mirror of
https://github.com/bulletphysics/bullet3
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1ef4c721a0
Added Bullet SAP/MultiSAP support by Erwin Coumans (BulletSAPCompleteBoxPruningTest.*) AABB tree broadphase by Nathanael Presson (btDbvt.*, DbvtTest.*)
208 lines
6.5 KiB
C++
208 lines
6.5 KiB
C++
/*
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CDTestFramework http://codercorner.com
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Copyright (c) 2007-2008 Pierre Terdiman, pierre@codercorner.com
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "stdafx.h"
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#include <math.h>
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#include <stdio.h>
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#include <string.h>
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#include <windows.h>
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#include "GLFontData.h"
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#include "GLFontRenderer.h"
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bool GLFontRenderer::m_isInit=false;
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unsigned int GLFontRenderer::m_textureObject=0;
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int GLFontRenderer::m_screenWidth=640;
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int GLFontRenderer::m_screenHeight=480;
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float GLFontRenderer::m_color[4]={1.0f, 1.0f, 1.0f, 1.0f};
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bool GLFontRenderer::init()
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{
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glGenTextures(1, &m_textureObject);
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if(m_textureObject == 0) return false;
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glBindTexture(GL_TEXTURE_2D, m_textureObject);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// expand to rgba
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unsigned char* pNewSource = new unsigned char[OGL_FONT_TEXTURE_WIDTH*OGL_FONT_TEXTURE_HEIGHT*4];
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for(int i=0;i<OGL_FONT_TEXTURE_WIDTH*OGL_FONT_TEXTURE_HEIGHT;i++)
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{
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pNewSource[i*4+0]=255;
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pNewSource[i*4+1]=255;
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pNewSource[i*4+2]=255;
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pNewSource[i*4+3]=OGLFontData[i];
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, OGL_FONT_TEXTURE_WIDTH, OGL_FONT_TEXTURE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, pNewSource);
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delete[] pNewSource;
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return true;
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}
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void GLFontRenderer::print(float x, float y, float fontSize, const char* pString, bool forceMonoSpace, int monoSpaceWidth, bool doOrthoProj)
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{
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// x = x*m_screenWidth;
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// y = y*m_screenHeight;
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fontSize = fontSize*m_screenHeight;
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if(!m_isInit)
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{
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m_isInit = init();
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}
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unsigned int num = (unsigned int)strlen(pString);
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if(m_isInit && num > 0)
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{
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, m_textureObject);
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if(doOrthoProj)
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{
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, m_screenWidth, 0, m_screenHeight, -1, 1);
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}
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glEnable(GL_BLEND);
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glColor4f(m_color[0], m_color[1], m_color[2], m_color[3]);
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const float glyphHeightUV = ((float)OGL_FONT_CHARS_PER_COL)/OGL_FONT_TEXTURE_HEIGHT*2-0.01f;
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float translate = 0.0f;
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float* pVertList = new float[num*3*6];
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float* pTextureCoordList = new float[num*2*6];
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int vertIndex = 0;
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int textureCoordIndex = 0;
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float translateDown = 0.0f;
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unsigned int count = 0;
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for(unsigned int i=0;i<num; i++)
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{
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const float glyphWidthUV = ((float)OGL_FONT_CHARS_PER_ROW)/OGL_FONT_TEXTURE_WIDTH;
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if (pString[i] == '\n') {
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translateDown-=0.005f*m_screenHeight+fontSize;
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translate = 0.0f;
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continue;
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}
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int c = pString[i]-OGL_FONT_CHAR_BASE;
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if (c < OGL_FONT_CHARS_PER_ROW*OGL_FONT_CHARS_PER_COL) {
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count++;
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float glyphWidth = (float)GLFontGlyphWidth[c];
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if(forceMonoSpace){
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glyphWidth = (float)monoSpaceWidth;
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}
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glyphWidth = glyphWidth*(fontSize/(((float)OGL_FONT_TEXTURE_WIDTH)/OGL_FONT_CHARS_PER_ROW))-0.01f;
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float cxUV = float((c)%OGL_FONT_CHARS_PER_ROW)/OGL_FONT_CHARS_PER_ROW+0.008f;
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float cyUV = float((c)/OGL_FONT_CHARS_PER_ROW)/OGL_FONT_CHARS_PER_COL+0.008f;
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pTextureCoordList[textureCoordIndex++] = cxUV;
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pTextureCoordList[textureCoordIndex++] = cyUV+glyphHeightUV;
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pVertList[vertIndex++] = x+0+translate;
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pVertList[vertIndex++] = y+0+translateDown;
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pVertList[vertIndex++] = 0;
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pTextureCoordList[textureCoordIndex++] = cxUV+glyphWidthUV;
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pTextureCoordList[textureCoordIndex++] = cyUV;
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pVertList[vertIndex++] = x+fontSize+translate;
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pVertList[vertIndex++] = y+fontSize+translateDown;
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pVertList[vertIndex++] = 0;
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pTextureCoordList[textureCoordIndex++] = cxUV;
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pTextureCoordList[textureCoordIndex++] = cyUV;
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pVertList[vertIndex++] = x+0+translate;
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pVertList[vertIndex++] = y+fontSize+translateDown;
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pVertList[vertIndex++] = 0;
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pTextureCoordList[textureCoordIndex++] = cxUV;
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pTextureCoordList[textureCoordIndex++] = cyUV+glyphHeightUV;
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pVertList[vertIndex++] = x+0+translate;
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pVertList[vertIndex++] = y+0+translateDown;
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pVertList[vertIndex++] = 0;
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pTextureCoordList[textureCoordIndex++] = cxUV+glyphWidthUV;
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pTextureCoordList[textureCoordIndex++] = cyUV+glyphHeightUV;
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pVertList[vertIndex++] = x+fontSize+translate;
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pVertList[vertIndex++] = y+0+translateDown;
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pVertList[vertIndex++] = 0;
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pTextureCoordList[textureCoordIndex++] = cxUV+glyphWidthUV;
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pTextureCoordList[textureCoordIndex++] = cyUV;
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pVertList[vertIndex++] = x+fontSize+translate;
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pVertList[vertIndex++] = y+fontSize+translateDown;
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pVertList[vertIndex++] = 0;
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translate+=glyphWidth;
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}
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}
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, pVertList);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 0, pTextureCoordList);
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glDrawArrays(GL_TRIANGLES, 0, count*6);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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delete[] pVertList;
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delete[] pTextureCoordList;
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if(doOrthoProj)
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{
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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}
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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}
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}
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void GLFontRenderer::setScreenResolution(int screenWidth, int screenHeight)
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{
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m_screenWidth = screenWidth;
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m_screenHeight = screenHeight;
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}
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void GLFontRenderer::setColor(float r, float g, float b, float a)
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{
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m_color[0] = r;
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m_color[1] = g;
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m_color[2] = b;
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m_color[3] = a;
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}
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