Bitmap Text speedup
This commit is contained in:
+129
-204
@@ -29,14 +29,21 @@ BitmapText::BitmapText()
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m_HorizAlign = align_center;
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m_VertAlign = align_middle;
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// allocate a vertex buffer
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HRESULT hr;
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if( FAILED( hr = SCREEN->GetDevice()->CreateVertexBuffer(
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MAX_NUM_VERTICIES * sizeof(CUSTOMVERTEX),
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D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX,
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D3DPOOL_MANAGED, &m_pVB ) ) )
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RageErrorHr( "Vertex Buffer Could Not Be Created", hr );
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// m_bHasShadow = false;
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// create the vertex buffer
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HRESULT hr = SCREEN->GetDevice()->CreateVertexBuffer(
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MAX_NUM_VERTICIES * sizeof(CUSTOMVERTEX),
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D3DUSAGE_WRITEONLY,
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D3DFVF_CUSTOMVERTEX,
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D3DPOOL_MANAGED,
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&m_pVB );
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if( FAILED( hr ) )
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{
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RageErrorHr( "Vertex Buffer Could Not Be Created", hr );
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}
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m_iNumV = 0;
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}
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BitmapText::~BitmapText()
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@@ -190,6 +197,106 @@ float BitmapText::GetLineWidthInSourcePixels( int iLineNo )
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}
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void BitmapText::RebuildVertexBuffer()
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{
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// make the object in logical units centered at the origin
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LPDIRECT3DVERTEXBUFFER8 pVB = m_pVB;
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CUSTOMVERTEX* v;
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pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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m_iNumV = 0; // the current vertex number
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float fHeight = GetUnzoomedHeight();
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float fY;
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switch( m_VertAlign )
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{
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case align_top: fY = -(m_sTextLines.GetSize()) * fHeight / 2; break;
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case align_middle: fY = 0; break;
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case align_bottom: fY = (m_sTextLines.GetSize()) * fHeight / 2; break;
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default: ASSERT( true );
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}
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for( int i=0; i<m_sTextLines.GetSize(); i++ ) // foreach line
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{
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CString &sLine = m_sTextLines[i];
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float fLineWidth = GetLineWidthInSourcePixels(i);
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float fX;
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switch( m_HorizAlign )
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{
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case align_left: fX = 0; break;
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case align_center: fX = -(fLineWidth/2); break;
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case align_right: fX = -fLineWidth; break;
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default: ASSERT( true );
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}
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for( int j=0; j<sLine.GetLength(); j++ ) // for each character in the line
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{
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char c = sLine[j];
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int iFrameNo = m_iCharToFrameNo[c];
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ASSERT( iFrameNo != -1 ); // this font doesn't impelemnt this character
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float fCharWidth = m_fFrameNoToWidth[iFrameNo];
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//if( c == ' ' )
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//{
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// fX += fCharWidth;
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// continue;
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//}
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// HACK:
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// The right side of italic letters is being cropped. So, we're going to draw a little bit
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// to the right of the normal character.
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float fPercentExtra = 0.20f;
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// don't go over the frame boundary and draw part of the adjacent character
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float fPercentageOfFrame = fCharWidth / GetUnzoomedWidth();
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if( fPercentExtra > 1-fPercentageOfFrame )
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fPercentExtra = 1-fPercentageOfFrame;
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// set vertex positions
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v[m_iNumV++].p = D3DXVECTOR3( fX, fY+fHeight/2, 0 ); // bottom left
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v[m_iNumV++].p = D3DXVECTOR3( fX, fY-fHeight/2, 0 ); // top left
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fX += fCharWidth;
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float fExtraPixels = fPercentExtra * GetUnzoomedWidth();
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v[m_iNumV++].p = D3DXVECTOR3( fX+fExtraPixels, fY+fHeight/2, 0 ); // bottom right
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v[m_iNumV++].p = D3DXVECTOR3( fX+fExtraPixels, fY-fHeight/2, 0 ); // top right
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// set texture coordinates
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m_iNumV -= 4;
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FRECT* pTexCoordRect = m_pTexture->GetTextureCoordRect( iFrameNo );
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float fExtraTexCoords = fPercentExtra * m_pTexture->GetTextureFrameWidth() / m_pTexture->GetTextureWidth();
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v[m_iNumV].tu = pTexCoordRect->left; v[m_iNumV++].tv = pTexCoordRect->bottom; // bottom left
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v[m_iNumV].tu = pTexCoordRect->left; v[m_iNumV++].tv = pTexCoordRect->top; // top left
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v[m_iNumV].tu = pTexCoordRect->right + fExtraTexCoords; v[m_iNumV++].tv = pTexCoordRect->bottom; // bottom right
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v[m_iNumV].tu = pTexCoordRect->right + fExtraTexCoords; v[m_iNumV++].tv = pTexCoordRect->top; // top right
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}
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fY += fHeight;
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}
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pVB->Unlock();
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}
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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::RenderPrimitives()
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@@ -242,107 +349,14 @@ void BitmapText::RenderPrimitives()
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break;
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}
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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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// make the object in logical units centered at the origin
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// RebuildVertexBuffer();
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LPDIRECT3DVERTEXBUFFER8 pVB = m_pVB;
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CUSTOMVERTEX* v;
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m_pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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int &iVNum = m_iNumVerticies; // the current vertex number
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iVNum = 0;
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float fHeight = GetUnzoomedHeight();
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float fY;
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switch( m_VertAlign )
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{
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case align_top: fY = -(m_sTextLines.GetSize()) * fHeight / 2; break; break;
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case align_middle: fY = 0; break;
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case align_bottom: fY = (m_sTextLines.GetSize()) * fHeight / 2; break;
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default: ASSERT( true );
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}
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for( i=0; i<m_sTextLines.GetSize(); i++ ) // foreach line
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{
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CString &sLine = m_sTextLines[i];
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float fLineWidth = GetLineWidthInSourcePixels(i);
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float fX;
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switch( m_HorizAlign )
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{
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case align_left: fX = 0; break;
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case align_center: fX = -(fLineWidth/2); break;
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case align_right: fX = -fLineWidth; break;
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default: ASSERT( true );
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}
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for( int j=0; j<sLine.GetLength(); j++ ) // for each character in the line
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{
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char c = sLine[j];
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int iFrameNo = m_iCharToFrameNo[c];
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ASSERT( iFrameNo != -1 ); // this font doesn't impelemnt this character
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float fCharWidth = m_fFrameNoToWidth[iFrameNo];
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//if( c == ' ' )
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//{
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// fX += fCharWidth;
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// continue;
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//}
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// HACK:
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// The right side of italic letters is being cropped. So, we're going to draw a little bit
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// to the right of the normal character.
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float fPercentExtra = 0.20f;
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// don't go over the frame boundary and draw part of the adjacent character
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float fPercentageOfFrame = fCharWidth / GetUnzoomedWidth();
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if( fPercentExtra > 1-fPercentageOfFrame )
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fPercentExtra = 1-fPercentageOfFrame;
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// set vertex positions
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v[iVNum++].p = D3DXVECTOR3( fX, fY+fHeight/2, 0 ); // bottom left
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v[iVNum++].p = D3DXVECTOR3( fX, fY-fHeight/2, 0 ); // top left
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fX += fCharWidth;
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float fExtraPixels = fPercentExtra * GetUnzoomedWidth();
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v[iVNum++].p = D3DXVECTOR3( fX+fExtraPixels, fY+fHeight/2, 0 ); // bottom right
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v[iVNum++].p = D3DXVECTOR3( fX+fExtraPixels, fY-fHeight/2, 0 ); // top right
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// set texture coordinates
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iVNum -= 4;
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FRECT* pTexCoordRect = m_pTexture->GetTextureCoordRect( iFrameNo );
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float fExtraTexCoords = fPercentExtra * m_pTexture->GetTextureFrameWidth() / m_pTexture->GetTextureWidth();
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v[iVNum].tu = pTexCoordRect->left; v[iVNum++].tv = pTexCoordRect->bottom; // bottom left
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v[iVNum].tu = pTexCoordRect->left; v[iVNum++].tv = pTexCoordRect->top; // top left
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v[iVNum].tu = pTexCoordRect->right + fExtraTexCoords; v[iVNum++].tv = pTexCoordRect->bottom; // bottom right
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v[iVNum].tu = pTexCoordRect->right + fExtraTexCoords; v[iVNum++].tv = pTexCoordRect->top; // top right
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}
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fY += fHeight;
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}
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pVB->Unlock();
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// Set the stage...
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@@ -373,7 +387,7 @@ void BitmapText::RenderPrimitives()
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pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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for( int i=0; i<iVNum; i++ )
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for( int i=0; i<m_iNumV; i++ )
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v[i].color = D3DXCOLOR(0,0,0,0.5f*colorDiffuse[0].a); // semi-transparent black
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pVB->Unlock();
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@@ -385,7 +399,7 @@ void BitmapText::RenderPrimitives()
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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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for( i=0; i<iVNum; i+=4 )
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for( i=0; i<m_iNumV; i+=4 )
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pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, i, 2 );
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SCREEN->PopMatrix();
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@@ -397,9 +411,9 @@ void BitmapText::RenderPrimitives()
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//////////////////////
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pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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for( int i=0; i<iVNum; i++ )
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for( int i=0; i<m_iNumV; i++ )
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{
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if( iVNum%2 == 0 ) // this is a bottom vertex
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if( i%2 == 0 ) // this is a bottom vertex
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v[i].color = colorDiffuse[0];
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else // this is a top vertex
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v[i].color = colorDiffuse[1];
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@@ -417,7 +431,7 @@ void BitmapText::RenderPrimitives()
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );//bBlendAdd ? D3DTOP_ADD : D3DTOP_MODULATE );
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for( i=0; i<iVNum; i+=4 )
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for( i=0; i<m_iNumV; i+=4 )
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pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, i, 2 );
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}
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@@ -429,7 +443,7 @@ void BitmapText::RenderPrimitives()
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{
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pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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for( int i=0; i<iVNum; i++ )
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for( int i=0; i<m_iNumV; i++ )
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v[i].color = colorAdd;
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pVB->Unlock();
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@@ -441,7 +455,7 @@ void BitmapText::RenderPrimitives()
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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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for( i=0; i<iVNum; i+=4 )
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for( i=0; i<m_iNumV; i+=4 )
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pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, i, 2 );
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}
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@@ -460,6 +474,9 @@ void BitmapText::SetText( CString sText )
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m_sTextLines.RemoveAll();
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split( sText, "\n", m_sTextLines, false );
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RebuildVertexBuffer();
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}
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CString BitmapText::GetText()
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@@ -467,95 +484,3 @@ CString BitmapText::GetText()
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return join( "\n", m_sTextLines );
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}
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void BitmapText::RebuildVertexBuffer()
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{
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// make the object in logical units centered at the origin
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CUSTOMVERTEX* v;
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m_pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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int &iVNum = m_iNumVerticies; // the current vertex number
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iVNum = 0;
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float fHeight = GetUnzoomedHeight();
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float fY;
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switch( m_VertAlign )
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{
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case align_top: fY = -(m_sTextLines.GetSize()) * fHeight / 2; break; break;
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case align_middle: fY = 0; break;
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case align_bottom: fY = (m_sTextLines.GetSize()) * fHeight / 2; break;
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default: ASSERT( true );
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}
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for( i=0; i<m_sTextLines.GetSize(); i++ ) // foreach line
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{
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CString &sLine = m_sTextLines[i];
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float fLineWidth = GetLineWidthInSourcePixels(i);
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float fX;
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switch( m_HorizAlign )
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{
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case align_left: fX = 0; break;
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case align_center: fX = -(fLineWidth/2); break;
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case align_right: fX = -fLineWidth; break;
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default: ASSERT( true );
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}
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for( int j=0; j<sLine.GetLength(); j++ ) // for each character in the line
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{
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char c = sLine[j];
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int iFrameNo = m_iCharToFrameNo[c];
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ASSERT( iFrameNo != -1 ); // this font doesn't implement this character
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float fCharWidth = m_fFrameNoToWidth[iFrameNo];
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// HACK:
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// The right side of italic letters is being cropped. So, we're going to draw a little bit
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// to the right of the normal character.
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float fPercentExtra = 0.20f;
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// don't go over the frame boundary and draw part of the adjacent character
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float fPercentageOfFrame = fCharWidth / GetUnzoomedWidth();
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if( fPercentExtra > 1-fPercentageOfFrame )
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fPercentExtra = 1-fPercentageOfFrame;
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// set vertex positions
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v[iVNum++].p = D3DXVECTOR3( fX, fY+fHeight/2, 0 ); // bottom left
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v[iVNum++].p = D3DXVECTOR3( fX, fY-fHeight/2, 0 ); // top left
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fX += fCharWidth;
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float fExtraPixels = fPercentExtra * GetUnzoomedWidth();
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v[iVNum++].p = D3DXVECTOR3( fX+fExtraPixels, fY+fHeight/2, 0 ); // bottom right
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v[iVNum++].p = D3DXVECTOR3( fX+fExtraPixels, fY-fHeight/2, 0 ); // top right
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// set texture coordinates
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iVNum -= 4;
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FRECT* pTexCoordRect = m_pTexture->GetTextureCoordRect( iFrameNo );
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float fExtraTexCoords = fPercentExtra * m_pTexture->GetTextureFrameWidth() / m_pTexture->GetTextureWidth();
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v[iVNum].tu = pTexCoordRect->left; v[iVNum++].tv = pTexCoordRect->bottom; // bottom left
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v[iVNum].tu = pTexCoordRect->left; v[iVNum++].tv = pTexCoordRect->top; // top left
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v[iVNum].tu = pTexCoordRect->right + fExtraTexCoords; v[iVNum++].tv = pTexCoordRect->bottom; // bottom right
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v[iVNum].tu = pTexCoordRect->right + fExtraTexCoords; v[iVNum++].tv = pTexCoordRect->top; // top right
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}
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fY += fHeight;
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}
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m_pVB->Unlock();
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}
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@@ -25,6 +25,7 @@ protected:
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public:
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BitmapText();
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~BitmapText();
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virtual void RenderPrimitives();
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@@ -47,8 +48,8 @@ protected:
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LPDIRECT3DVERTEXBUFFER8 m_pVB; // our vertex buffer only needs to be rebuilt when the text changes
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int m_iNumVerticies;
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RebuildVertexBuffer(); // this should be called when the
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int m_iNumV; // number of verticies used in the vertex buffer
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void RebuildVertexBuffer(); // this should be called when the text changes
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CStringArray m_sTextLines;
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};
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