Implemented color modulation in the D3D renderer.
FIXME: Why doesn't alpha modulation appear to work? --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402034
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1 changed files with 14 additions and 6 deletions
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@ -113,6 +113,7 @@ typedef struct
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{
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float x, y, z;
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float rhw;
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DWORD color;
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float u, v;
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} Vertex;
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@ -379,7 +380,8 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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/* Set up parameters for rendering */
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IDirect3DDevice9_SetVertexShader(data->device, NULL);
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IDirect3DDevice9_SetFVF(data->device, D3DFVF_XYZRHW | D3DFVF_TEX1);
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IDirect3DDevice9_SetFVF(data->device,
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D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
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D3DCULL_NONE);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
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@ -404,7 +406,8 @@ D3D_Reset(SDL_Renderer * renderer)
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}
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}
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IDirect3DDevice9_SetVertexShader(data->device, NULL);
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IDirect3DDevice9_SetFVF(data->device, D3DFVF_XYZRHW | D3DFVF_TEX1);
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IDirect3DDevice9_SetFVF(data->device,
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D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
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D3DCULL_NONE);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
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@ -493,15 +496,13 @@ D3D_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
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static int
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D3D_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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/* FIXME: implement vertex coloring */
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return -1;
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return 0;
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}
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static int
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D3D_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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/* FIXME: implement vertex coloring */
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return -1;
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return 0;
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}
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static int
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@ -693,6 +694,7 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
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float minx, miny, maxx, maxy;
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float minu, maxu, minv, maxv;
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DWORD color;
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Vertex vertices[4];
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HRESULT result;
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@ -711,10 +713,13 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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minv = (float) srcrect->y / texture->h;
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maxv = (float) (srcrect->y + srcrect->h) / texture->h;
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color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);
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vertices[0].x = minx;
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vertices[0].y = miny;
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vertices[0].z = 0.0f;
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vertices[0].rhw = 1.0f;
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vertices[0].color = color;
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vertices[0].u = minu;
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vertices[0].v = minv;
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@ -722,6 +727,7 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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vertices[1].y = miny;
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vertices[1].z = 0.0f;
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vertices[1].rhw = 1.0f;
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vertices[1].color = color;
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vertices[1].u = maxu;
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vertices[1].v = minv;
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@ -729,6 +735,7 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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vertices[2].y = maxy;
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vertices[2].z = 0.0f;
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vertices[2].rhw = 1.0f;
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vertices[2].color = color;
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vertices[2].u = maxu;
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vertices[2].v = maxv;
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@ -736,6 +743,7 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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vertices[3].y = maxy;
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vertices[3].z = 0.0f;
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vertices[3].rhw = 1.0f;
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vertices[3].color = color;
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vertices[3].u = minu;
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vertices[3].v = maxv;
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