RetroArch/360/fonts.cpp

889 lines
34 KiB
C++

/* SSNES - A frontend for libretro.
* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
* Copyright (C) 2011-2012 - Daniel De Matteis
*
* SSNES is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* SSNES is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with SSNES.
* If not, see <http://www.gnu.org/licenses/>.
*/
#define NONET
#include <xtl.h>
#include <malloc.h>
#include "xdk360_video.h"
#include "fonts.h"
#include "../general.h"
static video_console_t video_console;
static xdk360_video_font_t m_Font;
void xdk360_console_draw(void)
{
xdk360_video_t *vid = (xdk360_video_t*)g_d3d;
D3DDevice *m_pd3dDevice = vid->xdk360_render_device;
// The top line
unsigned int nTextLine = ( video_console.m_nCurLine -
video_console.m_cScreenHeight + video_console.m_cScreenHeightVirtual -
video_console.m_nScrollOffset + 1 )
% video_console.m_cScreenHeightVirtual;
xdk360_video_font_begin(&m_Font);
for( unsigned int nScreenLine = 0; nScreenLine < video_console.m_cScreenHeight; nScreenLine++ )
{
xdk360_video_font_draw_text(&m_Font, (float)( video_console.m_cxSafeAreaOffset ),
(float)( video_console.m_cySafeAreaOffset +
video_console.m_fLineHeight * nScreenLine ),
video_console.m_colTextColor,
video_console.m_Lines[nTextLine], 0.0f );
nTextLine = ( nTextLine + 1 ) % video_console.m_cScreenHeightVirtual;
}
xdk360_video_font_end(&m_Font);
}
HRESULT xdk360_console_init( LPCSTR strFontFileName, unsigned long colBackColor,
unsigned long colTextColor)
{
xdk360_video_t *vid = (xdk360_video_t*)g_d3d;
D3DDevice *m_pd3dDevice = vid->xdk360_render_device;
video_console.first_message = true;
video_console.m_Buffer = NULL;
video_console.m_Lines = NULL;
video_console.m_nScrollOffset = 0;
// Calculate the safe area
unsigned int uiSafeAreaPct = vid->video_mode.fIsHiDef ? SAFE_AREA_PCT_HDTV
: SAFE_AREA_PCT_4x3;
video_console.m_cxSafeArea = ( vid->d3dpp.BackBufferWidth * uiSafeAreaPct ) / 100;
video_console.m_cySafeArea = ( vid->d3dpp.BackBufferHeight * uiSafeAreaPct ) / 100;
video_console.m_cxSafeAreaOffset = ( vid->d3dpp.BackBufferWidth - video_console.m_cxSafeArea ) / 2;
video_console.m_cySafeAreaOffset = ( vid->d3dpp.BackBufferHeight - video_console.m_cySafeArea ) / 2;
// Create the font
HRESULT hr = xdk360_video_font_init(&m_Font, strFontFileName );
if( FAILED( hr ) )
{
SSNES_ERR( "Could not create font.\n" );
return -1;
}
// Save the colors
video_console.m_colBackColor = colBackColor;
video_console.m_colTextColor = colTextColor;
// Calculate the number of lines on the screen
float fCharWidth, fCharHeight;
xdk360_video_font_get_text_width(&m_Font, L"i", &fCharWidth, &fCharHeight, FALSE);
video_console.m_cScreenHeight = (unsigned int)( video_console.m_cySafeArea / fCharHeight );
video_console.m_cScreenWidth = (unsigned int)( video_console.m_cxSafeArea / fCharWidth );
video_console.m_cScreenHeightVirtual = video_console.m_cScreenHeight;
video_console.m_fLineHeight = fCharHeight;
// Allocate memory to hold the lines
video_console.m_Buffer = new wchar_t[ video_console.m_cScreenHeightVirtual * ( video_console.m_cScreenWidth + 1 ) ];
video_console.m_Lines = new wchar_t *[ video_console.m_cScreenHeightVirtual ];
// Set the line pointers as indexes into the buffer
for( unsigned int i = 0; i < video_console.m_cScreenHeightVirtual; i++ )
video_console.m_Lines[ i ] = video_console.m_Buffer + ( video_console.m_cScreenWidth + 1 ) * i;
video_console.m_nCurLine = 0;
video_console.m_cCurLineLength = 0;
memset( video_console.m_Buffer, 0, video_console.m_cScreenHeightVirtual * ( video_console.m_cScreenWidth + 1 ) * sizeof( wchar_t ) );
xdk360_console_draw();
return hr;
}
void xdk360_console_deinit()
{
// Delete the memory we've allocated
if(video_console.m_Lines)
{
delete[] video_console.m_Lines;
video_console.m_Lines = NULL;
}
if(video_console.m_Buffer)
{
delete[] video_console.m_Buffer;
video_console.m_Buffer = NULL;
}
// Destroy the font
xdk360_video_font_deinit(&m_Font);
}
void xdk360_console_add( wchar_t wch )
{
// If this is a newline, just increment lines and move on
if( wch == L'\n' )
{
video_console.m_nCurLine = ( video_console.m_nCurLine + 1 )
% video_console.m_cScreenHeightVirtual;
video_console.m_cCurLineLength = 0;
memset(video_console.m_Lines[video_console.m_nCurLine], 0,
( video_console.m_cScreenWidth + 1 ) * sizeof( wchar_t ) );
return;
}
int bIncrementLine = FALSE; // Whether to wrap to the next line
if( video_console.m_cCurLineLength == video_console.m_cScreenWidth )
bIncrementLine = TRUE;
else
{
// Try to append the character to the line
video_console.m_Lines[ video_console.m_nCurLine ][ video_console.m_cCurLineLength ] = wch;
float fTextWidth, fTextHeight;
xdk360_video_font_get_text_width(&m_Font, video_console.m_Lines[ video_console.m_nCurLine ], &fTextWidth,
&fTextHeight, 0);
if( fTextHeight > video_console.m_cxSafeArea )
{
// The line is too long, we need to wrap the character to the next line
video_console.m_Lines[video_console.m_nCurLine][ video_console.m_cCurLineLength ] = L'\0';
bIncrementLine = TRUE;
}
}
// If we need to skip to the next line, do so
if( bIncrementLine )
{
video_console.m_nCurLine = ( video_console.m_nCurLine + 1 )
% video_console.m_cScreenHeightVirtual;
video_console.m_cCurLineLength = 0;
memset( video_console.m_Lines[video_console.m_nCurLine],
0, ( video_console.m_cScreenWidth + 1 ) * sizeof( wchar_t ) );
video_console.m_Lines[video_console.m_nCurLine ][0] = wch;
}
video_console.m_cCurLineLength++;
}
void xdk360_console_format(_In_z_ _Printf_format_string_ LPCSTR strFormat, ... )
{
video_console.m_nCurLine = 0;
video_console.m_cCurLineLength = 0;
memset( video_console.m_Buffer, 0,
video_console.m_cScreenHeightVirtual *
( video_console.m_cScreenWidth + 1 ) * sizeof( wchar_t ) );
va_list pArgList;
va_start( pArgList, strFormat );
// Count the required length of the string
unsigned long dwStrLen = _vscprintf( strFormat, pArgList ) + 1;
// +1 = null terminator
char * strMessage = ( char * )_malloca( dwStrLen );
vsprintf_s( strMessage, dwStrLen, strFormat, pArgList );
// Output the string to the console
unsigned long uStringLength = strlen( strMessage );
for( unsigned long i = 0; i < uStringLength; i++ )
{
wchar_t wch;
int ret = MultiByteToWideChar(
CP_ACP, // ANSI code page
0, // No flags
&strMessage[i], // Character to convert
1, // Convert one byte
&wch, // Target wide character buffer
1 ); // One wide character
xdk360_console_add( wch );
}
_freea( strMessage );
va_end( pArgList );
}
void xdk360_console_format_w(_In_z_ _Printf_format_string_ LPCWSTR wstrFormat, ... )
{
video_console.m_nCurLine = 0;
video_console.m_cCurLineLength = 0;
memset( video_console.m_Buffer, 0, video_console.m_cScreenHeightVirtual
* ( video_console.m_cScreenWidth + 1 ) * sizeof( wchar_t ) );
va_list pArgList;
va_start( pArgList, wstrFormat );
// Count the required length of the string
unsigned long dwStrLen = _vscwprintf( wstrFormat, pArgList ) + 1; // +1 = null terminator
wchar_t * strMessage = ( wchar_t * )_malloca( dwStrLen * sizeof( wchar_t ) );
vswprintf_s( strMessage, dwStrLen, wstrFormat, pArgList );
// Output the string to the console
unsigned long uStringLength = wcslen( strMessage );
for( unsigned long i = 0; i < uStringLength; i++ )
xdk360_console_add( strMessage[i] );
_freea( strMessage );
va_end( pArgList );
}
#define CALCFONTFILEHEADERSIZE(x) ( sizeof(unsigned long) + (sizeof(float)* 4) + sizeof(unsigned short) + (sizeof(wchar_t)*(x)) )
#define FONTFILEVERSION 5
typedef struct FontFileHeaderImage_t {
unsigned long m_dwFileVersion; // Version of the font file (Must match FONTFILEVERSION)
float m_fFontHeight; // Height of the font strike in pixels
float m_fFontTopPadding; // Padding above the strike zone
float m_fFontBottomPadding; // Padding below the strike zone
float m_fFontYAdvance; // Number of pixels to move the cursor for a line feed
unsigned short m_cMaxGlyph; // Number of font characters (Should be an odd number to maintain DWORD Alignment)
wchar_t m_TranslatorTable[1]; // ASCII to Glyph lookup table, NOTE: It's m_cMaxGlyph+1 in size.
} FontFileHeaderImage_t;
// Font strike array. Immediately follows the FontFileHeaderImage_t
// structure image
typedef struct FontFileStrikesImage_t {
unsigned long m_dwNumGlyphs; // Size of font strike array (First entry is the unknown glyph)
GLYPH_ATTR m_Glyphs[1]; // Array of font strike uv's etc... NOTE: It's m_dwNumGlyphs in size
} FontFileStrikesImage_t;
static PackedResource m_xprResource;
static const char g_strFontShader[] =
"struct VS_IN\n"
"{\n"
"float2 Pos : POSITION;\n"
"float2 Tex : TEXCOORD0;\n"
"float4 ChannelSelector : TEXCOORD1;\n"
"};\n"
"struct VS_OUT\n"
"{\n"
"float4 Position : POSITION;\n"
"float4 Diffuse : COLOR0_center;\n"
"float2 TexCoord0 : TEXCOORD0;\n"
"float4 ChannelSelector : TEXCOORD1;\n"
"};\n"
"uniform float4 Color : register(c1);\n"
"uniform float2 TexScale : register(c2);\n"
"sampler FontTexture : register(s0);\n"
"VS_OUT main_vertex( VS_IN In )\n"
"{\n"
"VS_OUT Out;\n"
"Out.Position.x = (In.Pos.x-0.5);\n"
"Out.Position.y = (In.Pos.y-0.5);\n"
"Out.Position.z = ( 0.0 );\n"
"Out.Position.w = ( 1.0 );\n"
"Out.Diffuse = Color;\n"
"Out.TexCoord0.x = In.Tex.x * TexScale.x;\n"
"Out.TexCoord0.y = In.Tex.y * TexScale.y;\n"
"Out.ChannelSelector = In.ChannelSelector;\n"
"return Out;\n"
"}\n"
"float4 main_fragment( VS_OUT In ) : COLOR0\n"
"{\n"
"float4 FontTexel = tex2D( FontTexture, In.TexCoord0 );\n"
"if( dot( In.ChannelSelector, float4(1,1,1,1) ) )\n"
"{\n"
"float value = dot( FontTexel, In.ChannelSelector );\n"
"float4 Color;\n"
"Color.rgb = ( value > 0.5f ? 2*value-1 : 0.0f );\n"
"Color.a = 2 * ( value > 0.5f ? 1.0f : value );\n"
"return Color * In.Diffuse;\n"
"}\n"
"else\n"
"{\n"
"return FontTexel * In.Diffuse;\n"
"}\n"
"}\n";
typedef struct Font_Locals_t {
D3DVertexDeclaration* m_pFontVertexDecl; // Shared vertex buffer
D3DVertexShader* m_pFontVertexShader; // Created vertex shader
D3DPixelShader* m_pFontPixelShader; // Created pixel shader
} Font_Locals_t;
// All elements are defaulted to NULL
static Font_Locals_t s_FontLocals; // Global static instance
static HRESULT xdk360_video_font_create_shaders (xdk360_video_font_t * font)
{
//
// There are only two states the globals could be in,
// Initialized, in which the ref count is increased,
// Uninialized, in which the vertex/pixel shaders need to be
// started up and a vertex array created.
///
HRESULT hr;
if (!s_FontLocals.m_pFontVertexDecl)
{
// Use the do {} while(0); trick for a fake goto
// It simplies tear down on error conditions.
do
{
// Step #1, create my vertex array with 16 bytes per entry
// Floats for the position,
// shorts for the uvs
// 32 bit packed ARGB 8:8:8:8 for color
static const D3DVERTEXELEMENT9 decl[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 8, D3DDECLTYPE_USHORT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
D3DDECL_END()
};
// Cache this global into a register
xdk360_video_t *vid = (xdk360_video_t*)g_d3d;
D3DDevice *pd3dDevice = vid->xdk360_render_device;
hr = pd3dDevice->CreateVertexDeclaration( decl, &s_FontLocals.m_pFontVertexDecl );
if (SUCCEEDED(hr))
{
// Step #2, create my vertex shader
ID3DXBuffer* pShaderCode;
hr = D3DXCompileShader( g_strFontShader, sizeof(g_strFontShader)-1 ,
NULL, NULL, "main_vertex", "vs.2.0", 0,&pShaderCode, NULL, NULL );
if (SUCCEEDED(hr))
{
hr = pd3dDevice->CreateVertexShader( ( unsigned long * )pShaderCode->GetBufferPointer(),
&s_FontLocals.m_pFontVertexShader );
// Release the compiled shader
pShaderCode->Release();
if(SUCCEEDED(hr))
{
// Step #3, create my pixel shader
hr = D3DXCompileShader( g_strFontShader, sizeof(g_strFontShader)-1 ,
NULL, NULL, "main_fragment", "ps.2.0", 0,&pShaderCode, NULL, NULL );
if ( SUCCEEDED(hr))
{
hr = pd3dDevice->CreatePixelShader( ( DWORD* )pShaderCode->GetBufferPointer(),
&s_FontLocals.m_pFontPixelShader );
// Release the compiled shader
pShaderCode->Release();
if (SUCCEEDED(hr))
{
hr = S_OK;
break; // Skip the teardown code
}
}
// If the code got to here, a fatal error has occured
// and a clean shutdown needs to be performed.
D3DResource_Release((D3DResource *)s_FontLocals.m_pFontVertexShader);
}
// Ensure the pointer is NULL
s_FontLocals.m_pFontVertexShader = NULL;
}
D3DResource_Release((D3DResource *)s_FontLocals.m_pFontVertexDecl);
}
// Ensure this pointer is NULL
s_FontLocals.m_pFontVertexDecl = NULL;
}while(0); // Exit point for the break command.
return hr;
}
else
{
D3DResource_AddRef((D3DResource *)s_FontLocals.m_pFontVertexDecl);
D3DResource_AddRef((D3DResource *)s_FontLocals.m_pFontVertexShader);
D3DResource_AddRef((D3DResource *)s_FontLocals.m_pFontPixelShader);
hr = S_OK;
}
return hr; // Return the error code if any
}
void xdk360_video_font_set_size(xdk360_video_font_t * font, float x, float y)
{
font->m_fXScaleFactor = x;
font->m_fYScaleFactor = y;
}
HRESULT xdk360_video_font_init(xdk360_video_font_t * font, const char * strFontFileName)
{
font->m_pFontTexture = NULL;
font->m_dwNumGlyphs = 0L;
font->m_Glyphs = NULL;
font->m_fCursorX = 0.0f;
font->m_fCursorY = 0.0f;
font->m_fXScaleFactor = 2.0f;
font->m_fYScaleFactor = 2.0f;
font->m_cMaxGlyph = 0;
font->m_TranslatorTable = NULL;
font->m_dwNestedBeginCount = 0L;
// Create the font
if( FAILED( m_xprResource.Create( strFontFileName ) ) )
return E_FAIL;
D3DTexture * pFontTexture = m_xprResource.GetTexture( "FontTexture" );
const void * pFontData = m_xprResource.GetData( "FontData");
// Save a copy of the texture
font->m_pFontTexture = pFontTexture;
// Check version of file (to make sure it matches up with the FontMaker tool)
const unsigned char * pData = static_cast<const unsigned char *>(pFontData);
unsigned long dwFileVersion = reinterpret_cast<const FontFileHeaderImage_t *>(pData)->m_dwFileVersion;
if( dwFileVersion == FONTFILEVERSION )
{
font->m_fFontHeight = reinterpret_cast<const FontFileHeaderImage_t *>(pData)->m_fFontHeight;
font->m_fFontTopPadding = reinterpret_cast<const FontFileHeaderImage_t *>(pData)->m_fFontTopPadding;
font->m_fFontBottomPadding = reinterpret_cast<const FontFileHeaderImage_t *>(pData)->m_fFontBottomPadding;
font->m_fFontYAdvance = reinterpret_cast<const FontFileHeaderImage_t *>(pData)->m_fFontYAdvance;
// Point to the translator string which immediately follows the 4 floats
font->m_cMaxGlyph = reinterpret_cast<const FontFileHeaderImage_t *>(pData)->m_cMaxGlyph;
font->m_TranslatorTable = const_cast<FontFileHeaderImage_t*>(reinterpret_cast<const FontFileHeaderImage_t *>(pData))->m_TranslatorTable;
pData += CALCFONTFILEHEADERSIZE( font->m_cMaxGlyph + 1 );
// Read the glyph attributes from the file
font->m_dwNumGlyphs = reinterpret_cast<const FontFileStrikesImage_t *>(pData)->m_dwNumGlyphs;
font->m_Glyphs = reinterpret_cast<const FontFileStrikesImage_t *>(pData)->m_Glyphs; // Pointer
}
else
{
SSNES_ERR( "Incorrect version number on font file.\n" );
return E_FAIL;
}
// Create the vertex and pixel shaders for rendering the font
if( FAILED( xdk360_video_font_create_shaders(font) ) )
{
SSNES_ERR( "Could not create font shaders.\n" );
return E_FAIL;
}
xdk360_video_t *vid = (xdk360_video_t*)g_d3d;
D3DDevice *pd3dDevice = vid->xdk360_render_device;
// Initialize the window
D3DDISPLAYMODE DisplayMode;
pd3dDevice->GetDisplayMode( 0, &DisplayMode );
font->m_rcWindow.x1 = 0;
font->m_rcWindow.y1 = 0;
font->m_rcWindow.x2 = DisplayMode.Width;
font->m_rcWindow.y2 = DisplayMode.Height;
// Determine whether we should save/restore state
font->m_bSaveState = TRUE;
return S_OK;
}
void xdk360_video_font_deinit(xdk360_video_font_t * font)
{
font->m_pFontTexture = NULL;
font->m_dwNumGlyphs = 0L;
font->m_Glyphs = NULL;
font->m_cMaxGlyph = 0;
font->m_TranslatorTable = NULL;
font->m_dwNestedBeginCount = 0L;
// Safely release shaders
// NOTE: They are released in reverse order of creation
// to make sure any interdependencies are dealt with
if( ( s_FontLocals.m_pFontPixelShader != NULL ) && ( s_FontLocals.m_pFontPixelShader->Release() == 0 ) )
s_FontLocals.m_pFontPixelShader = NULL;
if( ( s_FontLocals.m_pFontVertexShader != NULL ) && ( s_FontLocals.m_pFontVertexShader->Release() == 0 ) )
s_FontLocals.m_pFontVertexShader = NULL;
if( ( s_FontLocals.m_pFontVertexDecl != NULL ) && ( s_FontLocals.m_pFontVertexDecl->Release() == 0 ) )
s_FontLocals.m_pFontVertexDecl = NULL;
if( m_xprResource.m_bInitialized)
m_xprResource.Destroy();
}
void xdk360_video_font_set_cursor_position(xdk360_video_font_t *font, float fCursorX, float fCursorY )
{
font->m_fCursorX = floorf( fCursorX );
font->m_fCursorY = floorf( fCursorY );
}
void xdk360_video_font_get_text_width(xdk360_video_font_t * font, const wchar_t * strText, float * pWidth, float * pHeight, int bFirstLineOnly)
{
// Set default text extent in output parameters
int iWidth = 0;
float fHeight = 0.0f;
if( strText )
{
// Initialize counters that keep track of text extent
int ix = 0;
float fy = font->m_fFontHeight; // One character high to start
if( fy > fHeight )
fHeight = fy;
// Loop through each character and update text extent
unsigned long letter;
while( (letter = *strText) != 0 )
{
++strText;
// Handle newline character
if( letter == L'\n' )
{
if( bFirstLineOnly )
break;
ix = 0;
fy += font->m_fFontYAdvance;
// since the height has changed, test against the height extent
if( fy > fHeight )
fHeight = fy;
}
// Handle carriage return characters by ignoring them. This helps when
// displaying text from a file.
if( letter == L'\r' )
continue;
// Translate unprintable characters
const GLYPH_ATTR* pGlyph;
if( letter > font->m_cMaxGlyph )
letter = 0; // Out of bounds?
else
letter = font->m_TranslatorTable[letter]; // Remap ASCII to glyph
pGlyph = &font->m_Glyphs[letter]; // Get the requested glyph
// Get text extent for this character's glyph
ix += pGlyph->wOffset;
ix += pGlyph->wAdvance;
// Since the x widened, test against the x extent
if( ix > iWidth )
iWidth = ix;
}
}
// Convert the width to a float here, load/hit/store. :(
float fWidth = static_cast<float>(iWidth); // Delay the use if fWidth to reduce LHS pain
// Apply the scale factor to the result
fHeight *= font->m_fYScaleFactor;
// Store the final results
*pHeight = fHeight;
fWidth *= font->m_fXScaleFactor;
*pWidth = fWidth;
}
void xdk360_video_font_begin (xdk360_video_font_t * font)
{
// Set state on the first call
if( font->m_dwNestedBeginCount == 0 )
{
// Cache the global pointer into a register
xdk360_video_t *vid = (xdk360_video_t*)g_d3d;
D3DDevice *pD3dDevice = vid->xdk360_render_device;
// Save state
if( font->m_bSaveState )
{
// Note, we are not saving the texture, vertex, or pixel shader,
// since it's not worth the performance. We're more interested
// in saving state that would cause hard to find problems.
pD3dDevice->GetRenderState( D3DRS_ALPHABLENDENABLE,
&font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHABLENDENABLE ] );
pD3dDevice->GetRenderState( D3DRS_SRCBLEND, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_SRCBLEND ] );
pD3dDevice->GetRenderState( D3DRS_DESTBLEND, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_DESTBLEND ] );
pD3dDevice->GetRenderState( D3DRS_BLENDOP, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_BLENDOP ] );
pD3dDevice->GetRenderState( D3DRS_ALPHATESTENABLE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHATESTENABLE ] );
pD3dDevice->GetRenderState( D3DRS_ALPHAREF, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAREF ] );
pD3dDevice->GetRenderState( D3DRS_ALPHAFUNC, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAFUNC ] );
pD3dDevice->GetRenderState( D3DRS_FILLMODE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_FILLMODE ] );
pD3dDevice->GetRenderState( D3DRS_CULLMODE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_CULLMODE ] );
pD3dDevice->GetRenderState( D3DRS_VIEWPORTENABLE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_VIEWPORTENABLE ] );
font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MINFILTER ] = D3DDevice_GetSamplerState_MinFilter( pD3dDevice, 0 );
font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MAGFILTER ] = D3DDevice_GetSamplerState_MagFilter( pD3dDevice, 0 );
font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_ADDRESSU ] = D3DDevice_GetSamplerState_AddressU( pD3dDevice, 0);
font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_ADDRESSV ] = D3DDevice_GetSamplerState_AddressV( pD3dDevice, 0);
}
// Set the texture scaling factor as a vertex shader constant
D3DSURFACE_DESC TextureDesc;
D3DTexture_GetLevelDesc(font->m_pFontTexture, 0, &TextureDesc); // Get the description
// Set render state
D3DDevice_SetTexture_Inline(pD3dDevice, 0, font->m_pFontTexture);
// Read the TextureDesc here to ensure no load/hit/store from GetLevelDesc()
float vTexScale[4];
vTexScale[0] = 1.0f / TextureDesc.Width; // LHS due to int->float conversion
vTexScale[1] = 1.0f / TextureDesc.Height;
vTexScale[2] = 0.0f;
vTexScale[3] = 0.0f;
D3DDevice_SetRenderState_AlphaBlendEnable( pD3dDevice, TRUE );
D3DDevice_SetRenderState_SrcBlend(pD3dDevice, D3DBLEND_SRCALPHA );
D3DDevice_SetRenderState_DestBlend( pD3dDevice, D3DBLEND_INVSRCALPHA );
D3DDevice_SetRenderState_BlendOp( pD3dDevice, D3DBLENDOP_ADD );
pD3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
pD3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 );
pD3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
pD3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
pD3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
pD3dDevice->SetRenderState( D3DRS_VIEWPORTENABLE, FALSE );
D3DDevice_SetSamplerState_MinFilter(pD3dDevice, 0, D3DTEXF_LINEAR );
D3DDevice_SetSamplerState_MagFilter(pD3dDevice, 0, D3DTEXF_LINEAR );
D3DDevice_SetSamplerState_AddressU_Inline(pD3dDevice, 0, D3DTADDRESS_CLAMP );
D3DDevice_SetSamplerState_AddressV_Inline(pD3dDevice, 0, D3DTADDRESS_CLAMP );
D3DDevice_SetVertexDeclaration(pD3dDevice, s_FontLocals.m_pFontVertexDecl );
D3DDevice_SetVertexShader(pD3dDevice, s_FontLocals.m_pFontVertexShader );
D3DDevice_SetPixelShader(pD3dDevice, s_FontLocals.m_pFontPixelShader );
// Set the texture scaling factor as a vertex shader constant
// Call here to avoid load hit store from writing to vTexScale above
pD3dDevice->SetVertexShaderConstantF( 2, vTexScale, 1 );
}
// Keep track of the nested begin/end calls.
font->m_dwNestedBeginCount++;
}
void xdk360_video_font_end(xdk360_video_font_t * font)
{
if( --font->m_dwNestedBeginCount > 0 )
return;
// Restore state
if( font->m_bSaveState )
{
// Cache the global pointer into a register
xdk360_video_t *vid = (xdk360_video_t*)g_d3d;
D3DDevice *pD3dDevice = vid->xdk360_render_device;
D3DDevice_SetTexture_Inline(pD3dDevice, 0, NULL);
D3DDevice_SetVertexDeclaration(pD3dDevice, NULL);
D3DDevice_SetVertexShader(pD3dDevice, NULL );
D3DDevice_SetPixelShader(pD3dDevice, NULL );
D3DDevice_SetRenderState_AlphaBlendEnable(pD3dDevice, font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHABLENDENABLE ]);
D3DDevice_SetRenderState_SrcBlend(pD3dDevice, font->m_dwSavedState[ SAVEDSTATE_D3DRS_SRCBLEND ] );
D3DDevice_SetRenderState_DestBlend( pD3dDevice, font->m_dwSavedState[ SAVEDSTATE_D3DRS_DESTBLEND ] );
D3DDevice_SetRenderState_BlendOp( pD3dDevice, font->m_dwSavedState[ SAVEDSTATE_D3DRS_BLENDOP ] );
pD3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHATESTENABLE ] );
pD3dDevice->SetRenderState( D3DRS_ALPHAREF, font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAREF ] );
pD3dDevice->SetRenderState( D3DRS_ALPHAFUNC, font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAFUNC ] );
pD3dDevice->SetRenderState( D3DRS_FILLMODE, font->m_dwSavedState[ SAVEDSTATE_D3DRS_FILLMODE ] );
pD3dDevice->SetRenderState( D3DRS_CULLMODE, font->m_dwSavedState[ SAVEDSTATE_D3DRS_CULLMODE ] );
pD3dDevice->SetRenderState( D3DRS_VIEWPORTENABLE, font->m_dwSavedState[ SAVEDSTATE_D3DRS_VIEWPORTENABLE ] );
D3DDevice_SetSamplerState_MinFilter(pD3dDevice, 0, font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MINFILTER ] );
D3DDevice_SetSamplerState_MagFilter(pD3dDevice, 0, font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MAGFILTER ] );
D3DDevice_SetSamplerState_AddressU_Inline(pD3dDevice, 0, font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_ADDRESSU ] );
D3DDevice_SetSamplerState_AddressV_Inline(pD3dDevice, 0, font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_ADDRESSV ] );
}
}
void xdk360_video_font_draw_text(xdk360_video_font_t * font, float fOriginX, float fOriginY, unsigned long dwColor,
const wchar_t * strText, float fMaxPixelWidth )
{
if( strText == NULL || strText[0] == L'\0')
return;
xdk360_video_t *vid = (xdk360_video_t*)g_d3d;
D3DDevice *pd3dDevice = vid->xdk360_render_device;
// Set the color as a vertex shader constant
float vColor[4];
vColor[0] = ( ( dwColor & 0x00ff0000 ) >> 16L ) / 255.0F;
vColor[1] = ( ( dwColor & 0x0000ff00 ) >> 8L ) / 255.0F;
vColor[2] = ( ( dwColor & 0x000000ff ) >> 0L ) / 255.0F;
vColor[3] = ( ( dwColor & 0xff000000 ) >> 24L ) / 255.0F;
// Set up stuff to prepare for drawing text
xdk360_video_font_begin(font);
// Perform the actual storing of the color constant here to prevent
// a load-hit-store by inserting work between the store and the use of
// the vColor array.
pd3dDevice->SetVertexShaderConstantF( 1, vColor, 1 );
// Set the starting screen position
if((fOriginX < 0.0f))
fOriginX += font->m_rcWindow.x2;
if( fOriginY < 0.0f )
fOriginY += font->m_rcWindow.y2;
font->m_fCursorX = floorf( fOriginX );
font->m_fCursorY = floorf( fOriginY );
// Adjust for padding
fOriginY -= font->m_fFontTopPadding;
// Add window offsets
float Winx = 0.0f;
float Winy = 0.0f;
fOriginX += Winx;
fOriginY += Winy;
font->m_fCursorX += Winx;
font->m_fCursorY += Winy;
// Begin drawing the vertices
// Declared as volatile to force writing in ascending
// address order. It prevents out of sequence writing in write combined
// memory.
volatile float * pVertex;
unsigned long dwNumChars = wcslen(strText);
HRESULT hr = pd3dDevice->BeginVertices( D3DPT_QUADLIST, 4 * dwNumChars, sizeof( XMFLOAT4 ) ,
( VOID** )&pVertex );
// The ring buffer may run out of space when tiling, doing z-prepasses,
// or using BeginCommandBuffer. If so, make the buffer larger.
if( FAILED( hr ) )
SSNES_ERR( "Ring buffer out of memory.\n" );
// Draw four vertices for each glyph
while( *strText )
{
wchar_t letter;
// Get the current letter in the string
letter = *strText++;
// Handle the newline character
if( letter == L'\n' )
{
font->m_fCursorX = fOriginX;
font->m_fCursorY += font->m_fFontYAdvance * font->m_fYScaleFactor;
continue;
}
// Translate unprintable characters
const GLYPH_ATTR * pGlyph = &font->m_Glyphs[ ( letter <= font->m_cMaxGlyph ) ? font->m_TranslatorTable[letter] : 0 ];
float fOffset = font->m_fXScaleFactor * (float)pGlyph->wOffset;
float fAdvance = font->m_fXScaleFactor * (float)pGlyph->wAdvance;
float fWidth = font->m_fXScaleFactor * (float)pGlyph->wWidth;
float fHeight = font->m_fYScaleFactor * font->m_fFontHeight;
// Setup the screen coordinates
font->m_fCursorX += fOffset;
float X4 = font->m_fCursorX;
float X1 = X4;
float X3 = X4 + fWidth;
float X2 = X1 + fWidth;
float Y1 = font->m_fCursorY;
float Y3 = Y1 + fHeight;
float Y2 = Y1;
float Y4 = Y3;
font->m_fCursorX += fAdvance;
// Select the RGBA channel that the compressed glyph is stored in
// Takes a 4 bit per pixel ARGB value and expand it to an 8 bit per pixel ARGB value
unsigned long dwChannelSelector = pGlyph->wMask; // Convert to 32 bit
// Perform the conversion without branching
// Splat the 4 bit per pixels from 0x1234 to 0x01020304
dwChannelSelector = ((dwChannelSelector&0xF000)<<(24-12))|((dwChannelSelector&0xF00)<<(16-8))|
((dwChannelSelector&0xF0)<<(8-4))|(dwChannelSelector&0xF);
// Perform a vectorized multiply to make 0x01020304 into 0x11223344
dwChannelSelector *= 0x11;
// Add the vertices to draw this glyph
unsigned long tu1 = pGlyph->tu1; // Convert shorts to 32 bit longs for in register merging
unsigned long tv1 = pGlyph->tv1;
unsigned long tu2 = pGlyph->tu2;
unsigned long tv2 = pGlyph->tv2;
// NOTE: The vertexs are 2 floats for the screen coordinates,
// followed by two USHORTS for the u/vs of the character,
// terminated with the ARGB 32 bit color.
// This makes for 16 bytes per vertex data (Easier to read)
// Second NOTE: The uvs are merged and written using a DWORD due
// to the write combining hardware being only able to handle 32,
// 64 and 128 writes. Never store to write combined memory with
// 8 or 16 bit instructions. You've been warned.
pVertex[0] = X1;
pVertex[1] = Y1;
reinterpret_cast<volatile unsigned long *>(pVertex)[2] = (tu1<<16)|tv1; // Merged using big endian rules
reinterpret_cast<volatile unsigned long *>(pVertex)[3] = dwChannelSelector;
pVertex[4] = X2;
pVertex[5] = Y2;
reinterpret_cast<volatile unsigned long *>(pVertex)[6] = (tu2<<16)|tv1; // Merged using big endian rules
reinterpret_cast<volatile unsigned long *>(pVertex)[7] = dwChannelSelector;
pVertex[8] = X3;
pVertex[9] = Y3;
reinterpret_cast<volatile unsigned long *>(pVertex)[10] = (tu2<<16)|tv2; // Merged using big endian rules
reinterpret_cast<volatile unsigned long *>(pVertex)[11] = dwChannelSelector;
pVertex[12] = X4;
pVertex[13] = Y4;
reinterpret_cast<volatile unsigned long *>(pVertex)[14] = (tu1<<16)|tv2; // Merged using big endian rules
reinterpret_cast<volatile unsigned long *>(pVertex)[15] = dwChannelSelector;
pVertex+=16;
dwNumChars--;
}
// Since we allocated vertex data space based on the string length, we now need to
// add some dummy verts for any skipped characters (like newlines, etc.)
while( dwNumChars )
{
pVertex[0] = 0;
pVertex[1] = 0;
pVertex[2] = 0;
pVertex[3] = 0;
pVertex[4] = 0;
pVertex[5] = 0;
pVertex[6] = 0;
pVertex[7] = 0;
pVertex[8] = 0;
pVertex[9] = 0;
pVertex[10] = 0;
pVertex[11] = 0;
pVertex[12] = 0;
pVertex[13] = 0;
pVertex[14] = 0;
pVertex[15] = 0;
pVertex+=16;
dwNumChars--;
}
// Stop drawing vertices
D3DDevice_EndVertices(pd3dDevice);
// Undo window offsets
font->m_fCursorX -= Winx;
font->m_fCursorY -= Winy;
// Call End() to complete the begin/end pair for drawing text
xdk360_video_font_end(font);
}