mirror of
https://github.com/AntonioND/nitro-engine.git
synced 2025-06-18 08:35:44 -04:00

This allows you to use one single texture for multiple images, and to specify the coordinates that a sprite needs to use so that you don't need to keep track of them.
526 lines
14 KiB
C
526 lines
14 KiB
C
// SPDX-License-Identifier: MIT
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//
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// Copyright (c) 2008-2022 Antonio Niño Díaz
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//
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// This file is part of Nitro Engine
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#include "NEMain.h"
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/// @file NE2D.c
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static NE_Sprite **NE_spritepointers = NULL;
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static int NE_MAX_SPRITES;
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static bool ne_sprite_system_inited = false;
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NE_Sprite *NE_SpriteCreate(void)
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{
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if (!ne_sprite_system_inited)
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{
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NE_DebugPrint("System not initialized");
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return NULL;
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}
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for (int i = 0; i < NE_MAX_SPRITES; i++)
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{
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if (NE_spritepointers[i] != NULL)
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continue;
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NE_Sprite *sprite = calloc(1, sizeof(NE_Sprite));
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if (sprite == NULL)
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{
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NE_DebugPrint("Not enough memory");
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return NULL;
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}
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sprite->visible = true;
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sprite->scale = inttof32(1);
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sprite->color = NE_White;
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sprite->mat = NULL;
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sprite->alpha = 31;
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NE_spritepointers[i] = sprite;
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return sprite;
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}
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NE_DebugPrint("No free slots");
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return NULL;
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}
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void NE_SpriteSetPos(NE_Sprite *sprite, int x, int y)
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{
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NE_AssertPointer(sprite, "NULL pointer");
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sprite->x = x;
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sprite->y = y;
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}
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void NE_SpriteSetSize(NE_Sprite *sprite, int w, int h)
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{
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NE_AssertPointer(sprite, "NULL pointer");
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sprite->w = w;
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sprite->h = h;
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}
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void NE_SpriteSetRot(NE_Sprite *sprite, int angle)
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{
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NE_AssertPointer(sprite, "NULL pointer");
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sprite->rot_angle = angle;
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}
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void NE_SpriteSetScaleI(NE_Sprite *sprite, int scale)
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{
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NE_AssertPointer(sprite, "NULL pointer");
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sprite->scale = scale;
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}
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void NE_SpriteSetMaterial(NE_Sprite *sprite, NE_Material *mat)
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{
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NE_AssertPointer(sprite, "NULL sprite pointer");
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NE_AssertPointer(mat, "NULL material pointer");
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sprite->mat = mat;
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int mat_w = NE_TextureGetSizeX(mat);
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int mat_h = NE_TextureGetSizeY(mat);
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sprite->w = mat_w;
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sprite->h = mat_h;
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sprite->tl = 0;
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sprite->tr = mat_w;
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sprite->tt = 0;
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sprite->tb = mat_h;
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}
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void NE_SpriteSetMaterialCanvas(NE_Sprite *sprite, int tl, int tt, int tr, int tb)
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{
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NE_AssertPointer(sprite, "NULL sprite pointer");
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NE_AssertPointer(sprite->mat, "Sprite doesn't have a material");
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sprite->tl = tl;
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sprite->tr = tr;
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sprite->tt = tt;
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sprite->tb = tb;
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}
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void NE_SpriteSetPriority(NE_Sprite *sprite, int priority)
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{
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NE_AssertPointer(sprite, "NULL pointer");
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sprite->priority = priority;
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}
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void NE_SpriteVisible(NE_Sprite *sprite, bool visible)
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{
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NE_AssertPointer(sprite, "NULL pointer");
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sprite->visible = visible;
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}
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void NE_SpriteSetParams(NE_Sprite *sprite, u8 alpha, u8 id, u32 color)
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{
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NE_AssertPointer(sprite, "NULL pointer");
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NE_AssertMinMax(0, alpha, 31, "Invalid alpha value %d", alpha);
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NE_AssertMinMax(0, id, 63, "Invalid polygon ID %d", id);
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sprite->alpha = alpha;
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sprite->id = id;
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sprite->color = color;
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}
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void NE_SpriteDelete(NE_Sprite *sprite)
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{
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if (!ne_sprite_system_inited)
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return;
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NE_AssertPointer(sprite, "NULL pointer");
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for (int i = 0; i < NE_MAX_SPRITES; i++)
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{
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if (NE_spritepointers[i] != sprite)
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continue;
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NE_spritepointers[i] = NULL;
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free((void *)sprite);
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return;
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}
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NE_DebugPrint("Object not found");
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return;
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}
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void NE_SpriteDeleteAll(void)
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{
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if (!ne_sprite_system_inited)
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return;
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for (int i = 0; i < NE_MAX_SPRITES; i++)
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NE_SpriteDelete(NE_spritepointers[i]);
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}
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int NE_SpriteSystemReset(int max_sprites)
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{
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if (ne_sprite_system_inited)
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NE_SpriteSystemEnd();
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if (max_sprites < 1)
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NE_MAX_SPRITES = NE_DEFAULT_SPRITES;
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else
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NE_MAX_SPRITES = max_sprites;
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NE_spritepointers = calloc(NE_MAX_SPRITES, sizeof(NE_spritepointers));
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if (NE_spritepointers == NULL)
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{
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NE_DebugPrint("Not enough memory");
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return -1;
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}
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ne_sprite_system_inited = true;
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return 0;
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}
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void NE_SpriteSystemEnd(void)
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{
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if (!ne_sprite_system_inited)
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return;
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NE_SpriteDeleteAll();
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free(NE_spritepointers);
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ne_sprite_system_inited = false;
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}
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void NE_SpriteDraw(const NE_Sprite *sprite)
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{
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if (!ne_sprite_system_inited)
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return;
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NE_AssertPointer(sprite, "NULL pointer");
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if (!sprite->visible)
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return;
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if (sprite->rot_angle)
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{
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MATRIX_PUSH = 0;
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NE_2DViewRotateScaleByPositionI(sprite->x + (sprite->w >> 1),
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sprite->y + (sprite->h >> 1),
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sprite->rot_angle,
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sprite->scale);
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}
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else
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{
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NE_2DViewScaleByPositionI(sprite->x + (sprite->w >> 1),
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sprite->y + (sprite->h >> 1),
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sprite->scale);
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}
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GFX_POLY_FORMAT = POLY_ALPHA(sprite->alpha) | POLY_ID(sprite->id) |
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NE_CULL_NONE;
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NE_2DDrawTexturedQuadColorCanvas(sprite->x, sprite->y,
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sprite->x + sprite->w,
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sprite->y + sprite->h,
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sprite->priority,
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sprite->tl, sprite->tt,
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sprite->tr, sprite->tb,
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sprite->mat, sprite->color);
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if (sprite->rot_angle)
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MATRIX_POP = 1;
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}
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void NE_SpriteDrawAll(void)
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{
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if (!ne_sprite_system_inited)
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return;
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for (int i = 0; i < NE_MAX_SPRITES; i++)
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{
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if (NE_spritepointers[i] == NULL)
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continue;
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NE_Sprite *sprite = NE_spritepointers[i];
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if (!sprite->visible)
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continue;
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if (sprite->rot_angle)
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{
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MATRIX_PUSH = 0;
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NE_2DViewRotateScaleByPositionI(sprite->x + (sprite->w >> 1),
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sprite->y + (sprite->h >> 1),
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sprite->rot_angle,
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sprite->scale);
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}
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else
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{
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NE_2DViewScaleByPositionI(sprite->x + (sprite->w >> 1),
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sprite->y + (sprite->h >> 1),
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sprite->scale);
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}
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GFX_POLY_FORMAT = POLY_ALPHA(sprite->alpha) |
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POLY_ID(sprite->id) | NE_CULL_NONE;
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NE_2DDrawTexturedQuadColorCanvas(sprite->x, sprite->y,
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sprite->x + sprite->w,
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sprite->y + sprite->h,
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sprite->priority,
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sprite->tl, sprite->tt,
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sprite->tr, sprite->tb,
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sprite->mat, sprite->color);
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if (sprite->rot_angle)
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MATRIX_POP = 1;
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}
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}
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//----------------------------------------------------------
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//
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// Functions to draw freely in 2D.
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//
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//----------------------------------------------------------
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// Internal use. See NETexture.c
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int __NE_TextureGetRawX(const NE_Material *tex);
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int __NE_TextureGetRawY(const NE_Material *tex);
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//--------------------------------------------
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void NE_2DViewInit(void)
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{
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GFX_VIEWPORT = 0 | (0 << 8) | (255 << 16) | (191 << 24);
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// The projection matrix actually thinks that the size of the DS is
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// (256 << factor) x (192 << factor). After this, we scale the MODELVIEW
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// matrix to match this scale factor.
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//
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// This way, it is possible to draw on the screen by using numbers up to 256
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// x 192, but internally the DS has more digits when it does transformations
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// like a rotation. Not having this factor results in noticeable flickering,
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// specially in some emulators.
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//
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// Unfortunately, applying this factor reduces the accuracy of the Y
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// coordinate a lot (nothing is noticeable in the X coordinate). Any factor
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// over 4 starts showing a noticeable accuracy loss: some sprites start
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// being slightly distorted, with missing some horizontal lines as the
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// height is reduced. When the number is higher, like 12, the Y coordinate
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// is significantly compressed. When the number is even higher, like 18, the
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// polygons disappear because too much accuracy has been lost.
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//
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// The current solution is to compromise, and use a factor of 2, which
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// doesn't cause any distortion, and solves most of the flickering. Ideally
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// we would use 0 to simplify the calculations, but we want to reduce the
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// flickering.
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//
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// On hardware, the difference in flickering between 0 and 2 isn't too
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// noticeable, but it is noticeable. In DeSmuMe it is very noticeable.
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// In my tests, Y axis distortion starts to happen with a factor of 4, so a
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// factor of 2 should be safe and reduce enough flickering.
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MATRIX_CONTROL = GL_PROJECTION;
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MATRIX_IDENTITY = 0;
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int factor = 2;
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glOrthof32(0, 256 << factor, 192 << factor, 0, inttof32(1), inttof32(-1));
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MATRIX_CONTROL = GL_MODELVIEW;
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MATRIX_IDENTITY = 0;
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MATRIX_SCALE = inttof32(1 << factor);
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MATRIX_SCALE = inttof32(1 << factor);
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MATRIX_SCALE = inttof32(1);
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NE_PolyFormat(31, 0, 0, NE_CULL_NONE, 0);
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}
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void NE_2DViewRotateScaleByPositionI(int x, int y, int rotz, int scale)
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{
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NE_ViewMoveI(x, y, 0);
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MATRIX_SCALE = scale;
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MATRIX_SCALE = scale;
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MATRIX_SCALE = inttof32(1);
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glRotateZi(rotz << 6);
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NE_ViewMoveI(-x, -y, 0);
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}
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void NE_2DViewRotateByPosition(int x, int y, int rotz)
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{
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NE_ViewMoveI(x, y, 0);
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glRotateZi(rotz << 6);
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NE_ViewMoveI(-x, -y, 0);
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}
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void NE_2DViewScaleByPositionI(int x, int y, int scale)
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{
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NE_ViewMoveI(x, y, 0);
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MATRIX_SCALE = scale;
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MATRIX_SCALE = scale;
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MATRIX_SCALE = inttof32(1);
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NE_ViewMoveI(-x, -y, 0);
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}
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void NE_2DDrawQuad(s16 x1, s16 y1, s16 x2, s16 y2, s16 z, u32 color)
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{
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GFX_BEGIN = GL_QUADS;
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GFX_TEX_FORMAT = 0;
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GFX_COLOR = color;
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GFX_VERTEX16 = (y1 << 16) | (x1 & 0xFFFF); // Up-left
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GFX_VERTEX16 = z;
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GFX_VERTEX_XY = (y2 << 16) | (x1 & 0xFFFF); // Down-left
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GFX_VERTEX_XY = (y2 << 16) | (x2 & 0xFFFF); // Down-right
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GFX_VERTEX_XY = (y1 << 16) | (x2 & 0xFFFF); // Up-right
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}
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void NE_2DDrawQuadGradient(s16 x1, s16 y1, s16 x2, s16 y2, s16 z, u32 color1,
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u32 color2, u32 color3, u32 color4)
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{
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GFX_BEGIN = GL_QUADS;
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GFX_TEX_FORMAT = 0;
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GFX_COLOR = color1;
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GFX_VERTEX16 = (y1 << 16) | (x1 & 0xFFFF); // Up-left
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GFX_VERTEX16 = z;
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GFX_COLOR = color4;
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GFX_VERTEX_XY = (y2 << 16) | (x1 & 0xFFFF); // Down-left
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GFX_COLOR = color3;
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GFX_VERTEX_XY = (y2 << 16) | (x2 & 0xFFFF); // Down-right
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GFX_COLOR = color2;
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GFX_VERTEX_XY = (y1 << 16) | (x2 & 0xFFFF); // Up-right
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}
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void NE_2DDrawTexturedQuad(s16 x1, s16 y1, s16 x2, s16 y2, s16 z,
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const NE_Material *mat)
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{
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NE_AssertPointer(mat, "NULL pointer");
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NE_Assert(mat->texindex != NE_NO_TEXTURE, "No texture");
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int x = NE_TextureGetSizeX(mat), y = NE_TextureGetSizeY(mat);
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NE_MaterialUse(mat);
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GFX_BEGIN = GL_QUADS;
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GFX_TEX_COORD = TEXTURE_PACK(0, 0);
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GFX_VERTEX16 = (y1 << 16) | (x1 & 0xFFFF); // Up-left
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GFX_VERTEX16 = z;
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GFX_TEX_COORD = TEXTURE_PACK(0, inttot16(y));
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GFX_VERTEX_XY = (y2 << 16) | (x1 & 0xFFFF); // Down-left
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GFX_TEX_COORD = TEXTURE_PACK(inttot16(x), inttot16(y));
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GFX_VERTEX_XY = (y2 << 16) | (x2 & 0xFFFF); // Down-right
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GFX_TEX_COORD = TEXTURE_PACK(inttot16(x), 0);
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GFX_VERTEX_XY = (y1 << 16) | (x2 & 0xFFFF); // Up-right
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}
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void NE_2DDrawTexturedQuadColor(s16 x1, s16 y1, s16 x2, s16 y2, s16 z,
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const NE_Material *mat, u32 color)
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{
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NE_AssertPointer(mat, "NULL pointer");
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NE_Assert(mat->texindex != NE_NO_TEXTURE, "No texture");
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int x = NE_TextureGetSizeX(mat), y = NE_TextureGetSizeY(mat);
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NE_MaterialUse(mat);
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GFX_COLOR = color;
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GFX_BEGIN = GL_QUADS;
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GFX_TEX_COORD = TEXTURE_PACK(0, 0);
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GFX_VERTEX16 = (y1 << 16) | (x1 & 0xFFFF); // Up-left
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GFX_VERTEX16 = z;
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GFX_TEX_COORD = TEXTURE_PACK(0, inttot16(y));
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GFX_VERTEX_XY = (y2 << 16) | (x1 & 0xFFFF); // Down-left
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GFX_TEX_COORD = TEXTURE_PACK(inttot16(x), inttot16(y));
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GFX_VERTEX_XY = (y2 << 16) | (x2 & 0xFFFF); // Down-right
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GFX_TEX_COORD = TEXTURE_PACK(inttot16(x), 0);
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GFX_VERTEX_XY = (y1 << 16) | (x2 & 0xFFFF); // Up-right
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}
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void NE_2DDrawTexturedQuadGradient(s16 x1, s16 y1, s16 x2, s16 y2, s16 z,
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const NE_Material *mat, u32 color1,
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u32 color2, u32 color3, u32 color4)
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{
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NE_AssertPointer(mat, "NULL pointer");
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NE_Assert(mat->texindex != NE_NO_TEXTURE, "No texture");
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int x = NE_TextureGetSizeX(mat), y = NE_TextureGetSizeY(mat);
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NE_MaterialUse(mat);
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GFX_BEGIN = GL_QUADS;
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GFX_COLOR = color1;
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GFX_TEX_COORD = TEXTURE_PACK(0, 0);
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GFX_VERTEX16 = (y1 << 16) | (x1 & 0xFFFF); // Up-left
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GFX_VERTEX16 = z;
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GFX_COLOR = color4;
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GFX_TEX_COORD = TEXTURE_PACK(0, inttot16(y));
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GFX_VERTEX_XY = (y2 << 16) | (x1 & 0xFFFF); // Down-left
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GFX_COLOR = color3;
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GFX_TEX_COORD = TEXTURE_PACK(inttot16(x), inttot16(y));
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GFX_VERTEX_XY = (y2 << 16) | (x2 & 0xFFFF); // Down-right
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GFX_COLOR = color2;
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GFX_TEX_COORD = TEXTURE_PACK(inttot16(x), 0);
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GFX_VERTEX_XY = (y1 << 16) | (x2 & 0xFFFF); // Up-right
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}
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void NE_2DDrawTexturedQuadColorCanvas(s16 x1, s16 y1, s16 x2, s16 y2, s16 z,
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int tl, int tt, int tr, int tb,
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const NE_Material *mat, u32 color)
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{
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NE_AssertPointer(mat, "NULL pointer");
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NE_Assert(mat->texindex != NE_NO_TEXTURE, "No texture");
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NE_MaterialUse(mat);
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GFX_COLOR = color;
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GFX_BEGIN = GL_QUADS;
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GFX_TEX_COORD = TEXTURE_PACK(inttot16(tl), inttot16(tt));
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GFX_VERTEX16 = (y1 << 16) | (x1 & 0xFFFF); // Up-left
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GFX_VERTEX16 = z;
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GFX_TEX_COORD = TEXTURE_PACK(inttot16(tl), inttot16(tb));
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GFX_VERTEX_XY = (y2 << 16) | (x1 & 0xFFFF); // Down-left
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GFX_TEX_COORD = TEXTURE_PACK(inttot16(tr), inttot16(tb));
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GFX_VERTEX_XY = (y2 << 16) | (x2 & 0xFFFF); // Down-right
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GFX_TEX_COORD = TEXTURE_PACK(inttot16(tr), inttot16(tt));
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GFX_VERTEX_XY = (y1 << 16) | (x2 & 0xFFFF); // Up-right
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}
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