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Copy pathFontRenderer.cpp
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180 lines (131 loc) · 5.34 KB
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#include "FontRenderer.h"
#include <map>
#include "ethnocentric_places.h"
#include "glyph_fx.h"
#include "ScreenSpaceFxProcessor.h"
/************************************************************************/
/*
Font used here is Ehtnocentric free font:
http://www.dafont.com/ethnocentric.font
Font atlas is generated by modifiend Microsoft Font Maker (originally made for XNA, hence the horrible pink spacing color):
http://xbox.create.msdn.com/en-US/education/catalog/utility/bitmap_font_maker
modified version (that generates font header file with placemarks) in 3DParty/BitmapFontMaker_4_0_mod.zip
*/
/************************************************************************/
CFontRenderer::CFontRenderer( LPWSTR fontAtlasResource, ID3D10Device * device )
{
CComPtr<ID3D10Texture2D> tex;
D3D10_TEXTURE2D_DESC srvd;
if(FAILED(D3DX10CreateShaderResourceViewFromResource( device,0, fontAtlasResource, nullptr, nullptr, &fontAtlas.p, nullptr )))
return;
fontAtlas->GetResource((ID3D10Resource**)&tex.p);
tex->GetDesc(&srvd);
fontAtlasSize = D3DXVECTOR2(srvd.Width,srvd.Height);
DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
dwShaderFlags |= D3D10_SHADER_DEBUG;
#endif
auto hr = D3DX10CreateEffectFromMemory(glyph_fx_compiled,sizeof(glyph_fx_compiled),nullptr,nullptr,nullptr,"fx_4_0",dwShaderFlags,0,device,nullptr,nullptr,&fxGlyph.p,nullptr,nullptr);
if( FAILED( hr ) )
{
MessageBox( NULL,L"Could not load Glyph shader.", L"Error", MB_OK );
return;
}
// Define the input layout
D3D10_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 4*4, D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = sizeof( layout ) / sizeof( layout[0] );
// Create the input layout
D3D10_PASS_DESC PassDesc;
fxGlyph->GetTechniqueByIndex(0)->GetPassByIndex( 0 )->GetDesc( &PassDesc );
hr = device->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature,
PassDesc.IAInputSignatureSize, &vertex3Layout );
if( FAILED( hr ) )
return;
///quad
Vertex3D vtxData[] =
{
Vertex3D(D3DXVECTOR4(-1,-1,0.5,1),D3DXVECTOR2(0,1)),
Vertex3D(D3DXVECTOR4(1,-1,0.5,1),D3DXVECTOR2(1,1)),
Vertex3D(D3DXVECTOR4(-1,1,0.5,1),D3DXVECTOR2(0,0)),
Vertex3D(D3DXVECTOR4(1,1,0.5,1),D3DXVECTOR2(1,0)),
};
D3D10_BUFFER_DESC bufferDesc;
ZeroMemory(&bufferDesc,sizeof(bufferDesc));
bufferDesc.Usage = D3D10_USAGE_DYNAMIC;
bufferDesc.ByteWidth = sizeof( vtxData );
bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA InitData;
ZeroMemory(&InitData,sizeof(InitData));
InitData.pSysMem = vtxData;
hr = device->CreateBuffer( &bufferDesc, &InitData, &fsGlyVtxBuf );
if( FAILED( hr ) )
return;
}
CFontRenderer::~CFontRenderer(void)
{
}
D3DXVECTOR2 CFontRenderer::RenderGlyph( ID3D10Device * device,const D3DXVECTOR2 & pos, wchar_t glyph, D3DXVECTOR4 color)
{
ID3D10EffectTechnique * tech = fxGlyph->GetTechniqueByName("Render");
auto gly = Ethnocentric_Rg_glyphs.find(glyph);
if(gly == Ethnocentric_Rg_glyphs.end())
gly = Ethnocentric_Rg_glyphs.begin();
D3D10_VIEWPORT srcViewportDesc;
UINT nVpt = 1;
device->RSGetViewports( &nVpt, &srcViewportDesc );
D3DXVECTOR2 glySrc_TL(gly->second.x,gly->second.y);
D3DXVECTOR2 glyDimPx = D3DXVECTOR2(gly->second.width,gly->second.height);
D3DXVECTOR2 glySrc_RB = glySrc_TL + glyDimPx;
D3DXVECTOR2 glyTL(pos.x,pos.y);
D3DXVECTOR2 glyRB = glyTL + glyDimPx;
Vertex3D * vtx;
if(SUCCEEDED(fsGlyVtxBuf->Map(D3D10_MAP_WRITE_DISCARD,0,(void**)&vtx)))
{
vtx[0].Tex = D3DXVECTOR2(glySrc_TL.x, glySrc_TL.y);
vtx[1].Tex = D3DXVECTOR2(glySrc_RB.x,glySrc_TL.y);
vtx[2].Tex = D3DXVECTOR2(glySrc_TL.x,glySrc_RB.y);
vtx[3].Tex = D3DXVECTOR2(glySrc_RB.x, glySrc_RB.y);
vtx[0].Pos = D3DXVECTOR4(glyTL.x,glyTL.y,0.5,1);
vtx[1].Pos = D3DXVECTOR4(glyRB.x,glyTL.y,0.5,1);
vtx[2].Pos = D3DXVECTOR4(glyTL.x,glyRB.y,0.5,1);
vtx[3].Pos = D3DXVECTOR4(glyRB.x,glyRB.y,0.5,1);
fsGlyVtxBuf->Unmap();
}
UINT stride = sizeof( Vertex3D );
UINT offset = 0;
fxGlyph->GetVariableByName("srcTexture")->AsShaderResource()->SetResource(fontAtlas);
fxGlyph->GetVariableByName("fontAtlasSize")->AsVector()->SetFloatVector(fontAtlasSize);
fxGlyph->GetVariableByName("srcViewportSize")->AsVector()->SetFloatVector(D3DXVECTOR2(srcViewportDesc.Width,srcViewportDesc.Height));
fxGlyph->GetVariableByName("color")->AsVector()->SetFloatVector((float*)color);
device->IASetInputLayout(vertex3Layout);
device->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
device->IASetVertexBuffers( 0, 1, &fsGlyVtxBuf.p, &stride, &offset );
tech->GetPassByIndex( 0 )->Apply( 0 );
device->Draw(4,0);
return D3DXVECTOR2(pos.x + gly->second.width,pos.y);
}
D3DXVECTOR2 CFontRenderer::RenderString(ID3D10Device * device,std::wstring text, D3DXVECTOR2 pos, const D3DXVECTOR4 & color)
{
for (auto & c : text)
pos = RenderGlyph(device,pos,c,color);
return pos;
}
D3DXVECTOR2 CFontRenderer::MeasureString( std::wstring text )
{
D3DXVECTOR2 rt = D3DXVECTOR2(0,0);
for (auto & c : text)
{
auto gly = Ethnocentric_Rg_glyphs.find(c);
if(gly == Ethnocentric_Rg_glyphs.end())
gly = Ethnocentric_Rg_glyphs.begin();
rt.x+=gly->second.width;
rt.y=max(gly->second.height,rt.y);
}
return rt;
}