effca9da5e
- use OpenGL 2.0 instead of OpenGL 1.0; - port to Raspberry Pi; - remove PLib dependencies.
301 lines
10 KiB
C++
301 lines
10 KiB
C++
//
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// Written by David Megginson, started January 2000.
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// Adopted for standalone fgpanel application by Torsten Dreyer, August 2009
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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#include "ApplicationProperties.hxx"
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#include "GL_utils.hxx"
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#include "FGTextLayer.hxx"
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SGPath FGTextLayer::The_Font_Path;
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FGFontCache FGTextLayer::The_Font_Cache;
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GLuint FGTextLayer::Text_Layer_Program_Object (0);
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GLint FGTextLayer::Text_Layer_Position_Loc (0);
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GLint FGTextLayer::Text_Layer_Tex_Coord_Loc (0);
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GLint FGTextLayer::Text_Layer_MVP_Loc (0);
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GLint FGTextLayer::Text_Layer_Sampler_Loc (0);
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GLint FGTextLayer::Text_Layer_Color_Loc (0);
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bool
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FGTextLayer::Init () {
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const char V_Text_Layer_Shader_Str[] =
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#ifdef _GLES2
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"attribute vec4 a_position; \n"
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"attribute vec2 a_tex_coord; \n"
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#else
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"#version 330 \n"
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"in vec4 a_position; \n"
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"in vec2 a_tex_coord; \n"
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#endif
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"uniform mat4 u_mvp_matrix; \n"
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"varying vec2 v_tex_coord; \n"
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"void main () { \n"
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" gl_Position = u_mvp_matrix * a_position; \n"
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" v_tex_coord = a_tex_coord; \n"
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"} \n";
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const char F_Text_Layer_Shader_Str[] =
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#ifdef _GLES2
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"precision mediump float; \n"
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#endif
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"varying vec2 v_tex_coord; \n"
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"uniform sampler2D u_texture; \n"
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"uniform vec4 u_color; \n"
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"void main () { \n"
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" gl_FragColor = vec4 (1, 1, 1, \n"
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" texture2D (u_texture, v_tex_coord).a) * \n"
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" u_color; \n"
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"} \n";
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Text_Layer_Program_Object = GL_utils::instance ().load_program (V_Text_Layer_Shader_Str,
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F_Text_Layer_Shader_Str);
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if (Text_Layer_Program_Object == 0) {
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return false;
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}
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// Get the attribute locations
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Text_Layer_Position_Loc = glGetAttribLocation (Text_Layer_Program_Object, "a_position");
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Text_Layer_Tex_Coord_Loc = glGetAttribLocation (Text_Layer_Program_Object, "a_tex_coord");
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// Get the uniform locations
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Text_Layer_MVP_Loc = glGetUniformLocation (Text_Layer_Program_Object, "u_mvp_matrix");
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// Get the sampler location
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Text_Layer_Sampler_Loc = glGetUniformLocation (Text_Layer_Program_Object, "u_texture");
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// Get the color location
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Text_Layer_Color_Loc = glGetUniformLocation (Text_Layer_Program_Object, "u_color");
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return true;
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}
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FGTextLayer::FGTextLayer (const int w, const int h) :
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FGInstrumentLayer (w, h),
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m_pointSize (0.0),
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m_font_name () {
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m_then.stamp ();
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m_color[0] = m_color[1] = m_color[2] = 0.0;
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m_color[3] = 1.0;
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}
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FGTextLayer::~FGTextLayer () {
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for (chunk_list::iterator It = m_chunks.begin ();
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It != m_chunks.end ();
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++It) {
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delete *It;
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}
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}
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void
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FGTextLayer::draw () {
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if (test ()) {
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glUseProgram (Text_Layer_Program_Object);
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glUniform4fv (Text_Layer_Color_Loc, 1, m_color);
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transform ();
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GL_utils::instance ().glMatrixMode (GL_utils::GL_UTILS_PROJECTION);
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GL_utils::instance ().glPushMatrix ();
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GL_utils::instance ().glMultMatrixf
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(*reinterpret_cast <GLfloat (*)[4][4]>
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(GL_utils::instance ().get_top_matrix (GL_utils::GL_UTILS_MODELVIEW)));
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glUniformMatrix4fv (Text_Layer_MVP_Loc,
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1,
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GL_FALSE,
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GL_utils::instance ().get_top_matrix (GL_utils::GL_UTILS_PROJECTION));
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GLuint Glyph_Texture;
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if (!The_Font_Cache.Set_Font (m_font_name, m_pointSize, Glyph_Texture)) {
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SG_LOG (SG_COCKPIT, SG_ALERT, "Missing font : " << m_font_name << " " << m_pointSize);
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}
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m_now.stamp ();
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const long diff ((m_now - m_then).toUSecs ());
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if (diff > 100000 || diff < 0 ) {
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// ( diff < 0 ) is a sanity check and indicates our time stamp
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// difference math probably overflowed. We can handle a max
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// difference of 35.8 minutes since the returned value is in
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// usec. So if the panel is left off longer than that we can
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// over flow the math with it is turned back on. This (diff <
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// 0) catches that situation, get's us out of trouble, and
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// back on track.
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recalc_value ();
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m_then = m_now;
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}
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glActiveTexture (GL_TEXTURE0);
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glBindTexture (GL_TEXTURE_2D, Glyph_Texture);
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glUniform1i (Text_Layer_Sampler_Loc, 0);
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int X (0);
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int Y (0);
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int Previous_X (0);
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int Previous_Y (0);
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int Left, Bottom, W, H;
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double X1, Y1, X2, Y2;
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for (string::iterator It = m_value.begin (); It != m_value.end (); ++It) {
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if (The_Font_Cache.Get_Char (*It,
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X, Y,
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Left, Bottom,
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W, H,
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X1, Y1,
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X2, Y2)) {
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const GLfloat v_Vertices[] = {
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float (Previous_X + Left), float (Previous_Y + Bottom), 0.0f, // Position 0 (bottom left corner)
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float (X1), float (Y2), // TexCoord 0 (bottom left corner)
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float (Previous_X + Left + W), float (Previous_Y + Bottom), 0.0f, // Position 1 (bottom right corner)
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float (X2), float (Y2), // TexCoord 1 (bottom right corner)
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float (Previous_X + Left + W), float (Previous_Y + Bottom + H), 0.0f, // Position 2 (top right corner)
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float (X2), float (Y1), // TexCoord 2 (top right corner)
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float (Previous_X + Left), float (Previous_Y + Bottom + H), 0.0f, // Position 3 (top left corner)
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float (X1), float (Y1) }; // TexCoord 3 (top left corner)
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glVertexAttribPointer (Text_Layer_Position_Loc,
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3,
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GL_FLOAT,
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GL_FALSE,
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5 * sizeof (GLfloat),
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v_Vertices);
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glVertexAttribPointer (Text_Layer_Tex_Coord_Loc,
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2,
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GL_FLOAT,
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GL_FALSE,
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5 * sizeof (GLfloat),
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&v_Vertices[3]);
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glEnableVertexAttribArray (Text_Layer_Position_Loc);
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glEnableVertexAttribArray (Text_Layer_Tex_Coord_Loc);
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const GLushort indices[] = {0, 1, 2, 0, 2, 3};
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glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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Previous_X = X;
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Previous_Y = Y;
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}
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}
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GL_utils::instance ().glPopMatrix ();
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GL_utils::instance ().glMatrixMode (GL_utils::GL_UTILS_MODELVIEW);
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}
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}
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void
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FGTextLayer::addChunk (FGTextLayer::Chunk * const chunk) {
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m_chunks.push_back (chunk);
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}
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void
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FGTextLayer::setColor (const float r,
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const float g,
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const float b) {
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m_color[0] = r;
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m_color[1] = g;
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m_color[2] = b;
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m_color[3] = 1.0;
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}
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void
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FGTextLayer::setPointSize (const float size) {
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m_pointSize = size;
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}
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void
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FGTextLayer::setFontName (const string &name) {
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if (The_Font_Path.isNull ()) {
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char *Env_Path = ::getenv ("FG_FONTS");
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if (Env_Path != NULL) {
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The_Font_Path = SGPath::fromEnv (Env_Path);
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} else {
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The_Font_Path = ApplicationProperties::GetRootPath ("Fonts");
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}
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}
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m_font_name = The_Font_Path.local8BitStr () + "/" + name + ".ttf";
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}
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void
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FGTextLayer::recalc_value () const {
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m_value = "";
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for (chunk_list::const_iterator It = m_chunks.begin ();
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It != m_chunks.end ();
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++It) {
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m_value += (*It)->getValue ();
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}
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGTextLayer::Chunk.
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////////////////////////////////////////////////////////////////////////
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FGTextLayer::Chunk::Chunk (const string &text,
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const string &fmt) :
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m_type (FGTextLayer::TEXT),
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m_text (text),
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m_fmt (fmt),
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m_mult (1.0),
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m_offs (0.0),
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m_trunc (false) {
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if (m_fmt.empty ()) {
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m_fmt = "%s";
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}
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}
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FGTextLayer::Chunk::Chunk (const ChunkType type,
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const SGPropertyNode *node,
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const string &fmt,
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const float mult,
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const float offs,
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const bool truncation) :
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m_type (type),
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m_node (node),
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m_fmt (fmt),
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m_mult (mult),
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m_offs (offs),
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m_trunc (truncation) {
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if (m_fmt.empty ()) {
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if (type == TEXT_VALUE) {
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m_fmt = "%s";
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} else {
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m_fmt = "%.2f";
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}
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}
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}
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const char *
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FGTextLayer::Chunk::getValue () const {
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if (test ()) {
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m_buf[0] = '\0';
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switch (m_type) {
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case TEXT:
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sprintf (m_buf, m_fmt.c_str (), m_text.c_str ());
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break;
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case TEXT_VALUE:
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sprintf (m_buf, m_fmt.c_str (), m_node->getStringValue ());
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break;
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case DOUBLE_VALUE:
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double d (m_offs + m_node->getFloatValue() * m_mult);
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if (m_trunc) {
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d = (d < 0) ? -floor (-d) : floor (d);
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}
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sprintf (m_buf, m_fmt.c_str(), d);
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break;
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}
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return m_buf;
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} else {
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return "";
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}
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}
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