Files
DarkRP2D/external/Box2D-2.3.1/Box2D/Testbed/Framework/RenderGL3.cpp
Julian Nießner d175d433a8 Added Box2D
2018-05-06 12:43:20 +02:00

833 lines
20 KiB
C++

//
// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//
// Source altered and distributed from https://github.com/AdrienHerubel/imgui
#define _USE_MATH_DEFINES
#include <math.h>
#include <stdio.h>
#ifdef __APPLE__
#include <OpenGL/gl3.h>
#else
#include <glew/glew.h>
#include <GL/gl.h>
#endif
#include "RenderGL3.h"
// Some math headers don't have PI defined.
static const float PI = 3.14159265f;
#define STB_TRUETYPE_IMPLEMENTATION
#include "stb_truetype.h"
// Pull render interface.
enum GfxCmdType
{
GFXCMD_RECT,
GFXCMD_TRIANGLE,
GFXCMD_LINE,
GFXCMD_TEXT,
GFXCMD_SCISSOR,
};
struct GfxRect
{
short x, y, w, h, r;
};
struct GfxText
{
float x, y;
TextAlign align;
const char* text;
};
struct GfxLine
{
short x0, y0, x1, y1, r;
};
struct GfxCmd
{
char type;
char flags;
char pad[2];
unsigned int col;
union
{
GfxLine line;
GfxRect rect;
GfxText text;
};
};
static const unsigned TEMP_COORD_COUNT = 100;
static float g_tempCoords[TEMP_COORD_COUNT * 2];
static float g_tempNormals[TEMP_COORD_COUNT * 2];
static float g_tempVertices[TEMP_COORD_COUNT * 12 + (TEMP_COORD_COUNT - 2) * 6];
static float g_tempTextureCoords[TEMP_COORD_COUNT * 12 + (TEMP_COORD_COUNT - 2) * 6];
static float g_tempColors[TEMP_COORD_COUNT * 24 + (TEMP_COORD_COUNT - 2) * 12];
static const int CIRCLE_VERTS = 8 * 4;
static float g_circleVerts[CIRCLE_VERTS * 2];
static stbtt_bakedchar g_cdata[96]; // ASCII 32..126 is 95 glyphs
static GLuint g_ftex = 0;
static GLuint g_whitetex = 0;
static GLuint g_vao = 0;
static GLuint g_vbos[3] = { 0, 0, 0 };
static GLuint g_program = 0;
static GLuint g_programViewportLocation = 0;
static GLuint g_programTextureLocation = 0;
static const unsigned TEXT_POOL_SIZE = 8000;
static char g_textPool[TEXT_POOL_SIZE];
static unsigned g_textPoolSize = 0;
static const char* allocText(const char* text)
{
unsigned len = (unsigned)strlen(text) + 1;
if (g_textPoolSize + len >= TEXT_POOL_SIZE)
return 0;
char* dst = &g_textPool[g_textPoolSize];
memcpy(dst, text, len);
g_textPoolSize += len;
return dst;
}
static const unsigned GFXCMD_QUEUE_SIZE = 5000;
static GfxCmd g_gfxCmdQueue[GFXCMD_QUEUE_SIZE];
static unsigned g_gfxCmdQueueSize = 0;
static void ResetGfxCmdQueue()
{
g_gfxCmdQueueSize = 0;
g_textPoolSize = 0;
}
void AddGfxCmdScissor(int x, int y, int w, int h)
{
if (g_gfxCmdQueueSize >= GFXCMD_QUEUE_SIZE)
return;
GfxCmd& cmd = g_gfxCmdQueue[g_gfxCmdQueueSize++];
cmd.type = GFXCMD_SCISSOR;
cmd.flags = x < 0 ? 0 : 1; // on/off flag.
cmd.col = 0;
cmd.rect.x = (short)x;
cmd.rect.y = (short)y;
cmd.rect.w = (short)w;
cmd.rect.h = (short)h;
}
void AddGfxCmdRect(float x, float y, float w, float h, unsigned int color)
{
if (g_gfxCmdQueueSize >= GFXCMD_QUEUE_SIZE)
return;
GfxCmd& cmd = g_gfxCmdQueue[g_gfxCmdQueueSize++];
cmd.type = GFXCMD_RECT;
cmd.flags = 0;
cmd.col = color;
cmd.rect.x = (short)(x*8.0f);
cmd.rect.y = (short)(y*8.0f);
cmd.rect.w = (short)(w*8.0f);
cmd.rect.h = (short)(h*8.0f);
cmd.rect.r = 0;
}
void AddGfxCmdLine(float x0, float y0, float x1, float y1, float r, unsigned int color)
{
if (g_gfxCmdQueueSize >= GFXCMD_QUEUE_SIZE)
return;
GfxCmd& cmd = g_gfxCmdQueue[g_gfxCmdQueueSize++];
cmd.type = GFXCMD_LINE;
cmd.flags = 0;
cmd.col = color;
cmd.line.x0 = (short)(x0*8.0f);
cmd.line.y0 = (short)(y0*8.0f);
cmd.line.x1 = (short)(x1*8.0f);
cmd.line.y1 = (short)(y1*8.0f);
cmd.line.r = (short)(r*8.0f);
}
void AddGfxCmdRoundedRect(float x, float y, float w, float h, float r, unsigned int color)
{
if (g_gfxCmdQueueSize >= GFXCMD_QUEUE_SIZE)
return;
GfxCmd& cmd = g_gfxCmdQueue[g_gfxCmdQueueSize++];
cmd.type = GFXCMD_RECT;
cmd.flags = 0;
cmd.col = color;
cmd.rect.x = (short)(x*8.0f);
cmd.rect.y = (short)(y*8.0f);
cmd.rect.w = (short)(w*8.0f);
cmd.rect.h = (short)(h*8.0f);
cmd.rect.r = (short)(r*8.0f);
}
void AddGfxCmdTriangle(int x, int y, int w, int h, int flags, unsigned int color)
{
if (g_gfxCmdQueueSize >= GFXCMD_QUEUE_SIZE)
return;
GfxCmd& cmd = g_gfxCmdQueue[g_gfxCmdQueueSize++];
cmd.type = GFXCMD_TRIANGLE;
cmd.flags = (char)flags;
cmd.col = color;
cmd.rect.x = (short)(x*8.0f);
cmd.rect.y = (short)(y*8.0f);
cmd.rect.w = (short)(w*8.0f);
cmd.rect.h = (short)(h*8.0f);
}
//
void AddGfxCmdText(float x, float y, TextAlign align, const char* text, unsigned int color)
{
if (g_gfxCmdQueueSize >= GFXCMD_QUEUE_SIZE)
return;
GfxCmd& cmd = g_gfxCmdQueue[g_gfxCmdQueueSize++];
cmd.type = GFXCMD_TEXT;
cmd.flags = 0;
cmd.col = color;
cmd.text.x = x;
cmd.text.y = y;
cmd.text.align = align;
cmd.text.text = allocText(text);
}
//
void AddGfxCmdText(int x, int y, TextAlign align, const char* text, unsigned int color)
{
AddGfxCmdText(float(x), float(y), align, text, color);
}
//
static void sDrawPolygon(const float* coords, unsigned numCoords, float r, unsigned int col)
{
if (numCoords > TEMP_COORD_COUNT) numCoords = TEMP_COORD_COUNT;
for (unsigned i = 0, j = numCoords - 1; i < numCoords; j = i++)
{
const float* v0 = &coords[j * 2];
const float* v1 = &coords[i * 2];
float dx = v1[0] - v0[0];
float dy = v1[1] - v0[1];
float d = sqrtf(dx*dx + dy*dy);
if (d > 0)
{
d = 1.0f / d;
dx *= d;
dy *= d;
}
g_tempNormals[j * 2 + 0] = dy;
g_tempNormals[j * 2 + 1] = -dx;
}
float colf[4] = { (float)(col & 0xff) / 255.f, (float)((col >> 8) & 0xff) / 255.f, (float)((col >> 16) & 0xff) / 255.f, (float)((col >> 24) & 0xff) / 255.f };
float colTransf[4] = { (float)(col & 0xff) / 255.f, (float)((col >> 8) & 0xff) / 255.f, (float)((col >> 16) & 0xff) / 255.f, 0 };
for (unsigned i = 0, j = numCoords - 1; i < numCoords; j = i++)
{
float dlx0 = g_tempNormals[j * 2 + 0];
float dly0 = g_tempNormals[j * 2 + 1];
float dlx1 = g_tempNormals[i * 2 + 0];
float dly1 = g_tempNormals[i * 2 + 1];
float dmx = (dlx0 + dlx1) * 0.5f;
float dmy = (dly0 + dly1) * 0.5f;
float dmr2 = dmx*dmx + dmy*dmy;
if (dmr2 > 0.000001f)
{
float scale = 1.0f / dmr2;
if (scale > 10.0f) scale = 10.0f;
dmx *= scale;
dmy *= scale;
}
g_tempCoords[i * 2 + 0] = coords[i * 2 + 0] + dmx*r;
g_tempCoords[i * 2 + 1] = coords[i * 2 + 1] + dmy*r;
}
int vSize = numCoords * 12 + (numCoords - 2) * 6;
int uvSize = numCoords * 2 * 6 + (numCoords - 2) * 2 * 3;
int cSize = numCoords * 4 * 6 + (numCoords - 2) * 4 * 3;
float * v = g_tempVertices;
float * uv = g_tempTextureCoords;
memset(uv, 0, uvSize * sizeof(float));
float * c = g_tempColors;
memset(c, 1, cSize * sizeof(float));
float * ptrV = v;
float * ptrC = c;
for (unsigned i = 0, j = numCoords - 1; i < numCoords; j = i++)
{
*ptrV = coords[i * 2];
*(ptrV + 1) = coords[i * 2 + 1];
ptrV += 2;
*ptrV = coords[j * 2];
*(ptrV + 1) = coords[j * 2 + 1];
ptrV += 2;
*ptrV = g_tempCoords[j * 2];
*(ptrV + 1) = g_tempCoords[j * 2 + 1];
ptrV += 2;
*ptrV = g_tempCoords[j * 2];
*(ptrV + 1) = g_tempCoords[j * 2 + 1];
ptrV += 2;
*ptrV = g_tempCoords[i * 2];
*(ptrV + 1) = g_tempCoords[i * 2 + 1];
ptrV += 2;
*ptrV = coords[i * 2];
*(ptrV + 1) = coords[i * 2 + 1];
ptrV += 2;
*ptrC = colf[0];
*(ptrC + 1) = colf[1];
*(ptrC + 2) = colf[2];
*(ptrC + 3) = colf[3];
ptrC += 4;
*ptrC = colf[0];
*(ptrC + 1) = colf[1];
*(ptrC + 2) = colf[2];
*(ptrC + 3) = colf[3];
ptrC += 4;
*ptrC = colTransf[0];
*(ptrC + 1) = colTransf[1];
*(ptrC + 2) = colTransf[2];
*(ptrC + 3) = colTransf[3];
ptrC += 4;
*ptrC = colTransf[0];
*(ptrC + 1) = colTransf[1];
*(ptrC + 2) = colTransf[2];
*(ptrC + 3) = colTransf[3];
ptrC += 4;
*ptrC = colTransf[0];
*(ptrC + 1) = colTransf[1];
*(ptrC + 2) = colTransf[2];
*(ptrC + 3) = colTransf[3];
ptrC += 4;
*ptrC = colf[0];
*(ptrC + 1) = colf[1];
*(ptrC + 2) = colf[2];
*(ptrC + 3) = colf[3];
ptrC += 4;
}
for (unsigned i = 2; i < numCoords; ++i)
{
*ptrV = coords[0];
*(ptrV + 1) = coords[1];
ptrV += 2;
*ptrV = coords[(i - 1) * 2];
*(ptrV + 1) = coords[(i - 1) * 2 + 1];
ptrV += 2;
*ptrV = coords[i * 2];
*(ptrV + 1) = coords[i * 2 + 1];
ptrV += 2;
*ptrC = colf[0];
*(ptrC + 1) = colf[1];
*(ptrC + 2) = colf[2];
*(ptrC + 3) = colf[3];
ptrC += 4;
*ptrC = colf[0];
*(ptrC + 1) = colf[1];
*(ptrC + 2) = colf[2];
*(ptrC + 3) = colf[3];
ptrC += 4;
*ptrC = colf[0];
*(ptrC + 1) = colf[1];
*(ptrC + 2) = colf[2];
*(ptrC + 3) = colf[3];
ptrC += 4;
}
glBindTexture(GL_TEXTURE_2D, g_whitetex);
glBindVertexArray(g_vao);
glBindBuffer(GL_ARRAY_BUFFER, g_vbos[0]);
glBufferData(GL_ARRAY_BUFFER, vSize*sizeof(float), v, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, g_vbos[1]);
glBufferData(GL_ARRAY_BUFFER, uvSize*sizeof(float), uv, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, g_vbos[2]);
glBufferData(GL_ARRAY_BUFFER, cSize*sizeof(float), c, GL_STATIC_DRAW);
glDrawArrays(GL_TRIANGLES, 0, (numCoords * 2 + numCoords - 2) * 3);
}
static void sDrawRect(float x, float y, float w, float h, float fth, unsigned int col)
{
float verts[4 * 2] =
{
x + 0.5f, y + 0.5f,
x + w - 0.5f, y + 0.5f,
x + w - 0.5f, y + h - 0.5f,
x + 0.5f, y + h - 0.5f,
};
sDrawPolygon(verts, 4, fth, col);
}
/*
static void drawEllipse(float x, float y, float w, float h, float fth, unsigned int col)
{
float verts[CIRCLE_VERTS*2];
const float* cverts = g_circleVerts;
float* v = verts;
for (int i = 0; i < CIRCLE_VERTS; ++i)
{
*v++ = x + cverts[i*2]*w;
*v++ = y + cverts[i*2+1]*h;
}
drawPolygon(verts, CIRCLE_VERTS, fth, col);
}
*/
static void sDrawRoundedRect(float x, float y, float w, float h, float r, float fth, unsigned int col)
{
const unsigned n = CIRCLE_VERTS / 4;
float verts[(n + 1) * 4 * 2];
const float* cverts = g_circleVerts;
float* v = verts;
for (unsigned i = 0; i <= n; ++i)
{
*v++ = x + w - r + cverts[i * 2] * r;
*v++ = y + h - r + cverts[i * 2 + 1] * r;
}
for (unsigned i = n; i <= n * 2; ++i)
{
*v++ = x + r + cverts[i * 2] * r;
*v++ = y + h - r + cverts[i * 2 + 1] * r;
}
for (unsigned i = n * 2; i <= n * 3; ++i)
{
*v++ = x + r + cverts[i * 2] * r;
*v++ = y + r + cverts[i * 2 + 1] * r;
}
for (unsigned i = n * 3; i < n * 4; ++i)
{
*v++ = x + w - r + cverts[i * 2] * r;
*v++ = y + r + cverts[i * 2 + 1] * r;
}
*v++ = x + w - r + cverts[0] * r;
*v++ = y + r + cverts[1] * r;
sDrawPolygon(verts, (n + 1) * 4, fth, col);
}
//
void sRenderLine(float x0, float y0, float x1, float y1, float r, float fth, unsigned int col)
{
float dx = x1 - x0;
float dy = y1 - y0;
float d = sqrtf(dx*dx + dy*dy);
if (d > 0.0001f)
{
d = 1.0f / d;
dx *= d;
dy *= d;
}
float nx = dy;
float ny = -dx;
float verts[4 * 2];
r -= fth;
r *= 0.5f;
if (r < 0.01f) r = 0.01f;
dx *= r;
dy *= r;
nx *= r;
ny *= r;
verts[0] = x0 - dx - nx;
verts[1] = y0 - dy - ny;
verts[2] = x0 - dx + nx;
verts[3] = y0 - dy + ny;
verts[4] = x1 + dx + nx;
verts[5] = y1 + dy + ny;
verts[6] = x1 + dx - nx;
verts[7] = y1 + dy - ny;
sDrawPolygon(verts, 4, fth, col);
}
//
bool RenderGLInit(const char* fontpath)
{
for (int i = 0; i < CIRCLE_VERTS; ++i)
{
float a = (float)i / (float)CIRCLE_VERTS * PI * 2;
g_circleVerts[i * 2 + 0] = cosf(a);
g_circleVerts[i * 2 + 1] = sinf(a);
}
// Load font.
FILE* fp = fopen(fontpath, "rb");
if (!fp) return false;
fseek(fp, 0, SEEK_END);
int size = (int)ftell(fp);
fseek(fp, 0, SEEK_SET);
unsigned char* ttfBuffer = (unsigned char*)malloc(size);
if (!ttfBuffer)
{
fclose(fp);
return false;
}
fread(ttfBuffer, 1, size, fp);
fclose(fp);
fp = 0;
unsigned char* bmap = (unsigned char*)malloc(512 * 512);
if (!bmap)
{
free(ttfBuffer);
return false;
}
stbtt_BakeFontBitmap(ttfBuffer, 0, 15.0f, bmap, 512, 512, 32, 96, g_cdata);
// can free ttf_buffer at this point
glGenTextures(1, &g_ftex);
glBindTexture(GL_TEXTURE_2D, g_ftex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 512, 512, 0, GL_RED, GL_UNSIGNED_BYTE, bmap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// can free ttf_buffer at this point
unsigned char white_alpha = 255;
glGenTextures(1, &g_whitetex);
glBindTexture(GL_TEXTURE_2D, g_whitetex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &white_alpha);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenVertexArrays(1, &g_vao);
glGenBuffers(3, g_vbos);
glBindVertexArray(g_vao);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, g_vbos[0]);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)* 2, (void*)0);
glBufferData(GL_ARRAY_BUFFER, 0, 0, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, g_vbos[1]);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)* 2, (void*)0);
glBufferData(GL_ARRAY_BUFFER, 0, 0, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, g_vbos[2]);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)* 4, (void*)0);
glBufferData(GL_ARRAY_BUFFER, 0, 0, GL_STATIC_DRAW);
g_program = glCreateProgram();
const char * vs =
"#version 150\n"
"uniform vec2 Viewport;\n"
"in vec2 VertexPosition;\n"
"in vec2 VertexTexCoord;\n"
"in vec4 VertexColor;\n"
"out vec2 texCoord;\n"
"out vec4 vertexColor;\n"
"void main(void)\n"
"{\n"
" vertexColor = VertexColor;\n"
" texCoord = VertexTexCoord;\n"
" gl_Position = vec4(VertexPosition * 2.0 / Viewport - 1.0, 0.0, 1.0);\n"
"}\n";
GLuint vso = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vso, 1, (const char **)&vs, NULL);
glCompileShader(vso);
glAttachShader(g_program, vso);
const char * fs =
"#version 150\n"
"in vec2 texCoord;\n"
"in vec4 vertexColor;\n"
"uniform sampler2D Texture;\n"
"out vec4 Color;\n"
"void main(void)\n"
"{\n"
" float alpha = texture(Texture, texCoord).r;\n"
" Color = vec4(vertexColor.rgb, vertexColor.a * alpha);\n"
"}\n";
GLuint fso = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fso, 1, (const char **)&fs, NULL);
glCompileShader(fso);
glAttachShader(g_program, fso);
glBindAttribLocation(g_program, 0, "VertexPosition");
glBindAttribLocation(g_program, 1, "VertexTexCoord");
glBindAttribLocation(g_program, 2, "VertexColor");
glBindFragDataLocation(g_program, 0, "Color");
glLinkProgram(g_program);
glDeleteShader(vso);
glDeleteShader(fso);
glUseProgram(g_program);
g_programViewportLocation = glGetUniformLocation(g_program, "Viewport");
g_programTextureLocation = glGetUniformLocation(g_program, "Texture");
glUseProgram(0);
free(ttfBuffer);
free(bmap);
return true;
}
//
void RenderGLDestroy()
{
if (g_ftex)
{
glDeleteTextures(1, &g_ftex);
g_ftex = 0;
}
if (g_vao)
{
glDeleteVertexArrays(1, &g_vao);
glDeleteBuffers(3, g_vbos);
g_vao = 0;
}
if (g_program)
{
glDeleteProgram(g_program);
g_program = 0;
}
}
static void sGetBakedQuad(stbtt_bakedchar *chardata, int pw, int ph, int char_index,
float *xpos, float *ypos, stbtt_aligned_quad *q)
{
stbtt_bakedchar *b = chardata + char_index;
int round_x = STBTT_ifloor(*xpos + b->xoff);
int round_y = STBTT_ifloor(*ypos - b->yoff);
q->x0 = (float)round_x;
q->y0 = (float)round_y;
q->x1 = (float)round_x + b->x1 - b->x0;
q->y1 = (float)round_y - b->y1 + b->y0;
q->s0 = b->x0 / (float)pw;
q->t0 = b->y0 / (float)pw;
q->s1 = b->x1 / (float)ph;
q->t1 = b->y1 / (float)ph;
*xpos += b->xadvance;
}
static const float g_tabStops[4] = { 150, 210, 270, 330 };
static float sGetTextLength(stbtt_bakedchar *chardata, const char* text)
{
float xpos = 0;
float len = 0;
while (*text)
{
int c = (unsigned char)*text;
if (c == '\t')
{
for (int i = 0; i < 4; ++i)
{
if (xpos < g_tabStops[i])
{
xpos = g_tabStops[i];
break;
}
}
}
else if (c >= 32 && c < 128)
{
stbtt_bakedchar *b = chardata + c - 32;
int round_x = STBTT_ifloor((xpos + b->xoff) + 0.5);
len = round_x + b->x1 - b->x0 + 0.5f;
xpos += b->xadvance;
}
++text;
}
return len;
}
//
void sRenderString(float x, float y, const char *text, TextAlign align, unsigned int col)
{
if (!g_ftex) return;
if (!text) return;
if (align == TEXT_ALIGN_CENTER)
x -= sGetTextLength(g_cdata, text) / 2;
else if (align == TEXT_ALIGN_RIGHT)
x -= sGetTextLength(g_cdata, text);
float r = (float)(col & 0xff) / 255.f;
float g = (float)((col >> 8) & 0xff) / 255.f;
float b = (float)((col >> 16) & 0xff) / 255.f;
float a = (float)((col >> 24) & 0xff) / 255.f;
// assume orthographic projection with units = screen pixels, origin at top left
glBindTexture(GL_TEXTURE_2D, g_ftex);
const float ox = x;
while (*text)
{
int c = (unsigned char)*text;
if (c == '\t')
{
for (int i = 0; i < 4; ++i)
{
if (x < g_tabStops[i] + ox)
{
x = g_tabStops[i] + ox;
break;
}
}
}
else if (c >= 32 && c < 128)
{
stbtt_aligned_quad q;
sGetBakedQuad(g_cdata, 512, 512, c - 32, &x, &y, &q);
float v[12] = {
q.x0, q.y0,
q.x1, q.y1,
q.x1, q.y0,
q.x0, q.y0,
q.x0, q.y1,
q.x1, q.y1,
};
float uv[12] = {
q.s0, q.t0,
q.s1, q.t1,
q.s1, q.t0,
q.s0, q.t0,
q.s0, q.t1,
q.s1, q.t1,
};
float color[24] = {
r, g, b, a,
r, g, b, a,
r, g, b, a,
r, g, b, a,
r, g, b, a,
r, g, b, a,
};
glBindVertexArray(g_vao);
glBindBuffer(GL_ARRAY_BUFFER, g_vbos[0]);
glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(float), v, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, g_vbos[1]);
glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(float), uv, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, g_vbos[2]);
glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(float), color, GL_STATIC_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
++text;
}
}
//
void RenderGLFlush(int width, int height)
{
const GfxCmd* q = g_gfxCmdQueue;
int nq = g_gfxCmdQueueSize;
const float s = 1.0f / 8.0f;
glViewport(0, 0, width, height);
glUseProgram(g_program);
glUniform2f(g_programViewportLocation, (float)width, (float)height);
glUniform1i(g_programTextureLocation, 0);
glDisable(GL_SCISSOR_TEST);
for (int i = 0; i < nq; ++i)
{
const GfxCmd& cmd = q[i];
if (cmd.type == GFXCMD_RECT)
{
if (cmd.rect.r == 0)
{
sDrawRect((float)cmd.rect.x*s + 0.5f, (float)cmd.rect.y*s + 0.5f,
(float)cmd.rect.w*s - 1, (float)cmd.rect.h*s - 1,
1.0f, cmd.col);
}
else
{
sDrawRoundedRect((float)cmd.rect.x*s + 0.5f, (float)cmd.rect.y*s + 0.5f,
(float)cmd.rect.w*s - 1, (float)cmd.rect.h*s - 1,
(float)cmd.rect.r*s, 1.0f, cmd.col);
}
}
else if (cmd.type == GFXCMD_LINE)
{
sRenderLine(cmd.line.x0*s, cmd.line.y0*s, cmd.line.x1*s, cmd.line.y1*s, cmd.line.r*s, 1.0f, cmd.col);
}
else if (cmd.type == GFXCMD_TRIANGLE)
{
if (cmd.flags == 1)
{
const float verts[3 * 2] =
{
(float)cmd.rect.x*s + 0.5f, (float)cmd.rect.y*s + 0.5f,
(float)cmd.rect.x*s + 0.5f + (float)cmd.rect.w*s - 1, (float)cmd.rect.y*s + 0.5f + (float)cmd.rect.h*s / 2 - 0.5f,
(float)cmd.rect.x*s + 0.5f, (float)cmd.rect.y*s + 0.5f + (float)cmd.rect.h*s - 1,
};
sDrawPolygon(verts, 3, 1.0f, cmd.col);
}
if (cmd.flags == 2)
{
const float verts[3 * 2] =
{
(float)cmd.rect.x*s + 0.5f, (float)cmd.rect.y*s + 0.5f + (float)cmd.rect.h*s - 1,
(float)cmd.rect.x*s + 0.5f + (float)cmd.rect.w*s / 2 - 0.5f, (float)cmd.rect.y*s + 0.5f,
(float)cmd.rect.x*s + 0.5f + (float)cmd.rect.w*s - 1, (float)cmd.rect.y*s + 0.5f + (float)cmd.rect.h*s - 1,
};
sDrawPolygon(verts, 3, 1.0f, cmd.col);
}
}
else if (cmd.type == GFXCMD_TEXT)
{
sRenderString(cmd.text.x, cmd.text.y, cmd.text.text, cmd.text.align, cmd.col);
}
else if (cmd.type == GFXCMD_SCISSOR)
{
if (cmd.flags)
{
glEnable(GL_SCISSOR_TEST);
glScissor(cmd.rect.x, cmd.rect.y, cmd.rect.w, cmd.rect.h);
}
else
{
glDisable(GL_SCISSOR_TEST);
}
}
}
glDisable(GL_SCISSOR_TEST);
glUseProgram(0);
ResetGfxCmdQueue();
}