no message

This commit is contained in:
Chris Danford
2002-05-19 01:59:48 +00:00
parent 62f3f01a05
commit 2f80235590
141 changed files with 2540 additions and 2058 deletions
+83 -131
View File
@@ -5,7 +5,7 @@
Desc: See header.
Copyright (c) 2001-2002 by the persons listed below. All rights reserved.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
@@ -38,7 +38,6 @@ BitmapText::BitmapText()
m_iNumLines = 0;
m_iWidestLineWidth = 0;
m_iNumV = 0;
for( int i=0; i<MAX_TEXT_LINES; i++ )
{
@@ -128,35 +127,22 @@ void BitmapText::SetText( CString sText )
}
void BitmapText::RebuildVertexBuffer()
// draw text at x, y using colorTop blended down to colorBottom, with size multiplied by scale
void BitmapText::DrawPrimitives()
{
//LOG->WriteLine( "BitmapText::RebuildVertexBuffer()" );
if( m_iNumLines == 0 )
return;
RageTexture* pTexture = m_pFont->m_pTexture;
// make the object in logical units centered at the origin
LPDIRECT3DVERTEXBUFFER8 pVB = SCREEN->GetVertexBuffer();
//LPDIRECT3DVERTEXBUFFER8 pVB = m_pVB;
CUSTOMVERTEX* v;
LPDIRECT3DVERTEXBUFFER8 pVB = DISPLAY->GetVertexBuffer();
RAGEVERTEX* v;
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
int iNumV = 0; // the current vertex number
m_iNumV = 0; // the current vertex number
const int iHeight = pTexture->GetSourceFrameHeight(); // height of a character
const int iFrameWidth = pTexture->GetSourceFrameWidth(); // width of a character frame in logical units
@@ -205,21 +191,21 @@ void BitmapText::RebuildVertexBuffer()
const float fExtraPixels = fPercentExtra * pTexture->GetSourceFrameWidth();
// first triangle
v[m_iNumV++].p = D3DXVECTOR3( (float)iX, iY-iHeight/2.0f, 0 ); // top left
v[m_iNumV++].p = D3DXVECTOR3( (float)iX, iY+iHeight/2.0f, 0 ); // bottom left
v[iNumV++].p = D3DXVECTOR3( (float)iX, iY-iHeight/2.0f, 0 ); // top left
v[iNumV++].p = D3DXVECTOR3( (float)iX, iY+iHeight/2.0f, 0 ); // bottom left
iX += iCharWidth;
v[m_iNumV++].p = D3DXVECTOR3( iX+fExtraPixels, iY-iHeight/2.0f, 0 ); // top right
v[iNumV++].p = D3DXVECTOR3( iX+fExtraPixels, iY-iHeight/2.0f, 0 ); // top right
// 2nd triangle
v[m_iNumV++].p = v[m_iNumV-1].p; // top right
v[m_iNumV++].p = v[m_iNumV-3].p; // bottom left
v[m_iNumV++].p = D3DXVECTOR3( iX+fExtraPixels, iY+iHeight/2.0f, 0 ); // bottom right
v[iNumV++].p = v[iNumV-1].p; // top right
v[iNumV++].p = v[iNumV-3].p; // bottom left
v[iNumV++].p = D3DXVECTOR3( iX+fExtraPixels, iY+iHeight/2.0f, 0 ); // bottom right
//
// set texture coordinates
//
m_iNumV -= 6;
iNumV -= 6;
FRECT frectTexCoords = *pTexture->GetTextureCoordRect( iFrameNo );
@@ -232,146 +218,112 @@ void BitmapText::RebuildVertexBuffer()
const float fExtraTexCoords = fPercentExtra * pTexture->GetTextureFrameWidth() / pTexture->GetTextureWidth();
v[m_iNumV++].t = D3DXVECTOR2( frectTexCoords.left, frectTexCoords.top ); // top left
v[m_iNumV++].t = D3DXVECTOR2( frectTexCoords.left, frectTexCoords.bottom ); // bottom left
v[m_iNumV++].t = D3DXVECTOR2( frectTexCoords.right + fExtraTexCoords, frectTexCoords.top ); // top right
v[m_iNumV++].t = v[m_iNumV-1].t; // top right
v[m_iNumV++].t = v[m_iNumV-3].t; // bottom left
v[m_iNumV++].t = D3DXVECTOR2( frectTexCoords.right + fExtraTexCoords, frectTexCoords.bottom ); // bottom right
v[iNumV++].t = D3DXVECTOR2( frectTexCoords.left, frectTexCoords.top ); // top left
v[iNumV++].t = D3DXVECTOR2( frectTexCoords.left, frectTexCoords.bottom ); // bottom left
v[iNumV++].t = D3DXVECTOR2( frectTexCoords.right + fExtraTexCoords, frectTexCoords.top ); // top right
v[iNumV++].t = v[iNumV-1].t; // top right
v[iNumV++].t = v[iNumV-3].t; // bottom left
v[iNumV++].t = D3DXVECTOR2( frectTexCoords.right + fExtraTexCoords, frectTexCoords.bottom ); // bottom right
}
iY += iHeight;
}
//
// set vertex colors for the diffuse pass
//
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();
}
// draw text at x, y using colorTop blended down to colorBottom, with size multiplied by scale
void BitmapText::RenderPrimitives()
{
if( m_iNumLines == 0 )
return;
RageTexture* pTexture = m_pFont->m_pTexture;
// fill the RageScreen's vertex buffer with what we're going to draw
RebuildVertexBuffer();
LPDIRECT3DVERTEXBUFFER8 pVB = SCREEN->GetVertexBuffer();
//LPDIRECT3DVERTEXBUFFER8 pVB = m_pVB;
CUSTOMVERTEX* v;
// Set the stage...
LPDIRECT3DDEVICE8 pd3dDevice = SCREEN->GetDevice();
LPDIRECT3DDEVICE8 pd3dDevice = DISPLAY->GetDevice();
pd3dDevice->SetTexture( 0, pTexture->GetD3DTexture() );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_INVSRCALPHA );
pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
pd3dDevice->SetStreamSource( 0, pVB, sizeof(CUSTOMVERTEX) );
pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
pd3dDevice->SetStreamSource( 0, pVB, sizeof(RAGEVERTEX) );
if( m_temp_colorDiffuse[0].a != 0 )
//////////////////////
// render the shadow
//////////////////////
if( m_bShadow && m_temp_colorDiffuse[0].a != 0 )
{
//////////////////////
// render the shadow
//////////////////////
if( m_bShadow )
{
SCREEN->PushMatrix();
SCREEN->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
DISPLAY->PushMatrix();
DISPLAY->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
DWORD dwColor = D3DXCOLOR(0,0,0,0.5f*m_temp_colorDiffuse[0].a); // semi-transparent black
pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, dwColor );
for( int i=0; i<m_iNumV; i++ )
v[i].color = D3DXCOLOR(0,0,0,0.5f*m_temp_colorDiffuse[0].a); // semi-transparent black
pVB->Unlock();
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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 );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_iNumV/3 );
SCREEN->PopMatrix();
}
//////////////////////
// render the diffuse pass
//////////////////////
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
if( m_bRainbow )
{
int color_index = (GetTickCount() / 200) % NUM_RAINBOW_COLORS;
for( int i=0; i<m_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<m_iNumV; i++ )
{
if( i%2 == 0 ) // this is a bottom vertex
v[i].color = m_temp_colorDiffuse[0];
else // this is a top vertex
v[i].color = m_temp_colorDiffuse[1];
}
}
pVB->Unlock();
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_COLORARG1, D3DTA_TFACTOR );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_iNumV/3 );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
DISPLAY->PopMatrix();
}
//////////////////////
// render the diffuse pass
//////////////////////
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 );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
//////////////////////
// render the add pass
//////////////////////
if( m_temp_colorAdd.a != 0 )
{
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
DWORD dwColor = m_temp_colorAdd;
pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, dwColor );
for( int i=0; i<m_iNumV; i++ )
v[i].color = m_temp_colorAdd;
pVB->Unlock();
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_iNumV/3 );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
}
}