#include "platform-dx/device-dx.hpp" #include "graphics/rasterizerstate.hpp" #include "graphics/samplerstate.hpp" #include "platform-dx/texture-dx.hpp" #include "common/color.hpp" #include "common/numerics.hpp" #include "graphics/sprite.hpp" #include "graphics/viewport.hpp" #include "graphics/blendstate.hpp" #include "graphics/depthstencilstate.hpp" #include "platform-dx/implementations.hpp" using DxSpriteBatch = DirectX::SpriteBatch; using DxSpriteSortMode = DirectX::SpriteSortMode; using DxMatrix = DirectX::FXMMATRIX; using DxSpriteEffects = DirectX::SpriteEffects; using DirectX::XMFLOAT2; using DirectX::FXMVECTOR; using DirectX::XMVECTORF32; using DirectX::GXMVECTOR; using DxSpriteFont = DirectX::SpriteFont; namespace xna { SpriteFont::SpriteFont(GraphicsDevice& device, String const& fontFileName) { const auto wString = XnaHToWString(fontFileName); implementation = uNew(); implementation->_dxSpriteFont = New(device._device, wString.c_str()); } SpriteFont::~SpriteFont() {} Vector2 SpriteFont::MeasureString(String const& text, bool ignoreWhiteSpace) { if (!implementation->_dxSpriteFont) return Vector2(); const auto size = implementation->_dxSpriteFont->MeasureString(text.c_str(), ignoreWhiteSpace); Vector2 vec2{}; vec2.X = size.m128_f32[0]; vec2.Y = size.m128_f32[1]; return vec2; } static constexpr void ConvertSpriteSort(SpriteSortMode value, DirectX::SpriteSortMode& target) { target = static_cast(static_cast(value)); } SpriteBatch::SpriteBatch(GraphicsDevice& device) { if (!device._context) return; implementation = uNew(); implementation->_dxspriteBatch = New(device._context); Viewport(device.Viewport()); } SpriteBatch::~SpriteBatch() { } void SpriteBatch::Begin(SpriteSortMode sortMode, BlendState* blendState, SamplerState* samplerState, DepthStencilState* depthStencil, RasterizerState* rasterizerState, Matrix const& transformMatrix) { if (!implementation->_dxspriteBatch) return; DxSpriteSortMode sort; ConvertSpriteSort(sortMode, sort); const auto& t = transformMatrix; DxMatrix matrix = DxMatrix( t.M11, t.M12, t.M13, t.M14, t.M21, t.M22, t.M23, t.M24, t.M31, t.M32, t.M33, t.M34, t.M41, t.M42, t.M43, t.M44); implementation->_dxspriteBatch->Begin( sort, blendState ? blendState->impl->dxBlendState : nullptr, samplerState ? samplerState->impl->_samplerState : nullptr, depthStencil ? depthStencil->impl->dxDepthStencil : nullptr, rasterizerState ? rasterizerState->impl->dxRasterizerState : nullptr, nullptr, matrix ); } void SpriteBatch::End() { if (!implementation->_dxspriteBatch) return; implementation->_dxspriteBatch->End(); } void SpriteBatch::Draw(Texture2D& texture, Vector2 const& position, Color const& color) { if (!implementation->_dxspriteBatch) return; if (!texture.dxShaderResource) return; const auto _position = XMFLOAT2(position.X, position.Y); const auto v4 = color.ToVector4(); XMVECTORF32 _color = { v4.X, v4.Y, v4.Z, v4.W }; implementation->_dxspriteBatch->Draw( texture.dxShaderResource, _position, _color ); } void SpriteBatch::Draw(Texture2D& texture, Vector2 const& position, Rectangle const* sourceRectangle, Color const& color) { if (!implementation->_dxspriteBatch) return; if (!texture.dxShaderResource) return; const auto _position = XMFLOAT2(position.X, position.Y); const auto v4 = color.ToVector4(); const XMVECTORF32 _color = { v4.X, v4.Y, v4.Z, v4.W }; RECT _sourceRect{}; if (sourceRectangle) { _sourceRect.top = sourceRectangle->Y; _sourceRect.left = sourceRectangle->X; _sourceRect.right = sourceRectangle->X + sourceRectangle->Width; _sourceRect.bottom = sourceRectangle->Y + sourceRectangle->Height; }; implementation->_dxspriteBatch->Draw( texture.dxShaderResource, _position, sourceRectangle ? &_sourceRect : nullptr, _color); } void SpriteBatch::Draw(Texture2D& texture, Vector2 const& position, Rectangle const* sourceRectangle, Color const& color, float rotation, Vector2 const& origin, float scale, SpriteEffects effects, float layerDepth) { if (!implementation->_dxspriteBatch) return; if (!texture.dxShaderResource) return; const auto _position = XMFLOAT2(position.X, position.Y); const auto _origin = XMFLOAT2(origin.X, origin.Y); const auto v4 = color.ToVector4(); const XMVECTORF32 _color = { v4.X, v4.Y, v4.Z, v4.W }; RECT _sourceRect{}; if (sourceRectangle) { _sourceRect.top = sourceRectangle->Y; _sourceRect.left = sourceRectangle->X; _sourceRect.right = sourceRectangle->X + sourceRectangle->Width; _sourceRect.bottom = sourceRectangle->Y + sourceRectangle->Height; }; const DxSpriteEffects _effects = static_cast(effects); implementation->_dxspriteBatch->Draw( texture.dxShaderResource, _position, sourceRectangle ? &_sourceRect : nullptr, _color, rotation, _origin, scale, _effects, layerDepth); } void SpriteBatch::Draw(Texture2D& texture, Vector2 const& position, Rectangle const* sourceRectangle, Color const& color, float rotation, Vector2 const& origin, Vector2 const& scale, SpriteEffects effects, float layerDepth) { if (!implementation->_dxspriteBatch) return; if (!texture.dxShaderResource) return; const auto _position = XMFLOAT2(position.X, position.Y); const auto _origin = XMFLOAT2(origin.X, origin.Y); const auto v4 = color.ToVector4(); const XMVECTORF32 _color = { v4.X, v4.Y, v4.Z, v4.W }; RECT _sourceRect{}; if (sourceRectangle) { _sourceRect.top = sourceRectangle->Y; _sourceRect.left = sourceRectangle->X; _sourceRect.right = sourceRectangle->X + sourceRectangle->Width; _sourceRect.bottom = sourceRectangle->Y + sourceRectangle->Height; }; const auto _effects = static_cast(effects); const XMFLOAT2 _scale = { scale.X, scale.Y }; implementation->_dxspriteBatch->Draw( texture.dxShaderResource, _position, sourceRectangle ? &_sourceRect : nullptr, _color, rotation, _origin, _scale, _effects, layerDepth); } void SpriteBatch::Draw(Texture2D& texture, Rectangle const& destinationRectangle, Color const& color) { if (!implementation->_dxspriteBatch) return; if (!texture.dxShaderResource) return; RECT _destinationRect{}; _destinationRect.left = destinationRectangle.X; _destinationRect.top = destinationRectangle.Y; _destinationRect.right = destinationRectangle.X + destinationRectangle.Width; _destinationRect.bottom = destinationRectangle.Y + destinationRectangle.Height; const auto v4 = color.ToVector4(); const XMVECTORF32 _color = { v4.X, v4.Y, v4.Z, v4.W }; implementation->_dxspriteBatch->Draw(texture.dxShaderResource, _destinationRect, _color); } void SpriteBatch::Draw(Texture2D& texture, Rectangle const& destinationRectangle, Rectangle const* sourceRectangle, Color const& color) { if (!implementation->_dxspriteBatch) return; if (!texture.dxShaderResource) return; RECT _destinationRect{}; _destinationRect.left = destinationRectangle.X; _destinationRect.top = destinationRectangle.Y; _destinationRect.right = destinationRectangle.X + destinationRectangle.Width; _destinationRect.bottom = destinationRectangle.Y + destinationRectangle.Height; const auto v4 = color.ToVector4(); const XMVECTORF32 _color = { v4.X, v4.Y, v4.Z, v4.W }; RECT _sourceRect{}; if (sourceRectangle) { _sourceRect.top = sourceRectangle->Y; _sourceRect.left = sourceRectangle->X; _sourceRect.right = sourceRectangle->X + sourceRectangle->Width; _sourceRect.bottom = sourceRectangle->Y + sourceRectangle->Height; }; implementation->_dxspriteBatch->Draw(texture.dxShaderResource, _destinationRect, sourceRectangle ? &_sourceRect : nullptr, _color); } void SpriteBatch::Draw(Texture2D& texture, Rectangle const& destinationRectangle, Rectangle const* sourceRectangle, Color const& color, float rotation, Vector2 const& origin, SpriteEffects effects, float layerDepth) { if (!implementation->_dxspriteBatch) return; if (!texture.dxShaderResource) return; RECT _destinationRect{}; _destinationRect.left = destinationRectangle.X; _destinationRect.top = destinationRectangle.Y; _destinationRect.right = destinationRectangle.X + destinationRectangle.Width; _destinationRect.bottom = destinationRectangle.Y + destinationRectangle.Height; const auto v4 = color.ToVector4(); const XMVECTORF32 _color = { v4.X, v4.Y, v4.Z, v4.W }; RECT _sourceRect{}; if (sourceRectangle) { _sourceRect.top = sourceRectangle->Y; _sourceRect.left = sourceRectangle->X; _sourceRect.right = sourceRectangle->X + sourceRectangle->Width; _sourceRect.bottom = sourceRectangle->Y + sourceRectangle->Height; }; auto _origin = XMFLOAT2(origin.X, origin.Y); const auto _effects = static_cast(effects); implementation->_dxspriteBatch->Draw( texture.dxShaderResource, _destinationRect, sourceRectangle ? &_sourceRect : nullptr, _color, rotation, _origin, _effects, layerDepth); } void SpriteBatch::Viewport(xna::Viewport const& value) { if (!implementation->_dxspriteBatch) return; D3D11_VIEWPORT _view{}; _view.TopLeftX = value.X; _view.TopLeftY = value.Y; _view.Width = value.Width; _view.Height = value.Height; _view.MinDepth = value.MinDetph; _view.MaxDepth = value.MaxDepth; implementation->_dxspriteBatch->SetViewport(_view); } void SpriteBatch::DrawString(SpriteFont& spriteFont, String const& text, Vector2 const& position, Color const& color) { if (!implementation->_dxspriteBatch || !spriteFont.implementation->_dxSpriteFont) return; const auto _position = XMFLOAT2(position.X, position.Y); const auto v4 = color.ToVector4(); const XMVECTORF32 _color = { v4.X, v4.Y, v4.Z, v4.W }; spriteFont.implementation->_dxSpriteFont->DrawString( implementation->_dxspriteBatch.get(), text.c_str(), _position, _color ); } void SpriteBatch::DrawString(SpriteFont& spriteFont, String const& text, Vector2 const& position, Color const& color, float rotation, Vector2 const& origin, float scale, SpriteEffects effects, float layerDepth) { if (!implementation->_dxspriteBatch || !spriteFont.implementation->_dxSpriteFont) return; const auto _position = XMFLOAT2(position.X, position.Y); const auto _origin = XMFLOAT2(origin.X, origin.Y); const auto v4 = color.ToVector4(); const XMVECTORF32 _color = { v4.X, v4.Y, v4.Z, v4.W }; const auto _effects = static_cast(effects); spriteFont.implementation->_dxSpriteFont->DrawString( implementation->_dxspriteBatch.get(), text.c_str(), _position, _color, rotation, _origin, scale, _effects, layerDepth ); } }