1043a1aa9f
- techdemo becomes playable game; - added demo-level. git-svn-id: svn://kolibrios.org@5291 a494cfbc-eb01-0410-851d-a64ba20cac60
574 lines
15 KiB
C
Executable File
574 lines
15 KiB
C
Executable File
#include "rs/rsplatform.h"
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#include "rsgametext.h"
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#include "rsgame.h"
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#include "rsgentex.h"
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#include "rskos.h"
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#ifdef RS_USE_C_LIBS
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#endif
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signed short pp_seg[32*8] = {
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// 0
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16, 6-16,
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16, 6+16,
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16, 6,
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13, 0,
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// 1
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26-16, 16,
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26+16, 16,
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26, 11,
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8, 0,
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// 2
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26-16, 16,
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26+16, 16,
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26, 21,
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8, 0,
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// 3
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16, 26-16,
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16, 26+16,
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16, 26,
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13, 0,
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// 4
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6-16, 16,
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6+16, 16,
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6, 21,
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8, 0,
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// 5
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6-16, 16,
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6+16, 16,
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6, 11,
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8, 0,
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// 6
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16, 16-16,
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16, 16+16,
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16, 16,
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13, 0,
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// 7
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16, 4-22,
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16, 4+22,
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16, 4,
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4, 0,
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// 8
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16-16, 16,
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16+16, 16,
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16, 11,
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8, 0,
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// 9
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16-16, 16,
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16+16, 16,
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16, 21,
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8, 0,
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// 10
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21-16, 11+16,
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21+16, 11-16,
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21, 11,
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9, 0,
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// 11 modified
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16-16, 16+16,
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16+16, 16-16,
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21, 21,
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9, 0,
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// 12
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16-16, 16-16,
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16+16, 16+16,
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21, 11,
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9, 0,
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// 13
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21-16, 21-16,
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21+16, 21+16,
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21, 21,
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9, 0,
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// 14
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16, 16-16,
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16, 16+16,
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10, 16,
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7, 0,
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// 15
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16, 16-16,
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16, 16+16,
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22, 16,
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7, 0,
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// 16
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16-16, 16+16,
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16+16, 16-16,
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11, 11,
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8, 0,
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// 17
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11-16, 21+16,
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11+16, 21-16,
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11, 21,
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9, 0,
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// 18
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11-16, 11-16,
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11+16, 11+16,
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11, 11,
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9, 0,
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// 19
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16-16, 16-16,
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16+16, 16+16,
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11, 21,
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9, 0,
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// 20 == copy 11 modified
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21-22, 21+22,
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21+22, 21-22,
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21, 21,
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9, 0,
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// 21 - right
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27-12, 28-9,
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27+12, 28+9,
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27, 27,
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4, 0,
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// 22 - left
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5-12, 28+9,
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5+12, 28-9,
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5, 27,
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4, 0,
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// 23
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6-16, 16,
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6+16, 16,
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6, 8,
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5, 0,
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// 24
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16-33, 16,
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16+33, 16,
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16, 13,
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4, 0,
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// 25
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16-33, 16,
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16+33, 16,
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16, 26,
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4, 0,
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// 26
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16, 6-16,
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16, 6+16,
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11, 6,
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7, 0,
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// 27
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16, 26-16,
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16, 26+16,
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11, 26,
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7, 0,
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// 28
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16, 6-16,
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16, 6+16,
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21, 6,
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7, 0,
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// 29
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16, 26-16,
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16, 26+16,
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21, 26,
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7, 0,
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// 30 ,
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11-22, 27-22,
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11+22, 27+22,
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11, 25,
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6, 0,
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// 31 not implemented - need to create up-left DOT for percent(%) sign
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16, 26-16,
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16, 26+16,
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16, 26,
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13, 0,
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};
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unsigned int ch_seg[64] = {
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0b00111111 /* | 1<<12 | 1<<19 */, // 0 or O
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1<<26 | 1<<8 | 1<<9 | 1<<3, // 1
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0b01011011, // 2
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1<<0 | 1<<12 | 1<<15 | 1<<2 | 1<<3, // 3
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0b01100110, // 4
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0b01101101, // 5
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1<<0 | 1<<2 | 1<<3 | 1<<4 | 1<<5 | 1<<6, // 6 // old: 1<<6 | 1<<2 | 1<<3 | 1<<4 | 1<<18 | 1<<28, // 6
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1<<23 | 1<<0 | 1<<1 | 1<<13 , //0b00000111 , // 7
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0b01111111, // 8
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1<<6 | 1<<5 | 1<<0 | 1<<1 | 1<<2 | 1<<3, // 9
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1<<24 | 1<<25, // :
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1<<8 | 1<<25, // ;
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1<<12 | 1<<11, // <
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1<<6, // = (-)
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1<<16 | 1<<19, // >
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1<<23 | 1<<0 | 1<<1 | 1<<15 | 1<<25 | 1<<9, // ?
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1<<19 | 1<<12, // @ (/)
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1<<0 | 1<<1 | 1<<2 | 1<<6 | 1<<4 | 1<<5, // A
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1<<26 | 1<<10 | 1<<6 | 1<<11 | 1<<3 | 1<<4 | 1<<5, // B
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1<<0 | 1<<5 | 1<<4 | 1<<3, // C // corners: 1<<28 | 1<<18 | 1<<17 | 1<<29,
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1<<26 | 1<<27 | 1<<5 | 1<<4 | 1<<10 | 1<<13 , // D
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1<<0 | 1<<14 | 1<<3 | 1<<5 | 1<<4, // E
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1<<0 | 1<<14 | 1<<5 | 1<<4, // F
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1<<0 | 1<<5 | 1<<4 | 1<<3 | 1<<2 | 1<<15, // G
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1<<1 | 1<<2 | 1<<5 | 1<<4 | 1<<6, // H
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1<<0 | 1<<8 | 1<<9 | 1<<3, // I
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1<<1 | 1<<2 | 1<<3 | 1<<4, // J
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1<<5 | 1<<4 | 1<<14 | 1<<12 | 1<<11, // K
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1<<5 | 1<<4 | 1<<3, // L
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1<<5 | 1<<4 | 1<<1 | 1<<2 | 1<<16 | 1<<12, // M
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1<<5 | 1<<4 | 1<<16 | 1<<11 | 1<<1 | 1<<2, // N
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1<<16 | 1<<11 | 1<<19 | 1<<12 | 1<<6 | 1<<8 | 1<<9, // O - FREE SYMBOL
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1<<4 | 1<<5 | 1<<0 | 1<<1 | 1<<6, // P
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1<<0 | 1<<1 | 1<<13 | 1<<27 | 1<<4 | 1<<5 | 1<<11, // Q // old: 0b00111111 | 1<<11, // Q
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1<<0 | 1<<1 | 1<<6 | 1<<5 | 1<<4 | 1<<11, // R
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(1 << 18 | 1 << 13) | (1 << 29 | 1 << 26) | (1 << 5 | 1 << 2) | (1 << 19 | 1 << 12), // percent(%) sign, s == 5 -> // 0b01101101, // S
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1<<0 | 1<<8 | 1<<9, // T
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1<<1 | 1<<2 | 1<<3 | 1<<4 | 1<<5, // U
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1<<1 | 1<<13 | 1<<17 | 1<<5, // V
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1<<5 | 1<<4 | 1<<19 | 1<<11 | 1<<2 | 1<<1, // W
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1<<16 | 1<<11 | 1<<19 | 1<<12, // X
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1<<5 | 1<<6 | 1<<1 | 1<<2 | 1<<3, // Y
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1<<0 | 1<<12 | 1<<19 | 1<<3, // Z
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1<<26 | 1<<8 | 1<<9 | 1<<29 | 1<<2 | 1<<15, // [Ъ
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1<<5 | 1<<4 | 1<<27 | 1<<9 | 1<<14 | 1<<1 | 1<<2, // \Ы
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1<<5 | 1<<4 | 1<<3 | 1<<2 | 1<<6, // ]Ь
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1<<7 | 1<<5 | 1<<4 | 1<<19 | 1<<12 | 1<<1 | 1<<2, // ^Й
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1<<30, // _ (,comma)
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1<<25, // ` dot
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1<<5 | 1<<0 | 1<<1 | 1<<6 | 1<<2 | 1<<19, // aЯ
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1<<0 | 1<<5 | 1<<4 | 1<<3 | 1<<2 | 1<<6, // bБ
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1<<5 | 1<<4 | 1<<3 | 1<<1 | 1<<2 | 1<<21, // cЦ
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0b011001000000010000011100, // dД
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1<<0 | 1<<1 | 1<<15 | 1<<2 | 1<<3, // eЭ // with corners: 1<<26 | 1<<10 | 1<<6 | 1<<13 | 1<<27, // eЭ
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1<<0 | 1<<1 | 1<<6 | 1<<5 | 1<<8 | 1<<9, // fФ
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1<<4 | 1<<5 | 1<<0, // gГ
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1<<5 | 1<<4 | 1<<3 | 1<<1 | 1<<2 | 1<<9, // hШ,
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1<<5 | 1<<4 | 1<<19 | 1<<12 | 1<<1 | 1<<2, // iИ
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1<<5 | 1<<8 | 1<<1 | 1<<6 | 1<<4 | 1<<9 | 1<<2, // old: 1<<16 | 1<<8 | 1<<12 | 1<<19 | 1<<9 | 1<<11, // jЖ
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1<<5 | 1<<4 | 1<<14 | 1<<8 | 1<<9 | 1<<1 | 1<<2 | 1<<28 | 1<<29, // k_Ю
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1<<4 | 1<<18 | 1<<28 | 1<<1 | 1<<2, // l // old symmetric: 1<<4 | 1<<18 | 1<<10 | 1<<2, // l // old: 1<<19 | 1<<12 | 1<<1 | 1<<2, // lЛ
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1<<5 | 1<<4 | 1<<3 | 1<<1 | 1<<2 | 1<<9 | 1<<21, // mЩ,
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1<<4 | 1<<5 | 1<<0 | 1<<1 | 1<<2, // n
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(1<<8 | 1<<9) | 1<<10 | 1<<18, // 'o' for arrow up ^
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};
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void game_font_init() {
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DEBUG30(":: font init start");
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float scale = 1.0;
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int seg;
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int ch;
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int ch_bit;
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// // FAT FONT #1 (OK)
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// float scales[4] = { 0.4, 0.6, 0.2, 2 }; // 2,1,1,1
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// float pows[4] = { 15.0, 19.0, 200.0, 22.0 };
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// float ks1[4] = { 1.2, 1.0, 1.2, 0.90 }; // 0.75 straight
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// float ks2[4] = { -1.0, -1.0, -1.0, -1.0 };
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// float pows1[4] = { 1.0, 0.79, 1.0, 1.0 };
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// float pows2[4] = { 1.0, 0.79, 1.0, 1.0 };
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// float clamp1[4] = { 0.8, 0.75, 0.65, 0.87 }; // 0.8 to 0.86
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// float clamp2[4] = { 0.85, 0.85, 0.85, 0.92 };
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// float radiuses[4] = { 1.0, 1.1, 1.2, 0.87 };
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float scales[4] = { 0.4, 0.6, 0.2, 2 }; // 2,1,1,1
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//float pows[4] = { 45.0, 100.0, 200.0, 22.0 };
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float pows[4] = { 15.0, 15.0, 15.0, 22.0 };
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float ks1[4] = { 1.0, 1.2, 1.2, 0.90 }; // 0.75 straight
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float ks2[4] = { -1.0, -1.0, -1.0, -1.0 };
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float pows1[4] = { 1.3, 1.0, 1.0, 1.0 };
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float pows2[4] = { 1.2, 0.9, 1.0, 1.0 };
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float clamp1[4] = { 0.7, 0.79, 0.65, 0.87 }; // 0.8 to 0.86
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float clamp2[4] = { 0.9, 0.85, 0.85, 0.92 };
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float radiuses[4] = { 0.93, 0.93, 1.2, 0.87 };
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float colors_r[4] = { 1.0, 0.3, 1.0, 0.3 };
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float colors_g[4] = { 1.0, 0.6, 1.0, 0.6 };
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float colors_b[4] = { 1.0, 1.0, 1.0, 0.9 };
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// 1: 0.5, 0.74, 0.79
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DEBUG20(":: font init label-a");
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int font_index = 0;
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int font_index_color = 0;
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for (font_index_color = 0; font_index_color < FONTS_COUNT; font_index_color++) {
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font_index = font_index_color % 3;
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DEBUG30f(":: font init label-b (font index %d) \n", font_index);
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scale = scales[font_index];
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rs_gen_reg.cell_scale = scale;
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int char_tex_size = scale*32;
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// DEBUG10f("char_tex_size %d \n", char_tex_size);
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rs_gen_init(97, char_tex_size);
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for (seg = 0; seg < 32; seg++) {
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rs_gen_func_cell(seg, 1, 2, &pp_seg[8*seg], ks1[font_index], pows1[font_index], ks2[font_index], pows2[font_index], 0.0, 0.0);
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//rs_gen_func_cell(seg, 1, 2, &pp_seg[8*seg], 1.2, 1.0, -1.0, 1.0, 0.0, 0.0);
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//rs_gen_func_cell(seg, 1, 2, &pp_seg[8*seg], 0.48450032, 1.0, -1.0, 2.20, 0.0, 0.0); // toon
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rs_gen_func_normalize(seg, 0.0, 1.0); // 0.1 to 1.0
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rs_gen_func_clamp(seg, clamp1[font_index], clamp2[font_index]); // 0.8, 0.86); // toon 0.775, 0.839889
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rs_gen_func_normalize(seg, 0.0, 1.0); // 0.1 to 1.0
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rs_gen_func_set(96, 0.0);
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rs_gen_func_radial(96, (float)pp_seg[8*seg + 4]/32.0, (float)pp_seg[8*seg + 5]/32.0, (float)pp_seg[8*seg + 6]/32.0*radiuses[font_index], 1.0, pows[font_index]);
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rs_gen_func_mult(seg, seg, 96);
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};
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for (ch = 0; ch < 64; ch++) {
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rs_gen_func_set(32+ch, 0.0);
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for (ch_bit = 0; ch_bit < 32; ch_bit++) {
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if ( (1<<ch_bit) & (ch_seg[ch]) ) {
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rs_gen_func_add_lerped(32+ch, 32+ch, ch_bit, 1.0, 1.0);
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}
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}
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rs_gen_func_clamp(32+ch, (ch+ch/8)%2 ? 0.0 : 0.0, 1.0);
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// rs_gen_func_set(32+ch, (ch+ch/8)%2 ? 0.5 : 0.0);
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rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
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rs_gen_tex_out_rgba(32+ch, 32+ch, 32+ch, 32+ch, colors_b[font_index_color], colors_g[font_index_color], colors_r[font_index_color], 1.0);
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texture_init(&game.tex_font[font_index_color*64 + ch], char_tex_size, char_tex_size);
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memcpy(game.tex_font[font_index_color*64 + ch].data, rs_gen_reg.tex_out, char_tex_size*char_tex_size*4 );
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}
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/*
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float *fontdata = malloc(256*scale*256*scale*4);
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int i, j, k;
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for (i = 0; i < 8; i++) {
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for (j = 0; j < 8; j++) {
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for (k = 0; k < 32*scale; k++) {
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memcpy( &(fontdata[i*256*(32*scale)*scale + k*256*scale + (j)*(32*scale)]), &(rs_gen_reg.tex[k*(32*scale) + (32+j+i*8)*(32*scale)*(32*scale)] ), 32*4*scale );
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};
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};
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};
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rs_gen_term();
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int font_tex_size = 256*scale;
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rs_gen_init(2, font_tex_size);
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memcpy( rs_gen_reg.tex, fontdata, 256*256 * 4 *scale*scale);
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rs_gen_func_set(1, 1.0);
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rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
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rs_gen_tex_out_rgba(1, 1, 1, 0, 1.0, 1.0, 1.0, 1.0);
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//game.font_texture[font_index] = rs_tx_create_from_data(font_tex_size, font_tex_size, 4, 1, 0, rs_gen_reg.tex_out);
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game_loader_create_texture( &(game.font_texture[font_index]), font_tex_size, font_tex_size, 4, 1, 0, rs_gen_reg.tex_out );
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save_image(0, rs_gen_reg.tex_out, 256*scale, 256*scale, 4);
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*/
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rs_gen_term();
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// free(fontdata);
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//
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// game.loader_progress = font_index+2;
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};
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rs_gen_reg.cell_scale = 1;
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};
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void game_font_term() {
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int i;
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for (i = 0; i < 64*FONTS_COUNT; i++) {
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texture_free(&game.tex_font[i]);
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};
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};
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void game_textout_init(int set_to_ortho, int font_index) {
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// CHECK_GL("textout init: start");
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//
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// glDisable(GL_DEPTH_TEST);
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// CHECK_GL("textout init: disable depth test");
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//
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// rs_sh_use(game.text_shader);
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// CHECK_GL("textout init: use text shader");
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// glBindTexture(GL_TEXTURE_2D, game.font_texture[font_index]);
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// CHECK_GL("textout init: glBindTexture");
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// glUniform1i( game.text_shader[RS_SH_SAMPLER0_ID], 0 );
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// if (set_to_ortho) {
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||
// rs_mx_ortho1h_proj();
|
||
// }
|
||
//
|
||
// CHECK_GL("textout init: label d");
|
||
//
|
||
// glUniformMatrix4fv( game.text_shader[RS_SH_PROJ_ID], 1, GL_FALSE, rs_reg.mx_proj );
|
||
//
|
||
// CHECK_GL("textout init: label e");
|
||
//
|
||
// glUniform4f( game.text_shader[RS_SH_COLOR_ID], 0.0, 0.0, 0.0, 0.0 );
|
||
//
|
||
// CHECK_GL("textout init: end");
|
||
};
|
||
|
||
|
||
|
||
float game_colors[4*7] = {
|
||
0.0, 0.0, 0.0, 1.0,
|
||
1.0, 1.0, 1.0, 1.0,
|
||
1.0, 0.9, 0.3, 1.0,
|
||
1.0, 0.4, 0.3, 1.0,
|
||
0.6, 0.8, 1.0, 1.0,
|
||
1.0, 0.8, 0.6, 1.0,
|
||
0.6, 0.6, 0.6, 0.9,
|
||
};
|
||
|
||
|
||
|
||
void game_textout(int x, int y, int font_index, char* s) {
|
||
game_textout_adv(&game.framebuffer, x, y, font_index, DRAW_MODE_ALPHA, s);
|
||
};
|
||
|
||
void game_textout_at_center(int x, int y, int font_index, char *s) {
|
||
x += (GAME_WIDTH - game.tex_font[font_index*64].w*strlen(s))/2;
|
||
game_textout_adv(&game.framebuffer, x, y, font_index, DRAW_MODE_ALPHA, s);
|
||
};
|
||
|
||
void game_textout_adv(rs_texture_t *dest, int x, int y, int font_index, int draw_mode, char* s) {
|
||
//void game_textout(int x, int y, int font_index, char* s) {
|
||
|
||
int i = 0;
|
||
while (*s) {
|
||
if (*s != ' ') {
|
||
texture_draw(&game.framebuffer, &game.tex_font[ 64*font_index + ((*s - 48) % 64) ], x+i*game.tex_font[64*font_index+0].w, y, draw_mode);
|
||
};
|
||
s++;
|
||
i++;
|
||
};
|
||
|
||
// for (i = 0; i < 8; i++) {
|
||
// texture_draw(&game.framebuffer, &game.tex_font[i], 40+8+game.tx+i*game.tex_font[i].w, 80+game.ty, DRAW_MODE_ALPHA);
|
||
// }
|
||
|
||
|
||
|
||
// //char *s = "12345_QUICK_BROWN_FOX_JUMPS_OVER_A_LAZY_DOG";
|
||
//
|
||
// float w = 2.0*h/3.0;
|
||
// int len = strlen(s);
|
||
//
|
||
// x -= (float) align * 0.5 * len * w;
|
||
//
|
||
// float sx = 0.0;
|
||
// float sy = 0.0;
|
||
//
|
||
//
|
||
//
|
||
// int i;
|
||
// for (i = 0; i < len; i++) {
|
||
// unsigned char c = s[i];
|
||
//
|
||
// if (c == '\n') {
|
||
// sx = 0.0;
|
||
// sy += h;
|
||
// continue;
|
||
// };
|
||
//
|
||
// if (c == ' ') {
|
||
// sx += w;
|
||
// continue;
|
||
// };
|
||
//
|
||
// c = (c-48)%64;
|
||
// float tx = 1.0 / 8.0 * (c % 8);
|
||
// float ty = 1.0 / 8.0 * (c / 8);
|
||
//
|
||
// glUniform4fv( game.text_shader[RS_SH_SCALE_ID], 1, &(game_colors[4*0]) ); // black shadow
|
||
// glrsDrawRect_full(sx + x + h/12,
|
||
// sy + y-h/2 + h/12,
|
||
// sx + x + w + h/12,
|
||
// sy + y+h/2 + h/12,
|
||
// tx, ty, tx+1.0/8.0, ty+1.0/8.0,
|
||
// game.text_shader[RS_SH_POS_ID], game.text_shader[RS_SH_UV_ID],
|
||
// 0.0, 0.0, 0.0 );
|
||
//
|
||
// glUniform4fv( game.text_shader[RS_SH_SCALE_ID], 1, &(game_colors[4*color]) );
|
||
//// glUniform3f( game.text_shader[RS_SH_TIME_ID], 1.0, 1.0, 0.0 );
|
||
// glrsDrawRect_full(sx + x,
|
||
// sy + y-h/2,
|
||
// sx + x + w,
|
||
// sy + y+h/2,
|
||
// tx, ty, tx+1.0/8.0, ty+1.0/8.0,
|
||
// game.text_shader[RS_SH_POS_ID], game.text_shader[RS_SH_UV_ID],
|
||
// 0.0, 0.0, 0.0 );
|
||
// sx += w;
|
||
// }
|
||
|
||
};
|
||
|
||
|