TombEngine/TR5Main/Renderer/RendererSprites.h

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#pragma once
#include <SimpleMath.h>
#include "RenderEnums.h"
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namespace TEN::Renderer {
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struct RenderView;
struct RendererSprite;
struct RendererSpriteToDraw
{
RENDERER_SPRITE_TYPE Type;
RendererSprite* Sprite;
float Distance;
float Scale;
DirectX::SimpleMath::Vector3 pos;
DirectX::SimpleMath::Vector3 vtx1;
DirectX::SimpleMath::Vector3 vtx2;
DirectX::SimpleMath::Vector3 vtx3;
DirectX::SimpleMath::Vector3 vtx4;
DirectX::SimpleMath::Vector4 color;
float Rotation;
float Width;
float Height;
BLEND_MODES BlendMode;
DirectX::SimpleMath::Vector3 ConstrainAxis;
DirectX::SimpleMath::Vector3 LookAtAxis;
};
using namespace DirectX::SimpleMath;
void addSpriteBillboard(RendererSprite* sprite,Vector3 pos, Vector4 color, float rotation, float scale, Vector2 size, BLEND_MODES blendMode, RenderView& view);
void addSpriteBillboardConstrained(RendererSprite* sprite,Vector3 pos,Vector4 color, float rotation, float scale, Vector2 size, BLEND_MODES blendMode,Vector3 constrainAxis, RenderView& view);
void addSpriteBillboardConstrainedLookAt(RendererSprite* sprite,Vector3 pos,Vector4 color, float rotation, float scale, Vector2 size, BLEND_MODES blendMode,Vector3 lookAtAxis, RenderView& view);
void addSprite3D(RendererSprite* sprite,Vector3 vtx1, Vector3 vtx2,Vector3 vtx3, Vector3 vtx4,Vector4 color, float rotation, float scale, Vector2 size, BLEND_MODES blendMode,RenderView& view);
}