d3dx9: Introduce a function for filling a texture.

This commit is contained in:
Rico Schüller 2013-01-10 17:57:16 +01:00 committed by Alexandre Julliard
parent 1fe4af293c
commit 275f784009
1 changed files with 51 additions and 108 deletions

View File

@ -1206,18 +1206,57 @@ HRESULT WINAPI D3DXCreateVolumeTextureFromFileInMemoryEx(IDirect3DDevice9 *devic
return D3D_OK;
}
static inline void fill_texture(const struct pixel_format_desc *format, BYTE *pos, const D3DXVECTOR4 *value)
{
DWORD c;
for (c = 0; c < format->bytes_per_pixel; c++)
pos[c] = 0;
for (c = 0; c < 4; c++)
{
float comp_value;
DWORD i, v;
switch (c)
{
case 0: /* Alpha */
comp_value = value->w;
break;
case 1: /* Red */
comp_value = value->x;
break;
case 2: /* Green */
comp_value = value->y;
break;
case 3: /* Blue */
comp_value = value->z;
break;
}
v = comp_value * ((1 << format->bits[c]) - 1) + 0.5f;
for (i = 0; i < format->bits[c] + format->shift[c]; i += 8)
{
BYTE byte, mask;
mask = ((1 << format->bits[c]) - 1) << format->shift[c] >> i;
byte = (v << format->shift[c] >> i) & mask;
pos[i / 8] |= byte;
}
}
}
HRESULT WINAPI D3DXFillTexture(struct IDirect3DTexture9 *texture, LPD3DXFILL2D function, void *funcdata)
{
DWORD miplevels;
DWORD m, i, x, y, c, v;
DWORD m, x, y;
D3DSURFACE_DESC desc;
D3DLOCKED_RECT lock_rect;
D3DXVECTOR4 value;
D3DXVECTOR2 coord, size;
const struct pixel_format_desc *format;
BYTE *data, *pos;
BYTE byte, mask;
float comp_value;
BYTE *data;
if (texture == NULL || function == NULL)
return D3DERR_INVALIDCALL;
@ -1256,38 +1295,7 @@ HRESULT WINAPI D3DXFillTexture(struct IDirect3DTexture9 *texture, LPD3DXFILL2D f
function(&value, &coord, &size, funcdata);
pos = data + y * lock_rect.Pitch + x * format->bytes_per_pixel;
for (i = 0; i < format->bytes_per_pixel; i++)
pos[i] = 0;
for (c = 0; c < 4; c++)
{
switch (c)
{
case 0: /* Alpha */
comp_value = value.w;
break;
case 1: /* Red */
comp_value = value.x;
break;
case 2: /* Green */
comp_value = value.y;
break;
case 3: /* Blue */
comp_value = value.z;
break;
}
v = comp_value * ((1 << format->bits[c]) - 1) + 0.5f;
for (i = 0; i < format->bits[c] + format->shift[c]; i += 8)
{
mask = ((1 << format->bits[c]) - 1) << format->shift[c] >> i;
byte = (v << format->shift[c] >> i) & mask;
pos[i / 8] |= byte;
}
}
fill_texture(format, data + y * lock_rect.Pitch + x * format->bytes_per_pixel, &value);
}
}
IDirect3DTexture9_UnlockRect(texture, m);
@ -1600,15 +1608,13 @@ static float get_cube_coord(enum cube_coord coord, unsigned int x, unsigned int
HRESULT WINAPI D3DXFillCubeTexture(struct IDirect3DCubeTexture9 *texture, LPD3DXFILL3D function, void *funcdata)
{
DWORD miplevels;
DWORD m, i, x, y, c, f, v;
DWORD m, x, y, f;
D3DSURFACE_DESC desc;
D3DLOCKED_RECT lock_rect;
D3DXVECTOR4 value;
D3DXVECTOR3 coord, size;
const struct pixel_format_desc *format;
BYTE *data, *pos;
BYTE byte, mask;
float comp_value;
BYTE *data;
static const enum cube_coord coordmap[6][3] =
{
{ONE, YCOORDINV, XCOORDINV},
@ -1657,38 +1663,7 @@ HRESULT WINAPI D3DXFillCubeTexture(struct IDirect3DCubeTexture9 *texture, LPD3DX
function(&value, &coord, &size, funcdata);
pos = data + y * lock_rect.Pitch + x * format->bytes_per_pixel;
for (i = 0; i < format->bytes_per_pixel; i++)
pos[i] = 0;
for (c = 0; c < 4; c++)
{
switch (c)
{
case 0: /* Alpha */
comp_value = value.w;
break;
case 1: /* Red */
comp_value = value.x;
break;
case 2: /* Green */
comp_value = value.y;
break;
case 3: /* Blue */
comp_value = value.z;
break;
}
v = comp_value * ((1 << format->bits[c]) - 1) + 0.5f;
for (i = 0; i < format->bits[c] + format->shift[c]; i += 8)
{
mask = ((1 << format->bits[c]) - 1) << format->shift[c] >> i;
byte = (v << format->shift[c] >> i) & mask;
pos[i / 8] |= byte;
}
}
fill_texture(format, data + y * lock_rect.Pitch + x * format->bytes_per_pixel, &value);
}
}
IDirect3DCubeTexture9_UnlockRect(texture, f, m);
@ -1701,15 +1676,13 @@ HRESULT WINAPI D3DXFillCubeTexture(struct IDirect3DCubeTexture9 *texture, LPD3DX
HRESULT WINAPI D3DXFillVolumeTexture(struct IDirect3DVolumeTexture9 *texture, LPD3DXFILL3D function, void *funcdata)
{
DWORD miplevels;
DWORD m, i, x, y, z, c, v;
DWORD m, x, y, z;
D3DVOLUME_DESC desc;
D3DLOCKED_BOX lock_box;
D3DXVECTOR4 value;
D3DXVECTOR3 coord, size;
const struct pixel_format_desc *format;
BYTE *data, *pos;
BYTE byte, mask;
float comp_value;
BYTE *data;
if (texture == NULL || function == NULL)
return D3DERR_INVALIDCALL;
@ -1753,38 +1726,8 @@ HRESULT WINAPI D3DXFillVolumeTexture(struct IDirect3DVolumeTexture9 *texture, LP
function(&value, &coord, &size, funcdata);
pos = data + z * lock_box.SlicePitch + y * lock_box.RowPitch + x * format->bytes_per_pixel;
for (i = 0; i < format->bytes_per_pixel; i++)
pos[i] = 0;
for (c = 0; c < 4; c++)
{
switch (c)
{
case 0: /* Alpha */
comp_value = value.w;
break;
case 1: /* Red */
comp_value = value.x;
break;
case 2: /* Green */
comp_value = value.y;
break;
case 3: /* Blue */
comp_value = value.z;
break;
}
v = comp_value * ((1 << format->bits[c]) - 1) + 0.5f;
for (i = 0; i < format->bits[c] + format->shift[c]; i += 8)
{
mask = ((1 << format->bits[c]) - 1) << format->shift[c] >> i;
byte = (v << format->shift[c] >> i) & mask;
pos[i / 8] |= byte;
}
}
fill_texture(format, data + z * lock_box.SlicePitch + y * lock_box.RowPitch
+ x * format->bytes_per_pixel, &value);
}
}
}