Esempio n. 1
0
// ----------------------------------------------------------------------------
size_t
vertex_buffer_insert( vertex_buffer_t * self, size_t index,
                      void * vertices, size_t vcount,  
                      GLuint * indices, size_t icount )
{
    assert( self );
    assert( vertices );
    assert( indices );

    self->state = FROZEN;

    // Push back vertices
    size_t vstart = vector_size( self->vertices );
    vertex_buffer_push_back_vertices( self, vertices, vcount );

    // Push back indices
    size_t istart = vector_size( self->indices );
    vertex_buffer_push_back_indices( self, indices, icount );

    // Update indices within the vertex buffer
    size_t i;
    for( i=0; i<icount; ++i )
    {
        *(GLuint *)(vector_get( self->indices, istart+i )) += vstart;
    }
    
    // Insert item
    ivec4 item = {{ vstart, vcount, istart, icount }};
    vector_insert( self->items, index, &item );

    self->state = DIRTY;
    return index;
}
Esempio n. 2
0
// -------------------------------------------------------------- add_glyph ---
void add_glyph( const texture_glyph_t * glyph,
                vertex_buffer_t * buffer,
                const markup_t * markup,
                vec2 *pen, float kerning )
{
    if( p_kerning )
    {
        pen->x += kerning;
    }
    else
    {
    }

    float r = markup->foreground_color.r;
    float g = markup->foreground_color.g;
    float b = markup->foreground_color.b;
    float a = markup->foreground_color.a;
    float x0  = ( pen->x + glyph->offset_x );
    float y0  = (int)( pen->y + glyph->offset_y );
    float x1  = ( x0 + glyph->width * p_width );
    float y1  = (int)( y0 - glyph->height );

    float s0 = glyph->s0;
    float t0 = glyph->t0;
    float s1 = glyph->s1;
    float t1 = glyph->t1;
    GLuint index = buffer->vertices->size;
    GLuint indices[] = {index, index+1, index+2,
                        index, index+2, index+3};
    float dx = tan(p_faux_italic/180.0 * M_PI) * (glyph->height);
    vertex_t vertices[] = { { (int)(x0+dx),y0,0,  s0,t0,  r,g,b,a,  x0+dx-((int)(x0+dx)) },
                            { (int)(x0   ),y1,0,  s0,t1,  r,g,b,a,  x0-((int)x0) },
                            { (int)(x1   ),y1,0,  s1,t1,  r,g,b,a,  x1-((int)x1) },
                            { (int)(x1+dx),y0,0,  s1,t0,  r,g,b,a,  x1+dx-((int)(x1+dx)) } };
    vertex_buffer_push_back_indices( buffer, indices, 6 );
    vertex_buffer_push_back_vertices( buffer, vertices, 4 );
    pen->x += glyph->advance_x * (1.0 + p_interval);
    pen->y += glyph->advance_y;
}
Esempio n. 3
0
// --------------------------------------------------------------- add_text ---
void add_text( vertex_buffer_t * buffer, texture_font_t * font,
               wchar_t * text, vec4 * color, vec2 * pen )
{
    size_t i;
    float r = color->red, g = color->green, b = color->blue, a = color->alpha;
    for( i=0; i<wcslen(text); ++i )
    {
        texture_glyph_t *glyph = texture_font_get_glyph( font, text[i] );
        if( glyph != NULL )
        {
            int kerning = 0;
            if( i > 0)
            {
                kerning = texture_glyph_get_kerning( glyph, text[i-1] );
            }
            pen->x += kerning;

            float x0  = ( pen->x + glyph->offset_x );
            float y0  = (int)( pen->y + glyph->offset_y );
            float x1  = ( x0 + glyph->width );
            float y1  = (int)( y0 - glyph->height );
            float s0 = glyph->s0;
            float t0 = glyph->t0;
            float s1 = glyph->s1;
            float t1 = glyph->t1;
            GLuint index = buffer->vertices->size;
            GLuint indices[] = {index, index+1, index+2,
                                index, index+2, index+3};
            vertex_t vertices[] = { { (int)x0,y0,0,  s0,t0,  r,g,b,a,  x0-((int)x0) },
                                    { (int)x0,y1,0,  s0,t1,  r,g,b,a,  x0-((int)x0) },
                                    { (int)x1,y1,0,  s1,t1,  r,g,b,a,  x1-((int)x1) },
                                    { (int)x1,y0,0,  s1,t0,  r,g,b,a,  x1-((int)x1) } };
            vertex_buffer_push_back_indices( buffer, indices, 6 );
            vertex_buffer_push_back_vertices( buffer, vertices, 4 );
            pen->x += glyph->advance_x;
            pen->y += glyph->advance_y;
        }
    }
}
Esempio n. 4
0
// ----------------------------------------------------------------------------
size_t
vertex_buffer_insert( vertex_buffer_t * self, const size_t index,
                      const void * vertices, const size_t vcount,  
                      const GLuint * indices, const size_t icount )
{
    size_t vstart, istart, i;
    ivec4 item;
    assert( self );
    assert( vertices );
    assert( indices );

    self->state = FROZEN;

    // Push back vertices
    vstart = vector_size( self->vertices );
    vertex_buffer_push_back_vertices( self, vertices, vcount );

    // Push back indices
    istart = vector_size( self->indices );
    vertex_buffer_push_back_indices( self, indices, icount );

    // Update indices within the vertex buffer
    for( i=0; i<icount; ++i )
    {
        *(GLuint *)(vector_get( self->indices, istart+i )) += vstart;
    }
    
    // Insert item
    item.x = vstart;
    item.y = vcount;
    item.z = istart;
    item.w = icount;
    vector_insert( self->items, index, &item );

    self->state = DIRTY;
    return index;
}
Esempio n. 5
0
// --------------------------------------------------------------- add_text ---
void add_text( vertex_buffer_t * buffer, texture_font_t * font,
               char *text, vec2 pen, vec4 fg_color_1, vec4 fg_color_2 )
{
    size_t i;
    for( i = 0; i < strlen(text); ++i )
    {
        texture_glyph_t *glyph = texture_font_get_glyph( font, text + i );
        float kerning = 0.0f;
        if( i > 0)
        {
            kerning = texture_glyph_get_kerning( glyph, text + i - 1 );
        }
        pen.x += kerning;

        /* Actual glyph */
        float x0  = ( pen.x + glyph->offset_x );
        float y0  = (int)( pen.y + glyph->offset_y );
        float x1  = ( x0 + glyph->width );
        float y1  = (int)( y0 - glyph->height );
        float s0 = glyph->s0;
        float t0 = glyph->t0;
        float s1 = glyph->s1;
        float t1 = glyph->t1;
        GLuint index = buffer->vertices->size;
        GLuint indices[] = {index, index+1, index+2,
                            index, index+2, index+3};
        vertex_t vertices[] = {
            { (int)x0,y0,0,  s0,t0,  fg_color_1 },
            { (int)x0,y1,0,  s0,t1,  fg_color_2 },
            { (int)x1,y1,0,  s1,t1,  fg_color_2 },
            { (int)x1,y0,0,  s1,t0,  fg_color_1 } };
        vertex_buffer_push_back_indices( buffer, indices, 6 );
        vertex_buffer_push_back_vertices( buffer, vertices, 4 );
        pen.x += glyph->advance_x;
    }
}
// --------------------------------------------------------------- add_text ---
void add_text( vertex_buffer_t * buffer, vec2 * pen, ... )
{
    markup_t *markup;
    char *text;
    va_list args;
    va_start ( args, pen );

    do {
        markup = va_arg( args, markup_t * );
        if( markup == NULL )
        {
            break;
        }
        text = va_arg( args, char * );

        size_t i;
        texture_font_t * font = markup->font;
        float r = markup->foreground_color.red;
        float g = markup->foreground_color.green;
        float b = markup->foreground_color.blue;
        float a = markup->foreground_color.alpha;

        for( i = 0; i < strlen(text); ++i )
        {
            texture_glyph_t *glyph = texture_font_get_glyph( font, text + i );

            if( glyph != NULL )
            {
                float kerning = 0.0f;
                if( i > 0)
                {
                    kerning = texture_glyph_get_kerning( glyph, text + i - 1 );
                }
                pen->x += kerning;

                /* Actual glyph */
                float x0  = ( pen->x + glyph->offset_x );
                float y0  = (int)( pen->y + glyph->offset_y );
                float x1  = ( x0 + glyph->width );
                float y1  = (int)( y0 - glyph->height );
                float s0 = glyph->s0;
                float t0 = glyph->t0;
                float s1 = glyph->s1;
                float t1 = glyph->t1;
                GLuint index = buffer->vertices->size;
                GLuint indices[] = {index, index+1, index+2,
                                    index, index+2, index+3
                                   };
                vertex_t vertices[] = {
                    { (int)x0,y0,0,  s0,t0,  r,g,b,a },
                    { (int)x0,y1,0,  s0,t1,  r,g,b,a },
                    { (int)x1,y1,0,  s1,t1,  r,g,b,a },
                    { (int)x1,y0,0,  s1,t0,  r,g,b,a }
                };
                vertex_buffer_push_back_indices( buffer, indices, 6 );
                vertex_buffer_push_back_vertices( buffer, vertices, 4 );
                pen->x += glyph->advance_x;
            }

        }
    } while( markup != 0 );
    va_end ( args );
}
Esempio n. 7
0
/* ------------------------------------------------------------------------- */
void
texture_glyph_add_to_vertex_buffer( const TextureGlyph *self,
                                    VertexBuffer *buffer,
                                    const Markup *markup,
                                    Pen *pen, int kerning )
{
    TextureFont *font = self->font;
    float r = 1;
    float g = 1;
    float b = 1;
    float a = 1;
    int rise = 0;
    int spacing = 0;

    if( markup )
    {
        rise = markup->rise;
        spacing = markup->spacing;
    }
    
    pen->x += kerning;

    // Background
    if( markup && markup->background_color.a > 0 )
    {
        float u0 = font->atlas->black.x / (float) font->atlas->width;
        float v0 = font->atlas->black.y / (float) font->atlas->height;
        float u1 = u0 + font->atlas->black.width / (float) font->atlas->width;
        float v1 = v0 + font->atlas->black.height / (float) font->atlas->height;
        int x0  = pen->x - kerning;
        int y0  = pen->y + font->descender;
        int x1  = x0 + self->advance_x + markup->spacing + kerning;
        int y1  = y0 + font->height - font->linegap;
        r = markup->background_color.r;
        g = markup->background_color.g;
        b = markup->background_color.b;
        a = markup->background_color.a;
        GLuint index = buffer->vertices->size;
        GLuint indices[] = {index, index+1, index+2,
                            index, index+2, index+3};
        TextureGlyphVertex vertices[] = { { x0,y0,0,  u0,v0,  r,g,b,a },
                                          { x0,y1,0,  u0,v1,  r,g,b,a },
                                          { x1,y1,0,  u1,v1,  r,g,b,a },
                                          { x1,y0,0,  u1,v0,  r,g,b,a } };
        vertex_buffer_push_back_indices( buffer, indices, 6 );
        vertex_buffer_push_back_vertices( buffer, vertices, 4 );
    }

    // Underline

    // Overline

    // Outline

    // Strikethrough

    // Actual glyph
    if( markup )
    {
        r = markup->foreground_color.r;
        g = markup->foreground_color.g;
        b = markup->foreground_color.b;
        a = markup->foreground_color.a;
    }
    int x0_  = (int)( pen->x + self->offset_x );
    int y0_  = (int)( pen->y + self->offset_y + rise );
    int x1_  = (int)( x0_ + self->width );
    int y1_  = (int)( y0_ - self->height );

    float x0 = x0_;
    float y0 = y0_;
    float x1 = x1_;
    float y1 = y1_;
    
    float u0 = self->u0;
    float v0 = self->v0;
    float u1 = self->u1;
    float v1 = self->v1;

    GLuint index = buffer->vertices->size;
    GLuint indices[] = {index, index+1, index+2,
                        index, index+2, index+3};
    TextureGlyphVertex vertices[] = { { x0,y0,0,  u0,v0,  r,g,b,a },
                                      { x0,y1,0,  u0,v1,  r,g,b,a },
                                      { x1,y1,0,  u1,v1,  r,g,b,a },
                                      { x1,y0,0,  u1,v0,  r,g,b,a } };
    vertex_buffer_push_back_indices( buffer, indices, 6 );
    vertex_buffer_push_back_vertices( buffer, vertices, 4 );

    pen->x += self->advance_x + spacing;
    pen->y += self->advance_y;
}
Esempio n. 8
0
// ----------------------------------------------------------- make_segment ---
void make_segment( vertex_buffer_t * buffer,
                   float x0, float y0,
                   float x1, float y1,
                   float thickness,
                   float r, float g, float b, float a )
{

    assert( (x1 != x0) || (y1 != y0) );
    assert( thickness != 0 );

    float d = sqrt( (x1-x0)*(x1-x0) + (y1-y0)*(y1-y0) );
    float dx, dy, t;

    if (thickness < 2.0)
    {
        dx = (x1-x0)/d*0.5*2;
        dy = (y1-y0)/d*0.5*2;
        d = 2.0 - thickness/2.0;
        t = thickness/2.0;
    }
    else if (thickness < 3.0)
    {
        dx = (x1-x0)/d*0.5*3;
        dy = (y1-y0)/d*0.5*3;
        d = 2.5 - thickness/2.0;
        t = 1.0;
    }
    else
    {
        dx = (x1-x0)/d*0.5*thickness;
        dy = (y1-y0)/d*0.5*thickness;
        d = 1.0;
        t = 1.0;
    }

    vertex_t body[6] = { {x0+dy,y0-dx, 0,-d, r,g,b,a, t},
                         {x0-dy,y0+dx, 0,+d, r,g,b,a, t},
                         {x1-dy,y1+dx, 0,+d, r,g,b,a, t},

                         {x0+dy,y0-dx, 0,-d, r,g,b,a, t},
                         {x1-dy,y1+dx, 0,+d, r,g,b,a, t},
                         {x1+dy,y1-dx, 0,-d, r,g,b,a, t} };
    vertex_buffer_push_back_vertices ( buffer, body, 6);

    // If line is too thin, no caps
    if( thickness < 1.0 )
    {
        return;
    }

    // Line Cap 0
    vertex_t cap0[6] = { {x0+dy,   y0-dx,     0,-1, r,g,b,a, t},
                         {x0-dy,   y0+dx,     0,+1, r,g,b,a, t},
                         {x0-dy-dx,y0+dx-dy, +1,+1, r,g,b,a, t},

                         {x0+dy,   y0-dx,     0,-1, r,g,b,a, t},
                         {x0-dy-dx,y0+dx-dy, +1,+1, r,g,b,a, t},
                         {x0+dy-dx,y0-dx-dy, +1,-1, r,g,b,a, t} };
    vertex_buffer_push_back_vertices ( buffer, cap0, 6);

    // Line Cap 1
    vertex_t cap1[6] = { {x1-dy,    y1+dx,     0,-1, r,g,b,a, t},
                         {x1+dy,    y1-dx,     0,+1, r,g,b,a, t},
                         {x1+dy+dx, y1-dx+dy, +1,+1, r,g,b,a, t},

                         {x1-dy,    y1+dx,     0,-1, r,g,b,a, t},
                         {x1+dy+dx, y1-dx+dy, +1,+1, r,g,b,a, t},
                         {x1-dy+dx, y1+dx+dy, +1,-1, r,g,b,a, t} };
    vertex_buffer_push_back_vertices ( buffer, cap1, 6);
}