wined3d: Add a helper function for drawing a textured quad.

This commit is contained in:
Roderick Colenbrander 2010-03-17 13:56:18 +01:00 committed by Alexandre Julliard
parent bc8d21b5d7
commit 4bd627cc7f
1 changed files with 72 additions and 52 deletions

View File

@ -273,6 +273,62 @@ static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w,
}
}
/* GL locking and context activation is done by the caller */
static void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
{
IWineD3DBaseTextureImpl *texture;
struct blt_info info;
surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
glEnable(info.bind_target);
checkGLcall("glEnable(bind_target)");
/* Bind the texture */
glBindTexture(info.bind_target, src_surface->texture_name);
checkGLcall("glBindTexture");
/* Filtering for StretchRect */
glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
wined3d_gl_mag_filter(magLookup, Filter));
checkGLcall("glTexParameteri");
glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
checkGLcall("glTexParameteri");
glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
checkGLcall("glTexEnvi");
/* Draw a quad */
glBegin(GL_TRIANGLE_STRIP);
glTexCoord3fv(info.coords[0]);
glVertex2i(dst_rect->left, dst_rect->top);
glTexCoord3fv(info.coords[1]);
glVertex2i(dst_rect->right, dst_rect->top);
glTexCoord3fv(info.coords[2]);
glVertex2i(dst_rect->left, dst_rect->bottom);
glTexCoord3fv(info.coords[3]);
glVertex2i(dst_rect->right, dst_rect->bottom);
glEnd();
/* Unbind the texture */
glBindTexture(info.bind_target, 0);
checkGLcall("glBindTexture(info->bind_target, 0)");
/* We changed the filtering settings on the texture. Inform the
* container about this to get the filters reset properly next draw. */
if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DBaseTexture, (void **)&texture)))
{
texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
}
}
HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
@ -4733,73 +4789,37 @@ static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DW
static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
{
IWineD3DDeviceImpl *device = This->resource.device;
IWineD3DBaseTextureImpl *texture;
struct wined3d_context *context;
RECT rect;
struct blt_info info;
RECT src_rect, dst_rect;
if(rect_in) {
rect = *rect_in;
src_rect = *rect_in;
} else {
rect.left = 0;
rect.top = 0;
rect.right = This->currentDesc.Width;
rect.bottom = This->currentDesc.Height;
src_rect.left = 0;
src_rect.top = 0;
src_rect.right = This->currentDesc.Width;
src_rect.bottom = This->currentDesc.Height;
}
surface_get_blt_info(This->texture_target, &rect, This->pow2Width, This->pow2Height, &info);
context = context_acquire(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
ENTER_GL();
glEnable(info.bind_target);
checkGLcall("glEnable(bind_target)");
glBindTexture(info.bind_target, This->texture_name);
checkGLcall("glBindTexture(bind_target, This->texture_name)");
glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
if (context->render_offscreen)
{
LONG tmp = rect.top;
rect.top = rect.bottom;
rect.bottom = tmp;
dst_rect.left = src_rect.left;
dst_rect.right = src_rect.right;
dst_rect.top = src_rect.bottom;
dst_rect.bottom = src_rect.top;
}
else
{
dst_rect = src_rect;
}
glBegin(GL_TRIANGLE_STRIP);
glTexCoord3fv(info.coords[0]);
glVertex2i(rect.left, rect.top);
glTexCoord3fv(info.coords[1]);
glVertex2i(rect.right, rect.top);
glTexCoord3fv(info.coords[2]);
glVertex2i(rect.left, rect.bottom);
glTexCoord3fv(info.coords[3]);
glVertex2i(rect.right, rect.bottom);
glEnd();
glDisable(info.bind_target);
checkGLcall("glDisable(bind_target)");
ENTER_GL();
draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
LEAVE_GL();
wglFlush(); /* Flush to ensure ordering across contexts. */
/* We changed the filtering settings on the texture. Inform the
* container about this to get the filters reset properly next draw. */
if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DBaseTexture, (void **)&texture)))
{
texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
}
context_release(context);
}