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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.

#ifndef __GL_FONT_RENDERER__
#define __GL_FONT_RENDERER__

#include "foundation/PxVec3.h"
#include "PsArray.h"

using namespace physx;

enum FontColor
{
	FNT_COLOR_BLUE			= 0xffff0000,
	FNT_COLOR_GREEN			= 0xff00ff00,
	FNT_COLOR_RED			= 0xff0000ff,

	FNT_COLOR_DARK_BLUE		= 0xff800000,
	FNT_COLOR_DARK_GREEN	= 0xff008000,
	FNT_COLOR_DARK_RED		= 0xff000080,

	FNT_COLOR_WHITE			= 0xffffffff
};

struct GLFontMeasureResult
{
	float width;
	float height;
	GLFontMeasureResult( float w, float h )
		: width( w )
		, height( h )
	{
	}
};

class GLFontRenderer{
	
private:

	bool m_isInit;
	unsigned int m_textureObject;
	int m_screenWidth;
	int m_screenHeight;
	unsigned int m_color;
	shdfnd::Array<PxF32>	mVertList;
	shdfnd::Array<PxF32>	mTextureCoordList;
	template<typename TOperator>
	void print( float fontSize, const char* pString, bool forceMonoSpace, int monoSpaceWidth, bool doOthoProj, TOperator inOperator );

public:
	GLFontRenderer() : m_isInit(false), m_textureObject(0), m_screenWidth(0), m_screenHeight(0) {}
	
	bool init();
	void print(float x, float y, float fontSize, const char* pString, bool forceMonoSpace=false, int monoSpaceWidth=11, bool doOrthoProj=true);
	GLFontMeasureResult measure( float fontSize, const char* pString, bool forceMonoSpace=false, int monoSpaceWidth=11 );

	void print3d(const physx::PxVec3& pos, const physx::PxVec3& cameraDir, const physx::PxVec3& up, float fontSize, const char* pString, bool forceMonoSpace=false, int monoSpaceWidth=11);
	void setScreenResolution(int screenWidth, int screenHeight);
	void getScreenResolution( int& screenWidth, int& screenHeight ) { screenWidth = m_screenWidth; screenHeight = m_screenHeight; }

	// PT: contrary to what the comment said before the format is abgr:
	// 0xffff0000 = blue
	// 0xff00ff00 = green
	// 0xff0000ff = red
	void setColor(unsigned int abgr);
};

#endif // __GL_FONT_RENDERER__