//----------------------------------------------------------------------------- // Name: XBUtil_UnswizzleTexture3D() // Desc: Unswizzles a 3D texture before it gets unlocked. Note: this operation // can be very slow. //----------------------------------------------------------------------------- VOID XBUtil_UnswizzleTexture3D( D3DLOCKED_BOX* pLock, const D3DVOLUME_DESC* pDesc ) { DWORD dwPixelSize = XGBytesPerPixelFromFormat( pDesc->Format ); DWORD dwTextureSize = pDesc->Width * pDesc->Height * pDesc->Depth * dwPixelSize; BYTE* pSrcBits = new BYTE[ dwTextureSize ]; memcpy( pSrcBits, pLock->pBits, dwTextureSize ); XGUnswizzleBox( pSrcBits, pDesc->Width, pDesc->Height, pDesc->Depth, NULL, pLock->pBits, 0, 0, NULL, dwPixelSize ); SAFE_DELETE_ARRAY( pSrcBits ); }
//----------------------------------------------------------------------------- // Name: XBUtil_UnswizzleTexture2D() // Desc: Unswizzles a 2D texture before it gets unlocked. Note: this operation // can be very slow. //----------------------------------------------------------------------------- VOID XBUtil_UnswizzleTexture2D( D3DLOCKED_RECT* pLock, const D3DSURFACE_DESC* pDesc ) { DWORD dwPixelSize = XGBytesPerPixelFromFormat( pDesc->Format ); DWORD dwTextureSize = pDesc->Width * pDesc->Height * dwPixelSize; BYTE* pSrcBits = new BYTE[ dwTextureSize ]; memcpy( pSrcBits, pLock->pBits, dwTextureSize ); XGUnswizzleRect( pSrcBits, pDesc->Width, pDesc->Height, NULL, pLock->pBits, 0, NULL, dwPixelSize ); SAFE_DELETE_ARRAY( pSrcBits ); }
void Font::RenderToTexture(CSurface &texture, const string &str, dword height, dword style, D3DXCOLOR color, int maxWidth, bool fade) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; if (m_pFont == NULL) return; m_pFont->SetTextHeight(height); m_pFont->SetTextStyle(style); m_pFont->SetTextColor(color); dword dwMaxWidth = (maxWidth <= 0) ? 1000 : maxWidth; // get the exact width and height required to display the string dword dwRequiredWidth = GetRequiredWidth(str, height, style); dword dwRequiredHeight = GetRequiredHeight(str, height, style);; // calculate the texture width and height needed to display the font dword dwTextureWidth = dwRequiredWidth * 2; dword dwTextureHeight = dwRequiredHeight * 2; { // because the textures are swizzled we make sure // the dimensions are a power of two for(dword wmask = 1; dwTextureWidth &(dwTextureWidth - 1); wmask = (wmask << 1 ) + 1) dwTextureWidth = (dwTextureWidth + wmask) & ~wmask; for(dword hmask = 1; dwTextureHeight &(dwTextureHeight - 1); hmask = (hmask << 1) + 1) dwTextureHeight = ( dwTextureHeight + hmask ) & ~hmask; // also enforce a minimum pitch of 64 bytes dwTextureWidth = max(64 / XGBytesPerPixelFromFormat(D3DFMT_A8R8G8B8), dwTextureWidth); } // create an temporary image surface to render to D3DSurface *pTempSurface; d3d->d3d_render_device->CreateImageSurface(dwTextureWidth, dwTextureHeight, D3DFMT_LIN_A8R8G8B8, &pTempSurface); // clear the temporary surface { D3DLOCKED_RECT tmpLr; pTempSurface->LockRect(&tmpLr, NULL, 0); memset(tmpLr.pBits, 0, dwTextureWidth * dwTextureHeight * XGBytesPerPixelFromFormat(D3DFMT_A8R8G8B8)); pTempSurface->UnlockRect(); } // render the text to the temporary surface word *wcBuf = StringToWChar(str); m_pFont->TextOut(pTempSurface, wcBuf, -1, 0, 0); delete [] wcBuf; // create the texture that will be drawn to the screen texture.Destroy(); texture.Create(dwTextureWidth, dwTextureHeight); // copy from the temporary surface to the final texture { D3DLOCKED_RECT tmpLr; D3DLOCKED_RECT txtLr; pTempSurface->LockRect(&tmpLr, NULL, 0); texture.GetTexture()->LockRect(0, &txtLr, NULL, 0); if (fade) { // draw the last 35 pixels of the string fading out to max width or texture width dword dwMinFadeDistance = min(static_cast<dword>(dwTextureWidth * 0.35), 35); dword dwFadeStart = min(dwTextureWidth, dwMaxWidth - dwMinFadeDistance); dword dwFadeEnd = min(dwTextureWidth, dwMaxWidth); dword dwFadeDistance = dwFadeEnd - dwFadeStart; for (dword h = 0; h < dwTextureHeight; h++) { for (dword w = 0; w < dwFadeDistance; w++) { dword *pColor = reinterpret_cast<dword *>(tmpLr.pBits); dword offset = (h * dwTextureWidth) + (dwFadeStart + w); D3DXCOLOR color = D3DXCOLOR(pColor[offset]); color.a = color.a * (1.0f - static_cast<float>(w) / static_cast<float>(dwFadeDistance)); pColor[offset] = color; } } } // dont draw anything > than max width for (dword h = 0; h < dwTextureHeight; h++) { for (dword w = min(dwTextureWidth, dwMaxWidth); w < dwTextureWidth; w++) { dword *pColor = reinterpret_cast<dword *>(tmpLr.pBits); dword offset = (h * dwTextureWidth) + w; D3DXCOLOR color = D3DXCOLOR(pColor[offset]); color.a = 0.0; pColor[offset] = color; } } // copy and swizzle the linear surface to the swizzled texture XGSwizzleRect(tmpLr.pBits, tmpLr.Pitch, NULL, txtLr.pBits, dwTextureWidth, dwTextureHeight, NULL, 4); texture.GetTexture()->UnlockRect(0); pTempSurface->UnlockRect(); } pTempSurface->Release(); }