mirror of
https://github.com/CTCaer/RetroArch.git
synced 2024-12-30 14:53:39 +00:00
0e679d4309
implementing this, we can get rid of the copy-pasta gl raster font code in Lakka
371 lines
10 KiB
C
371 lines
10 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2014 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "../gfx_common.h"
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#include "../gl_common.h"
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#include "../shader_common.h"
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static bool gl_init_font(void *data, const char *font_path, float font_size, unsigned win_width, unsigned win_height)
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{
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size_t i, j;
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(void)win_width;
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(void)win_height;
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if (!g_settings.video.font_enable)
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return false;
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(void)font_size;
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gl_t *gl = (gl_t*)data;
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if (font_renderer_create_default(&gl->font_driver, &gl->font))
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{
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glGenTextures(1, &gl->font_tex);
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glBindTexture(GL_TEXTURE_2D, gl->font_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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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_LINEAR);
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl->max_font_size);
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}
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else
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{
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RARCH_WARN("Couldn't init font renderer.\n");
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return false;
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}
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for (i = 0; i < 4; i++)
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{
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gl->font_color[4 * i + 0] = g_settings.video.msg_color_r;
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gl->font_color[4 * i + 1] = g_settings.video.msg_color_g;
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gl->font_color[4 * i + 2] = g_settings.video.msg_color_b;
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gl->font_color[4 * i + 3] = 1.0;
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}
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for (i = 0; i < 4; i++)
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{
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for (j = 0; j < 3; j++)
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gl->font_color_dark[4 * i + j] = 0.3 * gl->font_color[4 * i + j];
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gl->font_color_dark[4 * i + 3] = 1.0;
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}
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return true;
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}
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void gl_deinit_font(void *data)
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{
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gl_t *gl = (gl_t*)data;
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if (gl->font)
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{
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gl->font_driver->free(gl->font);
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glDeleteTextures(1, &gl->font_tex);
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if (gl->font_tex_buf)
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free(gl->font_tex_buf);
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}
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}
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// Somewhat overwhelming code just to render some damn fonts.
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// We aim to use NPOT textures for compatibility with old and shitty cards.
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// Also, we want to avoid reallocating a texture for each glyph (performance dips), so we
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// contruct the whole texture using one call, and copy straight to it with
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// glTexSubImage.
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struct font_rect
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{
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int x, y;
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int width, height;
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int pot_width, pot_height;
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};
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static void calculate_msg_geometry(const struct font_output *head, struct font_rect *rect)
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{
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int x_min = head->off_x;
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int x_max = head->off_x + head->width;
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int y_min = head->off_y;
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int y_max = head->off_y + head->height;
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while ((head = head->next))
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{
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int left = head->off_x;
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int right = head->off_x + head->width;
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int bottom = head->off_y;
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int top = head->off_y + head->height;
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if (left < x_min)
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x_min = left;
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if (right > x_max)
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x_max = right;
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if (bottom < y_min)
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y_min = bottom;
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if (top > y_max)
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y_max = top;
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}
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rect->x = x_min;
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rect->y = y_min;
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rect->width = x_max - x_min;
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rect->height = y_max - y_min;
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}
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static void adjust_power_of_two(gl_t *gl, struct font_rect *geom)
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{
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// Some systems really hate NPOT textures.
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geom->pot_width = next_pow2(geom->width);
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geom->pot_height = next_pow2(geom->height);
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if (geom->pot_width > gl->max_font_size)
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geom->pot_width = gl->max_font_size;
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if (geom->pot_height > gl->max_font_size)
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geom->pot_height = gl->max_font_size;
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if ((geom->pot_width > gl->font_tex_w) || (geom->pot_height > gl->font_tex_h))
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{
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gl->font_tex_buf = (uint32_t*)realloc(gl->font_tex_buf,
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geom->pot_width * geom->pot_height * sizeof(uint32_t));
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, geom->pot_width, geom->pot_height,
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0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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gl->font_tex_w = geom->pot_width;
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gl->font_tex_h = geom->pot_height;
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}
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}
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static void copy_glyph(const struct font_output *head, const struct font_rect *geom, uint32_t *buffer, unsigned width, unsigned height)
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{
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int h, w;
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// head has top-left oriented coords.
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int x = head->off_x - geom->x;
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int y = head->off_y - geom->y;
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y = height - head->height - y - 1;
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const uint8_t *src = head->output;
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int font_width = head->width + ((x < 0) ? x : 0);
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int font_height = head->height + ((y < 0) ? y : 0);
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if (x < 0)
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{
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src += -x;
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x = 0;
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}
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if (y < 0)
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{
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src += -y * head->pitch;
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y = 0;
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}
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if (x + font_width > (int)width)
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font_width = width - x;
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if (y + font_height > (int)height)
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font_height = height - y;
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uint32_t *dst = buffer + y * width + x;
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for (h = 0; h < font_height; h++, dst += width, src += head->pitch)
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{
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uint8_t *d = (uint8_t*)dst;
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for (w = 0; w < font_width; w++)
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{
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*d++ = 0xff;
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*d++ = 0xff;
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*d++ = 0xff;
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*d++ = src[w];
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}
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}
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}
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// Old style "blitting", so we can render all the fonts in one go.
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// TODO: Is it possible that fonts could overlap if we blit without alpha blending?
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static void blit_fonts(gl_t *gl, const struct font_output *head, const struct font_rect *geom)
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{
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memset(gl->font_tex_buf, 0, gl->font_tex_w * gl->font_tex_h * sizeof(uint32_t));
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while (head)
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{
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copy_glyph(head, geom, gl->font_tex_buf, gl->font_tex_w, gl->font_tex_h);
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head = head->next;
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
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glTexSubImage2D(GL_TEXTURE_2D,
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0, 0, 0, gl->font_tex_w, gl->font_tex_h,
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GL_RGBA, GL_UNSIGNED_BYTE, gl->font_tex_buf);
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}
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static void calculate_font_coords(gl_t *gl,
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GLfloat font_vertex[8], GLfloat font_vertex_dark[8], GLfloat font_tex_coords[8], GLfloat scale, GLfloat pos_x, GLfloat pos_y)
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{
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unsigned i;
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GLfloat scale_factor = scale;
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GLfloat lx = pos_x;
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GLfloat hx = (GLfloat)gl->font_last_width * scale_factor / gl->vp.width + lx;
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GLfloat ly = pos_y;
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GLfloat hy = (GLfloat)gl->font_last_height * scale_factor / gl->vp.height + ly;
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font_vertex[0] = lx;
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font_vertex[2] = hx;
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font_vertex[4] = lx;
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font_vertex[6] = hx;
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font_vertex[1] = hy;
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font_vertex[3] = hy;
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font_vertex[5] = ly;
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font_vertex[7] = ly;
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GLfloat shift_x = 2.0f / gl->vp.width;
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GLfloat shift_y = 2.0f / gl->vp.height;
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for (i = 0; i < 4; i++)
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{
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font_vertex_dark[2 * i + 0] = font_vertex[2 * i + 0] - shift_x;
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font_vertex_dark[2 * i + 1] = font_vertex[2 * i + 1] - shift_y;
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}
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lx = 0.0f;
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hx = (GLfloat)gl->font_last_width / gl->font_tex_w;
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ly = 1.0f - (GLfloat)gl->font_last_height / gl->font_tex_h;
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hy = 1.0f;
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font_tex_coords[0] = lx;
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font_tex_coords[2] = hx;
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font_tex_coords[4] = lx;
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font_tex_coords[6] = hx;
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font_tex_coords[1] = ly;
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font_tex_coords[3] = ly;
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font_tex_coords[5] = hy;
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font_tex_coords[7] = hy;
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}
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static void setup_font(void *data, const char *msg, GLfloat scale, GLfloat pos_x, GLfloat pos_y)
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{
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gl_t *gl = (gl_t*)data;
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if (!gl->font)
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return;
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if (gl->shader && gl->shader->use)
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gl->shader->use(gl, GL_SHADER_STOCK_BLEND);
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, false);
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glEnable(GL_BLEND);
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GLfloat font_vertex[8];
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GLfloat font_vertex_dark[8];
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GLfloat font_tex_coords[8];
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glBindTexture(GL_TEXTURE_2D, gl->font_tex);
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gl->coords.tex_coord = font_tex_coords;
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struct font_output_list out;
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// If we get the same message, there's obviously no need to render fonts again ...
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if (strcmp(gl->font_last_msg, msg) != 0)
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{
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gl->font_driver->render_msg(gl->font, msg, &out);
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struct font_output *head = out.head;
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struct font_rect geom;
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calculate_msg_geometry(head, &geom);
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adjust_power_of_two(gl, &geom);
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blit_fonts(gl, head, &geom);
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gl->font_driver->free_output(gl->font, &out);
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strlcpy(gl->font_last_msg, msg, sizeof(gl->font_last_msg));
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gl->font_last_width = geom.width;
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gl->font_last_height = geom.height;
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}
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calculate_font_coords(gl, font_vertex, font_vertex_dark, font_tex_coords,
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scale, pos_x, pos_y);
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gl->coords.vertex = font_vertex_dark;
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gl->coords.color = gl->font_color_dark;
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gl_shader_set_coords(gl, &gl->coords, &gl->mvp);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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gl->coords.vertex = font_vertex;
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gl->coords.color = gl->font_color;
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gl_shader_set_coords(gl, &gl->coords, &gl->mvp);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Post - Go back to old rendering path.
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gl->coords.vertex = gl->vertex_ptr;
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gl->coords.tex_coord = gl->tex_coords;
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gl->coords.color = gl->white_color_ptr;
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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glDisable(GL_BLEND);
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struct gl_ortho ortho = {0, 1, 0, 1, -1, 1};
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gl_set_projection(gl, &ortho, true);
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}
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static void gl_render_msg(void *data, const char *msg, void *parms)
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{
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GLfloat x, y, scale, alpha;
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gl_t *gl;
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font_params_t *params;
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int i;
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(void)data;
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(void)msg;
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gl = (gl_t*)data;
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params = (font_params_t*)parms;
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if (!gl)
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return;
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if (params)
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{
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x = params->x;
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y = params->y;
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scale = params->scale;
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alpha = params->alpha;
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// If alpha is 0.0f, turn it into default 1.0f
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if (alpha <= 0.0f)
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alpha = 1.0f;
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}
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else
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{
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x = g_settings.video.msg_pos_x;
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y = g_settings.video.msg_pos_y;
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scale = g_settings.video.font_scale ? (GLfloat)gl->vp.width / (GLfloat)gl->full_x : 1.0f;
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alpha = 1.0f;
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}
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for (i = 0; i < 4; i++)
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{
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gl->font_color[4 * i + 3] = alpha;
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gl->font_color_dark[4 * i + 3] = alpha;
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}
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setup_font(data, msg, scale, x, y);
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}
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const gl_font_renderer_t gl_raster_font = {
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gl_init_font,
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gl_deinit_font,
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gl_render_msg,
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"GL raster",
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};
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