6352e8e319
all at once
61 lines
2.3 KiB
C++
61 lines
2.3 KiB
C++
#include "StarRenderer.hpp"
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namespace Star {
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EnumMap<TextureAddressing> const TextureAddressingNames{
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{TextureAddressing::Clamp, "Clamp"},
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{TextureAddressing::Wrap, "Wrap"}
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};
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EnumMap<TextureFiltering> const TextureFilteringNames{
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{TextureFiltering::Nearest, "Nearest"},
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{TextureFiltering::Linear, "Linear"}
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};
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RenderQuad renderTexturedRect(TexturePtr texture, Vec2F minPosition, float textureScale, Vec4B color, float param1) {
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if (!texture)
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throw RendererException("renderTexturedRect called with null texture");
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auto textureSize = Vec2F(texture->size());
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return {
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move(texture),
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RenderVertex{minPosition, Vec2F(0, 0), color, param1},
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RenderVertex{minPosition + Vec2F(textureSize[0], 0) * textureScale, Vec2F(textureSize[0], 0), color, param1},
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RenderVertex{minPosition + Vec2F(textureSize[0], textureSize[1]) * textureScale, Vec2F(textureSize[0], textureSize[1]), color, param1},
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RenderVertex{minPosition + Vec2F(0, textureSize[1]) * textureScale, Vec2F(0, textureSize[1]), color, param1}
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};
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}
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RenderQuad renderTexturedRect(TexturePtr texture, RectF const& screenCoords, Vec4B color, float param1) {
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if (!texture)
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throw RendererException("renderTexturedRect called with null texture");
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auto textureSize = Vec2F(texture->size());
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return {
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move(texture),
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RenderVertex{{screenCoords.xMin(), screenCoords.yMin()}, Vec2F(0, 0), color, param1},
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RenderVertex{{screenCoords.xMax(), screenCoords.yMin()}, Vec2F(textureSize[0], 0), color, param1},
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RenderVertex{{screenCoords.xMax(), screenCoords.yMax()}, Vec2F(textureSize[0], textureSize[1]), color, param1},
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RenderVertex{{screenCoords.xMin(), screenCoords.yMax()}, Vec2F(0, textureSize[1]), color, param1}
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};
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}
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RenderQuad renderFlatRect(RectF const& rect, Vec4B color, float param1) {
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return {
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{},
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RenderVertex{{rect.xMin(), rect.yMin()}, {}, color, param1},
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RenderVertex{{rect.xMax(), rect.yMin()}, {}, color, param1},
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RenderVertex{{rect.xMax(), rect.yMax()}, {}, color, param1},
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RenderVertex{{rect.xMin(), rect.yMax()}, {}, color, param1}
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};
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}
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RenderPoly renderFlatPoly(PolyF const& poly, Vec4B color, float param1) {
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RenderPoly renderPoly;
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for (auto const& v : poly)
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renderPoly.vertexes.append({v, {}, color, param1});
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return renderPoly;
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}
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}
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