fixes to HUD and sprite2d
This commit is contained in:
@ -9,6 +9,7 @@
|
||||
|
||||
float CSprite2d::RecipNearClip;
|
||||
float CSprite2d::NearScreenZ;
|
||||
float CSprite2d::NearCamZ;
|
||||
int CSprite2d::nextBufferVertex;
|
||||
int CSprite2d::nextBufferIndex;
|
||||
RwIm2DVertex CSprite2d::maVertices[8];
|
||||
@ -26,6 +27,9 @@ CSprite2d::InitPerFrame(void)
|
||||
nextBufferIndex = 0;
|
||||
RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera);
|
||||
NearScreenZ = RwIm2DGetNearScreenZ();
|
||||
// not original but you're supposed to set camera z too
|
||||
// wrapping all this in FIX_BUGS is too ugly
|
||||
NearCamZ = RwCameraGetNearClipPlane(Scene.camera);
|
||||
}
|
||||
void
|
||||
CSprite2d::Delete(void)
|
||||
@ -71,7 +75,7 @@ CSprite2d::SetRenderState(void)
|
||||
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);
|
||||
SetVertices(CRect(x, y, x + w, y + h), col, col, col, col);
|
||||
SetRenderState();
|
||||
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
|
||||
}
|
||||
@ -79,7 +83,7 @@ CSprite2d::Draw(float x, float y, float w, float h, const CRGBA &col)
|
||||
void
|
||||
CSprite2d::Draw(const CRect &rect, const CRGBA &col)
|
||||
{
|
||||
SetVertices(rect, col, col, col, col, 0);
|
||||
SetVertices(rect, col, col, col, col);
|
||||
SetRenderState();
|
||||
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
|
||||
}
|
||||
@ -96,7 +100,7 @@ CSprite2d::Draw(const CRect &rect, const CRGBA &col,
|
||||
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);
|
||||
SetVertices(rect, c0, c1, c2, c3);
|
||||
SetRenderState();
|
||||
RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4);
|
||||
}
|
||||
@ -114,178 +118,149 @@ CSprite2d::Draw(float x1, float y1, float x2, float y2, float x3, float y3, floa
|
||||
// | |
|
||||
// 0---1
|
||||
void
|
||||
CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, uint32 far)
|
||||
CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
|
||||
{
|
||||
float screenz, z, recipz;
|
||||
|
||||
if(far){
|
||||
screenz = RwIm2DGetFarScreenZ();
|
||||
z = RwCameraGetFarClipPlane(Scene.camera);
|
||||
}else{
|
||||
screenz = NearScreenZ;
|
||||
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);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[0], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
|
||||
RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[0], 0.0f, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[0], 0.0f, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[1], r.right);
|
||||
RwIm2DVertexSetScreenY(&maVertices[1], r.top);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[1], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
|
||||
RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[1], 1.0f, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[1], 0.0f, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[2], r.right);
|
||||
RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[2], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
|
||||
RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[2], 1.0f, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[2], 1.0f, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[3], r.left);
|
||||
RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[3], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
|
||||
RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[3], 0.0f, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[3], 1.0f, RecipNearClip);
|
||||
}
|
||||
|
||||
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 = NearScreenZ;
|
||||
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);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[0], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
|
||||
RwIm2DVertexSetU(&maVertices[0], u0, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[0], v0, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[0], u0, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[0], v0, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[1], r.right);
|
||||
RwIm2DVertexSetScreenY(&maVertices[1], r.top);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[1], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
|
||||
RwIm2DVertexSetU(&maVertices[1], u1, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[1], v1, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[1], u1, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[1], v1, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[2], r.right);
|
||||
RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[2], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
|
||||
RwIm2DVertexSetU(&maVertices[2], u2, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[2], v2, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[2], u2, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[2], v2, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[3], r.left);
|
||||
RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[3], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
|
||||
RwIm2DVertexSetU(&maVertices[3], u3, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[3], v3, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[3], u3, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[3], v3, RecipNearClip);
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
screenz = NearScreenZ;
|
||||
recipz = RecipNearClip;
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[0], x3);
|
||||
RwIm2DVertexSetScreenY(&maVertices[0], y3);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[0], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[0], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[0], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
|
||||
RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[0], 0.0f, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[0], 0.0f, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[1], x4);
|
||||
RwIm2DVertexSetScreenY(&maVertices[1], y4);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[1], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[1], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[1], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
|
||||
RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[1], 1.0f, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[1], 0.0f, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[2], x2);
|
||||
RwIm2DVertexSetScreenY(&maVertices[2], y2);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[2], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[2], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[2], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
|
||||
RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[2], 1.0f, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[2], 1.0f, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[3], x1);
|
||||
RwIm2DVertexSetScreenY(&maVertices[3], y1);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[3], screenz);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[3], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[3], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
|
||||
RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[3], 0.0f, RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[3], 1.0f, RecipNearClip);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col)
|
||||
{
|
||||
int i;
|
||||
float screenz, recipz, z;
|
||||
|
||||
screenz = NearScreenZ;
|
||||
recipz = RecipNearClip;
|
||||
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
|
||||
|
||||
|
||||
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);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[i], NearScreenZ + 0.0001f);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[i], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[i], RecipNearClip);
|
||||
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);
|
||||
RwIm2DVertexSetU(&maVertices[i], uvs[i*2 + 0], RecipNearClip);
|
||||
RwIm2DVertexSetV(&maVertices[i], uvs[i*2 + 1], RecipNearClip);
|
||||
}
|
||||
}
|
||||
|
||||
@ -293,18 +268,13 @@ void
|
||||
CSprite2d::SetMaskVertices(int n, float *positions)
|
||||
{
|
||||
int i;
|
||||
float screenz, recipz, z;
|
||||
|
||||
screenz = NearScreenZ;
|
||||
recipz = RecipNearClip;
|
||||
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
|
||||
|
||||
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);
|
||||
RwIm2DVertexSetScreenZ(&maVertices[i], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&maVertices[i], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[i], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[i], 255, 255, 255, 255); // 0, 0, 0, 0 on PC
|
||||
}
|
||||
}
|
||||
@ -313,53 +283,47 @@ 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;
|
||||
|
||||
screenz = NearScreenZ;
|
||||
recipz = RecipNearClip;
|
||||
z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
|
||||
|
||||
RwIm2DVertexSetScreenX(&verts[0], r.left);
|
||||
RwIm2DVertexSetScreenY(&verts[0], r.top);
|
||||
RwIm2DVertexSetScreenZ(&verts[0], screenz);
|
||||
RwIm2DVertexSetCameraZ(&verts[0], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[0], recipz);
|
||||
RwIm2DVertexSetScreenZ(&verts[0], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&verts[0], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[0], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a);
|
||||
RwIm2DVertexSetU(&verts[0], u0, recipz);
|
||||
RwIm2DVertexSetV(&verts[0], v0, recipz);
|
||||
RwIm2DVertexSetU(&verts[0], u0, RecipNearClip);
|
||||
RwIm2DVertexSetV(&verts[0], v0, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&verts[1], r.right);
|
||||
RwIm2DVertexSetScreenY(&verts[1], r.top);
|
||||
RwIm2DVertexSetScreenZ(&verts[1], screenz);
|
||||
RwIm2DVertexSetCameraZ(&verts[1], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[1], recipz);
|
||||
RwIm2DVertexSetScreenZ(&verts[1], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&verts[1], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[1], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&verts[1], c3.r, c3.g, c3.b, c3.a);
|
||||
RwIm2DVertexSetU(&verts[1], u1, recipz);
|
||||
RwIm2DVertexSetV(&verts[1], v1, recipz);
|
||||
RwIm2DVertexSetU(&verts[1], u1, RecipNearClip);
|
||||
RwIm2DVertexSetV(&verts[1], v1, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&verts[2], r.right);
|
||||
RwIm2DVertexSetScreenY(&verts[2], r.bottom);
|
||||
RwIm2DVertexSetScreenZ(&verts[2], screenz);
|
||||
RwIm2DVertexSetCameraZ(&verts[2], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[2], recipz);
|
||||
RwIm2DVertexSetScreenZ(&verts[2], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&verts[2], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[2], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a);
|
||||
RwIm2DVertexSetU(&verts[2], u2, recipz);
|
||||
RwIm2DVertexSetV(&verts[2], v2, recipz);
|
||||
RwIm2DVertexSetU(&verts[2], u2, RecipNearClip);
|
||||
RwIm2DVertexSetV(&verts[2], v2, RecipNearClip);
|
||||
|
||||
RwIm2DVertexSetScreenX(&verts[3], r.left);
|
||||
RwIm2DVertexSetScreenY(&verts[3], r.bottom);
|
||||
RwIm2DVertexSetScreenZ(&verts[3], screenz);
|
||||
RwIm2DVertexSetCameraZ(&verts[3], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[3], recipz);
|
||||
RwIm2DVertexSetScreenZ(&verts[3], NearScreenZ);
|
||||
RwIm2DVertexSetCameraZ(&verts[3], NearCamZ);
|
||||
RwIm2DVertexSetRecipCameraZ(&verts[3], RecipNearClip);
|
||||
RwIm2DVertexSetIntRGBA(&verts[3], c0.r, c0.g, c0.b, c0.a);
|
||||
RwIm2DVertexSetU(&verts[3], u3, recipz);
|
||||
RwIm2DVertexSetV(&verts[3], v3, recipz);
|
||||
RwIm2DVertexSetU(&verts[3], u3, RecipNearClip);
|
||||
RwIm2DVertexSetV(&verts[3], v3, RecipNearClip);
|
||||
}
|
||||
|
||||
void
|
||||
CSprite2d::DrawRect(const CRect &r, const CRGBA &col)
|
||||
{
|
||||
SetVertices(r, col, col, col, col, false);
|
||||
SetVertices(r, col, col, col, col);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
||||
RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
|
||||
@ -374,7 +338,7 @@ CSprite2d::DrawRect(const CRect &r, const CRGBA &col)
|
||||
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);
|
||||
SetVertices(r, c0, c1, c2, c3);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
|
||||
@ -387,7 +351,7 @@ CSprite2d::DrawRect(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGB
|
||||
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);
|
||||
SetVertices(r, c0, c1, c2, c3);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
|
||||
|
Reference in New Issue
Block a user