WinRT: made the D3D 11.1 renderer respect the 'srcrect' parameter of SDL_RenderCopy

This commit is contained in:
David Ludwig 2013-02-24 12:27:28 -05:00
parent 8a321ffe64
commit 88be433255

View file

@ -1261,13 +1261,17 @@ D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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;
// WinRT, TODO: get srcrect working in tandem with SDL_RenderCopy, etc.
VertexPositionColor vertices[] = {
{XMFLOAT3(dstrect->x, dstrect->y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
{XMFLOAT3(dstrect->x, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(0.0f, 1.0f), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y, 0.0f), XMFLOAT2(1.0f, 0.0f), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(1.0f, 1.0f), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
{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;