--- a/src/render/direct3d11/SDL_render_d3d11.cpp Sun Mar 24 21:19:26 2013 -0400
+++ b/src/render/direct3d11/SDL_render_d3d11.cpp Sun Mar 24 21:57:40 2013 -0400
@@ -65,8 +65,8 @@
//static int D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D11_UpdateViewport(SDL_Renderer * renderer);
static int D3D11_RenderClear(SDL_Renderer * renderer);
-//static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
-// const SDL_FPoint * points, int count);
+static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
+ const SDL_FPoint * points, int count);
static int D3D11_RenderDrawLines(SDL_Renderer * renderer,
const SDL_FPoint * points, int count);
static int D3D11_RenderFillRects(SDL_Renderer * renderer,
@@ -143,7 +143,7 @@
//renderer->SetRenderTarget = D3D11_SetRenderTarget;
renderer->UpdateViewport = D3D11_UpdateViewport;
renderer->RenderClear = D3D11_RenderClear;
- //renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
+ renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
renderer->RenderDrawLines = D3D11_RenderDrawLines;
renderer->RenderFillRects = D3D11_RenderFillRects;
renderer->RenderCopy = D3D11_RenderCopy;
@@ -1201,6 +1201,42 @@
}
static int
+D3D11_RenderDrawPoints(SDL_Renderer * renderer,
+ const SDL_FPoint * points, int count)
+{
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
+ float r, g, b, a;
+
+ r = (float)(renderer->r / 255.0f);
+ g = (float)(renderer->g / 255.0f);
+ b = (float)(renderer->b / 255.0f);
+ a = (float)(renderer->a / 255.0f);
+
+ vector<VertexPositionColor> vertices;
+ vertices.reserve(count);
+ for (int i = 0; i < count; ++i) {
+ VertexPositionColor v = {XMFLOAT3(points[i].x, points[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)};
+ vertices.push_back(v);
+ }
+
+ D3D11_RenderStartDrawOp(renderer);
+ D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
+ if (D3D11_UpdateVertexBuffer(renderer, &vertices[0], vertices.size() * sizeof(VertexPositionColor)) != 0) {
+ return -1;
+ }
+
+ D3D11_SetPixelShader(
+ renderer,
+ rendererData->colorPixelShader.Get(),
+ nullptr,
+ nullptr);
+
+ D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, vertices.size());
+
+ return 0;
+}
+
+static int
D3D11_RenderDrawLines(SDL_Renderer * renderer,
const SDL_FPoint * points, int count)
{