// rendertext.cpp: based on Don's gl_text.cpp
#include "cube.h"
short char_coords[96][4] = {
{0, 0, 25, 64}, //!
{25, 0, 54, 64}, //"
{54, 0, 107, 64}, // #
{107, 0, 148, 64}, //$
{148, 0, 217, 64}, //%
{217, 0, 263, 64}, //&
{263, 0, 280, 64}, //'
{280, 0, 309, 64}, //(
{309, 0, 338, 64}, //)
{338, 0, 379, 64}, //*
{379, 0, 432, 64}, //+
{432, 0, 455, 64}, //,
{455, 0, 484, 64}, //-
{0, 64, 21, 128}, //.
{23, 64, 52, 128}, ///
{52, 64, 93, 128}, // 0
{93, 64, 133, 128}, // 1
{133, 64, 174, 128}, // 2
{174, 64, 215, 128}, // 3
{215, 64, 256, 128}, // 4
{256, 64, 296, 128}, // 5
{296, 64, 337, 128}, // 6
{337, 64, 378, 128}, // 7
{378, 64, 419, 128}, // 8
{419, 64, 459, 128}, // 9
{459, 64, 488, 128}, //:
{0, 128, 29, 192}, //;
{29, 128, 81, 192}, //<
{81, 128, 134, 192}, //=
{134, 128, 186, 192}, //>
{186, 128, 221, 192}, //?
{221, 128, 285, 192}, //@
{285, 128, 329, 192}, // A
{329, 128, 373, 192}, // B
{373, 128, 418, 192}, // C
{418, 128, 467, 192}, // D
{0, 192, 40, 256}, // E
{40, 192, 77, 256}, // F
{77, 192, 127, 256}, // G
{127, 192, 175, 256}, // H
{175, 192, 202, 256}, // I
{202, 192, 231, 256}, // J
{231, 192, 275, 256}, // K
{275, 192, 311, 256}, // L
{311, 192, 365, 256}, // M
{365, 192, 413, 256}, // N
{413, 192, 463, 256}, // O
{1, 256, 38, 320}, // P
{38, 256, 89, 320}, // Q
{89, 256, 133, 320}, // R
{133, 256, 176, 320}, // S
{177, 256, 216, 320}, // T
{217, 256, 263, 320}, // U
{263, 256, 307, 320}, // V
{307, 256, 370, 320}, // W
{370, 256, 414, 320}, // X
{414, 256, 453, 320}, // Y
{453, 256, 497, 320}, // Z
{0, 320, 29, 384}, //[
{29, 320, 58, 384}, //"\"
{59, 320, 87, 384}, //]
{87, 320, 139, 384}, //^
{139, 320, 180, 384}, //_
{180, 320, 221, 384}, //`
{221, 320, 259, 384}, // a
{259, 320, 299, 384}, // b
{299, 320, 332, 384}, // c
{332, 320, 372, 384}, // d
{372, 320, 411, 384}, // e
{411, 320, 433, 384}, // f
{435, 320, 473, 384}, // g
{0, 384, 40, 448}, // h
{40, 384, 56, 448}, // i
{58, 384, 80, 448}, // j
{80, 384, 118, 448}, // k
{118, 384, 135, 448}, // l
{135, 384, 197, 448}, // m
{197, 384, 238, 448}, // n
{238, 384, 277, 448}, // o
{277, 384, 317, 448}, // p
{317, 384, 356, 448}, // q
{357, 384, 384, 448}, // r
{385, 384, 417, 448}, // s
{417, 384, 442, 448}, // t
{443, 384, 483, 448}, // u
{0, 448, 38, 512}, // v
{38, 448, 90, 512}, // w
{90, 448, 128, 512}, // x
{128, 448, 166, 512}, // y
{166, 448, 200, 512}, // z
{200, 448, 241, 512}, //{
{241, 448, 270, 512}, //|
{270, 448, 310, 512}, //}
{310, 448, 363, 512}, //~
};
int
text_width(char *str)
{
int x = 0;
for (int i = 0; str[i] != 0; i++) {
int c = str[i];
if (c == '\t') {
x = (x + PIXELTAB) / PIXELTAB * PIXELTAB;
continue;
};
if (c == '\f')
continue;
if (c == ' ') {
x += FONTH / 2;
continue;
};
c -= 33;
if (c < 0 || c >= 95)
continue;
int in_width = char_coords[c][2] - char_coords[c][0];
x += in_width + 1;
}
return x;
}
void
draw_textf(char *fstr, int left, int top, int gl_num, ...)
{
sprintf_sdlv(str, gl_num, fstr);
draw_text(str, left, top, gl_num);
};
void
draw_text(char *str, int left, int top, int gl_num)
{
glBlendFunc(GL_ONE, GL_ONE);
glBindTexture(GL_TEXTURE_2D, gl_num);
glColor3ub(255, 255, 255);
int x = left;
int y = top;
int i;
float in_left, in_top, in_right, in_bottom;
int in_width, in_height;
for (i = 0; str[i] != 0; i++) {
int c = str[i];
if (c == '\t') {
x = (x - left + PIXELTAB) / PIXELTAB * PIXELTAB + left;
continue;
};
if (c == '\f') {
glColor3ub(64, 255, 128);
continue;
};
if (c == ' ') {
x += FONTH / 2;
continue;
};
c -= 33;
if (c < 0 || c >= 95)
continue;
in_left = ((float)char_coords[c][0]) / 512.0f;
in_top = ((float)char_coords[c][1] + 2) / 512.0f;
in_right = ((float)char_coords[c][2]) / 512.0f;
in_bottom = ((float)char_coords[c][3] - 2) / 512.0f;
in_width = char_coords[c][2] - char_coords[c][0];
in_height = char_coords[c][3] - char_coords[c][1];
glBegin(GL_QUADS);
glTexCoord2f(in_left, in_top);
glVertex2i(x, y);
glTexCoord2f(in_right, in_top);
glVertex2i(x + in_width, y);
glTexCoord2f(in_right, in_bottom);
glVertex2i(x + in_width, y + in_height);
glTexCoord2f(in_left, in_bottom);
glVertex2i(x, y + in_height);
glEnd();
xtraverts += 4;
x += in_width + 1;
}
}
// also Don's code, so goes in here too :)
void
draw_envbox_aux(float s0, float t0, int x0, int y0, int z0, float s1, float t1,
int x1, int y1, int z1, float s2, float t2, int x2, int y2, int z2,
float s3, float t3, int x3, int y3, int z3, int texture)
{
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS);
glTexCoord2f(s3, t3);
glVertex3d(x3, y3, z3);
glTexCoord2f(s2, t2);
glVertex3d(x2, y2, z2);
glTexCoord2f(s1, t1);
glVertex3d(x1, y1, z1);
glTexCoord2f(s0, t0);
glVertex3d(x0, y0, z0);
glEnd();
xtraverts += 4;
}
void
draw_envbox(int t, int w)
{
glDepthMask(GL_FALSE);
draw_envbox_aux(1.0f, 1.0f, -w, -w, w, 0.0f, 1.0f, w, -w, w, 0.0f, 0.0f,
w, -w, -w, 1.0f, 0.0f, -w, -w, -w, t);
draw_envbox_aux(1.0f, 1.0f, +w, w, w, 0.0f, 1.0f, -w, w, w, 0.0f, 0.0f,
-w, w, -w, 1.0f, 0.0f, +w, w, -w, t + 1);
draw_envbox_aux(0.0f, 0.0f, -w, -w, -w, 1.0f, 0.0f, -w, w, -w, 1.0f,
1.0f, -w, w, w, 0.0f, 1.0f, -w, -w, w, t + 2);
draw_envbox_aux(1.0f, 1.0f, +w, -w, w, 0.0f, 1.0f, +w, w, w, 0.0f, 0.0f,
+w, w, -w, 1.0f, 0.0f, +w, -w, -w, t + 3);
draw_envbox_aux(0.0f, 1.0f, -w, w, w, 0.0f, 0.0f, +w, w, w, 1.0f, 0.0f,
+w, -w, w, 1.0f, 1.0f, -w, -w, w, t + 4);
draw_envbox_aux(0.0f, 1.0f, +w, w, -w, 0.0f, 0.0f, -w, w, -w, 1.0f,
0.0f, -w, -w, -w, 1.0f, 1.0f, +w, -w, -w, t + 5);
glDepthMask(GL_TRUE);
}