670 lines
22 KiB
C++
670 lines
22 KiB
C++
//-----------------------------------------------------------------------------
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// File: D3DFont.cpp
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//
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// Desc: Texture-based font class
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//
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//@@BEGIN_MSINTERNAL
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//
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// Hist: 02.28.98 - mwetzel - Replacing the history
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// 05.15.00 - mwetzel - Cleaning up the code
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// 06.01.00 - mwetzel - Converted to use state blocks
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//
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//@@END_MSINTERNAL
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// Copyright (c) 1999-2000 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#include "stdafx.h"
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#include <stdio.h>
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#include <tchar.h>
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#include <D3DX8.h>
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#include "D3DFont.h"
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#include "DXUtil.h"
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//-----------------------------------------------------------------------------
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// Custom vertex types for rendering text
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//-----------------------------------------------------------------------------
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#define MAX_NUM_VERTICES 50*6
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struct FONT2DVERTEX { D3DXVECTOR4 p; DWORD color; FLOAT tu, tv; };
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struct FONT3DVERTEX { D3DXVECTOR3 p; D3DXVECTOR3 n; FLOAT tu, tv; };
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#define D3DFVF_FONT2DVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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#define D3DFVF_FONT3DVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
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inline FONT2DVERTEX InitFont2DVertex( const D3DXVECTOR4& p, D3DCOLOR color,
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FLOAT tu, FLOAT tv )
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{
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FONT2DVERTEX v; v.p = p; v.color = color; v.tu = tu; v.tv = tv;
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return v;
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}
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inline FONT3DVERTEX InitFont3DVertex( const D3DXVECTOR3& p, const D3DXVECTOR3& n,
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FLOAT tu, FLOAT tv )
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{
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FONT3DVERTEX v; v.p = p; v.n = n; v.tu = tu; v.tv = tv;
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return v;
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}
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//-----------------------------------------------------------------------------
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// Name: CD3DFont()
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// Desc: Font class constructor
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//-----------------------------------------------------------------------------
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CD3DFont::CD3DFont( TCHAR* strFontName, DWORD dwHeight, DWORD dwFlags )
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{
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_tcscpy( m_strFontName, strFontName );
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m_dwFontHeight = dwHeight;
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m_dwFontFlags = dwFlags;
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m_pd3dDevice = NULL;
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m_pTexture = NULL;
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m_pVB = NULL;
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m_dwSavedStateBlock = 0L;
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m_dwDrawTextStateBlock = 0L;
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}
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//-----------------------------------------------------------------------------
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// Name: ~CD3DFont()
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// Desc: Font class destructor
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//-----------------------------------------------------------------------------
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CD3DFont::~CD3DFont()
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{
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InvalidateDeviceObjects();
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DeleteDeviceObjects();
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}
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//-----------------------------------------------------------------------------
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// Name: InitDeviceObjects()
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// Desc: Initializes device-dependent objects, including the vertex buffer used
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// for rendering text and the texture map which stores the font image.
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//-----------------------------------------------------------------------------
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HRESULT CD3DFont::InitDeviceObjects( LPDIRECT3DDEVICE8 pd3dDevice )
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{
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HRESULT hr;
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// Keep a local copy of the device
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m_pd3dDevice = pd3dDevice;
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// Establish the font and texture size
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m_fTextScale = 1.0f; // Draw fonts into texture without scaling
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// Large fonts need larger textures
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if( m_dwFontHeight > 40 )
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m_dwTexWidth = m_dwTexHeight = 1024;
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else if( m_dwFontHeight > 20 )
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m_dwTexWidth = m_dwTexHeight = 512;
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else
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m_dwTexWidth = m_dwTexHeight = 256;
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// If requested texture is too big, use a smaller texture and smaller font,
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// and scale up when rendering.
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D3DCAPS8 d3dCaps;
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m_pd3dDevice->GetDeviceCaps( &d3dCaps );
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if( m_dwTexWidth > d3dCaps.MaxTextureWidth )
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{
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m_fTextScale = (FLOAT)d3dCaps.MaxTextureWidth / (FLOAT)m_dwTexWidth;
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m_dwTexWidth = m_dwTexHeight = d3dCaps.MaxTextureWidth;
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}
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// Create a new texture for the font
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hr = m_pd3dDevice->CreateTexture( m_dwTexWidth, m_dwTexHeight, 1,
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0, D3DFMT_A4R4G4B4,
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D3DPOOL_MANAGED, &m_pTexture );
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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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DWORD* 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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INT nHeight = -MulDiv( m_dwFontHeight,
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(INT)(GetDeviceCaps(hDC, LOGPIXELSY) * m_fTextScale), 72 );
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DWORD dwBold = (m_dwFontFlags&D3DFONT_BOLD) ? FW_BOLD : FW_NORMAL;
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DWORD dwItalic = (m_dwFontFlags&D3DFONT_ITALIC) ? TRUE : FALSE;
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HFONT hFont = CreateFont( nHeight, 0, 0, 0, dwBold, dwItalic,
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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, m_strFontName );
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if( NULL==hFont )
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return E_FAIL;
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SelectObject( hDC, hbmBitmap );
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SelectObject( hDC, hFont );
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// Set text properties
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SetTextColor( hDC, RGB(255,255,255) );
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SetBkColor( hDC, 0x00000000 );
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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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DWORD x = 0;
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DWORD y = 0;
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TCHAR str[2] = _T("x");
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SIZE size;
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for( TCHAR c=32; c<127; c++ )
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{
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str[0] = c;
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GetTextExtentPoint32( hDC, str, 1, &size );
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if( (DWORD)(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+0, y+0, ETO_OPAQUE, NULL, str, 1, NULL );
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m_fTexCoords[c-32][0] = ((FLOAT)(x+0))/m_dwTexWidth;
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m_fTexCoords[c-32][1] = ((FLOAT)(y+0))/m_dwTexHeight;
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m_fTexCoords[c-32][2] = ((FLOAT)(x+0+size.cx))/m_dwTexWidth;
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m_fTexCoords[c-32][3] = ((FLOAT)(y+0+size.cy))/m_dwTexHeight;
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x += size.cx+1;
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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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WORD* pDst16 = (WORD*)d3dlr.pBits;
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BYTE 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 = (BYTE)((pBitmapBits[m_dwTexWidth*y + x] & 0xff) >> 4);
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if (bAlpha > 0)
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{
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*pDst16++ = (bAlpha << 12) | 0x0fff;
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}
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else
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{
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*pDst16++ = 0x0000;
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}
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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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DeleteObject( hbmBitmap );
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DeleteDC( hDC );
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DeleteObject( hFont );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: RestoreDeviceObjects()
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT CD3DFont::RestoreDeviceObjects()
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{
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HRESULT hr;
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// Create vertex buffer for the letters
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if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( MAX_NUM_VERTICES*sizeof(FONT2DVERTEX),
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D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, 0,
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D3DPOOL_DEFAULT, &m_pVB ) ) )
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{
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return hr;
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}
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// Create the state blocks for rendering text
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for( UINT which=0; which<2; which++ )
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{
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m_pd3dDevice->BeginStateBlock();
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m_pd3dDevice->SetTexture( 0, m_pTexture );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
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m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
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m_pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
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m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
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m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_EDGEANTIALIAS, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_POINT );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_POINT );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MIPFILTER, D3DTEXF_NONE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
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if( which==0 )
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m_pd3dDevice->EndStateBlock( &m_dwSavedStateBlock );
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else
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m_pd3dDevice->EndStateBlock( &m_dwDrawTextStateBlock );
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InvalidateDeviceObjects()
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// Desc: Destroys all device-dependent objects
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//-----------------------------------------------------------------------------
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HRESULT CD3DFont::InvalidateDeviceObjects()
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{
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SAFE_RELEASE( m_pVB );
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// Delete the state blocks
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if( m_pd3dDevice )
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{
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if( m_dwSavedStateBlock )
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m_pd3dDevice->DeleteStateBlock( m_dwSavedStateBlock );
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if( m_dwDrawTextStateBlock )
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m_pd3dDevice->DeleteStateBlock( m_dwDrawTextStateBlock );
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}
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m_dwSavedStateBlock = 0L;
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m_dwDrawTextStateBlock = 0L;
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: DeleteDeviceObjects()
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// Desc: Destroys all device-dependent objects
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//-----------------------------------------------------------------------------
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HRESULT CD3DFont::DeleteDeviceObjects()
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{
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SAFE_RELEASE( m_pTexture );
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m_pd3dDevice = NULL;
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: GetTextExtent()
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// Desc: Get the dimensions of a text string
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//-----------------------------------------------------------------------------
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HRESULT CD3DFont::GetTextExtent( TCHAR* strText, SIZE* pSize )
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{
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if( NULL==strText || NULL==pSize )
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return E_FAIL;
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FLOAT fRowWidth = 0.0f;
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FLOAT fRowHeight = (m_fTexCoords[0][3]-m_fTexCoords[0][1])*m_dwTexHeight;
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FLOAT fWidth = 0.0f;
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FLOAT fHeight = fRowHeight;
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while( *strText )
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{
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TCHAR c = *strText++;
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if( c == _T('\n') )
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{
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fRowWidth = 0.0f;
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fHeight += fRowHeight;
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}
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if( c < _T(' ') )
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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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fRowWidth += (tx2-tx1)*m_dwTexWidth;
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if( fRowWidth > fWidth )
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fWidth = fRowWidth;
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}
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pSize->cx = (int)fWidth;
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pSize->cy = (int)fHeight;
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: DrawTextScaled()
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// Desc: Draws scaled 2D text. Note that x and y are in viewport coordinates
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// (ranging from -1 to +1). fXScale and fYScale are the size fraction
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// relative to the entire viewport. For example, a fXScale of 0.25 is
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// 1/8th of the screen width. This allows you to output text at a fixed
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// fraction of the viewport, even if the screen or window size changes.
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//-----------------------------------------------------------------------------
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HRESULT CD3DFont::DrawTextScaled( FLOAT x, FLOAT y, FLOAT z,
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FLOAT fXScale, FLOAT fYScale, DWORD dwColor,
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TCHAR* strText, DWORD dwFlags )
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{
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if( m_pd3dDevice == NULL )
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return E_FAIL;
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// Set up renderstate
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m_pd3dDevice->CaptureStateBlock( m_dwSavedStateBlock );
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m_pd3dDevice->ApplyStateBlock( m_dwDrawTextStateBlock );
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m_pd3dDevice->SetVertexShader( D3DFVF_FONT2DVERTEX );
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m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(FONT2DVERTEX) );
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// Set filter states
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if( dwFlags & D3DFONT_FILTERED )
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{
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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}
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D3DVIEWPORT8 vp;
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m_pd3dDevice->GetViewport( &vp );
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FLOAT sx = (x+1.0f)*vp.Width/2;
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FLOAT sy = (y-1.0f)*vp.Height/2;
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FLOAT sz = z;
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FLOAT rhw = 1.0f;
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FLOAT fStartX = sx;
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FLOAT fLineHeight = ( 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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DWORD dwNumTriangles = 0L;
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m_pVB->Lock( 0, 0, (BYTE**)&pVertices, D3DLOCK_DISCARD );
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while( *strText )
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{
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TCHAR c = *strText++;
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if( c == _T('\n') )
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{
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sx = fStartX;
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sy += fYScale*vp.Height;
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}
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if( c < _T(' ') )
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continue;
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FLOAT tx1 = m_fTexCoords[c-32][0];
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FLOAT ty1 = m_fTexCoords[c-32][1];
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FLOAT tx2 = m_fTexCoords[c-32][2];
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FLOAT ty2 = m_fTexCoords[c-32][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 *= (fXScale*vp.Height)/fLineHeight;
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h *= (fYScale*vp.Height)/fLineHeight;
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if( c != _T(' ') )
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{
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*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+h-0.5f,sz,rhw), dwColor, tx1, ty2 );
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*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+0-0.5f,sz,rhw), dwColor, tx1, ty1 );
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*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+h-0.5f,sz,rhw), dwColor, tx2, ty2 );
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*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+0-0.5f,sz,rhw), dwColor, tx2, ty1 );
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*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+h-0.5f,sz,rhw), dwColor, tx2, ty2 );
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*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+0-0.5f,sz,rhw), dwColor, tx1, ty1 );
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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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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
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m_pVB->Lock( 0, 0, (BYTE**)&pVertices, D3DLOCK_DISCARD );
|
|
dwNumTriangles = 0L;
|
|
}
|
|
}
|
|
|
|
sx += w;
|
|
}
|
|
|
|
// Unlock and render the vertex buffer
|
|
m_pVB->Unlock();
|
|
if( dwNumTriangles > 0 )
|
|
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
|
|
|
|
// Restore the modified renderstates
|
|
m_pd3dDevice->ApplyStateBlock( m_dwSavedStateBlock );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: DrawText()
|
|
// Desc: Draws 2D text
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CD3DFont::DrawText( FLOAT sx, FLOAT sy, DWORD dwColor,
|
|
TCHAR* strText, DWORD dwFlags )
|
|
{
|
|
if( m_pd3dDevice == NULL )
|
|
return E_FAIL;
|
|
|
|
// Setup renderstate
|
|
m_pd3dDevice->CaptureStateBlock( m_dwSavedStateBlock );
|
|
m_pd3dDevice->ApplyStateBlock( m_dwDrawTextStateBlock );
|
|
m_pd3dDevice->SetVertexShader( D3DFVF_FONT2DVERTEX );
|
|
m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(FONT2DVERTEX) );
|
|
|
|
// Set filter states
|
|
if( dwFlags & D3DFONT_FILTERED )
|
|
{
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
|
|
}
|
|
|
|
FLOAT fStartX = sx;
|
|
|
|
// Fill vertex buffer
|
|
FONT2DVERTEX* pVertices = NULL;
|
|
DWORD dwNumTriangles = 0;
|
|
m_pVB->Lock( 0, 0, (BYTE**)&pVertices, D3DLOCK_DISCARD );
|
|
|
|
while( *strText )
|
|
{
|
|
TCHAR c = *strText++;
|
|
|
|
if( c == _T('\n') )
|
|
{
|
|
sx = fStartX;
|
|
sy += (m_fTexCoords[0][3]-m_fTexCoords[0][1])*m_dwTexHeight;
|
|
}
|
|
if( c < _T(' ') )
|
|
continue;
|
|
|
|
FLOAT tx1 = m_fTexCoords[c-32][0];
|
|
FLOAT ty1 = m_fTexCoords[c-32][1];
|
|
FLOAT tx2 = m_fTexCoords[c-32][2];
|
|
FLOAT ty2 = m_fTexCoords[c-32][3];
|
|
|
|
FLOAT w = (tx2-tx1) * m_dwTexWidth / m_fTextScale;
|
|
FLOAT h = (ty2-ty1) * m_dwTexHeight / m_fTextScale;
|
|
|
|
if( c != _T(' ') )
|
|
{
|
|
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+h-0.5f,0.9f,1.0f), dwColor, tx1, ty2 );
|
|
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+0-0.5f,0.9f,1.0f), dwColor, tx1, ty1 );
|
|
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+h-0.5f,0.9f,1.0f), dwColor, tx2, ty2 );
|
|
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+0-0.5f,0.9f,1.0f), dwColor, tx2, ty1 );
|
|
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+h-0.5f,0.9f,1.0f), dwColor, tx2, ty2 );
|
|
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+0-0.5f,0.9f,1.0f), dwColor, tx1, ty1 );
|
|
dwNumTriangles += 2;
|
|
|
|
if( dwNumTriangles*3 > (MAX_NUM_VERTICES-6) )
|
|
{
|
|
// Unlock, render, and relock the vertex buffer
|
|
m_pVB->Unlock();
|
|
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
|
|
pVertices = NULL;
|
|
m_pVB->Lock( 0, 0, (BYTE**)&pVertices, D3DLOCK_DISCARD );
|
|
dwNumTriangles = 0L;
|
|
}
|
|
}
|
|
|
|
sx += w;
|
|
}
|
|
|
|
// Unlock and render the vertex buffer
|
|
m_pVB->Unlock();
|
|
if( dwNumTriangles > 0 )
|
|
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
|
|
|
|
// Restore the modified renderstates
|
|
m_pd3dDevice->ApplyStateBlock( m_dwSavedStateBlock );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: Render3DText()
|
|
// Desc: Renders 3D text
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CD3DFont::Render3DText( TCHAR* strText, DWORD dwFlags )
|
|
{
|
|
if( m_pd3dDevice == NULL )
|
|
return E_FAIL;
|
|
|
|
// Setup renderstate
|
|
m_pd3dDevice->CaptureStateBlock( m_dwSavedStateBlock );
|
|
m_pd3dDevice->ApplyStateBlock( m_dwDrawTextStateBlock );
|
|
m_pd3dDevice->SetVertexShader( D3DFVF_FONT3DVERTEX );
|
|
m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(FONT3DVERTEX) );
|
|
|
|
// Set filter states
|
|
if( dwFlags & D3DFONT_FILTERED )
|
|
{
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
|
|
}
|
|
|
|
// Position for each text element
|
|
FLOAT x = 0.0f;
|
|
FLOAT y = 0.0f;
|
|
|
|
// Center the text block at the origin
|
|
if( dwFlags & D3DFONT_CENTERED )
|
|
{
|
|
SIZE sz;
|
|
GetTextExtent( strText, &sz );
|
|
x = -(((FLOAT)sz.cx)/10.0f)/2.0f;
|
|
y = -(((FLOAT)sz.cy)/10.0f)/2.0f;
|
|
}
|
|
|
|
// Turn off culling for two-sided text
|
|
if( dwFlags & D3DFONT_TWOSIDED )
|
|
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
|
|
|
|
FLOAT fStartX = x;
|
|
TCHAR c;
|
|
|
|
// Fill vertex buffer
|
|
FONT3DVERTEX* pVertices;
|
|
DWORD dwVertex = 0L;
|
|
DWORD dwNumTriangles = 0L;
|
|
m_pVB->Lock( 0, 0, (BYTE**)&pVertices, D3DLOCK_DISCARD );
|
|
|
|
while( c = *strText++ )
|
|
{
|
|
if( c == '\n' )
|
|
{
|
|
x = fStartX;
|
|
y -= (m_fTexCoords[0][3]-m_fTexCoords[0][1])*m_dwTexHeight/10.0f;
|
|
}
|
|
if( c < 32 )
|
|
continue;
|
|
|
|
FLOAT tx1 = m_fTexCoords[c-32][0];
|
|
FLOAT ty1 = m_fTexCoords[c-32][1];
|
|
FLOAT tx2 = m_fTexCoords[c-32][2];
|
|
FLOAT ty2 = m_fTexCoords[c-32][3];
|
|
|
|
FLOAT w = (tx2-tx1) * m_dwTexWidth / ( 10.0f * m_fTextScale );
|
|
FLOAT h = (ty2-ty1) * m_dwTexHeight / ( 10.0f * m_fTextScale );
|
|
|
|
if( c != _T(' ') )
|
|
{
|
|
*pVertices++ = InitFont3DVertex( D3DXVECTOR3(x+0,y+0,0), D3DXVECTOR3(0,0,-1), tx1, ty2 );
|
|
*pVertices++ = InitFont3DVertex( D3DXVECTOR3(x+0,y+h,0), D3DXVECTOR3(0,0,-1), tx1, ty1 );
|
|
*pVertices++ = InitFont3DVertex( D3DXVECTOR3(x+w,y+0,0), D3DXVECTOR3(0,0,-1), tx2, ty2 );
|
|
*pVertices++ = InitFont3DVertex( D3DXVECTOR3(x+w,y+h,0), D3DXVECTOR3(0,0,-1), tx2, ty1 );
|
|
*pVertices++ = InitFont3DVertex( D3DXVECTOR3(x+w,y+0,0), D3DXVECTOR3(0,0,-1), tx2, ty2 );
|
|
*pVertices++ = InitFont3DVertex( D3DXVECTOR3(x+0,y+h,0), D3DXVECTOR3(0,0,-1), tx1, ty1 );
|
|
dwNumTriangles += 2;
|
|
|
|
if( dwNumTriangles*3 > (MAX_NUM_VERTICES-6) )
|
|
{
|
|
// Unlock, render, and relock the vertex buffer
|
|
m_pVB->Unlock();
|
|
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
|
|
m_pVB->Lock( 0, 0, (BYTE**)&pVertices, D3DLOCK_DISCARD );
|
|
dwNumTriangles = 0L;
|
|
}
|
|
}
|
|
|
|
x += w;
|
|
}
|
|
|
|
// Unlock and render the vertex buffer
|
|
m_pVB->Unlock();
|
|
if( dwNumTriangles > 0 )
|
|
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
|
|
|
|
// Restore the modified renderstates
|
|
m_pd3dDevice->ApplyStateBlock( m_dwSavedStateBlock );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|