public unsafe void TILE(PSX_LIBGPU.TILE *obj, Int32 w, Int32 h) { Int32 num = (Int32)obj->x0 + SFXMeshBase.drOffsetX; Int32 num2 = (Int32)obj->y0 + 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)(num + w), (Single)num2, SFXMesh.zDepth); this.vbPos[this.vbOffset + 1] = SFXMesh.gPos[SFXMesh.gPosIndex++]; SFXMesh.gPos[SFXMesh.gPosIndex].Set((Single)num, (Single)(num2 + h), SFXMesh.zDepth); this.vbPos[this.vbOffset + 2] = SFXMesh.gPos[SFXMesh.gPosIndex++]; SFXMesh.gPos[SFXMesh.gPosIndex].Set((Single)(num + w), (Single)(num2 + h), SFXMesh.zDepth); this.vbPos[this.vbOffset + 3] = 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] = (this.vbCol[this.vbOffset + 3] = 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.ibIndex[this.ibOffset++] = this.vbOffset + 1; this.ibIndex[this.ibOffset++] = this.vbOffset + 3; this.ibIndex[this.ibOffset++] = this.vbOffset + 2; this.vbOffset += 4; }
private unsafe static void TILE(PSX_LIBGPU.TILE *tag, Int32 w, Int32 h) { UInt32 currentABR = SFXKey.GetCurrentABR(tag->code); SFXMesh mesh = SFXRender.GetMesh(currentABR, tag->code); mesh.TILE(tag, w, h); }
private unsafe static void exeTILE(PSX_LIBGPU.TILE *ObjPtr) { Boolean abe = PSXGPU.IsSemiTrans(ObjPtr->code); Color32 c = new Color32(ObjPtr->r0, ObjPtr->g0, ObjPtr->b0, Byte.MaxValue); Vector3 p = new Vector3((Single)ObjPtr->x0, (Single)ObjPtr->y0, PSXGPU.zDepth); Vector2 size = new Vector2((Single)ObjPtr->w, (Single)ObjPtr->h); PSXGPU.DrawTile(abe, c, p, size); }