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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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 3 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. If not, see <http://www.gnu.org/licenses/>.
- */
- /***************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***************************************************************************
- * *
- * Project Name : Commando *
- * *
- * $Archive:: /Commando/Code/ww3d2/textdraw.cpp $*
- * *
- * $Author:: Jani_p $*
- * *
- * $Modtime:: 3/22/01 8:03p $*
- * *
- * $Revision:: 7 $*
- * *
- *-------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "textdraw.h"
- #include "font3d.h"
- #include "simplevec.h"
- /***********************************************************************************************
- * *
- * TextDrawClass::TextDrawClass( int ) -- Constructor *
- * *
- * Creates a TextDrawClass object by creating and initializing a Dynamic Mesh, inserting it *
- * into the given scene, and allocating space for the given number of maximum chars. *
- * *
- ***********************************************************************************************/
- TextDrawClass::TextDrawClass( int max_chars ) :
- DynamicMeshClass( max_chars * 2, max_chars * 4 ),
- TextColor( 1.0f, 1.0f, 1.0f )
- {
- // Build the default Vertex Material
- DefaultVertexMaterial = NEW_REF( VertexMaterialClass, () );
- DefaultVertexMaterial->Set_Diffuse( 0, 0, 0 );
- DefaultVertexMaterial->Set_Opacity(1);
- DefaultVertexMaterial->Set_Emissive( 1, 1, 1 );
- Set_Vertex_Material( DefaultVertexMaterial );
- // Build the default Shader
- DefaultShader.Set_Depth_Mask( ShaderClass::DEPTH_WRITE_DISABLE );
- DefaultShader.Set_Depth_Compare( ShaderClass::PASS_ALWAYS );
- DefaultShader.Set_Dst_Blend_Func( ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA );
- DefaultShader.Set_Src_Blend_Func( ShaderClass::SRCBLEND_SRC_ALPHA );
- DefaultShader.Set_Texturing( ShaderClass::TEXTURING_ENABLE );
- DefaultShader.Set_Cull_Mode( ShaderClass::CULL_MODE_DISABLE );
- Set_Shader( DefaultShader );
- Enable_Sort();
- Set_Coordinate_Ranges( Vector2( 0,0 ), Vector2( 1,1 ), Vector2( -1,0.75f ), Vector2( 1,-0.75 ) );
- // Set_Coordinate_Ranges( Vector2( -320,240 ), Vector2( 320,-240 ), Vector2( -320,240 ), Vector2( 320,-240 ) );
- }
- /***********************************************************************************************
- * *
- * TextDrawClass::~TextDrawClass( void ) -- Destructor *
- * *
- ***********************************************************************************************/
- TextDrawClass::~TextDrawClass( void )
- {
- DefaultVertexMaterial->Release_Ref();
- }
- /***********************************************************************************************
- * *
- * TextDrawClass::Reset( void ) -- Flush the mesh
- * *
- ***********************************************************************************************/
- void TextDrawClass::Reset( void )
- {
- Reset_Flags();
- Reset_Mesh_Counters();
- // Reinstall the default vertex material and shader
- Enable_Sort();
- Set_Vertex_Material( DefaultVertexMaterial );
- Set_Shader( DefaultShader );
- }
- /*
- **
- */
- void TextDrawClass::Set_Coordinate_Ranges(
- const Vector2 & src_ul, const Vector2 & src_lr,
- const Vector2 & dest_ul, const Vector2 & dest_lr )
- {
- TranslateScale.X = (dest_lr.X - dest_ul.X) / (src_lr.X - src_ul.X);
- TranslateScale.Y = (dest_lr.Y - dest_ul.Y) / (src_lr.Y - src_ul.Y);
- TranslateOffset.X = dest_ul.X - TranslateScale.X * src_ul.X;
- TranslateOffset.Y = dest_ul.Y - TranslateScale.Y * src_ul.Y;
- PixelSize.X = fabs((src_lr.X - src_ul.X) / 640.0f);
- PixelSize.Y = fabs((src_lr.Y - src_ul.Y) / 480.0f);
- }
- /*
- **
- */
- void TextDrawClass::Quad( float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1 )
- {
- // Translate coordinates
- x0 = x0 * TranslateScale.X + TranslateOffset.X;
- x1 = x1 * TranslateScale.X + TranslateOffset.X;
- y0 = y0 * TranslateScale.Y + TranslateOffset.Y;
- y1 = y1 * TranslateScale.Y + TranslateOffset.Y;
- bool flip_faces = ((x1-x0) * (y1-y0)) > 0;
- Begin_Tri_Strip();
- Vertex( x0, y0, 0, u0, v0);
- if ( flip_faces ) {
- Vertex( x1, y0, 0, u1, v0);
- Vertex( x0, y1, 0, u0, v1);
- } else {
- Vertex( x0, y1, 0, u0, v1);
- Vertex( x1, y0, 0, u1, v0);
- }
- Vertex( x1, y1, 0, u1, v1);
- End_Tri_Strip();
- }
- void TextDrawClass::Quad( const RectClass & rect, const RectClass & uv )
- {
- TextDrawClass::Quad( rect.Left, rect.Top, rect.Right, rect.Bottom, uv.Left, uv.Top, uv.Right, uv.Bottom );
- }
- void TextDrawClass::Line( const Vector2 & _a, const Vector2 & _b, float width )
- {
- // Translate coordinates
- Vector2 a;
- Vector2 b;
- a.X = _a.X * TranslateScale.X + TranslateOffset.X;
- a.Y = _a.Y * TranslateScale.Y + TranslateOffset.Y;
- b.X = _b.X * TranslateScale.X + TranslateOffset.X;
- b.Y = _b.Y * TranslateScale.Y + TranslateOffset.Y;
- width *= WWMath::Fabs(TranslateScale.X);
- Vector2 corner_offset = a - b; // get line relative to b
- float temp = corner_offset.X; // Rotate 90
- corner_offset.X = corner_offset.Y;
- corner_offset.Y = -temp;
- corner_offset.Normalize(); // scale to length width/2
- corner_offset *= width / 2;
- Begin_Tri_Strip();
- Vertex( a + corner_offset );
- Vertex( a - corner_offset );
- Vertex( b + corner_offset );
- Vertex( b - corner_offset );
- End_Tri_Strip();
- }
- void TextDrawClass::Line_Ends( const Vector2 & a, const Vector2 & b, float width, float end_percent )
- {
- Vector2 a_ = b - a;
- a_ *= end_percent;
- a_ += a;
- Line( a, a_, width );
- Vector2 b_ = a - b;
- b_ *= end_percent;
- b_ += b;
- Line( b, b_, width );
- }
- /***********************************************************************************************
- * *
- * float TextDrawClass::Get_Width( Font3DInstanceClass *, char * ) *
- * *
- * WARNING: Should not be used to draw characters which need to wrap or have embedded line *
- * feeds. *
- * *
- * Returns the scaled string width in normalized screen unit *
- * *
- ***********************************************************************************************/
- float TextDrawClass::Get_Width( Font3DInstanceClass *font, const char *message )
- {
- float total_width = 0.0f;
- /*
- ** for each character, get_width it
- */
- while (*message != 0) {
- total_width += font->Char_Spacing( *message++ );
- }
- return total_width;
- }
- float TextDrawClass::Get_Inter_Char_Width( Font3DInstanceClass *font )
- {
- // Get rid of this...
- // return font->Get_Inter_Char_Spacing();
- return 1;
- }
- float TextDrawClass::Get_Height( Font3DInstanceClass *font, const char *message )
- {
- return font->Char_Height();
- }
- /***********************************************************************************************
- * *
- * float TextDrawClass::Print( Font3DInstanceClass *, char, float, float, float ) *
- * *
- * Draws (actually creates two trianlges to display) a character on the screen at the given *
- * normalized screen unit coordinates at the current font scale. *
- * *
- * Returns the scaled character width in normalized screen unit *
- * *
- ***********************************************************************************************/
- float TextDrawClass::Print( Font3DInstanceClass *font, char ch, float screen_x, float screen_y )
- {
- /*
- ** Get the char width in scaled normalized screen units
- */
- float width = font->Char_Width( ch ); // in scaled normalized screen units
- float spacing = font->Char_Spacing( ch ); // in scaled normalized screen units
- /*
- ** If asked to draw the space char (' '), don't add any triangles, just return the scaled spacing
- */
- if (ch == ' ' )
- return spacing;
- /*
- ** Calculate the lower right edge of the displayed rectangle
- */
- // center each char in its spacing (in case mono spaced )
- // also, round to the nearest 640x480 pixels (needs to change for other reses)
- float screen_x0 = screen_x + spacing/2 - width/2;
- screen_x0 = floor(screen_x0 / PixelSize.X + 0.5f) * PixelSize.X;
- float screen_x1 = screen_x0 + width;
- screen_x1 = floor(screen_x1 / PixelSize.X + 0.5f) * PixelSize.X;
- float screen_y0 = screen_y;
- screen_y0 = floor(screen_y0 / PixelSize.Y + 0.5f) * PixelSize.Y;
- float screen_y1 = screen_y0 + (font->Char_Height() * WWMath::Sign( -TranslateScale.Y ));
- screen_y1 = floor(screen_y1 / PixelSize.Y + 0.5f) * PixelSize.Y;
- if ( WW3D::Is_Screen_UV_Biased() ) { // Global bais setting
- screen_x0 += PixelSize.X / 2;
- screen_x1 += PixelSize.X / 2;
- screen_y0 += PixelSize.Y / 2;
- screen_y1 += PixelSize.Y / 2;
- }
- /*
- ** Get the font texture uv coordinate for teh upper right and lower left corners of the rect
- */
- RectClass font_uv = font->Char_UV( ch );
- /*
- ** Set the triangles' texture
- */
- Set_Texture( font->Peek_Texture( ch ) );
- /*
- ** Draw the quad
- */
- Quad( screen_x0, screen_y0, screen_x1, screen_y1, font_uv.Left, font_uv.Top, font_uv.Right, font_uv.Bottom );
- /*
- ** return the scaled spacing
- */
- return spacing;
- }
- /***********************************************************************************************
- * *
- * float TextDrawClass::Print( Font3DInstanceClass *, char *, float, float, float ) *
- * *
- * Draws the given string at the given pixel coordinates. Uses the given font and its current *
- * scale. Passes each character to the above routine and moves the x-coordinate forward after *
- * each char. * *
- * *
- * WARNING: Should not be used to draw characters which need to wrap or have embedded line *
- * feeds. * *
- * *
- * Returns the string pixel width *
- * *
- ***********************************************************************************************/
- float TextDrawClass::Print( Font3DInstanceClass *font, const char *message, float screen_x, float screen_y )
- {
- /*
- ** Keep track of the total drawn width
- */
- float total_width = 0.0f;
- /*
- ** for each character, print it and moved screen_x forward
- */
- while (*message != 0) {
- float width = Print( font, *message++, screen_x, screen_y );
- screen_x += width;
- total_width += width;
- }
- /*
- ** return the total drawn width
- */
- return total_width;
- }
- /***********************************************************************************************
- * *
- * void TextDrawClass::Show_Font( Font3DInstanceClass *, float, float, float ) *
- * *
- * Dumps the font texture to the screen as two triangles. For debugging only. *
- * *
- ***********************************************************************************************/
- void TextDrawClass::Show_Font( Font3DInstanceClass *font, float screen_x, float screen_y )
- {
- // normalize coordinates
- float size_x = PixelSize.X * 256;
- float size_y = PixelSize.Y * 256;
- Set_Texture( font->Peek_Texture('A') );
- Quad( screen_x, screen_y, screen_x + size_x, screen_y + size_y * WWMath::Sign( -TranslateScale.Y ) );
- }
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