| 482 | } |
| 483 | |
| 484 | void Renderer::DrawFullScreenSprite(RendererSprite* sprite, DirectX::SimpleMath::Vector3 color, bool fit) |
| 485 | { |
| 486 | Vector2 uvStart = { 0.0f, 0.0f }; |
| 487 | Vector2 uvEnd = { 1.0f, 1.0f }; |
| 488 | |
| 489 | ID3D11ShaderResourceView* texture = sprite->Texture->ShaderResourceView.Get(); |
| 490 | |
| 491 | if (fit) |
| 492 | { |
| 493 | float screenAspect = float(_screenWidth) / float(_screenHeight); |
| 494 | float imageAspect = float(sprite->Width) / float(sprite->Height); |
| 495 | |
| 496 | if (screenAspect > imageAspect) |
| 497 | { |
| 498 | float diff = (screenAspect - imageAspect) / screenAspect / 2; |
| 499 | uvStart.y += diff; |
| 500 | uvEnd.y -= diff; |
| 501 | } |
| 502 | else |
| 503 | { |
| 504 | float diff = (imageAspect - screenAspect) / imageAspect / 2; |
| 505 | uvStart.x += diff; |
| 506 | uvEnd.x -= diff; |
| 507 | } |
| 508 | } |
| 509 | |
| 510 | auto scale = Vector2(sprite->Width / (float)sprite->Texture->Width, sprite->Height / (float)sprite->Texture->Height); |
| 511 | uvStart.x = uvStart.x * scale.x + sprite->UV[0].x; |
| 512 | uvStart.y = uvStart.y * scale.y + sprite->UV[0].y; |
| 513 | uvEnd.x = uvEnd.x * scale.x + sprite->UV[0].x; |
| 514 | uvEnd.y = uvEnd.y * scale.y + sprite->UV[0].y; |
| 515 | |
| 516 | Vertex vertices[4]; |
| 517 | |
| 518 | vertices[0].Position.x = -1.0f; |
| 519 | vertices[0].Position.y = 1.0f; |
| 520 | vertices[0].Position.z = 0.0f; |
| 521 | vertices[0].UV.x = uvStart.x; |
| 522 | vertices[0].UV.y = uvStart.y; |
| 523 | vertices[0].Color = VectorColorToRGBA_TempToVector4(Vector4(color.x, color.y, color.z, 1.0f)); |
| 524 | |
| 525 | vertices[1].Position.x = 1.0f; |
| 526 | vertices[1].Position.y = 1.0f; |
| 527 | vertices[1].Position.z = 0.0f; |
| 528 | vertices[1].UV.x = uvEnd.x; |
| 529 | vertices[1].UV.y = uvStart.y; |
| 530 | vertices[1].Color = VectorColorToRGBA_TempToVector4(Vector4(color.x, color.y, color.z, 1.0f)); |
| 531 | |
| 532 | vertices[2].Position.x = 1.0f; |
| 533 | vertices[2].Position.y = -1.0f; |
| 534 | vertices[2].Position.z = 0.0f; |
| 535 | vertices[2].UV.x = uvEnd.x; |
| 536 | vertices[2].UV.y = uvEnd.y; |
| 537 | vertices[2].Color = VectorColorToRGBA_TempToVector4(Vector4(color.x, color.y, color.z, 1.0f)); |
| 538 | |
| 539 | vertices[3].Position.x = -1.0f; |
| 540 | vertices[3].Position.y = -1.0f; |
| 541 | vertices[3].Position.z = 0.0f; |
nothing calls this directly
no test coverage detected