Mercurial > sdl-ios-xcode
changeset 2932:676754cc1acb
Implemented Direct3D line and point drawing
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 31 Dec 2008 06:17:24 +0000 |
parents | e705adf6f3dc |
children | 73f84b1e25e5 |
files | src/video/win32/SDL_d3drender.c |
diffstat | 1 files changed, 184 insertions(+), 45 deletions(-) [+] |
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--- a/src/video/win32/SDL_d3drender.c Tue Dec 30 17:09:42 2008 +0000 +++ b/src/video/win32/SDL_d3drender.c Wed Dec 31 06:17:24 2008 +0000 @@ -28,10 +28,10 @@ /* Direct3D renderer implementation */ #if 1 /* This takes more memory but you won't lose your texture data */ -#define D3DPOOL_SDL D3DPOOL_MANAGED +#define D3DPOOL_SDL D3DPOOL_MANAGED #define SDL_MEMORY_POOL_MANAGED #else -#define D3DPOOL_SDL D3DPOOL_DEFAULT +#define D3DPOOL_SDL D3DPOOL_DEFAULT #define SDL_MEMORY_POOL_DEFAULT #endif @@ -62,6 +62,9 @@ static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); static void D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects, const SDL_Rect * rects); +static int D3D_RenderPoint(SDL_Renderer * renderer, int x, int y); +static int D3D_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, + int y2); static int D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect); static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); @@ -283,6 +286,8 @@ renderer->LockTexture = D3D_LockTexture; renderer->UnlockTexture = D3D_UnlockTexture; renderer->DirtyTexture = D3D_DirtyTexture; + renderer->RenderPoint = D3D_RenderPoint; + renderer->RenderLine = D3D_RenderLine; renderer->RenderFill = D3D_RenderFill; renderer->RenderCopy = D3D_RenderCopy; renderer->RenderPresent = D3D_RenderPresent; @@ -706,11 +711,88 @@ } } +static void +D3D_SetBlendMode(D3D_RenderData *data, int blendMode) +{ + switch (blendMode) { + case SDL_BLENDMODE_NONE: + IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, + FALSE); + break; + case SDL_BLENDMODE_MASK: + case SDL_BLENDMODE_BLEND: + IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, + TRUE); + IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND, + D3DBLEND_SRCALPHA); + IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND, + D3DBLEND_INVSRCALPHA); + break; + case SDL_BLENDMODE_ADD: + IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, + TRUE); + IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND, + D3DBLEND_SRCALPHA); + IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND, + D3DBLEND_ONE); + break; + case SDL_BLENDMODE_MOD: + IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, + TRUE); + IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND, + D3DBLEND_ZERO); + IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND, + D3DBLEND_SRCCOLOR); + break; + } +} + static int -D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect) +D3D_RenderPoint(SDL_Renderer * renderer, int x, int y) { D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; - D3DRECT d3drect; + DWORD color; + Vertex vertices[1]; + HRESULT result; + + if (data->beginScene) { + IDirect3DDevice9_BeginScene(data->device); + data->beginScene = SDL_FALSE; + } + + color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b); + + vertices[0].x = (float) x - 0.5f; + vertices[0].y = (float) y - 0.5f; + vertices[0].z = 0.0f; + vertices[0].rhw = 1.0f; + vertices[0].color = color; + vertices[0].u = 0.0f; + vertices[0].v = 0.0f; + + D3D_SetBlendMode(data, renderer->blendMode); + + result = IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *)0); + if (FAILED(result)) { + D3D_SetError("SetTexture()", result); + return -1; + } + result = + IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, + vertices, sizeof(*vertices)); + if (FAILED(result)) { + D3D_SetError("DrawPrimitiveUP()", result); + return -1; + } + return 0; +} + +static int +D3D_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + DWORD color; + Vertex vertices[2]; HRESULT result; if (data->beginScene) { @@ -718,19 +800,106 @@ data->beginScene = SDL_FALSE; } - d3drect.x1 = rect->x; - d3drect.x2 = rect->x + rect->w; - d3drect.y1 = rect->y; - d3drect.y2 = rect->y + rect->h; + color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b); + + vertices[0].x = (float) x1 - 0.5f; + vertices[0].y = (float) y1 - 0.5f; + vertices[0].z = 0.0f; + vertices[0].rhw = 1.0f; + vertices[0].color = color; + vertices[0].u = 0.0f; + vertices[0].v = 0.0f; + vertices[1].x = (float) x2 - 0.5f; + vertices[1].y = (float) y2 - 0.5f; + vertices[1].z = 0.0f; + vertices[1].rhw = 1.0f; + vertices[1].color = color; + vertices[1].u = 0.0f; + vertices[1].v = 0.0f; + + D3D_SetBlendMode(data, renderer->blendMode); + + result = IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *)0); + if (FAILED(result)) { + D3D_SetError("SetTexture()", result); + return -1; + } result = - IDirect3DDevice9_Clear(data->device, 1, &d3drect, D3DCLEAR_TARGET, - D3DCOLOR_ARGB(renderer->a, - renderer->r, - renderer->g, - renderer->b), 1.0f, 0); + IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINELIST, 1, + vertices, sizeof(*vertices)); if (FAILED(result)) { - D3D_SetError("Clear()", result); + D3D_SetError("DrawPrimitiveUP()", result); + return -1; + } + return 0; +} + +static int +D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + float minx, miny, maxx, maxy; + DWORD color; + Vertex vertices[4]; + HRESULT result; + + if (data->beginScene) { + IDirect3DDevice9_BeginScene(data->device); + data->beginScene = SDL_FALSE; + } + + minx = (float) rect->x - 0.5f; + miny = (float) rect->y - 0.5f; + maxx = (float) rect->x + rect->w - 0.5f; + maxy = (float) rect->y + rect->h - 0.5f; + + color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b); + + vertices[0].x = minx; + vertices[0].y = miny; + vertices[0].z = 0.0f; + vertices[0].rhw = 1.0f; + vertices[0].color = color; + vertices[0].u = 0.0f; + vertices[0].v = 0.0f; + + vertices[1].x = maxx; + vertices[1].y = miny; + vertices[1].z = 0.0f; + vertices[1].rhw = 1.0f; + vertices[1].color = color; + vertices[1].u = 0.0f; + vertices[1].v = 0.0f; + + vertices[2].x = maxx; + vertices[2].y = maxy; + vertices[2].z = 0.0f; + vertices[2].rhw = 1.0f; + vertices[2].color = color; + vertices[2].u = 0.0f; + vertices[2].v = 0.0f; + + vertices[3].x = minx; + vertices[3].y = maxy; + vertices[3].z = 0.0f; + vertices[3].rhw = 1.0f; + vertices[3].color = color; + vertices[3].u = 0.0f; + vertices[3].v = 0.0f; + + D3D_SetBlendMode(data, renderer->blendMode); + + result = IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *)0); + if (FAILED(result)) { + D3D_SetError("SetTexture()", result); + return -1; + } + result = + IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, + vertices, sizeof(*vertices)); + if (FAILED(result)) { + D3D_SetError("DrawPrimitiveUP()", result); return -1; } return 0; @@ -797,37 +966,7 @@ vertices[3].u = minu; vertices[3].v = maxv; - switch (texture->blendMode) { - case SDL_BLENDMODE_NONE: - IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, - FALSE); - break; - case SDL_BLENDMODE_MASK: - case SDL_BLENDMODE_BLEND: - IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, - TRUE); - IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND, - D3DBLEND_SRCALPHA); - IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND, - D3DBLEND_INVSRCALPHA); - break; - case SDL_BLENDMODE_ADD: - IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, - TRUE); - IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND, - D3DBLEND_SRCALPHA); - IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND, - D3DBLEND_ONE); - break; - case SDL_BLENDMODE_MOD: - IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, - TRUE); - IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND, - D3DBLEND_ZERO); - IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND, - D3DBLEND_SRCCOLOR); - break; - } + D3D_SetBlendMode(data, texture->blendMode); switch (texture->scaleMode) { case SDL_TEXTURESCALEMODE_NONE: