464 lines
14 KiB
C++
464 lines
14 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "Common.h"
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#include "StringUtil.h"
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#include "D3DBase.h"
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#include "D3DUtil.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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namespace DX9
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{
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namespace D3D
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{
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CD3DFont font;
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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 rhw;
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u32 color;
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float tu, tv;
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};
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#define D3DFVF_FONT2DVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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#define D3DFVF_FONT3DVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_NORMAL|D3DFVF_TEX1)
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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.rhw=1.0f; v.color = color; v.tu = tu; v.tv = tv;
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return v;
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}
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CD3DFont::CD3DFont()
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{
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m_pTexture = NULL;
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m_pVB = NULL;
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}
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enum {m_dwTexWidth = 512, m_dwTexHeight = 512};
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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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if (FAILED(hr = dev->CreateVertexBuffer(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX),
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D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &m_pVB, NULL)))
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{
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return hr;
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}
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m_fTextScale = 1.0f; // Draw fonts into texture without scaling
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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 font. By specifying ANTIALIASED_QUALITY, we might get an
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// antialiased font, but this is not guaranteed.
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// We definitely don't want to get it cleartype'd, anyway.
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int m_dwFontHeight = 24;
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int nHeight = -MulDiv(m_dwFontHeight, int(GetDeviceCaps(hDC, LOGPIXELSY) * m_fTextScale), 72);
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int dwBold = FW_NORMAL; ///FW_BOLD
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HFONT hFont = CreateFont(nHeight, 0, 0, 0, dwBold, 0,
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FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
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CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY,
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VARIABLE_PITCH, _T("Tahoma"));
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if (NULL == hFont)
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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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// 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 += size.cy + 1;
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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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hr = dev->CreateTexture(m_dwTexWidth, m_dwTexHeight, 1, D3DUSAGE_DYNAMIC,
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D3DFMT_A4R4G4B4, D3DPOOL_DEFAULT, &m_pTexture, NULL);
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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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// Lock the surface and write the alpha values for the set pixels
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D3DLOCKED_RECT d3dlr;
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m_pTexture->LockRect(0, &d3dlr, 0, D3DLOCK_DISCARD);
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int bAlpha; // 4-bit measure of pixel intensity
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for (y = 0; y < m_dwTexHeight; y++)
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{
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u16 *pDst16 = (u16*)((u8 *)d3dlr.pBits + y * d3dlr.Pitch);
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for (x = 0; x < m_dwTexWidth; x++)
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{
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bAlpha = ((pBitmapBits[m_dwTexWidth * y + x] & 0xff) >> 4);
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pDst16[x] = (bAlpha << 12) | 0x0fff;
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}
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}
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// Done updating texture, so clean up used objects
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m_pTexture->UnlockRect(0);
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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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return S_OK;
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}
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int CD3DFont::Shutdown()
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{
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m_pVB->Release();
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m_pVB = NULL;
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m_pTexture->Release();
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m_pTexture = NULL;
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return S_OK;
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}
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const int RS[6][2] =
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{
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{D3DRS_ALPHABLENDENABLE, TRUE},
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{D3DRS_SRCBLEND, D3DBLEND_SRCALPHA},
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{D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA},
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{D3DRS_CULLMODE, D3DCULL_NONE},
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{D3DRS_ZENABLE, FALSE},
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{D3DRS_FOGENABLE, FALSE},
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};
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const int TS[6][2] =
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{
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{D3DTSS_COLOROP, D3DTOP_MODULATE},
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{D3DTSS_COLORARG1, D3DTA_TEXTURE},
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{D3DTSS_COLORARG2, D3DTA_DIFFUSE },
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{D3DTSS_ALPHAOP, D3DTOP_MODULATE },
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{D3DTSS_ALPHAARG1, D3DTA_TEXTURE },
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{D3DTSS_ALPHAARG2, D3DTA_DIFFUSE },
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};
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void RestoreShaders()
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{
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D3D::SetTexture(0, 0);
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D3D::RefreshStreamSource(0);
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D3D::RefreshIndices();
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D3D::RefreshVertexDeclaration();
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D3D::RefreshPixelShader();
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D3D::RefreshVertexShader();
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}
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void RestoreRenderStates()
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{
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RestoreShaders();
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for (int i = 0; i < 6; i++)
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{
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D3D::RefreshRenderState((_D3DRENDERSTATETYPE)RS[i][0]);
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D3D::RefreshTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]));
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}
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}
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void CD3DFont::SetRenderStates()
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{
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D3D::SetTexture(0, m_pTexture);
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D3D::ChangePixelShader(0);
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D3D::ChangeVertexShader(0);
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D3D::ChangeVertexDeclaration(0);
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dev->SetFVF(D3DFVF_FONT2DVERTEX);
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for (int i = 0; i < 6; i++)
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{
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D3D::ChangeRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS[i][1]);
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D3D::ChangeTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS[i][1]);
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}
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}
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int CD3DFont::DrawTextScaled(float x, float y, float fXScale, float fYScale, 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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SetRenderStates();
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D3D::ChangeStreamSource(0, m_pVB, 0, sizeof(FONT2DVERTEX));
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float vpWidth = 1;
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float vpHeight = 1;
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float sx = x*vpWidth-0.5f;
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float sy = y*vpHeight-0.5f;
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float fStartX = sx;
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float invLineHeight = 1.0f / ((m_fTexCoords[0][3] - m_fTexCoords[0][1]) * m_dwTexHeight);
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// Fill vertex buffer
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FONT2DVERTEX* pVertices;
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int dwNumTriangles = 0L;
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m_pVB->Lock(0, 0, (void**)&pVertices, D3DLOCK_DISCARD);
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const char *oldstrText=strText;
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//First, let's measure the text
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float tw=0;
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float mx=0;
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float maxx=0;
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while (*strText)
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{
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char c = *strText++;
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if (c == ('\n'))
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mx = 0;
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if (c < (' '))
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continue;
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float tx1 = m_fTexCoords[c-32][0];
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float tx2 = m_fTexCoords[c-32][2];
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float w = (tx2-tx1)*m_dwTexWidth;
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w *= (fXScale*vpHeight)*invLineHeight;
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mx += w + spacing*fXScale*vpWidth;
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if (mx > maxx) maxx = mx;
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}
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float offset = -maxx/2;
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strText = oldstrText;
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float wScale = (fXScale*vpHeight)*invLineHeight;
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float hScale = (fYScale*vpHeight)*invLineHeight;
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// Let's draw it
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while (*strText)
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{
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char c = *strText++;
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if (c == ('\n'))
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{
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sx = fStartX;
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sy += fYScale*vpHeight;
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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 = (tx2-tx1)*m_dwTexWidth;
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float h = (ty2-ty1)*m_dwTexHeight;
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w *= wScale;
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h *= hScale;
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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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// Unlock, render, and relock the vertex buffer
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m_pVB->Unlock();
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dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
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m_pVB->Lock(0, 0, (void**)&pVertices, D3DLOCK_DISCARD);
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dwNumTriangles = 0;
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}
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sx += w + spacing*fXScale*vpWidth;
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}
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// Unlock and render the vertex buffer
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m_pVB->Unlock();
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if (dwNumTriangles > 0)
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dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
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RestoreRenderStates();
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return S_OK;
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}
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/* Explanation of texture copying via drawShadedTexQuad and drawShadedTexSubQuad:
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From MSDN: "When rendering 2D output using pre-transformed vertices,
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care must be taken to ensure that each texel area correctly corresponds
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to a single pixel area, otherwise texture distortion can occur."
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=> We need to subtract 0.5 from the vertex positions to properly map texels to pixels.
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HOWEVER, the MSDN article talks about D3DFVF_XYZRHW vertices, which bypass the programmable pipeline.
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Since we're using D3DFVF_XYZW and the programmable pipeline though, the vertex positions
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are normalized to [-1;+1], i.e. we need to scale the -0.5 offset by the texture dimensions.
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For example see a texture with a width of 640 pixels:
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"Expected" coordinate range when using D3DFVF_XYZRHW: [0;640]
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Normalizing this coordinate range for D3DFVF_XYZW: [0;640]->[-320;320]->[-1;1]
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i.e. we're subtracting width/2 and dividing by width/2
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BUT: The actual range when using D3DFVF_XYZRHW needs to be [-0.5;639.5] because of the need for exact texel->pixel mapping.
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We can still apply the same normalizing procedure though:
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[-0.5;639.5]->[-320-0.5;320-0.5]->[-1-0.5/320;1-0.5/320]
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So generally speaking the correct coordinate range is [-1-0.5/(w/2);1-0.5/(w/2)]
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which can be simplified to [-1-1/w;1-1/w].
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Note that while for D3DFVF_XYZRHW the y coordinate of the bottom of the screen is positive,
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it's negative for D3DFVF_XYZW. This is why we need to _add_ 1/h for the second position component instead of subtracting it.
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For a detailed explanation of this read the MSDN article "Directly Mapping Texels to Pixels (Direct3D 9)".
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*/
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void drawShadedTexQuad(IDirect3DTexture9 *texture,
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const RECT *rSource,
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int SourceWidth,
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int SourceHeight,
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int DestWidth,
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int DestHeight,
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IDirect3DPixelShader9 *PShader,
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IDirect3DVertexShader9 *Vshader,
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float Gamma)
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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 dw = 1.0f /(float) DestWidth;
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float dh = 1.0f /(float) DestHeight;
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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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float g = 1.0f/Gamma;
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const struct Q2DVertex { float x,y,z,rhw,u,v,w,h,G; } coords[4] = {
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{-1.0f - dw,-1.0f + dh, 0.0f,1.0f, u1, v2, sw, sh, g},
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{-1.0f - dw, 1.0f + dh, 0.0f,1.0f, u1, v1, sw, sh, g},
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{ 1.0f - dw,-1.0f + dh, 0.0f,1.0f, u2, v2, sw, sh, g},
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{ 1.0f - dw, 1.0f + dh, 0.0f,1.0f, u2, v1, sw, sh, g}
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};
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D3D::ChangeVertexShader(Vshader);
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D3D::ChangePixelShader(PShader);
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D3D::SetTexture(0, texture);
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D3D::ChangeVertexDeclaration(0);
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dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE1(2));
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dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, coords, sizeof(Q2DVertex));
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RestoreShaders();
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}
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void drawShadedTexSubQuad(IDirect3DTexture9 *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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int DestWidth,
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int DestHeight,
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IDirect3DPixelShader9 *PShader,
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IDirect3DVertexShader9 *Vshader,
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float Gamma)
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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 dw = 1.0f /(float) DestWidth;
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float dh = 1.0f /(float) DestHeight;
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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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float g = 1.0f/Gamma;
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struct Q2DVertex { float x,y,z,rhw,u,v,w,h,G; } coords[4] = {
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{ rDest->left - dw , rDest->top + dh, 1.0f,1.0f, u1, v2, sw, sh, g},
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{ rDest->left - dw , rDest->bottom + dh, 1.0f,1.0f, u1, v1, sw, sh, g},
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{ rDest->right - dw , rDest->top + dh, 1.0f,1.0f, u2, v2, sw, sh, g},
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{ rDest->right - dw , rDest->bottom + dh, 1.0f,1.0f, u2, v1, sw, sh, g}
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};
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D3D::ChangeVertexShader(Vshader);
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D3D::ChangePixelShader(PShader);
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D3D::SetTexture(0, texture);
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D3D::ChangeVertexDeclaration(0);
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dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE1(2));
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dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, coords, sizeof(Q2DVertex));
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RestoreShaders();
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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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// Z buffer disabled; 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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struct CQVertex { float x, y, z, rhw; u32 col; } coords[4] = {
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{ x1, y2, 0.f, 1.f, Color },
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{ x2, y2, 0.f, 1.f, Color },
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{ x1, y1, 0.f, 1.f, Color },
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{ x2, y1, 0.f, 1.f, Color },
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};
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D3D::ChangeVertexShader(VertexShaderCache::GetClearVertexShader());
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D3D::ChangePixelShader(PixelShaderCache::GetClearProgram());
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D3D::ChangeVertexDeclaration(0);
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dev->SetFVF(D3DFVF_XYZW | D3DFVF_DIFFUSE);
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dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(CQVertex));
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RestoreShaders();
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}
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void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVertexShader9 *Vshader)
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{
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struct Q2DVertex { float x,y,z,rhw;u32 color;} coords[4] = {
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{-1.0f, 1.0f, z, 1.0f, Color},
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{ 1.0f, 1.0f, z, 1.0f, Color},
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{ 1.0f, -1.0f, z, 1.0f, Color},
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{-1.0f, -1.0f, z, 1.0f, Color}
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};
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D3D::ChangeVertexShader(Vshader);
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D3D::ChangePixelShader(PShader);
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D3D::ChangeVertexDeclaration(0);
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dev->SetFVF(D3DFVF_XYZW | D3DFVF_DIFFUSE);
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dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
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RestoreShaders();
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}
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} // namespace
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} // namespace DX9
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