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authornavewindre <boneyaard@gmail.com>2018-09-28 19:59:15 +0200
committernavewindre <boneyaard@gmail.com>2018-09-28 19:59:15 +0200
commit66dcb4cdcdb0d3efce0ba74c0c5ad79bc7c51111 (patch)
tree2d2e1d67fc4f997688bd1560c94bf863a661eda4 /internal_rewrite/d3d.cpp
parent85434a853957ae5315594f72561dd1a745549727 (diff)
a
Diffstat (limited to 'internal_rewrite/d3d.cpp')
-rw-r--r--internal_rewrite/d3d.cpp754
1 files changed, 377 insertions, 377 deletions
diff --git a/internal_rewrite/d3d.cpp b/internal_rewrite/d3d.cpp
index 194ac5e..e807776 100644
--- a/internal_rewrite/d3d.cpp
+++ b/internal_rewrite/d3d.cpp
@@ -1,387 +1,387 @@
-#include "d3d.hpp"
-#include "interface.hpp"
-#include "math.hpp"
-#include "d3d_sprite.hpp"
-
-d3d::c_renderer g_d3d;
-d3d::d3d_fonts_t d3d::fonts;
-
-
-//theres shit still left to add like drawrect etc but thats really simple
-//this is the base and it works so thats ok
-//love
-// - nave
-
-// note - dex; probably better idea to batch all calls up into one DrawPrimitive / DrawIndexedPrimitive call each (if you want to have index buffers too)
-// DrawPrimitiveUP for each object will slow stuff down eventually
-// dont know much about DrawIndexedPrimitive myself but msdn suggests to use strips over anything else
-
-namespace d3d
-{
- void d3d_fonts_t::release( ) {
- if( f_12 ) f_12->Release( );
- if( f_esp_small ) f_esp_small->Release( );
- if( f_16 ) f_16->Release( );
- if( f_18 ) f_18->Release( );
- if( f_menu ) f_menu->Release( );
- if( f_con ) f_con->Release( );
-
- f_12 = f_esp_small = f_16 = f_18 = f_menu = f_con = nullptr;
- }
-
- void d3d_fonts_t::create( IDirect3DDevice9* device ) {
- auto create_font = [ & ]( ID3DXFont** font, const char* font_name, int width, int size, int weight ) {
- //auto wide_str = util::ascii_to_unicode( std::string( font_name ) );
-
- auto code = D3DXCreateFontA( device, size, width, weight, 0, false, DEFAULT_CHARSET,
- OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, font_name, font );
-
- if( code < 0 ) throw xors( "fuck d3d" );
- };
-
+#include "d3d.hpp"
+#include "interface.hpp"
+#include "math.hpp"
+#include "d3d_sprite.hpp"
+
+d3d::c_renderer g_d3d;
+d3d::d3d_fonts_t d3d::fonts;
+
+
+//theres shit still left to add like drawrect etc but thats really simple
+//this is the base and it works so thats ok
+//love
+// - nave
+
+// note - dex; probably better idea to batch all calls up into one DrawPrimitive / DrawIndexedPrimitive call each (if you want to have index buffers too)
+// DrawPrimitiveUP for each object will slow stuff down eventually
+// dont know much about DrawIndexedPrimitive myself but msdn suggests to use strips over anything else
+
+namespace d3d
+{
+ void d3d_fonts_t::release( ) {
+ if( f_12 ) f_12->Release( );
+ if( f_esp_small ) f_esp_small->Release( );
+ if( f_16 ) f_16->Release( );
+ if( f_18 ) f_18->Release( );
+ if( f_menu ) f_menu->Release( );
+ if( f_con ) f_con->Release( );
+
+ f_12 = f_esp_small = f_16 = f_18 = f_menu = f_con = nullptr;
+ }
+
+ void d3d_fonts_t::create( IDirect3DDevice9* device ) {
+ auto create_font = [ & ]( ID3DXFont** font, const char* font_name, int width, int size, int weight ) {
+ //auto wide_str = util::ascii_to_unicode( std::string( font_name ) );
+
+ auto code = D3DXCreateFontA( device, size, width, weight, 0, false, DEFAULT_CHARSET,
+ OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, font_name, font );
+
+ if( code < 0 ) throw xors( "fuck d3d" );
+ };
+
create_font( &f_12,
#ifndef COMIC_SANS
xors( "Tahoma" )
#else
xors( "Comic Sans MS" )
-#endif
- , 0, 12, 0 ); //change this idc
- create_font( &f_esp_small, xors( "Tahoma" ), 0, 11, 500 );
- create_font( &f_16, xors( "Verdana" ), 0, 16, 0 );
- create_font( &f_18, xors( "Verdana" ), 0, 24, 700 );
- create_font( &f_menu,
+#endif
+ , 0, 12, 0 ); //change this idc
+ create_font( &f_esp_small, xors( "Tahoma" ), 0, 11, 500 );
+ create_font( &f_16, xors( "Verdana" ), 0, 16, 0 );
+ create_font( &f_18, xors( "Verdana" ), 0, 24, 700 );
+ create_font( &f_menu,
#ifndef COMIC_SANS
xors( "Tahoma" )
#else
xors( "Comic Sans MS" )
-#endif
- , 0, 12,
-#ifndef COMIC_SANS
- 300
-#else
- 600
-#endif
- );
- create_font( &f_con, xors( "Consolas" ), 6, 12, 300 );
- }
-
-
- c_renderer::c_renderer( IDirect3DDevice9* device ) : m_device( device ) {
- create_objects( );
- }
-
- bool c_renderer::run_frame( IDirect3DDevice9* device ) {
- if( g_csgo.m_panic ) {
- return false;
- }
-
- if( !m_device ) {
- m_device = device;
- create_objects( );
- return false;
- }
-
- return true;
- }
-
- c_renderer::~c_renderer( ) {
- if( !m_device )
- return;
-
- invalidate_objects( );
- }
-
- void c_renderer::on_device_lost( ) {
- if( !m_device )
- return;
-
- invalidate_objects( );
- }
-
- void c_renderer::on_device_reset( ) {
- if( !m_device )
- return;
-
- create_objects( );
- }
-
- void c_renderer::invalidate_objects( ) {
- if( m_block ) m_block->Release( );
- fonts.release( );
- //m_buffer->Release( );
- //m_sil_txt->Release( );
- //m_surface->Release( );
- }
-
- void c_renderer::create_objects( ) {
- D3DVIEWPORT9 viewport;
-
- if( !m_device ) return;
-
- if( m_device->GetViewport( &viewport ) < 0 ) {
- return;
- }
-
- if( m_device->CreateStateBlock( D3DSBT_ALL, &m_block ) < 0 ) {
- return;
- }
-
- if( !m_block ) {
- return;
- }
-
- // get display size.
- m_width = viewport.Width;
- m_height = viewport.Height;
-
- fonts.create( m_device );
-
- /*IDirect3DSurface9* backbuffer;
- D3DSURFACE_DESC desc;
-
- m_device->GetRenderTarget( 0, &backbuffer );
- backbuffer->GetDesc( &desc );
- backbuffer->Release( );
-
- m_device->CreateTexture( desc.Width, desc.Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &m_sil_txt, 0 );
- m_sil_txt->GetSurfaceLevel( 0, &m_surface );
-
- m_device->CreateVertexBuffer( 4 * 24, 0, D3DFVF_XYZRHW | D3DFVF_TEX1, D3DPOOL_MANAGED, &m_buffer, nullptr );*/
- }
-
- void c_renderer::begin( ) {
- if( !m_device ) return;
-
- D3DVIEWPORT9 vp{ 0, 0, m_width, m_height, 0.f, 1.f };
-
- m_device->SetViewport( &vp );
-
- //m_sil_txt->GetSurfaceLevel( 0, &m_surface );
-
- m_block->Capture( );
-
- // set vertex stream declaration.
- m_device->SetVertexShader( nullptr );
- m_device->SetPixelShader( nullptr );
- m_device->SetFVF( D3DFVF_XYZRHW | D3DFVF_DIFFUSE );
-
- m_device->SetRenderState( D3DRS_LIGHTING, false );
- m_device->SetRenderState( D3DRS_FOGENABLE, false );
- m_device->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
- m_device->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
-
- m_device->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
- m_device->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
- m_device->SetRenderState( D3DRS_ZWRITEENABLE, false );
- m_device->SetRenderState( D3DRS_STENCILENABLE, false );
-
- m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, false );
- m_device->SetRenderState( D3DRS_ANTIALIASEDLINEENABLE, true );
-
- m_device->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
- m_device->SetRenderState( D3DRS_ALPHATESTENABLE, false );
- m_device->SetRenderState( D3DRS_SEPARATEALPHABLENDENABLE, true );
-
- m_device->SetTexture( 0, nullptr );
- m_device->SetTexture( 1, nullptr );
- m_device->SetTexture( 2, nullptr );
- m_device->SetTexture( 3, nullptr );
-
- m_device->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
- m_device->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_device->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
- m_device->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
- m_device->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
- m_device->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
- m_device->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
- m_device->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
- m_device->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
- m_device->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
-
- m_device->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
- m_device->SetRenderState( D3DRS_SRCBLENDALPHA, D3DBLEND_INVDESTALPHA );
- m_device->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
- m_device->SetRenderState( D3DRS_DESTBLENDALPHA, D3DBLEND_ONE );
- m_device->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
-
- m_device->SetRenderState( D3DRS_SRGBWRITEENABLE, false );
- m_device->SetRenderState( D3DRS_COLORWRITEENABLE, 0xffffffff );
- /* commented out until further notice */
- //m_device->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
- //m_device->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
- // todo - dex; if we use textures, need to set those rendering states too
- }
-
- void c_renderer::end( ) {
- //m_device->SetTexture( 0, nullptr );
- //m_device->SetTexture( 1, nullptr );
- //m_device->SetTexture( 2, nullptr );
- //m_device->SetTexture( 3, nullptr );
- m_block->Apply( );
- //m_block->Release( );
- }
-
- void c_renderer::draw_line( clr_t color, int x0, int y0, int x1, int y1 ) {
- d3d_vertex_t v[ 2 ] = {
- d3d_vertex_t( float( x0 ), float( y0 ), 1.0f, color ), //because fuck you thats why
- d3d_vertex_t( float( x1 ), float( y1 ), 1.0f, color )
- }; //edit: do we wanna use z for shit? i mean we could for like menu stuff
- //so it renders above other stuff
-
- m_device->DrawPrimitiveUP( D3DPT_LINELIST, 1, v, VERTEX_SIZE );
- }
-
- void c_renderer::draw_rect( clr_t color, int x, int y, int w, int h ) {
- d3d_vertex_t v[ 5 ] = {
- d3d_vertex_t( float( x ), float( y ), 1.0f, color ),
- d3d_vertex_t( float( x + w ), float( y ), 1.0f, color ),
- d3d_vertex_t( float( x + w ), float( y + h ), 1.0f, color ),
- d3d_vertex_t( float( x ), float( y + h ), 1.0f, color ),
- d3d_vertex_t( float( x ), float( y ), 1.0f, color )
- };
-
- m_device->DrawPrimitiveUP( D3DPT_LINESTRIP, 4, v, VERTEX_SIZE );
- }
-
- void c_renderer::draw_filled_rect( clr_t color, int x, int y, int w, int h ) {
- d3d_vertex_t v[ 6 ] = {
- d3d_vertex_t( float( x + w ), float( y ), 1.0f, color ),
- d3d_vertex_t( float( x ), float( y + h ), 1.0f, color ),
- d3d_vertex_t( float( x + w ), float( y + h ), 1.0f, color ),
- d3d_vertex_t( float( x ), float( y ), 1.0f, color ),
- d3d_vertex_t( float( x ), float( y + h ), 1.0f, color ),
- d3d_vertex_t( float( x + w ), float( y ), 1.0f, color )
- };
-
- m_device->DrawPrimitiveUP( D3DPT_TRIANGLELIST, 2, v, VERTEX_SIZE );
- }
-
- void c_renderer::draw_gradient( clr_t start, clr_t end, int x, int y, int w, int h, GradientType_t type ) {
- d3d_vertex_t v[ 4 ];
-
- switch( type ) {
- case GRADIENT_VERTICAL:
- v[ 0 ] = { float( x ), float( y ), 1.0f, start };
- v[ 1 ] = { float( x + w ), float( y ), 1.0f, start };
- v[ 2 ] = { float( x ), float( y + h ), 1.0f, end };
- v[ 3 ] = { float( x + w ), float( y + h ), 1.0f, end };
- break;
- case GRADIENT_HORIZONTAL:
- v[ 0 ] = { float( x ), float( y ), 1.0f, start };
- v[ 1 ] = { float( x + w ), float( y ), 1.0f, end };
- v[ 2 ] = { float( x ), float( y + h ), 1.0f, start };
- v[ 3 ] = { float( x + w ), float( y + h ), 1.0f, end };
- break;
- }
-
- //m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, true );
- m_device->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, 2, &v, VERTEX_SIZE );
- //m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, false );
- }
-
- void c_renderer::draw_circle( clr_t color, int x, int y, int r, int res ) {
- constexpr float PI = 3.1415926f;
- const float step = PI * 2.0f / float( res );
-
- int point_x = x + r,
- point_y = y - r,
- point_x_o{ },
- point_y_o{ };
-
- m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, true );
- for( int i{ }; i <= res; i++ ) {
- float theta = float( i ) * step;
-
- point_x = x + ( int )( r * cos( theta ) );
- point_y = y - ( int )( r * sin( theta ) );
- if( i ) draw_line( color, point_x, point_y, point_x_o, point_y_o );
- point_x_o = point_x;
- point_y_o = point_y;
- }
- m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, false );
- }
-
- void c_renderer::draw_filled_circle( clr_t color, int x, int y, int r, int res ) {
- d3d_vertex_t* v = ( d3d_vertex_t* )_alloca( VERTEX_SIZE * res );
- const float step = M_PI * 2.0f / res;
-
- for( size_t i{ }; i < res; ++i ) {
- float theta = i * step;
- float x_off = r * cos( theta );
- float y_off = r * sin( theta );
-
- v[ i ] = { float( x + x_off ), float( y + y_off ), 1.0f, color };
- }
-
- m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, true );
- m_device->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, res, v, VERTEX_SIZE );
- m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, false );
- }
-
- void c_renderer::draw_text( ID3DXFont* font, clr_t color,
- int x, int y, FontAlign_t align, long font_flags, const char* msg ) {
- if( !msg ) return;
- if( !font ) return;
-
- auto d3d_black = D3DCOLOR_RGBA( 0, 0, 0, color.a( ) );
- auto d3d_color = D3DCOLOR_RGBA( color.r( ), color.g( ), color.b( ), color.a( ) );
- auto buf = msg;
-
- if( align == ALIGN_CENTER ) x -= get_text_width( font, font_flags, msg ) / 2;
- if( align == ALIGN_RIGHT ) x -= get_text_width( font, font_flags, msg );
- RECT rect{ x, y, 1000, 100 };
-
- ulong_t flags = DT_NOCLIP | DT_LEFT | DT_TOP;
-
- if( font_flags & D3DFONTFLAG_DROPSHADOW ) {
- RECT r{ rect };
- r.left++;
- r.top++;
- font->DrawTextA( 0, buf, -1, &r, flags, d3d_black );
- }
-
- if( font_flags & D3DFONTFLAG_OUTLINE ) {
- for( int i = -1; i < 2; i++ ) {
- if( !i ) continue;
- RECT r{ rect };
- r.left += i;
- r.top += i;
- font->DrawTextA( 0, buf, -1, &r, flags, d3d_black );
- }
- }
-
- font->DrawTextA( 0, buf, -1, &rect, flags, d3d_color );
- }
-
- int c_renderer::get_text_width( ID3DXFont* font, long flags, const char* msg, ... ) {
- char* buffer = ( char* )_alloca( 2048 );
- va_list list{ };
-
- memset( buffer, 0, 2048 );
-
- __crt_va_start( list, msg );
- vsprintf_s( buffer, 2048, msg, list );
- __crt_va_end( list );
-
- RECT temp{ };
- font->DrawTextA( 0, buffer, -1, &temp, DT_CALCRECT, 0x0 );
-
- return ( temp.right - temp.left );
- }
-
- int c_renderer::get_text_height( ID3DXFont* font, long flags, const char* msg, ... ) {
- char* buffer = ( char* )_alloca( 2048 );
- va_list list{ };
-
- memset( buffer, 0, 2048 );
-
- __crt_va_start( list, msg );
- vsprintf_s( buffer, 2048, msg, list );
- __crt_va_end( list );
-
- RECT temp{ };
- font->DrawTextA( 0, buffer, -1, &temp, DT_CALCRECT, 0x0 );
-
- return ( temp.bottom - temp.top );
- }
+#endif
+ , 0, 12,
+#ifndef COMIC_SANS
+ 300
+#else
+ 600
+#endif
+ );
+ create_font( &f_con, xors( "Consolas" ), 6, 12, 300 );
+ }
+
+
+ c_renderer::c_renderer( IDirect3DDevice9* device ) : m_device( device ) {
+ create_objects( );
+ }
+
+ bool c_renderer::run_frame( IDirect3DDevice9* device ) {
+ if( g_csgo.m_panic ) {
+ return false;
+ }
+
+ if( !m_device ) {
+ m_device = device;
+ create_objects( );
+ return false;
+ }
+
+ return true;
+ }
+
+ c_renderer::~c_renderer( ) {
+ if( !m_device )
+ return;
+
+ invalidate_objects( );
+ }
+
+ void c_renderer::on_device_lost( ) {
+ if( !m_device )
+ return;
+
+ invalidate_objects( );
+ }
+
+ void c_renderer::on_device_reset( ) {
+ if( !m_device )
+ return;
+
+ create_objects( );
+ }
+
+ void c_renderer::invalidate_objects( ) {
+ if( m_block ) m_block->Release( );
+ fonts.release( );
+ //m_buffer->Release( );
+ //m_sil_txt->Release( );
+ //m_surface->Release( );
+ }
+
+ void c_renderer::create_objects( ) {
+ D3DVIEWPORT9 viewport;
+
+ if( !m_device ) return;
+
+ if( m_device->GetViewport( &viewport ) < 0 ) {
+ return;
+ }
+
+ if( m_device->CreateStateBlock( D3DSBT_ALL, &m_block ) < 0 ) {
+ return;
+ }
+
+ if( !m_block ) {
+ return;
+ }
+
+ // get display size.
+ m_width = viewport.Width;
+ m_height = viewport.Height;
+
+ fonts.create( m_device );
+
+ /*IDirect3DSurface9* backbuffer;
+ D3DSURFACE_DESC desc;
+
+ m_device->GetRenderTarget( 0, &backbuffer );
+ backbuffer->GetDesc( &desc );
+ backbuffer->Release( );
+
+ m_device->CreateTexture( desc.Width, desc.Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &m_sil_txt, 0 );
+ m_sil_txt->GetSurfaceLevel( 0, &m_surface );
+
+ m_device->CreateVertexBuffer( 4 * 24, 0, D3DFVF_XYZRHW | D3DFVF_TEX1, D3DPOOL_MANAGED, &m_buffer, nullptr );*/
+ }
+
+ void c_renderer::begin( ) {
+ if( !m_device ) return;
+
+ D3DVIEWPORT9 vp{ 0, 0, m_width, m_height, 0.f, 1.f };
+
+ m_device->SetViewport( &vp );
+
+ //m_sil_txt->GetSurfaceLevel( 0, &m_surface );
+
+ m_block->Capture( );
+
+ // set vertex stream declaration.
+ m_device->SetVertexShader( nullptr );
+ m_device->SetPixelShader( nullptr );
+ m_device->SetFVF( D3DFVF_XYZRHW | D3DFVF_DIFFUSE );
+
+ m_device->SetRenderState( D3DRS_LIGHTING, false );
+ m_device->SetRenderState( D3DRS_FOGENABLE, false );
+ m_device->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
+ m_device->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
+
+ m_device->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
+ m_device->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
+ m_device->SetRenderState( D3DRS_ZWRITEENABLE, false );
+ m_device->SetRenderState( D3DRS_STENCILENABLE, false );
+
+ m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, false );
+ m_device->SetRenderState( D3DRS_ANTIALIASEDLINEENABLE, true );
+
+ m_device->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
+ m_device->SetRenderState( D3DRS_ALPHATESTENABLE, false );
+ m_device->SetRenderState( D3DRS_SEPARATEALPHABLENDENABLE, true );
+
+ m_device->SetTexture( 0, nullptr );
+ m_device->SetTexture( 1, nullptr );
+ m_device->SetTexture( 2, nullptr );
+ m_device->SetTexture( 3, nullptr );
+
+ m_device->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
+ m_device->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
+ m_device->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
+ m_device->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
+ m_device->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
+ m_device->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
+ m_device->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
+ m_device->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
+ m_device->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
+ m_device->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
+
+ m_device->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
+ m_device->SetRenderState( D3DRS_SRCBLENDALPHA, D3DBLEND_INVDESTALPHA );
+ m_device->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
+ m_device->SetRenderState( D3DRS_DESTBLENDALPHA, D3DBLEND_ONE );
+ m_device->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
+
+ m_device->SetRenderState( D3DRS_SRGBWRITEENABLE, false );
+ m_device->SetRenderState( D3DRS_COLORWRITEENABLE, 0xffffffff );
+ /* commented out until further notice */
+ //m_device->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
+ //m_device->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
+ // todo - dex; if we use textures, need to set those rendering states too
+ }
+
+ void c_renderer::end( ) {
+ //m_device->SetTexture( 0, nullptr );
+ //m_device->SetTexture( 1, nullptr );
+ //m_device->SetTexture( 2, nullptr );
+ //m_device->SetTexture( 3, nullptr );
+ m_block->Apply( );
+ //m_block->Release( );
+ }
+
+ void c_renderer::draw_line( clr_t color, int x0, int y0, int x1, int y1 ) {
+ d3d_vertex_t v[ 2 ] = {
+ d3d_vertex_t( float( x0 ), float( y0 ), 1.0f, color ), //because fuck you thats why
+ d3d_vertex_t( float( x1 ), float( y1 ), 1.0f, color )
+ }; //edit: do we wanna use z for shit? i mean we could for like menu stuff
+ //so it renders above other stuff
+
+ m_device->DrawPrimitiveUP( D3DPT_LINELIST, 1, v, VERTEX_SIZE );
+ }
+
+ void c_renderer::draw_rect( clr_t color, int x, int y, int w, int h ) {
+ d3d_vertex_t v[ 5 ] = {
+ d3d_vertex_t( float( x ), float( y ), 1.0f, color ),
+ d3d_vertex_t( float( x + w ), float( y ), 1.0f, color ),
+ d3d_vertex_t( float( x + w ), float( y + h ), 1.0f, color ),
+ d3d_vertex_t( float( x ), float( y + h ), 1.0f, color ),
+ d3d_vertex_t( float( x ), float( y ), 1.0f, color )
+ };
+
+ m_device->DrawPrimitiveUP( D3DPT_LINESTRIP, 4, v, VERTEX_SIZE );
+ }
+
+ void c_renderer::draw_filled_rect( clr_t color, int x, int y, int w, int h ) {
+ d3d_vertex_t v[ 6 ] = {
+ d3d_vertex_t( float( x + w ), float( y ), 1.0f, color ),
+ d3d_vertex_t( float( x ), float( y + h ), 1.0f, color ),
+ d3d_vertex_t( float( x + w ), float( y + h ), 1.0f, color ),
+ d3d_vertex_t( float( x ), float( y ), 1.0f, color ),
+ d3d_vertex_t( float( x ), float( y + h ), 1.0f, color ),
+ d3d_vertex_t( float( x + w ), float( y ), 1.0f, color )
+ };
+
+ m_device->DrawPrimitiveUP( D3DPT_TRIANGLELIST, 2, v, VERTEX_SIZE );
+ }
+
+ void c_renderer::draw_gradient( clr_t start, clr_t end, int x, int y, int w, int h, GradientType_t type ) {
+ d3d_vertex_t v[ 4 ];
+
+ switch( type ) {
+ case GRADIENT_VERTICAL:
+ v[ 0 ] = { float( x ), float( y ), 1.0f, start };
+ v[ 1 ] = { float( x + w ), float( y ), 1.0f, start };
+ v[ 2 ] = { float( x ), float( y + h ), 1.0f, end };
+ v[ 3 ] = { float( x + w ), float( y + h ), 1.0f, end };
+ break;
+ case GRADIENT_HORIZONTAL:
+ v[ 0 ] = { float( x ), float( y ), 1.0f, start };
+ v[ 1 ] = { float( x + w ), float( y ), 1.0f, end };
+ v[ 2 ] = { float( x ), float( y + h ), 1.0f, start };
+ v[ 3 ] = { float( x + w ), float( y + h ), 1.0f, end };
+ break;
+ }
+
+ //m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, true );
+ m_device->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, 2, &v, VERTEX_SIZE );
+ //m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, false );
+ }
+
+ void c_renderer::draw_circle( clr_t color, int x, int y, int r, int res ) {
+ constexpr float PI = 3.1415926f;
+ const float step = PI * 2.0f / float( res );
+
+ int point_x = x + r,
+ point_y = y - r,
+ point_x_o{ },
+ point_y_o{ };
+
+ m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, true );
+ for( int i{ }; i <= res; i++ ) {
+ float theta = float( i ) * step;
+
+ point_x = x + ( int )( r * cos( theta ) );
+ point_y = y - ( int )( r * sin( theta ) );
+ if( i ) draw_line( color, point_x, point_y, point_x_o, point_y_o );
+ point_x_o = point_x;
+ point_y_o = point_y;
+ }
+ m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, false );
+ }
+
+ void c_renderer::draw_filled_circle( clr_t color, int x, int y, int r, int res ) {
+ d3d_vertex_t* v = ( d3d_vertex_t* )_alloca( VERTEX_SIZE * res );
+ const float step = M_PI * 2.0f / res;
+
+ for( size_t i{ }; i < res; ++i ) {
+ float theta = i * step;
+ float x_off = r * cos( theta );
+ float y_off = r * sin( theta );
+
+ v[ i ] = { float( x + x_off ), float( y + y_off ), 1.0f, color };
+ }
+
+ m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, true );
+ m_device->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, res, v, VERTEX_SIZE );
+ m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, false );
+ }
+
+ void c_renderer::draw_text( ID3DXFont* font, clr_t color,
+ int x, int y, FontAlign_t align, long font_flags, const char* msg ) {
+ if( !msg ) return;
+ if( !font ) return;
+
+ auto d3d_black = D3DCOLOR_RGBA( 0, 0, 0, color.a( ) );
+ auto d3d_color = D3DCOLOR_RGBA( color.r( ), color.g( ), color.b( ), color.a( ) );
+ auto buf = msg;
+
+ if( align == ALIGN_CENTER ) x -= get_text_width( font, font_flags, msg ) / 2;
+ if( align == ALIGN_RIGHT ) x -= get_text_width( font, font_flags, msg );
+ RECT rect{ x, y, 1000, 100 };
+
+ ulong_t flags = DT_NOCLIP | DT_LEFT | DT_TOP;
+
+ if( font_flags & D3DFONTFLAG_DROPSHADOW ) {
+ RECT r{ rect };
+ r.left++;
+ r.top++;
+ font->DrawTextA( 0, buf, -1, &r, flags, d3d_black );
+ }
+
+ if( font_flags & D3DFONTFLAG_OUTLINE ) {
+ for( int i = -1; i < 2; i++ ) {
+ if( !i ) continue;
+ RECT r{ rect };
+ r.left += i;
+ r.top += i;
+ font->DrawTextA( 0, buf, -1, &r, flags, d3d_black );
+ }
+ }
+
+ font->DrawTextA( 0, buf, -1, &rect, flags, d3d_color );
+ }
+
+ int c_renderer::get_text_width( ID3DXFont* font, long flags, const char* msg, ... ) {
+ char* buffer = ( char* )_alloca( 2048 );
+ va_list list{ };
+
+ memset( buffer, 0, 2048 );
+
+ __crt_va_start( list, msg );
+ vsprintf_s( buffer, 2048, msg, list );
+ __crt_va_end( list );
+
+ RECT temp{ };
+ font->DrawTextA( 0, buffer, -1, &temp, DT_CALCRECT, 0x0 );
+
+ return ( temp.right - temp.left );
+ }
+
+ int c_renderer::get_text_height( ID3DXFont* font, long flags, const char* msg, ... ) {
+ char* buffer = ( char* )_alloca( 2048 );
+ va_list list{ };
+
+ memset( buffer, 0, 2048 );
+
+ __crt_va_start( list, msg );
+ vsprintf_s( buffer, 2048, msg, list );
+ __crt_va_end( list );
+
+ RECT temp{ };
+ font->DrawTextA( 0, buffer, -1, &temp, DT_CALCRECT, 0x0 );
+
+ return ( temp.bottom - temp.top );
+ }
} \ No newline at end of file