Beispiel #1
0
static void gl_render_msg(gl_t *gl, const char *msg)
{
   if (!gl->font)
      return;

   GLfloat font_vertex[8]; 
   GLfloat font_vertex_dark[8]; 
   GLfloat font_tex_coords[8];

   // Deactivate custom shaders. Enable the font texture.
   gl_shader_use(0);
   set_viewport(gl, gl->win_width, gl->win_height, false, false);
   glBindTexture(GL_TEXTURE_2D, gl->font_tex);
   glTexCoordPointer(2, GL_FLOAT, 0, font_tex_coords);

   // Need blending. 
   // Using fixed function pipeline here since we cannot guarantee presence of shaders (would be kinda overkill anyways).
   glEnable(GL_BLEND);

   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)
   {
      font_renderer_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);

      font_renderer_free_output(&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);
   
   glVertexPointer(2, GL_FLOAT, 0, font_vertex_dark);
   glColorPointer(4, GL_FLOAT, 0, gl->font_color_dark);
   glDrawArrays(GL_QUADS, 0, 4);
   glVertexPointer(2, GL_FLOAT, 0, font_vertex);
   glColorPointer(4, GL_FLOAT, 0, gl->font_color);
   glDrawArrays(GL_QUADS, 0, 4);

   // Go back to old rendering path.
   glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords);
   glVertexPointer(2, GL_FLOAT, 0, vertexes_flipped);
   glColorPointer(4, GL_FLOAT, 0, white_color);
   glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);

   glDisable(GL_BLEND);
   set_projection(gl, true);
}
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;

   gl_shader_use(gl, 0);
   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    = vertexes_flipped;
   gl->coords.tex_coord = gl->tex_coords;
   gl->coords.color     = white_color;
   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);
}
Beispiel #3
0
static void lakka_draw_text(struct font_output_list *out, float x, float y, float scale, float alpha)
{
   int i;
   struct font_output *head;
   struct font_rect geom;
   struct gl_ortho ortho = {0, 1, 0, 1, -1, 1};
   gl_t *gl = (gl_t*)driver.video_data;

   if (alpha > global_alpha)
      alpha = global_alpha;

   if (!font || !gl || !out)
      return;

   for (i = 0; i < 4; i++)
   {
      font_color[4 * i + 0] = 1.0;
      font_color[4 * i + 1] = 1.0;
      font_color[4 * i + 2] = 1.0;
      font_color[4 * i + 3] = alpha;
   }

   if (gl->shader && gl->shader->use)
      gl->shader->use(gl, GL_SHADER_STOCK_BLEND);

   gl_set_viewport(gl, gl->win_width, gl->win_height, true, false);

   glEnable(GL_BLEND);

   GLfloat font_vertex[8]; 
   GLfloat font_vertex_dark[8]; 
   GLfloat font_tex_coords[8];

   glBindTexture(GL_TEXTURE_2D, font_tex);

   gl->coords.tex_coord = font_tex_coords;

   head = (struct font_output*)out->head;

   calculate_msg_geometry(head, &geom);
   adjust_power_of_two(gl, &geom);
   blit_fonts(gl, head, &geom);

   font_last_width = geom.width;
   font_last_height = geom.height;

   calculate_font_coords(gl, font_vertex, font_vertex_dark, font_tex_coords, 
         scale, x / gl->win_width, (gl->win_height - y) / gl->win_height);

   gl->coords.vertex = font_vertex;
   gl->coords.color  = 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, textures[TEXTURE_MAIN].id);

   glDisable(GL_BLEND);

   gl_set_projection(gl, &ortho, true);
}