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https://github.com/RetroDECK/Supermodel.git
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6595b9320e
Some games update the tilegen after the ping_ping bit has flipped at 66% of the frame, so we need to split the tilegen drawing up into two stages to get some effects to work. So having the tilegen draw independantly of the 3d chip can make this happen.
76 lines
1.4 KiB
C++
76 lines
1.4 KiB
C++
#include "Model.h"
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namespace New3D {
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NodeAttributes::NodeAttributes()
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{
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currentTexOffsetX = 0;
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currentTexOffsetY = 0;
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currentPage = 0;
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currentClipStatus = Clip::INTERCEPT;
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currentModelScale = 1.0f;
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currentModelAlpha = 1.0;
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}
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bool NodeAttributes::Push()
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{
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//=============
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NodeAttribs na;
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//=============
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// check for overflow
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if (m_vecAttribs.size() >= 128) {
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return false;
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}
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na.page = currentPage;
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na.texOffsetX = currentTexOffsetX;
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na.texOffsetY = currentTexOffsetY;
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na.clip = currentClipStatus;
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na.modelScale = currentModelScale;
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na.modelAlpha = currentModelAlpha;
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m_vecAttribs.emplace_back(na);
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return true;
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}
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bool NodeAttributes::Pop()
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{
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if (m_vecAttribs.empty()) {
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return false; // check for underflow
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}
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auto &last = m_vecAttribs.back();
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currentPage = last.page;
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currentTexOffsetX = last.texOffsetX;
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currentTexOffsetY = last.texOffsetY;
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currentClipStatus = last.clip;
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currentModelScale = last.modelScale;
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currentModelAlpha = last.modelAlpha;
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m_vecAttribs.pop_back();
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return true;
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}
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bool NodeAttributes::StackLimit()
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{
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return m_vecAttribs.size() >= 1024;
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}
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void NodeAttributes::Reset()
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{
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currentPage = 0;
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currentTexOffsetX = 0;
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currentTexOffsetY = 0;
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currentClipStatus = Clip::INTERCEPT;
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currentModelScale = 1.0f;
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currentModelAlpha = 1.0f;
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m_vecAttribs.clear();
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}
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} // New3D
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