381 lines
10 KiB
C++
381 lines
10 KiB
C++
#include "Common.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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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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int 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, DWORD 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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int hr;
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m_fTextScale = 1.0f; // Draw fonts into texture without scaling
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// Create a new texture for the font
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hr = dev->CreateTexture( m_dwTexWidth, m_dwTexHeight, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, &m_pTexture, NULL );
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if( FAILED(hr) )
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return hr;
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// Prepare to create a bitmap
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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,
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(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 = 36;
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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, "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 character 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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SIZE size;
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for( char c=0; c<127-32; c++ )
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{
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str[0] = c+32;
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GetTextExtentPoint32( 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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ExtTextOut( 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 avoid annoying ij conflict (part of the j ends up with the i)
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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, 0 );
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unsigned short* pDst16 = (unsigned short*)d3dlr.pBits;
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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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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++ = (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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// Create vertex buffer for the letters
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if( FAILED( hr = dev->CreateVertexBuffer( MAX_NUM_VERTICES*sizeof(FONT2DVERTEX),
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D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, 0,
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D3DPOOL_DEFAULT, &m_pVB,NULL ) ) )
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{
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return hr;
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}
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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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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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static DWORD RS_old[6];
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static DWORD TS_old[6];
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static LPDIRECT3DBASETEXTURE9 texture_old;
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static DWORD FVF_old;
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static LPDIRECT3DVERTEXDECLARATION9 decl_old;
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static LPDIRECT3DPIXELSHADER9 ps_old;
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static LPDIRECT3DVERTEXSHADER9 vs_old;
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void SaveRenderStates()
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{
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for (int i = 0; i < 6; i++) {
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dev->GetRenderState((_D3DRENDERSTATETYPE)RS[i][0], &(RS_old[i]));
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dev->GetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), &(TS_old[i]));
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}
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dev->GetTexture(0, &texture_old);
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dev->GetPixelShader(&ps_old);
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dev->GetVertexShader(&vs_old);
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dev->GetVertexDeclaration(&decl_old);
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dev->GetFVF(&FVF_old);
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}
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void CD3DFont::SetRenderStates()
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{
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// dev->SetTexture(0, m_pTexture);
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Renderer::SetTexture( 0, m_pTexture );
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dev->SetPixelShader(0);
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dev->SetVertexShader(0);
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dev->SetVertexDeclaration(0);
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// dev->SetFVF(D3DFVF_FONT2DVERTEX);
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Renderer::SetFVF(D3DFVF_FONT2DVERTEX);
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for (int i = 0; i < 6; i++) {
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// dev->SetRenderState((_D3DRENDERSTATETYPE)RS[i][0],RS[i][1]);
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// dev->SetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS[i][1]);
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Renderer::SetRenderState( (_D3DRENDERSTATETYPE)RS[i][0], RS[i][1] );
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Renderer::SetTextureStageState( 0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS[i][1] );
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}
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}
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void RestoreRenderStates()
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{
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// dev->SetTexture(0, texture_old);
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Renderer::SetTexture( 0, texture_old );
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dev->SetPixelShader(ps_old);
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dev->SetVertexShader(vs_old);
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dev->SetVertexDeclaration(decl_old);
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// dev->SetFVF(FVF_old);
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Renderer::SetFVF(FVF_old);
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for (int i = 0; i < 6; i++)
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{
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// dev->SetRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS_old[i]);
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// dev->SetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS_old[i]);
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Renderer::SetRenderState( (_D3DRENDERSTATETYPE)RS[i][0], RS_old[i] );
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Renderer::SetTextureStageState( 0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS_old[i] );
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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, int dwColor, const char* strText, bool center )
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{
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SaveRenderStates();
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SetRenderStates();
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dev->SetStreamSource( 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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//Then let's draw it
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if (center)
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{
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sx+=offset;
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fStartX+=offset;
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}
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float wScale=(fXScale*vpHeight)*invLineHeight;
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float hScale=(fYScale*vpHeight)*invLineHeight;
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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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Renderer::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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{
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// dev->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
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Renderer::DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
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}
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RestoreRenderStates();
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return S_OK;
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}
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void quad2d(float x1, float y1, float x2, float y2, DWORD color, float u1, float v1, float u2, float v2)
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{
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SaveRenderStates();
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struct Q2DVertex { float x,y,z,rhw; int color; float u, v; } coords[4] = {
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{x1-0.5f, y1-0.5f, 0, 1, color, u1, v1},
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{x2-0.5f, y1-0.5f, 0, 1, color, u2, v1},
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{x2-0.5f, y2-0.5f, 0, 1, color, u2, v2},
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{x1-0.5f, y2-0.5f, 0, 1, color, u1, v2},
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};
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dev->SetPixelShader(0);
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dev->SetVertexShader(0);
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dev->SetVertexDeclaration(0);
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// dev->SetFVF(D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1);
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// dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,2,coords,sizeof(Q2DVertex));
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Renderer::SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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Renderer::DrawPrimitiveUP(D3DPT_TRIANGLEFAN,2,coords,sizeof(Q2DVertex));
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RestoreRenderStates();
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}
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}
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