From d0404cbdb77bd82abf578ce28093990db94743f2 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Thu, 15 Jul 2021 18:19:32 +0300 Subject: render -> renderer (original name) --- src/renderer/Sprite2d.cpp | 490 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 490 insertions(+) create mode 100644 src/renderer/Sprite2d.cpp (limited to 'src/renderer/Sprite2d.cpp') diff --git a/src/renderer/Sprite2d.cpp b/src/renderer/Sprite2d.cpp new file mode 100644 index 00000000..59622516 --- /dev/null +++ b/src/renderer/Sprite2d.cpp @@ -0,0 +1,490 @@ +#include "common.h" + +#include "main.h" +#include "Draw.h" +#include "Camera.h" +#include "Sprite2d.h" +#include "Font.h" + +RwIm2DVertex CSprite2d::maVertices[8]; +float CSprite2d::RecipNearClip; +int32 CSprite2d::mCurrentBank; +RwTexture *CSprite2d::mpBankTextures[10]; +int32 CSprite2d::mCurrentSprite[10]; +int32 CSprite2d::mBankStart[10]; +RwIm2DVertex CSprite2d::maBankVertices[500]; + +void +CSprite2d::SetRecipNearClip(void) +{ + RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera); +} + +void +CSprite2d::InitPerFrame(void) +{ + int i; + + mCurrentBank = 0; + for(i = 0; i < 10; i++) + mCurrentSprite[i] = 0; +#ifndef SQUEEZE_PERFORMANCE + for(i = 0; i < 10; i++) + mpBankTextures[i] = nil; +#endif +} + +int32 +CSprite2d::GetBank(int32 n, RwTexture *tex) +{ +#ifndef SQUEEZE_PERFORMANCE + mpBankTextures[mCurrentBank] = tex; +#endif + mCurrentSprite[mCurrentBank] = 0; + mBankStart[mCurrentBank+1] = mBankStart[mCurrentBank] + n; + return mCurrentBank++; +} + +void +CSprite2d::AddSpriteToBank(int32 bank, const CRect &rect, const CRGBA &col, + float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2) +{ + SetVertices(&maBankVertices[6 * (mCurrentSprite[bank] + mBankStart[bank])], + rect, col, col, col, col, + u0, v0, u1, v1, u2, v2, u3, v3); + mCurrentSprite[bank]++; + if(mCurrentSprite[bank] + mBankStart[bank] >= mBankStart[bank+1]){ + DrawBank(bank); + mCurrentSprite[bank] = 0; + } +} + +void +CSprite2d::DrawBank(int32 bank) +{ + if(mCurrentSprite[bank] == 0) + return; +#ifndef SQUEEZE_PERFORMANCE + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, + mpBankTextures[bank] ? RwTextureGetRaster(mpBankTextures[bank]) : nil); +#else + CFont::Sprite[bank].SetRenderState(); +#endif + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR); + RwIm2DRenderPrimitive(rwPRIMTYPETRILIST, &maBankVertices[6*mBankStart[bank]], 6*mCurrentSprite[bank]); + mCurrentSprite[bank] = 0; + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); +} + + +void +CSprite2d::Delete(void) +{ + if(m_pTexture){ + RwTextureDestroy(m_pTexture); + m_pTexture = nil; + } +} + +void +CSprite2d::SetTexture(const char *name) +{ + Delete(); + if(name) + m_pTexture = RwTextureRead(name, nil); +} + +void +CSprite2d::SetTexture(const char *name, const char *mask) +{ + Delete(); + if(name) + m_pTexture = RwTextureRead(name, mask); +} + +void +CSprite2d::SetAddressing(RwTextureAddressMode addr) +{ + if(m_pTexture) + RwTextureSetAddressing(m_pTexture, addr); +} + +void +CSprite2d::SetRenderState(void) +{ + if(m_pTexture) + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(m_pTexture)); + else + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); +} + +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); + SetRenderState(); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); +} + +void +CSprite2d::Draw(const CRect &rect, const CRGBA &col) +{ + SetVertices(rect, col, col, col, col, 0); + SetRenderState(); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); +} + +void +CSprite2d::Draw(const CRect &rect, const CRGBA &col, + float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2) +{ + SetVertices(rect, col, col, col, col, u0, v0, u1, v1, u3, v3, u2, v2); + SetRenderState(); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); +} + +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); + SetRenderState(); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); +} + +void +CSprite2d::Draw(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &col) +{ + SetVertices(x1, y1, x2, y2, x3, y3, x4, y4, col, col, col, col); + SetRenderState(); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); +} + + +// Arguments: +// 2---3 +// | | +// 0---1 +void +CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3, uint32 far) +{ + float screenz, z, recipz; + + if(far){ + screenz = RwIm2DGetFarScreenZ(); + z = RwCameraGetFarClipPlane(Scene.camera); + }else{ + screenz = RwIm2DGetNearScreenZ(); + z = 1.0f/RecipNearClip; + } + recipz = 1.0f/z; + float offset = 1.0f/1024.0f; + + // 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); + RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a); + RwIm2DVertexSetU(&maVertices[0], 0.0f+offset, recipz); + RwIm2DVertexSetV(&maVertices[0], 0.0f+offset, recipz); + + RwIm2DVertexSetScreenX(&maVertices[1], r.right); + RwIm2DVertexSetScreenY(&maVertices[1], r.top); + RwIm2DVertexSetScreenZ(&maVertices[1], screenz); + RwIm2DVertexSetCameraZ(&maVertices[1], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a); + RwIm2DVertexSetU(&maVertices[1], 1.0f+offset, recipz); + RwIm2DVertexSetV(&maVertices[1], 0.0f+offset, recipz); + + RwIm2DVertexSetScreenX(&maVertices[2], r.right); + RwIm2DVertexSetScreenY(&maVertices[2], r.bottom); + RwIm2DVertexSetScreenZ(&maVertices[2], screenz); + RwIm2DVertexSetCameraZ(&maVertices[2], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a); + RwIm2DVertexSetU(&maVertices[2], 1.0f+offset, recipz); + RwIm2DVertexSetV(&maVertices[2], 1.0f+offset, recipz); + + RwIm2DVertexSetScreenX(&maVertices[3], r.left); + RwIm2DVertexSetScreenY(&maVertices[3], r.bottom); + RwIm2DVertexSetScreenZ(&maVertices[3], screenz); + RwIm2DVertexSetCameraZ(&maVertices[3], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a); + RwIm2DVertexSetU(&maVertices[3], 0.0f+offset, recipz); + RwIm2DVertexSetV(&maVertices[3], 1.0f+offset, recipz); +} + +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 = RwIm2DGetNearScreenZ(); + 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); + RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a); + RwIm2DVertexSetU(&maVertices[0], u0, recipz); + RwIm2DVertexSetV(&maVertices[0], v0, recipz); + + RwIm2DVertexSetScreenX(&maVertices[1], r.right); + RwIm2DVertexSetScreenY(&maVertices[1], r.top); + RwIm2DVertexSetScreenZ(&maVertices[1], screenz); + RwIm2DVertexSetCameraZ(&maVertices[1], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a); + RwIm2DVertexSetU(&maVertices[1], u1, recipz); + RwIm2DVertexSetV(&maVertices[1], v1, recipz); + + RwIm2DVertexSetScreenX(&maVertices[2], r.right); + RwIm2DVertexSetScreenY(&maVertices[2], r.bottom); + RwIm2DVertexSetScreenZ(&maVertices[2], screenz); + RwIm2DVertexSetCameraZ(&maVertices[2], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a); + RwIm2DVertexSetU(&maVertices[2], u2, recipz); + RwIm2DVertexSetV(&maVertices[2], v2, recipz); + + RwIm2DVertexSetScreenX(&maVertices[3], r.left); + RwIm2DVertexSetScreenY(&maVertices[3], r.bottom); + RwIm2DVertexSetScreenZ(&maVertices[3], screenz); + RwIm2DVertexSetCameraZ(&maVertices[3], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a); + RwIm2DVertexSetU(&maVertices[3], u3, recipz); + RwIm2DVertexSetV(&maVertices[3], v3, recipz); +} + +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 = RwIm2DGetNearScreenZ(); + recipz = RecipNearClip; + + RwIm2DVertexSetScreenX(&maVertices[0], x3); + RwIm2DVertexSetScreenY(&maVertices[0], y3); + RwIm2DVertexSetScreenZ(&maVertices[0], screenz); + RwIm2DVertexSetCameraZ(&maVertices[0], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a); + RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz); + RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz); + + RwIm2DVertexSetScreenX(&maVertices[1], x4); + RwIm2DVertexSetScreenY(&maVertices[1], y4); + RwIm2DVertexSetScreenZ(&maVertices[1], screenz); + RwIm2DVertexSetCameraZ(&maVertices[1], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a); + RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz); + RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz); + + RwIm2DVertexSetScreenX(&maVertices[2], x2); + RwIm2DVertexSetScreenY(&maVertices[2], y2); + RwIm2DVertexSetScreenZ(&maVertices[2], screenz); + RwIm2DVertexSetCameraZ(&maVertices[2], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a); + RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz); + RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz); + + RwIm2DVertexSetScreenX(&maVertices[3], x1); + RwIm2DVertexSetScreenY(&maVertices[3], y1); + RwIm2DVertexSetScreenZ(&maVertices[3], screenz); + RwIm2DVertexSetCameraZ(&maVertices[3], z); + RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz); + RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a); + RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz); + RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz); +} + +void +CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col) +{ + int i; + float screenz, recipz, z; + + screenz = RwIm2DGetNearScreenZ(); + 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); + 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); + } +} + +void +CSprite2d::SetMaskVertices(int n, float *positions) +{ + int i; + float screenz, recipz, z; + + screenz = RwIm2DGetNearScreenZ(); + 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); +#if !defined(GTA_PS2_STUFF) && defined(RWLIBS) + RwIm2DVertexSetIntRGBA(&maVertices[i], 0, 0, 0, 0); +#else + RwIm2DVertexSetIntRGBA(&maVertices[i], 255, 255, 255, 255); +#endif + } +} + +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 = RwIm2DGetNearScreenZ(); + 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); + RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a); + RwIm2DVertexSetU(&verts[0], u0, recipz); + RwIm2DVertexSetV(&verts[0], v0, recipz); + + RwIm2DVertexSetScreenX(&verts[1], r.left); + RwIm2DVertexSetScreenY(&verts[1], r.bottom); + RwIm2DVertexSetScreenZ(&verts[1], screenz); + RwIm2DVertexSetCameraZ(&verts[1], z); + RwIm2DVertexSetRecipCameraZ(&verts[1], recipz); + RwIm2DVertexSetIntRGBA(&verts[1], c0.r, c0.g, c0.b, c0.a); + RwIm2DVertexSetU(&verts[1], u2, recipz); + RwIm2DVertexSetV(&verts[1], v2, recipz); + + RwIm2DVertexSetScreenX(&verts[2], r.right); + RwIm2DVertexSetScreenY(&verts[2], r.bottom); + RwIm2DVertexSetScreenZ(&verts[2], screenz); + RwIm2DVertexSetCameraZ(&verts[2], z); + RwIm2DVertexSetRecipCameraZ(&verts[2], recipz); + RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a); + RwIm2DVertexSetU(&verts[2], u3, recipz); + RwIm2DVertexSetV(&verts[2], v3, recipz); + + RwIm2DVertexSetScreenX(&verts[3], r.left); + RwIm2DVertexSetScreenY(&verts[3], r.top); + RwIm2DVertexSetScreenZ(&verts[3], screenz); + RwIm2DVertexSetCameraZ(&verts[3], z); + RwIm2DVertexSetRecipCameraZ(&verts[3], recipz); + RwIm2DVertexSetIntRGBA(&verts[3], c2.r, c2.g, c2.b, c2.a); + RwIm2DVertexSetU(&verts[3], u0, recipz); + RwIm2DVertexSetV(&verts[3], v0, recipz); + + RwIm2DVertexSetScreenX(&verts[4], r.right); + RwIm2DVertexSetScreenY(&verts[4], r.bottom); + RwIm2DVertexSetScreenZ(&verts[4], screenz); + RwIm2DVertexSetCameraZ(&verts[4], z); + RwIm2DVertexSetRecipCameraZ(&verts[4], recipz); + RwIm2DVertexSetIntRGBA(&verts[4], c1.r, c1.g, c1.b, c1.a); + RwIm2DVertexSetU(&verts[4], u3, recipz); + RwIm2DVertexSetV(&verts[4], v3, recipz); + + RwIm2DVertexSetScreenX(&verts[5], r.right); + RwIm2DVertexSetScreenY(&verts[5], r.top); + RwIm2DVertexSetScreenZ(&verts[5], screenz); + RwIm2DVertexSetCameraZ(&verts[5], z); + RwIm2DVertexSetRecipCameraZ(&verts[5], recipz); + RwIm2DVertexSetIntRGBA(&verts[5], c3.r, c3.g, c3.b, c3.a); + RwIm2DVertexSetU(&verts[5], u1, recipz); + RwIm2DVertexSetV(&verts[5], v1, recipz); + +} + +void +CSprite2d::DrawRect(const CRect &r, const CRGBA &col) +{ + SetVertices(r, col, col, col, col, false); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); + RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(col.a != 255)); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, maVertices, 4); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD); +} + +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); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, maVertices, 4); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); +} + +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); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); +} + +void CSprite2d::Draw2DPolygon(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const CRGBA &color) +{ + SetVertices(x1, y1, x2, y2, x3, y3, x4, y4, color, color, color, color); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, 0); + RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEFLAT); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(color.a != 255)); + RwIm2DRenderPrimitive(rwPRIMTYPETRIFAN, CSprite2d::maVertices, 4); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESHADEMODE, (void*)rwSHADEMODEGOURAUD); +} -- cgit v1.2.3