void Font_Draw(FontObj* font, const Text::DrawParams* params) { // Convert to UTF32 unsigned int buffer[1024]; unsigned int bufferSize = ARRAYSIZE(buffer); if (!UTF8ToUTF32((const unsigned char*) params->text.c_str(), params->text.length(), buffer, bufferSize)) return; // Make sure all glyphs are present Font_CacheGlyphs(font, buffer, bufferSize); // Generate positions and uvs for the text if (!font->texture) return; const float scale = params->scale; std::vector<float> xy; std::vector<float> uv; float x = params->position.x; float y = params->position.y; for (unsigned int i = 0; i < bufferSize; i++) { if (buffer[i] == '\r') continue; if (buffer[i] == '\n') { y += (float) font->size * scale; x = params->position.x; continue; } Glyph* glyph = map_find(font->glyphs, buffer[i]); if (!glyph) continue; uv.push_back(glyph->uv.left); uv.push_back(glyph->uv.top); uv.push_back(glyph->uv.left + glyph->uv.width); uv.push_back(glyph->uv.top); uv.push_back(glyph->uv.left + glyph->uv.width); uv.push_back(glyph->uv.top + glyph->uv.height); uv.push_back(glyph->uv.left); uv.push_back(glyph->uv.top + glyph->uv.height); uv.push_back(*(uv.end() - 8)); uv.push_back(*(uv.end() - 8)); uv.push_back(*(uv.end() - 6)); uv.push_back(*(uv.end() - 6)); xy.push_back(x + glyph->pos.left * scale); xy.push_back(y + glyph->pos.top * scale); xy.push_back(x + (glyph->pos.left + glyph->pos.width) * scale); xy.push_back(y + glyph->pos.top * scale); xy.push_back(x + (glyph->pos.left + glyph->pos.width) * scale); xy.push_back(y + (glyph->pos.top + glyph->pos.height) * scale); xy.push_back(x + glyph->pos.left * scale); xy.push_back(y + (glyph->pos.top + glyph->pos.height) * scale); xy.push_back(*(xy.end() - 8)); xy.push_back(*(xy.end() - 8)); xy.push_back(*(xy.end() - 6)); xy.push_back(*(xy.end() - 6)); x += glyph->advancePos * scale; } // Determine mins and maxes of the text float minX = (float) INT_MAX, maxX = (float) INT_MIN, minY = (float) INT_MAX, maxY = (float) INT_MIN; for (unsigned int i = 0; i < xy.size(); i += 2) { minX = min(minX, xy[i]); maxX = max(maxX, xy[i]); minY = min(minY, xy[i + 1]); maxY = max(maxY, xy[i + 1]); } // Determine the center of the text float centerX = 0.0f, centerY = 0.0f; if (params->width == 0.0f || params->height == 0.0f) { centerX = (minX + maxX) * 0.5f; centerY = (minY + maxY) * 0.5f; } else { centerX = params->position.x + params->width * 0.5f; centerY = params->position.y + params->height * 0.5f; } // Align the text switch (params->horizontalAlignment) { case Text::HorizontalAlignment_Center: { const float offset = params->position.x + params->width * 0.5f - (minX + maxX) * 0.5f; for (unsigned int i = 0; i < xy.size(); i += 2) xy[i] += offset; break; } case Text::HorizontalAlignment_Right: { const float offset = params->position.x + params->width - maxX; for (unsigned int i = 0; i < xy.size(); i += 2) xy[i] += offset; break; } default: //case Text::HorizontalAlignment_Left : break; } switch (params->verticalAlignment) { case Text::VerticalAlignment_Center: { const float offset = params->position.y + params->height * 0.5f - (minY + maxY) * 0.5f; for (unsigned int i = 1; i < xy.size(); i += 2) xy[i] += offset; break; } case Text::VerticalAlignment_Bottom: { const float offset = params->position.y + params->height - maxY; for (unsigned int i = 1; i < xy.size(); i += 2) xy[i] += offset; break; } default: //case Text::VerticalAlignment_Top: break; } // Set up draw params Shape::DrawParams texParams; texParams.SetGeometryType(Shape::Geometry::Type_Triangles); texParams.SetNumVerts(xy.size() / 2); texParams.SetTexCoord(&uv[0]); // Draw shadow if (params->drawShadow) { // Offset verts for the shadow rendering std::vector<float> xyShadow = xy; for (unsigned int i = 0; i < xyShadow.size(); i += 2) { xyShadow[i] += params->shadowOffset.x; xyShadow[i + 1] += params->shadowOffset.y; } // Rotate the shadow text if (params->rotation != 0) { const float rotationSin = sinf(params->rotation); const float rotationCos = cosf(params->rotation); for (unsigned int i = 0; i < xyShadow.size(); i += 2) Vertex_Rotate(xyShadow[i], xyShadow[i + 1], centerX, centerY, rotationSin, rotationCos); } // Draw the shadow texParams.color = params->shadowColor; texParams.SetPosition(&xyShadow[0]); Texture_Draw(font->texture, &texParams); } // Rotate the text if (params->rotation != 0) { const float rotationSin = sinf(params->rotation); const float rotationCos = cosf(params->rotation); for (unsigned int i = 0; i < xy.size(); i += 2) Vertex_Rotate(xy[i], xy[i + 1], centerX, centerY, rotationSin, rotationCos); } // Draw texParams.color = params->color; texParams.SetPosition(&xy[0]); Texture_Draw(font->texture, &texParams); }
void Texture::Draw(float left, float top, float rotation, float scale, const Color& color) { if (obj) Texture_Draw(obj, left, top, rotation, scale, color); }
void Texture::Draw(const Vec2& position, float rotation, float scale, const Color& color) { if (obj) Texture_Draw(obj, position, rotation, scale, color); }
void Texture::Draw(const Shape::DrawParams* params, const Sampler& sampler) { if (obj) Texture_Draw(obj, params, sampler); }
void Sprite_Draw(SpriteObj* sprite, const Sprite::DrawParams* params) { if (!SpriteResource_CheckCreated(sprite->resource)) return; // Get animation instance SpriteObj::AnimationInstance* animationInstance = NULL; for (std::vector<SpriteObj::AnimationInstance>::iterator it = sprite->animationInstances.begin(); it != sprite->animationInstances.end(); ++it) if (it->mode != Sprite::AnimationMode_OnceWhenDone && it->mode != Sprite::AnimationMode_LoopWhenDone && (!animationInstance || it->weight > animationInstance->weight)) animationInstance = &(*it); Assert(animationInstance); // Determine textures to draw Texture* texture0 = NULL; Texture* texture1 = NULL; Shape::DrawParams texParams; float lerp = 0.0f; float uv[8] = { 0, 0, 1, 0, 1, 1, 0, 1 }; if (params->texCoordRect) { uv[0] = params->texCoordRect->left; uv[1] = params->texCoordRect->top; uv[2] = params->texCoordRect->Right(); uv[3] = params->texCoordRect->top; uv[4] = params->texCoordRect->Right(); uv[5] = params->texCoordRect->Bottom(); uv[6] = params->texCoordRect->left; uv[7] = params->texCoordRect->Bottom(); } if (params->flipX) for (int i = 0; i < 8; i += 2) uv[i] = 1.0f - uv[i]; if (params->flipY) for (int i = 1; i < 8; i += 2) uv[i] = 1.0f - uv[i]; SpriteResource::Animation* animation = animationInstance->animation; if (animation->frames.size() == 1) { texture0 = &animation->frames[0].texture; texParams.color = params->color; texParams.SetNumVerts(4); texParams.SetTexCoord(uv); } else { const float numFramesF = (float) animation->frames.size(); const float frameIndexF = numFramesF * (animationInstance->time / animation->totalTime); const float firstFrameIndexF = floorf(frameIndexF); const int firstFrameIndex = clamp((int) firstFrameIndexF, (int) 0, (int) animation->frames.size() - 1); const int nextFrameIndex = (firstFrameIndex + 1) % animation->frames.size(); SpriteResource::Frame& firstFrame = animation->frames[firstFrameIndex]; SpriteResource::Frame& nextFrame = animation->frames[nextFrameIndex]; texture0 = &firstFrame.texture; texture1 = &nextFrame.texture; texParams.SetNumVerts(4); texParams.SetTexCoord(uv, 0); texParams.SetTexCoord(uv, 1); lerp = frameIndexF - firstFrameIndexF; } float xy[8] = { params->position.x, params->position.y, params->position.x + sprite->resource->width * params->scale, params->position.y, params->position.x + sprite->resource->width * params->scale, params->position.y + sprite->resource->height * params->scale, params->position.x, params->position.y + sprite->resource->height * params->scale }; if (params->rect) { xy[0] = params->rect->left; xy[1] = params->rect->top; xy[2] = params->rect->Right(); xy[3] = params->rect->top; xy[4] = params->rect->Right(); xy[5] = params->rect->Bottom(); xy[6] = params->rect->left; xy[7] = params->rect->Bottom(); } if (params->rotation != 0) { const float centerX = (xy[0] + xy[2]) * 0.5f; const float centerY = (xy[1] + xy[5]) * 0.5f; const float rotationSin = sinf(params->rotation); const float rotationCos = cosf(params->rotation); float* xyPtr = xy; for (int i = 0; i < 4; i++, xyPtr += 2) Vertex_Rotate(xyPtr[0], xyPtr[1], centerX, centerY, rotationSin, rotationCos); } texParams.SetPosition(xy); // Draw #if 0 if (texture1) Texture_DrawBlended(texture0, texture1, &texParams, lerp); else Texture_Draw(texture0, &texParams); #else Material* material = &sprite->resource->material; if (!material->IsValid()) material = &App::GetDefaultMaterial(); material->SetFloatParameter("Color", (const float*) &texParams.color, 4); if (texture1) { material->SetTechnique("tex_lerp_col"); material->SetTextureParameter("ColorMap0", *texture0); material->SetTextureParameter("ColorMap1", *texture1); material->SetFloatParameter("Scale", &lerp); material->Draw(&texParams); } else { material->SetTechnique("tex_col"); material->SetTextureParameter("ColorMap", *texture0); material->Draw(&texParams); } #endif }