mirror of
https://github.com/CTCaer/RetroArch.git
synced 2024-12-26 20:54:47 +00:00
win32: add opacity shader to overlay
This commit is contained in:
parent
b782ec2d33
commit
66b4b45f5c
@ -496,6 +496,10 @@ D3DVideo::~D3DVideo()
|
||||
overlay.tex->Release();
|
||||
if(overlay.vert_buf)
|
||||
overlay.vert_buf->Release();
|
||||
if(overlay.opacity_shader)
|
||||
overlay.opacity_shader->Release();
|
||||
if(overlay.opacity_shader_table)
|
||||
overlay.opacity_shader_table->Release();
|
||||
#endif
|
||||
if (dev)
|
||||
dev->Release();
|
||||
@ -1235,12 +1239,21 @@ void D3DVideo::overlay_set_alpha(float mod)
|
||||
overlay.overlay_alpha_mod = mod;
|
||||
}
|
||||
|
||||
static const char *opacity_fragment =
|
||||
"uniform float opacity;\n"
|
||||
"float4 main_fragment(uniform sampler2D samp, float2 tex : TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" float4 col = tex2D(samp, tex);\n"
|
||||
" col.a *= opacity;\n"
|
||||
" return col;\n"
|
||||
"}";
|
||||
|
||||
void D3DVideo::overlay_render()
|
||||
{
|
||||
struct overlay_vertex
|
||||
{
|
||||
float x,y, z;
|
||||
float u,v;
|
||||
float x, y, z;
|
||||
float u, v;
|
||||
} vert[4];
|
||||
|
||||
if(!overlay.vert_buf) {
|
||||
@ -1289,19 +1302,21 @@ void D3DVideo::overlay_render()
|
||||
std::memcpy(verts, vert, sizeof(vert));
|
||||
overlay.vert_buf->Unlock();
|
||||
|
||||
// enable alpha
|
||||
dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
||||
|
||||
// set vertex decl for overlay
|
||||
D3DVERTEXELEMENT9 vElems[4] = {
|
||||
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
|
||||
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
|
||||
D3DDECL_END()
|
||||
};
|
||||
|
||||
IDirect3DVertexDeclaration9 * vertex_decl;
|
||||
dev->CreateVertexDeclaration(vElems, &vertex_decl);
|
||||
dev->SetVertexDeclaration(vertex_decl);
|
||||
vertex_decl->Release();
|
||||
|
||||
dev->SetStreamSource(0, overlay.vert_buf, 0, sizeof(overlay_vertex));
|
||||
|
||||
@ -1329,6 +1344,32 @@ void D3DVideo::overlay_render()
|
||||
dev->Clear(2, clear_rects, D3DCLEAR_TARGET, 0, 1, 0);
|
||||
}
|
||||
|
||||
// custom pixel shader for opacity
|
||||
IDirect3DPixelShader9 *prev_pixel_shader = NULL;
|
||||
if(overlay.overlay_alpha_mod != 1.0f)
|
||||
{
|
||||
if(!overlay.opacity_shader)
|
||||
{
|
||||
LPD3DXBUFFER code;
|
||||
D3DXCompileShader(opacity_fragment, // source
|
||||
strlen(opacity_fragment), // len
|
||||
NULL, // macros
|
||||
NULL, // includes
|
||||
"main_fragment", // main function
|
||||
"ps_2_0", // shader profile
|
||||
0, // flags
|
||||
&code, // compiled operations
|
||||
NULL, // errors
|
||||
&overlay.opacity_shader_table); // constants
|
||||
dev->CreatePixelShader((DWORD*)code->GetBufferPointer(), &overlay.opacity_shader);
|
||||
code->Release();
|
||||
}
|
||||
overlay.opacity_shader_table->SetFloat(dev, "opacity", overlay.overlay_alpha_mod);
|
||||
dev->GetPixelShader(&prev_pixel_shader);
|
||||
dev->SetPixelShader(overlay.opacity_shader);
|
||||
}
|
||||
|
||||
// render overlay
|
||||
dev->SetTexture(0, overlay.tex);
|
||||
dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
|
||||
dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
|
||||
@ -1339,9 +1380,12 @@ void D3DVideo::overlay_render()
|
||||
dev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
|
||||
dev->EndScene();
|
||||
}
|
||||
dev->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE);
|
||||
|
||||
//restore previous state
|
||||
dev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
||||
dev->SetViewport(&final_viewport);
|
||||
vertex_decl->Release();
|
||||
if(prev_pixel_shader)
|
||||
dev->SetPixelShader(prev_pixel_shader);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
@ -127,6 +127,8 @@ class D3DVideo
|
||||
float overlay_alpha_mod;
|
||||
IDirect3DTexture9 *tex;
|
||||
IDirect3DVertexBuffer9 *vert_buf;
|
||||
IDirect3DPixelShader9 *opacity_shader;
|
||||
ID3DXConstantTable *opacity_shader_table;
|
||||
} overlay;
|
||||
#endif
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user