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#ifndef Magnum_Text_Renderer_h
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#define Magnum_Text_Renderer_h
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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
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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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/** @file Text/Renderer.h
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* @brief Class @ref Magnum::Text::AbstractRenderer, @ref Magnum::Text::Renderer, typedef @ref Magnum::Text::Renderer2D, @ref Magnum::Text::Renderer3D
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*/
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#include <string>
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#include <tuple>
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#include <vector>
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#include "Magnum/Math/Range.h"
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#include "Magnum/Buffer.h"
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#include "Magnum/DimensionTraits.h"
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#include "Magnum/Mesh.h"
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#include "Magnum/Text/Text.h"
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#include "Magnum/Text/Alignment.h"
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#include "Magnum/Text/visibility.h"
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#ifdef CORRADE_TARGET_EMSCRIPTEN
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#include <Corrade/Containers/Array.h>
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#endif
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namespace Magnum { namespace Text {
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/**
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@brief Base for text renderers
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Not meant to be used directly, see @ref Renderer for more information.
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@see @ref Renderer2D, @ref Renderer3D
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*/
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class MAGNUM_TEXT_EXPORT AbstractRenderer {
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public:
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/**
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* @brief Render text
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* @param font Font
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* @param cache Glyph cache
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* @param size Font size
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* @param text Text to render
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* @param alignment Text alignment
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*
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* Returns tuple with vertex positions, texture coordinates, indices
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* and rectangle spanning the rendered text.
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*/
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static std::tuple<std::vector<Vector2>, std::vector<Vector2>, std::vector<UnsignedInt>, Range2D> render(AbstractFont& font, const GlyphCache& cache, Float size, const std::string& text, Alignment alignment = Alignment::LineLeft);
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/**
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* @brief Capacity for rendered glyphs
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*
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* @see @ref reserve()
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*/
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UnsignedInt capacity() const { return _capacity; }
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/** @brief Rectangle spanning the rendered text */
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Range2D rectangle() const { return _rectangle; }
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/** @brief Vertex buffer */
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Buffer& vertexBuffer() { return _vertexBuffer; }
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/** @brief Index buffer */
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Buffer& indexBuffer() { return _indexBuffer; }
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/** @brief Mesh */
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Mesh& mesh() { return _mesh; }
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/**
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* @brief Reserve capacity for rendered glyphs
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*
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* Reallocates memory in buffers to hold @p glyphCount glyphs and
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* prefills index buffer. Consider using appropriate @p vertexBufferUsage
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* if the text will be changed frequently. Index buffer is changed
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* only by calling this function, thus @p indexBufferUsage generally
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* doesn't need to be so dynamic if the capacity won't be changed much.
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*
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* Initially zero capacity is reserved.
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* @see @ref capacity()
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*/
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void reserve(UnsignedInt glyphCount, BufferUsage vertexBufferUsage, BufferUsage indexBufferUsage);
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/**
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* @brief Render text
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*
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* Renders the text to vertex buffer, reusing index buffer already
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* filled with @ref reserve(). Rectangle spanning the rendered text is
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* available through @ref rectangle().
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*
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* Initially no text is rendered.
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* @attention The capacity must be large enough to contain all glyphs,
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* see @ref reserve() for more information.
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*/
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void render(const std::string& text);
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#ifndef DOXYGEN_GENERATING_OUTPUT
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protected:
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#else
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private:
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#endif
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explicit MAGNUM_TEXT_LOCAL AbstractRenderer(AbstractFont& font, const GlyphCache& cache, Float size, Alignment alignment);
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~AbstractRenderer();
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Mesh _mesh;
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Buffer _vertexBuffer, _indexBuffer;
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#ifdef CORRADE_TARGET_EMSCRIPTEN
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Containers::Array<UnsignedByte> _vertexBufferData, _indexBufferData;
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#endif
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private:
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AbstractFont& font;
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const GlyphCache& cache;
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Float size;
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Alignment _alignment;
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UnsignedInt _capacity;
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Range2D _rectangle;
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#if defined(MAGNUM_TARGET_GLES2) && !defined(CORRADE_TARGET_EMSCRIPTEN)
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typedef void*(*BufferMapImplementation)(Buffer&, GLsizeiptr);
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static MAGNUM_TEXT_LOCAL void* bufferMapImplementationFull(Buffer& buffer, GLsizeiptr length);
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static MAGNUM_TEXT_LOCAL void* bufferMapImplementationRange(Buffer& buffer, GLsizeiptr length);
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static BufferMapImplementation bufferMapImplementation;
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#else
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#ifndef CORRADE_TARGET_EMSCRIPTEN
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static
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#else
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MAGNUM_TEXT_LOCAL
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#endif
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void* bufferMapImplementation(Buffer& buffer, GLsizeiptr length);
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#endif
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#if defined(MAGNUM_TARGET_GLES2) && !defined(CORRADE_TARGET_EMSCRIPTEN)
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typedef void(*BufferUnmapImplementation)(Buffer&);
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static MAGNUM_TEXT_LOCAL void bufferUnmapImplementationDefault(Buffer& buffer);
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static MAGNUM_TEXT_LOCAL BufferUnmapImplementation bufferUnmapImplementation;
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#else
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#ifndef CORRADE_TARGET_EMSCRIPTEN
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static
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#else
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MAGNUM_TEXT_LOCAL
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#endif
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void bufferUnmapImplementation(Buffer& buffer);
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#endif
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};
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/**
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@brief Text renderer
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Lays out the text into mesh using given font. Use of ligatures, kerning etc.
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depends on features supported by particular font and its layouter.
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@section Text-Renderer-usage Usage
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Immutable text (e.g. menu items, credits) can be simply rendered using static
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methods, returning result either as data arrays or as fully configured mesh.
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The text can be then drawn as usual by configuring the shader and drawing the
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mesh:
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@snippet MagnumText.cpp Renderer-usage1
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See @ref render(AbstractFont&, const GlyphCache&, Float, const std::string&, Alignment) and
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@ref render(AbstractFont&, const GlyphCache&, Float, const std::string&, Buffer&, Buffer&, BufferUsage, Alignment)
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for more information.
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While this method is sufficient for one-shot rendering of static texts, for
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mutable texts (e.g. FPS counters, chat messages) there is another approach
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that doesn't recreate everything on each text change:
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@snippet MagnumText.cpp Renderer-usage2
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@section Text-Renderer-required-opengl-functionality Required OpenGL functionality
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Mutable text rendering requires @extension{ARB,map_buffer_range} on desktop
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OpenGL (also part of OpenGL ES 3.0). If neither @extension{EXT,map_buffer_range}
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nor @extension{CHROMIUM,map_sub} is not available in ES 2.0, at least
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@extension{OES,mapbuffer} must be supported for asynchronous buffer updates.
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There is no similar extension in WebGL, thus plain (and slow) buffer updates
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are used there.
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@see @ref Renderer2D, @ref Renderer3D, @ref AbstractFont,
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@ref Shaders::AbstractVector
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*/
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template<UnsignedInt dimensions> class MAGNUM_TEXT_EXPORT Renderer: public AbstractRenderer {
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public:
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/**
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* @brief Render text
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* @param font Font
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* @param cache Glyph cache
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* @param size Font size
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* @param text Text to render
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* @param vertexBuffer Buffer where to store vertices
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* @param indexBuffer Buffer where to store indices
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* @param usage Usage of vertex and index buffer
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* @param alignment Text alignment
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*
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* Returns mesh prepared for use with @ref Shaders::AbstractVector
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* subclasses and rectangle spanning the rendered text.
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*/
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static std::tuple<Mesh, Range2D> render(AbstractFont& font, const GlyphCache& cache, Float size, const std::string& text, Buffer& vertexBuffer, Buffer& indexBuffer, BufferUsage usage, Alignment alignment = Alignment::LineLeft);
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/**
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* @brief Constructor
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* @param font Font
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* @param cache Glyph cache
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* @param size Font size
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* @param alignment Text alignment
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*/
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explicit Renderer(AbstractFont& font, const GlyphCache& cache, Float size, Alignment alignment = Alignment::LineLeft);
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Renderer(AbstractFont&, GlyphCache&&, Float, Alignment alignment = Alignment::LineLeft) = delete; /**< @overload */
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#ifndef DOXYGEN_GENERATING_OUTPUT
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using AbstractRenderer::render;
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#endif
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};
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/** @brief Two-dimensional text renderer */
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typedef Renderer<2> Renderer2D;
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/** @brief Three-dimensional text renderer */
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typedef Renderer<3> Renderer3D;
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}}
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#endif
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