2010-06-13 19:50:06 +00:00
|
|
|
// Copyright (C) 2003 Dolphin Project.
|
|
|
|
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
|
|
// it under the terms of the GNU General Public License as published by
|
|
|
|
// the Free Software Foundation, version 2.0.
|
|
|
|
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
// GNU General Public License 2.0 for more details.
|
|
|
|
|
|
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
|
|
// If not, see http://www.gnu.org/licenses/
|
|
|
|
|
|
|
|
// Official SVN repository and contact information can be found at
|
|
|
|
// http://code.google.com/p/dolphin-emu/
|
|
|
|
|
|
|
|
#include "Common.h"
|
|
|
|
|
|
|
|
#include "D3DBase.h"
|
|
|
|
#include "D3DUtil.h"
|
|
|
|
#include "D3DTexture.h"
|
|
|
|
#include "Render.h"
|
|
|
|
#include "PixelShaderCache.h"
|
|
|
|
#include "VertexShaderCache.h"
|
|
|
|
#include "D3DShader.h"
|
|
|
|
|
|
|
|
namespace D3D
|
|
|
|
{
|
|
|
|
|
|
|
|
CD3DFont font;
|
|
|
|
|
|
|
|
#define MAX_NUM_VERTICES 300
|
|
|
|
struct FONT2DVERTEX {
|
|
|
|
float x,y,z;
|
|
|
|
float col[4];
|
|
|
|
float tu, tv;
|
|
|
|
};
|
|
|
|
|
|
|
|
inline FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, float tv)
|
|
|
|
{
|
|
|
|
FONT2DVERTEX v; v.x=x; v.y=y; v.z=0; v.tu = tu; v.tv = tv;
|
|
|
|
v.col[0] = ((float)((color >> 16) & 0xFF)) / 255.f;
|
|
|
|
v.col[1] = ((float)((color >> 8) & 0xFF)) / 255.f;
|
|
|
|
v.col[2] = ((float)((color >> 0) & 0xFF)) / 255.f;
|
|
|
|
v.col[3] = ((float)((color >> 24) & 0xFF)) / 255.f;
|
|
|
|
return v;
|
|
|
|
}
|
|
|
|
|
|
|
|
CD3DFont::CD3DFont() : m_dwTexWidth(512), m_dwTexHeight(512)
|
|
|
|
{
|
|
|
|
m_pTexture = NULL;
|
|
|
|
m_pVB = NULL;
|
|
|
|
m_InputLayout = NULL;
|
|
|
|
m_pshader = NULL;
|
|
|
|
m_vshader = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
const char fontpixshader[] = {
|
|
|
|
"Texture2D tex2D;\n"
|
|
|
|
"SamplerState linearSampler\n"
|
|
|
|
"{\n"
|
|
|
|
" Filter = MIN_MAG_MIP_LINEAR;\n"
|
|
|
|
" AddressU = Wrap;\n"
|
|
|
|
" AddressV = Wrap;\n"
|
|
|
|
"};\n"
|
|
|
|
"struct PS_INPUT\n"
|
|
|
|
"{\n"
|
|
|
|
" float4 pos : SV_POSITION;\n"
|
|
|
|
" float4 col : COLOR;\n"
|
|
|
|
" float2 tex : TEXCOORD;\n"
|
|
|
|
"};\n"
|
|
|
|
"float4 main( PS_INPUT input ) : SV_Target\n"
|
|
|
|
"{\n"
|
|
|
|
" return tex2D.Sample( linearSampler, input.tex ) * input.col;\n"
|
|
|
|
"};\n"
|
|
|
|
};
|
|
|
|
|
|
|
|
const char fontvertshader[] = {
|
|
|
|
"struct VS_INPUT\n"
|
|
|
|
"{\n"
|
|
|
|
" float4 pos : POSITION;\n"
|
|
|
|
" float4 col : COLOR;\n"
|
|
|
|
" float2 tex : TEXCOORD;\n"
|
|
|
|
"};\n"
|
|
|
|
"struct PS_INPUT\n"
|
|
|
|
"{\n"
|
|
|
|
" float4 pos : SV_POSITION;\n"
|
|
|
|
" float4 col : COLOR;\n"
|
|
|
|
" float2 tex : TEXCOORD;\n"
|
|
|
|
"};\n"
|
|
|
|
"PS_INPUT main( VS_INPUT input )\n"
|
|
|
|
"{\n"
|
|
|
|
" PS_INPUT output;\n"
|
|
|
|
" output.pos = input.pos;\n"
|
|
|
|
" output.col = input.col;\n"
|
|
|
|
" output.tex = input.tex;\n"
|
|
|
|
" return output;\n"
|
|
|
|
"};\n"
|
|
|
|
};
|
|
|
|
|
|
|
|
int CD3DFont::Init()
|
|
|
|
{
|
|
|
|
HRESULT hr;
|
|
|
|
|
|
|
|
// prepare to create a bitmap
|
|
|
|
unsigned int* pBitmapBits;
|
|
|
|
BITMAPINFO bmi;
|
|
|
|
ZeroMemory(&bmi.bmiHeader, sizeof(BITMAPINFOHEADER));
|
|
|
|
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
|
|
|
|
bmi.bmiHeader.biWidth = (int)m_dwTexWidth;
|
|
|
|
bmi.bmiHeader.biHeight = -(int)m_dwTexHeight;
|
|
|
|
bmi.bmiHeader.biPlanes = 1;
|
|
|
|
bmi.bmiHeader.biCompression = BI_RGB;
|
|
|
|
bmi.bmiHeader.biBitCount = 32;
|
|
|
|
|
|
|
|
// create a DC and a bitmap for the font
|
|
|
|
HDC hDC = CreateCompatibleDC(NULL);
|
|
|
|
HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (void**)&pBitmapBits, NULL, 0);
|
|
|
|
SetMapMode(hDC, MM_TEXT);
|
|
|
|
|
|
|
|
// create a GDI font
|
|
|
|
int m_dwFontHeight = 24;
|
|
|
|
int nHeight = -MulDiv(m_dwFontHeight, (int)GetDeviceCaps(hDC, LOGPIXELSY), 72);
|
|
|
|
int dwBold = FW_NORMAL;
|
|
|
|
HFONT hFont = CreateFont(nHeight, 0, 0, 0, dwBold, 0,
|
|
|
|
FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
|
|
|
|
CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY,
|
|
|
|
VARIABLE_PITCH, _T("Tahoma"));
|
|
|
|
if (NULL == hFont) return E_FAIL;
|
|
|
|
|
|
|
|
HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap);
|
|
|
|
HGDIOBJ hOldFont = SelectObject(hDC, hFont);
|
|
|
|
|
|
|
|
// set text properties
|
|
|
|
SetTextColor(hDC, 0xFFFFFF);
|
|
|
|
SetBkColor (hDC, 0);
|
|
|
|
SetTextAlign(hDC, TA_TOP);
|
|
|
|
|
|
|
|
// loop through all printable characters and output them to the bitmap
|
|
|
|
// meanwhile, keep track of the corresponding tex coords for each character.
|
|
|
|
int x = 0, y = 0;
|
|
|
|
char str[2] = "\0";
|
|
|
|
for (int c = 0; c < 127 - 32; c++)
|
|
|
|
{
|
|
|
|
str[0] = c + 32;
|
|
|
|
SIZE size;
|
|
|
|
GetTextExtentPoint32A(hDC, str, 1, &size);
|
|
|
|
if ((int)(x+size.cx+1) > m_dwTexWidth)
|
|
|
|
{
|
|
|
|
x = 0;
|
|
|
|
y += size.cy + 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
ExtTextOutA(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, NULL, str, 1, NULL);
|
|
|
|
m_fTexCoords[c][0] = ((float)(x+0))/m_dwTexWidth;
|
|
|
|
m_fTexCoords[c][1] = ((float)(y+0))/m_dwTexHeight;
|
|
|
|
m_fTexCoords[c][2] = ((float)(x+0+size.cx))/m_dwTexWidth;
|
|
|
|
m_fTexCoords[c][3] = ((float)(y+0+size.cy))/m_dwTexHeight;
|
|
|
|
|
|
|
|
x += size.cx + 3; // 3 to work around annoying ij conflict (part of the j ends up with the i)
|
|
|
|
}
|
|
|
|
|
|
|
|
// create a new texture for the font
|
|
|
|
// possible optimization: store the converted data in a buffer and fill the texture on creation.
|
|
|
|
// That way, we can use a static texture
|
|
|
|
ID3D11Texture2D* buftex;
|
|
|
|
D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_B8G8R8A8_UNORM, m_dwTexWidth, m_dwTexHeight,
|
|
|
|
1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC,
|
|
|
|
D3D11_CPU_ACCESS_WRITE);
|
|
|
|
hr = device->CreateTexture2D(&texdesc, NULL, &buftex);
|
|
|
|
if (FAILED(hr))
|
|
|
|
{
|
|
|
|
PanicAlert("Failed to create font texture");
|
|
|
|
return hr;
|
|
|
|
}
|
2010-06-17 10:42:57 +00:00
|
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)buftex, "texture of a CD3DFont object");
|
2010-06-13 19:50:06 +00:00
|
|
|
|
|
|
|
// lock the surface and write the alpha values for the set pixels
|
|
|
|
D3D11_MAPPED_SUBRESOURCE texmap;
|
|
|
|
hr = context->Map(buftex, 0, D3D11_MAP_WRITE_DISCARD, 0, &texmap);
|
|
|
|
if (FAILED(hr)) PanicAlert("Failed to map a texture at %s %d\n", __FILE__, __LINE__);
|
|
|
|
|
|
|
|
for (y = 0; y < m_dwTexHeight; y++)
|
|
|
|
{
|
|
|
|
u32* pDst32 = (u32*)((u8*)texmap.pData + y * texmap.RowPitch);
|
|
|
|
for (x = 0; x < m_dwTexWidth; x++)
|
|
|
|
{
|
|
|
|
const u8 bAlpha = (pBitmapBits[m_dwTexWidth * y + x] & 0xff);
|
|
|
|
pDst32[x] = ((bAlpha * 255 / 15) << 24) | 0xFFFFFF;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// clean up
|
|
|
|
context->Unmap(buftex, 0);
|
|
|
|
hr = D3D::device->CreateShaderResourceView(buftex, NULL, &m_pTexture);
|
|
|
|
if (FAILED(hr)) PanicAlert("Failed to create shader resource view at %s %d\n", __FILE__, __LINE__);
|
|
|
|
buftex->Release();
|
|
|
|
|
|
|
|
SelectObject(hDC, hOldbmBitmap);
|
|
|
|
DeleteObject(hbmBitmap);
|
|
|
|
|
|
|
|
SelectObject(hDC, hOldFont);
|
|
|
|
DeleteObject(hFont);
|
|
|
|
|
|
|
|
// setup device objects for drawing
|
|
|
|
m_pshader = D3D::CompileAndCreatePixelShader(fontpixshader, sizeof(fontpixshader));
|
|
|
|
if (m_pshader == NULL) PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__);
|
2010-06-17 10:42:57 +00:00
|
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pshader, "pixel shader of a CD3DFont object");
|
2010-06-13 19:50:06 +00:00
|
|
|
|
2010-06-16 23:25:19 +00:00
|
|
|
D3DBlob* vsbytecode;
|
2010-06-13 19:50:06 +00:00
|
|
|
D3D::CompileVertexShader(fontvertshader, sizeof(fontvertshader), &vsbytecode);
|
|
|
|
if (vsbytecode == NULL) PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__);
|
|
|
|
m_vshader = D3D::CreateVertexShaderFromByteCode(vsbytecode);
|
|
|
|
if (m_vshader == NULL) PanicAlert("Failed to create vertex shader, %s %d\n", __FILE__, __LINE__);
|
2010-06-17 10:42:57 +00:00
|
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vshader, "vertex shader of a CD3DFont object");
|
2010-06-13 19:50:06 +00:00
|
|
|
|
|
|
|
const D3D11_INPUT_ELEMENT_DESC desc[] =
|
|
|
|
{
|
|
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
|
|
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
|
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
|
|
};
|
2010-06-16 23:25:19 +00:00
|
|
|
hr = D3D::device->CreateInputLayout(desc, 3, vsbytecode->Data(), vsbytecode->Size(), &m_InputLayout);
|
2010-06-13 19:50:06 +00:00
|
|
|
if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
|
|
|
|
vsbytecode->Release();
|
|
|
|
|
|
|
|
D3D11_BLEND_DESC blenddesc;
|
|
|
|
blenddesc.AlphaToCoverageEnable = FALSE;
|
|
|
|
blenddesc.IndependentBlendEnable = FALSE;
|
|
|
|
blenddesc.RenderTarget[0].BlendEnable = TRUE;
|
|
|
|
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
|
|
|
blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
|
|
|
blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
|
|
|
blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
|
|
|
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
|
|
|
|
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
|
|
|
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
2010-06-18 18:40:58 +00:00
|
|
|
hr = D3D::device->CreateBlendState(&blenddesc, &m_blendstate);
|
|
|
|
CHECK(hr==S_OK, "Create font blend state");
|
2010-06-17 10:42:57 +00:00
|
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_blendstate, "blend state of a CD3DFont object");
|
2010-06-13 19:50:06 +00:00
|
|
|
|
|
|
|
// this might need to be changed when adding multisampling support
|
|
|
|
D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false);
|
2010-06-18 18:40:58 +00:00
|
|
|
hr = D3D::device->CreateRasterizerState(&rastdesc, &m_raststate);
|
|
|
|
CHECK(hr==S_OK, "Create font rasterizer state");
|
2010-06-17 10:42:57 +00:00
|
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_raststate, "rasterizer state of a CD3DFont object");
|
2010-06-13 19:50:06 +00:00
|
|
|
|
|
|
|
D3D11_BUFFER_DESC vbdesc = CD3D11_BUFFER_DESC(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX), D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
|
|
|
|
if (FAILED(hr = device->CreateBuffer(&vbdesc, NULL, &m_pVB)))
|
|
|
|
{
|
2010-06-18 18:40:58 +00:00
|
|
|
PanicAlert("Failed to create font vertex buffer at %s, line %d\n", __FILE__, __LINE__);
|
2010-06-13 19:50:06 +00:00
|
|
|
return hr;
|
|
|
|
}
|
2010-06-17 10:42:57 +00:00
|
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pVB, "vertex buffer of a CD3DFont object");
|
2010-06-13 19:50:06 +00:00
|
|
|
return S_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CD3DFont::Shutdown()
|
|
|
|
{
|
|
|
|
SAFE_RELEASE(m_pVB);
|
|
|
|
SAFE_RELEASE(m_pTexture);
|
|
|
|
SAFE_RELEASE(m_InputLayout);
|
|
|
|
SAFE_RELEASE(m_pshader);
|
|
|
|
SAFE_RELEASE(m_vshader);
|
|
|
|
|
|
|
|
SAFE_RELEASE(m_blendstate);
|
|
|
|
SAFE_RELEASE(m_raststate);
|
|
|
|
|
|
|
|
return S_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CD3DFont::DrawTextScaled(float x, float y, float scale, float spacing, u32 dwColor, const char* strText, bool center)
|
|
|
|
{
|
|
|
|
if (!m_pVB) return 0;
|
|
|
|
|
|
|
|
UINT stride = sizeof(FONT2DVERTEX);
|
|
|
|
UINT bufoffset = 0;
|
|
|
|
|
2010-06-16 13:36:40 +00:00
|
|
|
// translate starting positions
|
|
|
|
float sx = x / m_dwTexWidth - 1;
|
|
|
|
float sy = 1 - y / m_dwTexHeight;
|
|
|
|
char c;
|
2010-06-13 19:50:06 +00:00
|
|
|
|
|
|
|
// fill vertex buffer
|
|
|
|
FONT2DVERTEX* pVertices;
|
|
|
|
int dwNumTriangles = 0L;
|
|
|
|
|
|
|
|
D3D11_MAPPED_SUBRESOURCE vbmap;
|
|
|
|
HRESULT hr = context->Map(m_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vbmap);
|
|
|
|
if (FAILED(hr)) PanicAlert("Mapping vertex buffer failed, %s %d\n", __FILE__, __LINE__);
|
|
|
|
pVertices = (D3D::FONT2DVERTEX*)vbmap.pData;
|
|
|
|
|
2010-06-16 13:36:40 +00:00
|
|
|
// if center was requested, set current position as centre
|
|
|
|
// this is currently never used
|
2010-06-13 19:50:06 +00:00
|
|
|
if (center)
|
|
|
|
{
|
2010-06-16 13:36:40 +00:00
|
|
|
const char *oldText = strText;
|
|
|
|
float mx=0;
|
|
|
|
float maxx=0;
|
2010-06-13 19:50:06 +00:00
|
|
|
|
2010-06-16 13:36:40 +00:00
|
|
|
while (c = *strText++)
|
|
|
|
{
|
|
|
|
if (c == ('\n'))
|
|
|
|
mx = 0;
|
|
|
|
if (c < (' '))
|
|
|
|
continue;
|
|
|
|
c -= 32;
|
|
|
|
mx += (m_fTexCoords[c][2]-m_fTexCoords[c][0])/(m_fTexCoords[0][3] - m_fTexCoords[0][1])
|
|
|
|
+ spacing;
|
|
|
|
if (mx > maxx) maxx = mx;
|
|
|
|
}
|
|
|
|
sx -= scale*maxx/(2*m_dwTexWidth);
|
|
|
|
strText = oldText;
|
|
|
|
}
|
|
|
|
// we now have a starting point
|
|
|
|
float fStartX = sx;
|
2010-06-13 19:50:06 +00:00
|
|
|
// set general pipeline state
|
|
|
|
D3D::context->OMSetBlendState(m_blendstate, NULL, 0xFFFFFFFF);
|
|
|
|
D3D::context->RSSetState(m_raststate);
|
|
|
|
|
|
|
|
D3D::context->PSSetShader(m_pshader, NULL, 0);
|
|
|
|
D3D::context->VSSetShader(m_vshader, NULL, 0);
|
|
|
|
|
|
|
|
D3D::context->IASetInputLayout(m_InputLayout);
|
|
|
|
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
|
|
D3D::context->PSSetShaderResources(0, 1, &m_pTexture);
|
2010-06-16 13:36:40 +00:00
|
|
|
while (c = *strText++)
|
2010-06-13 19:50:06 +00:00
|
|
|
{
|
|
|
|
if (c == ('\n'))
|
|
|
|
{
|
|
|
|
sx = fStartX;
|
2010-06-16 13:36:40 +00:00
|
|
|
sy -= scale / m_dwTexHeight;
|
2010-06-13 19:50:06 +00:00
|
|
|
}
|
|
|
|
if (c < (' '))
|
|
|
|
continue;
|
2010-06-16 13:36:40 +00:00
|
|
|
c -= 32;
|
2010-06-13 19:50:06 +00:00
|
|
|
float tx1 = m_fTexCoords[c][0];
|
|
|
|
float ty1 = m_fTexCoords[c][1];
|
|
|
|
float tx2 = m_fTexCoords[c][2];
|
|
|
|
float ty2 = m_fTexCoords[c][3];
|
|
|
|
|
2010-06-16 13:36:40 +00:00
|
|
|
float w = (tx2-tx1)/2;
|
|
|
|
float h = (ty1-ty2)/2;
|
2010-06-13 19:50:06 +00:00
|
|
|
|
|
|
|
FONT2DVERTEX v[6];
|
2010-06-16 13:36:40 +00:00
|
|
|
v[0] = InitFont2DVertex( sx, h+sy, dwColor, tx1, ty2);
|
|
|
|
v[1] = InitFont2DVertex( sx, sy, dwColor, tx1, ty1);
|
|
|
|
v[2] = InitFont2DVertex(w+sx, h+sy, dwColor, tx2, ty2);
|
|
|
|
v[3] = InitFont2DVertex(w+sx, sy, dwColor, tx2, ty1);
|
2010-06-13 19:50:06 +00:00
|
|
|
v[4] = v[2];
|
|
|
|
v[5] = v[1];
|
|
|
|
|
|
|
|
memcpy(pVertices, v, 6*sizeof(FONT2DVERTEX));
|
|
|
|
|
|
|
|
pVertices+=6;
|
|
|
|
dwNumTriangles += 2;
|
|
|
|
|
|
|
|
if (dwNumTriangles * 3 > (MAX_NUM_VERTICES - 6))
|
|
|
|
{
|
|
|
|
context->Unmap(m_pVB, 0);
|
|
|
|
|
|
|
|
D3D::context->IASetVertexBuffers(0, 1, &m_pVB, &stride, &bufoffset);
|
|
|
|
D3D::context->Draw(3 * dwNumTriangles, 0);
|
|
|
|
|
|
|
|
dwNumTriangles = 0;
|
|
|
|
D3D11_MAPPED_SUBRESOURCE vbmap;
|
|
|
|
HRESULT hr = context->Map(m_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vbmap);
|
|
|
|
if (FAILED(hr)) PanicAlert("Mapping vertex buffer failed, %s %d\n", __FILE__, __LINE__);
|
|
|
|
pVertices = (D3D::FONT2DVERTEX*)vbmap.pData;
|
|
|
|
}
|
2010-06-16 13:36:40 +00:00
|
|
|
sx += w + spacing*scale/m_dwTexWidth;
|
2010-06-13 19:50:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Unlock and render the vertex buffer
|
|
|
|
context->Unmap(m_pVB, 0);
|
|
|
|
if (dwNumTriangles > 0)
|
|
|
|
{
|
|
|
|
D3D::context->IASetVertexBuffers(0, 1, &m_pVB, &stride, &bufoffset);
|
|
|
|
D3D::context->Draw(3 * dwNumTriangles, 0);
|
|
|
|
}
|
|
|
|
D3D::gfxstate->SetShaderResource(0, NULL);
|
|
|
|
return S_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
ID3D11Buffer* CreateQuadVertexBuffer(unsigned int size, void* data)
|
|
|
|
{
|
|
|
|
ID3D11Buffer* vb;
|
|
|
|
D3D11_BUFFER_DESC vbdesc;
|
|
|
|
vbdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
|
|
vbdesc.ByteWidth = size;
|
|
|
|
vbdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
|
|
vbdesc.MiscFlags = 0;
|
|
|
|
vbdesc.Usage = D3D11_USAGE_DYNAMIC;
|
|
|
|
if (data)
|
|
|
|
{
|
|
|
|
D3D11_SUBRESOURCE_DATA bufdata;
|
|
|
|
bufdata.pSysMem = data;
|
|
|
|
if (FAILED(device->CreateBuffer(&vbdesc, &bufdata, &vb))) return NULL;
|
|
|
|
}
|
|
|
|
else if (FAILED(device->CreateBuffer(&vbdesc, NULL, &vb))) return NULL;
|
|
|
|
|
|
|
|
return vb;
|
|
|
|
}
|
|
|
|
|
|
|
|
ID3D11SamplerState* stqsamplerstate = NULL;
|
|
|
|
ID3D11SamplerState* stsqsamplerstate = NULL;
|
|
|
|
ID3D11Buffer* stqvb = NULL;
|
|
|
|
ID3D11Buffer* stsqvb = NULL;
|
|
|
|
ID3D11Buffer* clearvb = NULL;
|
|
|
|
|
|
|
|
typedef struct { float x,y,z,u,v; } STQVertex;
|
|
|
|
typedef struct { float x,y,z,u,v; } STSQVertex;
|
2010-06-15 21:19:09 +00:00
|
|
|
typedef struct { float x,y,z; u32 col;} ClearVertex;
|
2010-06-13 19:50:06 +00:00
|
|
|
|
|
|
|
void InitUtils()
|
|
|
|
{
|
|
|
|
float border[4] = { 0.f, 0.f, 0.f, 0.f };
|
|
|
|
D3D11_SAMPLER_DESC samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
|
|
|
|
HRESULT hr = D3D::device->CreateSamplerState(&samDesc, &stqsamplerstate);
|
|
|
|
if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
|
|
|
|
else SetDebugObjectName((ID3D11DeviceChild*)stqsamplerstate, "sampler state of drawShadedTexQuad");
|
|
|
|
|
|
|
|
stqvb = CreateQuadVertexBuffer(4*sizeof(STQVertex), NULL);
|
2010-06-18 18:40:58 +00:00
|
|
|
CHECK(stqvb!=NULL, "Create vertex buffer of drawShadedTexQuad");
|
2010-06-13 19:50:06 +00:00
|
|
|
SetDebugObjectName((ID3D11DeviceChild*)stqvb, "vertex buffer of drawShadedTexQuad");
|
|
|
|
|
|
|
|
stsqvb = CreateQuadVertexBuffer(4*sizeof(STSQVertex), NULL);
|
2010-06-18 18:40:58 +00:00
|
|
|
CHECK(stsqvb!=NULL, "Create vertex buffer of drawShadedTexSubQuad");
|
2010-06-13 19:50:06 +00:00
|
|
|
SetDebugObjectName((ID3D11DeviceChild*)stsqvb, "vertex buffer of drawShadedTexSubQuad");
|
|
|
|
|
|
|
|
clearvb = CreateQuadVertexBuffer(4*sizeof(ClearVertex), NULL);
|
2010-06-18 18:40:58 +00:00
|
|
|
CHECK(clearvb!=NULL, "Create vertex buffer of drawClearQuad");
|
2010-06-13 19:50:06 +00:00
|
|
|
SetDebugObjectName((ID3D11DeviceChild*)clearvb, "vertex buffer of drawClearQuad");
|
|
|
|
|
|
|
|
samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
|
|
|
|
hr = D3D::device->CreateSamplerState(&samDesc, &stsqsamplerstate);
|
|
|
|
if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
|
|
|
|
else SetDebugObjectName((ID3D11DeviceChild*)stsqsamplerstate, "sampler state of drawShadedTexSubQuad");
|
|
|
|
}
|
|
|
|
|
|
|
|
void ShutdownUtils()
|
|
|
|
{
|
|
|
|
SAFE_RELEASE(stqsamplerstate);
|
|
|
|
SAFE_RELEASE(stsqsamplerstate);
|
|
|
|
SAFE_RELEASE(stqvb);
|
|
|
|
SAFE_RELEASE(stsqvb);
|
|
|
|
SAFE_RELEASE(clearvb);
|
|
|
|
}
|
|
|
|
|
|
|
|
void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
|
|
|
|
const D3D11_RECT* rSource,
|
|
|
|
int SourceWidth,
|
|
|
|
int SourceHeight,
|
|
|
|
ID3D11PixelShader* PShader,
|
|
|
|
ID3D11VertexShader* Vshader,
|
|
|
|
ID3D11InputLayout* layout)
|
|
|
|
{
|
|
|
|
float sw = 1.0f /(float) SourceWidth;
|
|
|
|
float sh = 1.0f /(float) SourceHeight;
|
|
|
|
float u1 = ((float)rSource->left) * sw;
|
|
|
|
float u2 = ((float)rSource->right) * sw;
|
|
|
|
float v1=((float)rSource->top) * sh;
|
|
|
|
float v2=((float)rSource->bottom) * sh;
|
|
|
|
|
|
|
|
static float lastu1 = 0.f, lastv1 = 0.f, lastu2 = 0.f, lastv2 = 0.f;
|
|
|
|
|
|
|
|
STQVertex coords[4] = {
|
|
|
|
{-1.0f, 1.0f, 0.0f, u1, v1},
|
|
|
|
{ 1.0f, 1.0f, 0.0f, u2, v1},
|
|
|
|
{-1.0f,-1.0f, 0.0f, u1, v2},
|
|
|
|
{ 1.0f,-1.0f, 0.0f, u2, v2},
|
|
|
|
};
|
|
|
|
|
|
|
|
// only upload the data to VRAM if it changed
|
|
|
|
if (lastu1 != u1 || lastv1 != v1 || lastu2 != u2 || lastv2 != v2)
|
|
|
|
{
|
|
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
|
|
D3D::context->Map(stqvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
|
|
|
memcpy(map.pData, coords, sizeof(coords));
|
|
|
|
D3D::context->Unmap(stqvb, 0);
|
|
|
|
}
|
|
|
|
UINT stride = sizeof(STQVertex);
|
|
|
|
UINT offset = 0;
|
|
|
|
|
|
|
|
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
|
|
D3D::context->IASetInputLayout(layout);
|
|
|
|
D3D::context->IASetVertexBuffers(0, 1, &stqvb, &stride, &offset);
|
|
|
|
D3D::context->PSSetSamplers(0, 1, &stqsamplerstate);
|
|
|
|
D3D::context->PSSetShader(PShader, NULL, 0);
|
|
|
|
D3D::context->PSSetShaderResources(0, 1, &texture);
|
|
|
|
D3D::context->VSSetShader(Vshader, NULL, 0);
|
|
|
|
D3D::context->Draw(4, 0);
|
|
|
|
|
|
|
|
ID3D11ShaderResourceView* texres = NULL;
|
|
|
|
context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
|
|
|
|
D3D::gfxstate->SetShaderResource(0, NULL);
|
|
|
|
|
|
|
|
lastu1 = u1;
|
|
|
|
lastv1 = v1;
|
|
|
|
lastu2 = u2;
|
|
|
|
lastv2 = v2;
|
|
|
|
}
|
|
|
|
|
|
|
|
void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
|
|
|
|
const MathUtil::Rectangle<float>* rSource,
|
|
|
|
int SourceWidth,
|
|
|
|
int SourceHeight,
|
|
|
|
const MathUtil::Rectangle<float>* rDest,
|
|
|
|
ID3D11PixelShader* PShader,
|
|
|
|
ID3D11VertexShader* Vshader,
|
|
|
|
ID3D11InputLayout* layout)
|
|
|
|
{
|
|
|
|
float sw = 1.0f /(float) SourceWidth;
|
|
|
|
float sh = 1.0f /(float) SourceHeight;
|
|
|
|
float u1 = (rSource->left ) * sw;
|
|
|
|
float u2 = (rSource->right ) * sw;
|
|
|
|
float v1 = (rSource->top ) * sh;
|
|
|
|
float v2 = (rSource->bottom) * sh;
|
|
|
|
|
|
|
|
static MathUtil::Rectangle<float> lastrdest = {0.f};
|
|
|
|
static float lastu1 = 0.f, lastv1 = 0.f, lastu2 = 0.f, lastv2 = 0.f;
|
|
|
|
|
|
|
|
STSQVertex coords[4] = {
|
|
|
|
{ rDest->left , rDest->bottom, 0.0f, u1, v1},
|
|
|
|
{ rDest->right, rDest->bottom, 0.0f, u2, v1},
|
|
|
|
{ rDest->left , rDest->top , 0.0f, u1, v2},
|
|
|
|
{ rDest->right, rDest->top , 0.0f, u2, v2},
|
|
|
|
};
|
|
|
|
|
|
|
|
// only upload the data to VRAM if it changed
|
|
|
|
if (memcmp(rDest, &lastrdest, sizeof(lastrdest)) != 0 || lastu1 != u1 || lastv1 != v1 || lastu2 != u2 || lastv2 != v2)
|
|
|
|
{
|
|
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
|
|
D3D::context->Map(stsqvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
|
|
|
memcpy(map.pData, coords, sizeof(coords));
|
|
|
|
D3D::context->Unmap(stsqvb, 0);
|
|
|
|
}
|
|
|
|
UINT stride = sizeof(STSQVertex);
|
|
|
|
UINT offset = 0;
|
|
|
|
|
|
|
|
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
|
|
context->IASetVertexBuffers(0, 1, &stsqvb, &stride, &offset);
|
|
|
|
context->IASetInputLayout(layout);
|
|
|
|
context->PSSetShaderResources(0, 1, &texture);
|
|
|
|
context->PSSetSamplers(0, 1, &stsqsamplerstate);
|
|
|
|
context->PSSetShader(PShader, NULL, 0);
|
|
|
|
context->VSSetShader(Vshader, NULL, 0);
|
|
|
|
context->Draw(4, 0);
|
|
|
|
|
|
|
|
ID3D11ShaderResourceView* texres = NULL;
|
|
|
|
context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
|
|
|
|
D3D::gfxstate->SetShaderResource(0, NULL);
|
|
|
|
|
|
|
|
lastu1 = u1;
|
|
|
|
lastv1 = v1;
|
|
|
|
lastu2 = u2;
|
|
|
|
lastv2 = v2;
|
|
|
|
lastrdest.left = rDest->left;
|
|
|
|
lastrdest.right = rDest->right;
|
|
|
|
lastrdest.top = rDest->top;
|
|
|
|
lastrdest.bottom = rDest->bottom;
|
|
|
|
}
|
|
|
|
|
|
|
|
void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout)
|
|
|
|
{
|
|
|
|
static u32 lastcol = 0;
|
|
|
|
static float lastz = -15325.376f; // random value
|
|
|
|
|
|
|
|
if (lastcol != Color || lastz != z)
|
|
|
|
{
|
|
|
|
ClearVertex coords[4] = {
|
2010-06-15 21:19:09 +00:00
|
|
|
{-1.0f, 1.0f, z, Color},
|
|
|
|
{ 1.0f, 1.0f, z, Color},
|
|
|
|
{-1.0f, -1.0f, z, Color},
|
|
|
|
{ 1.0f, -1.0f, z, Color},
|
2010-06-13 19:50:06 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
|
|
context->Map(clearvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
|
|
|
memcpy(map.pData, coords, sizeof(coords));
|
|
|
|
context->Unmap(clearvb, 0);
|
|
|
|
}
|
|
|
|
context->VSSetShader(Vshader, NULL, 0);
|
|
|
|
context->PSSetShader(PShader, NULL, 0);
|
|
|
|
context->IASetInputLayout(layout);
|
|
|
|
|
|
|
|
UINT stride = sizeof(ClearVertex);
|
|
|
|
UINT offset = 0;
|
|
|
|
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
|
|
context->IASetVertexBuffers(0, 1, &clearvb, &stride, &offset);
|
|
|
|
context->Draw(4, 0);
|
|
|
|
|
|
|
|
lastcol = Color;
|
|
|
|
lastz = z;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
} // namespace
|