diff options
Diffstat (limited to 'Game/Code')
-rw-r--r-- | Game/Code/Classes/TextGL.pas | 244 |
1 files changed, 127 insertions, 117 deletions
diff --git a/Game/Code/Classes/TextGL.pas b/Game/Code/Classes/TextGL.pas index 3521c5be..e36fcd2c 100644 --- a/Game/Code/Classes/TextGL.pas +++ b/Game/Code/Classes/TextGL.pas @@ -34,7 +34,8 @@ 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 +procedure SetFontReflection(Enable:boolean;Spacing: real); // enables/disables text reflection +procedure SetFontBlend(Enable: boolean); // enables/disables blending // Start of SDL_ttf //function NextPowerOfTwo(Value: integer): integer; @@ -58,6 +59,7 @@ type ColB: real; end; + PFont = ^TFont; TFont = record Tex: TTexture; Width: array[0..255] of byte; @@ -68,6 +70,7 @@ type Italic: boolean; Reflection: boolean; ReflectionSpacing: real; + Blend: boolean; end; @@ -82,7 +85,7 @@ var // Colours for the reflection TempColor: array[0..3] of GLfloat; PTempColor: PGLfloat; - + implementation uses @@ -172,6 +175,9 @@ begin { for Count := 0 to 255 do Fonts[4].Width[Count] := Fonts[4].Width[Count] div 2 + 2;} + // enable blending by default + for Count := 0 to High(Fonts) do + Fonts[Count].Blend := true; end; // Deletes the font @@ -214,85 +220,87 @@ var PR, PB: real; XItal: real; // X shift for italic type letter ReflectionSpacing: real; // Distance of the reflection + Font: PFont; + Tex: PTexture; begin - with Fonts[ActFont].Tex do - begin - FWidth := Fonts[ActFont].Width[Ord(Letter)]; + Font := @Fonts[ActFont]; + Tex := @Font.Tex; - W := FWidth * (H/30) * Fonts[ActFont].AspectW; + FWidth := Font.Width[Ord(Letter)]; - // 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; - 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; + Tex.W := FWidth * (Tex.H/30) * Font.AspectW; - TexHeight := TexB - TexY; + // set texture positions + TexX := (ord(Letter) mod 16) * 1/16 + 1/32 - FWidth/1024 - Font.Outline/1024; + TexY := (ord(Letter) div 16) * 1/16 + 2/1024; + TexR := (ord(Letter) mod 16) * 1/16 + 1/32 + FWidth/1024 + Font.Outline/1024; + TexB := (1 + ord(Letter) div 16) * 1/16 - 2/1024; - // set vector positions - PL := X - Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW /2; - PT := Y; - PR := PL + W + Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW; - PB := PT + H; + TexHeight := TexB - TexY; - if Fonts[ActFont].Italic = false then - XItal := 0 - else - XItal := 12; + // set vector positions + PL := Tex.X - Font.Outline * (Tex.H/30) * Font.AspectW /2; + PT := Tex.Y; + PR := PL + Tex.W + Font.Outline * (Tex.H/30) * Font.AspectW; + PB := PT + Tex.H; - glEnable(GL_TEXTURE_2D); + if Font.Italic = false then + XItal := 0 + else + XItal := 12; + + if (Font.Blend) then + begin glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, TexNum); + end; + + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, Tex.TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(TexX, TexY); glVertex2f(PL+XItal, PT); + glTexCoord2f(TexX, TexB); glVertex2f(PL, PB); + glTexCoord2f(TexR, TexB); glVertex2f(PR, PB); + glTexCoord2f(TexR, TexY); glVertex2f(PR+XItal, PT); + glEnd; + + // <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 Font.Reflection = true then + begin + ReflectionSpacing := Font.ReflectionSpacing + Tex.H/2; + + glDepthRange(0, 10); + glDepthFunc(GL_LEQUAL); + glEnable(GL_DEPTH_TEST); glBegin(GL_QUADS); - try - glTexCoord2f(TexX, TexY); glVertex2f(PL+XItal, PT); - glTexCoord2f(TexX, TexB); glVertex2f(PL, PB); - glTexCoord2f(TexR, TexB); glVertex2f(PR, PB); - glTexCoord2f(TexR, TexY); glVertex2f(PR+XItal, PT); - finally - glEnd; - end; + glColor4f(TempColor[0], TempColor[1], TempColor[2], 0); + glTexCoord2f(TexX, TexY + TexHeight/2); + glVertex3f(PL, PB + ReflectionSpacing - Tex.H/2, Tex.z); + + glColor4f(TempColor[0], TempColor[1], TempColor[2], Tex.Alpha-0.3); + glTexCoord2f(TexX, TexB ); + glVertex3f(PL + XItal, PT + ReflectionSpacing, Tex.z); + + glTexCoord2f(TexR, TexB ); + glVertex3f(PR + XItal, PT + ReflectionSpacing, Tex.z); + + glColor4f(TempColor[0], TempColor[1], TempColor[2], 0); + glTexCoord2f(TexR, TexY + TexHeight/2); + glVertex3f(PR, PB + ReflectionSpacing - Tex.H/2, Tex.z); + glEnd; + + glDisable(GL_DEPTH_TEST); + end; // reflection - // <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 + TexHeight/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 + TexHeight/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 + glDisable(GL_TEXTURE_2D); + if (Font.Blend) then + glDisable(GL_BLEND); + + Tex.X := Tex.X + Tex.W; //write the colour back glColor4fv(PTempColor); @@ -308,50 +316,59 @@ var PR, PB: real; OutTemp: real; XItal: real; + Font: PFont; + Tex: PTexture; begin - with Fonts[ActFont].Tex do + Font := @Fonts[ActFont]; + Tex := @Font.Tex; + + FWidth := Fonts[ActFont].Width[Ord(Letter)]; + + Tex.W := FWidth * (Tex.H/30) * Fonts[ActFont].AspectW; + //Tex.H := 30; + OutTemp := Fonts[ActFont].Outline * (Tex.H/30) * Fonts[ActFont].AspectW; + + // 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 + 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; + + TexTemp := TexX + Start * (TexR - TexX); + TexR := TexX + Finish * (TexR - TexX); + TexX := TexTemp; + + // set vector positions + PL := Tex.X - OutTemp / 2 + OutTemp * Start; + PT := Tex.Y; + PR := PL + (Tex.W + OutTemp) * (Finish - Start); + PB := PT + Tex.H; + if Fonts[ActFont].Italic = false then + XItal := 0 + else + XItal := 12; + + if (Font.Blend) then begin - FWidth := Fonts[ActFont].Width[Ord(Letter)]; - - W := FWidth * (H/30) * Fonts[ActFont].AspectW; - //H := 30; - OutTemp := Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW; - - // 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 - 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; - - TexTemp := TexX + Start * (TexR - TexX); - TexR := TexX + Finish * (TexR - TexX); - TexX := TexTemp; - - // set vector positions - PL := X - OutTemp / 2 + OutTemp * Start; - PT := Y; - PR := PL + (W + OutTemp) * (Finish - Start); - PB := PT + H; - if Fonts[ActFont].Italic = false then - XItal := 0 - else - XItal := 12; - - glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, TexNum); - glBegin(GL_QUADS); + end; + + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, Tex.TexNum); + + glBegin(GL_QUADS); glTexCoord2f(TexX, TexY); glVertex2f(PL+XItal, PT); glTexCoord2f(TexX, TexB); glVertex2f(PL, PB); glTexCoord2f(TexR, TexB); glVertex2f(PR, PB); glTexCoord2f(TexR, TexY); glVertex2f(PR+XItal, PT); // not tested with XItal - glEnd; - X := X + W * (Finish - Start); - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - end; // with + glEnd; + + Tex.X := Tex.X + Tex.W * (Finish - Start); + glDisable(GL_TEXTURE_2D); + if (Font.Blend) then + glDisable(GL_BLEND); end; // Custom GL "Print" Routine @@ -363,18 +380,6 @@ begin if (Text = '') then // If There's No Text Exit; // Do Nothing -(* - while (length(text) > 0) do - begin - // cut - Letter := Text[0]; - Text := pchar(Copy(Text, 2, Length(Text)-1)); - - // print - glPrintLetter(Letter); - 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 @@ -384,7 +389,7 @@ begin // letter in a string is a waste of CPU & Memory resources. // Copy operations are quite memory intensive, and this simple // code achieves the same result. - for iPos := 0 to length( text ) - 1 do + for iPos := 0 to Length(text) - 1 do begin glPrintLetter( Text[iPos] ); end; @@ -594,4 +599,9 @@ begin Fonts[ActFont].ReflectionSpacing := Spacing; end; +procedure SetFontBlend(Enable: boolean); +begin + Fonts[ActFont].Blend := Enable; +end; + end. |