forked from dolphin-emu/dolphin
		
	this not solve the remaining projection problem in some games like mario kart wii will work that problem later. please test and let me know the results. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5473 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			85 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			85 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#pragma	once
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#include "D3DBase.h"
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#include <math.h>
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#include <MathUtil.h>
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namespace D3D
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{
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	// Font creation flags
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	#define D3DFONT_BOLD        0x0001
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	#define D3DFONT_ITALIC      0x0002
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	// Font rendering flags
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	#define D3DFONT_CENTERED    0x0001
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	//a cut-down variant of the DXSDK CD3DFont class
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	class CD3DFont
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	{
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		LPDIRECT3DTEXTURE9      m_pTexture;   // The d3d texture for this font
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		LPDIRECT3DVERTEXBUFFER9 m_pVB;        // VertexBuffer for rendering text
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		//int     m_dwTexWidth;                 // Texture dimensions
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		//int     m_dwTexHeight;
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		float   m_fTextScale;
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		float   m_fTexCoords[128-32][4];
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	public:
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		CD3DFont();
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		// 2D (no longer 3D) text drawing function
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		// Initializing and destroying device-dependent objects
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		void SetRenderStates();
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		int Init();
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		int Shutdown();
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		int DrawTextScaled( float x, float y,
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							float fXScale, float fYScale, 
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							float spacing, u32 dwColor,
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							const char* strText, bool center=true );
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		// Constructor / destructor
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		//~CD3DFont();
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	};
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	extern CD3DFont font;
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	void quad2d(float x1, float y1, float x2, float y2, u32 color, float u1=0, float v1=0, float u2=1, float v2=1);
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	void drawShadedTexQuad(IDirect3DTexture9 *texture,
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					   const RECT *rSource,
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					   int SourceWidth,
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					   int SourceHeight,
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					   int DestWidth,
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					   int DestHeight,
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					   IDirect3DPixelShader9 *PShader,
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					   IDirect3DVertexShader9 *Vshader);
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	void drawShadedTexSubQuad(IDirect3DTexture9 *texture,
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							const MathUtil::Rectangle<float> *rSource,
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							int SourceWidth,
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							int SourceHeight,
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							const MathUtil::Rectangle<float> *rDest,
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							int DestWidth,
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							int DestHeight,
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							IDirect3DPixelShader9 *PShader,
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							IDirect3DVertexShader9 *Vshader);
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	void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVertexShader9 *Vshader);
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	void SaveRenderStates();
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	void RestoreRenderStates();
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	bool DXCheck(std::wstring&);
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}
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