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Fix input text string rendering #6533

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38 changes: 18 additions & 20 deletions code/graphics/render.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -544,13 +544,8 @@ static void gr_string_old(float sx,
{
GR_DEBUG_SCOPE("Render VFNT string");

int letter;
float x = sx;
float y = sy;
bool do_resize;
float bw, bh;
float u0, u1, v0, v1;
float x1, x2, y1, y2;

material render_mat;
render_mat.set_blend_mode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
Expand All @@ -569,9 +564,10 @@ static void gr_string_old(float sx,

bm_get_info(fontData->bitmap_id, &ibw, &ibh);

bw = i2fl(ibw);
bh = i2fl(ibh);
float bw = i2fl(ibw);
float bh = i2fl(ibh);

bool do_resize;
if (resize_mode != GR_RESIZE_NONE && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1))) {
do_resize = true;
} else {
Expand All @@ -593,6 +589,7 @@ static void gr_string_old(float sx,
float scale_factor = (canScale && !Fred_running) ? get_font_scale_factor() : 1.0f;
scale_factor *= scaleMultiplier;

int letter;
while (s < end) {
// Handle line breaks
while (*s == '\n') {
Expand Down Expand Up @@ -626,35 +623,36 @@ static void gr_string_old(float sx,
float char_width = i2fl(raw_width);
float char_height = i2fl(height);

u0 = u / bw;
v0 = v / bh;
u1 = (u + char_width) / bw;
v1 = (v + char_height) / bh;

// Scale output dimensions and positions
float xc = x; // Keep the X position unscaled
float yc = y; // Keep the Y position unscaled
float wc = char_width * scale_factor; // Scale width
float hc = char_height * scale_factor; // Scale height

// Apply offsets
x1 = xc + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x);
y1 = yc + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y);
x2 = x1 + wc;
y2 = y1 + hc;

// Check clipping
if ((x1 >= clip_right) || (x2 <= clip_left) || (y1 >= clip_bottom) || (y2 <= clip_top)) {
// Check if the character is completely out of bounds. This uses scaled width and height
if ((xc > clip_right) || ((xc + wc) < clip_left) || (yc > clip_bottom) || ((yc + hc) < clip_top)) {
x += raw_spacing * scale_factor;
continue;
}

// Apply offsets
float x1 = xc + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x);
float y1 = yc + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y);
float x2 = x1 + wc;
float y2 = y1 + hc;

// Resize screen positions
if (do_resize) {
gr_resize_screen_posf(&x1, &y1, NULL, NULL, resize_mode);
gr_resize_screen_posf(&x2, &y2, NULL, NULL, resize_mode);
}

// Get the character from the UV
float u0 = u / bw;
float v0 = v / bh;
float u1 = (u + char_width) / bw;
float v1 = (v + char_height) / bh;

// Add vertices for the character
String_render_buff[buffer_offset++] = {x1, y1, u0, v0};
String_render_buff[buffer_offset++] = {x1, y2, u0, v1};
Expand Down
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