RetroArch/gfx/fonts/gl_raster_font.c
twinaphex 0e679d4309 (GL raster font) Make it possible to set alpha levels. By
implementing this, we can get rid of the copy-pasta gl raster
font code in Lakka
2014-05-27 04:22:08 +02:00

371 lines
10 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"
static bool gl_init_font(void *data, const char *font_path, float font_size, unsigned win_width, unsigned win_height)
{
size_t i, j;
(void)win_width;
(void)win_height;
if (!g_settings.video.font_enable)
return false;
(void)font_size;
gl_t *gl = (gl_t*)data;
if (font_renderer_create_default(&gl->font_driver, &gl->font))
{
glGenTextures(1, &gl->font_tex);
glBindTexture(GL_TEXTURE_2D, gl->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);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl->max_font_size);
}
else
{
RARCH_WARN("Couldn't init font renderer.\n");
return false;
}
for (i = 0; i < 4; i++)
{
gl->font_color[4 * i + 0] = g_settings.video.msg_color_r;
gl->font_color[4 * i + 1] = g_settings.video.msg_color_g;
gl->font_color[4 * i + 2] = g_settings.video.msg_color_b;
gl->font_color[4 * i + 3] = 1.0;
}
for (i = 0; i < 4; i++)
{
for (j = 0; j < 3; j++)
gl->font_color_dark[4 * i + j] = 0.3 * gl->font_color[4 * i + j];
gl->font_color_dark[4 * i + 3] = 1.0;
}
return true;
}
void gl_deinit_font(void *data)
{
gl_t *gl = (gl_t*)data;
if (gl->font)
{
gl->font_driver->free(gl->font);
glDeleteTextures(1, &gl->font_tex);
if (gl->font_tex_buf)
free(gl->font_tex_buf);
}
}
// Somewhat overwhelming code just to render some damn fonts.
// We aim to use NPOT textures for compatibility with old and shitty cards.
// Also, we want to avoid reallocating a texture for each glyph (performance dips), so we
// contruct the whole texture using one call, and copy straight to it with
// glTexSubImage.
struct font_rect
{
int x, y;
int width, height;
int pot_width, pot_height;
};
static void calculate_msg_geometry(const struct font_output *head, struct font_rect *rect)
{
int x_min = head->off_x;
int x_max = head->off_x + head->width;
int y_min = head->off_y;
int y_max = head->off_y + head->height;
while ((head = head->next))
{
int left = head->off_x;
int right = head->off_x + head->width;
int bottom = head->off_y;
int top = head->off_y + head->height;
if (left < x_min)
x_min = left;
if (right > x_max)
x_max = right;
if (bottom < y_min)
y_min = bottom;
if (top > y_max)
y_max = top;
}
rect->x = x_min;
rect->y = y_min;
rect->width = x_max - x_min;
rect->height = y_max - y_min;
}
static void adjust_power_of_two(gl_t *gl, struct font_rect *geom)
{
// Some systems really hate NPOT textures.
geom->pot_width = next_pow2(geom->width);
geom->pot_height = next_pow2(geom->height);
if (geom->pot_width > gl->max_font_size)
geom->pot_width = gl->max_font_size;
if (geom->pot_height > gl->max_font_size)
geom->pot_height = gl->max_font_size;
if ((geom->pot_width > gl->font_tex_w) || (geom->pot_height > gl->font_tex_h))
{
gl->font_tex_buf = (uint32_t*)realloc(gl->font_tex_buf,
geom->pot_width * geom->pot_height * sizeof(uint32_t));
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, geom->pot_width, geom->pot_height,
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
gl->font_tex_w = geom->pot_width;
gl->font_tex_h = geom->pot_height;
}
}
static void copy_glyph(const struct font_output *head, const struct font_rect *geom, uint32_t *buffer, unsigned width, unsigned height)
{
int h, w;
// head has top-left oriented coords.
int x = head->off_x - geom->x;
int y = head->off_y - geom->y;
y = height - head->height - y - 1;
const uint8_t *src = head->output;
int font_width = head->width + ((x < 0) ? x : 0);
int font_height = head->height + ((y < 0) ? y : 0);
if (x < 0)
{
src += -x;
x = 0;
}
if (y < 0)
{
src += -y * head->pitch;
y = 0;
}
if (x + font_width > (int)width)
font_width = width - x;
if (y + font_height > (int)height)
font_height = height - y;
uint32_t *dst = buffer + y * width + x;
for (h = 0; h < font_height; h++, dst += width, src += head->pitch)
{
uint8_t *d = (uint8_t*)dst;
for (w = 0; w < font_width; w++)
{
*d++ = 0xff;
*d++ = 0xff;
*d++ = 0xff;
*d++ = src[w];
}
}
}
// Old style "blitting", so we can render all the fonts in one go.
// TODO: Is it possible that fonts could overlap if we blit without alpha blending?
static void blit_fonts(gl_t *gl, const struct font_output *head, const struct font_rect *geom)
{
memset(gl->font_tex_buf, 0, gl->font_tex_w * gl->font_tex_h * sizeof(uint32_t));
while (head)
{
copy_glyph(head, geom, gl->font_tex_buf, gl->font_tex_w, gl->font_tex_h);
head = head->next;
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, gl->font_tex_w, gl->font_tex_h,
GL_RGBA, GL_UNSIGNED_BYTE, gl->font_tex_buf);
}
static void calculate_font_coords(gl_t *gl,
GLfloat font_vertex[8], GLfloat font_vertex_dark[8], GLfloat font_tex_coords[8], GLfloat scale, GLfloat pos_x, GLfloat pos_y)
{
unsigned i;
GLfloat scale_factor = scale;
GLfloat lx = pos_x;
GLfloat hx = (GLfloat)gl->font_last_width * scale_factor / gl->vp.width + lx;
GLfloat ly = pos_y;
GLfloat hy = (GLfloat)gl->font_last_height * scale_factor / gl->vp.height + ly;
font_vertex[0] = lx;
font_vertex[2] = hx;
font_vertex[4] = lx;
font_vertex[6] = hx;
font_vertex[1] = hy;
font_vertex[3] = hy;
font_vertex[5] = ly;
font_vertex[7] = ly;
GLfloat shift_x = 2.0f / gl->vp.width;
GLfloat shift_y = 2.0f / gl->vp.height;
for (i = 0; i < 4; i++)
{
font_vertex_dark[2 * i + 0] = font_vertex[2 * i + 0] - shift_x;
font_vertex_dark[2 * i + 1] = font_vertex[2 * i + 1] - shift_y;
}
lx = 0.0f;
hx = (GLfloat)gl->font_last_width / gl->font_tex_w;
ly = 1.0f - (GLfloat)gl->font_last_height / gl->font_tex_h;
hy = 1.0f;
font_tex_coords[0] = lx;
font_tex_coords[2] = hx;
font_tex_coords[4] = lx;
font_tex_coords[6] = hx;
font_tex_coords[1] = ly;
font_tex_coords[3] = ly;
font_tex_coords[5] = hy;
font_tex_coords[7] = hy;
}
static void setup_font(void *data, const char *msg, GLfloat scale, GLfloat pos_x, GLfloat pos_y)
{
gl_t *gl = (gl_t*)data;
if (!gl->font)
return;
if (gl->shader && gl->shader->use)
gl->shader->use(gl, GL_SHADER_STOCK_BLEND);
gl_set_viewport(gl, gl->win_width, gl->win_height, false, false);
glEnable(GL_BLEND);
GLfloat font_vertex[8];
GLfloat font_vertex_dark[8];
GLfloat font_tex_coords[8];
glBindTexture(GL_TEXTURE_2D, gl->font_tex);
gl->coords.tex_coord = font_tex_coords;
struct font_output_list out;
// If we get the same message, there's obviously no need to render fonts again ...
if (strcmp(gl->font_last_msg, msg) != 0)
{
gl->font_driver->render_msg(gl->font, msg, &out);
struct font_output *head = out.head;
struct font_rect geom;
calculate_msg_geometry(head, &geom);
adjust_power_of_two(gl, &geom);
blit_fonts(gl, head, &geom);
gl->font_driver->free_output(gl->font, &out);
strlcpy(gl->font_last_msg, msg, sizeof(gl->font_last_msg));
gl->font_last_width = geom.width;
gl->font_last_height = geom.height;
}
calculate_font_coords(gl, font_vertex, font_vertex_dark, font_tex_coords,
scale, pos_x, pos_y);
gl->coords.vertex = font_vertex_dark;
gl->coords.color = gl->font_color_dark;
gl_shader_set_coords(gl, &gl->coords, &gl->mvp);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
gl->coords.vertex = font_vertex;
gl->coords.color = gl->font_color;
gl_shader_set_coords(gl, &gl->coords, &gl->mvp);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// 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;
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
glDisable(GL_BLEND);
struct gl_ortho ortho = {0, 1, 0, 1, -1, 1};
gl_set_projection(gl, &ortho, true);
}
static void gl_render_msg(void *data, const char *msg, void *parms)
{
GLfloat x, y, scale, alpha;
gl_t *gl;
font_params_t *params;
int i;
(void)data;
(void)msg;
gl = (gl_t*)data;
params = (font_params_t*)parms;
if (!gl)
return;
if (params)
{
x = params->x;
y = params->y;
scale = params->scale;
alpha = params->alpha;
// If alpha is 0.0f, turn it into default 1.0f
if (alpha <= 0.0f)
alpha = 1.0f;
}
else
{
x = g_settings.video.msg_pos_x;
y = g_settings.video.msg_pos_y;
scale = g_settings.video.font_scale ? (GLfloat)gl->vp.width / (GLfloat)gl->full_x : 1.0f;
alpha = 1.0f;
}
for (i = 0; i < 4; i++)
{
gl->font_color[4 * i + 3] = alpha;
gl->font_color_dark[4 * i + 3] = alpha;
}
setup_font(data, msg, scale, x, y);
}
const gl_font_renderer_t gl_raster_font = {
gl_init_font,
gl_deinit_font,
gl_render_msg,
"GL raster",
};