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/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
#include "TextRenderer.h"
#include "Context.h"
#include "Extensions.h"
#include "Mesh.h"
#include "Shaders/AbstractVectorShader.h"
#include "Text/Font.h"
namespace Magnum { namespace Text {
namespace {
template<class T> void createIndices(void* output, const UnsignedInt glyphCount) {
T* const out = reinterpret_cast<T*>(output);
for(UnsignedInt i = 0; i != glyphCount; ++i) {
/* 0---2 2
| / /|
| / / |
|/ / |
1 1---3 */
const T vertex = i*4;
const T pos = i*6;
out[pos] = vertex;
out[pos+1] = vertex+1;
out[pos+2] = vertex+2;
out[pos+3] = vertex+1;
out[pos+4] = vertex+3;
out[pos+5] = vertex+2;
}
}
struct Vertex {
Vector2 position, texcoords;
};
}
std::tuple<std::vector<Vector2>, std::vector<Vector2>, std::vector<UnsignedInt>, Rectangle> AbstractTextRenderer::render(Font& font, Float size, const std::string& text) {
TextLayouter layouter(font, size, text);
const UnsignedInt vertexCount = layouter.glyphCount()*4;
/* Output data */
std::vector<Vector2> positions, texcoords;
positions.reserve(vertexCount);
texcoords.reserve(vertexCount);
/* Render all glyphs */
Vector2 cursorPosition;
for(UnsignedInt i = 0; i != layouter.glyphCount(); ++i) {
/* Position of the texture in the resulting glyph, texture coordinates */
Rectangle quadPosition, textureCoordinates;
Vector2 advance;
std::tie(quadPosition, textureCoordinates, advance) = layouter.renderGlyph(cursorPosition, i);
positions.insert(positions.end(), {
quadPosition.topLeft(),
quadPosition.bottomLeft(),
quadPosition.topRight(),
quadPosition.bottomRight(),
});
texcoords.insert(texcoords.end(), {
textureCoordinates.topLeft(),
textureCoordinates.bottomLeft(),
textureCoordinates.topRight(),
textureCoordinates.bottomRight()
});
/* Advance cursor position to next character */
cursorPosition += advance;
}
/* Create indices */
std::vector<UnsignedInt> indices(layouter.glyphCount()*6);
createIndices<UnsignedInt>(indices.data(), layouter.glyphCount());
/* Rendered rectangle */
Rectangle rectangle;
if(layouter.glyphCount()) rectangle = {positions[1], positions[positions.size()-2]};
return std::make_tuple(std::move(positions), std::move(texcoords), std::move(indices), rectangle);
}
std::tuple<Mesh, Rectangle> AbstractTextRenderer::render(Font& font, Float size, const std::string& text, Buffer* vertexBuffer, Buffer* indexBuffer, Buffer::Usage usage) {
TextLayouter layouter(font, size, text);
const UnsignedInt vertexCount = layouter.glyphCount()*4;
const UnsignedInt indexCount = layouter.glyphCount()*6;
/* Vertex buffer */
std::vector<Vertex> vertices;
vertices.reserve(vertexCount);
/* Render all glyphs */
Vector2 cursorPosition;
for(UnsignedInt i = 0; i != layouter.glyphCount(); ++i) {
/* Position of the texture in the resulting glyph, texture coordinates */
Rectangle quadPosition, textureCoordinates;
Vector2 advance;
std::tie(quadPosition, textureCoordinates, advance) = layouter.renderGlyph(cursorPosition, i);
vertices.insert(vertices.end(), {
{quadPosition.topLeft(), textureCoordinates.topLeft()},
{quadPosition.bottomLeft(), textureCoordinates.bottomLeft()},
{quadPosition.topRight(), textureCoordinates.topRight()},
{quadPosition.bottomRight(), textureCoordinates.bottomRight()}
});
/* Advance cursor position to next character */
cursorPosition += advance;
}
vertexBuffer->setData(vertices, usage);
/* Fill index buffer */
Mesh::IndexType indexType;
std::size_t indicesSize;
char* indices;
if(vertexCount < 255) {
indexType = Mesh::IndexType::UnsignedByte;
indicesSize = indexCount*sizeof(UnsignedByte);
indices = new char[indicesSize];
createIndices<UnsignedByte>(indices, layouter.glyphCount());
} else if(vertexCount < 65535) {
indexType = Mesh::IndexType::UnsignedShort;
indicesSize = indexCount*sizeof(UnsignedShort);
indices = new char[indicesSize];
createIndices<UnsignedShort>(indices, layouter.glyphCount());
} else {
indexType = Mesh::IndexType::UnsignedInt;
indicesSize = indexCount*sizeof(UnsignedInt);
indices = new char[indicesSize];
createIndices<UnsignedInt>(indices, layouter.glyphCount());
}
indexBuffer->setData(indicesSize, indices, usage);
delete indices;
/* Rendered rectangle */
Rectangle rectangle;
if(layouter.glyphCount()) rectangle = {vertices[1].position, vertices[vertices.size()-2].position};
/* Configure mesh except for vertex buffer (depends on dimension count, done
in subclass) */
Mesh mesh;
mesh.setPrimitive(Mesh::Primitive::Triangles)
->setIndexCount(indexCount)
->setIndexBuffer(indexBuffer, 0, indexType, 0, vertexCount);
return std::make_tuple(std::move(mesh), rectangle);
}
template<UnsignedInt dimensions> std::tuple<Mesh, Rectangle> TextRenderer<dimensions>::render(Font& font, Float size, const std::string& text, Buffer* vertexBuffer, Buffer* indexBuffer, Buffer::Usage usage) {
/* Finalize mesh configuration and return the result */
auto r = AbstractTextRenderer::render(font, size, text, vertexBuffer, indexBuffer, usage);
Mesh& mesh = std::get<0>(r);
mesh.addInterleavedVertexBuffer(vertexBuffer, 0,
typename Shaders::AbstractVectorShader<dimensions>::Position(
Shaders::AbstractVectorShader<dimensions>::Position::Components::Two),
typename Shaders::AbstractVectorShader<dimensions>::TextureCoordinates());
return std::move(r);
}
AbstractTextRenderer::AbstractTextRenderer(Font& font, Float size): vertexBuffer(Buffer::Target::Array), indexBuffer(Buffer::Target::ElementArray), font(font), size(size), _capacity(0) {
#ifndef MAGNUM_TARGET_GLES
MAGNUM_ASSERT_EXTENSION_SUPPORTED(Extensions::GL::ARB::map_buffer_range);
#else
#ifdef MAGNUM_TARGET_GLES2
MAGNUM_ASSERT_EXTENSION_SUPPORTED(Extensions::GL::EXT::map_buffer_range);
#endif
#endif
/* Vertex buffer configuration depends on dimension count, done in subclass */
_mesh.setPrimitive(Mesh::Primitive::Triangles);
}
AbstractTextRenderer::~AbstractTextRenderer() {}
template<UnsignedInt dimensions> TextRenderer<dimensions>::TextRenderer(Font& font, const Float size): AbstractTextRenderer(font, size) {
/* Finalize mesh configuration */
_mesh.addInterleavedVertexBuffer(&vertexBuffer, 0,
typename Shaders::AbstractVectorShader<dimensions>::Position(Shaders::AbstractVectorShader<dimensions>::Position::Components::Two),
typename Shaders::AbstractVectorShader<dimensions>::TextureCoordinates());
}
void AbstractTextRenderer::reserve(const uint32_t glyphCount, const Buffer::Usage vertexBufferUsage, const Buffer::Usage indexBufferUsage) {
_capacity = glyphCount;
const UnsignedInt vertexCount = glyphCount*4;
const UnsignedInt indexCount = glyphCount*6;
/* Allocate vertex buffer, reset vertex count */
vertexBuffer.setData(vertexCount*sizeof(Vertex), nullptr, vertexBufferUsage);
_mesh.setVertexCount(0);
/* Allocate index buffer, reset index count and reconfigure buffer binding */
Mesh::IndexType indexType;
std::size_t indicesSize;
if(vertexCount < 255) {
indexType = Mesh::IndexType::UnsignedByte;
indicesSize = indexCount*sizeof(UnsignedByte);
} else if(vertexCount < 65535) {
indexType = Mesh::IndexType::UnsignedShort;
indicesSize = indexCount*sizeof(UnsignedShort);
} else {
indexType = Mesh::IndexType::UnsignedInt;
indicesSize = indexCount*sizeof(UnsignedInt);
}
indexBuffer.setData(indicesSize, nullptr, indexBufferUsage);
_mesh.setIndexCount(0)
->setIndexBuffer(&indexBuffer, 0, indexType, 0, vertexCount);
/* Prefill index buffer */
void* indices = indexBuffer.map(0, indicesSize, Buffer::MapFlag::InvalidateBuffer|Buffer::MapFlag::Write);
if(vertexCount < 255)
createIndices<UnsignedByte>(indices, glyphCount);
else if(vertexCount < 65535)
createIndices<UnsignedShort>(indices, glyphCount);
else
createIndices<UnsignedInt>(indices, glyphCount);
CORRADE_INTERNAL_ASSERT_OUTPUT(indexBuffer.unmap());
}
void AbstractTextRenderer::render(const std::string& text) {
TextLayouter layouter(font, size, text);
CORRADE_ASSERT(layouter.glyphCount() <= _capacity, "Text::TextRenderer::render(): capacity" << _capacity << "too small to render" << layouter.glyphCount() << "glyphs", );
/* Render all glyphs */
Vertex* const vertices = static_cast<Vertex*>(vertexBuffer.map(0, layouter.glyphCount()*4*sizeof(Vertex),
Buffer::MapFlag::InvalidateBuffer|Buffer::MapFlag::Write));
Vector2 cursorPosition;
for(UnsignedInt i = 0; i != layouter.glyphCount(); ++i) {
/* Position of the texture in the resulting glyph, texture coordinates */
Rectangle quadPosition, textureCoordinates;
Vector2 advance;
std::tie(quadPosition, textureCoordinates, advance) = layouter.renderGlyph(cursorPosition, i);
if(i == 0)
_rectangle.bottomLeft() = quadPosition.bottomLeft();
else if(i == layouter.glyphCount()-1)
_rectangle.topRight() = quadPosition.topRight();
const std::size_t vertex = i*4;
vertices[vertex] = {quadPosition.topLeft(), textureCoordinates.topLeft()};
vertices[vertex+1] = {quadPosition.bottomLeft(), textureCoordinates.bottomLeft()};
vertices[vertex+2] = {quadPosition.topRight(), textureCoordinates.topRight()};
vertices[vertex+3] = {quadPosition.bottomRight(), textureCoordinates.bottomRight()};
/* Advance cursor position to next character */
cursorPosition += advance;
}
CORRADE_INTERNAL_ASSERT_OUTPUT(vertexBuffer.unmap());
/* Update index count */
_mesh.setIndexCount(layouter.glyphCount()*6);
}
template class TextRenderer<2>;
template class TextRenderer<3>;
}}