Ykkrosh
994ebd9836
Switch all the constant strings in graphics code to use the new variables. This avoids the cost of instantiating CStrInterns at runtime every frame. This was SVN commit r13906.
230 lines
5.6 KiB
C++
230 lines
5.6 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 "lib/ogl.h"
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#include "lib/res/graphics/unifont.h"
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#include "ps/CStrIntern.h"
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#include "ps/Font.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(L"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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}
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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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}
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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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}
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void CTextRenderer::Color(const CColor& color)
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{
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m_Color = color;
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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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m_Color = CColor(r, g, b, a);
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}
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void CTextRenderer::Font(const CStrW& font)
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{
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if (!m_Fonts[font])
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m_Fonts[font] = shared_ptr<CFont>(new CFont(font));
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m_Font = m_Fonts[font];
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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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CMatrix3D translate;
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translate.SetTranslation(x, y, 0.0f);
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SBatch batch;
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batch.transform = m_Transform * translate;
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batch.color = m_Color;
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batch.font = m_Font;
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batch.text = buf;
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m_Batches.push_back(batch);
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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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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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for (size_t i = 0; i < m_Batches.size(); ++i)
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{
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SBatch& batch = m_Batches[i];
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if (batch.text.empty()) // avoid zero-length arrays
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continue;
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const std::map<u16, UnifontGlyphData>& 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.clear();
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vertexes.resize(batch.text.size()*4);
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indexes.clear();
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indexes.resize(batch.text.size()*6);
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i16 x = 0;
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for (size_t i = 0; i < batch.text.size(); ++i)
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{
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std::map<u16, UnifontGlyphData>::const_iterator it = glyphs.find(batch.text[i]);
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if (it == glyphs.end())
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it = glyphs.find(0xFFFD); // Use the missing glyph symbol
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if (it == glyphs.end()) // Missing the missing glyph symbol - give up
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continue;
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const UnifontGlyphData& g = it->second;
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vertexes[i*4].u = g.u1;
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vertexes[i*4].v = g.v0;
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vertexes[i*4].x = g.x1 + x;
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vertexes[i*4].y = g.y0;
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vertexes[i*4+1].u = g.u0;
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vertexes[i*4+1].v = g.v0;
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vertexes[i*4+1].x = g.x0 + x;
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vertexes[i*4+1].y = g.y0;
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vertexes[i*4+2].u = g.u0;
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vertexes[i*4+2].v = g.v1;
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vertexes[i*4+2].x = g.x0 + x;
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vertexes[i*4+2].y = g.y1;
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vertexes[i*4+3].u = g.u1;
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vertexes[i*4+3].v = g.v1;
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vertexes[i*4+3].x = g.x1 + x;
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vertexes[i*4+3].y = g.y1;
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indexes[i*6+0] = i*4+0;
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indexes[i*6+1] = i*4+1;
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indexes[i*6+2] = i*4+2;
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indexes[i*6+3] = i*4+2;
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indexes[i*6+4] = i*4+3;
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indexes[i*6+5] = i*4+0;
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x += g.xadvance;
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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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