update AntTweakBar version in CDTestFramework add btCompoundShape support in BulletXmlWorldImporter (this importer is still premature/work-in-progress)
1292 lines
44 KiB
C++
1292 lines
44 KiB
C++
// ---------------------------------------------------------------------------
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//
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// @file TwDirect3D10.cpp
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// @author Philippe Decaudin - http://www.antisphere.com
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// @license This file is part of the AntTweakBar library.
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// For conditions of distribution and use, see License.txt
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//
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// ---------------------------------------------------------------------------
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#include "TwPrecomp.h"
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#include "TwDirect3D10.h"
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#include "TwMgr.h"
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#include "TwColors.h"
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#include "d3d10vs2003.h" // Workaround to include D3D10.h with VS2003
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#define D3D10_IGNORE_SDK_LAYERS // d3d10sdklayers.h may not exist
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#include <d3d10.h>
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using namespace std;
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const char *g_ErrCantLoadD3D10 = "Cannot load Direct3D10 library dynamically";
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const char *g_ErrCompileFX10 = "Direct3D10 effect compilation failed";
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const char *g_ErrCreateFX10 = "Direct3D10 effect creation failed";
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const char *g_ErrTechNotFound10 = "Cannot find Direct3D10 technique effect";
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const char *g_ErrCreateLayout10 = "Direct3D10 vertex layout creation failed";
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const char *g_ErrCreateBuffer10 = "Direct3D10 vertex buffer creation failed";
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// ---------------------------------------------------------------------------
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// Dynamically loaded D3D10 functions (to avoid static linkage with d3d10.lib)
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HMODULE g_D3D10Module = NULL;
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typedef HRESULT (WINAPI *D3D10CompileEffectFromMemoryProc)(void *pData, SIZE_T DataLength, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines, ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Blob **ppCompiledEffect, ID3D10Blob **ppErrors);
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typedef HRESULT (WINAPI *D3D10CreateEffectFromMemoryProc)(void *pData, SIZE_T DataLength, UINT FXFlags, ID3D10Device *pDevice, ID3D10EffectPool *pEffectPool, ID3D10Effect **ppEffect);
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typedef HRESULT (WINAPI *D3D10StateBlockMaskEnableAllProc)(D3D10_STATE_BLOCK_MASK *pMask);
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typedef HRESULT (WINAPI *D3D10CreateStateBlockProc)(ID3D10Device *pDevice, D3D10_STATE_BLOCK_MASK *pStateBlockMask, ID3D10StateBlock **ppStateBlock);
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D3D10CompileEffectFromMemoryProc _D3D10CompileEffectFromMemory = NULL;
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D3D10CreateEffectFromMemoryProc _D3D10CreateEffectFromMemory = NULL;
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D3D10StateBlockMaskEnableAllProc _D3D10StateBlockMaskEnableAll = NULL;
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D3D10CreateStateBlockProc _D3D10CreateStateBlock = NULL;
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const RECT FullRect = {0, 0, 16000, 16000};
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static bool RectIsFull(const RECT& r) { return r.left==FullRect.left && r.right==FullRect.right && r.top==FullRect.top && r.bottom==FullRect.bottom; }
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static int LoadDirect3D10()
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{
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if( g_D3D10Module!=NULL )
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return 1; // Direct3D10 library already loaded
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g_D3D10Module = LoadLibrary("D3D10.DLL");
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if( g_D3D10Module )
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{
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int res = 1;
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_D3D10CompileEffectFromMemory = reinterpret_cast<D3D10CompileEffectFromMemoryProc>(GetProcAddress(g_D3D10Module, "D3D10CompileEffectFromMemory"));
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if( _D3D10CompileEffectFromMemory==NULL )
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res = 0;
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_D3D10CreateEffectFromMemory = reinterpret_cast<D3D10CreateEffectFromMemoryProc>(GetProcAddress(g_D3D10Module, "D3D10CreateEffectFromMemory"));
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if( _D3D10CreateEffectFromMemory==NULL )
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res = 0;
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_D3D10StateBlockMaskEnableAll = reinterpret_cast<D3D10StateBlockMaskEnableAllProc>(GetProcAddress(g_D3D10Module, "D3D10StateBlockMaskEnableAll"));
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if( _D3D10StateBlockMaskEnableAll==NULL )
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res = 0;
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_D3D10CreateStateBlock = reinterpret_cast<D3D10CreateStateBlockProc>(GetProcAddress(g_D3D10Module, "D3D10CreateStateBlock"));
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if( _D3D10CreateStateBlock==NULL )
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res = 0;
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return res;
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}
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else
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return 0; // cannot load DLL
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}
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static int UnloadDirect3D10()
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{
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_D3D10CompileEffectFromMemory = NULL;
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_D3D10CreateEffectFromMemory = NULL;
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_D3D10StateBlockMaskEnableAll = NULL;
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_D3D10CreateStateBlock = NULL;
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if( g_D3D10Module==NULL )
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return 1; // Direct3D10 library not loaded
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if( FreeLibrary(g_D3D10Module) )
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{
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g_D3D10Module = NULL;
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return 1;
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}
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else
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return 0; // cannot unload d3d10.dll
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}
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// ---------------------------------------------------------------------------
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static ID3D10ShaderResourceView *BindFont(ID3D10Device *_Dev, ID3D10EffectShaderResourceVariable *_ResVar, const CTexFont *_Font)
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{
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assert(_Font!=NULL);
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assert(_ResVar!=NULL);
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int w = _Font->m_TexWidth;
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int h = _Font->m_TexHeight;
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color32 *font32 = new color32[w*h];
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color32 *p = font32;
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for( int i=0; i<w*h; ++i, ++p )
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*p = 0x00ffffff | (((color32)(_Font->m_TexBytes[i]))<<24);
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D3D10_TEXTURE2D_DESC desc;
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desc.Width = w;
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desc.Height = h;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D10_USAGE_IMMUTABLE;
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desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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D3D10_SUBRESOURCE_DATA data;
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data.pSysMem = font32;
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data.SysMemPitch = w*sizeof(color32);
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data.SysMemSlicePitch = 0;
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ID3D10Texture2D *tex = NULL;
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ID3D10ShaderResourceView *texRV = NULL;
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if( SUCCEEDED(_Dev->CreateTexture2D(&desc, &data, &tex)) )
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{
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if( SUCCEEDED(_Dev->CreateShaderResourceView(tex, NULL, &texRV)) )
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if( _ResVar )
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_ResVar->SetResource(texRV);
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tex->Release();
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tex = NULL;
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}
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delete[] font32;
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return texRV;
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}
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// ---------------------------------------------------------------------------
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static void UnbindFont(ID3D10Device *_Dev, ID3D10EffectShaderResourceVariable *_ResVar, ID3D10ShaderResourceView *_TexRV)
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{
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(void)_Dev;
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if( _ResVar )
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_ResVar->SetResource(NULL);
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if( _TexRV )
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{
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ULONG rc = _TexRV->Release();
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assert( rc==0 ); (void)rc;
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}
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}
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// ---------------------------------------------------------------------------
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struct CState10
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{
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ID3D10StateBlock * m_StateBlock;
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void Save();
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void Restore();
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CState10(ID3D10Device *_Dev);
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~CState10();
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private:
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ID3D10Device * m_D3DDev;
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};
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CState10::CState10(ID3D10Device *_Dev)
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{
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ZeroMemory(this, sizeof(CState10));
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m_D3DDev = _Dev;
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}
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CState10::~CState10()
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{
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if( m_StateBlock )
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{
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UINT rc = m_StateBlock->Release();
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assert( rc==0 ); (void)rc;
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m_StateBlock = NULL;
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}
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}
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void CState10::Save()
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{
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if( !m_StateBlock )
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{
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D3D10_STATE_BLOCK_MASK stateMask;
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_D3D10StateBlockMaskEnableAll(&stateMask);
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_D3D10CreateStateBlock(m_D3DDev, &stateMask, &m_StateBlock);
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}
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if( m_StateBlock )
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m_StateBlock->Capture();
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}
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void CState10::Restore()
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{
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if( m_StateBlock )
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m_StateBlock->Apply();
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}
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// ---------------------------------------------------------------------------
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char g_ShaderFX[] = "// AntTweakBar shaders and techniques \n"
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" float4 g_Offset = 0; float4 g_CstColor = 1; \n"
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" struct LineRectPSInput { float4 Pos : SV_POSITION; float4 Color : COLOR0; }; \n"
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" LineRectPSInput LineRectVS(float4 pos : POSITION, float4 color : COLOR, uniform bool useCstColor) { \n"
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" LineRectPSInput ps; ps.Pos = pos + g_Offset; \n"
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" ps.Color = useCstColor ? g_CstColor : color; return ps; } \n"
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" float4 LineRectPS(LineRectPSInput input) : SV_Target { return input.Color; } \n"
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" technique10 LineRect { pass P0 { \n"
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" SetVertexShader( CompileShader( vs_4_0, LineRectVS(false) ) ); \n"
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" SetGeometryShader( NULL ); \n"
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" SetPixelShader( CompileShader( ps_4_0, LineRectPS() ) ); \n"
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" } }\n"
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" technique10 LineRectCstColor { pass P0 { \n"
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" SetVertexShader( CompileShader( vs_4_0, LineRectVS(true) ) ); \n"
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" SetGeometryShader( NULL ); \n"
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" SetPixelShader( CompileShader( ps_4_0, LineRectPS() ) ); \n"
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" } }\n"
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" Texture2D Font; \n"
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" SamplerState FontSampler { Filter = MIN_MAG_MIP_POINT; AddressU = BORDER; AddressV = BORDER; BorderColor=float4(0, 0, 0, 0); }; \n"
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" struct TextPSInput { float4 Pos : SV_POSITION; float4 Color : COLOR0; float2 Tex : TEXCOORD0; }; \n"
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" TextPSInput TextVS(float4 pos : POSITION, float4 color : COLOR, float2 tex : TEXCOORD0, uniform bool useCstColor) { \n"
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" TextPSInput ps; ps.Pos = pos + g_Offset; \n"
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" ps.Color = useCstColor ? g_CstColor : color; ps.Tex = tex; return ps; } \n"
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" float4 TextPS(TextPSInput input) : SV_Target { return Font.Sample(FontSampler, input.Tex)*input.Color; } \n"
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" technique10 Text { pass P0 { \n"
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" SetVertexShader( CompileShader( vs_4_0, TextVS(false) ) ); \n"
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" SetGeometryShader( NULL ); \n"
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" SetPixelShader( CompileShader( ps_4_0, TextPS() ) ); \n"
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" } }\n"
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" technique10 TextCstColor { pass P0 { \n"
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" SetVertexShader( CompileShader( vs_4_0, TextVS(true) ) ); \n"
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" SetGeometryShader( NULL ); \n"
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" SetPixelShader( CompileShader( ps_4_0, TextPS() ) ); \n"
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" } }\n"
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" // End of AntTweakBar shaders and techniques \n";
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// ---------------------------------------------------------------------------
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int CTwGraphDirect3D10::Init()
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{
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assert(g_TwMgr!=NULL);
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assert(g_TwMgr->m_Device!=NULL);
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m_D3DDev = static_cast<ID3D10Device *>(g_TwMgr->m_Device);
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m_D3DDevInitialRefCount = m_D3DDev->AddRef() - 1;
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m_Drawing = false;
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m_OffsetX = m_OffsetY = 0;
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m_ViewportInit = new D3D10_VIEWPORT;
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m_FontTex = NULL;
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m_FontD3DTexRV = NULL;
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m_WndWidth = 0;
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m_WndHeight = 0;
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m_State = NULL;
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m_DepthStencilState = NULL;
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m_BlendState = NULL;
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m_RasterState = NULL;
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m_RasterStateAntialiased = NULL;
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m_RasterStateCullCW = NULL;
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m_RasterStateCullCCW = NULL;
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m_Effect = NULL;
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m_LineRectTech = NULL;
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m_LineRectCstColorTech = NULL;
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m_LineRectVertexLayout = NULL;
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m_LineVertexBuffer = NULL;
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m_RectVertexBuffer = NULL;
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m_TrianglesVertexBuffer = NULL;
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m_TrianglesVertexBufferCount = 0;
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m_TextTech = NULL;
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m_TextCstColorTech = NULL;
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m_TextVertexLayout = NULL;
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m_FontD3DResVar = NULL;
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m_OffsetVar = NULL;
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m_CstColorVar = NULL;
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// Load some D3D10 functions
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if( !LoadDirect3D10() )
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{
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g_TwMgr->SetLastError(g_ErrCantLoadD3D10);
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Shut();
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return 0;
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}
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// Allocate state object
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m_State = new CState10(m_D3DDev);
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// Compile shaders
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DWORD shaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
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#if defined( DEBUG ) || defined( _DEBUG )
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// shaderFlags |= D3D10_SHADER_DEBUG; // no more supported
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#endif
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ID3D10Blob *compiledFX = NULL;
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ID3D10Blob *errors = NULL;
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HRESULT hr = _D3D10CompileEffectFromMemory(g_ShaderFX, strlen(g_ShaderFX), "AntTweakBarFX", NULL, NULL, shaderFlags, 0, &compiledFX, &errors);
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if( FAILED(hr) )
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{
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const size_t ERR_MSG_MAX_LEN = 4096;
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static char s_ErrorMsg[ERR_MSG_MAX_LEN]; // must be static to be sent to SetLastError
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strncpy(s_ErrorMsg, g_ErrCompileFX10, ERR_MSG_MAX_LEN-1);
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size_t errOffset = strlen(s_ErrorMsg);
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size_t errLen = 0;
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if( errors!=NULL )
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{
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s_ErrorMsg[errOffset++] = ':';
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s_ErrorMsg[errOffset++] = '\n';
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errLen = min(errors->GetBufferSize(), ERR_MSG_MAX_LEN-errOffset-2);
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strncpy(s_ErrorMsg+errOffset, static_cast<char *>(errors->GetBufferPointer()), errLen);
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errors->Release();
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errors = NULL;
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}
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s_ErrorMsg[errOffset+errLen] = '\0';
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g_TwMgr->SetLastError(s_ErrorMsg);
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Shut();
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return 0;
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}
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hr = _D3D10CreateEffectFromMemory(compiledFX->GetBufferPointer(), compiledFX->GetBufferSize(), 0, m_D3DDev, NULL, &m_Effect);
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compiledFX->Release();
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if( FAILED(hr) )
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{
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g_TwMgr->SetLastError(g_ErrCreateFX10);
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Shut();
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return 0;
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}
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// Obtain the techniques
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m_LineRectTech = m_Effect->GetTechniqueByName("LineRect");
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m_LineRectCstColorTech = m_Effect->GetTechniqueByName("LineRectCstColor");
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m_TextTech = m_Effect->GetTechniqueByName("Text");
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m_TextCstColorTech = m_Effect->GetTechniqueByName("TextCstColor");
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if( m_LineRectTech==NULL || m_TextTech==NULL || m_LineRectCstColorTech==NULL || m_TextCstColorTech==NULL )
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{
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g_TwMgr->SetLastError(g_ErrTechNotFound10);
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Shut();
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return 0;
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}
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// Create input layout for lines & rect
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D3D10_INPUT_ELEMENT_DESC lineRectLayout[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(CLineRectVtx, m_Color), D3D10_INPUT_PER_VERTEX_DATA, 0 }
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};
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D3D10_PASS_DESC passDesc;
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hr = m_LineRectTech->GetPassByIndex(0)->GetDesc(&passDesc);
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if( SUCCEEDED(hr) )
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hr = m_D3DDev->CreateInputLayout(lineRectLayout, sizeof(lineRectLayout)/sizeof(lineRectLayout[0]), passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &m_LineRectVertexLayout);
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if( FAILED(hr) )
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{
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g_TwMgr->SetLastError(g_ErrCreateLayout10);
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Shut();
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return 0;
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}
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// Create line vertex buffer
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D3D10_BUFFER_DESC bd;
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bd.Usage = D3D10_USAGE_DYNAMIC;
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bd.ByteWidth = 2 * sizeof(CLineRectVtx);
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bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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bd.MiscFlags = 0;
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hr = m_D3DDev->CreateBuffer(&bd, NULL, &m_LineVertexBuffer);
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if( FAILED(hr) )
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{
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g_TwMgr->SetLastError(g_ErrCreateBuffer10);
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Shut();
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return 0;
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}
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// Create rect vertex buffer
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bd.ByteWidth = 4 * sizeof(CLineRectVtx);
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hr = m_D3DDev->CreateBuffer(&bd, NULL, &m_RectVertexBuffer);
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if( FAILED(hr) )
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{
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g_TwMgr->SetLastError(g_ErrCreateBuffer10);
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Shut();
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return 0;
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}
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// Create input layout for text
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D3D10_INPUT_ELEMENT_DESC textLayout[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(CTextVtx, m_Color), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(CTextVtx, m_UV), D3D10_INPUT_PER_VERTEX_DATA, 0 }
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};
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hr = m_TextTech->GetPassByIndex(0)->GetDesc(&passDesc);
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if( SUCCEEDED(hr) )
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hr = m_D3DDev->CreateInputLayout(textLayout, sizeof(textLayout)/sizeof(textLayout[0]), passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &m_TextVertexLayout);
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if( FAILED(hr) )
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{
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g_TwMgr->SetLastError(g_ErrCreateLayout10);
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Shut();
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return 0;
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}
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// Create depth stencil state object
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D3D10_DEPTH_STENCILOP_DESC od;
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od.StencilFunc = D3D10_COMPARISON_ALWAYS;
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od.StencilFailOp = D3D10_STENCIL_OP_KEEP;
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od.StencilPassOp = D3D10_STENCIL_OP_KEEP;
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od.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
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D3D10_DEPTH_STENCIL_DESC dsd;
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dsd.DepthEnable = FALSE;
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dsd.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ZERO;
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dsd.DepthFunc = D3D10_COMPARISON_ALWAYS;
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dsd.StencilEnable = FALSE;
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dsd.StencilReadMask = D3D10_DEFAULT_STENCIL_READ_MASK;
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dsd.StencilWriteMask = D3D10_DEFAULT_STENCIL_WRITE_MASK;
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dsd.FrontFace = od;
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dsd.BackFace = od;
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m_D3DDev->CreateDepthStencilState(&dsd, &m_DepthStencilState);
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// Create blend state object
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D3D10_BLEND_DESC bsd;
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bsd.AlphaToCoverageEnable = FALSE;
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for(int i=0; i<8; ++i)
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{
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bsd.BlendEnable[i] = TRUE;
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bsd.RenderTargetWriteMask[i] = D3D10_COLOR_WRITE_ENABLE_ALL;
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}
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bsd.SrcBlend = D3D10_BLEND_SRC_ALPHA;
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bsd.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
|
|
bsd.BlendOp = D3D10_BLEND_OP_ADD;
|
|
bsd.SrcBlendAlpha = D3D10_BLEND_SRC_ALPHA;
|
|
bsd.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
|
|
bsd.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
|
m_D3DDev->CreateBlendState(&bsd, &m_BlendState);
|
|
|
|
// Create rasterizer state object
|
|
D3D10_RASTERIZER_DESC rd;
|
|
rd.FillMode = D3D10_FILL_SOLID;
|
|
rd.CullMode = D3D10_CULL_NONE;
|
|
rd.FrontCounterClockwise = true;
|
|
rd.DepthBias = false;
|
|
rd.DepthBiasClamp = 0;
|
|
rd.SlopeScaledDepthBias = 0;
|
|
rd.DepthClipEnable = false;
|
|
rd.ScissorEnable = true;
|
|
rd.MultisampleEnable = false;
|
|
rd.AntialiasedLineEnable = false;
|
|
m_D3DDev->CreateRasterizerState(&rd, &m_RasterState);
|
|
|
|
rd.AntialiasedLineEnable = true;
|
|
m_D3DDev->CreateRasterizerState(&rd, &m_RasterStateAntialiased);
|
|
rd.AntialiasedLineEnable = false;
|
|
|
|
rd.CullMode = D3D10_CULL_BACK;
|
|
m_D3DDev->CreateRasterizerState(&rd, &m_RasterStateCullCW);
|
|
|
|
rd.CullMode = D3D10_CULL_FRONT;
|
|
m_D3DDev->CreateRasterizerState(&rd, &m_RasterStateCullCCW);
|
|
|
|
m_ViewportAndScissorRects[0] = FullRect;
|
|
m_ViewportAndScissorRects[1] = FullRect;
|
|
m_D3DDev->RSSetScissorRects(1, m_ViewportAndScissorRects);
|
|
|
|
// Get effect globals
|
|
if( m_Effect->GetVariableByName("Font") )
|
|
m_FontD3DResVar = m_Effect->GetVariableByName("Font")->AsShaderResource();
|
|
assert( m_FontD3DResVar!=NULL );
|
|
if( m_Effect->GetVariableByName("g_Offset") )
|
|
m_OffsetVar = m_Effect->GetVariableByName("g_Offset")->AsVector();
|
|
assert( m_OffsetVar!=NULL );
|
|
if( m_Effect->GetVariableByName("g_CstColor") )
|
|
m_CstColorVar = m_Effect->GetVariableByName("g_CstColor")->AsVector();
|
|
assert( m_CstColorVar!=NULL );
|
|
|
|
return 1;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
int CTwGraphDirect3D10::Shut()
|
|
{
|
|
assert(m_Drawing==false);
|
|
|
|
UnbindFont(m_D3DDev, m_FontD3DResVar, m_FontD3DTexRV);
|
|
m_FontD3DTexRV = NULL;
|
|
if( m_State )
|
|
{
|
|
delete m_State;
|
|
m_State = NULL;
|
|
}
|
|
if( m_ViewportInit )
|
|
{
|
|
delete m_ViewportInit;
|
|
m_ViewportInit = NULL;
|
|
}
|
|
|
|
if( m_DepthStencilState )
|
|
{
|
|
ULONG rc = m_DepthStencilState->Release();
|
|
//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
|
|
(void)rc;
|
|
m_DepthStencilState = NULL;
|
|
}
|
|
if( m_BlendState )
|
|
{
|
|
ULONG rc = m_BlendState->Release();
|
|
//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
|
|
(void)rc;
|
|
m_BlendState = NULL;
|
|
}
|
|
if( m_RasterState )
|
|
{
|
|
ULONG rc = m_RasterState->Release();
|
|
//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
|
|
(void)rc;
|
|
m_RasterState = NULL;
|
|
}
|
|
if( m_RasterStateAntialiased )
|
|
{
|
|
ULONG rc = m_RasterStateAntialiased->Release();
|
|
//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
|
|
(void)rc;
|
|
m_RasterStateAntialiased = NULL;
|
|
}
|
|
if( m_RasterStateCullCW )
|
|
{
|
|
ULONG rc = m_RasterStateCullCW->Release();
|
|
//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
|
|
(void)rc;
|
|
m_RasterStateCullCW = NULL;
|
|
}
|
|
if( m_RasterStateCullCCW )
|
|
{
|
|
ULONG rc = m_RasterStateCullCCW->Release();
|
|
//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
|
|
(void)rc;
|
|
m_RasterStateCullCCW = NULL;
|
|
}
|
|
|
|
m_FontD3DResVar = NULL;
|
|
m_OffsetVar = NULL;
|
|
m_CstColorVar = NULL;
|
|
|
|
if( m_LineVertexBuffer )
|
|
{
|
|
ULONG rc = m_LineVertexBuffer->Release();
|
|
assert( rc==0 ); (void)rc;
|
|
m_LineVertexBuffer = NULL;
|
|
}
|
|
if( m_RectVertexBuffer )
|
|
{
|
|
ULONG rc = m_RectVertexBuffer->Release();
|
|
assert( rc==0 ); (void)rc;
|
|
m_RectVertexBuffer = NULL;
|
|
}
|
|
if( m_TrianglesVertexBuffer )
|
|
{
|
|
ULONG rc = m_TrianglesVertexBuffer->Release();
|
|
assert( rc==0 ); (void)rc;
|
|
m_TrianglesVertexBuffer = NULL;
|
|
m_TrianglesVertexBufferCount = 0;
|
|
}
|
|
if( m_LineRectVertexLayout )
|
|
{
|
|
ULONG rc = m_LineRectVertexLayout->Release();
|
|
assert( rc==0 ); (void)rc;
|
|
m_LineRectVertexLayout = NULL;
|
|
}
|
|
if( m_TextVertexLayout )
|
|
{
|
|
ULONG rc = m_TextVertexLayout->Release();
|
|
assert( rc==0 ); (void)rc;
|
|
m_TextVertexLayout = NULL;
|
|
}
|
|
if( m_Effect )
|
|
{
|
|
ULONG rc = m_Effect->Release();
|
|
assert( rc==0 ); (void)rc;
|
|
m_Effect = NULL;
|
|
}
|
|
|
|
if( m_D3DDev )
|
|
{
|
|
//unsigned int rc = m_D3DDev->Release();
|
|
//assert( m_D3DDevInitialRefCount==rc ); (void)rc;
|
|
m_D3DDev->Release();
|
|
m_D3DDev = NULL;
|
|
}
|
|
|
|
// Unload D3D10
|
|
UnloadDirect3D10(); // this is not a problem if it cannot be unloaded
|
|
|
|
return 1;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void CTwGraphDirect3D10::BeginDraw(int _WndWidth, int _WndHeight)
|
|
{
|
|
assert(m_Drawing==false && _WndWidth>0 && _WndHeight>0);
|
|
m_Drawing = true;
|
|
|
|
m_WndWidth = _WndWidth;
|
|
m_WndHeight = _WndHeight;
|
|
m_OffsetX = m_OffsetY = 0;
|
|
|
|
// save context
|
|
m_State->Save();
|
|
|
|
// Setup the viewport
|
|
D3D10_VIEWPORT vp;
|
|
vp.Width = _WndWidth;
|
|
vp.Height = _WndHeight;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
m_D3DDev->RSSetViewports(1, &vp);
|
|
*static_cast<D3D10_VIEWPORT *>(m_ViewportInit) = vp;
|
|
|
|
m_D3DDev->RSSetState(m_RasterState);
|
|
|
|
m_D3DDev->OMSetDepthStencilState(m_DepthStencilState, 0);
|
|
float blendFactors[4] = { 1, 1, 1, 1 };
|
|
m_D3DDev->OMSetBlendState(m_BlendState, blendFactors, 0xffffffff);
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void CTwGraphDirect3D10::EndDraw()
|
|
{
|
|
m_D3DDev->RSSetState(NULL);
|
|
m_D3DDev->OMSetDepthStencilState(NULL, 0);
|
|
m_D3DDev->OMSetBlendState(NULL, NULL, 0xffffffff);
|
|
|
|
assert(m_Drawing==true);
|
|
m_Drawing = false;
|
|
|
|
// restore context
|
|
m_State->Restore();
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
bool CTwGraphDirect3D10::IsDrawing()
|
|
{
|
|
return m_Drawing;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void CTwGraphDirect3D10::Restore()
|
|
{
|
|
if( m_State )
|
|
{
|
|
if( m_State->m_StateBlock )
|
|
{
|
|
UINT rc = m_State->m_StateBlock->Release();
|
|
assert( rc==0 ); (void)rc;
|
|
m_State->m_StateBlock = NULL;
|
|
}
|
|
}
|
|
|
|
UnbindFont(m_D3DDev, m_FontD3DResVar, m_FontD3DTexRV);
|
|
m_FontD3DTexRV = NULL;
|
|
|
|
m_FontTex = NULL;
|
|
}
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
static inline float ToNormScreenX(int x, int wndWidth)
|
|
{
|
|
return 2.0f*((float)x-0.5f)/wndWidth - 1.0f;
|
|
}
|
|
|
|
static inline float ToNormScreenY(int y, int wndHeight)
|
|
{
|
|
return 1.0f - 2.0f*((float)y-0.5f)/wndHeight;
|
|
}
|
|
|
|
static inline color32 ToR8G8B8A8(color32 col)
|
|
{
|
|
return (col & 0xff00ff00) | ((col>>16) & 0xff) | ((col<<16) & 0xff0000);
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void CTwGraphDirect3D10::DrawLine(int _X0, int _Y0, int _X1, int _Y1, color32 _Color0, color32 _Color1, bool _AntiAliased)
|
|
{
|
|
assert(m_Drawing==true);
|
|
|
|
float x0 = ToNormScreenX(_X0 + m_OffsetX, m_WndWidth);
|
|
float y0 = ToNormScreenY(_Y0 + m_OffsetY, m_WndHeight);
|
|
float x1 = ToNormScreenX(_X1 + m_OffsetX, m_WndWidth);
|
|
float y1 = ToNormScreenY(_Y1 + m_OffsetY, m_WndHeight);
|
|
|
|
CLineRectVtx *vertices = NULL;
|
|
HRESULT hr = m_LineVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, (void **)&vertices);
|
|
if( SUCCEEDED(hr) )
|
|
{
|
|
// Fill vertex buffer
|
|
vertices[0].m_Pos[0] = x0;
|
|
vertices[0].m_Pos[1] = y0;
|
|
vertices[0].m_Pos[2] = 0;
|
|
vertices[0].m_Color = ToR8G8B8A8(_Color0);
|
|
vertices[1].m_Pos[0] = x1;
|
|
vertices[1].m_Pos[1] = y1;
|
|
vertices[1].m_Pos[2] = 0;
|
|
vertices[1].m_Color = ToR8G8B8A8(_Color1);
|
|
|
|
m_LineVertexBuffer->Unmap();
|
|
|
|
if( _AntiAliased )
|
|
m_D3DDev->RSSetState(m_RasterStateAntialiased);
|
|
|
|
// Reset shader globals
|
|
float offsetVec[4] = { 0, 0, 0, 0 };
|
|
if( m_OffsetVar )
|
|
m_OffsetVar->SetFloatVector(offsetVec);
|
|
float colorVec[4] = { 1, 1, 1, 1 };
|
|
if( m_CstColorVar )
|
|
m_CstColorVar->SetFloatVector(colorVec);
|
|
|
|
// Set the input layout
|
|
m_D3DDev->IASetInputLayout(m_LineRectVertexLayout);
|
|
|
|
// Set vertex buffer
|
|
UINT stride = sizeof(CLineRectVtx);
|
|
UINT offset = 0;
|
|
m_D3DDev->IASetVertexBuffers(0, 1, &m_LineVertexBuffer, &stride, &offset);
|
|
|
|
// Set primitive topology
|
|
m_D3DDev->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_LINELIST);
|
|
|
|
// Render the line
|
|
D3D10_TECHNIQUE_DESC techDesc;
|
|
m_LineRectTech->GetDesc(&techDesc);
|
|
for(UINT p=0; p<techDesc.Passes; ++p)
|
|
{
|
|
m_LineRectTech->GetPassByIndex(p)->Apply(0);
|
|
m_D3DDev->Draw(2, 0);
|
|
}
|
|
|
|
if( _AntiAliased )
|
|
m_D3DDev->RSSetState(m_RasterState); // restore default raster state
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void CTwGraphDirect3D10::DrawRect(int _X0, int _Y0, int _X1, int _Y1, color32 _Color00, color32 _Color10, color32 _Color01, color32 _Color11)
|
|
{
|
|
assert(m_Drawing==true);
|
|
|
|
// border adjustment
|
|
if(_X0<_X1)
|
|
++_X1;
|
|
else if(_X0>_X1)
|
|
++_X0;
|
|
if(_Y0<_Y1)
|
|
++_Y1;
|
|
else if(_Y0>_Y1)
|
|
++_Y0;
|
|
|
|
float x0 = ToNormScreenX(_X0 + m_OffsetX, m_WndWidth);
|
|
float y0 = ToNormScreenY(_Y0 + m_OffsetY, m_WndHeight);
|
|
float x1 = ToNormScreenX(_X1 + m_OffsetX, m_WndWidth);
|
|
float y1 = ToNormScreenY(_Y1 + m_OffsetY, m_WndHeight);
|
|
|
|
CLineRectVtx *vertices = NULL;
|
|
HRESULT hr = m_RectVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, (void **)&vertices);
|
|
if( SUCCEEDED(hr) )
|
|
{
|
|
// Fill vertex buffer
|
|
vertices[0].m_Pos[0] = x0;
|
|
vertices[0].m_Pos[1] = y0;
|
|
vertices[0].m_Pos[2] = 0;
|
|
vertices[0].m_Color = ToR8G8B8A8(_Color00);
|
|
vertices[1].m_Pos[0] = x1;
|
|
vertices[1].m_Pos[1] = y0;
|
|
vertices[1].m_Pos[2] = 0;
|
|
vertices[1].m_Color = ToR8G8B8A8(_Color10);
|
|
vertices[2].m_Pos[0] = x0;
|
|
vertices[2].m_Pos[1] = y1;
|
|
vertices[2].m_Pos[2] = 0;
|
|
vertices[2].m_Color = ToR8G8B8A8(_Color01);
|
|
vertices[3].m_Pos[0] = x1;
|
|
vertices[3].m_Pos[1] = y1;
|
|
vertices[3].m_Pos[2] = 0;
|
|
vertices[3].m_Color = ToR8G8B8A8(_Color11);
|
|
|
|
m_RectVertexBuffer->Unmap();
|
|
|
|
// Reset shader globals
|
|
float offsetVec[4] = { 0, 0, 0, 0 };
|
|
if( m_OffsetVar )
|
|
m_OffsetVar->SetFloatVector(offsetVec);
|
|
float colorVec[4] = { 1, 1, 1, 1 };
|
|
if( m_CstColorVar )
|
|
m_CstColorVar->SetFloatVector(colorVec);
|
|
|
|
// Set the input layout
|
|
m_D3DDev->IASetInputLayout(m_LineRectVertexLayout);
|
|
|
|
// Set vertex buffer
|
|
UINT stride = sizeof(CLineRectVtx);
|
|
UINT offset = 0;
|
|
m_D3DDev->IASetVertexBuffers(0, 1, &m_RectVertexBuffer, &stride, &offset);
|
|
|
|
// Set primitive topology
|
|
m_D3DDev->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
|
|
// Render the rect
|
|
D3D10_TECHNIQUE_DESC techDesc;
|
|
m_LineRectTech->GetDesc(&techDesc);
|
|
for(UINT p=0; p<techDesc.Passes; ++p)
|
|
{
|
|
m_LineRectTech->GetPassByIndex(p)->Apply(0);
|
|
m_D3DDev->Draw(4, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void *CTwGraphDirect3D10::NewTextObj()
|
|
{
|
|
CTextObj *textObj = new CTextObj;
|
|
memset(textObj, 0, sizeof(CTextObj));
|
|
return textObj;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void CTwGraphDirect3D10::DeleteTextObj(void *_TextObj)
|
|
{
|
|
assert(_TextObj!=NULL);
|
|
CTextObj *textObj = static_cast<CTextObj *>(_TextObj);
|
|
if( textObj->m_TextVertexBuffer )
|
|
textObj->m_TextVertexBuffer->Release();
|
|
if( textObj->m_BgVertexBuffer )
|
|
textObj->m_BgVertexBuffer->Release();
|
|
memset(textObj, 0, sizeof(CTextObj));
|
|
delete textObj;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void CTwGraphDirect3D10::BuildText(void *_TextObj, const std::string *_TextLines, color32 *_LineColors, color32 *_LineBgColors, int _NbLines, const CTexFont *_Font, int _Sep, int _BgWidth)
|
|
{
|
|
assert(m_Drawing==true);
|
|
assert(_TextObj!=NULL);
|
|
assert(_Font!=NULL);
|
|
|
|
if( _Font != m_FontTex )
|
|
{
|
|
UnbindFont(m_D3DDev, m_FontD3DResVar, m_FontD3DTexRV);
|
|
m_FontD3DTexRV = BindFont(m_D3DDev, m_FontD3DResVar, _Font);
|
|
m_FontTex = _Font;
|
|
}
|
|
|
|
int nbTextVerts = 0;
|
|
int line;
|
|
for( line=0; line<_NbLines; ++line )
|
|
nbTextVerts += 6 * (int)_TextLines[line].length();
|
|
int nbBgVerts = 0;
|
|
if( _BgWidth>0 )
|
|
nbBgVerts = _NbLines*6;
|
|
|
|
CTextObj *textObj = static_cast<CTextObj *>(_TextObj);
|
|
textObj->m_LineColors = (_LineColors!=NULL);
|
|
textObj->m_LineBgColors = (_LineBgColors!=NULL);
|
|
|
|
// (re)create text vertex buffer if needed, and map it
|
|
CTextVtx *textVerts = NULL;
|
|
if( nbTextVerts>0 )
|
|
{
|
|
if( textObj->m_TextVertexBuffer==NULL || textObj->m_TextVertexBufferSize<nbTextVerts )
|
|
{
|
|
if( textObj->m_TextVertexBuffer!=NULL )
|
|
{
|
|
ULONG rc = textObj->m_TextVertexBuffer->Release();
|
|
assert( rc==0 ); (void)rc;
|
|
textObj->m_TextVertexBuffer = NULL;
|
|
}
|
|
textObj->m_TextVertexBufferSize = nbTextVerts + 6*256; // add a reserve of 256 characters
|
|
D3D10_BUFFER_DESC bd;
|
|
bd.Usage = D3D10_USAGE_DYNAMIC;
|
|
bd.ByteWidth = textObj->m_TextVertexBufferSize * sizeof(CTextVtx);
|
|
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
|
bd.MiscFlags = 0;
|
|
m_D3DDev->CreateBuffer(&bd, NULL, &textObj->m_TextVertexBuffer);
|
|
}
|
|
|
|
if( textObj->m_TextVertexBuffer!=NULL )
|
|
textObj->m_TextVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, (void **)&textVerts);
|
|
}
|
|
|
|
// (re)create bg vertex buffer if needed, and map it
|
|
CLineRectVtx *bgVerts = NULL;
|
|
if( nbBgVerts>0 )
|
|
{
|
|
if( textObj->m_BgVertexBuffer==NULL || textObj->m_BgVertexBufferSize<nbBgVerts )
|
|
{
|
|
if( textObj->m_BgVertexBuffer!=NULL )
|
|
{
|
|
ULONG rc = textObj->m_BgVertexBuffer->Release();
|
|
assert( rc==0 ); (void)rc;
|
|
textObj->m_BgVertexBuffer = NULL;
|
|
}
|
|
textObj->m_BgVertexBufferSize = nbBgVerts + 6*32; // add a reserve of 32 rects
|
|
D3D10_BUFFER_DESC bd;
|
|
bd.Usage = D3D10_USAGE_DYNAMIC;
|
|
bd.ByteWidth = textObj->m_BgVertexBufferSize * sizeof(CLineRectVtx);
|
|
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
|
bd.MiscFlags = 0;
|
|
m_D3DDev->CreateBuffer(&bd, NULL, &textObj->m_BgVertexBuffer);
|
|
}
|
|
|
|
if( textObj->m_BgVertexBuffer!=NULL )
|
|
textObj->m_BgVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, (void **)&bgVerts);
|
|
}
|
|
|
|
int x, x1, y, y1, i, len;
|
|
float px, px1, py, py1;
|
|
unsigned char ch;
|
|
const unsigned char *text;
|
|
color32 lineColor = COLOR32_RED;
|
|
CTextVtx vtx;
|
|
vtx.m_Pos[2] = 0;
|
|
CLineRectVtx bgVtx;
|
|
bgVtx.m_Pos[2] = 0;
|
|
int textVtxIndex = 0;
|
|
int bgVtxIndex = 0;
|
|
for( line=0; line<_NbLines; ++line )
|
|
{
|
|
x = 0;
|
|
y = line * (_Font->m_CharHeight+_Sep);
|
|
y1 = y+_Font->m_CharHeight;
|
|
len = (int)_TextLines[line].length();
|
|
text = (const unsigned char *)(_TextLines[line].c_str());
|
|
if( _LineColors!=NULL )
|
|
lineColor = ToR8G8B8A8(_LineColors[line]);
|
|
|
|
if( textVerts!=NULL )
|
|
for( i=0; i<len; ++i )
|
|
{
|
|
ch = text[i];
|
|
x1 = x + _Font->m_CharWidth[ch];
|
|
|
|
px = ToNormScreenX(x, m_WndWidth);
|
|
py = ToNormScreenY(y, m_WndHeight);
|
|
px1 = ToNormScreenX(x1, m_WndWidth);
|
|
py1 = ToNormScreenY(y1, m_WndHeight);
|
|
|
|
vtx.m_Color = lineColor;
|
|
|
|
vtx.m_Pos[0] = px;
|
|
vtx.m_Pos[1] = py;
|
|
vtx.m_UV [0] = _Font->m_CharU0[ch];
|
|
vtx.m_UV [1] = _Font->m_CharV0[ch];
|
|
textVerts[textVtxIndex++] = vtx;
|
|
|
|
vtx.m_Pos[0] = px1;
|
|
vtx.m_Pos[1] = py;
|
|
vtx.m_UV [0] = _Font->m_CharU1[ch];
|
|
vtx.m_UV [1] = _Font->m_CharV0[ch];
|
|
textVerts[textVtxIndex++] = vtx;
|
|
|
|
vtx.m_Pos[0] = px;
|
|
vtx.m_Pos[1] = py1;
|
|
vtx.m_UV [0] = _Font->m_CharU0[ch];
|
|
vtx.m_UV [1] = _Font->m_CharV1[ch];
|
|
textVerts[textVtxIndex++] = vtx;
|
|
|
|
vtx.m_Pos[0] = px1;
|
|
vtx.m_Pos[1] = py;
|
|
vtx.m_UV [0] = _Font->m_CharU1[ch];
|
|
vtx.m_UV [1] = _Font->m_CharV0[ch];
|
|
textVerts[textVtxIndex++] = vtx;
|
|
|
|
vtx.m_Pos[0] = px1;
|
|
vtx.m_Pos[1] = py1;
|
|
vtx.m_UV [0] = _Font->m_CharU1[ch];
|
|
vtx.m_UV [1] = _Font->m_CharV1[ch];
|
|
textVerts[textVtxIndex++] = vtx;
|
|
|
|
vtx.m_Pos[0] = px;
|
|
vtx.m_Pos[1] = py1;
|
|
vtx.m_UV [0] = _Font->m_CharU0[ch];
|
|
vtx.m_UV [1] = _Font->m_CharV1[ch];
|
|
textVerts[textVtxIndex++] = vtx;
|
|
|
|
x = x1;
|
|
}
|
|
|
|
if( _BgWidth>0 && bgVerts!=NULL )
|
|
{
|
|
if( _LineBgColors!=NULL )
|
|
bgVtx.m_Color = ToR8G8B8A8(_LineBgColors[line]);
|
|
else
|
|
bgVtx.m_Color = ToR8G8B8A8(COLOR32_BLACK);
|
|
|
|
px = ToNormScreenX(-1, m_WndWidth);
|
|
py = ToNormScreenY(y, m_WndHeight);
|
|
px1 = ToNormScreenX(_BgWidth+1, m_WndWidth);
|
|
py1 = ToNormScreenY(y1, m_WndHeight);
|
|
|
|
bgVtx.m_Pos[0] = px;
|
|
bgVtx.m_Pos[1] = py;
|
|
bgVerts[bgVtxIndex++] = bgVtx;
|
|
|
|
bgVtx.m_Pos[0] = px1;
|
|
bgVtx.m_Pos[1] = py;
|
|
bgVerts[bgVtxIndex++] = bgVtx;
|
|
|
|
bgVtx.m_Pos[0] = px;
|
|
bgVtx.m_Pos[1] = py1;
|
|
bgVerts[bgVtxIndex++] = bgVtx;
|
|
|
|
bgVtx.m_Pos[0] = px1;
|
|
bgVtx.m_Pos[1] = py;
|
|
bgVerts[bgVtxIndex++] = bgVtx;
|
|
|
|
bgVtx.m_Pos[0] = px1;
|
|
bgVtx.m_Pos[1] = py1;
|
|
bgVerts[bgVtxIndex++] = bgVtx;
|
|
|
|
bgVtx.m_Pos[0] = px;
|
|
bgVtx.m_Pos[1] = py1;
|
|
bgVerts[bgVtxIndex++] = bgVtx;
|
|
}
|
|
}
|
|
assert( textVtxIndex==nbTextVerts );
|
|
assert( bgVtxIndex==nbBgVerts );
|
|
textObj->m_NbTextVerts = nbTextVerts;
|
|
textObj->m_NbBgVerts = nbBgVerts;
|
|
|
|
if( textVerts!=NULL )
|
|
textObj->m_TextVertexBuffer->Unmap();
|
|
if( bgVerts!=NULL )
|
|
textObj->m_BgVertexBuffer->Unmap();
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void CTwGraphDirect3D10::DrawText(void *_TextObj, int _X, int _Y, color32 _Color, color32 _BgColor)
|
|
{
|
|
assert(m_Drawing==true);
|
|
assert(_TextObj!=NULL);
|
|
CTextObj *textObj = static_cast<CTextObj *>(_TextObj);
|
|
float dx = 2.0f*(float)(_X + m_OffsetX)/m_WndWidth;
|
|
float dy = -2.0f*(float)(_Y + m_OffsetY)/m_WndHeight;
|
|
|
|
float offsetVec[4] = { 0, 0, 0, 0 };
|
|
offsetVec[0] = dx;
|
|
offsetVec[1] = dy;
|
|
if( m_OffsetVar )
|
|
m_OffsetVar->SetFloatVector(offsetVec);
|
|
|
|
// Draw background
|
|
if( textObj->m_NbBgVerts>=4 && textObj->m_BgVertexBuffer!=NULL )
|
|
{
|
|
float color[4];
|
|
Color32ToARGBf(_BgColor, color+3, color+0, color+1, color+2);
|
|
if( m_CstColorVar )
|
|
m_CstColorVar->SetFloatVector(color);
|
|
|
|
// Set the input layout
|
|
m_D3DDev->IASetInputLayout(m_LineRectVertexLayout);
|
|
|
|
// Set vertex buffer
|
|
UINT stride = sizeof(CLineRectVtx);
|
|
UINT offset = 0;
|
|
m_D3DDev->IASetVertexBuffers(0, 1, &textObj->m_BgVertexBuffer, &stride, &offset);
|
|
|
|
// Set primitive topology
|
|
m_D3DDev->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
|
|
// Render the bg rectangles
|
|
ID3D10EffectTechnique *tech;
|
|
if( _BgColor!=0 || !textObj->m_LineBgColors ) // use a constant bg color
|
|
tech = m_LineRectCstColorTech;
|
|
else // use vertex buffer colors
|
|
tech = m_LineRectTech;
|
|
D3D10_TECHNIQUE_DESC techDesc;
|
|
tech->GetDesc(&techDesc);
|
|
for( UINT p=0; p<techDesc.Passes; ++p )
|
|
{
|
|
tech->GetPassByIndex(p)->Apply(0);
|
|
m_D3DDev->Draw(textObj->m_NbBgVerts, 0);
|
|
}
|
|
}
|
|
|
|
// Draw text
|
|
if( textObj->m_NbTextVerts>=4 && textObj->m_TextVertexBuffer!=NULL )
|
|
{
|
|
float color[4];
|
|
Color32ToARGBf(_Color, color+3, color+0, color+1, color+2);
|
|
if( m_CstColorVar )
|
|
m_CstColorVar->SetFloatVector(color);
|
|
|
|
// Set the input layout
|
|
m_D3DDev->IASetInputLayout(m_TextVertexLayout);
|
|
|
|
// Set vertex buffer
|
|
UINT stride = sizeof(CTextVtx);
|
|
UINT offset = 0;
|
|
m_D3DDev->IASetVertexBuffers(0, 1, &textObj->m_TextVertexBuffer, &stride, &offset);
|
|
|
|
// Set primitive topology
|
|
m_D3DDev->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
|
|
// Render text
|
|
ID3D10EffectTechnique *tech;
|
|
if( _Color!=0 || !textObj->m_LineColors ) // use a constant color
|
|
tech = m_TextCstColorTech;
|
|
else // use vertex buffer colors
|
|
tech = m_TextTech;
|
|
D3D10_TECHNIQUE_DESC techDesc;
|
|
tech->GetDesc(&techDesc);
|
|
for( UINT p=0; p<techDesc.Passes; ++p )
|
|
{
|
|
tech->GetPassByIndex(p)->Apply(0);
|
|
m_D3DDev->Draw(textObj->m_NbTextVerts, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void CTwGraphDirect3D10::ChangeViewport(int _X0, int _Y0, int _Width, int _Height, int _OffsetX, int _OffsetY)
|
|
{
|
|
if( _Width>0 && _Height>0 )
|
|
{
|
|
/* viewport changes screen coordinates, use scissor instead
|
|
D3D10_VIEWPORT vp;
|
|
vp.TopLeftX = _X0;
|
|
vp.TopLeftY = _Y0;
|
|
vp.Width = _Width;
|
|
vp.Height = _Height;
|
|
vp.MinDepth = 0;
|
|
vp.MaxDepth = 1;
|
|
m_D3DDev->RSSetViewports(1, &vp);
|
|
*/
|
|
|
|
m_ViewportAndScissorRects[0].left = _X0;
|
|
m_ViewportAndScissorRects[0].right = _X0 + _Width - 1;
|
|
m_ViewportAndScissorRects[0].top = _Y0;
|
|
m_ViewportAndScissorRects[0].bottom = _Y0 + _Height - 1;
|
|
if( RectIsFull(m_ViewportAndScissorRects[1]) )
|
|
m_D3DDev->RSSetScissorRects(1, m_ViewportAndScissorRects); // viewport clipping only
|
|
else
|
|
m_D3DDev->RSSetScissorRects(2, m_ViewportAndScissorRects);
|
|
|
|
m_OffsetX = _X0 + _OffsetX;
|
|
m_OffsetY = _Y0 + _OffsetY;
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void CTwGraphDirect3D10::RestoreViewport()
|
|
{
|
|
//m_D3DDev->RSSetViewports(1, static_cast<D3D10_VIEWPORT *>(m_ViewportInit));
|
|
m_ViewportAndScissorRects[0] = FullRect;
|
|
m_D3DDev->RSSetScissorRects(1, m_ViewportAndScissorRects+1); // scissor only
|
|
|
|
m_OffsetX = m_OffsetY = 0;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void CTwGraphDirect3D10::SetScissor(int _X0, int _Y0, int _Width, int _Height)
|
|
{
|
|
if( _Width>0 && _Height>0 )
|
|
{
|
|
m_ViewportAndScissorRects[1].left = _X0 - 2;
|
|
m_ViewportAndScissorRects[1].right = _X0 + _Width - 3;
|
|
m_ViewportAndScissorRects[1].top = _Y0 - 1;
|
|
m_ViewportAndScissorRects[1].bottom = _Y0 + _Height - 1;
|
|
if( RectIsFull(m_ViewportAndScissorRects[0]) )
|
|
m_D3DDev->RSSetScissorRects(1, m_ViewportAndScissorRects+1); // no viewport clipping
|
|
else
|
|
m_D3DDev->RSSetScissorRects(2, m_ViewportAndScissorRects);
|
|
}
|
|
else
|
|
{
|
|
m_ViewportAndScissorRects[1] = FullRect;
|
|
m_D3DDev->RSSetScissorRects(1, m_ViewportAndScissorRects); // apply viewport clipping only
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void CTwGraphDirect3D10::DrawTriangles(int _NumTriangles, int *_Vertices, color32 *_Colors, Cull _CullMode)
|
|
{
|
|
assert(m_Drawing==true);
|
|
|
|
if( _NumTriangles<=0 )
|
|
return;
|
|
|
|
if( m_TrianglesVertexBufferCount<3*_NumTriangles ) // force re-creation
|
|
{
|
|
if( m_TrianglesVertexBuffer!=NULL )
|
|
m_TrianglesVertexBuffer->Release();
|
|
m_TrianglesVertexBuffer = NULL;
|
|
m_TrianglesVertexBufferCount = 0;
|
|
}
|
|
|
|
// DrawTriangles uses LineRect layout and technique
|
|
|
|
if( m_TrianglesVertexBuffer==NULL )
|
|
{
|
|
// Create triangles vertex buffer
|
|
D3D10_BUFFER_DESC bd;
|
|
bd.Usage = D3D10_USAGE_DYNAMIC;
|
|
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
|
bd.MiscFlags = 0;
|
|
bd.ByteWidth = 3*_NumTriangles * sizeof(CLineRectVtx);
|
|
HRESULT hr = m_D3DDev->CreateBuffer(&bd, NULL, &m_TrianglesVertexBuffer);
|
|
if( SUCCEEDED(hr) )
|
|
m_TrianglesVertexBufferCount = 3*_NumTriangles;
|
|
else
|
|
{
|
|
m_TrianglesVertexBuffer = NULL;
|
|
m_TrianglesVertexBufferCount = 0;
|
|
return; // Problem: cannot create triangles VB
|
|
}
|
|
}
|
|
assert( m_TrianglesVertexBufferCount>=3*_NumTriangles );
|
|
assert( m_TrianglesVertexBuffer!=NULL );
|
|
|
|
CLineRectVtx *vertices = NULL;
|
|
HRESULT hr = m_TrianglesVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, (void **)&vertices);
|
|
if( SUCCEEDED(hr) )
|
|
{
|
|
// Fill vertex buffer
|
|
for( int i=0; i<3*_NumTriangles; ++ i )
|
|
{
|
|
vertices[i].m_Pos[0] = ToNormScreenX(_Vertices[2*i+0] + m_OffsetX, m_WndWidth);
|
|
vertices[i].m_Pos[1] = ToNormScreenY(_Vertices[2*i+1] + m_OffsetY, m_WndHeight);
|
|
vertices[i].m_Pos[2] = 0;
|
|
vertices[i].m_Color = ToR8G8B8A8(_Colors[i]);
|
|
}
|
|
m_TrianglesVertexBuffer->Unmap();
|
|
|
|
// Reset shader globals
|
|
float offsetVec[4] = { 0, 0, 0, 0 };
|
|
if( m_OffsetVar )
|
|
m_OffsetVar->SetFloatVector(offsetVec);
|
|
float colorVec[4] = { 1, 1, 1, 1 };
|
|
if( m_CstColorVar )
|
|
m_CstColorVar->SetFloatVector(colorVec);
|
|
|
|
// Set the input layout
|
|
m_D3DDev->IASetInputLayout(m_LineRectVertexLayout);
|
|
|
|
// Set vertex buffer
|
|
UINT stride = sizeof(CLineRectVtx);
|
|
UINT offset = 0;
|
|
m_D3DDev->IASetVertexBuffers(0, 1, &m_TrianglesVertexBuffer, &stride, &offset);
|
|
|
|
// Set primitive topology
|
|
m_D3DDev->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
|
|
if( _CullMode==CULL_CW )
|
|
m_D3DDev->RSSetState(m_RasterStateCullCW);
|
|
else if( _CullMode==CULL_CCW )
|
|
m_D3DDev->RSSetState(m_RasterStateCullCCW);
|
|
|
|
// Render the triangles
|
|
D3D10_TECHNIQUE_DESC techDesc;
|
|
m_LineRectTech->GetDesc(&techDesc);
|
|
for(UINT p=0; p<techDesc.Passes; ++p)
|
|
{
|
|
m_LineRectTech->GetPassByIndex(p)->Apply(0);
|
|
m_D3DDev->Draw(3*_NumTriangles, 0);
|
|
}
|
|
|
|
if( _CullMode==CULL_CW || _CullMode==CULL_CCW )
|
|
m_D3DDev->RSSetState(m_RasterState); // restore default raster state
|
|
|
|
// Unset vertex buffer
|
|
ID3D10Buffer *vb = NULL;
|
|
m_D3DDev->IASetVertexBuffers(0, 1, &vb, &stride, &offset);
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|