--- deliantra/Deliantra-Client/rendercache.c 2007/08/11 13:46:40 1.3 +++ deliantra/Deliantra-Client/rendercache.c 2007/08/12 08:44:22 1.4 @@ -76,6 +76,27 @@ } static void +rc_glyph (rc_array_t *arr, int u, int v, int w, int h, int x, int y) +{ + U8 *c; + STRLEN len = SvCUR (arr); + + SvGROW (arr, len + 2 * 2 + 1 * 4); + + c = (U8 *)SvEND (arr); + *c++ = u; + *c++ = v; + *c++ = w; + *c++ = h; + + // use ber-encoding for up to 14 bits (16k) + *c = 0x80 | (x >> 7); c += (x >> 7) ? 1 : 0; *c++ = x & 0x7f; + *c = 0x80 | (y >> 7); c += (y >> 7) ? 1 : 0; *c++ = y & 0x7f; + + SvCUR_set (arr, c - (U8 *)SvPVX (arr)); +} + +static void rc_draw (rc_t *rc) { HE *he; @@ -99,12 +120,46 @@ glColor4ub (key->r, key->g, key->b, key->a); - stride = key->format == GL_T2F_V3F ? sizeof (float) * 5 - : key->format == GL_V2F ? sizeof (float) * 2 - : 65536; + if (key->format) + { + stride = key->format == GL_T2F_V3F ? sizeof (float) * 5 + : key->format == GL_V2F ? sizeof (float) * 2 + : 65536; + + glInterleavedArrays (key->format, 0, (void *)arr_pv); + //glLockArraysEXT (0, len / stride); + glDrawArrays (key->mode, 0, len / stride); + //glUnlockArraysEXT (); + } + else + { + // optimised character quad storage. slower but nice on memory. + // reduces storage requirements from 80 bytes/char to 6-8 + U8 *c = (U8 *)arr_pv; + U8 *e = c + len; + + glBegin (key->mode); // practically must be quads + + while (c < e) + { + int u, v, x, y, w, h; + + u = *c++; + v = *c++; + w = *c++; + h = *c++; + + x = *c++; if (x > 0x7f) x = ((x & 0x7f) << 7) | *c++; + y = *c++; if (y > 0x7f) y = ((y & 0x7f) << 7) | *c++; + + glTexCoord2f ( u * (1.f / TC_WIDTH), v * (1.f / TC_HEIGHT)); glVertex2i (x , y ); + glTexCoord2f ((u + w) * (1.f / TC_WIDTH), v * (1.f / TC_HEIGHT)); glVertex2i (x + w, y ); + glTexCoord2f ((u + w) * (1.f / TC_WIDTH), (v + h) * (1.f / TC_HEIGHT)); glVertex2i (x + w, y + h); + glTexCoord2f ( u * (1.f / TC_WIDTH), (v + h) * (1.f / TC_HEIGHT)); glVertex2i (x , y + h); + } - glInterleavedArrays (key->format, 0, (void *)arr_pv); - glDrawArrays (key->mode, 0, len / stride); + glEnd (); + } } glDisable (GL_TEXTURE_2D);