WinRT: added point drawing support to the Direct3D 11.1 rendering backend

This commit is contained in:
David Ludwig 2013-03-24 21:57:40 -04:00
parent 7cb5ae426f
commit b7476a788a

View file

@ -65,8 +65,8 @@ static int D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
//static int D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D11_UpdateViewport(SDL_Renderer * renderer);
static int D3D11_RenderClear(SDL_Renderer * renderer);
//static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
// const SDL_FPoint * points, int count);
static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_FPoint * points, int count);
static int D3D11_RenderDrawLines(SDL_Renderer * renderer,
const SDL_FPoint * points, int count);
static int D3D11_RenderFillRects(SDL_Renderer * renderer,
@ -143,7 +143,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
//renderer->SetRenderTarget = D3D11_SetRenderTarget;
renderer->UpdateViewport = D3D11_UpdateViewport;
renderer->RenderClear = D3D11_RenderClear;
//renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
renderer->RenderDrawLines = D3D11_RenderDrawLines;
renderer->RenderFillRects = D3D11_RenderFillRects;
renderer->RenderCopy = D3D11_RenderCopy;
@ -1200,6 +1200,42 @@ D3D11_RenderFinishDrawOp(SDL_Renderer * renderer,
rendererData->d3dContext->Draw(vertexCount, 0);
}
static int
D3D11_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_FPoint * points, int count)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
float r, g, b, a;
r = (float)(renderer->r / 255.0f);
g = (float)(renderer->g / 255.0f);
b = (float)(renderer->b / 255.0f);
a = (float)(renderer->a / 255.0f);
vector<VertexPositionColor> vertices;
vertices.reserve(count);
for (int i = 0; i < count; ++i) {
VertexPositionColor v = {XMFLOAT3(points[i].x, points[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)};
vertices.push_back(v);
}
D3D11_RenderStartDrawOp(renderer);
D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
if (D3D11_UpdateVertexBuffer(renderer, &vertices[0], vertices.size() * sizeof(VertexPositionColor)) != 0) {
return -1;
}
D3D11_SetPixelShader(
renderer,
rendererData->colorPixelShader.Get(),
nullptr,
nullptr);
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, vertices.size());
return 0;
}
static int
D3D11_RenderDrawLines(SDL_Renderer * renderer,
const SDL_FPoint * points, int count)