vert[p].y = (float)top;
vert[p].z = 0.5f;
vert[p].rhw = 1.0f;
- vert[p].color = 0xffffffff;
+ vert[p].color = D3DCOLOR_COLORVALUE(m_white, m_white, m_white, 1.0f);
++p;
vert[p].x = (float)i;
vert[p].y = (float)bottom;
vert[p].z = 0.5f;
vert[p].rhw = 1.0f;
- vert[p].color = 0xffffffff;
+ vert[p].color = D3DCOLOR_COLORVALUE(m_white, m_white, m_white, 1.0f);
++p;
}
g_Windowing.Get3DDevice()->SetFVF(D3DFVF_CUSTOMVERTEX);
vert[p].y = (float)i;
vert[p].z = 0.5f;
vert[p].rhw = 1.0f;
- vert[p].color = 0xffffffff;
+ vert[p].color = D3DCOLOR_COLORVALUE(m_white, m_white, m_white, 1.0f);
++p;
vert[p].x = (float)right;
vert[p].y = (float)i;
vert[p].z = 0.5f;
vert[p].rhw = 1.0f;
- vert[p].color = 0xffffffff;
+ vert[p].color = D3DCOLOR_COLORVALUE(m_white, m_white, m_white, 1.0f);
++p;
}
g_Windowing.Get3DDevice()->SetFVF(D3DFVF_CUSTOMVERTEX);
vert[i].y = (float)y;
vert[i].z = 0.5f;
vert[i].rhw = 1.0f;
- vert[i].color = 0xffffffff;
+ vert[i].color = D3DCOLOR_COLORVALUE(m_white, m_white, m_white, 1.0f);
}
else
{
vert[i].y = (float)y;
vert[i].z = 0.5f;
vert[i].rhw = 1.0f;
- vert[i].color = 0xffffffff;
+ vert[i].color = D3DCOLOR_COLORVALUE(m_white, m_white, m_white, 1.0f);
}
++i;
}
if ((m_bounceDirectionY == 1 && m_bounceY + TEST_PATTERNS_BOUNCE_SQUARE_SIZE == bottom) || (m_bounceDirectionY == -1 && m_bounceY == top))
m_bounceDirectionY = -m_bounceDirectionY;
- DrawRectangle((float)m_bounceX, (float)m_bounceY, (float)(m_bounceX + TEST_PATTERNS_BOUNCE_SQUARE_SIZE), (float)(m_bounceY + TEST_PATTERNS_BOUNCE_SQUARE_SIZE), 0xffffffff);
+ DrawRectangle((float)m_bounceX, (float)m_bounceY, (float)(m_bounceX + TEST_PATTERNS_BOUNCE_SQUARE_SIZE), (float)(m_bounceY + TEST_PATTERNS_BOUNCE_SQUARE_SIZE), D3DCOLOR_COLORVALUE(m_white, m_white, m_white, 1.0f));
}
void CGUIWindowTestPatternDX::DrawContrastBrightnessPattern(int top, int left, int bottom, int right)
{
- DWORD color = 0xffffffff;
+ DWORD color;
+ DWORD color_white = D3DCOLOR_COLORVALUE(m_white, m_white, m_white, 1.0f);
+ DWORD color_black = D3DCOLOR_COLORVALUE(m_black, m_black, m_black, 1.0f);
float x5p = (float) (left + (0.05f * (right - left)));
float y5p = (float) (top + (0.05f * (bottom - top)));
float x12p = (float) (left + (0.125f * (right - left)));
m_blinkFrame = (m_blinkFrame + 1) % TEST_PATTERNS_BLINK_CYCLE;
// draw main quadrants
- DrawRectangle(x50p, (float)top, (float)right, y50p, 0xffffffff);
- DrawRectangle((float)left, (float)y50p, x50p, (float)bottom, 0xffffffff);
+ DrawRectangle(x50p, (float)top, (float)right, y50p, color_white);
+ DrawRectangle((float)left, (float)y50p, x50p, (float)bottom, color_white);
// draw border lines
CUSTOMVERTEX vert[] =
{
- {(float)left, y5p, 0.5f, 1.0f, 0xffffffff},
- {x50p, y5p, 0.5f, 1.0f, 0xffffffff},
- {x5p, (float)top, 0.5f, 1.0f, 0xffffffff},
- {x5p, y50p, 0.5f, 1.0f, 0xffffffff},
- {x50p, y95p, 0.5f, 1.0f, 0xffffffff},
- {(float)right, y95p, 0.5f, 1.0f, 0xffffffff},
- {x95p, y50p, 0.5f, 1.0f, 0xffffffff},
- {x95p, (float)bottom, 0.5f, 1.0f, 0xffffffff},
+ {(float)left, y5p, 0.5f, 1.0f, color_white},
+ {x50p, y5p, 0.5f, 1.0f, color_white},
+ {x5p, (float)top, 0.5f, 1.0f, color_white},
+ {x5p, y50p, 0.5f, 1.0f, color_white},
+ {x50p, y95p, 0.5f, 1.0f, color_white},
+ {(float)right, y95p, 0.5f, 1.0f, color_white},
+ {x95p, y50p, 0.5f, 1.0f, color_white},
+ {x95p, (float)bottom, 0.5f, 1.0f, color_white},
- {x50p, y5p, 0.5f, 1.0f, 0xff000000},
- {(float)right, y5p, 0.5f, 1.0f, 0xff000000},
- {x5p, y50p, 0.5f, 1.0f, 0xff000000},
- {x5p, (float)bottom, 0.5f, 1.0f, 0xff000000},
- {(float)left, y95p, 0.5f, 1.0f, 0xff000000},
- {x50p, y95p, 0.5f, 1.0f, 0xff000000},
- {x95p, (float)top, 0.5f, 1.0f, 0xff000000},
- {x95p, y50p, 0.5f, 1.0f, 0xff000000}
+ {x50p, y5p, 0.5f, 1.0f, color_black},
+ {(float)right, y5p, 0.5f, 1.0f, color_black},
+ {x5p, y50p, 0.5f, 1.0f, color_black},
+ {x5p, (float)bottom, 0.5f, 1.0f, color_black},
+ {(float)left, y95p, 0.5f, 1.0f, color_black},
+ {x50p, y95p, 0.5f, 1.0f, color_black},
+ {x95p, (float)top, 0.5f, 1.0f, color_black},
+ {x95p, y50p, 0.5f, 1.0f, color_black}
};
g_Windowing.Get3DDevice()->SetFVF(D3DFVF_CUSTOMVERTEX);
g_Windowing.Get3DDevice()->DrawPrimitiveUP(D3DPT_LINELIST, 8, vert, sizeof(CUSTOMVERTEX));
// draw inner rectangles
- DrawRectangle(x12p, y12p, x37p, y37p, 0xffffffff);
- DrawRectangle(x62p, y62p, x87p, y87p, 0xffffffff);
+ DrawRectangle(x12p, y12p, x37p, y37p, color_white);
+ DrawRectangle(x62p, y62p, x87p, y87p, color_white);
- DrawRectangle(x62p, y12p, x87p, y37p, 0xff000000);
- DrawRectangle(x12p, y62p, x37p, y87p, 0xff000000);
+ DrawRectangle(x62p, y12p, x87p, y37p, color_black);
+ DrawRectangle(x12p, y62p, x37p, y87p, color_black);
// draw inner circles
if (m_blinkFrame < TEST_PATTERNS_BLINK_CYCLE / 2)
- color = D3DCOLOR_COLORVALUE(0.05f, 0.05f, 0.05f, 1.0f);
+ color = D3DCOLOR_COLORVALUE(m_black + 0.05f, m_black + 0.05f, m_black + 0.05f, 1.0f);
else
- color = D3DCOLOR_COLORVALUE(0.0f, 0.0f, 0.0f, 1.0f);
+ color = D3DCOLOR_COLORVALUE(m_black, m_black, m_black, 1.0f);
DrawCircleEx(x25p, y75p, (y37p - y12p) / 3, color);
DrawCircleEx(x75p, y25p, (y37p - y12p) / 3, color);
if (m_blinkFrame < TEST_PATTERNS_BLINK_CYCLE / 2)
- color = D3DCOLOR_COLORVALUE(0.95f, 0.95f, 0.95f, 1.0f);
+ color = D3DCOLOR_COLORVALUE(m_white - 0.05f, m_white - 0.05f, m_white - 0.05f, 1.0f);
else
- color = D3DCOLOR_COLORVALUE(1.0f, 1.0f, 1.0f, 1.0f);
+ color = D3DCOLOR_COLORVALUE(m_white, m_white, m_white, 1.0f);
DrawCircleEx(x25p, y25p, (y37p - y12p) / 3, color);
DrawCircleEx(x75p, y75p, (y37p - y12p) / 3, color);
}
void CGUIWindowTestPatternDX::DrawCircle(int originX, int originY, int radius)
{
- DrawCircleEx((float)originX, (float)originY, (float)radius, 0xffffffff);
+ DrawCircleEx((float)originX, (float)originY, (float)radius, D3DCOLOR_COLORVALUE(m_white, m_white, m_white, 1.0f));
}
void CGUIWindowTestPatternDX::DrawCircleEx(float originX, float originY, float radius, DWORD color)
void CGUIWindowTestPatternGL::DrawVerticalLines(int top, int left, int bottom, int right)
{
glBegin(GL_LINES);
- glColor3f(1, 1, 1);
+ glColor3f(m_white, m_white, m_white);
for (int i = left; i <= right; i += 2)
{
glVertex2d(i, top);
void CGUIWindowTestPatternGL::DrawHorizontalLines(int top, int left, int bottom, int right)
{
glBegin(GL_LINES);
- glColor3f(1, 1, 1);
+ glColor3f(m_white, m_white, m_white);
for (int i = top; i <= bottom; i += 2)
{
glVertex2d(left, i);
void CGUIWindowTestPatternGL::DrawCheckers(int top, int left, int bottom, int right)
{
glBegin(GL_POINTS);
- glColor3f(1, 1, 1);
+ glColor3f(m_white, m_white, m_white);
for (int y = top; y <= bottom; y++)
{
for (int x = left; x <= right; x += 2)
if ((m_bounceDirectionY == 1 && m_bounceY + TEST_PATTERNS_BOUNCE_SQUARE_SIZE == bottom) || (m_bounceDirectionY == -1 && m_bounceY == top))
m_bounceDirectionY = -m_bounceDirectionY;
- glColor3f(1, 1, 1);
+ glColor3f(m_white, m_white, m_white);
glRecti(m_bounceX, m_bounceY, m_bounceX + TEST_PATTERNS_BOUNCE_SQUARE_SIZE, m_bounceY + TEST_PATTERNS_BOUNCE_SQUARE_SIZE);
}
m_blinkFrame = (m_blinkFrame + 1) % TEST_PATTERNS_BLINK_CYCLE;
// draw main quadrants
- glColor3f(1, 1, 1);
+ glColor3f(m_white, m_white, m_white);
glRecti(x50p, top, right, y50p);
glRecti(left, y50p, x50p, bottom);
// draw border lines
glBegin(GL_LINES);
- glColor3f(1, 1, 1);
+ glColor3f(m_white, m_white, m_white);
glVertex2d(left, y5p);
glVertex2d(x50p, y5p);
glVertex2d(x5p, top);
glVertex2d(x95p, y50p);
glVertex2d(x95p, bottom);
- glColor3f(0, 0, 0);
+ glColor3f(m_black, m_black, m_black);
glVertex2d(x50p, y5p);
glVertex2d(right, y5p);
glVertex2d(x5p, y50p);
glEnd();
// draw inner rectangles
- glColor3f(1, 1, 1);
+ glColor3f(m_white, m_white, m_white);
glRecti(x12p, y12p, x37p, y37p);
glRecti(x62p, y62p, x87p, y87p);
- glColor3f(0, 0, 0);
+ glColor3f(m_black, m_black, m_black);
glRecti(x62p, y12p, x87p, y37p);
glRecti(x12p, y62p, x37p, y87p);
// draw inner circles
if (m_blinkFrame < TEST_PATTERNS_BLINK_CYCLE / 2)
- glColor3f(0.05f, 0.05f, 0.05f);
+ glColor3f(m_black + 0.05f, m_black + 0.05f, m_black + 0.05f);
else
- glColor3f(0, 0, 0);
+ glColor3f(m_black, m_black, m_black);
DrawCircle(x25p, y75p, (y37p - y12p) / 3);
DrawCircle(x75p, y25p, (y37p - y12p) / 3);
if (m_blinkFrame < TEST_PATTERNS_BLINK_CYCLE / 2)
- glColor3f(0.95f, 0.95f, 0.95f);
+ glColor3f(m_white - 0.05f, m_white - 0.05f, m_white - 0.05f);
else
- glColor3f(1, 1, 1);
+ glColor3f(m_white, m_white, m_white);
DrawCircle(x25p, y25p, (y37p - y12p) / 3);
DrawCircle(x75p, y75p, (y37p - y12p) / 3);
}
void CGUIWindowTestPatternGL::BeginRender()
{
glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}