690 lines
21 KiB
C++
690 lines
21 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <list>
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#include "Common.h"
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#include "D3DBase.h"
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#include "D3DUtil.h"
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#include "D3DTexture.h"
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#include "Render.h"
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#include "PixelShaderCache.h"
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#include "VertexShaderCache.h"
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#include "D3DShader.h"
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namespace D3D
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{
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// Ring buffer class, shared between the draw* functions
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class UtilVertexBuffer
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{
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public:
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UtilVertexBuffer(int size) : buf(NULL), offset(0), max_size(size)
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{
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D3D11_BUFFER_DESC desc = CD3D11_BUFFER_DESC(max_size, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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device->CreateBuffer(&desc, NULL, &buf);
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}
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~UtilVertexBuffer()
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{
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buf->Release();
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}
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// returns vertex offset to the new data
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int AppendData(void* data, int size, int vertex_size)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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if(offset + size >= max_size)
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{
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// wrap buffer around and notify observers
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offset = 0;
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context->Map(buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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for(std::list<bool*>::iterator it = observers.begin(); it != observers.end(); ++it)
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**it = true;
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}
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else
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{
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context->Map(buf, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
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}
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offset = ((offset+vertex_size-1)/vertex_size)*vertex_size; // align offset to vertex_size bytes
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memcpy((u8*)map.pData + offset, data, size);
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context->Unmap(buf, 0);
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offset += size;
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return (offset - size) / vertex_size;
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}
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void AddWrapObserver(bool* observer)
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{
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observers.push_back(observer);
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}
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inline ID3D11Buffer* &GetBuffer() { return buf; }
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private:
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ID3D11Buffer* buf;
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int offset;
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int max_size;
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std::list<bool*> observers;
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};
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CD3DFont font;
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UtilVertexBuffer* util_vbuf = NULL;
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#define MAX_NUM_VERTICES 50*6
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struct FONT2DVERTEX {
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float x,y,z;
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float col[4];
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float tu, tv;
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};
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inline FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, float tv)
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{
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FONT2DVERTEX v; v.x=x; v.y=y; v.z=0; v.tu = tu; v.tv = tv;
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v.col[0] = ((float)((color >> 16) & 0xFF)) / 255.f;
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v.col[1] = ((float)((color >> 8) & 0xFF)) / 255.f;
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v.col[2] = ((float)((color >> 0) & 0xFF)) / 255.f;
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v.col[3] = ((float)((color >> 24) & 0xFF)) / 255.f;
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return v;
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}
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CD3DFont::CD3DFont() : m_dwTexWidth(512), m_dwTexHeight(512)
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{
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m_pTexture = NULL;
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m_pVB = NULL;
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m_InputLayout = NULL;
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m_pshader = NULL;
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m_vshader = NULL;
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}
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const char fontpixshader[] = {
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"Texture2D tex2D;\n"
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"SamplerState linearSampler\n"
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"{\n"
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" Filter = MIN_MAG_MIP_LINEAR;\n"
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" AddressU = D3D11_TEXTURE_ADDRESS_BORDER;\n"
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" AddressV = D3D11_TEXTURE_ADDRESS_BORDER;\n"
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" BorderColor = float4(0.f, 0.f, 0.f, 0.f);\n"
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"};\n"
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"struct PS_INPUT\n"
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"{\n"
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" float4 pos : SV_POSITION;\n"
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" float4 col : COLOR;\n"
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" float2 tex : TEXCOORD;\n"
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"};\n"
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"float4 main( PS_INPUT input ) : SV_Target\n"
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"{\n"
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" return tex2D.Sample( linearSampler, input.tex ) * input.col;\n"
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"};\n"
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};
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const char fontvertshader[] = {
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"struct VS_INPUT\n"
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"{\n"
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" float4 pos : POSITION;\n"
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" float4 col : COLOR;\n"
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" float2 tex : TEXCOORD;\n"
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"};\n"
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"struct PS_INPUT\n"
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"{\n"
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" float4 pos : SV_POSITION;\n"
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" float4 col : COLOR;\n"
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" float2 tex : TEXCOORD;\n"
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"};\n"
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"PS_INPUT main( VS_INPUT input )\n"
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"{\n"
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" PS_INPUT output;\n"
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" output.pos = input.pos;\n"
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" output.col = input.col;\n"
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" output.tex = input.tex;\n"
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" return output;\n"
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"};\n"
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};
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int CD3DFont::Init()
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{
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// Create vertex buffer for the letters
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HRESULT hr;
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// Prepare to create a bitmap
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unsigned int* pBitmapBits;
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BITMAPINFO bmi;
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ZeroMemory(&bmi.bmiHeader, sizeof(BITMAPINFOHEADER));
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bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
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bmi.bmiHeader.biWidth = (int)m_dwTexWidth;
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bmi.bmiHeader.biHeight = -(int)m_dwTexHeight;
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bmi.bmiHeader.biPlanes = 1;
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bmi.bmiHeader.biCompression = BI_RGB;
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bmi.bmiHeader.biBitCount = 32;
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// Create a DC and a bitmap for the font
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HDC hDC = CreateCompatibleDC(NULL);
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HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (void**)&pBitmapBits, NULL, 0);
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SetMapMode(hDC, MM_TEXT);
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// create a GDI font
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HFONT hFont = CreateFont(24, 0, 0, 0, FW_NORMAL, FALSE,
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FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
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CLIP_DEFAULT_PRECIS, PROOF_QUALITY,
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VARIABLE_PITCH, _T("Tahoma"));
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if (NULL == hFont) return E_FAIL;
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HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap);
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HGDIOBJ hOldFont = SelectObject(hDC, hFont);
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// Set text properties
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SetTextColor(hDC, 0xFFFFFF);
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SetBkColor (hDC, 0);
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SetTextAlign(hDC, TA_TOP);
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TEXTMETRICW tm;
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GetTextMetricsW(hDC, &tm);
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m_LineHeight = tm.tmHeight;
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// Loop through all printable characters and output them to the bitmap
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// Meanwhile, keep track of the corresponding tex coords for each character.
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int x = 0, y = 0;
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char str[2] = "\0";
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for (int c = 0; c < 127 - 32; c++)
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{
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str[0] = c + 32;
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SIZE size;
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GetTextExtentPoint32A(hDC, str, 1, &size);
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if ((int)(x+size.cx+1) > m_dwTexWidth)
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{
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x = 0;
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y += m_LineHeight;
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}
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ExtTextOutA(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, NULL, str, 1, NULL);
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m_fTexCoords[c][0] = ((float)(x+0))/m_dwTexWidth;
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m_fTexCoords[c][1] = ((float)(y+0))/m_dwTexHeight;
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m_fTexCoords[c][2] = ((float)(x+0+size.cx))/m_dwTexWidth;
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m_fTexCoords[c][3] = ((float)(y+0+size.cy))/m_dwTexHeight;
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x += size.cx + 3; // 3 to work around annoying ij conflict (part of the j ends up with the i)
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}
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// Create a new texture for the font
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// possible optimization: store the converted data in a buffer and fill the texture on creation.
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// That way, we can use a static texture
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ID3D11Texture2D* buftex;
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D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_dwTexWidth, m_dwTexHeight,
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1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC,
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D3D11_CPU_ACCESS_WRITE);
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hr = device->CreateTexture2D(&texdesc, NULL, &buftex);
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if (FAILED(hr))
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{
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PanicAlert("Failed to create font texture");
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return hr;
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}
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D3D::SetDebugObjectName((ID3D11DeviceChild*)buftex, "texture of a CD3DFont object");
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// Lock the surface and write the alpha values for the set pixels
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D3D11_MAPPED_SUBRESOURCE texmap;
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hr = context->Map(buftex, 0, D3D11_MAP_WRITE_DISCARD, 0, &texmap);
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if (FAILED(hr)) PanicAlert("Failed to map a texture at %s %d\n", __FILE__, __LINE__);
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for (y = 0; y < m_dwTexHeight; y++)
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{
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u32* pDst32 = (u32*)((u8*)texmap.pData + y * texmap.RowPitch);
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for (x = 0; x < m_dwTexWidth; x++)
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{
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const u8 bAlpha = (pBitmapBits[m_dwTexWidth * y + x] & 0xff);
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*pDst32++ = (((bAlpha << 4) | bAlpha) << 24) | 0xFFFFFF;
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}
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}
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// Done updating texture, so clean up used objects
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context->Unmap(buftex, 0);
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hr = D3D::device->CreateShaderResourceView(buftex, NULL, &m_pTexture);
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if (FAILED(hr)) PanicAlert("Failed to create shader resource view at %s %d\n", __FILE__, __LINE__);
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SAFE_RELEASE(buftex);
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SelectObject(hDC, hOldbmBitmap);
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DeleteObject(hbmBitmap);
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SelectObject(hDC, hOldFont);
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DeleteObject(hFont);
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// setup device objects for drawing
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m_pshader = D3D::CompileAndCreatePixelShader(fontpixshader, sizeof(fontpixshader));
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if (m_pshader == NULL) PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pshader, "pixel shader of a CD3DFont object");
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D3DBlob* vsbytecode;
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D3D::CompileVertexShader(fontvertshader, sizeof(fontvertshader), &vsbytecode);
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if (vsbytecode == NULL) PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__);
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m_vshader = D3D::CreateVertexShaderFromByteCode(vsbytecode);
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if (m_vshader == NULL) PanicAlert("Failed to create vertex shader, %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vshader, "vertex shader of a CD3DFont object");
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const D3D11_INPUT_ELEMENT_DESC desc[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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hr = D3D::device->CreateInputLayout(desc, 3, vsbytecode->Data(), vsbytecode->Size(), &m_InputLayout);
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if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
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SAFE_RELEASE(vsbytecode);
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D3D11_BLEND_DESC blenddesc;
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blenddesc.AlphaToCoverageEnable = FALSE;
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blenddesc.IndependentBlendEnable = FALSE;
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blenddesc.RenderTarget[0].BlendEnable = TRUE;
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blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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hr = D3D::device->CreateBlendState(&blenddesc, &m_blendstate);
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CHECK(hr==S_OK, "Create font blend state");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_blendstate, "blend state of a CD3DFont object");
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D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false);
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hr = D3D::device->CreateRasterizerState(&rastdesc, &m_raststate);
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CHECK(hr==S_OK, "Create font rasterizer state");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_raststate, "rasterizer state of a CD3DFont object");
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D3D11_BUFFER_DESC vbdesc = CD3D11_BUFFER_DESC(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX), D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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if (FAILED(hr = device->CreateBuffer(&vbdesc, NULL, &m_pVB)))
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{
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PanicAlert("Failed to create font vertex buffer at %s, line %d\n", __FILE__, __LINE__);
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return hr;
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}
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pVB, "vertex buffer of a CD3DFont object");
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return S_OK;
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}
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int CD3DFont::Shutdown()
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{
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SAFE_RELEASE(m_pVB);
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SAFE_RELEASE(m_pTexture);
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SAFE_RELEASE(m_InputLayout);
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SAFE_RELEASE(m_pshader);
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SAFE_RELEASE(m_vshader);
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SAFE_RELEASE(m_blendstate);
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SAFE_RELEASE(m_raststate);
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return S_OK;
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}
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int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dwColor, const char* strText)
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{
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if (!m_pVB)
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return 0;
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UINT stride = sizeof(FONT2DVERTEX);
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UINT bufoffset = 0;
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float scalex = 1 / (float)D3D::GetBackBufferWidth() * 2.f;
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float scaley = 1 / (float)D3D::GetBackBufferHeight() * 2.f;
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float sizeratio = size / (float)m_LineHeight;
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// translate starting positions
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float sx = x * scalex - 1.f;
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float sy = 1.f - y * scaley;
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char c;
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// Fill vertex buffer
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FONT2DVERTEX* pVertices;
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int dwNumTriangles = 0L;
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D3D11_MAPPED_SUBRESOURCE vbmap;
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HRESULT hr = context->Map(m_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vbmap);
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if (FAILED(hr)) PanicAlert("Mapping vertex buffer failed, %s %d\n", __FILE__, __LINE__);
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pVertices = (D3D::FONT2DVERTEX*)vbmap.pData;
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// set general pipeline state
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D3D::stateman->PushBlendState(m_blendstate);
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D3D::stateman->PushRasterizerState(m_raststate);
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D3D::stateman->Apply();
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D3D::context->PSSetShader(m_pshader, NULL, 0);
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D3D::context->VSSetShader(m_vshader, NULL, 0);
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D3D::context->IASetInputLayout(m_InputLayout);
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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D3D::context->PSSetShaderResources(0, 1, &m_pTexture);
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float fStartX = sx;
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while (c = *strText++)
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{
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if (c == ('\n'))
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{
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sx = fStartX;
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sy -= scaley * size;
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}
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if (c < (' '))
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continue;
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c -= 32;
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float tx1 = m_fTexCoords[c][0];
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float ty1 = m_fTexCoords[c][1];
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float tx2 = m_fTexCoords[c][2];
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float ty2 = m_fTexCoords[c][3];
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float w = (float)(tx2-tx1) * m_dwTexWidth * scalex * sizeratio;
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float h = (float)(ty1-ty2) * m_dwTexHeight * scaley * sizeratio;
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FONT2DVERTEX v[6];
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v[0] = InitFont2DVertex(sx, sy+h, dwColor, tx1, ty2);
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v[1] = InitFont2DVertex(sx, sy, dwColor, tx1, ty1);
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v[2] = InitFont2DVertex(sx+w, sy+h, dwColor, tx2, ty2);
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v[3] = InitFont2DVertex(sx+w, sy, dwColor, tx2, ty1);
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v[4] = v[2];
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v[5] = v[1];
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memcpy(pVertices, v, 6*sizeof(FONT2DVERTEX));
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pVertices+=6;
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dwNumTriangles += 2;
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if (dwNumTriangles * 3 > (MAX_NUM_VERTICES - 6))
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{
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context->Unmap(m_pVB, 0);
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D3D::context->IASetVertexBuffers(0, 1, &m_pVB, &stride, &bufoffset);
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D3D::context->Draw(3 * dwNumTriangles, 0);
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dwNumTriangles = 0;
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D3D11_MAPPED_SUBRESOURCE vbmap;
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hr = context->Map(m_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vbmap);
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if (FAILED(hr)) PanicAlert("Mapping vertex buffer failed, %s %d\n", __FILE__, __LINE__);
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pVertices = (D3D::FONT2DVERTEX*)vbmap.pData;
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}
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sx += w + spacing * scalex * size;
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}
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// Unlock and render the vertex buffer
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context->Unmap(m_pVB, 0);
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if (dwNumTriangles > 0)
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{
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D3D::context->IASetVertexBuffers(0, 1, &m_pVB, &stride, &bufoffset);
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D3D::context->Draw(3 * dwNumTriangles, 0);
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}
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D3D::stateman->PopBlendState();
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D3D::stateman->PopRasterizerState();
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return S_OK;
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}
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ID3D11SamplerState* linear_copy_sampler = NULL;
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ID3D11SamplerState* point_copy_sampler = NULL;
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typedef struct { float x,y,z,u,v; } STQVertex;
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typedef struct { float x,y,z,u,v; } STSQVertex;
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typedef struct { float x,y,z; u32 col; } ClearVertex;
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typedef struct { float x,y,z; u32 col; } ColVertex;
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struct
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{
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float u1, v1, u2, v2;
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} tex_quad_data;
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struct
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{
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MathUtil::Rectangle<float> rdest;
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float u1, v1, u2, v2;
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} tex_sub_quad_data;
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struct
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{
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float x1, y1, x2, y2;
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u32 col;
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} draw_quad_data;
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struct
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{
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u32 col;
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float z;
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} clear_quad_data;
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// ring buffer offsets
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int stq_offset, stsq_offset, cq_offset, clearq_offset;
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// observer variables for ring buffer wraps
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bool stq_observer, stsq_observer, cq_observer, clearq_observer;
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void InitUtils()
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{
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util_vbuf = new UtilVertexBuffer(0x4000);
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float border[4] = { 0.f, 0.f, 0.f, 0.f };
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D3D11_SAMPLER_DESC samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
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HRESULT hr = D3D::device->CreateSamplerState(&samDesc, &point_copy_sampler);
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if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
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else SetDebugObjectName((ID3D11DeviceChild*)point_copy_sampler, "point copy sampler state");
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samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
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hr = D3D::device->CreateSamplerState(&samDesc, &linear_copy_sampler);
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if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
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else SetDebugObjectName((ID3D11DeviceChild*)linear_copy_sampler, "linear copy sampler state");
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// cached data used to avoid unnecessarily reloading the vertex buffers
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memset(&tex_quad_data, 0, sizeof(tex_quad_data));
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memset(&tex_sub_quad_data, 0, sizeof(tex_sub_quad_data));
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memset(&draw_quad_data, 0, sizeof(draw_quad_data));
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memset(&clear_quad_data, 0, sizeof(clear_quad_data));
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// make sure to properly load the vertex data whenever the corresponding functions get called the first time
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stq_observer = stsq_observer = cq_observer = clearq_observer = true;
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util_vbuf->AddWrapObserver(&stq_observer);
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util_vbuf->AddWrapObserver(&stsq_observer);
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util_vbuf->AddWrapObserver(&cq_observer);
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util_vbuf->AddWrapObserver(&clearq_observer);
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font.Init();
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}
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void ShutdownUtils()
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{
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font.Shutdown();
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SAFE_RELEASE(point_copy_sampler);
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SAFE_RELEASE(linear_copy_sampler);
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SAFE_DELETE(util_vbuf);
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}
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void SetPointCopySampler()
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{
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D3D::context->PSSetSamplers(0, 1, &point_copy_sampler);
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}
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void SetLinearCopySampler()
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{
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D3D::context->PSSetSamplers(0, 1, &linear_copy_sampler);
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}
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void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
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const D3D11_RECT* rSource,
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int SourceWidth,
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int SourceHeight,
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* Vshader,
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ID3D11InputLayout* layout)
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{
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float sw = 1.0f /(float) SourceWidth;
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float sh = 1.0f /(float) SourceHeight;
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float u1 = ((float)rSource->left) * sw;
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float u2 = ((float)rSource->right) * sw;
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float v1 = ((float)rSource->top) * sh;
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float v2 = ((float)rSource->bottom) * sh;
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STQVertex coords[4] = {
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{-1.0f, 1.0f, 0.0f, u1, v1},
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{ 1.0f, 1.0f, 0.0f, u2, v1},
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{-1.0f,-1.0f, 0.0f, u1, v2},
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{ 1.0f,-1.0f, 0.0f, u2, v2},
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};
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// only upload the data to VRAM if it changed
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if (stq_observer ||
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tex_quad_data.u1 != u1 || tex_quad_data.v1 != v1 ||
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tex_quad_data.u2 != u2 || tex_quad_data.v2 != v2)
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{
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stq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(STQVertex));
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stq_observer = false;
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tex_quad_data.u1 = u1;
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tex_quad_data.v1 = v1;
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tex_quad_data.u2 = u2;
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tex_quad_data.v2 = v2;
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}
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UINT stride = sizeof(STQVertex);
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UINT offset = 0;
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::context->IASetInputLayout(layout);
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D3D::context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
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D3D::context->PSSetShader(PShader, NULL, 0);
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D3D::context->PSSetShaderResources(0, 1, &texture);
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D3D::context->VSSetShader(Vshader, NULL, 0);
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D3D::stateman->Apply();
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D3D::context->Draw(4, stq_offset);
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ID3D11ShaderResourceView* texres = NULL;
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context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
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}
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void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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const MathUtil::Rectangle<float>* rSource,
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int SourceWidth,
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int SourceHeight,
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const MathUtil::Rectangle<float>* rDest,
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* Vshader,
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ID3D11InputLayout* layout)
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{
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float sw = 1.0f /(float) SourceWidth;
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float sh = 1.0f /(float) SourceHeight;
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float u1 = (rSource->left ) * sw;
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float u2 = (rSource->right ) * sw;
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float v1 = (rSource->top ) * sh;
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float v2 = (rSource->bottom) * sh;
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STSQVertex coords[4] = {
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{ rDest->left , rDest->bottom, 0.0f, u1, v1},
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{ rDest->right, rDest->bottom, 0.0f, u2, v1},
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{ rDest->left , rDest->top , 0.0f, u1, v2},
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{ rDest->right, rDest->top , 0.0f, u2, v2},
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};
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// only upload the data to VRAM if it changed
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if (stsq_observer ||
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memcmp(rDest, &tex_sub_quad_data.rdest, sizeof(rDest)) != 0 ||
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tex_sub_quad_data.u1 != u1 || tex_sub_quad_data.v1 != v1 ||
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tex_sub_quad_data.u2 != u2 || tex_sub_quad_data.v2 != v2)
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{
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stsq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(STSQVertex));
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stsq_observer = false;
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tex_sub_quad_data.u1 = u1;
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tex_sub_quad_data.v1 = v1;
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tex_sub_quad_data.u2 = u2;
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tex_sub_quad_data.v2 = v2;
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memcpy(&tex_sub_quad_data.rdest, &rDest, sizeof(rDest));
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}
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UINT stride = sizeof(STSQVertex);
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UINT offset = 0;
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context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
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context->IASetInputLayout(layout);
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context->PSSetShaderResources(0, 1, &texture);
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context->PSSetShader(PShader, NULL, 0);
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context->VSSetShader(Vshader, NULL, 0);
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stateman->Apply();
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context->Draw(4, stsq_offset);
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ID3D11ShaderResourceView* texres = NULL;
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context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
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}
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// Fills a certain area of the current render target with the specified color
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// destination coordinates normalized to (-1;1)
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
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{
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ColVertex coords[4] = {
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{ x1, y2, 0.f, Color },
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{ x2, y2, 0.f, Color },
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{ x1, y1, 0.f, Color },
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{ x2, y1, 0.f, Color },
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};
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if(cq_observer ||
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draw_quad_data.x1 != x1 || draw_quad_data.y1 != y1 ||
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draw_quad_data.x2 != x2 || draw_quad_data.y2 != y2 ||
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draw_quad_data.col != Color)
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{
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cq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(ColVertex));
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cq_observer = false;
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draw_quad_data.x1 = x1;
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draw_quad_data.y1 = y1;
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draw_quad_data.x2 = x2;
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draw_quad_data.y2 = y2;
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draw_quad_data.col = Color;
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}
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context->VSSetShader(VertexShaderCache::GetClearVertexShader(), NULL, 0);
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context->PSSetShader(PixelShaderCache::GetClearProgram(), NULL, 0);
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context->IASetInputLayout(VertexShaderCache::GetClearInputLayout());
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UINT stride = sizeof(ColVertex);
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UINT offset = 0;
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context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
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stateman->Apply();
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context->Draw(4, cq_offset);
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}
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void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout)
|
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{
|
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ClearVertex coords[4] = {
|
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{-1.0f, 1.0f, z, Color},
|
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{ 1.0f, 1.0f, z, Color},
|
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{-1.0f, -1.0f, z, Color},
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{ 1.0f, -1.0f, z, Color},
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};
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|
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if (clearq_observer || clear_quad_data.col != Color || clear_quad_data.z != z)
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{
|
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clearq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(ClearVertex));
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clearq_observer = false;
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clear_quad_data.col = Color;
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clear_quad_data.z = z;
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}
|
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context->VSSetShader(Vshader, NULL, 0);
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context->PSSetShader(PShader, NULL, 0);
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context->IASetInputLayout(layout);
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UINT stride = sizeof(ClearVertex);
|
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UINT offset = 0;
|
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context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
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context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
|
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stateman->Apply();
|
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context->Draw(4, clearq_offset);
|
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}
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} // namespace
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