mirror of
https://github.com/bulletphysics/bullet3
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209 lines
5.0 KiB
C++
209 lines
5.0 KiB
C++
/**
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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/**
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* Copyright (C) 2001 NaN Technologies B.V.
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*/
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#include <string.h>
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#if defined(WIN32) || defined(__APPLE__)
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#ifdef WIN32
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#if !defined(__CYGWIN32__)
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#pragma warning(disable:4244)
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#endif /* __CYGWIN32__ */
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#include <windows.h>
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#include <GL/gl.h>
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#else // WIN32
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// __APPLE__ is defined
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#include <AGL/gl.h>
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#endif // WIN32
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#else // defined(WIN32) || defined(__APPLE__)
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#include <GL/gl.h>
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#endif // defined(WIN32) || defined(__APPLE__)
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#include "BMF_BitmapFont.h"
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BMF_BitmapFont::BMF_BitmapFont(BMF_FontData* fontData)
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: m_fontData(fontData)
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{
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}
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BMF_BitmapFont::~BMF_BitmapFont(void)
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{
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}
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void BMF_BitmapFont::DrawString(const char* str)
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{
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if (!str)
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return;
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GLint alignment;
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unsigned char c;
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glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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while (c = (unsigned char) *str++) {
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BMF_CharData & cd = m_fontData->chars[c];
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if (cd.data_offset==-1) {
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GLubyte nullBitmap = 0;
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glBitmap(1, 1, 0, 0, cd.advance, 0, &nullBitmap);
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} else {
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GLubyte *bitmap = &m_fontData->bitmap_data[cd.data_offset];
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glBitmap(cd.width, cd.height, cd.xorig, cd.yorig, cd.advance, 0, bitmap);
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}
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
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}
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int BMF_BitmapFont::GetStringWidth(char* str)
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{
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unsigned char c;
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int length = 0;
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while (c = (unsigned char) *str++) {
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length += m_fontData->chars[c].advance;
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}
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return length;
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}
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void BMF_BitmapFont::GetBoundingBox(int & xMin, int & yMin, int & xMax, int & yMax)
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{
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xMin = m_fontData->xmin;
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yMin = m_fontData->ymin;
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xMax = m_fontData->xmax;
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yMax = m_fontData->ymax;
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}
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int BMF_BitmapFont::GetTexture()
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{
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int fWidth = m_fontData->xmax - m_fontData->xmin;
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int fHeight = m_fontData->ymax - m_fontData->ymin;
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if (fWidth>=16 || fHeight>=16) {
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return -1;
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}
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int cRows = 16, cCols = 16;
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int cWidth = 16, cHeight = 16;
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int iWidth = cCols*cWidth;
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int iHeight = cRows*cHeight;
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GLubyte *img = new GLubyte [iHeight*iWidth];
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GLuint texId;
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int baseLine = -(m_fontData->ymin);
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memset(img, 0, iHeight*iWidth);
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for (int i = 0; i<256; i++) {
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BMF_CharData & cd = m_fontData->chars[i];
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if (cd.data_offset != -1) {
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int cellX = i%16;
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int cellY = i/16;
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for (int y = 0; y<cd.height; y++) {
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GLubyte* imgRow = &img[(cellY*cHeight + y + baseLine - cd.yorig)*iWidth];
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GLubyte* chrRow = &m_fontData->bitmap_data[cd.data_offset + ((cd.width+7)/8)*y];
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for (int x = 0; x<cd.width; x++) {
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GLubyte* imgPxl = &imgRow[(cellX*cWidth + x - cd.xorig)];
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int byteIdx = x/8;
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int bitIdx = 7 - (x%8);
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if (chrRow[byteIdx]&(1<<bitIdx)) {
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imgPxl[0] = 255;
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}
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}
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}
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}
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}
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glGenTextures(1, &texId);
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glBindTexture(GL_TEXTURE_2D, texId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA4, iWidth, iHeight, 0, GL_ALPHA, GL_UNSIGNED_BYTE, img);
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if (glGetError()) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE4_ALPHA4, iWidth, iHeight, 0, GL_ALPHA, GL_UNSIGNED_BYTE, img);
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}
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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delete [] img;
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return texId;
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}
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void BMF_BitmapFont::DrawStringTexture(char *str, float x, float y, float z)
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{
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unsigned char c;
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float pos = 0;
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int baseLine = -(m_fontData->ymin);
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glBegin(GL_QUADS);
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while (c = (unsigned char) *str++) {
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BMF_CharData & cd = m_fontData->chars[c];
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if (cd.data_offset != -1) {
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float cellX = (c%16)/16.0;
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float cellY = (c/16)/16.0;
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glTexCoord2f(cellX + 1.0/16.0, cellY);
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glVertex3f(x + pos + 16.0, -baseLine + y + 0.0, z);
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glTexCoord2f(cellX + 1.0/16.0, cellY + 1.0/16.0);
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glVertex3f(x + pos + 16.0, -baseLine + y + 16.0, z);
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glTexCoord2f(cellX, cellY + 1.0/16.0);
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glVertex3f(x + pos + 0.0, -baseLine + y + 16.0, z);
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glTexCoord2f(cellX, cellY);
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glVertex3f(x + pos + 0.0, -baseLine + y + 0.0, z);
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}
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pos += cd.advance;
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}
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glEnd();
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}
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