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authorLeo Tenenbaum <pommicket@gmail.com>2020-11-25 14:32:00 -0500
committerLeo Tenenbaum <pommicket@gmail.com>2020-11-25 14:32:00 -0500
commit2a498a47fc8836eb2baae3a4fb9e7e0316402fa6 (patch)
treefe159650a35a773aa6eef979f5066434cca21c71 /text.c
parentb58e9a3faa4e35ff6e872e28c7051fa19e2b11ad (diff)
cutting off text
Diffstat (limited to 'text.c')
-rw-r--r--text.c40
1 files changed, 32 insertions, 8 deletions
diff --git a/text.c b/text.c
index ddd7cdc..762bfd9 100644
--- a/text.c
+++ b/text.c
@@ -178,16 +178,40 @@ void text_render_char(Font *font, char32_t c, TextRenderState *state) {
stbtt_bakedchar *char_data = font->char_pages[page];
if (char_data) { // if page was successfully loaded
stbtt_aligned_quad q = {0};
- // because stb_truetype uses down is positive, we need to negate the y
- // coordinate, pass it into the function, then negate it back.
- state->y = -state->y;
stbtt_GetBakedQuad(char_data, font->tex_widths[page], font->tex_heights[page],
(int)index, &state->x, &state->y, &q, 1);
- state->y = -state->y;
- glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,-q.y1);
- glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,-q.y1);
- glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,-q.y0);
- glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,-q.y0);
+ float s0 = q.s0, t0 = q.t0;
+ float s1 = q.s1, t1 = q.t1;
+ float x0 = q.x0, y0 = q.y0;
+ float x1 = q.x1, y1 = q.y1;
+ float const min_x = state->min_x, max_x = state->max_x;
+ float const min_y = state->min_y, max_y = state->max_y;
+ if (x0 > max_x || y0 > max_y || x1 < min_x || y1 < min_y)
+ return;
+ if (x0 < min_x) {
+ // left side of character is clipped
+ s0 = (min_x-x0) / (x1-x0) * (s1-s0) + s0;
+ x0 = min_x;
+ }
+ if (x1 >= max_x) {
+ // right side of character is clipped
+ s1 = (max_x-x0) / (x1-x0) * (s1-s0) + s0;
+ x1 = max_x;
+ }
+ if (y0 < min_y) {
+ // top side of character is clipped
+ t0 = (min_y-y0) / (y1-y0) * (t1-t0) + t0;
+ y0 = min_y;
+ }
+ if (y1 >= max_y) {
+ // bottom side of character is clipped
+ t1 = (max_y-y0) / (y1-y0) * (t1-t0) + t0;
+ y1 = max_y;
+ }
+ glTexCoord2f(s0,t0); glVertex2f(x0,y0);
+ glTexCoord2f(s0,t1); glVertex2f(x0,y1);
+ glTexCoord2f(s1,t1); glVertex2f(x1,y1);
+ glTexCoord2f(s1,t0); glVertex2f(x1,y0);
}
}