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/*
* 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);
}
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