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-rw-r--r--Game/Code/Classes/TextGL.pas70
1 files changed, 63 insertions, 7 deletions
diff --git a/Game/Code/Classes/TextGL.pas b/Game/Code/Classes/TextGL.pas
index 5b114669..e00388a4 100644
--- a/Game/Code/Classes/TextGL.pas
+++ b/Game/Code/Classes/TextGL.pas
@@ -33,7 +33,7 @@ procedure SetFontSize(Size: real);
procedure SetFontStyle(Style: integer); // sets active font style (normal, bold, etc)
procedure SetFontItalic(Enable: boolean); // sets italic type letter (works for all fonts)
procedure SetFontAspectW(Aspect: real);
-
+procedure SetFontReflection(Enable:boolean;Spacing: real); // Enables/Disables text reflection
// Start of SDL_ttf
function NextPowerOfTwo(Value: Integer): Integer;
//Checks if the ttf exists, if yes then a SDL_ttf is returned
@@ -63,6 +63,8 @@ type
Done: real;
Outline: real;
Italic: boolean;
+ Reflection: boolean;
+ ReflectionSpacing: real;
end;
@@ -74,6 +76,9 @@ var
PColG: real;
PColB: real;
+ // Colours for the reflection
+ TempColor: Array[0..3] of GLfloat;
+ PTempColor: PGLfloat;
implementation
uses
@@ -208,24 +213,27 @@ procedure glPrintLetter(Letter: char);
var
TexX, TexY: real;
TexR, TexB: real;
+ TestHeight: real;
FWidth: real;
PL, PT: real;
PR, PB: real;
XItal: real; // X shift for italic type letter
+ ReflectionSpacing:real; // Distance of the reflection
begin
with Fonts[ActFont].Tex do
begin
FWidth := Fonts[ActFont].Width[Ord(Letter)];
W := FWidth * (H/30) * Fonts[ActFont].AspectW;
- // H := 30;
// set texture positions
TexX := (ord(Letter) mod 16) * 1/16 + 1/32 - FWidth/1024 - Fonts[ActFont].Outline/1024;
- TexY := (ord(Letter) div 16) * 1/16 + 2/1024; // 2/1024
+ TexY := (ord(Letter) div 16) * 1/16 + 2/1024;
TexR := (ord(Letter) mod 16) * 1/16 + 1/32 + FWidth/1024 + Fonts[ActFont].Outline/1024;
TexB := (1 + ord(Letter) div 16) * 1/16 - 2/1024;
+ TestHeight := TexB - TexY;
+
// set vector positions
PL := X - Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW /2;
PT := Y;
@@ -252,10 +260,47 @@ begin
glEnd;
end;
- X := X + W;
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- end; // with
+ // <mog> Reflection
+ // Yes it would make sense to put this in an extra procedure,
+ // but this works, doesn't take much lines, and is almost lightweight
+ if Fonts[ActFont].Reflection = true then
+ begin
+ ReflectionSpacing := Fonts[ActFont].ReflectionSpacing + H/2;
+
+ glDepthRange(0, 10);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+
+ glBegin(GL_QUADS);
+ try
+ glColor4f(TempColor[0], TempColor[1], TempColor[2], 0);
+ glTexCoord2f(TexX, TexY + TestHeight/2);
+ glVertex3f(PL, PB + ReflectionSpacing - H/2, z);
+
+ glColor4f(TempColor[0], TempColor[1], TempColor[2], Alpha-0.3);
+ glTexCoord2f(TexX, TexB );
+ glVertex3f(PL + XItal, PT + ReflectionSpacing, z);
+
+ glTexCoord2f(TexR, TexB );
+ glVertex3f(PR + XItal, PT + ReflectionSpacing, z);
+
+ glColor4f(TempColor[0], TempColor[1], TempColor[2], 0);
+ glTexCoord2f(TexR, TexY + TestHeight/2);
+ glVertex3f(PR, PB + ReflectionSpacing - H/2, z);
+ finally
+ glEnd;
+ end;
+ glDisable(GL_DEPTH_TEST);
+ end; // reflection
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+ X := X + W;
+ end; // with
+
+ //write the colour back
+ glColor4fv(PTempColor);
end;
procedure glPrintLetterCut(letter: char; Start, Finish: real);
@@ -334,6 +379,11 @@ begin
end; // while
*)
+//Save the actual color and alpha (for reflection)
+ PTempColor:= @TempColor;
+//I've read that glGetFloat is quite slow, but it seems that there is no alternative
+ glGetFloatv(GL_CURRENT_COLOR, PTempColor);
+
// This code is better, because doing a Copy of for every
// letter in a string is a waste of CPU & Memory resources.
// Copy operations are quite memory intensive, and this simple
@@ -536,6 +586,12 @@ begin
Fonts[ActFont].AspectW := Aspect;
end;
+procedure SetFontReflection(Enable:boolean;Spacing: real);
+begin
+ Fonts[ActFont].Reflection := Enable;
+ Fonts[ActFont].ReflectionSpacing := Spacing;
+end;
+
end.