void CNumbersAttribute::setColor(video::SColor color)
		{
			reset();
			if (IsFloat)
			{
				if (Count > 0)
					ValueF[0] = (f32) color.getRed() / 255.0f;
				if (Count > 1)
					ValueF[1] = (f32) color.getGreen() / 255.0f;
				if (Count > 2)
					ValueF[2] = (f32) color.getBlue() / 255.0f;
				if (Count > 3)
					ValueF[3] = (f32) color.getAlpha() / 255.0f;
			}
			else
			{
				if (Count > 0)
					ValueI[0] = color.getRed();
				if (Count > 1)
					ValueI[1] = color.getGreen();
				if (Count > 2)
					ValueI[2] = color.getBlue();
				if (Count > 3)
					ValueI[3] = color.getAlpha();
			}
		}
Beispiel #2
0
void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
    const core::rect<s32>* clip)
{

    if (!irr_driver->isGLSL())
    {
        irr_driver->getVideoDriver()->draw2DRectangle(color, position, clip);
        return;
    }

    core::dimension2d<u32> frame_size =
        irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
    const int screen_w = frame_size.Width;
    const int screen_h = frame_size.Height;
    float center_pos_x = float(position.UpperLeftCorner.X + position.LowerRightCorner.X);
    center_pos_x /= screen_w;
    center_pos_x -= 1;
    float center_pos_y = float(position.UpperLeftCorner.Y + position.LowerRightCorner.Y);
    center_pos_y /= screen_h;
    center_pos_y = 1 - center_pos_y;
    float width = float(position.LowerRightCorner.X - position.UpperLeftCorner.X);
    width /= screen_w;
    float height = float(position.LowerRightCorner.Y - position.UpperLeftCorner.Y);
    height /= screen_h;

    if (color.getAlpha() < 255)
    {
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    }
    else
    {
        glDisable(GL_BLEND);
    }

    if (clip)
    {
        if (!clip->isValid())
            return;

        glEnable(GL_SCISSOR_TEST);
        const core::dimension2d<u32>& renderTargetSize = irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
        glScissor(clip->UpperLeftCorner.X, renderTargetSize.Height - clip->LowerRightCorner.Y,
            clip->getWidth(), clip->getHeight());
    }

    glUseProgram(UIShader::ColoredRectShader::getInstance()->Program);
    glBindVertexArray(SharedObject::UIVAO);
    UIShader::ColoredRectShader::getInstance()->setUniforms(core::vector2df(center_pos_x, center_pos_y), core::vector2df(width, height), color);

    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);
    if (clip)
        glDisable(GL_SCISSOR_TEST);
    glUseProgram(0);

    glGetError();
}
		//! Default constructor for color list
		CNumbersAttribute::CNumbersAttribute(const c8* name,
				video::SColor value) :
				ValueI(), ValueF(), Count(4), IsFloat(false)
		{
			Name = name;
			ValueI.pushBack(value.getRed());
			ValueI.pushBack(value.getGreen());
			ValueI.pushBack(value.getBlue());
			ValueI.pushBack(value.getAlpha());
		}
Beispiel #4
0
void push_ARGB8(lua_State *L, video::SColor color)
{
	lua_newtable(L);
	lua_pushnumber(L, color.getAlpha());
	lua_setfield(L, -2, "a");
	lua_pushnumber(L, color.getRed());
	lua_setfield(L, -2, "r");
	lua_pushnumber(L, color.getGreen());
	lua_setfield(L, -2, "g");
	lua_pushnumber(L, color.getBlue());
	lua_setfield(L, -2, "b");
}
Beispiel #5
0
// Fill the editfields with the value for the given color
void CColorControl::setEditsFromColor(video::SColor col)
{
	DirtyFlag = true;
	if ( EditAlpha )
		EditAlpha->setText( core::stringw(col.getAlpha()).c_str() );
	if ( EditRed )
		EditRed->setText( core::stringw(col.getRed()).c_str() );
	if ( EditGreen )
		EditGreen->setText( core::stringw(col.getGreen()).c_str() );
	if ( EditBlue )
		EditBlue->setText( core::stringw(col.getBlue()).c_str() );
	if ( ColorStatic )
		ColorStatic->setBackgroundColor(col);
}
Beispiel #6
0
void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
	const core::rect<s32>* clip)
{

	if (!irr_driver->isGLSL())
	{
		irr_driver->getVideoDriver()->draw2DRectangle(color, position, clip);
		return;
	}

	core::dimension2d<u32> frame_size =
		irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
	const int screen_w = frame_size.Width;
	const int screen_h = frame_size.Height;
	float center_pos_x = position.UpperLeftCorner.X + position.LowerRightCorner.X;
	center_pos_x /= screen_w;
	center_pos_x -= 1;
	float center_pos_y = position.UpperLeftCorner.Y + position.LowerRightCorner.Y;
	center_pos_y /= screen_h;
	center_pos_y = 1 - center_pos_y;
	float width = position.LowerRightCorner.X - position.UpperLeftCorner.X;
	width /= screen_w;
	float height = position.LowerRightCorner.Y - position.UpperLeftCorner.Y;
	height /= screen_h;

	if (color.getAlpha() < 255)
	{
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
	else
	{
		glDisable(GL_BLEND);
	}

	glUseProgram(UIShader::ColoredRectShader::Program);
	glBindVertexArray(UIShader::ColoredRectShader::vao);
	UIShader::ColoredRectShader::setUniforms(center_pos_x, center_pos_y, width, height, color);

	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);
	glUseProgram(0);
}
Beispiel #7
0
// ----------------------------------------------------------------------------
void FontWithFace::render(const core::stringw& text,
                          const core::rect<s32>& position,
                          const video::SColor& color, bool hcenter,
                          bool vcenter, const core::rect<s32>* clip,
                          FontSettings* font_settings,
                          FontCharCollector* char_collector)
{
    const bool is_bold_face = dynamic_cast<BoldFace*>(this);
    const bool black_border = font_settings ?
        font_settings->useBlackBorder() : false;
    const bool rtl = font_settings ? font_settings->isRTL() : false;
    const float scale = font_settings ? font_settings->getScale() : 1.0f;
    const float shadow = font_settings ? font_settings->useShadow() : false;

    if (shadow)
    {
        assert(font_settings);
        // Avoid infinite recursion
        font_settings->setShadow(false);

        core::rect<s32> shadowpos = position;
        shadowpos.LowerRightCorner.X += 2;
        shadowpos.LowerRightCorner.Y += 2;
        render(text, shadowpos, font_settings->getShadowColor(), hcenter,
            vcenter, clip, font_settings);

        // Set back
        font_settings->setShadow(true);
    }

    core::position2d<float> offset(float(position.UpperLeftCorner.X),
        float(position.UpperLeftCorner.Y));
    core::dimension2d<s32> text_dimension;

    if (rtl || hcenter || vcenter || clip)
    {
        text_dimension = getDimension(text.c_str(), font_settings);

        if (hcenter)
            offset.X += (position.getWidth() - text_dimension.Width) / 2;
        else if (rtl)
            offset.X += (position.getWidth() - text_dimension.Width);

        if (vcenter)
            offset.Y += (position.getHeight() - text_dimension.Height) / 2;
        if (clip)
        {
            core::rect<s32> clippedRect(core::position2d<s32>
                (s32(offset.X), s32(offset.Y)), text_dimension);
            clippedRect.clipAgainst(*clip);
            if (!clippedRect.isValid()) return;
        }
    }

    // Collect character locations
    const unsigned int text_size = text.size();
    core::array<s32> indices(text_size);
    core::array<core::position2d<float>> offsets(text_size);
    std::vector<bool> fallback(text_size);

    // Test again if lazy load char is needed,
    // as some text isn't drawn with getDimension
    insertCharacters(text.c_str());
    updateCharactersList();

    for (u32 i = 0; i < text_size; i++)
    {
        wchar_t c = text[i];

        if (c == L'\r' ||          // Windows breaks
            c == L'\n'    )        // Unix breaks
        {
            if (c==L'\r' && text[i+1]==L'\n')
                c = text[++i];
            offset.Y += m_font_max_height * scale;
            offset.X  = position.UpperLeftCorner.X;
            if (hcenter)
                offset.X += (position.getWidth() - text_dimension.Width) >> 1;
            continue;
        }   // if lineBreak

        bool use_fallback_font = false;
        const FontArea &area   = getAreaFromCharacter(c, &use_fallback_font);
        fallback[i]            = use_fallback_font;
        if (char_collector == NULL)
        {
            float glyph_offset_x = area.bearing_x *
                (fallback[i] ? m_fallback_font_scale : scale);
            float glyph_offset_y = area.offset_y *
                (fallback[i] ? m_fallback_font_scale : scale);
            offset.X += glyph_offset_x;
            offset.Y += glyph_offset_y;
            offsets.push_back(offset);
            offset.X -= glyph_offset_x;
            offset.Y -= glyph_offset_y;
        }
        else
        {
            // Prevent overwriting texture used by billboard text when
            // using lazy loading characters
            if (supportLazyLoadChar() && fallback[i])
            {
                const int cur_texno = m_fallback_font->getSpriteBank()
                    ->getSprites()[area.spriteno].Frames[0].textureNumber;
                if (cur_texno == int(m_fallback_font->getSpriteBank()
                    ->getTextureCount() - 1))
                {
                    m_fallback_font->createNewGlyphPage();
                }
            }
            else if (supportLazyLoadChar())
            {
                const int cur_texno = m_spritebank
                    ->getSprites()[area.spriteno].Frames[0].textureNumber;
                if (cur_texno == int(m_spritebank->getTextureCount() - 1))
                {
                    createNewGlyphPage();
                }
            }

            // Billboard text specific, use offset_y_bt instead
            float glyph_offset_x = area.bearing_x *
                (fallback[i] ? m_fallback_font_scale : scale);
            float glyph_offset_y = area.offset_y_bt *
                (fallback[i] ? m_fallback_font_scale : scale);
            offset.X += glyph_offset_x;
            offset.Y += glyph_offset_y;
            offsets.push_back(offset);
            offset.X -= glyph_offset_x;
            offset.Y -= glyph_offset_y;
        }

        indices.push_back(area.spriteno);
        offset.X += getCharWidth(area, fallback[i], scale);
    }   // for i < text_size

    // Do the actual rendering
    const int indice_amount                 = indices.size();
    core::array<gui::SGUISprite>& sprites   = m_spritebank->getSprites();
    core::array<core::rect<s32>>& positions = m_spritebank->getPositions();
    core::array<gui::SGUISprite>* fallback_sprites;
    core::array<core::rect<s32>>* fallback_positions;
    if (m_fallback_font != NULL)
    {
        fallback_sprites   = &m_fallback_font->m_spritebank->getSprites();
        fallback_positions = &m_fallback_font->m_spritebank->getPositions();
    }
    else
    {
        fallback_sprites   = NULL;
        fallback_positions = NULL;
    }

    const int sprite_amount = sprites.size();

    if ((black_border || is_bold_face) && char_collector == NULL)
    {
        // Draw black border first, to make it behind the real character
        // which make script language display better
        video::SColor black(color.getAlpha(),0,0,0);
        for (int n = 0; n < indice_amount; n++)
        {
            const int sprite_id = indices[n];
            if (!fallback[n] && (sprite_id < 0 || sprite_id >= sprite_amount))
                continue;
            if (indices[n] == -1) continue;

            const int tex_id = (fallback[n] ?
                (*fallback_sprites)[sprite_id].Frames[0].textureNumber :
                sprites[sprite_id].Frames[0].textureNumber);

            core::rect<s32> source = (fallback[n] ? (*fallback_positions)
                [(*fallback_sprites)[sprite_id].Frames[0].rectNumber] :
                positions[sprites[sprite_id].Frames[0].rectNumber]);

            core::dimension2d<float> size(0.0f, 0.0f);

            float cur_scale = (fallback[n] ? m_fallback_font_scale : scale);
            size.Width  = source.getSize().Width  * cur_scale;
            size.Height = source.getSize().Height * cur_scale;

            core::rect<float> dest(offsets[n], size);

            video::ITexture* texture = (fallback[n] ?
                m_fallback_font->m_spritebank->getTexture(tex_id) :
                m_spritebank->getTexture(tex_id));

            for (int x_delta = -2; x_delta <= 2; x_delta++)
            {
                for (int y_delta = -2; y_delta <= 2; y_delta++)
                {
                    if (x_delta == 0 || y_delta == 0) continue;
                    draw2DImage(texture, dest + core::position2d<float>
                        (float(x_delta), float(y_delta)), source, clip,
                        black, true);
                }
            }
        }
    }

    for (int n = 0; n < indice_amount; n++)
    {
        const int sprite_id = indices[n];
        if (!fallback[n] && (sprite_id < 0 || sprite_id >= sprite_amount))
            continue;
        if (indices[n] == -1) continue;

        const int tex_id = (fallback[n] ?
            (*fallback_sprites)[sprite_id].Frames[0].textureNumber :
            sprites[sprite_id].Frames[0].textureNumber);

        core::rect<s32> source = (fallback[n] ?
            (*fallback_positions)[(*fallback_sprites)[sprite_id].Frames[0]
            .rectNumber] : positions[sprites[sprite_id].Frames[0].rectNumber]);

        core::dimension2d<float> size(0.0f, 0.0f);

        float cur_scale = (fallback[n] ? m_fallback_font_scale : scale);
        size.Width  = source.getSize().Width  * cur_scale;
        size.Height = source.getSize().Height * cur_scale;

        core::rect<float> dest(offsets[n], size);

        video::ITexture* texture = (fallback[n] ?
            m_fallback_font->m_spritebank->getTexture(tex_id) :
            m_spritebank->getTexture(tex_id));

        if (fallback[n] || is_bold_face)
        {
            video::SColor top = GUIEngine::getSkin()->getColor("font::top");
            video::SColor bottom = GUIEngine::getSkin()
                ->getColor("font::bottom");
            top.setAlpha(color.getAlpha());
            bottom.setAlpha(color.getAlpha());

            video::SColor title_colors[] = {top, bottom, top, bottom};
            if (char_collector != NULL)
            {
                char_collector->collectChar(texture, dest, source,
                    title_colors);
            }
            else
            {
                draw2DImage(texture, dest, source, clip, title_colors, true);
            }
        }
        else
        {
            if (char_collector != NULL)
            {
                video::SColor colors[] = {color, color, color, color};
                char_collector->collectChar(texture, dest, source, colors);
            }
            else
            {
                draw2DImage(texture, dest, source, clip, color, true);
            }
        }
    }
}   // render
bool drawLine(

	video::IImage* dst,

	s32 x0,

	s32 y0,

	s32 x1,

	s32 y1,

	const video::SColor& color_a,

	const video::SColor& color_b,

	bool blend )

{
	if (!dst) return false;

	const core::dimension2du img_size = dst->getDimension();

	if ((img_size.Width == 0) || (img_size.Height == 0))
		return false;

	const s32 dx = core::abs_<s32>( x1 - x0 );
	const s32 dy = core::abs_<s32>( y1 - y0 );

	if ((dx==0) && (dy==0)) return false;

	s32 sx = 1; // sign
	s32 sy = 1; // sign

	if (x0 > x1) sx = -1;
	if (y0 > y1) sy = -1;

	s32 err = dx-dy;
	s32 e2 = 0;
	s32 x = x0;
	s32 y = y0;

	s32 numpixels = 0;

	// count pixels
	while (1)
	{
		numpixels++;

		if ((x==x1) && (y==y1)) break;

		e2 = err << 1;
		if (e2 > -dy) { err -= dy;	x += sx; }
		if (e2 < dx) { err += dx; y += sy; }
	}

	// reset vars;
	err = dx-dy;
	e2 = 0;
	x = x0;
	y = y0;

	// values for linear color interpolation
	const f32 A1=(f32)color_a.getAlpha();
	const f32 R1=(f32)color_a.getRed();
	const f32 G1=(f32)color_a.getGreen();
	const f32 B1=(f32)color_a.getBlue();
	const f32 dA=(f32)color_b.getAlpha()-A1;
	const f32 dR=(f32)color_b.getRed()-R1;
	const f32 dG=(f32)color_b.getGreen()-G1;
	const f32 dB=(f32)color_b.getBlue()-B1;

	// actual drawing
	f32 f=0.f;
	s32 k=0;
	u32 cR=0, cG=0, cB=0, cA=0;
	while (1)
	{
		f = (f32)k/(f32)numpixels;
		k++;

		cA=A1;
		cR=R1;
		cG=G1;
		cB=B1;

		// maybe faster under the assumption that colors have most likely same alpha value
		if (dA>0) cA = (u32)core::clamp( core::round32(A1+dA*f), 0, 255);
		if (dR>0) cR = (u32)core::clamp( core::round32(R1+dR*f), 0, 255);
		if (dG>0) cG = (u32)core::clamp( core::round32(G1+dG*f), 0, 255);
		if (dB>0) cB = (u32)core::clamp( core::round32(B1+dB*f), 0, 255);

		drawPixel( dst, x, y, video::SColor( cA, cR, cG, cB), blend );

		if (x == x1 && y == y1) break;

		e2 = err << 1;
		if (e2 > -dy)	{	err -= dy;	x += sx; }
		if (e2 < dx)	{	err += dx;	y += sy; }
	}

	return true;
}
Beispiel #9
0
//! draws some text and clips it to the specified rectangle if wanted
void ScalableFont::doDraw(const core::stringw& text,
                          const core::rect<s32>& position, video::SColor color,
                          bool hcenter, bool vcenter,
                          const core::rect<s32>* clip,
                          FontCharCollector* charCollector)
{
    if (!Driver) return;

    if (m_shadow)
    {
        m_shadow = false; // avoid infinite recursion

        core::rect<s32> shadowpos = position;
        shadowpos.LowerRightCorner.X += 2;
        shadowpos.LowerRightCorner.Y += 2;

        draw(text, shadowpos, m_shadow_color, hcenter, vcenter, clip);

        m_shadow = true; // set back
    }

    core::position2d<s32> offset = position.UpperLeftCorner;
    core::dimension2d<s32> text_dimension;

    if (m_rtl || hcenter || vcenter || clip)
    {
        text_dimension = getDimension(text.c_str());

        if (hcenter)    offset.X += (position.getWidth() - text_dimension.Width) / 2;
        else if (m_rtl) offset.X += (position.getWidth() - text_dimension.Width);

        if (vcenter)    offset.Y += (position.getHeight() - text_dimension.Height) / 2;
        if (clip)
        {
            core::rect<s32> clippedRect(offset, text_dimension);
            clippedRect.clipAgainst(*clip);
            if (!clippedRect.isValid()) return;
        }
    }

    // ---- collect character locations
    const unsigned int text_size = text.size();
    core::array<s32>               indices(text_size);
    core::array<core::position2di> offsets(text_size);
    std::vector<bool>              fallback(text_size);

    for (u32 i = 0; i<text_size; i++)
    {
        wchar_t c = text[i];

        if (c == L'\r' ||          // Windows breaks
            c == L'\n'    )        // Unix breaks
        {
            if(c==L'\r' && text[i+1]==L'\n') c = text[++i];
            offset.Y += (int)(MaxHeight*m_scale);
            offset.X  = position.UpperLeftCorner.X;
            if (hcenter)
                offset.X += (position.getWidth() - text_dimension.Width) >> 1;
            continue;
        }   // if lineBreak

        bool use_fallback_font = false;
        const SFontArea &area  = getAreaFromCharacter(c, &use_fallback_font);
        fallback[i]            = use_fallback_font;
        offset.X              += area.underhang;
        offsets.push_back(offset);
        // Invisible character. add something to the array anyway so that
        // indices from the various arrays remain in sync
        indices.push_back( Invisible.findFirst(c) < 0  ? area.spriteno
                                                       : -1            );
        offset.X += getCharWidth(area, fallback[i]);
    }   // for i<text_size

    // ---- do the actual rendering
    const int indiceAmount                    = indices.size();
    core::array< SGUISprite >& sprites        = SpriteBank->getSprites();
    core::array< core::rect<s32> >& positions = SpriteBank->getPositions();
    core::array< SGUISprite >* fallback_sprites;
    core::array< core::rect<s32> >* fallback_positions;
    if(m_fallback_font!=NULL)
    {
        fallback_sprites   = &m_fallback_font->SpriteBank->getSprites();
        fallback_positions = &m_fallback_font->SpriteBank->getPositions();
    }
    else
    {
        fallback_sprites   = NULL;
        fallback_positions = NULL;
    }

    const int spriteAmount      = sprites.size();
    for (int n=0; n<indiceAmount; n++)
    {
        const int spriteID = indices[n];
        if (!fallback[n] && (spriteID < 0 || spriteID >= spriteAmount)) continue;
        if (indices[n] == -1) continue;

        //assert(sprites[spriteID].Frames.size() > 0);

        const int texID = (fallback[n] ?
                           (*fallback_sprites)[spriteID].Frames[0].textureNumber :
                           sprites[spriteID].Frames[0].textureNumber);

        core::rect<s32> source = (fallback[n] ?
                                  (*fallback_positions)[(*fallback_sprites)[spriteID].Frames[0].rectNumber] :
                                  positions[sprites[spriteID].Frames[0].rectNumber]);

        const TextureInfo& info = (fallback[n] ?
                                   (*(m_fallback_font->m_texture_files.find(texID))).second :
                                   (*(m_texture_files.find(texID))).second
                                   );
        float char_scale = info.m_scale;

        core::dimension2d<s32> size = source.getSize();

        float scale = (fallback[n] ? m_scale*m_fallback_font_scale : m_scale);
        size.Width  = (int)(size.Width  * scale * char_scale);
        size.Height = (int)(size.Height * scale * char_scale);

        // align vertically if character is smaller
        int y_shift = (size.Height < MaxHeight*m_scale ? (int)((MaxHeight*m_scale - size.Height)/2.0f) : 0);

        core::rect<s32> dest(offsets[n] + core::position2di(0, y_shift), size);

        video::ITexture* texture = (fallback[n] ?
                                    m_fallback_font->SpriteBank->getTexture(texID) :
                                    SpriteBank->getTexture(texID) );

        /*
        if (fallback[n])
        {
            Log::info("ScalableFont", "Using fallback font %s; source area is %d, %d; size %d, %d; dest = %d, %d",
                core::stringc(texture->getName()).c_str(), source.UpperLeftCorner.X, source.UpperLeftCorner.Y,
                source.getWidth(), source.getHeight(), offsets[n].X, offsets[n].Y);
        }
        */

        if (texture == NULL)
        {
            // perform lazy loading

            if (fallback[n])
            {
                m_fallback_font->lazyLoadTexture(texID);
                texture = m_fallback_font->SpriteBank->getTexture(texID);
            }
            else
            {
                lazyLoadTexture(texID);
                texture = SpriteBank->getTexture(texID);
            }

            if (texture == NULL)
            {
                Log::warn("ScalableFont", "Character not found in current font");
                continue; // no such character
            }
        }

        if (m_black_border && charCollector == NULL)
        {
            // draw black border
            video::SColor black(color.getAlpha(),0,0,0);

            for (int x_delta=-2; x_delta<=2; x_delta++)
            {
                for (int y_delta=-2; y_delta<=2; y_delta++)
                {
                    if (x_delta == 0 || y_delta == 0) continue;
                    draw2DImage(texture,
                                dest + core::position2d<s32>(x_delta, y_delta),
                                source,
                                clip,
                                black, true);
                }
            }
        }

        if (fallback[n])
        {
            // TODO: don't hardcode colors?
            video::SColor orange(color.getAlpha(), 255, 100, 0);
            video::SColor yellow(color.getAlpha(), 255, 220, 15);
            video::SColor title_colors[] = {orange, yellow, orange, yellow};

            if (charCollector != NULL)
            {
                charCollector->collectChar(texture,
                    dest,
                    source,
                    title_colors);
            }
            else
            {
                draw2DImage(texture,
                    dest,
                    source,
                    clip,
                    title_colors, true);
            }
        }
        else
        {
            if (charCollector != NULL)
            {
                video::SColor colors[] = { color, color, color, color };
                charCollector->collectChar(texture,
                    dest,
                    source,
                    colors);
            }
            else
            {
                draw2DImage(texture,
                    dest,
                    source,
                    clip,
                    color, true);
            }
#ifdef FONT_DEBUG
            video::IVideoDriver* driver = GUIEngine::getDriver();
            driver->draw2DLine(core::position2d<s32>(dest.UpperLeftCorner.X,  dest.UpperLeftCorner.Y),
                               core::position2d<s32>(dest.UpperLeftCorner.X,  dest.LowerRightCorner.Y),
                               video::SColor(255, 255,0,0));
            driver->draw2DLine(core::position2d<s32>(dest.LowerRightCorner.X, dest.LowerRightCorner.Y),
                               core::position2d<s32>(dest.LowerRightCorner.X, dest.UpperLeftCorner.Y),
                               video::SColor(255, 255,0,0));
            driver->draw2DLine(core::position2d<s32>(dest.LowerRightCorner.X, dest.LowerRightCorner.Y),
                               core::position2d<s32>(dest.UpperLeftCorner.X,  dest.LowerRightCorner.Y),
                               video::SColor(255, 255,0,0));
            driver->draw2DLine(core::position2d<s32>(dest.UpperLeftCorner.X,  dest.UpperLeftCorner.Y),
                               core::position2d<s32>(dest.LowerRightCorner.X, dest.UpperLeftCorner.Y),
                               video::SColor(255, 255,0,0));
#endif
        }
    }
}
void ScalableFont::doDraw(const core::stringw& text,
                          const core::rect<s32>& position, video::SColor color,
                          bool hcenter, bool vcenter,
                          const core::rect<s32>* clip,
                          FontCharCollector* charCollector)
{
    if (!m_video_driver) return;

    GUIEngine::GlyphPageCreator* gp_creator = GUIEngine::getGlyphPageCreator();

    if (m_shadow)
    {
        m_shadow = false; // avoid infinite recursion

        core::rect<s32> shadowpos = position;
        shadowpos.LowerRightCorner.X += 2;
        shadowpos.LowerRightCorner.Y += 2;

        draw(text, shadowpos, m_shadow_color, hcenter, vcenter, clip);

        m_shadow = true; // set back
    }

    core::position2d<s32> offset = position.UpperLeftCorner;
    core::dimension2d<s32> text_dimension;

    if (m_rtl || hcenter || vcenter || clip)
    {
        text_dimension = getDimension(text.c_str());

        if (hcenter)    offset.X += (position.getWidth() - text_dimension.Width) / 2;
        else if (m_rtl) offset.X += (position.getWidth() - text_dimension.Width);

        if (vcenter)    offset.Y += (position.getHeight() - text_dimension.Height) / 2;
        if (clip)
        {
            core::rect<s32> clippedRect(offset, text_dimension);
            clippedRect.clipAgainst(*clip);
            if (!clippedRect.isValid()) return;
        }
    }

    // ---- collect character locations
    const unsigned int text_size = text.size();
    core::array<s32>               indices(text_size);
    core::array<core::position2di> offsets(text_size);
    std::vector<bool>              fallback(text_size);

    if (m_type == T_NORMAL || T_BOLD) //lazy load char, have to do this again
    {                                 //because some text isn't drawn with getDimension
        for (u32 i = 0; i < text_size; i++)
        {
            wchar_t c = text[i];
            if (c == L'\r' ||  c == L'\n' || c == L' ' || c < 32) continue;
            if (!GUIEngine::getFont()->hasThisChar(c))
                gp_creator->insertChar(c);

            if (charCollector != NULL && m_type == T_NORMAL && m_spritebank->getSprites()
                [GUIEngine::getFont()->getSpriteNoFromChar(&c)].Frames[0].textureNumber
                == m_spritebank->getTextureCount() - 1) //Prevent overwriting texture used by billboard text
            {
                 Log::debug("ScalableFont::doDraw",
                            "Character used by billboard text is in the last "
                            "glyph page of normal font. Create a new glyph "
                            "page for new characters inserted later to prevent "
                            "it from being removed.");
                 GUIEngine::getFont()->forceNewPage();
            }
        }

        if (gp_creator->getNewChar().size() > 0 && !m_is_hollow_copy && m_scale == 1)
        {
            Log::debug("ScalableFont::doDraw",
                       "New character(s) %s discoverd, perform lazy loading",
                       StringUtils::wideToUtf8(gp_creator->getNewChar()).c_str());

            if (!GUIEngine::getFont()->lazyLoadChar())
                Log::error("ScalableFont::lazyLoadChar",
                           "Can't insert new char into glyph pages.");
        }
    }

    for (u32 i = 0; i < text_size; i++)
    {
        wchar_t c = text[i];

        if (c == L'\r' ||          // Windows breaks
            c == L'\n'    )        // Unix breaks
        {
            if(c==L'\r' && text[i+1]==L'\n') c = text[++i];
            offset.Y += (int)(m_max_height*m_scale);
            offset.X  = position.UpperLeftCorner.X;
            if (hcenter)
                offset.X += (position.getWidth() - text_dimension.Width) >> 1;
            continue;
        }   // if lineBreak

        bool use_fallback_font = false;
        const SFontArea &area  = getAreaFromCharacter(c, &use_fallback_font);
        fallback[i]            = use_fallback_font;
        if (charCollector == NULL)
        {
            //Try to use ceil to make offset calculate correctly when m_scale is smaller than 1
            s32 glyph_offset_x = (s32)((float) area.bearingx*
                                 (fallback[i] ? m_scale*m_fallback_font_scale : m_scale));
            s32 glyph_offset_y = (s32)ceil((float) area.offsety*
                                 (fallback[i] ? m_scale*m_fallback_font_scale : m_scale));
            offset.X += glyph_offset_x;
            offset.Y += s32(glyph_offset_y + floor(m_type == T_DIGIT ? 20*m_scale : 0)); //Additional offset for digit text
            offsets.push_back(offset);
            offset.X -= glyph_offset_x;
            offset.Y -= s32(glyph_offset_y + floor(m_type == T_DIGIT ? 20*m_scale : 0));
        }
        else //Billboard text specific
        {
            s32 glyph_offset_x = (s32)ceil((float) area.bearingx*
                                 (fallback[i] ? m_scale*m_fallback_font_scale : m_scale));
            s32 glyph_offset_y = (s32)ceil((float) area.offsety_bt*
                                 (fallback[i] ? m_scale*m_fallback_font_scale : m_scale));
            offset.X += glyph_offset_x;
            offset.Y += s32(glyph_offset_y + floor(m_type == T_DIGIT ? 20*m_scale : 0)); //Additional offset for digit text
            offsets.push_back(offset);
            offset.X -= glyph_offset_x;
            offset.Y -= s32(glyph_offset_y + floor(m_type == T_DIGIT ? 20*m_scale : 0));
        }
        // Invisible character. add something to the array anyway so that
        // indices from the various arrays remain in sync
        indices.push_back(m_invisible.findFirst(c) < 0  ? area.spriteno : -1);
        offset.X += getCharWidth(area, fallback[i]);
    }   // for i<text_size

    // ---- do the actual rendering
    const int indiceAmount                    = indices.size();
    core::array< SGUISprite >& sprites        = m_spritebank->getSprites();
    core::array< core::rect<s32> >& positions = m_spritebank->getPositions();
    core::array< SGUISprite >* fallback_sprites;
    core::array< core::rect<s32> >* fallback_positions;
    if (m_fallback_font != NULL)
    {
        fallback_sprites   = &m_fallback_font->m_spritebank->getSprites();
        fallback_positions = &m_fallback_font->m_spritebank->getPositions();
    }
    else
    {
        fallback_sprites   = NULL;
        fallback_positions = NULL;
    }

    const int spriteAmount      = sprites.size();

    if (m_black_border && charCollector == NULL)
    { //Draw black border first, to make it behind the real character
      //which make script language display better
        video::SColor black(color.getAlpha(),0,0,0);
        for (int n = 0; n < indiceAmount; n++)
        {
            const int spriteID = indices[n];
            if (!fallback[n] && (spriteID < 0 || spriteID >= spriteAmount)) continue;
            if (indices[n] == -1) continue;

            const int texID = (fallback[n] ?
                               (*fallback_sprites)[spriteID].Frames[0].textureNumber :
                               sprites[spriteID].Frames[0].textureNumber);

            core::rect<s32> source = (fallback[n] ?
                                      (*fallback_positions)[(*fallback_sprites)[spriteID].Frames[0].rectNumber] :
                                      positions[sprites[spriteID].Frames[0].rectNumber]);

            core::dimension2d<s32> size = source.getSize();

            float scale = (fallback[n] ? m_scale*m_fallback_font_scale : m_scale);
            size.Width  = (int)(size.Width  * scale);
            size.Height = (int)(size.Height * scale);

            core::rect<s32> dest(offsets[n], size);

            video::ITexture* texture = (fallback[n] ?
                                        m_fallback_font->m_spritebank->getTexture(texID) :
                                        m_spritebank->getTexture(texID) );

            for (int x_delta = -2; x_delta <= 2; x_delta++)
            {
                for (int y_delta = -2; y_delta <= 2; y_delta++)
                {
                    if (x_delta == 0 || y_delta == 0) continue;
                    draw2DImage(texture,
                                dest + core::position2d<s32>(x_delta, y_delta),
                                source,
                                clip,
                                black, true);
                }
            }
        }
    }

    for (int n = 0; n < indiceAmount; n++)
    {
        const int spriteID = indices[n];
        if (!fallback[n] && (spriteID < 0 || spriteID >= spriteAmount)) continue;
        if (indices[n] == -1) continue;

        //assert(sprites[spriteID].Frames.size() > 0);

        const int texID = (fallback[n] ?
                           (*fallback_sprites)[spriteID].Frames[0].textureNumber :
                           sprites[spriteID].Frames[0].textureNumber);

        core::rect<s32> source = (fallback[n] ?
                                  (*fallback_positions)[(*fallback_sprites)[spriteID].Frames[0].rectNumber] :
                                  positions[sprites[spriteID].Frames[0].rectNumber]);

        core::dimension2d<s32> size = source.getSize();

        float scale = (fallback[n] ? m_scale*m_fallback_font_scale : m_scale);
        size.Width  = (int)(size.Width  * scale);
        size.Height = (int)(size.Height * scale);

        core::rect<s32> dest(offsets[n], size);

        video::ITexture* texture = (fallback[n] ?
                                    m_fallback_font->m_spritebank->getTexture(texID) :
                                    m_spritebank->getTexture(texID) );

        /*
        if (fallback[n])
        {
            Log::info("ScalableFont", "Using fallback font %s; source area is %d, %d; size %d, %d; dest = %d, %d",
                core::stringc(texture->getName()).c_str(), source.UpperLeftCorner.X, source.UpperLeftCorner.Y,
                source.getWidth(), source.getHeight(), offsets[n].X, offsets[n].Y);
        }
        */
#ifdef FONT_DEBUG
        GL32_draw2DRectangle(video::SColor(255, 255,0,0), dest,clip);
#endif

        if (fallback[n] || m_type == T_BOLD)
        {
            video::SColor top = GUIEngine::getSkin()->getColor("font::top");
            video::SColor bottom = GUIEngine::getSkin()->getColor("font::bottom");
            top.setAlpha(color.getAlpha());
            bottom.setAlpha(color.getAlpha());

            video::SColor title_colors[] = {top, bottom, top, bottom};
            if (charCollector != NULL)
            {
                charCollector->collectChar(texture,
                    dest,
                    source,
                    title_colors);
            }
            else
            {
                draw2DImage(texture,
                    dest,
                    source,
                    clip,
                    title_colors, true);
            }
        }
        else
        {
            if (charCollector != NULL)
            {
                video::SColor colors[] = { color, color, color, color };
                charCollector->collectChar(texture,
                    dest,
                    source,
                    colors);
            }
            else
            {
                draw2DImage(texture,
                    dest,
                    source,
                    clip,
                    color, true);
            }
        }
    }
}
Beispiel #11
0
void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
	const core::rect<s32>* clip)
{

	if (!irr_driver->isGLSL())
	{
		irr_driver->getVideoDriver()->draw2DRectangle(color, position, clip);
		return;
	}

	core::dimension2d<u32> frame_size =
		irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
	const int screen_w = frame_size.Width;
	const int screen_h = frame_size.Height;
	float center_pos_x = position.UpperLeftCorner.X + position.LowerRightCorner.X;
	center_pos_x /= screen_w;
	center_pos_x -= 1;
	float center_pos_y = position.UpperLeftCorner.Y + position.LowerRightCorner.Y;
	center_pos_y /= screen_h;
	center_pos_y = 1 - center_pos_y;
	float width = position.LowerRightCorner.X - position.UpperLeftCorner.X;
	width /= screen_w;
	float height = position.LowerRightCorner.Y - position.UpperLeftCorner.Y;
	height /= screen_h;

	if (color.getAlpha() < 255)
	{
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
	else
	{
		glDisable(GL_BLEND);
	}

    if (clip)
    {
        if (!clip->isValid())
            return;

        glEnable(GL_SCISSOR_TEST);
        const core::dimension2d<u32>& renderTargetSize = irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
        glScissor(clip->UpperLeftCorner.X, renderTargetSize.Height - clip->LowerRightCorner.Y,
            clip->getWidth(), clip->getHeight());
    }

	glUseProgram(UIShader::ColoredRectShader::Program);
	glBindVertexArray(UIShader::ColoredRectShader::vao);
	UIShader::ColoredRectShader::setUniforms(center_pos_x, center_pos_y, width, height, color);

	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);
    if (clip)
        glDisable(GL_SCISSOR_TEST);
	glUseProgram(0);

    GLenum glErr = glGetError();
    if (glErr != GL_NO_ERROR)
    {
        Log::warn("IrrDriver", "GLWrap : OpenGL error %i\n", glErr);
    }
}