Cube/src/rendertext.mm
Jonathan Schleifer 875c395ce1 Use one autorelease pool per frame
This way, nowhere else autorelease pools need to be managed.

FossilOrigin-Name: 489124a92fd2a7e6d543b58ce50e454f2cb1647c81b4ba637d6c252404012ddd
2025-03-16 10:11:39 +00:00

253 lines
6.2 KiB
Text

// 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
text_width(OFString *string)
{
const char *str = string.UTF8String;
size_t len = string.UTF8StringLength;
int x = 0;
for (int i = 0; i < len; i++) {
int c = str[i];
if (c == '\t') {
x = (x + PIXELTAB) / PIXELTAB * PIXELTAB;
continue;
}
if (c == '\f')
continue;
if (c == ' ') {
x += FONTH / 2;
continue;
}
c -= 33;
if (c < 0 || c >= 95)
continue;
int in_width = char_coords[c][2] - char_coords[c][0];
x += in_width + 1;
}
return x;
}
void
draw_textf(OFConstantString *format, int left, int top, int gl_num, ...)
{
va_list arguments;
va_start(arguments, gl_num);
OFString *str = [[OFString alloc] initWithFormat:format
arguments:arguments];
va_end(arguments);
draw_text(str, left, top, gl_num);
}
void
draw_text(OFString *string, int left, int top, int gl_num)
{
glBlendFunc(GL_ONE, GL_ONE);
glBindTexture(GL_TEXTURE_2D, gl_num);
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;
const char *str = string.UTF8String;
size_t len = string.UTF8StringLength;
for (i = 0; i < len; 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);
}