1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156
|
/*
* Copyright (C) 2005-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#include "GUITextureD3D.h"
#include "D3DResource.h"
#include "GUIShaderDX.h"
#include "TextureDX.h"
#include "rendering/dx/RenderContext.h"
#include <DirectXMath.h>
using namespace DirectX;
void CGUITextureD3D::Register()
{
CGUITexture::Register(CGUITextureD3D::CreateTexture, CGUITextureD3D::DrawQuad);
}
CGUITexture* CGUITextureD3D::CreateTexture(
float posX, float posY, float width, float height, const CTextureInfo& texture)
{
return new CGUITextureD3D(posX, posY, width, height, texture);
}
CGUITextureD3D::CGUITextureD3D(
float posX, float posY, float width, float height, const CTextureInfo& texture)
: CGUITexture(posX, posY, width, height, texture)
{
}
CGUITextureD3D* CGUITextureD3D::Clone() const
{
return new CGUITextureD3D(*this);
}
void CGUITextureD3D::Begin(UTILS::COLOR::Color color)
{
CTexture* texture = m_texture.m_textures[m_currentFrame].get();
texture->LoadToGPU();
if (m_diffuse.size())
m_diffuse.m_textures[0]->LoadToGPU();
m_col = color;
DX::Windowing()->SetAlphaBlendEnable(true);
}
void CGUITextureD3D::End()
{
}
void CGUITextureD3D::Draw(float *x, float *y, float *z, const CRect &texture, const CRect &diffuse, int orientation)
{
XMFLOAT4 xcolor;
CD3DHelper::XMStoreColor(&xcolor, m_col);
Vertex verts[4];
verts[0].pos.x = x[0]; verts[0].pos.y = y[0]; verts[0].pos.z = z[0];
verts[0].texCoord.x = texture.x1; verts[0].texCoord.y = texture.y1;
verts[0].texCoord2.x = diffuse.x1; verts[0].texCoord2.y = diffuse.y1;
verts[0].color = xcolor;
verts[1].pos.x = x[1]; verts[1].pos.y = y[1]; verts[1].pos.z = z[1];
if (orientation & 4)
{
verts[1].texCoord.x = texture.x1;
verts[1].texCoord.y = texture.y2;
}
else
{
verts[1].texCoord.x = texture.x2;
verts[1].texCoord.y = texture.y1;
}
if (m_info.orientation & 4)
{
verts[1].texCoord2.x = diffuse.x1;
verts[1].texCoord2.y = diffuse.y2;
}
else
{
verts[1].texCoord2.x = diffuse.x2;
verts[1].texCoord2.y = diffuse.y1;
}
verts[1].color = xcolor;
verts[2].pos.x = x[2]; verts[2].pos.y = y[2]; verts[2].pos.z = z[2];
verts[2].texCoord.x = texture.x2; verts[2].texCoord.y = texture.y2;
verts[2].texCoord2.x = diffuse.x2; verts[2].texCoord2.y = diffuse.y2;
verts[2].color = xcolor;
verts[3].pos.x = x[3]; verts[3].pos.y = y[3]; verts[3].pos.z = z[3];
if (orientation & 4)
{
verts[3].texCoord.x = texture.x2;
verts[3].texCoord.y = texture.y1;
}
else
{
verts[3].texCoord.x = texture.x1;
verts[3].texCoord.y = texture.y2;
}
if (m_info.orientation & 4)
{
verts[3].texCoord2.x = diffuse.x2;
verts[3].texCoord2.y = diffuse.y1;
}
else
{
verts[3].texCoord2.x = diffuse.x1;
verts[3].texCoord2.y = diffuse.y2;
}
verts[3].color = xcolor;
CDXTexture* tex = static_cast<CDXTexture*>(m_texture.m_textures[m_currentFrame].get());
CGUIShaderDX* pGUIShader = DX::Windowing()->GetGUIShader();
pGUIShader->Begin(m_diffuse.size() ? SHADER_METHOD_RENDER_MULTI_TEXTURE_BLEND : SHADER_METHOD_RENDER_TEXTURE_BLEND);
if (m_diffuse.size())
{
CDXTexture* diff = static_cast<CDXTexture*>(m_diffuse.m_textures[0].get());
ID3D11ShaderResourceView* resource[] = { tex->GetShaderResource(), diff->GetShaderResource() };
pGUIShader->SetShaderViews(ARRAYSIZE(resource), resource);
}
else
{
ID3D11ShaderResourceView* resource = tex->GetShaderResource();
pGUIShader->SetShaderViews(1, &resource);
}
pGUIShader->DrawQuad(verts[0], verts[1], verts[2], verts[3]);
}
void CGUITextureD3D::DrawQuad(const CRect& rect,
UTILS::COLOR::Color color,
CTexture* texture,
const CRect* texCoords)
{
unsigned numViews = 0;
ID3D11ShaderResourceView* views = nullptr;
if (texture)
{
texture->LoadToGPU();
numViews = 1;
views = ((CDXTexture *)texture)->GetShaderResource();
}
CD3DTexture::DrawQuad(rect, color, numViews, &views, texCoords, texture ? SHADER_METHOD_RENDER_TEXTURE_BLEND : SHADER_METHOD_RENDER_DEFAULT);
}
|