mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2025-05-10 19:13:44 +00:00
Patch glfont to use VBO
Not really, since it's just a buffer that's rendered directly afterward since font effects have to be considered that make pre-generating the VBO impossible, but this is about as good as its gets for now. This gets rid of glVertex3f() for good.
This commit is contained in:
parent
b90dcfeec6
commit
a44f11b6fd
5 changed files with 76 additions and 40 deletions
|
@ -86,7 +86,7 @@ GL_FUNC(void,glOrtho,(GLdouble left, GLdouble right, GLdouble bottom, GLdouble t
|
|||
GL_FUNC(void,glTexCoord2f,(GLfloat s, GLfloat t),(s,t),)
|
||||
//GL_FUNC(void,glTexCoord2d,(GLdouble s, GLdouble t),(s,t),)
|
||||
GL_FUNC(void,glVertex2f,(GLfloat x, GLfloat y),(x,y),)
|
||||
GL_FUNC(void,glVertex3f,(GLfloat x, GLfloat y, GLfloat z),(x,y,z),)
|
||||
//GL_FUNC(void,glVertex3f,(GLfloat x, GLfloat y, GLfloat z),(x,y,z),)
|
||||
GL_FUNC(void,glReadBuffer,(GLenum mode),(mode),)
|
||||
GL_FUNC(void,glDrawBuffer,(GLenum mode),(mode),)
|
||||
|
||||
|
|
|
@ -21,6 +21,8 @@ static unsigned toGlUsage(unsigned usage)
|
|||
{
|
||||
if(usage & GPUBUF_STATIC)
|
||||
return GL_STATIC_DRAW_ARB;
|
||||
if(usage & GPUBUF_STREAM)
|
||||
return GL_STREAM_DRAW_ARB;
|
||||
return GL_DYNAMIC_DRAW;
|
||||
}
|
||||
|
||||
|
|
|
@ -13,7 +13,8 @@ enum BufUsage
|
|||
GPUBUF_BINDING_MASK = 0x01,
|
||||
// usage
|
||||
GPUBUF_DYNAMIC = 0x00,
|
||||
GPUBUF_STATIC = 0x10
|
||||
GPUBUF_STATIC = 0x10,
|
||||
GPUBUF_STREAM = 0x20,
|
||||
};
|
||||
|
||||
enum BufDataType
|
||||
|
|
|
@ -25,10 +25,12 @@ using namespace std;
|
|||
#include "glfont2.h"
|
||||
using namespace glfont;
|
||||
|
||||
|
||||
//*******************************************************************
|
||||
//GLFont Class Implementation
|
||||
//*******************************************************************
|
||||
GLFont::GLFont ()
|
||||
: vbo(GPUBUF_STREAM | GPUBUF_VERTEXBUF)
|
||||
{
|
||||
//Initialize header to safe state
|
||||
header.tex = -1;
|
||||
|
|
|
@ -10,6 +10,11 @@
|
|||
|
||||
#include <assert.h>
|
||||
|
||||
// HACK: use engine functions because i can't be bothered to
|
||||
// write pure opengl functions anymore until this all gets ripped
|
||||
// out anyway
|
||||
#include "../BBGE/VertexBuffer.h"
|
||||
|
||||
//*******************************************************************
|
||||
//GLFont Interface
|
||||
//*******************************************************************
|
||||
|
@ -42,6 +47,8 @@ private:
|
|||
GLFontChar *chars;
|
||||
} header;
|
||||
|
||||
mutable DynamicGPUBuffer vbo;
|
||||
|
||||
public:
|
||||
|
||||
//Constructor
|
||||
|
@ -85,54 +92,78 @@ public:
|
|||
const std::basic_string<T> &text, float scalar, float x,
|
||||
float y, const float *top_color, const float *bottom_color, float alpha, float lastAlpha) const
|
||||
{
|
||||
unsigned int i;
|
||||
GLFontChar *glfont_char;
|
||||
float width, height;
|
||||
const size_t sz = text.size();
|
||||
const size_t bytes = sz * 4 * (2+2+4) * sizeof(float);
|
||||
|
||||
//Begin rendering quads
|
||||
glBegin(GL_QUADS);
|
||||
const float tw = header.tex_width * scalar;
|
||||
const float th = header.tex_height * scalar;
|
||||
|
||||
unsigned int sz = text.size();
|
||||
|
||||
float a = 0;
|
||||
//Loop through characters
|
||||
for (i = 0; i < sz; i++)
|
||||
do
|
||||
{
|
||||
//Make sure character is in range
|
||||
unsigned int c = (unsigned int)text[i];
|
||||
if (c < header.start_char || c > header.end_char)
|
||||
continue;
|
||||
float *p = (float*)vbo.beginWrite(GPUBUFTYPE_VEC2_TC_RGBA, bytes, GPUACCESS_DEFAULT);
|
||||
|
||||
//Get pointer to glFont character
|
||||
glfont_char = &header.chars[c - header.start_char];
|
||||
for(size_t i = 0; i < text.size(); ++i)
|
||||
{
|
||||
//Make sure character is in range
|
||||
unsigned int c = (unsigned int)text[i];
|
||||
if (c < header.start_char || c > header.end_char)
|
||||
continue;
|
||||
|
||||
//Get width and height
|
||||
width = (glfont_char->dx * header.tex_width) * scalar;
|
||||
height = (glfont_char->dy * header.tex_height) * scalar;
|
||||
const GLFontChar &fc = header.chars[c - header.start_char];
|
||||
|
||||
if (i == (sz-1))
|
||||
a = alpha*lastAlpha;
|
||||
else
|
||||
a = alpha;
|
||||
const float width = fc.dx * tw;
|
||||
const float height = fc.dy * th;
|
||||
|
||||
//Specify colors, vertices, and texture coordinates
|
||||
glColor4f(top_color[0], top_color[1], top_color[2], a);
|
||||
glTexCoord2f(glfont_char->tx1, glfont_char->ty1);
|
||||
glVertex3f(x, y, 0.0F);
|
||||
glTexCoord2f(glfont_char->tx2, glfont_char->ty1);
|
||||
glVertex3f(x + width, y, 0.0F);
|
||||
glColor4f(bottom_color[0], bottom_color[1], bottom_color[2], a);
|
||||
glTexCoord2f(glfont_char->tx2, glfont_char->ty2);
|
||||
glVertex3f(x + width, y + height, 0.0F);
|
||||
glTexCoord2f(glfont_char->tx1, glfont_char->ty2);
|
||||
glVertex3f(x, y + height, 0.0F);
|
||||
float a = alpha;
|
||||
if (i == (sz-1))
|
||||
a *= lastAlpha;
|
||||
|
||||
//Move to next character
|
||||
x += width;
|
||||
*p++ = x; // x
|
||||
*p++ = y; // y
|
||||
*p++ = fc.tx1; // u
|
||||
*p++ = fc.ty1; // v
|
||||
*p++ = top_color[0];
|
||||
*p++ = top_color[1];
|
||||
*p++ = top_color[2];
|
||||
*p++ = a;
|
||||
|
||||
*p++ = x + width; // x
|
||||
*p++ = y; // y
|
||||
*p++ = fc.tx2; // u
|
||||
*p++ = fc.ty1; // v
|
||||
*p++ = top_color[0];
|
||||
*p++ = top_color[1];
|
||||
*p++ = top_color[2];
|
||||
*p++ = a;
|
||||
|
||||
*p++ = x + width; // x
|
||||
*p++ = y + height; // y
|
||||
*p++ = fc.tx2; // u
|
||||
*p++ = fc.ty2; // v
|
||||
*p++ = bottom_color[0];
|
||||
*p++ = bottom_color[1];
|
||||
*p++ = bottom_color[2];
|
||||
*p++ = a;
|
||||
|
||||
*p++ = x; // x
|
||||
*p++ = y + height; // y
|
||||
*p++ = fc.tx1; // u
|
||||
*p++ = fc.ty2; // v
|
||||
*p++ = bottom_color[0];
|
||||
*p++ = bottom_color[1];
|
||||
*p++ = bottom_color[2];
|
||||
*p++ = a;
|
||||
|
||||
x += width;
|
||||
}
|
||||
}
|
||||
while(!vbo.commitWrite());
|
||||
|
||||
//Stop rendering quads
|
||||
glEnd();
|
||||
vbo.apply();
|
||||
|
||||
size_t last = sz * 4;
|
||||
for(size_t i = 0; i < last; i += 4)
|
||||
glDrawArrays(GL_TRIANGLE_FAN, i, 4);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue