dolphin/Source/Plugins/Plugin_VideoDX9/Src/D3DUtil.h
Rodolfo Osvaldo Bogado 19d7bb2c84 big commit, implemented depth textures with hardware support in D3D, so now they will be correct as in opengl. please test a lot because i only tested the ati path, nvidia path is "Theoretical" :).
Also reimplemented screen clearing as a color quad to support alpha blending when clearing as in the original hardware.
the funny thing is how is implemented peeking, as locking depth textures is not supported, implemented peeking copying the values form the depth texture to a r32f render target and then reading back the data.
please a lot of testing to this commit.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4599 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-22 02:37:00 +00:00

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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"
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, bool center=true );
// 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,
const RECT *rDest,
IDirect3DPixelShader9 *PShader,
IDirect3DVertexShader9 *Vshader);
void drawClearQuad(const RECT *rDest, u32 Color,float z,
IDirect3DPixelShader9 *PShader,
IDirect3DVertexShader9 *Vshader);
void SaveRenderStates();
void RestoreRenderStates();
}