diff options
Diffstat (limited to 'src/mesa/drivers/d3d/D3DTEXT.CPP')
-rw-r--r-- | src/mesa/drivers/d3d/D3DTEXT.CPP | 1152 |
1 files changed, 576 insertions, 576 deletions
diff --git a/src/mesa/drivers/d3d/D3DTEXT.CPP b/src/mesa/drivers/d3d/D3DTEXT.CPP index e6ff8645611..39855b65fa9 100644 --- a/src/mesa/drivers/d3d/D3DTEXT.CPP +++ b/src/mesa/drivers/d3d/D3DTEXT.CPP @@ -1,576 +1,576 @@ -/*===========================================================================*/
-/* */
-/* Mesa-3.0 DirectX 6 Driver */
-/* */
-/* By Leigh McRae */
-/* */
-/* http://www.altsoftware.com/ */
-/* */
-/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
-/*===========================================================================*/
-#include "d3dText.h"
-
-/*=============================================================================
-
- 1
- ------
- | |
- 6 | | 2
- | 7 |
- ------
- | |
- 5 | | 3
- | |
- ------
- 4
-
- TL_0 TR_0
-TLL TL_1 TR_1 TRR
-
-MLL_0 ML_0 MR_0 MRR_0
-MLL_1 ML_1 MR_1 MRR_1
-
-BLL BL_0 BR_0 BRR
- BL_1 BR_1
-
-=============================================================================*/
-
-#define TLL 0
-#define TRR 1
-#define TL_0 2
-#define TL_1 3
-#define TR_0 4
-#define TR_1 5
-
-#define MLL_0 6
-#define MLL_1 7
-#define MRR_0 8
-#define MRR_1 9
-
-#define ML_0 10
-#define ML_1 11
-#define MR_0 12
-#define MR_1 13
-
-#define BL_0 14
-#define BL_1 15
-#define BR_0 16
-#define BR_1 17
-#define BLL 18
-#define BRR 19
-
-#define BIT1 0x00000001
-#define BIT2 0x00000002
-#define BIT3 0x00000004
-#define BIT4 0x00000008
-#define BIT5 0x00000010
-#define BIT6 0x00000020
-#define BIT7 0x00000040
-
-#define TOP BIT4
-#define MIDDLE BIT7
-#define BOTTOM BIT1
-#define TLEFT BIT5
-#define BLEFT BIT6
-#define LEFT (TLEFT|BLEFT)
-#define TRIGHT BIT3
-#define BRIGHT BIT2
-#define RIGHT (TRIGHT|BRIGHT)
-#define ALL 0xFFFFFFFF
-
-/*===========================================================================*/
-/* This is the static array that will map the ASCII value of the character */
-/* being draw to the bit mask that will be scan converted to the LED display.*/
-/*===========================================================================*/
-DWORD textBitMasks[] =
-{
- 0xFFFFFFFF, // 000
- 0xFFFFFFFF, // 001
- 0xFFFFFFFF, // 002
- 0xFFFFFFFF, // 003
- 0xFFFFFFFF, // 004
- 0xFFFFFFFF, // 005
- 0xFFFFFFFF, // 006
- 0xFFFFFFFF, // 007
- 0xFFFFFFFF, // 008
- 0xFFFFFFFF, // 009
- 0xFFFFFFFF, // 010
- 0xFFFFFFFF, // 011
- 0xFFFFFFFF, // 012
- 0xFFFFFFFF, // 013
- 0xFFFFFFFF, // 014
- 0xFFFFFFFF, // 015
- 0xFFFFFFFF, // 016
- 0xFFFFFFFF, // 017
- 0xFFFFFFFF, // 018
- 0xFFFFFFFF, // 019
- 0xFFFFFFFF, // 020
- 0xFFFFFFFF, // 021
- 0xFFFFFFFF, // 022
- 0xFFFFFFFF, // 023
- 0xFFFFFFFF, // 024
- 0xFFFFFFFF, // 025
- 0xFFFFFFFF, // 026
- 0xFFFFFFFF, // 027
- 0xFFFFFFFF, // 028
- 0xFFFFFFFF, // 029
- 0xFFFFFFFF, // 030
- 0XFFFFFFFF, // 031
- 0x00000000, // 032 'SPC'
- 0xFFFFFFFF, // 033
- 0xFFFFFFFF, // 034
- 0xFFFFFFFF, // 035
- 0xFFFFFFFF, // 036
- 0xFFFFFFFF, // 037
- 0xFFFFFFFF, // 038
- 0xFFFFFFFF, // 039
- 0xFFFFFFFF, // 040
- 0xFFFFFFFF, // 041
- 0xFFFFFFFF, // 042
- 0xFFFFFFFF, // 043
- 0xFFFFFFFF, // 044
- 0xFFFFFFFF, // 045
- 0xFFFFFFFF, // 046
- 0xFFFFFFFF, // 047
- (ALL &~ MIDDLE), // 048 '0'
- (RIGHT), // 049 '1'
- (ALL &~ TLEFT &~ BRIGHT), // 050 '2'
- (ALL &~ LEFT), // 051 '3'
- (TLEFT | MIDDLE | RIGHT), // 052 '4'
- (ALL &~ TRIGHT &~ BLEFT), // 053 '5'
- (ALL &~ TRIGHT), // 054 '6'
- (TOP | RIGHT), // 055 '7'
- (ALL), // 056 '8'
- (ALL &~ BOTTOM &~ BLEFT), // 057 '9'
- 0xFFFFFFFF, // 058
- 0xFFFFFFFF, // 059
- 0xFFFFFFFF, // 060
- 0XFFFFFFFF, // 061
- 0xFFFFFFFF, // 062
- 0xFFFFFFFF, // 063
- 0xFFFFFFFF, // 064
- (ALL &~ BOTTOM), // 065 'A'
- (ALL), // 066 'B'
- (TOP | LEFT | BOTTOM), // 067 'C'
- (ALL &~ MIDDLE), // 068 'D'
- (ALL &~ RIGHT), // 069 'E'
- (LEFT | TOP | MIDDLE), // 070 'F'
- 0x00000000, // 071 'G'
- (ALL &~ TOP &~ BOTTOM), // 072 'H'
- (RIGHT), // 073 'I'
- (RIGHT | BOTTOM), // 074 'J'
- 0x00000000, // 075 'K'
- (LEFT | BOTTOM), // 076 'L'
- 0x00000000, // 088 'M'
- 0x00000000, // 089 'N'
- (ALL &~ MIDDLE), // 090 'O'
- (ALL &~ BRIGHT &~ BOTTOM),// 091 'P'
- 0x00000000, // 092 'Q'
- 0x00000000, // 093 'R'
- (ALL &~ TRIGHT &~ BLEFT), // 094 'S'
- 0X00000000, // 095 'T'
- (LEFT | RIGHT | BOTTOM), // 096 'U'
- 0x00000000, // 097 'V'
- 0x00000000, // 098 'W'
- 0x00000000, // 099 'X'
- 0x00000000, // 1000 'Z'
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 100
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 104
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 108
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 112
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 116
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 120
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF // 124
-};
-
-#define CT 1.0f
-#define CX 7.0f
-#define CY 13.0f
-#define CM ((CY-(CT*3.0f))/2.0f)
-
-float lCoords[][2] =
-{
- /* Top outsides. */
- { 0, (CY-CT) },
- { CX, (CY-CT) },
-
- /* Top Line. */
- { CT, CY },
- { CT, (CY-CT) },
- { (CX-CT), CY },
- { (CX-CT), (CY-CT) },
-
- /* Middle outsides. */
- { 0.0f, (CT+CM+CT) },
- { 0.0f, (CT+CM) },
- { CX, (CT+CM+CT) },
- { CX, (CT+CM) },
-
- /* Middle Line. */
- { CT, (CT+CM+CT) },
- { CT, (CT+CM) },
- { (CX-CT), (CT+CM+CT) },
- { (CX-CT), (CT+CM) },
-
- /* Bottom line. */
- { CT, CT },
- { CT, 0.0f },
- { (CX-CT), CT },
- { (CX-CT), 0.0f },
-
- /* Bottom outsides. */
- { 0.0f, CT},
- { CX, CT }
-};
-
-static int ConvertCharacter( char *c, int cIndex, PD3DFONTMETRICS pfntMetrics );
-
-D3DTLVERTEX TextVertices[MAX_VERTICES];
-/*===========================================================================*/
-/* When we attach I will zero out the whole D3D vertex buffer I'm using for */
-/* the text. This way I don't need to set all the redundant values. I also */
-/* set all the oow values to 1 as I will be doing direct rendering. */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-extern "C" BOOL InitD3DText( void )
-{
- int index;
-
- /* Set the D3D Vertex Buffer up once so we don't do redundant changes. */
- memset( &TextVertices[0], 0, sizeof(TextVertices) );
- for( index = 0; index < MAX_VERTICES; index++ )
- TextVertices[index].rhw = D3DVAL( 1.0 );
-
- return TRUE;
-}
-/*===========================================================================*/
-/* This function takes a single character and draw it using the supplied */
-/* fontmetrics structure. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-extern "C" void d3dTextDrawString( char *pszString, int x, int y, PD3DFONTMETRICS pfntMetrics )
-{
- int cIndex,
- nIndex,
- index;
- float cWidth = CX,
- cHeight = CY;
-
- /* Find the max width/height of a character and add the spacing so */
- /* that we can use this value to calculate the x,y of the character.*/
- cWidth = (cWidth * pfntMetrics->fntXScale) + pfntMetrics->fntXSpacing;
- cHeight = (cHeight * pfntMetrics->fntYScale) + pfntMetrics->fntYSpacing;
-
- /* Walk the string. This must be NULL terminated. */
- for( cIndex = 0, nIndex = 0; *pszString; pszString++, cIndex = nIndex, x++ )
- {
- /* Convert the character and get the index into the text vertex buffer. */
- nIndex = ConvertCharacter( &pszString[0], cIndex, pfntMetrics );
- if ( (nIndex - cIndex) > 2 )
- {
- /* Modify the text vertex buffer based on the fntMetrics structure. */
- for( index = cIndex; index < nIndex; index++ )
- {
- /* Scale the character. */
- TextVertices[index].sx *= pfntMetrics->fntXScale;
- TextVertices[index].sy *= pfntMetrics->fntYScale;
-
- /* Move the character. */
- TextVertices[index].sx += (cWidth*x);
- TextVertices[index].sy += (cHeight*y);
-
- /* Set the color. */
- TextVertices[index].color = pfntMetrics->dwColor;
- }
- }
- }
-
- if ( nIndex < 3 )
- return;
-
- /* Set the states that slim things down. */
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_CULLMODE, D3DCULL_NONE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZENABLE, FALSE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZWRITEENABLE , FALSE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHATESTENABLE, FALSE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE );
-
- /* Blast them baby... */
- pfntMetrics->lpD3DDevice->DrawPrimitive( D3DPT_TRIANGLELIST,
- D3DFVF_TLVERTEX,
- (LPVOID)&TextVertices[0],
- nIndex,
- (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) );
-}
-/*===========================================================================*/
-/* This function takes a single character and draw it directly to the screen*/
-/* unsing the supplied fntMetrics structure. The character will be drawn at */
-/* the supplied x,y. The x,y position is relative to the top left and uses */
-/* the spacing in the fntMetrics structure. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-extern "C" void d3dTextDrawCharacter( char *c, int x, int y, PD3DFONTMETRICS pfntMetrics )
-{
- int cIndex = 0,
- index;
- float cWidth = CX,
- cHeight = CY;
-
- /* Convert the character and get the index into the text vertex buffer. */
- cIndex = ConvertCharacter( c, 0, pfntMetrics );
- if ( cIndex < 3 )
- return;
-
- /* Find the max width/height of a character and add the spacing so */
- /* that we can use this value to calculate the x,y of the character.*/
- cWidth = (cWidth * pfntMetrics->fntXScale) + pfntMetrics->fntXSpacing;
- cHeight = (cHeight * pfntMetrics->fntYScale) + pfntMetrics->fntYSpacing;
-
- /* Modify the text vertex buffer based on the fntMetrics structure. */
- for( index = 0; index < cIndex; index++ )
- {
- /* Scale the character. */
- TextVertices[index].sx *= pfntMetrics->fntXScale;
- TextVertices[index].sy *= pfntMetrics->fntYScale;
-
- /* Move the character. */
- TextVertices[index].sx += (cWidth*x);
- TextVertices[index].sy += (cHeight*y);
-
- /* Set the color. */
- TextVertices[index].color = pfntMetrics->dwColor;
- }
-
-
- /* Set the states that slim things down. */
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_CULLMODE, D3DCULL_NONE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZENABLE, FALSE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZWRITEENABLE , FALSE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHATESTENABLE, FALSE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE );
-
- /* Blast them baby... */
- pfntMetrics->lpD3DDevice->DrawPrimitive( D3DPT_TRIANGLELIST,
- D3DFVF_TLVERTEX,
- (LPVOID)&TextVertices[0],
- cIndex,
- (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) );
-}
-/*===========================================================================*/
-/* This function takes a single character and draw it using the supplied */
-/* fontmetrics structure. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static int ConvertCharacter( char *c, int cIndex, PD3DFONTMETRICS pfntMetrics )
-{
- DWORD asciiChar = (int)(*c);
-
- /* Handle the TOP line. */
- if ( textBitMasks[asciiChar] & BIT1 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[TL_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TR_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TL_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TL_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_0][1] );
- }
-
- /* Handle the TOP/BOTTOM RIGHT lines. */
- // if ( textBitMasks[index] & (BIT2|BIT3) )
- if ( 1 == 0 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TRR][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TRR][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BRR][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BRR][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BR_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] );
- }
- else
- {
- if ( textBitMasks[asciiChar] & BIT2 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[TR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TRR][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[TRR][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MRR_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MRR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MRR_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MRR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MR_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[TR_1][1] );
- }
- if ( textBitMasks[asciiChar] & BIT3 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MRR_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MRR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[BRR][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[BRR][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BR_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[BR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MR_1][1] );
- }
- }
-
- /* Handle the TOP/BOTTOM LEFT lines. */
- // if ( textBitMasks[asciiChar] & (BIT5|BIT6) )
- if ( 1 == 0 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TLL][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TL_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BLL][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BLL][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TLL][1] );
- }
- else
- {
- if ( textBitMasks[asciiChar] & BIT5 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[MLL_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MLL_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[ML_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[ML_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[BL_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[BL_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BLL][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[BLL][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MLL_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MLL_1][1] );
- }
- if ( textBitMasks[asciiChar] & BIT6 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[TLL][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TL_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[TL_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[ML_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[ML_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MLL_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MLL_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[TLL][1] );
- }
- }
-
- /* Handle the MIDDLE line. */
- if ( textBitMasks[asciiChar] & BIT7 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[ML_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MR_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[MR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[MR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[MR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[ML_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[ML_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[ML_0][1] );
- }
-
- /* Handle the BOTTOM line. */
- if ( textBitMasks[asciiChar] & BIT4 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BR_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BL_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] );
- }
-
- return cIndex;
-}
-
-#undef CM
-#undef CY
-#undef CX
-#undef CT
-
-#undef TLL
-#undef TRR
-#undef TL_0
-#undef TL_1
-#undef TR_0
-#undef TR_1
-
-#undef MLL_0
-#undef MLL_1
-#undef MRR_0
-#undef MRR_1
-
-#undef ML_0
-#undef ML_1
-#undef MR_0
-#undef MR_1
-
-#undef BL_0
-#undef BL_1
-#undef BR_0
-#undef BR_1
-#undef BLL
-#undef BRR
-
-#undef BIT1
-#undef BIT2
-#undef BIT3
-#undef BIT4
-#undef BIT5
-#undef BIT6
-#undef BIT7
-
-#undef TOP
-#undef MIDDLE
-#undef BOTTOM
-#undef TLEFT
-#undef BLEFT
-#undef LEFT
-#undef TRIGHT
-#undef BRIGHT
-#undef RIGHT
-#undef ALL
+/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "d3dText.h" + +/*============================================================================= + + 1 + ------ + | | + 6 | | 2 + | 7 | + ------ + | | + 5 | | 3 + | | + ------ + 4 + + TL_0 TR_0 +TLL TL_1 TR_1 TRR + +MLL_0 ML_0 MR_0 MRR_0 +MLL_1 ML_1 MR_1 MRR_1 + +BLL BL_0 BR_0 BRR + BL_1 BR_1 + +=============================================================================*/ + +#define TLL 0 +#define TRR 1 +#define TL_0 2 +#define TL_1 3 +#define TR_0 4 +#define TR_1 5 + +#define MLL_0 6 +#define MLL_1 7 +#define MRR_0 8 +#define MRR_1 9 + +#define ML_0 10 +#define ML_1 11 +#define MR_0 12 +#define MR_1 13 + +#define BL_0 14 +#define BL_1 15 +#define BR_0 16 +#define BR_1 17 +#define BLL 18 +#define BRR 19 + +#define BIT1 0x00000001 +#define BIT2 0x00000002 +#define BIT3 0x00000004 +#define BIT4 0x00000008 +#define BIT5 0x00000010 +#define BIT6 0x00000020 +#define BIT7 0x00000040 + +#define TOP BIT4 +#define MIDDLE BIT7 +#define BOTTOM BIT1 +#define TLEFT BIT5 +#define BLEFT BIT6 +#define LEFT (TLEFT|BLEFT) +#define TRIGHT BIT3 +#define BRIGHT BIT2 +#define RIGHT (TRIGHT|BRIGHT) +#define ALL 0xFFFFFFFF + +/*===========================================================================*/ +/* This is the static array that will map the ASCII value of the character */ +/* being draw to the bit mask that will be scan converted to the LED display.*/ +/*===========================================================================*/ +DWORD textBitMasks[] = +{ + 0xFFFFFFFF, // 000 + 0xFFFFFFFF, // 001 + 0xFFFFFFFF, // 002 + 0xFFFFFFFF, // 003 + 0xFFFFFFFF, // 004 + 0xFFFFFFFF, // 005 + 0xFFFFFFFF, // 006 + 0xFFFFFFFF, // 007 + 0xFFFFFFFF, // 008 + 0xFFFFFFFF, // 009 + 0xFFFFFFFF, // 010 + 0xFFFFFFFF, // 011 + 0xFFFFFFFF, // 012 + 0xFFFFFFFF, // 013 + 0xFFFFFFFF, // 014 + 0xFFFFFFFF, // 015 + 0xFFFFFFFF, // 016 + 0xFFFFFFFF, // 017 + 0xFFFFFFFF, // 018 + 0xFFFFFFFF, // 019 + 0xFFFFFFFF, // 020 + 0xFFFFFFFF, // 021 + 0xFFFFFFFF, // 022 + 0xFFFFFFFF, // 023 + 0xFFFFFFFF, // 024 + 0xFFFFFFFF, // 025 + 0xFFFFFFFF, // 026 + 0xFFFFFFFF, // 027 + 0xFFFFFFFF, // 028 + 0xFFFFFFFF, // 029 + 0xFFFFFFFF, // 030 + 0XFFFFFFFF, // 031 + 0x00000000, // 032 'SPC' + 0xFFFFFFFF, // 033 + 0xFFFFFFFF, // 034 + 0xFFFFFFFF, // 035 + 0xFFFFFFFF, // 036 + 0xFFFFFFFF, // 037 + 0xFFFFFFFF, // 038 + 0xFFFFFFFF, // 039 + 0xFFFFFFFF, // 040 + 0xFFFFFFFF, // 041 + 0xFFFFFFFF, // 042 + 0xFFFFFFFF, // 043 + 0xFFFFFFFF, // 044 + 0xFFFFFFFF, // 045 + 0xFFFFFFFF, // 046 + 0xFFFFFFFF, // 047 + (ALL &~ MIDDLE), // 048 '0' + (RIGHT), // 049 '1' + (ALL &~ TLEFT &~ BRIGHT), // 050 '2' + (ALL &~ LEFT), // 051 '3' + (TLEFT | MIDDLE | RIGHT), // 052 '4' + (ALL &~ TRIGHT &~ BLEFT), // 053 '5' + (ALL &~ TRIGHT), // 054 '6' + (TOP | RIGHT), // 055 '7' + (ALL), // 056 '8' + (ALL &~ BOTTOM &~ BLEFT), // 057 '9' + 0xFFFFFFFF, // 058 + 0xFFFFFFFF, // 059 + 0xFFFFFFFF, // 060 + 0XFFFFFFFF, // 061 + 0xFFFFFFFF, // 062 + 0xFFFFFFFF, // 063 + 0xFFFFFFFF, // 064 + (ALL &~ BOTTOM), // 065 'A' + (ALL), // 066 'B' + (TOP | LEFT | BOTTOM), // 067 'C' + (ALL &~ MIDDLE), // 068 'D' + (ALL &~ RIGHT), // 069 'E' + (LEFT | TOP | MIDDLE), // 070 'F' + 0x00000000, // 071 'G' + (ALL &~ TOP &~ BOTTOM), // 072 'H' + (RIGHT), // 073 'I' + (RIGHT | BOTTOM), // 074 'J' + 0x00000000, // 075 'K' + (LEFT | BOTTOM), // 076 'L' + 0x00000000, // 088 'M' + 0x00000000, // 089 'N' + (ALL &~ MIDDLE), // 090 'O' + (ALL &~ BRIGHT &~ BOTTOM),// 091 'P' + 0x00000000, // 092 'Q' + 0x00000000, // 093 'R' + (ALL &~ TRIGHT &~ BLEFT), // 094 'S' + 0X00000000, // 095 'T' + (LEFT | RIGHT | BOTTOM), // 096 'U' + 0x00000000, // 097 'V' + 0x00000000, // 098 'W' + 0x00000000, // 099 'X' + 0x00000000, // 1000 'Z' + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 100 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 104 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 108 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 112 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 116 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 120 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF // 124 +}; + +#define CT 1.0f +#define CX 7.0f +#define CY 13.0f +#define CM ((CY-(CT*3.0f))/2.0f) + +float lCoords[][2] = +{ + /* Top outsides. */ + { 0, (CY-CT) }, + { CX, (CY-CT) }, + + /* Top Line. */ + { CT, CY }, + { CT, (CY-CT) }, + { (CX-CT), CY }, + { (CX-CT), (CY-CT) }, + + /* Middle outsides. */ + { 0.0f, (CT+CM+CT) }, + { 0.0f, (CT+CM) }, + { CX, (CT+CM+CT) }, + { CX, (CT+CM) }, + + /* Middle Line. */ + { CT, (CT+CM+CT) }, + { CT, (CT+CM) }, + { (CX-CT), (CT+CM+CT) }, + { (CX-CT), (CT+CM) }, + + /* Bottom line. */ + { CT, CT }, + { CT, 0.0f }, + { (CX-CT), CT }, + { (CX-CT), 0.0f }, + + /* Bottom outsides. */ + { 0.0f, CT}, + { CX, CT } +}; + +static int ConvertCharacter( char *c, int cIndex, PD3DFONTMETRICS pfntMetrics ); + +D3DTLVERTEX TextVertices[MAX_VERTICES]; +/*===========================================================================*/ +/* When we attach I will zero out the whole D3D vertex buffer I'm using for */ +/* the text. This way I don't need to set all the redundant values. I also */ +/* set all the oow values to 1 as I will be doing direct rendering. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +extern "C" BOOL InitD3DText( void ) +{ + int index; + + /* Set the D3D Vertex Buffer up once so we don't do redundant changes. */ + memset( &TextVertices[0], 0, sizeof(TextVertices) ); + for( index = 0; index < MAX_VERTICES; index++ ) + TextVertices[index].rhw = D3DVAL( 1.0 ); + + return TRUE; +} +/*===========================================================================*/ +/* This function takes a single character and draw it using the supplied */ +/* fontmetrics structure. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void d3dTextDrawString( char *pszString, int x, int y, PD3DFONTMETRICS pfntMetrics ) +{ + int cIndex, + nIndex, + index; + float cWidth = CX, + cHeight = CY; + + /* Find the max width/height of a character and add the spacing so */ + /* that we can use this value to calculate the x,y of the character.*/ + cWidth = (cWidth * pfntMetrics->fntXScale) + pfntMetrics->fntXSpacing; + cHeight = (cHeight * pfntMetrics->fntYScale) + pfntMetrics->fntYSpacing; + + /* Walk the string. This must be NULL terminated. */ + for( cIndex = 0, nIndex = 0; *pszString; pszString++, cIndex = nIndex, x++ ) + { + /* Convert the character and get the index into the text vertex buffer. */ + nIndex = ConvertCharacter( &pszString[0], cIndex, pfntMetrics ); + if ( (nIndex - cIndex) > 2 ) + { + /* Modify the text vertex buffer based on the fntMetrics structure. */ + for( index = cIndex; index < nIndex; index++ ) + { + /* Scale the character. */ + TextVertices[index].sx *= pfntMetrics->fntXScale; + TextVertices[index].sy *= pfntMetrics->fntYScale; + + /* Move the character. */ + TextVertices[index].sx += (cWidth*x); + TextVertices[index].sy += (cHeight*y); + + /* Set the color. */ + TextVertices[index].color = pfntMetrics->dwColor; + } + } + } + + if ( nIndex < 3 ) + return; + + /* Set the states that slim things down. */ + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_CULLMODE, D3DCULL_NONE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZENABLE, FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZWRITEENABLE , FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHATESTENABLE, FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE ); + + /* Blast them baby... */ + pfntMetrics->lpD3DDevice->DrawPrimitive( D3DPT_TRIANGLELIST, + D3DFVF_TLVERTEX, + (LPVOID)&TextVertices[0], + nIndex, + (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) ); +} +/*===========================================================================*/ +/* This function takes a single character and draw it directly to the screen*/ +/* unsing the supplied fntMetrics structure. The character will be drawn at */ +/* the supplied x,y. The x,y position is relative to the top left and uses */ +/* the spacing in the fntMetrics structure. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void d3dTextDrawCharacter( char *c, int x, int y, PD3DFONTMETRICS pfntMetrics ) +{ + int cIndex = 0, + index; + float cWidth = CX, + cHeight = CY; + + /* Convert the character and get the index into the text vertex buffer. */ + cIndex = ConvertCharacter( c, 0, pfntMetrics ); + if ( cIndex < 3 ) + return; + + /* Find the max width/height of a character and add the spacing so */ + /* that we can use this value to calculate the x,y of the character.*/ + cWidth = (cWidth * pfntMetrics->fntXScale) + pfntMetrics->fntXSpacing; + cHeight = (cHeight * pfntMetrics->fntYScale) + pfntMetrics->fntYSpacing; + + /* Modify the text vertex buffer based on the fntMetrics structure. */ + for( index = 0; index < cIndex; index++ ) + { + /* Scale the character. */ + TextVertices[index].sx *= pfntMetrics->fntXScale; + TextVertices[index].sy *= pfntMetrics->fntYScale; + + /* Move the character. */ + TextVertices[index].sx += (cWidth*x); + TextVertices[index].sy += (cHeight*y); + + /* Set the color. */ + TextVertices[index].color = pfntMetrics->dwColor; + } + + + /* Set the states that slim things down. */ + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_CULLMODE, D3DCULL_NONE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZENABLE, FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZWRITEENABLE , FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHATESTENABLE, FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE ); + + /* Blast them baby... */ + pfntMetrics->lpD3DDevice->DrawPrimitive( D3DPT_TRIANGLELIST, + D3DFVF_TLVERTEX, + (LPVOID)&TextVertices[0], + cIndex, + (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) ); +} +/*===========================================================================*/ +/* This function takes a single character and draw it using the supplied */ +/* fontmetrics structure. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static int ConvertCharacter( char *c, int cIndex, PD3DFONTMETRICS pfntMetrics ) +{ + DWORD asciiChar = (int)(*c); + + /* Handle the TOP line. */ + if ( textBitMasks[asciiChar] & BIT1 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[TL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TL_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_0][1] ); + } + + /* Handle the TOP/BOTTOM RIGHT lines. */ + // if ( textBitMasks[index] & (BIT2|BIT3) ) + if ( 1 == 0 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TRR][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BR_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] ); + } + else + { + if ( textBitMasks[asciiChar] & BIT2 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TRR][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MRR_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MRR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MRR_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MRR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TR_1][1] ); + } + if ( textBitMasks[asciiChar] & BIT3 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MRR_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MRR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BR_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MR_1][1] ); + } + } + + /* Handle the TOP/BOTTOM LEFT lines. */ + // if ( textBitMasks[asciiChar] & (BIT5|BIT6) ) + if ( 1 == 0 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TLL][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TL_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BLL][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BLL][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TLL][1] ); + } + else + { + if ( textBitMasks[asciiChar] & BIT5 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[MLL_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MLL_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[ML_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BLL][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BLL][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MLL_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MLL_1][1] ); + } + if ( textBitMasks[asciiChar] & BIT6 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TLL][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TL_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TL_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[ML_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[ML_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MLL_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MLL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TLL][1] ); + } + } + + /* Handle the MIDDLE line. */ + if ( textBitMasks[asciiChar] & BIT7 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[ML_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[MR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[MR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[MR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[ML_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[ML_0][1] ); + } + + /* Handle the BOTTOM line. */ + if ( textBitMasks[asciiChar] & BIT4 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BR_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] ); + } + + return cIndex; +} + +#undef CM +#undef CY +#undef CX +#undef CT + +#undef TLL +#undef TRR +#undef TL_0 +#undef TL_1 +#undef TR_0 +#undef TR_1 + +#undef MLL_0 +#undef MLL_1 +#undef MRR_0 +#undef MRR_1 + +#undef ML_0 +#undef ML_1 +#undef MR_0 +#undef MR_1 + +#undef BL_0 +#undef BL_1 +#undef BR_0 +#undef BR_1 +#undef BLL +#undef BRR + +#undef BIT1 +#undef BIT2 +#undef BIT3 +#undef BIT4 +#undef BIT5 +#undef BIT6 +#undef BIT7 + +#undef TOP +#undef MIDDLE +#undef BOTTOM +#undef TLEFT +#undef BLEFT +#undef LEFT +#undef TRIGHT +#undef BRIGHT +#undef RIGHT +#undef ALL |