#include "Render/ScreenRectangle.h" #include "Render/Primitives/RenderPrimitivePool.h" #include "Render/Primitives/RenderQueues.h" #include "Render/Textures/Texture.h" #include "Render/Textures/TextureCache.h" // OFFSET: 0x0054E590 // FUNCTION: fn_01953 void DrawBlendedRectangle( RenderPrimitivePool& primitives, TextureCache& textures, RenderQueues& queues, int x, int y, int width, int height, std::uint32_t color, bool depthAlpha, float depthStart, float depthEnd ) { if ((color & 0xFF000000u) == 0) { return; } RenderPrimitive* primitive = primitives.Acquire(); primitive->texture = textures.Default(); const float left = static_cast(x); const float top = static_cast(y); const float right = static_cast(x + width); const float bottom = static_cast(y + height); primitive->quad[0].x = left; primitive->quad[0].y = top; primitive->quad[1].x = right; primitive->quad[1].y = top; primitive->quad[2].x = left; primitive->quad[2].y = bottom; primitive->quad[3].x = right; primitive->quad[3].y = bottom; for (RenderVertex& vertex : primitive->quad) { vertex.z = 0.000001f; vertex.rhw = 0.000001f; vertex.diffuse = color; vertex.u = 0.0f; vertex.v = 0.0f; } primitive->unknown_0018 = 5; primitive->unknown_001C = 6; queues.Submit(primitive, 517, depthAlpha, depthStart, depthEnd); } // OFFSET: 0x0054ED40 // FUNCTION: fn_01954 void DrawTexturedRectangle( RenderPrimitivePool& primitives, TextureCache& textures, RenderQueues& queues, int x, int y, int width, int height, std::uint32_t color, CTexture* texture, bool depthAlpha, float depthStart, float depthEnd ) { if ((color & 0xFF000000u) == 0) { return; } RenderPrimitive* primitive = primitives.Acquire(); primitive->texture = texture ? texture : textures.Default(); const float left = static_cast(x); const float top = static_cast(y); const float right = static_cast(x + width); const float bottom = static_cast(y + height); primitive->quad[0].x = left; primitive->quad[0].y = top; primitive->quad[0].u = 0.0f; primitive->quad[0].v = 0.0f; primitive->quad[1].x = right; primitive->quad[1].y = top; primitive->quad[1].u = 1.0f; primitive->quad[1].v = 0.0f; primitive->quad[2].x = left; primitive->quad[2].y = bottom; primitive->quad[2].u = 0.0f; primitive->quad[2].v = 1.0f; primitive->quad[3].x = right; primitive->quad[3].y = bottom; primitive->quad[3].u = 1.0f; primitive->quad[3].v = 1.0f; for (RenderVertex& vertex : primitive->quad) { vertex.z = 0.000001f; vertex.rhw = 0.999999f; vertex.diffuse = color; } queues.Submit(primitive, 513, depthAlpha, depthStart, depthEnd); } // OFFSET: 0x0054EFD0 // FUNCTION: fn_01955 void DrawTextureRegion( RenderPrimitivePool& primitives, TextureCache& textures, RenderQueues& queues, float x, float y, float width, float height, std::uint32_t color, CTexture* texture, bool depthAlpha, float depthStart, float depthEnd ) { if ((color & 0xFF000000u) == 0) { return; } RenderPrimitive* primitive = primitives.Acquire(); primitive->texture = texture ? texture : textures.Default(); primitive->quad[0].x = x; primitive->quad[0].y = y; primitive->quad[0].u = g_textureOffsetX / static_cast(texture->TextureWidth()); primitive->quad[0].v = g_textureOffsetY / static_cast(texture->TextureHeight()); primitive->quad[1].x = x + width; primitive->quad[1].y = y; primitive->quad[1].u = (static_cast(texture->Width()) + g_textureOffsetX) / static_cast(texture->TextureWidth()); primitive->quad[1].v = g_textureOffsetY / static_cast(texture->TextureHeight()); primitive->quad[2].x = x; primitive->quad[2].y = y + height; primitive->quad[2].u = g_textureOffsetX / static_cast(texture->TextureWidth()); primitive->quad[2].v = (static_cast(texture->Height()) + g_textureOffsetY) / static_cast(texture->TextureHeight()); primitive->quad[3].x = x + width; primitive->quad[3].y = y + height; primitive->quad[3].u = (static_cast(texture->Width()) + g_textureOffsetX) / static_cast(texture->TextureWidth()); primitive->quad[3].v = (static_cast(texture->Height()) + g_textureOffsetY) / static_cast(texture->TextureHeight()); for (RenderVertex& vertex : primitive->quad) { vertex.z = 0.000001f; vertex.rhw = 0.999999f; vertex.diffuse = color; } queues.Submit(primitive, 513, depthAlpha, depthStart, depthEnd); }