Commit 6149bbc9 authored by Felix Abecassis's avatar Felix Abecassis

Direct3D: handle rotated movies.

parent 1d400f7a
......@@ -1316,31 +1316,112 @@ static void Direct3DDestroyShaders(vout_display_t *vd)
sys->d3dx_shader = NULL;
}
/**
* Compute the vertex ordering needed to rotate the video. Without
* rotation, the vertices of the rectangle are defined in a clockwise
* order. This function computes a remapping of the coordinates to
* implement the rotation, given fixed texture coordinates.
* The unrotated order is the following:
* 0--1
* | |
* 3--2
* For a 180 degrees rotation it should like this:
* 2--3
* | |
* 1--0
* Vertex 0 should be assigned coordinates at index 2 from the
* unrotated order and so on, thus yielding order: 2 3 0 1.
*/
static void orientationVertexOrder(video_orientation_t orientation, int vertex_order[static 4])
{
switch (orientation) {
case ORIENT_ROTATED_90:
vertex_order[0] = 1;
vertex_order[1] = 2;
vertex_order[2] = 3;
vertex_order[3] = 0;
break;
case ORIENT_ROTATED_270:
vertex_order[0] = 3;
vertex_order[1] = 0;
vertex_order[2] = 1;
vertex_order[3] = 2;
break;
case ORIENT_ROTATED_180:
vertex_order[0] = 2;
vertex_order[1] = 3;
vertex_order[2] = 0;
vertex_order[3] = 1;
break;
case ORIENT_TRANSPOSED:
vertex_order[0] = 0;
vertex_order[1] = 3;
vertex_order[2] = 2;
vertex_order[3] = 1;
break;
case ORIENT_HFLIPPED:
vertex_order[0] = 3;
vertex_order[1] = 2;
vertex_order[2] = 1;
vertex_order[3] = 0;
break;
case ORIENT_VFLIPPED:
vertex_order[0] = 1;
vertex_order[1] = 0;
vertex_order[2] = 3;
vertex_order[3] = 2;
break;
case ORIENT_ANTI_TRANSPOSED: /* transpose + vflip */
vertex_order[0] = 1;
vertex_order[1] = 2;
vertex_order[2] = 3;
vertex_order[3] = 0;
break;
default:
vertex_order[0] = 0;
vertex_order[1] = 1;
vertex_order[2] = 2;
vertex_order[3] = 3;
break;
}
}
static void Direct3DSetupVertices(CUSTOMVERTEX *vertices,
const RECT src_full,
const RECT src_crop,
const RECT dst,
int alpha)
int alpha,
video_orientation_t orientation)
{
const float src_full_width = src_full.right - src_full.left;
const float src_full_height = src_full.bottom - src_full.top;
vertices[0].x = dst.left;
vertices[0].y = dst.top;
/* Vertices of the dst rectangle in the unrotated (clockwise) order. */
const int vertices_coords[4][2] = {
{ dst.left, dst.top },
{ dst.right, dst.top },
{ dst.right, dst.bottom },
{ dst.left, dst.bottom },
};
/* Compute index remapping necessary to implement the rotation. */
int vertex_order[4];
orientationVertexOrder(orientation, vertex_order);
for (int i = 0; i < 4; ++i) {
vertices[i].x = vertices_coords[vertex_order[i]][0];
vertices[i].y = vertices_coords[vertex_order[i]][1];
}
vertices[0].tu = src_crop.left / src_full_width;
vertices[0].tv = src_crop.top / src_full_height;
vertices[1].x = dst.right;
vertices[1].y = dst.top;
vertices[1].tu = src_crop.right / src_full_width;
vertices[1].tv = src_crop.top / src_full_height;
vertices[2].x = dst.right;
vertices[2].y = dst.bottom;
vertices[2].tu = src_crop.right / src_full_width;
vertices[2].tv = src_crop.bottom / src_full_height;
vertices[3].x = dst.left;
vertices[3].y = dst.bottom;
vertices[3].tu = src_crop.left / src_full_width;
vertices[3].tv = src_crop.bottom / src_full_height;
......@@ -1393,7 +1474,7 @@ static int Direct3DImportPicture(vout_display_t *vd,
Direct3DSetupVertices(region->vertex,
vd->sys->rect_src,
vd->sys->rect_src_clipped,
vd->sys->rect_dest_clipped, 255);
vd->sys->rect_dest_clipped, 255, vd->fmt.orientation);
return VLC_SUCCESS;
}
......@@ -1516,7 +1597,7 @@ static void Direct3DImportSubpicture(vout_display_t *vd,
dst.bottom = dst.top + scale_h * r->fmt.i_visible_height,
Direct3DSetupVertices(d3dr->vertex,
src, src, dst,
subpicture->i_alpha * r->i_alpha / 255);
subpicture->i_alpha * r->i_alpha / 255, ORIENT_NORMAL);
}
}
......
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