예제 #1
0
파일: SFXMesh.cs 프로젝트: ArtReeX/memoria
    public unsafe void PolyF3(PSX_LIBGPU.POLY_F3 *obj)
    {
        Int32 num  = (Int32)obj->x0 + SFXMeshBase.drOffsetX;
        Int32 num2 = (Int32)obj->y0 + SFXMeshBase.drOffsetY;
        Int32 num3 = (Int32)obj->x1 + SFXMeshBase.drOffsetX;
        Int32 num4 = (Int32)obj->y1 + SFXMeshBase.drOffsetY;
        Int32 num5 = (Int32)obj->x2 + SFXMeshBase.drOffsetX;
        Int32 num6 = (Int32)obj->y2 + SFXMeshBase.drOffsetY;

        SFXMesh.gPos[SFXMesh.gPosIndex].Set((Single)num, (Single)num2, SFXMesh.zDepth);
        this.vbPos[this.vbOffset] = SFXMesh.gPos[SFXMesh.gPosIndex++];
        SFXMesh.gPos[SFXMesh.gPosIndex].Set((Single)num3, (Single)num4, SFXMesh.zDepth);
        this.vbPos[this.vbOffset + 1] = SFXMesh.gPos[SFXMesh.gPosIndex++];
        SFXMesh.gPos[SFXMesh.gPosIndex].Set((Single)num5, (Single)num6, SFXMesh.zDepth);
        this.vbPos[this.vbOffset + 2]     = SFXMesh.gPos[SFXMesh.gPosIndex++];
        SFXMesh.gCol[SFXMesh.gColIndex].r = obj->r0;
        SFXMesh.gCol[SFXMesh.gColIndex].g = obj->g0;
        SFXMesh.gCol[SFXMesh.gColIndex].b = obj->b0;
        SFXMesh.gCol[SFXMesh.gColIndex].a = this.alpha;
        this.vbCol[this.vbOffset]         = (this.vbCol[this.vbOffset + 1] = (this.vbCol[this.vbOffset + 2] = SFXMesh.gCol[SFXMesh.gColIndex++]));
        this.ibIndex[this.ibOffset++]     = this.vbOffset;
        this.ibIndex[this.ibOffset++]     = this.vbOffset + 1;
        this.ibIndex[this.ibOffset++]     = this.vbOffset + 2;
        this.vbOffset += 3;
    }
예제 #2
0
파일: PSXGPU.cs 프로젝트: ArtReeX/memoria
    private unsafe static void exePolyF3(PSX_LIBGPU.POLY_F3 *ObjPtr)
    {
        Boolean abe    = PSXGPU.IsSemiTrans(ObjPtr->code);
        Color32 color  = new Color32(ObjPtr->r0, ObjPtr->g0, ObjPtr->b0, Byte.MaxValue);
        Vector3 p      = new Vector3((Single)ObjPtr->x0, (Single)ObjPtr->y0, PSXGPU.zDepth);
        Vector3 vector = new Vector3((Single)ObjPtr->x1, (Single)ObjPtr->y1, PSXGPU.zDepth);
        Vector3 p2     = new Vector3((Single)ObjPtr->x2, (Single)ObjPtr->y2, PSXGPU.zDepth);

        PSXGPU.DrawPolyG3(abe, color, p, color, vector, color, p2);
    }