win32: specify vertex declaration for overlay

This commit is contained in:
OV2 2013-03-27 18:19:36 +01:00
parent a61afbde52
commit b782ec2d33

View File

@ -1236,10 +1236,16 @@ void D3DVideo::overlay_set_alpha(float mod)
}
void D3DVideo::overlay_render()
{
{
struct overlay_vertex
{
float x,y, z;
float u,v;
} vert[4];
if(!overlay.vert_buf) {
dev->CreateVertexBuffer(
4 * sizeof(Vertex),
sizeof(vert),
dev->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0,
0,
D3DPOOL_MANAGED,
@ -1247,7 +1253,6 @@ void D3DVideo::overlay_render()
nullptr);
}
Vertex vert[4];
for (unsigned i = 0; i < 4; i++)
vert[i].z = 0.5f;
@ -1272,16 +1277,6 @@ void D3DVideo::overlay_render()
vert[2].v = overlay.tex_coords.y + overlay.tex_coords.h;
vert[3].v = overlay.tex_coords.y + overlay.tex_coords.h;
// unnecessary, but just in case
vert[0].lut_u = 0.0f;
vert[1].lut_u = 1.0f;
vert[2].lut_u = 0.0f;
vert[3].lut_u = 1.0f;
vert[0].lut_v = 0.0f;
vert[1].lut_v = 0.0f;
vert[2].lut_v = 1.0f;
vert[3].lut_v = 1.0f;
// Align texels and vertices.
for (unsigned i = 0; i < 4; i++)
{
@ -1298,9 +1293,17 @@ void D3DVideo::overlay_render()
dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
dev->SetStreamSource(0, overlay.vert_buf, 0, sizeof(Vertex));
dev->SetStreamSource(1, overlay.vert_buf, 0, sizeof(Vertex));
dev->SetStreamSource(2, overlay.vert_buf, 0, sizeof(Vertex));
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);
dev->SetStreamSource(0, overlay.vert_buf, 0, sizeof(overlay_vertex));
if(overlay.overlay_fullscreen)
{
@ -1338,6 +1341,7 @@ void D3DVideo::overlay_render()
}
dev->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE);
dev->SetViewport(&final_viewport);
vertex_decl->Release();
}
#endif