aboutsummaryrefslogtreecommitdiffstats
path: root/src/base/TextGL.pas
blob: c8de4e286bf619cd7f97b4b55ccea3a7f6b3c0dc (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
{* UltraStar Deluxe - Karaoke Game
 *
 * UltraStar Deluxe is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; see the file COPYING. If not, write to
 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 *
 * $URL$
 * $Id$
 *}

unit TextGL;

interface

{$IFDEF FPC}
  {$MODE Delphi}
{$ENDIF}

{$I switches.inc}

// as long as the transition to freetype is not finished
// use the old implementation
{$IFDEF UseFreetype}
  {$INCLUDE TextGLFreetype.pas}
{$ELSE}
uses
  gl,
  SDL,
  UTexture,
  ULog;

procedure BuildFont;                          // build our bitmap font
procedure KillFont;                           // delete the font
function  glTextWidth(const text: string): real; // returns text width
procedure glPrint(const text: string);        // custom GL "Print" routine
procedure ResetFont();                        // reset font settings of active font
procedure SetFontPos(X, Y: real);             // sets X and Y
procedure SetFontZ(Z: real);                  // sets Z
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

//function NextPowerOfTwo(Value: integer): integer;
// Checks if the ttf exists, if yes then a SDL_ttf is returned
//function LoadFont(FileName: PAnsiChar; PointSize: integer):PTTF_Font;
// Does the renderstuff, color is in $ffeecc style
//function RenderText(font: PTTF_Font; Text:PAnsiChar; Color: Cardinal):PSDL_Surface;

type
  TTextGL = record
    X:        real;
    Y:        real;
    Z:        real;
    Text:     string;
    Size:     real;
    ColR:     real;
    ColG:     real;
    ColB:     real;
  end;

  PFont = ^TFont;
  TFont = record
    Tex:      TTexture;
    Width:    array[0..255] of byte;
    AspectW:  real;
    Centered: boolean;
    Outline:  real;
    Italic:   boolean;
    Reflection: boolean;
    ReflectionSpacing: real;
  end;


var
  Fonts:      array of TFont;
  ActFont:    integer;


implementation

uses
  Classes,
  SysUtils,
  IniFiles,
  UCommon,
  UGraphic,
  UMain,
  UPath;

var
  // Colours for the reflection
  TempColor:    array[0..3] of GLfloat;

{**
 * Load font info.
 * FontFile is the name of the image (.png) not the data (.dat) file
 *}
procedure LoadFontInfo(FontID: integer; const FontFile: string);
var
  Stream:  TFileStream;
  DatFile: string;
begin
  DatFile := ChangeFileExt(FontFile, '.dat');
  FillChar(Fonts[FontID].Width[0], Length(Fonts[FontID].Width), 0);

  Stream := nil;
  try
    Stream := TFileStream.Create(DatFile, fmOpenRead);
    Stream.Read(Fonts[FontID].Width, 256);
  except
    Log.LogError('Error while reading font['+ inttostr(FontID) +']', 'LoadFontInfo');
  end;
  Stream.Free;
end;

// Builds bitmap fonts
procedure BuildFont;
var
  Count: integer;
  FontIni: TMemIniFile;
  FontFile: string;     // filename of the image (with .png/... ending)
begin
  ActFont := 0;

  SetLength(Fonts, 4);
  FontIni := TMemIniFile.Create(FontPath + 'fonts.ini');

  // Normal

  FontFile := FontPath + FontIni.ReadString('Normal', 'File', '');

  Fonts[0].Tex := Texture.LoadTexture(true, FontFile, TEXTURE_TYPE_TRANSPARENT, 0);
  Fonts[0].Tex.H := 30;
  Fonts[0].AspectW := 0.9;
  Fonts[0].Outline := 0;

  LoadFontInfo(0, FontFile);

  // Bold

  FontFile := FontPath + FontIni.ReadString('Bold', 'File', '');

  Fonts[1].Tex := Texture.LoadTexture(true, FontFile, TEXTURE_TYPE_TRANSPARENT, 0);
  Fonts[1].Tex.H := 30;
  Fonts[1].AspectW := 1;
  Fonts[1].Outline := 0;

  LoadFontInfo(1, FontFile);
  for Count := 0 to 255 do
    Fonts[1].Width[Count] := Fonts[1].Width[Count] div 2;

  // Outline1

  FontFile := FontPath + FontIni.ReadString('Outline1', 'File', '');

  Fonts[2].Tex := Texture.LoadTexture(true, FontFile, TEXTURE_TYPE_TRANSPARENT, 0);
  Fonts[2].Tex.H := 30;
  Fonts[2].AspectW := 0.95;
  Fonts[2].Outline := 5;

  LoadFontInfo(2, FontFile);
  for Count := 0 to 255 do
    Fonts[2].Width[Count] := Fonts[2].Width[Count] div 2 + 2;

  // Outline2

  FontFile := FontPath + FontIni.ReadString('Outline2', 'File', '');

  Fonts[3].Tex := Texture.LoadTexture(true, FontFile, TEXTURE_TYPE_TRANSPARENT, 0);
  Fonts[3].Tex.H := 30;
  Fonts[3].AspectW := 0.95;
  Fonts[3].Outline := 4;

  LoadFontInfo(3, FontFile);
  for Count := 0 to 255 do
    Fonts[3].Width[Count] := Fonts[3].Width[Count] + 1;


  // close ini-file
  FontIni.Free;
end;

// Deletes the font
procedure KillFont;
begin
  // delete all characters
  //glDeleteLists(..., 256);
end;

function glTextWidth(const text: string): real;
var
  Letter: char;
  i: integer;
  Font: PFont;
begin
  Result := 0;
  Font := @Fonts[ActFont];

  for i := 1 to Length(text) do
  begin
    Letter := Text[i];
    Result := Result + Font.Width[Ord(Letter)] * Font.Tex.H / 30 * Font.AspectW;
  end;

  if ((Result > 0) and Font.Italic) then
    Result := Result + 12 * Font.Tex.H / 60 * Font.AspectW;
end;

procedure glPrintLetter(Letter: char);
var
  TexX, TexY:        real;
  TexR, TexB:        real;
  TexHeight:         real;
  FWidth:            real;
  PL, PT:            real;
  PR, PB:            real;
  XItal:             real; // X shift for italic type letter
  ReflectionSpacing: real; // Distance of the reflection
  Font:              PFont;
  Tex:               PTexture;
begin
  Font := @Fonts[ActFont];
  Tex := @Font.Tex;

  FWidth := Font.Width[Ord(Letter)];

  Tex.W := FWidth * (Tex.H/30) * Font.AspectW;

  // 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;

  TexHeight := TexB - TexY;

  // 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;

  if (not Font.Italic) then
    XItal := 0
  else
    XItal := 12;

  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  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 then
  begin
    ReflectionSpacing := Font.ReflectionSpacing + Tex.H/2;

    glDepthRange(0, 10);
    glDepthFunc(GL_LEQUAL);
    glEnable(GL_DEPTH_TEST);

    glBegin(GL_QUADS);
      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

  glDisable(GL_TEXTURE_2D);
  glDisable(GL_BLEND);

  Tex.X := Tex.X + Tex.W;

  //write the colour back
  glColor4fv(@TempColor);
end;

// Custom GL "Print" Routine
procedure glPrint(const Text: string);
var
  Pos: integer;
begin
  // if there is no text do nothing
  if (Text = '') then
    Exit;

  //Save the actual color and alpha (for reflection)
  glGetFloatv(GL_CURRENT_COLOR, @TempColor);

  for Pos := 1 to Length(Text) do
  begin
    glPrintLetter(Text[Pos]);
  end;
end;

procedure ResetFont();
begin
  SetFontPos(0, 0);
  SetFontZ(0);
  SetFontItalic(False);
  SetFontReflection(False, 0);
end;

procedure SetFontPos(X, Y: real);
begin
  Fonts[ActFont].Tex.X := X;
  Fonts[ActFont].Tex.Y := Y;
end;

procedure SetFontZ(Z: real);
begin
  Fonts[ActFont].Tex.Z := Z;
end;

procedure SetFontSize(Size: real);
begin
  Fonts[ActFont].Tex.H := Size;
end;

procedure SetFontStyle(Style: integer);
begin
  ActFont := Style;
end;

procedure SetFontItalic(Enable: boolean);
begin
  Fonts[ActFont].Italic := Enable;
end;

procedure SetFontAspectW(Aspect: real);
begin
  Fonts[ActFont].AspectW := Aspect;
end;

procedure SetFontReflection(Enable: boolean; Spacing: real);
begin
  Fonts[ActFont].Reflection        := Enable;
  Fonts[ActFont].ReflectionSpacing := Spacing;
end;

end.

{$ENDIF}