#include "Common.h" #include "D3DBase.h" #include "D3DUtil.h" namespace D3D { CD3DFont font; #define MAX_NUM_VERTICES 50*6 struct FONT2DVERTEX { float x,y,z; float rhw; int color; float tu, tv; }; #define D3DFVF_FONT2DVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1) #define D3DFVF_FONT3DVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_NORMAL|D3DFVF_TEX1) inline FONT2DVERTEX InitFont2DVertex( float x, float y, DWORD color, float tu, float tv ) { FONT2DVERTEX v; v.x=x; v.y=y; v.z=0; v.rhw=1.0f; v.color = color; v.tu = tu; v.tv = tv; return v; } CD3DFont::CD3DFont() { m_pTexture = NULL; m_pVB = NULL; } const int RS[6][2] = { { D3DRS_ALPHABLENDENABLE, TRUE }, { D3DRS_SRCBLEND, D3DBLEND_SRCALPHA }, { D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA }, { D3DRS_CULLMODE, D3DCULL_NONE }, { D3DRS_ZENABLE, FALSE }, { D3DRS_FOGENABLE, FALSE }, }; const int TS[6][2] = { {D3DTSS_COLOROP, D3DTOP_MODULATE}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_COLORARG2, D3DTA_DIFFUSE }, {D3DTSS_ALPHAOP, D3DTOP_MODULATE }, {D3DTSS_ALPHAARG1, D3DTA_TEXTURE }, {D3DTSS_ALPHAARG2, D3DTA_DIFFUSE }, }; enum {m_dwTexWidth=512, m_dwTexHeight = 512}; int CD3DFont::Init() { int hr; m_fTextScale = 1.0f; // Draw fonts into texture without scaling // Create a new texture for the font hr = dev->CreateTexture( m_dwTexWidth, m_dwTexHeight, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, &m_pTexture, NULL ); if( FAILED(hr) ) return hr; // Prepare to create a bitmap 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 font. By specifying ANTIALIASED_QUALITY, we might get an // antialiased font, but this is not guaranteed. // We definitely don't want to get it cleartype'd, anyway. int m_dwFontHeight = 36; INT nHeight = -MulDiv( m_dwFontHeight, (INT)(GetDeviceCaps(hDC, LOGPIXELSY) * m_fTextScale), 72 ); int dwBold = FW_NORMAL; ///FW_BOLD HFONT hFont = CreateFont( nHeight, 0, 0, 0, dwBold, 0, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, VARIABLE_PITCH, "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 character 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"; SIZE size; for( char c=0; c<127-32; c++ ) { str[0] = c+32; GetTextExtentPoint32( hDC, str, 1, &size ); if( (int)(x+size.cx+1) > m_dwTexWidth ) { x = 0; y += size.cy+1; } ExtTextOut( 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 avoid annoying ij conflict (part of the j ends up with the i) } // Lock the surface and write the alpha values for the set pixels D3DLOCKED_RECT d3dlr; m_pTexture->LockRect( 0, &d3dlr, 0, 0 ); unsigned short* pDst16 = (unsigned short*)d3dlr.pBits; int bAlpha; // 4-bit measure of pixel intensity for( y=0; y < m_dwTexHeight; y++ ) { for( x=0; x < m_dwTexWidth; x++ ) { bAlpha = ((pBitmapBits[m_dwTexWidth*y + x] & 0xff) >> 4); *pDst16++ = (bAlpha << 12) | 0x0fff; } } // Done updating texture, so clean up used objects m_pTexture->UnlockRect(0); SelectObject( hDC, hOldbmBitmap ); DeleteObject( hbmBitmap ); SelectObject( hDC, hOldFont ); DeleteObject( hFont ); // Create vertex buffer for the letters if( FAILED( hr = dev->CreateVertexBuffer( MAX_NUM_VERTICES*sizeof(FONT2DVERTEX), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &m_pVB,NULL ) ) ) { return hr; } return S_OK; } int CD3DFont::Shutdown() { SAFE_RELEASE( m_pVB ); SAFE_RELEASE( m_pTexture ); return S_OK; } void CD3DFont::SetRenderStates() { for (int i=0; i<6; i++) dev->SetRenderState((_D3DRENDERSTATETYPE)RS[i][0],RS[i][1]); for (int i=0; i<6; i++) dev->SetTextureStageState(0,(_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]),TS[i][1]); } int CD3DFont::DrawTextScaled( float x, float y, float fXScale, float fYScale, float spacing, int dwColor, const char* strText, bool center ) { SetRenderStates(); dev->SetTexture( 0, m_pTexture ); dev->SetPixelShader(0); dev->SetVertexShader(0); dev->SetVertexDeclaration(0); dev->SetFVF( D3DFVF_FONT2DVERTEX ); dev->SetStreamSource( 0, m_pVB, 0, sizeof(FONT2DVERTEX) ); float vpWidth = 1; float vpHeight = 1; float sx = x*vpWidth-0.5f; float sy = y*vpHeight-0.5f; float fStartX = sx; float invLineHeight = 1.0f / (( m_fTexCoords[0][3] - m_fTexCoords[0][1] ) * m_dwTexHeight); // Fill vertex buffer FONT2DVERTEX* pVertices; int dwNumTriangles = 0L; m_pVB->Lock( 0, 0, (void**)&pVertices, D3DLOCK_DISCARD ); const char *oldstrText=strText; //First, let's measure the text float tw=0; float mx=0; float maxx=0; while( *strText ) { char c = *strText++; if( c == ('\n') ) mx=0; if( c < (' ') ) continue; float tx1 = m_fTexCoords[c-32][0]; float tx2 = m_fTexCoords[c-32][2]; float w = (tx2-tx1)*m_dwTexWidth; w *= (fXScale*vpHeight)*invLineHeight; mx += w + spacing*fXScale*vpWidth; if (mx>maxx) maxx=mx; } float offset=-maxx/2; strText=oldstrText; //Then let's draw it if (center) { sx+=offset; fStartX+=offset; } float wScale=(fXScale*vpHeight)*invLineHeight; float hScale=(fYScale*vpHeight)*invLineHeight; while( *strText ) { char c = *strText++; if( c == ('\n') ) { sx = fStartX; sy += fYScale*vpHeight; } if( c < (' ') ) continue; c-=32; float tx1 = m_fTexCoords[c][0]; float ty1 = m_fTexCoords[c][1]; float tx2 = m_fTexCoords[c][2]; float ty2 = m_fTexCoords[c][3]; float w = (tx2-tx1)*m_dwTexWidth; float h = (ty2-ty1)*m_dwTexHeight; w *= wScale; h *= hScale; FONT2DVERTEX v[6]; v[0]=InitFont2DVertex(sx, sy+h, dwColor, tx1, ty2); v[1]=InitFont2DVertex(sx, sy, dwColor, tx1, ty1); v[2]=InitFont2DVertex(sx+w, sy+h, dwColor, tx2, ty2); v[3]=InitFont2DVertex(sx+w, sy, dwColor, tx2, ty1); 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) ) { // Unlock, render, and relock the vertex buffer m_pVB->Unlock(); dev->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles ); m_pVB->Lock( 0, 0, (void**)&pVertices, D3DLOCK_DISCARD ); dwNumTriangles = 0; } sx += w + spacing*fXScale*vpWidth; } // Unlock and render the vertex buffer m_pVB->Unlock(); if( dwNumTriangles > 0 ) dev->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles ); dev->SetRenderState(D3DRS_ZENABLE,TRUE); return S_OK; } void quad2d(float x1, float y1, float x2, float y2, DWORD color, float u1, float v1, float u2, float v2) { struct Q2DVertex { float x,y,z,rhw; int color; float u, v; } coords[4] = { {x1-0.5f, y1-0.5f, 0, 1, color, u1, v1}, {x2-0.5f, y1-0.5f, 0, 1, color, u2, v1}, {x2-0.5f, y2-0.5f, 0, 1, color, u2, v2}, {x1-0.5f, y2-0.5f, 0, 1, color, u1, v2}, }; dev->SetPixelShader(0); dev->SetVertexShader(0); dev->SetVertexDeclaration(0); dev->SetFVF(D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1); dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,2,coords,sizeof(Q2DVertex)); } }