Change RasterFont static const names

Fixes build issue with GCC/CPP 6.2.1 build issues on Fedora 26
This commit is contained in:
Mystro256 2016-12-24 11:45:07 -05:00
parent 7192789c11
commit 1963996dd0

View file

@ -14,12 +14,12 @@
namespace OGL
{
static const int CHAR_WIDTH = 8;
static const int CHAR_HEIGHT = 13;
static const int CHAR_OFFSET = 32;
static const int CHAR_COUNT = 95;
static const int CHARACTER_WIDTH = 8;
static const int CHARACTER_HEIGHT = 13;
static const int CHARACTER_OFFSET = 32;
static const int CHARACTER_COUNT = 95;
static const u8 rasters[CHAR_COUNT][CHAR_HEIGHT] = {
static const u8 rasters[CHARACTER_COUNT][CHARACTER_HEIGHT] = {
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
{0x00, 0x00, 0x18, 0x18, 0x00, 0x00, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18},
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x36, 0x36, 0x36},
@ -142,28 +142,29 @@ RasterFont::RasterFont()
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE8);
glBindTexture(GL_TEXTURE_2D, texture);
std::vector<u32> texture_data(CHAR_WIDTH * CHAR_COUNT * CHAR_HEIGHT);
for (int y = 0; y < CHAR_HEIGHT; y++)
std::vector<u32> texture_data(CHARACTER_WIDTH * CHARACTER_COUNT * CHARACTER_HEIGHT);
for (int y = 0; y < CHARACTER_HEIGHT; y++)
{
for (int c = 0; c < CHAR_COUNT; c++)
for (int c = 0; c < CHARACTER_COUNT; c++)
{
for (int x = 0; x < CHAR_WIDTH; x++)
for (int x = 0; x < CHARACTER_WIDTH; x++)
{
bool pixel = (0 != (rasters[c][y] & (1 << (CHAR_WIDTH - x - 1))));
texture_data[CHAR_WIDTH * CHAR_COUNT * y + CHAR_WIDTH * c + x] = pixel ? -1 : 0;
bool pixel = (0 != (rasters[c][y] & (1 << (CHARACTER_WIDTH - x - 1))));
texture_data[CHARACTER_WIDTH * CHARACTER_COUNT * y + CHARACTER_WIDTH * c + x] =
pixel ? -1 : 0;
}
}
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, CHAR_WIDTH * CHAR_COUNT, CHAR_HEIGHT, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texture_data.data());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, CHARACTER_WIDTH * CHARACTER_COUNT, CHARACTER_HEIGHT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, texture_data.data());
// generate shader
ProgramShaderCache::CompileShader(s_shader, s_vertexShaderSrc, s_fragmentShaderSrc);
s_shader.Bind();
// bound uniforms
glUniform2f(glGetUniformLocation(s_shader.glprogid, "charSize"), 1.0f / GLfloat(CHAR_COUNT),
glUniform2f(glGetUniformLocation(s_shader.glprogid, "charSize"), 1.0f / GLfloat(CHARACTER_COUNT),
1.0f);
uniform_color_id = glGetUniformLocation(s_shader.glprogid, "color");
glUniform4f(uniform_color_id, 1.0f, 1.0f, 1.0f, 1.0f);
@ -196,8 +197,8 @@ void RasterFont::printMultilineText(const std::string& text, double start_x, dou
std::vector<GLfloat> vertices(text.length() * 6 * 4);
int usage = 0;
GLfloat delta_x = GLfloat(2 * CHAR_WIDTH) / GLfloat(bbWidth);
GLfloat delta_y = GLfloat(2 * CHAR_HEIGHT) / GLfloat(bbHeight);
GLfloat delta_x = GLfloat(2 * CHARACTER_WIDTH) / GLfloat(bbWidth);
GLfloat delta_y = GLfloat(2 * CHARACTER_HEIGHT) / GLfloat(bbHeight);
GLfloat border_x = 2.0f / GLfloat(bbWidth);
GLfloat border_y = 4.0f / GLfloat(bbHeight);
@ -220,37 +221,37 @@ void RasterFont::printMultilineText(const std::string& text, double start_x, dou
continue;
}
if (c < CHAR_OFFSET || c >= CHAR_COUNT + CHAR_OFFSET)
if (c < CHARACTER_OFFSET || c >= CHARACTER_COUNT + CHARACTER_OFFSET)
continue;
vertices[usage++] = x;
vertices[usage++] = y;
vertices[usage++] = GLfloat(c - CHAR_OFFSET);
vertices[usage++] = GLfloat(c - CHARACTER_OFFSET);
vertices[usage++] = 0.0f;
vertices[usage++] = x + delta_x;
vertices[usage++] = y;
vertices[usage++] = GLfloat(c - CHAR_OFFSET + 1);
vertices[usage++] = GLfloat(c - CHARACTER_OFFSET + 1);
vertices[usage++] = 0.0f;
vertices[usage++] = x + delta_x;
vertices[usage++] = y + delta_y;
vertices[usage++] = GLfloat(c - CHAR_OFFSET + 1);
vertices[usage++] = GLfloat(c - CHARACTER_OFFSET + 1);
vertices[usage++] = 1.0f;
vertices[usage++] = x;
vertices[usage++] = y;
vertices[usage++] = GLfloat(c - CHAR_OFFSET);
vertices[usage++] = GLfloat(c - CHARACTER_OFFSET);
vertices[usage++] = 0.0f;
vertices[usage++] = x + delta_x;
vertices[usage++] = y + delta_y;
vertices[usage++] = GLfloat(c - CHAR_OFFSET + 1);
vertices[usage++] = GLfloat(c - CHARACTER_OFFSET + 1);
vertices[usage++] = 1.0f;
vertices[usage++] = x;
vertices[usage++] = y + delta_y;
vertices[usage++] = GLfloat(c - CHAR_OFFSET);
vertices[usage++] = GLfloat(c - CHARACTER_OFFSET);
vertices[usage++] = 1.0f;
x += delta_x + border_x;