WinRT: implemented SDL_RenderCopyEx, w/ SDL_RendererFlip support, in D3D 11.1
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33ab98ccee
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1 changed files with 52 additions and 4 deletions
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@ -73,9 +73,9 @@ static int D3D11_RenderFillRects(SDL_Renderer * renderer,
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const SDL_FRect * rects, int count);
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static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect);
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//static int D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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// const SDL_Rect * srcrect, const SDL_FRect * dstrect,
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// const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip);
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static int D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip);
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static int D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 format, void * pixels, int pitch);
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static void D3D11_RenderPresent(SDL_Renderer * renderer);
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@ -173,7 +173,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->RenderDrawLines = D3D11_RenderDrawLines;
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renderer->RenderFillRects = D3D11_RenderFillRects;
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renderer->RenderCopy = D3D11_RenderCopy;
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//renderer->RenderCopyEx = D3D11_RenderCopyEx;
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renderer->RenderCopyEx = D3D11_RenderCopyEx;
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renderer->RenderReadPixels = D3D11_RenderReadPixels;
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renderer->RenderPresent = D3D11_RenderPresent;
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renderer->DestroyTexture = D3D11_DestroyTexture;
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@ -1478,6 +1478,54 @@ D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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return 0;
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}
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static int
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D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
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{
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D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
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D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
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D3D11_RenderStartDrawOp(renderer);
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D3D11_RenderSetBlendMode(renderer, texture->blendMode);
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float minu = (float) srcrect->x / texture->w;
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float maxu = (float) (srcrect->x + srcrect->w) / texture->w;
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float minv = (float) srcrect->y / texture->h;
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float maxv = (float) (srcrect->y + srcrect->h) / texture->h;
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if (flip & SDL_FLIP_HORIZONTAL) {
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float tmp = maxu;
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maxu = minu;
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minu = tmp;
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}
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if (flip & SDL_FLIP_VERTICAL) {
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float tmp = maxv;
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maxv = minv;
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minv = tmp;
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}
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VertexPositionColor vertices[] = {
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{XMFLOAT3(dstrect->x, dstrect->y, 0.0f), XMFLOAT2(minu, minv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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{XMFLOAT3(dstrect->x, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(minu, maxv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y, 0.0f), XMFLOAT2(maxu, minv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(maxu, maxv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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};
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if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
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return -1;
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}
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D3D11_SetPixelShader(
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renderer,
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rendererData->texturePixelShader.Get(),
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textureData->mainTextureResourceView.Get(),
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rendererData->mainSampler.Get());
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D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
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return 0;
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}
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static int
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D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 format, void * pixels, int pitch)
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