2015-07-26 21:39:49 +00:00
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#include "CFont.h"
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#include <Core/CDrawUtil.h>
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#include <Core/CRenderer.h>
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#include <Core/CResCache.h>
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#include <Common/AnimUtil.h>
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CDynamicVertexBuffer CFont::smGlyphVertices;
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CIndexBuffer CFont::smGlyphIndices;
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bool CFont::smBuffersInitialized = false;
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CFont::CFont() : CResource()
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{
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}
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CFont::~CFont()
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{
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}
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EResType CFont::Type()
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{
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return eFont;
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}
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inline float PtsToFloat(s32 pt)
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{
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// This is a bit of an arbitrary number but it works
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// 1 / (1280 / 1.333333f / 2)
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return 0.00208333f * pt;
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}
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2015-11-24 10:22:37 +00:00
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CVector2f CFont::RenderString(const TString& String, CRenderer* /*pRenderer*/, float /*AspectRatio*/,
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CVector2f /*Position*/, CColor FillColor, CColor StrokeColor, u32 FontSize)
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2015-07-26 21:39:49 +00:00
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{
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// WIP
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if (!smBuffersInitialized) InitBuffers();
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// Shader setup
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CShader *pTextShader = CDrawUtil::GetTextShader();
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pTextShader->SetCurrent();
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GLuint ModelMtxLoc = pTextShader->GetUniformLocation("ModelMtx");
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GLuint ColorLoc = pTextShader->GetUniformLocation("FontColor");
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GLuint LayerLoc = pTextShader->GetUniformLocation("RGBALayer");
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CVector4f FillColor4f = FillColor.ToVector4f();
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CVector4f StrokeColor4f = StrokeColor.ToVector4f();
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mpFontTexture->Bind(0);
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smGlyphVertices.Bind();
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glDisable(GL_DEPTH_TEST);
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// Initialize some more stuff before we start the character loop
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CVector2f PrintHead(-1.f, 1.f);
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CTransform4f PtScale = CTransform4f::ScaleMatrix(PtsToFloat(1));
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SGlyph *pPrevGlyph = nullptr;
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float Scale;
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if (FontSize == CFONT_DEFAULT_SIZE) Scale = 1.f;
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else Scale = (float) FontSize / (mDefaultSize != 0 ? mDefaultSize : 18);
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2015-11-24 06:08:31 +00:00
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for (u32 iChar = 0; iChar < String.Length(); iChar++)
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2015-07-26 21:39:49 +00:00
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{
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// Get character, check for newline
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char Char = String[iChar];
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if (Char == '\n')
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{
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pPrevGlyph = nullptr;
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PrintHead.x = -1;
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PrintHead.y -= (PtsToFloat(mLineHeight) + PtsToFloat(mLineMargin) + PtsToFloat(mUnknown)) * Scale;
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continue;
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}
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// Get glyph
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auto iGlyph = mGlyphs.find(Char);
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if (iGlyph == mGlyphs.end()) continue;
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SGlyph *pGlyph = &iGlyph->second;
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// Apply left padding and kerning
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PrintHead.x += PtsToFloat(pGlyph->LeftPadding) * Scale;
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if (pPrevGlyph)
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{
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if (pPrevGlyph->KerningIndex != -1)
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{
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for (u32 iKern = pPrevGlyph->KerningIndex; iKern < mKerningTable.size(); iKern++)
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{
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if (mKerningTable[iKern].CharacterA != pPrevGlyph->Character) break;
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if (mKerningTable[iKern].CharacterB == String[iChar])
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{
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PrintHead.x += PtsToFloat(mKerningTable[iKern].Adjust) * Scale;
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break;
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}
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}
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}
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}
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// Add a newline if this character goes over the right edge of the screen
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if (PrintHead.x + ((PtsToFloat(pGlyph->PrintAdvance) + PtsToFloat(pGlyph->RightPadding)) * Scale) > 1)
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{
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PrintHead.x = -1;
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PrintHead.y -= (PtsToFloat(mLineHeight) + PtsToFloat(mLineMargin) + PtsToFloat(mUnknown)) * Scale;
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if (Char == ' ') continue;
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}
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float XTrans = PrintHead.x;
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float YTrans = PrintHead.y + ((PtsToFloat(pGlyph->BaseOffset * 2) - PtsToFloat(mVerticalOffset * 2)) * Scale);
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CTransform4f GlyphTransform = PtScale;
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GlyphTransform.Scale(CVector3f((float) pGlyph->Width / 2, (float) pGlyph->Height, 1.f));
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GlyphTransform.Scale(Scale);
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GlyphTransform.Translate(CVector3f(XTrans, YTrans, 0.f));
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CMatrix4f Glyph4f = GlyphTransform.ToMatrix4f();
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// Get glyph layer
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u8 GlyphLayer = pGlyph->RGBAChannel;
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if (mTextureFormat == 3) GlyphLayer *= 2;
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else if (mTextureFormat == 8) GlyphLayer = 3;
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// Load shader uniforms, buffer texture
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glUniformMatrix4fv(ModelMtxLoc, 1, GL_FALSE, (GLfloat*) &Glyph4f);
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smGlyphVertices.BufferAttrib(eTex0, &pGlyph->TexCoords);
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// Draw fill
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glUniform1i(LayerLoc, GlyphLayer);
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glUniform4fv(ColorLoc, 1, &FillColor4f.x);
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smGlyphIndices.DrawElements();
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// Draw stroke
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if ((mTextureFormat == 1) || (mTextureFormat == 3) || (mTextureFormat == 8))
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{
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u8 StrokeLayer;
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if (mTextureFormat == 1) StrokeLayer = 1;
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else if (mTextureFormat == 3) StrokeLayer = GlyphLayer + 1;
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else if (mTextureFormat == 8) StrokeLayer = GlyphLayer - 2;
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glUniform1i(LayerLoc, StrokeLayer);
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glUniform4fv(ColorLoc, 1, &StrokeColor4f.x);
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smGlyphIndices.DrawElements();
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}
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// Update print head
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PrintHead.x += PtsToFloat(pGlyph->PrintAdvance) * Scale;
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PrintHead.x += PtsToFloat(pGlyph->RightPadding) * Scale;
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pPrevGlyph = pGlyph;
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}
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glEnable(GL_DEPTH_TEST);
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return PrintHead;
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}
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void CFont::InitBuffers()
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{
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smGlyphVertices.SetActiveAttribs(ePosition | eTex0);
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smGlyphVertices.SetVertexCount(4);
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CVector3f Vertices[4] = {
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CVector3f( 0.f, 0.f, 0.f),
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CVector3f( 2.f, 0.f, 0.f),
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CVector3f( 0.f, -2.f, 0.f),
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CVector3f( 2.f, -2.f, 0.f)
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};
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smGlyphVertices.BufferAttrib(ePosition, Vertices);
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CVector2f TexCoords[4] = {
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CVector2f(0.f, 0.f),
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CVector2f(1.f, 0.f),
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CVector2f(0.f, 1.f),
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CVector2f(1.f, 1.f)
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};
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smGlyphVertices.BufferAttrib(eTex0, TexCoords);
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smGlyphIndices.Reserve(4);
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smGlyphIndices.AddIndex(0);
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smGlyphIndices.AddIndex(2);
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smGlyphIndices.AddIndex(1);
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smGlyphIndices.AddIndex(3);
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smGlyphIndices.SetPrimitiveType(GL_TRIANGLE_STRIP);
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smBuffersInitialized = true;
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}
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