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); }
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); }