comparison Engine/Graphics/RenderD3D11.cpp @ 2575:a76d408c5132 tip

DrawTranslucent -> DrawTextureGrayShade Removed old texture drawing stuff
author a.parshin
date Wed, 09 Mar 2016 01:39:52 +0200
parents dd36326a9994
children
comparison
equal deleted inserted replaced
2574:dd36326a9994 2575:a76d408c5132
63 void RenderD3D11::BlendTextures(unsigned int a2, unsigned int a3, struct Image *a4, struct Texture_MM7 *a5, int t, int start_opacity, int end_opacity) {__debugbreak();} 63 void RenderD3D11::BlendTextures(unsigned int a2, unsigned int a3, struct Image *a4, struct Texture_MM7 *a5, int t, int start_opacity, int end_opacity) {__debugbreak();}
64 void RenderD3D11::_4A65CC(unsigned int x, unsigned int y, struct Texture_MM7 *a4, struct Texture_MM7 *a5, int a6, int a7, int a8) {__debugbreak();} 64 void RenderD3D11::_4A65CC(unsigned int x, unsigned int y, struct Texture_MM7 *a4, struct Texture_MM7 *a5, int a6, int a7, int a8) {__debugbreak();}
65 void RenderD3D11::DrawTransparentRedShade(float u, float v, struct Image *a4) {__debugbreak();} 65 void RenderD3D11::DrawTransparentRedShade(float u, float v, struct Image *a4) {__debugbreak();}
66 void RenderD3D11::DrawTransparentGreenShade(float u, float v, struct Image *pTexture) {__debugbreak();} 66 void RenderD3D11::DrawTransparentGreenShade(float u, float v, struct Image *pTexture) {__debugbreak();}
67 void RenderD3D11::DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices) {__debugbreak();} 67 void RenderD3D11::DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices) {__debugbreak();}
68 void RenderD3D11::DrawMasked(float u, float v, struct Image *pTexture, unsigned __int16 mask) {__debugbreak();} 68 void RenderD3D11::DrawMasked(float u, float v, struct Image *pTexture, unsigned int, unsigned __int16 mask) {__debugbreak();}
69 void RenderD3D11::DrawTextureCustomHeight(float u, float v, class Image *img, int height) {__debugbreak();} 69 void RenderD3D11::DrawTextureCustomHeight(float u, float v, class Image *img, int height) {__debugbreak();}
70 void RenderD3D11::FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16) {__debugbreak();} 70 void RenderD3D11::FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16) {__debugbreak();}
71 void RenderD3D11::_4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7) {__debugbreak();} 71 void RenderD3D11::_4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7) {__debugbreak();}
72 void RenderD3D11::DrawTranslucent(unsigned int a2, unsigned int a3, struct Texture_MM7 *a4) {__debugbreak();} 72 void RenderD3D11::DrawTextureGrayShade(float a2, float a3, struct Image *a4) {__debugbreak();}
73 void RenderD3D11::DrawBuildingsD3D() {__debugbreak();} 73 void RenderD3D11::DrawBuildingsD3D() {__debugbreak();}
74 void RenderD3D11::DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID) {__debugbreak();} 74 void RenderD3D11::DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID) {__debugbreak();}
75 void RenderD3D11::DrawOutdoorSkyD3D() {__debugbreak();} 75 void RenderD3D11::DrawOutdoorSkyD3D() {__debugbreak();}
76 void RenderD3D11::DrawOutdoorSkyPolygon(unsigned int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();} 76 void RenderD3D11::DrawOutdoorSkyPolygon(unsigned int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();}
77 void RenderD3D11::DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();} 77 void RenderD3D11::DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();}
144 { 144 {
145 d3dc->ClearDepthStencilView(default_depth_srv, D3D11_CLEAR_DEPTH, 1.0f, 0); 145 d3dc->ClearDepthStencilView(default_depth_srv, D3D11_CLEAR_DEPTH, 1.0f, 0);
146 } 146 }
147 147
148 148
149 void RenderD3D11::DrawTextureTransparentColorKey(signed int x, signed int y, struct Texture_MM7 *tex)
150 {
151 PrepareTextureIndexed(tex);
152 DrawTexture((float)x / window->GetWidth(), (float)y / window->GetHeight(), tex->uTextureWidth, tex->uTextureHeight, tex->d3d11_srv, ui_blend_solid);
153 }
154 149
155 150
156 void RenderD3D11::DrawTextureAlphaNew(float u, float v, Image *img) 151 void RenderD3D11::DrawTextureAlphaNew(float u, float v, Image *img)
157 { 152 {
158 __debugbreak(); 153 __debugbreak();
159 }
160
161 void RenderD3D11::DrawTextureIndexedAlpha(unsigned int uX, unsigned int uY, struct Texture_MM7 *a4)
162 {
163 PrepareTextureIndexed(a4);
164 DrawTexture((float)uX / window->GetWidth(), (float)uY / window->GetHeight(), a4->uTextureWidth, a4->uTextureHeight, a4->d3d11_srv, ui_blend_alpha);
165 }
166
167
168 void RenderD3D11::DrawTextureNew(float u, float v, Texture_MM7 *tex)
169 {
170 __debugbreak();
171 } 154 }
172 155
173 156
174 void RenderD3D11::DrawTextureNew(float u, float v, Image *tex) 157 void RenderD3D11::DrawTextureNew(float u, float v, Image *tex)
175 { 158 {