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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@482 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2006-11-06 12:40:51 +00:00
parent 012d51a106
commit 2c916e47e8
46 changed files with 0 additions and 22993 deletions
-236
View File
@@ -1,236 +0,0 @@
// rendertext.cpp: based on Don's gl_text.cpp
#include "cube.h"
short char_coords[96][4] =
{
{0,0,25,64}, //!
{25,0,54,64}, //"
{54,0,107,64}, //#
{107,0,148,64}, //$
{148,0,217,64}, //%
{217,0,263,64}, //&
{263,0,280,64}, //'
{280,0,309,64}, //(
{309,0,338,64}, //)
{338,0,379,64}, //*
{379,0,432,64}, //+
{432,0,455,64}, //,
{455,0,484,64}, //-
{0,64,21,128}, //.
{23,64,52,128}, ///
{52,64,93,128}, //0
{93,64,133,128}, //1
{133,64,174,128}, //2
{174,64,215,128}, //3
{215,64,256,128}, //4
{256,64,296,128}, //5
{296,64,337,128}, //6
{337,64,378,128}, //7
{378,64,419,128}, //8
{419,64,459,128}, //9
{459,64,488,128}, //:
{0,128,29,192}, //;
{29,128,81,192}, //<
{81,128,134,192}, //=
{134,128,186,192}, //>
{186,128,221,192}, //?
{221,128,285,192}, //@
{285,128,329,192}, //A
{329,128,373,192}, //B
{373,128,418,192}, //C
{418,128,467,192}, //D
{0,192,40,256}, //E
{40,192,77,256}, //F
{77,192,127,256}, //G
{127,192,175,256}, //H
{175,192,202,256}, //I
{202,192,231,256}, //J
{231,192,275,256}, //K
{275,192,311,256}, //L
{311,192,365,256}, //M
{365,192,413,256}, //N
{413,192,463,256}, //O
{1,256,38,320}, //P
{38,256,89,320}, //Q
{89,256,133,320}, //R
{133,256,176,320}, //S
{177,256,216,320}, //T
{217,256,263,320}, //U
{263,256,307,320}, //V
{307,256,370,320}, //W
{370,256,414,320}, //X
{414,256,453,320}, //Y
{453,256,497,320}, //Z
{0,320,29,384}, //[
{29,320,58,384}, //"\"
{59,320,87,384}, //]
{87,320,139,384}, //^
{139,320,180,384}, //_
{180,320,221,384}, //`
{221,320,259,384}, //a
{259,320,299,384}, //b
{299,320,332,384}, //c
{332,320,372,384}, //d
{372,320,411,384}, //e
{411,320,433,384}, //f
{435,320,473,384}, //g
{0,384,40,448}, //h
{40,384,56,448}, //i
{58,384,80,448}, //j
{80,384,118,448}, //k
{118,384,135,448}, //l
{135,384,197,448}, //m
{197,384,238,448}, //n
{238,384,277,448}, //o
{277,384,317,448}, //p
{317,384,356,448}, //q
{357,384,384,448}, //r
{385,384,417,448}, //s
{417,384,442,448}, //t
{443,384,483,448}, //u
{0,448,38,512}, //v
{38,448,90,512}, //w
{90,448,128,512}, //x
{128,448,166,512}, //y
{166,448,200,512}, //z
{200,448,241,512}, //{
{241,448,270,512}, //|
{270,448,310,512}, //}
{310,448,363,512}, //~
};
int char_width(int c, int x = 0)
{
if(c=='\t') x = (x+PIXELTAB)/PIXELTAB*PIXELTAB;
else if(c==' ') x += FONTH/2;
else if(c>=33 && c<=126)
{
c -= 33;
int in_width = char_coords[c][2] - char_coords[c][0];
x += in_width + 1;
};
return x;
};
int text_width(const char *str, int limit)
{
int x = 0;
for(int i = 0; str[i] && (limit<0 || i<limit); i++) x = char_width(str[i], x);
return x;
}
int text_visible(const char *str, int max)
{
int i = 0, x = 0;
while(str[i])
{
x = char_width(str[i], x);
if(x > max) return i;
++i;
};
return i;
};
void draw_textf(const char *fstr, int left, int top, ...)
{
s_sprintfdlv(str, top, fstr);
draw_text(str, left, top);
};
void draw_text(const char *str, int left, int top)
{
glBlendFunc(GL_ONE, GL_ONE);
glBindTexture(GL_TEXTURE_2D, 2);
glColor3ub(255,255,255);
int x = left;
int y = top;
int i;
float in_left, in_top, in_right, in_bottom;
int in_width, in_height;
for (i = 0; str[i] != 0; i++)
{
int c = str[i];
if(c=='\t') { x = (x-left+PIXELTAB)/PIXELTAB*PIXELTAB+left; continue; };
if(c=='\f') { glColor3ub(64,255,128); continue; };
if(c==' ') { x += FONTH/2; continue; };
c -= 33;
if(c<0 || c>=95) continue;
in_left = ((float) char_coords[c][0]) / 512.0f;
in_top = ((float) char_coords[c][1]+2) / 512.0f;
in_right = ((float) char_coords[c][2]) / 512.0f;
in_bottom = ((float) char_coords[c][3]-2) / 512.0f;
in_width = char_coords[c][2] - char_coords[c][0];
in_height = char_coords[c][3] - char_coords[c][1];
glBegin(GL_QUADS);
glTexCoord2f(in_left, in_top ); glVertex2i(x, y);
glTexCoord2f(in_right, in_top ); glVertex2i(x + in_width, y);
glTexCoord2f(in_right, in_bottom); glVertex2i(x + in_width, y + in_height);
glTexCoord2f(in_left, in_bottom); glVertex2i(x, y + in_height);
glEnd();
xtraverts += 4;
x += in_width + 1;
}
}
// also Don's code, so goes in here too :)
void draw_envbox_aux(float s0, float t0, int x0, int y0, int z0,
float s1, float t1, int x1, int y1, int z1,
float s2, float t2, int x2, int y2, int z2,
float s3, float t3, int x3, int y3, int z3,
int texture)
{
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS);
glTexCoord2f(s3, t3); glVertex3d(x3, y3, z3);
glTexCoord2f(s2, t2); glVertex3d(x2, y2, z2);
glTexCoord2f(s1, t1); glVertex3d(x1, y1, z1);
glTexCoord2f(s0, t0); glVertex3d(x0, y0, z0);
glEnd();
xtraverts += 4;
}
void draw_envbox(int t, int w)
{
glDepthMask(GL_FALSE);
draw_envbox_aux(1.0f, 1.0f, -w, -w, w,
0.0f, 1.0f, w, -w, w,
0.0f, 0.0f, w, -w, -w,
1.0f, 0.0f, -w, -w, -w, t);
draw_envbox_aux(1.0f, 1.0f, +w, w, w,
0.0f, 1.0f, -w, w, w,
0.0f, 0.0f, -w, w, -w,
1.0f, 0.0f, +w, w, -w, t+1);
draw_envbox_aux(0.0f, 0.0f, -w, -w, -w,
1.0f, 0.0f, -w, w, -w,
1.0f, 1.0f, -w, w, w,
0.0f, 1.0f, -w, -w, w, t+2);
draw_envbox_aux(1.0f, 1.0f, +w, -w, w,
0.0f, 1.0f, +w, w, w,
0.0f, 0.0f, +w, w, -w,
1.0f, 0.0f, +w, -w, -w, t+3);
draw_envbox_aux(0.0f, 1.0f, -w, w, w,
0.0f, 0.0f, +w, w, w,
1.0f, 0.0f, +w, -w, w,
1.0f, 1.0f, -w, -w, w, t+4);
draw_envbox_aux(0.0f, 1.0f, +w, w, -w,
0.0f, 0.0f, -w, w, -w,
1.0f, 0.0f, -w, -w, -w,
1.0f, 1.0f, +w, -w, -w, t+5);
glDepthMask(GL_TRUE);
}