forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4183 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			384 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			384 lines
		
	
	
		
			10 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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#include "Common.h"
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#include "D3DBase.h"
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#include "D3DUtil.h"
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#include "Render.h"
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namespace D3D
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{
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	CD3DFont font;
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#define MAX_NUM_VERTICES 50*6
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	struct FONT2DVERTEX {
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		float x,y,z;
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		float rhw;
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		u32 color;
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		float tu, tv;
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	};
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#define D3DFVF_FONT2DVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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#define D3DFVF_FONT3DVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_NORMAL|D3DFVF_TEX1)
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	inline FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, float tv)
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	{
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		FONT2DVERTEX v;   v.x=x; v.y=y; v.z=0; v.rhw=1.0f;  v.color = color;   v.tu = tu;   v.tv = tv;
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		return v;
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	}
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	CD3DFont::CD3DFont()
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	{
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		m_pTexture             = NULL;
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		m_pVB                  = NULL;
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	}
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	enum {m_dwTexWidth = 512, m_dwTexHeight = 512};
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	int CD3DFont::Init()
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	{
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		m_fTextScale  = 1.0f; // Draw fonts into texture without scaling
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		// Create a new texture for the font
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		HRESULT hr = dev->CreateTexture(m_dwTexWidth, m_dwTexHeight, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, &m_pTexture, NULL);
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		if (FAILED(hr))
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			return hr;
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		// Prepare to create a bitmap
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		int *pBitmapBits;
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		BITMAPINFO bmi;
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		ZeroMemory(&bmi.bmiHeader,  sizeof(BITMAPINFOHEADER));
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		bmi.bmiHeader.biSize        = sizeof(BITMAPINFOHEADER);
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		bmi.bmiHeader.biWidth       =  (int)m_dwTexWidth;
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		bmi.bmiHeader.biHeight      = -(int)m_dwTexHeight;
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		bmi.bmiHeader.biPlanes      = 1;
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		bmi.bmiHeader.biCompression = BI_RGB;
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		bmi.bmiHeader.biBitCount    = 32;
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		// Create a DC and a bitmap for the font
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		HDC     hDC       = CreateCompatibleDC(NULL);
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		HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (VOID**)&pBitmapBits, NULL, 0);
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		SetMapMode(hDC, MM_TEXT);
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		// Create a font.  By specifying ANTIALIASED_QUALITY, we might get an
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		// antialiased font, but this is not guaranteed.
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		// We definitely don't want to get it cleartype'd, anyway.
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		int m_dwFontHeight = 36;
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		int nHeight = -MulDiv(m_dwFontHeight, int(GetDeviceCaps(hDC, LOGPIXELSY) * m_fTextScale), 72);
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		int dwBold = FW_NORMAL; ///FW_BOLD
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		HFONT hFont = CreateFont(nHeight, 0, 0, 0, dwBold, 0,
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			FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
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			CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY,
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			VARIABLE_PITCH, _T("Tahoma"));
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		if (NULL == hFont)
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			return E_FAIL;
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		HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap);
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		HGDIOBJ hOldFont = SelectObject(hDC, hFont);
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		// Set text properties
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		SetTextColor(hDC, 0xFFFFFF);
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		SetBkColor  (hDC, 0);
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		SetTextAlign(hDC, TA_TOP);
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		// Loop through all printable character and output them to the bitmap..
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		// Meanwhile, keep track of the corresponding tex coords for each character.
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		int x = 0, y = 0;
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		char str[2] = "\0";
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		SIZE size;
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		for (char c=0; c<127-32; c++)
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		{
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			str[0] = c+32;
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			GetTextExtentPoint32A(hDC, str, 1, &size);
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			if ((int)(x+size.cx+1) > m_dwTexWidth)
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			{
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				x  = 0;
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				y += size.cy+1;
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			}
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			ExtTextOutA(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, NULL, str, 1, NULL);
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			m_fTexCoords[c][0] = ((float)(x+0))/m_dwTexWidth;
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			m_fTexCoords[c][1] = ((float)(y+0))/m_dwTexHeight;
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			m_fTexCoords[c][2] = ((float)(x+0+size.cx))/m_dwTexWidth;
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			m_fTexCoords[c][3] = ((float)(y+0+size.cy))/m_dwTexHeight;
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			x += size.cx+3;  //3 to avoid annoying ij conflict (part of the j ends up with the i)
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		}
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		// Lock the surface and write the alpha values for the set pixels
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		D3DLOCKED_RECT d3dlr;
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		m_pTexture->LockRect(0, &d3dlr, 0, 0);
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		unsigned short* pDst16 = (unsigned short*)d3dlr.pBits;
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		int bAlpha; // 4-bit measure of pixel intensity
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		for (y=0; y < m_dwTexHeight; y++)
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		{
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			for (x=0; x < m_dwTexWidth; x++)
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			{
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				bAlpha = ((pBitmapBits[m_dwTexWidth*y + x] & 0xff) >> 4);
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				*pDst16++ = (bAlpha << 12) | 0x0fff;
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			}
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		}
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		// Done updating texture, so clean up used objects
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		m_pTexture->UnlockRect(0);
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		SelectObject(hDC, hOldbmBitmap);
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		DeleteObject(hbmBitmap);
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		SelectObject(hDC, hOldFont);
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		DeleteObject(hFont);
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		// Create vertex buffer for the letters
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		if (FAILED(hr = dev->CreateVertexBuffer(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX),
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			D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, 0,
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			D3DPOOL_DEFAULT, &m_pVB,NULL)))
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		{
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			return hr;
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		}
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		return S_OK;
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	}
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	int CD3DFont::Shutdown()
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	{
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		SAFE_RELEASE(m_pVB);
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		SAFE_RELEASE(m_pTexture);
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		return S_OK;
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	}
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	const int RS[6][2] =
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	{
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		{ D3DRS_ALPHABLENDENABLE,         TRUE },
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		{ D3DRS_SRCBLEND,                 D3DBLEND_SRCALPHA },
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		{ D3DRS_DESTBLEND,                D3DBLEND_INVSRCALPHA },
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		{ D3DRS_CULLMODE,                 D3DCULL_NONE },
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		{ D3DRS_ZENABLE,                  FALSE },
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		{ D3DRS_FOGENABLE,                FALSE },
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	};
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	const int TS[6][2] = 
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	{
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		{D3DTSS_COLOROP,   D3DTOP_MODULATE},
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		{D3DTSS_COLORARG1, D3DTA_TEXTURE},
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		{D3DTSS_COLORARG2, D3DTA_DIFFUSE },
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		{D3DTSS_ALPHAOP,   D3DTOP_MODULATE },
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		{D3DTSS_ALPHAARG1, D3DTA_TEXTURE },
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		{D3DTSS_ALPHAARG2, D3DTA_DIFFUSE },
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	};
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	static DWORD RS_old[6];
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	static DWORD TS_old[6];
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	static LPDIRECT3DBASETEXTURE9 texture_old;
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	static DWORD FVF_old;
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	static LPDIRECT3DVERTEXDECLARATION9 decl_old;
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	static LPDIRECT3DPIXELSHADER9 ps_old;
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	static LPDIRECT3DVERTEXSHADER9 vs_old;
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	void SaveRenderStates()
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	{
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		for (int i = 0; i < 6; i++)
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		{
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			dev->GetRenderState((_D3DRENDERSTATETYPE)RS[i][0], &(RS_old[i]));
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			dev->GetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), &(TS_old[i]));
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		}
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		dev->GetTexture(0, &texture_old);
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		dev->GetPixelShader(&ps_old);
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		dev->GetVertexShader(&vs_old);
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		dev->GetVertexDeclaration(&decl_old);
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		dev->GetFVF(&FVF_old);
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	}
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	void CD3DFont::SetRenderStates()
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	{
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		D3D::SetTexture(0, m_pTexture);
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		dev->SetPixelShader(0);
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		dev->SetVertexShader(0);
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		dev->SetFVF(D3DFVF_FONT2DVERTEX);
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		for (int i = 0; i < 6; i++)
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		{
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			D3D::SetRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS[i][1]);
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			D3D::SetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS[i][1]);
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		}
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	}
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	void RestoreRenderStates()
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	{
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		D3D::SetTexture(0, texture_old);
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		dev->SetPixelShader(ps_old);
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		dev->SetVertexShader(vs_old);
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		dev->SetFVF(FVF_old);
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		for (int i = 0; i < 6; i++)
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		{
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			D3D::SetRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS_old[i]);
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			D3D::SetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS_old[i]);
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		}
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	}
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	int CD3DFont::DrawTextScaled(float x, float y, float fXScale, float fYScale, float spacing, u32 dwColor, const char* strText, bool center)
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	{
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		SaveRenderStates();
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		SetRenderStates();
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		dev->SetStreamSource(0, m_pVB, 0, sizeof(FONT2DVERTEX));
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		float vpWidth = 1;
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		float vpHeight = 1;
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		float sx  = x*vpWidth-0.5f; 
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		float sy  = y*vpHeight-0.5f;
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		float fStartX = sx;
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		float invLineHeight = 1.0f / ((m_fTexCoords[0][3] - m_fTexCoords[0][1]) * m_dwTexHeight);
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		// Fill vertex buffer
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		FONT2DVERTEX* pVertices;
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		int         dwNumTriangles = 0L;
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		m_pVB->Lock(0, 0, (void**)&pVertices, D3DLOCK_DISCARD);
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		const char *oldstrText=strText;
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		//First, let's measure the text
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		float tw=0;
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		float mx=0;
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		float maxx=0;
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		while(*strText)
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		{
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			char c = *strText++;
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			if (c == ('\n'))
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				mx=0;
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			if (c < (' '))
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				continue;
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			float tx1 = m_fTexCoords[c-32][0];
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			float tx2 = m_fTexCoords[c-32][2];
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			float w = (tx2-tx1)*m_dwTexWidth;
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			w *= (fXScale*vpHeight)*invLineHeight;
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			mx += w + spacing*fXScale*vpWidth;
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			if (mx>maxx) maxx=mx;
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		}
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		float offset=-maxx/2;
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		strText = oldstrText;
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		//Then let's draw it
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		if (center)
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		{
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			sx+=offset;
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			fStartX+=offset;
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		}
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		float wScale=(fXScale*vpHeight)*invLineHeight;
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		float hScale=(fYScale*vpHeight)*invLineHeight;
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		while(*strText)
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		{
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			char c = *strText++;
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			if (c == ('\n'))
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			{
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				sx  = fStartX;
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				sy += fYScale*vpHeight;
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			}
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			if (c < (' '))
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				continue;
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			c-=32;
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			float tx1 = m_fTexCoords[c][0];
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			float ty1 = m_fTexCoords[c][1];
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			float tx2 = m_fTexCoords[c][2];
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			float ty2 = m_fTexCoords[c][3];
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			float w = (tx2-tx1)*m_dwTexWidth;
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			float h = (ty2-ty1)*m_dwTexHeight;
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			w *= wScale;
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			h *= hScale;
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			FONT2DVERTEX v[6];
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			v[0]=InitFont2DVertex(sx,   sy+h, dwColor, tx1, ty2);
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			v[1]=InitFont2DVertex(sx,   sy,   dwColor, tx1, ty1);
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			v[2]=InitFont2DVertex(sx+w, sy+h, dwColor, tx2, ty2);
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			v[3]=InitFont2DVertex(sx+w, sy,   dwColor, tx2, ty1);
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			v[4]=v[2];
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			v[5]=v[1];
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			memcpy(pVertices,v,6*sizeof(FONT2DVERTEX)); 
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			pVertices+=6;
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			dwNumTriangles += 2;
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			if (dwNumTriangles * 3 > (MAX_NUM_VERTICES-6))
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			{
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				// Unlock, render, and relock the vertex buffer
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				m_pVB->Unlock();
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				// dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
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				dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
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				m_pVB->Lock(0, 0, (void**)&pVertices, D3DLOCK_DISCARD);
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				dwNumTriangles = 0;
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			}
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			sx += w + spacing*fXScale*vpWidth;
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		}
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		// Unlock and render the vertex buffer
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		m_pVB->Unlock();
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		if (dwNumTriangles > 0)
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		{
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			// dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
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			dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
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		}
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		RestoreRenderStates();
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		return S_OK;
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	}
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	void quad2d(float x1, float y1, float x2, float y2, u32 color, float u1, float v1, float u2, float v2)
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	{
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		SaveRenderStates();	
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		struct Q2DVertex { float x,y,z,rhw; u32 color; float u, v; } coords[4] = {
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			{x1-0.5f, y1-0.5f, 0, 1, color, u1, v1},
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			{x2-0.5f, y1-0.5f, 0, 1, color, u2, v1},
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			{x2-0.5f, y2-0.5f, 0, 1, color, u2, v2},
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			{x1-0.5f, y2-0.5f, 0, 1, color, u1, v2},
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		};
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		dev->SetPixelShader(0);
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		dev->SetVertexShader(0);
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		dev->SetVertexDeclaration(0);
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		dev->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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		dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
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		RestoreRenderStates();
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	}
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}  // namespace
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