1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
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
|