Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
parent
9c2fb684af
commit
2c558ca24d
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@ -415,16 +415,12 @@
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RelativePath="..\..\include\SDL_cpuinfo.h"
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>
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</File>
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<File
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RelativePath="..\..\include\\SDL_egl.h"
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<File
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RelativePath="..\..\include\SDL_egl.h"
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>
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</File>
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<File
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RelativePath="..\..\src\video\sdl_egl_c.h"
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>
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</File>
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<File
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RelativePath="..\..\src\video\windows\SDL_windowsopengles.h"
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<File
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RelativePath="..\..\src\video\sdl_egl_c.h"
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>
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</File>
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<File
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@ -587,6 +583,10 @@
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RelativePath="..\..\include\SDL_video.h"
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>
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</File>
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<File
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RelativePath="..\..\src\video\windows\SDL_windowsopengles.h"
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>
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</File>
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</Filter>
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<File
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RelativePath="..\..\src\events\blank_cursor.h"
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@ -808,6 +808,14 @@
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RelativePath="..\..\src\cpuinfo\SDL_cpuinfo.c"
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>
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</File>
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<File
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RelativePath="..\..\src\render\SDL_d3dmath.c"
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>
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</File>
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<File
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RelativePath="..\..\src\render\SDL_d3dmath.h"
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>
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</File>
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<File
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RelativePath="..\..\src\audio\directsound\SDL_directsound.c"
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>
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@ -864,6 +872,26 @@
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RelativePath="..\..\src\joystick\windows\SDL_dxjoystick.c"
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>
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</File>
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<File
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RelativePath="..\..\src\dynapi\SDL_dynapi.c"
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>
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</File>
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<File
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RelativePath="..\..\src\dynapi\SDL_dynapi.h"
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>
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</File>
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<File
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RelativePath="..\..\src\dynapi\SDL_dynapi_overrides.h"
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>
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</File>
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<File
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RelativePath="..\..\src\dynapi\SDL_dynapi_procs.h"
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>
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</File>
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<File
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RelativePath="..\..\src\video\SDL_egl.c"
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>
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</File>
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<File
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RelativePath="..\..\src\SDL_error.c"
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>
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@ -1020,18 +1048,22 @@
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RelativePath="..\..\src\render\SDL_render.c"
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>
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</File>
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<File
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RelativePath="..\..\src\render\direct3d11\SDL_render_d3d11.c"
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>
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</File>
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<File
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RelativePath="..\..\src\render\direct3d\SDL_render_d3d.c"
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>
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</File>
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<File
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RelativePath="..\..\src\render\direct3d11\SDL_render_d3d11.c"
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>
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</File>
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<File
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RelativePath="..\..\src\render\opengl\SDL_render_gl.c"
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>
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</File>
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<File
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RelativePath="..\..\src\render\opengles2\SDL_render_gles2.c"
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>
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</File>
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<File
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RelativePath="..\..\src\render\software\SDL_render_sw.c"
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>
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@ -1068,6 +1100,10 @@
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RelativePath="..\..\src\render\opengl\SDL_shaders_gl.h"
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>
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</File>
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<File
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RelativePath="..\..\src\render\opengles2\SDL_shaders_gles2.c"
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>
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</File>
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<File
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RelativePath="..\..\src\video\SDL_shape.c"
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>
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@ -1148,10 +1184,6 @@
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RelativePath="..\..\src\thread\windows\SDL_systhread.c"
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>
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</File>
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<File
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RelativePath="..\..\src\thread\windows\SDL_systls.c"
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>
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</File>
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<File
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RelativePath="..\..\src\thread\SDL_systhread.h"
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>
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@ -1168,6 +1200,10 @@
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RelativePath="..\..\src\timer\SDL_systimer.h"
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>
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</File>
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<File
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RelativePath="..\..\src\thread\windows\SDL_systls.c"
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>
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</File>
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<File
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RelativePath="..\..\src\video\SDL_sysvideo.h"
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>
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@ -1228,22 +1264,6 @@
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RelativePath="..\..\src\core\windows\SDL_windows.h"
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>
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</File>
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<File
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RelativePath="..\..\src\dynapi\SDL_dynapi.h"
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>
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</File>
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<File
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RelativePath="..\..\src\dynapi\SDL_dynapi_overrides.h"
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>
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</File>
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<File
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RelativePath="..\..\src\dynapi\SDL_dynapi_procs.h"
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>
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</File>
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<File
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RelativePath="..\..\src\dynapi\SDL_dynapi.c"
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>
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</File>
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<File
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RelativePath="..\..\src\video\windows\SDL_windowsclipboard.c"
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>
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@ -1305,23 +1325,11 @@
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>
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</File>
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<File
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RelativePath="..\..\src\render\opengles2\SDL_render_gles2.c"
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>
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</File>
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<File
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RelativePath="..\..\src\render\opengles2\SDL_shaders_gles2.c"
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>
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</File>
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<File
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RelativePath="..\..\src\video\SDL_egl.c"
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>
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</File>
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<File
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RelativePath="..\..\src\video\windows\SDL_windowsopengles.c"
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RelativePath="..\..\src\video\windows\SDL_windowsopengl.h"
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>
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</File>
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<File
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RelativePath="..\..\src\video\windows\SDL_windowsopengl.h"
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RelativePath="..\..\src\video\windows\SDL_windowsopengles.c"
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>
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</File>
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<File
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@ -492,6 +492,7 @@
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<ClInclude Include="..\..\src\libm\math_private.h" />
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<ClInclude Include="..\..\src\render\mmx.h" />
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<ClInclude Include="..\..\src\render\opengl\SDL_shaders_gl.h" />
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<ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
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<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
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<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
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<ClInclude Include="..\..\src\audio\SDL_audio_c.h" />
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@ -585,6 +586,7 @@
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<ClCompile Include="..\..\src\render\direct3d\SDL_render_d3d.c" />
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<ClCompile Include="..\..\src\render\opengl\SDL_render_gl.c" />
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<ClCompile Include="..\..\src\render\opengl\SDL_shaders_gl.c" />
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<ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
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<ClCompile Include="..\..\src\render\SDL_render.c" />
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<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
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<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
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@ -283,6 +283,7 @@
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<ClInclude Include="..\..\src\libm\math_private.h" />
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<ClInclude Include="..\..\src\render\mmx.h" />
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<ClInclude Include="..\..\src\render\opengl\SDL_shaders_gl.h" />
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<ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
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<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
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<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
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<ClInclude Include="..\..\src\audio\SDL_audio_c.h" />
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@ -376,6 +377,7 @@
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<ClCompile Include="..\..\src\render\direct3d\SDL_render_d3d.c" />
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<ClCompile Include="..\..\src\render\opengl\SDL_render_gl.c" />
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<ClCompile Include="..\..\src\render\opengl\SDL_shaders_gl.c" />
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<ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
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<ClCompile Include="..\..\src\render\SDL_render.c" />
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<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
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<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
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@ -286,6 +286,7 @@
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<ClInclude Include="..\..\src\libm\math_private.h" />
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<ClInclude Include="..\..\src\render\mmx.h" />
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<ClInclude Include="..\..\src\render\opengl\SDL_shaders_gl.h" />
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<ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
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<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
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<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
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<ClInclude Include="..\..\src\audio\SDL_audio_c.h" />
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@ -380,6 +381,7 @@
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<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" />
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<ClCompile Include="..\..\src\render\opengl\SDL_render_gl.c" />
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<ClCompile Include="..\..\src\render\opengl\SDL_shaders_gl.c" />
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<ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
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<ClCompile Include="..\..\src\render\SDL_render.c" />
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<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
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<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
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@ -0,0 +1,131 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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||||
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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||||
in a product, an acknowledgment in the product documentation would be
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||||
appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../SDL_internal.h"
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#include "SDL_stdinc.h"
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#include "SDL_d3dmath.h"
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/* Direct3D matrix math functions */
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Float4X4 MatrixIdentity()
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{
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Float4X4 m;
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SDL_zero(m);
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m._11 = 1.0f;
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m._22 = 1.0f;
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m._33 = 1.0f;
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m._44 = 1.0f;
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return m;
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}
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Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2)
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{
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Float4X4 m;
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m._11 = M1._11 * M2._11 + M1._12 * M2._21 + M1._13 * M2._31 + M1._14 * M2._41;
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m._12 = M1._11 * M2._12 + M1._12 * M2._22 + M1._13 * M2._32 + M1._14 * M2._42;
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m._13 = M1._11 * M2._13 + M1._12 * M2._23 + M1._13 * M2._33 + M1._14 * M2._43;
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m._14 = M1._11 * M2._14 + M1._12 * M2._24 + M1._13 * M2._34 + M1._14 * M2._44;
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m._21 = M1._21 * M2._11 + M1._22 * M2._21 + M1._23 * M2._31 + M1._24 * M2._41;
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m._22 = M1._21 * M2._12 + M1._22 * M2._22 + M1._23 * M2._32 + M1._24 * M2._42;
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m._23 = M1._21 * M2._13 + M1._22 * M2._23 + M1._23 * M2._33 + M1._24 * M2._43;
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m._24 = M1._21 * M2._14 + M1._22 * M2._24 + M1._23 * M2._34 + M1._24 * M2._44;
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m._31 = M1._31 * M2._11 + M1._32 * M2._21 + M1._33 * M2._31 + M1._34 * M2._41;
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m._32 = M1._31 * M2._12 + M1._32 * M2._22 + M1._33 * M2._32 + M1._34 * M2._42;
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m._33 = M1._31 * M2._13 + M1._32 * M2._23 + M1._33 * M2._33 + M1._34 * M2._43;
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m._34 = M1._31 * M2._14 + M1._32 * M2._24 + M1._33 * M2._34 + M1._34 * M2._44;
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m._41 = M1._41 * M2._11 + M1._42 * M2._21 + M1._43 * M2._31 + M1._44 * M2._41;
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m._42 = M1._41 * M2._12 + M1._42 * M2._22 + M1._43 * M2._32 + M1._44 * M2._42;
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m._43 = M1._41 * M2._13 + M1._42 * M2._23 + M1._43 * M2._33 + M1._44 * M2._43;
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m._44 = M1._41 * M2._14 + M1._42 * M2._24 + M1._43 * M2._34 + M1._44 * M2._44;
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return m;
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}
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Float4X4 MatrixScaling(float x, float y, float z)
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{
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Float4X4 m;
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SDL_zero(m);
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m._11 = x;
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m._22 = y;
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m._33 = z;
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m._44 = 1.0f;
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return m;
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}
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Float4X4 MatrixTranslation(float x, float y, float z)
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{
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Float4X4 m;
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SDL_zero(m);
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m._11 = 1.0f;
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m._22 = 1.0f;
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m._33 = 1.0f;
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m._44 = 1.0f;
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m._41 = x;
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m._42 = y;
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m._43 = z;
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return m;
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}
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Float4X4 MatrixRotationX(float r)
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{
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float sinR = SDL_sinf(r);
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float cosR = SDL_cosf(r);
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Float4X4 m;
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SDL_zero(m);
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m._11 = 1.0f;
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m._22 = cosR;
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m._23 = sinR;
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m._32 = -sinR;
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m._33 = cosR;
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m._44 = 1.0f;
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return m;
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}
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Float4X4 MatrixRotationY(float r)
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{
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float sinR = SDL_sinf(r);
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float cosR = SDL_cosf(r);
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Float4X4 m;
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SDL_zero(m);
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m._11 = cosR;
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m._13 = -sinR;
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m._22 = 1.0f;
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m._31 = sinR;
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m._33 = cosR;
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m._44 = 1.0f;
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return m;
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}
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Float4X4 MatrixRotationZ(float r)
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{
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float sinR = SDL_sinf(r);
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float cosR = SDL_cosf(r);
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Float4X4 m;
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SDL_zero(m);
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m._11 = cosR;
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m._12 = sinR;
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m._21 = -sinR;
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m._22 = cosR;
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m._33 = 1.0f;
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m._44 = 1.0f;
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return m;
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}
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/* vi: set ts=4 sw=4 expandtab: */
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@ -0,0 +1,69 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
|
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|
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This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
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#include "../SDL_internal.h"
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/* Direct3D matrix math functions */
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typedef struct
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{
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float x;
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float y;
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} Float2;
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typedef struct
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{
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float x;
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float y;
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float z;
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} Float3;
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typedef struct
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{
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float x;
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float y;
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float z;
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float w;
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} Float4;
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typedef struct
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{
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union {
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struct {
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float _11, _12, _13, _14;
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float _21, _22, _23, _24;
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float _31, _32, _33, _34;
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float _41, _42, _43, _44;
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};
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float m[4][4];
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};
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} Float4X4;
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Float4X4 MatrixIdentity();
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Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2);
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Float4X4 MatrixScaling(float x, float y, float z);
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Float4X4 MatrixTranslation(float x, float y, float z);
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Float4X4 MatrixRotationX(float r);
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Float4X4 MatrixRotationY(float r);
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Float4X4 MatrixRotationZ(float r);
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/* vi: set ts=4 sw=4 expandtab: */
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@ -47,12 +47,12 @@
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#if !SDL_RENDER_DISABLED
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static const SDL_RenderDriver *render_drivers[] = {
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#if SDL_VIDEO_RENDER_D3D11
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&D3D11_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_D3D
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&D3D_RenderDriver,
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#endif
|
||||
#if SDL_VIDEO_RENDER_D3D11
|
||||
&D3D11_RenderDriver,
|
||||
#endif
|
||||
#if SDL_VIDEO_RENDER_OGL
|
||||
&GL_RenderDriver,
|
||||
#endif
|
||||
|
|
|
@ -31,6 +31,7 @@
|
|||
#include "SDL_loadso.h"
|
||||
#include "SDL_syswm.h"
|
||||
#include "../SDL_sysrender.h"
|
||||
#include "../SDL_d3dmath.h"
|
||||
#include "../../video/windows/SDL_windowsvideo.h"
|
||||
|
||||
#if SDL_VIDEO_RENDER_D3D
|
||||
|
@ -39,89 +40,6 @@
|
|||
#endif
|
||||
|
||||
|
||||
typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK;
|
||||
typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
|
||||
typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
|
||||
|
||||
DEFINE_GUID(IID_ID3DXMatrixStack,
|
||||
0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85);
|
||||
|
||||
#undef INTERFACE
|
||||
#define INTERFACE ID3DXMatrixStack
|
||||
|
||||
DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
|
||||
{
|
||||
STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
|
||||
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
|
||||
STDMETHOD_(ULONG,Release)(THIS) PURE;
|
||||
STDMETHOD(Pop)(THIS) PURE;
|
||||
STDMETHOD(Push)(THIS) PURE;
|
||||
STDMETHOD(LoadIdentity)(THIS) PURE;
|
||||
STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
|
||||
STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
|
||||
STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE;
|
||||
STDMETHOD(RotateAxis)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
|
||||
STDMETHOD(RotateAxisLocal)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
|
||||
STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
|
||||
STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
|
||||
STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
|
||||
STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
|
||||
STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE;
|
||||
STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
|
||||
STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
|
||||
};
|
||||
|
||||
#undef INTERFACE
|
||||
|
||||
#if !defined(__cplusplus) || defined(CINTERFACE)
|
||||
#define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
|
||||
#define ID3DXMatrixStack_AddRef(p) (p)->lpVtbl->AddRef(p)
|
||||
#define ID3DXMatrixStack_Release(p) (p)->lpVtbl->Release(p)
|
||||
#define ID3DXMatrixStack_Pop(p) (p)->lpVtbl->Pop(p)
|
||||
#define ID3DXMatrixStack_Push(p) (p)->lpVtbl->Push(p)
|
||||
#define ID3DXMatrixStack_LoadIdentity(p) (p)->lpVtbl->LoadIdentity(p)
|
||||
#define ID3DXMatrixStack_LoadMatrix(p,a) (p)->lpVtbl->LoadMatrix(p,a)
|
||||
#define ID3DXMatrixStack_MultMatrix(p,a) (p)->lpVtbl->MultMatrix(p,a)
|
||||
#define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->lpVtbl->MultMatrixLocal(p,a)
|
||||
#define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->lpVtbl->RotateAxis(p,a,b)
|
||||
#define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->lpVtbl->RotateAxisLocal(p,a,b)
|
||||
#define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c)
|
||||
#define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c)
|
||||
#define ID3DXMatrixStack_Scale(p,a,b,c) (p)->lpVtbl->Scale(p,a,b,c)
|
||||
#define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->lpVtbl->ScaleLocal(p,a,b,c)
|
||||
#define ID3DXMatrixStack_Translate(p,a,b,c) (p)->lpVtbl->Translate(p,a,b,c)
|
||||
#define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->lpVtbl->TranslateLocal(p,a,b,c)
|
||||
#define ID3DXMatrixStack_GetTop(p) (p)->lpVtbl->GetTop(p)
|
||||
#else
|
||||
#define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
|
||||
#define ID3DXMatrixStack_AddRef(p) (p)->AddRef()
|
||||
#define ID3DXMatrixStack_Release(p) (p)->Release()
|
||||
#define ID3DXMatrixStack_Pop(p) (p)->Pop()
|
||||
#define ID3DXMatrixStack_Push(p) (p)->Push()
|
||||
#define ID3DXMatrixStack_LoadIdentity(p) (p)->LoadIdentity()
|
||||
#define ID3DXMatrixStack_LoadMatrix(p,a) (p)->LoadMatrix(a)
|
||||
#define ID3DXMatrixStack_MultMatrix(p,a) (p)->MultMatrix(a)
|
||||
#define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->MultMatrixLocal(a)
|
||||
#define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->RotateAxis(a,b)
|
||||
#define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->RotateAxisLocal(a,b)
|
||||
#define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->RotateYawPitchRollLocal(a,b,c)
|
||||
#define ID3DXMatrixStack_Scale(p,a,b,c) (p)->Scale(a,b,c)
|
||||
#define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->ScaleLocal(a,b,c)
|
||||
#define ID3DXMatrixStack_Translate(p,a,b,c) (p)->Translate(a,b,c)
|
||||
#define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->TranslateLocal(a,b,c)
|
||||
#define ID3DXMatrixStack_GetTop(p) (p)->GetTop()
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK* ppstack);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ASSEMBLE_SHADER
|
||||
/**************************************************************************
|
||||
* ID3DXBuffer:
|
||||
|
@ -266,7 +184,6 @@ typedef struct
|
|||
IDirect3DSurface9 *defaultRenderTarget;
|
||||
IDirect3DSurface9 *currentRenderTarget;
|
||||
void* d3dxDLL;
|
||||
ID3DXMatrixStack *matrixStack;
|
||||
LPDIRECT3DPIXELSHADER9 ps_yuv;
|
||||
} D3D_RenderData;
|
||||
|
||||
|
@ -582,8 +499,6 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|||
Uint32 window_flags;
|
||||
int w, h;
|
||||
SDL_DisplayMode fullscreen_mode;
|
||||
int d3dxVersion;
|
||||
char d3dxDLLFile[50];
|
||||
int displayIndex;
|
||||
|
||||
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
|
||||
|
@ -599,29 +514,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|||
return NULL;
|
||||
}
|
||||
|
||||
if (D3D_LoadDLL(&data->d3dDLL, &data->d3d)) {
|
||||
for (d3dxVersion=50;d3dxVersion>0;d3dxVersion--) {
|
||||
LPTSTR dllName;
|
||||
SDL_snprintf(d3dxDLLFile, sizeof(d3dxDLLFile), "D3DX9_%02d.dll", d3dxVersion);
|
||||
dllName = WIN_UTF8ToString(d3dxDLLFile);
|
||||
data->d3dxDLL = (void *)LoadLibrary(dllName); /* not using SDL_LoadObject() as we want silently fail - no error message */
|
||||
SDL_free(dllName);
|
||||
if (data->d3dxDLL) {
|
||||
HRESULT (WINAPI *D3DXCreateMatrixStack) (DWORD Flags, LPD3DXMATRIXSTACK* ppStack);
|
||||
D3DXCreateMatrixStack = (HRESULT (WINAPI *) (DWORD, LPD3DXMATRIXSTACK*)) SDL_LoadFunction(data->d3dxDLL, "D3DXCreateMatrixStack");
|
||||
if (D3DXCreateMatrixStack) {
|
||||
D3DXCreateMatrixStack(0, &data->matrixStack);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!data->matrixStack) {
|
||||
if (data->d3dxDLL) SDL_UnloadObject(data->d3dxDLL);
|
||||
}
|
||||
}
|
||||
|
||||
if (!data->d3d || !data->matrixStack) {
|
||||
if (!D3D_LoadDLL(&data->d3dDLL, &data->d3d)) {
|
||||
SDL_free(renderer);
|
||||
SDL_free(data);
|
||||
SDL_SetError("Unable to create Direct3D interface");
|
||||
|
@ -1697,6 +1590,7 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
float centerx, centery;
|
||||
DWORD color;
|
||||
Vertex vertices[4];
|
||||
Float4X4 modelMatrix;
|
||||
HRESULT result;
|
||||
|
||||
if (D3D_ActivateRenderer(renderer) < 0) {
|
||||
|
@ -1768,11 +1662,11 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
D3D_SetBlendMode(data, texture->blendMode);
|
||||
|
||||
/* Rotate and translate */
|
||||
ID3DXMatrixStack_Push(data->matrixStack);
|
||||
ID3DXMatrixStack_LoadIdentity(data->matrixStack);
|
||||
ID3DXMatrixStack_RotateYawPitchRoll(data->matrixStack, 0.0, 0.0, (float)(M_PI * (float) angle / 180.0f));
|
||||
ID3DXMatrixStack_Translate(data->matrixStack, (float)dstrect->x + centerx, (float)dstrect->y + centery, (float)0.0);
|
||||
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack));
|
||||
modelMatrix = MatrixMultiply(
|
||||
MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)),
|
||||
MatrixTranslation(dstrect->x + center->x, dstrect->y + center->y, 0)
|
||||
);
|
||||
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&modelMatrix);
|
||||
|
||||
D3D_UpdateTextureScaleMode(data, texturedata, 0);
|
||||
|
||||
|
@ -1822,11 +1716,9 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
return D3D_SetError("SetShader()", result);
|
||||
}
|
||||
}
|
||||
ID3DXMatrixStack_Pop(data->matrixStack);
|
||||
ID3DXMatrixStack_Push(data->matrixStack);
|
||||
ID3DXMatrixStack_LoadIdentity(data->matrixStack);
|
||||
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack));
|
||||
ID3DXMatrixStack_Pop(data->matrixStack);
|
||||
|
||||
modelMatrix = MatrixIdentity();
|
||||
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&modelMatrix);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1960,7 +1852,6 @@ D3D_DestroyRenderer(SDL_Renderer * renderer)
|
|||
}
|
||||
if (data->d3d) {
|
||||
IDirect3D9_Release(data->d3d);
|
||||
ID3DXMatrixStack_Release(data->matrixStack);
|
||||
SDL_UnloadObject(data->d3dDLL);
|
||||
}
|
||||
SDL_free(data);
|
||||
|
|
|
@ -40,45 +40,13 @@ using namespace Windows::Graphics::Display;
|
|||
#include "SDL_loadso.h"
|
||||
#include "SDL_syswm.h"
|
||||
#include "../SDL_sysrender.h"
|
||||
#include "../SDL_d3dmath.h"
|
||||
|
||||
#include <d3d11_1.h>
|
||||
|
||||
|
||||
#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
} Float2;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
} Float3;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
float w;
|
||||
} Float4;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
union {
|
||||
struct {
|
||||
float _11, _12, _13, _14;
|
||||
float _21, _22, _23, _24;
|
||||
float _31, _32, _33, _34;
|
||||
float _41, _42, _43, _44;
|
||||
};
|
||||
float m[4][4];
|
||||
};
|
||||
} Float4X4;
|
||||
|
||||
/* Vertex shader, common values */
|
||||
typedef struct
|
||||
|
@ -717,112 +685,6 @@ static const DWORD D3D11_VertexShader[] = {
|
|||
#error "An appropriate vertex shader is not defined."
|
||||
#endif
|
||||
|
||||
/* Direct3D matrix math functions */
|
||||
|
||||
static Float4X4 MatrixIdentity()
|
||||
{
|
||||
Float4X4 m;
|
||||
SDL_zero(m);
|
||||
m._11 = 1.0f;
|
||||
m._22 = 1.0f;
|
||||
m._33 = 1.0f;
|
||||
m._44 = 1.0f;
|
||||
return m;
|
||||
}
|
||||
|
||||
static Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2)
|
||||
{
|
||||
Float4X4 m;
|
||||
SDL_zero(m);
|
||||
m._11 = M1._11 * M2._11 + M1._12 * M2._21 + M1._13 * M2._31 + M1._14 * M2._41;
|
||||
m._12 = M1._11 * M2._12 + M1._12 * M2._22 + M1._13 * M2._32 + M1._14 * M2._42;
|
||||
m._13 = M1._11 * M2._13 + M1._12 * M2._23 + M1._13 * M2._33 + M1._14 * M2._43;
|
||||
m._14 = M1._11 * M2._14 + M1._12 * M2._24 + M1._13 * M2._34 + M1._14 * M2._44;
|
||||
m._21 = M1._21 * M2._11 + M1._22 * M2._21 + M1._23 * M2._31 + M1._24 * M2._41;
|
||||
m._22 = M1._21 * M2._12 + M1._22 * M2._22 + M1._23 * M2._32 + M1._24 * M2._42;
|
||||
m._23 = M1._21 * M2._13 + M1._22 * M2._23 + M1._23 * M2._33 + M1._24 * M2._43;
|
||||
m._24 = M1._21 * M2._14 + M1._22 * M2._24 + M1._23 * M2._34 + M1._24 * M2._44;
|
||||
m._31 = M1._31 * M2._11 + M1._32 * M2._21 + M1._33 * M2._31 + M1._34 * M2._41;
|
||||
m._32 = M1._31 * M2._12 + M1._32 * M2._22 + M1._33 * M2._32 + M1._34 * M2._42;
|
||||
m._33 = M1._31 * M2._13 + M1._32 * M2._23 + M1._33 * M2._33 + M1._34 * M2._43;
|
||||
m._34 = M1._31 * M2._14 + M1._32 * M2._24 + M1._33 * M2._34 + M1._34 * M2._44;
|
||||
m._41 = M1._41 * M2._11 + M1._42 * M2._21 + M1._43 * M2._31 + M1._44 * M2._41;
|
||||
m._42 = M1._41 * M2._12 + M1._42 * M2._22 + M1._43 * M2._32 + M1._44 * M2._42;
|
||||
m._43 = M1._41 * M2._13 + M1._42 * M2._23 + M1._43 * M2._33 + M1._44 * M2._43;
|
||||
m._44 = M1._41 * M2._14 + M1._42 * M2._24 + M1._43 * M2._34 + M1._44 * M2._44;
|
||||
return m;
|
||||
}
|
||||
|
||||
static Float4X4 MatrixScaling(float x, float y, float z)
|
||||
{
|
||||
Float4X4 m;
|
||||
SDL_zero(m);
|
||||
m._11 = x;
|
||||
m._22 = y;
|
||||
m._33 = z;
|
||||
m._44 = 1.0f;
|
||||
return m;
|
||||
}
|
||||
|
||||
static Float4X4 MatrixTranslation(float x, float y, float z)
|
||||
{
|
||||
Float4X4 m;
|
||||
SDL_zero(m);
|
||||
m._11 = 1.0f;
|
||||
m._22 = 1.0f;
|
||||
m._33 = 1.0f;
|
||||
m._44 = 1.0f;
|
||||
m._41 = x;
|
||||
m._42 = y;
|
||||
m._43 = z;
|
||||
return m;
|
||||
}
|
||||
|
||||
static Float4X4 MatrixRotationX(float r)
|
||||
{
|
||||
float sinR = SDL_sinf(r);
|
||||
float cosR = SDL_cosf(r);
|
||||
Float4X4 m;
|
||||
SDL_zero(m);
|
||||
m._11 = 1.0f;
|
||||
m._22 = cosR;
|
||||
m._23 = sinR;
|
||||
m._32 = -sinR;
|
||||
m._33 = cosR;
|
||||
m._44 = 1.0f;
|
||||
return m;
|
||||
}
|
||||
|
||||
static Float4X4 MatrixRotationY(float r)
|
||||
{
|
||||
float sinR = SDL_sinf(r);
|
||||
float cosR = SDL_cosf(r);
|
||||
Float4X4 m;
|
||||
SDL_zero(m);
|
||||
m._11 = cosR;
|
||||
m._13 = -sinR;
|
||||
m._22 = 1.0f;
|
||||
m._31 = sinR;
|
||||
m._33 = cosR;
|
||||
m._44 = 1.0f;
|
||||
return m;
|
||||
}
|
||||
|
||||
static Float4X4 MatrixRotationZ(float r)
|
||||
{
|
||||
float sinR = SDL_sinf(r);
|
||||
float cosR = SDL_cosf(r);
|
||||
Float4X4 m;
|
||||
SDL_zero(m);
|
||||
m._11 = cosR;
|
||||
m._12 = sinR;
|
||||
m._21 = -sinR;
|
||||
m._22 = cosR;
|
||||
m._33 = 1.0f;
|
||||
m._44 = 1.0f;
|
||||
return m;
|
||||
}
|
||||
|
||||
|
||||
/* Direct3D 11.1 renderer implementation */
|
||||
static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
|
||||
|
@ -2803,12 +2665,11 @@ D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
minv = tmp;
|
||||
}
|
||||
|
||||
Float4X4 oldModelMatrix = rendererData->vertexShaderConstantsData.model;
|
||||
Float4X4 newModelMatrix = MatrixMultiply(
|
||||
Float4X4 modelMatrix = MatrixMultiply(
|
||||
MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)),
|
||||
MatrixTranslation(dstrect->x + center->x, dstrect->y + center->y, 0)
|
||||
);
|
||||
D3D11_SetModelMatrix(renderer, &newModelMatrix);
|
||||
D3D11_SetModelMatrix(renderer, &modelMatrix);
|
||||
|
||||
const float minx = -center->x;
|
||||
const float maxx = dstrect->w - center->x;
|
||||
|
@ -2849,7 +2710,7 @@ D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
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D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
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D3D11_SetModelMatrix(renderer, &oldModelMatrix);
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D3D11_SetModelMatrix(renderer, NULL);
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return 0;
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}
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Reference in New Issue