RetroArch/gfx/fonts/gl_raster_font.c
2014-06-08 14:08:26 +02:00

264 lines
8.2 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2014 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "../gfx_common.h"
#include "../gl_common.h"
#include "../shader_common.h"
typedef struct
{
gl_t *gl;
GLuint tex;
unsigned tex_width, tex_height;
const font_renderer_driver_t *font_driver;
void *font_data;
} gl_raster_t;
static void *gl_init_font(void *gl_data, const char *font_path, float font_size)
{
gl_raster_t *font = (gl_raster_t*)calloc(1, sizeof(*font));
if (!font)
return NULL;
font->gl = (gl_t*)gl_data;
if (!font_renderer_create_default(&font->font_driver, &font->font_data, font_path, font_size))
{
RARCH_WARN("Couldn't init font renderer.\n");
free(font);
return NULL;
}
glGenTextures(1, &font->tex);
glBindTexture(GL_TEXTURE_2D, font->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
const struct font_atlas *atlas = font->font_driver->get_atlas(font->font_data);
unsigned width = next_pow2(atlas->width);
unsigned height = next_pow2(atlas->height);
// Ideally, we'd use single component textures, but the difference in ways to do that between core GL and GLES/legacy GL
// is too great to bother going down that route.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
uint8_t *tmp_buffer = (uint8_t*)malloc(atlas->width * atlas->height * 4);
if (tmp_buffer)
{
unsigned i;
uint8_t *dst = tmp_buffer;
const uint8_t *src = atlas->buffer;
for (i = 0; i < atlas->width * atlas->height; i++)
{
*dst++ = 0xff;
*dst++ = 0xff;
*dst++ = 0xff;
*dst++ = *src++;
}
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, atlas->width, atlas->height, GL_RGBA, GL_UNSIGNED_BYTE, tmp_buffer);
free(tmp_buffer);
}
font->tex_width = width;
font->tex_height = height;
glBindTexture(GL_TEXTURE_2D, font->gl->texture[font->gl->tex_index]);
return font;
}
void gl_free_font(void *data)
{
gl_raster_t *font = (gl_raster_t*)data;
if (!font)
return;
if (font->font_driver && font->font_data)
font->font_driver->free(font->font_data);
glDeleteTextures(1, &font->tex);
free(font);
}
#define emit(c, vx, vy) do { \
font_vertex[ 2 * (6 * i + c) + 0] = (x + (delta_x + off_x + vx * width) * scale) * inv_win_width; \
font_vertex[ 2 * (6 * i + c) + 1] = (y + (delta_y - off_y - vy * height) * scale) * inv_win_height; \
font_tex_coords[ 2 * (6 * i + c) + 0] = (tex_x + vx * width) * inv_tex_size_x; \
font_tex_coords[ 2 * (6 * i + c) + 1] = (tex_y + vy * height) * inv_tex_size_y; \
font_color[ 4 * (6 * i + c) + 0] = color[0]; \
font_color[ 4 * (6 * i + c) + 1] = color[1]; \
font_color[ 4 * (6 * i + c) + 2] = color[2]; \
font_color[ 4 * (6 * i + c) + 3] = color[3]; \
} while(0)
static void render_message(gl_raster_t *font, const char *msg, GLfloat scale, const GLfloat color[4], GLfloat pos_x, GLfloat pos_y)
{
unsigned i;
gl_t *gl = font->gl;
// Rebind shaders so attrib cache gets reset.
if (gl->shader && gl->shader->use)
gl->shader->use(gl, GL_SHADER_STOCK_BLEND);
glBindTexture(GL_TEXTURE_2D, font->tex);
#define MAX_MSG_LEN_CHUNK 64
GLfloat font_tex_coords[2 * 6 * MAX_MSG_LEN_CHUNK];
GLfloat font_vertex[2 * 6 * MAX_MSG_LEN_CHUNK];
GLfloat font_color[4 * 6 * MAX_MSG_LEN_CHUNK];
unsigned msg_len_full = strlen(msg);
unsigned msg_len = min(msg_len_full, MAX_MSG_LEN_CHUNK);
int x = roundf(pos_x * gl->vp.width);
int y = roundf(pos_y * gl->vp.height);
int delta_x = 0;
int delta_y = 0;
float inv_tex_size_x = 1.0f / font->tex_width;
float inv_tex_size_y = 1.0f / font->tex_height;
float inv_win_width = 1.0f / font->gl->vp.width;
float inv_win_height = 1.0f / font->gl->vp.height;
while (msg_len_full)
{
for (i = 0; i < msg_len; i++)
{
const struct font_glyph *gly = font->font_driver->get_glyph(font->font_data, (uint8_t)msg[i]);
if (!gly)
gly = font->font_driver->get_glyph(font->font_data, '?'); // Do something smarter here ...
if (!gly)
continue;
int off_x = gly->draw_offset_x;
int off_y = gly->draw_offset_y;
int tex_x = gly->atlas_offset_x;
int tex_y = gly->atlas_offset_y;
int width = gly->width;
int height = gly->height;
emit(0, 0, 1); // Bottom-left
emit(1, 1, 1); // Bottom-right
emit(2, 0, 0); // Top-left
emit(3, 1, 0); // Top-right
emit(4, 0, 0); // Top-left
emit(5, 1, 1); // Bottom-right
#undef emit
delta_x += gly->advance_x;
delta_y -= gly->advance_y;
}
gl->coords.tex_coord = font_tex_coords;
gl->coords.vertex = font_vertex;
gl->coords.color = font_color;
gl->coords.vertices = 6 * msg_len;
gl_shader_set_coords(gl, &gl->coords, &gl->mvp_no_rot);
glDrawArrays(GL_TRIANGLES, 0, 6 * msg_len);
msg_len_full -= msg_len;
msg += msg_len;
msg_len = min(msg_len_full, MAX_MSG_LEN_CHUNK);
}
// Post - Go back to old rendering path.
gl->coords.vertex = gl->vertex_ptr;
gl->coords.tex_coord = gl->tex_coords;
gl->coords.color = gl->white_color_ptr;
gl->coords.vertices = 4;
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
static void gl_render_msg(void *data, const char *msg, const struct font_params *params)
{
GLfloat x, y, scale, drop_mod;
GLfloat color[4], color_dark[4];
int drop_x, drop_y;
bool full_screen;
gl_raster_t *font = (gl_raster_t*)data;
if (!font)
return;
gl_t *gl = font->gl;
if (params)
{
x = params->x;
y = params->y;
scale = params->scale;
full_screen = params->full_screen;
drop_x = params->drop_x;
drop_y = params->drop_y;
drop_mod = params->drop_mod;
color[0] = FONT_COLOR_GET_RED(params->color);
color[1] = FONT_COLOR_GET_GREEN(params->color);
color[2] = FONT_COLOR_GET_BLUE(params->color);
color[3] = FONT_COLOR_GET_ALPHA(params->color);
// If alpha is 0.0f, turn it into default 1.0f
if (color[3] <= 0.0f)
color[3] = 1.0f;
}
else
{
x = g_settings.video.msg_pos_x;
y = g_settings.video.msg_pos_y;
scale = 1.0f;
full_screen = false;
color[0] = g_settings.video.msg_color_r;
color[1] = g_settings.video.msg_color_g;
color[2] = g_settings.video.msg_color_b;
color[3] = 1.0f;
drop_x = -2;
drop_y = -2;
drop_mod = 0.3f;
}
gl_set_viewport(gl, gl->win_width, gl->win_height, full_screen, false);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
if (drop_x || drop_y)
{
color_dark[0] = color[0] * drop_mod;
color_dark[1] = color[1] * drop_mod;
color_dark[2] = color[2] * drop_mod;
color_dark[3] = color[3];
render_message(font, msg, scale, color_dark,
x + scale * drop_x / gl->vp.width, y + scale * drop_y / gl->vp.height);
}
render_message(font, msg, scale, color, x, y);
glDisable(GL_BLEND);
gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
}
const gl_font_renderer_t gl_raster_font = {
gl_init_font,
gl_free_font,
gl_render_msg,
"GL raster",
};