| 29 | } |
| 30 | |
| 31 | void Tr2Sprite2dLine::GatherSprites( Tr2Sprite2dScene* renderer ) |
| 32 | { |
| 33 | CCP_STATS_ZONE( __FUNCTION__ ); |
| 34 | |
| 35 | if( !m_display || ( m_spriteEffect == TR2_SFX_NONE ) ) |
| 36 | { |
| 37 | return; |
| 38 | } |
| 39 | |
| 40 | if( m_isDirty ) |
| 41 | { |
| 42 | if( !ValidateAndSetTextures( renderer ) ) |
| 43 | { |
| 44 | return; |
| 45 | } |
| 46 | |
| 47 | renderer->SetSpriteEffect( m_spriteEffect ); |
| 48 | renderer->SetTileMode( S2D_TS_TILE_X | S2D_TS_TILE_Y ); |
| 49 | |
| 50 | SetRegularRenderState( renderer ); |
| 51 | |
| 52 | Vector2 from = m_translationFrom + m_translation; |
| 53 | Vector2 to = m_translationTo + m_translation; |
| 54 | |
| 55 | Vector2 d = m_translationTo - m_translationFrom; |
| 56 | float segmentLength = Length( d ); |
| 57 | d = Normalize( d ); |
| 58 | |
| 59 | // Rotate 90 degrees |
| 60 | Vector2 normal; |
| 61 | normal.x = d.y; |
| 62 | normal.y = -d.x; |
| 63 | |
| 64 | float halfWidthFrom = 0.5f * m_widthFrom; |
| 65 | float halfWidthTo = 0.5f * m_widthTo; |
| 66 | |
| 67 | // Anti-aliased lines are rendered with a quad that is larger. This is then |
| 68 | // compensated for in the pixel shader, using the extra pixels to fill in |
| 69 | // alpha values to do the anti-aliasing |
| 70 | |
| 71 | bool isAA = m_spriteEffect == TR2_SFX_FILL_AA; |
| 72 | float pixelWidthFromInTexels; |
| 73 | float pixelWidthToInTexels; |
| 74 | if( isAA ) |
| 75 | { |
| 76 | halfWidthFrom += 2.0f; |
| 77 | halfWidthTo += 2.0f; |
| 78 | |
| 79 | pixelWidthFromInTexels = 1.0f / ( m_widthFrom + 4.0f ); |
| 80 | pixelWidthToInTexels = 1.0f / ( m_widthTo + 4.0f ); |
| 81 | } |
| 82 | |
| 83 | float texOffset1 = m_textureOffsetBase - m_textureOffset; |
| 84 | float texOffset2 = m_textureOffsetBase + segmentLength / m_textureWidth - m_textureOffset; |
| 85 | |
| 86 | Tr2Sprite2dVertexBase verts[4]; |
| 87 | |
| 88 | Tr2Sprite2dVertexBase& v0 = verts[0]; |
nothing calls this directly
no test coverage detected