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author ImJezze <jezze@gmx.net>2016-04-13 19:21:57 +0200
committer ImJezze <jezze@gmx.net>2016-04-13 19:21:57 +0200
commit32f0e6efac8b51dbdc11b390b64753227cbb6180 (patch)
treeaf19990b09f731d098ca93781b732e0724ebf7e9 /src/osd/modules/render/drawd3d.cpp
parent6be4d8312ccf4d9b5fde5fc2b5094e637fbdf7d7 (diff)
Removed hacks for vector screens from shaders (nw)
- added handling of texture coordinates for vector screens to core render - added handling of orientation/rotation for vector screens to D3D renderer
Diffstat (limited to 'src/osd/modules/render/drawd3d.cpp')
-rw-r--r--src/osd/modules/render/drawd3d.cpp95
1 files changed, 82 insertions, 13 deletions
diff --git a/src/osd/modules/render/drawd3d.cpp b/src/osd/modules/render/drawd3d.cpp
index 020e4ee3de5..6c7a96bbfb8 100644
--- a/src/osd/modules/render/drawd3d.cpp
+++ b/src/osd/modules/render/drawd3d.cpp
@@ -1398,13 +1398,13 @@ void renderer_d3d9::batch_vectors()
{
windows_options &options = downcast<windows_options &>(window().machine().options());
+ float quad_width = 0.0f;
+ float quad_height = 0.0f;
+
int vector_size = (options.antialias() ? 24 : 6);
m_vectorbatch = mesh_alloc(m_line_count * vector_size);
m_batchindex = 0;
- float width = 0.0f;
- float height = 0.0f;
-
static int start_index = 0;
int line_index = 0;
float period = options.screen_vector_time_period();
@@ -1432,8 +1432,8 @@ void renderer_d3d9::batch_vectors()
case render_primitive::QUAD:
if (PRIMFLAG_GET_VECTORBUF(prim.flags))
{
- width = prim.bounds.x1 - prim.bounds.x0;
- height = prim.bounds.y1 - prim.bounds.y0;
+ quad_width = prim.bounds.x1 - prim.bounds.x0;
+ quad_height = prim.bounds.y1 - prim.bounds.y0;
}
break;
@@ -1443,9 +1443,76 @@ void renderer_d3d9::batch_vectors()
}
}
+ // handle orientation and rotation for vectors as they were a texture
+ if (m_shaders->enabled())
+ {
+ bool orientation_swap_xy =
+ (window().machine().system().flags & ORIENTATION_SWAP_XY) == ORIENTATION_SWAP_XY;
+ bool rotation_swap_xy =
+ (window().target()->orientation() & ORIENTATION_SWAP_XY) == ORIENTATION_SWAP_XY;
+ bool swap_xy = orientation_swap_xy ^ rotation_swap_xy;
+
+ bool rotation_0 = window().target()->orientation() == ROT0;
+ bool rotation_90 = window().target()->orientation() == ROT90;
+ bool rotation_180 = window().target()->orientation() == ROT180;
+ bool rotation_270 = window().target()->orientation() == ROT270;
+ bool flip_x =
+ ((rotation_0 || rotation_270) && orientation_swap_xy) ||
+ ((rotation_180 || rotation_270) && !orientation_swap_xy);
+ bool flip_y =
+ ((rotation_0 || rotation_90) && orientation_swap_xy) ||
+ ((rotation_180 || rotation_90) && !orientation_swap_xy);
+
+ float screen_width = static_cast<float>(this->get_width());
+ float screen_height = static_cast<float>(this->get_height());
+ float half_screen_width = screen_width * 0.5f;
+ float half_screen_height = screen_height * 0.5f;
+ float screen_swap_x_factor = 1.0f / screen_width * screen_height;
+ float screen_swap_y_factor = 1.0f / screen_height * screen_width;
+ float screen_quad_ratio_x = screen_width / quad_width;
+ float screen_quad_ratio_y = screen_height / quad_height;
+
+ if (swap_xy)
+ {
+ std::swap(screen_quad_ratio_x, screen_quad_ratio_y);
+ }
+
+ for (int batchindex = 0; batchindex < m_batchindex; batchindex++)
+ {
+ if (swap_xy)
+ {
+ m_vectorbatch[batchindex].x *= screen_swap_x_factor;
+ m_vectorbatch[batchindex].y *= screen_swap_y_factor;
+ std::swap(m_vectorbatch[batchindex].x, m_vectorbatch[batchindex].y);
+ }
+
+ if (flip_x)
+ {
+ m_vectorbatch[batchindex].x = screen_width - m_vectorbatch[batchindex].x;
+ }
+
+ if (flip_y)
+ {
+ m_vectorbatch[batchindex].y = screen_height - m_vectorbatch[batchindex].y;
+ }
+
+ // center
+ m_vectorbatch[batchindex].x -= half_screen_width;
+ m_vectorbatch[batchindex].y -= half_screen_height;
+
+ // correct screen/quad ratio (vectors are created in screen coordinates and have to be adjusted for texture corrdinates of the quad)
+ m_vectorbatch[batchindex].x *= screen_quad_ratio_x;
+ m_vectorbatch[batchindex].y *= screen_quad_ratio_y;
+
+ // un-center
+ m_vectorbatch[batchindex].x += half_screen_width;
+ m_vectorbatch[batchindex].y += half_screen_height;
+ }
+ }
+
// now add a polygon entry
m_poly[m_numpolys].init(D3DPT_TRIANGLELIST, m_line_count * (options.antialias() ? 8 : 2), vector_size * m_line_count, cached_flags,
- m_texture_manager->get_vector_texture(), D3DTOP_MODULATE, 0.0f, 1.0f, width, height);
+ m_texture_manager->get_vector_texture(), D3DTOP_MODULATE, 0.0f, 1.0f, quad_width, quad_height);
m_numpolys++;
start_index += (int)((float)line_index * period);
@@ -1470,13 +1537,22 @@ void renderer_d3d9::batch_vector(const render_primitive &prim, float line_time)
render_bounds b0, b1;
render_line_to_quad(&prim.bounds, effwidth, &b0, &b1);
+ float dx = b1.x1 - b0.x1;
+ float dy = b1.y1 - b0.y1;
+ float line_length = sqrtf(dx * dx + dy * dy);
+
+ vec2f& start = (get_vector_texture() ? get_vector_texture()->get_uvstart() : get_default_texture()->get_uvstart());
+ vec2f& stop = (get_vector_texture() ? get_vector_texture()->get_uvstop() : get_default_texture()->get_uvstop());
+
// iterate over AA steps
for (const line_aa_step *step = PRIMFLAG_GET_ANTIALIAS(prim.flags) ? line_aa_4step : line_aa_1step;
step->weight != 0; step++)
{
// get a pointer to the vertex buffer
if (m_vectorbatch == nullptr)
+ {
return;
+ }
m_vectorbatch[m_batchindex + 0].x = b0.x0 + step->xoffs;
m_vectorbatch[m_batchindex + 0].y = b0.y0 + step->yoffs;
@@ -1492,10 +1568,6 @@ void renderer_d3d9::batch_vector(const render_primitive &prim, float line_time)
m_vectorbatch[m_batchindex + 5].x = b1.x1 + step->xoffs;
m_vectorbatch[m_batchindex + 5].y = b1.y1 + step->yoffs;
- float dx = b1.x1 - b0.x1;
- float dy = b1.y1 - b0.y1;
- float line_length = sqrtf(dx * dx + dy * dy);
-
// determine the color of the line
INT32 r = (INT32)(prim.color.r * step->weight * 255.0f);
INT32 g = (INT32)(prim.color.g * step->weight * 255.0f);
@@ -1518,9 +1590,6 @@ void renderer_d3d9::batch_vector(const render_primitive &prim, float line_time)
if (a > 255) a = 255;
DWORD color = D3DCOLOR_ARGB(a, r, g, b);
- vec2f& start = (get_vector_texture() ? get_vector_texture()->get_uvstart() : get_default_texture()->get_uvstart());
- vec2f& stop = (get_vector_texture() ? get_vector_texture()->get_uvstop() : get_default_texture()->get_uvstop());
-
m_vectorbatch[m_batchindex + 0].u0 = start.c.x;
m_vectorbatch[m_batchindex + 0].v0 = start.c.y;
m_vectorbatch[m_batchindex + 1].u0 = start.c.x;