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XCEngine/engine/third_party/physx/snippets/snippetrender/SnippetFontRenderer.cpp

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// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "SnippetFontData.h"
#include "SnippetFontRenderer.h"
#include "SnippetRender.h"
bool GLFontRenderer::m_isInit=false;
unsigned int GLFontRenderer::m_textureObject=0;
int GLFontRenderer::m_screenWidth=640;
int GLFontRenderer::m_screenHeight=480;
float GLFontRenderer::m_color[4]={1.0f, 1.0f, 1.0f, 1.0f};
namespace
{
struct RGBAPixel
{
unsigned char R,G,B,A;
};
#define PIXEL_OPAQUE 0xff
}
bool GLFontRenderer::init()
{
glGenTextures(1, (GLuint*)&m_textureObject);
if(!m_textureObject)
return false;
glBindTexture(GL_TEXTURE_2D, m_textureObject);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// expand to rgba
RGBAPixel* P = new RGBAPixel[OGL_FONT_TEXTURE_WIDTH*OGL_FONT_TEXTURE_HEIGHT];
for(int i=0;i<OGL_FONT_TEXTURE_WIDTH*OGL_FONT_TEXTURE_HEIGHT;i++)
{
if(1)
{
P[i].R = PIXEL_OPAQUE;
P[i].G = PIXEL_OPAQUE;
P[i].B = PIXEL_OPAQUE;
P[i].A = OGLFontData[i];
}
else
{
P[i].R = OGLFontData[i];
P[i].G = OGLFontData[i];
P[i].B = OGLFontData[i];
P[i].A = PIXEL_OPAQUE;
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, OGL_FONT_TEXTURE_WIDTH, OGL_FONT_TEXTURE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, P);
delete [] P;
m_isInit = true;
return true;
}
void GLFontRenderer::print(float x, float y, float fontSize, const char* pString, bool forceMonoSpace, int monoSpaceWidth, bool doOrthoProj)
{
if(1)
{
const float Saved0 = m_color[0];
const float Saved1 = m_color[1];
const float Saved2 = m_color[2];
m_color[0] = 0.0f;
m_color[1] = 0.0f;
m_color[2] = 0.0f;
// const float Offset = fontSize * 0.05f;
// const float Offset = fontSize * 0.075f;
const float Offset = fontSize * 0.1f;
print_(x+Offset, y-Offset, fontSize, pString, forceMonoSpace, monoSpaceWidth, doOrthoProj);
//print_(x-Offset, y-Offset, fontSize, pString, forceMonoSpace, monoSpaceWidth, doOrthoProj);
//print_(x+Offset, y+Offset, fontSize, pString, forceMonoSpace, monoSpaceWidth, doOrthoProj);
//print_(x-Offset, y+Offset, fontSize, pString, forceMonoSpace, monoSpaceWidth, doOrthoProj);
m_color[0] = Saved0;
m_color[1] = Saved1;
m_color[2] = Saved2;
}
print_(x, y, fontSize, pString, forceMonoSpace, monoSpaceWidth, doOrthoProj);
}
void GLFontRenderer::print_(float x, float y, float fontSize, const char* pString, bool forceMonoSpace, int monoSpaceWidth, bool doOrthoProj)
{
x = x*m_screenWidth;
y = y*m_screenHeight;
fontSize = fontSize*m_screenHeight;
if(!m_isInit)
m_isInit = init();
unsigned int num = (unsigned int)(strlen(pString));
if(m_isInit && num > 0)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_textureObject);
if(doOrthoProj)
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, m_screenWidth, 0, m_screenHeight, -1, 1);
}
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glEnable(GL_BLEND);
glDisable(GL_CULL_FACE);
glColor4f(m_color[0], m_color[1], m_color[2], m_color[3]);
const float glyphHeightUV = ((float)OGL_FONT_CHARS_PER_COL)/OGL_FONT_TEXTURE_HEIGHT*2 - 1.0f/128.0f;
//const float glyphHeightUV = ((float)OGL_FONT_CHARS_PER_COL)/OGL_FONT_TEXTURE_HEIGHT*2;
float translate = 0.0f;
float* pVertList = new float[num*3*6];
float* pTextureCoordList = new float[num*2*6];
int vertIndex = 0;
int textureCoordIndex = 0;
float translateDown = 0.0f;
unsigned int count = 0;
for(unsigned int i=0;i<num; i++)
{
const float glyphWidthUV = ((float)OGL_FONT_CHARS_PER_ROW)/OGL_FONT_TEXTURE_WIDTH;
if (pString[i] == '\n')
{
translateDown-=0.005f*m_screenHeight+fontSize;
translate = 0.0f;
continue;
}
int c = pString[i]-OGL_FONT_CHAR_BASE;
if (c < OGL_FONT_CHARS_PER_ROW*OGL_FONT_CHARS_PER_COL)
{
count++;
float glyphWidth = (float)GLFontGlyphWidth[c]+1;
if(forceMonoSpace)
glyphWidth = (float)monoSpaceWidth;
glyphWidth = glyphWidth*(fontSize/(((float)OGL_FONT_TEXTURE_WIDTH)/OGL_FONT_CHARS_PER_ROW))-0.01f;
const float cxUV = float((c)%OGL_FONT_CHARS_PER_ROW)/OGL_FONT_CHARS_PER_ROW+0.008f;
const float cyUV = float((c)/OGL_FONT_CHARS_PER_ROW)/OGL_FONT_CHARS_PER_COL+0.008f;
pTextureCoordList[textureCoordIndex++] = cxUV;
pTextureCoordList[textureCoordIndex++] = cyUV+glyphHeightUV;
pVertList[vertIndex++] = x+0+translate;
pVertList[vertIndex++] = y+0+translateDown;
pVertList[vertIndex++] = 0;
pTextureCoordList[textureCoordIndex++] = cxUV+glyphWidthUV;
pTextureCoordList[textureCoordIndex++] = cyUV;
pVertList[vertIndex++] = x+fontSize+translate;
pVertList[vertIndex++] = y+fontSize+translateDown;
pVertList[vertIndex++] = 0;
pTextureCoordList[textureCoordIndex++] = cxUV;
pTextureCoordList[textureCoordIndex++] = cyUV;
pVertList[vertIndex++] = x+0+translate;
pVertList[vertIndex++] = y+fontSize+translateDown;
pVertList[vertIndex++] = 0;
pTextureCoordList[textureCoordIndex++] = cxUV;
pTextureCoordList[textureCoordIndex++] = cyUV+glyphHeightUV;
pVertList[vertIndex++] = x+0+translate;
pVertList[vertIndex++] = y+0+translateDown;
pVertList[vertIndex++] = 0;
pTextureCoordList[textureCoordIndex++] = cxUV+glyphWidthUV;
pTextureCoordList[textureCoordIndex++] = cyUV+glyphHeightUV;
pVertList[vertIndex++] = x+fontSize+translate;
pVertList[vertIndex++] = y+0+translateDown;
pVertList[vertIndex++] = 0;
pTextureCoordList[textureCoordIndex++] = cxUV+glyphWidthUV;
pTextureCoordList[textureCoordIndex++] = cyUV;
pVertList[vertIndex++] = x+fontSize+translate;
pVertList[vertIndex++] = y+fontSize+translateDown;
pVertList[vertIndex++] = 0;
translate+=glyphWidth;
}
}
glEnableClientState(GL_VERTEX_ARRAY);
// glVertexPointer(3, GL_FLOAT, num*6, pVertList);
glVertexPointer(3, GL_FLOAT, 3*4, pVertList);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// glTexCoordPointer(2, GL_FLOAT, num*6, pTextureCoordList);
glTexCoordPointer(2, GL_FLOAT, 2*4, pTextureCoordList);
glDrawArrays(GL_TRIANGLES, 0, count*6);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
delete[] pVertList;
delete[] pTextureCoordList;
// glMatrixMode(GL_MODELVIEW);
// glPopMatrix();
if(doOrthoProj)
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
}
}
void GLFontRenderer::setScreenResolution(int screenWidth, int screenHeight)
{
m_screenWidth = screenWidth;
m_screenHeight = screenHeight;
}
void GLFontRenderer::setColor(float r, float g, float b, float a)
{
m_color[0] = r;
m_color[1] = g;
m_color[2] = b;
m_color[3] = a;
}