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315 lines
8 KiB
C++
315 lines
8 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include <string>
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//#include <sstream>
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#include "nel/3d/font_manager.h"
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#include "nel/3d/font_generator.h"
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#include "nel/3d/texture_font.h"
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#include "nel/3d/computed_string.h"
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#include "nel/3d/index_buffer.h"
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#include "nel/3d/material.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/misc/debug.h"
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#include "nel/misc/file.h"
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using namespace std;
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namespace NL3D {
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// ***************************************************************************
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CMaterial* CFontManager::getFontMaterial()
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{
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if (_TexFont == NULL)
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{
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_TexFont = new CTextureFont;
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}
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if (_MatFont == NULL)
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{
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_MatFont= new CMaterial;
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_MatFont->initUnlit();
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_MatFont->setSrcBlend(CMaterial::srcalpha);
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_MatFont->setDstBlend(CMaterial::invsrcalpha);
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_MatFont->setBlend(true);
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_MatFont->setTexture(0, _TexFont);
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_MatFont->texEnvOpRGB(0, CMaterial::Replace);
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_MatFont->texEnvArg0RGB(0, CMaterial::Diffuse, CMaterial::SrcColor);
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}
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return _MatFont;
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}
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// ***************************************************************************
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void CFontManager::computeString (const std::string &s,
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CFontGenerator *fontGen,
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const NLMISC::CRGBA &color,
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uint32 fontSize,
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IDriver *driver,
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CComputedString &output,
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bool keep800x600Ratio)
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{
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// static to avoid reallocation
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static ucstring ucs;
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ucs= s;
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computeString(ucs, fontGen, color, fontSize, driver, output, keep800x600Ratio);
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}
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// ***************************************************************************
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void CFontManager::computeString (const ucstring &s,
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CFontGenerator *fontGen,
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const NLMISC::CRGBA &color,
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uint32 fontSize,
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IDriver *driver,
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CComputedString &output,
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bool keep800x600Ratio)
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{
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output.Color = color;
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// resize fontSize if window not of 800x600.
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if (keep800x600Ratio)
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{
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uint32 width, height;
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driver->getWindowSize (width, height);
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if ((height == 0) || (width == 0))
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return;
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// keep the 800*600 ratio
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fontSize = (uint32)floor(fontSize*height/600.f);
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fontSize = max(fontSize, (uint32)2);
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}
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// Setting vertices format
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output.Vertices.setNumVertices (4 * (uint32)s.size());
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// 1 character <-> 1 quad
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sint32 penx = 0, dx;
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sint32 penz = 0, dz;
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float x1, z1, x2, z2;
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float u1, v1, u2, v2;
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CMaterial *pMatFont = getFontMaterial();
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CTextureFont *pTexFont = (CTextureFont*)(pMatFont->getTexture (0));
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float TexRatioW = 1.0f / pTexFont->getWidth();
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float TexRatioH = 1.0f / pTexFont->getHeight();
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/*float hlfPixTexW = 0.5f * TexRatioW;
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float hlfPixTexH = 0.5f * TexRatioH;
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float hlfPixScrW = 0.5f;
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float hlfPixScrH = 0.5f;*/
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// Yoyo: Do not need Half Pixel/Texel displacement!!
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float hlfPixTexW = 0;
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float hlfPixTexH = 0;
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float hlfPixScrW = 0;
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float hlfPixScrH = 0;
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CTextureFont::SLetterKey k;
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// string bound.
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output.XMin= FLT_MAX;
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output.XMax= -FLT_MAX;
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output.ZMin= FLT_MAX;
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output.ZMax= -FLT_MAX;
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// string info.
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sint32 nMaxZ = -1000000, nMinZ = 1000000;
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output.StringHeight = 0;
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uint j = 0;
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{
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CVertexBufferReadWrite vba;
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output.Vertices.lock (vba);
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// For all chars
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for (uint i = 0; i < s.size(); i++)
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{
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// Creating font
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k.Char = s[i];
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k.FontGenerator = fontGen;
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k.Size = fontSize;
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CTextureFont::SLetterInfo *pLI = pTexFont->getLetterInfo (k);
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if(pLI != NULL)
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{
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if ((pLI->CharWidth > 0) && (pLI->CharHeight > 0))
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{
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// Creating vertices
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dx = pLI->Left;
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dz = -((sint32)pLI->CharHeight-(sint32)(pLI->Top));
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u1 = pLI->U - hlfPixTexW;
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v1 = pLI->V - hlfPixTexH;
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u2 = pLI->U + ((float)pLI->CharWidth) * TexRatioW + hlfPixTexW;
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v2 = pLI->V + ((float)pLI->CharHeight) * TexRatioH + hlfPixTexH;
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x1 = (penx + dx) - hlfPixScrW;
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z1 = (penz + dz) - hlfPixScrH;
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x2 = (penx + dx + (sint32)pLI->CharWidth) + hlfPixScrW;
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z2 = (penz + dz + (sint32)pLI->CharHeight) + hlfPixScrH;
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vba.setVertexCoord (j, x1, 0, z1);
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vba.setTexCoord (j, 0, u1, v2);
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++j;
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vba.setVertexCoord (j, x2, 0, z1);
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vba.setTexCoord (j, 0, u2, v2);
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++j;
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vba.setVertexCoord (j, x2, 0, z2);
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vba.setTexCoord (j, 0, u2, v1);
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++j;
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vba.setVertexCoord (j, x1, 0, z2);
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vba.setTexCoord (j, 0, u1, v1);
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++j;
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// String Bound
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output.XMin= min(output.XMin, x1);
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output.XMin= min(output.XMin, x2);
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output.XMax= max(output.XMax, x1);
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output.XMax= max(output.XMax, x2);
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output.ZMin= min(output.ZMin, z1);
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output.ZMin= min(output.ZMin, z2);
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output.ZMax= max(output.ZMax, z1);
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output.ZMax= max(output.ZMax, z2);
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// String info
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sint32 nZ1 = (sint32)pLI->Top-(sint32)pLI->CharHeight;
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sint32 nZ2 = pLI->Top;
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if (nZ1 < nMinZ) nMinZ = nZ1;
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if (nZ2 > nMaxZ) nMaxZ = nZ2;
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}
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penx += pLI->AdvX;
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}
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// Building Material
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output.Material = pMatFont;
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}
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}
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output.Vertices.setNumVertices (j);
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// compile string info
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output.StringWidth = (float)penx;
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if(nMaxZ>nMinZ)
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{
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output.StringHeight = (float)(nMaxZ - nMinZ);
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output.StringLine = -(float)nMinZ;
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}
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else
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{
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output.StringHeight = 0;
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output.StringLine = 0;
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}
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}
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// ***************************************************************************
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void CFontManager::computeStringInfo ( const ucstring &s,
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CFontGenerator *fontGen,
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const NLMISC::CRGBA &color,
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uint32 fontSize,
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IDriver *driver,
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CComputedString &output,
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bool keep800x600Ratio )
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{
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output.Color = color;
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// resize fontSize if window not of 800x600.
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if (keep800x600Ratio)
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{
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uint32 width, height;
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driver->getWindowSize (width, height);
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if ((height == 0) || (width == 0))
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return;
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// keep the 800*600 ratio
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fontSize = (uint32)floor(fontSize*height/600.f);
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fontSize = max(fontSize, (uint32)2);
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}
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sint32 penx = 0;
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sint32 nMaxZ = -1000000, nMinZ = 1000000;
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CMaterial *pMatFont = getFontMaterial();
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CTextureFont *pTexFont = (CTextureFont*)(pMatFont->getTexture (0));
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CTextureFont::SLetterKey k;
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CTextureFont::SLetterInfo *pLI;
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for (uint i = 0; i < s.size(); i++)
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{
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// Creating font
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k.Char = s[i];
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k.FontGenerator = fontGen;
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k.Size = fontSize;
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pLI = pTexFont->getLetterInfo (k);
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if(pLI != NULL)
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{
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if ((pLI->CharWidth > 0) && (pLI->CharHeight > 0))
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{
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// String info
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sint32 nZ1 = (sint32)pLI->Top-(sint32)pLI->CharHeight;
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sint32 nZ2 = pLI->Top;
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if (nZ1 < nMinZ) nMinZ = nZ1;
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if (nZ2 > nMaxZ) nMaxZ = nZ2;
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}
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penx += pLI->AdvX;
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}
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}
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// compile string info
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output.StringWidth = (float)penx;
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if(nMaxZ>nMinZ)
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{
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output.StringHeight = (float)(nMaxZ - nMinZ);
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output.StringLine = -(float)nMinZ;
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}
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else
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{
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output.StringHeight = 0;
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output.StringLine = 0;
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}
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}
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// ***************************************************************************
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string CFontManager::getCacheInformation() const
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{
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// stringstream ss;
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// ss << "MaxMemory: " << (uint) _MaxMemory << " MemSize: " << (uint) _MemSize << " NbChar: " << (uint) _NbChar;
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// return ss.str();
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string str;
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str = "MaxMemory: " + NLMISC::toString(_MaxMemory) + " MemSize: " + NLMISC::toString(_MemSize) + " NbChar: " + NLMISC::toString(_NbChar);
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return str;
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}
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// ***************************************************************************
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void CFontManager::invalidate()
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{
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if (_TexFont)
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_TexFont = NULL;
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_TexFont = new CTextureFont;
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}
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} // NL3D
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