Rev 5235 | Go to most recent revision | Show entire file | Regard whitespace | Details | Blame | Last modification | View Log | RSS feed
Rev 5235 | Rev 5237 | ||
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Line 333... | Line 333... | ||
333 | float clamp1[4] = { 0.45, 0.69, 0.65, 0.87 }; // 0.8 to 0.86 |
333 | float clamp1[4] = { 0.45, 0.69, 0.65, 0.87 }; // 0.8 to 0.86 |
334 | float clamp2[4] = { 0.90, 0.75, 0.85, 0.92 }; |
334 | float clamp2[4] = { 0.90, 0.75, 0.85, 0.92 }; |
335 | float radiuses[4] = { 0.9667, 0.997, 1.2, 0.87 }; |
335 | float radiuses[4] = { 0.9667, 0.997, 1.2, 0.87 }; |
Line 336... | Line 336... | ||
336 | 336 | ||
337 | float colors_r[4] = { 0.3, 0.997, 1.0, 0.9 }; |
337 | float colors_r[4] = { 0.3, 0.997, 1.0, 0.9 }; |
338 | float colors_g[4] = { 0.2, 0.875, 1.0, 0.6 }; |
338 | float colors_g[4] = { 0.2, 0.875, 1.0, 0.5 }; |
339 | float colors_b[4] = { 0.1, 0.763, 1.0, 0.3 }; |
339 | float colors_b[4] = { 0.1, 0.763, 1.0, 0.1 }; |
Line 340... | Line 340... | ||
340 | // 1: 0.5, 0.74, 0.79 |
340 | // 1: 0.5, 0.74, 0.79 |
Line 341... | Line 341... | ||
341 | 341 | ||
Line 446... | Line 446... | ||
446 | }; |
446 | }; |
Line 447... | Line 447... | ||
447 | 447 | ||
Line 448... | Line -... | ||
448 | - | ||
449 | }; |
- | |
450 | - | ||
451 | void game_textout_init(int set_to_ortho, int font_index) { |
- | |
452 | - | ||
453 | // CHECK_GL("textout init: start"); |
- | |
454 | // |
- | |
455 | // glDisable(GL_DEPTH_TEST); |
- | |
456 | // CHECK_GL("textout init: disable depth test"); |
- | |
457 | // |
- | |
458 | // rs_sh_use(game.text_shader); |
- | |
459 | // CHECK_GL("textout init: use text shader"); |
- | |
460 | // glBindTexture(GL_TEXTURE_2D, game.font_texture[font_index]); |
- | |
461 | // CHECK_GL("textout init: glBindTexture"); |
- | |
462 | // glUniform1i( game.text_shader[RS_SH_SAMPLER0_ID], 0 ); |
- | |
463 | // if (set_to_ortho) { |
- | |
464 | // rs_mx_ortho1h_proj(); |
- | |
465 | // } |
- | |
466 | // |
- | |
467 | // CHECK_GL("textout init: label d"); |
- | |
468 | // |
- | |
469 | // glUniformMatrix4fv( game.text_shader[RS_SH_PROJ_ID], 1, GL_FALSE, rs_reg.mx_proj ); |
- | |
470 | // |
- | |
471 | // CHECK_GL("textout init: label e"); |
- | |
472 | // |
- | |
473 | // glUniform4f( game.text_shader[RS_SH_COLOR_ID], 0.0, 0.0, 0.0, 0.0 ); |
- | |
474 | // |
- | |
Line 475... | Line 448... | ||
475 | // CHECK_GL("textout init: end"); |
448 | |
476 | }; |
449 | }; |
477 | 450 | ||
Line 501... | Line 474... | ||
501 | }; |
474 | }; |
502 | s++; |
475 | s++; |
503 | i++; |
476 | i++; |
504 | }; |
477 | }; |
Line 505... | Line -... | ||
505 | - | ||
506 | // for (i = 0; i < 8; i++) { |
- | |
507 | // texture_draw(&game.framebuffer, &game.tex_font[i], 40+8+game.tx+i*game.tex_font[i].w, 80+game.ty, DRAW_MODE_ALPHA); |
- | |
508 | // } |
- | |
509 | - | ||
510 | - | ||
511 | - | ||
512 | // //char *s = "12345_QUICK_BROWN_FOX_JUMPS_OVER_A_LAZY_DOG"; |
- | |
513 | // |
- | |
514 | // float w = 2.0*h/3.0; |
- | |
515 | // int len = strlen(s); |
- | |
516 | // |
- | |
517 | // x -= (float) align * 0.5 * len * w; |
- | |
518 | // |
- | |
519 | // float sx = 0.0; |
- | |
520 | // float sy = 0.0; |
- | |
521 | // |
- | |
522 | // |
- | |
523 | // |
- | |
524 | // int i; |
- | |
525 | // for (i = 0; i < len; i++) { |
- | |
526 | // unsigned char c = s[i]; |
- | |
527 | // |
- | |
528 | // if (c == '\n') { |
- | |
529 | // sx = 0.0; |
- | |
530 | // sy += h; |
- | |
531 | // continue; |
- | |
532 | // }; |
- | |
533 | // |
- | |
534 | // if (c == ' ') { |
- | |
535 | // sx += w; |
- | |
536 | // continue; |
- | |
537 | // }; |
- | |
538 | // |
- | |
539 | // c = (c-48)%64; |
- | |
540 | // float tx = 1.0 / 8.0 * (c % 8); |
- | |
541 | // float ty = 1.0 / 8.0 * (c / 8); |
- | |
542 | // |
- | |
543 | // glUniform4fv( game.text_shader[RS_SH_SCALE_ID], 1, &(game_colors[4*0]) ); // black shadow |
- | |
544 | // glrsDrawRect_full(sx + x + h/12, |
- | |
545 | // sy + y-h/2 + h/12, |
- | |
546 | // sx + x + w + h/12, |
- | |
547 | // sy + y+h/2 + h/12, |
- | |
548 | // tx, ty, tx+1.0/8.0, ty+1.0/8.0, |
- | |
549 | // game.text_shader[RS_SH_POS_ID], game.text_shader[RS_SH_UV_ID], |
- | |
550 | // 0.0, 0.0, 0.0 ); |
- | |
551 | // |
- | |
552 | // glUniform4fv( game.text_shader[RS_SH_SCALE_ID], 1, &(game_colors[4*color]) ); |
- | |
553 | //// glUniform3f( game.text_shader[RS_SH_TIME_ID], 1.0, 1.0, 0.0 ); |
- | |
554 | // glrsDrawRect_full(sx + x, |
- | |
555 | // sy + y-h/2, |
- | |
556 | // sx + x + w, |
- | |
557 | // sy + y+h/2, |
- | |
558 | // tx, ty, tx+1.0/8.0, ty+1.0/8.0, |
- | |
559 | // game.text_shader[RS_SH_POS_ID], game.text_shader[RS_SH_UV_ID], |
- | |
560 | // 0.0, 0.0, 0.0 ); |
- | |
561 | // sx += w; |
- | |
Line 562... | Line 478... | ||
562 | // } |
478 |