dolphin/Source/Plugins/Plugin_VideoDX9/Src/D3DUtil.h

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// Copyright (C) 2003 Dolphin Project.
// 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, version 2.0.
// 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#pragma once
#include "D3DBase.h"
#include <math.h>
#include <MathUtil.h>
namespace D3D
{
// Font creation flags
#define D3DFONT_BOLD 0x0001
#define D3DFONT_ITALIC 0x0002
// Font rendering flags
#define D3DFONT_CENTERED 0x0001
//a cut-down variant of the DXSDK CD3DFont class
class CD3DFont
{
LPDIRECT3DTEXTURE9 m_pTexture; // The d3d texture for this font
LPDIRECT3DVERTEXBUFFER9 m_pVB; // VertexBuffer for rendering text
//int m_dwTexWidth; // Texture dimensions
//int m_dwTexHeight;
float m_fTextScale;
float m_fTexCoords[128-32][4];
public:
CD3DFont();
// 2D (no longer 3D) text drawing function
// Initializing and destroying device-dependent objects
void SetRenderStates();
int Init();
int Shutdown();
int DrawTextScaled( float x, float y,
float fXScale, float fYScale,
float spacing, u32 dwColor,
const char* strText);
// Constructor / destructor
//~CD3DFont();
};
extern CD3DFont font;
void quad2d(float x1, float y1, float x2, float y2, u32 color, float u1=0, float v1=0, float u2=1, float v2=1);
void drawShadedTexQuad(IDirect3DTexture9 *texture,
const RECT *rSource,
int SourceWidth,
int SourceHeight,
int DestWidth,
int DestHeight,
IDirect3DPixelShader9 *PShader,
IDirect3DVertexShader9 *Vshader,
float Gamma = 1.0f);
void drawShadedTexSubQuad(IDirect3DTexture9 *texture,
const MathUtil::Rectangle<float> *rSource,
int SourceWidth,
int SourceHeight,
const MathUtil::Rectangle<float> *rDest,
int DestWidth,
int DestHeight,
IDirect3DPixelShader9 *PShader,
IDirect3DVertexShader9 *Vshader,
float Gamma = 1.0f);
void drawClearQuad(u32 Color, float z, IDirect3DPixelShader9 *PShader, IDirect3DVertexShader9 *Vshader);
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
void SaveRenderStates();
void RestoreRenderStates();
}