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https://github.com/libretro/RetroArch
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Drop shadows for fonts.
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parent
8a5c537e15
commit
02d40aa212
28
gfx/gl.c
28
gfx/gl.c
@ -192,6 +192,7 @@ typedef struct gl
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char font_last_msg[256];
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int font_last_width, font_last_height;
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GLfloat font_color[16];
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GLfloat font_color_dark[16];
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#endif
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} gl_t;
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@ -386,6 +387,13 @@ static inline void gl_init_font(gl_t *gl, const char *font_path, unsigned font_s
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gl->font_color[4 * i + 3] = 1.0;
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}
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for (unsigned i = 0; i < 4; i++)
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{
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for (unsigned j = 0; j < 3; j++)
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gl->font_color_dark[4 * i + j] = 0.3 * gl->font_color[4 * i + j];
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gl->font_color_dark[4 * i + 3] = 1.0;
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}
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#else
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(void)gl;
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(void)font_path;
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@ -748,7 +756,7 @@ static void blit_fonts(gl_t *gl, const struct font_output *head, const struct fo
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}
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static void calculate_font_coords(gl_t *gl,
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GLfloat font_vertex[8], GLfloat font_tex_coords[8])
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GLfloat font_vertex[8], GLfloat font_vertex_dark[8], GLfloat font_tex_coords[8])
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{
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GLfloat lx = g_settings.video.msg_pos_x;
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GLfloat hx = (GLfloat)gl->font_last_width / gl->vp_width + lx;
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@ -764,6 +772,14 @@ static void calculate_font_coords(gl_t *gl,
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font_vertex[6] = hx;
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font_vertex[7] = ly;
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GLfloat shift_x = 2.0f / gl->vp_width;
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GLfloat shift_y = 2.0f / gl->vp_height;
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for (unsigned i = 0; i < 4; i++)
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{
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font_vertex_dark[2 * i + 0] = font_vertex[2 * i + 0] - shift_x;
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font_vertex_dark[2 * i + 1] = font_vertex[2 * i + 1] - shift_y;
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}
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lx = 0.0f;
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hx = (GLfloat)gl->font_last_width / gl->font_tex_w;
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ly = 1.0f - (GLfloat)gl->font_last_height / gl->font_tex_h;
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@ -785,15 +801,14 @@ static void gl_render_msg(gl_t *gl, const char *msg)
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return;
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GLfloat font_vertex[8];
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GLfloat font_vertex_dark[8];
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GLfloat font_tex_coords[8];
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// Deactivate custom shaders. Enable the font texture.
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gl_shader_use(0);
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set_viewport(gl, gl->win_width, gl->win_height, false);
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glBindTexture(GL_TEXTURE_2D, gl->font_tex);
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glVertexPointer(2, GL_FLOAT, 0, font_vertex);
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glTexCoordPointer(2, GL_FLOAT, 0, font_tex_coords);
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glColorPointer(4, GL_FLOAT, 0, gl->font_color);
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// Need blending.
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// Using fixed function pipeline here since we cannot guarantee presence of shaders (would be kinda overkill anyways).
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@ -818,8 +833,13 @@ static void gl_render_msg(gl_t *gl, const char *msg)
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gl->font_last_width = geom.width;
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gl->font_last_height = geom.height;
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}
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calculate_font_coords(gl, font_vertex, font_tex_coords);
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calculate_font_coords(gl, font_vertex, font_vertex_dark, font_tex_coords);
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glVertexPointer(2, GL_FLOAT, 0, font_vertex_dark);
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glColorPointer(4, GL_FLOAT, 0, gl->font_color_dark);
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glDrawArrays(GL_QUADS, 0, 4);
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glVertexPointer(2, GL_FLOAT, 0, font_vertex);
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glColorPointer(4, GL_FLOAT, 0, gl->font_color);
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glDrawArrays(GL_QUADS, 0, 4);
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// Go back to old rendering path.
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