Move font code to gl_font.

This commit is contained in:
Themaister 2012-05-26 15:21:51 +02:00
parent 15760c6a8b
commit a10a5badcc
6 changed files with 404 additions and 349 deletions

View File

@ -105,7 +105,7 @@ ifeq ($(HAVE_SDL), 1)
LIBS += $(SDL_LIBS)
ifeq ($(HAVE_OPENGL), 1)
OBJ += gfx/gl.o
OBJ += gfx/gl.o gfx/gl_font.o
ifeq ($(OSX),1)
LIBS += -framework OpenGL
else

View File

@ -39,7 +39,7 @@ ifeq ($(TDM_GCC),)
endif
ifeq ($(HAVE_SDL), 1)
OBJ += gfx/sdl_gfx.o gfx/gl.o gfx/context/sdl_ctx.o input/sdl_input.o audio/sdl_audio.o fifo_buffer.o
OBJ += gfx/sdl_gfx.o gfx/gl.o gfx/gl_font.o gfx/context/sdl_ctx.o input/sdl_input.o audio/sdl_audio.o fifo_buffer.o
LIBS += -lSDL
DEFINES += -ISDL -DHAVE_SDL
endif

376
gfx/gl.c
View File

@ -13,7 +13,6 @@
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "../driver.h"
#include <stdint.h>
@ -28,6 +27,7 @@
#endif
#include "gl_common.h"
#include "gl_font.h"
#include "gfx_common.h"
#include "gfx_context.h"
#include "../compat/strl.h"
@ -138,72 +138,6 @@ static inline bool load_gl_proc(void)
static inline bool load_gl_proc(void) { return true; }
#endif
#define MAX_SHADERS 16
#if defined(HAVE_XML) || defined(HAVE_CG)
#define TEXTURES 8
#else
#define TEXTURES 1
#endif
#define TEXTURES_MASK (TEXTURES - 1)
typedef struct gl
{
bool vsync;
GLuint texture[TEXTURES];
unsigned tex_index; // For use with PREV.
struct gl_tex_info prev_info[TEXTURES];
GLuint tex_filter;
void *empty_buf;
unsigned frame_count;
#ifdef HAVE_FBO
// Render-to-texture, multipass shaders
GLuint fbo[MAX_SHADERS];
GLuint fbo_texture[MAX_SHADERS];
struct gl_fbo_rect fbo_rect[MAX_SHADERS];
struct gl_fbo_scale fbo_scale[MAX_SHADERS];
bool render_to_tex;
int fbo_pass;
bool fbo_inited;
#endif
bool should_resize;
bool quitting;
bool fullscreen;
bool keep_aspect;
unsigned rotation;
unsigned full_x, full_y;
unsigned win_width;
unsigned win_height;
unsigned vp_width, vp_out_width;
unsigned vp_height, vp_out_height;
unsigned last_width[TEXTURES];
unsigned last_height[TEXTURES];
unsigned tex_w, tex_h;
GLfloat tex_coords[8];
GLenum texture_type; // XBGR1555 or ARGB
GLenum texture_fmt;
unsigned base_size; // 2 or 4
#ifdef HAVE_FREETYPE
font_renderer_t *font;
GLuint font_tex;
int font_tex_w, font_tex_h;
void *font_tex_empty_buf;
char font_last_msg[256];
int font_last_width, font_last_height;
GLfloat font_color[16];
GLfloat font_color_dark[16];
#endif
} gl_t;
////////////////// Shaders
static bool gl_shader_init(void)
{
@ -357,57 +291,6 @@ static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale)
#endif
///////////////////
//////////////// Message rendering
static inline void gl_init_font(gl_t *gl, const char *font_path, unsigned font_size)
{
#ifdef HAVE_FREETYPE
if (!g_settings.video.font_enable)
return;
const char *path = font_path;
if (!*path)
path = font_renderer_get_default_font();
if (path)
{
gl->font = font_renderer_new(path, font_size);
if (gl->font)
{
glGenTextures(1, &gl->font_tex);
glBindTexture(GL_TEXTURE_2D, gl->font_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
else
RARCH_WARN("Couldn't init font renderer with font \"%s\"...\n", font_path);
}
else
RARCH_LOG("Did not find default font.\n");
for (unsigned i = 0; i < 4; i++)
{
gl->font_color[4 * i + 0] = g_settings.video.msg_color_r;
gl->font_color[4 * i + 1] = g_settings.video.msg_color_g;
gl->font_color[4 * i + 2] = g_settings.video.msg_color_b;
gl->font_color[4 * i + 3] = 1.0;
}
for (unsigned i = 0; i < 4; i++)
{
for (unsigned j = 0; j < 3; j++)
gl->font_color_dark[4 * i + j] = 0.3 * gl->font_color[4 * i + j];
gl->font_color_dark[4 * i + 3] = 1.0;
}
#else
(void)gl;
(void)font_path;
(void)font_size;
#endif
}
#ifdef HAVE_FBO
static void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height,
@ -544,34 +427,8 @@ static void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
}
#endif
static inline void gl_deinit_font(gl_t *gl)
{
#ifdef HAVE_FREETYPE
if (gl->font)
{
font_renderer_free(gl->font);
glDeleteTextures(1, &gl->font_tex);
if (gl->font_tex_empty_buf)
free(gl->font_tex_empty_buf);
}
#else
(void)gl;
#endif
}
////////////
static inline unsigned get_alignment(unsigned pitch)
{
if (pitch & 1)
return 1;
if (pitch & 2)
return 2;
if (pitch & 4)
return 4;
return 8;
}
static void set_projection(gl_t *gl, bool allow_rotate)
{
glMatrixMode(GL_PROJECTION);
@ -636,209 +493,6 @@ static void gl_set_rotation(void *data, unsigned rotation)
set_projection(gl, true);
}
#ifdef HAVE_FREETYPE
// Somewhat overwhelming code just to render some damn fonts.
// We aim to use NPOT textures for compatibility with old and shitty cards.
// Also, we want to avoid reallocating a texture for each glyph (performance dips), so we
// contruct the whole texture using one call, and copy straight to it with
// glTexSubImage.
struct font_rect
{
int x, y;
int width, height;
int pot_width, pot_height;
};
static void calculate_msg_geometry(const struct font_output *head, struct font_rect *rect)
{
int x_min = head->off_x;
int x_max = head->off_x + head->width;
int y_min = head->off_y;
int y_max = head->off_y + head->height;
while ((head = head->next))
{
int left = head->off_x;
int right = head->off_x + head->width;
int bottom = head->off_y;
int top = head->off_y + head->height;
if (left < x_min)
x_min = left;
if (right > x_max)
x_max = right;
if (bottom < y_min)
y_min = bottom;
if (top > y_max)
y_max = top;
}
rect->x = x_min;
rect->y = y_min;
rect->width = x_max - x_min;
rect->height = y_max - y_min;
}
static void adjust_power_of_two(gl_t *gl, struct font_rect *geom)
{
// Some systems really hate NPOT textures.
geom->pot_width = next_pow2(geom->width);
geom->pot_height = next_pow2(geom->height);
if ((geom->pot_width > gl->font_tex_w) || (geom->pot_height > gl->font_tex_h))
{
gl->font_tex_empty_buf = realloc(gl->font_tex_empty_buf, geom->pot_width * geom->pot_height);
memset(gl->font_tex_empty_buf, 0, geom->pot_width * geom->pot_height);
glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
glPixelStorei(GL_UNPACK_ROW_LENGTH, geom->pot_width);
glTexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY8, geom->pot_width, geom->pot_height,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, gl->font_tex_empty_buf);
gl->font_tex_w = geom->pot_width;
gl->font_tex_h = geom->pot_height;
}
}
// Old style "blitting", so we can render all the fonts in one go.
// TODO: Is it possible that fonts could overlap if we blit without alpha blending?
static void blit_fonts(gl_t *gl, const struct font_output *head, const struct font_rect *geom)
{
// Clear out earlier fonts.
glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->font_tex_w);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, gl->font_tex_w, gl->font_tex_h,
GL_LUMINANCE, GL_UNSIGNED_BYTE, gl->font_tex_empty_buf);
while (head)
{
// head has top-left oriented coords.
int x = head->off_x - geom->x;
int y = head->off_y - geom->y;
y = gl->font_tex_h - head->height - y - 1;
glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(head->pitch));
glPixelStorei(GL_UNPACK_ROW_LENGTH, head->pitch);
glTexSubImage2D(GL_TEXTURE_2D,
0, x, y, head->width, head->height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, head->output);
head = head->next;
}
}
static void calculate_font_coords(gl_t *gl,
GLfloat font_vertex[8], GLfloat font_vertex_dark[8], GLfloat font_tex_coords[8])
{
GLfloat scale_factor = g_settings.video.font_scale ?
(GLfloat)gl->full_x / (GLfloat)gl->vp_width :
1.0f;
GLfloat lx = g_settings.video.msg_pos_x;
GLfloat hx = (GLfloat)gl->font_last_width / (gl->vp_width * scale_factor) + lx;
GLfloat ly = g_settings.video.msg_pos_y;
GLfloat hy = (GLfloat)gl->font_last_height / (gl->vp_height * scale_factor) + ly;
font_vertex[0] = lx;
font_vertex[1] = ly;
font_vertex[2] = lx;
font_vertex[3] = hy;
font_vertex[4] = hx;
font_vertex[5] = hy;
font_vertex[6] = hx;
font_vertex[7] = ly;
GLfloat shift_x = 2.0f / gl->vp_width;
GLfloat shift_y = 2.0f / gl->vp_height;
for (unsigned i = 0; i < 4; i++)
{
font_vertex_dark[2 * i + 0] = font_vertex[2 * i + 0] - shift_x;
font_vertex_dark[2 * i + 1] = font_vertex[2 * i + 1] - shift_y;
}
lx = 0.0f;
hx = (GLfloat)gl->font_last_width / gl->font_tex_w;
ly = 1.0f - (GLfloat)gl->font_last_height / gl->font_tex_h;
hy = 1.0f;
font_tex_coords[0] = lx;
font_tex_coords[1] = hy;
font_tex_coords[2] = lx;
font_tex_coords[3] = ly;
font_tex_coords[4] = hx;
font_tex_coords[5] = ly;
font_tex_coords[6] = hx;
font_tex_coords[7] = hy;
}
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);
}
#else
static void gl_render_msg(gl_t *gl, const char *msg)
{
(void)gl;
(void)msg;
}
#endif
static inline void set_lut_texture_coords(const GLfloat *coords)
{
#if defined(HAVE_XML) || defined(HAVE_CG)
@ -1117,6 +771,30 @@ static void gl_next_texture_index(gl_t *gl, const struct gl_tex_info *tex_info)
gl->tex_index = (gl->tex_index + 1) & TEXTURES_MASK;
}
#ifdef HAVE_FREETYPE
static inline void gl_render_msg_pre(gl_t *gl)
{
gl_shader_use(0);
set_viewport(gl, gl->win_width, gl->win_height, false, false);
glEnable(GL_BLEND);
}
static inline void gl_render_msg_post(gl_t *gl)
{
// 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);
}
#else
#define gl_render_msg_pre(...)
#define gl_render_msg_post(...)
#endif
static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
{
gl_t *gl = (gl_t*)data;
@ -1176,7 +854,11 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
gl_next_texture_index(gl, &tex_info);
if (msg)
{
gl_render_msg_pre(gl);
gl_render_msg(gl, msg);
gl_render_msg_post(gl);
}
gfx_ctx_update_window_title(false);
gfx_ctx_swap_buffers();

View File

@ -17,6 +17,7 @@
#define __GL_COMMON_H
#include "../general.h"
#include "fonts.h"
#ifdef HAVE_CONFIG_H
#include "../config.h"
@ -67,6 +68,17 @@ static inline bool gl_check_error(void)
return false;
}
static inline unsigned get_alignment(unsigned pitch)
{
if (pitch & 1)
return 1;
if (pitch & 2)
return 2;
if (pitch & 4)
return 4;
return 8;
}
struct gl_fbo_rect
{
unsigned img_width;
@ -103,6 +115,71 @@ struct gl_tex_info
GLfloat coord[8];
};
#define MAX_SHADERS 16
#if defined(HAVE_XML) || defined(HAVE_CG)
#define TEXTURES 8
#else
#define TEXTURES 1
#endif
#define TEXTURES_MASK (TEXTURES - 1)
typedef struct gl
{
bool vsync;
GLuint texture[TEXTURES];
unsigned tex_index; // For use with PREV.
struct gl_tex_info prev_info[TEXTURES];
GLuint tex_filter;
void *empty_buf;
unsigned frame_count;
#ifdef HAVE_FBO
// Render-to-texture, multipass shaders
GLuint fbo[MAX_SHADERS];
GLuint fbo_texture[MAX_SHADERS];
struct gl_fbo_rect fbo_rect[MAX_SHADERS];
struct gl_fbo_scale fbo_scale[MAX_SHADERS];
bool render_to_tex;
int fbo_pass;
bool fbo_inited;
#endif
bool should_resize;
bool quitting;
bool fullscreen;
bool keep_aspect;
unsigned rotation;
unsigned full_x, full_y;
unsigned win_width;
unsigned win_height;
unsigned vp_width, vp_out_width;
unsigned vp_height, vp_out_height;
unsigned last_width[TEXTURES];
unsigned last_height[TEXTURES];
unsigned tex_w, tex_h;
GLfloat tex_coords[8];
GLenum texture_type; // XBGR1555 or ARGB
GLenum texture_fmt;
unsigned base_size; // 2 or 4
#ifdef HAVE_FREETYPE
font_renderer_t *font;
GLuint font_tex;
int font_tex_w, font_tex_h;
void *font_tex_empty_buf;
char font_last_msg[256];
int font_last_width, font_last_height;
GLfloat font_color[16];
GLfloat font_color_dark[16];
#endif
} gl_t;
// Windows ... <_<
#if (defined(HAVE_XML) || defined(HAVE_CG)) && defined(_WIN32)
extern PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture;

269
gfx/gl_font.c Normal file
View File

@ -0,0 +1,269 @@
/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "gl_font.h"
void gl_init_font(gl_t *gl, const char *font_path, unsigned font_size)
{
#ifdef HAVE_FREETYPE
if (!g_settings.video.font_enable)
return;
const char *path = font_path;
if (!*path)
path = font_renderer_get_default_font();
if (path)
{
gl->font = font_renderer_new(path, font_size);
if (gl->font)
{
glGenTextures(1, &gl->font_tex);
glBindTexture(GL_TEXTURE_2D, gl->font_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
else
RARCH_WARN("Couldn't init font renderer with font \"%s\"...\n", font_path);
}
else
RARCH_LOG("Did not find default font.\n");
for (unsigned i = 0; i < 4; i++)
{
gl->font_color[4 * i + 0] = g_settings.video.msg_color_r;
gl->font_color[4 * i + 1] = g_settings.video.msg_color_g;
gl->font_color[4 * i + 2] = g_settings.video.msg_color_b;
gl->font_color[4 * i + 3] = 1.0;
}
for (unsigned i = 0; i < 4; i++)
{
for (unsigned j = 0; j < 3; j++)
gl->font_color_dark[4 * i + j] = 0.3 * gl->font_color[4 * i + j];
gl->font_color_dark[4 * i + 3] = 1.0;
}
#else
(void)gl;
(void)font_path;
(void)font_size;
#endif
}
void gl_deinit_font(gl_t *gl)
{
#ifdef HAVE_FREETYPE
if (gl->font)
{
font_renderer_free(gl->font);
glDeleteTextures(1, &gl->font_tex);
if (gl->font_tex_empty_buf)
free(gl->font_tex_empty_buf);
}
#else
(void)gl;
#endif
}
#ifdef HAVE_FREETYPE
// Somewhat overwhelming code just to render some damn fonts.
// We aim to use NPOT textures for compatibility with old and shitty cards.
// Also, we want to avoid reallocating a texture for each glyph (performance dips), so we
// contruct the whole texture using one call, and copy straight to it with
// glTexSubImage.
struct font_rect
{
int x, y;
int width, height;
int pot_width, pot_height;
};
static void calculate_msg_geometry(const struct font_output *head, struct font_rect *rect)
{
int x_min = head->off_x;
int x_max = head->off_x + head->width;
int y_min = head->off_y;
int y_max = head->off_y + head->height;
while ((head = head->next))
{
int left = head->off_x;
int right = head->off_x + head->width;
int bottom = head->off_y;
int top = head->off_y + head->height;
if (left < x_min)
x_min = left;
if (right > x_max)
x_max = right;
if (bottom < y_min)
y_min = bottom;
if (top > y_max)
y_max = top;
}
rect->x = x_min;
rect->y = y_min;
rect->width = x_max - x_min;
rect->height = y_max - y_min;
}
static void adjust_power_of_two(gl_t *gl, struct font_rect *geom)
{
// Some systems really hate NPOT textures.
geom->pot_width = next_pow2(geom->width);
geom->pot_height = next_pow2(geom->height);
if ((geom->pot_width > gl->font_tex_w) || (geom->pot_height > gl->font_tex_h))
{
gl->font_tex_empty_buf = realloc(gl->font_tex_empty_buf, geom->pot_width * geom->pot_height);
memset(gl->font_tex_empty_buf, 0, geom->pot_width * geom->pot_height);
glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
glPixelStorei(GL_UNPACK_ROW_LENGTH, geom->pot_width);
glTexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY8, geom->pot_width, geom->pot_height,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, gl->font_tex_empty_buf);
gl->font_tex_w = geom->pot_width;
gl->font_tex_h = geom->pot_height;
}
}
// Old style "blitting", so we can render all the fonts in one go.
// TODO: Is it possible that fonts could overlap if we blit without alpha blending?
static void blit_fonts(gl_t *gl, const struct font_output *head, const struct font_rect *geom)
{
// Clear out earlier fonts.
glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->font_tex_w);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, gl->font_tex_w, gl->font_tex_h,
GL_LUMINANCE, GL_UNSIGNED_BYTE, gl->font_tex_empty_buf);
while (head)
{
// head has top-left oriented coords.
int x = head->off_x - geom->x;
int y = head->off_y - geom->y;
y = gl->font_tex_h - head->height - y - 1;
glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(head->pitch));
glPixelStorei(GL_UNPACK_ROW_LENGTH, head->pitch);
glTexSubImage2D(GL_TEXTURE_2D,
0, x, y, head->width, head->height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, head->output);
head = head->next;
}
}
static void calculate_font_coords(gl_t *gl,
GLfloat font_vertex[8], GLfloat font_vertex_dark[8], GLfloat font_tex_coords[8])
{
GLfloat scale_factor = g_settings.video.font_scale ?
(GLfloat)gl->full_x / (GLfloat)gl->vp_width :
1.0f;
GLfloat lx = g_settings.video.msg_pos_x;
GLfloat hx = (GLfloat)gl->font_last_width / (gl->vp_width * scale_factor) + lx;
GLfloat ly = g_settings.video.msg_pos_y;
GLfloat hy = (GLfloat)gl->font_last_height / (gl->vp_height * scale_factor) + ly;
font_vertex[0] = lx;
font_vertex[1] = ly;
font_vertex[2] = lx;
font_vertex[3] = hy;
font_vertex[4] = hx;
font_vertex[5] = hy;
font_vertex[6] = hx;
font_vertex[7] = ly;
GLfloat shift_x = 2.0f / gl->vp_width;
GLfloat shift_y = 2.0f / gl->vp_height;
for (unsigned i = 0; i < 4; i++)
{
font_vertex_dark[2 * i + 0] = font_vertex[2 * i + 0] - shift_x;
font_vertex_dark[2 * i + 1] = font_vertex[2 * i + 1] - shift_y;
}
lx = 0.0f;
hx = (GLfloat)gl->font_last_width / gl->font_tex_w;
ly = 1.0f - (GLfloat)gl->font_last_height / gl->font_tex_h;
hy = 1.0f;
font_tex_coords[0] = lx;
font_tex_coords[1] = hy;
font_tex_coords[2] = lx;
font_tex_coords[3] = ly;
font_tex_coords[4] = hx;
font_tex_coords[5] = ly;
font_tex_coords[6] = hx;
font_tex_coords[7] = hy;
}
#endif
void gl_render_msg(gl_t *gl, const char *msg)
{
#ifdef HAVE_FREETYPE
if (!gl->font)
return;
GLfloat font_vertex[8];
GLfloat font_vertex_dark[8];
GLfloat font_tex_coords[8];
glBindTexture(GL_TEXTURE_2D, gl->font_tex);
glTexCoordPointer(2, GL_FLOAT, 0, 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)
{
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);
#else
(void)gl;
(void)msg;
#endif
}

27
gfx/gl_font.h Normal file
View File

@ -0,0 +1,27 @@
/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GL_FONT_H__
#define GL_FONT_H__
#include "gl_common.h"
void gl_init_font(gl_t *gl, const char *font_path, unsigned font_size);
void gl_deinit_font(gl_t *gl);
void gl_render_msg(gl_t *gl, const char *msg);
#endif