#include "cl_video.h"
#include "cl_dyntexture.h"
+#include "ft2.h"
+#include "ft2_fontdefs.h"
+
dp_font_t dp_fonts[MAX_FONTS] = {{0}};
cvar_t r_textshadow = {CVAR_SAVE, "r_textshadow", "0", "draws a shadow on all text to improve readability (note: value controls offset, 1 = 1 pixel, 1.5 = 1.5 pixels, etc)"};
static rtexture_t *draw_generateconchars(void)
{
int i;
- unsigned char buffer[65536][4], *data = NULL;
+ unsigned char *data;
double random;
+ rtexture_t *tex;
data = LoadTGA_BGRA (concharimage, FONT_FILESIZE);
// Gold numbers
for (i = 0;i < 8192;i++)
{
random = lhrandom (0.0,1.0);
- buffer[i][2] = 83 + (unsigned char)(random * 64);
- buffer[i][1] = 71 + (unsigned char)(random * 32);
- buffer[i][0] = 23 + (unsigned char)(random * 16);
- buffer[i][3] = data[i*4+0];
+ data[i*4+3] = data[i*4+0];
+ data[i*4+2] = 83 + (unsigned char)(random * 64);
+ data[i*4+1] = 71 + (unsigned char)(random * 32);
+ data[i*4+0] = 23 + (unsigned char)(random * 16);
}
// White chars
for (i = 8192;i < 32768;i++)
{
random = lhrandom (0.0,1.0);
- buffer[i][2] = 95 + (unsigned char)(random * 64);
- buffer[i][1] = 95 + (unsigned char)(random * 64);
- buffer[i][0] = 95 + (unsigned char)(random * 64);
- buffer[i][3] = data[i*4+0];
+ data[i*4+3] = data[i*4+0];
+ data[i*4+2] = 95 + (unsigned char)(random * 64);
+ data[i*4+1] = 95 + (unsigned char)(random * 64);
+ data[i*4+0] = 95 + (unsigned char)(random * 64);
}
// Gold numbers
for (i = 32768;i < 40960;i++)
{
random = lhrandom (0.0,1.0);
- buffer[i][2] = 83 + (unsigned char)(random * 64);
- buffer[i][1] = 71 + (unsigned char)(random * 32);
- buffer[i][0] = 23 + (unsigned char)(random * 16);
- buffer[i][3] = data[i*4+0];
+ data[i*4+3] = data[i*4+0];
+ data[i*4+2] = 83 + (unsigned char)(random * 64);
+ data[i*4+1] = 71 + (unsigned char)(random * 32);
+ data[i*4+0] = 23 + (unsigned char)(random * 16);
}
// Red chars
for (i = 40960;i < 65536;i++)
{
random = lhrandom (0.0,1.0);
- buffer[i][2] = 96 + (unsigned char)(random * 64);
- buffer[i][1] = 43 + (unsigned char)(random * 32);
- buffer[i][0] = 27 + (unsigned char)(random * 32);
- buffer[i][3] = data[i*4+0];
+ data[i*4+3] = data[i*4+0];
+ data[i*4+2] = 96 + (unsigned char)(random * 64);
+ data[i*4+1] = 43 + (unsigned char)(random * 32);
+ data[i*4+0] = 27 + (unsigned char)(random * 32);
}
#if 0
- Image_WriteTGABGRA ("gfx/generated_conchars.tga", 256, 256, &buffer[0][0]);
+ Image_WriteTGABGRA ("gfx/generated_conchars.tga", 256, 256, data);
#endif
+ tex = R_LoadTexture2D(drawtexturepool, "conchars", 256, 256, data, TEXTYPE_BGRA, TEXF_ALPHA, NULL);
Mem_Free(data);
- return R_LoadTexture2D(drawtexturepool, "conchars", 256, 256, &buffer[0][0], TEXTYPE_BGRA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
+ return tex;
}
static rtexture_t *draw_generateditherpattern(void)
for (y = 0;y < 8;y++)
for (x = 0;x < 8;x++)
pixels[y][x] = ((x^y) & 4) ? 254 : 0;
- return R_LoadTexture2D(drawtexturepool, "ditherpattern", 8, 8, pixels[0], TEXTYPE_PALETTE, TEXF_FORCENEAREST | TEXF_PRECACHE, palette_bgra_transparent);
+ return R_LoadTexture2D(drawtexturepool, "ditherpattern", 8, 8, pixels[0], TEXTYPE_PALETTE, TEXF_FORCENEAREST, palette_bgra_transparent);
}
typedef struct embeddedpic_s
const embeddedpic_t *p;
for (p = embeddedpics;p->name;p++)
if (!strcmp(name, p->name))
- return R_LoadTexture2D(drawtexturepool, p->name, p->width, p->height, (const unsigned char *)p->pixels, TEXTYPE_PALETTE, TEXF_ALPHA | TEXF_PRECACHE, palette_bgra_embeddedpic);
+ return R_LoadTexture2D(drawtexturepool, p->name, p->width, p->height, (const unsigned char *)p->pixels, TEXTYPE_PALETTE, TEXF_ALPHA, palette_bgra_embeddedpic);
if (!strcmp(name, "gfx/conchars"))
return draw_generateconchars();
if (!strcmp(name, "gfx/colorcontrol/ditherpattern"))
return pic;
}
- pic->texflags = TEXF_ALPHA | TEXF_PRECACHE;
+ pic->texflags = TEXF_ALPHA;
if (!(cachepicflags & CACHEPICFLAG_NOCLAMP))
pic->texflags |= TEXF_CLAMP;
if (!(cachepicflags & CACHEPICFLAG_NOCOMPRESSION) && gl_texturecompression_2d.integer)
pic->height = height;
if (pic->tex)
R_FreeTexture(pic->tex);
- pic->tex = R_LoadTexture2D(drawtexturepool, picname, width, height, pixels_bgra, TEXTYPE_BGRA, TEXF_PRECACHE | (alpha ? TEXF_ALPHA : 0), NULL);
+ pic->tex = R_LoadTexture2D(drawtexturepool, picname, width, height, pixels_bgra, TEXTYPE_BGRA, (alpha ? TEXF_ALPHA : 0) | TEXF_ALLOWUPDATES, NULL);
return pic;
}
if(drawtexturepool == NULL)
return; // before gl_draw_start, so will be loaded later
+ if(fnt->ft2)
+ {
+ // clear freetype font
+ Font_UnloadFont(fnt->ft2);
+ Mem_Free(fnt->ft2);
+ fnt->ft2 = NULL;
+ }
+
+ if(fnt->req_face != -1)
+ {
+ if(!Font_LoadFont(fnt->texpath, fnt))
+ Con_Printf("Failed to load font-file for '%s', it will not support as many characters.\n", fnt->texpath);
+ }
+
fnt->tex = Draw_CachePic_Flags(fnt->texpath, CACHEPICFLAG_QUIET | CACHEPICFLAG_NOCOMPRESSION)->tex;
if(fnt->tex == r_texture_notexture)
{
return NULL;
}
+static float snap_to_pixel_x(float x, float roundUpAt)
+{
+ float pixelpos = x * vid.width / vid_conwidth.value;
+ int snap = (int) pixelpos;
+ if (pixelpos - snap >= roundUpAt) ++snap;
+ return ((float)snap * vid_conwidth.value / vid.width);
+ /*
+ x = (int)(x * vid.width / vid_conwidth.value);
+ x = (x * vid_conwidth.value / vid.width);
+ return x;
+ */
+}
+
+static float snap_to_pixel_y(float y, float roundUpAt)
+{
+ float pixelpos = y * vid.height / vid_conheight.value;
+ int snap = (int) pixelpos;
+ if (pixelpos - snap > roundUpAt) ++snap;
+ return ((float)snap * vid_conheight.value / vid.height);
+ /*
+ y = (int)(y * vid.height / vid_conheight.value);
+ y = (y * vid_conheight.value / vid.height);
+ return y;
+ */
+}
+
static void LoadFont_f(void)
{
dp_font_t *f;
- int i;
+ int i, si;
+ float sz, sn;
+ const char *filelist, *c, *cm;
+ char mainfont[MAX_QPATH];
+
if(Cmd_Argc() < 2)
{
Con_Printf("Available font commands:\n");
for(i = 0; i < MAX_FONTS; ++i)
- Con_Printf(" loadfont %s gfx/tgafile\n", dp_fonts[i].title);
+ Con_Printf(" loadfont %s gfx/tgafile[...] [sizes...]\n", dp_fonts[i].title);
+ Con_Printf("A font can simply be gfx/tgafile, or alternatively you\n"
+ "can specify multiple fonts and faces\n"
+ "Like this: gfx/vera-sans:2,gfx/fallback:1\n"
+ "to load face 2 of the font gfx/vera-sans and use face 1\n"
+ "of gfx/fallback as fallback font.\n"
+ "You can also specify a list of font sizes to load, like this:\n"
+ "loadfont console gfx/conchars,gfx/fallback 8 12 16 24 32\n"
+ "In many cases, 8 12 16 24 32 should be a good choice.\n"
+ );
return;
}
f = FindFont(Cmd_Argv(1));
Con_Printf("font function not found\n");
return;
}
- LoadFont(true, (Cmd_Argc() < 3) ? "gfx/conchars" : Cmd_Argv(2), f);
+
+ if(Cmd_Argc() < 3)
+ filelist = "gfx/conchars";
+ else
+ filelist = Cmd_Argv(2);
+
+ memset(f->fallbacks, 0, sizeof(f->fallbacks));
+ memset(f->fallback_faces, 0, sizeof(f->fallback_faces));
+
+ // first font is handled "normally"
+ c = strchr(filelist, ':');
+ cm = strchr(filelist, ',');
+ if(c && (!cm || c < cm))
+ f->req_face = atoi(c+1);
+ else
+ {
+ f->req_face = 0;
+ c = cm;
+ }
+
+ if(!c || (c - filelist) > MAX_QPATH)
+ strlcpy(mainfont, filelist, sizeof(mainfont));
+ else
+ {
+ memcpy(mainfont, filelist, c - filelist);
+ mainfont[c - filelist] = 0;
+ }
+
+ for(i = 0; i < MAX_FONT_FALLBACKS; ++i)
+ {
+ c = strchr(filelist, ',');
+ if(!c)
+ break;
+ filelist = c + 1;
+ if(!*filelist)
+ break;
+ c = strchr(filelist, ':');
+ cm = strchr(filelist, ',');
+ if(c && (!cm || c < cm))
+ f->fallback_faces[i] = atoi(c+1);
+ else
+ {
+ f->fallback_faces[i] = 0; // f->req_face; could make it stick to the default-font's face index
+ c = cm;
+ }
+ if(!c || (c-filelist) > MAX_QPATH)
+ {
+ strlcpy(f->fallbacks[i], filelist, sizeof(mainfont));
+ }
+ else
+ {
+ memcpy(f->fallbacks[i], filelist, c - filelist);
+ f->fallbacks[i][c - filelist] = 0;
+ }
+ }
+
+ // for now: by default load only one size: the default size
+ f->req_sizes[0] = 0;
+ for(i = 1; i < MAX_FONT_SIZES; ++i)
+ f->req_sizes[i] = -1;
+
+ // for some reason this argc is 3 even when using 2 arguments here, maybe nexuiz screws up
+ if(Cmd_Argc() >= 3)
+ {
+ for(i = 0; i < Cmd_Argc()-3; ++i)
+ {
+ sz = atof(Cmd_Argv(i+3));
+ if (IS_NAN(sz)) // do not use crap sizes
+ continue;
+ // now try to scale to our actual size:
+ if (vid.width > 0)
+ sn = snap_to_pixel_y(sz, 0.5);
+ else
+ {
+ sn = sz * vid_height.value / vid_conheight.value;
+ si = (int)sn;
+ if ( sn - (float)si >= 0.5 )
+ ++si;
+ sn = si * vid_conheight.value / vid_height.value;
+ }
+ if (!IS_NAN(sn))
+ f->req_sizes[i] = sn;
+ else
+ f->req_sizes[i] = sz;
+ }
+ }
+ LoadFont(true, mainfont, f);
}
/*
numcachepics = 0;
memset(cachepichash, 0, sizeof(cachepichash));
+ font_start();
+
for(i = 0; i < MAX_FONTS; ++i)
LoadFont(false, va("gfx/font_%s", dp_fonts[i].title), &dp_fonts[i]);
static void gl_draw_shutdown(void)
{
+ font_shutdown();
+
R_FreeTexturePool(&drawtexturepool);
numcachepics = 0;
static void gl_draw_newmap(void)
{
+ font_newmap();
}
void GL_Draw_Init (void)
for(i = 0, j = 0; i < MAX_USERFONTS; ++i)
if(!FONT_USER[i].title[0])
dpsnprintf(FONT_USER[i].title, sizeof(FONT_USER[i].title), "user%d", j++);
+ Font_Init();
}
void _DrawQ_Setup(void)
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
- R_Mesh_Matrix(&identitymatrix);
+ R_EntityMatrix(&identitymatrix);
GL_DepthMask(true);
GL_DepthRange(0, 1);
GL_Color(1,1,1,1);
GL_AlphaTest(false);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- R_SetupGenericShader(true);
}
static void _DrawQ_ProcessDrawFlag(int flags)
R_Mesh_VertexPointer(floats, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(pic != NULL);
if (pic)
{
if (width == 0)
width = pic->width;
if (height == 0)
height = pic->height;
- R_Mesh_TexBind(0, R_GetTexture(Draw_GetPicTexture(pic)));
+ R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1);
R_Mesh_TexCoordPointer(0, 2, floats + 12, 0, 0);
#if 1
}
#endif
}
+ else
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
floats[0] = floats[9] = x;
R_Mesh_VertexPointer(floats, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(pic != NULL);
if (pic)
{
if (width == 0)
width = pic->width;
if (height == 0)
height = pic->height;
- R_Mesh_TexBind(0, R_GetTexture(Draw_GetPicTexture(pic)));
+ R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1);
R_Mesh_TexCoordPointer(0, 2, floats + 12, 0, 0);
floats[12] = 0.0f;floats[13] = 0.0f;
floats[16] = 1.0f;floats[17] = 1.0f;
floats[18] = 0.0f;floats[19] = 1.0f;
}
+ else
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
R_Mesh_VertexPointer(floats, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
floats[0] = floats[9] = x;
}
}
-float DrawQ_TextWidth_Font_UntilWidth_TrackColors(const char *text, size_t *maxlen, int *outcolor, qboolean ignorecolorcodes, const dp_font_t *fnt, float maxwidth)
+float DrawQ_TextWidth_Font_UntilWidth_TrackColors_Size(const char *text, float w, float h, size_t *maxlen, int *outcolor, qboolean ignorecolorcodes, const dp_font_t *fnt, float maxwidth)
{
- int num, colorindex = STRING_COLOR_DEFAULT;
+ const char *text_start = text;
+ int colorindex = STRING_COLOR_DEFAULT;
size_t i;
float x = 0;
- char ch;
+ Uchar ch, mapch, nextch;
+ Uchar prevch = 0; // used for kerning
int tempcolorindex;
+ float kx;
+ int map_index = 0;
+ size_t bytes_left;
+ ft2_font_map_t *fontmap = NULL;
+ ft2_font_map_t *map = NULL;
+ ft2_font_map_t *prevmap = NULL;
+ ft2_font_t *ft2 = fnt->ft2;
+ // float ftbase_x;
+ qboolean snap = true;
+
+ if (!h) h = w;
+ if (!h) {
+ w = h = 1;
+ snap = false;
+ }
+ // do this in the end
+ w *= fnt->scale;
+ h *= fnt->scale;
+
+ // find the most fitting size:
+ if (ft2 != NULL)
+ {
+ if (snap)
+ map_index = Font_IndexForSize(ft2, h, &w, &h);
+ else
+ map_index = Font_IndexForSize(ft2, h, NULL, NULL);
+ fontmap = Font_MapForIndex(ft2, map_index);
+ }
if (*maxlen < 1)
*maxlen = 1<<30;
else
colorindex = *outcolor;
- maxwidth /= fnt->scale;
+ // maxwidth /= fnt->scale; // w and h are multiplied by it already
+ // ftbase_x = snap_to_pixel_x(0);
- for (i = 0;i < *maxlen && text[i];i++)
+ for (i = 0;((bytes_left = *maxlen - (text - text_start)) > 0) && *text;)
{
- if (text[i] == ' ')
+ nextch = ch = u8_getnchar(text, &text, bytes_left);
+ //i = text - text_start;
+ if (!ch)
+ break;
+ if (snap)
+ x = snap_to_pixel_x(x, 0.4);
+ if (ch == ' ' && !fontmap)
{
- if(x + fnt->width_of[(int) ' '] > maxwidth)
+ if(x + fnt->width_of[(int) ' '] * w > maxwidth)
break; // oops, can't draw this
- x += fnt->width_of[(int) ' '];
+ x += fnt->width_of[(int) ' '] * w;
+ ++i;
continue;
}
- if (text[i] == STRING_COLOR_TAG && !ignorecolorcodes && i + 1 < *maxlen)
+ if (ch == STRING_COLOR_TAG && !ignorecolorcodes && i + 1 < *maxlen)
{
- ch = text[++i];
- if (ch <= '9' && ch >= '0') // ^[0-9] found
+ ++i;
+ ch = *text; // colors are ascii, so no u8_ needed
+ if (ch <= '9' && ch >= '0') // ^[0-9] found
{
colorindex = ch - '0';
- continue;
+ ++text;
+ ++i;
+ continue;
}
else if (ch == STRING_COLOR_RGB_TAG_CHAR && i + 3 < *maxlen ) // ^x found
{
// building colorindex...
- ch = tolower(text[i+1]);
+ ch = tolower(text[1]);
tempcolorindex = 0x10000; // binary: 1,0000,0000,0000,0000
if (ch <= '9' && ch >= '0') tempcolorindex |= (ch - '0') << 12;
else if (ch >= 'a' && ch <= 'f') tempcolorindex |= (ch - 87) << 12;
else tempcolorindex = 0;
if (tempcolorindex)
{
- ch = tolower(text[i+2]);
+ ch = tolower(text[2]);
if (ch <= '9' && ch >= '0') tempcolorindex |= (ch - '0') << 8;
else if (ch >= 'a' && ch <= 'f') tempcolorindex |= (ch - 87) << 8;
else tempcolorindex = 0;
if (tempcolorindex)
{
- ch = tolower(text[i+3]);
+ ch = tolower(text[3]);
if (ch <= '9' && ch >= '0') tempcolorindex |= (ch - '0') << 4;
else if (ch >= 'a' && ch <= 'f') tempcolorindex |= (ch - 87) << 4;
else tempcolorindex = 0;
{
colorindex = tempcolorindex | 0xf;
// ...done! now colorindex has rgba codes (1,rrrr,gggg,bbbb,aaaa)
- i+=3;
+ i+=4;
+ text += 4;
continue;
}
}
}
}
else if (ch == STRING_COLOR_TAG) // ^^ found, ignore the first ^ and go to print the second
+ {
i++;
+ text++;
+ }
i--;
}
- num = (unsigned char) text[i];
- if(x + fnt->width_of[num] > maxwidth)
- break; // oops, can't draw this
- x += fnt->width_of[num];
+ ch = nextch;
+ ++i;
+
+ if (!fontmap || (ch <= 0xFF && fontmap->glyphs[ch].image) || (ch >= 0xE000 && ch <= 0xE0FF))
+ {
+ if (ch > 0xE000)
+ ch -= 0xE000;
+ if (ch > 0xFF)
+ continue;
+ if (fontmap)
+ map = ft2_oldstyle_map;
+ prevch = 0;
+ if(x + fnt->width_of[ch] * w > maxwidth)
+ break; // oops, can't draw this
+ x += fnt->width_of[ch] * w;
+ } else {
+ if (!map || map == ft2_oldstyle_map || map->start < ch || map->start + FONT_CHARS_PER_MAP >= ch)
+ {
+ map = FontMap_FindForChar(fontmap, ch);
+ if (!map)
+ {
+ if (!Font_LoadMapForIndex(ft2, map_index, ch, &map))
+ break;
+ if (!map)
+ break;
+ }
+ }
+ mapch = ch - map->start;
+ if (prevch && Font_GetKerningForMap(ft2, map_index, w, h, prevch, ch, &kx, NULL))
+ x += kx * w;
+ x += map->glyphs[mapch].advance_x * w;
+ prevmap = map;
+ prevch = ch;
+ }
}
*maxlen = i;
if (outcolor)
*outcolor = colorindex;
- return x * fnt->scale;
+ return x;
}
float DrawQ_String_Font(float startx, float starty, const char *text, size_t maxlen, float w, float h, float basered, float basegreen, float baseblue, float basealpha, int flags, int *outcolor, qboolean ignorecolorcodes, const dp_font_t *fnt)
{
- int num, shadow, colorindex = STRING_COLOR_DEFAULT;
+ int shadow, colorindex = STRING_COLOR_DEFAULT;
size_t i;
float x = startx, y, s, t, u, v, thisw;
float *av, *at, *ac;
float color[4];
int batchcount;
- float vertex3f[QUADELEMENTS_MAXQUADS*4*3];
- float texcoord2f[QUADELEMENTS_MAXQUADS*4*2];
- float color4f[QUADELEMENTS_MAXQUADS*4*4];
- int ch;
+ static float vertex3f[QUADELEMENTS_MAXQUADS*4*3];
+ static float texcoord2f[QUADELEMENTS_MAXQUADS*4*2];
+ static float color4f[QUADELEMENTS_MAXQUADS*4*4];
+ Uchar ch, mapch, nextch;
+ Uchar prevch = 0; // used for kerning
int tempcolorindex;
+ int map_index = 0;
+ ft2_font_map_t *prevmap = NULL; // the previous map
+ ft2_font_map_t *map = NULL; // the currently used map
+ ft2_font_map_t *fontmap = NULL; // the font map for the size
+ float ftbase_y;
+ const char *text_start = text;
+ float kx, ky;
+ ft2_font_t *ft2 = fnt->ft2;
+ qboolean snap = true;
+ float pix_x, pix_y;
+ size_t bytes_left;
int tw, th;
tw = R_TextureWidth(fnt->tex);
th = R_TextureHeight(fnt->tex);
+ if (!h) h = w;
+ if (!h) {
+ h = w = 1;
+ snap = false;
+ }
+
starty -= (fnt->scale - 1) * h * 0.5; // center
w *= fnt->scale;
h *= fnt->scale;
+ if (ft2 != NULL)
+ {
+ if (snap)
+ map_index = Font_IndexForSize(ft2, h, &w, &h);
+ else
+ map_index = Font_IndexForSize(ft2, h, NULL, NULL);
+ fontmap = Font_MapForIndex(ft2, map_index);
+ }
+
+ // draw the font at its baseline when using freetype
+ //ftbase_x = 0;
+ ftbase_y = h * (4.5/6.0);
+
if (maxlen < 1)
maxlen = 1<<30;
R_Mesh_ColorPointer(color4f, 0, 0);
R_Mesh_ResetTextureState();
- R_Mesh_TexBind(0, R_GetTexture(fnt->tex));
+ if (!fontmap)
+ R_Mesh_TexBind(0, R_GetTexture(fnt->tex));
R_Mesh_TexCoordPointer(0, 2, texcoord2f, 0, 0);
R_Mesh_VertexPointer(vertex3f, 0, 0);
- R_SetupGenericShader(true);
+ R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1);
ac = color4f;
at = texcoord2f;
av = vertex3f;
batchcount = 0;
+ //ftbase_x = snap_to_pixel_x(ftbase_x);
+ ftbase_y = snap_to_pixel_y(ftbase_y, 0.3);
+
+ pix_x = vid.width / vid_conwidth.value;
+ pix_y = vid.height / vid_conheight.value;
for (shadow = r_textshadow.value != 0 && basealpha > 0;shadow >= 0;shadow--)
{
+ text = text_start;
+
if (!outcolor || *outcolor == -1)
colorindex = STRING_COLOR_DEFAULT;
else
x = startx;
y = starty;
+ /*
if (shadow)
{
- x += r_textshadow.value;
- y += r_textshadow.value;
+ x += r_textshadow.value * vid.width / vid_conwidth.value;
+ y += r_textshadow.value * vid.height / vid_conheight.value;
}
- for (i = 0;i < maxlen && text[i];i++)
+ */
+ for (i = 0;((bytes_left = maxlen - (text - text_start)) > 0) && *text;)
{
- if (text[i] == ' ')
+ nextch = ch = u8_getnchar(text, &text, bytes_left);
+ //i = text - text_start;
+ if (!ch)
+ break;
+ if (snap)
+ {
+ x = snap_to_pixel_x(x, 0.4);
+ y = snap_to_pixel_y(y, 0.4);
+ }
+ if (ch == ' ' && !fontmap)
{
x += fnt->width_of[(int) ' '] * w;
+ ++i;
continue;
}
- if (text[i] == STRING_COLOR_TAG && !ignorecolorcodes && i + 1 < maxlen)
+ if (ch == STRING_COLOR_TAG && !ignorecolorcodes && i + 1 < maxlen)
{
- ch = text[++i];
+ ++i;
+ ch = *text; // colors are ascii, so no u8_ needed
if (ch <= '9' && ch >= '0') // ^[0-9] found
{
colorindex = ch - '0';
DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow != 0);
+ ++text;
+ ++i;
continue;
}
else if (ch == STRING_COLOR_RGB_TAG_CHAR && i+3 < maxlen ) // ^x found
{
// building colorindex...
- ch = tolower(text[i+1]);
+ ch = tolower(text[1]);
tempcolorindex = 0x10000; // binary: 1,0000,0000,0000,0000
if (ch <= '9' && ch >= '0') tempcolorindex |= (ch - '0') << 12;
else if (ch >= 'a' && ch <= 'f') tempcolorindex |= (ch - 87) << 12;
else tempcolorindex = 0;
if (tempcolorindex)
{
- ch = tolower(text[i+2]);
+ ch = tolower(text[2]);
if (ch <= '9' && ch >= '0') tempcolorindex |= (ch - '0') << 8;
else if (ch >= 'a' && ch <= 'f') tempcolorindex |= (ch - 87) << 8;
else tempcolorindex = 0;
if (tempcolorindex)
{
- ch = tolower(text[i+3]);
+ ch = tolower(text[3]);
if (ch <= '9' && ch >= '0') tempcolorindex |= (ch - '0') << 4;
else if (ch >= 'a' && ch <= 'f') tempcolorindex |= (ch - 87) << 4;
else tempcolorindex = 0;
// ...done! now colorindex has rgba codes (1,rrrr,gggg,bbbb,aaaa)
//Con_Printf("^1colorindex:^7 %x\n", colorindex);
DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow != 0);
- i+=3;
+ i+=4;
+ text+=4;
continue;
}
}
}
}
else if (ch == STRING_COLOR_TAG)
+ {
i++;
+ text++;
+ }
i--;
}
- num = (unsigned char) text[i];
- thisw = fnt->width_of[num];
- // FIXME make these smaller to just include the occupied part of the character for slightly faster rendering
- s = (num & 15)*0.0625f + (0.5f / tw);
- t = (num >> 4)*0.0625f + (0.5f / th);
- u = 0.0625f * thisw - (1.0f / tw);
- v = 0.0625f - (1.0f / th);
- ac[ 0] = color[0];ac[ 1] = color[1];ac[ 2] = color[2];ac[ 3] = color[3];
- ac[ 4] = color[0];ac[ 5] = color[1];ac[ 6] = color[2];ac[ 7] = color[3];
- ac[ 8] = color[0];ac[ 9] = color[1];ac[10] = color[2];ac[11] = color[3];
- ac[12] = color[0];ac[13] = color[1];ac[14] = color[2];ac[15] = color[3];
- at[ 0] = s ; at[ 1] = t ;
- at[ 2] = s+u ; at[ 3] = t ;
- at[ 4] = s+u ; at[ 5] = t+v ;
- at[ 6] = s ; at[ 7] = t+v ;
- av[ 0] = x ; av[ 1] = y ; av[ 2] = 10;
- av[ 3] = x+w*thisw ; av[ 4] = y ; av[ 5] = 10;
- av[ 6] = x+w*thisw ; av[ 7] = y+h ; av[ 8] = 10;
- av[ 9] = x ; av[10] = y+h ; av[11] = 10;
- ac += 16;
- at += 8;
- av += 12;
- batchcount++;
- if (batchcount >= QUADELEMENTS_MAXQUADS)
+ // get the backup
+ ch = nextch;
+ ++i;
+ // using a value of -1 for the oldstyle map because NULL means uninitialized...
+ // this way we don't need to rebind fnt->tex for every old-style character
+ // E000..E0FF: emulate old-font characters (to still have smileys and such available)
+ if (shadow)
{
- GL_LockArrays(0, batchcount * 4);
- R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
- batchcount = 0;
- ac = color4f;
- at = texcoord2f;
- av = vertex3f;
+ x += pix_x * r_textshadow.value;
+ y += pix_y * r_textshadow.value;
+ }
+ if (!fontmap || (ch <= 0xFF && fontmap->glyphs[ch].image) || (ch >= 0xE000 && ch <= 0xE0FF))
+ {
+ if (ch > 0xE000)
+ ch -= 0xE000;
+ if (ch > 0xFF)
+ continue;
+ if (fontmap)
+ {
+ if (map != ft2_oldstyle_map)
+ {
+ if (batchcount)
+ {
+ // switching from freetype to non-freetype rendering
+ GL_LockArrays(0, batchcount * 4);
+ R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
+ GL_LockArrays(0, 0);
+ batchcount = 0;
+ ac = color4f;
+ at = texcoord2f;
+ av = vertex3f;
+ }
+ R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1);
+ map = ft2_oldstyle_map;
+ }
+ }
+ prevch = 0;
+ //num = (unsigned char) text[i];
+ //thisw = fnt->width_of[num];
+ thisw = fnt->width_of[ch];
+ // FIXME make these smaller to just include the occupied part of the character for slightly faster rendering
+ s = (ch & 15)*0.0625f + (0.5f / tw);
+ t = (ch >> 4)*0.0625f + (0.5f / th);
+ u = 0.0625f * thisw - (1.0f / tw);
+ v = 0.0625f - (1.0f / th);
+ ac[ 0] = color[0];ac[ 1] = color[1];ac[ 2] = color[2];ac[ 3] = color[3];
+ ac[ 4] = color[0];ac[ 5] = color[1];ac[ 6] = color[2];ac[ 7] = color[3];
+ ac[ 8] = color[0];ac[ 9] = color[1];ac[10] = color[2];ac[11] = color[3];
+ ac[12] = color[0];ac[13] = color[1];ac[14] = color[2];ac[15] = color[3];
+ at[ 0] = s ; at[ 1] = t ;
+ at[ 2] = s+u ; at[ 3] = t ;
+ at[ 4] = s+u ; at[ 5] = t+v ;
+ at[ 6] = s ; at[ 7] = t+v ;
+ av[ 0] = x ; av[ 1] = y ; av[ 2] = 10;
+ av[ 3] = x+w*thisw ; av[ 4] = y ; av[ 5] = 10;
+ av[ 6] = x+w*thisw ; av[ 7] = y+h ; av[ 8] = 10;
+ av[ 9] = x ; av[10] = y+h ; av[11] = 10;
+ ac += 16;
+ at += 8;
+ av += 12;
+ batchcount++;
+ if (batchcount >= QUADELEMENTS_MAXQUADS)
+ {
+ GL_LockArrays(0, batchcount * 4);
+ R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
+ GL_LockArrays(0, 0);
+ batchcount = 0;
+ ac = color4f;
+ at = texcoord2f;
+ av = vertex3f;
+ }
+ x += thisw * w;
+ } else {
+ if (!map || map == ft2_oldstyle_map || map->start < ch || map->start + FONT_CHARS_PER_MAP >= ch)
+ {
+ // new charmap - need to render
+ if (batchcount)
+ {
+ // we need a different character map, render what we currently have:
+ GL_LockArrays(0, batchcount * 4);
+ R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
+ GL_LockArrays(0, 0);
+ batchcount = 0;
+ ac = color4f;
+ at = texcoord2f;
+ av = vertex3f;
+ }
+ // find the new map
+ map = FontMap_FindForChar(fontmap, ch);
+ if (!map)
+ {
+ if (!Font_LoadMapForIndex(ft2, map_index, ch, &map))
+ {
+ shadow = -1;
+ break;
+ }
+ if (!map)
+ {
+ // this shouldn't happen
+ shadow = -1;
+ break;
+ }
+ }
+ R_SetupShader_Generic(map->texture, NULL, GL_MODULATE, 1);
+ }
+
+ mapch = ch - map->start;
+ thisw = map->glyphs[mapch].advance_x;
+
+ //x += ftbase_x;
+ y += ftbase_y;
+ if (prevch && Font_GetKerningForMap(ft2, map_index, w, h, prevch, ch, &kx, &ky))
+ {
+ x += kx * w;
+ y += ky * h;
+ }
+ else
+ kx = ky = 0;
+ ac[ 0] = color[0]; ac[ 1] = color[1]; ac[ 2] = color[2]; ac[ 3] = color[3];
+ ac[ 4] = color[0]; ac[ 5] = color[1]; ac[ 6] = color[2]; ac[ 7] = color[3];
+ ac[ 8] = color[0]; ac[ 9] = color[1]; ac[10] = color[2]; ac[11] = color[3];
+ ac[12] = color[0]; ac[13] = color[1]; ac[14] = color[2]; ac[15] = color[3];
+ at[0] = map->glyphs[mapch].txmin; at[1] = map->glyphs[mapch].tymin;
+ at[2] = map->glyphs[mapch].txmax; at[3] = map->glyphs[mapch].tymin;
+ at[4] = map->glyphs[mapch].txmax; at[5] = map->glyphs[mapch].tymax;
+ at[6] = map->glyphs[mapch].txmin; at[7] = map->glyphs[mapch].tymax;
+ av[ 0] = x + w * map->glyphs[mapch].vxmin; av[ 1] = y + h * map->glyphs[mapch].vymin; av[ 2] = 10;
+ av[ 3] = x + w * map->glyphs[mapch].vxmax; av[ 4] = y + h * map->glyphs[mapch].vymin; av[ 5] = 10;
+ av[ 6] = x + w * map->glyphs[mapch].vxmax; av[ 7] = y + h * map->glyphs[mapch].vymax; av[ 8] = 10;
+ av[ 9] = x + w * map->glyphs[mapch].vxmin; av[10] = y + h * map->glyphs[mapch].vymax; av[11] = 10;
+ //x -= ftbase_x;
+ y -= ftbase_y;
+
+ x += thisw * w;
+ ac += 16;
+ at += 8;
+ av += 12;
+ batchcount++;
+ if (batchcount >= QUADELEMENTS_MAXQUADS)
+ {
+ GL_LockArrays(0, batchcount * 4);
+ R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
+ GL_LockArrays(0, 0);
+ batchcount = 0;
+ ac = color4f;
+ at = texcoord2f;
+ av = vertex3f;
+ }
+
+ prevmap = map;
+ prevch = ch;
+ }
+ if (shadow)
+ {
+ x -= pix_x * r_textshadow.value;
+ y -= pix_y * r_textshadow.value;
}
- x += thisw * w;
}
}
if (batchcount > 0)
return DrawQ_TextWidth_Font_UntilWidth(text, &maxlen, ignorecolorcodes, fnt, 1000000000);
}
+float DrawQ_TextWidth_Font_Size(const char *text, float w, float h, size_t maxlen, qboolean ignorecolorcodes, const dp_font_t *fnt)
+{
+ return DrawQ_TextWidth_Font_UntilWidth_Size(text, w, h, &maxlen, ignorecolorcodes, fnt, 1000000000);
+}
+
float DrawQ_TextWidth_Font_UntilWidth(const char *text, size_t *maxlen, qboolean ignorecolorcodes, const dp_font_t *fnt, float maxWidth)
{
return DrawQ_TextWidth_Font_UntilWidth_TrackColors(text, maxlen, NULL, ignorecolorcodes, fnt, maxWidth);
}
+float DrawQ_TextWidth_Font_UntilWidth_Size(const char *text, float w, float h, size_t *maxlen, qboolean ignorecolorcodes, const dp_font_t *fnt, float maxWidth)
+{
+ return DrawQ_TextWidth_Font_UntilWidth_TrackColors_Size(text, w, h, maxlen, NULL, ignorecolorcodes, fnt, maxWidth);
+}
+
+float DrawQ_TextWidth_Font_UntilWidth_TrackColors(const char *text, size_t *maxlen, int *outcolor, qboolean ignorecolorcodes, const dp_font_t *fnt, float maxwidth)
+{
+ return DrawQ_TextWidth_Font_UntilWidth_TrackColors_Size(text, 0, 0, maxlen, outcolor, ignorecolorcodes, fnt, maxwidth);
+}
+
#if 0
// not used
// no ^xrgb management
R_Mesh_VertexPointer(floats, 0, 0);
R_Mesh_ColorPointer(floats + 20, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(pic != NULL);
if (pic)
{
if (width == 0)
width = pic->width;
if (height == 0)
height = pic->height;
- R_Mesh_TexBind(0, R_GetTexture(Draw_GetPicTexture(pic)));
+ R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1);
R_Mesh_TexCoordPointer(0, 2, floats + 12, 0, 0);
floats[12] = s1;floats[13] = t1;
floats[14] = s2;floats[15] = t2;
floats[16] = s4;floats[17] = t4;
floats[18] = s3;floats[19] = t3;
}
+ else
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
floats[0] = floats[9] = x;
R_Mesh_VertexPointer(mesh->data_vertex3f, 0, 0);
R_Mesh_ColorPointer(mesh->data_color4f, 0, 0);
R_Mesh_ResetTextureState();
- R_Mesh_TexBind(0, R_GetTexture(mesh->texture));
R_Mesh_TexCoordPointer(0, 2, mesh->data_texcoord2f, 0, 0);
- R_SetupGenericShader(mesh->texture != NULL);
+ R_SetupShader_Generic(mesh->texture, NULL, GL_MODULATE, 1);
GL_LockArrays(0, mesh->num_vertices);
R_Mesh_Draw(0, mesh->num_vertices, 0, mesh->num_triangles, mesh->data_element3i, mesh->data_element3s, 0, 0);
{
_DrawQ_ProcessDrawFlag(flags);
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
CHECKGLERROR
//qglLineWidth(width);CHECKGLERROR
switch(vid.renderpath)
{
case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
if (vid_usinghwgamma || v_glslgamma.integer)
return;
break;
R_Mesh_VertexPointer(blendvertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
GL_DepthMask(true);
GL_DepthRange(0, 1);
GL_PolygonOffset(0, 0);