/* ================== Transformations before drawing a primitive ================== */ void DirectXRender::setForPrimitive(BYTE pA) { // Transformation setTransform2d(0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0); // Antialiasing //if (_antialiasing) //{ // exit (0); //SetRainbow (IND_ALPHA, 255, 255, 255, pA, 0, 0, 0, 255, 0, 0); //} //else //{ //IF - Totally opaque if (pA == 255) { setRainbow2d(IND_OPAQUE, 1, 0, 0, IND_FILTER_POINT, 255, 255, 255, pA, 0, 0, 0, 255, 0, 0); } else { // ELSE - Some transparency setRainbow2d(IND_ALPHA, 1, 0, 0, IND_FILTER_POINT, 255, 255, 255, pA, 0, 0, 0, 255, 0, 0); } //} // Disable color OP _info._device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE); // Pixel format _info._device->SetFVF(D3DFVF_PIXEL); }
/* ================== Blits a bounding line ================== */ void OpenGLRender::blitCollisionLine(int pPosX1, int pPosY1, int pPosX2, int pPosY2, BYTE pR, BYTE pG, BYTE pB, BYTE pA, IND_Matrix pIndWorldMatrix) { //Transform with supplied matrix setTransform2d(pIndWorldMatrix); //Blit the line blitGridLine (pPosX1, pPosY1, pPosX2, pPosY2, pR, pG, pB, pA); }
/* ================== Blits a bounding line ================== */ void DirectXRender::BlitGridLine(int pPosX1, int pPosY1, int pPosX2, int pPosY2, BYTE pR, BYTE pG, BYTE pB, BYTE pA, D3DXMATRIX pWorldMatrix) { setTransform2d(0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0); // Untransformed Points D3DXVECTOR2 mP1Untransformed((float) pPosX1, (float) pPosY1); D3DXVECTOR2 mP2Untransformed((float) pPosX2, (float) pPosY2); D3DXVECTOR4 mP1, mP2; D3DXVec2Transform(&mP1, &mP1Untransformed, &pWorldMatrix); D3DXVec2Transform(&mP2, &mP2Untransformed, &pWorldMatrix); // Color setRainbow2d(IND_OPAQUE, 1, 0, 0, IND_FILTER_POINT, pR, pG, pB, pA, 0, 0, 0, 255, 0, 0); // Color _info._device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); // Pixel format _info._device->SetFVF(D3DFVF_PIXEL); // Filling pixels fillPixel(&_pixels [0], (int) mP1.x, (int) mP1.y, pR, pG, pB); fillPixel(&_pixels [1], (int) mP2.x, (int) mP2.y, pR, pG, pB); // Blitting line _info._device->DrawPrimitiveUP(D3DPT_LINESTRIP, 1, &_pixels, sizeof(PIXEL)); }
void OpenGLRender::setForPrimitive(BYTE pA, bool pResetTransform) { // Transformation reset if (pResetTransform) { setTransform2d(0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0); } //IF - Totally opaque if (pA == 255) { setRainbow2d(IND_OPAQUE, 1, 0, 0, IND_FILTER_POINT, 255, 255, 255, pA, 0, 0, 0, 255, 0, 0); } else { // ELSE - Some transparency setRainbow2d(IND_ALPHA, 1, 0, 0, IND_FILTER_POINT, 255, 255, 255, pA, 0, 0, 0, 255, 0, 0); } }
/* ================== Blits a bounding circle area ================== */ void OpenGLRender::blitCollisionCircle(int pPosX, int pPosY, int pRadius, float pScale, BYTE pR, BYTE pG, BYTE pB, BYTE pA, IND_Matrix pIndWorldMatrix) { float r(static_cast<float>(pR) / 255.0f), g(static_cast<float>(pG) / 255.0f), b(static_cast<float>(pB) / 255.0f), a(static_cast<float>(pA) / 255.0f); // Filling pixels float x (0.0f); float y (0.0f); int points (SIDES_PER_CIRCLE + 1); assert(0 != points); float angle (2*PI / SIDES_PER_CIRCLE); for (int i = 0; i <= points ; i++) { x = pPosX + (pRadius * cosf(angle*i)); y = pPosY + (pRadius * sinf(angle*i)); fillPixel (&_pixels[i], x, y, r, g, b, a); } //Render primitive - No textures glDisable(GL_TEXTURE_2D); //Transform setTransform2d(pIndWorldMatrix); // Color settings setRainbow2d (IND_OPAQUE, 1, 0, 0, IND_FILTER_POINT, pR, pG, pB, pA, 0, 0, 0, 255, 0, 0); //Blitting glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); //Polygon blitting glVertexPointer(3, GL_FLOAT, sizeof(PIXEL), &_pixels[0]._x); glColorPointer(4, GL_FLOAT, sizeof(PIXEL), &_pixels[0]._colorR); glDrawArrays(GL_LINE_STRIP, 0, points); #ifdef _DEBUG GLenum glerror = glGetError(); if (glerror) { g_debug->header("OpenGL error in circle blitting ", 2); } #endif glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); }
/* ================== Blits a bounding line ================== */ void DirectXRender::blitCollisionLine(int pPosX1, int pPosY1, int pPosX2, int pPosY2, BYTE pR, BYTE pG, BYTE pB, BYTE pA, IND_Matrix pIndWorldMatrix) { setTransform2d(0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0); IND_Vector3 mP1 (static_cast<float>(pPosX1),static_cast<float>(pPosY1),0.0f); IND_Vector3 mP2 (static_cast<float>(pPosX2),static_cast<float>(pPosY2),0.0f); _math->transformVector3DbyMatrix4D(mP1,pIndWorldMatrix); _math->transformVector3DbyMatrix4D(mP2,pIndWorldMatrix); // Color setRainbow2d(IND_OPAQUE, 1, 0, 0, IND_FILTER_POINT, pR, pG, pB, pA, 0, 0, 0, 255, 0, 0); // Color _info._device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); // Pixel format _info._device->SetFVF(D3DFVF_PIXEL); // Filling pixels fillPixel(&_pixels [0], (int) mP1._x, (int) mP1._y, pR, pG, pB); fillPixel(&_pixels [1], (int) mP2._x, (int) mP2._y, pR, pG, pB); // Blitting line _info._device->DrawPrimitiveUP(D3DPT_LINESTRIP, 1, &_pixels, sizeof(PIXEL)); }
/* ================== Blits a bounding circle area ================== */ void DirectXRender::blitCollisionCircle(int pPosX, int pPosY, int pRadius, float pScale, BYTE pR, BYTE pG, BYTE pB, BYTE pA, IND_Matrix pIndWorldMatrix) { if (pScale != 1.0f) pRadius = (int)(pRadius * pScale); setTransform2d(0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0); IND_Vector3 mP1 (static_cast<float>(pPosX),static_cast<float>(pPosY),0.0f); _math->transformVector3DbyMatrix4D(mP1,pIndWorldMatrix); // Color setRainbow2d(IND_OPAQUE, 1, 0, 0, IND_FILTER_POINT, pR, pG, pB, pA, 0, 0, 0, 255, 0, 0); // Color _info._device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); // Pixel format _info._device->SetFVF(D3DFVF_PIXEL); // Blitting int x, y, i; float c = 2 * (float)(PI / SIDES_PER_CIRCLE); int points (SIDES_PER_CIRCLE + 1); assert (0 != points); for (i = 0; i <= points; i++) { x = (int)(mP1._x + (pRadius * cos((i * c) + D3DXToRadian(0)))); y = (int)(mP1._y + (pRadius * sin((i* c) + D3DXToRadian(0)))); fillPixel(&_pixels [i], x, y, pR, pG, pB); } fillPixel(&_pixels [i], (int) mP1._x + (int)(pRadius * cos(D3DXToRadian(0))), (int) mP1._y + (int)(pRadius * sin(D3DXToRadian(0))), pR, pG, pB); // Blitting circle _info._device->DrawPrimitiveUP(D3DPT_LINESTRIP, points, &_pixels, sizeof(PIXEL)); }
void DirectXRender::blitText(IND_Font *pFo, char *pText, int pX, int pY, int pOffset, int pLineSpacing, float pScaleX, float pScaleY, unsigned char pR, unsigned char pG, unsigned char pB, unsigned char pA, unsigned char pFadeR, unsigned char pFadeG, unsigned char pFadeB, unsigned char pFadeA, IND_Filter pLinearFilter, IND_BlendingType pSo, IND_BlendingType pDs, IND_Align pAlign) { // ----- Transform ----- bool correctParams = true; if(!pFo->getSurface()) { correctParams = false; } if (correctParams) { //SetTransform2d (pX, pY, 0, 0, 0, 1, 1, 0, 0, 0, 0, pFo->getSurface()->getWidthBlock(), pFo->getSurface()->getHeightBlock(), 0); setTransform2d(pX, pY, 0, 0, 0, pScaleX, pScaleY, 0, 0, 0, 0, pFo->getSurface()->getWidthBlock(), pFo->getSurface()->getHeightBlock(), 0); setRainbow2d(pFo->_font._surface->getTypeInt(), 1, 0, 0, pLinearFilter, pR, pG, pB, pA, pFadeR, pFadeG, pFadeB, pFadeA, pSo, pDs); // ----- Drawing text ----- unsigned char mChar1; unsigned char mChar2; int mCont1 = 0; int mCont2 = 0; int mTranslationX = 0; int mTranslationY = 0; bool mErrorChar; // Char that doesn't exist int mSentencePos; int mLongActualSentence; D3DXMATRIX mMatTraslation, mMatWorld, mMatWorldOriginal; _info._device->GetTransform(D3DTS_WORLD, &mMatWorld); _info._device->GetTransform(D3DTS_WORLD, &mMatWorldOriginal); mCont1 = 0; mChar1 = pText [mCont1++]; while (mChar1 != 0) { // If it's a new line or it's the first line if (mChar1 == '\n' || mCont1 == 1) { // First line if (mCont1 == 1) mSentencePos = 0; else mSentencePos = mCont1; // Set the alignment switch (pAlign) { case IND_CENTER: { //mLongActualSentence = GetLongInPixels (pFo, pText, mSentencePos, pOffset); mLongActualSentence = static_cast<int>(getLongInPixels(pFo, pText, mSentencePos, pOffset) * pScaleX); mTranslationX = (int)(mLongActualSentence / 2); break; } case IND_RIGHT: { //mLongActualSentence = GetLongInPixels (pFo, pText, mSentencePos, pOffset); mLongActualSentence = static_cast<int>(getLongInPixels(pFo, pText, mSentencePos, pOffset) * pScaleX); mTranslationX = (int)(mLongActualSentence); break; } case IND_LEFT: { break; } } D3DXMatrixTranslation(&mMatTraslation, (float) - mTranslationX, (float) mTranslationY, 0); //mTranslationY += (pLineSpacing); mTranslationY += static_cast<int>((pLineSpacing * pScaleY)); D3DXMatrixMultiply(&mMatWorld, &mMatWorldOriginal, &mMatTraslation); _info._device->SetTransform(D3DTS_WORLD, &mMatWorld); } // It's a normal character if (mChar1 != '\n') { mErrorChar = 0; mCont2 = 0; mChar2 = pFo->getLetters() [mCont2++]._letter; // Seek its location in the bitmap while (mChar2 != mChar1 && mCont2 < pFo->getNumChars()) mChar2 = pFo->getLetters() [mCont2++]._letter; if (mCont2 == pFo->getNumChars()) mErrorChar = 1; mCont2--; if (!mErrorChar) { blitRegionSurface(pFo->getSurface(), pFo->getLetters() [mCont2]._offsetX + 1, pFo->getLetters() [mCont2]._offsetY + 1, pFo->getLetters() [mCont2]._widthChar - 1, pFo->getLetters() [mCont2]._heightChar - 1); } // Displacement of the character //SetTranslation ((pFo->getLetters() [mCont2]._widthChar) + pOffset, 0, &mMatWorld, &mMatTraslation); SetTranslation(static_cast<int>(((pFo->getLetters() [mCont2]._widthChar) + pOffset) * pScaleX), 0, &mMatWorld, &mMatTraslation); } // Advance one character mChar1 = pText [mCont1++]; } } }
void OpenGLRender::blitText(IND_Font *pFo, char *pText, int pX, int pY, int pOffset, int pLineSpacing, float pScaleX, float pScaleY, BYTE pR, BYTE pG, BYTE pB, BYTE pA, BYTE pFadeR, BYTE pFadeG, BYTE pFadeB, BYTE pFadeA, IND_Filter pLinearFilter, IND_BlendingType pSo, IND_BlendingType pDs, IND_Align pAlign) { // ----- Transform ----- bool correctParams = true; if(!pFo->getSurface()) { correctParams = false; } if (correctParams) { setTransform2d(pX, pY, 0, 0, 0, pScaleX, pScaleY, 0, 0, 0, 0, pFo->getSurface()->getWidthBlock(), pFo->getSurface()->getHeightBlock(), 0); setRainbow2d(pFo->_font._surface->getTypeInt(), 1, 0, 0, pLinearFilter, pR, pG, pB, pA, pFadeR, pFadeG, pFadeB, pFadeA, pSo, pDs); // ----- Drawing text ----- BYTE mChar1; BYTE mChar2; int mCont1 = 0; int mCont2 = 0; int mTranslationX = 0; int mTranslationY = 0; bool mErrorChar; // Char that doesn't exist int mSentencePos; int mLongActualSentence; GLfloat mLineTransform[16]; //Maintains a transform inside the entity coord system GLfloat mEntityTransform[16]; //Maintains transform for the whole entity coord system mCont1 = 0; mChar1 = pText [mCont1++]; //Store entity transform glGetFloatv(GL_MODELVIEW_MATRIX,mEntityTransform); //LOOP - Blit character by character while (mChar1 != 0) { // If it's a new line or it's the first line if (mChar1 == '\n' || mCont1 == 1) { // First line if (mCont1 == 1) { mSentencePos = 0; //Any other line } else { mSentencePos = mCont1; } // Set the alignment switch (pAlign) { case IND_CENTER: { mLongActualSentence = static_cast<int>(getLongInPixels(pFo, pText, mSentencePos, pOffset) * pScaleX); mTranslationX = (int)(mLongActualSentence / 2); break; } case IND_RIGHT: { mLongActualSentence = static_cast<int>(getLongInPixels(pFo, pText, mSentencePos, pOffset) * pScaleX); mTranslationX = (int)(mLongActualSentence); break; } case IND_LEFT: { break; } } //Load line transform matrix taking into account entity transform //This effectively resets transform to first character in the new line IND_Matrix transform; _math.matrix4DSetTranslation(transform, static_cast<float>(-mTranslationX), static_cast<float>(mTranslationY), 0.0f); transform.arrayRepresentation(mLineTransform); glLoadMatrixf(mEntityTransform); glMultMatrixf(mLineTransform); mTranslationY += static_cast<int>((pLineSpacing * pScaleY)); } //Was first new line or first line // It's a normal character if (mChar1 != '\n') { mErrorChar = 0; mCont2 = 0; mChar2 = pFo->getLetters() [mCont2++]._letter; // Seek its location in the bitmap while (mChar2 != mChar1 && mCont2 < pFo->getNumChars()) { mChar2 = pFo->getLetters() [mCont2++]._letter; } if (mCont2 == pFo->getNumChars()) mErrorChar = 1; mCont2--; if (!mErrorChar) { //#warning lookout //mvTransformPresetState(); //Need to preset transform state, as the blit operation will reset the state!!!! blitRegionSurface(pFo->getSurface(), pFo->getLetters() [mCont2]._offsetX + 1, pFo->getLetters() [mCont2]._offsetY + 1, pFo->getLetters() [mCont2]._widthChar - 1, pFo->getLetters() [mCont2]._heightChar - 1); } //Displacement of the character. //Displacement transform accumulates for every character in the line float charTranslateX = ((pFo->getLetters() [mCont2]._widthChar) + pOffset) * pScaleX; glTranslatef(charTranslateX,0.0f,0.0f); }//Was normal character // Advance one character mChar1 = pText [mCont1++]; }//LOOP END - Blit character by character } }