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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
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2020, 2021, 2022, 2023, 2024, 2025
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include "GlyphCacheGL.h"
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Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
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#ifdef MAGNUM_BUILD_DEPRECATED
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#include <Corrade/Containers/Optional.h>
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#endif
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#include "Magnum/Image.h"
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Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
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#include "Magnum/ImageView.h"
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#if (!defined(MAGNUM_TARGET_GLES) || (defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL))) || defined(MAGNUM_BUILD_DEPRECATED)
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Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
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#include "Magnum/PixelFormat.h"
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#endif
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#include "Magnum/Math/Vector2.h"
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Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
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#if !defined(MAGNUM_TARGET_GLES) || (defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL))
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#include "Magnum/GL/Context.h"
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#include "Magnum/GL/Extensions.h"
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Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
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#endif
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#if defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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#include "Magnum/GL/PixelFormat.h"
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Text: rework AbstractGlyphCache for better flexibility and efficiency.
The class now supports incremental filling, multiple fonts, texture
arrays, removes all reliance on STL containers and is finally properly
documented.
To avoid complete breakage of every use, as much as possible was kept as
deprecated APIs -- in particular the reserve() with the nasty
std::vectors, the insert() that assumes a 2D cache and a single font
and textureSize() that returns a 2D vector. Those behave the same as
before, but will assert if the cache is an array or contains more than
one font.
On the other hand, begin() / end() access with std::unordered_map iterators
(ew!) was removed as the internals simply aren't a hashmap anymore. The
image() that returned an Image2D is now used to fill the glyph cache
instead of querying its potentially processed contents, and returns a
MutableImageView3D. I considered keeping it and adding sourceImage()
instead, but such naming turned out to be too inconsistent. For querying
processed image data (such as with the distance field cache) there's a
new processedImage() query, guarded by new GlyphCacheFeature bits -- if
both ImageProcessing and ProcessedImageDownload is set, it can be used
to retrieve the processed image (so, similar as ImageDownload was
before), and if neither is set, the cache contents are queryable
directly through image(), without needing any special support from
the GPU API.
Existing code is updated only in the minimal way possible to ensure that
no serious breakage was introduced by reimplementing the deprecated APIs
on top of the new backend. Porting away from deprecated APIs will be
done in next commits. The GlyphCache and DistanceFieldGlyphCache have
their public API kept intact for now, as a similar rework will be needed
for them as well.
Additionally, the MagnumFont and MagnumFontConverter plugins aren't
compiling yet as they require substantial changes to deal with the new
glyph cache features. That is not the case with other plugins in the
magnum-plugins repository tho, for those the backwards compatibility
"just works". On the other hand, since layout of the AbstractGlyphChange
changed, I'm bumping the AbstractFont plugin interface version to
force-trigger a rebuild of dependent projects. Because I ran a stale
magnum-player binary, it worked without crashing or GL errors but just
didn't show ANY text whatsoever due to ABI differences, and I wasted
some precious minutes before realizing that a simple rebuild would fix
it.
3 years ago
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#endif
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#include "Magnum/GL/TextureFormat.h"
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#include "Magnum/Text/Implementation/glyphCacheGLState.h"
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Text: rework AbstractGlyphCache for better flexibility and efficiency.
The class now supports incremental filling, multiple fonts, texture
arrays, removes all reliance on STL containers and is finally properly
documented.
To avoid complete breakage of every use, as much as possible was kept as
deprecated APIs -- in particular the reserve() with the nasty
std::vectors, the insert() that assumes a 2D cache and a single font
and textureSize() that returns a 2D vector. Those behave the same as
before, but will assert if the cache is an array or contains more than
one font.
On the other hand, begin() / end() access with std::unordered_map iterators
(ew!) was removed as the internals simply aren't a hashmap anymore. The
image() that returned an Image2D is now used to fill the glyph cache
instead of querying its potentially processed contents, and returns a
MutableImageView3D. I considered keeping it and adding sourceImage()
instead, but such naming turned out to be too inconsistent. For querying
processed image data (such as with the distance field cache) there's a
new processedImage() query, guarded by new GlyphCacheFeature bits -- if
both ImageProcessing and ProcessedImageDownload is set, it can be used
to retrieve the processed image (so, similar as ImageDownload was
before), and if neither is set, the cache contents are queryable
directly through image(), without needing any special support from
the GPU API.
Existing code is updated only in the minimal way possible to ensure that
no serious breakage was introduced by reimplementing the deprecated APIs
on top of the new backend. Porting away from deprecated APIs will be
done in next commits. The GlyphCache and DistanceFieldGlyphCache have
their public API kept intact for now, as a similar rework will be needed
for them as well.
Additionally, the MagnumFont and MagnumFontConverter plugins aren't
compiling yet as they require substantial changes to deal with the new
glyph cache features. That is not the case with other plugins in the
magnum-plugins repository tho, for those the backwards compatibility
"just works". On the other hand, since layout of the AbstractGlyphChange
changed, I'm bumping the AbstractFont plugin interface version to
force-trigger a rebuild of dependent projects. Because I ran a stale
magnum-player binary, it worked without crashing or GL errors but just
didn't show ANY text whatsoever due to ABI differences, and I wasted
some precious minutes before realizing that a simple rebuild would fix
it.
3 years ago
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namespace Magnum { namespace Text {
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GlyphCacheGL::State::State(const PixelFormat format, const Vector2i& size, const PixelFormat processedFormat, const Vector2i& processedSize, const Vector2i& padding): AbstractGlyphCache::State{format, {size, 1}, processedFormat, processedSize, padding} {
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Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
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#ifndef MAGNUM_TARGET_GLES
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if(processedFormat == PixelFormat::R8Unorm)
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::texture_rg);
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#endif
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/* Initialize the texture */
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texture.setWrapping(GL::SamplerWrapping::ClampToEdge)
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.setMinificationFilter(GL::SamplerFilter::Linear)
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Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
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.setMagnificationFilter(GL::SamplerFilter::Linear);
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/* ES2 special-casing. WebGL 1 has neither EXT_texture_rg nor
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EXT_texture_storage so it can use the common code path without
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issues. */
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#if defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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/* Prefer to use Red instead of Luminance if available, as Luminance isn't
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renderable */
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GL::TextureFormat textureFormat = GL::textureFormat(processedFormat);
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GL::PixelFormat pixelFormat = GL::pixelFormat(processedFormat);
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if(textureFormat == GL::TextureFormat::Luminance && GL::Context::current().isExtensionSupported<GL::Extensions::EXT::texture_rg>()) {
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textureFormat = GL::TextureFormat::Red;
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pixelFormat = GL::PixelFormat::Red;
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}
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Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
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/* And use setImage() instead of setStorage() if the format is unsized, as
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EXT_texture_storage doesn't allow those */
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if(textureFormat == GL::TextureFormat::Red ||
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textureFormat == GL::TextureFormat::Luminance ||
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textureFormat == GL::TextureFormat::RG ||
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textureFormat == GL::TextureFormat::LuminanceAlpha ||
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textureFormat == GL::TextureFormat::RGB ||
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textureFormat == GL::TextureFormat::SRGB ||
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textureFormat == GL::TextureFormat::RGBA ||
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textureFormat == GL::TextureFormat::SRGBAlpha)
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texture.setImage(0, textureFormat, ImageView2D{pixelFormat, GL::PixelType::UnsignedByte, processedSize});
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Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
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else
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texture.setStorage(1, textureFormat, processedSize);
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#else
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texture.setStorage(1, GL::textureFormat(processedFormat), processedSize);
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#endif
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}
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GlyphCacheGL::GlyphCacheGL(PixelFormat format, const Vector2i& size, PixelFormat processedFormat, const Vector2i& processedSize, const Vector2i& padding): AbstractGlyphCache{Containers::pointer<State>(format, size, processedFormat, processedSize, padding)} {}
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GlyphCacheGL::GlyphCacheGL(PixelFormat format, const Vector2i& size, PixelFormat processedFormat, const Vector2i& processedSize): GlyphCacheGL{format, size, processedFormat, processedSize, Vector2i{1}} {}
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GlyphCacheGL::GlyphCacheGL(const PixelFormat format, const Vector2i& size, const Vector2i& padding): GlyphCacheGL{format, size, format, size, padding} {}
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Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
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GlyphCacheGL::GlyphCacheGL(const PixelFormat format, const Vector2i& size): GlyphCacheGL{format, size, Vector2i{1}} {}
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Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
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#ifdef MAGNUM_BUILD_DEPRECATED
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/* The unconditional Optional unwrap in these two may assert in rare cases.
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Let's hope it doesn't in practice. */
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GlyphCacheGL::GlyphCacheGL(const GL::TextureFormat internalFormat, const Vector2i& size, const Vector2i& padding): GlyphCacheGL{*GL::genericPixelFormat(internalFormat), size, padding} {}
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Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
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|
|
|
|
|
GlyphCacheGL::GlyphCacheGL(const GL::TextureFormat internalFormat, const Vector2i& size, const Vector2i& processedSize, const Vector2i& padding): GlyphCacheGL{*GL::genericPixelFormat(internalFormat), size, *GL::genericPixelFormat(internalFormat), processedSize, padding} {}
|
Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
|
|
|
|
|
|
|
|
GlyphCacheGL::GlyphCacheGL(const Vector2i& size, const Vector2i& padding): GlyphCacheGL{PixelFormat::R8Unorm, size, padding} {}
|
Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
|
|
|
|
|
|
|
|
GlyphCacheGL::GlyphCacheGL(const Vector2i& size, const Vector2i& processedSize, const Vector2i& padding): GlyphCacheGL{PixelFormat::R8Unorm, size, PixelFormat::R8Unorm, processedSize, padding} {}
|
Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
GlyphCacheGL::GlyphCacheGL(Containers::Pointer<State>&& state) noexcept: AbstractGlyphCache{Utility::move(state)} {}
|
|
|
|
|
|
|
|
|
|
GlyphCacheGL::GlyphCacheGL(NoCreateT) noexcept: AbstractGlyphCache{NoCreate} {}
|
|
|
|
|
|
|
|
|
|
GL::Texture2D& GlyphCacheGL::texture() {
|
|
|
|
|
return static_cast<State&>(*_state).texture;
|
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|
|
|
}
|
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|
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|
|
GlyphCacheFeatures GlyphCacheGL::doFeatures() const { return {}; }
|
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|
|
|
void GlyphCacheGL::doSetImage(const Vector2i& offset, const ImageView2D& image) {
|
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|
|
|
auto& state = static_cast<State&>(*_state);
|
|
|
|
|
|
|
|
|
|
CORRADE_ASSERT(format() == processedFormat() && size() == processedSize(),
|
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|
|
|
"Text::GlyphCacheGL::flushImage(): subclass expected to provide a doSetImage() implementation to handle different processed format or size", );
|
|
|
|
|
|
Text: rework AbstractGlyphCache for better flexibility and efficiency.
The class now supports incremental filling, multiple fonts, texture
arrays, removes all reliance on STL containers and is finally properly
documented.
To avoid complete breakage of every use, as much as possible was kept as
deprecated APIs -- in particular the reserve() with the nasty
std::vectors, the insert() that assumes a 2D cache and a single font
and textureSize() that returns a 2D vector. Those behave the same as
before, but will assert if the cache is an array or contains more than
one font.
On the other hand, begin() / end() access with std::unordered_map iterators
(ew!) was removed as the internals simply aren't a hashmap anymore. The
image() that returned an Image2D is now used to fill the glyph cache
instead of querying its potentially processed contents, and returns a
MutableImageView3D. I considered keeping it and adding sourceImage()
instead, but such naming turned out to be too inconsistent. For querying
processed image data (such as with the distance field cache) there's a
new processedImage() query, guarded by new GlyphCacheFeature bits -- if
both ImageProcessing and ProcessedImageDownload is set, it can be used
to retrieve the processed image (so, similar as ImageDownload was
before), and if neither is set, the cache contents are queryable
directly through image(), without needing any special support from
the GPU API.
Existing code is updated only in the minimal way possible to ensure that
no serious breakage was introduced by reimplementing the deprecated APIs
on top of the new backend. Porting away from deprecated APIs will be
done in next commits. The GlyphCache and DistanceFieldGlyphCache have
their public API kept intact for now, as a similar rework will be needed
for them as well.
Additionally, the MagnumFont and MagnumFontConverter plugins aren't
compiling yet as they require substantial changes to deal with the new
glyph cache features. That is not the case with other plugins in the
magnum-plugins repository tho, for those the backwards compatibility
"just works". On the other hand, since layout of the AbstractGlyphChange
changed, I'm bumping the AbstractFont plugin interface version to
force-trigger a rebuild of dependent projects. Because I ran a stale
magnum-player binary, it worked without crashing or GL errors but just
didn't show ANY text whatsoever due to ABI differences, and I wasted
some precious minutes before realizing that a simple rebuild would fix
it.
3 years ago
|
|
|
/* On ES2 without EXT_unpack_subimage and on WebGL 1 there's no possibility
|
|
|
|
|
to upload just a slice of the input, upload the whole image instead by
|
|
|
|
|
ignoring the PixelStorage properties of the input */
|
|
|
|
|
#ifdef MAGNUM_TARGET_GLES2
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
if(!GL::Context::current().isExtensionSupported<GL::Extensions::EXT::unpack_subimage>())
|
|
|
|
|
#endif
|
|
|
|
|
{
|
Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
|
|
|
/* On ES2 if EXT_texture_rg is present, the single-channel texture
|
|
|
|
|
format is Red instead of Luminance. Have to duplicate the logic here
|
|
|
|
|
in addition to below because it's easier than extracting
|
|
|
|
|
formatExtra() and everything else from the view afterwards. */
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
if(image.format() == PixelFormat::R8Unorm && GL::Context::current().isExtensionSupported<GL::Extensions::EXT::texture_rg>()) {
|
|
|
|
|
state.texture.setSubImage(0, {}, ImageView2D{GL::PixelFormat::Red, GL::PixelType::UnsignedByte, size().xy(), image.data()});
|
Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
|
|
|
} else
|
|
|
|
|
#endif
|
|
|
|
|
{
|
|
|
|
|
state.texture.setSubImage(0, {}, ImageView2D{image.format(), size().xy(), image.data()});
|
Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
|
|
|
}
|
Text: rework AbstractGlyphCache for better flexibility and efficiency.
The class now supports incremental filling, multiple fonts, texture
arrays, removes all reliance on STL containers and is finally properly
documented.
To avoid complete breakage of every use, as much as possible was kept as
deprecated APIs -- in particular the reserve() with the nasty
std::vectors, the insert() that assumes a 2D cache and a single font
and textureSize() that returns a 2D vector. Those behave the same as
before, but will assert if the cache is an array or contains more than
one font.
On the other hand, begin() / end() access with std::unordered_map iterators
(ew!) was removed as the internals simply aren't a hashmap anymore. The
image() that returned an Image2D is now used to fill the glyph cache
instead of querying its potentially processed contents, and returns a
MutableImageView3D. I considered keeping it and adding sourceImage()
instead, but such naming turned out to be too inconsistent. For querying
processed image data (such as with the distance field cache) there's a
new processedImage() query, guarded by new GlyphCacheFeature bits -- if
both ImageProcessing and ProcessedImageDownload is set, it can be used
to retrieve the processed image (so, similar as ImageDownload was
before), and if neither is set, the cache contents are queryable
directly through image(), without needing any special support from
the GPU API.
Existing code is updated only in the minimal way possible to ensure that
no serious breakage was introduced by reimplementing the deprecated APIs
on top of the new backend. Porting away from deprecated APIs will be
done in next commits. The GlyphCache and DistanceFieldGlyphCache have
their public API kept intact for now, as a similar rework will be needed
for them as well.
Additionally, the MagnumFont and MagnumFontConverter plugins aren't
compiling yet as they require substantial changes to deal with the new
glyph cache features. That is not the case with other plugins in the
magnum-plugins repository tho, for those the backwards compatibility
"just works". On the other hand, since layout of the AbstractGlyphChange
changed, I'm bumping the AbstractFont plugin interface version to
force-trigger a rebuild of dependent projects. Because I ran a stale
magnum-player binary, it worked without crashing or GL errors but just
didn't show ANY text whatsoever due to ABI differences, and I wasted
some precious minutes before realizing that a simple rebuild would fix
it.
3 years ago
|
|
|
#ifdef MAGNUM_TARGET_WEBGL
|
|
|
|
|
static_cast<void>(offset);
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
else
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
#if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL))
|
|
|
|
|
{
|
Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
|
|
|
/* On ES2 if EXT_texture_rg is present, the single-channel texture
|
|
|
|
|
format is Red instead of Luminance */
|
|
|
|
|
#ifdef MAGNUM_TARGET_GLES2
|
|
|
|
|
if(image.format() == PixelFormat::R8Unorm && GL::Context::current().isExtensionSupported<GL::Extensions::EXT::texture_rg>()) {
|
|
|
|
|
state.texture.setSubImage(0, offset, ImageView2D{image.storage(), GL::PixelFormat::Red, GL::PixelType::UnsignedByte, image.size(), image.data()});
|
Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
|
|
|
} else
|
|
|
|
|
#endif
|
|
|
|
|
{
|
|
|
|
|
state.texture.setSubImage(0, offset, image);
|
Text: make GlyphCache take an explicit PixelFormat + processed format.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
2 years ago
|
|
|
}
|
Text: rework AbstractGlyphCache for better flexibility and efficiency.
The class now supports incremental filling, multiple fonts, texture
arrays, removes all reliance on STL containers and is finally properly
documented.
To avoid complete breakage of every use, as much as possible was kept as
deprecated APIs -- in particular the reserve() with the nasty
std::vectors, the insert() that assumes a 2D cache and a single font
and textureSize() that returns a 2D vector. Those behave the same as
before, but will assert if the cache is an array or contains more than
one font.
On the other hand, begin() / end() access with std::unordered_map iterators
(ew!) was removed as the internals simply aren't a hashmap anymore. The
image() that returned an Image2D is now used to fill the glyph cache
instead of querying its potentially processed contents, and returns a
MutableImageView3D. I considered keeping it and adding sourceImage()
instead, but such naming turned out to be too inconsistent. For querying
processed image data (such as with the distance field cache) there's a
new processedImage() query, guarded by new GlyphCacheFeature bits -- if
both ImageProcessing and ProcessedImageDownload is set, it can be used
to retrieve the processed image (so, similar as ImageDownload was
before), and if neither is set, the cache contents are queryable
directly through image(), without needing any special support from
the GPU API.
Existing code is updated only in the minimal way possible to ensure that
no serious breakage was introduced by reimplementing the deprecated APIs
on top of the new backend. Porting away from deprecated APIs will be
done in next commits. The GlyphCache and DistanceFieldGlyphCache have
their public API kept intact for now, as a similar rework will be needed
for them as well.
Additionally, the MagnumFont and MagnumFontConverter plugins aren't
compiling yet as they require substantial changes to deal with the new
glyph cache features. That is not the case with other plugins in the
magnum-plugins repository tho, for those the backwards compatibility
"just works". On the other hand, since layout of the AbstractGlyphChange
changed, I'm bumping the AbstractFont plugin interface version to
force-trigger a rebuild of dependent projects. Because I ran a stale
magnum-player binary, it worked without crashing or GL errors but just
didn't show ANY text whatsoever due to ABI differences, and I wasted
some precious minutes before realizing that a simple rebuild would fix
it.
3 years ago
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GlyphCacheGL::doSetProcessedImage(const Vector2i& offset, const ImageView2D& image) {
|
|
|
|
|
ImageView2D imageToUse = image;
|
|
|
|
|
|
|
|
|
|
/* On ES2, R8Unorm maps to Luminance, but here it's actually Red if
|
|
|
|
|
EXT_texture_rg is supported. Reinterpret the image format in that
|
|
|
|
|
case. If the format is something else (such as RGBA8Unorm), no
|
|
|
|
|
reinterpret is done. WebGL doesn't have the EXT_texture_rg extension so
|
|
|
|
|
there it isn't done either. */
|
|
|
|
|
#if defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
if(processedFormat() == PixelFormat::R8Unorm && GL::Context::current().isExtensionSupported<GL::Extensions::EXT::texture_rg>()) {
|
|
|
|
|
/* This is checked inside setProcessedImage() already */
|
|
|
|
|
CORRADE_INTERNAL_ASSERT(image.format() == PixelFormat::R8Unorm);
|
|
|
|
|
imageToUse = ImageView2D{image.storage(), GL::PixelFormat::Red, GL::PixelType::UnsignedByte, image.size(), image.data()};
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
static_cast<State&>(*_state).texture.setSubImage(0, offset, imageToUse);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
Image3D GlyphCacheGL::doProcessedImage() {
|
|
|
|
|
Image2D out = static_cast<State&>(*_state).texture.image(0, PixelFormat::R8Unorm);
|
|
|
|
|
return Image3D{out.format(), {out.size(), 1}, out.release()};
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
GlyphCacheArrayGL::State::State(const PixelFormat format, const Vector3i& size, const PixelFormat processedFormat, const Vector2i& processedSize, const Vector2i& padding): AbstractGlyphCache::State{format, size, processedFormat, processedSize, padding} {
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
if(processedFormat == PixelFormat::R8Unorm)
|
|
|
|
|
MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::texture_rg);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/* Initialize the texture */
|
|
|
|
|
texture.setWrapping(GL::SamplerWrapping::ClampToEdge)
|
|
|
|
|
.setMinificationFilter(GL::SamplerFilter::Linear)
|
|
|
|
|
.setMagnificationFilter(GL::SamplerFilter::Linear)
|
|
|
|
|
.setStorage(1, GL::textureFormat(processedFormat), {processedSize, size.z()});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
GlyphCacheArrayGL::GlyphCacheArrayGL(PixelFormat format, const Vector3i& size, PixelFormat processedFormat, const Vector2i& processedSize, const Vector2i& padding): AbstractGlyphCache{Containers::pointer<State>(format, size, processedFormat, processedSize, padding)} {}
|
|
|
|
|
|
|
|
|
|
GlyphCacheArrayGL::GlyphCacheArrayGL(PixelFormat format, const Vector3i& size, PixelFormat processedFormat, const Vector2i& processedSize): GlyphCacheArrayGL{format, size, processedFormat, processedSize, Vector2i{1}} {}
|
|
|
|
|
|
|
|
|
|
GlyphCacheArrayGL::GlyphCacheArrayGL(const PixelFormat format, const Vector3i& size, const Vector2i& padding): GlyphCacheArrayGL{format, size, format, size.xy(), padding} {}
|
|
|
|
|
|
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GlyphCacheArrayGL::GlyphCacheArrayGL(const PixelFormat format, const Vector3i& size): GlyphCacheArrayGL{format, size, Vector2i{1}} {}
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GlyphCacheArrayGL::GlyphCacheArrayGL(NoCreateT) noexcept: AbstractGlyphCache{NoCreate} {}
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GL::Texture2DArray& GlyphCacheArrayGL::texture() {
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return static_cast<State&>(*_state).texture;
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}
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GlyphCacheFeatures GlyphCacheArrayGL::doFeatures() const { return {}; }
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void GlyphCacheArrayGL::doSetImage(const Vector3i& offset, const ImageView3D& image) {
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CORRADE_ASSERT(format() == processedFormat() && size() == processedSize(),
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"Text::GlyphCacheArrayGL::flushImage(): subclass expected to provide a doSetImage() implementation to handle different processed format or size", );
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static_cast<State&>(*_state).texture.setSubImage(0, offset, image);
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}
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#endif
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}}
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