void CDialogMsg::Render( C2DRender* p2DRender ) { CSize size; LPCUSTOMTEXT lpCustomText; // CD3DFont* pOldFont = p2DRender->GetFont(); // p2DRender->SetFont( CWndBase::m_Theme.m_pFontWndTitle ); LPDIRECT3DDEVICE9 pd3dDevice = p2DRender->m_pd3dDevice; pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, 1 ); pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, 1 ); pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT ); pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT ); pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR ); TEXTUREVERTEX vertex[ 4 * 18 ]; CPoint point; int nIndex; for( int i = 0; i < m_textArray.GetSize(); i++ ) { lpCustomText = (LPCUSTOMTEXT) m_textArray.GetAt( i ); TEXTUREVERTEX* pVertices = vertex; if( !lpCustomText->m_bInfinite && lpCustomText->m_timer.TimeOut() ) { // 퀘스트 이모티콘을 다시 보이게 한다. if( lpCustomText->m_pObj->GetType() == OT_MOVER ) ((CMover*)lpCustomText->m_pObj)->m_bShowQuestEmoticon = TRUE; safe_delete( lpCustomText ); m_textArray.RemoveAt( i ); i --; } else { CObj* pObj = lpCustomText->m_pObj; if( lpCustomText->m_pTexture ) { if( pObj->IsCull() == FALSE ) { // 월드 좌표를 스크린 좌표로 프로젝션 한다. D3DXVECTOR3 vOut, vPos = pObj->GetPos(), vPosHeight; D3DVIEWPORT9 vp; const BOUND_BOX* pBB; if( pObj->m_pModel ) pBB = pObj->m_pModel->GetBBVector(); else return; pd3dDevice->GetViewport( &vp ); D3DXMATRIX matTrans; D3DXMATRIX matWorld; D3DXMatrixIdentity(&matWorld); D3DXMatrixTranslation( &matTrans, vPos.x, vPos.y , vPos.z); D3DXMatrixMultiply( &matWorld, &matWorld, &pObj->GetMatrixScale() ); D3DXMatrixMultiply( &matWorld, &matWorld, &pObj->GetMatrixRotation() ); D3DXMatrixMultiply( &matWorld, &matWorld, &matTrans ); vPosHeight = pBB->m_vPos[0]; vPosHeight.x = 0; vPosHeight.z = 0; D3DXVec3Project( &vOut, &vPosHeight, &vp, &pObj->GetWorld()->m_matProj, &pObj->GetWorld()->m_pCamera->m_matView, &matWorld); CPoint point; point.x = (LONG)( vOut.x - 32 / 2 ); point.y = (LONG)( vOut.y - 32 ); MakeEven( point.x ); p2DRender->RenderTexture( point, lpCustomText->m_pTexture ); } } else { LPCTSTR lpStr = lpCustomText->m_string; lpCustomText->m_pFont->GetTextExtent( (TCHAR*)lpStr, &size ); if( pObj->IsCull() == FALSE ) { int nAlpha = 200; if( !lpCustomText->m_bInfinite && lpCustomText->m_timer.GetLeftTime() > 4000 ) nAlpha = (int)( 200 - ( ( lpCustomText->m_timer.GetLeftTime() - 4000 )* 200 / 1000 ) ); // 월드 좌표를 스크린 좌표로 프로젝션 한다. D3DXVECTOR3 vOut, vPos = pObj->GetPos(), vPosHeight; D3DVIEWPORT9 vp; const BOUND_BOX* pBB; if( pObj->m_pModel ) pBB = pObj->m_pModel->GetBBVector(); else return; pd3dDevice->GetViewport( &vp ); D3DXMATRIX matTrans; D3DXMATRIX matWorld; D3DXMatrixIdentity(&matWorld); D3DXMatrixTranslation( &matTrans, vPos.x, vPos.y , vPos.z); D3DXMatrixMultiply( &matWorld, &matWorld, &pObj->GetMatrixScale() ); D3DXMatrixMultiply( &matWorld, &matWorld, &pObj->GetMatrixRotation() ); D3DXMatrixMultiply( &matWorld, &matWorld, &matTrans ); vPosHeight = pBB->m_vPos[0]; vPosHeight.x = 0; vPosHeight.z = 0; D3DXVec3Project( &vOut, &vPosHeight, &vp, &pObj->GetWorld()->m_matProj, &pObj->GetWorld()->m_pCamera->m_matView, &matWorld); CRect rect = lpCustomText->m_rect; vOut.x -= rect.Width() / 2; vOut.y -= rect.Height(); CPoint ptOrigin = p2DRender->GetViewportOrg(); vOut.y *= 0.9f; FLOAT x = vOut.x; FLOAT y = vOut.y; int nHeight = rect.Height() / 8; int nWidth = rect.Width() / 8; CTexture* pTexture; FLOAT fEdge = 8.0f; FLOAT fWidth = ( nWidth <= 5 ) ? rect.Width() * 0.7f : rect.Width() * 0.9f; FLOAT fHeight = rect.Height() * 0.75f; FLOAT fOffsetX = 0; FLOAT fOffsetY = 0; nIndex = 0; int i; if( lpCustomText->m_nKind == CHAT_SHOUT ) { char buffer[256] = { 0 }; // 텍스쳐렌더 버그 관련 수정 CTexture* pShoutTex = NULL; int nlen = _tcsclen(lpStr); if( nlen >= 1 && nlen <= 1 ) strcpy( buffer, "texDialogBoxShout00.bmp" ); else if( nlen >= 2 && nlen <= 3 ) strcpy( buffer, "texDialogBoxShout01.bmp" ); else if( nlen >= 4 && nlen <= 5 ) strcpy( buffer, "texDialogBoxShout02.bmp" ); else if( nlen >= 6 && nlen <= 9 ) strcpy( buffer, "texDialogBoxShout03.bmp" ); else if( nlen >= 10 && nlen <= 20 ) strcpy( buffer, "texDialogBoxShout04.bmp" ); else if( nlen >= 21 && nlen <= 40 ) strcpy( buffer, "texDialogBoxShout05.bmp" ); else if( nlen >= 41 && nlen <= 60 ) strcpy( buffer, "texDialogBoxShout06.bmp" ); else if( nlen >= 61 ) strcpy( buffer, "texDialogBoxShout07.bmp" ); pShoutTex = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_THEME, buffer ), 0xffff00ff ); if( pShoutTex ) { p2DRender->RenderTextureEx( CPoint( (int)( x-20 ), (int)( y-20 ) ), CPoint( (int)( fWidth+50.0f ), (int)( fHeight+40.0f ) ), pShoutTex, nAlpha, 1.0f, 1.0f, FALSE ); goto g_ShoutChat; } } for( i=0; i<3; i++ ) { if( i==0 || i==2 ) fOffsetY=fEdge; else fOffsetY=fHeight; fOffsetX = 0; for( int j=0; j<3; j++ ) { if( j==0 || j==2 ) fOffsetX = fEdge; else fOffsetX = fWidth; pTexture = m_texPack_ex[lpCustomText->m_nKind].GetAt( nIndex ); SetTextureVertex( pVertices, x, y, pTexture->m_fuLT, pTexture->m_fvLT ); pVertices++; SetTextureVertex( pVertices, x+fOffsetX, y, pTexture->m_fuRT, pTexture->m_fvRT ); pVertices++; SetTextureVertex( pVertices, x, y+fOffsetY, pTexture->m_fuLB, pTexture->m_fvLB ); pVertices++; SetTextureVertex( pVertices, x, y+fOffsetY, pTexture->m_fuLB, pTexture->m_fvLB ); pVertices++; SetTextureVertex( pVertices, x+fOffsetX, y, pTexture->m_fuRT, pTexture->m_fvRT ); pVertices++; SetTextureVertex( pVertices, x+fOffsetX, y+fOffsetY, pTexture->m_fuRB, pTexture->m_fvRB ); pVertices++; x+=fOffsetX; nIndex++; } x = vOut.x; y+=fOffsetY; } // 꼬랑지 출력 if( nWidth >= 6 ) { point = CPoint( (int)( x + ( 3 * nWidth / 5 ) * 8 ), (int)( y ) ); nIndex = 9; } else if( nWidth == 4 || nWidth == 5 ) { point = CPoint( (int)( x + 3 * 8 ), (int)( y ) ); nIndex = 9; } else if( nWidth == 3 ) { point = CPoint( (int)( x + 1 * 8 ), (int)( y ) ); nIndex = 9; } pTexture = m_texPack_ex[lpCustomText->m_nKind].GetAt( nIndex ); SetTextureVertex( pVertices, (FLOAT)( point.x ), (FLOAT)( point.y ), pTexture->m_fuLT, pTexture->m_fvLT ); pVertices++; SetTextureVertex( pVertices, (FLOAT)( point.x + 8.0f ), (FLOAT)( point.y ), pTexture->m_fuRT, pTexture->m_fvRT); pVertices++; SetTextureVertex( pVertices, (FLOAT)( point.x ), (FLOAT)( point.y + 8.0f ), pTexture->m_fuLB, pTexture->m_fvLB); pVertices++; SetTextureVertex( pVertices, (FLOAT)( point.x + 8.0f ), (FLOAT)( point.y ), pTexture->m_fuRT, pTexture->m_fvRT); pVertices++; SetTextureVertex( pVertices, (FLOAT)( point.x ), (FLOAT)( point.y + 8.0f ), pTexture->m_fuLB, pTexture->m_fvLB); pVertices++; SetTextureVertex( pVertices, (FLOAT)( point.x + 8.0f ), (FLOAT)( point.y + 8.0f ), pTexture->m_fuRB, pTexture->m_fvRB); pVertices++; pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, D3DCOLOR_ARGB( nAlpha, 0, 0, 0 ) ); pd3dDevice->SetVertexShader( NULL ); pd3dDevice->SetTexture( 0, m_texPack_ex[lpCustomText->m_nKind].GetAt( 0 )->m_pTexture ); pd3dDevice->SetFVF( D3DFVF_TEXTUREVERTEX ); pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLELIST, 20, vertex, sizeof( TEXTUREVERTEX ) ); g_ShoutChat: /* CPoint point; point.x = vOut.x + 8;; point.y = vOut.y + 8;; */ x = vOut.x + 8; y = vOut.y + 8; x -= ptOrigin.x; y -= ptOrigin.y; /* point.x -= ptOrigin.x; MakeEven( point.x ); point.y -= ptOrigin.y; */ lpCustomText->m_string.SetAlpha( nAlpha ); // p2DRender->TextOut_EditString( point.x, point.y, lpCustomText->m_string, 0, 0, 0 ); p2DRender->TextOut_EditString( (int)( x ), (int)( y ), lpCustomText->m_string, 0, 0, 0 ); } } } } for( i = 0; i < m_VendortextArray.GetSize(); i++ ) { lpCustomText = (LPCUSTOMTEXT) m_VendortextArray.GetAt( i ); TEXTUREVERTEX* pVertices = vertex; LPCTSTR lpStr = lpCustomText->m_string; lpCustomText->m_pFont->GetTextExtent( (TCHAR*)lpStr, &size ); CObj* pObj = lpCustomText->m_pObj; if( pObj->IsCull() == FALSE ) { int nAlpha = 200; // 월드 좌표를 스크린 좌표로 프로젝션 한다. D3DXVECTOR3 vOut, vPos = pObj->GetPos(), vPosHeight; D3DVIEWPORT9 vp; const BOUND_BOX* pBB; if( pObj->m_pModel ) pBB = pObj->m_pModel->GetBBVector(); else return; pd3dDevice->GetViewport( &vp ); D3DXMATRIX matTrans; D3DXMATRIX matWorld; D3DXMatrixIdentity(&matWorld); D3DXMatrixTranslation( &matTrans, vPos.x, vPos.y , vPos.z); D3DXMatrixMultiply( &matWorld, &matWorld, &pObj->GetMatrixScale() ); D3DXMatrixMultiply( &matWorld, &matWorld, &pObj->GetMatrixRotation() ); D3DXMatrixMultiply( &matWorld, &matWorld, &matTrans ); vPosHeight = pBB->m_vPos[0]; vPosHeight.x = 0; vPosHeight.z = 0; D3DXVec3Project( &vOut, &vPosHeight, &vp, &pObj->GetWorld()->m_matProj, &pObj->GetWorld()->m_pCamera->m_matView, &matWorld); CRect rect = lpCustomText->m_rect; vOut.x -= rect.Width() / 2; vOut.y -= rect.Height(); DWORD dwMaxHeight = lpCustomText->m_pFont->GetMaxHeight(); CPoint ptOrigin = p2DRender->GetViewportOrg(); int x = (int)( vOut.x ); int y = (int)( vOut.y ); int nHeight = rect.Height() / 8; int nWidth = rect.Width() / 8; FLOAT fGap = 40; FLOAT fWidth = (FLOAT)( rect.Width() ); FLOAT fHeight = rect.Height()*0.8f; fGap += 2.0f; CPoint ptTex1; CPoint ptTex2; ptTex1.x = (LONG)( vOut.x-24 ); ptTex1.y = (LONG)( vOut.y-fGap ); p2DRender->RenderTexture(ptTex1, m_pTex[0], nAlpha, 1.0f, 1.0f ); ptTex1.x = (LONG)( vOut.x+8 ); ptTex1.y = (LONG)( vOut.y-fGap ); ptTex2.x = (int)fWidth; ptTex2.y = 32; p2DRender->RenderTextureEx( ptTex1, ptTex2, m_pTex[1], nAlpha, 1.0f, 1.0f ); ptTex1.x = (LONG)( (int)(vOut.x+8)+ptTex2.x ); ptTex1.y = (LONG)( vOut.y-fGap ); p2DRender->RenderTexture(ptTex1, m_pTex[2], nAlpha, 1.0f, 1.0f ); fGap -= 2.0f; x = (int)( vOut.x + 8 ); y = (int)( vOut.y + 8 ); x -= ptOrigin.x; y -= ptOrigin.y; lpCustomText->m_string.SetAlpha( 250 ); p2DRender->TextOut_EditString( x, (int)( y-fGap ), lpCustomText->m_string, 0, 0, 0 ); } } }
void CDialogMsg::Render( C2DRender* p2DRender ) { CSize size; LPCUSTOMTEXT lpCustomText; for( int i = 0; i < m_textArray.GetSize(); i++ ) { lpCustomText = (LPCUSTOMTEXT) m_textArray.GetAt( i ); if( lpCustomText->m_timer.TimeOut() ) { // 퀘스트 이모티콘을 다시 보이게 한다. if( lpCustomText->m_pObj->GetType() == OT_MOVER ) ((CMover*)lpCustomText->m_pObj)->m_bShowQuestEmoticon = TRUE; safe_delete( lpCustomText ); m_textArray.RemoveAt( i ); i --; } else { LPCTSTR lpStr = lpCustomText->m_string; lpCustomText->m_pFont->GetTextExtent( (TCHAR*)lpStr, &size ); CObj* pObj = lpCustomText->m_pObj; if( pObj->IsCull() == FALSE ) { int nAlpha = 200; if( lpCustomText->m_timer.GetLeftTime() > 4000 ) nAlpha = 200 - ( ( lpCustomText->m_timer.GetLeftTime() - 4000 )* 200 / 1000 ); LPDIRECT3DDEVICE9 pd3dDevice = p2DRender->m_pd3dDevice; // 월드 좌표를 스크린 좌표로 프로젝션 한다. D3DXVECTOR3 vOut, vPos = pObj->GetPos(), vPosHeight; D3DVIEWPORT9 vp; const BOUND_BOX* pBB = pObj->m_pModel->GetBBVector(); pd3dDevice->GetViewport( &vp ); D3DXMATRIX matTrans; D3DXMATRIX matWorld; D3DXMatrixIdentity(&matWorld); D3DXMatrixTranslation( &matTrans, vPos.x, vPos.y , vPos.z); D3DXMatrixMultiply( &matWorld, &matWorld, &pObj->GetMatrixScale() ); D3DXMatrixMultiply( &matWorld, &matWorld, &pObj->GetMatrixRotation() ); D3DXMatrixMultiply( &matWorld, &matWorld, &matTrans ); vPosHeight = pBB->m_vPos[0]; vPosHeight.x = 0; vPosHeight.z = 0; D3DXVec3Project( &vOut, &vPosHeight, &vp, &pObj->GetWorld()->m_matProj, &pObj->GetWorld()->m_pCamera->m_matView, &matWorld); CRect rect = lpCustomText->m_rect; vOut.x -= rect.Width() / 2; vOut.y -= rect.Height(); CRectClip rectClip = p2DRender->m_clipRect; DWORD dwLineCount = lpCustomText->m_string.GetLineCount(); DWORD dwMaxHeight = lpCustomText->m_pFont->GetMaxHeight(); CPoint ptOrigin = p2DRender->GetViewportOrg(); p2DRender->SetViewportOrg( 0, 0 ); int x = vOut.x; int y = vOut.y; int nHeight = rect.Height() / 8; int nWidth = rect.Width() / 8; for( int i = 0; i < nHeight; i++) { int nIndex; if( i == 0 ) nIndex = 0; else if( i != nHeight - 1 ) nIndex = 3; else nIndex = 6; for( int j = 0; j < nWidth; j++) { CPoint point = CPoint( x + j * 8, y + i * 8); if( j == 0 ) m_texPack.Render( p2DRender, point, nIndex, nAlpha ); else if( j != nWidth - 1 ) { // 맨 밑쪽 /* if( i == nHeight - 1 ) { if( nWidth >= 6 && ( j == 3 * nWidth / 5 || j == 3 * nWidth / 5 + 1) ) { m_texPack.Render( p2DRender, point, 4); continue; } // 5 : 3 = 10 : 6 else if( nWidth == 5 && ( j == 2 || j == 3 ) ) { m_texPack.Render( p2DRender, point, 4); continue; } else if( nWidth == 4 && j == 2 ) { m_texPack.Render( p2DRender, point, 4); continue; } else if( nWidth == 3 && j == 1 ) { m_texPack.Render( p2DRender, point, 4); continue; } }*/ m_texPack.Render( p2DRender, point, nIndex + 1, nAlpha); } else m_texPack.Render( p2DRender, point, nIndex + 2, nAlpha); } } // 꼬랑지 출력 if( nWidth >= 6 ) m_texPack.Render( p2DRender, CPoint( x + ( 3 * nWidth / 5 ) * 8, y + i * 8 - 1), 9, nAlpha ); else if( nWidth == 5 ) m_texPack.Render( p2DRender, CPoint( x + 2 * 8, y + i * 8 - 1), 9, nAlpha ); else if( nWidth == 4 ) m_texPack.Render( p2DRender, CPoint( x + 2 * 8, y + i * 8 - 1), 11, nAlpha ); else if( nWidth == 3 ) m_texPack.Render( p2DRender, CPoint( x + 1 * 8, y + i * 8 - 1), 11 , nAlpha); p2DRender->SetViewportOrg( ptOrigin ); x = vOut.x + 8; y = vOut.y + 8; p2DRender->TextOut_EditString( x, y, lpCustomText->m_string, 0, 0, 0 ); /* for( i = 0; i < dwLineCount; i++) { CString string = lpCustomText->m_string.GetLine( i ); DWORD dwOffset = lpCustomText->m_string.GetLineOffset( i ); LPCTSTR lpszStr = string; int nLength = string.GetLength(); DWORD dwCurOffset; TCHAR strHan[ 3 ]; x = vOut.x + 8;; for( int j = 0; j < nLength; j++) { if( IsHangul( string[j] ) ) { strHan[0] = string[j++]; strHan[1] = string[j]; strHan[2] = '\0'; dwCurOffset = dwOffset + (j - 1); } else { strHan[0] = string[j]; strHan[1] = '\0'; dwCurOffset = dwOffset + j; } CSize size = lpCustomText->m_pFont->GetTextExtent(strHan); DWORD dwColor = lpCustomText->m_string.m_adwColor[dwCurOffset]; DWORD dwStyle = lpCustomText->m_string.m_abyStyle[dwCurOffset]; //p2DRender->TextOut( dwBegin, 0 + y * dwMaxHeight, strHan, dwColor); lpCustomText->m_pFont->DrawText( x, y, dwColor, (TCHAR*) strHan ); if( dwStyle & ESSTY_BOLD ) lpCustomText->m_pFont->DrawText( x + 1, y, dwColor, (TCHAR*) strHan ); if( dwStyle & ESSTY_UNDERLINE ) p2DRender->RenderLine( CPoint( x, y + size.cy ), CPoint( x + size.cx, y + size.cy ), dwColor ); x+= size.cx; } //lpCustomText->m_pFont->DrawText( x, y, D3DCOLOR_ARGB( nAlpha, 0, 0, 0 ), (TCHAR*) lpszStr ); y += dwMaxHeight; } */ } } } }