re3-wiiu/src/render/Sprite2d.cpp

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#include "common.h"
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#include "main.h"
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#include "Draw.h"
#include "Camera.h"
#include "Sprite2d.h"
#include "Font.h"
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RwIm2DVertex CSprite2d::maVertices[8];
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float CSprite2d::RecipNearClip;
int32 CSprite2d::mCurrentBank;
RwTexture *CSprite2d::mpBankTextures[10];
int32 CSprite2d::mCurrentSprite[10];
int32 CSprite2d::mBankStart[10];
RwIm2DVertex CSprite2d::maBankVertices[500];
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void
CSprite2d::SetRecipNearClip(void)
{
RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera);
}
void
CSprite2d::InitPerFrame(void)
{
int i;
mCurrentBank = 0;
for(i = 0; i < 10; i++)
mCurrentSprite[i] = 0;
#ifndef SQUEEZE_PERFORMANCE
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for(i = 0; i < 10; i++)
mpBankTextures[i] = nil;
#endif
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}
int32
CSprite2d::GetBank(int32 n, RwTexture *tex)
{
#ifndef SQUEEZE_PERFORMANCE
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mpBankTextures[mCurrentBank] = tex;
#endif
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mCurrentSprite[mCurrentBank] = 0;
mBankStart[mCurrentBank+1] = mBankStart[mCurrentBank] + n;
return mCurrentBank++;
}
void
CSprite2d::AddSpriteToBank(int32 bank, const CRect &rect, const CRGBA &col,
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
{
SetVertices(&maBankVertices[6 * (mCurrentSprite[bank] + mBankStart[bank])],
rect, col, col, col, col,
u0, v0, u1, v1, u2, v2, u3, v3);
mCurrentSprite[bank]++;
if(mCurrentSprite[bank] + mBankStart[bank] >= mBankStart[bank+1]){
DrawBank(bank);
mCurrentSprite[bank] = 0;
}
}
void
CSprite2d::DrawBank(int32 bank)
{
if(mCurrentSprite[bank] == 0)
return;
#ifndef SQUEEZE_PERFORMANCE
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER,
mpBankTextures[bank] ? RwTextureGetRaster(mpBankTextures[bank]) : nil);
#else
CFont::Sprite[bank].SetRenderState();
#endif
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR);
RwIm2DRenderPrimitive(rwPRIMTYPETRILIST, &maBankVertices[6*mBankStart[bank]], 6*mCurrentSprite[bank]);
mCurrentSprite[bank] = 0;
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
}
void
CSprite2d::Delete(void)
{
if(m_pTexture){
RwTextureDestroy(m_pTexture);
m_pTexture = nil;
}
}
void
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CSprite2d::SetTexture(const char *name)
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{
Delete();
if(name)
m_pTexture = RwTextureRead(name, nil);
}
void
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CSprite2d::SetTexture(const char *name, const char *mask)
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{
Delete();
if(name)
m_pTexture = RwTextureRead(name, mask);
}
void
CSprite2d::SetAddressing(RwTextureAddressMode addr)
{
if(m_pTexture)
RwTextureSetAddressing(m_pTexture, addr);
}
void
CSprite2d::SetRenderState(void)
{
if(m_pTexture)
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(m_pTexture));
else
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
}
void
CSprite2d::Draw(float x, float y, float w, float h, const CRGBA &col)
{
SetVertices(CRect(x, y, x + w, y + h), col, col, col, col, 0);
SetRenderState();
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
}
void
CSprite2d::Draw(const CRect &rect, const CRGBA &col)
{
SetVertices(rect, col, col, col, col, 0);
SetRenderState();
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
}
void
CSprite2d::Draw(const CRect &rect, const CRGBA &col,
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
{
SetVertices(rect, col, col, col, col, u0, v0, u1, v1, u3, v3, u2, v2);
SetRenderState();
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
}
void
CSprite2d::Draw(const CRect &rect, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
{
SetVertices(rect, c0, c1, c2, c3, 0);
SetRenderState();
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
}
void
CSprite2d::Draw(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &col)
{
SetVertices(x1, y1, x2, y2, x3, y3, x4, y4, col, col, col, col);
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SetRenderState();
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
}
// Arguments:
// 2---3
// | |
// 0---1
void
CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, uint32 far)
{
float screenz, z, recipz;
if(far){
screenz = RwIm2DGetFarScreenZ();
z = RwCameraGetFarClipPlane(Scene.camera);
}else{
screenz = RwIm2DGetNearScreenZ();
z = 1.0f/RecipNearClip;
}
recipz = 1.0f/z;
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float offset = 1.0f/1024.0f;
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// This is what we draw:
// 0---1
// | / |
// 3---2
RwIm2DVertexSetScreenX(&maVertices[0], r.left);
RwIm2DVertexSetScreenY(&maVertices[0], r.top);
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RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
RwIm2DVertexSetCameraZ(&maVertices[0], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&maVertices[0], 0.0f+offset, recipz);
RwIm2DVertexSetV(&maVertices[0], 0.0f+offset, recipz);
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RwIm2DVertexSetScreenX(&maVertices[1], r.right);
RwIm2DVertexSetScreenY(&maVertices[1], r.top);
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RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
RwIm2DVertexSetCameraZ(&maVertices[1], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
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RwIm2DVertexSetU(&maVertices[1], 1.0f+offset, recipz);
RwIm2DVertexSetV(&maVertices[1], 0.0f+offset, recipz);
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RwIm2DVertexSetScreenX(&maVertices[2], r.right);
RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
RwIm2DVertexSetCameraZ(&maVertices[2], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&maVertices[2], 1.0f+offset, recipz);
RwIm2DVertexSetV(&maVertices[2], 1.0f+offset, recipz);
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RwIm2DVertexSetScreenX(&maVertices[3], r.left);
RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
RwIm2DVertexSetCameraZ(&maVertices[3], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
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RwIm2DVertexSetU(&maVertices[3], 0.0f+offset, recipz);
RwIm2DVertexSetV(&maVertices[3], 1.0f+offset, recipz);
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}
void
CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3,
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
{
float screenz, z, recipz;
screenz = RwIm2DGetNearScreenZ();
z = 1.0f/RecipNearClip;
recipz = 1.0f/z;
// This is what we draw:
// 0---1
// | / |
// 3---2
RwIm2DVertexSetScreenX(&maVertices[0], r.left);
RwIm2DVertexSetScreenY(&maVertices[0], r.top);
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RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
RwIm2DVertexSetCameraZ(&maVertices[0], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
RwIm2DVertexSetU(&maVertices[0], u0, recipz);
RwIm2DVertexSetV(&maVertices[0], v0, recipz);
RwIm2DVertexSetScreenX(&maVertices[1], r.right);
RwIm2DVertexSetScreenY(&maVertices[1], r.top);
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RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
RwIm2DVertexSetCameraZ(&maVertices[1], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
RwIm2DVertexSetU(&maVertices[1], u1, recipz);
RwIm2DVertexSetV(&maVertices[1], v1, recipz);
RwIm2DVertexSetScreenX(&maVertices[2], r.right);
RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
RwIm2DVertexSetCameraZ(&maVertices[2], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
RwIm2DVertexSetU(&maVertices[2], u2, recipz);
RwIm2DVertexSetV(&maVertices[2], v2, recipz);
RwIm2DVertexSetScreenX(&maVertices[3], r.left);
RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
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RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
RwIm2DVertexSetCameraZ(&maVertices[3], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
RwIm2DVertexSetU(&maVertices[3], u3, recipz);
RwIm2DVertexSetV(&maVertices[3], v3, recipz);
}
void
CSprite2d::SetVertices(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4,
const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
{
float screenz, recipz;
float z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
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screenz = RwIm2DGetNearScreenZ();
recipz = RecipNearClip;
RwIm2DVertexSetScreenX(&maVertices[0], x3);
RwIm2DVertexSetScreenY(&maVertices[0], y3);
RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
RwIm2DVertexSetCameraZ(&maVertices[0], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz);
RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz);
RwIm2DVertexSetScreenX(&maVertices[1], x4);
RwIm2DVertexSetScreenY(&maVertices[1], y4);
RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
RwIm2DVertexSetCameraZ(&maVertices[1], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz);
RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz);
RwIm2DVertexSetScreenX(&maVertices[2], x2);
RwIm2DVertexSetScreenY(&maVertices[2], y2);
RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
RwIm2DVertexSetCameraZ(&maVertices[2], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz);
RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz);
RwIm2DVertexSetScreenX(&maVertices[3], x1);
RwIm2DVertexSetScreenY(&maVertices[3], y1);
RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
RwIm2DVertexSetCameraZ(&maVertices[3], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz);
RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz);
}
void
CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col)
{
int i;
float screenz, recipz, z;
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screenz = RwIm2DGetNearScreenZ();
recipz = RecipNearClip;
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
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for(i = 0; i < n; i++){
RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]);
RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]);
RwIm2DVertexSetScreenZ(&maVertices[i], screenz + 0.0001f);
RwIm2DVertexSetCameraZ(&maVertices[i], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[i], recipz);
RwIm2DVertexSetIntRGBA(&maVertices[i], col.r, col.g, col.b, col.a);
RwIm2DVertexSetU(&maVertices[i], uvs[i*2 + 0], recipz);
RwIm2DVertexSetV(&maVertices[i], uvs[i*2 + 1], recipz);
}
}
void
CSprite2d::SetMaskVertices(int n, float *positions)
{
int i;
float screenz, recipz, z;
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screenz = RwIm2DGetNearScreenZ();
recipz = RecipNearClip;
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
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for(i = 0; i < n; i++){
RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]);
RwIm2DVertexSetScreenY(&maVertices[i], positions[i*2 + 1]);
RwIm2DVertexSetScreenZ(&maVertices[i], screenz);
RwIm2DVertexSetCameraZ(&maVertices[i], z);
RwIm2DVertexSetRecipCameraZ(&maVertices[i], recipz);
RwIm2DVertexSetIntRGBA(&maVertices[i], 255, 255, 255, 255); // 0, 0, 0, 0 on PC
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}
}
void
CSprite2d::SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3,
float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
{
float screenz, recipz, z;
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screenz = RwIm2DGetNearScreenZ();
recipz = RecipNearClip;
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
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RwIm2DVertexSetScreenX(&verts[0], r.left);
RwIm2DVertexSetScreenY(&verts[0], r.top);
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RwIm2DVertexSetScreenZ(&verts[0], screenz);
RwIm2DVertexSetCameraZ(&verts[0], z);
RwIm2DVertexSetRecipCameraZ(&verts[0], recipz);
RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a);
RwIm2DVertexSetU(&verts[0], u0, recipz);
RwIm2DVertexSetV(&verts[0], v0, recipz);
RwIm2DVertexSetScreenX(&verts[1], r.left);
RwIm2DVertexSetScreenY(&verts[1], r.bottom);
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RwIm2DVertexSetScreenZ(&verts[1], screenz);
RwIm2DVertexSetCameraZ(&verts[1], z);
RwIm2DVertexSetRecipCameraZ(&verts[1], recipz);
RwIm2DVertexSetIntRGBA(&verts[1], c0.r, c0.g, c0.b, c0.a);
RwIm2DVertexSetU(&verts[1], u2, recipz);
RwIm2DVertexSetV(&verts[1], v2, recipz);
RwIm2DVertexSetScreenX(&verts[2], r.right);
RwIm2DVertexSetScreenY(&verts[2], r.bottom);
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RwIm2DVertexSetScreenZ(&verts[2], screenz);
RwIm2DVertexSetCameraZ(&verts[2], z);
RwIm2DVertexSetRecipCameraZ(&verts[2], recipz);
RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a);
RwIm2DVertexSetU(&verts[2], u3, recipz);
RwIm2DVertexSetV(&verts[2], v3, recipz);
RwIm2DVertexSetScreenX(&verts[3], r.left);
RwIm2DVertexSetScreenY(&verts[3], r.top);
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RwIm2DVertexSetScreenZ(&verts[3], screenz);
RwIm2DVertexSetCameraZ(&verts[3], z);
RwIm2DVertexSetRecipCameraZ(&verts[3], recipz);
RwIm2DVertexSetIntRGBA(&verts[3], c2.r, c2.g, c2.b, c2.a);
RwIm2DVertexSetU(&verts[3], u0, recipz);
RwIm2DVertexSetV(&verts[3], v0, recipz);
RwIm2DVertexSetScreenX(&verts[4], r.right);
RwIm2DVertexSetScreenY(&verts[4], r.bottom);
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RwIm2DVertexSetScreenZ(&verts[4], screenz);
RwIm2DVertexSetCameraZ(&verts[4], z);
RwIm2DVertexSetRecipCameraZ(&verts[4], recipz);
RwIm2DVertexSetIntRGBA(&verts[4], c1.r, c1.g, c1.b, c1.a);
RwIm2DVertexSetU(&verts[4], u3, recipz);
RwIm2DVertexSetV(&verts[4], v3, recipz);
RwIm2DVertexSetScreenX(&verts[5], r.right);
RwIm2DVertexSetScreenY(&verts[5], r.top);
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RwIm2DVertexSetScreenZ(&verts[5], screenz);
RwIm2DVertexSetCameraZ(&verts[5], z);
RwIm2DVertexSetRecipCameraZ(&verts[5], recipz);
RwIm2DVertexSetIntRGBA(&verts[5], c3.r, c3.g, c3.b, c3.a);
RwIm2DVertexSetU(&verts[5], u1, recipz);
RwIm2DVertexSetV(&verts[5], v1, recipz);
}
void
CSprite2d::DrawRect(const CRect &r, const CRGBA &col)
{
SetVertices(r, col, col, col, col, false);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(col.a != 255));
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, maVertices, 4);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD);
}
void
CSprite2d::DrawRect(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
{
SetVertices(r, c0, c1, c2, c3, false);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, maVertices, 4);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
}
void
CSprite2d::DrawRectXLU(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
{
SetVertices(r, c0, c1, c2, c3, false);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
}
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void CSprite2d::Draw2DPolygon(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &color)
{
SetVertices(x1, y1, x2, y2, x3, y3, x4, y4, color, color, color, color);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, 0);
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(color.a != 255));
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD);
}