WinRT: added texture channel color-modulation support for D3D 11.1
--HG-- rename : src/render/direct3d11/SDL_D3D11_PixelShader_TextureCopy.hlsl => src/render/direct3d11/SDL_D3D11_PixelShader_TextureColored.hlsl
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b1b2ba3f09
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6 changed files with 44 additions and 20 deletions
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@ -382,7 +382,7 @@
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureCopy.hlsl">
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureColored.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
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@ -592,14 +592,14 @@
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureCopy.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureColored.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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</ItemGroup>
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</Project>
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@ -293,7 +293,7 @@
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">4.0_level_9_1</ShaderModel>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">4.0_level_9_1</ShaderModel>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureCopy.hlsl">
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureColored.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
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@ -304,8 +304,6 @@
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0_level_9_1</ShaderModel>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0_level_9_1</ShaderModel>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0_level_9_1</ShaderModel>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">4.0_level_9_1</ShaderModel>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">4.0_level_9_1</ShaderModel>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Vertex</ShaderType>
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@ -1,15 +1,15 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureCopy.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureColored.hlsl">
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<Filter>GPU Shaders</Filter>
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</FxCompile>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\src\SDL.c">
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@ -10,5 +10,5 @@ struct PixelShaderInput
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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return theTexture.Sample(theSampler, input.tex);
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return theTexture.Sample(theSampler, input.tex) * input.color;
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}
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@ -436,7 +436,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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//
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// Load in SDL's pixel shaders
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//
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result = D3D11_LoadPixelShader(renderer, L"SDL_D3D11_PixelShader_TextureCopy.cso", &data->texturePixelShader);
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result = D3D11_LoadPixelShader(renderer, L"SDL_D3D11_PixelShader_TextureColored.cso", &data->texturePixelShader);
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if (FAILED(result)) {
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// D3D11_LoadPixelShader will have aleady set the SDL error
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return result;
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@ -1461,11 +1461,24 @@ D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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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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float r = 1.0f;
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float g = 1.0f;
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float b = 1.0f;
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float a = 1.0f;
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if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
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r = (float)(texture->r / 255.0f);
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g = (float)(texture->g / 255.0f);
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b = (float)(texture->b / 255.0f);
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}
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if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
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a = (float)(texture->a / 255.0f);
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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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{XMFLOAT3(dstrect->x, dstrect->y, 0.0f), XMFLOAT2(minu, minv), XMFLOAT4(r, g, b, a)},
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{XMFLOAT3(dstrect->x, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(minu, maxv), XMFLOAT4(r, g, b, a)},
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{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y, 0.0f), XMFLOAT2(maxu, minv), XMFLOAT4(r, g, b, a)},
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{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(maxu, maxv), XMFLOAT4(r, g, b, a)},
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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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@ -1498,6 +1511,19 @@ D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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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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float r = 1.0f;
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float g = 1.0f;
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float b = 1.0f;
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float a = 1.0f;
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if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
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r = (float)(texture->r / 255.0f);
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g = (float)(texture->g / 255.0f);
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b = (float)(texture->b / 255.0f);
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}
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if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
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a = (float)(texture->a / 255.0f);
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}
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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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@ -1523,10 +1549,10 @@ D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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const float maxy = dstrect->h - center->y;
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VertexPositionColor vertices[] = {
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{XMFLOAT3(minx, miny, 0.0f), XMFLOAT2(minu, minv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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{XMFLOAT3(minx, maxy, 0.0f), XMFLOAT2(minu, maxv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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{XMFLOAT3(maxx, miny, 0.0f), XMFLOAT2(maxu, minv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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{XMFLOAT3(maxx, maxy, 0.0f), XMFLOAT2(maxu, maxv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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{XMFLOAT3(minx, miny, 0.0f), XMFLOAT2(minu, minv), XMFLOAT4(r, g, b, a)},
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{XMFLOAT3(minx, maxy, 0.0f), XMFLOAT2(minu, maxv), XMFLOAT4(r, g, b, a)},
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{XMFLOAT3(maxx, miny, 0.0f), XMFLOAT2(maxu, minv), XMFLOAT4(r, g, b, a)},
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{XMFLOAT3(maxx, maxy, 0.0f), XMFLOAT2(maxu, maxv), XMFLOAT4(r, g, b, a)},
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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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