initial release of new RasterFont without color support

this new design will once create a texture for all chars.
while rendering a string, a list of polygons (position on screen + texture)
for this string is generated on the fly and print at once by glDrawArrays.
atm, there is no support for colors, so everything will display white.

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
This commit is contained in:
degasus 2012-12-11 12:37:08 +01:00 committed by Ryan Houdek
parent c207422987
commit 75dd48247f
4 changed files with 120 additions and 105 deletions

View File

@ -22,7 +22,13 @@
#include "RasterFont.h"
// globals
const GLubyte rasters[][13] = {
static const u32 char_width = 8;
static const u32 char_height = 13;
static const u32 char_offset = 32;
static const u32 char_count = 95;
const u8 rasters[char_count][char_height] = {
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
{0x00, 0x00, 0x18, 0x18, 0x00, 0x00, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18},
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x36, 0x36, 0x36},
@ -122,102 +128,122 @@ const GLubyte rasters[][13] = {
RasterFont::RasterFont()
{
// set GL modes
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// create the raster font
fontOffset = glGenLists(128);
for (int i = 32; i < 127; i++) {
glNewList(i + fontOffset, GL_COMPILE);
glBitmap(8, 13, 0.0f, 2.0f, 10.0f, 0.0f, rasters[i - 32]);
glEndList();
// generate the texture
glEnable(GL_TEXTURE_RECTANGLE);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_RECTANGLE, texture);
u32* texture_data = new u32[char_width*char_count*char_height];
for(u32 y=0; y<char_height; y++) {
for(u32 c=0; c<char_count; c++) {
for(u32 x=0; x<char_width; x++) {
bool pixel = rasters[c][y] & (1<<(char_width-x-1));
texture_data[char_width*char_count*y+char_width*c+x] = pixel ? -1 : 0;
}
}
}
temp_buffer = new char[TEMP_BUFFER_SIZE];
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, char_width*char_count, char_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
delete [] texture_data;
// generate VBO & VAO
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindVertexArray(VAO);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*4, NULL);
glEnable(GL_TEXTURE_RECTANGLE);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
}
RasterFont::~RasterFont()
{
glDeleteLists(fontOffset, 128);
delete [] temp_buffer;
glDeleteTextures(1, &texture);
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &VAO);
}
void RasterFont::printString(const char *s, double x, double y, double z)
void RasterFont::printMultilineText(const char *text, double start_x, double start_y, double z, int bbWidth, int bbHeight, u32 color)
{
int length = (int)strlen(s);
if(!(color & 0xffffff)) return; // color are not supported atm, so do not draw black shadows
int length = (int)strlen(text);
if (!length)
return;
if (length >= TEMP_BUFFER_SIZE)
length = TEMP_BUFFER_SIZE - 1;
// Sanitize string to avoid GL errors.
char *s2 = temp_buffer;
memcpy(s2, s, length);
s2[length] = 0;
for (int i = 0; i < length; i++) {
if (s2[i] < 32 || s2[i] > 126)
s2[i] = '!';
}
// go to the right spot
glRasterPos3d(x, y, z);
GL_REPORT_ERRORD();
glPushAttrib (GL_LIST_BIT);
glListBase(fontOffset);
glCallLists((GLsizei)strlen(s2), GL_UNSIGNED_BYTE, (GLubyte *) s2);
GL_REPORT_ERRORD();
glPopAttrib();
GL_REPORT_ERRORD();
}
void RasterFont::printCenteredString(const char *s, double y, int screen_width, double z)
{
int length = (int)strlen(s);
int x = (int)(screen_width/2.0 - (length/2.0)*char_width);
printString(s, x, y, z);
}
void RasterFont::printMultilineText(const char *text, double start_x, double start_y, double z, int bbWidth, int bbHeight)
{
double x = start_x;
double y = start_y;
char temp[1024];
char *t = temp;
while (*text)
{
if (*text == '\n')
{
*t = 0;
printString(temp, x, y, z);
y -= char_height * 2.0f / bbHeight;
return; // nothing to do
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, length*4*6*sizeof(GLfloat), NULL, GL_STREAM_DRAW);
GLfloat *vertices = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
int usage = 0;
GLfloat delta_x = 2*char_width/GLfloat(bbWidth);
GLfloat delta_y = 2*char_height/GLfloat(bbHeight);
GLfloat border_x = 1*2/GLfloat(bbWidth);
GLfloat border_y = 2*2/GLfloat(bbHeight);
GLfloat x = start_x;
GLfloat y = start_y;
for(int i=0; i<length; i++) {
u8 c = text[i];
if(c == '\n') {
x = start_x;
t = temp;
y -= delta_y + border_y;
continue;
}
else if (*text == '\r')
{
t = temp;
// do not print spaces, they can be skipped easyly
if(c == ' ') {
x += delta_x + border_x;
continue;
}
else if (*text == '\t')
{
//todo: add tabs every something like 4*char_width
*t = 0;
int cpos = (int)strlen(temp);
int newpos = (cpos + 4) & (~3);
printString(temp, x, y, z);
x = start_x + (char_width*newpos) * 2.0f / bbWidth;
t = temp;
*t++ = ' ';
}
else
*t++ = *text;
text++;
if(c < char_offset || c >= char_count+char_offset) continue;
vertices[usage++] = x;
vertices[usage++] = y;
vertices[usage++] = (c-char_offset)*char_width;
vertices[usage++] = 0;
vertices[usage++] = x+delta_x;
vertices[usage++] = y;
vertices[usage++] = (c-char_offset+1)*char_width;
vertices[usage++] = 0;
vertices[usage++] = x+delta_x;
vertices[usage++] = y+delta_y;
vertices[usage++] = (c-char_offset+1)*char_width;
vertices[usage++] = char_height;
vertices[usage++] = x;
vertices[usage++] = y;
vertices[usage++] = (c-char_offset)*char_width;
vertices[usage++] = 0;
vertices[usage++] = x+delta_x;
vertices[usage++] = y+delta_y;
vertices[usage++] = (c-char_offset+1)*char_width;
vertices[usage++] = char_height;
vertices[usage++] = x;
vertices[usage++] = y+delta_y;
vertices[usage++] = (c-char_offset)*char_width;
vertices[usage++] = char_height;
x += delta_x + border_x;
}
glUnmapBuffer(GL_ARRAY_BUFFER);
// no printable char, so also nothing to do
if(!usage) return;
// ????
if (t != text)
{
*t = 0;
printString(temp, x, y, z);
}
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE, texture);
glEnable(GL_TEXTURE_RECTANGLE);
glDrawArrays(GL_TRIANGLES, 0, usage/4);
}

View File

@ -23,20 +23,13 @@ public:
RasterFont();
~RasterFont(void);
static int debug;
// some useful constants
enum {char_width = 10};
enum {char_height = 15};
// and the happy helper functions
void printString(const char *s, double x, double y, double z=0.0);
void printCenteredString(const char *s, double y, int screen_width, double z=0.0);
void printMultilineText(const char *text, double x, double y, double z, int bbWidth, int bbHeight);
void printMultilineText(const char *text, double x, double y, double z, int bbWidth, int bbHeight, u32 color);
private:
int fontOffset;
char *temp_buffer;
enum {TEMP_BUFFER_SIZE = 64 * 1024};
u32 VBO;
u32 VAO;
u32 texture;
};
#endif // _RASTERFONT_H_

View File

@ -722,14 +722,11 @@ void Renderer::RenderText(const char *text, int left, int top, u32 color)
{
const int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth();
const int nBackbufferHeight = (int)OpenGL_GetBackbufferHeight();
glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f,
((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f);
s_pfont->printMultilineText(text,
left * 2.0f / (float)nBackbufferWidth - 1,
1 - top * 2.0f / (float)nBackbufferHeight,
0, nBackbufferWidth, nBackbufferHeight);
0, nBackbufferWidth, nBackbufferHeight, color);
GL_REPORT_ERRORD();
}

View File

@ -101,12 +101,11 @@ void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color)
{
int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth();
int nBackbufferHeight = (int)OpenGL_GetBackbufferHeight();
glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f,
((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f);
s_pfont->printMultilineText(pstr,
left * 2.0f / (float)nBackbufferWidth - 1,
1 - top * 2.0f / (float)nBackbufferHeight,
0, nBackbufferWidth, nBackbufferHeight);
0, nBackbufferWidth, nBackbufferHeight, color);
}
void SWRenderer::DrawDebugText()