Example #1
0
HRESULT CALLBACK CTexture::Draw3D(uint uiFrameIndex)
{
	_pCoreRenderer->BindTexture(_pCoreTexture);

	if (_uiFrameWidth + _uiFrameHeight + uiFrameIndex == 0)
		_pCoreRenderer->Draw(TDrawDataDesc((uint8 *)c_fQuad, 8*sizeof(float)), CRDM_TRIANGLE_STRIP, 4);
	else
	{
		float	tx = (uiFrameIndex * _uiFrameWidth % _uiWidth)/(float)_uiWidth,
				ty = (uiFrameIndex * _uiFrameWidth / _uiWidth * _uiFrameHeight)/(float)_uiHeight, 
				tw = _uiFrameWidth/(float)_uiWidth,
				th = _uiFrameHeight/(float)_uiHeight;

		_quad[8]  = tx;			_quad[9]  = ty + th;
		_quad[10] = tx;			_quad[11] = ty;
		_quad[12] = tx + tw;	_quad[13] = _quad[9];
		_quad[14] = _quad[12];	_quad[15] = ty;

		_pCoreRenderer->Draw(TDrawDataDesc((uint8 *)_quad, 8*sizeof(float)), CRDM_TRIANGLE_STRIP, 4);
	}

	return S_OK;
}
Example #2
0
DGLE_RESULT DGLE_API CBitmapFont::Draw3D(const char *pcTxt)
{
	size_t length = strlen(pcTxt);
	
	if (length == 0)
		return S_FALSE;

	DGLE_RESULT hr;

	uint strwidth, strheight;
	if (FAILED(hr = GetTextDimensions(pcTxt, strwidth, strheight)))
		return hr;

	_pTex->Bind();

	uint t_w, t_h;
	_pTex->GetDimensions(t_w, t_h);
	
	float x = -(float)strwidth * 0.5f, y = -(float)strheight * 0.5f;

	const uint floats_per_char = 12 /* vertices */ + 12 /* texture coords */,
		line_floats_cnt = length * floats_per_char;

	if (_uiBufferSize < line_floats_cnt)
	{
		_uiBufferSize = line_floats_cnt;
		delete[] _pBuffer;
		_pBuffer = new float[_uiBufferSize];
	}

	const uint tex_coords_offset = line_floats_cnt / 2;

	for (size_t i = 0; i < length; ++i)
	{
		const uchar ch = static_cast<const uchar>(pcTxt[i]) - 32;
		const int
			&curb_x = _astChars[ch].x,
			&curb_y = _astChars[ch].y,
			&curb_w = _astChars[ch].w,
			&curb_h = _astChars[ch].h;

		const uint char_step = i * (floats_per_char / 2);

		_pBuffer[char_step] = x + curb_w * _fScale; _pBuffer[char_step + 1] = y;
		_pBuffer[char_step + 2] = x + curb_w * _fScale; _pBuffer[char_step + 3] = y + curb_h * _fScale;
		_pBuffer[char_step + 4] = x; _pBuffer[char_step + 5] = y;
		
		_pBuffer[char_step + 6] = x; _pBuffer[char_step + 7] = y;
		_pBuffer[char_step + 8] = x + curb_w * _fScale; _pBuffer[char_step + 9] = _pBuffer[char_step + 3];
		_pBuffer[char_step + 10] = x; _pBuffer[char_step + 11] = _pBuffer[char_step + 3];

		_pBuffer[tex_coords_offset + char_step] = (curb_x + curb_w) / (float)t_w; _pBuffer[tex_coords_offset + char_step + 1] = (curb_y + curb_h) / (float)t_h;
		_pBuffer[tex_coords_offset + char_step + 2] = _pBuffer[tex_coords_offset + char_step]; _pBuffer[tex_coords_offset + char_step + 3] = curb_y / (float)t_h;
		_pBuffer[tex_coords_offset + char_step + 4] = curb_x / (float)t_w; _pBuffer[tex_coords_offset + char_step + 5] = _pBuffer[tex_coords_offset + char_step + 1];
		
		_pBuffer[tex_coords_offset + char_step + 6] = _pBuffer[tex_coords_offset + char_step + 4]; _pBuffer[tex_coords_offset + char_step + 7] = _pBuffer[tex_coords_offset + char_step + 1];
		_pBuffer[tex_coords_offset + char_step + 8] = _pBuffer[tex_coords_offset + char_step + 2]; _pBuffer[tex_coords_offset + char_step + 9] = _pBuffer[tex_coords_offset + char_step + 3];
		_pBuffer[tex_coords_offset + char_step + 10] = _pBuffer[tex_coords_offset + char_step + 4]; _pBuffer[tex_coords_offset + char_step + 11] = _pBuffer[tex_coords_offset + char_step + 3];

		x += curb_w * _fScale;
	}

	_pRender3D->Draw(TDrawDataDesc((uint8 *)_pBuffer, -1, tex_coords_offset * sizeof(float), true), CRDM_TRIANGLES, (uint)length * 6);

	return S_OK;
}
Example #3
0
DGLE_RESULT DGLE_API CBitmapFont::Draw2D(float fX, float fY, const char *pcTxt, const TColor4 &stColor, float fAngle, bool bVerticesColors)
{
	uint length = strlen(pcTxt);

	if (length == 0)
		return S_FALSE;

	bool b_need_update;

	_pRender2D->NeedToUpdateBatchData(b_need_update);

	if (!b_need_update)
	{
		_pRender2D->Draw(_pTex, TDrawDataDesc(), CRDM_TRIANGLES, length * 6, TRectF(), (E_EFFECT2D_FLAGS)(EF_BLEND | (bVerticesColors ? EF_DEFAULT : EF_COLOR_MIX)));
		return S_OK;
	}

	uint width, height;
	
	GetTextDimensions(pcTxt, width, height);
	
	float quad[] = {fX, fY, fX + (float)width, fY, fX + (float)width, fY + (float)height, fX, fY + (float)height};
	
	TMatrix4 transform;

	if (fAngle != 0.f)
	{
		TMatrix4 rot = MatrixIdentity();
		
		const float s = sinf(-fAngle * (float)M_PI/180.f), c = cosf(-fAngle * (float)M_PI/180.f);

		rot._2D[0][0] = c;
		rot._2D[0][1] = -s;
		rot._2D[1][0] = s;
		rot._2D[1][1] = c;

		transform = MatrixTranslate(TVector3(-(fX + width / 2.f), -(fY + height / 2.f), 0.f)) * rot * MatrixTranslate(TVector3(fX + width / 2.f, fY + height / 2.f, 0.f));

		float x = quad[0], y = quad[1];
		quad[0]	= transform._2D[0][0] * x + transform._2D[1][0] * y + transform._2D[3][0];
		quad[1]	= transform._2D[0][1] * x + transform._2D[1][1] * y + transform._2D[3][1];

		 x = quad[2]; y = quad[3];
		quad[2]	= transform._2D[0][0] * x + transform._2D[1][0] * y + transform._2D[3][0];
		quad[3]	= transform._2D[0][1] * x + transform._2D[1][1] * y + transform._2D[3][1];

		x = quad[4]; y = quad[5];
		quad[4]	= transform._2D[0][0] * x + transform._2D[1][0] * y + transform._2D[3][0];
		quad[5]	= transform._2D[0][1] * x + transform._2D[1][1] * y + transform._2D[3][1];

		x = quad[6]; y = quad[7];
		quad[6]	= transform._2D[0][0] * x + transform._2D[1][0] * y + transform._2D[3][0];
		quad[7]	= transform._2D[0][1] * x + transform._2D[1][1] * y + transform._2D[3][1];
	}

	if (!_pRender2D->BBoxInScreen(quad, fAngle != 0.f))
		return S_OK;

	float xoffset = 0.f;
	uint t_w, t_h;
	
	_pTex->GetDimensions(t_w, t_h);

	TColor4 prev_color, verts_colors[4];
	
	_pRender2D->GetColorMix(prev_color);
	_pRender2D->SetColorMix(stColor);

	if (bVerticesColors)
		_pRender2D->GetVerticesColors(verts_colors[0], verts_colors[1], verts_colors[2], verts_colors[3]);

	uint size = length * 12 * 2;

	if (bVerticesColors)
		size = length * 24 * 2;

	if (_uiBufferSize < size)
	{
		_uiBufferSize = size;
		delete[] _pBuffer;
		_pBuffer = new float[_uiBufferSize];
	}

	for (uint i = 0; i < length; ++i)
	{
		const uchar ch = static_cast<const uchar>(pcTxt[i]) - 32;
		
		const int
			&curb_x = _astChars[ch].x,
			&curb_y = _astChars[ch].y,
			&curb_w = _astChars[ch].w,
			&curb_h = _astChars[ch].h;
		
		const uint idx = i * 24;

		_pBuffer[idx] = fX + xoffset; _pBuffer[idx + 1] = fY; _pBuffer[idx + 2] = (float)curb_x / (float)t_w; _pBuffer[idx + 3] = (float)curb_y / (float)t_h;
		_pBuffer[idx + 4] = fX + xoffset + (float)curb_w * _fScale; _pBuffer[idx + 5] = fY; _pBuffer[idx + 6] = (float)(curb_x + curb_w) / (float)t_w; _pBuffer[idx + 7] = (float)curb_y / (float)t_h;
		_pBuffer[idx + 8] = fX + xoffset + (float)curb_w * _fScale; _pBuffer[idx + 9] = fY + (float)curb_h * _fScale; _pBuffer[idx + 10] = (float)(curb_x + curb_w) / (float)t_w; _pBuffer[idx + 11] = (float)(curb_y + curb_h) / (float)t_h;
		_pBuffer[idx + 12] = _pBuffer[idx]; _pBuffer[idx + 13] = _pBuffer[idx + 1]; _pBuffer[idx + 14] = _pBuffer[idx + 2]; _pBuffer[idx + 15] = _pBuffer[idx + 3];
		_pBuffer[idx + 16] = _pBuffer[idx + 8]; _pBuffer[idx + 17] = _pBuffer[idx + 9]; _pBuffer[idx + 18] = _pBuffer[idx + 10]; _pBuffer[idx + 19] = _pBuffer[idx + 11];
		_pBuffer[idx + 20] = fX + xoffset; _pBuffer[idx + 21] = fY + (float)curb_h * _fScale; _pBuffer[idx + 22] = (float)curb_x / (float)t_w; _pBuffer[idx + 23] = (float)(curb_y + curb_h) / (float)t_h;

		if (fAngle != 0.f)
		{
			float x = _pBuffer[idx], y = _pBuffer[idx + 1];
			_pBuffer[idx]		= transform._2D[0][0] * x + transform._2D[1][0] * y + transform._2D[3][0];
			_pBuffer[idx + 1]	= transform._2D[0][1] * x + transform._2D[1][1] * y + transform._2D[3][1];

			 x = _pBuffer[idx + 4]; y = _pBuffer[idx + 5];
			_pBuffer[idx + 4]	= transform._2D[0][0] * x + transform._2D[1][0] * y + transform._2D[3][0];
			_pBuffer[idx + 5]	= transform._2D[0][1] * x + transform._2D[1][1] * y + transform._2D[3][1];

			x = _pBuffer[idx + 8]; y = _pBuffer[idx + 9];
			_pBuffer[idx + 8]	= transform._2D[0][0] * x + transform._2D[1][0] * y + transform._2D[3][0];
			_pBuffer[idx + 9]	= transform._2D[0][1] * x + transform._2D[1][1] * y + transform._2D[3][1];

			x = _pBuffer[idx + 20]; y = _pBuffer[idx + 21];
			_pBuffer[idx + 20] = transform._2D[0][0] * x + transform._2D[1][0] * y + transform._2D[3][0];
			_pBuffer[idx + 21] = transform._2D[0][1] * x + transform._2D[1][1] * y + transform._2D[3][1];

			_pBuffer[idx + 12] = _pBuffer[idx]; _pBuffer[idx + 13] = _pBuffer[idx + 1];
			_pBuffer[idx + 16] = _pBuffer[idx + 8]; _pBuffer[idx + 17] = _pBuffer[idx + 9];
		}

		if (bVerticesColors)
		{
			const uint idx = length * 24 + i * 24;
			memcpy(&_pBuffer[idx], verts_colors[0], 12 * sizeof(float));
			memcpy(&_pBuffer[idx + 12], verts_colors[0], 4 * sizeof(float));
			memcpy(&_pBuffer[idx + 16], verts_colors[2], 8 * sizeof(float));
		}

		xoffset += (float)curb_w * _fScale;
	}

	TDrawDataDesc desc;

	desc.pData = (uint8 *)_pBuffer;
	desc.uiVertexStride = 4 * sizeof(float);
	desc.bVertices2D = true;
	desc.uiTextureVertexOffset = 2 * sizeof(float);
	desc.uiTextureVertexStride = desc.uiVertexStride;

	if (bVerticesColors)
		desc.uiColorOffset = length * 24 * sizeof(float);

	_pRender2D->Draw(_pTex, desc, CRDM_TRIANGLES, length*6, TRectF(), (E_EFFECT2D_FLAGS)(EF_BLEND | (bVerticesColors ? EF_DEFAULT : EF_COLOR_MIX)));

	_pRender2D->SetColorMix(prev_color);

	return S_OK;
}