dolphin/Source/Plugins/Plugin_VideoDX11/Src/D3DUtil.h
NeoBrainX 3ea2a1387c Add a DX11 video plugin.
Might or might not work for you, yet.
Anyway, read the soon to be created forum thread on this plugin before asking any questions.

Huge thanks to rodolfoosvaldobogado for helping me out in various areas.
Also, thanks to everyone on IRC who supported me during development ;)


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5680 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-13 19:50:06 +00:00

81 lines
2.3 KiB
C++

// 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
class CD3DFont
{
ID3D11ShaderResourceView* m_pTexture;
ID3D11Buffer* m_pVB;
ID3D11InputLayout* m_InputLayout;
ID3D11PixelShader* m_pshader;
ID3D11VertexShader* m_vshader;
ID3D11BlendState* m_blendstate;
ID3D11RasterizerState* m_raststate;
const int m_dwTexWidth;
const int m_dwTexHeight;
float m_fTexCoords[128-32][4];
public:
CD3DFont();
// 2D text drawing function
// Initializing and destroying device-dependent objects
int Init();
int Shutdown();
int DrawTextScaled(float x, float y,
float scale,
float spacing, u32 dwColor,
const char* strText, bool center=true);
};
extern CD3DFont font;
void InitUtils();
void ShutdownUtils();
void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
const D3D11_RECT* rSource,
int SourceWidth,
int SourceHeight,
ID3D11PixelShader* PShader,
ID3D11VertexShader* VShader,
ID3D11InputLayout* layout);
void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
const MathUtil::Rectangle<float>* rSource,
int SourceWidth,
int SourceHeight,
const MathUtil::Rectangle<float>* rDest,
ID3D11PixelShader* PShader,
ID3D11VertexShader* Vshader,
ID3D11InputLayout* layout);
void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout);
void SaveRenderStates();
void RestoreRenderStates();
}