typedef struct { GLenum mode; GLenum format; // 0, GL_T2F_V3F, GL_V2F GLuint texname; unsigned char r, g, b, a; } rc_key_t; typedef struct { HV *hv; } rc_t; typedef SV rc_array_t; static rc_t * rc_alloc (void) { rc_t *rc = g_slice_new0 (rc_t); rc->hv = newHV (); return rc; } static void rc_free (rc_t *rc) { SvREFCNT_dec (rc->hv); g_slice_free (rc_t, rc); } static void rc_clear (rc_t *rc) { hv_clear (rc->hv); } static rc_array_t * rc_array (rc_t *rc, rc_key_t *k) { SV *sv = *hv_fetch (rc->hv, (char *)k, sizeof (*k), 1); if (SvTYPE (sv) != SVt_PV) { sv_upgrade (sv, SVt_PV); SvPOK_only (sv); } return sv; } static void rc_v2f (rc_array_t *arr, float x, float y) { STRLEN len = SvCUR (arr) + sizeof (float) * 2; SvGROW (arr, len); ((float *)SvEND (arr))[0] = x; ((float *)SvEND (arr))[1] = y; SvCUR_set (arr, len); } static void rc_t2f_v3f (rc_array_t *arr, float u, float v, float x, float y, float z) { STRLEN len = SvCUR (arr) + sizeof (float) * 5; SvGROW (arr, len); ((float *)SvEND (arr))[0] = u; ((float *)SvEND (arr))[1] = v; ((float *)SvEND (arr))[2] = x; ((float *)SvEND (arr))[3] = y; ((float *)SvEND (arr))[4] = z; SvCUR_set (arr, len); } static void rc_glyph (rc_array_t *arr, int u, int v, int w, int h, int x, int y) { if (w && h) { U8 *c; STRLEN len = SvCUR (arr); SvGROW (arr, len + 2 * 2 + 1 * 4); c = (U8 *)SvEND (arr); x += w; y += h; *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; hv_iterinit (rc->hv); while ((he = hv_iternext (rc->hv))) { rc_key_t *key = (rc_key_t *)HeKEY (he); rc_array_t *arr = HeVAL (he); STRLEN len; char *arr_pv = SvPV (arr, len); GLsizei stride; if (key->texname) { glBindTexture (GL_TEXTURE_2D, key->texname); glEnable (GL_TEXTURE_2D); } else glDisable (GL_TEXTURE_2D); glColor4ub (key->r, key->g, key->b, key->a); 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++; x -= w; y -= h; 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); } glEnd (); } } glDisable (GL_TEXTURE_2D); }