Example #1
0
////////////////////////////////////////////////////////////////////////////////////////////////////
// GenerateFillVerticesD3DColor()
//
////////////////////////////////////////////////////////////////////////////////////////////////////
void CVertexGenerator::GenerateFillVerticesD3DColor( const WinRect & rectToFill, const bool bSetStream, D3DCOLOR d3dColor )
{
    UICOLOURFILLVERTEX * pVertArray;
    if( CVBIBManager::Get()->LockDynamicVertexBuffer(
                &m_sVGState.hPredefinedDynBuffers[ePDBT_UIFillVB],
                4,
                (void**) &pVertArray ) == false )
    {
        // Failed to lock the vertex buffer.
        _ASSERT( false );
        return;
    }
    // 2d texturing, adjust the vertex positions slightly.
    float fMinX, fMinY, fMaxX, fMaxY;
    fMinX = (float) rectToFill.Min().X() - 0.5f;
    fMinY = (float) rectToFill.Min().Y() - 0.5f;
    fMaxX = (float) rectToFill.Max().X() - 0.5f;
    fMaxY = (float) rectToFill.Max().Y() - 0.5f;

    pVertArray[0].x		= fMinX;
    pVertArray[0].y		= fMinY;
    pVertArray[0].z		= 0.5f;
    pVertArray[0].rhw	= 1.0f;
    pVertArray[0].color	= d3dColor;

    pVertArray[1].x		= fMaxX;
    pVertArray[1].y		= fMinY;
    pVertArray[1].z		= 0.5f;
    pVertArray[1].rhw	= 1.0f;
    pVertArray[1].color	= d3dColor;

    pVertArray[2].x		= fMinX;
    pVertArray[2].y		= fMaxY;
    pVertArray[2].z		= 0.5f;
    pVertArray[2].rhw	= 1.0f;
    pVertArray[2].color	= d3dColor;

    pVertArray[3].x		= fMaxX;
    pVertArray[3].y		= fMaxY;
    pVertArray[3].z		= 0.5f;
    pVertArray[3].rhw	= 1.0f;
    pVertArray[3].color	= d3dColor;

    // Finished adding verts, unlock.
    CVBIBManager::Get()->UnlockDynamicVertexBuffer( &m_sVGState.hPredefinedDynBuffers[ePDBT_UIFillVB] );

    if( bSetStream == true )
    {
        CVBIBManager::Get()->SetVertexStream( &m_sVGState.hPredefinedDynBuffers[ePDBT_UIFillVB] );
    }
}
Example #2
0
////////////////////////////////////////////////////////////////////////////////////////////////////
// GenerateUITexturedVertices()
//
////////////////////////////////////////////////////////////////////////////////////////////////////
void CVertexGenerator::GenerateUITexturedVertices( 	const TEXHANDLE hTexture,
        const WinRect & rectToDraw,
        const bool bSetStream )
{
    _ASSERT( hTexture != INVALID_TEX_HANDLE );
    float fMinX, fMinY, fMaxX, fMaxY;
    float fU1, fV1;
    DWORD dwWidth, dwHeight;
    UIVERTEX * pVertArray;

    CVRAMManager::Get()->GetOriginalDimensions( hTexture, &dwWidth, &dwHeight );

    if( CVBIBManager::Get()->LockDynamicVertexBuffer(
//							&m_sVGState.hUITexVertsVB,
                &m_sVGState.hPredefinedDynBuffers[ePDBT_UITexVB],
                4,
                (void**) &pVertArray ) == false )
    {
        // Failed to lock the vertex buffer.
        _ASSERT( false );
        return;
    }

    // 2d texturing, adjust the vertex positions slightly.
    fMinX = (float) rectToDraw.Min().X() - 0.5f;
    fMinY = (float) rectToDraw.Min().Y() - 0.5f;
    fMaxX = (float) rectToDraw.Max().X() - 0.5f;
    fMaxY = (float) rectToDraw.Max().Y() - 0.5f;

    // Calculate our uv coords.
    fU1 = 1.0f;
    fV1 = 1.0f;
    if( rectToDraw.XSize() < (int)dwWidth )
    {
        fU1 = (float) rectToDraw.XSize() / (float) dwWidth;
    }
    if( rectToDraw.YSize() < (int)dwHeight )
    {
        fV1 = (float) rectToDraw.YSize() / (float) dwHeight;
    }

    pVertArray[0].x = fMinX;
    pVertArray[0].y = fMinY;
    pVertArray[0].z = 0.5f;
    pVertArray[0].rhw = 1.0f;
    pVertArray[0].fU = 0.0f;
    pVertArray[0].fV = 0.0f;

    pVertArray[1].x = fMaxX;
    pVertArray[1].y = fMinY;
    pVertArray[1].z = 0.5f;
    pVertArray[1].rhw = 1.0f;
    pVertArray[1].fU = fU1;
    pVertArray[1].fV = 0.0f;

    pVertArray[2].x = fMinX;
    pVertArray[2].y = fMaxY;
    pVertArray[2].z = 0.5f;
    pVertArray[2].rhw = 1.0f;
    pVertArray[2].fU = 0.0f;
    pVertArray[2].fV = fV1;

    pVertArray[3].x = fMaxX;
    pVertArray[3].y = fMaxY;
    pVertArray[3].z = 0.5f;
    pVertArray[3].rhw = 1.0f;
    pVertArray[3].fU = fU1;
    pVertArray[3].fV = fV1;

    // Finished adding verts, unlock.
    CVBIBManager::Get()->UnlockDynamicVertexBuffer( &m_sVGState.hPredefinedDynBuffers[ePDBT_UITexVB] );

    if( bSetStream == true )
    {
        CVBIBManager::Get()->SetVertexStream( &m_sVGState.hPredefinedDynBuffers[ePDBT_UITexVB] );
    }
}