dolphin/Source/Plugins/Plugin_VideoDX9/Src/D3DUtil.cpp

464 lines
14 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "Common.h"
#include "StringUtil.h"
#include "D3DBase.h"
#include "D3DUtil.h"
#include "Render.h"
#include "PixelShaderCache.h"
#include "VertexShaderCache.h"
namespace DX9
{
namespace D3D
{
CD3DFont font;
#define MAX_NUM_VERTICES 50*6
struct FONT2DVERTEX {
float x,y,z;
float rhw;
u32 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, u32 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;
}
enum {m_dwTexWidth = 512, m_dwTexHeight = 512};
int CD3DFont::Init()
{
// Create vertex buffer for the letters
HRESULT hr;
if (FAILED(hr = dev->CreateVertexBuffer(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX),
D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &m_pVB, NULL)))
{
return hr;
}
m_fTextScale = 1.0f; // Draw fonts into texture without scaling
// 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 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 = 24;
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, _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
hr = dev->CreateTexture(m_dwTexWidth, m_dwTexHeight, 1, D3DUSAGE_DYNAMIC,
D3DFMT_A4R4G4B4, D3DPOOL_DEFAULT, &m_pTexture, NULL);
if (FAILED(hr))
{
PanicAlert("Failed to create font texture");
return hr;
}
// Lock the surface and write the alpha values for the set pixels
D3DLOCKED_RECT d3dlr;
m_pTexture->LockRect(0, &d3dlr, 0, D3DLOCK_DISCARD);
int bAlpha; // 4-bit measure of pixel intensity
for (y = 0; y < m_dwTexHeight; y++)
{
u16 *pDst16 = (u16*)((u8 *)d3dlr.pBits + y * d3dlr.Pitch);
for (x = 0; x < m_dwTexWidth; x++)
{
bAlpha = ((pBitmapBits[m_dwTexWidth * y + x] & 0xff) >> 4);
pDst16[x] = (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);
return S_OK;
}
int CD3DFont::Shutdown()
{
m_pVB->Release();
m_pVB = NULL;
m_pTexture->Release();
m_pTexture = NULL;
return S_OK;
}
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 },
};
void RestoreShaders()
{
D3D::SetTexture(0, 0);
D3D::RefreshStreamSource(0);
D3D::RefreshIndices();
D3D::RefreshVertexDeclaration();
D3D::RefreshPixelShader();
D3D::RefreshVertexShader();
}
void RestoreRenderStates()
{
RestoreShaders();
for (int i = 0; i < 6; i++)
{
D3D::RefreshRenderState((_D3DRENDERSTATETYPE)RS[i][0]);
D3D::RefreshTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]));
}
}
void CD3DFont::SetRenderStates()
{
D3D::SetTexture(0, m_pTexture);
D3D::ChangePixelShader(0);
D3D::ChangeVertexShader(0);
D3D::ChangeVertexDeclaration(0);
dev->SetFVF(D3DFVF_FONT2DVERTEX);
for (int i = 0; i < 6; i++)
{
D3D::ChangeRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS[i][1]);
D3D::ChangeTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS[i][1]);
}
}
int CD3DFont::DrawTextScaled(float x, float y, float fXScale, float fYScale, float spacing, u32 dwColor, const char* strText)
{
if (!m_pVB)
return 0;
SetRenderStates();
D3D::ChangeStreamSource(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;
float wScale = (fXScale*vpHeight)*invLineHeight;
float hScale = (fYScale*vpHeight)*invLineHeight;
// Let's draw it
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);
RestoreRenderStates();
return S_OK;
}
/* Explanation of texture copying via drawShadedTexQuad and drawShadedTexSubQuad:
From MSDN: "When rendering 2D output using pre-transformed vertices,
care must be taken to ensure that each texel area correctly corresponds
to a single pixel area, otherwise texture distortion can occur."
=> We need to subtract 0.5 from the vertex positions to properly map texels to pixels.
HOWEVER, the MSDN article talks about D3DFVF_XYZRHW vertices, which bypass the programmable pipeline.
Since we're using D3DFVF_XYZW and the programmable pipeline though, the vertex positions
are normalized to [-1;+1], i.e. we need to scale the -0.5 offset by the texture dimensions.
For example see a texture with a width of 640 pixels:
"Expected" coordinate range when using D3DFVF_XYZRHW: [0;640]
Normalizing this coordinate range for D3DFVF_XYZW: [0;640]->[-320;320]->[-1;1]
i.e. we're subtracting width/2 and dividing by width/2
BUT: The actual range when using D3DFVF_XYZRHW needs to be [-0.5;639.5] because of the need for exact texel->pixel mapping.
We can still apply the same normalizing procedure though:
[-0.5;639.5]->[-320-0.5;320-0.5]->[-1-0.5/320;1-0.5/320]
So generally speaking the correct coordinate range is [-1-0.5/(w/2);1-0.5/(w/2)]
which can be simplified to [-1-1/w;1-1/w].
Note that while for D3DFVF_XYZRHW the y coordinate of the bottom of the screen is positive,
it's negative for D3DFVF_XYZW. This is why we need to _add_ 1/h for the second position component instead of subtracting it.
For a detailed explanation of this read the MSDN article "Directly Mapping Texels to Pixels (Direct3D 9)".
*/
void drawShadedTexQuad(IDirect3DTexture9 *texture,
const RECT *rSource,
int SourceWidth,
int SourceHeight,
int DestWidth,
int DestHeight,
IDirect3DPixelShader9 *PShader,
IDirect3DVertexShader9 *Vshader,
float Gamma)
{
float sw = 1.0f /(float) SourceWidth;
float sh = 1.0f /(float) SourceHeight;
float dw = 1.0f /(float) DestWidth;
float dh = 1.0f /(float) DestHeight;
float u1=((float)rSource->left) * sw;
float u2=((float)rSource->right) * sw;
float v1=((float)rSource->top) * sh;
float v2=((float)rSource->bottom) * sh;
float g = 1.0f/Gamma;
const struct Q2DVertex { float x,y,z,rhw,u,v,w,h,G; } coords[4] = {
{-1.0f - dw,-1.0f + dh, 0.0f,1.0f, u1, v2, sw, sh, g},
{-1.0f - dw, 1.0f + dh, 0.0f,1.0f, u1, v1, sw, sh, g},
{ 1.0f - dw,-1.0f + dh, 0.0f,1.0f, u2, v2, sw, sh, g},
{ 1.0f - dw, 1.0f + dh, 0.0f,1.0f, u2, v1, sw, sh, g}
};
D3D::ChangeVertexShader(Vshader);
D3D::ChangePixelShader(PShader);
D3D::SetTexture(0, texture);
D3D::ChangeVertexDeclaration(0);
dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE1(2));
dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, coords, sizeof(Q2DVertex));
RestoreShaders();
}
void drawShadedTexSubQuad(IDirect3DTexture9 *texture,
const MathUtil::Rectangle<float> *rSource,
int SourceWidth,
int SourceHeight,
const MathUtil::Rectangle<float> *rDest,
int DestWidth,
int DestHeight,
IDirect3DPixelShader9 *PShader,
IDirect3DVertexShader9 *Vshader,
float Gamma)
{
float sw = 1.0f /(float) SourceWidth;
float sh = 1.0f /(float) SourceHeight;
float dw = 1.0f /(float) DestWidth;
float dh = 1.0f /(float) DestHeight;
float u1= rSource->left * sw;
float u2= rSource->right * sw;
float v1= rSource->top * sh;
float v2= rSource->bottom * sh;
float g = 1.0f/Gamma;
struct Q2DVertex { float x,y,z,rhw,u,v,w,h,G; } coords[4] = {
{ rDest->left - dw , rDest->top + dh, 1.0f,1.0f, u1, v2, sw, sh, g},
{ rDest->left - dw , rDest->bottom + dh, 1.0f,1.0f, u1, v1, sw, sh, g},
{ rDest->right - dw , rDest->top + dh, 1.0f,1.0f, u2, v2, sw, sh, g},
{ rDest->right - dw , rDest->bottom + dh, 1.0f,1.0f, u2, v1, sw, sh, g}
};
D3D::ChangeVertexShader(Vshader);
D3D::ChangePixelShader(PShader);
D3D::SetTexture(0, texture);
D3D::ChangeVertexDeclaration(0);
dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE1(2));
dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, coords, sizeof(Q2DVertex));
RestoreShaders();
}
// Fills a certain area of the current render target with the specified color
// Z buffer disabled; destination coordinates normalized to (-1;1)
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
{
struct CQVertex { float x, y, z, rhw; u32 col; } coords[4] = {
{ x1, y2, 0.f, 1.f, Color },
{ x2, y2, 0.f, 1.f, Color },
{ x1, y1, 0.f, 1.f, Color },
{ x2, y1, 0.f, 1.f, Color },
};
D3D::ChangeVertexShader(VertexShaderCache::GetClearVertexShader());
D3D::ChangePixelShader(PixelShaderCache::GetClearProgram());
D3D::ChangeVertexDeclaration(0);
dev->SetFVF(D3DFVF_XYZW | D3DFVF_DIFFUSE);
dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(CQVertex));
RestoreShaders();
}
void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVertexShader9 *Vshader)
{
struct Q2DVertex { float x,y,z,rhw;u32 color;} coords[4] = {
{-1.0f, 1.0f, z, 1.0f, Color},
{ 1.0f, 1.0f, z, 1.0f, Color},
{ 1.0f, -1.0f, z, 1.0f, Color},
{-1.0f, -1.0f, z, 1.0f, Color}
};
D3D::ChangeVertexShader(Vshader);
D3D::ChangePixelShader(PShader);
D3D::ChangeVertexDeclaration(0);
dev->SetFVF(D3DFVF_XYZW | D3DFVF_DIFFUSE);
dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
RestoreShaders();
}
} // namespace
} // namespace DX9