#include "client/rendering/FontRenderer.h" #include "gaming-core/rendering/Attributes.h" #include "gaming-core/utils/Buffer.h" FontRenderer::FontRenderer() : tex("resources/font8x8.png") { vertexBuffer.setAttributes( Attributes().addFloat(2).addFloat(2).addColor4()); vertexBuffer.setStreamData(MAX_CHARS * VERTEX_SIZE * 4); } void FontRenderer::drawString(float x, float y, const char* text) { Buffer buffer(MAX_CHARS * VERTEX_SIZE * 4); int index = 0; Color4 color(0xFF, 0xFF, 0xFF, 0xFF); while(text[index] != '\0' && index < MAX_CHARS) { char32_t c = text[index]; if(c > 128 && index + 1 < MAX_CHARS && text[index + 1] != '\0') { index++; c = (text[index] & 0x3F) | ((c & 0x1F) << 6); } if(c == '&') { if(text[index + 1] == '\0' || text[index + 2] == '\0' || text[index + 3] == '\0') { break; } color[0] = ((text[index + 1] - '0') * 255) / 9; color[1] = ((text[index + 2] - '0') * 255) / 9; color[2] = ((text[index + 3] - '0') * 255) / 9; index += 4; continue; } float minX = (c & 0xF) * (1.0f / 16.0f) + 1.0f / 128.0f; float minY = (c >> 4) * (1.0f / 16.0f); float maxX = minX + (1.0f / 16.0f) - 2.0f / 128.0f; float maxY = minY + (1.0f / 16.0f); buffer.add(x).add(y).add(minX).add(minY).add(color); buffer.add(x).add(y + 8).add(minX).add(maxY).add(color); buffer.add(x + 6).add(y).add(maxX).add(minY).add(color); buffer.add(x + 6).add(y + 8).add(maxX).add(maxY).add(color); x += 6; index++; } tex.bindTo(0); vertexBuffer.updateData(0, buffer.getLength(), buffer); vertexBuffer.drawStrip(buffer.getLength() / VERTEX_SIZE); }