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79 lines
1.7 KiB
C++
79 lines
1.7 KiB
C++
#include <stdio.h>
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#include "rwbase.h"
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#include "rwplg.h"
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#include "rwengine.h"
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namespace rw {
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void SetRenderState(int32 state, uint32 value){
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engine->device.setRenderState(state, (void*)(uintptr)value); }
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void SetRenderStatePtr(int32 state, void *value){
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engine->device.setRenderState(state, value); }
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uint32 GetRenderState(int32 state){
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return (uint32)(uintptr)engine->device.getRenderState(state); }
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void *GetRenderStatePtr(int32 state){
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return engine->device.getRenderState(state); }
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// Im2D
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namespace im2d {
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float32 GetNearZ(void) { return engine->device.zNear; }
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float32 GetFarZ(void) { return engine->device.zFar; }
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void
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RenderLine(void *verts, int32 numVerts, int32 vert1, int32 vert2)
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{
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engine->device.im2DRenderLine(verts, numVerts, vert1, vert2);
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}
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void
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RenderTriangle(void *verts, int32 numVerts, int32 vert1, int32 vert2, int32 vert3)
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{
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engine->device.im2DRenderTriangle(verts, numVerts, vert1, vert2, vert3);
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}
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void
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RenderIndexedPrimitive(PrimitiveType type, void *verts, int32 numVerts, void *indices, int32 numIndices)
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{
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engine->device.im2DRenderIndexedPrimitive(type, verts, numVerts, indices, numIndices);
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}
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void
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RenderPrimitive(PrimitiveType type, void *verts, int32 numVerts)
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{
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engine->device.im2DRenderPrimitive(type, verts, numVerts);
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}
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}
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// Im3D
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namespace im3d {
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void
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Transform(void *vertices, int32 numVertices, Matrix *world, uint32 flags)
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{
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engine->device.im3DTransform(vertices, numVertices, world, flags);
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}
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void
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RenderPrimitive(PrimitiveType primType)
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{
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engine->device.im3DRenderPrimitive(primType);
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}
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void
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RenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices)
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{
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engine->device.im3DRenderIndexedPrimitive(primType, indices, numIndices);
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}
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void
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End(void)
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{
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engine->device.im3DEnd();
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}
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}
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}
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