Files
bullet3/Extras/CDTestFramework/AntTweakBar/src/TwDirect3D9.cpp
erwin.coumans 1ef4c721a0 CDTestFramework, OPCODE, ICE redistributed under the ZLib License, with permission of Pierre Terdiman
Added Bullet SAP/MultiSAP support by Erwin Coumans (BulletSAPCompleteBoxPruningTest.*)
AABB tree broadphase by Nathanael Presson (btDbvt.*, DbvtTest.*)
2008-04-02 18:05:36 +00:00

675 lines
20 KiB
C++

// ---------------------------------------------------------------------------
//
// @file TwDirect3D9.cpp
// @author Philippe Decaudin - http://www.antisphere.com
// @license This file is part of the AntTweakBar library.
// Copyright © 2005, 2006 Philippe Decaudin.
// For conditions of distribution and use, see License.txt
//
// note: TAB=4
//
// ---------------------------------------------------------------------------
#include "TwPrecomp.h"
#include "TwDirect3D9.h"
#include "TwMgr.h"
#include <d3d9.h>
#ifdef _DEBUG
#include <dxerr9.h>
#pragma comment(lib, "dxerr9")
#endif // _DEBUG
using namespace std;
const char *g_ErrCantLoadD3D9 = "Cannot load Direct3D9 library dynamically";
const char *g_ErrCantUnloadD3D9 = "Cannot unload Direct3D9 library";
// ---------------------------------------------------------------------------
static IDirect3DTexture9 *BindFont(IDirect3DDevice9 *_Dev, const CTexFont *_Font)
{
assert(_Font!=NULL);
IDirect3DTexture9 *Tex = NULL;
HRESULT hr = _Dev->CreateTexture(_Font->m_TexWidth, _Font->m_TexHeight, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &Tex, NULL);
if( FAILED(hr) )
return NULL;
D3DLOCKED_RECT r;
hr = Tex->LockRect(0, &r, NULL, 0);
if( SUCCEEDED(hr) )
{
color32 *p = static_cast<color32 *>(r.pBits);
for( int i=0; i<_Font->m_TexWidth*_Font->m_TexHeight; ++i, ++p )
*p = 0x00ffffff | (((color32)(_Font->m_TexBytes[i]))<<24);
Tex->UnlockRect(0);
}
return Tex;
}
// ---------------------------------------------------------------------------
static void UnbindFont(IDirect3DDevice9 *_Dev, IDirect3DTexture9 *_Tex)
{
(void)_Dev;
if( _Tex )
_Tex->Release();
}
// ---------------------------------------------------------------------------
struct CState
{
// viewport
D3DVIEWPORT9 m_Vp;
// render states
DWORD m_Z;
DWORD m_CullMode;
DWORD m_AlphaTest;
DWORD m_AlphaBlend;
DWORD m_BlendOp;
DWORD m_SrcBlend;
DWORD m_DstBlend;
DWORD m_ClipPlane;
DWORD m_FillMode;
DWORD m_LastPixel;
DWORD m_Fog;
DWORD m_Stencil;
DWORD m_ColorWrite;
DWORD m_Scissor;
DWORD m_SeparateAlphaBlend;
DWORD m_AntiAliasedLine;
// primitive
DWORD m_FVF;
IDirect3DVertexBuffer9 *m_StreamData;
IDirect3DVertexShader9 *m_VertexShader;
UINT m_StreamOffset;
UINT m_StreamStride;
// texture
IDirect3DBaseTexture9 *m_Tex;
IDirect3DPixelShader9 *m_PixelShader;
// texture stage states
DWORD m_ColorOp;
DWORD m_ColorArg1;
DWORD m_ColorArg2;
DWORD m_AlphaOp;
DWORD m_AlphaArg1;
DWORD m_TexCoordIndex;
DWORD m_TexTransfFlags;
DWORD m_AddressU;
DWORD m_AddressV;
DWORD m_MinFilter;
DWORD m_MagFilter;
DWORD m_MipFilter;
// DeviceCaps (filled by constructor)
D3DCAPS9 m_Caps;
void Save();
void Restore();
CState(IDirect3DDevice9 *_Dev);
private:
IDirect3DDevice9 *m_D3DDev;
};
CState::CState(IDirect3DDevice9 *_Dev)
{
ZeroMemory(this, sizeof(CState));
m_D3DDev = _Dev;
m_D3DDev->GetDeviceCaps(&m_Caps);
}
void CState::Save()
{
// viewport
m_D3DDev->GetViewport(&m_Vp);
// render states
m_D3DDev->GetRenderState(D3DRS_ZENABLE, &m_Z);
m_D3DDev->GetRenderState(D3DRS_CULLMODE, &m_CullMode);
m_D3DDev->GetRenderState(D3DRS_ALPHATESTENABLE, &m_AlphaTest);
m_D3DDev->GetRenderState(D3DRS_ALPHABLENDENABLE, &m_AlphaBlend);
m_D3DDev->GetRenderState(D3DRS_BLENDOP, &m_BlendOp);
m_D3DDev->GetRenderState(D3DRS_SRCBLEND, &m_SrcBlend);
m_D3DDev->GetRenderState(D3DRS_DESTBLEND, &m_DstBlend);
m_D3DDev->GetRenderState(D3DRS_CLIPPLANEENABLE, &m_ClipPlane);
m_D3DDev->GetRenderState(D3DRS_FILLMODE, &m_FillMode);
m_D3DDev->GetRenderState(D3DRS_LASTPIXEL, &m_LastPixel);
m_D3DDev->GetRenderState(D3DRS_FOGENABLE, &m_Fog);
m_D3DDev->GetRenderState(D3DRS_STENCILENABLE, &m_Stencil);
m_D3DDev->GetRenderState(D3DRS_COLORWRITEENABLE, &m_ColorWrite);
m_D3DDev->GetRenderState(D3DRS_SCISSORTESTENABLE, &m_Scissor);
if( m_Caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND )
m_D3DDev->GetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, &m_SeparateAlphaBlend);
//if( m_Caps.LineCaps & D3DLINECAPS_ANTIALIAS )
m_D3DDev->GetRenderState(D3DRS_ANTIALIASEDLINEENABLE, &m_AntiAliasedLine);
// primitive
m_D3DDev->GetFVF(&m_FVF);
m_D3DDev->GetStreamSource(0, &m_StreamData, &m_StreamOffset, &m_StreamStride);
m_D3DDev->GetVertexShader(&m_VertexShader);
// texture
m_D3DDev->GetTexture(0, &m_Tex);
m_D3DDev->GetPixelShader(&m_PixelShader);
// texture stage states
m_D3DDev->GetTextureStageState(0, D3DTSS_COLOROP, &m_ColorOp);
m_D3DDev->GetTextureStageState(0, D3DTSS_COLORARG1, &m_ColorArg1);
m_D3DDev->GetTextureStageState(0, D3DTSS_COLORARG2, &m_ColorArg2);
m_D3DDev->GetTextureStageState(0, D3DTSS_ALPHAOP, &m_AlphaOp);
m_D3DDev->GetTextureStageState(0, D3DTSS_ALPHAARG1, &m_AlphaArg1);
m_D3DDev->GetTextureStageState(0, D3DTSS_TEXCOORDINDEX, &m_TexCoordIndex);
m_D3DDev->GetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, &m_TexTransfFlags);
m_D3DDev->GetSamplerState(0, D3DSAMP_ADDRESSU, &m_AddressU);
m_D3DDev->GetSamplerState(0, D3DSAMP_ADDRESSV, &m_AddressV);
m_D3DDev->GetSamplerState(0, D3DSAMP_MAGFILTER, &m_MagFilter);
m_D3DDev->GetSamplerState(0, D3DSAMP_MINFILTER, &m_MinFilter);
m_D3DDev->GetSamplerState(0, D3DSAMP_MIPFILTER, &m_MipFilter);
}
void CState::Restore()
{
// viewport
m_D3DDev->SetViewport(&m_Vp);
// render states
m_D3DDev->SetRenderState(D3DRS_ZENABLE, m_Z);
m_D3DDev->SetRenderState(D3DRS_CULLMODE, m_CullMode);
m_D3DDev->SetRenderState(D3DRS_ALPHATESTENABLE, m_AlphaTest);
m_D3DDev->SetRenderState(D3DRS_ALPHABLENDENABLE, m_AlphaBlend);
m_D3DDev->SetRenderState(D3DRS_BLENDOP, m_BlendOp);
m_D3DDev->SetRenderState(D3DRS_SRCBLEND, m_SrcBlend);
m_D3DDev->SetRenderState(D3DRS_DESTBLEND, m_DstBlend);
m_D3DDev->SetRenderState(D3DRS_CLIPPLANEENABLE, m_ClipPlane);
m_D3DDev->SetRenderState(D3DRS_FILLMODE, m_FillMode);
m_D3DDev->SetRenderState(D3DRS_LASTPIXEL, m_LastPixel);
m_D3DDev->SetRenderState(D3DRS_FOGENABLE, m_Fog);
m_D3DDev->SetRenderState(D3DRS_STENCILENABLE, m_Stencil);
m_D3DDev->SetRenderState(D3DRS_COLORWRITEENABLE, m_ColorWrite);
m_D3DDev->SetRenderState(D3DRS_SCISSORTESTENABLE, m_Scissor);
if( m_Caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND )
m_D3DDev->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, m_SeparateAlphaBlend);
//if( m_Caps.LineCaps & D3DLINECAPS_ANTIALIAS )
m_D3DDev->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, m_AntiAliasedLine);
// primitive
m_D3DDev->SetFVF(m_FVF);
m_D3DDev->SetStreamSource(0, m_StreamData, m_StreamOffset, m_StreamStride);
if( m_StreamData )
m_StreamData->Release();
m_D3DDev->SetVertexShader(m_VertexShader);
if( m_VertexShader )
m_VertexShader->Release();
// texture
m_D3DDev->SetTexture(0, m_Tex);
if( m_Tex )
m_Tex->Release();
m_D3DDev->SetPixelShader(m_PixelShader);
if( m_PixelShader )
m_PixelShader->Release();
// texture stage states
m_D3DDev->SetTextureStageState(0, D3DTSS_COLOROP, m_ColorOp);
m_D3DDev->SetTextureStageState(0, D3DTSS_COLORARG1, m_ColorArg1);
m_D3DDev->SetTextureStageState(0, D3DTSS_COLORARG2, m_ColorArg2);
m_D3DDev->SetTextureStageState(0, D3DTSS_ALPHAOP, m_AlphaOp);
m_D3DDev->SetTextureStageState(0, D3DTSS_ALPHAARG1, m_AlphaArg1);
m_D3DDev->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, m_TexCoordIndex);
m_D3DDev->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, m_TexTransfFlags);
m_D3DDev->SetSamplerState(0, D3DSAMP_ADDRESSU, m_AddressU);
m_D3DDev->SetSamplerState(0, D3DSAMP_ADDRESSV, m_AddressV);
m_D3DDev->SetSamplerState(0, D3DSAMP_MAGFILTER, m_MagFilter);
m_D3DDev->SetSamplerState(0, D3DSAMP_MINFILTER, m_MinFilter);
m_D3DDev->SetSamplerState(0, D3DSAMP_MIPFILTER, m_MipFilter);
}
// ---------------------------------------------------------------------------
int CTwGraphDirect3D9::Init()
{
assert(g_TwMgr->m_Device!=NULL);
m_D3DDev = static_cast<IDirect3DDevice9 *>(g_TwMgr->m_Device);
m_Drawing = false;
m_FontTex = NULL;
m_FontD3DTex = NULL;
D3DDEVICE_CREATION_PARAMETERS cp;
m_D3DDev->GetCreationParameters(&cp);
m_PureDevice = ( cp.BehaviorFlags & D3DCREATE_PUREDEVICE ) ? true : false;
m_WndWidth = 0;
m_WndHeight = 0;
m_State = new CState(m_D3DDev);
return 1;
}
// ---------------------------------------------------------------------------
int CTwGraphDirect3D9::Shut()
{
assert(m_Drawing==false);
UnbindFont(m_D3DDev, m_FontD3DTex);
m_FontD3DTex = NULL;
delete m_State;
m_State = NULL;
m_D3DDev = NULL;
return 1;
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D9::BeginDraw(int _WndWidth, int _WndHeight)
{
assert(m_Drawing==false && _WndWidth>0 && _WndHeight>0);
m_Drawing = true;
m_WndWidth = _WndWidth;
m_WndHeight = _WndHeight;
// save context
if( !m_PureDevice )
m_State->Save();
if( m_WndWidth>0 && m_WndHeight>0 )
{
D3DVIEWPORT9 Vp;
Vp.X = 0;
Vp.Y = 0;
Vp.Width = m_WndWidth;
Vp.Height = m_WndHeight;
Vp.MinZ = 0;
Vp.MaxZ = 1;
m_D3DDev->SetViewport(&Vp);
//D3DMATRIX Transfo = { 2.0f/_WndWidth,0,0,0, 0,2.0f/_WndHeight,0,0, 0,0,-1,0, 0,0,0,1 };
//m_D3DDev->SetTransform(D3DTS_PROJECTION, &Transfo);
}
// const D3DMATRIX id = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
// m_D3DDev->SetTransform(D3DTS_VIEW, &id);
// m_D3DDev->SetTransform(D3DTS_WORLD, &id);
// m_D3DDev->SetTransform(D3DTS_TEXTURE0, &id);
m_D3DDev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
m_D3DDev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_D3DDev->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
m_D3DDev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
m_D3DDev->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
m_D3DDev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_D3DDev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
m_D3DDev->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
m_D3DDev->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
m_D3DDev->SetRenderState(D3DRS_LASTPIXEL, FALSE);
m_D3DDev->SetRenderState(D3DRS_FOGENABLE, FALSE);
m_D3DDev->SetRenderState(D3DRS_STENCILENABLE, FALSE);
m_D3DDev->SetRenderState(D3DRS_COLORWRITEENABLE, 0x0000000F);
m_D3DDev->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
if( m_State->m_Caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND )
m_D3DDev->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
//if( m_State->m_Caps.LineCaps & D3DLINECAPS_ANTIALIAS )
m_D3DDev->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, FALSE);
m_D3DDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
m_D3DDev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_D3DDev->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
m_D3DDev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
m_D3DDev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
m_D3DDev->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU);
m_D3DDev->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
m_D3DDev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
m_D3DDev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
m_D3DDev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
m_D3DDev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
m_D3DDev->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
m_D3DDev->SetVertexShader(NULL);
m_D3DDev->SetPixelShader(NULL);
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D9::EndDraw()
{
assert(m_Drawing==true);
m_Drawing = false;
// restore context
if( !m_PureDevice )
m_State->Restore();
/*
_glPolygonMode(GL_FRONT, m_PrevPolygonMode[0]);
_glPolygonMode(GL_BACK, m_PrevPolygonMode[1]);
_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, m_PrevTexEnv);
_glLineWidth(m_PrevLineWidth);
_glMatrixMode(GL_PROJECTION);
_glPopMatrix();
_glMatrixMode(GL_MODELVIEW);
_glPopMatrix();
_glMatrixMode(GL_TEXTURE);
_glPopMatrix();
_glPopClientAttrib();
_glPopAttrib();
*/
}
// ---------------------------------------------------------------------------
bool CTwGraphDirect3D9::IsDrawing()
{
return m_Drawing;
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D9::Restore()
{
UnbindFont(m_D3DDev, m_FontD3DTex);
m_FontD3DTex = NULL;
m_FontTex = NULL;
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D9::DrawLine(int _X0, int _Y0, int _X1, int _Y1, color32 _Color0, color32 _Color1, bool _AntiAliased)
{
assert(m_Drawing==true);
struct CVtx
{
float m_Pos[4];
DWORD m_Color;
};
CVtx p[2];
p[0].m_Pos[0] = (float)_X0;
p[0].m_Pos[1] = (float)_Y0;
p[0].m_Pos[2] = 0;
p[0].m_Pos[3] = 0;
p[0].m_Color = _Color0;
p[1].m_Pos[0] = (float)_X1;
p[1].m_Pos[1] = (float)_Y1;
p[1].m_Pos[2] = 0;
p[1].m_Pos[3] = 0;
p[1].m_Color = _Color1;
//if( m_State->m_Caps.LineCaps & D3DLINECAPS_ANTIALIAS )
m_D3DDev->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, (_AntiAliased ? TRUE : FALSE));
m_D3DDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
m_D3DDev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
m_D3DDev->SetFVF(D3DFVF_XYZRHW|D3DFVF_DIFFUSE);
m_D3DDev->DrawPrimitiveUP(D3DPT_LINELIST, 1, p, sizeof(CVtx));
//if( m_State->m_Caps.LineCaps & D3DLINECAPS_ANTIALIAS )
m_D3DDev->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, FALSE);
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D9::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;
struct CVtx
{
float m_Pos[4];
DWORD m_Color;
};
CVtx p[4];
p[0].m_Pos[0] = (float)_X1;
p[0].m_Pos[1] = (float)_Y0;
p[0].m_Pos[2] = 0;
p[0].m_Pos[3] = 1;
p[0].m_Color = _Color10;
p[1].m_Pos[0] = (float)_X0;
p[1].m_Pos[1] = (float)_Y0;
p[1].m_Pos[2] = 0;
p[1].m_Pos[3] = 1;
p[1].m_Color = _Color00;
p[2].m_Pos[0] = (float)_X1;
p[2].m_Pos[1] = (float)_Y1;
p[2].m_Pos[2] = 0;
p[2].m_Pos[3] = 1;
p[2].m_Color = _Color11;
p[3].m_Pos[0] = (float)_X0;
p[3].m_Pos[1] = (float)_Y1;
p[3].m_Pos[2] = 0;
p[3].m_Pos[3] = 1;
p[3].m_Color = _Color01;
m_D3DDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
m_D3DDev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
m_D3DDev->SetFVF(D3DFVF_XYZRHW|D3DFVF_DIFFUSE);
m_D3DDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, p, sizeof(CVtx));
}
// ---------------------------------------------------------------------------
void *CTwGraphDirect3D9::NewTextObj()
{
return new CTextObj;
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D9::DeleteTextObj(void *_TextObj)
{
assert(_TextObj!=NULL);
delete static_cast<CTextObj *>(_TextObj);
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D9::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_FontD3DTex);
m_FontD3DTex = BindFont(m_D3DDev, _Font);
m_FontTex = _Font;
}
CTextObj *TextObj = static_cast<CTextObj *>(_TextObj);
TextObj->m_TextVerts.resize(0);
TextObj->m_BgVerts.resize(0);
TextObj->m_LineColors = (_LineColors!=NULL);
TextObj->m_LineBgColors = (_LineBgColors!=NULL);
int x, x1, y, y1, i, Len;
unsigned char ch;
const unsigned char *Text;
color32 LineColor = COLOR32_RED;
CTextVtx Vtx;
Vtx.m_Pos[2] = 0;
Vtx.m_Pos[3] = 1;
CBgVtx BgVtx;
BgVtx.m_Pos[2] = 0;
BgVtx.m_Pos[3] = 1;
for( int 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 = _LineColors[Line];
for( i=0; i<Len; ++i )
{
ch = Text[i];
x1 = x + _Font->m_CharWidth[ch];
Vtx.m_Color = LineColor;
Vtx.m_Pos[0] = (float)x;
Vtx.m_Pos[1] = (float)y;
Vtx.m_UV [0] = _Font->m_CharU0[ch];
Vtx.m_UV [1] = _Font->m_CharV0[ch];
TextObj->m_TextVerts.push_back(Vtx);
Vtx.m_Pos[0] = (float)x1;
Vtx.m_Pos[1] = (float)y;
Vtx.m_UV [0] = _Font->m_CharU1[ch];
Vtx.m_UV [1] = _Font->m_CharV0[ch];
TextObj->m_TextVerts.push_back(Vtx);
Vtx.m_Pos[0] = (float)x;
Vtx.m_Pos[1] = (float)y1;
Vtx.m_UV [0] = _Font->m_CharU0[ch];
Vtx.m_UV [1] = _Font->m_CharV1[ch];
TextObj->m_TextVerts.push_back(Vtx);
Vtx.m_Pos[0] = (float)x1;
Vtx.m_Pos[1] = (float)y;
Vtx.m_UV [0] = _Font->m_CharU1[ch];
Vtx.m_UV [1] = _Font->m_CharV0[ch];
TextObj->m_TextVerts.push_back(Vtx);
Vtx.m_Pos[0] = (float)x1;
Vtx.m_Pos[1] = (float)y1;
Vtx.m_UV [0] = _Font->m_CharU1[ch];
Vtx.m_UV [1] = _Font->m_CharV1[ch];
TextObj->m_TextVerts.push_back(Vtx);
Vtx.m_Pos[0] = (float)x;
Vtx.m_Pos[1] = (float)y1;
Vtx.m_UV [0] = _Font->m_CharU0[ch];
Vtx.m_UV [1] = _Font->m_CharV1[ch];
TextObj->m_TextVerts.push_back(Vtx);
x = x1;
}
if( _BgWidth>0 && Len>0 )
{
if( _LineBgColors!=NULL )
BgVtx.m_Color = _LineBgColors[Line];
else
BgVtx.m_Color = COLOR32_BLACK;
BgVtx.m_Pos[0] = -1;
BgVtx.m_Pos[1] = (float)y;
TextObj->m_BgVerts.push_back(BgVtx);
BgVtx.m_Pos[0] = (float)(_BgWidth+1);
BgVtx.m_Pos[1] = (float)y;
TextObj->m_BgVerts.push_back(BgVtx);
BgVtx.m_Pos[0] = -1;
BgVtx.m_Pos[1] = (float)y1;
TextObj->m_BgVerts.push_back(BgVtx);
BgVtx.m_Pos[0] = (float)(_BgWidth+1);
BgVtx.m_Pos[1] = (float)y;
TextObj->m_BgVerts.push_back(BgVtx);
BgVtx.m_Pos[0] = (float)(_BgWidth+1);
BgVtx.m_Pos[1] = (float)y1;
TextObj->m_BgVerts.push_back(BgVtx);
BgVtx.m_Pos[0] = -1;
BgVtx.m_Pos[1] = (float)y1;
TextObj->m_BgVerts.push_back(BgVtx);
}
}
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D9::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 x = (float)_X;
float y = (float)_Y;
int nv = (int)TextObj->m_TextVerts.size();
if( nv<4 )
return; // no character to draw
int i;
int nb = (int)TextObj->m_BgVerts.size();
if( nb>=4 )
{
for( i=0; i<nb; ++i )
{
TextObj->m_BgVerts[i].m_Pos[0] += x;
TextObj->m_BgVerts[i].m_Pos[1] += y;
if( _BgColor!=0 || !TextObj->m_LineBgColors )
TextObj->m_BgVerts[i].m_Color = _BgColor;
}
m_D3DDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
m_D3DDev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
m_D3DDev->SetFVF(D3DFVF_XYZRHW|D3DFVF_DIFFUSE);
m_D3DDev->DrawPrimitiveUP(D3DPT_TRIANGLELIST, nb/3, &(TextObj->m_BgVerts[0]), sizeof(CBgVtx));
for( i=0; i<nb; ++i )
{
TextObj->m_BgVerts[i].m_Pos[0] -= x;
TextObj->m_BgVerts[i].m_Pos[1] -= y;
}
}
for( i=0; i<nv; ++i )
{
TextObj->m_TextVerts[i].m_Pos[0] += x;
TextObj->m_TextVerts[i].m_Pos[1] += y;
}
if( _Color!=0 || !TextObj->m_LineColors )
for( i=0; i<nv; ++i )
TextObj->m_TextVerts[i].m_Color = _Color;
m_D3DDev->SetTexture(0, m_FontD3DTex);
m_D3DDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
m_D3DDev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
m_D3DDev->SetFVF(D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1|D3DFVF_TEXCOORDSIZE2(0));
m_D3DDev->DrawPrimitiveUP(D3DPT_TRIANGLELIST, nv/3, &(TextObj->m_TextVerts[0]), sizeof(CTextVtx));
for( i=0; i<nv; ++i )
{
TextObj->m_TextVerts[i].m_Pos[0] -= x;
TextObj->m_TextVerts[i].m_Pos[1] -= y;
}
}
// ---------------------------------------------------------------------------