// 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/ #include "Common.h" #include "StringUtil.h" #include "D3DBase.h" #include "D3DUtil.h" #include "Render.h" #include "PixelShaderCache.h" #include "VertexShaderCache.h" namespace D3D { CD3DFont font; #define MAX_NUM_VERTICES 50*6 struct FONT2DVERTEX { float x,y,z; float rhw; u32 color; float tu, tv; }; #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) { 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; } CD3DFont::CD3DFont() { m_pTexture = NULL; m_pVB = NULL; } enum {m_dwTexWidth = 512, m_dwTexHeight = 512}; int CD3DFont::Init() { // Create vertex buffer for the letters HRESULT hr; if (FAILED(hr = dev->CreateVertexBuffer(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &m_pVB, NULL))) { return hr; } m_fTextScale = 1.0f; // Draw fonts into texture without scaling // Prepare to create a bitmap unsigned int* pBitmapBits; BITMAPINFO bmi; ZeroMemory(&bmi.bmiHeader, sizeof(BITMAPINFOHEADER)); bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER); bmi.bmiHeader.biWidth = (int)m_dwTexWidth; bmi.bmiHeader.biHeight = -(int)m_dwTexHeight; bmi.bmiHeader.biPlanes = 1; bmi.bmiHeader.biCompression = BI_RGB; 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); // 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 = 24; 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, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, VARIABLE_PITCH, _T("Tahoma")); if (NULL == hFont) return E_FAIL; HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap); HGDIOBJ hOldFont = SelectObject(hDC, hFont); // Set text properties SetTextColor(hDC, 0xFFFFFF); SetBkColor (hDC, 0); SetTextAlign(hDC, TA_TOP); // Loop through all printable characters and output them to the bitmap // Meanwhile, keep track of the corresponding tex coords for each character. int x = 0, y = 0; char str[2] = "\0"; for (int c = 0; c < 127 - 32; c++) { str[0] = c + 32; SIZE size; GetTextExtentPoint32A(hDC, str, 1, &size); if ((int)(x+size.cx+1) > m_dwTexWidth) { x = 0; y += size.cy + 1; } ExtTextOutA(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; m_fTexCoords[c][2] = ((float)(x+0+size.cx))/m_dwTexWidth; m_fTexCoords[c][3] = ((float)(y+0+size.cy))/m_dwTexHeight; x += size.cx + 3; // 3 to work around annoying ij conflict (part of the j ends up with the i) } // Create a new texture for the font // possible optimization: store the converted data in a buffer and fill the texture on creation. // That way, we can use a static texture hr = dev->CreateTexture(m_dwTexWidth, m_dwTexHeight, 1, D3DUSAGE_DYNAMIC, D3DFMT_A4R4G4B4, D3DPOOL_DEFAULT, &m_pTexture, NULL); if (FAILED(hr)) { PanicAlert("Failed to create font texture"); return hr; } // Lock the surface and write the alpha values for the set pixels D3DLOCKED_RECT d3dlr; m_pTexture->LockRect(0, &d3dlr, 0, D3DLOCK_DISCARD); int bAlpha; // 4-bit measure of pixel intensity for (y = 0; y < m_dwTexHeight; y++) { u16 *pDst16 = (u16*)((u8 *)d3dlr.pBits + y * d3dlr.Pitch); for (x = 0; x < m_dwTexWidth; x++) { bAlpha = ((pBitmapBits[m_dwTexWidth * y + x] & 0xff) >> 4); pDst16[x] = (bAlpha << 12) | 0x0fff; } } // Done updating texture, so clean up used objects m_pTexture->UnlockRect(0); SelectObject(hDC, hOldbmBitmap); DeleteObject(hbmBitmap); SelectObject(hDC, hOldFont); DeleteObject(hFont); return S_OK; } int CD3DFont::Shutdown() { m_pVB->Release(); m_pVB = NULL; m_pTexture->Release(); m_pTexture = NULL; return S_OK; } const int RS[6][2] = { {D3DRS_ALPHABLENDENABLE, TRUE}, {D3DRS_SRCBLEND, D3DBLEND_SRCALPHA}, {D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA}, {D3DRS_CULLMODE, D3DCULL_NONE}, {D3DRS_ZENABLE, FALSE}, {D3DRS_FOGENABLE, FALSE}, }; const int TS[6][2] = { {D3DTSS_COLOROP, D3DTOP_MODULATE}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_COLORARG2, D3DTA_DIFFUSE }, {D3DTSS_ALPHAOP, D3DTOP_MODULATE }, {D3DTSS_ALPHAARG1, D3DTA_TEXTURE }, {D3DTSS_ALPHAARG2, D3DTA_DIFFUSE }, }; static LPDIRECT3DPIXELSHADER9 ps_old = NULL; static LPDIRECT3DVERTEXSHADER9 vs_old = NULL; void RestoreShaders() { D3D::SetTexture(0, 0); D3D::RefreshVertexDeclaration(); D3D::RefreshPixelShader(); D3D::RefreshVertexShader(); } void RestoreRenderStates() { RestoreShaders(); for (int i = 0; i < 6; i++) { D3D::RefreshRenderState((_D3DRENDERSTATETYPE)RS[i][0]); D3D::RefreshTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0])); } } void CD3DFont::SetRenderStates() { D3D::SetTexture(0, m_pTexture); dev->SetPixelShader(0); dev->SetVertexShader(0); dev->SetFVF(D3DFVF_FONT2DVERTEX); for (int i = 0; i < 6; i++) { D3D::ChangeRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS[i][1]); D3D::ChangeTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS[i][1]); } } int CD3DFont::DrawTextScaled(float x, float y, float fXScale, float fYScale, float spacing, u32 dwColor, const char* strText) { if (!m_pVB) return 0; SetRenderStates(); dev->SetStreamSource(0, m_pVB, 0, sizeof(FONT2DVERTEX)); float vpWidth = 1; float vpHeight = 1; float sx = x*vpWidth-0.5f; float sy = y*vpHeight-0.5f; float fStartX = sx; 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); const char *oldstrText=strText; //First, let's measure the text float tw=0; float mx=0; float maxx=0; while (*strText) { char c = *strText++; if (c == ('\n')) mx = 0; if (c < (' ')) continue; float tx1 = m_fTexCoords[c-32][0]; float tx2 = m_fTexCoords[c-32][2]; float w = (tx2-tx1)*m_dwTexWidth; w *= (fXScale*vpHeight)*invLineHeight; mx += w + spacing*fXScale*vpWidth; if (mx > maxx) maxx = mx; } float offset = -maxx/2; strText = oldstrText; float wScale = (fXScale*vpHeight)*invLineHeight; float hScale = (fYScale*vpHeight)*invLineHeight; // Let's draw it while (*strText) { char c = *strText++; if (c == ('\n')) { sx = fStartX; sy += fYScale*vpHeight; } if (c < (' ')) continue; c -= 32; float tx1 = m_fTexCoords[c][0]; float ty1 = m_fTexCoords[c][1]; float tx2 = m_fTexCoords[c][2]; float ty2 = m_fTexCoords[c][3]; float w = (tx2-tx1)*m_dwTexWidth; float h = (ty2-ty1)*m_dwTexHeight; w *= wScale; h *= hScale; FONT2DVERTEX v[6]; v[0] = InitFont2DVertex(sx, sy+h, dwColor, tx1, ty2); v[1] = InitFont2DVertex(sx, sy, dwColor, tx1, ty1); v[2] = InitFont2DVertex(sx+w, sy+h, dwColor, tx2, ty2); v[3] = InitFont2DVertex(sx+w, sy, dwColor, tx2, ty1); v[4] = v[2]; v[5] = v[1]; memcpy(pVertices, v, 6*sizeof(FONT2DVERTEX)); pVertices+=6; dwNumTriangles += 2; if (dwNumTriangles * 3 > (MAX_NUM_VERTICES - 6)) { // Unlock, render, and relock the vertex buffer m_pVB->Unlock(); dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles); m_pVB->Lock(0, 0, (void**)&pVertices, D3DLOCK_DISCARD); dwNumTriangles = 0; } sx += w + spacing*fXScale*vpWidth; } // Unlock and render the vertex buffer m_pVB->Unlock(); if (dwNumTriangles > 0) dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles); RestoreRenderStates(); return S_OK; } void quad2d(float x1, float y1, float x2, float y2, u32 color, float u1, float v1, float u2, float v2) { struct Q2DVertex { float x,y,z,rhw;u32 color;float u,v,w,h; } coords[4] = { {x1-0.5f, y1-0.5f, 0, 1, color, u1, v1}, {x2-0.5f, y1-0.5f, 0, 1, color, u2, v1}, {x2-0.5f, y2-0.5f, 0, 1, color, u2, v2}, {x1-0.5f, y2-0.5f, 0, 1, color, u1, v2}, }; dev->SetPixelShader(0); dev->SetVertexShader(0); dev->SetVertexDeclaration(NULL); dev->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1); dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex)); RestoreShaders(); } /* Explanation of texture copying via drawShadedTexQuad and drawShadedTexSubQuad: From MSDN: "When rendering 2D output using pre-transformed vertices, care must be taken to ensure that each texel area correctly corresponds to a single pixel area, otherwise texture distortion can occur." => We need to subtract 0.5 from the vertex positions to properly map texels to pixels. HOWEVER, the MSDN article talks about D3DFVF_XYZRHW vertices, which bypass the programmable pipeline. Since we're using D3DFVF_XYZW and the programmable pipeline though, the vertex positions are normalized to [-1;+1], i.e. we need to scale the -0.5 offset by the texture dimensions. For example see a texture with a width of 640 pixels: "Expected" coordinate range when using D3DFVF_XYZRHW: [0;640] Normalizing this coordinate range for D3DFVF_XYZW: [0;640]->[-320;320]->[-1;1] i.e. we're subtracting width/2 and dividing by width/2 BUT: The actual range when using D3DFVF_XYZRHW needs to be [-0.5;639.5] because of the need for exact texel->pixel mapping. We can still apply the same normalizing procedure though: [-0.5;639.5]->[-320-0.5;320-0.5]->[-1-0.5/320;1-0.5/320] So generally speaking the correct coordinate range is [-1-0.5/(w/2);1-0.5/(w/2)] which can be simplified to [-1-1/w;1-1/w]. Note that while for D3DFVF_XYZRHW the y coordinate of the bottom of the screen is positive, it's negative for D3DFVF_XYZW. This is why we need to _add_ 1/h for the second position component instead of subtracting it. For a detailed explanation of this read the MSDN article "Directly Mapping Texels to Pixels (Direct3D 9)". */ void drawShadedTexQuad(IDirect3DTexture9 *texture, const RECT *rSource, int SourceWidth, int SourceHeight, int DestWidth, int DestHeight, IDirect3DPixelShader9 *PShader, IDirect3DVertexShader9 *Vshader, float Gamma) { float sw = 1.0f /(float) SourceWidth; float sh = 1.0f /(float) SourceHeight; float dw = 1.0f /(float) DestWidth; float dh = 1.0f /(float) DestHeight; float u1=((float)rSource->left) * sw; float u2=((float)rSource->right) * sw; float v1=((float)rSource->top) * sh; float v2=((float)rSource->bottom) * sh; float g = 1.0f/Gamma; struct Q2DVertex { float x,y,z,rhw,u,v,w,h,G; } coords[4] = { {-1.0f - dw,-1.0f + dh, 0.0f,1.0f, u1, v2, sw, sh, g}, {-1.0f - dw, 1.0f + dh, 0.0f,1.0f, u1, v1, sw, sh, g}, { 1.0f - dw,-1.0f + dh, 0.0f,1.0f, u2, v2, sw, sh, g}, { 1.0f - dw, 1.0f + dh, 0.0f,1.0f, u2, v1, sw, sh, g} }; dev->SetVertexShader(Vshader); dev->SetPixelShader(PShader); D3D::SetTexture(0, texture); dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE1(2)); dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, coords, sizeof(Q2DVertex)); RestoreShaders(); } void drawShadedTexSubQuad(IDirect3DTexture9 *texture, const MathUtil::Rectangle *rSource, int SourceWidth, int SourceHeight, const MathUtil::Rectangle *rDest, int DestWidth, int DestHeight, IDirect3DPixelShader9 *PShader, IDirect3DVertexShader9 *Vshader, float Gamma) { float sw = 1.0f /(float) SourceWidth; float sh = 1.0f /(float) SourceHeight; float dw = 1.0f /(float) DestWidth; float dh = 1.0f /(float) DestHeight; float u1= rSource->left * sw; float u2= rSource->right * sw; float v1= rSource->top * sh; float v2= rSource->bottom * sh; float g = 1.0f/Gamma; struct Q2DVertex { float x,y,z,rhw,u,v,w,h,G; } coords[4] = { { rDest->left - dw , rDest->top + dh, 1.0f,1.0f, u1, v2, sw, sh, g}, { rDest->left - dw , rDest->bottom + dh, 1.0f,1.0f, u1, v1, sw, sh, g}, { rDest->right - dw , rDest->top + dh, 1.0f,1.0f, u2, v2, sw, sh, g}, { rDest->right - dw , rDest->bottom + dh, 1.0f,1.0f, u2, v1, sw, sh, g} }; dev->SetVertexShader(Vshader); dev->SetPixelShader(PShader); D3D::SetTexture(0, texture); dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE1(2)); dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, coords, sizeof(Q2DVertex)); RestoreShaders(); } // Fills a certain area of the current render target with the specified color // Z buffer disabled; destination coordinates normalized to (-1;1) void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2) { struct CQVertex { float x, y, z, rhw; u32 col; } coords[4] = { { x1, y2, 0.f, 1.f, Color }, { x2, y2, 0.f, 1.f, Color }, { x1, y1, 0.f, 1.f, Color }, { x2, y1, 0.f, 1.f, Color }, }; dev->SetVertexShader(VertexShaderCache::GetClearVertexShader()); dev->SetPixelShader(PixelShaderCache::GetClearProgram()); dev->SetFVF(D3DFVF_XYZW | D3DFVF_DIFFUSE); dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(CQVertex)); RestoreShaders(); } void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVertexShader9 *Vshader) { struct Q2DVertex { float x,y,z,rhw;u32 color;} coords[4] = { {-1.0f, 1.0f, z, 1.0f, Color}, { 1.0f, 1.0f, z, 1.0f, Color}, { 1.0f, -1.0f, z, 1.0f, Color}, {-1.0f, -1.0f, z, 1.0f, Color} }; dev->SetVertexShader(Vshader); dev->SetPixelShader(PShader); dev->SetFVF(D3DFVF_XYZW | D3DFVF_DIFFUSE); dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex)); RestoreShaders(); } } // namespace