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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 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 "Renderer.h"
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#include <Corrade/Containers/Array.h>
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#include <Corrade/Containers/ArrayViewStl.h>
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#include "Magnum/Mesh.h"
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#include "Magnum/GL/Context.h"
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#include "Magnum/GL/Extensions.h"
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#include "Magnum/GL/Mesh.h"
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#include "Magnum/Math/Functions.h"
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#include "Magnum/Shaders/AbstractVectorGL.h"
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#include "Magnum/Text/AbstractFont.h"
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#include "Magnum/Text/GlyphCache.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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| | | / / |
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| | |/ / |
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1---3 1 3---4 */
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const T vertex = T(i)*4;
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const UnsignedInt pos = T(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, textureCoordinates;
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};
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std::tuple<std::vector<Vertex>, Range2D> renderVerticesInternal(AbstractFont& font, const GlyphCache& cache, const Float size, const std::string& text, const Alignment alignment) {
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/* Output data, reserve memory as when the text would be ASCII-only. In
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reality the actual vertex count will be smaller, but allocating more at
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once is better than reallocating many times later. */
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std::vector<Vertex> vertices;
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vertices.reserve(text.size()*4);
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/* Total rendered bounds, intial line position, line increment, last+1
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vertex on previous line */
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Range2D rectangle;
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Vector2 linePosition;
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const Vector2 lineAdvance = Vector2::yAxis(font.lineHeight()*size/font.size());
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std::size_t lastLineLastVertex = 0;
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/* Temp buffer so we don't allocate for each new line */
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/**
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* @todo C++1z: use std::string_view to avoid the one allocation and all
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* the copying altogether
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*/
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std::string line;
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line.reserve(text.size());
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/* Render each line separately and align it horizontally */
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std::size_t pos, prevPos = 0;
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do {
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/* Empty line, nothing to do (the rest is done below in while expression) */
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if((pos = text.find('\n', prevPos)) == prevPos) continue;
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/* Copy the line into the temp buffer */
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line.assign(text, prevPos, pos-prevPos);
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/* Layout the line */
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Containers::Pointer<AbstractLayouter> layouter = font.layout(cache, size, line);
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/* Verify that we don't reallocate anything. The only problem might
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arise when the layouter decides to compose one character from more
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than one glyph (i.e. accents). Will remove the assert when this
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issue arises. */
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CORRADE_INTERNAL_ASSERT(vertices.size() + layouter->glyphCount()*4 <= vertices.capacity());
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/* Bounds of rendered line */
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Range2D lineRectangle;
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/* Render all glyphs */
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Vector2 cursorPosition(linePosition);
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for(UnsignedInt i = 0; i != layouter->glyphCount(); ++i) {
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Range2D quadPosition, textureCoordinates;
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std::tie(quadPosition, textureCoordinates) = layouter->renderGlyph(i, cursorPosition, lineRectangle);
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/* 0---2
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1---3 */
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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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}
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/** @todo What about top-down text? */
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/* Horizontally align the rendered line */
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Float alignmentOffsetX = 0.0f;
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if((UnsignedByte(alignment) & Implementation::AlignmentHorizontal) == Implementation::AlignmentCenter)
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alignmentOffsetX = -lineRectangle.centerX();
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else if((UnsignedByte(alignment) & Implementation::AlignmentHorizontal) == Implementation::AlignmentRight)
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alignmentOffsetX = -lineRectangle.right();
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/* Integer alignment */
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if(UnsignedByte(alignment) & Implementation::AlignmentIntegral)
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alignmentOffsetX = Math::round(alignmentOffsetX);
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/* Align positions and bounds on current line */
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lineRectangle = lineRectangle.translated(Vector2::xAxis(alignmentOffsetX));
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for(auto it = vertices.begin()+lastLineLastVertex; it != vertices.end(); ++it)
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it->position.x() += alignmentOffsetX;
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/* Add final line bounds to total bounds, similarly to AbstractFont::renderGlyph() */
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if(!rectangle.size().isZero()) {
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rectangle.bottomLeft() = Math::min(rectangle.bottomLeft(), lineRectangle.bottomLeft());
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rectangle.topRight() = Math::max(rectangle.topRight(), lineRectangle.topRight());
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} else rectangle = lineRectangle;
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/* Move to next line */
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} while(prevPos = pos+1,
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linePosition -= lineAdvance,
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lastLineLastVertex = vertices.size(),
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pos != std::string::npos);
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/* Vertically align the rendered text */
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Float alignmentOffsetY = 0.0f;
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if((UnsignedByte(alignment) & Implementation::AlignmentVertical) == Implementation::AlignmentMiddle)
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alignmentOffsetY = -rectangle.centerY();
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else if((UnsignedByte(alignment) & Implementation::AlignmentVertical) == Implementation::AlignmentTop)
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alignmentOffsetY = -rectangle.top();
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/* Integer alignment */
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if(UnsignedByte(alignment) & Implementation::AlignmentIntegral)
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alignmentOffsetY = Math::round(alignmentOffsetY);
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/* Align positions and bounds */
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rectangle = rectangle.translated(Vector2::yAxis(alignmentOffsetY));
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for(auto& v: vertices) v.position.y() += alignmentOffsetY;
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return std::make_tuple(std::move(vertices), rectangle);
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}
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std::pair<Containers::Array<char>, MeshIndexType> renderIndicesInternal(const UnsignedInt glyphCount) {
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const UnsignedInt vertexCount = glyphCount*4;
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const UnsignedInt indexCount = glyphCount*6;
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Containers::Array<char> indices;
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MeshIndexType indexType;
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if(vertexCount <= 256) {
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indexType = MeshIndexType::UnsignedByte;
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indices = Containers::Array<char>(indexCount*sizeof(UnsignedByte));
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createIndices<UnsignedByte>(indices, glyphCount);
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} else if(vertexCount <= 65536) {
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indexType = MeshIndexType::UnsignedShort;
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indices = Containers::Array<char>(indexCount*sizeof(UnsignedShort));
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createIndices<UnsignedShort>(indices, glyphCount);
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} else {
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indexType = MeshIndexType::UnsignedInt;
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indices = Containers::Array<char>(indexCount*sizeof(UnsignedInt));
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createIndices<UnsignedInt>(indices, glyphCount);
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}
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return {std::move(indices), indexType};
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}
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std::tuple<GL::Mesh, Range2D> renderInternal(AbstractFont& font, const GlyphCache& cache, Float size, const std::string& text, GL::Buffer& vertexBuffer, GL::Buffer& indexBuffer, GL::BufferUsage usage, Alignment alignment) {
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/* Render vertices and upload them */
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std::vector<Vertex> vertices;
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Range2D rectangle;
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std::tie(vertices, rectangle) = renderVerticesInternal(font, cache, size, text, alignment);
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vertexBuffer.setData(vertices, usage);
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const UnsignedInt glyphCount = vertices.size()/4;
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const UnsignedInt indexCount = glyphCount*6;
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/* Render indices and upload them */
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Containers::Array<char> indices;
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MeshIndexType indexType;
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std::tie(indices, indexType) = renderIndicesInternal(glyphCount);
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indexBuffer.setData(indices, usage);
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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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GL::Mesh mesh;
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mesh.setPrimitive(MeshPrimitive::Triangles)
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.setCount(indexCount)
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.setIndexBuffer(indexBuffer, 0, indexType, 0, vertices.size());
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return std::make_tuple(std::move(mesh), rectangle);
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}
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}
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std::tuple<std::vector<Vector2>, std::vector<Vector2>, std::vector<UnsignedInt>, Range2D> AbstractRenderer::render(AbstractFont& font, const GlyphCache& cache, Float size, const std::string& text, Alignment alignment) {
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/* Render vertices */
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std::vector<Vertex> vertices;
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Range2D rectangle;
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std::tie(vertices, rectangle) = renderVerticesInternal(font, cache, size, text, alignment);
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/* Deinterleave the vertices */
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std::vector<Vector2> positions, textureCoordinates;
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positions.reserve(vertices.size());
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positions.reserve(textureCoordinates.size());
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for(const auto& v: vertices) {
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positions.push_back(v.position);
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textureCoordinates.push_back(v.textureCoordinates);
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}
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/* Render indices */
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const UnsignedInt glyphCount = vertices.size()/4;
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std::vector<UnsignedInt> indices(glyphCount*6);
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createIndices<UnsignedInt>(indices.data(), glyphCount);
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return std::make_tuple(std::move(positions), std::move(textureCoordinates), std::move(indices), rectangle);
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}
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template<UnsignedInt dimensions> std::tuple<GL::Mesh, Range2D> Renderer<dimensions>::render(AbstractFont& font, const GlyphCache& cache, Float size, const std::string& text, GL::Buffer& vertexBuffer, GL::Buffer& indexBuffer, GL::BufferUsage usage, Alignment alignment) {
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/* Finalize mesh configuration and return the result */
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auto r = renderInternal(font, cache, size, text, vertexBuffer, indexBuffer, usage, alignment);
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GL::Mesh& mesh = std::get<0>(r);
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mesh.addVertexBuffer(vertexBuffer, 0,
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typename Shaders::AbstractVectorGL<dimensions>::Position(
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Shaders::AbstractVectorGL<dimensions>::Position::Components::Two),
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typename Shaders::AbstractVectorGL<dimensions>::TextureCoordinates());
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return r;
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}
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#if defined(MAGNUM_TARGET_GLES2) && !defined(CORRADE_TARGET_EMSCRIPTEN)
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AbstractRenderer::BufferMapImplementation AbstractRenderer::bufferMapImplementation = &AbstractRenderer::bufferMapImplementationFull;
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AbstractRenderer::BufferUnmapImplementation AbstractRenderer::bufferUnmapImplementation = &AbstractRenderer::bufferUnmapImplementationDefault;
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void* AbstractRenderer::bufferMapImplementationFull(GL::Buffer& buffer, GLsizeiptr) {
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return buffer.map(GL::Buffer::MapAccess::WriteOnly);
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}
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#endif
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#if !defined(MAGNUM_TARGET_GLES2) || defined(CORRADE_TARGET_EMSCRIPTEN)
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inline void* AbstractRenderer::bufferMapImplementation(GL::Buffer& buffer, GLsizeiptr length)
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#else
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void* AbstractRenderer::bufferMapImplementationRange(GL::Buffer& buffer, GLsizeiptr length)
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#endif
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{
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#ifndef CORRADE_TARGET_EMSCRIPTEN
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return buffer.map(0, length, GL::Buffer::MapFlag::InvalidateBuffer|GL::Buffer::MapFlag::Write);
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#else
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static_cast<void>(length);
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return &buffer == &_indexBuffer ? _indexBufferData : _vertexBufferData;
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#endif
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}
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#if !defined(MAGNUM_TARGET_GLES2) || defined(CORRADE_TARGET_EMSCRIPTEN)
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inline void AbstractRenderer::bufferUnmapImplementation(GL::Buffer& buffer)
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#else
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void AbstractRenderer::bufferUnmapImplementationDefault(GL::Buffer& buffer)
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#endif
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{
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#ifndef CORRADE_TARGET_EMSCRIPTEN
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buffer.unmap();
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#else
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buffer.setSubData(0, &buffer == &_indexBuffer ? _indexBufferData : _vertexBufferData);
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#endif
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}
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AbstractRenderer::AbstractRenderer(AbstractFont& font, const GlyphCache& cache, const Float size, const Alignment alignment): _vertexBuffer{GL::Buffer::TargetHint::Array}, _indexBuffer{GL::Buffer::TargetHint::ElementArray}, font(font), cache(cache), size(size), _alignment(alignment), _capacity(0) {
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#ifndef MAGNUM_TARGET_GLES
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::map_buffer_range);
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#elif defined(MAGNUM_TARGET_GLES2) && !defined(CORRADE_TARGET_EMSCRIPTEN)
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if(GL::Context::current().isExtensionSupported<GL::Extensions::EXT::map_buffer_range>()) {
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bufferMapImplementation = &AbstractRenderer::bufferMapImplementationRange;
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} else {
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::OES::mapbuffer);
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Warning() << "Text::Renderer:" << GL::Extensions::EXT::map_buffer_range::string()
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<< "is not supported, using inefficient" << GL::Extensions::OES::mapbuffer::string()
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<< "instead";
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}
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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(MeshPrimitive::Triangles);
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}
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AbstractRenderer::~AbstractRenderer() = default;
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template<UnsignedInt dimensions> Renderer<dimensions>::Renderer(AbstractFont& font, const GlyphCache& cache, const Float size, const Alignment alignment): AbstractRenderer(font, cache, size, alignment) {
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|
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/* Finalize mesh configuration */
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|
|
_mesh.addVertexBuffer(_vertexBuffer, 0,
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typename Shaders::AbstractVectorGL<dimensions>::Position(Shaders::AbstractVectorGL<dimensions>::Position::Components::Two),
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typename Shaders::AbstractVectorGL<dimensions>::TextureCoordinates());
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}
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void AbstractRenderer::reserve(const uint32_t glyphCount, const GL::BufferUsage vertexBufferUsage, const GL::BufferUsage indexBufferUsage) {
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_capacity = glyphCount;
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const UnsignedInt vertexCount = glyphCount*4;
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|
|
/* Allocate vertex buffer, reset vertex count */
|
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|
|
_vertexBuffer.setData({nullptr, vertexCount*sizeof(Vertex)}, vertexBufferUsage);
|
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|
|
#ifdef CORRADE_TARGET_EMSCRIPTEN
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|
|
_vertexBufferData = Containers::Array<UnsignedByte>(vertexCount*sizeof(Vertex));
|
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|
|
#endif
|
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|
|
_mesh.setCount(0);
|
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|
|
|
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|
|
/* Render indices */
|
|
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|
|
Containers::Array<char> indexData;
|
|
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|
|
MeshIndexType indexType;
|
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|
|
std::tie(indexData, indexType) = renderIndicesInternal(glyphCount);
|
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|
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|
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|
|
/* Allocate index buffer, reset index count and reconfigure buffer binding */
|
|
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|
|
_indexBuffer.setData({nullptr, indexData.size()}, indexBufferUsage);
|
|
|
|
|
#ifdef CORRADE_TARGET_EMSCRIPTEN
|
|
|
|
|
_indexBufferData = Containers::Array<UnsignedByte>(indexData.size());
|
|
|
|
|
#endif
|
|
|
|
|
_mesh.setCount(0)
|
|
|
|
|
.setIndexBuffer(_indexBuffer, 0, indexType, 0, vertexCount);
|
|
|
|
|
|
|
|
|
|
/* Prefill index buffer */
|
|
|
|
|
char* const indices = static_cast<char*>(bufferMapImplementation(_indexBuffer, indexData.size()));
|
|
|
|
|
CORRADE_INTERNAL_ASSERT(indices);
|
|
|
|
|
/** @todo Emscripten: it can be done without this copying altogether */
|
|
|
|
|
std::copy(indexData.begin(), indexData.end(), indices);
|
|
|
|
|
bufferUnmapImplementation(_indexBuffer);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AbstractRenderer::render(const std::string& text) {
|
|
|
|
|
/* Render vertex data */
|
|
|
|
|
std::vector<Vertex> vertexData;
|
|
|
|
|
_rectangle = {};
|
|
|
|
|
std::tie(vertexData, _rectangle) = renderVerticesInternal(font, cache, size, text, _alignment);
|
|
|
|
|
|
|
|
|
|
const UnsignedInt glyphCount = vertexData.size()/4;
|
|
|
|
|
const UnsignedInt vertexCount = glyphCount*4;
|
|
|
|
|
const UnsignedInt indexCount = glyphCount*6;
|
|
|
|
|
|
|
|
|
|
CORRADE_ASSERT(glyphCount <= _capacity,
|
|
|
|
|
"Text::Renderer::render(): capacity" << _capacity << "too small to render" << glyphCount << "glyphs", );
|
|
|
|
|
|
|
|
|
|
/* Interleave the data into mapped buffer*/
|
|
|
|
|
Containers::ArrayView<Vertex> vertices(static_cast<Vertex*>(bufferMapImplementation(_vertexBuffer,
|
|
|
|
|
vertexCount*sizeof(Vertex))), vertexCount);
|
|
|
|
|
CORRADE_INTERNAL_ASSERT_OUTPUT(vertices);
|
|
|
|
|
std::copy(vertexData.begin(), vertexData.end(), vertices.begin());
|
|
|
|
|
bufferUnmapImplementation(_vertexBuffer);
|
|
|
|
|
|
|
|
|
|
/* Update index count */
|
|
|
|
|
_mesh.setCount(indexCount);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifndef DOXYGEN_GENERATING_OUTPUT
|
|
|
|
|
template class MAGNUM_TEXT_EXPORT Renderer<2>;
|
|
|
|
|
template class MAGNUM_TEXT_EXPORT Renderer<3>;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
}}
|