Cube  rendertext.m at [cc7ebd7f79]

File src/rendertext.m artifact 4a2a0ee6d3 part of check-in cc7ebd7f79


// 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(OFString *string)
{
	const char *str = string.UTF8String;
	size_t len = string.UTF8StringLength;

	int x = 0;
	for (int i = 0; i < len; 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(OFConstantString *format, int left, int top, int gl_num, ...)
{
	va_list arguments;
	va_start(arguments, gl_num);
	OFString *str = [[OFString alloc] initWithFormat:format
	                                       arguments:arguments];
	va_end(arguments);
	draw_text(str, left, top, gl_num);
}

void
draw_text(OFString *string, 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;

	const char *str = string.UTF8String;
	size_t len = string.UTF8StringLength;
	for (i = 0; i < len; 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);
}