void CzPlatformRender::DrawPrimitives(CzRenderPrim3* prims, CzRenderMaterial* materials, int num_prims, bool single_material) { while (num_prims-- > 0) { CIwMaterial::AlphaMode am = (CIwMaterial::AlphaMode)materials->AlphaMode; // TODO Add proper method to map Marmalade Alpha mode to Marmalade int vc = prims->VertCount; // Set up vertex streams if (prims->UVs != NULL) IwGxSetUVStream((CIwFVec2*)prims->UVs, 0); else IwGxSetUVStream(NULL); if (prims->ModelSpace) IwGxSetVertStreamModelSpace((CIwFVec3*)prims->Verts, vc); else IwGxSetVertStreamViewSpace((CIwFVec3*)prims->Verts, vc); IwGxSetColStream((CIwColour*)prims->Colours); IwGxSetNormStream((CIwFVec3*)prims->Normals); CzTexture texture = materials->Image->getTexture(); CIwTexture* mt = static_cast<CIwTexture*>(texture); bool filter; if (materials->Image->isFilterSet()) filter = mt->GetFiltering(); else filter = materials->Filter; // Only create new render material if something important has changed if (texture != CurrentTexture || CurrentAlphaMode != materials->AlphaMode || CurrentFilter != filter || CurrentTexture == NULL || CurrentTiled != materials->Tiled) { CIwMaterial* mat = IW_GX_ALLOC_MATERIAL(); mat->SetTexture(mt); mat->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_DISABLED); mat->SetClamping(!materials->Tiled); mat->SetFiltering(filter); mat->SetAlphaMode(am); mat->SetCullMode(CIwMaterial::CULL_BACK); // mat->SetCullMode(CIwMaterial::CULL_NONE); IwGxSetMaterial(mat); CurrentTexture = texture; CurrentAlphaMode = materials->AlphaMode; CurrentTiled = materials->Tiled; CurrentFilter = filter; } else { RedundantTextureCalls++; } // Render the primitive IwGxDrawPrims(CzToIwGxPrimType[prims->Type], prims->Indices, prims->IndicesCount); // Move to next primitive prims++; if (!single_material) materials++; } }
void renderImageWorldSpace(CIwFVec2& position, float angle, float scaleFactor, int textureSize, float worldRot, int frameNumber, int numFrames, float z) { static CIwSVec3 vertices[4]; static CIwSVec2 UVs[4]; //set up model space vertices int vertexDist = scaleFactor*textureSize/2; vertices[0] = CIwSVec3(-1*vertexDist, -1*vertexDist, z); vertices[2] = CIwSVec3(vertexDist, -1*vertexDist, z); vertices[3] = CIwSVec3(vertexDist, vertexDist, z); vertices[1] = CIwSVec3(-1*vertexDist, vertexDist, z); CIwMat modelTransform = CIwMat::g_Identity; modelTransform.SetRotZ(IW_ANGLE_FROM_RADIANS(angle)); modelTransform.SetTrans(CIwVec3(position.x, -position.y, 0)); CIwMat rot = CIwMat::g_Identity; rot.SetRotZ(IW_ANGLE_FROM_RADIANS(worldRot)); modelTransform = modelTransform*rot; IwGxSetModelMatrix(&modelTransform, false); float frameRatio = 1.0/numFrames; //set up sprite UV's iwfixed cf = IW_FIXED((float)frameNumber / numFrames); iwfixed nf = IW_FIXED((frameNumber + 1.0) / numFrames); UVs[0] = CIwSVec2(cf, 0); UVs[2] = CIwSVec2(nf, 0); UVs[3] = CIwSVec2(nf, IW_GEOM_ONE); UVs[1] = CIwSVec2(cf, IW_GEOM_ONE); //render the unit in model space IwGxSetUVStream(UVs); IwGxSetZDepthFixed(8); IwGxSetVertStreamModelSpace(vertices, 4); IwGxDrawPrims(IW_GX_QUAD_STRIP, NULL, 4); IwGxFlush(); }