Esempio n. 1
0
void COverlayQuadsDX::Render(SRenderState &state)
{
  if (m_count == 0)
    return;

  ID3D11DeviceContext* pContext = g_Windowing.Get3D11Context();
  CGUIShaderDX* pGUIShader = g_Windowing.GetGUIShader();

  XMMATRIX world = pGUIShader->GetWorld();
  XMMATRIX view = pGUIShader->GetView();
  XMMATRIX proj = pGUIShader->GetProjection();

  if (g_graphicsContext.GetStereoMode() == RENDER_STEREO_MODE_SPLIT_HORIZONTAL
   || g_graphicsContext.GetStereoMode() == RENDER_STEREO_MODE_SPLIT_VERTICAL)
  {
    CRect rect;
    g_Windowing.GetViewPort(rect);
    g_Windowing.SetCameraPosition(CPoint(rect.Width()*0.5f, rect.Height()*0.5f), rect.Width(), rect.Height());
  }

  XMMATRIX trans = XMMatrixTranslation(state.x, state.y, 0.0f);
  XMMATRIX scale = XMMatrixScaling(state.width, state.height, 1.0f);

  pGUIShader->SetWorld(XMMatrixMultiply(XMMatrixMultiply(world, scale), trans));

  const unsigned stride = sizeof(Vertex);
  const unsigned offset = 0;

  ID3D11Buffer* vertexBuffer = m_vertex.Get();
  // Set the vertex buffer to active in the input assembler so it can be rendered.
  pContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
  // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
  pContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

  g_Windowing.SetAlphaBlendEnable(true);
  pGUIShader->Begin(SHADER_METHOD_RENDER_FONT);

  ID3D11ShaderResourceView* views[] = { m_texture.GetShaderResource() };
  pGUIShader->SetShaderViews(1, views);
  pGUIShader->Draw(m_count * 6, 0);

  // restoring transformation
  pGUIShader->SetWorld(world);
  pGUIShader->SetView(view);
  pGUIShader->SetProjection(proj);
  pGUIShader->RestoreBuffers();
}
Esempio n. 2
0
void COverlayImageDX::Render(SRenderState &state)
{
  ID3D11DeviceContext* pContext = g_Windowing.Get3D11Context();
  CGUIShaderDX* pGUIShader = g_Windowing.GetGUIShader();

  XMMATRIX world = pGUIShader->GetWorld();
  XMMATRIX view = pGUIShader->GetView();
  XMMATRIX proj = pGUIShader->GetProjection();

  if (g_graphicsContext.GetStereoMode() == RENDER_STEREO_MODE_SPLIT_HORIZONTAL
   || g_graphicsContext.GetStereoMode() == RENDER_STEREO_MODE_SPLIT_VERTICAL)
  {
    CRect rect;
    g_Windowing.GetViewPort(rect);
    g_Windowing.SetCameraPosition(CPoint(rect.Width()*0.5f, rect.Height()*0.5f), rect.Width(), rect.Height());
  }

  XMMATRIX trans = m_pos == POSITION_RELATIVE
                 ? XMMatrixTranslation(state.x - state.width  * 0.5f, state.y - state.height * 0.5f, 0.0f)
                 : XMMatrixTranslation(state.x, state.y, 0.0f),
           scale = XMMatrixScaling(state.width, state.height, 1.0f);

  pGUIShader->SetWorld(XMMatrixMultiply(XMMatrixMultiply(world, scale), trans));

  const unsigned stride = m_vertex.GetStride();
  const unsigned offset = 0;

  ID3D11Buffer* vertexBuffer = m_vertex.Get();
  pContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
  pContext->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);

  pGUIShader->Begin(SHADER_METHOD_RENDER_TEXTURE_NOBLEND);
  g_Windowing.SetAlphaBlendEnable(true);

  ID3D11ShaderResourceView* views[] = { m_texture.GetShaderResource() };
  pGUIShader->SetShaderViews(1, views);
  pGUIShader->Draw(4, 0);

  // restoring transformation
  pGUIShader->SetWorld(world);
  pGUIShader->SetView(view);
  pGUIShader->SetProjection(proj);
  pGUIShader->RestoreBuffers();
}
Esempio n. 3
0
void CGUIFontTTFDX::LastEnd()
{
  ID3D11DeviceContext* pContext = g_Windowing.Get3D11Context();
  if (!pContext)
    return;

  typedef CGUIFontTTFBase::CTranslatedVertices trans;
  bool transIsEmpty = std::all_of(m_vertexTrans.begin(), m_vertexTrans.end(),
                                  [](trans& _) { return _.vertexBuffer->size <= 0; });
  // no chars to render
  if (m_vertex.empty() && transIsEmpty)
    return;

  CreateStaticIndexBuffer();

  unsigned int offset = 0;
  unsigned int stride = sizeof(SVertex);

  CGUIShaderDX* pGUIShader = g_Windowing.GetGUIShader();
  // Set font texture as shader resource
  ID3D11ShaderResourceView* resources[] = { m_speedupTexture->GetShaderResource() };
  pGUIShader->SetShaderViews(1, resources);
  // Enable alpha blend
  g_Windowing.SetAlphaBlendEnable(true);
  // Set our static index buffer
  pContext->IASetIndexBuffer(m_staticIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
  // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
  pContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

  if (!m_vertex.empty())
  {
    // Deal with vertices that had to use software clipping
    if (!UpdateDynamicVertexBuffer(&m_vertex[0], m_vertex.size()))
      return;

    // Set the dynamic vertex buffer to active in the input assembler
    pContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);

    // Do the actual drawing operation, split into groups of characters no
    // larger than the pre-determined size of the element array
    size_t size = m_vertex.size() / 4;
    for (size_t character = 0; size > character; character += ELEMENT_ARRAY_MAX_CHAR_INDEX)
    {
      size_t count = size - character;
      count = std::min<size_t>(count, ELEMENT_ARRAY_MAX_CHAR_INDEX);

      // 6 indices and 4 vertices per character 
      pGUIShader->DrawIndexed(count * 6, 0, character * 4);
    }
  }

  if (!transIsEmpty)
  {
    // Deal with the vertices that can be hardware clipped and therefore translated

    // Store current GPU transform
    XMMATRIX view = pGUIShader->GetView();
    // Store current scissor
    CRect scissor = g_graphicsContext.StereoCorrection(g_graphicsContext.GetScissors());

    for (size_t i = 0; i < m_vertexTrans.size(); i++)
    {
      // ignore empty buffers
      if (m_vertexTrans[i].vertexBuffer->size == 0)
        continue;

      // Apply the clip rectangle
      CRect clip = g_Windowing.ClipRectToScissorRect(m_vertexTrans[i].clip);
      // Intersect with current scissors
      clip.Intersect(scissor);

      // skip empty clip, a little improvement to not render invisible text
      if (clip.IsEmpty())
        continue;

      g_Windowing.SetScissors(clip);

      // Apply the translation to the model view matrix
      XMMATRIX translation = XMMatrixTranslation(m_vertexTrans[i].translateX, m_vertexTrans[i].translateY, m_vertexTrans[i].translateZ);
      pGUIShader->SetView(XMMatrixMultiply(translation, view));

      CD3DBuffer* vbuffer = reinterpret_cast<CD3DBuffer*>(m_vertexTrans[i].vertexBuffer->bufferHandle);
      // Set the static vertex buffer to active in the input assembler
      ID3D11Buffer* buffers[1] = { vbuffer->Get() };
      pContext->IASetVertexBuffers(0, 1, buffers, &stride, &offset);

      // Do the actual drawing operation, split into groups of characters no
      // larger than the pre-determined size of the element array
      for (size_t character = 0; m_vertexTrans[i].vertexBuffer->size > character; character += ELEMENT_ARRAY_MAX_CHAR_INDEX)
      {
        size_t count = m_vertexTrans[i].vertexBuffer->size - character;
        count = std::min<size_t>(count, ELEMENT_ARRAY_MAX_CHAR_INDEX);

        // 6 indices and 4 vertices per character 
        pGUIShader->DrawIndexed(count * 6, 0, character * 4);
      }
    }

    // restore scissor
    g_Windowing.SetScissors(scissor);

    // Restore the original transform
    pGUIShader->SetView(view);
  }

  pGUIShader->RestoreBuffers();
}