moar cleanup

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1694 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-12-26 17:02:46 +00:00
parent acd0e0d8da
commit 2a552421a5
23 changed files with 435 additions and 493 deletions

View File

@ -36,7 +36,7 @@ namespace D3D
#define D3DFVF_FONT2DVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)
#define D3DFVF_FONT3DVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_NORMAL|D3DFVF_TEX1)
inline FONT2DVERTEX InitFont2DVertex( float x, float y, u32 color, float tu, float tv )
inline FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, float tv)
{
FONT2DVERTEX v; v.x=x; v.y=y; v.z=0; v.rhw=1.0f; v.color = color; v.tu = tu; v.tv = tv;
return v;
@ -51,17 +51,16 @@ namespace D3D
int CD3DFont::Init()
{
int hr;
m_fTextScale = 1.0f; // Draw fonts into texture without scaling
// Create a new texture for the font
hr = dev->CreateTexture( m_dwTexWidth, m_dwTexHeight, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, &m_pTexture, NULL );
if( FAILED(hr) )
HRESULT hr = dev->CreateTexture(m_dwTexWidth, m_dwTexHeight, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, &m_pTexture, NULL);
if (FAILED(hr))
return hr;
// Prepare to create a bitmap
int *pBitmapBits;
BITMAPINFO bmi;
ZeroMemory( &bmi.bmiHeader, sizeof(BITMAPINFOHEADER) );
ZeroMemory(&bmi.bmiHeader, sizeof(BITMAPINFOHEADER));
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = (int)m_dwTexWidth;
bmi.bmiHeader.biHeight = -(int)m_dwTexHeight;
@ -70,33 +69,32 @@ namespace D3D
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 );
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.
// We definitely don't want to get it cleartype'd, anyway.
int m_dwFontHeight = 36;
int nHeight = -MulDiv( m_dwFontHeight, int(GetDeviceCaps(hDC, LOGPIXELSY) * m_fTextScale), 72 );
int nHeight = -MulDiv(m_dwFontHeight, int(GetDeviceCaps(hDC, LOGPIXELSY) * m_fTextScale), 72);
int dwBold = FW_NORMAL; ///FW_BOLD
HFONT hFont = CreateFont( nHeight, 0, 0, 0, dwBold, 0,
HFONT hFont = CreateFont(nHeight, 0, 0, 0, dwBold, 0,
FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY,
VARIABLE_PITCH, "Tahoma");
VARIABLE_PITCH, "Courier New");
if (NULL == hFont)
return E_FAIL;
HGDIOBJ hOldbmBitmap = SelectObject( hDC, hbmBitmap );
HGDIOBJ hOldFont = SelectObject( hDC, hFont );
HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap);
HGDIOBJ hOldFont = SelectObject(hDC, hFont);
// Set text properties
SetTextColor( hDC, 0xFFFFFF );
SetBkColor ( hDC, 0 );
SetTextAlign( hDC, TA_TOP );
SetTextColor(hDC, 0xFFFFFF);
SetBkColor (hDC, 0);
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.
@ -105,18 +103,18 @@ namespace D3D
char str[2] = "\0";
SIZE size;
for( char c=0; c<127-32; c++ )
for (char c=0; c<127-32; c++)
{
str[0] = c+32;
GetTextExtentPoint32( hDC, str, 1, &size );
GetTextExtentPoint32(hDC, str, 1, &size);
if( (int)(x+size.cx+1) > m_dwTexWidth )
if ((int)(x+size.cx+1) > m_dwTexWidth)
{
x = 0;
y += size.cy+1;
}
ExtTextOut( hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, NULL, str, 1, NULL );
ExtTextOut(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, NULL, str, 1, NULL);
m_fTexCoords[c][0] = ((float)(x+0))/m_dwTexWidth;
m_fTexCoords[c][1] = ((float)(y+0))/m_dwTexHeight;
@ -128,13 +126,13 @@ namespace D3D
// Lock the surface and write the alpha values for the set pixels
D3DLOCKED_RECT d3dlr;
m_pTexture->LockRect( 0, &d3dlr, 0, 0 );
m_pTexture->LockRect(0, &d3dlr, 0, 0);
unsigned short* pDst16 = (unsigned short*)d3dlr.pBits;
int bAlpha; // 4-bit measure of pixel intensity
for( y=0; y < m_dwTexHeight; y++ )
for (y=0; y < m_dwTexHeight; y++)
{
for( x=0; x < m_dwTexWidth; x++ )
for (x=0; x < m_dwTexWidth; x++)
{
bAlpha = ((pBitmapBits[m_dwTexWidth*y + x] & 0xff) >> 4);
*pDst16++ = (bAlpha << 12) | 0x0fff;
@ -144,16 +142,16 @@ namespace D3D
// Done updating texture, so clean up used objects
m_pTexture->UnlockRect(0);
SelectObject( hDC, hOldbmBitmap );
DeleteObject( hbmBitmap );
SelectObject(hDC, hOldbmBitmap);
DeleteObject(hbmBitmap);
SelectObject( hDC, hOldFont );
DeleteObject( hFont );
SelectObject(hDC, hOldFont);
DeleteObject(hFont);
// Create vertex buffer for the letters
if( FAILED( hr = dev->CreateVertexBuffer( MAX_NUM_VERTICES*sizeof(FONT2DVERTEX),
if (FAILED(hr = dev->CreateVertexBuffer(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX),
D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, 0,
D3DPOOL_DEFAULT, &m_pVB,NULL ) ) )
D3DPOOL_DEFAULT, &m_pVB,NULL)))
{
return hr;
}
@ -163,8 +161,8 @@ namespace D3D
int CD3DFont::Shutdown()
{
SAFE_RELEASE( m_pVB );
SAFE_RELEASE( m_pTexture );
SAFE_RELEASE(m_pVB);
SAFE_RELEASE(m_pTexture);
return S_OK;
}
@ -213,7 +211,7 @@ namespace D3D
void CD3DFont::SetRenderStates()
{
// dev->SetTexture(0, m_pTexture);
Renderer::SetTexture( 0, m_pTexture );
Renderer::SetTexture(0, m_pTexture);
dev->SetPixelShader(0);
dev->SetVertexShader(0);
@ -226,15 +224,15 @@ namespace D3D
// dev->SetRenderState((_D3DRENDERSTATETYPE)RS[i][0],RS[i][1]);
// dev->SetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS[i][1]);
Renderer::SetRenderState( (_D3DRENDERSTATETYPE)RS[i][0], RS[i][1] );
Renderer::SetTextureStageState( 0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS[i][1] );
Renderer::SetRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS[i][1]);
Renderer::SetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS[i][1]);
}
}
void RestoreRenderStates()
{
// dev->SetTexture(0, texture_old);
Renderer::SetTexture( 0, texture_old );
Renderer::SetTexture(0, texture_old);
dev->SetPixelShader(ps_old);
dev->SetVertexShader(vs_old);
@ -248,16 +246,16 @@ namespace D3D
// dev->SetRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS_old[i]);
// dev->SetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS_old[i]);
Renderer::SetRenderState( (_D3DRENDERSTATETYPE)RS[i][0], RS_old[i] );
Renderer::SetTextureStageState( 0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS_old[i] );
Renderer::SetRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS_old[i]);
Renderer::SetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS_old[i]);
}
}
int CD3DFont::DrawTextScaled( float x, float y, float fXScale, float fYScale, float spacing, u32 dwColor, const char* strText, bool center )
int CD3DFont::DrawTextScaled(float x, float y, float fXScale, float fYScale, float spacing, u32 dwColor, const char* strText, bool center)
{
SaveRenderStates();
SetRenderStates();
dev->SetStreamSource( 0, m_pVB, 0, sizeof(FONT2DVERTEX) );
dev->SetStreamSource(0, m_pVB, 0, sizeof(FONT2DVERTEX));
float vpWidth = 1;
float vpHeight = 1;
@ -267,11 +265,11 @@ namespace D3D
float fStartX = sx;
float invLineHeight = 1.0f / (( m_fTexCoords[0][3] - m_fTexCoords[0][1] ) * m_dwTexHeight);
float invLineHeight = 1.0f / ((m_fTexCoords[0][3] - m_fTexCoords[0][1]) * m_dwTexHeight);
// Fill vertex buffer
FONT2DVERTEX* pVertices;
int dwNumTriangles = 0L;
m_pVB->Lock( 0, 0, (void**)&pVertices, D3DLOCK_DISCARD );
m_pVB->Lock(0, 0, (void**)&pVertices, D3DLOCK_DISCARD);
const char *oldstrText=strText;
//First, let's measure the text
@ -279,13 +277,13 @@ namespace D3D
float mx=0;
float maxx=0;
while( *strText )
while(*strText)
{
char c = *strText++;
if( c == ('\n') )
if (c == ('\n'))
mx=0;
if( c < (' ') )
if (c < (' '))
continue;
float tx1 = m_fTexCoords[c-32][0];
@ -309,16 +307,16 @@ namespace D3D
float wScale=(fXScale*vpHeight)*invLineHeight;
float hScale=(fYScale*vpHeight)*invLineHeight;
while( *strText )
while(*strText)
{
char c = *strText++;
if( c == ('\n') )
if (c == ('\n'))
{
sx = fStartX;
sy += fYScale*vpHeight;
}
if( c < (' ') )
if (c < (' '))
continue;
c-=32;
@ -347,15 +345,15 @@ namespace D3D
pVertices+=6;
dwNumTriangles += 2;
if( dwNumTriangles * 3 > (MAX_NUM_VERTICES-6) )
if (dwNumTriangles * 3 > (MAX_NUM_VERTICES-6))
{
// Unlock, render, and relock the vertex buffer
m_pVB->Unlock();
// dev->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
Renderer::DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
// dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
m_pVB->Lock( 0, 0, (void**)&pVertices, D3DLOCK_DISCARD );
m_pVB->Lock(0, 0, (void**)&pVertices, D3DLOCK_DISCARD);
dwNumTriangles = 0;
}
@ -364,10 +362,10 @@ namespace D3D
// Unlock and render the vertex buffer
m_pVB->Unlock();
if( dwNumTriangles > 0 )
if (dwNumTriangles > 0)
{
// dev->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
Renderer::DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
// dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
}
RestoreRenderStates();
return S_OK;
@ -386,12 +384,10 @@ namespace D3D
dev->SetVertexShader(0);
dev->SetVertexDeclaration(0);
// dev->SetFVF(D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1);
// dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,2,coords,sizeof(Q2DVertex));
Renderer::SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
Renderer::DrawPrimitiveUP(D3DPT_TRIANGLEFAN,2,coords,sizeof(Q2DVertex));
dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
RestoreRenderStates();
}
}
} // namespace