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/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "TextRenderer.h"
#include "lib/ogl.h"
#include "lib/res/graphics/unifont.h"
#include "ps/Font.h"
extern int g_xres, g_yres;
CTextRenderer::CTextRenderer(const CShaderProgramPtr& shader) :
m_Shader(shader)
{
ResetTransform();
Color(CColor(1.0f, 1.0f, 1.0f, 1.0f));
Font(L"sans-10");
}
void CTextRenderer::ResetTransform()
{
m_Transform.SetIdentity();
m_Transform.Scale(1.0f, -1.f, 1.0f);
m_Transform.Translate(0.0f, (float)g_yres, -1000.0f);
CMatrix3D proj;
proj.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
m_Transform = proj * m_Transform;
}
CMatrix3D CTextRenderer::GetTransform()
{
return m_Transform;
}
void CTextRenderer::SetTransform(const CMatrix3D& transform)
{
m_Transform = transform;
}
void CTextRenderer::Translate(float x, float y, float z)
{
CMatrix3D m;
m.SetTranslation(x, y, z);
m_Transform = m_Transform * m;
}
void CTextRenderer::Color(const CColor& color)
{
m_Color = color;
}
void CTextRenderer::Color(float r, float g, float b, float a)
{
m_Color = CColor(r, g, b, a);
}
void CTextRenderer::Font(const CStrW& font)
{
if (!m_Fonts[font])
m_Fonts[font] = shared_ptr<CFont>(new CFont(font));
m_Font = m_Fonts[font];
}
void CTextRenderer::PrintfAdvance(const wchar_t* fmt, ...)
{
wchar_t buf[1024] = {0};
va_list args;
va_start(args, fmt);
int ret = vswprintf(buf, ARRAY_SIZE(buf)-1, fmt, args);
va_end(args);
if (ret < 0)
debug_printf(L"CTextRenderer::Printf vswprintf failed (buffer size exceeded?) - return value %d, errno %d\n", ret, errno);
PutAdvance(buf);
}
void CTextRenderer::PrintfAt(float x, float y, const wchar_t* fmt, ...)
{
wchar_t buf[1024] = {0};
va_list args;
va_start(args, fmt);
int ret = vswprintf(buf, ARRAY_SIZE(buf)-1, fmt, args);
va_end(args);
if (ret < 0)
debug_printf(L"CTextRenderer::PrintfAt vswprintf failed (buffer size exceeded?) - return value %d, errno %d\n", ret, errno);
Put(x, y, buf);
}
void CTextRenderer::PutAdvance(const wchar_t* buf)
{
Put(0.0f, 0.0f, buf);
int w, h;
m_Font->CalculateStringSize(buf, w, h);
Translate((float)w, 0.0f, 0.0f);
}
void CTextRenderer::Put(float x, float y, const wchar_t* buf)
{
if (buf[0] == 0)
return; // empty string; don't bother storing
CMatrix3D translate;
translate.SetTranslation(x, y, 0.0f);
SBatch batch;
batch.transform = m_Transform * translate;
batch.color = m_Color;
batch.font = m_Font;
batch.text = buf;
m_Batches.push_back(batch);
}
struct t2f_v2i
{
t2f_v2i() : u(0), v(0), x(0), y(0) { }
float u, v;
i16 x, y;
};
void CTextRenderer::Render()
{
std::vector<u16> indexes;
std::vector<t2f_v2i> vertexes;
for (size_t i = 0; i < m_Batches.size(); ++i)
{
SBatch& batch = m_Batches[i];
if (batch.text.empty()) // avoid zero-length arrays
continue;
const std::map<u16, UnifontGlyphData>& glyphs = batch.font->GetGlyphs();
m_Shader->BindTexture("tex", batch.font->GetTexture());
m_Shader->Uniform("transform", batch.transform);
// ALPHA-only textures will have .rgb sampled as 0, so we need to
// replace it with white (but not affect RGBA textures)
if (batch.font->HasRGB())
m_Shader->Uniform("colorAdd", CColor(0.0f, 0.0f, 0.0f, 0.0f));
else
m_Shader->Uniform("colorAdd", CColor(1.0f, 1.0f, 1.0f, 0.0f));
m_Shader->Uniform("colorMul", batch.color);
vertexes.clear();
vertexes.resize(batch.text.size()*4);
indexes.clear();
indexes.resize(batch.text.size()*6);
i16 x = 0;
for (size_t i = 0; i < batch.text.size(); ++i)
{
std::map<u16, UnifontGlyphData>::const_iterator it = glyphs.find(batch.text[i]);
if (it == glyphs.end())
it = glyphs.find(0xFFFD); // Use the missing glyph symbol
if (it == glyphs.end()) // Missing the missing glyph symbol - give up
continue;
const UnifontGlyphData& g = it->second;
vertexes[i*4].u = g.u1;
vertexes[i*4].v = g.v0;
vertexes[i*4].x = g.x1 + x;
vertexes[i*4].y = g.y0;
vertexes[i*4+1].u = g.u0;
vertexes[i*4+1].v = g.v0;
vertexes[i*4+1].x = g.x0 + x;
vertexes[i*4+1].y = g.y0;
vertexes[i*4+2].u = g.u0;
vertexes[i*4+2].v = g.v1;
vertexes[i*4+2].x = g.x0 + x;
vertexes[i*4+2].y = g.y1;
vertexes[i*4+3].u = g.u1;
vertexes[i*4+3].v = g.v1;
vertexes[i*4+3].x = g.x1 + x;
vertexes[i*4+3].y = g.y1;
indexes[i*6+0] = i*4+0;
indexes[i*6+1] = i*4+1;
indexes[i*6+2] = i*4+2;
indexes[i*6+3] = i*4+2;
indexes[i*6+4] = i*4+3;
indexes[i*6+5] = i*4+0;
x += g.xadvance;
}
m_Shader->VertexPointer(2, GL_SHORT, sizeof(t2f_v2i), &vertexes[0].x);
m_Shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, sizeof(t2f_v2i), &vertexes[0].u);
glDrawElements(GL_TRIANGLES, indexes.size(), GL_UNSIGNED_SHORT, &indexes[0]);
}
m_Batches.clear();
}
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