Files
love/src/modules/graphics/opengl/Text.cpp
T
2017-07-22 23:34:39 -03:00

72 lines
2.1 KiB
C++

/**
* Copyright (c) 2006-2017 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "Text.h"
#include "graphics/Graphics.h"
#include "OpenGL.h"
#include <algorithm>
namespace love
{
namespace graphics
{
namespace opengl
{
Text::Text(love::graphics::Graphics *gfx, love::graphics::Font *font, const std::vector<Font::ColoredString> &text)
: love::graphics::Text(gfx, font, text)
{
}
Text::~Text()
{
}
void Text::drawInternal(const std::vector<Font::DrawCommand> &commands) const
{
OpenGL::TempDebugGroup debuggroup("Text object draw");
gl.prepareDraw();
gl.setVertexPointers(Font::vertexFormat, vbo, 0);
gl.useVertexAttribArrays(vertex::getFormatFlags(Font::vertexFormat));
const GLenum gltype = OpenGL::getGLIndexDataType(quadIndices.getType());
const size_t elemsize = quadIndices.getElementSize();
gl.bindBuffer(BUFFER_INDEX, (GLuint) quadIndices.getBuffer()->getHandle());
// We need a separate draw call for every section of the text which uses a
// different texture than the previous section.
for (const Font::DrawCommand &cmd : commands)
{
GLsizei count = (cmd.vertexcount / 4) * 6;
size_t offset = (cmd.startvertex / 4) * 6 * elemsize;
gl.bindTextureToUnit(cmd.texture, 0, false);
gl.drawElements(GL_TRIANGLES, count, gltype, BUFFER_OFFSET(offset));
}
}
} // opengl
} // graphics
} // love