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- #include <cmath>
- #include "client/engine/DirectRenderer.h"
- DirectRenderer::DirectRenderer()
- {
- glGenVertexArrays(1, &vba);
- glGenBuffers(1, &vbo);
- glBindVertexArray(vba);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, false, 24, (GLvoid*) 0);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, 24, (GLvoid*) 12);
-
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 2, GL_FLOAT, false, 24, (GLvoid*) 16);
- }
- DirectRenderer::DirectRenderer(const DirectRenderer& orig)
- {
- }
- DirectRenderer::~DirectRenderer()
- {
- glDeleteVertexArrays(1, &vba);
- glDeleteBuffers(1, &vbo);
- }
- void DirectRenderer::drawRectangle(float minX, float minY, float maxX, float maxY, float tMinX, float tMinY, float tMaxX, float tMaxY, IntColor c)
- {
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
-
- if(offset + OBJECT_LENGTH >= BUFFER_LENGTH)
- {
- offset = 0;
- glBufferData(GL_ARRAY_BUFFER, BUFFER_LENGTH, NULL, GL_STREAM_DRAW);
- }
- float* buffer = (float*) glMapBufferRange(GL_ARRAY_BUFFER, offset, OBJECT_LENGTH, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
- if(buffer == NULL)
- {
- return;
- }
- buffer[0] = minX;
- buffer[1] = maxY;
- buffer[2] = 0.0f;
- buffer[3] = *((float*) (&c));
- buffer[4] = tMinX;
- buffer[5] = tMaxY;
-
- buffer[6] = maxX;
- buffer[7] = maxY;
- buffer[8] = 0.0f;
- buffer[9] = *((float*) (&c));
- buffer[10] = tMaxX;
- buffer[11] = tMaxY;
-
- buffer[12] = minX;
- buffer[13] = minY;
- buffer[14] = 0.0f;
- buffer[15] = *((float*) (&c));
- buffer[16] = tMinX;
- buffer[17] = tMinY;
-
- buffer[18] = maxX;
- buffer[19] = minY;
- buffer[20] = 0.0f;
- buffer[21] = *((float*) (&c));
- buffer[22] = tMaxX;
- buffer[23] = tMinY;
- glUnmapBuffer(GL_ARRAY_BUFFER);
- glBindVertexArray(vba);
- glDrawArrays(GL_TRIANGLE_STRIP, offset / (OBJECT_LENGTH / 4), 4);
- offset += OBJECT_LENGTH;
- }
- void DirectRenderer::drawRectangle(float minX, float minY, float maxX, float maxY, IntColor c)
- {
- drawRectangle(minX, minY, maxX, maxY, 0.0f, 0.0f, 0.0f, 0.0f, c);
- }
- void DirectRenderer::drawRectangle(float minX, float minY, float maxX, float maxY, float tMinX, float tMinY, float tMaxX, float tMaxY)
- {
- drawRectangle(minX, minY, maxX, maxY, tMinX, tMinY, tMaxX, tMaxY, 0);
- }
- float DirectRenderer::drawString(float x, float y, bool shadow, string& s)
- {
- int size = s.length() * OBJECT_LENGTH * (shadow + 1);
-
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
-
- if(offset + size >= BUFFER_LENGTH)
- {
- offset = 0;
- glBufferData(GL_ARRAY_BUFFER, BUFFER_LENGTH, NULL, GL_STREAM_DRAW);
- }
-
- float* buffer = (float*) glMapBufferRange(GL_ARRAY_BUFFER, offset, size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
- if(buffer == NULL)
- {
- return y;
- }
- int index = 0;
- if(shadow)
- {
- addString(x + SHADOW_STEP, y + SHADOW_STEP, index, buffer, Color::DARK_COLORS, s);
- }
- y = addString(x, y, index, buffer, Color::COLORS, s);
- glUnmapBuffer(GL_ARRAY_BUFFER);
- glBindVertexArray(vba);
- FONTS[min(Engine::getScale() - 1, FONTS_LENGTH - 1)].bind();
- glDrawArrays(GL_TRIANGLE_STRIP, offset / (OBJECT_LENGTH / 4), (index + 1) / 6);
- offset += size;
-
- return y;
- }
- float DirectRenderer::addString(float x, float y, int& index, float* data, const IntColor* color, string& s)
- {
- int l = min((int) s.length(), static_cast<int>(MAX_STRING_LENGTH));
-
- //x = roundf(x / GameEngine::scale) * GameEngine::scale;
- //y = roundf(y / GameEngine::scale) * GameEngine::scale;
-
- float oldX = x;
- float currentColor = *((float*) (&(color[Color::COLOR_AMOUNT - 1])));
- for(int pos = 0; pos < l; pos++)
- {
- char c = s[pos];
- if(c == COLOR_CHAR)
- {
- pos++;
- if(pos < l)
- {
- int index = s[pos] - 'a';
- if(index >= 0 && index < Color::COLOR_AMOUNT)
- {
- currentColor = *((float*) (&(color[index])));
- }
- }
- continue;
- }
- else if(c == '\n')
- {
- y += FONT_SIZE + LINE_STEP;
- x = oldX;
- continue;
- }
- float tMinX = (c & 0xF) * 0.0625f;
- float tMinY = (c >> 4) * 0.0625f;
- float tMaxX = tMinX + 0.0625f;
- float tMaxY = tMinY + 0.0625f;
- float maxX = x + FONT_SIZE;
- float maxY = y + FONT_SIZE;
-
- data[index++] = x;
- data[index++] = maxY;
- data[index++] = 0.0f;
- data[index++] = currentColor;
- data[index++] = tMinX;
- data[index++] = tMaxY;
-
- data[index++] = maxX;
- data[index++] = maxY;
- data[index++] = 0.0f;
- data[index++] = currentColor;
- data[index++] = tMaxX;
- data[index++] = tMaxY;
-
- data[index++] = x;
- data[index++] = y;
- data[index++] = 0.0f;
- data[index++] = currentColor;
- data[index++] = tMinX;
- data[index++] = tMinY;
-
- data[index++] = maxX;
- data[index++] = y;
- data[index++] = 0.0f;
- data[index++] = currentColor;
- data[index++] = tMaxX;
- data[index++] = tMinY;
-
- x += FONT_SIZE;
- }
- return y + FONT_SIZE + LINE_STEP;
- }
- void DirectRenderer::getStringSize(float& width, float& height, string& s)
- {
- int l = min((int) s.length(), static_cast<int>(MAX_STRING_LENGTH));
-
- width = 0.0f;
- height = FONT_SIZE + LINE_STEP;
-
- float currentWidth = 0.0f;
- for(int pos = 0; pos < l; pos++)
- {
- char c = s[pos];
- if(c == COLOR_CHAR)
- {
- pos++;
- continue;
- }
- else if(c == '\n')
- {
- if(currentWidth > width)
- {
- width = currentWidth;
- }
- height += FONT_SIZE + LINE_STEP;
- currentWidth = 0.0f;
- continue;
- }
- currentWidth += FONT_SIZE;
- }
-
- if(currentWidth > width)
- {
- width = currentWidth;
- }
- }
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