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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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#include "TextRenderer.h"
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#include "Context.h"
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#include "Extensions.h"
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#include "Mesh.h"
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#include "Shaders/AbstractVector.h"
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#include "Text/AbstractFont.h"
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namespace Magnum { namespace Text {
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namespace {
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template<class T> void createIndices(void* output, const UnsignedInt glyphCount) {
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T* const out = reinterpret_cast<T*>(output);
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for(UnsignedInt i = 0; i != glyphCount; ++i) {
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/* 0---2 0---2 5
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| | | / /|
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1---3 1 3---4 */
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const T vertex = i*4;
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const T pos = i*6;
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out[pos] = vertex;
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out[pos+1] = vertex+1;
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out[pos+2] = vertex+2;
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out[pos+3] = vertex+1;
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out[pos+4] = vertex+3;
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out[pos+5] = vertex+2;
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}
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}
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struct Vertex {
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Vector2 position, texcoords;
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};
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}
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std::tuple<std::vector<Vector2>, std::vector<Vector2>, std::vector<UnsignedInt>, Rectangle> AbstractTextRenderer::render(AbstractFont* const font, const GlyphCache* const cache, Float size, const std::string& text) {
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AbstractLayouter* const layouter = font->layout(cache, size, text);
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const UnsignedInt vertexCount = layouter->glyphCount()*4;
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/* Output data */
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std::vector<Vector2> positions, texcoords;
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positions.reserve(vertexCount);
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texcoords.reserve(vertexCount);
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/* Rendered rectangle */
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Rectangle rectangle;
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/* Render all glyphs */
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Vector2 cursorPosition;
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for(UnsignedInt i = 0; i != layouter->glyphCount(); ++i) {
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/* Position of the texture in the resulting glyph, texture coordinates */
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Rectangle quadPosition, textureCoordinates;
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Vector2 advance;
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std::tie(quadPosition, textureCoordinates, advance) = layouter->renderGlyph(cursorPosition, i);
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/* 0---2
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1---3 */
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positions.insert(positions.end(), {
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quadPosition.topLeft(),
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quadPosition.bottomLeft(),
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quadPosition.topRight(),
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quadPosition.bottomRight(),
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});
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texcoords.insert(texcoords.end(), {
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textureCoordinates.topLeft(),
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textureCoordinates.bottomLeft(),
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textureCoordinates.topRight(),
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textureCoordinates.bottomRight()
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});
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/* Extend rectangle with current quad bounds */
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rectangle.bottomLeft() = Math::min(rectangle.bottomLeft(), quadPosition.bottomLeft());
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rectangle.topRight() = Math::max(rectangle.topRight(), quadPosition.topRight());
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/* Advance cursor position to next character */
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cursorPosition += advance;
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}
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/* Create indices */
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std::vector<UnsignedInt> indices(layouter->glyphCount()*6);
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createIndices<UnsignedInt>(indices.data(), layouter->glyphCount());
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delete layouter;
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return std::make_tuple(std::move(positions), std::move(texcoords), std::move(indices), rectangle);
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}
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std::tuple<Mesh, Rectangle> AbstractTextRenderer::render(AbstractFont* const font, const GlyphCache* const cache, Float size, const std::string& text, Buffer* vertexBuffer, Buffer* indexBuffer, Buffer::Usage usage) {
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AbstractLayouter* const layouter = font->layout(cache, size, text);
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const UnsignedInt vertexCount = layouter->glyphCount()*4;
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const UnsignedInt indexCount = layouter->glyphCount()*6;
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/* Vertex buffer */
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std::vector<Vertex> vertices;
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vertices.reserve(vertexCount);
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/* Rendered rectangle */
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Rectangle rectangle;
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/* Render all glyphs */
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Vector2 cursorPosition;
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for(UnsignedInt i = 0; i != layouter->glyphCount(); ++i) {
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/* Position of the texture in the resulting glyph, texture coordinates */
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Rectangle quadPosition, textureCoordinates;
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Vector2 advance;
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std::tie(quadPosition, textureCoordinates, advance) = layouter->renderGlyph(cursorPosition, i);
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vertices.insert(vertices.end(), {
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{quadPosition.topLeft(), textureCoordinates.topLeft()},
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{quadPosition.bottomLeft(), textureCoordinates.bottomLeft()},
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{quadPosition.topRight(), textureCoordinates.topRight()},
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{quadPosition.bottomRight(), textureCoordinates.bottomRight()}
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});
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/* Extend rectangle with current quad bounds */
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rectangle.bottomLeft() = Math::min(rectangle.bottomLeft(), quadPosition.bottomLeft());
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rectangle.topRight() = Math::max(rectangle.topRight(), quadPosition.topRight());
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/* Advance cursor position to next character */
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cursorPosition += advance;
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}
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vertexBuffer->setData(vertices, usage);
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/* Fill index buffer */
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Mesh::IndexType indexType;
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std::size_t indicesSize;
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char* indices;
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if(vertexCount < 255) {
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indexType = Mesh::IndexType::UnsignedByte;
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indicesSize = indexCount*sizeof(UnsignedByte);
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indices = new char[indicesSize];
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createIndices<UnsignedByte>(indices, layouter->glyphCount());
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} else if(vertexCount < 65535) {
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indexType = Mesh::IndexType::UnsignedShort;
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indicesSize = indexCount*sizeof(UnsignedShort);
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indices = new char[indicesSize];
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createIndices<UnsignedShort>(indices, layouter->glyphCount());
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} else {
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indexType = Mesh::IndexType::UnsignedInt;
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indicesSize = indexCount*sizeof(UnsignedInt);
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indices = new char[indicesSize];
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createIndices<UnsignedInt>(indices, layouter->glyphCount());
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}
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indexBuffer->setData(indicesSize, indices, usage);
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delete indices;
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/* Configure mesh except for vertex buffer (depends on dimension count, done
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in subclass) */
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Mesh mesh;
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mesh.setPrimitive(Mesh::Primitive::Triangles)
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->setIndexCount(indexCount)
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->setIndexBuffer(indexBuffer, 0, indexType, 0, vertexCount);
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delete layouter;
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return std::make_tuple(std::move(mesh), rectangle);
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}
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template<UnsignedInt dimensions> std::tuple<Mesh, Rectangle> TextRenderer<dimensions>::render(AbstractFont* const font, const GlyphCache* const cache, Float size, const std::string& text, Buffer* vertexBuffer, Buffer* indexBuffer, Buffer::Usage usage) {
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/* Finalize mesh configuration and return the result */
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auto r = AbstractTextRenderer::render(font, cache, size, text, vertexBuffer, indexBuffer, usage);
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Mesh& mesh = std::get<0>(r);
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mesh.addInterleavedVertexBuffer(vertexBuffer, 0,
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typename Shaders::AbstractVector<dimensions>::Position(
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Shaders::AbstractVector<dimensions>::Position::Components::Two),
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typename Shaders::AbstractVector<dimensions>::TextureCoordinates());
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return std::move(r);
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}
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AbstractTextRenderer::AbstractTextRenderer(AbstractFont* const font, const GlyphCache* const cache, Float size): _vertexBuffer(Buffer::Target::Array), _indexBuffer(Buffer::Target::ElementArray), font(font), cache(cache), size(size), _capacity(0) {
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#ifndef MAGNUM_TARGET_GLES
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MAGNUM_ASSERT_EXTENSION_SUPPORTED(Extensions::GL::ARB::map_buffer_range);
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#else
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#ifdef MAGNUM_TARGET_GLES2
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MAGNUM_ASSERT_EXTENSION_SUPPORTED(Extensions::GL::EXT::map_buffer_range);
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#endif
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#endif
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/* Vertex buffer configuration depends on dimension count, done in subclass */
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_mesh.setPrimitive(Mesh::Primitive::Triangles);
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}
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AbstractTextRenderer::~AbstractTextRenderer() {}
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template<UnsignedInt dimensions> TextRenderer<dimensions>::TextRenderer(AbstractFont* const font, const GlyphCache* const cache, const Float size): AbstractTextRenderer(font, cache, size) {
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/* Finalize mesh configuration */
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_mesh.addInterleavedVertexBuffer(&_vertexBuffer, 0,
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typename Shaders::AbstractVector<dimensions>::Position(Shaders::AbstractVector<dimensions>::Position::Components::Two),
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typename Shaders::AbstractVector<dimensions>::TextureCoordinates());
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}
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void AbstractTextRenderer::reserve(const uint32_t glyphCount, const Buffer::Usage vertexBufferUsage, const Buffer::Usage indexBufferUsage) {
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_capacity = glyphCount;
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const UnsignedInt vertexCount = glyphCount*4;
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const UnsignedInt indexCount = glyphCount*6;
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/* Allocate vertex buffer, reset vertex count */
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_vertexBuffer.setData(vertexCount*sizeof(Vertex), nullptr, vertexBufferUsage);
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_mesh.setVertexCount(0);
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/* Allocate index buffer, reset index count and reconfigure buffer binding */
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Mesh::IndexType indexType;
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std::size_t indicesSize;
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if(vertexCount < 255) {
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indexType = Mesh::IndexType::UnsignedByte;
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indicesSize = indexCount*sizeof(UnsignedByte);
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} else if(vertexCount < 65535) {
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indexType = Mesh::IndexType::UnsignedShort;
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indicesSize = indexCount*sizeof(UnsignedShort);
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} else {
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indexType = Mesh::IndexType::UnsignedInt;
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indicesSize = indexCount*sizeof(UnsignedInt);
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}
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_indexBuffer.setData(indicesSize, nullptr, indexBufferUsage);
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_mesh.setIndexCount(0)
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->setIndexBuffer(&_indexBuffer, 0, indexType, 0, vertexCount);
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/* Prefill index buffer */
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void* indices = _indexBuffer.map(0, indicesSize, Buffer::MapFlag::InvalidateBuffer|Buffer::MapFlag::Write);
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if(vertexCount < 255)
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createIndices<UnsignedByte>(indices, glyphCount);
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else if(vertexCount < 65535)
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createIndices<UnsignedShort>(indices, glyphCount);
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else
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createIndices<UnsignedInt>(indices, glyphCount);
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CORRADE_INTERNAL_ASSERT_OUTPUT(_indexBuffer.unmap());
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}
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void AbstractTextRenderer::render(const std::string& text) {
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AbstractLayouter* layouter = font->layout(cache, size, text);
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CORRADE_ASSERT(layouter->glyphCount() <= _capacity,
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"Text::TextRenderer::render(): capacity" << _capacity << "too small to render" << layouter->glyphCount() << "glyphs", );
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/* Reset rendered rectangle */
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_rectangle = {};
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/* Render all glyphs */
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Vertex* const vertices = static_cast<Vertex*>(_vertexBuffer.map(0, layouter->glyphCount()*4*sizeof(Vertex),
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Buffer::MapFlag::InvalidateBuffer|Buffer::MapFlag::Write));
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Vector2 cursorPosition;
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for(UnsignedInt i = 0; i != layouter->glyphCount(); ++i) {
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/* Position of the texture in the resulting glyph, texture coordinates */
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Rectangle quadPosition, textureCoordinates;
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Vector2 advance;
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std::tie(quadPosition, textureCoordinates, advance) = layouter->renderGlyph(cursorPosition, i);
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/* Extend rectangle with current quad bounds */
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_rectangle.bottomLeft() = Math::min(_rectangle.bottomLeft(), quadPosition.bottomLeft());
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_rectangle.topRight() = Math::max(_rectangle.topRight(), quadPosition.topRight());
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const std::size_t vertex = i*4;
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vertices[vertex] = {quadPosition.topLeft(), textureCoordinates.topLeft()};
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vertices[vertex+1] = {quadPosition.bottomLeft(), textureCoordinates.bottomLeft()};
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vertices[vertex+2] = {quadPosition.topRight(), textureCoordinates.topRight()};
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vertices[vertex+3] = {quadPosition.bottomRight(), textureCoordinates.bottomRight()};
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/* Advance cursor position to next character */
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cursorPosition += advance;
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}
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CORRADE_INTERNAL_ASSERT_OUTPUT(_vertexBuffer.unmap());
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/* Update index count */
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_mesh.setIndexCount(layouter->glyphCount()*6);
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delete layouter;
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}
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template class TextRenderer<2>;
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template class TextRenderer<3>;
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}}
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