예제 #1
0
static void menu_display_d3d_restore_clear_color(void)
{
   d3d_video_t *d3d = (d3d_video_t*)video_driver_get_ptr(NULL);
   DWORD clear_color = 0x00000000;

   d3d_clear(d3d->dev, 0, NULL, D3DCLEAR_TARGET, clear_color, 0, 0);
}
예제 #2
0
static void menu_display_d3d_clear_color(float r, float g, float b, float a)
{
   d3d_video_t *d3d  = (d3d_video_t*)video_driver_get_ptr(NULL);
   DWORD clear_color = D3DCOLOR_ARGB(BYTE_CLAMP(a * 255.0f), BYTE_CLAMP(r * 255.0f), BYTE_CLAMP(g * 255.0f), BYTE_CLAMP(b * 255.0f));

   d3d_clear(d3d->dev, 0, NULL, D3DCLEAR_TARGET, clear_color, 0, 0);
}
static void menu_display_d3d_clear_color(menu_display_ctx_clearcolor_t *clearcolor)
{
   DWORD    clear_color                      = 0;
   d3d_video_t *d3d = (d3d_video_t*)video_driver_get_ptr(false);

   if (!d3d || !clearcolor)
      return;
   
   clear_color = D3DCOLOR_ARGB(
         BYTE_CLAMP(clearcolor->a * 255.0f), /* A */
         BYTE_CLAMP(clearcolor->r * 255.0f), /* R */
         BYTE_CLAMP(clearcolor->g * 255.0f), /* G */
         BYTE_CLAMP(clearcolor->b * 255.0f)  /* B */
         );

   d3d_clear(d3d->dev, 0, NULL, D3DCLEAR_TARGET, clear_color, 0, 0);
}
예제 #4
0
static void menu_display_d3d_clear_color(
      menu_display_ctx_clearcolor_t *clearcolor, video_frame_info_t *video_info)
{
   DWORD    clear_color = 0;
   d3d_video_t     *d3d = video_info ? 
      (d3d_video_t*)video_info->userdata : NULL;

   if (!d3d || !clearcolor)
      return;

   clear_color = D3DCOLOR_ARGB(
         BYTE_CLAMP(clearcolor->a * 255.0f), /* A */
         BYTE_CLAMP(clearcolor->r * 255.0f), /* R */
         BYTE_CLAMP(clearcolor->g * 255.0f), /* G */
         BYTE_CLAMP(clearcolor->b * 255.0f)  /* B */
         );

   d3d_clear(d3d->dev, 0, NULL, D3D_COMM_CLEAR_TARGET, clear_color, 0, 0);
}
예제 #5
0
static bool cg_d3d9_renderchain_render(
      void *data,
      const void *frame_data,
      unsigned width, unsigned height,
      unsigned pitch, unsigned rotation)
{
   Pass *last_pass;
   LPDIRECT3DDEVICE d3dr;
   LPDIRECT3DSURFACE back_buffer, target;
   unsigned i, current_width, current_height, out_width = 0, out_height = 0;
   d3d_video_t *d3d        = (d3d_video_t*)data;
   cg_renderchain_t *chain = d3d ? (cg_renderchain_t*)d3d->renderchain_data : NULL;

   if (chain)
      d3dr   = (LPDIRECT3DDEVICE)chain->dev;

   renderchain_start_render(chain);

   current_width         = width;
   current_height        = height;
   cg_d3d9_renderchain_convert_geometry(chain, &chain->passes[0].info,
         &out_width, &out_height,
         current_width, current_height, chain->final_viewport);

   renderchain_blit_to_texture(chain, frame_data, width, height, pitch);

   /* Grab back buffer. */
   d3dr->GetRenderTarget(0, &back_buffer);

   /* In-between render target passes. */
   for (i = 0; i < chain->passes.size() - 1; i++)
   {
      D3DVIEWPORT viewport = {0};
      Pass *from_pass = (Pass*)&chain->passes[i];
      Pass *to_pass   = (Pass*)&chain->passes[i + 1];

      to_pass->tex->GetSurfaceLevel(0, &target);
      d3dr->SetRenderTarget(0, target);

      cg_d3d9_renderchain_convert_geometry(chain, &from_pass->info,
            &out_width, &out_height,
            current_width, current_height, chain->final_viewport);

      /* Clear out whole FBO. */
      viewport.Width  = to_pass->info.tex_w;
      viewport.Height = to_pass->info.tex_h;
      viewport.MinZ   = 0.0f;
      viewport.MaxZ   = 1.0f;

      d3d_set_viewports(d3dr, &viewport);
      d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
      
      viewport.Width  = out_width;
      viewport.Height = out_height;
      renderchain_set_viewport(chain, &viewport);

      renderchain_set_vertices(chain, from_pass,
            current_width, current_height,
            out_width, out_height,
            out_width, out_height, 0);

      renderchain_render_pass(chain, from_pass, i + 1);

      current_width = out_width;
      current_height = out_height;
      target->Release();
   }

   /* Final pass */
   d3dr->SetRenderTarget(0, back_buffer);

   last_pass = (Pass*)&chain->passes.back();

   cg_d3d9_renderchain_convert_geometry(chain, &last_pass->info,
         &out_width, &out_height,
         current_width, current_height, chain->final_viewport);
   renderchain_set_viewport(chain, chain->final_viewport);
   renderchain_set_vertices(chain, last_pass,
            current_width, current_height,
            out_width, out_height,
            chain->final_viewport->Width, chain->final_viewport->Height,
            rotation);
   renderchain_render_pass(chain, last_pass, chain->passes.size());

   chain->frame_count++;

   back_buffer->Release();

   renderchain_end_render(chain);
   renderchain_set_shaders(chain->fStock, chain->vStock);
   renderchain_set_mvp(chain, chain->vStock, chain->final_viewport->Width,
         chain->final_viewport->Height, 0);

   return true;
}