topical media & game development
hush-src-multi-GamePlayer-d3dfont.cpp / cpp
//-----------------------------------------------------------------------------
// File: D3DFont.cpp
//
// Desc: Texture-based font class
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
define STRICT
include <stdafx.h>
include <stdio.h>
include <tchar.h>
include <D3DX9.h>
include <D3DFont.h>
include <D3DUtil.h>
include <DXUtil.h>
//-----------------------------------------------------------------------------
// Custom vertex types for rendering text
//-----------------------------------------------------------------------------
define MAX_NUM_VERTICES 50*6
struct FONT2DVERTEX { D3DXVECTOR4 p; DWORD color; FLOAT tu, tv; };
struct FONT3DVERTEX { D3DXVECTOR3 p; D3DXVECTOR3 n; FLOAT tu, tv; };
define D3DFVF_FONT2DVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)
define D3DFVF_FONT3DVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
inline FONT2DVERTEX InitFont2DVertex( const D3DXVECTOR4& p, D3DCOLOR color,
FLOAT tu, FLOAT tv )
{
FONT2DVERTEX v; v.p = p; v.color = color; v.tu = tu; v.tv = tv;
return v;
}
inline FONT3DVERTEX InitFont3DVertex( const D3DXVECTOR3& p, const D3DXVECTOR3& n,
FLOAT tu, FLOAT tv )
{
FONT3DVERTEX v; v.p = p; v.n = n; v.tu = tu; v.tv = tv;
return v;
}
//-----------------------------------------------------------------------------
// Name: CD3DFont()
// Desc: Font class constructor
//-----------------------------------------------------------------------------
CD3DFont::CD3DFont( const TCHAR* strFontName, DWORD dwHeight, DWORD dwFlags )
{
_tcsncpy( m_strFontName, strFontName, sizeof(m_strFontName) / sizeof(TCHAR) );
m_strFontName[sizeof(m_strFontName) / sizeof(TCHAR) - 1] = _T('\0');
m_dwFontHeight = dwHeight;
m_dwFontFlags = dwFlags;
m_dwSpacing = 0;
m_pd3dDevice = NULL;
m_pTexture = NULL;
m_pVB = NULL;
m_pStateBlockSaved = NULL;
m_pStateBlockDrawText = NULL;
}
//-----------------------------------------------------------------------------
// Name: ~CD3DFont()
// Desc: Font class destructor
//-----------------------------------------------------------------------------
CD3DFont::~CD3DFont()
{
InvalidateDeviceObjects();
DeleteDeviceObjects();
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initializes device-dependent objects, including the vertex buffer used
// for rendering text and the texture map which stores the font image.
//-----------------------------------------------------------------------------
HRESULT CD3DFont::InitDeviceObjects( LPDIRECT3DDEVICE9 pd3dDevice )
{
HRESULT hr;
// Keep a local copy of the device
m_pd3dDevice = pd3dDevice;
// Establish the font and texture size
m_fTextScale = 1.0f; // Draw fonts into texture without scaling
// Large fonts need larger textures
if( m_dwFontHeight > 60 )
m_dwTexWidth = m_dwTexHeight = 2048;
else if( m_dwFontHeight > 30 )
m_dwTexWidth = m_dwTexHeight = 1024;
else if( m_dwFontHeight > 15 )
m_dwTexWidth = m_dwTexHeight = 512;
else
m_dwTexWidth = m_dwTexHeight = 256;
// If requested texture is too big, use a smaller texture and smaller font,
// and scale up when rendering.
D3DCAPS9 d3dCaps;
m_pd3dDevice->GetDeviceCaps( &d3dCaps );
if( m_dwTexWidth > d3dCaps.MaxTextureWidth )
{
m_fTextScale = (FLOAT)d3dCaps.MaxTextureWidth / (FLOAT)m_dwTexWidth;
m_dwTexWidth = m_dwTexHeight = d3dCaps.MaxTextureWidth;
}
// Create a new texture for the font
hr = m_pd3dDevice->CreateTexture( m_dwTexWidth, m_dwTexHeight, 1,
0, D3DFMT_A4R4G4B4,
D3DPOOL_MANAGED, &m_pTexture, NULL );
if( FAILED(hr) )
return hr;
// Prepare to create a bitmap
DWORD* pBitmapBits;
BITMAPINFO bmi;
ZeroMemory( &bmi.bmiHeader, sizeof(BITMAPINFOHEADER) );
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = (int)m_dwTexWidth;
bmi.bmiHeader.biHeight = -(int)m_dwTexHeight;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biBitCount = 32;
// Create a DC and a bitmap for the font
HDC hDC = CreateCompatibleDC( NULL );
HBITMAP hbmBitmap = CreateDIBSection( hDC, &bmi, DIB_RGB_COLORS,
(void**)&pBitmapBits, NULL, 0 );
SetMapMode( hDC, MM_TEXT );
// Create a font. By specifying ANTIALIASED_QUALITY, we might get an
// antialiased font, but this is not guaranteed.
INT nHeight = -MulDiv( m_dwFontHeight,
(INT)(GetDeviceCaps(hDC, LOGPIXELSY) * m_fTextScale), 72 );
DWORD dwBold = (m_dwFontFlags&D3DFONT_BOLD) ? FW_BOLD : FW_NORMAL;
DWORD dwItalic = (m_dwFontFlags&D3DFONT_ITALIC) ? TRUE : FALSE;
HFONT hFont = CreateFont( nHeight, 0, 0, 0, dwBold, dwItalic,
FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY,
VARIABLE_PITCH, m_strFontName );
if( NULL==hFont )
return E_FAIL;
SelectObject( hDC, hbmBitmap );
SelectObject( hDC, hFont );
// Set text properties
SetTextColor( hDC, RGB(255,255,255) );
SetBkColor( hDC, 0x00000000 );
SetTextAlign( hDC, TA_TOP );
// Loop through all printable character and output them to the bitmap..
// Meanwhile, keep track of the corresponding tex coords for each character.
DWORD x = 0;
DWORD y = 0;
TCHAR str[2] = _T("x");
SIZE size;
// Calculate the spacing between characters based on line height
GetTextExtentPoint32( hDC, TEXT(" "), 1, &size );
x = m_dwSpacing = (DWORD) ceil(size.cy * 0.3f);
for( TCHAR c=32; c<127; c++ )
{
str[0] = c;
GetTextExtentPoint32( hDC, str, 1, &size );
if( (DWORD)(x + size.cx + m_dwSpacing) > m_dwTexWidth )
{
x = m_dwSpacing;
y += size.cy+1;
}
ExtTextOut( hDC, x+0, y+0, ETO_OPAQUE, NULL, str, 1, NULL );
m_fTexCoords[c-32][0] = ((FLOAT)(x + 0 - m_dwSpacing))/m_dwTexWidth;
m_fTexCoords[c-32][1] = ((FLOAT)(y + 0 + 0 ))/m_dwTexHeight;
m_fTexCoords[c-32][2] = ((FLOAT)(x + size.cx + m_dwSpacing))/m_dwTexWidth;
m_fTexCoords[c-32][3] = ((FLOAT)(y + size.cy + 0 ))/m_dwTexHeight;
x += size.cx + (2 * m_dwSpacing);
}
// Lock the surface and write the alpha values for the set pixels
D3DLOCKED_RECT d3dlr;
m_pTexture->LockRect( 0, &d3dlr, 0, 0 );
BYTE* pDstRow = (BYTE*)d3dlr.pBits;
WORD* pDst16;
BYTE bAlpha; // 4-bit measure of pixel intensity
for( y=0; y < m_dwTexHeight; y++ )
{
pDst16 = (WORD*)pDstRow;
for( x=0; x < m_dwTexWidth; x++ )
{
bAlpha = (BYTE)((pBitmapBits[m_dwTexWidth*y + x] & 0xff) >> 4);
if (bAlpha > 0)
{
*pDst16++ = (WORD) ((bAlpha << 12) | 0x0fff);
}
else
{
*pDst16++ = 0x0000;
}
}
pDstRow += d3dlr.Pitch;
}
// Done updating texture, so clean up used objects
m_pTexture->UnlockRect(0);
DeleteObject( hbmBitmap );
DeleteDC( hDC );
DeleteObject( hFont );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CD3DFont::RestoreDeviceObjects()
{
HRESULT hr;
// Create vertex buffer for the letters
int vertexSize = max( sizeof(FONT2DVERTEX), sizeof(FONT3DVERTEX ) );
if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( MAX_NUM_VERTICES * vertexSize,
D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, 0,
D3DPOOL_DEFAULT, &m_pVB, NULL ) ) )
{
return hr;
}
// Create the state blocks for rendering text
for( UINT which=0; which<2; which++ )
{
m_pd3dDevice->BeginStateBlock();
m_pd3dDevice->SetTexture( 0, m_pTexture );
if ( D3DFONT_ZENABLE & m_dwFontFlags )
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
else
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 );
m_pd3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
m_pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, D3DVBF_DISABLE );
m_pd3dDevice->SetRenderState( D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_COLORWRITEENABLE,
D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN |
D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE );
if( which==0 )
m_pd3dDevice->EndStateBlock( &m_pStateBlockSaved );
else
m_pd3dDevice->EndStateBlock( &m_pStateBlockDrawText );
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Destroys all device-dependent objects
//-----------------------------------------------------------------------------
HRESULT CD3DFont::InvalidateDeviceObjects()
{
SAFE_RELEASE( m_pVB );
SAFE_RELEASE( m_pStateBlockSaved );
SAFE_RELEASE( m_pStateBlockDrawText );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Destroys all device-dependent objects
//-----------------------------------------------------------------------------
HRESULT CD3DFont::DeleteDeviceObjects()
{
SAFE_RELEASE( m_pTexture );
m_pd3dDevice = NULL;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: GetTextExtent()
// Desc: Get the dimensions of a text string
//-----------------------------------------------------------------------------
HRESULT CD3DFont::GetTextExtent( const TCHAR* strText, SIZE* pSize )
{
if( NULL==strText || NULL==pSize )
return E_FAIL;
FLOAT fRowWidth = 0.0f;
FLOAT fRowHeight = (m_fTexCoords[0][3]-m_fTexCoords[0][1])*m_dwTexHeight;
FLOAT fWidth = 0.0f;
FLOAT fHeight = fRowHeight;
while( *strText )
{
TCHAR c = *strText++;
if( c == _T('\n') )
{
fRowWidth = 0.0f;
fHeight += fRowHeight;
}
if( (c-32) < 0 || (c-32) >= 128-32 )
continue;
FLOAT tx1 = m_fTexCoords[c-32][0];
FLOAT tx2 = m_fTexCoords[c-32][2];
fRowWidth += (tx2-tx1)*m_dwTexWidth - 2*m_dwSpacing;
if( fRowWidth > fWidth )
fWidth = fRowWidth;
}
pSize->cx = (int)fWidth;
pSize->cy = (int)fHeight;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DrawTextScaled()
// Desc: Draws scaled 2D text. Note that x and y are in viewport coordinates
// (ranging from -1 to +1). fXScale and fYScale are the size fraction
// relative to the entire viewport. For example, a fXScale of 0.25 is
// 1/8th of the screen width. This allows you to output text at a fixed
// fraction of the viewport, even if the screen or window size changes.
//-----------------------------------------------------------------------------
HRESULT CD3DFont::DrawTextScaled( FLOAT x, FLOAT y, FLOAT z,
FLOAT fXScale, FLOAT fYScale, DWORD dwColor,
const TCHAR* strText, DWORD dwFlags )
{
if( m_pd3dDevice == NULL )
return E_FAIL;
// Set up renderstate
m_pStateBlockSaved->Capture();
m_pStateBlockDrawText->Apply();
m_pd3dDevice->SetFVF( D3DFVF_FONT2DVERTEX );
m_pd3dDevice->SetPixelShader( NULL );
m_pd3dDevice->SetStreamSource( 0, m_pVB, 0, sizeof(FONT2DVERTEX) );
// Set filter states
if( dwFlags & D3DFONT_FILTERED )
{
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
}
D3DVIEWPORT9 vp;
m_pd3dDevice->GetViewport( &vp );
FLOAT fLineHeight = ( m_fTexCoords[0][3] - m_fTexCoords[0][1] ) * m_dwTexHeight;
// Center the text block in the viewport
if( dwFlags & D3DFONT_CENTERED_X )
{
const TCHAR* strTextTmp = strText;
float xFinal = 0.0f;
while( *strTextTmp )
{
TCHAR c = *strTextTmp++;
if( c == _T('\n') )
break; // Isn't supported.
if( (c-32) < 0 || (c-32) >= 128-32 )
continue;
FLOAT tx1 = m_fTexCoords[c-32][0];
FLOAT tx2 = m_fTexCoords[c-32][2];
FLOAT w = (tx2-tx1)*m_dwTexWidth;
w *= (fXScale*vp.Height)/fLineHeight;
xFinal += w - (2 * m_dwSpacing) * (fXScale*vp.Height)/fLineHeight;
}
x = -xFinal/vp.Width;
}
if( dwFlags & D3DFONT_CENTERED_Y )
{
y = -fLineHeight/vp.Height;
}
FLOAT sx = (x+1.0f)*vp.Width/2;
FLOAT sy = (y+1.0f)*vp.Height/2;
FLOAT sz = z;
FLOAT rhw = 1.0f;
// Adjust for character spacing
sx -= m_dwSpacing * (fXScale*vp.Height)/fLineHeight;
FLOAT fStartX = sx;
// Fill vertex buffer
FONT2DVERTEX* pVertices;
DWORD dwNumTriangles = 0L;
m_pVB->Lock( 0, 0, (void**)&pVertices, D3DLOCK_DISCARD );
while( *strText )
{
TCHAR c = *strText++;
if( c == _T('\n') )
{
sx = fStartX;
sy += fYScale*vp.Height;
}
if( (c-32) < 0 || (c-32) >= 128-32 )
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;
FLOAT h = (ty2-ty1)*m_dwTexHeight;
w *= (fXScale*vp.Height)/fLineHeight;
h *= (fYScale*vp.Height)/fLineHeight;
if( c != _T(' ') )
{
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+h-0.5f,sz,rhw), dwColor, tx1, ty2 );
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+0-0.5f,sz,rhw), dwColor, tx1, ty1 );
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+h-0.5f,sz,rhw), dwColor, tx2, ty2 );
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+0-0.5f,sz,rhw), dwColor, tx2, ty1 );
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+h-0.5f,sz,rhw), dwColor, tx2, ty2 );
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+0-0.5f,sz,rhw), 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 );
m_pVB->Lock( 0, 0, (void**)&pVertices, D3DLOCK_DISCARD );
dwNumTriangles = 0L;
}
}
sx += w - (2 * m_dwSpacing) * (fXScale*vp.Height)/fLineHeight;
}
// Unlock and render the vertex buffer
m_pVB->Unlock();
if( dwNumTriangles > 0 )
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
// Restore the modified renderstates
m_pStateBlockSaved->Apply();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DrawText()
// Desc: Draws 2D text. Note that sx and sy are in pixels
//-----------------------------------------------------------------------------
HRESULT CD3DFont::DrawText( FLOAT sx, FLOAT sy, DWORD dwColor,
const TCHAR* strText, DWORD dwFlags )
{
if( m_pd3dDevice == NULL )
return E_FAIL;
// Setup renderstate
m_pStateBlockSaved->Capture();
m_pStateBlockDrawText->Apply();
m_pd3dDevice->SetFVF( D3DFVF_FONT2DVERTEX );
m_pd3dDevice->SetPixelShader( NULL );
m_pd3dDevice->SetStreamSource( 0, m_pVB, 0, sizeof(FONT2DVERTEX) );
// Set filter states
if( dwFlags & D3DFONT_FILTERED )
{
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
}
// Center the text block in the viewport
if( dwFlags & D3DFONT_CENTERED_X )
{
D3DVIEWPORT9 vp;
m_pd3dDevice->GetViewport( &vp );
const TCHAR* strTextTmp = strText;
float xFinal = 0.0f;
while( *strTextTmp )
{
TCHAR c = *strTextTmp++;
if( c == _T('\n') )
break; // Isn't supported.
if( (c-32) < 0 || (c-32) >= 128-32 )
continue;
FLOAT tx1 = m_fTexCoords[c-32][0];
FLOAT tx2 = m_fTexCoords[c-32][2];
FLOAT w = (tx2-tx1) * m_dwTexWidth / m_fTextScale;
xFinal += w - (2 * m_dwSpacing);
}
sx = (vp.Width-xFinal)/2.0f;
}
if( dwFlags & D3DFONT_CENTERED_Y )
{
D3DVIEWPORT9 vp;
m_pd3dDevice->GetViewport( &vp );
float fLineHeight = ((m_fTexCoords[0][3]-m_fTexCoords[0][1])*m_dwTexHeight);
sy = (vp.Height-fLineHeight)/2;
}
// Adjust for character spacing
sx -= m_dwSpacing;
FLOAT fStartX = sx;
// Fill vertex buffer
FONT2DVERTEX* pVertices = NULL;
DWORD dwNumTriangles = 0;
m_pVB->Lock( 0, 0, (void**)&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-32) < 0 || (c-32) >= 128-32 )
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 / 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, (void**)&pVertices, D3DLOCK_DISCARD );
dwNumTriangles = 0L;
}
}
sx += w - (2 * m_dwSpacing);
}
// Unlock and render the vertex buffer
m_pVB->Unlock();
if( dwNumTriangles > 0 )
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
// Restore the modified renderstates
m_pStateBlockSaved->Apply();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Render3DText()
// Desc: Renders 3D text
//-----------------------------------------------------------------------------
HRESULT CD3DFont::Render3DText( const TCHAR* strText, DWORD dwFlags )
{
if( m_pd3dDevice == NULL )
return E_FAIL;
// Setup renderstate
m_pStateBlockSaved->Capture();
m_pStateBlockDrawText->Apply();
m_pd3dDevice->SetFVF( D3DFVF_FONT3DVERTEX );
m_pd3dDevice->SetPixelShader( NULL );
m_pd3dDevice->SetStreamSource( 0, m_pVB, 0, sizeof(FONT3DVERTEX) );
// Set filter states
if( dwFlags & D3DFONT_FILTERED )
{
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
}
// Position for each text element
FLOAT x = 0.0f;
FLOAT y = 0.0f;
// Center the text block at the origin (not the viewport)
if( dwFlags & D3DFONT_CENTERED_X )
{
SIZE sz;
GetTextExtent( strText, &sz );
x = -(((FLOAT)sz.cx)/10.0f)/2.0f;
}
if( dwFlags & D3DFONT_CENTERED_Y )
{
SIZE sz;
GetTextExtent( strText, &sz );
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 );
// Adjust for character spacing
x -= m_dwSpacing / 10.0f;
FLOAT fStartX = x;
TCHAR c;
// Fill vertex buffer
FONT3DVERTEX* pVertices;
DWORD dwNumTriangles = 0L;
m_pVB->Lock( 0, 0, (void**)&pVertices, D3DLOCK_DISCARD );
while( (c = *strText++) != 0 )
{
if( c == '\n' )
{
x = fStartX;
y -= (m_fTexCoords[0][3]-m_fTexCoords[0][1])*m_dwTexHeight/10.0f;
}
if( (c-32) < 0 || (c-32) >= 128-32 )
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, (void**)&pVertices, D3DLOCK_DISCARD );
dwNumTriangles = 0L;
}
}
x += w - (2 * m_dwSpacing) / 10.0f;
}
// Unlock and render the vertex buffer
m_pVB->Unlock();
if( dwNumTriangles > 0 )
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
// Restore the modified renderstates
m_pStateBlockSaved->Apply();
return S_OK;
}
(C) Æliens
20/2/2008
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