Esempio n. 1
0
static int
D3D_Reset(SDL_Renderer * renderer)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    HRESULT result;

    /* Release the default render target before reset */
    if (data->defaultRenderTarget) {
        IDirect3DSurface9_Release(data->defaultRenderTarget);
        data->defaultRenderTarget = NULL;
    }

    result = IDirect3DDevice9_Reset(data->device, &data->pparams);
    if (FAILED(result)) {
        if (result == D3DERR_DEVICELOST) {
            /* Don't worry about it, we'll reset later... */
            return 0;
        } else {
            return D3D_SetError("Reset()", result);
        }
    }
    IDirect3DDevice9_SetVertexShader(data->device, NULL);
    IDirect3DDevice9_SetFVF(data->device,
                            D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
                                    D3DCULL_NONE);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
    IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
    return 0;
}
Esempio n. 2
0
static int
D3D_UpdateClipRect(SDL_Renderer * renderer)
{
    const SDL_Rect *rect = &renderer->clip_rect;
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    RECT r;
    HRESULT result;

    if (!SDL_RectEmpty(rect)) {
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, TRUE);
        r.left = rect->x;
        r.top = rect->y;
        r.right = rect->w + rect->w;
        r.bottom = rect->y + rect->h;

        result = IDirect3DDevice9_SetScissorRect(data->device, &r);
        if (result != D3D_OK) {
            D3D_SetError("SetScissor()", result);
            return -1;
        }
    } else {
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
    }
    return 0;
}
static void
D3D_SetBlendMode(D3D_RenderData * data, int blendMode)
{
    switch (blendMode) {
    case SDL_BLENDMODE_NONE:
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
                                        FALSE);
        break;
    case SDL_BLENDMODE_BLEND:
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
                                        TRUE);
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
                                        D3DBLEND_SRCALPHA);
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
                                        D3DBLEND_INVSRCALPHA);
        break;
    case SDL_BLENDMODE_ADD:
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
                                        TRUE);
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
                                        D3DBLEND_SRCALPHA);
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
                                        D3DBLEND_ONE);
        break;
    case SDL_BLENDMODE_MOD:
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
                                        TRUE);
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
                                        D3DBLEND_ZERO);
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
                                        D3DBLEND_SRCCOLOR);
        break;
    }
}
Esempio n. 4
0
void init_defaultstate(IDirect3DDevice9 *device){
	int i;
	matrix projection_matrix, view_matrix;

	IDirect3DDevice9_SetVertexShader(device, NULL);
	IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CCW);

	IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);

	IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
	IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE);

	IDirect3DDevice9_SetRenderState(device, D3DRS_NORMALIZENORMALS, TRUE);

	for(i=0;i<8;i++){
		IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_COLOROP, D3DTOP_DISABLE);
		IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_COLORARG1, D3DTA_TEXTURE);
		IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_COLORARG2, D3DTA_CURRENT);

		IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
		IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_ALPHAARG1, D3DTA_CURRENT);

		IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
		IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
		IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
//		IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);

	}

	matrix_project( projection_matrix, 45.f, 4.f/3.f, 1.f, 1000.f );
	IDirect3DDevice9_SetTransform( device, D3DTS_PROJECTION, (D3DMATRIX*)&projection_matrix );

	matrix_identity( view_matrix );
	IDirect3DDevice9_SetTransform( device, D3DTS_VIEW, (D3DMATRIX*)&view_matrix );
}
Esempio n. 5
0
static void displayD3D9()
{
    int i;

    update();

    IDirect3DDevice9_SetRenderState(gDevicePtr, D3DRS_LIGHTING, FALSE);
    IDirect3DDevice9_SetRenderState(gDevicePtr, D3DRS_CLIPPING, FALSE);
    IDirect3DDevice9_SetRenderTarget(gDevicePtr, 0, gDeviceBackBufferPtr);
    utilReshapeOrtho(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT);
    IDirect3DDevice9_Clear(gDevicePtr, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xFF000000, 1.0f, 0);
    IDirect3DDevice9_SetVertexShader(gDevicePtr, gVShaderPtr);
    IDirect3DDevice9_SetPixelShader(gDevicePtr, gPShaderPtr);
    IDirect3DDevice9_SetVertexDeclaration(gDevicePtr, gVertexDeclPtr);
    IDirect3DDevice9_SetStreamSource(gDevicePtr, 0, gVertexBufferPtr, 0, sizeof(FLOAT) * 3);
    IDirect3DDevice9_SetIndices(gDevicePtr, gIndexBufferPtr);

    /* Send projection matrix constants */
    IDirect3DDevice9_SetVertexShaderConstantF(gDevicePtr, 0, gProjectionMatrixf, 4);

    IDirect3DDevice9_BeginScene(gDevicePtr);

    for (i = 0; i < gNumDrawCalls; i++) {
        if (gResetVertexPointers)
            IDirect3DDevice9_SetStreamSource(gDevicePtr, 0, gVertexBufferPtr, 0, sizeof(FLOAT) * 3);

        if (gResetConstants || i == 0)
            update_modelview_constants_d3d9(gModelViewMatrixf);

        IDirect3DDevice9_DrawIndexedPrimitive(gDevicePtr, D3DPT_TRIANGLELIST, 0, 0, NUM_VERTICES, 0, NUM_INDICES);

        if (gResetVertexPointers)
            IDirect3DDevice9_SetStreamSource(gDevicePtr, 0, gVertexBufferPtr, 36, sizeof(FLOAT) * 3);

        if (gResetConstants || i == 0)
            update_modelview_constants_d3d9(gModelViewMatrixf2);

        IDirect3DDevice9_DrawIndexedPrimitive(gDevicePtr, D3DPT_TRIANGLELIST, 0, 0, NUM_VERTICES, 0, NUM_INDICES);
    }

    IDirect3DDevice9_EndScene(gDevicePtr);

    IDirect3DDevice9_Present(gDevicePtr, NULL, NULL, 0, NULL);

    /* Reset state to default */
    IDirect3DDevice9_SetVertexShader(gDevicePtr, NULL);
    IDirect3DDevice9_SetPixelShader(gDevicePtr, NULL);
    IDirect3DDevice9_SetVertexDeclaration(gDevicePtr, NULL);
    IDirect3DDevice9_SetStreamSource(gDevicePtr, 0, NULL, 0, 0);
    IDirect3DDevice9_SetIndices(gDevicePtr, NULL);
}
Esempio n. 6
0
File: ctx_wm.c Progetto: AgentD/sgui
static void d3d9_draw( sgui_context* context )
{
    sgui_d3d9_context* ctx = (sgui_d3d9_context*)context;
    D3DVIEWPORT9 vp;
    float m[16];

    m[3]=m[7]=m[11]=m[12]=m[13]=0.0f; m[14]=-5.0f; m[15]=1.0f;
    vp.X=0; vp.Y=0; vp.Width=WIDTH; vp.Height=HEIGHT;
    vp.MinZ = 0.0f; vp.MaxZ = 1.0f;

    IDirect3DDevice9_SetViewport( ctx->device, &vp );
    IDirect3DDevice9_Clear( ctx->device, 0, NULL,
                            D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0, 1.0f, 0 );
    vp.Width=WIDTH/2; vp.Height=HEIGHT/2;

    IDirect3DDevice9_BeginScene( ctx->device );

    IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_ZENABLE,TRUE);
    IDirect3DDevice9_SetFVF( ctx->device, CUSTOMFVF );
    IDirect3DDevice9_SetStreamSource( ctx->device, 0, v_buffer, 0,
                                      sizeof(CUSTOMVERTEX) );
    IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_FILLMODE,
                                    D3DFILL_WIREFRAME);

    m[0]=m[10]=cos(t); m[2]=sin(t); m[8]=-m[2]; m[1]=m[4]=m[6]=m[9]=0; m[5]=1;
    vp.X = 0; vp.Y = HEIGHT/2;
    IDirect3DDevice9_SetTransform( ctx->device, D3DTS_VIEW, (D3DMATRIX*)m );
    IDirect3DDevice9_SetViewport( ctx->device, &vp );
    IDirect3DDevice9_DrawPrimitive( ctx->device, D3DPT_TRIANGLELIST, 0, 12 );

    m[1]=m[8]=-sin(t); m[0]=cos(t); m[9]=-m[0]; m[2]=m[4]=m[5]=m[10]=0;m[6]=1;
    vp.X = WIDTH/2; vp.Y = 0;
    IDirect3DDevice9_SetTransform( ctx->device, D3DTS_VIEW, (D3DMATRIX*)m );
    IDirect3DDevice9_SetViewport( ctx->device, &vp );
    IDirect3DDevice9_DrawPrimitive( ctx->device, D3DPT_TRIANGLELIST, 0, 12 );

    m[0]=m[10]=-sin(t); m[2]=cos(t); m[8]=-m[2]; m[1]=m[4]=m[6]=m[9]=0;m[5]=1;
    vp.X = 0; vp.Y = 0;
    IDirect3DDevice9_SetTransform( ctx->device, D3DTS_VIEW, (D3DMATRIX*)m );
    IDirect3DDevice9_SetViewport( ctx->device, &vp );
    IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_FILLMODE,D3DFILL_SOLID);
    IDirect3DDevice9_DrawPrimitive( ctx->device, D3DPT_TRIANGLELIST, 0, 12 );

    /* draw GUI in begin/end block */
    sgui_ctx_wm_draw_gui( wm );

    IDirect3DDevice9_EndScene( ctx->device );
    t += 0.01f;
}
Esempio n. 7
0
File: ctx_wm.c Progetto: AgentD/sgui
static void d3d9_init( sgui_context* context )
{
    float m[16], f, iNF, fov_deg = 60.0f, Near = 0.1f, Far = 100.0f;
    CUSTOMVERTEX vdat[ sizeof(indices)/sizeof(indices[0]) ];
    sgui_d3d9_context* ctx = (sgui_d3d9_context*)context;
    float aspectratio = (float)WIDTH / (float)HEIGHT;
    unsigned int i, idx, r, g, b;

    for( i=0; i<sizeof(indices)/sizeof(indices[0]); ++i )
    {
        idx = indices[ i ];
        r = vertices[ idx*6+3 ] * 255.0f;
        g = vertices[ idx*6+4 ] * 255.0f;
        b = vertices[ idx*6+5 ] * 255.0f;

        vdat[ i ].x = vertices[ idx*6   ];
        vdat[ i ].y = vertices[ idx*6+1 ];
        vdat[ i ].z = vertices[ idx*6+2 ];
        vdat[ i ].color = D3DCOLOR_ARGB(0xFF,r,g,b);
    }

    IDirect3DDevice9_Reset( ctx->device, &ctx->present );

    IDirect3DDevice9_CreateVertexBuffer( ctx->device, sizeof(vdat), 0,
                                         CUSTOMFVF, D3DPOOL_MANAGED,
                                         &v_buffer, NULL );

    /* load vertex data */
    IDirect3DVertexBuffer9_Lock( v_buffer, 0, 0, (void**)&pVoid, 0 );
    memcpy( pVoid, vdat, sizeof(vdat) );
    IDirect3DVertexBuffer9_Unlock( v_buffer );

    /* setup renderer state */
    IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_CULLMODE,D3DCULL_NONE);
    IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_LIGHTING,FALSE       );
    IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_ZENABLE, TRUE        );

    /* set up perspective projection matrix */
    f   = 1.0 / tan( fov_deg * DEGTORAD * 0.5 );
	iNF = 1.0 / ( Near - Far );
    m[0]=f/aspectratio; m[4]=0; m[ 8]=0;              m[12]=0;
    m[1]=0;             m[5]=f; m[ 9]=0;              m[13]=0;
    m[2]=0;             m[6]=0; m[10]=(Far+Near)*iNF; m[14]=2*Far*Near*iNF;
    m[3]=0;             m[7]=0; m[11]=-1;             m[15]=0;
    IDirect3DDevice9_SetTransform(ctx->device,D3DTS_PROJECTION,(D3DMATRIX*)m);

    drawgui = 0;
}
Esempio n. 8
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File: direct3d.c Progetto: BtbN/vlc
/**
 * It renders the scene.
 *
 * This function is intented for higher end 3D cards, with pixel shader support
 * and at least 64 MiB of video RAM.
 */
static void Direct3DRenderScene(vout_display_t *vd,
                                d3d_region_t *picture,
                                int subpicture_count,
                                d3d_region_t *subpicture)
{
    vout_display_sys_t *sys = vd->sys;
    LPDIRECT3DDEVICE9 d3ddev = sys->d3ddev;
    HRESULT hr;

    if (sys->clear_scene) {
        /* Clear the backbuffer and the zbuffer */
        hr = IDirect3DDevice9_Clear(d3ddev, 0, NULL, D3DCLEAR_TARGET,
                                  D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
        if (FAILED(hr)) {
            msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
            return;
        }
        sys->clear_scene = false;
    }

    // Begin the scene
    hr = IDirect3DDevice9_BeginScene(d3ddev);
    if (FAILED(hr)) {
        msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return;
    }

    Direct3DRenderRegion(vd, picture);

    if (subpicture_count > 0)
        IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ALPHABLENDENABLE, TRUE);
    for (int i = 0; i < subpicture_count; i++) {
        d3d_region_t *r = &subpicture[i];
        if (r->texture)
            Direct3DRenderRegion(vd, r);
    }
    if (subpicture_count > 0)
        IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ALPHABLENDENABLE, FALSE);

    // End the scene
    hr = IDirect3DDevice9_EndScene(d3ddev);
    if (FAILED(hr)) {
        msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return;
    }
}
Esempio n. 9
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//===================================================================
// RENDER_API IMPLEMENTATION
//===================================================================
JBKRenderResult JBKRender_Create(int64_t hWindow) {
    // acquire D3D interface
    gD3D = Direct3DCreate9(D3D_SDK_VERSION);
    ASSERT(gD3D != NULL, "Failed to load DirectX9!");

    memset(&gPresentParams, 0, sizeof(D3DPRESENT_PARAMETERS));
	gPresentParams.Windowed = TRUE;
	gPresentParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
    gPresentParams.BackBufferFormat = D3DFMT_X8R8G8B8;
    gPresentParams.BackBufferWidth = 1024;
    gPresentParams.BackBufferHeight = 768;
	gPresentParams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;

    // create D3D device
	DXCall( IDirect3D9_CreateDevice(
		gD3D,
		D3DADAPTER_DEFAULT,
		D3DDEVTYPE_HAL,
		(HWND)hWindow,
		D3DCREATE_HARDWARE_VERTEXPROCESSING,
		&gPresentParams,
		&gDevice) );

    // set lighting off
    DXCall( IDirect3DDevice9_SetRenderState(gDevice, D3DRS_LIGHTING, FALSE) );
	DXCall( IDirect3DDevice9_SetRenderState(gDevice, D3DRS_ZENABLE, FALSE) );

    // create a debug font
    DXCall( D3DXCreateFont(
		gDevice, 
		18, 
		0, 
		FW_REGULAR, 
		0, 
		FALSE, 
		DEFAULT_CHARSET, 
		OUT_DEFAULT_PRECIS, 
		ANTIALIASED_QUALITY, 
		DEFAULT_PITCH | FF_DONTCARE, 
		"Arial", 
		&gDebugFont) );

	return JBK_RENDER_OK;
}
Esempio n. 10
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void d3d_set_render_state(void *data, D3DRENDERSTATETYPE state, DWORD value)
{
   LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data;

   if (!dev)
      return;

#if defined(HAVE_D3D9) && !defined(__cplusplus)
   IDirect3DDevice9_SetRenderState(dev, state, value);
#else
   dev->SetRenderState(state, value);
#endif
}
Esempio n. 11
0
static void set_blender(ALLEGRO_DISPLAY *display)
{
   int op, src, dst, alpha_op, alpha_src, alpha_dst;
   ALLEGRO_COLOR color;
   LPDIRECT3DDEVICE9 device = al_d3d_get_device(display);

   al_get_separate_blender(&op, &src, &dst, &alpha_op, &alpha_src, &alpha_dst, &color);

   src = al_blender_to_d3d(src);
   dst = al_blender_to_d3d(dst);
   alpha_src = al_blender_to_d3d(alpha_src);
   alpha_dst = al_blender_to_d3d(alpha_dst);

   IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, src);
   IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, dst);

   IDirect3DDevice9_SetRenderState(device, D3DRS_SEPARATEALPHABLENDENABLE, true);
   IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLENDALPHA, alpha_src);
   IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLENDALPHA, alpha_dst);

   IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
}
static int
D3D_Reset(SDL_Renderer * renderer)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    HRESULT result;

    result = IDirect3DDevice9_Reset(data->device, &data->pparams);
    if (FAILED(result)) {
        if (result == D3DERR_DEVICELOST) {
            /* Don't worry about it, we'll reset later... */
            return 0;
        } else {
            D3D_SetError("Reset()", result);
            return -1;
        }
    }
    IDirect3DDevice9_SetVertexShader(data->device, NULL);
    IDirect3DDevice9_SetFVF(data->device,
                            D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
                                    D3DCULL_NONE);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
    return 0;
}
Esempio n. 13
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/**
  \fn setup
  \brief Allocate stuff for a given display with/height. It is called again each time the zoom is changed
*/
bool dxvaRender::setup()
{
  D3DVIEWPORT9 viewPort = {0, 0, displayWidth, displayHeight, 0, 1};


    ADM_info("D3D (re)Setting up \n");
     D3DPRESENT_PARAMETERS presentationParameters;
     memset(&presentationParameters, 0, sizeof(presentationParameters));
     presentationParameters.Windowed               = TRUE;
     presentationParameters.SwapEffect             = D3DSWAPEFFECT_DISCARD; // We could use copy, but discard seems faster according to ms
     presentationParameters.Flags                  = D3DPRESENTFLAG_VIDEO;
     presentationParameters.hDeviceWindow          = windowId;
     presentationParameters.BackBufferWidth        = displayWidth;
     presentationParameters.BackBufferHeight       = displayHeight;
     presentationParameters.MultiSampleType        = D3DMULTISAMPLE_NONE;
     presentationParameters.PresentationInterval   = D3DPRESENT_INTERVAL_ONE;
     presentationParameters.BackBufferFormat       = displayMode.Format;
     presentationParameters.BackBufferCount        = 1;
     presentationParameters.EnableAutoDepthStencil = FALSE;


#ifndef REUSE_DEVICE
     if(ADM_FAILED(IDirect3D9_CreateDevice(  d3dHandle,
                                         D3DADAPTER_DEFAULT,
                                         D3DDEVTYPE_HAL,  presentationParameters.hDeviceWindow,
                                         D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                         &presentationParameters, &d3dDevice)))
     {
        ADM_warning("Failed to create D3D device\n");
        return false;
    }
#else
      d3dDevice=admD3D::getDevice();
#endif

      //

      D3DFORMAT yv12=(D3DFORMAT)MAKEFOURCC('Y','V','1','2');

      //
       if( ADM_FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(
                 d3dDevice, displayWidth,displayHeight,
                 displayMode.Format, D3DPOOL_DEFAULT, &mySurface, NULL)))
       {
                  ADM_warning("D3D Cannot create surface\n");
                  return false;
       }
       if( ADM_FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(
                 d3dDevice, imageWidth,imageHeight,
                 yv12, D3DPOOL_DEFAULT, &myYV12Surface, NULL)))
       {
                  ADM_warning("D3D Cannot create surface\n");
                  return false;
       }
      // put some defaults
      IDirect3DDevice9_SetRenderState(d3dDevice, D3DRS_SRCBLEND, D3DBLEND_ONE);
      IDirect3DDevice9_SetRenderState(d3dDevice, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
      IDirect3DDevice9_SetRenderState(d3dDevice, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
      IDirect3DDevice9_SetRenderState(d3dDevice, D3DRS_ALPHAREF, (DWORD)0x0);
      IDirect3DDevice9_SetRenderState(d3dDevice, D3DRS_LIGHTING, FALSE);
      IDirect3DDevice9_SetSamplerState(d3dDevice, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
      IDirect3DDevice9_SetSamplerState(d3dDevice, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
      //


  if(ADM_FAILED(IDirect3DDevice9_SetViewport(d3dDevice, &viewPort)))
  {
      ADM_warning("D3D Cannot set D3D viewport\n");
      return false;
  }

 scaler=new ADMColorScalerFull(ADM_CS_BICUBIC,imageWidth,imageHeight,displayWidth,displayHeight,
          ADM_COLOR_YV12,
          ADM_COLOR_RGB32A
      );
  videoBuffer=new uint8_t[displayWidth*displayHeight*4];
  panScan.left  =0;
  panScan.right =imageWidth-1;
  panScan.top   =0;
  panScan.bottom=imageHeight-1;

  targetRect.left  =0;
  targetRect.right =displayWidth-1;
  targetRect.top   =0;
  targetRect.bottom=displayHeight-1;
  ADM_info("Setup done\n");
  return true;
}
Esempio n. 14
0
int main( void )
{
    LPDIRECT3DVERTEXBUFFER9 v_buffer;
    sgui_window_description desc;
    IDirect3DTexture9* texture;
    sgui_d3d9_context* ctx;
    sgui_canvas* texcanvas;
    IDirect3DDevice9* dev;
    sgui_widget* check2;
    sgui_widget* check;
    sgui_widget* butt;
    sgui_window* wnd;
    float a=0.0f;
    VOID* pVoid;
    float m[16];

    sgui_init( );

    /*************************** create a window **************************/
    desc.parent         = NULL;
    desc.share          = NULL;
    desc.width          = 640;
    desc.height         = 480;
    desc.flags          = SGUI_FIXED_SIZE|SGUI_DOUBLEBUFFERED;
    desc.backend        = SGUI_DIRECT3D_9;
    desc.bits_per_pixel = 32;
    desc.depth_bits     = 16;
    desc.stencil_bits   = 0;
    desc.samples        = 0;

    wnd = sgui_window_create_desc( &desc );

    sgui_window_set_title( wnd, "Direct3D 9 Texture Canvas" );
    sgui_window_move_center( wnd );
    sgui_window_set_visible( wnd, SGUI_VISIBLE );
    sgui_window_set_vsync( wnd, 1 );

    /************************ createtexture canvas ************************/
    texcanvas = sgui_tex_canvas_create( wnd, sgui_window_get_context( wnd ),
                                        128, 128 );

    butt = sgui_button_create( 10, 10, 60, 25, "Button", 0 );
    check = sgui_checkbox_create( 10, 40, "Direct3D" );
    check2 = sgui_checkbox_create( 10, 65, "Texture" );

    sgui_button_set_state( check, 1 );
    sgui_button_set_state( check2, 1 );

    sgui_widget_add_child( &texcanvas->root, butt );
    sgui_widget_add_child( &texcanvas->root, check );
    sgui_widget_add_child( &texcanvas->root, check2 );

    /************** connect keyboard input to texture canvas **************/
    sgui_event_connect( wnd, SGUI_KEY_PRESSED_EVENT,
                        sgui_canvas_send_window_event, texcanvas,
                        SGUI_FROM_EVENT, SGUI_EVENT );

    sgui_event_connect( wnd, SGUI_KEY_RELEASED_EVENT,
                        sgui_canvas_send_window_event, texcanvas,
                        SGUI_FROM_EVENT, SGUI_EVENT );

    sgui_event_connect( wnd, SGUI_CHAR_EVENT,
                        sgui_canvas_send_window_event, texcanvas,
                        SGUI_FROM_EVENT, SGUI_EVENT );

    /*************************** Direct3D setup ***************************/
    /* get the device context, set new present parameters */
    ctx = (sgui_d3d9_context*)sgui_window_get_context( wnd );
    dev = ctx->device;

    IDirect3DDevice9_Reset( dev, &ctx->present );

    /* create a vertex buffer */
    IDirect3DDevice9_CreateVertexBuffer( dev, sizeof(vertices), 0,
                                         CUSTOMFVF, D3DPOOL_MANAGED,
                                         &v_buffer, NULL );

    /* load vertex data */
    IDirect3DVertexBuffer9_Lock( v_buffer, 0, 0, (void**)&pVoid, 0 );
    memcpy( pVoid, vertices, sizeof(vertices) );
    IDirect3DVertexBuffer9_Unlock( v_buffer );

    /* setup renderer state */
    IDirect3DDevice9_SetRenderState( dev, D3DRS_CULLMODE, D3DCULL_NONE );
    IDirect3DDevice9_SetRenderState( dev, D3DRS_LIGHTING, FALSE );
    IDirect3DDevice9_SetRenderState( dev, D3DRS_ZENABLE, TRUE );

    /* set up perspective projection matrix */
    perspective( m, 45.0f, (float)desc.width/(float)desc.height,
                 0.1f, 100.0f );
    IDirect3DDevice9_SetTransform( dev, D3DTS_PROJECTION, (D3DMATRIX*)m );

    /* set up texturing, bind canvas texture to stage 0 */
    texture = sgui_tex_canvas_get_texture( texcanvas );

    IDirect3DDevice9_SetTexture( dev, 0, (IDirect3DBaseTexture9*)texture );
    IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLOROP,
                                           D3DTOP_BLENDTEXTUREALPHA );
    IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLORARG1,
                                           D3DTA_TEXTURE );
    IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLORARG2,
                                           D3DTA_DIFFUSE );
    IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_ALPHAOP,
                                           D3DTOP_DISABLE );

    IDirect3DDevice9_SetSamplerState(dev,0,D3DSAMP_MINFILTER,D3DTEXF_LINEAR);
    IDirect3DDevice9_SetSamplerState(dev,0,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR);

    /****************************** main loop *****************************/
    while( sgui_main_loop_step( ) )
    {
        /* redraw widgets in dirty areas */
        sgui_canvas_redraw_widgets( texcanvas, 1 );

        /* draw scene */
        IDirect3DDevice9_Clear( dev, 0, NULL,
                                D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                                0, 1.0f, 0 );

        IDirect3DDevice9_BeginScene( dev );

        transform( m, a );
        IDirect3DDevice9_SetTransform( dev, D3DTS_VIEW, (D3DMATRIX*)m );
        a += 0.01f;

        IDirect3DDevice9_SetFVF( dev, CUSTOMFVF );
        IDirect3DDevice9_SetStreamSource( dev, 0, v_buffer, 0,
                                          sizeof(CUSTOMVERTEX) );

        IDirect3DDevice9_DrawPrimitive( dev, D3DPT_TRIANGLELIST, 0, 8 );

        IDirect3DDevice9_EndScene( dev );

        /* swap front and back buffer */
        sgui_window_swap_buffers( wnd );
    }

    /****************************** clean up ******************************/
    sgui_canvas_destroy( texcanvas );
    sgui_widget_destroy( check2 );
    sgui_widget_destroy( check );
    sgui_widget_destroy( butt );

    IDirect3DVertexBuffer9_Release( v_buffer );

    sgui_window_destroy( wnd );
    sgui_deinit( );
    return 0;
}
Esempio n. 15
0
int main(){
	BOOL done = FALSE;
	MSG msg;
	IDirect3DDevice9 *device = NULL;
	IDirect3DSurface9 *main_rendertarget = NULL;
	D3DFORMAT format;
	
	float old_time = 0;

	/* render-to-texture-stuff */
	IDirect3DTexture9 *rtt_texture;
	IDirect3DSurface9 *rtt_surface;
	IDirect3DTexture9 *rtt_32_texture;
	IDirect3DSurface9 *rtt_32_surface;

	/* textures used from mainloop */
	int white, black;
	int odd_is_back_again[4];
	int at_the_gathering_2003[4];
	int o_d_d_in_your_face[4];
	int world_domination[4];
	int back_once_again[3];
	int were_back;
	int cred[4];
	int mad_props[4];
	int not_eph[4];
	int piss_the_fuck_off[11];
	int hardcore;

	int refmap, refmap2;
	int eatyrcode;
	int code_0, code_1;
	int overlaytest;
	int circle_particle;

	/* special-textures */
	int rtt_texture_id;
	int rtt_32_texture_id;
	int video_texture_id;
	int dilldall,dilldall2;
	int metaball_text;

	/* videos */
	video *vid;

	/* 3d-scenes */
	scene *fysikkfjall;
	scene *startblob;
	scene *inni_abstrakt;
	scene *korridor;
	scene *skjerm_rom;
	scene *bare_paa_lissom;

	format = D3DFMT_X8R8G8B8;
	device = d3dwin_open(TITLE, WIDTH, HEIGHT, format, FULLSCREEN);
	if(!device){
		format = D3DFMT_A8R8G8B8;
		device = d3dwin_open(TITLE, WIDTH, HEIGHT, format, FULLSCREEN);
		if(!device){
			format = D3DFMT_X1R5G5B5;
			device = d3dwin_open(TITLE, WIDTH, HEIGHT, format, FULLSCREEN);
			if(!device){
				format = D3DFMT_R5G6B5;
				device = d3dwin_open(TITLE, WIDTH, HEIGHT, format, FULLSCREEN);
				if(!device) error("failed to initialize Direct3D9");
			}
		}
	}

#ifdef BIGSCREEN
	set_gamma(device,1.05f);
#endif

	if (!BASS_Init(1, 44100, BASS_DEVICE_LATENCY, win, NULL)) error("failed to initialize BASS");
	fp = file_open("worlddomination.ogg");
	if (!fp) error("music-file not found");
	music_file = BASS_StreamCreateFile(1, fp->data, 0, fp->size, 0);

	/*** music ***/
//	if(!pest_open(win)) error("failed to initialize DirectSond");
//	if(!pest_load("worlddomination.ogg",0)) error("failed to load music-file");


	/*** subsystems ***/
	init_tunnel();
	video_init();
	if(!init_particles(device)) error("failed to initialize");
	if(!init_overlays(device)) error("f**k a duck");
	if(!init_marching_cubes(device)) error("screw a kangaroo");

	make_random_particles(particles, PARTICLES, vector_make(0,-180,0), 500);
	make_random_particles(particles2, PARTICLES2, vector_make(0,-180,0), 500);
	make_random_particles(particles3, PARTICLES3, vector_make(0,0,0), 800);

	/*** rendertextures ***/
	if (IDirect3DDevice9_CreateTexture(device, 512, 256, 0,D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &rtt_texture, NULL)!=D3D_OK) error("failed to create rendertarget-texture");
	if (IDirect3DTexture9_GetSurfaceLevel(rtt_texture,0,&rtt_surface)!=D3D_OK) error("could not get kvasi-backbuffer-surface");
	if ((rtt_texture_id=texture_insert(device, "rendertexture.jpg", rtt_texture))==-1) error("fakk off!");

	if(IDirect3DDevice9_CreateTexture(device,16,16,0,D3DUSAGE_RENDERTARGET|D3DUSAGE_AUTOGENMIPMAP,D3DFMT_X8R8G8B8,D3DPOOL_DEFAULT, &rtt_32_texture, NULL)!=D3D_OK) error("failed to create rendertarget-texture");
	if(IDirect3DTexture9_GetSurfaceLevel(rtt_32_texture,0,&rtt_32_surface)!=D3D_OK) error("could not get kvasi-backbuffer-surface");
	if((rtt_32_texture_id=texture_insert(device, "rendertexture2.jpg", rtt_32_texture))==-1) error("fakk off!");


	/*** textures ***/
	/* solid colors for fades etc */
	if((white=texture_load(device,"white.png",FALSE))==-1) error("shjit!");
	if((black=texture_load(device,"black.png",FALSE))==-1) error("shjit!");

	/* textoverlays */
	if((odd_is_back_again[0]=texture_load(device,"odd_is_back_again_0.png",FALSE))==-1) error("failed to load image");
	if((odd_is_back_again[1]=texture_load(device,"odd_is_back_again_1.png",FALSE))==-1) error("failed to load image");
	if((odd_is_back_again[2]=texture_load(device,"odd_is_back_again_2.png",FALSE))==-1) error("failed to load image");
	if((odd_is_back_again[3]=texture_load(device,"odd_is_back_again_3.png",FALSE))==-1) error("failed to load image");
	if((at_the_gathering_2003[0]=texture_load(device,"at_the_gathering_2003_0.png",FALSE))==-1) error("failed to load image");
	if((at_the_gathering_2003[1]=texture_load(device,"at_the_gathering_2003_1.png",FALSE))==-1) error("failed to load image");
	if((at_the_gathering_2003[2]=texture_load(device,"at_the_gathering_2003_2.png",FALSE))==-1) error("failed to load image");
	if((at_the_gathering_2003[3]=texture_load(device,"at_the_gathering_2003_3.png",FALSE))==-1) error("failed to load image");
	if((back_once_again[0]=texture_load(device,"back_once_again_0.png",TRUE))==-1) error("failed to load image");
	if((back_once_again[1]=texture_load(device,"back_once_again_1.png",TRUE))==-1) error("failed to load image");
	if((back_once_again[2]=texture_load(device,"back_once_again_2.png",TRUE))==-1) error("failed to load image");
	if((o_d_d_in_your_face[0]=texture_load(device,"o_d_d_in_your_face_0.png",TRUE))==-1) error("failed to load image");
	if((o_d_d_in_your_face[1]=texture_load(device,"o_d_d_in_your_face_1.png",TRUE))==-1) error("failed to load image");
	if((o_d_d_in_your_face[2]=texture_load(device,"o_d_d_in_your_face_2.png",TRUE))==-1) error("failed to load image");
	if((o_d_d_in_your_face[3]=texture_load(device,"o_d_d_in_your_face_3.png",TRUE))==-1) error("failed to load image");
	if((world_domination[0]=texture_load(device,"world_domination_0.png",TRUE))==-1) error("failed to load image");
	if((world_domination[1]=texture_load(device,"world_domination_1.png",TRUE))==-1) error("failed to load image");
	if((world_domination[2]=texture_load(device,"world_domination_2.png",TRUE))==-1) error("failed to load image");
	if((world_domination[3]=texture_load(device,"world_domination_3.png",TRUE))==-1) error("failed to load image");
	if((were_back=texture_load(device,"were_back.png",TRUE))==-1) error("failed to load image");

	if((cred[0]=texture_load(device,"cred_0.png",TRUE))==-1) error("failed to load image");
	if((cred[1]=texture_load(device,"cred_1.png",TRUE))==-1) error("failed to load image");
	if((cred[2]=texture_load(device,"cred_2.png",TRUE))==-1) error("failed to load image");
	if((cred[3]=texture_load(device,"cred_3.png",TRUE))==-1) error("failed to load image");
	if((mad_props[0]=texture_load(device,"mad_props_0.png",TRUE))==-1) error("failed to load image");
	if((mad_props[1]=texture_load(device,"mad_props_1.png",TRUE))==-1) error("failed to load image");
	if((mad_props[2]=texture_load(device,"mad_props_2.png",TRUE))==-1) error("failed to load image");
	if((mad_props[3]=texture_load(device,"mad_props_3.png",TRUE))==-1) error("failed to load image");
	if((not_eph[0]=texture_load(device,"not_eph_0.png",TRUE))==-1) error("failed to load image");
	if((not_eph[1]=texture_load(device,"not_eph_1.png",TRUE))==-1) error("failed to load image");
	if((not_eph[2]=texture_load(device,"not_eph_2.png",TRUE))==-1) error("failed to load image");
	if((not_eph[3]=texture_load(device,"not_eph_3.png",TRUE))==-1) error("failed to load image");

	if((piss_the_fuck_off[0]=texture_load(device,"piss_the_fuck_off_0.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[1]=texture_load(device,"piss_the_fuck_off_1.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[2]=texture_load(device,"piss_the_fuck_off_2.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[3]=texture_load(device,"piss_the_fuck_off_3.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[4]=texture_load(device,"piss_the_fuck_off_4.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[5]=texture_load(device,"piss_the_fuck_off_5.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[6]=texture_load(device,"piss_the_fuck_off_6.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[7]=texture_load(device,"piss_the_fuck_off_7.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[8]=texture_load(device,"piss_the_fuck_off_8.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[9]=texture_load(device,"piss_the_fuck_off_9.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[10]=texture_load(device,"piss_the_fuck_off_10.png",TRUE))==-1) error("failed to load image");
	if((hardcore=texture_load(device,"hardcore.png",TRUE))==-1) error("failed to load image");

	/* other textures */
	if((circle_particle=texture_load(device,"circle_particle.jpg",FALSE))==-1) error("shjit!");
	if((refmap=texture_load(device,"fysikkfjall/refmap.jpg",FALSE))==-1) error("shjit!");
	if((refmap2=texture_load(device,"refmap2.jpg",FALSE))==-1) error("shjit!");
	if((eatyrcode=texture_load(device,"eatyrcode.jpg",FULLSCREEN_HACK))==-1) error("shjit!");
	if((code_0=texture_load(device,"code-0.jpg",FALSE))==-1) error("shjit!");
	if((code_1=texture_load(device,"code-1.jpg",FALSE))==-1) error("shjit!");
	if((overlaytest=texture_load(device,"overlaytest.jpg",FALSE))==-1) error("shjit!");

	if((dilldall=texture_load(device,"dilldall.png",FALSE))==-1) error("shjit!");
	if((dilldall2=texture_load(device,"dilldall2.png",FALSE))==-1) error("shjit!");

	if((metaball_text=texture_load(device,"metaballs.png",TRUE))==-1) error("shjit!");

	/*** video ***/
	if(!(vid=video_load(device,"test.kpg"))) error("fæck!");
	video_texture_id = texture_insert(device, "skjerm_rom/skjerm_tom.tga", vid->texture);


	/*** misc stuff ***/
	/* main rendertarget */
	IDirect3DDevice9_GetRenderTarget(device,0,&main_rendertarget);

	/* default state */
	IDirect3DDevice9_CreateStateBlock(device, D3DSBT_ALL, &default_state);
	init_defaultstate(device);
	IDirect3DStateBlock9_Capture(default_state);


	/*** 3d scenes ***/
	if(!(fysikkfjall=load_scene(device,"fysikkfjall/fysikkfjall.krs"))) error("failed to load 3d scene");
	if(!(startblob=load_scene(device,"startblob/startblob.krs"))) error("failed to load 3d scene");
	if(!(inni_abstrakt=load_scene(device,"inni_abstrakt/inni_abstrakt.krs"))) error("failed to load 3d scene");
	if(!(korridor=load_scene(device,"korridor/korridor.krs"))) error("failed to load 3d scene");
	if(!(skjerm_rom=load_scene(device,"skjerm_rom/skjerm_rom.krs"))) error("failed to load 3d scene");
	if(!(bare_paa_lissom=load_scene(device,"bare_paa_lissom/bare_paa_lissom.krs"))) error("failed to load 3d scene");

//	pest_play();
	BASS_Start();
	BASS_StreamPlay(music_file, 1, 0);
	do{
		grid g;
		int i;
		matrix m, temp, temp_matrix;
		matrix marching_cubes_matrix;

		long long bytes_played = BASS_ChannelGetPosition(music_file);
		float time =  bytes_played * (1.0 / (44100 * 2 * 2));
//		float time = pest_get_pos()+0.05f;
		float delta_time = time-old_time;

		int beat = (int)(time*((float)BPM/60.f));

		if(time_index<(sizeof(timetable)/4)){
			while(timetable[time_index]<time) time_index++;
		}

#ifdef _DEBUG
		printf("time: %2.2f, delta_time: %2.2f, time_index: %i, beat: %i                    \r",time,delta_time,time_index,beat);
#endif

		IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget);
		IDirect3DStateBlock9_Apply(default_state);
		IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, 0, 1.0f, 0);
//		IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
		IDirect3DDevice9_BeginScene(device);
#if 1
		if(time_index<40){
			if(time_index>0&&time_index<5){
				draw_overlay(device,odd_is_back_again[time_index-1],0,0,1,FALSE);
			}else if(time_index>4&&time_index<19){
				float itime = time*10;
				grid_flat(g,0,0);
				for(i=0;i<7;i++){
					int scale = (time_index&1);
					grid_wave(g,(float)sin(itime-i+sin(i-itime))*0.3f*scale,(float)cos(itime*0.69f+i*0.733f)*0.3f*scale,7,(float)sin(itime+i*0.1f)*0.5f*scale);
				}
				draw_grid(device, g, odd_is_back_again[3], FALSE);
			}else if(time_index>=19){
				float itime = (time-timetable[18])*0.5f;
				grid_flat(g,0,0);
				for(i=0;i<7;i++){
					grid_wave(g,(float)sin(time-i+sin(i-time))*0.3f,(float)cos(time*0.69f+i*0.733f)*0.3f,7, itime*itime);
				}
				draw_grid(device, g, odd_is_back_again[3], FALSE);
			}
			if(time_index>20&&time_index<25){
				draw_overlay(device,at_the_gathering_2003[(time_index-21)%4],0,0,1,TRUE);
			}else if(time_index>=25&&time_index<38){
				float itime = time*10;
				grid_flat(g,0,0);
				for(i=0;i<10;i++){
					int scale = (time_index&1);
					grid_wave(g,(float)sin(itime-i+sin(i-itime))*0.3f*scale,(float)cos(itime*0.69f+i*0.733f)*0.3f*scale,7,(float)sin(itime+i*0.1f)*0.5f*scale);
				}
				draw_grid(device,g,at_the_gathering_2003[3],TRUE);
			}else if(time_index>=38){
				float itime = (time-timetable[37])*0.5f;
				grid_flat(g,0,0);
				for(i=0;i<10;i++){
					grid_wave(g,(float)sin(time-i+sin(i-time))*0.3f,(float)cos(time*0.69f+i*0.733f)*0.3f,7, itime*itime);
				}
				draw_grid(device,g,at_the_gathering_2003[3],TRUE);
			}
		}else if(time_index<52){
			animate_scene(inni_abstrakt,(time-timetable[39]));
			draw_scene(device,inni_abstrakt,0,TRUE);

			flash(device,white,time,timetable[39],1);

			if(time_index<43){
				draw_overlay(device, back_once_again[(time_index-40)%3],0,0,1,FALSE);
			}else if(time_index<47){
				draw_overlay(device, o_d_d_in_your_face[(time_index-43)%4],0,0,1,FALSE);
			}else if(time_index<51){
				draw_overlay(device, world_domination[(time_index-47)%4],0,0,1,FALSE);
			}else{
				draw_overlay(device, were_back,0,0,(time-timetable[51]),FALSE);
			}

			draw_overlay(device,dilldall,sin(sin(time)*0.07f+(((beat+1)/2)*0.8f)),sin(time*0.03337f+(((beat+1)/2)*0.14f)),0.5f,TRUE);
			draw_overlay(device,dilldall2,sin(sin(time*0.1f)*0.07f+time*0.1f+(((beat+1)/2)*0.8f)),sin(time*0.01337f+(((beat+1)/2)*0.14f)),0.5f,TRUE);

		}else if(time_index<69){

			animate_scene(startblob,(time-timetable[39]-0.27f+((beat+1)&2))*0.74948f);

			startblob->cameras[0].fog = TRUE;
			startblob->cameras[0].fog_start = 100.f;
			startblob->cameras[0].fog_end = 700.f;

			if(time_index>=53 && time_index<66 && time_index&1 ){
				float f = fade(timetable[time_index-1],1.7f,time,0.5f,0);
				f *= f;
				f *= 2;

				if(f>0.f)
				IDirect3DDevice9_SetRenderTarget(device,0,rtt_surface);

				draw_scene(device,startblob,0,TRUE);
				draw_particles(device, particles3, PARTICLES3, code_0);

				if(f>0.f){
					IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget);
					draw_radialblur(device,0,0,f,0,rtt_texture_id, FALSE);
				}
				if(time_index<61) draw_overlay(device,cred[((time_index/2)-2)%4],0,0,f*3,FALSE);
			}else{
				draw_scene(device,startblob,0,TRUE);
				draw_particles(device, particles3, PARTICLES3, circle_particle);			
			}
			if(time_index>=54&& !(time_index&1)){

				float f = fade(timetable[time_index-1],1.8f,time,1.f,0)*0.8f;
				IDirect3DDevice9_SetRenderTarget(device,0,rtt_32_surface);
				draw_scene(device,startblob,0,TRUE);
				draw_particles(device, particles3, PARTICLES3, code_0);

				IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget);
				IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
				draw_overlay(device,rtt_32_texture_id,0,0,f,TRUE);
				draw_overlay(device,rtt_32_texture_id,0,0,f,TRUE);
				IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
			}

			flash(device,were_back,time,timetable[51],2);
			flash(device,white,time,timetable[51],1);
		}else if(time_index<79){

			for(i=0;i<BALLS;i++){
				balls[i].pos.x = (float)sin(time+i-sin((float)i*0.1212111f))*0.35f;
				balls[i].pos.y = (float)cos(time-(float)i*0.29342111f)*0.35f;
				balls[i].pos.z = (float)sin(time*0.31121f+sin(i-time))*0.35f;
				balls[i].r = 0.15f + (float)sin(time+i)*0.01f;
				balls[i].pos = vector_normalize(balls[i].pos);
				balls[i].pos = vector_scale(balls[i].pos, (float)(cos(i*0.11131f-time*0.55311f)+sin(time+(float)sin(time-i+time*0.3f)))*0.2f );
			}

			animate_scene(korridor,(time-timetable[68])*0.65f );
			draw_scene(device,korridor,(beat/4)&1,TRUE);

			memcpy(temp,korridor->objects[korridor->object_count-1]->mat,sizeof(matrix));
			matrix_scale(marching_cubes_matrix,vector_make(120,120,120));
			matrix_multiply(marching_cubes_matrix,temp,marching_cubes_matrix);
	
			matrix_rotate(temp,vector_make(time,-time,time*0.5f+sin(time)));
			matrix_multiply(marching_cubes_matrix,marching_cubes_matrix,temp);

			IDirect3DDevice9_SetTransform( device, D3DTS_WORLD, (D3DMATRIX*)&marching_cubes_matrix );

			fill_metafield_blur(balls, BALLS,0.98f);
			march_my_cubes_opt(balls, BALLS, 0.9f);

			IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);

			set_texture(device,0,refmap2);
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR );
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT);

			draw_marched_cubes(device);

			flash(device,white,time,timetable[68],1);

			if(time_index>69&&time_index<74){
				draw_overlay(device,mad_props[(time_index+2)%4],0,0,1,FALSE);
			}else if(time_index>73&&time_index<77){
				draw_overlay(device,not_eph[(time_index+2)%4],0,0,1,FALSE);
			}else if(time_index==77){
				float f = fade(timetable[76],2.5f,time,1,0);
				draw_overlay(device,not_eph[3],0,0,f,FALSE);
			}
		}
		if(time_index>77&&time_index<92){
			float f = fade(timetable[77],timetable[78]-timetable[77],time,0,1);
			draw_overlay(device,eatyrcode,0,0,f,FALSE);

			if(time>109.5f){
				IDirect3DStateBlock9_Apply(default_state);
				animate_particles(particles, PARTICLES, delta_time*30);
				animate_particles(particles2, PARTICLES2, delta_time*28);

				draw_particles(device, particles, PARTICLES, code_0);
				draw_particles(device, particles2, PARTICLES2, code_1);
			}
			if(time_index>79&&time_index<90){
				draw_overlay(device,piss_the_fuck_off[(time_index-80)%11],0,0,1,FALSE);
			}else if(time_index==90){
				float f = fade(timetable[89],2,time,1,0);
				draw_overlay(device,piss_the_fuck_off[10],0,0,f,FALSE);
			}
			if(time_index==91){
				float f = fade(timetable[90],2,time,1,0);
				draw_overlay(device,hardcore,0,0,f,FALSE);
			}
		}else if(time_index>91 && time_index<97){
			animate_scene(skjerm_rom,time);
			video_update(vid, time);
			draw_scene(device,skjerm_rom,((beat/4)&1),TRUE);

			draw_overlay(device,dilldall,sin(sin(time)*0.07f+(((beat+1)/2)*0.8f)),sin(time*0.03337f+(((beat+1)/2)*0.14f)),0.5f,TRUE);
			draw_overlay(device,dilldall2,sin(sin(time*0.1f)*0.07f+time*0.1f+(((beat+1)/2)*0.8f)),sin(time*0.01337f+(((beat+1)/2)*0.14f)),0.5f,TRUE);
			if(time_index>92)
				draw_overlay(device, world_domination[(time_index-93)%4],0,0,1,FALSE);

		}else if(time_index>96&&time_index<104){
			grid_zero(g);

			matrix_translate(m, vector_make(cos(time)*1.5f, sin(time)*1.5f,time*10));
			matrix_rotate(temp_matrix, vector_make(sin(time*0.8111f)*0.2f,sin(time*1.2f)*0.2f,time));
			matrix_multiply(m,m,temp_matrix);

			render_tunnel(g,m);

			matrix_rotate(temp_matrix, vector_make(0,M_PI,0));
			matrix_multiply(m,m,temp_matrix);
			render_tunnel(g,m);
			matrix_rotate(temp_matrix, vector_make(M_PI,0,0));
			matrix_multiply(m,m,temp_matrix);
			render_tunnel(g,m);

			grid_add_noice(g,sin(time)*0.1f);

			draw_grid(device, g, circle_particle, FALSE);

			if(time_index>97&&time_index<102){
				float f = 1;
				if(time_index==101) f = fade(timetable[100],3,time,1,0);
				draw_overlay(device, o_d_d_in_your_face[(time_index-42)%4],0,0,f,FALSE);
			}
		}
		if(time_index>101 && time_index<104){
			float f = fade(timetable[101],8,time,0,1);
			float f2 = fade(timetable[101],4,time,0,1);

			draw_overlay(device,black,0,0,f2,FALSE);

			IDirect3DDevice9_SetRenderTarget(device,0,rtt_surface);
			IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0, 1.0f, 0);

			IDirect3DStateBlock9_Apply(default_state);

			animate_scene(bare_paa_lissom,time-timetable[101]);
			draw_scene(device,bare_paa_lissom,0,TRUE);

			time *=0.5f;

			for(i=0;i<BALLS2;i++){
				balls2[i].pos.x = (float)sin(time+i-sin((float)i*0.1212111f))*0.35f;
				balls2[i].pos.y = (float)cos(time-(float)i*0.29342111f)*0.35f;
				balls2[i].pos.z = (float)sin(time*0.31121f+sin(i-time))*0.35f;
				balls2[i].r = 0.15f + (float)sin(time+i)*0.01f;
				balls2[i].pos = vector_normalize(balls2[i].pos);
				balls2[i].pos = vector_scale(balls2[i].pos, (float)(cos(i*0.11131f-time*0.55311f)+sin(time+(float)sin(time-i+time*0.3f)))*0.2f );
			}

			memcpy(temp,bare_paa_lissom->objects[bare_paa_lissom->object_count-1]->mat,sizeof(matrix));
			matrix_scale(marching_cubes_matrix,vector_make(120,120,120));
			matrix_multiply(marching_cubes_matrix,temp,marching_cubes_matrix);

			IDirect3DDevice9_SetTransform( device, D3DTS_WORLD, (D3DMATRIX*)&marching_cubes_matrix );
			fill_metafield(balls2, BALLS2);
			march_my_cubes_opt(balls2, BALLS2, 0.9f);

			IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);

			set_texture(device,0,refmap);
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR );
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT);

			draw_marched_cubes(device);

			IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget);
			draw_overlay(device,rtt_texture_id,0,0,f,TRUE);

			if(time_index==103){
				float f;
				time *= 2;
				f = fade(timetable[time_index-1],3,time,1,0);
				draw_overlay(device,metaball_text,0,0,f,FALSE);

				flash(device,white,time,timetable[time_index-1],1);
			}
		}
		if(time_index==104){
			float f = fade(timetable[103],timetable[104]-timetable[103],time,0,1);

			animate_scene(korridor,180-(time-timetable[time_index-1])*0.8f );
			draw_scene(device,korridor,(beat/4)&1,TRUE);
			draw_overlay(device,black,0,0,f,FALSE);
		}
		if(time_index==105){
			float f = fade(timetable[104],timetable[105]-timetable[104],time,0,1);
			float t = (time-timetable[time_index-1])*0.6f+2.2f;
			animate_scene(fysikkfjall,t);
			draw_scene(device,fysikkfjall,0,TRUE);
			draw_overlay(device,black,0,0,f,FALSE);
		}
#endif
/*
*/
/*
		draw_overlay(device, were_back, (1+sin(time))*0.5f, TRUE);
*/
//		animate_scene(risterom,time);
//		draw_scene(device,risterom,0,TRUE);

#if 0 //helvete_har_frosset
		draw_overlay(device, eatyrcode, 1,FALSE);

		IDirect3DStateBlock9_Apply(default_state);

		animate_particles(particles, PARTICLES, delta_time*30);
		animate_particles(particles2, PARTICLES2, delta_time*28);

		draw_particles(device, particles, PARTICLES, code_0);
		draw_particles(device, particles2, PARTICLES2, code_1);
#endif

#ifdef pikk

//				IDirect3DDevice9_SetRenderTarget(device,0,rtt_surface);
				IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0, 1.0f, 0);

				draw_overlay(device, eatyrcode, TRUE);

				animate_scene(startblob,(time-timetable[39]-0.27f)*0.7453f);
				draw_scene(device,startblob,0,FALSE);
				draw_particles(device, particles, PARTICLES, code_0);
				draw_particles(device, particles2, PARTICLES2, code_1);
//				IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget);
/*
				draw_radialblur(device,
					(float)sin(time)*0.2f,
					(float)sin(-time*0.331f)*0.13f,
					(float)(2+(float)sin(time*0.5f))*0.2f,
					0,//sin(time)*0.25f,
					rtt_texture_id, TRUE);

				animate_scene(fysikkfjall,time);
				draw_scene(device,fysikkfjall,0,FALSE);
*/
//				draw_overlay(device, rtt_texture_id, TRUE);
#endif

//		draw_overlay(device, eatyrcode, FALSE);

//		video_update(vid, time);
#if 0
//		IDirect3DDevice9_SetRenderTarget(device,0,rtt_surface);

		animate_scene(testscene,time);

//		morph_object(testscene->objects[0], time );
		draw_scene(device,testscene,0,TRUE);
//		draw_particles(device, particles, PARTICLES, particle);

//		IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget);
#endif
#if 0
		time *=0.5f;

		for(i=0;i<BALLS2;i++){
			balls2[i].pos.x = (float)sin(time+i-sin((float)i*0.1212111f))*0.35f;
			balls2[i].pos.y = (float)cos(time-(float)i*0.29342111f)*0.35f;
			balls2[i].pos.z = (float)sin(time*0.31121f+sin(i-time))*0.35f;
			balls2[i].r = 0.15f + (float)sin(time+i)*0.01f;
			balls2[i].pos = vector_normalize(balls2[i].pos);
			balls2[i].pos = vector_scale(balls2[i].pos, (float)(cos(i*0.11131f-time*0.55311f)+sin(time+(float)sin(time-i+time*0.3f)))*0.2f );
//			balls2[i].pos.x *= 2.8f;
		}

		matrix_translate(temp,vector_make(0,0,87));
		matrix_scale(marching_cubes_matrix,vector_make(50,50,50));
		matrix_multiply(marching_cubes_matrix,temp,marching_cubes_matrix);

		IDirect3DDevice9_SetTransform( device, D3DTS_WORLD, (D3DMATRIX*)&marching_cubes_matrix );
		fill_metafield(balls2, BALLS2);
//		fill_metafield_blur(balls, BALLS,0.98f);
		march_my_cubes_opt(balls2, BALLS2, 0.9f);
//		march_my_cubes(0.9f);

		IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW);

		set_texture(device,0,refmap);
		IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR );
		IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
		IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
		IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT);

		draw_marched_cubes(device);
#endif

#if 0
//		time *= 0.5f;
		grid_zero(g);
//		for(i=0;i<10;i++)
//			grid_wave(g,sin(time-i+sin(i-time))*0.3f,cos(time*0.69f+i*0.733f)*0.3f,7,sin(time+i*0.1f)*0.5f);

		matrix_translate(m, vector_make(cos(time)*1.5f, sin(time)*1.5f,time*10));
		matrix_rotate(temp_matrix, vector_make(sin(time*0.8111f)*0.2f,sin(time*1.2f)*0.2f,time));
		matrix_multiply(m,m,temp_matrix);

//		empty_grid( grid );
		render_tunnel(g,m);

		matrix_rotate(temp_matrix, vector_make(0,M_PI,0));
		matrix_multiply(m,m,temp_matrix);
		render_tunnel(g,m);
		matrix_rotate(temp_matrix, vector_make(M_PI,0,0));
		matrix_multiply(m,m,temp_matrix);
		render_tunnel(g,m);
//		tyfuus_expand_grid( screen, grid, texture );

		grid_add_noice(g,sin(time)*0.1f);

		draw_grid(device, g, circle_particle, FALSE);
#endif
//		IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget);

//		video_update(vid,time);
/*
		draw_radialblur(device,
			(float)sin(time)*0.2f,
			(float)sin(-time*0.331f)*0.13f,
			(float)(1+(float)sin(time*0.5f))*0.2f,
			0,//sin(time)*0.25f,
			rtt_texture_id, FALSE);
*/
//		IDirect3DStateBlock9_Apply(default_state);

//		draw_overlay(device,rtt_texture_id,FALSE);
//		draw_overlay(device,fullscreen,FALSE);

//		draw_radialblur(device,0,sin(time*0.2f)*2.f, rtt_texture_id);

//		IDirect3DDevice9_StretchRect(device,main_rendertarget,NULL,rtt_surface,NULL,D3DTEXF_NONE);
//		IDirect3DBaseTexture9_GenerateMipSubLevels(rtt_texture);

		IDirect3DDevice9_EndScene(device);
		if(IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL)==D3DERR_DEVICELOST)
			error("fakkin lost device. keep your hands off alt-tab, looser.");

		old_time = time;

		while (PeekMessage(&msg,NULL,0,0,PM_REMOVE)){ 
			TranslateMessage(&msg);
			DispatchMessage(&msg);
			if (msg.message == WM_QUIT ||
			    msg.message == WM_KEYDOWN && LOWORD(msg.wParam) == VK_ESCAPE)
				done = TRUE;
		}
	}while(!done);

	deinit_marching_cubes();
	deinit_overlays();
	deinit_particles();

	free_scene(fysikkfjall);
	free_scene(startblob);
	free_scene(inni_abstrakt);
	free_scene(korridor);
	free_scene(skjerm_rom);
	free_scene(bare_paa_lissom);

	free_materials();
	free_textures();
	free_video(vid);

	rtt_surface->lpVtbl->Release(rtt_surface);
	rtt_32_surface->lpVtbl->Release(rtt_32_surface);

	main_rendertarget->lpVtbl->Release(main_rendertarget);
	IDirect3DStateBlock9_Release(default_state);


	d3dwin_close();

	if (music_file) BASS_StreamFree( music_file );
	if (fp) file_close( fp );
	BASS_Free();

//	pest_close();

	return 0;
}
Esempio n. 16
0
SDL_Renderer *
D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
{
    SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
    SDL_VideoData *videodata = (SDL_VideoData *) display->device->driverdata;
    SDL_WindowData *windowdata = (SDL_WindowData *) window->driverdata;
    SDL_Renderer *renderer;
    D3D_RenderData *data;
    HRESULT result;
    D3DPRESENT_PARAMETERS pparams;
    IDirect3DSwapChain9 *chain;
    D3DCAPS9 caps;

    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
    if (!renderer) {
        SDL_OutOfMemory();
        return NULL;
    }

    data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        D3D_DestroyRenderer(renderer);
        SDL_OutOfMemory();
        return NULL;
    }
    data->d3d = videodata->d3d;

    renderer->DisplayModeChanged = D3D_DisplayModeChanged;
    renderer->CreateTexture = D3D_CreateTexture;
    renderer->QueryTexturePixels = D3D_QueryTexturePixels;
    renderer->SetTexturePalette = D3D_SetTexturePalette;
    renderer->GetTexturePalette = D3D_GetTexturePalette;
    renderer->SetTextureColorMod = D3D_SetTextureColorMod;
    renderer->SetTextureAlphaMod = D3D_SetTextureAlphaMod;
    renderer->SetTextureBlendMode = D3D_SetTextureBlendMode;
    renderer->SetTextureScaleMode = D3D_SetTextureScaleMode;
    renderer->UpdateTexture = D3D_UpdateTexture;
    renderer->LockTexture = D3D_LockTexture;
    renderer->UnlockTexture = D3D_UnlockTexture;
    renderer->DirtyTexture = D3D_DirtyTexture;
    renderer->RenderPoint = D3D_RenderPoint;
    renderer->RenderLine = D3D_RenderLine;
    renderer->RenderFill = D3D_RenderFill;
    renderer->RenderCopy = D3D_RenderCopy;
    renderer->RenderPresent = D3D_RenderPresent;
    renderer->DestroyTexture = D3D_DestroyTexture;
    renderer->DestroyRenderer = D3D_DestroyRenderer;
    renderer->info = D3D_RenderDriver.info;
    renderer->window = window->id;
    renderer->driverdata = data;

    renderer->info.flags = SDL_RENDERER_ACCELERATED;

    SDL_zero(pparams);
    pparams.BackBufferWidth = window->w;
    pparams.BackBufferHeight = window->h;
    if (window->flags & SDL_WINDOW_FULLSCREEN) {
        pparams.BackBufferFormat =
            PixelFormatToD3DFMT(display->fullscreen_mode.format);
    } else {
        pparams.BackBufferFormat = D3DFMT_UNKNOWN;
    }
    if (flags & SDL_RENDERER_PRESENTFLIP2) {
        pparams.BackBufferCount = 2;
        pparams.SwapEffect = D3DSWAPEFFECT_FLIP;
    } else if (flags & SDL_RENDERER_PRESENTFLIP3) {
        pparams.BackBufferCount = 3;
        pparams.SwapEffect = D3DSWAPEFFECT_FLIP;
    } else if (flags & SDL_RENDERER_PRESENTCOPY) {
        pparams.BackBufferCount = 1;
        pparams.SwapEffect = D3DSWAPEFFECT_COPY;
    } else {
        pparams.BackBufferCount = 1;
        pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
    }
    if (window->flags & SDL_WINDOW_FULLSCREEN) {
        pparams.Windowed = FALSE;
        pparams.FullScreen_RefreshRateInHz =
            display->fullscreen_mode.refresh_rate;
    } else {
        pparams.Windowed = TRUE;
        pparams.FullScreen_RefreshRateInHz = 0;
    }
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
        pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
    } else {
        pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
    }

    IDirect3D9_GetDeviceCaps(videodata->d3d, D3DADAPTER_DEFAULT,
                             D3DDEVTYPE_HAL, &caps);

    result = IDirect3D9_CreateDevice(videodata->d3d, D3DADAPTER_DEFAULT,        /* FIXME */
                                     D3DDEVTYPE_HAL,
                                     windowdata->hwnd,
                                     (caps.
                                      DevCaps &
                                      D3DDEVCAPS_HWTRANSFORMANDLIGHT) ?
                                     D3DCREATE_HARDWARE_VERTEXPROCESSING :
                                     D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                     &pparams, &data->device);
    if (FAILED(result)) {
        D3D_DestroyRenderer(renderer);
        D3D_SetError("CreateDevice()", result);
        return NULL;
    }
    data->beginScene = SDL_TRUE;

    /* Get presentation parameters to fill info */
    result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
    if (FAILED(result)) {
        D3D_DestroyRenderer(renderer);
        D3D_SetError("GetSwapChain()", result);
        return NULL;
    }
    result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
    if (FAILED(result)) {
        IDirect3DSwapChain9_Release(chain);
        D3D_DestroyRenderer(renderer);
        D3D_SetError("GetPresentParameters()", result);
        return NULL;
    }
    IDirect3DSwapChain9_Release(chain);
    switch (pparams.SwapEffect) {
    case D3DSWAPEFFECT_COPY:
        renderer->info.flags |= SDL_RENDERER_PRESENTCOPY;
        break;
    case D3DSWAPEFFECT_FLIP:
        switch (pparams.BackBufferCount) {
        case 2:
            renderer->info.flags |= SDL_RENDERER_PRESENTFLIP2;
            break;
        case 3:
            renderer->info.flags |= SDL_RENDERER_PRESENTFLIP3;
            break;
        }
        break;
    case D3DSWAPEFFECT_DISCARD:
        renderer->info.flags |= SDL_RENDERER_PRESENTDISCARD;
        break;
    }
    if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) {
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
    }
    data->pparams = pparams;

    IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
    renderer->info.max_texture_width = caps.MaxTextureWidth;
    renderer->info.max_texture_height = caps.MaxTextureHeight;

    /* Set up parameters for rendering */
    IDirect3DDevice9_SetVertexShader(data->device, NULL);
    IDirect3DDevice9_SetFVF(data->device,
                            D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_ZENABLE, D3DZB_FALSE);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
                                    D3DCULL_NONE);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
    /* Enable color modulation by diffuse color */
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLOROP,
                                          D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG1,
                                          D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG2,
                                          D3DTA_DIFFUSE);
    /* Enable alpha modulation by diffuse alpha */
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAOP,
                                          D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG1,
                                          D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG2,
                                          D3DTA_DIFFUSE);
    /* Disable second texture stage, since we're done */
    IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_COLOROP,
                                          D3DTOP_DISABLE);
    IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_ALPHAOP,
                                          D3DTOP_DISABLE);

    return renderer;
}
SDL_Renderer *
D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
{
    SDL_Renderer *renderer;
    D3D_RenderData *data;
    SDL_SysWMinfo windowinfo;
    HRESULT result;
    D3DPRESENT_PARAMETERS pparams;
    IDirect3DSwapChain9 *chain;
    D3DCAPS9 caps;
    Uint32 window_flags;
    int w, h;
    SDL_DisplayMode fullscreen_mode;
    D3DMATRIX matrix;

    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
    if (!renderer) {
        SDL_OutOfMemory();
        return NULL;
    }

    data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        SDL_free(renderer);
        SDL_OutOfMemory();
        return NULL;
    }

    data->d3dDLL = SDL_LoadObject("D3D9.DLL");
    if (data->d3dDLL) {
        IDirect3D9 *(WINAPI * D3DCreate) (UINT SDKVersion);

        D3DCreate =
            (IDirect3D9 * (WINAPI *) (UINT)) SDL_LoadFunction(data->d3dDLL,
                                                            "Direct3DCreate9");
        if (D3DCreate) {
            data->d3d = D3DCreate(D3D_SDK_VERSION);
        }
        if (!data->d3d) {
            SDL_UnloadObject(data->d3dDLL);
            data->d3dDLL = NULL;
        }
    }
    if (!data->d3d) {
        SDL_free(renderer);
        SDL_free(data);
        SDL_SetError("Unable to create Direct3D interface");
        return NULL;
    }

    renderer->WindowEvent = D3D_WindowEvent;
    renderer->CreateTexture = D3D_CreateTexture;
    renderer->UpdateTexture = D3D_UpdateTexture;
    renderer->LockTexture = D3D_LockTexture;
    renderer->UnlockTexture = D3D_UnlockTexture;
    renderer->SetRenderTarget = D3D_SetRenderTarget;
    renderer->UpdateViewport = D3D_UpdateViewport;
    renderer->RenderClear = D3D_RenderClear;
    renderer->RenderDrawPoints = D3D_RenderDrawPoints;
    renderer->RenderDrawLines = D3D_RenderDrawLines;
    renderer->RenderFillRects = D3D_RenderFillRects;
    renderer->RenderCopy = D3D_RenderCopy;
    renderer->RenderReadPixels = D3D_RenderReadPixels;
    renderer->RenderPresent = D3D_RenderPresent;
    renderer->DestroyTexture = D3D_DestroyTexture;
    renderer->DestroyRenderer = D3D_DestroyRenderer;
    renderer->info = D3D_RenderDriver.info;
    renderer->driverdata = data;

    renderer->info.flags = SDL_RENDERER_ACCELERATED;

    SDL_VERSION(&windowinfo.version);
    SDL_GetWindowWMInfo(window, &windowinfo);

    window_flags = SDL_GetWindowFlags(window);
    SDL_GetWindowSize(window, &w, &h);
    SDL_GetWindowDisplayMode(window, &fullscreen_mode);

    SDL_zero(pparams);
    pparams.hDeviceWindow = windowinfo.info.win.window;
    pparams.BackBufferWidth = w;
    pparams.BackBufferHeight = h;
    if (window_flags & SDL_WINDOW_FULLSCREEN) {
        pparams.BackBufferFormat =
            PixelFormatToD3DFMT(fullscreen_mode.format);
    } else {
        pparams.BackBufferFormat = D3DFMT_UNKNOWN;
    }
    pparams.BackBufferCount = 1;
    pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;

    if (window_flags & SDL_WINDOW_FULLSCREEN) {
        pparams.Windowed = FALSE;
        pparams.FullScreen_RefreshRateInHz =
            fullscreen_mode.refresh_rate;
    } else {
        pparams.Windowed = TRUE;
        pparams.FullScreen_RefreshRateInHz = 0;
    }
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
        pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
    } else {
        pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
    }

    /* FIXME: Which adapter? */
    data->adapter = D3DADAPTER_DEFAULT;
    IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);

    result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
                                     D3DDEVTYPE_HAL,
                                     pparams.hDeviceWindow,
                                     D3DCREATE_FPU_PRESERVE | ((caps.
                                      DevCaps &
                                      D3DDEVCAPS_HWTRANSFORMANDLIGHT) ?
                                     D3DCREATE_HARDWARE_VERTEXPROCESSING :
                                     D3DCREATE_SOFTWARE_VERTEXPROCESSING),
                                     &pparams, &data->device);
    if (FAILED(result)) {
        D3D_DestroyRenderer(renderer);
        D3D_SetError("CreateDevice()", result);
        return NULL;
    }
    data->beginScene = SDL_TRUE;
    data->scaleMode = D3DTEXF_FORCE_DWORD;

    /* Get presentation parameters to fill info */
    result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
    if (FAILED(result)) {
        D3D_DestroyRenderer(renderer);
        D3D_SetError("GetSwapChain()", result);
        return NULL;
    }
    result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
    if (FAILED(result)) {
        IDirect3DSwapChain9_Release(chain);
        D3D_DestroyRenderer(renderer);
        D3D_SetError("GetPresentParameters()", result);
        return NULL;
    }
    IDirect3DSwapChain9_Release(chain);
    if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) {
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
    }
    data->pparams = pparams;

    IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
    renderer->info.max_texture_width = caps.MaxTextureWidth;
    renderer->info.max_texture_height = caps.MaxTextureHeight;
    if (caps.NumSimultaneousRTs >= 2) {
        renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
    }

    /* Set up parameters for rendering */
    IDirect3DDevice9_SetVertexShader(data->device, NULL);
    IDirect3DDevice9_SetFVF(data->device,
                            D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_ZENABLE, D3DZB_FALSE);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
                                    D3DCULL_NONE);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
    /* Enable color modulation by diffuse color */
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLOROP,
                                          D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG1,
                                          D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG2,
                                          D3DTA_DIFFUSE);
    /* Enable alpha modulation by diffuse alpha */
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAOP,
                                          D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG1,
                                          D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG2,
                                          D3DTA_DIFFUSE);
    /* Disable second texture stage, since we're done */
    IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_COLOROP,
                                          D3DTOP_DISABLE);
    IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_ALPHAOP,
                                          D3DTOP_DISABLE);

    /* Store the default render target */
    IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget );
    data->currentRenderTarget = NULL;

    /* Set an identity world and view matrix */
    matrix.m[0][0] = 1.0f;
    matrix.m[0][1] = 0.0f;
    matrix.m[0][2] = 0.0f;
    matrix.m[0][3] = 0.0f;
    matrix.m[1][0] = 0.0f;
    matrix.m[1][1] = 1.0f;
    matrix.m[1][2] = 0.0f;
    matrix.m[1][3] = 0.0f;
    matrix.m[2][0] = 0.0f;
    matrix.m[2][1] = 0.0f;
    matrix.m[2][2] = 1.0f;
    matrix.m[2][3] = 0.0f;
    matrix.m[3][0] = 0.0f;
    matrix.m[3][1] = 0.0f;
    matrix.m[3][2] = 0.0f;
    matrix.m[3][3] = 1.0f;
    IDirect3DDevice9_SetTransform(data->device, D3DTS_WORLD, &matrix);
    IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, &matrix);

    return renderer;
}
Esempio n. 18
0
/**
 * It allocates and initializes the resources needed to render the scene.
 */
static int Direct3DCreateScene(vout_display_t *vd)
{
    vout_display_sys_t *sys = vd->sys;
    LPDIRECT3DDEVICE9       d3ddev = sys->d3ddev;
    HRESULT hr;

    /*
     * Create a texture for use when rendering a scene
     * for performance reason, texture format is identical to backbuffer
     * which would usually be a RGB format
     */
    LPDIRECT3DTEXTURE9 d3dtex;
    hr = IDirect3DDevice9_CreateTexture(d3ddev,
                                        sys->d3dpp.BackBufferWidth,
                                        sys->d3dpp.BackBufferHeight,
                                        1,
                                        D3DUSAGE_RENDERTARGET,
                                        sys->d3dpp.BackBufferFormat,
                                        D3DPOOL_DEFAULT,
                                        &d3dtex,
                                        NULL);
    if (FAILED(hr)) {
        msg_Err(vd, "Failed to create texture. (hr=0x%lx)", hr);
        return VLC_EGENERIC;
    }

    /*
    ** Create a vertex buffer for use when rendering scene
    */
    LPDIRECT3DVERTEXBUFFER9 d3dvtc;
    hr = IDirect3DDevice9_CreateVertexBuffer(d3ddev,
                                             sizeof(CUSTOMVERTEX)*4,
                                             D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY,
                                             D3DFVF_CUSTOMVERTEX,
                                             D3DPOOL_DEFAULT,
                                             &d3dvtc,
                                             NULL);
    if (FAILED(hr)) {
        msg_Err(vd, "Failed to create vertex buffer. (hr=0x%lx)", hr);
        IDirect3DTexture9_Release(d3dtex);
        return VLC_EGENERIC;
    }

    /* */
    sys->d3dtex = d3dtex;
    sys->d3dvtc = d3dvtc;

    // Texture coordinates outside the range [0.0, 1.0] are set
    // to the texture color at 0.0 or 1.0, respectively.
    IDirect3DDevice9_SetSamplerState(d3ddev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
    IDirect3DDevice9_SetSamplerState(d3ddev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);

    // Set linear filtering quality
    IDirect3DDevice9_SetSamplerState(d3ddev, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
    IDirect3DDevice9_SetSamplerState(d3ddev, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

    // set maximum ambient light
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_AMBIENT, D3DCOLOR_XRGB(255,255,255));

    // Turn off culling
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_CULLMODE, D3DCULL_NONE);

    // Turn off the zbuffer
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ZENABLE, D3DZB_FALSE);

    // Turn off lights
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_LIGHTING, FALSE);

    // Enable dithering
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_DITHERENABLE, TRUE);

    // disable stencil
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_STENCILENABLE, FALSE);

    // manage blending
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ALPHABLENDENABLE, TRUE);
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ALPHATESTENABLE,TRUE);
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ALPHAREF, 0x10);
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ALPHAFUNC,D3DCMP_GREATER);

    // Set texture states
    IDirect3DDevice9_SetTextureStageState(d3ddev, 0, D3DTSS_COLOROP,D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(d3ddev, 0, D3DTSS_COLORARG1,D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(d3ddev, 0, D3DTSS_COLORARG2,D3DTA_DIFFUSE);

    // turn off alpha operation
    IDirect3DDevice9_SetTextureStageState(d3ddev, 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);

    msg_Dbg(vd, "Direct3D scene created successfully");

    return VLC_SUCCESS;
}
Esempio n. 19
0
static HRESULT WINAPI ID3DXLineImpl_Begin(ID3DXLine* iface)
{
    ID3DXLineImpl *This = impl_from_ID3DXLine(iface);

    HRESULT hr;
    D3DXMATRIX identity, projection;
    D3DVIEWPORT9 vp;

    TRACE ("(%p)->()\n", This);

    if (This->state != NULL) /* We already began. Return error. */
        return D3DERR_INVALIDCALL;

    hr = IDirect3DDevice9_CreateStateBlock(This->device, D3DSBT_ALL, &This->state);
    if (FAILED(hr)) return D3DXERR_INVALIDDATA;

    hr = IDirect3DDevice9_GetViewport(This->device, &vp);
    if (FAILED(hr)) goto failed;

    D3DXMatrixIdentity(&identity);
    D3DXMatrixOrthoOffCenterLH(&projection,
                               0.0, vp.Width, /* Min and max x */
                               vp.Height, 0.0, /* Min and max y. Screen y is on top so this is inverted */
                               0.0, 1.0); /* Min and max z */

    hr = IDirect3DDevice9_SetTransform(This->device, D3DTS_WORLD, &identity);
    if (FAILED(hr)) goto failed;

    hr = IDirect3DDevice9_SetTransform(This->device, D3DTS_VIEW, &identity);
    if (FAILED(hr)) goto failed;

    hr = IDirect3DDevice9_SetTransform(This->device, D3DTS_PROJECTION, &projection);
    if (FAILED(hr)) goto failed;

    /* Windows sets similar states so we do the same */

    hr = IDirect3DDevice9_SetRenderState(This->device, D3DRS_LIGHTING, FALSE);
    if (FAILED(hr)) goto failed;

    hr = IDirect3DDevice9_SetRenderState(This->device, D3DRS_FOGENABLE, FALSE);
    if (FAILED(hr)) goto failed;

    hr = IDirect3DDevice9_SetRenderState(This->device, D3DRS_SHADEMODE, D3DSHADE_FLAT);
    if (FAILED(hr)) goto failed;

    hr = IDirect3DDevice9_SetRenderState(This->device, D3DRS_ALPHABLENDENABLE, TRUE);
    if (FAILED(hr)) goto failed;

    hr = IDirect3DDevice9_SetRenderState(This->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    if (FAILED(hr)) goto failed;

    hr = IDirect3DDevice9_SetRenderState(This->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
    if (FAILED(hr)) goto failed;

    return D3D_OK;
failed:
    IDirect3DStateBlock9_Apply(This->state);
    IDirect3DStateBlock9_Release(This->state);
    This->state = NULL;
    return D3DXERR_INVALIDDATA;
}
SDL_Renderer *
D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
{
    SDL_VideoDisplay *display = window->display;
    SDL_VideoData *videodata = (SDL_VideoData *) display->device->driverdata;
    SDL_WindowData *windowdata = (SDL_WindowData *) window->driverdata;
    SDL_Renderer *renderer;
    D3D_RenderData *data;
    HRESULT result;
    D3DPRESENT_PARAMETERS pparams;
    IDirect3DSwapChain9 *chain;
    D3DCAPS9 caps;

    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
    if (!renderer) {
        SDL_OutOfMemory();
        return NULL;
    }

    data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        D3D_DestroyRenderer(renderer);
        SDL_OutOfMemory();
        return NULL;
    }
    data->d3d = videodata->d3d;

    videodata->render = RENDER_D3D;

    renderer->DisplayModeChanged = D3D_DisplayModeChanged;
    renderer->CreateTexture = D3D_CreateTexture;
    renderer->QueryTexturePixels = D3D_QueryTexturePixels;
    renderer->SetTexturePalette = D3D_SetTexturePalette;
    renderer->GetTexturePalette = D3D_GetTexturePalette;
    renderer->SetTextureColorMod = D3D_SetTextureColorMod;
    renderer->SetTextureAlphaMod = D3D_SetTextureAlphaMod;
    renderer->SetTextureBlendMode = D3D_SetTextureBlendMode;
    renderer->SetTextureScaleMode = D3D_SetTextureScaleMode;
    renderer->UpdateTexture = D3D_UpdateTexture;
    renderer->LockTexture = D3D_LockTexture;
    renderer->UnlockTexture = D3D_UnlockTexture;
    renderer->DirtyTexture = D3D_DirtyTexture;
    renderer->RenderDrawPoints = D3D_RenderDrawPoints;
    renderer->RenderDrawLines = D3D_RenderDrawLines;
    renderer->RenderDrawRects = D3D_RenderDrawRects;
    renderer->RenderFillRects = D3D_RenderFillRects;
    renderer->RenderCopy = D3D_RenderCopy;
    renderer->RenderReadPixels = D3D_RenderReadPixels;
    renderer->RenderWritePixels = D3D_RenderWritePixels;
    renderer->RenderPresent = D3D_RenderPresent;
    renderer->DestroyTexture = D3D_DestroyTexture;
    renderer->DestroyRenderer = D3D_DestroyRenderer;
    renderer->info = D3D_RenderDriver.info;
    renderer->window = window;
    renderer->driverdata = data;

    renderer->info.flags = SDL_RENDERER_ACCELERATED;

    SDL_zero(pparams);
    pparams.BackBufferWidth = window->w;
    pparams.BackBufferHeight = window->h;
    if (window->flags & SDL_WINDOW_FULLSCREEN) {
        pparams.BackBufferFormat =
            PixelFormatToD3DFMT(window->fullscreen_mode.format);
    } else {
        pparams.BackBufferFormat = D3DFMT_UNKNOWN;
    }
    if (flags & SDL_RENDERER_PRESENTFLIP2) {
        pparams.BackBufferCount = 2;
        pparams.SwapEffect = D3DSWAPEFFECT_FLIP;
    } else if (flags & SDL_RENDERER_PRESENTFLIP3) {
        pparams.BackBufferCount = 3;
        pparams.SwapEffect = D3DSWAPEFFECT_FLIP;
    } else if (flags & SDL_RENDERER_PRESENTCOPY) {
        pparams.BackBufferCount = 1;
        pparams.SwapEffect = D3DSWAPEFFECT_COPY;
    } else {
        pparams.BackBufferCount = 1;
        pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
    }
    if (window->flags & SDL_WINDOW_FULLSCREEN) {
        pparams.Windowed = FALSE;
        pparams.FullScreen_RefreshRateInHz =
            window->fullscreen_mode.refresh_rate;
    } else {
        pparams.Windowed = TRUE;
        pparams.FullScreen_RefreshRateInHz = 0;
    }
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
        pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
    } else {
        pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
    }

    data->adapter = D3D_FindAdapter(videodata->d3d, display);
    IDirect3D9_GetDeviceCaps(videodata->d3d, data->adapter,
                             D3DDEVTYPE_HAL, &caps);

    result = IDirect3D9_CreateDevice(videodata->d3d, data->adapter,
                                     D3DDEVTYPE_HAL,
                                     windowdata->hwnd,
                                     (caps.
                                      DevCaps &
                                      D3DDEVCAPS_HWTRANSFORMANDLIGHT) ?
                                     D3DCREATE_HARDWARE_VERTEXPROCESSING :
                                     D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                     &pparams, &data->device);
    if (FAILED(result)) {
        D3D_DestroyRenderer(renderer);
        D3D_SetError("CreateDevice()", result);
        return NULL;
    }
    data->beginScene = SDL_TRUE;

    /* Get presentation parameters to fill info */
    result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
    if (FAILED(result)) {
        D3D_DestroyRenderer(renderer);
        D3D_SetError("GetSwapChain()", result);
        return NULL;
    }
    result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
    if (FAILED(result)) {
        IDirect3DSwapChain9_Release(chain);
        D3D_DestroyRenderer(renderer);
        D3D_SetError("GetPresentParameters()", result);
        return NULL;
    }
    IDirect3DSwapChain9_Release(chain);
    switch (pparams.SwapEffect) {
    case D3DSWAPEFFECT_COPY:
        renderer->info.flags |= SDL_RENDERER_PRESENTCOPY;
        break;
    case D3DSWAPEFFECT_FLIP:
        switch (pparams.BackBufferCount) {
        case 2:
            renderer->info.flags |= SDL_RENDERER_PRESENTFLIP2;
            break;
        case 3:
            renderer->info.flags |= SDL_RENDERER_PRESENTFLIP3;
            break;
        }
        break;
    case D3DSWAPEFFECT_DISCARD:
        renderer->info.flags |= SDL_RENDERER_PRESENTDISCARD;
        break;
    }
    if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) {
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
    }
    data->pparams = pparams;

    IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
    renderer->info.max_texture_width = caps.MaxTextureWidth;
    renderer->info.max_texture_height = caps.MaxTextureHeight;

    /* Set up parameters for rendering */
    IDirect3DDevice9_SetVertexShader(data->device, NULL);
    IDirect3DDevice9_SetFVF(data->device,
                            D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_ZENABLE, D3DZB_FALSE);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
                                    D3DCULL_NONE);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
    /* Enable color modulation by diffuse color */
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLOROP,
                                          D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG1,
                                          D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG2,
                                          D3DTA_DIFFUSE);
    /* Enable alpha modulation by diffuse alpha */
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAOP,
                                          D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG1,
                                          D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG2,
                                          D3DTA_DIFFUSE);
    /* Disable second texture stage, since we're done */
    IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_COLOROP,
                                          D3DTOP_DISABLE);
    IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_ALPHAOP,
                                          D3DTOP_DISABLE);

    {
#ifdef ASSEMBLE_SHADER
        const char *shader_text =
"ps_1_1\n"
"def c0, 0, 0, 0, 0.496\n"
"def c1, 0, 0, 0, 1\n"
"def c2, 0, 0, 0, -1\n"
"tex t0\n"
"mul r1, t0, v0\n"
"add r0, r1, c0\n"
"cnd r0, r0.a, c1, c2\n"
"add r0, r0, r1\n";
        LPD3DXBUFFER pCode;         // buffer with the assembled shader code
        LPD3DXBUFFER pErrorMsgs;    // buffer with error messages
        LPDWORD shader_data;
        DWORD   shader_size;
        result = D3DXAssembleShader( shader_text, SDL_strlen(shader_text), NULL, NULL, 0, &pCode, &pErrorMsgs );
        if (FAILED(result)) {
            D3D_SetError("D3DXAssembleShader()", result);
        }
        shader_data = (DWORD*)pCode->lpVtbl->GetBufferPointer(pCode);
        shader_size = pCode->lpVtbl->GetBufferSize(pCode);
#else
        const DWORD shader_data[] = {
            0xffff0101,0x00000051,0xa00f0000,0x00000000,0x00000000,0x00000000,
            0x3efdf3b6,0x00000051,0xa00f0001,0x00000000,0x00000000,0x00000000,
            0x3f800000,0x00000051,0xa00f0002,0x00000000,0x00000000,0x00000000,
            0xbf800000,0x00000042,0xb00f0000,0x00000005,0x800f0001,0xb0e40000,
            0x90e40000,0x00000002,0x800f0000,0x80e40001,0xa0e40000,0x00000050,
            0x800f0000,0x80ff0000,0xa0e40001,0xa0e40002,0x00000002,0x800f0000,
            0x80e40000,0x80e40001,0x0000ffff
        };
#endif
        result = IDirect3DDevice9_CreatePixelShader(data->device, shader_data, &data->ps_mask);
        if (FAILED(result)) {
            D3D_SetError("CreatePixelShader()", result);
        }
    }

    return renderer;
}
Esempio n. 21
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/* Helper function */
static void set_states(ID3DXSpriteImpl *object)
{
    D3DXMATRIX mat;
    D3DVIEWPORT9 vp;

    /* Miscellaneous stuff */
    IDirect3DDevice9_SetVertexShader(object->device, NULL);
    IDirect3DDevice9_SetPixelShader(object->device, NULL);
    IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);

    /* Render states */
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHABLENDENABLE, TRUE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAREF, 0x00);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHATESTENABLE, object->alphacmp_caps);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPING, TRUE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPLANEENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE |
                                    D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_CULLMODE, D3DCULL_NONE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_FILLMODE, D3DFILL_SOLID);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_FOGENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_LIGHTING, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_RANGEFOGENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_SPECULARENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRGBWRITEENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_STENCILENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_VERTEXBLEND, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_WRAP0, 0);

    /* Texture stage states */
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXCOORDINDEX, 0);
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
    IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
    IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);

    /* Sampler states */
    IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
    IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);

    if(object->texfilter_caps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
        IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
    else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

    IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0);
    IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy);

    if(object->texfilter_caps & D3DPTFILTERCAPS_MINFANISOTROPIC)
        IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
    else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

    if(object->texfilter_caps & D3DPTFILTERCAPS_MIPFLINEAR)
        IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
    else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);

    IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0);
    IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0);

    /* Matrices */
    D3DXMatrixIdentity(&mat);
    IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
    IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &object->view);
    IDirect3DDevice9_GetViewport(object->device, &vp);
    D3DXMatrixOrthoOffCenterLH(&mat, vp.X+0.5f, (float)vp.Width+vp.X+0.5f, (float)vp.Height+vp.Y+0.5f, vp.Y+0.5f, vp.MinZ, vp.MaxZ);
    IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat);
}
Esempio n. 22
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void JBKRender_SetBlendAlpha8() {
	DXCall( IDirect3DDevice9_SetRenderState(gDevice, D3DRS_BLENDOP, D3DBLENDOP_ADD) );
	DXCall( IDirect3DDevice9_SetRenderState(gDevice, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA) );
	DXCall( IDirect3DDevice9_SetRenderState(gDevice, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA) );
}
Esempio n. 23
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void JBKRender_DisableAlphaBlending() {
	DXCall( IDirect3DDevice9_SetRenderState(gDevice, D3DRS_ALPHABLENDENABLE, 0) );
}
Esempio n. 24
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/** @brief libvo Callback: Draw OSD/Subtitles,
 */
static void draw_osd(void)
{
    // we can not render OSD if we lost the device e.g. because it was uncooperative
    if (!priv->d3d_device)
        return;

    if (vo_osd_changed(0)) {
        D3DLOCKED_RECT  locked_rect;   /**< Offscreen surface we lock in order
                                         to copy MPlayer's frame inside it.*/

        /* clear the OSD */
        if (FAILED(IDirect3DTexture9_LockRect(priv->d3d_texture_system, 0,
                                              &locked_rect, NULL, 0))) {
            mp_msg(MSGT_VO,MSGL_ERR, "<vo_direct3d>OSD texture lock failed.\n");
            return;
        }

        /* clear the whole texture to avoid issues due to interpolation */
        memset(locked_rect.pBits, 0, locked_rect.Pitch * priv->osd_texture_height);

        /* this unlock is used for both slice_draw path and D3DRenderFrame path */
        if (FAILED(IDirect3DTexture9_UnlockRect(priv->d3d_texture_system, 0))) {
            mp_msg(MSGT_VO,MSGL_ERR, "<vo_direct3d>OSD texture unlock failed.\n");
            return;
        }

        priv->is_osd_populated = 0;
        /* required for if subs are in the boarder region */
        priv->is_clear_needed = 1;

        vo_draw_text_ext(priv->osd_width, priv->osd_height, priv->border_x, priv->border_y,
                         priv->border_x, priv->border_y, priv->src_width, priv->src_height, draw_alpha);

        if (!priv->device_texture_sys)
        {
            /* only DMA to the shadow if its required */
            if (FAILED(IDirect3DDevice9_UpdateTexture(priv->d3d_device,
                                                      (IDirect3DBaseTexture9 *)priv->d3d_texture_system,
                                                      (IDirect3DBaseTexture9 *)priv->d3d_texture_osd))) {
                mp_msg(MSGT_VO,MSGL_ERR, "<vo_direct3d>OSD texture transfer failed.\n");
                return;
            }
        }
    }

    /* update OSD */

    if (priv->is_osd_populated) {

        struct_vertex osd_quad_vb[] = {
            {-1.0f, 1.0f, 0.0f,  0, 0 },
            { 1.0f, 1.0f, 0.0f,  1, 0 },
            {-1.0f,-1.0f, 0.0f,  0, 1 },
            { 1.0f,-1.0f, 0.0f,  1, 1 }
        };

        /* calculate the texture coordinates */
        osd_quad_vb[1].tu =
            osd_quad_vb[3].tu = (float)priv->osd_width  / priv->osd_texture_width;
        osd_quad_vb[2].tv =
            osd_quad_vb[3].tv = (float)priv->osd_height / priv->osd_texture_height;

        if (FAILED(IDirect3DDevice9_BeginScene(priv->d3d_device))) {
            mp_msg(MSGT_VO,MSGL_ERR,"<vo_direct3d>BeginScene failed.\n");
            return;
        }

        /* turn on alpha test */
        IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_ALPHABLENDENABLE, TRUE);
        IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_ALPHATESTENABLE, TRUE);

        /* need to use a texture here (done here as we may be able to texture from system memory) */
        IDirect3DDevice9_SetTexture(priv->d3d_device, 0,
            (IDirect3DBaseTexture9 *)(priv->device_texture_sys
            ? priv->d3d_texture_system : priv->d3d_texture_osd));

        IDirect3DDevice9_SetFVF(priv->d3d_device, D3DFVF_MY_VERTEX);
        IDirect3DDevice9_DrawPrimitiveUP(priv->d3d_device, D3DPT_TRIANGLESTRIP, 2, osd_quad_vb, sizeof(struct_vertex));

        /* turn off alpha test */
        IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_ALPHATESTENABLE, FALSE);
        IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_ALPHABLENDENABLE, FALSE);

        if (FAILED(IDirect3DDevice9_EndScene(priv->d3d_device))) {
            mp_msg(MSGT_VO,MSGL_ERR,"<vo_direct3d>EndScene failed.\n");
            return;
        }
    }
}
Esempio n. 25
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/** @brief Create D3D Offscreen and Backbuffer surfaces. Each
 *         surface is created only if it's not already present.
 *  @return 1 on success, 0 on failure
 */
static int create_d3d_surfaces(void)
{
    int osd_width = vo_dwidth, osd_height = vo_dheight;
    int tex_width = osd_width, tex_height = osd_height;
    mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>create_d3d_surfaces called.\n");

    if (!priv->d3d_surface &&
        FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(
               priv->d3d_device, priv->src_width, priv->src_height,
               priv->movie_src_fmt, D3DPOOL_DEFAULT, &priv->d3d_surface, NULL))) {
        mp_msg(MSGT_VO, MSGL_ERR,
               "<vo_direct3d>Allocating offscreen surface failed.\n");
        return 0;
    }

    if (!priv->d3d_backbuf &&
        FAILED(IDirect3DDevice9_GetBackBuffer(priv->d3d_device, 0, 0,
                                              D3DBACKBUFFER_TYPE_MONO,
                                              &priv->d3d_backbuf))) {
        mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>Allocating backbuffer failed.\n");
        return 0;
    }

    /* calculate the best size for the OSD depending on the factors from the device */
    if (priv->device_caps_power2_only) {
        tex_width  = 1;
        tex_height = 1;
        while (tex_width  < osd_width ) tex_width  <<= 1;
        while (tex_height < osd_height) tex_height <<= 1;
    }
    if (priv->device_caps_square_only)
        /* device only supports square textures */
        tex_width = tex_height = tex_width > tex_height ? tex_width : tex_height;
    // better round up to a multiple of 16
    tex_width  = (tex_width  + 15) & ~15;
    tex_height = (tex_height + 15) & ~15;

    // make sure we respect the size limits without breaking aspect or pow2-requirements
    while (tex_width > priv->max_texture_width || tex_height > priv->max_texture_height) {
        osd_width  >>= 1;
        osd_height >>= 1;
        tex_width  >>= 1;
        tex_height >>= 1;
    }

    priv->osd_width  = osd_width;
    priv->osd_height = osd_height;
    priv->osd_texture_width  = tex_width;
    priv->osd_texture_height = tex_height;

    mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>OSD texture size (%dx%d), requested (%dx%d).\n",
           vo_dwidth, vo_dheight, priv->osd_texture_width, priv->osd_texture_height);

    /* create OSD */
    if (!priv->d3d_texture_system &&
        FAILED(IDirect3DDevice9_CreateTexture(priv->d3d_device,
                                              priv->osd_texture_width,
                                              priv->osd_texture_height,
                                              1,
                                              D3DUSAGE_DYNAMIC,
                                              D3DFMT_A8L8,
                                              D3DPOOL_SYSTEMMEM,
                                              &priv->d3d_texture_system,
                                              NULL))) {
        mp_msg(MSGT_VO,MSGL_ERR,
               "<vo_direct3d>Allocating OSD texture in system RAM failed.\n");
        return 0;
    }

    if (!priv->device_texture_sys) {
        /* only create if we need a shadow version on the external device */
        if (!priv->d3d_texture_osd &&
            FAILED(IDirect3DDevice9_CreateTexture(priv->d3d_device,
                                                  priv->osd_texture_width,
                                                  priv->osd_texture_height,
                                                  1,
                                                  D3DUSAGE_DYNAMIC,
                                                  D3DFMT_A8L8,
                                                  D3DPOOL_DEFAULT,
                                                  &priv->d3d_texture_osd,
                                                  NULL))) {
            mp_msg(MSGT_VO,MSGL_ERR,
                   "<vo_direct3d>Allocating OSD texture in video RAM failed.\n");
            return 0;
        }
    }

    /* setup default renderstate */
    IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_SRCBLEND, D3DBLEND_ONE);
    IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
    IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
    IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_ALPHAREF, (DWORD)0x0);
    IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_LIGHTING, FALSE);
    IDirect3DDevice9_SetSamplerState(priv->d3d_device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
    IDirect3DDevice9_SetSamplerState(priv->d3d_device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

    return 1;
}
Esempio n. 26
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void xprGpuStatePreRender(XprGpuState* self)
{
	IDirect3DDevice9* d3ddev = xprAPI.d3ddev;

	IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ZENABLE, (BOOL)self->desc.depthTest);
	IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ZWRITEENABLE, (BOOL)self->desc.depthWrite);
	IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_CULLMODE, self->desc.cull ? D3DCULL_CW : D3DCULL_NONE);
	
	if(self->desc.blend) {
		IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ALPHABLENDENABLE, TRUE);
		IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_SEPARATEALPHABLENDENABLE, TRUE);

		IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_SRCBLEND, XprGpuState_blendFactorMapping[self->desc.blendFactorSrcRGB - XprGpuState_BlendFactor_One]);
		IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_DESTBLEND, XprGpuState_blendFactorMapping[self->desc.blendFactorDestRGB - XprGpuState_BlendFactor_One]);
		
		IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_SRCBLENDALPHA, XprGpuState_blendFactorMapping[self->desc.blendFactorSrcA - XprGpuState_BlendFactor_One]);
		IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_DESTBLENDALPHA, XprGpuState_blendFactorMapping[self->desc.blendFactorDestA - XprGpuState_BlendFactor_One]);
		
	}
	else {
		IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ALPHABLENDENABLE, FALSE);
	}

	IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_FILLMODE, XprGpuState_polygonModeMapping[self->desc.polygonMode - XprGpuState_PolygonMode_Line]);
}