mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-25 23:41:19 +01:00
9e2bbec47f
first fixed scaling when updating backbuffer to make it friendly with encoders, now frame dumping must work without errors in any codec. clean screenshot and frame dumping code now is more correct, faster and stable. improve safe texture cache, improving the distribution of the hash algorithm, including tlut hash in the final hash of the texture, and making use of a 64 bit hash to make it more accurate. clean a lot of code and corrected some missused vertex formats when drawing full screen quads. and biggest change last: implemented pseudo antialiasing: a image post-process algorithm that mimics antialiazing and is fare more easier to implement in this scenario. you can change the intensity of the effect changing the values of the antialiasing combo. the right value depends on the game. for example mkwii looks awesome with 8x. please try all the changes and let me know the results. if something is broken, please let me know and will fix it asap. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5000 8ced0084-cf51-0410-be5f-012b33b47a6e
80 lines
2.4 KiB
C++
80 lines
2.4 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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#pragma once
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#include "D3DBase.h"
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namespace D3D
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{
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// Font creation flags
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#define D3DFONT_BOLD 0x0001
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#define D3DFONT_ITALIC 0x0002
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// Font rendering flags
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#define D3DFONT_CENTERED 0x0001
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//a cut-down variant of the DXSDK CD3DFont class
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class CD3DFont
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{
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LPDIRECT3DTEXTURE9 m_pTexture; // The d3d texture for this font
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LPDIRECT3DVERTEXBUFFER9 m_pVB; // VertexBuffer for rendering text
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//int m_dwTexWidth; // Texture dimensions
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//int m_dwTexHeight;
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float m_fTextScale;
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float m_fTexCoords[128-32][4];
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public:
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CD3DFont();
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// 2D (no longer 3D) text drawing function
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// Initializing and destroying device-dependent objects
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void SetRenderStates();
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int Init();
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int Shutdown();
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int DrawTextScaled( float x, float y,
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float fXScale, float fYScale,
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float spacing, u32 dwColor,
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const char* strText, bool center=true );
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// Constructor / destructor
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//~CD3DFont();
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};
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extern CD3DFont font;
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void quad2d(float x1, float y1, float x2, float y2, u32 color, float u1=0, float v1=0, float u2=1, float v2=1);
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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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void drawFSAATexQuad(IDirect3DTexture9 *texture,
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IDirect3DTexture9 *Depthtexture,
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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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int Intensity,
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float DepthRange);
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void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVertexShader9 *Vshader);
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void SaveRenderStates();
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void RestoreRenderStates();
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}
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