mirror of
https://github.com/CTCaer/RetroArch.git
synced 2024-12-13 13:28:49 +00:00
274 lines
8.3 KiB
C
274 lines
8.3 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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typedef struct
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{
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gl_t *gl;
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GLuint tex;
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unsigned tex_width, tex_height;
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const font_renderer_driver_t *font_driver;
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void *font_data;
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} gl_raster_t;
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static void *gl_init_font(void *gl_data, const char *font_path, float font_size)
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{
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gl_raster_t *font = (gl_raster_t*)calloc(1, sizeof(*font));
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if (!font)
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return NULL;
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font->gl = (gl_t*)gl_data;
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if (!font_renderer_create_default(&font->font_driver,
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&font->font_data, font_path, font_size))
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{
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RARCH_WARN("Couldn't init font renderer.\n");
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free(font);
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return NULL;
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}
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glGenTextures(1, &font->tex);
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glBindTexture(GL_TEXTURE_2D, 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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const struct font_atlas *atlas = font->font_driver->get_atlas(font->font_data);
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unsigned width = next_pow2(atlas->width);
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unsigned height = next_pow2(atlas->height);
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/* Ideally, we'd use single component textures, but the
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* difference in ways to do that between core GL and GLES/legacy GL
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* is too great to bother going down that route. */
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height,
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0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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uint8_t *tmp_buffer = (uint8_t*)malloc(atlas->width * atlas->height * 4);
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if (tmp_buffer)
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{
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unsigned i;
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uint8_t *dst = tmp_buffer;
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const uint8_t *src = atlas->buffer;
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for (i = 0; i < atlas->width * atlas->height; i++)
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{
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*dst++ = 0xff;
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*dst++ = 0xff;
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*dst++ = 0xff;
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*dst++ = *src++;
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}
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, atlas->width,
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atlas->height, GL_RGBA, GL_UNSIGNED_BYTE, tmp_buffer);
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free(tmp_buffer);
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}
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font->tex_width = width;
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font->tex_height = height;
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glBindTexture(GL_TEXTURE_2D, font->gl->texture[font->gl->tex_index]);
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return font;
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}
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static void gl_free_font(void *data)
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{
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gl_raster_t *font = (gl_raster_t*)data;
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if (!font)
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return;
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if (font->font_driver && font->font_data)
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font->font_driver->free(font->font_data);
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glDeleteTextures(1, &font->tex);
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free(font);
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}
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#define emit(c, vx, vy) do { \
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font_vertex[ 2 * (6 * i + c) + 0] = (x + (delta_x + off_x + vx * width) * scale) * inv_win_width; \
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font_vertex[ 2 * (6 * i + c) + 1] = (y + (delta_y - off_y - vy * height) * scale) * inv_win_height; \
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font_tex_coords[ 2 * (6 * i + c) + 0] = (tex_x + vx * width) * inv_tex_size_x; \
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font_tex_coords[ 2 * (6 * i + c) + 1] = (tex_y + vy * height) * inv_tex_size_y; \
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font_color[ 4 * (6 * i + c) + 0] = color[0]; \
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font_color[ 4 * (6 * i + c) + 1] = color[1]; \
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font_color[ 4 * (6 * i + c) + 2] = color[2]; \
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font_color[ 4 * (6 * i + c) + 3] = color[3]; \
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} while(0)
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static void render_message(gl_raster_t *font, const char *msg, GLfloat scale,
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const GLfloat color[4], GLfloat pos_x, GLfloat pos_y)
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{
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unsigned i;
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gl_t *gl = font->gl;
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glBindTexture(GL_TEXTURE_2D, font->tex);
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#define MAX_MSG_LEN_CHUNK 64
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GLfloat font_tex_coords[2 * 6 * MAX_MSG_LEN_CHUNK];
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GLfloat font_vertex[2 * 6 * MAX_MSG_LEN_CHUNK];
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GLfloat font_color[4 * 6 * MAX_MSG_LEN_CHUNK];
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unsigned msg_len_full = strlen(msg);
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unsigned msg_len = min(msg_len_full, MAX_MSG_LEN_CHUNK);
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int x = roundf(pos_x * gl->vp.width);
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int y = roundf(pos_y * gl->vp.height);
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int delta_x = 0;
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int delta_y = 0;
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float inv_tex_size_x = 1.0f / font->tex_width;
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float inv_tex_size_y = 1.0f / font->tex_height;
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float inv_win_width = 1.0f / font->gl->vp.width;
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float inv_win_height = 1.0f / font->gl->vp.height;
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while (msg_len_full)
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{
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/* Rebind shaders so attrib cache gets reset. */
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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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for (i = 0; i < msg_len; i++)
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{
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const struct font_glyph *gly =
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font->font_driver->get_glyph(font->font_data, (uint8_t)msg[i]);
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if (!gly)
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gly = font->font_driver->get_glyph(font->font_data, '?'); /* Do something smarter here ... */
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if (!gly)
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continue;
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int off_x = gly->draw_offset_x;
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int off_y = gly->draw_offset_y;
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int tex_x = gly->atlas_offset_x;
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int tex_y = gly->atlas_offset_y;
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int width = gly->width;
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int height = gly->height;
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emit(0, 0, 1); /* Bottom-left */
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emit(1, 1, 1); /* Bottom-right */
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emit(2, 0, 0); /* Top-left */
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emit(3, 1, 0); /* Top-right */
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emit(4, 0, 0); /* Top-left */
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emit(5, 1, 1); /* Bottom-right */
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#undef emit
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delta_x += gly->advance_x;
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delta_y -= gly->advance_y;
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}
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gl->coords.tex_coord = font_tex_coords;
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gl->coords.vertex = font_vertex;
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gl->coords.color = font_color;
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gl->coords.vertices = 6 * msg_len;
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gl_shader_set_coords(gl, &gl->coords, &gl->mvp_no_rot);
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glDrawArrays(GL_TRIANGLES, 0, 6 * msg_len);
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msg_len_full -= msg_len;
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msg += msg_len;
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msg_len = min(msg_len_full, MAX_MSG_LEN_CHUNK);
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}
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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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gl->coords.vertices = 4;
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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}
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static void gl_render_msg(void *data, const char *msg,
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const struct font_params *params)
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{
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GLfloat x, y, scale, drop_mod;
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GLfloat color[4], color_dark[4];
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int drop_x, drop_y;
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bool full_screen;
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gl_raster_t *font = (gl_raster_t*)data;
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if (!font)
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return;
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gl_t *gl = font->gl;
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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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full_screen = params->full_screen;
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drop_x = params->drop_x;
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drop_y = params->drop_y;
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drop_mod = params->drop_mod;
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color[0] = FONT_COLOR_GET_RED(params->color) / 255.0f;
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color[1] = FONT_COLOR_GET_GREEN(params->color) / 255.0f;
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color[2] = FONT_COLOR_GET_BLUE(params->color) / 255.0f;
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color[3] = FONT_COLOR_GET_ALPHA(params->color) / 255.0f;
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/* If alpha is 0.0f, turn it into default 1.0f */
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if (color[3] <= 0.0f)
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color[3] = 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 = 1.0f;
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full_screen = false;
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color[0] = g_settings.video.msg_color_r;
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color[1] = g_settings.video.msg_color_g;
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color[2] = g_settings.video.msg_color_b;
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color[3] = 1.0f;
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drop_x = -2;
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drop_y = -2;
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drop_mod = 0.3f;
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}
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gl_set_viewport(gl, gl->win_width, gl->win_height,
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full_screen, false);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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if (drop_x || drop_y)
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{
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color_dark[0] = color[0] * drop_mod;
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color_dark[1] = color[1] * drop_mod;
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color_dark[2] = color[2] * drop_mod;
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color_dark[3] = color[3];
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render_message(font, msg, scale, color_dark,
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x + scale * drop_x / gl->vp.width, y +
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scale * drop_y / gl->vp.height);
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}
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render_message(font, msg, scale, color, x, y);
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glDisable(GL_BLEND);
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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}
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gl_font_renderer_t gl_raster_font = {
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gl_init_font,
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gl_free_font,
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gl_render_msg,
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"GL raster",
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};
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