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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WW3D *
- * *
- * $Archive:: /Commando/Code/ww3d2/render2d.cpp $*
- * *
- * $Author:: Byon_g $Modtime:: 1/24/01 3:54p $*
- * *
- * $Revision:: 46 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "render2d.h"
- #include "mutex.h"
- #include "ww3d.h"
- #include "refcount.h"
- #include "font3d.h"
- #include "rect.h"
- #include "texture.h"
- #include "matrix4.h"
- #include "matrix3d.h"
- #include "dx8wrapper.h"
- #include "dx8indexbuffer.h"
- #include "dx8vertexbuffer.h"
- #include "sortingrenderer.h"
- #include "vertmaterial.h"
- #include "dx8fvf.h"
- #include "wwprofile.h"
- #include "wwmemlog.h"
- #include "assetmgr.h"
- RectClass Render2DClass::ScreenResolution( 0,0,0,0 );
- /*
- ** Render2DClass
- */
- Render2DClass::Render2DClass( TextureClass* tex ) :
- CoordinateScale( 1, 1 ),
- CoordinateOffset( 0, 0 ),
- Texture(0),
- ZValue(0),
- IsHidden( false ),
- Indices(sizeof(PreAllocatedIndices)/sizeof(unsigned short),PreAllocatedIndices),
- Vertices(sizeof(PreAllocatedVertices)/sizeof(Vector2),PreAllocatedVertices),
- UVCoordinates(sizeof(PreAllocatedUVCoordinates)/sizeof(Vector2),PreAllocatedUVCoordinates),
- Colors(sizeof(PreAllocatedColors)/sizeof(unsigned long),PreAllocatedColors)
- {
- Set_Texture( tex );
- Shader = Get_Default_Shader();
- return ;
- }
- Render2DClass::~Render2DClass()
- {
- REF_PTR_RELEASE(Texture);
- }
- void Render2DClass::Set_Screen_Resolution( const RectClass & screen )
- {
- ScreenResolution = screen;
- #if 0
- // Fool into pixel doubling - Byon..
- if ( screen.Width() >= 1280 ) {
- ScreenResolution.Scale( 0.5f );
- }
- // ScreenResolution = RectClass( 0, 0, 800, 600 );
- #endif
- }
- ShaderClass
- Render2DClass::Get_Default_Shader( void )
- {
- ShaderClass shader;
- shader.Set_Depth_Mask( ShaderClass::DEPTH_WRITE_DISABLE );
- shader.Set_Depth_Compare( ShaderClass::PASS_ALWAYS );
- shader.Set_Dst_Blend_Func( ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA );
- shader.Set_Src_Blend_Func( ShaderClass::SRCBLEND_SRC_ALPHA );
- shader.Set_Fog_Func( ShaderClass::FOG_DISABLE );
- shader.Set_Primary_Gradient( ShaderClass::GRADIENT_MODULATE );
- shader.Set_Texturing( ShaderClass::TEXTURING_ENABLE );
- return shader;
- }
- void Render2DClass::Reset(void)
- {
- Vertices.Reset_Active();
- UVCoordinates.Reset_Active();
- Colors.Reset_Active();
- Indices.Reset_Active();
- Update_Bias(); // Keep the bias updated
- }
- void Render2DClass::Set_Texture(TextureClass* tex)
- {
- REF_PTR_SET(Texture,tex);
- }
- void Render2DClass::Set_Texture( const char * filename)
- {
- TextureClass * tex = WW3DAssetManager::Get_Instance()->Get_Texture( filename, TextureClass::MIP_LEVELS_1 );
- Set_Texture( tex );
- if ( tex != NULL ) {
- SET_REF_OWNER( tex );
- tex->Release_Ref();
- }
- }
- void Render2DClass::Enable_Alpha(bool b)
- {
- if (b) {
- Shader.Set_Dst_Blend_Func( ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA );
- Shader.Set_Src_Blend_Func( ShaderClass::SRCBLEND_SRC_ALPHA );
- }
- else {
- Shader.Set_Src_Blend_Func( ShaderClass::SRCBLEND_ONE);
- Shader.Set_Dst_Blend_Func( ShaderClass::DSTBLEND_ZERO );
- }
- }
- void Render2DClass::Enable_Additive(bool b)
- {
- if (b) {
- Shader.Set_Dst_Blend_Func( ShaderClass::DSTBLEND_ONE );
- Shader.Set_Src_Blend_Func( ShaderClass::SRCBLEND_ONE );
- }
- else {
- Shader.Set_Src_Blend_Func( ShaderClass::SRCBLEND_ONE);
- Shader.Set_Dst_Blend_Func( ShaderClass::DSTBLEND_ZERO );
- }
- }
- void Render2DClass::Enable_Texturing(bool b)
- {
- if (b) {
- Shader.Set_Texturing( ShaderClass::TEXTURING_ENABLE );
- }
- else {
- Shader.Set_Texturing( ShaderClass::TEXTURING_DISABLE );
- }
- }
- void Render2DClass::Set_Coordinate_Range( const RectClass & range )
- {
- // default range is (-1,1)-(1,-1)
- CoordinateScale.X = 2 / range.Width();
- CoordinateScale.Y = -2 / range.Height();
- CoordinateOffset.X = -(CoordinateScale.X * range.Left) - 1;
- CoordinateOffset.Y = -(CoordinateScale.Y * range.Top) + 1;
- Update_Bias();
- }
- void Render2DClass::Update_Bias( void )
- {
- BiasedCoordinateOffset = CoordinateOffset;
- if ( WW3D::Is_Screen_UV_Biased() ) { // Global bais setting
- Vector2 bais_add( -0.5f ,-0.5f ); // offset by -0.5,-0.5 in pixels
- // Convert from pixels to (-1,1)-(1,-1) units
- bais_add.X = bais_add.X / (Get_Screen_Resolution().Width() * 0.5f);
- bais_add.Y = bais_add.Y / (Get_Screen_Resolution().Height() * -0.5f);
- BiasedCoordinateOffset += bais_add;
- }
- }
- #if 0
- Vector2 Render2DClass::Convert_Vert( const Vector2 & v )
- {
- Vector2 out;
- // Convert to (-1,1)-(1,-1)
- out.X = v.X * CoordinateScale.X + CoordinateOffset.X;
- out.Y = v.Y * CoordinateScale.Y + CoordinateOffset.Y;
- // Convert to pixels
- out.X = (out.X + 1.0f) * (Get_Screen_Resolution().Width() * 0.5f);
- out.Y = (out.Y - 1.0f) * (Get_Screen_Resolution().Height() * -0.5f);
- // Round to nearest pixel
- out.X = WWMath::Floor( out.X + 0.5f );
- out.Y = WWMath::Floor( out.Y + 0.5f );
- // Bias
- if ( WW3D::Is_Screen_UV_Biased() ) { // Global bais setting
- out.X -= 0.5f;
- out.Y -= 0.5f;
- }
- // Convert back to (-1,1)-(1,-1)
- out.X = out.X / (Get_Screen_Resolution().Width() * 0.5f) - 1.0f;
- out.Y = out.Y / (Get_Screen_Resolution().Height() * -0.5f) + 1.0f;
- return out;
- }
- #else
- /*
- ** Convert Vert must convert from the convention defined by Set_Coordinate_Range
- ** into the convention (-1,1)-(1,-1), which is needed by the renderer.
- // NOPE ** In addition, it rounds all coordinates off to the nearest pixel
- ** Also, it offsets the coordinates as need for Screen_UV_Bias
- */
- void Render2DClass::Convert_Vert( Vector2 & vert_out, const Vector2 & vert_in )
- {
- // Convert to (-1,1)-(1,-1)
- vert_out.X = vert_in.X * CoordinateScale.X + BiasedCoordinateOffset.X;
- vert_out.Y = vert_in.Y * CoordinateScale.Y + BiasedCoordinateOffset.Y;
- }
- void Render2DClass::Convert_Vert( Vector2 & vert_out, float x_in, float y_in )
- {
- // Convert to (-1,1)-(1,-1)
- vert_out.X = x_in * CoordinateScale.X + BiasedCoordinateOffset.X;
- vert_out.Y = y_in * CoordinateScale.Y + BiasedCoordinateOffset.Y;
- }
- #endif
- void Render2DClass::Move( const Vector2 & move ) // Move all verts
- {
- Vector2 scaled_move;
- scaled_move.X = move.X * CoordinateScale.X;
- scaled_move.Y = move.Y * CoordinateScale.Y;
- for ( int i = 0; i < Vertices.Count(); i++ ) {
- Vertices[i] += scaled_move;
- }
- }
- void Render2DClass::Force_Alpha( float alpha ) // Force all alphas
- {
- unsigned long a = (unsigned)(WWMath::Clamp( alpha, 0, 1 ) * 255.0f);
- a <<= 24;
- for ( int i = 0; i < Colors.Count(); i++ ) {
- Colors[i] = (Colors[i] & 0x00FFFFFF) | a;
- }
- }
- void Render2DClass::Force_Color( int color ) // Force all alphas
- {
- for ( int i = 0; i < Colors.Count(); i++ ) {
- Colors[i] = color;
- }
- }
- /*
- ** Internal Add Quad Elements
- ** Caller must mutex lock
- */
- void Render2DClass::Internal_Add_Quad_Vertices( const Vector2 & v0, const Vector2 & v1, const Vector2 & v2, const Vector2 & v3 )
- {
- Convert_Vert( *Vertices.Uninitialized_Add(), v0 );
- Convert_Vert( *Vertices.Uninitialized_Add(), v1 );
- Convert_Vert( *Vertices.Uninitialized_Add(), v2 );
- Convert_Vert( *Vertices.Uninitialized_Add(), v3 );
- }
- void Render2DClass::Internal_Add_Quad_Vertices( const RectClass & screen )
- {
- Convert_Vert( *Vertices.Uninitialized_Add(), screen.Left, screen.Top );
- Convert_Vert( *Vertices.Uninitialized_Add(), screen.Left, screen.Bottom );
- Convert_Vert( *Vertices.Uninitialized_Add(), screen.Right, screen.Top );
- Convert_Vert( *Vertices.Uninitialized_Add(), screen.Right, screen.Bottom );
- }
- void Render2DClass::Internal_Add_Quad_UVs( const RectClass & uv )
- {
- Vector2* uvs;
- uvs=UVCoordinates.Uninitialized_Add();
- uvs->X = uv.Left; uvs->Y = uv.Top;
- uvs=UVCoordinates.Uninitialized_Add();
- uvs->X = uv.Left; uvs->Y = uv.Bottom;
- uvs=UVCoordinates.Uninitialized_Add();
- uvs->X = uv.Right; uvs->Y = uv.Top;
- uvs=UVCoordinates.Uninitialized_Add();
- uvs->X = uv.Right; uvs->Y = uv.Bottom;
- }
- void Render2DClass::Internal_Add_Quad_Colors( unsigned long color )
- {
- unsigned long* colors;
- colors=Colors.Uninitialized_Add();
- *colors=color;
- colors=Colors.Uninitialized_Add();
- *colors=color;
- colors=Colors.Uninitialized_Add();
- *colors=color;
- colors=Colors.Uninitialized_Add();
- *colors=color;
- }
- void Render2DClass::Internal_Add_Quad_VColors( unsigned long color1, unsigned long color2 )
- {
- unsigned long* colors;
- colors=Colors.Uninitialized_Add();
- *colors=color1;
- colors=Colors.Uninitialized_Add();
- *colors=color2;
- colors=Colors.Uninitialized_Add();
- *colors=color1;
- colors=Colors.Uninitialized_Add();
- *colors=color2;
- }
- void Render2DClass::Internal_Add_Quad_HColors( unsigned long color1, unsigned long color2 )
- {
- unsigned long* colors;
- colors=Colors.Uninitialized_Add();
- *colors=color1;
- colors=Colors.Uninitialized_Add();
- *colors=color1;
- colors=Colors.Uninitialized_Add();
- *colors=color2;
- colors=Colors.Uninitialized_Add();
- *colors=color2;
- }
- void Render2DClass::Internal_Add_Quad_Indicies( int start_vert_index, bool backfaced )
- {
- unsigned short * indices;
-
- if (backfaced ^ (CoordinateScale.X * CoordinateScale.Y > 0)) {
- indices=Indices.Uninitialized_Add();
- *indices = start_vert_index + 1;
- indices=Indices.Uninitialized_Add();
- *indices = start_vert_index + 0;
- indices=Indices.Uninitialized_Add();
- *indices = start_vert_index + 2;
- indices=Indices.Uninitialized_Add();
- *indices = start_vert_index + 1;
- indices=Indices.Uninitialized_Add();
- *indices = start_vert_index + 2;
- indices=Indices.Uninitialized_Add();
- *indices = start_vert_index + 3;
- } else {
- indices=Indices.Uninitialized_Add();
- *indices = start_vert_index + 0;
- indices=Indices.Uninitialized_Add();
- *indices = start_vert_index + 1;
- indices=Indices.Uninitialized_Add();
- *indices = start_vert_index + 2;
- indices=Indices.Uninitialized_Add();
- *indices = start_vert_index + 2;
- indices=Indices.Uninitialized_Add();
- *indices = start_vert_index + 1;
- indices=Indices.Uninitialized_Add();
- *indices = start_vert_index + 3;
- }
- }
- void Render2DClass::Add_Quad( const Vector2 & v0, const Vector2 & v1, const Vector2 & v2, const Vector2 & v3, const RectClass & uv, unsigned long color )
- {
- Internal_Add_Quad_Indicies( Vertices.Count() );
- Internal_Add_Quad_Vertices( v0, v1, v2, v3 );
- Internal_Add_Quad_UVs( uv );
- Internal_Add_Quad_Colors( color );
- }
- void Render2DClass::Add_Quad_Backfaced( const Vector2 & v0, const Vector2 & v1, const Vector2 & v2, const Vector2 & v3, const RectClass & uv, unsigned long color )
- {
- Internal_Add_Quad_Indicies( Vertices.Count(), true );
- Internal_Add_Quad_Vertices( v0, v1, v2, v3 );
- Internal_Add_Quad_UVs( uv );
- Internal_Add_Quad_Colors( color );
- }
- void Render2DClass::Add_Quad_VGradient( const RectClass & screen, unsigned long top_color, unsigned long bottom_color )
- {
- Internal_Add_Quad_Indicies( Vertices.Count() );
- Internal_Add_Quad_Vertices( screen );
- Internal_Add_Quad_UVs( RectClass( 0,0,1,1 ) );
- Internal_Add_Quad_VColors( top_color, bottom_color );
- }
- void Render2DClass::Add_Quad_HGradient( const RectClass & screen, unsigned long left_color, unsigned long right_color )
- {
- Internal_Add_Quad_Indicies( Vertices.Count() );
- Internal_Add_Quad_Vertices( screen );
- Internal_Add_Quad_UVs( RectClass( 0,0,1,1 ) );
- Internal_Add_Quad_HColors( left_color, right_color );
- }
- void Render2DClass::Add_Quad( const RectClass & screen, const RectClass & uv, unsigned long color )
- {
- Internal_Add_Quad_Indicies( Vertices.Count() );
- Internal_Add_Quad_Vertices( screen );
- Internal_Add_Quad_UVs( uv );
- Internal_Add_Quad_Colors( color );
- }
- void Render2DClass::Add_Quad( const Vector2 & v0, const Vector2 & v1, const Vector2 & v2, const Vector2 & v3, unsigned long color )
- {
- Internal_Add_Quad_Indicies( Vertices.Count() );
- Internal_Add_Quad_Vertices( v0, v1, v2, v3 );
- Internal_Add_Quad_UVs( RectClass( 0,0,1,1 ) );
- Internal_Add_Quad_Colors( color );
- }
- void Render2DClass::Add_Quad( const RectClass & screen, unsigned long color )
- {
- Internal_Add_Quad_Indicies( Vertices.Count() );
- Internal_Add_Quad_Vertices( screen );
- Internal_Add_Quad_UVs( RectClass( 0,0,1,1 ) );
- Internal_Add_Quad_Colors( color );
- }
- /*
- ** Add Tri
- */
- void Render2DClass::Add_Tri( const Vector2 & v0, const Vector2 & v1, const Vector2 & v2, const Vector2 & uv0, const Vector2 & uv1, const Vector2 & uv2, unsigned long color )
- {
- int old_vert_count = Vertices.Count();
- // Add the verticies (translated to new coordinates)
- #if 0
- Vertices.Add( Convert_Vert( v0 ), new_vert_count );
- Vertices.Add( Convert_Vert( v1 ), new_vert_count );
- Vertices.Add( Convert_Vert( v2 ), new_vert_count );
- #else
- Convert_Vert( *Vertices.Uninitialized_Add(), v0 );
- Convert_Vert( *Vertices.Uninitialized_Add(), v1 );
- Convert_Vert( *Vertices.Uninitialized_Add(), v2 );
-
- #endif
- // Add the uv coordinates
- *UVCoordinates.Uninitialized_Add()=uv0;
- *UVCoordinates.Uninitialized_Add()=uv1;
- *UVCoordinates.Uninitialized_Add()=uv2;
- // Add the colors
- *Colors.Uninitialized_Add()=color;
- *Colors.Uninitialized_Add()=color;
- *Colors.Uninitialized_Add()=color;
- // Add the faces
- *Indices.Uninitialized_Add()=old_vert_count + 0;
- *Indices.Uninitialized_Add()=old_vert_count + 1;
- *Indices.Uninitialized_Add()=old_vert_count + 2;
- }
- void Render2DClass::Add_Line( const Vector2 & a, const Vector2 & b, float width, unsigned long color )
- {
- Add_Line( a, b, width, RectClass( 0,0,1,1 ), color );
- }
- void Render2DClass::Add_Line( const Vector2 & a, const Vector2 & b, float width, const RectClass & uv, unsigned long color )
- {
- Vector2 corner_offset = a - b; // get line relative to b
- float temp = corner_offset.X; // Rotate 90
- corner_offset.X = corner_offset.Y;
- corner_offset.Y = -temp;
- corner_offset.Normalize(); // scale to length width/2
- corner_offset *= width / 2;
- Add_Quad( a - corner_offset, a + corner_offset, b - corner_offset, b + corner_offset, uv, color );
- }
- void Render2DClass::Add_Rect( const RectClass & rect, float border_width, uint32 border_color, uint32 fill_color )
- {
- //
- // First add the outline
- //
- Add_Outline( rect, border_width, border_color );
- //
- // Next, fill the contents
- //
- RectClass fill_rect = rect;
- fill_rect.Right -= border_width;
- fill_rect.Bottom -= border_width;
- Add_Quad (fill_rect, fill_color);
- return ;
- }
- void Render2DClass::Add_Outline( const RectClass & rect, float width, unsigned long color )
- {
- Add_Outline( rect, width, RectClass( 0,0,1,1 ), color );
- }
- void Render2DClass::Add_Outline( const RectClass & rect, float width, const RectClass & uv, unsigned long color )
- {
- //
- // Pretty straight forward, simply add the four side of the rectangle as lines.
- //
- Add_Line (Vector2 (rect.Left, rect.Bottom), Vector2 (rect.Left, rect.Top - 1), width, uv, color);
- Add_Line (Vector2 (rect.Left, rect.Top), Vector2 (rect.Right, rect.Top), width, uv, color);
- Add_Line (Vector2 (rect.Right, rect.Top), Vector2 (rect.Right, rect.Bottom), width, uv, color);
- Add_Line (Vector2 (rect.Right, rect.Bottom), Vector2 (rect.Left - 1, rect.Bottom), width, uv, color);
- }
- void Render2DClass::Render(void)
- {
- if ( !Indices.Count() || IsHidden) {
- return;
- }
- // save the view and projection matrices since we're nuking them
- Matrix4 view,proj;
- Matrix4 identity(true);
- DX8Wrapper::Get_Transform(D3DTS_VIEW,view);
- DX8Wrapper::Get_Transform(D3DTS_PROJECTION,proj);
- //
- // Configure the viewport for entire screen
- //
- int width, height, bits;
- bool windowed;
- WW3D::Get_Device_Resolution( width, height, bits, windowed );
- D3DVIEWPORT8 vp = { 0 };
- vp.X = 0;
- vp.Y = 0;
- vp.Width = width;
- vp.Height = height;
- vp.MinZ = 0;
- vp.MaxZ = 1;
- DX8Wrapper::Set_Viewport(&vp);
- DX8Wrapper::Set_Shader(Shader);
- DX8Wrapper::Set_Texture(0,Texture);
- VertexMaterialClass *vm=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
- DX8Wrapper::Set_Material(vm);
- REF_PTR_RELEASE(vm);
- DX8Wrapper::Set_World_Identity();
- DX8Wrapper::Set_View_Identity();
- DX8Wrapper::Set_Transform(D3DTS_PROJECTION,identity);
- DynamicVBAccessClass vb(BUFFER_TYPE_DYNAMIC_DX8,dynamic_fvf_type,Vertices.Count());
- {
- DynamicVBAccessClass::WriteLockClass Lock(&vb);
- const FVFInfoClass &fi=vb.FVF_Info();
- unsigned char *va=(unsigned char*)Lock.Get_Formatted_Vertex_Array();
- int i;
- for (i=0; i<Vertices.Count(); i++)
- {
- Vector3 temp(Vertices[i].X,Vertices[i].Y,ZValue);
- *(Vector3*)(va+fi.Get_Location_Offset())=temp;
- *(unsigned int*)(va+fi.Get_Diffuse_Offset())=Colors[i];
- *(Vector2*)(va+fi.Get_Tex_Offset(0))=UVCoordinates[i];
- va+=fi.Get_FVF_Size();
- }
- }
- DynamicIBAccessClass ib(BUFFER_TYPE_DYNAMIC_DX8,Indices.Count());
- {
- DynamicIBAccessClass::WriteLockClass Lock(&ib);
- unsigned short *mem=Lock.Get_Index_Array();
- for (int i=0; i<Indices.Count(); i++)
- mem[i]=Indices[i];
- }
- DX8Wrapper::Set_Vertex_Buffer(vb);
- DX8Wrapper::Set_Index_Buffer(ib,0);
- DX8Wrapper::Draw_Triangles(0,Indices.Count()/3,0,Vertices.Count());
- DX8Wrapper::Set_Transform(D3DTS_VIEW,view);
- DX8Wrapper::Set_Transform(D3DTS_PROJECTION,proj);
- }
- /*
- ** Render2DTextClass
- */
- Render2DTextClass::Render2DTextClass(Font3DInstanceClass *font) :
- Location(0.0f,0.0f),
- Cursor(0.0f,0.0f),
- Font(NULL),
- WrapWidth(0),
- ClipRect(0, 0, 0, 0),
- IsClippedEnabled(false)
- {
- Set_Coordinate_Range( RectClass( -320, -240, 320, 240 ) );
- Set_Font( font );
-
- Reset();
- }
- Render2DTextClass::~Render2DTextClass()
- {
- REF_PTR_RELEASE(Font);
- }
- void Render2DTextClass::Reset(void)
- {
- Render2DClass::Reset();
- Cursor = Location;
- WrapWidth = 0;
- DrawExtents = RectClass( 0,0,0,0 );
- TotalExtents = RectClass( 0,0,0,0 );
- ClipRect.Set (0, 0, 0, 0);
- IsClippedEnabled = false;
- }
- void Render2DTextClass::Set_Font( Font3DInstanceClass *font )
- {
- REF_PTR_SET(Font,font);
- if ( Font != NULL ) {
- Set_Texture( Font->Peek_Texture() );
- #define BLOCK_CHAR 0
- BlockUV = Font->Char_UV( BLOCK_CHAR );
- // Inset it a bit to be sure we have no edge problems
- BlockUV.Inflate( Vector2(-BlockUV.Width()/4, -BlockUV.Height()/4) );
- }
- }
- /*
- **
- */
- void Render2DTextClass::Draw_Char( WCHAR ch, unsigned long color )
- {
- float char_spacing = Font->Char_Spacing( ch );
- float char_height = Font->Char_Height();
-
- //
- // Check to see if this character is clipped
- //
- bool is_clipped = false;
- if ( IsClippedEnabled &&
- (Cursor.X < ClipRect.Left ||
- Cursor.X + char_spacing > ClipRect.Right ||
- Cursor.Y < ClipRect.Top ||
- Cursor.Y + char_height > ClipRect.Bottom))
- {
- is_clipped = true;
- }
- if ( ch != (WCHAR)' ' && !is_clipped ) {
- RectClass screen( Cursor.X, Cursor.Y, Cursor.X + Font->Char_Width(ch), Cursor.Y + char_height );
- Internal_Add_Quad_Indicies( Vertices.Count() );
- Internal_Add_Quad_Vertices( screen );
- Internal_Add_Quad_UVs( Font->Char_UV( ch ) );
- Internal_Add_Quad_Colors( color );
- DrawExtents += screen;
- TotalExtents += screen;
- }
- Cursor.X += char_spacing;
- }
- void Render2DTextClass::Draw_Text( const char * text, unsigned long color )
- {
- WWMEMLOG(MEM_GEOMETRY);
- WideStringClass wide(0,true);
- wide.Convert_From( text );
- Draw_Text( wide, color );
- }
- void Render2DTextClass::Draw_Text( const WCHAR * text, unsigned long color )
- {
- WWMEMLOG(MEM_GEOMETRY);
- // Reset the Extents
- DrawExtents = RectClass( Location, Location );
- if ( TotalExtents.Width() == 0 ) {
- TotalExtents = RectClass( Location, Location );
- }
- while (*text) {
- WCHAR ch = *text++;
- // Check to see if we need to move to a newline or not
- bool wrap = ( ch == (WCHAR)'\n' );
- // if the current char is a space, and the next word length puts us past our Width, wrap
- if ( ch == (WCHAR)' ' && WrapWidth > 0 ) {
- const WCHAR * word = text;
- float word_width = Font->Char_Spacing(ch);
- while ( (*word != (WCHAR)0) && (*word > (WCHAR)' ') ) {
- word_width += Font->Char_Spacing(*word++);
- }
- wrap = ( (Cursor.X + word_width) >= (Location.X + WrapWidth) );
- }
- if ( wrap ) {
- Cursor.Y += Font->Char_Height();
- Cursor.X = Location.X;
- } else {
- // Draw char at cursor, update cursor and extents
- Draw_Char( ch, color );
- }
- }
- }
- void Render2DTextClass::Draw_Block( const RectClass & screen, unsigned long color )
- {
- Internal_Add_Quad_Indicies( Vertices.Count() );
- Internal_Add_Quad_Vertices( screen );
- Internal_Add_Quad_UVs( BlockUV );
- Internal_Add_Quad_Colors( color );
- TotalExtents += screen;
- }
- Vector2 Render2DTextClass::Get_Text_Extents( const WCHAR * text )
- {
- Vector2 extent (0, Font->Char_Height());
- if (text) {
- while (*text) {
- WCHAR ch = *text++;
- if ( ch != (WCHAR)'\n' ) {
- extent.X += Font->Char_Spacing( ch );
- }
- }
- }
- return extent;
- }
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