BLF/OpenGL: draw text with new immediate mode
Part of T49043
This commit is contained in:
@@ -57,6 +57,7 @@
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#ifndef BLF_STANDALONE
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#include "GPU_shader.h"
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#include "GPU_immediate.h"
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#endif
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#include "blf_internal_types.h"
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@@ -500,10 +501,6 @@ static void blf_draw_gl__start(FontBLF *font, GLint *mode)
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#ifndef BLF_STANDALONE
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GPU_shader_bind(GPU_shader_get_builtin_shader(GPU_SHADER_TEXT));
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#endif
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/* Save the current matrix mode. */
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glGetIntegerv(GL_MATRIX_MODE, mode);
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@@ -522,8 +519,20 @@ static void blf_draw_gl__start(FontBLF *font, GLint *mode)
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if (font->flags & BLF_ROTATION) /* radians -> degrees */
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glRotatef(font->angle * (float)(180.0 / M_PI), 0.0f, 0.0f, 1.0f);
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if (font->shadow || font->blur)
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glGetFloatv(GL_CURRENT_COLOR, font->orig_col);
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glGetFloatv(GL_CURRENT_COLOR, font->orig_col); /* TODO(merwin): new BLF_color function? */
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#ifndef BLF_STANDALONE
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VertexFormat *format = immVertexFormat();
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unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
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unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
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unsigned color = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
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BLI_assert(pos == BLF_POS_ID);
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BLI_assert(texCoord == BLF_COORD_ID);
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BLI_assert(color == BLF_COLOR_ID);
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immBindBuiltinProgram(GPU_SHADER_TEXT);
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#endif
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/* always bind the texture for the first glyph */
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font->tex_bind_state = -1;
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@@ -537,7 +546,7 @@ static void blf_draw_gl__end(GLint mode)
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glMatrixMode(mode);
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#ifndef BLF_STANDALONE
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GPU_shader_unbind();
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immUnbindProgram();
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#endif
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glDisable(GL_BLEND);
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@@ -56,7 +56,7 @@
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#include "BLF_api.h"
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#ifndef BLF_STANDALONE
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#include "GPU_basic_shader.h"
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#include "GPU_immediate.h"
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#endif
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#include "blf_internal_types.h"
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@@ -182,17 +182,6 @@ static void blf_glyph_cache_texture(FontBLF *font, GlyphCacheBLF *gc)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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#ifndef BLF_STANDALONE
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/* needed since basic shader doesn't support alpha-only textures,
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* while we could add support this is only used in a few places
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* (an alternative could be to have a simple shader for BLF). */
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if (GLEW_ARB_texture_swizzle && GPU_basic_shader_use_glsl_get()) {
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GLint swizzle_mask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle_mask);
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}
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#endif
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, gc->p2_width, gc->p2_height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, NULL);
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}
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@@ -328,19 +317,17 @@ void blf_glyph_free(GlyphBLF *g)
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static void blf_texture_draw(float uv[2][2], float dx, float y1, float dx1, float y2)
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{
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glBegin(GL_QUADS);
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glTexCoord2f(uv[0][0], uv[0][1]);
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glVertex2f(dx, y1);
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immAttrib2f(BLF_COORD_ID, uv[0][0], uv[0][1]);
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immVertex2f(BLF_POS_ID, dx, y1);
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glTexCoord2f(uv[0][0], uv[1][1]);
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glVertex2f(dx, y2);
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immAttrib2f(BLF_COORD_ID, uv[0][0], uv[1][1]);
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immVertex2f(BLF_POS_ID, dx, y2);
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glTexCoord2f(uv[1][0], uv[1][1]);
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glVertex2f(dx1, y2);
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immAttrib2f(BLF_COORD_ID, uv[1][0], uv[1][1]);
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immVertex2f(BLF_POS_ID, dx1, y2);
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glTexCoord2f(uv[1][0], uv[0][1]);
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glVertex2f(dx1, y1);
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glEnd();
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immAttrib2f(BLF_COORD_ID, uv[1][0], uv[0][1]);
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immVertex2f(BLF_POS_ID, dx1, y1);
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}
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static void blf_texture5_draw(const float shadow_col[4], float uv[2][2], float x1, float y1, float x2, float y2)
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@@ -362,12 +349,10 @@ static void blf_texture5_draw(const float shadow_col[4], float uv[2][2], float x
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for (dx = -2; dx < 3; dx++) {
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for (dy = -2; dy < 3; dy++, fp++) {
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color[3] = *(fp) * shadow_col[3];
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glColor4fv(color);
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immAttrib4fv(BLF_COLOR_ID, color);
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blf_texture_draw(uv, x1 + dx, y1 + dy, x2 + dx, y2 + dy);
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}
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}
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glColor4fv(color);
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}
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static void blf_texture3_draw(const float shadow_col[4], float uv[2][2], float x1, float y1, float x2, float y2)
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@@ -387,12 +372,10 @@ static void blf_texture3_draw(const float shadow_col[4], float uv[2][2], float x
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for (dx = -1; dx < 2; dx++) {
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for (dy = -1; dy < 2; dy++, fp++) {
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color[3] = *(fp) * shadow_col[3];
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glColor4fv(color);
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immAttrib4fv(BLF_COLOR_ID, color);
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blf_texture_draw(uv, x1 + dx, y1 + dy, x2 + dx, y2 + dy);
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}
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}
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glColor4fv(color);
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}
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static void blf_glyph_calc_rect(rctf *rect, GlyphBLF *g, float x, float y)
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@@ -486,6 +469,18 @@ void blf_glyph_render(FontBLF *font, GlyphBLF *g, float x, float y)
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glBindTexture(GL_TEXTURE_2D, (font->tex_bind_state = g->tex));
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}
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#if 0 /* determine exact count of quads */
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unsigned quad_ct = 1 + (unsigned)font->blur;
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if (font->flags & BLF_SHADOW)
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quad_ct += (unsigned)font->shadow;
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immBegin(GL_QUADS, quad_ct * 4);
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#else
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immBeginAtMost(GL_QUADS, 40); /* (5 shadow + 5 blur) * 4 verts per quad */
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#endif
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/* TODO: blur & shadow in shader, single quad per glyph */
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if (font->flags & BLF_SHADOW) {
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rctf rect_ofs;
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blf_glyph_calc_rect(&rect_ofs, g,
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@@ -500,12 +495,9 @@ void blf_glyph_render(FontBLF *font, GlyphBLF *g, float x, float y)
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blf_texture5_draw(font->shadow_col, g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
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break;
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default:
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glColor4fv(font->shadow_col);
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immAttrib4fv(BLF_COLOR_ID, font->shadow_col);
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blf_texture_draw(g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
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break;
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}
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glColor4fv(font->orig_col);
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}
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switch (font->blur) {
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@@ -516,9 +508,9 @@ void blf_glyph_render(FontBLF *font, GlyphBLF *g, float x, float y)
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blf_texture5_draw(font->orig_col, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
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break;
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default:
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immAttrib4fv(BLF_COLOR_ID, font->orig_col);
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blf_texture_draw(g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
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break;
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}
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return;
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immEnd();
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}
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@@ -37,6 +37,11 @@ struct GlyphBLF;
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struct GlyphCacheBLF;
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struct rctf;
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/* vertex attribute IDs (fixed IDs so we don't have to pass them around) */
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#define BLF_POS_ID 0
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#define BLF_COORD_ID 1
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#define BLF_COLOR_ID 2
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unsigned int blf_next_p2(unsigned int x);
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unsigned int blf_hash(unsigned int val);
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@@ -1,12 +1,13 @@
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#if __VERSION__ == 120
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flat varying vec4 color;
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noperspective varying vec2 texcoord;
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flat varying vec4 color_flat;
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noperspective varying vec2 texCoord_interp;
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#define fragColor gl_FragColor
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#else
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flat in vec4 color;
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noperspective in vec2 texcoord;
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flat in vec4 color_flat;
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noperspective in vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2D texture
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#endif
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uniform sampler2D glyph;
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@@ -14,8 +15,8 @@ uniform sampler2D glyph;
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void main()
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{
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// input color replaces texture color
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fragColor.rgb = color.rgb;
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fragColor.rgb = color_flat.rgb;
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// modulate input alpha & texture alpha
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fragColor.a = color.a * texture2D(glyph, texcoord).a;
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fragColor.a = color_flat.a * texture2D(glyph, texCoord_interp).a;
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}
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@@ -1,20 +1,24 @@
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// TODO(merwin):
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// - uniform color, not per vertex
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// - generic attrib inputs (2D pos, tex coord)
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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flat varying vec4 color;
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noperspective varying vec2 texcoord;
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attribute vec2 pos;
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attribute vec2 texCoord;
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attribute vec4 color;
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flat varying vec4 color_flat;
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noperspective varying vec2 texCoord_interp;
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#else
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flat out vec4 color;
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noperspective out vec2 texcoord;
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in vec2 pos;
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in vec2 texCoord;
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in vec4 color;
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flat out vec4 color_flat;
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noperspective out vec2 texCoord_interp;
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#endif
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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color = gl_Color;
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texcoord = gl_MultiTexCoord0.st;
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color_flat = color;
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texCoord_interp = texCoord;
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}
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