WinRT: implemented SDL_RenderCopyEx, w/ SDL_RendererFlip support, in D3D 11.1

This commit is contained in:
David Ludwig 2013-04-01 22:33:37 -04:00
parent 33ab98ccee
commit 5230205e27

View file

@ -73,9 +73,9 @@ static int D3D11_RenderFillRects(SDL_Renderer * renderer,
const SDL_FRect * rects, int count);
static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect);
//static int D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
// const SDL_Rect * srcrect, const SDL_FRect * dstrect,
// const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip);
static int D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip);
static int D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch);
static void D3D11_RenderPresent(SDL_Renderer * renderer);
@ -173,7 +173,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->RenderDrawLines = D3D11_RenderDrawLines;
renderer->RenderFillRects = D3D11_RenderFillRects;
renderer->RenderCopy = D3D11_RenderCopy;
//renderer->RenderCopyEx = D3D11_RenderCopyEx;
renderer->RenderCopyEx = D3D11_RenderCopyEx;
renderer->RenderReadPixels = D3D11_RenderReadPixels;
renderer->RenderPresent = D3D11_RenderPresent;
renderer->DestroyTexture = D3D11_DestroyTexture;
@ -1478,6 +1478,54 @@ D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
return 0;
}
static int
D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
D3D11_RenderStartDrawOp(renderer);
D3D11_RenderSetBlendMode(renderer, texture->blendMode);
float minu = (float) srcrect->x / texture->w;
float maxu = (float) (srcrect->x + srcrect->w) / texture->w;
float minv = (float) srcrect->y / texture->h;
float maxv = (float) (srcrect->y + srcrect->h) / texture->h;
if (flip & SDL_FLIP_HORIZONTAL) {
float tmp = maxu;
maxu = minu;
minu = tmp;
}
if (flip & SDL_FLIP_VERTICAL) {
float tmp = maxv;
maxv = minv;
minv = tmp;
}
VertexPositionColor vertices[] = {
{XMFLOAT3(dstrect->x, dstrect->y, 0.0f), XMFLOAT2(minu, minv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
{XMFLOAT3(dstrect->x, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(minu, maxv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y, 0.0f), XMFLOAT2(maxu, minv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(maxu, maxv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
};
if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
return -1;
}
D3D11_SetPixelShader(
renderer,
rendererData->texturePixelShader.Get(),
textureData->mainTextureResourceView.Get(),
rendererData->mainSampler.Get());
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
return 0;
}
static int
D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch)