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