blob: b8b7f40e37f48c057da2aad7e6aec2e6d58d4032 [file] [log] [blame] [raw]
package li.cil.oc.client.renderer
import java.util.logging.Level
import li.cil.oc.client.Textures
import li.cil.oc.util.{RenderState, PackedColor}
import li.cil.oc.{OpenComputers, Settings}
import net.minecraft.client.Minecraft
import net.minecraft.client.renderer.texture.TextureManager
import net.minecraft.util.ResourceLocation
import org.lwjgl.opengl.GL11
import scala.io.Source
// 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).
object MonospaceFontRenderer {
val (chars, fontWidth, fontHeight) = try {
val lines = Source.fromInputStream(Minecraft.getMinecraft.getResourceManager.getResource(new ResourceLocation(Settings.resourceDomain, "textures/font/chars.txt")).getInputStream)("UTF-8").getLines()
val chars = lines.next()
val (w, h) = if (lines.hasNext) {
val size = lines.next().split(" ", 2)
(size(0).toInt, size(1).toInt)
} else (5, 9)
(chars, w, h)
}
catch {
case t: Throwable =>
OpenComputers.log.log(Level.WARNING, "Failed reading font metadata, using defaults.", t)
( """☺☻♥♦♣♠•◘○◙♂♀♪♫☼►◄↕‼¶§▬↨↑↓→←∟↔▲▼ !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~⌂ÇüéâäàåçêëèïîìÄÅÉæÆôöòûùÿÖÜ¢£¥₧ƒáíóúñѪº¿⌐¬½¼¡«»░▒▓│┤╡╢╖╕╣║╗╝╜╛┐└┴┬├─┼╞╟╚╔╩╦╠═╬╧╨╤╥╙╘╒╓╫╪┘┌█▄▌▐▀αßΓπΣσµτΦΘΩδ∞φε∩≡±≥≤⌠⌡÷≈°∙·√ⁿ²■""", 5, 9)
}
private var instance: Option[Renderer] = None
def init(textureManager: TextureManager) = this.synchronized(
instance = instance.orElse(Some(new Renderer(textureManager))))
def drawString(x: Int, y: Int, value: Array[Char], color: Array[Short], format: PackedColor.ColorFormat) = 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, format)
})
private class Renderer(private val textureManager: TextureManager) {
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
private val s = Settings.get.fontCharScale
private val dw = charWidth * s - charWidth
private val dh = charHeight * s - charHeight
def drawString(x: Int, y: Int, value: Array[Char], color: Array[Short], format: PackedColor.ColorFormat) = {
if (color.length != value.length) throw new IllegalArgumentException("Color count must match char count.")
RenderState.checkError(getClass.getName + ".drawString: entering (aka: wasntme)")
if (Settings.get.textAntiAlias)
textureManager.bindTexture(Textures.fontAntiAliased)
else
textureManager.bindTexture(Textures.fontAliased)
GL11.glPushMatrix()
GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS)
GL11.glTranslatef(x, y, 0)
GL11.glScalef(0.5f, 0.5f, 1)
GL11.glDepthMask(false)
GL11.glDisable(GL11.GL_TEXTURE_2D)
RenderState.checkError(getClass.getName + ".drawString: configure state")
GL11.glBegin(GL11.GL_QUADS)
// 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(_, format))) {
if (col != cbg) {
draw(cbg, offset, width)
cbg = col
offset += width
width = 0
}
width = width + 1
}
draw(cbg, offset, width)
GL11.glEnd()
RenderState.checkError(getClass.getName + ".drawString: background")
GL11.glEnable(GL11.GL_TEXTURE_2D)
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.
GL11.glBegin(GL11.GL_QUADS)
var cfg = -1
var posX = 0.0
for ((ch, col) <- value.zip(color.map(PackedColor.unpackForeground(_, format)))) {
val index = 1 + (chars.indexOf(ch) match {
case -1 => chars.indexOf('?')
case i => i
})
if (col != cfg) {
// Color changed.
cfg = col
GL11.glColor3ub(
((cfg & 0xFF0000) >> 16).toByte,
((cfg & 0x00FF00) >> 8).toByte,
((cfg & 0x0000FF) >> 0).toByte)
}
if (ch != ' ') {
// Don't render whitespace.
val x = (index - 1) % cols
val y = (index - 1) / cols
val u = x * uStep
val v = y * vStep
GL11.glTexCoord2d(u, v + vSize)
GL11.glVertex3d(posX - dw, charHeight * s, 0)
GL11.glTexCoord2d(u + uSize, v + vSize)
GL11.glVertex3d(posX + charWidth * s, charHeight * s, 0)
GL11.glTexCoord2d(u + uSize, v)
GL11.glVertex3d(posX + charWidth * s, -dh, 0)
GL11.glTexCoord2d(u, v)
GL11.glVertex3d(posX - dw, -dh, 0)
}
posX += charWidth
}
GL11.glEnd()
RenderState.checkError(getClass.getName + ".drawString: foreground")
GL11.glPopAttrib()
GL11.glPopMatrix()
RenderState.checkError(getClass.getName + ".drawString: leaving")
}
private def draw(color: Int, offset: Int, width: Int) = if (color != 0 && width > 0) {
GL11.glColor3ub(((color >> 16) & 0xFF).toByte, ((color >> 8) & 0xFF).toByte, (color & 0xFF).toByte)
GL11.glVertex3d(charWidth * offset, charHeight, 0)
GL11.glVertex3d(charWidth * (offset + width), charHeight, 0)
GL11.glVertex3d(charWidth * (offset + width), 0, 0)
GL11.glVertex3d(charWidth * offset, 0, 0)
}
}
}