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slides.cpp
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slides.cpp
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#include "plattis.h"
#include <MATH.h>
#define m_pd3dDevice g_pd3dDevice
#define pd3dDevice g_pd3dDevice
LPDIRECT3DTEXTURE9 slides_tex= NULL;
LPDIRECT3DTEXTURE9 tex_scroll= NULL;
float scroller_flash=0;
int slides_texture=0;
int slides_current_texture=-1;
char *slideshow[]={
"media\\credits01.png",
"media\\credits02.png",
"media\\sleng1.jpg",
"media\\sleng2.jpg",
"media\\sleng3.jpg",
"media\\sleng4.jpg",
"media\\krediitit.jpg",
};
void slides_init()
{
slides_current_texture=-1;
WRAP(D3DXCreateTextureFromFile( g_pd3dDevice, "media\\sarvihhh.dds", &tex_scroll));
}
void slides_deinit()
{
}
DWORD WINAPI slides_decode( LPVOID lpParam )
{
WRAP(D3DXCreateTextureFromFile( g_pd3dDevice, slideshow[slides_current_texture%7], &slides_tex));
return 0;
}
void slides_render(float t)
{
Sleep(10);
if(slides_current_texture!=slides_texture)
{
if(slides_tex)
{
slides_tex->Release();
slides_tex=NULL;
}
slides_current_texture=slides_texture;
CreateThread(NULL, 0, slides_decode, NULL, 0, NULL);
}
g_pd3dDevice->BeginScene();
g_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, 0xff000000, 1.0f, 0L );
// Render the secondary color surface to the screen
struct VERTEX { D3DXVECTOR4 p; FLOAT tu, tv;
};
VERTEX v[4];
v[0].p = D3DXVECTOR4( SX( 0) - 0.5f, SY( 48) - 0.5f, 0, 1 ); v[0].tu = 0; v[0].tv = 0;
v[1].p = D3DXVECTOR4( SX(640) - 0.5f, SY( 48) - 0.5f, 0, 1 ); v[1].tu = 1; v[1].tv = 0;
v[2].p = D3DXVECTOR4( SX(640) - 0.5f, SY(432) - 0.5f, 0, 1 ); v[2].tu = 1; v[2].tv =1;
v[3].p = D3DXVECTOR4( SX( 0) - 0.5f, SY(432) - 0.5f, 0, 1 ); v[3].tu = 0; v[3].tv = 1;
m_pd3dDevice->SetFVF( D3DFVF_XYZRHW|D3DFVF_TEX1);
m_pd3dDevice->SetTexture( 0, slides_tex );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0);
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER , D3DTEXF_LINEAR);
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER , D3DTEXF_LINEAR);
int color=CLAMP(fade)*255;
m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff<<24|(0x010101*color));
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE);
if(slides_tex)
WRAP(m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN, 2, v, 6*sizeof(FLOAT) ));
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE);
m_pd3dDevice->SetTexture( 0, NULL );
g_pd3dDevice->EndScene();
// g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
#if 0
void scroll_render(float t)
{
g_pd3dDevice->BeginScene();
g_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, 0xff000000, 1.0f, 0L );
// Render the secondary color surface to the screen
struct VERTEX { D3DXVECTOR4 p; FLOAT tu, tv;
};
VERTEX v[4];
float p=(5-t)*.05f+.1f;
v[0].p = D3DXVECTOR4( 0 - 0.5f, 0 - 0.5f, 0, 0 ); v[0].tu = p; v[0].tv = 0;
v[1].p = D3DXVECTOR4( 640 - 0.5f, 0 - 0.5f, 0, 0 ); v[1].tu = .3f+p; v[1].tv = 0;
v[2].p = D3DXVECTOR4( 640 - 0.5f, 480 - 0.5f, 0, 0 ); v[2].tu = .3f+p; v[2].tv = 1;
v[3].p = D3DXVECTOR4( 0 - 0.5f, 480 - 0.5f, 0, 0 ); v[3].tu = p; v[3].tv = 1;
m_pd3dDevice->SetFVF( D3DFVF_XYZRHW|D3DFVF_TEX1);
m_pd3dDevice->SetTexture( 0, tex_scroll );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0);
if(scroller_flash>0)
{
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_ADD );
int color=CLAMP(scroller_flash)*255;
m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff<<24|(0x010101*color));
}
else
{
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
int color=CLAMP(fade)*255;
m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff<<24|(0x010101*color));
}
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER , D3DTEXF_LINEAR);
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER , D3DTEXF_LINEAR);
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE);
WRAP(m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN, 2, v, 6*sizeof(FLOAT) ));
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE);
m_pd3dDevice->SetTexture( 0, NULL );
g_pd3dDevice->EndScene();
}
#endif // 0