// 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)
{
@autoreleasepool {
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, ...)
{
@autoreleasepool {
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)
{
@autoreleasepool {
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);
}