2001-11-03 10:52:42 +00:00
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#include "stdafx.h"
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2001-11-04 19:34:28 +00:00
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/*
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-----------------------------------------------------------------------------
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2002-03-30 20:00:13 +00:00
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File: BitmapText
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2001-11-03 10:52:42 +00:00
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2002-03-30 20:00:13 +00:00
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Desc: See header.
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2001-11-04 19:34:28 +00:00
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2002-05-19 01:59:48 +00:00
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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2002-03-30 20:00:13 +00:00
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Chris Danford
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2001-11-04 19:34:28 +00:00
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-----------------------------------------------------------------------------
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*/
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2001-11-03 10:52:42 +00:00
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#include "BitmapText.h"
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#include "IniFile.h"
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2002-03-30 20:00:13 +00:00
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#include "FontManager.h"
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2002-05-01 19:14:55 +00:00
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#include "RageLog.h"
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2002-04-16 17:31:00 +00:00
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#include "ErrorCatcher/ErrorCatcher.h"
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D3DXCOLOR RAINBOW_COLORS[] = {
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D3DXCOLOR( 1.0f, 0.2f, 0.4f, 1 ), // red
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D3DXCOLOR( 0.8f, 0.2f, 0.6f, 1 ), // pink
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D3DXCOLOR( 0.4f, 0.3f, 0.5f, 1 ), // purple
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D3DXCOLOR( 0.2f, 0.6f, 1.0f, 1 ), // sky blue
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D3DXCOLOR( 0.2f, 0.8f, 0.8f, 1 ), // sea green
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D3DXCOLOR( 0.2f, 0.8f, 0.4f, 1 ), // green
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D3DXCOLOR( 1.0f, 0.8f, 0.2f, 1 ), // orange
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};
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const int NUM_RAINBOW_COLORS = sizeof(RAINBOW_COLORS) / sizeof(D3DXCOLOR);
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2001-11-03 10:52:42 +00:00
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BitmapText::BitmapText()
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{
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2002-01-16 10:01:32 +00:00
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m_HorizAlign = align_center;
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m_VertAlign = align_middle;
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2001-12-19 01:50:57 +00:00
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2002-03-30 20:00:13 +00:00
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m_pFont = NULL;
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2002-02-02 05:11:12 +00:00
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2002-03-30 20:00:13 +00:00
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m_iNumLines = 0;
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m_iWidestLineWidth = 0;
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for( int i=0; i<MAX_TEXT_LINES; i++ )
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2002-02-02 07:42:52 +00:00
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{
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2002-03-30 20:00:13 +00:00
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m_szTextLines[i] = '\0';
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m_iLineLengths[i] = -1;
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m_iLineWidths[i] = 1;
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2002-02-02 07:42:52 +00:00
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}
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2002-04-16 17:31:00 +00:00
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2002-05-01 19:14:55 +00:00
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m_bShadow = true;
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2002-04-16 17:31:00 +00:00
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m_bRainbow = false;
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2002-02-02 05:11:12 +00:00
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}
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BitmapText::~BitmapText()
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{
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2002-03-30 20:00:13 +00:00
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if( m_pFont )
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FONT->UnloadFont( m_pFont->m_sFontFilePath );
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2001-11-25 04:31:44 +00:00
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}
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2001-11-03 10:52:42 +00:00
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2002-03-30 20:00:13 +00:00
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bool BitmapText::Load( const CString &sFontFilePath )
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2001-11-25 04:31:44 +00:00
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{
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2002-05-01 19:14:55 +00:00
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LOG->WriteLine( "BitmapText::LoadFromFontName(%s)", sFontFilePath );
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2002-01-16 10:01:32 +00:00
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2002-03-30 20:00:13 +00:00
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// load font
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m_pFont = FONT->LoadFont( sFontFilePath );
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2002-01-16 10:01:32 +00:00
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2002-03-30 20:00:13 +00:00
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return true;
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}
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2002-01-16 10:01:32 +00:00
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2002-03-31 07:55:25 +00:00
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void BitmapText::SetText( CString sText )
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2002-03-30 20:00:13 +00:00
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{
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2002-05-01 19:14:55 +00:00
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//LOG->WriteLine( "BitmapText::SetText()" );
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2002-04-28 20:42:32 +00:00
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2002-03-31 07:55:25 +00:00
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if( m_pFont->m_bCapitalsOnly )
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sText.MakeUpper();
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2002-03-30 20:00:13 +00:00
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//
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// save the string and crop if necessary
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//
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strncpy( m_szText, sText, MAX_TEXT_CHARS );
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m_szText[MAX_TEXT_CHARS-1] = '\0';
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int iLength = strlen( m_szText );
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//
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// strip out non-low ASCII chars
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//
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for( int i=0; i<iLength; i++ ) // for each character
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2002-01-16 10:01:32 +00:00
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{
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2002-03-30 20:00:13 +00:00
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if( m_szText[i] < 0 || m_szText[i] > MAX_FONT_CHARS-1 )
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m_szText[i] = ' ';
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2001-11-27 22:47:30 +00:00
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}
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2002-01-16 10:01:32 +00:00
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2002-03-30 20:00:13 +00:00
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//
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// break the string into lines
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//
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m_iNumLines = 0;
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LPSTR token;
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2002-01-16 10:01:32 +00:00
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2002-03-30 20:00:13 +00:00
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/* Establish string and get the first token: */
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token = strtok( m_szText, "\n" );
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while( token != NULL )
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2002-01-16 10:01:32 +00:00
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{
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m_szTextLines[m_iNumLines++] = token;
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token = strtok( NULL, "\n" );
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2002-01-16 10:01:32 +00:00
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}
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2002-03-30 20:00:13 +00:00
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//
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// calculate line lengths and widths
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//
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m_iWidestLineWidth = 0;
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for( int l=0; l<m_iNumLines; l++ ) // for each line
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2002-01-16 10:01:32 +00:00
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{
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2002-03-30 20:00:13 +00:00
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m_iLineLengths[l] = strlen( m_szTextLines[l] );
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m_iLineWidths[l] = m_pFont->GetLineWidthInSourcePixels( m_szTextLines[l], m_iLineLengths[l] );
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if( m_iLineWidths[l] > m_iWidestLineWidth )
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m_iWidestLineWidth = m_iLineWidths[l];
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2002-01-16 10:01:32 +00:00
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}
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2002-04-28 20:42:32 +00:00
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// fill the RageScreen's vertex buffer with what we're going to draw
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//RebuildVertexBuffer();
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2001-11-27 22:47:30 +00:00
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}
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2001-11-03 10:52:42 +00:00
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2001-11-27 22:47:30 +00:00
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2002-05-19 01:59:48 +00:00
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// draw text at x, y using colorTop blended down to colorBottom, with size multiplied by scale
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void BitmapText::DrawPrimitives()
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2001-11-27 22:47:30 +00:00
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{
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2002-05-19 01:59:48 +00:00
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if( m_iNumLines == 0 )
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return;
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2002-04-28 20:42:32 +00:00
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2002-03-30 20:00:13 +00:00
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RageTexture* pTexture = m_pFont->m_pTexture;
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2001-12-28 10:15:59 +00:00
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2002-01-16 10:01:32 +00:00
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// make the object in logical units centered at the origin
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2002-05-19 01:59:48 +00:00
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LPDIRECT3DVERTEXBUFFER8 pVB = DISPLAY->GetVertexBuffer();
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RAGEVERTEX* v;
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2002-02-02 07:42:52 +00:00
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pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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2002-05-19 01:59:48 +00:00
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int iNumV = 0; // the current vertex number
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2002-01-16 10:01:32 +00:00
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2002-03-30 20:00:13 +00:00
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const int iHeight = pTexture->GetSourceFrameHeight(); // height of a character
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const int iFrameWidth = pTexture->GetSourceFrameWidth(); // width of a character frame in logical units
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int iY; // the center position of the first row of characters
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2002-01-16 10:01:32 +00:00
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switch( m_VertAlign )
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2001-12-28 10:15:59 +00:00
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{
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2002-03-30 20:00:13 +00:00
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case align_top: iY = -(m_iNumLines-1) * iHeight; break;
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case align_middle: iY = -(m_iNumLines-1) * iHeight/2; break;
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case align_bottom: iY = 0; break;
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2002-02-11 04:46:31 +00:00
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default: ASSERT( false );
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2002-01-16 10:01:32 +00:00
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}
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2001-12-19 01:50:57 +00:00
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2002-03-30 20:00:13 +00:00
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for( int i=0; i<m_iNumLines; i++ ) // foreach line
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2002-01-16 10:01:32 +00:00
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{
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2002-03-30 20:00:13 +00:00
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LPCTSTR szLine = m_szTextLines[i];
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const int iLineLength = m_iLineLengths[i];
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const int iLineWidth = m_iLineWidths[i];
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int iX;
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2002-01-16 10:01:32 +00:00
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switch( m_HorizAlign )
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2001-12-28 10:15:59 +00:00
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{
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2002-03-30 20:00:13 +00:00
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case align_left: iX = 0; break;
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case align_center: iX = -(iLineWidth/2); break;
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case align_right: iX = -iLineWidth; break;
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default: ASSERT( false );
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2001-12-19 01:50:57 +00:00
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}
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2002-03-30 20:00:13 +00:00
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for( int j=0; j<iLineLength; j++ ) // for each character in the line
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2002-01-16 10:01:32 +00:00
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{
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2002-03-30 20:00:13 +00:00
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const char c = szLine[j];
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const int iFrameNo = m_pFont->m_iCharToFrameNo[c];
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2002-02-09 04:30:27 +00:00
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if( iFrameNo == -1 ) // this font doesn't impelemnt this character
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2002-05-20 08:59:37 +00:00
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FatalError( "The font '%s' does not implement the character '%c'", m_sFontFilePath, c );
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2002-03-30 20:00:13 +00:00
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const int iCharWidth = m_pFont->m_iFrameNoToWidth[iFrameNo];
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2002-01-16 10:01:32 +00:00
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// HACK:
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2002-03-30 20:00:13 +00:00
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// The right side of any italic letter is being cropped. So, we're going to draw a little bit
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2002-01-16 10:01:32 +00:00
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// to the right of the normal character.
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2002-04-28 20:42:32 +00:00
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const float fPercentExtra = min( m_pFont->m_fDrawExtraPercent, (iFrameWidth-iCharWidth)/(float)iFrameWidth ); // don't draw from the adjacent frame
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//
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// set vertex positions
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//
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2002-03-30 20:00:13 +00:00
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const float fExtraPixels = fPercentExtra * pTexture->GetSourceFrameWidth();
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2002-01-16 10:01:32 +00:00
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2002-02-03 20:45:08 +00:00
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// first triangle
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2002-05-19 01:59:48 +00:00
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v[iNumV++].p = D3DXVECTOR3( (float)iX, iY-iHeight/2.0f, 0 ); // top left
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v[iNumV++].p = D3DXVECTOR3( (float)iX, iY+iHeight/2.0f, 0 ); // bottom left
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2002-03-30 20:00:13 +00:00
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iX += iCharWidth;
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2002-05-19 01:59:48 +00:00
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v[iNumV++].p = D3DXVECTOR3( iX+fExtraPixels, iY-iHeight/2.0f, 0 ); // top right
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2002-02-03 20:45:08 +00:00
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// 2nd triangle
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2002-05-19 01:59:48 +00:00
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v[iNumV++].p = v[iNumV-1].p; // top right
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v[iNumV++].p = v[iNumV-3].p; // bottom left
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v[iNumV++].p = D3DXVECTOR3( iX+fExtraPixels, iY+iHeight/2.0f, 0 ); // bottom right
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2002-01-16 10:01:32 +00:00
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2002-04-28 20:42:32 +00:00
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//
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2002-01-16 10:01:32 +00:00
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// set texture coordinates
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2002-04-28 20:42:32 +00:00
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//
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2002-05-19 01:59:48 +00:00
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iNumV -= 6;
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2002-01-16 10:01:32 +00:00
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2002-04-28 20:42:32 +00:00
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FRECT frectTexCoords = *pTexture->GetTextureCoordRect( iFrameNo );
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2002-01-16 10:01:32 +00:00
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2002-04-28 20:42:32 +00:00
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// Tweak the textures frame rectangles so we don't draw extra
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// to the left and right of the character, saving us fill rate.
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float fPixelsToChopOff = pTexture->GetSourceFrameWidth() - (float)iCharWidth;
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float fTexCoordsToChopOff = fPixelsToChopOff / pTexture->GetSourceWidth();
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frectTexCoords.left += fTexCoordsToChopOff/2;
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frectTexCoords.right -= fTexCoordsToChopOff/2;
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2002-01-16 10:01:32 +00:00
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2002-04-28 20:42:32 +00:00
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const float fExtraTexCoords = fPercentExtra * pTexture->GetTextureFrameWidth() / pTexture->GetTextureWidth();
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2002-01-16 10:01:32 +00:00
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2002-05-19 01:59:48 +00:00
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v[iNumV++].t = D3DXVECTOR2( frectTexCoords.left, frectTexCoords.top ); // top left
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v[iNumV++].t = D3DXVECTOR2( frectTexCoords.left, frectTexCoords.bottom ); // bottom left
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v[iNumV++].t = D3DXVECTOR2( frectTexCoords.right + fExtraTexCoords, frectTexCoords.top ); // top right
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v[iNumV++].t = v[iNumV-1].t; // top right
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v[iNumV++].t = v[iNumV-3].t; // bottom left
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v[iNumV++].t = D3DXVECTOR2( frectTexCoords.right + fExtraTexCoords, frectTexCoords.bottom ); // bottom right
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2002-01-16 10:01:32 +00:00
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}
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2002-03-30 20:00:13 +00:00
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iY += iHeight;
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2001-12-19 01:50:57 +00:00
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}
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2002-01-16 10:01:32 +00:00
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pVB->Unlock();
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// Set the stage...
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2002-05-19 01:59:48 +00:00
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LPDIRECT3DDEVICE8 pd3dDevice = DISPLAY->GetDevice();
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2002-03-30 20:00:13 +00:00
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pd3dDevice->SetTexture( 0, pTexture->GetD3DTexture() );
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2002-01-16 10:01:32 +00:00
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pd3dDevice->SetRenderState( D3DRS_SRCBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_SRCALPHA );
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pd3dDevice->SetRenderState( D3DRS_DESTBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_INVSRCALPHA );
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2002-05-19 01:59:48 +00:00
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pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
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pd3dDevice->SetStreamSource( 0, pVB, sizeof(RAGEVERTEX) );
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2002-01-16 10:01:32 +00:00
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2002-05-19 01:59:48 +00:00
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//////////////////////
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// render the shadow
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//////////////////////
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if( m_bShadow && m_temp_colorDiffuse[0].a != 0 )
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2002-01-16 10:01:32 +00:00
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{
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2002-05-19 01:59:48 +00:00
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DISPLAY->PushMatrix();
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DISPLAY->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
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2002-01-16 10:01:32 +00:00
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2002-05-19 01:59:48 +00:00
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DWORD dwColor = D3DXCOLOR(0,0,0,0.5f*m_temp_colorDiffuse[0].a); // semi-transparent black
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2002-05-29 09:47:24 +00:00
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/*
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// YUCK. It is very common in crapier drivers that the texture factor doesn't work.
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// Too bad because using the texture factor instead of recoloring the verticies is very fast.
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2002-05-19 01:59:48 +00:00
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pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, dwColor );
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2002-01-16 10:01:32 +00:00
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2002-05-19 01:59:48 +00:00
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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2002-05-29 09:47:24 +00:00
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|
*/
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// recolor the verticies for a shadow
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pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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for( int i=0; i<iNumV; i++ )
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v[i].color = dwColor;
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pVB->Unlock();
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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|
2002-01-16 10:01:32 +00:00
|
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|
2002-05-19 01:59:48 +00:00
|
|
|
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
|
2002-01-16 10:01:32 +00:00
|
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|
2002-05-19 01:59:48 +00:00
|
|
|
DISPLAY->PopMatrix();
|
|
|
|
|
}
|
2002-01-16 10:01:32 +00:00
|
|
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|
|
2002-05-19 01:59:48 +00:00
|
|
|
//////////////////////
|
|
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|
|
// render the diffuse pass
|
|
|
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|
//////////////////////
|
2002-05-29 09:47:24 +00:00
|
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|
|
|
|
//
|
|
|
|
|
// set vertex colors for the diffuse pass
|
|
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|
|
//
|
|
|
|
|
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
|
|
|
|
|
|
|
|
|
|
if( m_bRainbow )
|
|
|
|
|
{
|
|
|
|
|
int color_index = (GetTickCount() / 200) % NUM_RAINBOW_COLORS;
|
|
|
|
|
for( int i=0; i<iNumV; i+=6 )
|
|
|
|
|
{
|
|
|
|
|
const D3DXCOLOR color = RAINBOW_COLORS[color_index];
|
|
|
|
|
for( int j=i; j<i+6; j++ )
|
|
|
|
|
v[j].color = color;
|
|
|
|
|
|
|
|
|
|
color_index = (color_index+1)%NUM_RAINBOW_COLORS;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
for( int i=0; i<iNumV; i+=6 )
|
|
|
|
|
{
|
|
|
|
|
v[i ].color = m_temp_colorDiffuse[0]; // top left
|
|
|
|
|
v[i+1].color = m_temp_colorDiffuse[2]; // bottom left
|
|
|
|
|
v[i+2].color = m_temp_colorDiffuse[1]; // top right
|
|
|
|
|
v[i+3].color = m_temp_colorDiffuse[1]; // top right
|
|
|
|
|
v[i+4].color = m_temp_colorDiffuse[2]; // bottom left
|
|
|
|
|
v[i+5].color = m_temp_colorDiffuse[3]; // bottom right
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
pVB->Unlock();
|
|
|
|
|
|
2002-05-19 01:59:48 +00:00
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
|
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
2002-01-16 10:01:32 +00:00
|
|
|
|
2002-05-19 01:59:48 +00:00
|
|
|
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
|
2002-01-16 10:01:32 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
//////////////////////
|
|
|
|
|
// render the add pass
|
|
|
|
|
//////////////////////
|
2002-03-30 20:00:13 +00:00
|
|
|
if( m_temp_colorAdd.a != 0 )
|
2002-01-16 10:01:32 +00:00
|
|
|
{
|
2002-05-19 01:59:48 +00:00
|
|
|
DWORD dwColor = m_temp_colorAdd;
|
2002-05-29 09:47:24 +00:00
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
// See above comment about some cards not correctly handling the
|
|
|
|
|
// texture factor render state.
|
|
|
|
|
|
2002-05-19 01:59:48 +00:00
|
|
|
pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, dwColor );
|
2002-01-16 10:01:32 +00:00
|
|
|
|
2002-05-19 01:59:48 +00:00
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR );
|
|
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
|
2002-01-16 10:01:32 +00:00
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
2002-05-19 01:59:48 +00:00
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR );
|
2002-01-16 10:01:32 +00:00
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
2002-05-29 09:47:24 +00:00
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
// recolor the verticies for
|
|
|
|
|
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
|
|
|
|
|
for( int i=0; i<iNumV; i++ )
|
|
|
|
|
v[i].color = dwColor;
|
|
|
|
|
pVB->Unlock();
|
|
|
|
|
|
|
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
|
|
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
|
|
|
|
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
|
|
|
|
|
2002-05-19 01:59:48 +00:00
|
|
|
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
|
2002-01-16 10:01:32 +00:00
|
|
|
}
|
2001-12-19 01:50:57 +00:00
|
|
|
|
2002-03-30 20:00:13 +00:00
|
|
|
}
|