Yay! D3D renderer works!
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401949
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5877021286
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2 changed files with 50 additions and 34 deletions
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@ -113,7 +113,8 @@ typedef struct
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typedef struct
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{
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float x, y, z;
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float tu, tv;
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float rhw;
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float u, v;
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} Vertex;
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static void
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@ -330,9 +331,17 @@ SDL_D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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data->beginScene = SDL_TRUE;
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/* Set up parameters for rendering */
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IDirect3DDevice9_SetVertexShader(data->device, NULL);
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IDirect3DDevice9_SetFVF(data->device, D3DFVF_XYZRHW | D3DFVF_TEX1);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
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D3DCULL_NONE);
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IDirect3DDevice9_SetFVF(data->device, D3DFVF_XYZ | D3DFVF_TEX1);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
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TRUE);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
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D3DBLEND_SRCALPHA);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
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D3DBLEND_INVSRCALPHA);
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return renderer;
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}
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@ -560,7 +569,7 @@ SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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SDL_D3D_TextureData *texturedata =
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(SDL_D3D_TextureData *) texture->driverdata;
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float minx, miny, maxx, maxy;
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float mintu, maxtu, mintv, maxtv;
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float minu, maxu, minv, maxv;
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Vertex vertices[4];
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HRESULT result;
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@ -569,36 +578,43 @@ SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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data->beginScene = SDL_FALSE;
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}
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minx = (float) dstrect->x;
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miny = (float) dstrect->y;
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maxx = (float) dstrect->x + dstrect->w;
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maxy = (float) dstrect->y + dstrect->h;
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minx = (float) dstrect->x - 0.5f;
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miny = (float) dstrect->y - 0.5f;
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maxx = (float) dstrect->x + dstrect->w - 0.5f;
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maxy = (float) dstrect->y + dstrect->h - 0.5f;
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mintu = (float) srcrect->x / texture->w;
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maxtu = (float) (srcrect->x + srcrect->w) / texture->w;
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mintv = (float) srcrect->y / texture->h;
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maxtv = (float) (srcrect->y + srcrect->h) / texture->h;
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minu = (float) srcrect->x / texture->w;
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maxu = (float) (srcrect->x + srcrect->w) / texture->w;
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minv = (float) srcrect->y / texture->h;
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maxv = (float) (srcrect->y + srcrect->h) / texture->h;
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vertices[0].x = minx;
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vertices[0].y = miny;
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vertices[0].z = 0.0f;
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vertices[0].tu = mintu;
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vertices[0].tv = mintv;
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vertices[0].rhw = 1.0f;
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vertices[0].u = minu;
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vertices[0].v = minv;
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vertices[1].x = maxx;
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vertices[1].y = miny;
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vertices[1].z = 0.0f;
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vertices[1].tu = maxtu;
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vertices[1].tv = mintv;
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vertices[1].rhw = 1.0f;
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vertices[1].u = maxu;
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vertices[1].v = minv;
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vertices[2].x = maxx;
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vertices[2].y = maxy;
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vertices[2].z = 0.0f;
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vertices[2].tu = maxtu;
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vertices[2].tv = maxtv;
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vertices[2].rhw = 1.0f;
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vertices[2].u = maxu;
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vertices[2].v = maxv;
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vertices[3].x = minx;
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vertices[3].y = maxy;
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vertices[3].z = 0.0f;
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vertices[3].tu = mintu;
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vertices[3].tv = maxtv;
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vertices[3].rhw = 1.0f;
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vertices[3].u = minu;
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vertices[3].v = maxv;
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result =
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IDirect3DDevice9_SetTexture(data->device, 0,
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