/* 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 . */ #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(new CFont(font)); m_Font = m_Fonts[font]; } void CTextRenderer::Printf(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); SBatch batch; batch.transform = m_Transform; batch.color = m_Color; batch.font = m_Font; batch.text = buf; m_Batches.push_back(batch); int w, h; batch.font->CalculateStringSize(batch.text, w, h); Translate((float)w, 0.0f, 0.0f); } 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); 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); } void CTextRenderer::Render() { for (size_t i = 0; i < m_Batches.size(); ++i) { SBatch& batch = m_Batches[i]; int unit = m_Shader->GetTextureUnit("tex"); if (unit == -1) // just in case the shader doesn't use the sampler continue; batch.font->Bind(unit); 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); unifont_render(batch.text.c_str()); } m_Batches.clear(); }