comparison Engine/Graphics/RenderD3D11.h @ 2574:dd36326a9994

More texture refactoring GetLeather -> DrawTextureCustomHeight
author a.parshin
date Mon, 07 Mar 2016 03:48:40 +0200
parents 0c67be4ec900
children a76d408c5132
comparison
equal deleted inserted replaced
2573:0c67be4ec900 2574:dd36326a9994
53 53
54 virtual unsigned int GetActorTintColor(float a2, int tint, int a4, int a5, RenderBillboard *a6); 54 virtual unsigned int GetActorTintColor(float a2, int tint, int a4, int a5, RenderBillboard *a6);
55 55
56 virtual void DrawPolygon(unsigned int uNumVertices, struct Polygon *a3, ODMFace *a4, IDirect3DTexture2 *pTexture); 56 virtual void DrawPolygon(unsigned int uNumVertices, struct Polygon *a3, ODMFace *a4, IDirect3DTexture2 *pTexture);
57 virtual void DrawTerrainPolygon(unsigned int uNumVertices, struct Polygon *a4, IDirect3DTexture2 *a5, bool transparent, bool clampAtTextureBorders); 57 virtual void DrawTerrainPolygon(unsigned int uNumVertices, struct Polygon *a4, IDirect3DTexture2 *a5, bool transparent, bool clampAtTextureBorders);
58 virtual void DrawIndoorPolygon(unsigned int uNumVertices, struct BLVFace *a3, IDirect3DTexture2 *pHwTex, struct Texture *pTex, int uPackedID, unsigned int uColor, int a8); 58 virtual void DrawIndoorPolygon(unsigned int uNumVertices, struct BLVFace *a3, IDirect3DTexture2 *pHwTex, struct Texture_MM7 *pTex, int uPackedID, unsigned int uColor, int a8);
59 59
60 virtual void MakeParticleBillboardAndPush_BLV(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle); 60 virtual void MakeParticleBillboardAndPush_BLV(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle);
61 virtual void MakeParticleBillboardAndPush_ODM(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle); 61 virtual void MakeParticleBillboardAndPush_ODM(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle);
62 62
63 virtual void DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene(); 63 virtual void DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene();
76 76
77 virtual void SetUIClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW); 77 virtual void SetUIClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW);
78 virtual void ResetUIClipRect(); 78 virtual void ResetUIClipRect();
79 virtual void CreditsTextureScroll(unsigned int pX, unsigned int pY, int move_X, int move_Y, RGBTexture *pTexture); 79 virtual void CreditsTextureScroll(unsigned int pX, unsigned int pY, int move_X, int move_Y, RGBTexture *pTexture);
80 80
81 virtual void DrawTextureNew(float u, float v, struct Texture *);
82 virtual void DrawTextureNew(float u, float v, struct Image *); 81 virtual void DrawTextureNew(float u, float v, struct Image *);
83 virtual void DrawTextureAlphaNew(float u, float v, struct Image *); 82 virtual void DrawTextureAlphaNew(float u, float v, struct Image *);
84 virtual void DrawTextureTransparentColorKey(signed int x, signed int y, struct Texture *tex); 83 virtual void DrawTextureCustomHeight(float u, float v, class Image *img, int height);
84 //virtual void DrawTextureNew(float u, float v, struct Texture_MM7 *);
85 //virtual void DrawTextureTransparentColorKey(signed int x, signed int y, struct Texture_MM7 *tex);
86 //virtual void DrawTextureIndexedAlpha(unsigned int uX, unsigned int uY, struct Texture_MM7 *pTexture);
85 87
86 virtual void ZBuffer_Fill_2(signed int a2, signed int a3, struct Texture *pTexture, int a5); 88 virtual void ZBuffer_Fill_2(signed int a2, signed int a3, struct Image *pTexture, int a5);
87 virtual void DrawMaskToZBuffer(signed int uOutX, unsigned int uOutY, struct Texture *pTexture, int zVal); 89 virtual void ZDrawTextureAlpha(float u, float v, struct Image *pTexture, int zVal);
88 virtual void DrawTextureIndexedAlpha(unsigned int uX, unsigned int uY, struct Texture *pTexture); 90 virtual void BlendTextures(unsigned int a2, unsigned int a3, struct Image *a4, struct Texture_MM7 *a5, int t, int start_opacity, int end_opacity);
89 virtual void DrawAura(unsigned int a2, unsigned int a3, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8); 91 virtual void _4A65CC(unsigned int x, unsigned int y, struct Texture_MM7 *a4, struct Texture_MM7 *a5, int a6, int a7, int a8);
90 virtual void _4A65CC(unsigned int x, unsigned int y, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8);
91 92
92 virtual void DrawTransparentRedShade(unsigned int a2, unsigned int a3, struct Texture *a4); 93 virtual void DrawTransparentRedShade(float u, float v, struct Image *a4);
93 virtual void DrawTransparentGreenShade(signed int a2, signed int a3, struct Texture *pTexture); 94 virtual void DrawTransparentGreenShade(float u, float v, struct Image *pTexture);
94 virtual void DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices); 95 virtual void DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices);
95 96
96 virtual void DrawMasked(signed int a2, signed int a3, struct Texture *pTexture, unsigned __int16 mask); 97 virtual void DrawMasked(float u, float v, struct Image *pTexture, unsigned __int16 mask);
97 virtual void GetLeather(unsigned int a2, unsigned int a3, struct Texture *a4, __int16 height);
98 98
99 virtual void DrawTextAlpha(int x, int y, unsigned char* font_pixels, int a5, unsigned int uFontHeight, unsigned __int16 *pPalette, bool present_time_transparency); 99 virtual void DrawTextAlpha(int x, int y, unsigned char* font_pixels, int a5, unsigned int uFontHeight, unsigned __int16 *pPalette, bool present_time_transparency);
100 virtual void DrawText(signed int uOutX, signed int uOutY, unsigned __int8 *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, unsigned __int16 *pFontPalette, unsigned __int16 uFaceColor, unsigned __int16 uShadowColor); 100 virtual void DrawText(signed int uOutX, signed int uOutY, unsigned __int8 *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, unsigned __int16 *pFontPalette, unsigned __int16 uFaceColor, unsigned __int16 uShadowColor);
101 101
102 virtual void FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16); 102 virtual void FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16);
103 virtual void _4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7); 103 virtual void _4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7);
104 virtual void DrawTranslucent(unsigned int a2, unsigned int a3, struct Texture *a4); 104 virtual void DrawTranslucent(unsigned int a2, unsigned int a3, struct Texture_MM7 *a4);
105 105
106 virtual void DrawBuildingsD3D(); 106 virtual void DrawBuildingsD3D();
107 107
108 virtual void DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID); 108 virtual void DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID);
109 virtual void DrawOutdoorSkyD3D(); 109 virtual void DrawOutdoorSkyD3D();
163 virtual void Sub01(); 163 virtual void Sub01();
164 164
165 165
166 protected: 166 protected:
167 void DrawTexture(float u, float v, int texture_width, int texture_height, ID3D11ShaderResourceView *srv, ID3D11BlendState *blend); 167 void DrawTexture(float u, float v, int texture_width, int texture_height, ID3D11ShaderResourceView *srv, ID3D11BlendState *blend);
168 void PrepareTextureIndexed(struct Texture *p); 168 void PrepareTextureIndexed(struct Texture_MM7 *p);
169 ID3D11ShaderResourceView *PrepareFontTexture(unsigned char *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, unsigned short *pFontPalette, unsigned short uFaceColor, unsigned short uShadowColor); 169 ID3D11ShaderResourceView *PrepareFontTexture(unsigned char *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, unsigned short *pFontPalette, unsigned short uFaceColor, unsigned short uShadowColor);
170 ID3D11ShaderResourceView *PrepareFontTexture(unsigned char *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, unsigned short *pFontPalette); 170 ID3D11ShaderResourceView *PrepareFontTexture(unsigned char *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, unsigned short *pFontPalette);
171 171
172 OSWindow *window; 172 OSWindow *window;
173 173