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FontGL.cpp
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FontGL.cpp
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#include ".\FontGL.h"
#include "NeHeGL.h" // for g_window access
#include <iostream>
#include <fstream>
using namespace std;
#include "Vector2.h"
#include "TextureCache.h"
GLuint FontGL::m_DisplayListBase = 0; // Base Display List For The Font
GLuint FontGL::m_TextureID = 0; // Storage For Our Font Texture
bool FontGL::m_bFontBuilt = false;
FontSettings FontGL::m_Metrics;
FontGL::FontGL(void)
{
}
FontGL::~FontGL(void)
{
}
// Setup the fonts
void FontGL::SetupFonts(void)
{
if(m_bFontBuilt == false)
{
// load font image file
_LoadFont(".\\data\\font-verdana.png");
FontSettings Settings;
Settings.NumberOfRows = 8;
Settings.NumberOfColumns = 16;
Settings.SpaceBetweenLetters = 18.0f;
Settings.RenderWidth = 32.0f;
Settings.RenderHeight = 32.0f;
_BuildFontLists(Settings);
m_Metrics = Settings;
m_bFontBuilt = true;
}
}
// Delete the display lists from the graphics card
void FontGL::DestroyFonts(void)
{
if (m_bFontBuilt)
{
glDeleteLists(m_DisplayListBase,128);
m_bFontBuilt = false;
}
}
void FontGL::Print(int x, int y, char* TextString)
{
Print(x, y, (const char*) TextString);
}
// Print the font, use glColor before to change appearance
void FontGL::Print(int x, int y, const char* TextString)
{
// dont try to print if font hasnt been loaded!
if (!m_bFontBuilt) return;
// gl state checkers
GLboolean bWasTextureOn = glIsEnabled(GL_TEXTURE_2D);
GLboolean bWasDepthOff = glIsEnabled(GL_DEPTH);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Select The Type Of Blending
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_TextureID);
glDisable(GL_DEPTH_TEST);
// setup the display mode
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, g_window->init.width, 0, g_window->init.height, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// position the text (0,0 is bottom left in ortho mode!)
glTranslated(x, y, 0);
// offset display list because the first 32 characters of ASCII are not visible letters!
glListBase(m_DisplayListBase-32);
// call the corresponding display list for every letter in the string
glCallLists(strlen(TextString), GL_BYTE, TextString);
// restore the display mode
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
if (bWasTextureOn) glEnable(GL_TEXTURE_2D);
}
// Load a font file into memory
void FontGL::_LoadFont(char* FontFilename)
{
/*
// Generate the main image name to use.
ilGenImages(1, &ImgId);
// Bind this image name.
ilBindImage(ImgId);
// Loads the image specified by File into the ImgId image.
ilLoadImage(FileName);
// Make sure the window is in the same proportions as the image.
// Generate the appropriate width x height less than or equal to MAX_X x MAX_Y.
// Instead of just clipping Width x Height to MAX_X x MAX_Y, we scale to
// an appropriate size, so the image isn't stretched/squished.
Width = ilGetInteger(IL_IMAGE_WIDTH);
Height = ilGetInteger(IL_IMAGE_HEIGHT);
*/
m_TextureID = TextureCache::Instance().LoadTexture(FontFilename);
}
// Load a bmp file into memory
/*AUX_RGBImageRec* FontGL::_LoadBMP(char* Filename)
{
FILE *File=NULL; // File Handle
if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}
File=fopen(Filename,"r"); // Check To See If The File Exists
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}
return NULL; // If Load Failed Return NULL
}
// Load the font texture onto the graphics card
int FontGL::_LoadFontTexture(void)
{
int Status=FALSE; // Status Indicator
AUX_RGBImageRec* TextureImage; // Create Storage Space For The Textures
// memset(TextureImage,0,sizeof(void *)); // Set The Pointer To NULL
if (TextureImage=_LoadBMP(".\\data\\font-verdana.bmp"))
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture); // Create One Texture
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->sizeX, TextureImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage->data);
}
if (TextureImage) // If Texture Exists
{
if (TextureImage->data) // If Texture Image Exists
{
free(TextureImage->data); // Free The Texture Image Memory
}
free(TextureImage); // Free The Image Structure
}
return Status; // Return The Status
}*/
//#define FONT_SCALE_Y 0.0625f
//#define FONT_SCALE_X 0.1250f
//#define FONT_SCALE_Y 0.0f
//#define FONT_SCALE_X 0.0f
// Build the display lists for each letter of the fonts
void FontGL::_BuildFontLists(FontSettings Settings)
{
// reserve space for display lists
m_DisplayListBase = glGenLists(128);
// select font texture
glBindTexture(GL_TEXTURE_2D, m_TextureID);
///
//////////////////////////////////////////////////////////////////////////
// ofstream examplefile (".\\fontgl.txt");
Vector2f Tex1, Tex2, Tex3, Tex4;
float CellWidth = 1.0f / Settings.NumberOfColumns;
float CellHeight = 1.0f / Settings.NumberOfRows;
int Loop = 0;
// examplefile << "CellWidth : " << CellWidth << endl
// << "CellHeight : " << CellHeight << endl << endl;
// build character set
for (GLuint LoopRows = Settings.NumberOfRows-1; LoopRows > 0; LoopRows--)
{
for(GLuint LoopCols = 0; LoopCols < Settings.NumberOfColumns; LoopCols++)
{
float TopLeftCol = CellWidth * LoopCols;
float TopLeftRow = CellHeight * LoopRows;
// start the next list
glNewList(m_DisplayListBase + Loop, GL_COMPILE);
// draw the character
glBegin(GL_QUADS);
Tex1.Set(TopLeftCol, TopLeftRow);
glTexCoord2f(Tex1.x,Tex1.y);
glVertex2f(0.0f, 0.0f); // (Bottom Left)
Tex2.Set(TopLeftCol + CellWidth, TopLeftRow);
glTexCoord2f(Tex2.x,Tex2.y);
glVertex2f(Settings.RenderWidth, 0.0f); // (Bottom Right)
Tex3.Set(TopLeftCol + CellWidth, TopLeftRow + CellHeight);
glTexCoord2f(Tex3.x,Tex3.y);
glVertex2f(Settings.RenderWidth, Settings.RenderHeight); // (Top Right)
Tex4.Set(TopLeftCol, TopLeftRow + CellHeight);
glTexCoord2f(Tex4.x,Tex4.y);
glVertex2f(0.0f,Settings.RenderHeight); // (Top Left)
glEnd();
//////////////////////////////////////////////////////////////////////////
// if (examplefile.is_open())
// {
// examplefile << ":loop: " << loop << " :Cx: " << cx << " :Cy: " << cy << "\t\t"
// << " :tex1: " << Tex1.x << "," << Tex1.y << "\t\t"
// << " :tex2: " << Tex2.x << "," << Tex2.y << "\t\t"
// << " :tex3: " << Tex3.x << "," << Tex3.y << "\t\t"
// << " :tex4: " << Tex4.x << "," << Tex4.y << endl;
// }
//////////////////////////////////////////////////////////////////////////
// insert space between letters
glTranslated(Settings.SpaceBetweenLetters, 0, 0);
glEndList();
Loop++;
}
}
//////////////////////////////////////////////////////////////////////////
// examplefile.close();
}
/*
// build character set
for (GLuint loop = 0; loop < TotalChars; loop++)
{
// calculate texture coord offset
cx = float(loop % Settings.NumberOfColumns) / Settings.NumberOfColumns; // X Position Of Current Character
cy = float(loop / Settings.NumberOfColumns) / Settings.NumberOfRows; // Y Position Of Current Character
// start the next list
glNewList(base+loop,GL_COMPILE);
// draw the character
glBegin(GL_QUADS);
Tex1.Set(cx,1-cy);
glTexCoord2f(Tex1.x,Tex1.y);
glVertex2f(0.0f, 0.0f); // (Bottom Left)
Tex2.Set(cx+FONT_SCALE_Y,1-cy);
glTexCoord2f(Tex2.x,Tex2.y);
glVertex2f(Settings.RenderWidth, 0.0f); // (Bottom Right)
Tex3.Set(cx+FONT_SCALE_Y,1-cy-(FONT_SCALE_X));
glTexCoord2f(Tex3.x,Tex3.y);
glVertex2f(Settings.RenderWidth, Settings.RenderHeight); // (Top Right)
Tex4.Set(cx,1-cy-(FONT_SCALE_X));
glTexCoord2f(Tex4.x,Tex4.y);
glVertex2f(0.0f,Settings.RenderHeight); // (Top Left)
glEnd();
//////////////////////////////////////////////////////////////////////////
if (examplefile.is_open())
{
examplefile << ":loop: " << loop << " :Cx: " << cx << " :Cy: " << cy << "\t\t"
<< " :tex1: " << Tex1.x << "," << Tex1.y << "\t\t"
<< " :tex2: " << Tex2.x << "," << Tex2.y << "\t\t"
<< " :tex3: " << Tex3.x << "," << Tex3.y << "\t\t"
<< " :tex4: " << Tex4.x << "," << Tex4.y << endl;
}
// insert space between letters
glTranslated(Settings.SpaceBetweenLetters, 0, 0);
glEndList();
}
//////////////////////////////////////////////////////////////////////////
examplefile.close();
}
*/
/*
glTexCoord2f(cx,1-cy);
glVertex2f(0.0f, 0.0f); // (Bottom Left)
glTexCoord2f(cx+FONT_SCALE_Y,1-cy);
glVertex2f(Settings.RenderWidth, 0.0f); // (Bottom Right)
glTexCoord2f(cx+FONT_SCALE_Y,1-cy-(FONT_SCALE_X));
glVertex2f(Settings.RenderWidth, Settings.RenderHeight); // (Top Right)
glTexCoord2f(cx,1-cy-(FONT_SCALE_X));
glVertex2f(0.0f,Settings.RenderHeight); // (Top Left)
*/
// Get information about the font
FontSettings FontGL::GetMetrics(void)
{
return m_Metrics;
}