RetroArch/xbox1/image.c

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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2013 - Hans-Kristian Arntzen
* Copyright (C) 2011-2013 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "../gfx/image.h"
#include "../xdk/xdk_d3d.h"
bool texture_image_load(const char *path, struct texture_image *out_img)
{
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
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D3DXIMAGE_INFO m_imageInfo;
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out_img->pixels = NULL;
out_img->vertex_buf = NULL;
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HRESULT ret = D3DXCreateTextureFromFileExA(d3d->d3d_render_device,
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path, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_A8R8G8B8,
D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, &m_imageInfo, NULL,
&out_img->pixels);
if(FAILED(ret))
{
RARCH_ERR("Error occurred during D3DXCreateTextureFromFileExA().\n");
return false;
}
// create a vertex buffer for the quad that will display the texture
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ret = d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats),
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D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &out_img->vertex_buf);
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if (FAILED(ret))
{
RARCH_ERR("Error occurred during CreateVertexBuffer().\n");
out_img->pixels->Release();
return false;
}
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out_img->width = m_imageInfo.Width;
out_img->height = m_imageInfo.Height;
return true;
}
void texture_image_free(struct texture_image *out_img)
{
// free the vertex buffer
if (out_img->vertex_buf)
{
out_img->vertex_buf->Release();
out_img->vertex_buf = NULL;
}
// free the texture
if (out_img->pixels)
{
out_img->pixels->Release();
out_img->pixels = NULL;
}
}
bool texture_image_render(struct texture_image *out_img)
{
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
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if (out_img->pixels == NULL || out_img->vertex_buf == NULL)
return false;
int x = out_img->x;
int y = out_img->y;
int w = out_img->width;
int h = out_img->height;
float fX = static_cast<float>(x);
float fY = static_cast<float>(y);
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// create the new vertices
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DrawVerticeFormats newVerts[] =
{
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// x, y, z, color, u ,v
{fX, fY, 0.0f, 0, 0, 0},
{fX + w, fY, 0.0f, 0, 1, 0},
{fX + w, fY + h, 0.0f, 0, 1, 1},
{fX, fY + h, 0.0f, 0, 0, 1}
};
// load the existing vertices
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DrawVerticeFormats *pCurVerts;
HRESULT ret = out_img->vertex_buf->Lock(0, 0, (unsigned char**)&pCurVerts, 0);
if (FAILED(ret))
{
RARCH_ERR("Error occurred during m_pVertexBuffer->Lock().\n");
return false;
}
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// copy the new verts over the old verts
memcpy(pCurVerts, newVerts, 4 * sizeof(DrawVerticeFormats));
out_img->vertex_buf->Unlock();
d3d->d3d_render_device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
d3d->d3d_render_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
d3d->d3d_render_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
// also blend the texture with the set alpha value
d3d->d3d_render_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
d3d->d3d_render_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
d3d->d3d_render_device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
// draw the quad
d3d->d3d_render_device->SetTexture(0, out_img->pixels);
d3d->d3d_render_device->SetStreamSource(0, out_img->vertex_buf, sizeof(DrawVerticeFormats));
d3d->d3d_render_device->SetVertexShader(D3DFVF_CUSTOMVERTEX);
d3d->d3d_render_device->DrawPrimitive(D3DPT_QUADLIST, 0, 1);
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return true;
}