * NUM_TEXTURE_PAGES_PER_ROW + y * 256 * NUM_TEXTURE_PAGES_PER_ROW * 4 + blockX * 256 * 4 + x * 4; int oldPixelIndex = p * TEXTURE_PAGE_SIZE + y * 256 * 4 + x * 4; byte r = Texture32[oldPixelIndex]; byte g = Texture32[oldPixelIndex + 1]; byte b = Texture32[oldPixelIndex + 2]; byte a = Texture32[oldPixelIndex + 3]; buffer[pixelIndex + 0] = b; buffer[pixelIndex + 1] = g; buffer[pixelIndex + 2] = r; buffer[pixelIndex + 3] = a; } } blockX++; if (blockX == NUM_TEXTURE_PAGES_PER_ROW) { blockX = 0; blockY++; } } if (m_textureAtlas != NULL) delete m_textureAtlas; m_textureAtlas = Texture2D::LoadFromByteArray(m_device, TEXTURE_ATLAS_SIZE, TEXTURE_ATLAS_SIZE, &buffer[0]); if (m_textureAtlas == NULL) return false; free(buffer); buffer = (byte*)malloc(256 * 256 * 4); memcpy(buffer, MiscTextures + 256 * 512 * 4, 256 * 256 * 4); m_skyTexture = Texture2D::LoadFromByteArray(m_device, 256, 256, &buffer[0]); if (m_skyTexture == NULL) return false;*/ //D3DX11SaveTextureToFileA(m_context, m_skyTexture->Texture, D3DX11_IFF_PNG, "H:\\sky.png"); //free(buffer); // Upload textures to GPU memory for (int i = 0; i < g_Level.RoomTextures.size(); i++) { TEXTURE *texture = &g_Level.RoomTextures[i]; Texture2D normal; if (texture->normalMapData.size() < 1) { normal = CreateDefaultNormalTexture(); } else { normal = Texture2D(m_device, texture->normalMapData.data(), texture->normalMapData.size()); } TexturePair tex =std::make_tuple(Texture2D(m_device, texture->colorMapData.data(), texture->colorMapData.size()), normal); m_roomTextures.push_back(tex); } for (int i = 0; i < g_Level.MoveablesTextures.size(); i++) { TEXTURE *texture = &g_Level.MoveablesTextures[i]; Texture2D normal; if (texture->normalMapData.size() < 1) { normal = CreateDefaultNormalTexture(); } else { normal = Texture2D(m_device, texture->normalMapData.data(), texture->normalMapData.size()); } TexturePair tex = std::make_tuple(Texture2D(m_device, texture->colorMapData.data(), texture->colorMapData.size()), normal); m_moveablesTextures.push_back(tex); } for (int i = 0; i < g_Level.StaticsTextures.size(); i++) { TEXTURE *texture = &g_Level.StaticsTextures[i]; Texture2D normal; if (texture->normalMapData.size() < 1) { normal = CreateDefaultNormalTexture(); } else { normal = Texture2D(m_device, texture->normalMapData.data(), texture->normalMapData.size()); } TexturePair tex = std::make_tuple(Texture2D(m_device, texture->colorMapData.data(), texture->colorMapData.size()), normal); m_staticsTextures.push_back(tex); } for (int i = 0; i < g_Level.SpritesTextures.size(); i++) { TEXTURE *texture = &g_Level.SpritesTextures[i]; m_spritesTextures.push_back(Texture2D(m_device, texture->colorMapData.data(), texture->colorMapData.size())); } m_skyTexture = Texture2D(m_device, g_Level.MiscTextures.colorMapData.data(), g_Level.MiscTextures.colorMapData.size()); // Step 2: prepare rooms vector roomVertices; vector roomIndices; int baseRoomVertex = 0; int baseRoomIndex = 0; for (int i = 0; i < g_Level.Rooms.size(); i++) { ROOM_INFO *room = &g_Level.Rooms[i]; m_rooms[i] = RendererRoom(); RendererRoom &r = m_rooms[i]; r.RoomNumber = i; r.Room = room; r.AmbientLight = Vector4(room->ambient.x, room->ambient.y, room->ambient.z, 1.0f); //r.LightsToDraw = vector(MAX_LIGHTS); r.Statics.resize(room->mesh.size()); if (room->positions.size() == 0) continue; for (int n = 0; n < room->buckets.size(); n++) { BUCKET *levelBucket = &room->buckets[n]; RendererBucket *bucket; int bucketIndex; if (levelBucket->blendMode != 0) bucketIndex = RENDERER_BUCKET_TRANSPARENT; else bucketIndex = RENDERER_BUCKET_SOLID; bucket = &r.Buckets[bucketIndex]; bucket->Vertices.reserve(levelBucket->numQuads * 4 + levelBucket->numTriangles * 3); bucket->Indices.reserve(levelBucket->numQuads * 6 + levelBucket->numTriangles * 3); for (int p = 0; p < levelBucket->polygons.size(); p++) { POLYGON* poly = &levelBucket->polygons[p]; int baseVertices = bucket->Vertices.size(); for (int k = 0; k < poly->indices.size(); k++) { RendererVertex vertex; int v = poly->indices[k]; vertex.Position.x = room->x + room->positions[v].x; vertex.Position.y = room->y + room->positions[v].y; vertex.Position.z = room->z + room->positions[v].z; vertex.Normal = poly->normals[k]; vertex.UV = poly->textureCoordinates[k]; vertex.Color = Vector4(room->colors[v].x, room->colors[v].y, room->colors[v].z,1.0f); vertex.Tangent = poly->tangents[k]; vertex.BiTangent = poly->bitangents[k]; vertex.Bone = 0; bucket->Vertices.push_back(vertex); } if (poly->shape == 0) { bucket->Indices.push_back(baseVertices); bucket->Indices.push_back(baseVertices + 1); bucket->Indices.push_back(baseVertices + 3); bucket->Indices.push_back(baseVertices + 2); bucket->Indices.push_back(baseVertices + 3); bucket->Indices.push_back(baseVertices + 1); } else { bucket->Indices.push_back(baseVertices); bucket->Indices.push_back(baseVertices + 1); bucket->Indices.push_back(baseVertices + 2); } } } if (room->lights.size() != 0) { for (int l = 0; l < room->lights.size(); l++) { RendererLight light; ROOM_LIGHT *oldLight = &room->lights[l]; if (oldLight->type == LIGHT_TYPES::LIGHT_TYPE_SUN) { light.Color = Vector3(oldLight->r, oldLight->g, oldLight->b); light.Direction = Vector4(oldLight->dx, oldLight->dy, oldLight->dz, 1.0f); light.Type = LIGHT_TYPES::LIGHT_TYPE_SUN; light.Intensity = 1.0f; r.Lights.push_back(light); } else if (oldLight->type == LIGHT_TYPE_POINT) { light.Position = Vector3(oldLight->x, oldLight->y, oldLight->z); light.Color = Vector3(oldLight->r, oldLight->g, oldLight->b); light.Direction = Vector4(oldLight->dx, oldLight->dy, oldLight->dz, 1.0f); light.Intensity = 1.0f; light.In = oldLight->in; light.Out = oldLight->out; light.Type = LIGHT_TYPE_POINT; r.Lights.push_back(light); } else if (oldLight->type == LIGHT_TYPE_SHADOW) { light.Position = Vector3(oldLight->x, oldLight->y, oldLight->z); light.Color = Vector3(oldLight->r, oldLight->g, oldLight->b); light.In = oldLight->in; light.Out = oldLight->out; light.Type = LIGHT_TYPE_SHADOW; light.Intensity = 1.0f; r.Lights.push_back(light); } else if (oldLight->type == LIGHT_TYPE_SPOT) { light.Position = Vector3(oldLight->x, oldLight->y, oldLight->z); light.Color = Vector3(oldLight->r, oldLight->g, oldLight->b); light.Direction = Vector4(oldLight->dx, oldLight->dy, oldLight->dz, 1.0f); light.Intensity = 1.0f; light.In = oldLight->in; light.Out = oldLight->out; light.Range = oldLight->length; light.Type = LIGHT_TYPE_SPOT; r.Lights.push_back(light); } oldLight++; } } // Merge vertices and indices in a single list for (int j = 0; j < NUM_BUCKETS; j++) { RendererBucket *bucket = &r.Buckets[j]; bucket->StartVertex = baseRoomVertex; bucket->StartIndex = baseRoomIndex; for (int k = 0; k < bucket->Vertices.size(); k++) roomVertices.push_back(bucket->Vertices[k]); for (int k = 0; k < bucket->Indices.size(); k++) roomIndices.push_back(baseRoomVertex + bucket->Indices[k]); baseRoomVertex += bucket->Vertices.size(); baseRoomIndex += bucket->Indices.size(); } } // Create a single vertex buffer and a single index buffer for all rooms // NOTICE: in theory, a 1,000,000 vertices scene should have a VB of 52 MB and an IB of 4 MB m_roomsVertexBuffer = VertexBuffer(m_device, roomVertices.size(), roomVertices.data()); m_roomsIndexBuffer = IndexBuffer(m_device, roomIndices.size(), roomIndices.data()); m_numHairVertices = 0; m_numHairIndices = 0; vector moveablesVertices; vector moveablesIndices; int baseMoveablesVertex = 0; int baseMoveablesIndex = 0; bool skinPresent = false; bool hairsPresent = false; // Step 3: prepare moveables for (int i = 0; i < MoveablesIds.size(); i++) { int objNum = MoveablesIds[i]; OBJECT_INFO *obj = &Objects[objNum]; if (obj->nmeshes > 0) { m_moveableObjects[MoveablesIds[i]] = RendererObject(); RendererObject &moveable = *m_moveableObjects[MoveablesIds[i]]; moveable.Id = MoveablesIds[i]; // Assign the draw routine /*if (objNum == ID_FLAME || objNum == ID_FLAME_EMITTER || objNum == ID_FLAME_EMITTER2 || objNum == ID_FLAME_EMITTER3 || objNum == ID_TRIGGER_TRIGGERER || objNum == ID_TIGHT_ROPE || objNum == ID_AI_AMBUSH || objNum == ID_AI_FOLLOW || objNum == ID_AI_GUARD || objNum == ID_AI_MODIFY || objNum == ID_AI_PATROL1 || objNum == ID_AI_PATROL2 || objNum == ID_AI_X1 || objNum == ID_AI_X2 || objNum == ID_DART_EMITTER || objNum == ID_HOMING_DART_EMITTER || objNum == ID_ROPE || objNum == ID_KILL_ALL_TRIGGERS || objNum == ID_EARTHQUAKE || objNum == ID_CAMERA_TARGET || objNum == ID_WATERFALLMIST || objNum == ID_SMOKE_EMITTER_BLACK || objNum == ID_SMOKE_EMITTER_WHITE) { moveable.DoNotDraw = true; } else { moveable.DoNotDraw = false; }*/ moveable.DoNotDraw = (obj->drawRoutine == NULL); for (int j = 0; j < obj->nmeshes; j++) { // HACK: mesh pointer 0 is the placeholder for Lara's body parts and is right hand with pistols // We need to override the bone index because the engine will take mesh 0 while drawing pistols anim, // and vertices have bone index 0 and not 10 RendererMesh *mesh = getRendererMeshFromTrMesh(&moveable, &g_Level.Meshes[obj->meshIndex + j], j, MoveablesIds[i] == ID_LARA_SKIN_JOINTS, MoveablesIds[i] == ID_LARA_HAIR); moveable.ObjectMeshes.push_back(mesh); } if (objNum == ID_IMP_ROCK || objNum == ID_ENERGY_BUBBLES || objNum == ID_BUBBLES || objNum == ID_BODY_PART) { // HACK: these objects must have nmeshes = 0 because engine will use them in a different way while drawing Effects. // In Core's code this was done in SETUP.C but we must do it here because we need to create renderer's meshes. obj->nmeshes = 0; } else { for (int j = 0; j < obj->nmeshes; j++) { moveable.LinearizedBones.push_back(new RendererBone(j)); moveable.AnimationTransforms.push_back(Matrix::Identity); moveable.BindPoseTransforms.push_back(Matrix::Identity); } if (obj->nmeshes > 1) { int *bone = &g_Level.Bones[obj->boneIndex]; stack stack; RendererBone *currentBone = moveable.LinearizedBones[0]; RendererBone *stackBone = moveable.LinearizedBones[0]; for (int mi = 0; mi < obj->nmeshes - 1; mi++) { int j = mi + 1; int opcode = *(bone++); int linkX = *(bone++); int linkY = *(bone++); int linkZ = *(bone++); byte flags = opcode & 0x1C; moveable.LinearizedBones[j]->ExtraRotationFlags = flags; switch (opcode & 0x03) { case 0: moveable.LinearizedBones[j]->Parent = currentBone; moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ); currentBone->Children.push_back(moveable.LinearizedBones[j]); currentBone = moveable.LinearizedBones[j]; break; case 1: if (stack.empty()) continue; currentBone = stack.top(); stack.pop(); moveable.LinearizedBones[j]->Parent = currentBone; moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ); currentBone->Children.push_back(moveable.LinearizedBones[j]); currentBone = moveable.LinearizedBones[j]; break; case 2: stack.push(currentBone); moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ); moveable.LinearizedBones[j]->Parent = currentBone; currentBone->Children.push_back(moveable.LinearizedBones[j]); currentBone = moveable.LinearizedBones[j]; break; case 3: if (stack.empty()) continue; RendererBone *theBone = stack.top(); stack.pop(); moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ); moveable.LinearizedBones[j]->Parent = theBone; theBone->Children.push_back(moveable.LinearizedBones[j]); currentBone = moveable.LinearizedBones[j]; stack.push(theBone); break; } } } for (int n = 0; n < obj->nmeshes; n++) moveable.LinearizedBones[n]->Transform = Matrix::CreateTranslation( moveable.LinearizedBones[n]->Translation.x, moveable.LinearizedBones[n]->Translation.y, moveable.LinearizedBones[n]->Translation.z); moveable.Skeleton = moveable.LinearizedBones[0]; buildHierarchy(&moveable); // Fix Lara skin joints and hairs if (MoveablesIds[i] == ID_LARA_SKIN_JOINTS) { skinPresent = true; int BonesToCheck[2] = {0, 0}; RendererObject &objSkin = *m_moveableObjects[ID_LARA_SKIN]; for (int j = 1; j < obj->nmeshes; j++) { RendererMesh *jointMesh = moveable.ObjectMeshes[j]; RendererBone *jointBone = moveable.LinearizedBones[j]; BonesToCheck[0] = jointBone->Parent->Index; BonesToCheck[1] = j; for (int b1 = 0; b1 < NUM_BUCKETS; b1++) { RendererBucket *jointBucket = &jointMesh->Buckets[b1]; for (int v1 = 0; v1 < jointBucket->Vertices.size(); v1++) { RendererVertex *jointVertex = &jointBucket->Vertices[v1]; bool done = false; for (int k = 0; k < 2; k++) { RendererMesh *skinMesh = objSkin.ObjectMeshes[BonesToCheck[k]]; RendererBone *skinBone = objSkin.LinearizedBones[BonesToCheck[k]]; for (int b2 = 0; b2 < NUM_BUCKETS; b2++) { RendererBucket *skinBucket = &skinMesh->Buckets[b2]; for (int v2 = 0; v2 < skinBucket->Vertices.size(); v2++) { RendererVertex *skinVertex = &skinBucket->Vertices[v2]; int x1 = jointBucket->Vertices[v1].Position.x + jointBone->GlobalTranslation.x; int y1 = jointBucket->Vertices[v1].Position.y + jointBone->GlobalTranslation.y; int z1 = jointBucket->Vertices[v1].Position.z + jointBone->GlobalTranslation.z; int x2 = skinBucket->Vertices[v2].Position.x + skinBone->GlobalTranslation.x; int y2 = skinBucket->Vertices[v2].Position.y + skinBone->GlobalTranslation.y; int z2 = skinBucket->Vertices[v2].Position.z + skinBone->GlobalTranslation.z; if (abs(x1 - x2) < 2 && abs(y1 - y2) < 2 && abs(z1 - z2) < 2) { jointVertex->Bone = BonesToCheck[k]; jointVertex->Position = skinVertex->Position; jointVertex->Normal = skinVertex->Normal; done = true; break; } } if (done) break; } if (done) break; } } } } } else if (MoveablesIds[i] == ID_LARA_HAIR && skinPresent) { hairsPresent = true; for (int j = 0; j< obj->nmeshes;j++) { RendererMesh* currentMesh = moveable.ObjectMeshes[j]; RendererBone* currentBone = moveable.LinearizedBones[j]; for (int b1 = 0; b1 < NUM_BUCKETS; b1++) { RendererBucket* currentBucket = ¤tMesh->Buckets[b1]; for (int v1 = 0; v1 < currentBucket->Vertices.size(); v1++) { RendererVertex* currentVertex = ¤tBucket->Vertices[v1]; currentVertex->Bone = j + 1; if (j == 0) { // Mesh 0 must be linked with head int parentVertices[] = { 37,39,40,38 }; RendererObject& skinObj = *m_moveableObjects[ID_LARA_SKIN]; RendererMesh* parentMesh = skinObj.ObjectMeshes[LM_HEAD]; RendererBone* parentBone = skinObj.LinearizedBones[LM_HEAD]; if (currentVertex->OriginalIndex < 4) { for (int b2 = 0; b2 < NUM_BUCKETS; b2++) { RendererBucket* parentBucket = &parentMesh->Buckets[b2]; for (int v2 = 0; v2 < parentBucket->Vertices.size(); v2++) { RendererVertex* parentVertex = &parentBucket->Vertices[v2]; if (parentVertex->OriginalIndex == parentVertices[currentVertex->OriginalIndex]) { currentVertex->Bone = 0; currentVertex->Position = parentVertex->Position; currentVertex->Normal = parentVertex->Normal; } } } } } else { // Meshes > 0 must be linked with hair parent meshes RendererMesh* parentMesh = moveable.ObjectMeshes[j - 1]; RendererBone* parentBone = moveable.LinearizedBones[j - 1]; for (int b2 = 0; b2 < NUM_BUCKETS; b2++) { RendererBucket* parentBucket = &parentMesh->Buckets[b2]; for (int v2 = 0; v2 < parentBucket->Vertices.size(); v2++) { RendererVertex* parentVertex = &parentBucket->Vertices[v2]; int x1 = currentBucket->Vertices[v1].Position.x + currentBone->GlobalTranslation.x; int y1 = currentBucket->Vertices[v1].Position.y + currentBone->GlobalTranslation.y; int z1 = currentBucket->Vertices[v1].Position.z + currentBone->GlobalTranslation.z; int x2 = parentBucket->Vertices[v2].Position.x + parentBone->GlobalTranslation.x; int y2 = parentBucket->Vertices[v2].Position.y + parentBone->GlobalTranslation.y; int z2 = parentBucket->Vertices[v2].Position.z + parentBone->GlobalTranslation.z; if (abs(x1 - x2) < 2 && abs(y1 - y2) < 2 && abs(z1 - z2) < 2) { currentVertex->Bone = j; currentVertex->Position = parentVertex->Position; currentVertex->Normal = parentVertex->Normal; currentVertex->BiTangent = parentVertex->BiTangent; currentVertex->Tangent = parentVertex->Tangent; break; } } } } } } } } } // Merge vertices and indices in a single list for (int m = 0; m < moveable.ObjectMeshes.size(); m++) { RendererMesh *msh = moveable.ObjectMeshes[m]; for (int j = 0; j < NUM_BUCKETS; j++) { RendererBucket *bucket = &msh->Buckets[j]; bucket->StartVertex = baseMoveablesVertex; bucket->StartIndex = baseMoveablesIndex; for (int k = 0; k < bucket->Vertices.size(); k++) moveablesVertices.push_back(bucket->Vertices[k]); for (int k = 0; k < bucket->Indices.size(); k++) moveablesIndices.push_back(baseMoveablesVertex + bucket->Indices[k]); baseMoveablesVertex += bucket->Vertices.size(); baseMoveablesIndex += bucket->Indices.size(); } } } } // Create a single vertex buffer and a single index buffer for all moveables m_moveablesVertexBuffer = VertexBuffer(m_device, moveablesVertices.size(), moveablesVertices.data()); m_moveablesIndexBuffer = IndexBuffer(m_device, moveablesIndices.size(), moveablesIndices.data()); // Step 4: prepare static meshes vector staticsVertices; vector staticsIndices; int baseStaticsVertex = 0; int baseStaticsIndex = 0; for (int i = 0; i < StaticObjectsIds.size(); i++) { STATIC_INFO *obj = &StaticObjects[StaticObjectsIds[i]]; m_staticObjects[StaticObjectsIds[i]] = RendererObject(); RendererObject &staticObject = *m_staticObjects[StaticObjectsIds[i]]; staticObject.Id = StaticObjectsIds[i]; RendererMesh *mesh = getRendererMeshFromTrMesh(&staticObject, &g_Level.Meshes[obj->meshNumber], 0, false, false); staticObject.ObjectMeshes.push_back(mesh); m_staticObjects[StaticObjectsIds[i]] = staticObject; // Merge vertices and indices in a single list RendererMesh *msh = staticObject.ObjectMeshes[0]; for (int j = 0; j < NUM_BUCKETS; j++) { RendererBucket *bucket = &msh->Buckets[j]; bucket->StartVertex = baseStaticsVertex; bucket->StartIndex = baseStaticsIndex; for (int k = 0; k < bucket->Vertices.size(); k++) staticsVertices.push_back(bucket->Vertices[k]); for (int k = 0; k < bucket->Indices.size(); k++) staticsIndices.push_back(baseStaticsVertex + bucket->Indices[k]); baseStaticsVertex += bucket->Vertices.size(); baseStaticsIndex += bucket->Indices.size(); } } // Create a single vertex buffer and a single index buffer for all statics m_staticsVertexBuffer = VertexBuffer(m_device, staticsVertices.size(), staticsVertices.data()); m_staticsIndexBuffer = IndexBuffer(m_device, staticsIndices.size(), staticsIndices.data()); // Step 5: prepare sprites m_sprites.resize(g_Level.Sprites.size()); for (int i = 0; i < g_Level.Sprites.size(); i++) { SPRITE *oldSprite = &g_Level.Sprites[i]; m_sprites[i] = RendererSprite(); RendererSprite &sprite = m_sprites[i]; sprite.UV[0] = Vector2(oldSprite->x1, oldSprite->y1); sprite.UV[1] = Vector2(oldSprite->x2, oldSprite->y2); sprite.UV[2] = Vector2(oldSprite->x3, oldSprite->y3); sprite.UV[3] = Vector2(oldSprite->x4, oldSprite->y4); sprite.Texture = &m_spritesTextures[oldSprite->tile]; } for (int i = 0; i < MoveablesIds.size(); i++) { OBJECT_INFO *obj = &Objects[MoveablesIds[i]]; if (obj->nmeshes < 0) { short numSprites = abs(obj->nmeshes); short baseSprite = obj->meshIndex; m_spriteSequences[MoveablesIds[i]] = RendererSpriteSequence(MoveablesIds[i], numSprites); RendererSpriteSequence &sequence = m_spriteSequences[MoveablesIds[i]]; for (int j = baseSprite; j < baseSprite + numSprites; j++) { sequence.SpritesList[j - baseSprite] = &m_sprites[j]; } m_spriteSequences[MoveablesIds[i]] = sequence; } } for (int i = 0; i < 6; i++) { if (Objects[ID_WATERFALL1 + i].loaded) { // Get the first textured bucket RendererBucket *bucket = NULL; for (int j = 0; j < NUM_BUCKETS; j++) if (m_moveableObjects[ID_WATERFALL1 + i]->ObjectMeshes[0]->Buckets[j].Polygons.size() > 0) bucket = &m_moveableObjects[ID_WATERFALL1 + i]->ObjectMeshes[0]->Buckets[j]; if (bucket == NULL) continue; OBJECT_TEXTURE *texture = &g_Level.ObjectTextures[bucket->Polygons[0].TextureId]; WaterfallTextures[i] = texture; WaterfallY[i] = texture->vertices[0].y; } } return true; } } // namespace T5M::Renderer