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); }
static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect) { D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata; LPDIRECT3DPIXELSHADER9 shader = NULL; float minx, miny, maxx, maxy; float minu, maxu, minv, maxv; DWORD color; Vertex vertices[4]; HRESULT result; if (D3D_ActivateRenderer(renderer) < 0) { return -1; } minx = (float) dstrect->x - 0.5f; miny = (float) dstrect->y - 0.5f; maxx = (float) dstrect->x + dstrect->w - 0.5f; maxy = (float) dstrect->y + dstrect->h - 0.5f; minu = (float) srcrect->x / texture->w; maxu = (float) (srcrect->x + srcrect->w) / texture->w; minv = (float) srcrect->y / texture->h; maxv = (float) (srcrect->y + srcrect->h) / texture->h; color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b); vertices[0].x = minx; vertices[0].y = miny; vertices[0].z = 0.0f; vertices[0].color = color; vertices[0].u = minu; vertices[0].v = minv; vertices[1].x = maxx; vertices[1].y = miny; vertices[1].z = 0.0f; vertices[1].color = color; vertices[1].u = maxu; vertices[1].v = minv; vertices[2].x = maxx; vertices[2].y = maxy; vertices[2].z = 0.0f; vertices[2].color = color; vertices[2].u = maxu; vertices[2].v = maxv; vertices[3].x = minx; vertices[3].y = maxy; vertices[3].z = 0.0f; vertices[3].color = color; vertices[3].u = minu; vertices[3].v = maxv; D3D_SetBlendMode(data, texture->blendMode); if (texturedata->scaleMode != data->scaleMode) { IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER, texturedata->scaleMode); IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER, texturedata->scaleMode); data->scaleMode = texturedata->scaleMode; } result = IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *) texturedata->texture); if (FAILED(result)) { D3D_SetError("SetTexture()", result); return -1; } if (shader) { result = IDirect3DDevice9_SetPixelShader(data->device, shader); if (FAILED(result)) { D3D_SetError("SetShader()", result); return -1; } } result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, vertices, sizeof(*vertices)); if (FAILED(result)) { D3D_SetError("DrawPrimitiveUP()", result); return -1; } if (shader) { result = IDirect3DDevice9_SetPixelShader(data->device, NULL); if (FAILED(result)) { D3D_SetError("SetShader()", result); return -1; } } return 0; }
static int D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_FRect * dstrect, const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip) { D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata; LPDIRECT3DPIXELSHADER9 shader = NULL; float minx, miny, maxx, maxy; float minu, maxu, minv, maxv; float centerx, centery; DWORD color; Vertex vertices[4]; HRESULT result; if (D3D_ActivateRenderer(renderer) < 0) { return -1; } centerx = center->x; centery = center->y; if (flip & SDL_FLIP_HORIZONTAL) { minx = dstrect->w - centerx - 0.5f; maxx = -centerx - 0.5f; } else { minx = -centerx - 0.5f; maxx = dstrect->w - centerx - 0.5f; } if (flip & SDL_FLIP_VERTICAL) { miny = dstrect->h - centery - 0.5f; maxy = -centery - 0.5f; } else { miny = -centery - 0.5f; maxy = dstrect->h - centery - 0.5f; } minu = (float) srcrect->x / texture->w; maxu = (float) (srcrect->x + srcrect->w) / texture->w; minv = (float) srcrect->y / texture->h; maxv = (float) (srcrect->y + srcrect->h) / texture->h; color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b); vertices[0].x = minx; vertices[0].y = miny; vertices[0].z = 0.0f; vertices[0].color = color; vertices[0].u = minu; vertices[0].v = minv; vertices[1].x = maxx; vertices[1].y = miny; vertices[1].z = 0.0f; vertices[1].color = color; vertices[1].u = maxu; vertices[1].v = minv; vertices[2].x = maxx; vertices[2].y = maxy; vertices[2].z = 0.0f; vertices[2].color = color; vertices[2].u = maxu; vertices[2].v = maxv; vertices[3].x = minx; vertices[3].y = maxy; vertices[3].z = 0.0f; vertices[3].color = color; vertices[3].u = minu; vertices[3].v = maxv; D3D_SetBlendMode(data, texture->blendMode); // Rotate and translate ID3DXMatrixStack_Push(data->matrixStack); ID3DXMatrixStack_LoadIdentity(data->matrixStack); ID3DXMatrixStack_RotateYawPitchRoll(data->matrixStack, 0.0, 0.0, (float)(M_PI * (float) angle / 180.0f)); ID3DXMatrixStack_Translate(data->matrixStack, (float)dstrect->x + centerx, (float)dstrect->y + centery, (float)0.0); IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack)); if (texturedata->scaleMode != data->scaleMode) { IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER, texturedata->scaleMode); IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER, texturedata->scaleMode); data->scaleMode = texturedata->scaleMode; } result = IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *) texturedata->texture); if (FAILED(result)) { D3D_SetError("SetTexture()", result); return -1; } if (shader) { result = IDirect3DDevice9_SetPixelShader(data->device, shader); if (FAILED(result)) { D3D_SetError("SetShader()", result); return -1; } } result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, vertices, sizeof(*vertices)); if (FAILED(result)) { D3D_SetError("DrawPrimitiveUP()", result); return -1; } if (shader) { result = IDirect3DDevice9_SetPixelShader(data->device, NULL); if (FAILED(result)) { D3D_SetError("SetShader()", result); return -1; } } ID3DXMatrixStack_Pop(data->matrixStack); ID3DXMatrixStack_Push(data->matrixStack); ID3DXMatrixStack_LoadIdentity(data->matrixStack); IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack)); ID3DXMatrixStack_Pop(data->matrixStack); return 0; }
static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect) { D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata; LPDIRECT3DPIXELSHADER9 shader = NULL; float minx, miny, maxx, maxy; float minu, maxu, minv, maxv; DWORD color; Vertex vertices[4]; HRESULT result; if (data->beginScene) { IDirect3DDevice9_BeginScene(data->device); data->beginScene = SDL_FALSE; } minx = (float) dstrect->x - 0.5f; miny = (float) dstrect->y - 0.5f; maxx = (float) dstrect->x + dstrect->w - 0.5f; maxy = (float) dstrect->y + dstrect->h - 0.5f; minu = (float) srcrect->x / texture->w; maxu = (float) (srcrect->x + srcrect->w) / texture->w; minv = (float) srcrect->y / texture->h; maxv = (float) (srcrect->y + srcrect->h) / texture->h; color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b); vertices[0].x = minx; vertices[0].y = miny; vertices[0].z = 0.0f; vertices[0].rhw = 1.0f; vertices[0].color = color; vertices[0].u = minu; vertices[0].v = minv; vertices[1].x = maxx; vertices[1].y = miny; vertices[1].z = 0.0f; vertices[1].rhw = 1.0f; vertices[1].color = color; vertices[1].u = maxu; vertices[1].v = minv; vertices[2].x = maxx; vertices[2].y = maxy; vertices[2].z = 0.0f; vertices[2].rhw = 1.0f; vertices[2].color = color; vertices[2].u = maxu; vertices[2].v = maxv; vertices[3].x = minx; vertices[3].y = maxy; vertices[3].z = 0.0f; vertices[3].rhw = 1.0f; vertices[3].color = color; vertices[3].u = minu; vertices[3].v = maxv; D3D_SetBlendMode(data, texture->blendMode); if (texture->blendMode == SDL_BLENDMODE_MASK) { shader = data->ps_mask; } switch (texture->scaleMode) { case SDL_TEXTURESCALEMODE_NONE: case SDL_TEXTURESCALEMODE_FAST: IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); break; case SDL_TEXTURESCALEMODE_SLOW: IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); break; case SDL_TEXTURESCALEMODE_BEST: IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER, D3DTEXF_GAUSSIANQUAD); IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_GAUSSIANQUAD); break; } result = IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *) texturedata->texture); if (FAILED(result)) { D3D_SetError("SetTexture()", result); return -1; } if (shader) { result = IDirect3DDevice9_SetPixelShader(data->device, shader); if (FAILED(result)) { D3D_SetError("SetShader()", result); return -1; } } result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, vertices, sizeof(*vertices)); if (FAILED(result)) { D3D_SetError("DrawPrimitiveUP()", result); return -1; } if (shader) { result = IDirect3DDevice9_SetPixelShader(data->device, NULL); if (FAILED(result)) { D3D_SetError("SetShader()", result); return -1; } } return 0; }
/* 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); }