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#ifndef Magnum_Text_DistanceFieldGlyphCache_h
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#define Magnum_Text_DistanceFieldGlyphCache_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 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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/** @file
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* @brief Class Magnum::Text::DistanceFieldGlyphCache
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*/
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#include "Text/GlyphCache.h"
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namespace Magnum { namespace Text {
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/**
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@brief Glyph cache with distance field rendering
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Unlike original GlyphCache converts each binary image to distance field. It is
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not possible to use non-binary colors with this cache, internal texture format
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is red channel only.
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@section GlyphCache-usage Usage
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Usage is similar to GlyphCache, additionally you need to specify size of
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resulting distance field texture.
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@code
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Text::AbstractFont* font;
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Text::GlyphCache* cache = new Text::DistanceFieldGlyphCache(Vector2i(2048), Vector2i(384));
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font->createGlyphCache(cache, "abcdefghijklmnopqrstuvwxyz"
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"ABCDEFGHIJKLMNOPQRSTUVWXYZ"
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"0123456789 ");
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@endcode
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@see TextureTools::distanceField()
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*/
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class MAGNUM_TEXT_EXPORT DistanceFieldGlyphCache: public GlyphCache {
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public:
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/**
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* @brief Constructor
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* @param originalSize Unscaled glyph cache texture size
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* @param size Actual glyph cache texture size
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* @param radius Distance field computation radius
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*
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* See TextureTools::distanceField() for more information about the
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* parameters. Sets internal texture format to red channel only. On
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* desktop OpenGL requires @extension{ARB,texture_rg} (also part of
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* OpenGL ES 3.0), in ES2 uses @es_extension{EXT,texture_rg} if
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* available or @ref TextureFormat::RGB as fallback.
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* @todo Is Luminance format renderable anywhere? Also would it be
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* possible to convert the RGB texture to Luminance after it has
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* been rendered when blitting is not supported to save memory?
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*/
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explicit DistanceFieldGlyphCache(const Vector2i& originalSize, const Vector2i& size, UnsignedInt radius);
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/**
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* @brief Set cache image
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*
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* Uploads image for one or more glyphs to given offset in original
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* cache texture. The texture is then converted to distance field.
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*/
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void setImage(const Vector2i& offset, const ImageReference2D& image) override;
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/**
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* @brief Set distance field cache image
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*
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* Uploads already computed distance field image to given offset in
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* distance field texture.
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*/
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void setDistanceFieldImage(const Vector2i& offset, const ImageReference2D& image);
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private:
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const Vector2 scale;
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const UnsignedInt radius;
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};
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}}
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#endif
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