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bullet3/examples/ThirdPartyLibs/Gwen/Renderers/OpenGL_DebugFont.cpp
erwincoumans ab8f16961e Code-style consistency improvement:
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
2018-09-23 14:17:31 -07:00

404 lines
9.6 KiB
C++

#include "OpenGL_DebugFont.h"
#include "Gwen/Utility.h"
#include "Gwen/Font.h"
#include "Gwen/Texture.h"
#include <math.h>
#ifdef B3_USE_GLFW
#include "glad/gl.h"
#include <GLFW/glfw3.h>
#else
#if defined(__APPLE__) && !defined(VMDMESA)
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
#else
#include "glad/gl.h"
#endif //__APPLE__
#endif //B3_USE_GLFW
#include "FontData.h"
//saved OpenGL settings
GLfloat m_PrevLineWidth;
GLint m_PrevTexEnv;
GLint m_PrevPolygonMode[2];
GLint m_MaxClipPlanes;
GLint m_PrevTexture;
GLint m_PrevArrayBufferARB;
GLint m_PrevElementArrayBufferARB;
GLboolean m_PrevVertexProgramARB;
GLboolean m_PrevFragmentProgramARB;
GLuint m_PrevProgramObjectARB;
GLboolean m_PrevTexture3D;
GLboolean m_PrevActiveTexture1D[32];
GLboolean m_PrevActiveTexture2D[32];
GLboolean m_PrevActiveTexture3D[32];
GLint m_PrevActiveTextureARB;
bool m_SupportTexRect;
GLboolean m_PrevTexRectARB;
GLint m_PrevBlendEquation;
GLint m_PrevBlendEquationRGB;
GLint m_PrevBlendEquationAlpha;
GLint m_PrevBlendSrcRGB;
GLint m_PrevBlendDstRGB;
GLint m_PrevBlendSrcAlpha;
GLint m_PrevBlendDstAlpha;
GLint m_ViewportInit[4];
GLfloat m_ProjMatrixInit[16];
GLboolean m_texGenS;
GLboolean m_texGenT;
GLboolean m_texGenR;
void restoreOpenGLState()
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, m_PrevTexEnv);
glLineWidth(m_PrevLineWidth);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glPopClientAttrib();
glPopAttrib();
if (m_texGenS)
glEnable(GL_TEXTURE_GEN_S);
else
glDisable(GL_TEXTURE_GEN_S);
if (m_texGenT)
glEnable(GL_TEXTURE_GEN_T);
else
glDisable(GL_TEXTURE_GEN_T);
if (m_texGenR)
glEnable(GL_TEXTURE_GEN_R);
else
glDisable(GL_TEXTURE_GEN_R);
}
void saveOpenGLState(int screenWidth, int screenHeight)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
GLint Vp[4];
glGetIntegerv(GL_VIEWPORT, Vp);
if (screenWidth > 0 && screenHeight > 0)
{
Vp[0] = 0;
Vp[1] = 0;
Vp[2] = screenWidth - 1;
Vp[3] = screenHeight - 1;
glViewport(Vp[0], Vp[1], Vp[2], Vp[3]);
}
glLoadIdentity();
glOrtho(Vp[0], Vp[0] + Vp[2], Vp[1] + Vp[3], Vp[1], -1, 1);
glGetIntegerv(GL_VIEWPORT, m_ViewportInit);
glGetFloatv(GL_PROJECTION_MATRIX, m_ProjMatrixInit);
glGetFloatv(GL_LINE_WIDTH, &m_PrevLineWidth);
// glDisable(GL_POLYGON_STIPPLE);
glLineWidth(1);
glGetBooleanv(GL_TEXTURE_GEN_S, &m_texGenS);
glGetBooleanv(GL_TEXTURE_GEN_T, &m_texGenT);
glGetBooleanv(GL_TEXTURE_GEN_R, &m_texGenR);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_LINE_SMOOTH);
// glDisable(GL_LINE_STIPPLE);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &m_PrevTexEnv);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
}
namespace Gwen
{
namespace Renderer
{
OpenGL_DebugFont::OpenGL_DebugFont(float retinaScale)
: m_retinaScale(retinaScale)
{
m_iVertNum = 0;
for (int i = 0; i < MaxVerts; i++)
{
m_Vertices[i].z = 0.5f;
}
m_fLetterSpacing = 1.0f / 16.0f;
m_fFontScale[0] = 1.5f;
m_fFontScale[1] = 1.5f;
m_pFontTexture = new Gwen::Texture();
// Create a little texture pointer..
GLuint* pglTexture = new GLuint;
// Sort out our GWEN texture
m_pFontTexture->data = pglTexture;
m_pFontTexture->width = 256;
m_pFontTexture->height = 256;
// Create the opengl texture
glGenTextures(1, pglTexture);
glBindTexture(GL_TEXTURE_2D, *pglTexture);
//glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
//glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//GLenum format = GL_RGB;
unsigned char* texdata = new unsigned char[256 * 256 * 4];
for (int i = 0; i < 256 * 256; i++)
{
texdata[i * 4] = sGwenFontData[i];
texdata[i * 4 + 1] = sGwenFontData[i];
texdata[i * 4 + 2] = sGwenFontData[i];
texdata[i * 4 + 3] = sGwenFontData[i];
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_pFontTexture->width, m_pFontTexture->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)texdata);
delete[] texdata;
}
OpenGL_DebugFont::~OpenGL_DebugFont()
{
FreeTexture(m_pFontTexture);
delete m_pFontTexture;
}
void OpenGL_DebugFont::Begin()
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glAlphaFunc(GL_GREATER, 1.0f);
glEnable(GL_BLEND);
}
void OpenGL_DebugFont::End()
{
if (m_iVertNum == 0) return;
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), (void*)&m_Vertices[0].x);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), (void*)&m_Vertices[0].r);
glEnableClientState(GL_COLOR_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (void*)&m_Vertices[0].u);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)m_iVertNum);
m_iVertNum = 0;
glFlush();
}
void OpenGL_DebugFont::Flush()
{
if (m_iVertNum == 0) return;
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), (void*)&m_Vertices[0].x);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), (void*)&m_Vertices[0].r);
glEnableClientState(GL_COLOR_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (void*)&m_Vertices[0].u);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)m_iVertNum);
m_iVertNum = 0;
glFlush();
}
void OpenGL_DebugFont::AddVert(int x, int y, float u, float v)
{
if (m_iVertNum >= MaxVerts - 1)
{
Flush();
}
m_Vertices[m_iVertNum].x = (float)x * m_retinaScale;
m_Vertices[m_iVertNum].y = (float)y * m_retinaScale;
m_Vertices[m_iVertNum].u = u;
m_Vertices[m_iVertNum].v = v;
m_Vertices[m_iVertNum].r = m_Color.r;
m_Vertices[m_iVertNum].g = m_Color.g;
m_Vertices[m_iVertNum].b = m_Color.b;
m_Vertices[m_iVertNum].a = m_Color.a;
m_iVertNum++;
}
void OpenGL_DebugFont::DrawFilledRect(Gwen::Rect rect)
{
GLboolean texturesOn;
glGetBooleanv(GL_TEXTURE_2D, &texturesOn);
if (texturesOn)
{
Flush();
glDisable(GL_TEXTURE_2D);
}
Translate(rect);
AddVert(rect.x, rect.y);
AddVert(rect.x + rect.w, rect.y);
AddVert(rect.x, rect.y + rect.h);
AddVert(rect.x + rect.w, rect.y);
AddVert(rect.x + rect.w, rect.y + rect.h);
AddVert(rect.x, rect.y + rect.h);
}
void OpenGL_DebugFont::SetDrawColor(Gwen::Color color)
{
glColor4ubv((GLubyte*)&color);
m_Color = color;
}
void OpenGL_DebugFont::StartClip()
{
Flush();
Gwen::Rect rect = ClipRegion();
float retinaScale = m_retinaScale;
// OpenGL's coords are from the bottom left
// so we need to translate them here.
{
GLint view[4];
glGetIntegerv(GL_VIEWPORT, &view[0]);
rect.y = view[3] / retinaScale - (rect.y + rect.h);
}
glScissor(retinaScale * rect.x * Scale(), retinaScale * rect.y * Scale(), retinaScale * rect.w * Scale(), retinaScale * rect.h * Scale());
glEnable(GL_SCISSOR_TEST);
//glDisable( GL_SCISSOR_TEST );
};
void OpenGL_DebugFont::EndClip()
{
Flush();
glDisable(GL_SCISSOR_TEST);
};
void OpenGL_DebugFont::RenderText(Gwen::Font* pFont, Gwen::Point pos, const Gwen::UnicodeString& text)
{
float fSize = pFont->size * Scale();
if (!text.length())
return;
Gwen::String converted_string = Gwen::Utility::UnicodeToString(text);
float yOffset = 0.0f;
for (int i = 0; i < (int)text.length(); i++)
{
// wchar_t chr = text[i];
char ch = converted_string[i];
float curSpacing = sGwenDebugFontSpacing[(int)ch] * m_fLetterSpacing * fSize * m_fFontScale[0];
Gwen::Rect r(pos.x + yOffset, pos.y - fSize * 0.2f, (fSize * m_fFontScale[0]), fSize * m_fFontScale[1]);
if (m_pFontTexture)
{
float uv_texcoords[8] = {0., 0., 1., 1.};
if (ch >= 0)
{
float cx = (ch % 16) / 16.0;
float cy = (ch / 16) / 16.0;
uv_texcoords[0] = cx;
uv_texcoords[1] = cy;
uv_texcoords[4] = float(cx + 1.0f / 16.0f);
uv_texcoords[5] = float(cy + 1.0f / 16.0f);
}
DrawTexturedRect(m_pFontTexture, r, uv_texcoords[0], uv_texcoords[5], uv_texcoords[4], uv_texcoords[1]);
yOffset += curSpacing;
}
else
{
DrawFilledRect(r);
yOffset += curSpacing;
}
}
}
void OpenGL_DebugFont::DrawTexturedRect(Gwen::Texture* pTexture, Gwen::Rect rect, float u1, float v1, float u2, float v2)
{
GLuint* tex = (GLuint*)pTexture->data;
// Missing image, not loaded properly?
if (!tex)
{
return DrawMissingImage(rect);
}
Translate(rect);
GLuint boundtex;
GLboolean texturesOn;
glGetBooleanv(GL_TEXTURE_2D, &texturesOn);
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&boundtex);
if (!texturesOn || *tex != boundtex)
{
Flush();
glBindTexture(GL_TEXTURE_2D, *tex);
glEnable(GL_TEXTURE_2D);
}
AddVert(rect.x, rect.y, u1, v1);
AddVert(rect.x + rect.w, rect.y, u2, v1);
AddVert(rect.x, rect.y + rect.h, u1, v2);
AddVert(rect.x + rect.w, rect.y, u2, v1);
AddVert(rect.x + rect.w, rect.y + rect.h, u2, v2);
AddVert(rect.x, rect.y + rect.h, u1, v2);
}
Gwen::Point OpenGL_DebugFont::MeasureText(Gwen::Font* pFont, const Gwen::UnicodeString& text)
{
Gwen::Point p;
float fSize = pFont->size * Scale();
Gwen::String converted_string = Gwen::Utility::UnicodeToString(text);
float spacing = 0.0f;
for (int i = 0; i < (int)text.length(); i++)
{
char ch = converted_string[i];
spacing += sGwenDebugFontSpacing[(int)ch];
}
p.x = spacing * m_fLetterSpacing * fSize * m_fFontScale[0];
p.y = pFont->size * Scale() * m_fFontScale[1];
return p;
}
} // namespace Renderer
} // namespace Gwen