#ifndef __GWEN_OPENGL3_CORE_RENDERER_H #define __GWEN_OPENGL3_CORE_RENDERER_H #include "Gwen/Gwen.h" #include "Gwen/BaseRender.h" #include "GLPrimitiveRenderer.h" #include "../OpenGLWindow/OpenGLInclude.h" struct sth_stash; #include "fontstash.h" #include "Gwen/Texture.h" #include "TwFonts.h" static float extraSpacing = 0.;//6f; #include #include template inline void MyClamp(T& a, const T& lb, const T& ub) { if (a < lb) { a = lb; } else if (ub < a) { a = ub; } } static GLuint BindFont(const CTexFont *_Font) { GLuint TexID = 0; glGenTextures(1, &TexID); glBindTexture(GL_TEXTURE_2D, TexID); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE); glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glPixelStorei(GL_UNPACK_SKIP_ROWS, 0); glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, _Font->m_TexWidth, _Font->m_TexHeight, 0, GL_RED, GL_UNSIGNED_BYTE, _Font->m_TexBytes); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); return TexID; } struct MyTextureLoader { virtual ~MyTextureLoader() { } virtual void LoadTexture( Gwen::Texture* pTexture ) = 0; virtual void FreeTexture( Gwen::Texture* pTexture )=0; }; class GwenOpenGL3CoreRenderer : public Gwen::Renderer::Base { GLPrimitiveRenderer* m_primitiveRenderer; float m_currentColor[4]; float m_yOffset; sth_stash* m_font; float m_screenWidth; float m_screenHeight; float m_fontScaling; float m_retinaScale; bool m_useTrueTypeFont; const CTexFont* m_currentFont; GLuint m_fontTextureId; MyTextureLoader* m_textureLoader; public: GwenOpenGL3CoreRenderer (GLPrimitiveRenderer* primRender, sth_stash* font,float screenWidth, float screenHeight, float retinaScale, MyTextureLoader* loader=0) :m_primitiveRenderer(primRender), m_font(font), m_screenWidth(screenWidth), m_screenHeight(screenHeight), m_retinaScale(retinaScale), m_useTrueTypeFont(false), m_textureLoader(loader) { ///only enable true type fonts on Macbook Retina, it looks gorgeous if (retinaScale==2.0f) { m_useTrueTypeFont = true; } m_currentColor[0] = 1; m_currentColor[1] = 1; m_currentColor[2] = 1; m_currentColor[3] = 1; m_fontScaling = 16.f*m_retinaScale; TwGenerateDefaultFonts(); m_currentFont = g_DefaultNormalFont; //m_currentFont = g_DefaultNormalFontAA; //m_currentFont = g_DefaultLargeFont; m_fontTextureId = BindFont(m_currentFont); } virtual ~GwenOpenGL3CoreRenderer() { TwDeleteDefaultFonts(); } virtual void Resize(int width, int height) { m_screenWidth = width; m_screenHeight = height; } virtual void Begin() { m_yOffset=0; glEnable(GL_BLEND); assert(glGetError()==GL_NO_ERROR); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); assert(glGetError()==GL_NO_ERROR); assert(glGetError()==GL_NO_ERROR); glDisable(GL_DEPTH_TEST); assert(glGetError()==GL_NO_ERROR); //glColor4ub(255,0,0,255); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // saveOpenGLState(width,height);//m_glutScreenWidth,m_glutScreenHeight); assert(glGetError()==GL_NO_ERROR); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); assert(glGetError()==GL_NO_ERROR); glEnable(GL_BLEND); assert(glGetError()==GL_NO_ERROR); } virtual void End() { glDisable(GL_BLEND); } virtual void StartClip() { if (m_useTrueTypeFont) sth_flush_draw(m_font); Gwen::Rect rect = ClipRegion(); // OpenGL's coords are from the bottom left // so we need to translate them here. { GLint view[4]; glGetIntegerv( GL_VIEWPORT, &view[0] ); rect.y = view[3]/m_retinaScale - (rect.y + rect.h); } glScissor( m_retinaScale * rect.x * Scale(), m_retinaScale * rect.y * Scale(), m_retinaScale * rect.w * Scale(), m_retinaScale * rect.h * Scale() ); glEnable( GL_SCISSOR_TEST ); //glDisable( GL_SCISSOR_TEST ); }; virtual void EndClip() { if (m_useTrueTypeFont) sth_flush_draw(m_font); glDisable( GL_SCISSOR_TEST ); }; virtual void SetDrawColor( Gwen::Color color ) { m_currentColor[0] = color.r/256.f; m_currentColor[1] = color.g/256.f; m_currentColor[2] = color.b/256.f; m_currentColor[3] = color.a/256.f; } virtual void DrawFilledRect( Gwen::Rect rect ) { // BT_PROFILE("GWEN_DrawFilledRect"); Translate( rect ); m_primitiveRenderer->drawRect(rect.x, rect.y+m_yOffset, rect.x+rect.w, rect.y+rect.h+m_yOffset, m_currentColor); // m_primitiveRenderer->drawTexturedRect2a(rect.x, rect.y+m_yOffset, // rect.x+rect.w, rect.y+rect.h+m_yOffset, m_currentColor,0,0,1,1); // m_yOffset+=rect.h+10; } void RenderText( Gwen::Font* pFont, Gwen::Point rasterPos, const Gwen::UnicodeString& text ) { // BT_PROFILE("GWEN_RenderText"); Gwen::String str = Gwen::Utility::UnicodeToString(text); const char* unicodeText = (const char*)str.c_str(); Gwen::Rect r; r.x = rasterPos.x; r.y = rasterPos.y; r.w = 0; r.h = 0; // //printf("str = %s\n",unicodeText); //int xpos=0; //int ypos=0; float dx; int measureOnly=0; if (m_useTrueTypeFont) { float yoffset = 0.f; if (m_retinaScale==2.0f) { yoffset = -12; } Translate(r); sth_draw_text(m_font, 1,m_fontScaling, r.x,r.y+yoffset, unicodeText,&dx, m_screenWidth,m_screenHeight,measureOnly,m_retinaScale); } else { //float width = 0.f; int pos=0; //float color[]={0.2f,0.2,0.2f,1.f}; glBindTexture(GL_TEXTURE_2D,m_fontTextureId); float width = r.x; while (unicodeText[pos]) { int c = unicodeText[pos]; r.h = m_currentFont->m_CharHeight; r.w = m_currentFont->m_CharWidth[c]+extraSpacing; Gwen::Rect rect = r; Translate( rect ); m_primitiveRenderer->drawTexturedRect2(rect.x, rect.y+m_yOffset, rect.x+rect.w, rect.y+rect.h+m_yOffset, m_currentColor,m_currentFont->m_CharU0[c],m_currentFont->m_CharV0[c],m_currentFont->m_CharU1[c],m_currentFont->m_CharV1[c]); width += r.w; r.x = width; pos++; } { m_primitiveRenderer->drawTexturedRect3D2Text(false); } glBindTexture(GL_TEXTURE_2D,0); } } Gwen::Point MeasureText( Gwen::Font* pFont, const Gwen::UnicodeString& text ) { // BT_PROFILE("GWEN_MeasureText"); Gwen::String str = Gwen::Utility::UnicodeToString(text); const char* unicodeText = (const char*)str.c_str(); // printf("str = %s\n",unicodeText); int xpos=0; int ypos=0; int measureOnly=1; float dx=0; if (m_useTrueTypeFont) { sth_draw_text(m_font, 1,m_fontScaling, xpos,ypos, unicodeText,&dx, m_screenWidth,m_screenHeight,measureOnly); Gwen::Point pt; if (m_retinaScale==2.0f) { pt.x = dx*Scale()/2.f; pt.y = m_fontScaling/2*Scale()+1; } else { pt.x = dx*Scale(); pt.y = m_fontScaling*Scale()+1; } return pt; } else { float width = 0.f; int pos=0; while (unicodeText[pos]) { width += m_currentFont->m_CharWidth[(int)unicodeText[pos]]+extraSpacing; pos++; } Gwen::Point pt; int fontHeight = m_currentFont->m_CharHeight; pt.x = width*Scale(); pt.y = (fontHeight+2) * Scale(); return pt; } return Gwen::Renderer::Base::MeasureText(pFont,text); } virtual void LoadTexture( Gwen::Texture* pTexture ) { if (m_textureLoader) m_textureLoader->LoadTexture(pTexture); } virtual void FreeTexture( Gwen::Texture* pTexture ) { if (m_textureLoader) m_textureLoader->FreeTexture(pTexture); } virtual void DrawTexturedRect( Gwen::Texture* pTexture, Gwen::Rect rect, float u1=0.0f, float v1=0.0f, float u2=1.0f, float v2=1.0f ) { // BT_PROFILE("DrawTexturedRect"); Translate( rect ); //float eraseColor[4] = {0,0,0,0}; //m_primitiveRenderer->drawRect(rect.x, rect.y+m_yOffset, rect.x+rect.w, rect.y+rect.h+m_yOffset, eraseColor); GLint texHandle = (GLint) pTexture->m_intData; //if (!texHandle) // return; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,texHandle); // glDisable(GL_DEPTH_TEST); assert(glGetError()==GL_NO_ERROR); /* bool useFiltering = true; if (useFiltering) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); */ //glEnable(GL_TEXTURE_2D); // glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE ); static float add=0.0; //add+=1./512.;//0.01; float color[4]={1,1,1,1}; m_primitiveRenderer->drawTexturedRect(rect.x, rect.y+m_yOffset, rect.x+rect.w, rect.y+rect.h+m_yOffset, color,0+add,0,1+add,1,true); assert(glGetError()==GL_NO_ERROR); } }; #endif //__GWEN_OPENGL3_CORE_RENDERER_H