コード例 #1
0
ファイル: GUITextureD3D.cpp プロジェクト: AWilco/xbmc
void CGUITextureD3D::Begin(color_t color)
{
  CBaseTexture* texture = m_texture.m_textures[m_currentFrame];
  LPDIRECT3DDEVICE9 p3DDevice = g_Windowing.Get3DDevice();

  texture->LoadToGPU();
  if (m_diffuse.size())
    m_diffuse.m_textures[0]->LoadToGPU();
  // Set state to render the image
  p3DDevice->SetTexture( 0, texture->GetTextureObject() );
  p3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  p3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  p3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
  p3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  p3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  p3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  p3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  p3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
  p3DDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
  p3DDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );
  if (m_diffuse.size())
  {
    p3DDevice->SetTexture( 1, m_diffuse.m_textures[0]->GetTextureObject() );
    p3DDevice->SetSamplerState( 1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
    p3DDevice->SetSamplerState( 1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    p3DDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    p3DDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
    p3DDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MODULATE );
    p3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
    p3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
    p3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
    p3DDevice->SetSamplerState( 1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    p3DDevice->SetSamplerState( 1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );
    p3DDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE);
    p3DDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  }
  else
  {
    p3DDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
    p3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  }
  p3DDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
  p3DDevice->SetRenderState( D3DRS_ALPHAREF, 0 );
  p3DDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
  p3DDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
  p3DDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
  p3DDevice->SetRenderState( D3DRS_FOGTABLEMODE, D3DFOG_NONE );
  p3DDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
  p3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
  p3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
  p3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
  p3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
  p3DDevice->SetRenderState( D3DRS_LIGHTING, FALSE);

  p3DDevice->SetFVF( D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX2 );
  m_col = color;
}
コード例 #2
0
ファイル: GUITextureGL.cpp プロジェクト: 68foxboris/xbmc
void CGUITextureGL::Begin(UTILS::Color color)
{
  CBaseTexture* texture = m_texture.m_textures[m_currentFrame];
  texture->LoadToGPU();
  if (m_diffuse.size())
    m_diffuse.m_textures[0]->LoadToGPU();

  texture->BindToUnit(0);

  // Setup Colors
  m_col[0] = (GLubyte)GET_R(color);
  m_col[1] = (GLubyte)GET_G(color);
  m_col[2] = (GLubyte)GET_B(color);
  m_col[3] = (GLubyte)GET_A(color);

  bool hasAlpha = m_texture.m_textures[m_currentFrame]->HasAlpha() || m_col[3] < 255;

  if (m_diffuse.size())
  {
    if (m_col[0] == 255 && m_col[1] == 255 && m_col[2] == 255 && m_col[3] == 255 )
    {
      m_renderSystem->EnableShader(SM_MULTI);
    }
    else
    {
      m_renderSystem->EnableShader(SM_MULTI_BLENDCOLOR);
    }

    hasAlpha |= m_diffuse.m_textures[0]->HasAlpha();

    m_diffuse.m_textures[0]->BindToUnit(1);
  }
  else
  {
    if (m_col[0] == 255 && m_col[1] == 255 && m_col[2] == 255 && m_col[3] == 255)
    {
      m_renderSystem->EnableShader(SM_TEXTURE_NOBLEND);
    }
    else
    {
      m_renderSystem->EnableShader(SM_TEXTURE);
    }
  }

  if (hasAlpha)
  {
    glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_ONE);
    glEnable(GL_BLEND);
  }
  else
  {
    glDisable(GL_BLEND);
  }
  m_packedVertices.clear();
  m_idx.clear();
}
コード例 #3
0
ファイル: GUITextureD3D.cpp プロジェクト: Montellese/xbmc
void CGUITextureD3D::Begin(color_t color)
{
  CBaseTexture* texture = m_texture.m_textures[m_currentFrame];
  texture->LoadToGPU();

  if (m_diffuse.size()) 
	  m_diffuse.m_textures[0]->LoadToGPU();

  m_col = color;

  DX::Windowing().SetAlphaBlendEnable(true);
}
コード例 #4
0
ファイル: GUITextureGL.cpp プロジェクト: Bobbin007/xbmc
void CGUITextureGL::Begin(color_t color)
{
  m_col[0] = (GLubyte)GET_R(color);
  m_col[1] = (GLubyte)GET_G(color);
  m_col[2] = (GLubyte)GET_B(color);
  m_col[3] = (GLubyte)GET_A(color);

  CBaseTexture* texture = m_texture.m_textures[m_currentFrame];
  glActiveTextureARB(GL_TEXTURE0_ARB);
  texture->LoadToGPU();
  if (m_diffuse.size())
    m_diffuse.m_textures[0]->LoadToGPU();

  glBindTexture(GL_TEXTURE_2D, texture->GetTextureObject());
  glEnable(GL_TEXTURE_2D);

  glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
  glEnable(GL_BLEND);          // Turn Blending On
  glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

  // diffuse coloring
  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
  glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
  glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
  glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
  glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
  glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
  VerifyGLState();

  if (m_diffuse.size())
  {
    glActiveTextureARB(GL_TEXTURE1_ARB);
    glBindTexture(GL_TEXTURE_2D, m_diffuse.m_textures[0]->GetTextureObject());
    glEnable(GL_TEXTURE_2D);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
    glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
    glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE1);
    glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
    glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
    glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
    VerifyGLState();
  }
  //glDisable(GL_TEXTURE_2D); // uncomment these 2 lines to switch to wireframe rendering
  //glBegin(GL_LINE_LOOP);
  glBegin(GL_QUADS);
}
コード例 #5
0
ファイル: GUITextureGLES.cpp プロジェクト: Gemini88/xbmc-1
void CGUITextureGLES::Begin(color_t color)
{
    CBaseTexture* texture = m_texture.m_textures[m_currentFrame];
    glActiveTexture(GL_TEXTURE0);
    texture->LoadToGPU();
    if (m_diffuse.size())
        m_diffuse.m_textures[0]->LoadToGPU();

    glBindTexture(GL_TEXTURE_2D, texture->GetTextureObject());

    // Setup Colors
    for (int i = 0; i < 4; i++)
    {
        m_col[i][0] = (GLubyte)GET_R(color);
        m_col[i][1] = (GLubyte)GET_G(color);
        m_col[i][2] = (GLubyte)GET_B(color);
        m_col[i][3] = (GLubyte)GET_A(color);
    }

    bool hasAlpha = m_texture.m_textures[m_currentFrame]->HasAlpha() || m_col[0][3] < 255;

    if (m_diffuse.size())
    {
        if (m_col[0][0] == 255 && m_col[0][1] == 255 && m_col[0][2] == 255 && m_col[0][3] == 255 )
        {
            g_Windowing.EnableGUIShader(SM_MULTI);
        }
        else
        {
            g_Windowing.EnableGUIShader(SM_MULTI_BLENDCOLOR);
        }

        hasAlpha |= m_diffuse.m_textures[0]->HasAlpha();

        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, m_diffuse.m_textures[0]->GetTextureObject());

        GLint tex1Loc = g_Windowing.GUIShaderGetCoord1();
        glVertexAttribPointer(tex1Loc, 2, GL_FLOAT, 0, 0, m_tex1);
        glEnableVertexAttribArray(tex1Loc);

        hasAlpha = true;
    }
    else
    {
        if ( hasAlpha )
        {
            g_Windowing.EnableGUIShader(SM_TEXTURE);
        }
        else
        {
            g_Windowing.EnableGUIShader(SM_TEXTURE_NOBLEND);
        }
    }

    GLint posLoc  = g_Windowing.GUIShaderGetPos();
    GLint colLoc  = g_Windowing.GUIShaderGetCol();
    GLint tex0Loc = g_Windowing.GUIShaderGetCoord0();

    glVertexAttribPointer(posLoc, 3, GL_FLOAT, 0, 0, m_vert);
    if(colLoc >= 0)
        glVertexAttribPointer(colLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, m_col);
    glVertexAttribPointer(tex0Loc, 2, GL_FLOAT, 0, 0, m_tex0);

    glEnableVertexAttribArray(posLoc);
    if(colLoc >= 0)
        glEnableVertexAttribArray(colLoc);
    glEnableVertexAttribArray(tex0Loc);

    if ( hasAlpha )
    {
        glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
        glEnable( GL_BLEND );
    }
    else
    {
        glDisable(GL_BLEND);
    }
}
コード例 #6
0
ファイル: GUITextureD3D.cpp プロジェクト: 2BReality/xbmc
void CGUITextureD3D::Begin(color_t color)
{
  int unit = 0;
  CBaseTexture* texture = m_texture.m_textures[m_currentFrame];
  LPDIRECT3DDEVICE9 p3DDevice = g_Windowing.Get3DDevice();

  texture->LoadToGPU();
  if (m_diffuse.size())
    m_diffuse.m_textures[0]->LoadToGPU();
  // Set state to render the image
  texture->BindToUnit(unit);
  p3DDevice->SetTextureStageState( unit, D3DTSS_COLOROP  , D3DTOP_MODULATE );
  p3DDevice->SetTextureStageState( unit, D3DTSS_COLORARG1, D3DTA_TEXTURE   );
  p3DDevice->SetTextureStageState( unit, D3DTSS_COLORARG2, D3DTA_DIFFUSE   );
  p3DDevice->SetTextureStageState( unit, D3DTSS_ALPHAOP  , D3DTOP_MODULATE );
  p3DDevice->SetTextureStageState( unit, D3DTSS_ALPHAARG1, D3DTA_TEXTURE   );
  p3DDevice->SetTextureStageState( unit, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE   );
  unit++;

  if (m_diffuse.size())
  {
    m_diffuse.m_textures[0]->BindToUnit(1);
    p3DDevice->SetTextureStageState( unit, D3DTSS_COLORARG1, D3DTA_TEXTURE   );
    p3DDevice->SetTextureStageState( unit, D3DTSS_COLORARG2, D3DTA_CURRENT   );
    p3DDevice->SetTextureStageState( unit, D3DTSS_COLOROP  , D3DTOP_MODULATE );
    p3DDevice->SetTextureStageState( unit, D3DTSS_ALPHAARG1, D3DTA_TEXTURE   );
    p3DDevice->SetTextureStageState( unit, D3DTSS_ALPHAARG2, D3DTA_CURRENT   );
    p3DDevice->SetTextureStageState( unit, D3DTSS_ALPHAOP  , D3DTOP_MODULATE );
    unit++;
  }

  if(g_Windowing.UseLimitedColor())
  {
    m_col = D3DCOLOR_RGBA(GET_R(color) * (235 - 16) / 255
                        , GET_G(color) * (235 - 16) / 255
                        , GET_B(color) * (235 - 16) / 255
                        , GET_A(color));
    p3DDevice->SetTextureStageState( unit, D3DTSS_COLOROP  , D3DTOP_ADD );
    p3DDevice->SetTextureStageState( unit, D3DTSS_COLORARG1, D3DTA_CURRENT) ;
    p3DDevice->SetRenderState( D3DRS_TEXTUREFACTOR, D3DCOLOR_RGBA(16,16,16, 0) );
    p3DDevice->SetTextureStageState( unit, D3DTSS_COLORARG2, D3DTA_TFACTOR );
    unit++;
  }
  else
    m_col = color;

  p3DDevice->SetTextureStageState( unit, D3DTSS_COLOROP, D3DTOP_DISABLE);
  p3DDevice->SetTextureStageState( unit, D3DTSS_ALPHAOP, D3DTOP_DISABLE);

  p3DDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
  p3DDevice->SetRenderState( D3DRS_ALPHAREF, 0 );
  p3DDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
  p3DDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
  p3DDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
  p3DDevice->SetRenderState( D3DRS_FOGTABLEMODE, D3DFOG_NONE );
  p3DDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
  p3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
  p3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
  p3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
  p3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
  p3DDevice->SetRenderState( D3DRS_LIGHTING, FALSE);

  p3DDevice->SetFVF( D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX2 );
}