More efficient OpenGL font loading

This commit is contained in:
Clownacy 2019-07-24 22:21:39 +01:00
parent d6888040a2
commit 679c6d0391

View file

@ -326,7 +326,9 @@ Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width
if (glyph == NULL)
return NULL;
unsigned char *buffer = (unsigned char*)malloc(width * height * 4);
const int destination_pitch = (width + 3) & ~3; // Round up to the nearest 4 (OpenGL needs this)
unsigned char *buffer = (unsigned char*)malloc(destination_pitch * height);
if (buffer == NULL)
{
@ -342,13 +344,10 @@ Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width
for (unsigned int y = 0; y < height; ++y)
{
const unsigned char *source_pointer = pixels + y * pitch;
unsigned char *destination_pointer = buffer + y * width * 4;
unsigned char *destination_pointer = buffer + y * destination_pitch;
for (unsigned int x = 0; x < width; ++x)
{
*destination_pointer++ = 0xFF;
*destination_pointer++ = 0xFF;
*destination_pointer++ = 0xFF;
*destination_pointer++ = (unsigned char)(pow((double)*source_pointer++ / (total_greys - 1), 1.0 / 1.8) * 255.0);
}
}
@ -359,13 +358,10 @@ Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width
for (unsigned int y = 0; y < height; ++y)
{
const unsigned char *source_pointer = pixels + y * pitch;
unsigned char *destination_pointer = buffer + y * width * 4;
unsigned char *destination_pointer = buffer + y * destination_pitch;
for (unsigned int x = 0; x < width; ++x)
{
*destination_pointer++ = 0xFF;
*destination_pointer++ = 0xFF;
*destination_pointer++ = 0xFF;
*destination_pointer++ = *source_pointer++ ? 0xFF : 0;
}
}
@ -375,7 +371,7 @@ Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width
glGenTextures(1, &glyph->texture_id);
glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, buffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);