source: trunk/tools/neercs/video/text-render.cpp @ 2155

Last change on this file since 2155 was 2155, checked in by sam, 10 years ago

neercs: some fallback code when shader model 4 isn’t available.

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File size: 5.9 KB
Line 
1//
2// Neercs
3//
4
5#if defined HAVE_CONFIG_H
6#   include "config.h"
7#endif
8
9#include <cmath>
10#include <cstdio>
11#include <cstdlib>
12#include <ctime>
13#include <string>
14
15#include "core.h"
16#include "lolgl.h"
17
18using namespace std;
19using namespace lol;
20
21#include "../neercs.h"
22#include "render.h"
23#include "text-render.h"
24
25extern char const *lolfx_text;
26
27#define HAVE_SHADER_4 1
28
29/*
30 * Text rendering interface
31 */
32
33TextRender::TextRender(caca_canvas_t *caca, ivec2 font_size)
34  : m_caca(caca),
35    m_font_size(font_size),
36    m_canvas_size(caca_get_canvas_width(m_caca),
37                  caca_get_canvas_height(m_caca)),
38    m_fbo_size(m_font_size * m_canvas_size),
39    m_cells(m_canvas_size.x * m_canvas_size.y)
40{
41}
42
43void TextRender::Init()
44{
45    m_font = new TileSet("tools/neercs/video/resource/charset_amiga.png",
46                         ivec2(256, 256), ivec2(1));
47
48    m_shader = Shader::Create(lolfx_text);
49    m_color = m_shader->GetAttribLocation("in_Attr",
50                                          VertexUsage::Color, 0);
51    m_char = m_shader->GetAttribLocation("in_Char",
52                                         VertexUsage::Color, 1);
53#if !HAVE_SHADER_4
54    m_vertexid = m_shader->GetAttribLocation("in_VertexID",
55                                             VertexUsage::Position, 0);
56#endif
57    m_texture = m_shader->GetUniformLocation("u_Texture");
58    m_transform = m_shader->GetUniformLocation("u_Transform");
59    m_datasize = m_shader->GetUniformLocation("u_DataSize");
60    m_vdecl
61#if HAVE_SHADER_4
62      = new VertexDeclaration(VertexStream<uint32_t>(VertexUsage::Color),
63                              VertexStream<uint32_t>(VertexUsage::Color));
64#else
65      = new VertexDeclaration(VertexStream<u8vec4>(VertexUsage::Color),
66                              VertexStream<u8vec4>(VertexUsage::Color),
67                              VertexStream<float>(VertexUsage::Position));
68#endif
69
70    CreateBuffers();
71}
72
73void TextRender::CreateBuffers()
74{
75#if HAVE_SHADER_4
76    m_vbo1 = new VertexBuffer(m_cells * sizeof(uint32_t));
77    m_vbo2 = new VertexBuffer(m_cells * sizeof(uint32_t));
78#else
79    m_vbo1 = new VertexBuffer(m_cells * sizeof(u8vec4));
80    m_vbo2 = new VertexBuffer(m_cells * sizeof(u8vec4));
81    m_vbo3 = new VertexBuffer(4 * m_cells * sizeof(float));
82
83    float *idx = (float *)m_vbo3->Lock(0, 0);
84    for (int i = 0; i < m_cells; i++)
85        idx[i] = (float)i;
86    m_vbo3->Unlock();
87#endif
88
89    m_fbo = new FrameBuffer(m_fbo_size);
90}
91
92void TextRender::Render()
93{
94    /* Handle canvas size changes */
95    ivec2 current_size(caca_get_canvas_width(m_caca),
96                       caca_get_canvas_height(m_caca));
97    if (current_size != m_canvas_size)
98    {
99        delete m_vbo1;
100        delete m_vbo2;
101        delete m_vbo3;
102        delete m_fbo;
103
104        m_canvas_size = current_size;
105        m_fbo_size = m_font_size * m_canvas_size;
106        m_cells = m_canvas_size.x * m_canvas_size.y;
107
108        CreateBuffers();
109    }
110
111    /* Transform matrix for the scene:
112     *  - translate to the centre of the glyph
113     *  - scale by 2.f * font_size / fbo_size
114     *  - translate to the lower left corner */
115    mat4 xform = mat4::translate(-1.f, -1.f + 2.0f * m_font_size.y
116                                        * m_canvas_size.y / m_fbo_size.y, 0.f)
117               * mat4::scale(vec3(2.f * m_font_size / m_fbo_size, 1.f)
118                              * vec3(1.f, -1.f, 1.f))
119               * mat4::translate(0.5f, 0.5f, 0.f);
120
121    /* Upload libcaca canvas contents to the vertex buffers */
122    uint32_t *colors = (uint32_t *)m_vbo1->Lock(0, 0);
123    for (int j = 0; j < m_canvas_size.y; j++)
124    for (int i = 0; i < m_canvas_size.x; i++)
125    {
126        uint32_t attr = caca_get_attr(m_caca, i, j);
127        uint16_t fg = caca_attr_to_rgb12_fg(attr);
128        uint16_t bg = caca_attr_to_rgb12_bg(attr);
129        caca_set_color_argb(m_caca, fg, bg);
130        attr = caca_get_attr(m_caca, -1, -1);
131        caca_put_attr(m_caca, i, j, attr);
132    }
133    memcpy(colors, caca_get_canvas_attrs(m_caca),
134           m_cells * sizeof(uint32_t));
135    m_vbo1->Unlock();
136
137    uint32_t *chars = (uint32_t *)m_vbo2->Lock(0, 0);
138    memcpy(chars, caca_get_canvas_chars(m_caca),
139           m_cells * sizeof(uint32_t));
140    m_vbo2->Unlock();
141
142    m_fbo->Bind();
143    glViewport(0, 0, m_fbo_size.x, m_fbo_size.y);
144    glDisable(GL_DEPTH_TEST);
145#if !defined HAVE_GLES_2X
146    glEnable(GL_POINT_SPRITE);
147    //glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
148    glDisable(GL_POINT_SMOOTH);
149    glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
150    glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
151#endif
152    m_shader->Bind();
153    m_font->Bind();
154    m_shader->SetUniform(m_texture, 0);
155    m_shader->SetUniform(m_transform, xform);
156    m_shader->SetUniform(m_datasize, vec2(m_canvas_size.x,
157                                          max(m_font_size.x, m_font_size.y)));
158    m_vdecl->SetStream(m_vbo1, m_color);
159    m_vdecl->SetStream(m_vbo2, m_char);
160#if !HAVE_SHADER_4
161    m_vdecl->SetStream(m_vbo3, m_vertexid);
162#endif
163    m_vdecl->Bind();
164    m_vdecl->DrawElements(MeshPrimitive::Points, 0, m_cells);
165    m_vdecl->Unbind();
166    m_font->Unbind();
167    m_shader->Unbind();
168#if !defined HAVE_GLES_2X
169    glDisable(GL_POINT_SPRITE);
170#endif
171    m_fbo->Unbind();
172}
173
174void TextRender::Blit(ivec2 pos, ivec2 size)
175{
176    /* FIXME: this is ugly! But we will get rid of it when we
177     * do the Direct3D port, so don't worry too much. */
178    ShaderTexture t = m_fbo->GetTexture();
179    uint64_t const &x = *(uint64_t const *)&t;
180
181    glDisable(GL_BLEND);
182    glEnable(GL_TEXTURE_2D);
183    glBindTexture(GL_TEXTURE_2D, (int)x);
184    glColor3f(1.0f, 1.0f, 1.0f);
185
186    vec2 tc = (vec2)m_canvas_size * m_font_size / m_fbo_size;
187
188    glLoadIdentity();
189    glBegin(GL_QUADS);
190        glTexCoord2f(tc.x, tc.y);
191        glVertex2i(pos.x + size.x, pos.y);
192        glTexCoord2f(0.0f, tc.y);
193        glVertex2i(pos.x, pos.y);
194        glTexCoord2f(0.0f, 0.0f);
195        glVertex2i(pos.x, pos.y + size.y);
196        glTexCoord2f(tc.x, 0.0f);
197        glVertex2i(pos.x + size.x, pos.y + size.y);
198    glEnd();
199}
200
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