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https://github.com/dolphin-emu/dolphin.git
synced 2025-06-15 06:58:37 +02:00
D3D: Eliminate black borders, add 4:3 and 16:9 settings, and the widescreen hack. Unfortunately this temporarily breaks MSAA (in d3d only) until I have time to fix it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4263 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -51,11 +51,14 @@ namespace D3D
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int CD3DFont::Init()
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{
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m_fTextScale = 1.0f; // Draw fonts into texture without scaling
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// Create a new texture for the font
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HRESULT hr = dev->CreateTexture(m_dwTexWidth, m_dwTexHeight, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, &m_pTexture, NULL);
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if (FAILED(hr))
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// Create vertex buffer for the letters
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HRESULT hr;
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if (FAILED(hr = dev->CreateVertexBuffer(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX),
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D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &m_pVB, NULL)))
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{
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return hr;
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}
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m_fTextScale = 1.0f; // Draw fonts into texture without scaling
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// Prepare to create a bitmap
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int *pBitmapBits;
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@ -76,15 +79,13 @@ namespace D3D
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// Create a font. By specifying ANTIALIASED_QUALITY, we might get an
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// antialiased font, but this is not guaranteed.
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// We definitely don't want to get it cleartype'd, anyway.
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int m_dwFontHeight = 36;
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int m_dwFontHeight = 24;
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int nHeight = -MulDiv(m_dwFontHeight, int(GetDeviceCaps(hDC, LOGPIXELSY) * m_fTextScale), 72);
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int dwBold = FW_NORMAL; ///FW_BOLD
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HFONT hFont = CreateFont(nHeight, 0, 0, 0, dwBold, 0,
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FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
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CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY,
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VARIABLE_PITCH, _T("Tahoma"));
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if (NULL == hFont)
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return E_FAIL;
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@ -99,43 +100,48 @@ namespace D3D
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// Loop through all printable character and output them to the bitmap..
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// Meanwhile, keep track of the corresponding tex coords for each character.
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int x = 0, y = 0;
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char str[2] = "\0";
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SIZE size;
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for (char c=0; c<127-32; c++)
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for (int c = 0; c < 127 - 32; c++)
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{
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str[0] = c+32;
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str[0] = c + 32;
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SIZE size;
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GetTextExtentPoint32A(hDC, str, 1, &size);
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if ((int)(x+size.cx+1) > m_dwTexWidth)
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{
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x = 0;
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y += size.cy+1;
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y += size.cy + 1;
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}
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ExtTextOutA(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, NULL, str, 1, NULL);
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m_fTexCoords[c][0] = ((float)(x+0))/m_dwTexWidth;
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m_fTexCoords[c][1] = ((float)(y+0))/m_dwTexHeight;
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m_fTexCoords[c][2] = ((float)(x+0+size.cx))/m_dwTexWidth;
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m_fTexCoords[c][3] = ((float)(y+0+size.cy))/m_dwTexHeight;
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x += size.cx+3; //3 to avoid annoying ij conflict (part of the j ends up with the i)
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x += size.cx + 3; //3 to work around annoying ij conflict (part of the j ends up with the i)
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}
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// Create a new texture for the font
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hr = dev->CreateTexture(m_dwTexWidth, m_dwTexHeight, 1, D3DUSAGE_DYNAMIC,
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D3DFMT_A4R4G4B4, D3DPOOL_DEFAULT, &m_pTexture, NULL);
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if (FAILED(hr))
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{
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PanicAlert("Failed to create font texture");
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return hr;
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}
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// Lock the surface and write the alpha values for the set pixels
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D3DLOCKED_RECT d3dlr;
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m_pTexture->LockRect(0, &d3dlr, 0, 0);
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unsigned short* pDst16 = (unsigned short*)d3dlr.pBits;
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m_pTexture->LockRect(0, &d3dlr, 0, D3DLOCK_DISCARD);
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int bAlpha; // 4-bit measure of pixel intensity
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for (y=0; y < m_dwTexHeight; y++)
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for (y = 0; y < m_dwTexHeight; y++)
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{
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for (x=0; x < m_dwTexWidth; x++)
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u16 *pDst16 = (u16*)((u8 *)d3dlr.pBits + y * d3dlr.Pitch);
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for (x = 0; x < m_dwTexWidth; x++)
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{
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bAlpha = ((pBitmapBits[m_dwTexWidth*y + x] & 0xff) >> 4);
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*pDst16++ = (bAlpha << 12) | 0x0fff;
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bAlpha = ((pBitmapBits[m_dwTexWidth * y + x] & 0xff) >> 4);
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pDst16[x] = (bAlpha << 12) | 0x0fff;
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}
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}
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@ -148,14 +154,6 @@ namespace D3D
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SelectObject(hDC, hOldFont);
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DeleteObject(hFont);
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// Create vertex buffer for the letters
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if (FAILED(hr = dev->CreateVertexBuffer(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX),
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D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, 0,
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D3DPOOL_DEFAULT, &m_pVB,NULL)))
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{
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return hr;
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}
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return S_OK;
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}
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@ -191,13 +189,12 @@ namespace D3D
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static DWORD RS_old[6];
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static DWORD TS_old[6];
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static LPDIRECT3DBASETEXTURE9 texture_old;
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static DWORD FVF_old;
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static LPDIRECT3DVERTEXDECLARATION9 decl_old;
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static LPDIRECT3DPIXELSHADER9 ps_old;
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static LPDIRECT3DVERTEXSHADER9 vs_old;
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void SaveRenderStates()
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{
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// TODO: Get rid of these Gets so we can potentially switch to Pure Device
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for (int i = 0; i < 6; i++)
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{
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dev->GetRenderState((_D3DRENDERSTATETYPE)RS[i][0], &(RS_old[i]));
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@ -206,8 +203,20 @@ namespace D3D
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dev->GetTexture(0, &texture_old);
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dev->GetPixelShader(&ps_old);
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dev->GetVertexShader(&vs_old);
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dev->GetVertexDeclaration(&decl_old);
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dev->GetFVF(&FVF_old);
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}
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void RestoreRenderStates()
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{
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D3D::SetTexture(0, texture_old);
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dev->SetPixelShader(ps_old);
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dev->SetVertexShader(vs_old);
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for (int i = 0; i < 6; i++)
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{
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D3D::SetRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS_old[i]);
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D3D::SetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS_old[i]);
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}
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}
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void CD3DFont::SetRenderStates()
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@ -226,24 +235,12 @@ namespace D3D
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}
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}
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void RestoreRenderStates()
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{
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D3D::SetTexture(0, texture_old);
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dev->SetPixelShader(ps_old);
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dev->SetVertexShader(vs_old);
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dev->SetFVF(FVF_old);
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for (int i = 0; i < 6; i++)
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{
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D3D::SetRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS_old[i]);
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D3D::SetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS_old[i]);
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}
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}
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int CD3DFont::DrawTextScaled(float x, float y, float fXScale, float fYScale, float spacing, u32 dwColor, const char* strText, bool center)
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{
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if (!m_pVB)
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return 0;
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SaveRenderStates();
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SetRenderStates();
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dev->SetStreamSource(0, m_pVB, 0, sizeof(FONT2DVERTEX));
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@ -283,10 +280,10 @@ namespace D3D
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float w = (tx2-tx1)*m_dwTexWidth;
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w *= (fXScale*vpHeight)*invLineHeight;
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mx += w + spacing*fXScale*vpWidth;
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if (mx>maxx) maxx=mx;
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if (mx > maxx) maxx = mx;
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}
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float offset=-maxx/2;
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float offset = -maxx/2;
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strText = oldstrText;
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//Then let's draw it
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if (center)
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@ -295,10 +292,10 @@ namespace D3D
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fStartX+=offset;
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}
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float wScale=(fXScale*vpHeight)*invLineHeight;
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float hScale=(fYScale*vpHeight)*invLineHeight;
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float wScale = (fXScale*vpHeight)*invLineHeight;
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float hScale = (fYScale*vpHeight)*invLineHeight;
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while(*strText)
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while (*strText)
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{
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char c = *strText++;
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@ -322,28 +319,24 @@ namespace D3D
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w *= wScale;
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h *= hScale;
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FONT2DVERTEX v[6];
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v[0]=InitFont2DVertex(sx, sy+h, dwColor, tx1, ty2);
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v[1]=InitFont2DVertex(sx, sy, dwColor, tx1, ty1);
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v[2]=InitFont2DVertex(sx+w, sy+h, dwColor, tx2, ty2);
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v[3]=InitFont2DVertex(sx+w, sy, dwColor, tx2, ty1);
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v[4]=v[2];
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v[5]=v[1];
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v[0] = InitFont2DVertex(sx, sy+h, dwColor, tx1, ty2);
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v[1] = InitFont2DVertex(sx, sy, dwColor, tx1, ty1);
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v[2] = InitFont2DVertex(sx+w, sy+h, dwColor, tx2, ty2);
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v[3] = InitFont2DVertex(sx+w, sy, dwColor, tx2, ty1);
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v[4] = v[2];
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v[5] = v[1];
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memcpy(pVertices,v,6*sizeof(FONT2DVERTEX));
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memcpy(pVertices, v, 6*sizeof(FONT2DVERTEX));
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pVertices+=6;
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dwNumTriangles += 2;
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if (dwNumTriangles * 3 > (MAX_NUM_VERTICES-6))
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if (dwNumTriangles * 3 > (MAX_NUM_VERTICES - 6))
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{
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// Unlock, render, and relock the vertex buffer
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m_pVB->Unlock();
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// dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
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dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
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m_pVB->Lock(0, 0, (void**)&pVertices, D3DLOCK_DISCARD);
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dwNumTriangles = 0;
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}
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@ -354,10 +347,7 @@ namespace D3D
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// Unlock and render the vertex buffer
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m_pVB->Unlock();
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if (dwNumTriangles > 0)
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{
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// dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
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dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
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}
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RestoreRenderStates();
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return S_OK;
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}
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