314 lines
7.4 KiB
C++
314 lines
7.4 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "TextRenderer.h"
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#include "graphics/Font.h"
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#include "graphics/FontManager.h"
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#include "graphics/ShaderProgram.h"
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#include "lib/ogl.h"
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#include "ps/CStrIntern.h"
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#include "renderer/Renderer.h"
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extern int g_xres, g_yres;
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CTextRenderer::CTextRenderer(const CShaderProgramPtr& shader) :
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m_Shader(shader)
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{
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ResetTransform();
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Color(CColor(1.0f, 1.0f, 1.0f, 1.0f));
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Font(str_sans_10);
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}
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void CTextRenderer::ResetTransform()
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{
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m_Transform.SetIdentity();
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m_Transform.Scale(1.0f, -1.f, 1.0f);
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m_Transform.Translate(0.0f, (float)g_yres, -1000.0f);
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CMatrix3D proj;
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proj.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
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m_Transform = proj * m_Transform;
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m_Dirty = true;
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}
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CMatrix3D CTextRenderer::GetTransform()
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{
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return m_Transform;
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}
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void CTextRenderer::SetTransform(const CMatrix3D& transform)
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{
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m_Transform = transform;
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m_Dirty = true;
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}
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void CTextRenderer::Translate(float x, float y, float z)
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{
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CMatrix3D m;
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m.SetTranslation(x, y, z);
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m_Transform = m_Transform * m;
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m_Dirty = true;
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}
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void CTextRenderer::SetClippingRect(const CRect& rect)
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{
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m_Clipping = rect;
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}
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void CTextRenderer::Color(const CColor& color)
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{
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if (m_Color != color)
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{
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m_Color = color;
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m_Dirty = true;
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}
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}
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void CTextRenderer::Color(float r, float g, float b, float a)
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{
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Color(CColor(r, g, b, a));
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}
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void CTextRenderer::Font(CStrIntern font)
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{
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if (font != m_FontName)
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{
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m_FontName = font;
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m_Font = g_Renderer.GetFontManager().LoadFont(font);
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m_Dirty = true;
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}
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}
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void CTextRenderer::PrintfAdvance(const wchar_t* fmt, ...)
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{
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wchar_t buf[1024] = {0};
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va_list args;
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va_start(args, fmt);
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int ret = vswprintf(buf, ARRAY_SIZE(buf)-1, fmt, args);
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va_end(args);
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if (ret < 0)
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debug_printf(L"CTextRenderer::Printf vswprintf failed (buffer size exceeded?) - return value %d, errno %d\n", ret, errno);
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PutAdvance(buf);
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}
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void CTextRenderer::PrintfAt(float x, float y, const wchar_t* fmt, ...)
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{
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wchar_t buf[1024] = {0};
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va_list args;
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va_start(args, fmt);
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int ret = vswprintf(buf, ARRAY_SIZE(buf)-1, fmt, args);
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va_end(args);
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if (ret < 0)
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debug_printf(L"CTextRenderer::PrintfAt vswprintf failed (buffer size exceeded?) - return value %d, errno %d\n", ret, errno);
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Put(x, y, buf);
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}
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void CTextRenderer::PutAdvance(const wchar_t* buf)
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{
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Put(0.0f, 0.0f, buf);
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int w, h;
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m_Font->CalculateStringSize(buf, w, h);
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Translate((float)w, 0.0f, 0.0f);
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}
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void CTextRenderer::Put(float x, float y, const wchar_t* buf)
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{
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if (buf[0] == 0)
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return; // empty string; don't bother storing
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PutString(x, y, new std::wstring(buf), true);
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}
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void CTextRenderer::Put(float x, float y, const std::wstring* buf)
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{
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if (buf->empty())
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return; // empty string; don't bother storing
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PutString(x, y, buf, false);
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}
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void CTextRenderer::PutString(float x, float y, const std::wstring* buf, bool owned)
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{
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if (!m_Font)
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return; // invalid font; can't render
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if (m_Clipping != CRect())
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{
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float x0, y0, x1, y1;
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m_Font->GetGlyphBounds(x0, y0, x1, y1);
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if (y + y1 < m_Clipping.top)
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return;
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if (y + y0 > m_Clipping.bottom)
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return;
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}
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// If any state has changed since the last batch, start a new batch
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if (m_Dirty)
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{
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SBatch batch;
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batch.chars = 0;
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batch.transform = m_Transform;
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batch.color = m_Color;
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batch.font = m_Font;
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m_Batches.push_back(batch);
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m_Dirty = false;
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}
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// Push a new run onto the latest batch
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SBatchRun run;
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run.x = x;
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run.y = y;
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m_Batches.back().runs.push_back(run);
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m_Batches.back().runs.back().text = buf;
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m_Batches.back().runs.back().owned = owned;
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m_Batches.back().chars += buf->size();
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}
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struct t2f_v2i
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{
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t2f_v2i() : u(0), v(0), x(0), y(0) { }
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float u, v;
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i16 x, y;
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};
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struct SBatchCompare
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{
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bool operator()(const CTextRenderer::SBatch& a, const CTextRenderer::SBatch& b)
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{
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if (a.font < b.font)
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return true;
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if (b.font < a.font)
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return false;
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// TODO: is it worth sorting by color/transform too?
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return false;
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}
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};
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void CTextRenderer::Render()
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{
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std::vector<u16> indexes;
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std::vector<t2f_v2i> vertexes;
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// Try to merge non-consecutive batches that share the same font/color/transform:
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// sort the batch list by font, then merge the runs of adjacent compatible batches
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m_Batches.sort(SBatchCompare());
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for (std::list<SBatch>::iterator it = m_Batches.begin(); it != m_Batches.end(); )
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{
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std::list<SBatch>::iterator next = it;
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++next;
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if (next != m_Batches.end() && it->font == next->font && it->color == next->color && it->transform == next->transform)
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{
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it->chars += next->chars;
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it->runs.splice(it->runs.end(), next->runs);
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m_Batches.erase(next);
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}
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else
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++it;
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}
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for (std::list<SBatch>::iterator it = m_Batches.begin(); it != m_Batches.end(); ++it)
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{
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SBatch& batch = *it;
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const CFont::GlyphMap& glyphs = batch.font->GetGlyphs();
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m_Shader->BindTexture(str_tex, batch.font->GetTexture());
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m_Shader->Uniform(str_transform, batch.transform);
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// ALPHA-only textures will have .rgb sampled as 0, so we need to
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// replace it with white (but not affect RGBA textures)
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if (batch.font->HasRGB())
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m_Shader->Uniform(str_colorAdd, CColor(0.0f, 0.0f, 0.0f, 0.0f));
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else
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m_Shader->Uniform(str_colorAdd, CColor(1.0f, 1.0f, 1.0f, 0.0f));
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m_Shader->Uniform(str_colorMul, batch.color);
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vertexes.resize(batch.chars*4);
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indexes.resize(batch.chars*6);
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size_t idx = 0;
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for (std::list<SBatchRun>::iterator runit = batch.runs.begin(); runit != batch.runs.end(); ++runit)
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{
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SBatchRun& run = *runit;
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i16 x = run.x;
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i16 y = run.y;
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for (size_t i = 0; i < run.text->size(); ++i)
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{
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const CFont::GlyphData* g = glyphs.get((*run.text)[i]);
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if (!g)
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g = glyphs.get(0xFFFD); // Use the missing glyph symbol
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if (!g) // Missing the missing glyph symbol - give up
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continue;
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vertexes[idx*4].u = g->u1;
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vertexes[idx*4].v = g->v0;
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vertexes[idx*4].x = g->x1 + x;
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vertexes[idx*4].y = g->y0 + y;
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vertexes[idx*4+1].u = g->u0;
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vertexes[idx*4+1].v = g->v0;
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vertexes[idx*4+1].x = g->x0 + x;
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vertexes[idx*4+1].y = g->y0 + y;
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vertexes[idx*4+2].u = g->u0;
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vertexes[idx*4+2].v = g->v1;
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vertexes[idx*4+2].x = g->x0 + x;
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vertexes[idx*4+2].y = g->y1 + y;
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vertexes[idx*4+3].u = g->u1;
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vertexes[idx*4+3].v = g->v1;
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vertexes[idx*4+3].x = g->x1 + x;
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vertexes[idx*4+3].y = g->y1 + y;
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indexes[idx*6+0] = idx*4+0;
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indexes[idx*6+1] = idx*4+1;
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indexes[idx*6+2] = idx*4+2;
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indexes[idx*6+3] = idx*4+2;
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indexes[idx*6+4] = idx*4+3;
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indexes[idx*6+5] = idx*4+0;
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x += g->xadvance;
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idx++;
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}
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}
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m_Shader->VertexPointer(2, GL_SHORT, sizeof(t2f_v2i), &vertexes[0].x);
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m_Shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, sizeof(t2f_v2i), &vertexes[0].u);
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glDrawElements(GL_TRIANGLES, indexes.size(), GL_UNSIGNED_SHORT, &indexes[0]);
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}
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m_Batches.clear();
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}
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