diff --git a/Source/Core/VideoBackends/OGL/RasterFont.cpp b/Source/Core/VideoBackends/OGL/RasterFont.cpp index 6f0fd7ea92..61cae75e11 100644 --- a/Source/Core/VideoBackends/OGL/RasterFont.cpp +++ b/Source/Core/VideoBackends/OGL/RasterFont.cpp @@ -14,12 +14,12 @@ namespace OGL { -static const int CHAR_WIDTH = 8; -static const int CHAR_HEIGHT = 13; -static const int CHAR_OFFSET = 32; -static const int CHAR_COUNT = 95; +static const int CHARACTER_WIDTH = 8; +static const int CHARACTER_HEIGHT = 13; +static const int CHARACTER_OFFSET = 32; +static const int CHARACTER_COUNT = 95; -static const u8 rasters[CHAR_COUNT][CHAR_HEIGHT] = { +static const u8 rasters[CHARACTER_COUNT][CHARACTER_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}, @@ -142,28 +142,29 @@ RasterFont::RasterFont() glGenTextures(1, &texture); glActiveTexture(GL_TEXTURE8); glBindTexture(GL_TEXTURE_2D, texture); - std::vector texture_data(CHAR_WIDTH * CHAR_COUNT * CHAR_HEIGHT); - for (int y = 0; y < CHAR_HEIGHT; y++) + std::vector texture_data(CHARACTER_WIDTH * CHARACTER_COUNT * CHARACTER_HEIGHT); + for (int y = 0; y < CHARACTER_HEIGHT; y++) { - for (int c = 0; c < CHAR_COUNT; c++) + for (int c = 0; c < CHARACTER_COUNT; c++) { - for (int x = 0; x < CHAR_WIDTH; x++) + for (int x = 0; x < CHARACTER_WIDTH; x++) { - bool pixel = (0 != (rasters[c][y] & (1 << (CHAR_WIDTH - x - 1)))); - texture_data[CHAR_WIDTH * CHAR_COUNT * y + CHAR_WIDTH * c + x] = pixel ? -1 : 0; + bool pixel = (0 != (rasters[c][y] & (1 << (CHARACTER_WIDTH - x - 1)))); + texture_data[CHARACTER_WIDTH * CHARACTER_COUNT * y + CHARACTER_WIDTH * c + x] = + pixel ? -1 : 0; } } } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, CHAR_WIDTH * CHAR_COUNT, CHAR_HEIGHT, 0, GL_RGBA, - GL_UNSIGNED_BYTE, texture_data.data()); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, CHARACTER_WIDTH * CHARACTER_COUNT, CHARACTER_HEIGHT, 0, + GL_RGBA, GL_UNSIGNED_BYTE, texture_data.data()); // generate shader ProgramShaderCache::CompileShader(s_shader, s_vertexShaderSrc, s_fragmentShaderSrc); s_shader.Bind(); // bound uniforms - glUniform2f(glGetUniformLocation(s_shader.glprogid, "charSize"), 1.0f / GLfloat(CHAR_COUNT), + glUniform2f(glGetUniformLocation(s_shader.glprogid, "charSize"), 1.0f / GLfloat(CHARACTER_COUNT), 1.0f); uniform_color_id = glGetUniformLocation(s_shader.glprogid, "color"); glUniform4f(uniform_color_id, 1.0f, 1.0f, 1.0f, 1.0f); @@ -196,8 +197,8 @@ void RasterFont::printMultilineText(const std::string& text, double start_x, dou std::vector vertices(text.length() * 6 * 4); int usage = 0; - GLfloat delta_x = GLfloat(2 * CHAR_WIDTH) / GLfloat(bbWidth); - GLfloat delta_y = GLfloat(2 * CHAR_HEIGHT) / GLfloat(bbHeight); + GLfloat delta_x = GLfloat(2 * CHARACTER_WIDTH) / GLfloat(bbWidth); + GLfloat delta_y = GLfloat(2 * CHARACTER_HEIGHT) / GLfloat(bbHeight); GLfloat border_x = 2.0f / GLfloat(bbWidth); GLfloat border_y = 4.0f / GLfloat(bbHeight); @@ -220,37 +221,37 @@ void RasterFont::printMultilineText(const std::string& text, double start_x, dou continue; } - if (c < CHAR_OFFSET || c >= CHAR_COUNT + CHAR_OFFSET) + if (c < CHARACTER_OFFSET || c >= CHARACTER_COUNT + CHARACTER_OFFSET) continue; vertices[usage++] = x; vertices[usage++] = y; - vertices[usage++] = GLfloat(c - CHAR_OFFSET); + vertices[usage++] = GLfloat(c - CHARACTER_OFFSET); vertices[usage++] = 0.0f; vertices[usage++] = x + delta_x; vertices[usage++] = y; - vertices[usage++] = GLfloat(c - CHAR_OFFSET + 1); + vertices[usage++] = GLfloat(c - CHARACTER_OFFSET + 1); vertices[usage++] = 0.0f; vertices[usage++] = x + delta_x; vertices[usage++] = y + delta_y; - vertices[usage++] = GLfloat(c - CHAR_OFFSET + 1); + vertices[usage++] = GLfloat(c - CHARACTER_OFFSET + 1); vertices[usage++] = 1.0f; vertices[usage++] = x; vertices[usage++] = y; - vertices[usage++] = GLfloat(c - CHAR_OFFSET); + vertices[usage++] = GLfloat(c - CHARACTER_OFFSET); vertices[usage++] = 0.0f; vertices[usage++] = x + delta_x; vertices[usage++] = y + delta_y; - vertices[usage++] = GLfloat(c - CHAR_OFFSET + 1); + vertices[usage++] = GLfloat(c - CHARACTER_OFFSET + 1); vertices[usage++] = 1.0f; vertices[usage++] = x; vertices[usage++] = y + delta_y; - vertices[usage++] = GLfloat(c - CHAR_OFFSET); + vertices[usage++] = GLfloat(c - CHARACTER_OFFSET); vertices[usage++] = 1.0f; x += delta_x + border_x;