OGL: Fix constant casing in RasterFont
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1f6f01e2a0
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89557f6c2f
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@ -11,12 +11,12 @@
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namespace OGL
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{
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static const int char_width = 8;
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static const int char_height = 13;
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static const int char_offset = 32;
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static const int char_count = 95;
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static const int CHAR_WIDTH = 8;
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static const int CHAR_HEIGHT = 13;
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static const int CHAR_OFFSET = 32;
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static const int CHAR_COUNT = 95;
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const u8 rasters[char_count][char_height] = {
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const u8 rasters[CHAR_COUNT][CHAR_HEIGHT] = {
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{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
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{0x00, 0x00, 0x18, 0x18, 0x00, 0x00, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18},
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{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x36, 0x36, 0x36},
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@ -141,20 +141,20 @@ RasterFont::RasterFont()
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glGenTextures(1, &texture);
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glActiveTexture(GL_TEXTURE0+8);
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glBindTexture(GL_TEXTURE_2D, texture);
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u32* texture_data = new u32[char_width*char_count*char_height];
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for (int y = 0; y < char_height; y++)
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u32* texture_data = new u32[CHAR_WIDTH * CHAR_COUNT * CHAR_HEIGHT];
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for (int y = 0; y < CHAR_HEIGHT; y++)
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{
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for (int c = 0; c < char_count; c++)
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for (int c = 0; c < CHAR_COUNT; c++)
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{
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for (int x = 0; x < char_width; x++)
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for (int x = 0; x < CHAR_WIDTH; x++)
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{
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bool pixel = (0 != (rasters[c][y] & (1<<(char_width-x-1))));
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texture_data[char_width*char_count*y+char_width*c+x] = pixel ? -1 : 0;
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bool pixel = (0 != (rasters[c][y] & (1 << (CHAR_WIDTH - x - 1))));
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texture_data[CHAR_WIDTH * CHAR_COUNT * y + CHAR_WIDTH * c + x] = pixel ? -1 : 0;
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}
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}
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, char_width*char_count, char_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, CHAR_WIDTH * CHAR_COUNT, CHAR_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
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delete [] texture_data;
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// generate shader
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@ -162,7 +162,7 @@ RasterFont::RasterFont()
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s_shader.Bind();
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// bound uniforms
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glUniform2f(glGetUniformLocation(s_shader.glprogid,"charSize"), 1.0f / GLfloat(char_count), 1.0f);
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glUniform2f(glGetUniformLocation(s_shader.glprogid,"charSize"), 1.0f / GLfloat(CHAR_COUNT), 1.0f);
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uniform_color_id = glGetUniformLocation(s_shader.glprogid,"color");
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glUniform4f(uniform_color_id, 1.0f, 1.0f, 1.0f, 1.0f);
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cached_color = -1;
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@ -191,10 +191,10 @@ void RasterFont::printMultilineText(const std::string& text, double start_x, dou
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GLfloat* vertices = new GLfloat[text.length() * 6 * 4];
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int usage = 0;
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GLfloat delta_x = GLfloat(2*char_width)/GLfloat(bbWidth);
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GLfloat delta_y = GLfloat(2*char_height)/GLfloat(bbHeight);
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GLfloat border_x = 2.0f/GLfloat(bbWidth);
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GLfloat border_y = 4.0f/GLfloat(bbHeight);
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GLfloat delta_x = GLfloat(2 * CHAR_WIDTH) / GLfloat(bbWidth);
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GLfloat delta_y = GLfloat(2 * CHAR_HEIGHT) / GLfloat(bbHeight);
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GLfloat border_x = 2.0f / GLfloat(bbWidth);
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GLfloat border_y = 4.0f / GLfloat(bbHeight);
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GLfloat x = GLfloat(start_x);
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GLfloat y = GLfloat(start_y);
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@ -215,37 +215,37 @@ void RasterFont::printMultilineText(const std::string& text, double start_x, dou
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continue;
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}
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if ((u32) c < char_offset || (u32) c >= char_count+char_offset)
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if ((u32) c < CHAR_OFFSET || (u32) c >= CHAR_COUNT + CHAR_OFFSET)
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continue;
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vertices[usage++] = x;
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vertices[usage++] = y;
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vertices[usage++] = GLfloat(c-char_offset);
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vertices[usage++] = GLfloat(c - CHAR_OFFSET);
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vertices[usage++] = 0.0f;
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vertices[usage++] = x+delta_x;
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vertices[usage++] = x + delta_x;
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vertices[usage++] = y;
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vertices[usage++] = GLfloat(c-char_offset+1);
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vertices[usage++] = GLfloat(c - CHAR_OFFSET + 1);
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vertices[usage++] = 0.0f;
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vertices[usage++] = x+delta_x;
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vertices[usage++] = y+delta_y;
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vertices[usage++] = GLfloat(c-char_offset+1);
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vertices[usage++] = x + delta_x;
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vertices[usage++] = y + delta_y;
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vertices[usage++] = GLfloat(c - CHAR_OFFSET + 1);
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vertices[usage++] = 1.0f;
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vertices[usage++] = x;
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vertices[usage++] = y;
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vertices[usage++] = GLfloat(c-char_offset);
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vertices[usage++] = GLfloat(c - CHAR_OFFSET);
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vertices[usage++] = 0.0f;
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vertices[usage++] = x+delta_x;
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vertices[usage++] = y+delta_y;
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vertices[usage++] = GLfloat(c-char_offset+1);
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vertices[usage++] = x + delta_x;
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vertices[usage++] = y + delta_y;
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vertices[usage++] = GLfloat(c - CHAR_OFFSET + 1);
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vertices[usage++] = 1.0f;
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vertices[usage++] = x;
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vertices[usage++] = y+delta_y;
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vertices[usage++] = GLfloat(c-char_offset);
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vertices[usage++] = y + delta_y;
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vertices[usage++] = GLfloat(c - CHAR_OFFSET);
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vertices[usage++] = 1.0f;
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x += delta_x + border_x;
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