forked from 0ad/0ad
Ykkrosh
531b40578a
Add config option to disable hardware cursors on Windows. This was SVN commit r11053.
157 lines
3.9 KiB
C++
157 lines
3.9 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/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::Printf(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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SBatch batch;
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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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batch.text = buf;
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m_Batches.push_back(batch);
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int w, h;
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batch.font->CalculateStringSize(batch.text, w, h);
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Translate((float)w, 0.0f, 0.0f);
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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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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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void CTextRenderer::Render()
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{
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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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int unit = m_Shader->GetTextureUnit("tex");
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if (unit == -1) // just in case the shader doesn't use the sampler
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continue;
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batch.font->Bind(unit);
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m_Shader->Uniform("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("colorAdd", CColor(0.0f, 0.0f, 0.0f, 0.0f));
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else
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m_Shader->Uniform("colorAdd", CColor(1.0f, 1.0f, 1.0f, 0.0f));
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m_Shader->Uniform("colorMul", batch.color);
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unifont_render(batch.text.c_str());
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}
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m_Batches.clear();
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}
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