rodecomp/Source/Render/Primitives/UIRPData.cpp
ragnarok-clanker dc85d4ffa0 Decompile fn_02236 (CRendererDX9::SaveScreenshot)
Batch #14207 by eAthena: 0 byte-identical, 1 confirmed by peer review.

- fn_02236 CRendererDX9::SaveScreenshot: logic confirmed by peer review

Peer-reviewed-by: Yommy, secret, StrawberrysherbetIX
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-11-07 06:16:13 +00:00

107 lines
4.3 KiB
C++

#include "Render/Primitives/RenderPrimitivePool.h"
#include "Render/Renderer.h"
#include "Render/Textures/Texture.h"
#include "Render/Primitives/UIRPData.h"
#include <algorithm>
#include <bit>
// OFFSET: 0x00812780
// FUNCTION: fn_10117
UIRPData::UIRPData() : m_texture(nullptr) {
}
// OFFSET: 0x00812800
// FUNCTION: fn_10118
UIRPData::~UIRPData() {
if (this->m_texture) {
delete this->m_texture;
this->m_texture = nullptr;
}
this->m_primitives.clear();
}
// OFFSET: 0x008129D0
// FUNCTION: fn_10120
void UIRPData::Draw(int x, int y, CTexture* texture, std::uint32_t color, int width, int height, bool stretched) {
if (!texture) {
return;
}
RenderPrimitive* primitive;
if (stretched == true) {
primitive = g_renderer->primitives.Acquire();
primitive->texture = texture;
const int right = x + width;
const int bottom = y + height;
primitive->quad[0].x = static_cast<float>(x);
primitive->quad[0].y = static_cast<float>(y);
primitive->quad[0].u = g_textureOffsetX / static_cast<float>(texture->TextureWidth());
primitive->quad[0].v = g_textureOffsetY / static_cast<float>(texture->TextureHeight());
primitive->quad[1].x = static_cast<float>(right);
primitive->quad[1].y = static_cast<float>(y);
primitive->quad[1].u = (static_cast<float>(texture->Width()) + g_textureOffsetX) / static_cast<float>(texture->TextureWidth());
primitive->quad[1].v = g_textureOffsetY / static_cast<float>(texture->TextureHeight());
primitive->quad[2].x = static_cast<float>(x);
primitive->quad[2].y = static_cast<float>(bottom);
primitive->quad[2].u = g_textureOffsetX / static_cast<float>(texture->TextureWidth());
primitive->quad[2].v = (static_cast<float>(texture->Height()) + g_textureOffsetX) / static_cast<float>(texture->TextureHeight());
primitive->quad[3].x = static_cast<float>(right);
primitive->quad[3].y = static_cast<float>(bottom);
primitive->quad[3].u = (static_cast<float>(texture->Width()) + g_textureOffsetX) / static_cast<float>(texture->TextureWidth());
primitive->quad[3].v = (static_cast<float>(texture->Height()) + g_textureOffsetX) / static_cast<float>(texture->TextureHeight());
for (RenderVertex& vertex : primitive->quad) {
vertex.diffuse = color;
}
for (RenderVertex& vertex : primitive->quad) {
vertex.z = 0.000001f;
vertex.rhw = 0.999999f;
}
} else {
primitive = g_renderer->primitives.Acquire();
primitive->texture = texture;
const int imageWidth = texture->Width();
const int imageHeight = texture->Height();
if (!width) {
width = texture->Width();
}
if (!height) {
height = texture->Height();
}
const float textureWidth = static_cast<float>(texture->TextureWidth());
const float textureHeight = static_cast<float>(texture->TextureHeight());
const int right = x + width;
const float bottom = static_cast<float>(y + height);
primitive->quad[0].x = static_cast<float>(x);
primitive->quad[0].y = static_cast<float>(y);
primitive->quad[0].u = g_textureOffsetX / textureWidth;
primitive->quad[0].v = g_textureOffsetY / textureHeight;
primitive->quad[1].x = static_cast<float>(right);
primitive->quad[1].y = static_cast<float>(y);
primitive->quad[1].u = (static_cast<float>(width <= imageWidth ? width : imageWidth) + g_textureOffsetX) / textureWidth;
primitive->quad[1].v = g_textureOffsetY / textureHeight;
primitive->quad[2].x = static_cast<float>(x);
primitive->quad[2].y = bottom;
primitive->quad[2].u = g_textureOffsetX / textureWidth;
primitive->quad[2].v =
(height <= imageHeight ? static_cast<float>(height) + g_textureOffsetX : static_cast<float>(imageHeight) + g_textureOffsetY) / textureHeight;
primitive->quad[3].x = static_cast<float>(right);
primitive->quad[3].y = bottom;
primitive->quad[3].u = (static_cast<float>(width <= imageWidth ? width : imageWidth) + g_textureOffsetX) / textureWidth;
primitive->quad[3].v =
(height <= imageHeight ? static_cast<float>(height) + g_textureOffsetX : static_cast<float>(imageHeight) + g_textureOffsetY) / textureHeight;
for (RenderVertex& vertex : primitive->quad) {
vertex.diffuse = color;
}
for (RenderVertex& vertex : primitive->quad) {
vertex.z = 0.000001f;
vertex.rhw = 0.999999f;
}
}
this->m_primitives.push_back(primitive);
}