blob: 397e2b06209bfea5f6b61ac27e4304d4497052a6 [file] [log] [blame] [raw]
package li.cil.oc.client.renderer
import li.cil.oc.client.TexturePreloader
import li.cil.oc.util.{RenderState, PackedColor}
import li.cil.oc.{OpenComputers, Settings}
import net.minecraft.client.renderer.GLAllocation
import net.minecraft.client.renderer.Tessellator
import net.minecraft.client.renderer.texture.TextureManager
import org.lwjgl.opengl.GL11
import scala.io.Source
object MonospaceFontRenderer {
private val chars = Source.fromInputStream(MonospaceFontRenderer.getClass.getResourceAsStream("/assets/" + Settings.resourceDomain + "/textures/font/chars.txt"))("UTF-8").mkString
private var instance: Option[Renderer] = None
def init(textureManager: TextureManager) = this.synchronized(
instance = instance.orElse(Some(new Renderer(textureManager))))
val fontWidth = 5
val fontHeight = 9
def drawString(x: Int, y: Int, value: Array[Char], color: Array[Short], depth: PackedColor.Depth.Value) = this.synchronized(instance match {
case None => OpenComputers.log.warning("Trying to render string with uninitialized MonospaceFontRenderer.")
case Some(renderer) => renderer.drawString(x, y, value, color, depth)
})
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)
RenderState.checkError("MonospaceFontRenderer.charLists")
/** Buffer filled with char display lists to efficiently draw strings. */
private val listBuffer = GLAllocation.createDirectIntBuffer(512)
RenderState.checkError("MonospaceFontRenderer.listBuffer")
private val (charWidth, charHeight) = (MonospaceFontRenderer.fontWidth * 2, MonospaceFontRenderer.fontHeight * 2)
private val cols = 256 / charWidth
private val uStep = charWidth / 256.0
private val uSize = uStep
private val vStep = (charHeight + 1) / 256.0
private val vSize = charHeight / 256.0
// Set up the display lists.
{
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 + vSize)
t.addVertexWithUV(charWidth, charHeight, 0, u + uSize, v + vSize)
t.addVertexWithUV(charWidth, 0, 0, u + uSize, 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(x: Int, y: Int, value: Array[Char], color: Array[Short], depth: PackedColor.Depth.Value) = {
if (color.length != value.length) throw new IllegalArgumentException("Color count must match char count.")
if (Settings.get.textAntiAlias)
textureManager.bindTexture(TexturePreloader.fontAntiAliased)
else
textureManager.bindTexture(TexturePreloader.fontAliased)
GL11.glPushMatrix()
GL11.glPushAttrib(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_TEXTURE_BIT)
GL11.glTranslatef(x, y, 0)
GL11.glScalef(0.5f, 0.5f, 1)
GL11.glDepthMask(false)
GL11.glEnable(GL11.GL_TEXTURE_2D)
// Background first. We try to merge adjacent backgrounds of the same
// color to reduce the number of quads we have to draw.
var cbg = 0x000000
var offset = 0
var width = 0
for (col <- color.map(PackedColor.unpackBackground(_, depth))) {
if (col != cbg) {
draw(cbg, offset, width)
cbg = col
offset += width
width = 0
}
width = width + 1
}
draw(cbg, offset, width)
if (Settings.get.textLinearFiltering) {
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR)
}
// Foreground second. We only have to flush when the color changes, so
// unless every char has a different color this should be quite efficient.
var cfg = -1
for ((ch, col) <- value.zip(color.map(PackedColor.unpackForeground(_, depth)))) {
val index = 1 + chars.indexOf(ch) match {
case -1 => chars.indexOf('?')
case i => i
}
if (col != cfg) {
// Color changed, force flush and adjust colors.
flush()
cfg = col
GL11.glColor3ub(
((cfg & 0xFF0000) >> 16).toByte,
((cfg & 0x00FF00) >> 8).toByte,
((cfg & 0x0000FF) >> 0).toByte)
}
listBuffer.put(charLists + index)
if (listBuffer.remaining == 0)
flush()
}
flush()
GL11.glPopAttrib()
GL11.glPopMatrix()
}
private val bgu1 = 254.0 / 256.0
private val bgu2 = 255.0 / 256.0
private val bgv1 = 255.0 / 256.0
private val bgv2 = 256.0 / 256.0
private def draw(color: Int, offset: Int, width: Int) = if (color != 0 && width > 0) {
// IMPORTANT: we must not use the tessellator here. Doing so can cause
// crashes on certain graphics cards with certain drivers (reported for
// ATI/AMD and Intel chip sets). These crashes have been reported to
// happen I have no idea why, and can only guess that it's related to
// using the VBO/ARB the tessellator uses inside a display list (since
// this stuff is eventually only rendered via display lists).
GL11.glBegin(GL11.GL_QUADS)
GL11.glColor3ub(((color >> 16) & 0xFF).toByte, ((color >> 8) & 0xFF).toByte, (color & 0xFF).toByte)
GL11.glTexCoord2d(bgu1, bgv2)
GL11.glVertex3d(charWidth * offset, charHeight, 0)
GL11.glTexCoord2d(bgu2, bgv2)
GL11.glVertex3d(charWidth * (offset + width), charHeight, 0)
GL11.glTexCoord2d(bgu2, bgv1)
GL11.glVertex3d(charWidth * (offset + width), 0, 0)
GL11.glTexCoord2d(bgu1, bgv1)
GL11.glVertex3d(charWidth * offset, 0, 0)
GL11.glEnd()
}
private def flush() = if (listBuffer.position > 0) {
listBuffer.flip()
GL11.glCallLists(listBuffer)
listBuffer.clear()
}
}
}