Commit 758de49d authored by Laurent Aimar's avatar Laurent Aimar

No functionnal changes (direct3d)

Moved vertices setup and surface rendering into 2 functions.
parent b8ac593c
......@@ -1032,6 +1032,104 @@ static void Direct3DDestroyScene(vout_display_t *vd)
msg_Dbg(vd, "Direct3D scene released successfully");
}
static int Direct3DSetupVertices(vout_display_t *vd,
LPDIRECT3DVERTEXBUFFER9 d3dvtc,
float f_x, float f_y,
float f_width, float f_height)
{
HRESULT hr;
CUSTOMVERTEX *vertices;
hr = IDirect3DVertexBuffer9_Lock(d3dvtc, 0, 0, (void **)&vertices, D3DLOCK_DISCARD);
if (FAILED(hr)) {
msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
return -1;
}
/* -0.5f is a "feature" of DirectX and it seems to apply to Direct3d also */
/* http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/ */
vertices[0].x = f_x - 0.5f; // left
vertices[0].y = f_y - 0.5f; // top
vertices[0].z = 0.0f;
vertices[0].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
vertices[0].rhw = 1.0f;
vertices[0].tu = 0.0f;
vertices[0].tv = 0.0f;
vertices[1].x = f_x + f_width - 0.5f; // right
vertices[1].y = f_y - 0.5f; // top
vertices[1].z = 0.0f;
vertices[1].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
vertices[1].rhw = 1.0f;
vertices[1].tu = 1.0f;
vertices[1].tv = 0.0f;
vertices[2].x = f_x + f_width - 0.5f; // right
vertices[2].y = f_y + f_height - 0.5f; // bottom
vertices[2].z = 0.0f;
vertices[2].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
vertices[2].rhw = 1.0f;
vertices[2].tu = 1.0f;
vertices[2].tv = 1.0f;
vertices[3].x = f_x - 0.5f; // left
vertices[3].y = f_y + f_height - 0.5f; // bottom
vertices[3].z = 0.0f;
vertices[3].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
vertices[3].rhw = 1.0f;
vertices[3].tu = 0.0f;
vertices[3].tv = 1.0f;
hr= IDirect3DVertexBuffer9_Unlock(d3dvtc);
if (FAILED(hr)) {
msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
return -1;
}
return 0;
}
static int Direct3DRenderTexture(vout_display_t *vd,
LPDIRECT3DVERTEXBUFFER9 d3dvtc,
LPDIRECT3DTEXTURE9 d3dtex)
{
HRESULT hr;
LPDIRECT3DDEVICE9 d3ddev = vd->sys->d3ddev;
// Setup our texture. Using textures introduces the texture stage states,
// which govern how textures get blended together (in the case of multiple
// textures) and lighting information. In this case, we are modulating
// (blending) our texture with the diffuse color of the vertices.
hr = IDirect3DDevice9_SetTexture(d3ddev, 0, (LPDIRECT3DBASETEXTURE9)d3dtex);
if (FAILED(hr)) {
msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
return -1;
}
// Render the vertex buffer contents
hr = IDirect3DDevice9_SetStreamSource(d3ddev, 0, d3dvtc, 0, sizeof(CUSTOMVERTEX));
if (FAILED(hr)) {
msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
return -1;
}
// we use FVF instead of vertex shader
hr = IDirect3DDevice9_SetFVF(d3ddev, D3DFVF_CUSTOMVERTEX);
if (FAILED(hr)) {
msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
return -1;
}
// draw rectangle
hr = IDirect3DDevice9_DrawPrimitive(d3ddev, D3DPT_TRIANGLEFAN, 0, 2);
if (FAILED(hr)) {
msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
return -1;
}
return 0;
}
/**
* It copies picture surface into a texture and renders into a scene.
*
......@@ -1091,58 +1189,6 @@ static void Direct3DRenderScene(vout_display_t *vd, LPDIRECT3DSURFACE9 surface)
return;
}
/* Update the vertex buffer */
CUSTOMVERTEX *vertices;
hr = IDirect3DVertexBuffer9_Lock(d3dvtc, 0, 0, (void **)&vertices, D3DLOCK_DISCARD);
if (FAILED(hr)) {
msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
return;
}
/* Setup vertices */
const float f_width = vd->sys->d3dpp.BackBufferWidth;
const float f_height = vd->sys->d3dpp.BackBufferHeight;
/* -0.5f is a "feature" of DirectX and it seems to apply to Direct3d also */
/* http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/ */
vertices[0].x = -0.5f; // left
vertices[0].y = -0.5f; // top
vertices[0].z = 0.0f;
vertices[0].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
vertices[0].rhw = 1.0f;
vertices[0].tu = 0.0f;
vertices[0].tv = 0.0f;
vertices[1].x = f_width - 0.5f; // right
vertices[1].y = -0.5f; // top
vertices[1].z = 0.0f;
vertices[1].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
vertices[1].rhw = 1.0f;
vertices[1].tu = 1.0f;
vertices[1].tv = 0.0f;
vertices[2].x = f_width - 0.5f; // right
vertices[2].y = f_height - 0.5f; // bottom
vertices[2].z = 0.0f;
vertices[2].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
vertices[2].rhw = 1.0f;
vertices[2].tu = 1.0f;
vertices[2].tv = 1.0f;
vertices[3].x = -0.5f; // left
vertices[3].y = f_height - 0.5f; // bottom
vertices[3].z = 0.0f;
vertices[3].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
vertices[3].rhw = 1.0f;
vertices[3].tu = 0.0f;
vertices[3].tv = 1.0f;
hr= IDirect3DVertexBuffer9_Unlock(d3dvtc);
if (FAILED(hr)) {
msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
return;
}
// Begin the scene
hr = IDirect3DDevice9_BeginScene(d3ddev);
if (FAILED(hr)) {
......@@ -1150,37 +1196,17 @@ static void Direct3DRenderScene(vout_display_t *vd, LPDIRECT3DSURFACE9 surface)
return;
}
// Setup our texture. Using textures introduces the texture stage states,
// which govern how textures get blended together (in the case of multiple
// textures) and lighting information. In this case, we are modulating
// (blending) our texture with the diffuse color of the vertices.
hr = IDirect3DDevice9_SetTexture(d3ddev, 0, (LPDIRECT3DBASETEXTURE9)d3dtex);
if (FAILED(hr)) {
msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
IDirect3DDevice9_EndScene(d3ddev);
return;
}
// Render the vertex buffer contents
hr = IDirect3DDevice9_SetStreamSource(d3ddev, 0, d3dvtc, 0, sizeof(CUSTOMVERTEX));
if (FAILED(hr)) {
msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
IDirect3DDevice9_EndScene(d3ddev);
return;
}
// we use FVF instead of vertex shader
hr = IDirect3DDevice9_SetFVF(d3ddev, D3DFVF_CUSTOMVERTEX);
if (FAILED(hr)) {
msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
/* Update the vertex buffer */
if (Direct3DSetupVertices(vd, d3dvtc,
0, 0,
vd->sys->d3dpp.BackBufferWidth,
vd->sys->d3dpp.BackBufferHeight)) {
IDirect3DDevice9_EndScene(d3ddev);
return;
}
// draw rectangle
hr = IDirect3DDevice9_DrawPrimitive(d3ddev, D3DPT_TRIANGLEFAN, 0, 2);
if (FAILED(hr)) {
msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
/* Render the texture */
if (Direct3DRenderTexture(vd, d3dvtc, d3dtex)) {
IDirect3DDevice9_EndScene(d3ddev);
return;
}
......
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