コード例 #1
0
ファイル: xbutil.cpp プロジェクト: dpaladin/openbor
//-----------------------------------------------------------------------------
// 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 );
}
コード例 #2
0
ファイル: xbutil.cpp プロジェクト: dpaladin/openbor
//-----------------------------------------------------------------------------
// 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 );
}
コード例 #3
0
ファイル: Font.cpp プロジェクト: ToadKing/RetroArch-Rpi
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();
}