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|
/*===========================================================================*/
/* */
/* 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
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