re3/src/render/RenderBuffer.cpp

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#include "common.h"
#include "patcher.h"
#include "RenderBuffer.h"
int32 &TempBufferVerticesStored = *(int32*)0x8F5F78;
int32 &TempBufferIndicesStored = *(int32*)0x8F1A4C;
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RwIm3DVertex *TempBufferRenderVertices = (RwIm3DVertex*)0x862330;
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RwImVertexIndex *TempBufferRenderIndexList = (RwImVertexIndex*)0x846288;
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int &RenderBuffer::VerticesToBeStored = *(int*)0x8F59C4;
int &RenderBuffer::IndicesToBeStored = *(int*)0x8E28B0;
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void
RenderBuffer::ClearRenderBuffer(void)
{
TempBufferVerticesStored = 0;
TempBufferIndicesStored = 0;
}
void
RenderBuffer::StartStoring(int numIndices, int numVertices, RwImVertexIndex **indexStart, RwIm3DVertex **vertexStart)
{
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if(TempBufferIndicesStored + numIndices >= TEMPBUFFERINDEXSIZE)
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RenderStuffInBuffer();
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if(TempBufferVerticesStored + numVertices >= TEMPBUFFERVERTSIZE)
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RenderStuffInBuffer();
*indexStart = &TempBufferRenderIndexList[TempBufferIndicesStored];
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*vertexStart = &TempBufferRenderVertices[TempBufferVerticesStored];
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IndicesToBeStored = numIndices;
VerticesToBeStored = numVertices;
}
void
RenderBuffer::StopStoring(void)
{
int i;
for(i = TempBufferIndicesStored; i < TempBufferIndicesStored+IndicesToBeStored; i++)
TempBufferRenderIndexList[i] += TempBufferVerticesStored;
TempBufferIndicesStored += IndicesToBeStored;
TempBufferVerticesStored += VerticesToBeStored;
}
void
RenderBuffer::RenderStuffInBuffer(void)
{
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if(TempBufferVerticesStored && RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){
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RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
RwIm3DEnd();
}
ClearRenderBuffer();
}
STARTPATCHES
InjectHook(0x517620, RenderBuffer::ClearRenderBuffer, PATCH_JUMP);
InjectHook(0x517640, RenderBuffer::StartStoring, PATCH_JUMP);
InjectHook(0x5176B0, RenderBuffer::StopStoring, PATCH_JUMP);
InjectHook(0x5177C0, RenderBuffer::RenderStuffInBuffer, PATCH_JUMP);
ENDPATCHES