mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-12 00:59:11 +01:00
3bdf7d3711
implemented donko's xfb in D3D: the bad things: *is solower in some cases, slower as opengl *it do not work in dual core mode, it seems direct3d has serious synchronization problems, to the other devs please if you can take a look and help me :) *real xfb still not working i have to give it more time to make it work. the good: *games that uses multiples xfbs will work now using the virtual XFB. *implemented a more hardware like approach to scaling, now to calculate the pixel scaling i use the xfb size not the efb so the screen pixels relation is more correct now. *simplified a little donko's virtual xfb to make it less memory consuming as xfb textures are the exact size of the scaled xfb and not full target width. * when it works even real xfb will let us use super sampling. I repeat this commit is totally unstable and in dual core mode it will for sure hang the emulator or at best give totally incorrect results. Other devs please help as thread sync is not one of my strong points :) i'll keep waiting for the comments an the -1 :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5195 8ced0084-cf51-0410-be5f-012b33b47a6e
433 lines
12 KiB
C++
433 lines
12 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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#include "D3DBase.h"
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#include "D3DUtil.h"
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#include "Render.h"
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namespace D3D
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{
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CD3DFont font;
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#define MAX_NUM_VERTICES 50*6
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struct FONT2DVERTEX {
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float x,y,z;
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float rhw;
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u32 color;
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float tu, tv;
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};
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#define D3DFVF_FONT2DVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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#define D3DFVF_FONT3DVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_NORMAL|D3DFVF_TEX1)
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inline FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, float tv)
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{
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FONT2DVERTEX v; v.x=x; v.y=y; v.z=0; v.rhw=1.0f; v.color = color; v.tu = tu; v.tv = tv;
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return v;
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}
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CD3DFont::CD3DFont()
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{
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m_pTexture = NULL;
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m_pVB = NULL;
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}
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enum {m_dwTexWidth = 512, m_dwTexHeight = 512};
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int CD3DFont::Init()
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{
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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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BITMAPINFO bmi;
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ZeroMemory(&bmi.bmiHeader, sizeof(BITMAPINFOHEADER));
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bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
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bmi.bmiHeader.biWidth = (int)m_dwTexWidth;
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bmi.bmiHeader.biHeight = -(int)m_dwTexHeight;
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bmi.bmiHeader.biPlanes = 1;
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bmi.bmiHeader.biCompression = BI_RGB;
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bmi.bmiHeader.biBitCount = 32;
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// Create a DC and a bitmap for the font
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HDC hDC = CreateCompatibleDC(NULL);
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HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (VOID**)&pBitmapBits, NULL, 0);
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SetMapMode(hDC, MM_TEXT);
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// Create a font. By specifying ANTIALIASED_QUALITY, we might get an
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// antialiased font, but this is not guaranteed.
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// We definitely don't want to get it cleartype'd, anyway.
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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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HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap);
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HGDIOBJ hOldFont = SelectObject(hDC, hFont);
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// Set text properties
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SetTextColor(hDC, 0xFFFFFF);
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SetBkColor (hDC, 0);
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SetTextAlign(hDC, TA_TOP);
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// Loop through all printable character and output them to the bitmap..
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// Meanwhile, keep track of the corresponding tex coords for each character.
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int x = 0, y = 0;
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char str[2] = "\0";
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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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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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}
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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 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, 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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{
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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[x] = (bAlpha << 12) | 0x0fff;
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}
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}
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// Done updating texture, so clean up used objects
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m_pTexture->UnlockRect(0);
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SelectObject(hDC, hOldbmBitmap);
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DeleteObject(hbmBitmap);
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SelectObject(hDC, hOldFont);
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DeleteObject(hFont);
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return S_OK;
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}
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int CD3DFont::Shutdown()
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{
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m_pVB->Release();
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m_pVB = NULL;
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m_pTexture->Release();
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m_pTexture = NULL;
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return S_OK;
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}
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const int RS[6][2] =
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{
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{D3DRS_ALPHABLENDENABLE, TRUE},
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{D3DRS_SRCBLEND, D3DBLEND_SRCALPHA},
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{D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA},
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{D3DRS_CULLMODE, D3DCULL_NONE},
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{D3DRS_ZENABLE, FALSE},
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{D3DRS_FOGENABLE, FALSE},
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};
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const int TS[6][2] =
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{
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{D3DTSS_COLOROP, D3DTOP_MODULATE},
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{D3DTSS_COLORARG1, D3DTA_TEXTURE},
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{D3DTSS_COLORARG2, D3DTA_DIFFUSE },
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{D3DTSS_ALPHAOP, D3DTOP_MODULATE },
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{D3DTSS_ALPHAARG1, D3DTA_TEXTURE },
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{D3DTSS_ALPHAARG2, D3DTA_DIFFUSE },
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};
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static LPDIRECT3DPIXELSHADER9 ps_old = NULL;
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static LPDIRECT3DVERTEXSHADER9 vs_old = NULL;
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void RestoreShaders()
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{
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D3D::SetTexture(0, 0);
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D3D::RefreshVertexDeclaration();
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D3D::RefreshPixelShader();
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D3D::RefreshVertexShader();
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}
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void RestoreRenderStates()
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{
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RestoreShaders();
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for (int i = 0; i < 6; i++)
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{
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D3D::RefreshRenderState((_D3DRENDERSTATETYPE)RS[i][0]);
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D3D::RefreshTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]));
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}
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}
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void CD3DFont::SetRenderStates()
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{
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D3D::SetTexture(0, m_pTexture);
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dev->SetPixelShader(0);
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dev->SetVertexShader(0);
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dev->SetFVF(D3DFVF_FONT2DVERTEX);
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for (int i = 0; i < 6; i++)
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{
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D3D::ChangeRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS[i][1]);
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D3D::ChangeTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS[i][1]);
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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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SetRenderStates();
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dev->SetStreamSource(0, m_pVB, 0, sizeof(FONT2DVERTEX));
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float vpWidth = 1;
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float vpHeight = 1;
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float sx = x*vpWidth-0.5f;
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float sy = y*vpHeight-0.5f;
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float fStartX = sx;
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float invLineHeight = 1.0f / ((m_fTexCoords[0][3] - m_fTexCoords[0][1]) * m_dwTexHeight);
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// Fill vertex buffer
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FONT2DVERTEX* pVertices;
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int dwNumTriangles = 0L;
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m_pVB->Lock(0, 0, (void**)&pVertices, D3DLOCK_DISCARD);
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const char *oldstrText=strText;
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//First, let's measure the text
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float tw=0;
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float mx=0;
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float maxx=0;
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while (*strText)
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{
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char c = *strText++;
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if (c == ('\n'))
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mx = 0;
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if (c < (' '))
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continue;
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float tx1 = m_fTexCoords[c-32][0];
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float tx2 = m_fTexCoords[c-32][2];
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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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}
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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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{
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sx+=offset;
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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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while (*strText)
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{
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char c = *strText++;
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if (c == ('\n'))
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{
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sx = fStartX;
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sy += fYScale*vpHeight;
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}
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if (c < (' '))
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continue;
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c-=32;
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float tx1 = m_fTexCoords[c][0];
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float ty1 = m_fTexCoords[c][1];
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float tx2 = m_fTexCoords[c][2];
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float ty2 = m_fTexCoords[c][3];
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float w = (tx2-tx1)*m_dwTexWidth;
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float h = (ty2-ty1)*m_dwTexHeight;
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w *= 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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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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{
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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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m_pVB->Lock(0, 0, (void**)&pVertices, D3DLOCK_DISCARD);
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dwNumTriangles = 0;
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}
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sx += w + spacing*fXScale*vpWidth;
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}
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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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dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
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RestoreRenderStates();
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return S_OK;
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}
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void quad2d(float x1, float y1, float x2, float y2, u32 color, float u1, float v1, float u2, float v2)
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{
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struct Q2DVertex { float x,y,z,rhw;u32 color;float u,v,w,h; } coords[4] = {
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{x1-0.5f, y1-0.5f, 0, 1, color, u1, v1},
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{x2-0.5f, y1-0.5f, 0, 1, color, u2, v1},
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{x2-0.5f, y2-0.5f, 0, 1, color, u2, v2},
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{x1-0.5f, y2-0.5f, 0, 1, color, u1, v2},
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};
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dev->SetPixelShader(0);
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dev->SetVertexShader(0);
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dev->SetVertexDeclaration(NULL);
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dev->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
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RestoreShaders();
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}
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void drawShadedTexQuad(IDirect3DTexture9 *texture,
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const RECT *rSource,
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int SourceWidth,
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int SourceHeight,
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IDirect3DPixelShader9 *PShader,
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IDirect3DVertexShader9 *Vshader)
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{
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float sw = 1.0f /(float) SourceWidth;
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float sh = 1.0f /(float) SourceHeight;
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float u1=((float)rSource->left + 0.5f) * sw;
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float u2=((float)rSource->right + 0.5f) * sw;
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float v1=((float)rSource->top + 0.5f) * sh;
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float v2=((float)rSource->bottom + 0.5f) * sh;
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struct Q2DVertex { float x,y,z,rhw,u,v,w,h,L,T,R,B; } coords[4] = {
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{-1.0f, 1.0f, 0.0f,1.0f, u1, v1, sw, sh,u1,v1,u2,v2},
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{ 1.0f, 1.0f, 0.0f,1.0f, u2, v1, sw, sh,u1,v1,u2,v2},
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{ 1.0f,-1.0f, 0.0f,1.0f, u2, v2, sw, sh,u1,v1,u2,v2},
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{-1.0f,-1.0f, 0.0f,1.0f, u1, v2, sw, sh,u1,v1,u2,v2}
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};
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dev->SetVertexShader(Vshader);
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dev->SetPixelShader(PShader);
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D3D::SetTexture(0, texture);
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dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE4(2));
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dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
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RestoreShaders();
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}
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void drawShadedTexSubQuad(IDirect3DTexture9 *texture,
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const MathUtil::Rectangle<float> *rSource,
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int SourceWidth,
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int SourceHeight,
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const MathUtil::Rectangle<float> *rDest,
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IDirect3DPixelShader9 *PShader,
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IDirect3DVertexShader9 *Vshader)
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{
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float sw = 1.0f /(float) SourceWidth;
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float sh = 1.0f /(float) SourceHeight;
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float u1= (rSource->left + 0.5f) * sw;
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float u2= (rSource->right + 0.5f) * sw;
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float v1= (rSource->top + 0.5f) * sh;
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float v2= (rSource->bottom + 0.5f) * sh;
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struct Q2DVertex { float x,y,z,rhw,u,v,w,h,L,T,R,B; } coords[4] = {
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{ rDest->left , rDest->bottom, 0.0f,1.0f, u1, v1, sw, sh,u1,v1,u2,v2},
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{ rDest->right, rDest->bottom, 0.0f,1.0f, u2, v1, sw, sh,u1,v1,u2,v2},
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{ rDest->right, rDest->top , 0.0f,1.0f, u2, v2, sw, sh,u1,v1,u2,v2},
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{ rDest->left , rDest->top , 0.0f,1.0f, u1, v2, sw, sh,u1,v1,u2,v2}
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};
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dev->SetVertexShader(Vshader);
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dev->SetPixelShader(PShader);
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D3D::SetTexture(0, texture);
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dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE4(2));
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dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
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RestoreShaders();
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}
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void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVertexShader9 *Vshader)
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{
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struct Q2DVertex { float x,y,z,rhw;u32 color;} coords[4] = {
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{-1.0f, 1.0f, z, 1.0f, Color},
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{ 1.0f, 1.0f, z, 1.0f, Color},
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{ 1.0f, -1.0f, z, 1.0f, Color},
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|
{-1.0f, -1.0f, z, 1.0f, Color}
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|
};
|
|
dev->SetVertexShader(Vshader);
|
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dev->SetPixelShader(PShader);
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dev->SetFVF(D3DFVF_XYZW | D3DFVF_DIFFUSE);
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dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
|
|
RestoreShaders();
|
|
}
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|
|
|
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} // namespace
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