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package li.cil.oc.client.gui
import li.cil.oc.Config
import net.minecraft.client.renderer.GLAllocation
import net.minecraft.client.renderer.Tessellator
import net.minecraft.client.renderer.texture.TextureManager
import net.minecraft.util.ResourceLocation
import org.lwjgl.opengl.GL11
import scala.io.Source
object MonospaceFontRenderer {
private val font = new ResourceLocation(Config.resourceDomain, "textures/font/chars.png")
private val chars = Source.fromInputStream(MonospaceFontRenderer.getClass.getResourceAsStream("/assets/" + Config.resourceDomain + "/textures/font/chars.txt")).mkString
private var instance: Option[Renderer] = None
def init(textureManager: TextureManager) =
instance = instance.orElse(Some(new Renderer(textureManager)))
val (fontWidth, fontHeight) = (5, 9)
def drawString(value: Array[Char], x: Int, y: Int) = instance match {
case None => // Do nothing, not initialized.
case Some(renderer) => renderer.drawString(value, x, y)
}
private class Renderer(private val textureManager: TextureManager) {
/** Display lists, one per char (renders quad with char's uv coords). */
private val charLists = GLAllocation.generateDisplayLists(256)
/** Buffer filled with char display lists to efficiently draw strings. */
private val listBuffer = GLAllocation.createDirectIntBuffer(512)
// Set up the display lists.
{
val (charWidth, charHeight) = (MonospaceFontRenderer.fontWidth * 2, MonospaceFontRenderer.fontHeight * 2)
val cols = 256 / charWidth
val uStep = charWidth / 256.0
val vStep = charHeight / 256.0
val t = Tessellator.instance
// Now create lists for all printable chars.
for (index <- 1 until 0xFF) {
val x = (index - 1) % cols
val y = (index - 1) / cols
val u = x * uStep
val v = y * vStep
GL11.glNewList(charLists + index, GL11.GL_COMPILE)
t.startDrawingQuads()
t.addVertexWithUV(0, charHeight, 0, u, v + vStep)
t.addVertexWithUV(charWidth, charHeight, 0, u + uStep, v + vStep)
t.addVertexWithUV(charWidth, 0, 0, u + uStep, v)
t.addVertexWithUV(0, 0, 0, u, v)
t.draw()
GL11.glTranslatef(charWidth, 0, 0)
GL11.glEndList()
}
// Special case for whitespace: just translate, don't render.
GL11.glNewList(charLists + ' ', GL11.GL_COMPILE)
GL11.glTranslatef(charWidth, 0, 0)
GL11.glEndList()
}
def drawString(value: Array[Char], x: Int, y: Int) = {
setTexture(textureManager, MonospaceFontRenderer.font)
GL11.glPushMatrix()
GL11.glTranslatef(x, y, 0)
GL11.glScalef(0.5f, 0.5f, 1)
GL11.glColor4f(1, 1, 1, 1)
for (c <- value) {
val index = 1 + chars.indexOf(c) match {
case -1 => chars.indexOf('?')
case i => i
}
listBuffer.put(charLists + index)
if (listBuffer.remaining == 0)
flush()
}
flush()
GL11.glPopMatrix()
}
private def flush() = {
listBuffer.flip()
GL11.glCallLists(listBuffer)
listBuffer.clear()
}
}
private def setTexture(tm: TextureManager, resource: ResourceLocation) = tm.bindTexture(resource)
}