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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021, 2022, 2023 Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#include "Renderer.h"
#include <Corrade/Containers/StridedArrayView.h>
#include <Corrade/Containers/Optional.h>
#include <Corrade/Containers/Triple.h>
#include "Magnum/Math/Functions.h"
#include "Magnum/Math/Range.h"
#include "Magnum/Text/AbstractFont.h"
#include "Magnum/Text/AbstractGlyphCache.h"
#include "Magnum/Text/Alignment.h"
#include "Magnum/Text/Direction.h"
#ifdef MAGNUM_TARGET_GL
#include <Corrade/Containers/Array.h>
#include <Corrade/Containers/ArrayViewStl.h> /** @todo remove once Renderer is STL-free */
#include <Corrade/Containers/StringStl.h> /** @todo remove once Renderer is STL-free */
#include "Magnum/Mesh.h"
#include "Magnum/GL/Context.h"
#include "Magnum/GL/Extensions.h"
#include "Magnum/GL/Mesh.h"
#include "Magnum/Shaders/GenericGL.h"
#include "Magnum/Text/AbstractShaper.h"
#endif
namespace Magnum { namespace Text {
Range2D renderLineGlyphPositionsInto(const AbstractFont& font, const Float size, const LayoutDirection direction, const Containers::StridedArrayView1D<const Vector2>& glyphOffsets, const Containers::StridedArrayView1D<const Vector2>& glyphAdvances, Vector2& cursor, const Containers::StridedArrayView1D<Vector2>& glyphPositions) {
CORRADE_ASSERT(glyphAdvances.size() == glyphOffsets.size() &&
glyphPositions.size() == glyphOffsets.size(),
"Text::renderLineGlyphPositionsInto(): expected glyphOffsets, glyphAdvances and output views to have the same size, got" << glyphOffsets.size() << Debug::nospace << "," << glyphAdvances.size() << "and" << glyphPositions.size(), {});
CORRADE_ASSERT(direction == LayoutDirection::HorizontalTopToBottom,
"Text::renderLineGlyphPositionsInto(): only" << LayoutDirection::HorizontalTopToBottom << "is supported right now, got" << direction, {});
#ifdef CORRADE_NO_ASSERT
static_cast<void>(direction); /** @todo drop once implemented */
#endif
CORRADE_ASSERT(font.isOpened(),
"Text::renderLineGlyphPositionsInto(): no font opened", {});
const Float scale = size/font.size();
/* Combine the offsets and cursor advances and calculate the line rectangle
along the way. Initially the cursor is at origin and rectangle is empty,
with just the Y bounds from font metrics. */
Range2D rectangle{cursor + Vector2::yAxis(font.descent()*scale),
cursor + Vector2::yAxis(font.ascent()*scale)};
for(UnsignedInt i = 0; i != glyphOffsets.size(); ++i) {
/* The glyphOffsets and output are allowed to be aliased, so make sure
the value isn't stomped on when writing the output */
glyphPositions[i] = cursor + glyphOffsets[i]*scale;
cursor += glyphAdvances[i]*scale;
/* Extend the line rectangle with the cursor range */
/** @todo this assumes left-to-right direction, update when vertical
and LTR text is possible & testable */
rectangle.max() = Math::max(rectangle.max(), cursor);
}
return rectangle;
}
namespace {
Range2D renderGlyphQuadsInto(const AbstractGlyphCache& cache, const Float scale, const Containers::StridedArrayView1D<const Vector2>& glyphPositions, const Containers::StridedArrayView1D<const UnsignedInt>& glyphIds, const Containers::StridedArrayView1D<Vector2>& vertexPositions, const Containers::StridedArrayView1D<Vector2>& vertexTextureCoordinates, const Containers::StridedArrayView1D<Float>& vertexTextureLayers) {
CORRADE_ASSERT(glyphIds.size() == glyphPositions.size(),
"Text::renderGlyphQuadsInto(): expected glyphIds and glyphPositions views to have the same size, got" << glyphIds.size() << "and" << glyphPositions.size(), {});
CORRADE_ASSERT(vertexPositions.size() == glyphPositions.size()*4 &&
vertexTextureCoordinates.size() == glyphPositions.size()*4,
"Text::renderGlyphQuadsInto(): expected vertexPositions and vertexTextureCoordinates views to have" << glyphPositions.size()*4 << "elements, got" << vertexPositions.size() << "and" << vertexTextureCoordinates.size(), {});
/* Should be ensured by the callers below */
CORRADE_INTERNAL_ASSERT(!vertexTextureLayers || vertexTextureLayers.size() == vertexTextureCoordinates.size());
/* Direct views on the cache data */
const Vector2 inverseCacheSize = 1.0f/Vector2{cache.size().xy()};
const Containers::StridedArrayView1D<const Vector2i> cacheGlyphOffsets = cache.glyphOffsets();
const Containers::StridedArrayView1D<const Int> cacheGlyphLayers = cache.glyphLayers();
const Containers::StridedArrayView1D<const Range2Di> cacheGlyphRectangles = cache.glyphRectangles();
/* Create quads for each glyph and calculate the glyph bound rectangle
along the way. */
Range2D rectangle;
for(std::size_t i = 0; i != glyphIds.size(); ++i) {
/* 2---3
| |
| |
| |
0---1 */
const UnsignedInt glyphId = glyphIds[i];
const Range2D quad = Range2D::fromSize(
glyphPositions[i] + Vector2{cacheGlyphOffsets[glyphId]}*scale,
Vector2{cacheGlyphRectangles[glyphId].size()}*scale);
const Range2D texture = Range2D{cacheGlyphRectangles[glyphId]}
.scaled(inverseCacheSize);
const std::size_t i4 = i*4;
for(UnsignedByte j = 0; j != 4; ++j) {
/* ✨ */
vertexPositions[i4 + j] = Math::lerp(quad.min(), quad.max(), BitVector2{j});
vertexTextureCoordinates[i4 + j] = Math::lerp(texture.min(), texture.max(), BitVector2{j});
}
/* Fill also a texture layer if desirable. For 2D output the caller
already checked that the cache is 2D. */
if(vertexTextureLayers) for(std::size_t j = 0; j != 4; ++j)
vertexTextureLayers[i4 + j] = cacheGlyphLayers[glyphId];
/* Extend the rectangle with current glyph bounds */
rectangle = Math::join(rectangle, quad);
}
return rectangle;
}
Range2D renderGlyphQuadsInto(const AbstractFont& font, const Float size, const AbstractGlyphCache& cache, const Containers::StridedArrayView1D<const Vector2>& glyphPositions, const Containers::StridedArrayView1D<const UnsignedInt>& fontGlyphIds, const Containers::StridedArrayView1D<Vector2>& vertexPositions, const Containers::StridedArrayView1D<Vector2>& vertexTextureCoordinates, const Containers::StridedArrayView1D<Float>& vertexTextureLayers) {
CORRADE_ASSERT(font.isOpened(),
"Text::renderGlyphQuadsInto(): no font opened", {});
const Containers::Optional<UnsignedInt> fontId = cache.findFont(font);
CORRADE_ASSERT(fontId,
"Text::renderGlyphQuadsInto(): font not found among" << cache.fontCount() << "fonts in passed glyph cache", {});
/* First map the font-local glyph IDs to cache-global, abusing the texture
coordinate output array as the storage. Not vertex positions, as those
are allowed to be aliased with glyphPositions by the caller and this
process would overwrite them.
This also means we need to duplicate the size assertions here, to avoid
asserting inside glyphIdsInto() instead and confusing the user. */
CORRADE_ASSERT(fontGlyphIds.size() == glyphPositions.size(),
"Text::renderGlyphQuadsInto(): expected fontGlyphIds and glyphPositions views to have the same size, got" << fontGlyphIds.size() << "and" << glyphPositions.size(), {});
CORRADE_ASSERT(vertexPositions.size() == glyphPositions.size()*4 &&
vertexTextureCoordinates.size() == glyphPositions.size()*4,
"Text::renderGlyphQuadsInto(): expected vertexPositions and vertexTextureCoordinates views to have" << glyphPositions.size()*4 << "elements, got" << vertexPositions.size() << "and" << vertexTextureCoordinates.size(), {});
const Containers::StridedArrayView1D<UnsignedInt> glyphIds = Containers::arrayCast<UnsignedInt>(vertexTextureCoordinates.every(4));
cache.glyphIdsInto(*fontId, fontGlyphIds, glyphIds);
/* Delegate to the above */
return renderGlyphQuadsInto(cache, size/font.size(), glyphPositions, glyphIds, vertexPositions, vertexTextureCoordinates, vertexTextureLayers);
}
}
Range2D renderGlyphQuadsInto(const AbstractFont& font, const Float size, const AbstractGlyphCache& cache, const Containers::StridedArrayView1D<const Vector2>& glyphPositions, const Containers::StridedArrayView1D<const UnsignedInt>& glyphIds, const Containers::StridedArrayView1D<Vector2>& vertexPositions, const Containers::StridedArrayView1D<Vector3>& vertexTextureCoordinates) {
return renderGlyphQuadsInto(font, size, cache, glyphPositions, glyphIds, vertexPositions, vertexTextureCoordinates.slice(&Vector3::xy), vertexTextureCoordinates.slice(&Vector3::z));
}
Range2D renderGlyphQuadsInto(const AbstractFont& font, const Float size, const AbstractGlyphCache& cache, const Containers::StridedArrayView1D<const Vector2>& glyphPositions, const Containers::StridedArrayView1D<const UnsignedInt>& glyphIds, const Containers::StridedArrayView1D<Vector2>& vertexPositions, const Containers::StridedArrayView1D<Vector2>& vertexTextureCoordinates) {
CORRADE_ASSERT(cache.size().z() == 1,
"Text::renderGlyphQuadsInto(): can't use this overload with an array glyph cache", {});
return renderGlyphQuadsInto(font, size, cache, glyphPositions, glyphIds, vertexPositions, vertexTextureCoordinates, nullptr);
}
Range2D renderGlyphQuadsInto(const AbstractGlyphCache& cache, const Float scale, const Containers::StridedArrayView1D<const Vector2>& glyphPositions, const Containers::StridedArrayView1D<const UnsignedInt>& glyphIds, const Containers::StridedArrayView1D<Vector2>& vertexPositions, const Containers::StridedArrayView1D<Vector3>& vertexTextureCoordinates) {
return renderGlyphQuadsInto(cache, scale, glyphPositions, glyphIds, vertexPositions, vertexTextureCoordinates.slice(&Vector3::xy), vertexTextureCoordinates.slice(&Vector3::z));
}
Range2D renderGlyphQuadsInto(const AbstractGlyphCache& cache, const Float scale, const Containers::StridedArrayView1D<const Vector2>& glyphPositions, const Containers::StridedArrayView1D<const UnsignedInt>& glyphIds, const Containers::StridedArrayView1D<Vector2>& vertexPositions, const Containers::StridedArrayView1D<Vector2>& vertexTextureCoordinates) {
CORRADE_ASSERT(cache.size().z() == 1,
"Text::renderGlyphQuadsInto(): can't use this overload with an array glyph cache", {});
return renderGlyphQuadsInto(cache, scale, glyphPositions, glyphIds, vertexPositions, vertexTextureCoordinates, nullptr);
}
Range2D alignRenderedLine(const Range2D& lineRectangle, const LayoutDirection direction, const Alignment alignment, const Containers::StridedArrayView1D<Vector2>& positions) {
CORRADE_ASSERT(direction == LayoutDirection::HorizontalTopToBottom,
"Text::alignRenderedLine(): only" << LayoutDirection::HorizontalTopToBottom << "is supported right now, got" << direction, {});
#ifdef CORRADE_NO_ASSERT
static_cast<void>(direction); /** @todo drop once implemented */
#endif
/** @todo this again assumes horizontal direction, needs to be updated once
vertical (and possibly mixed horizontal/vertical) text is possible */
Float alignmentOffsetX = 0.0f;
if((UnsignedByte(alignment) & Implementation::AlignmentHorizontal) == Implementation::AlignmentLeft)
alignmentOffsetX = -lineRectangle.left();
else if((UnsignedByte(alignment) & Implementation::AlignmentHorizontal) == Implementation::AlignmentCenter) {
alignmentOffsetX = -lineRectangle.centerX();
/* Integer alignment */
if(UnsignedByte(alignment) & Implementation::AlignmentIntegral)
alignmentOffsetX = Math::round(alignmentOffsetX);
}
else if((UnsignedByte(alignment) & Implementation::AlignmentHorizontal) == Implementation::AlignmentRight)
alignmentOffsetX = -lineRectangle.right();
/* Shift all positions */
for(Vector2& i: positions)
i.x() += alignmentOffsetX;
return lineRectangle.translated(Vector2::xAxis(alignmentOffsetX));
}
Range2D alignRenderedBlock(const Range2D& blockRectangle, const LayoutDirection direction, const Alignment alignment, const Containers::StridedArrayView1D<Vector2>& positions) {
CORRADE_ASSERT(direction == LayoutDirection::HorizontalTopToBottom,
"Text::alignRenderedBlock(): only" << LayoutDirection::HorizontalTopToBottom << "is supported right now, got" << direction, {});
#ifdef CORRADE_NO_ASSERT
static_cast<void>(direction); /** @todo drop once implemented */
#endif
/** @todo this assumes vertical layout advance, needs to be updated once
other directions are possible */
Float alignmentOffsetY = 0.0f;
if((UnsignedByte(alignment) & Implementation::AlignmentVertical) == Implementation::AlignmentBottom)
alignmentOffsetY = -blockRectangle.bottom();
else if((UnsignedByte(alignment) & Implementation::AlignmentVertical) == Implementation::AlignmentMiddle) {
alignmentOffsetY = -blockRectangle.centerY();
/* Integer alignment */
if(UnsignedByte(alignment) & Implementation::AlignmentIntegral)
alignmentOffsetY = Math::round(alignmentOffsetY);
}
else if((UnsignedByte(alignment) & Implementation::AlignmentVertical) == Implementation::AlignmentTop)
alignmentOffsetY = -blockRectangle.top();
/* Shift all positions */
for(Vector2& i: positions)
i.y() += alignmentOffsetY;
return blockRectangle.translated(Vector2::yAxis(alignmentOffsetY));
}
namespace {
template<class T> void renderGlyphQuadIndicesIntoInternal(const UnsignedInt glyphOffset, const Containers::StridedArrayView1D<T>& indices) {
CORRADE_ASSERT(indices.size() % 6 == 0,
"Text::renderGlyphQuadIndicesInto(): expected the indices view size to be divisible by 6, got" << indices.size(), );
const UnsignedInt glyphCount = indices.size()/6;
#ifndef CORRADE_NO_ASSERT
const UnsignedLong maxValue = UnsignedLong(glyphOffset)*4 + UnsignedLong(glyphCount)*4;
#endif
CORRADE_ASSERT(maxValue <= (1ull << 8*sizeof(T)),
"Text::renderGlyphQuadIndicesInto(): max index value of" << maxValue - 1 << "cannot fit into a" << 8*sizeof(T) << Debug::nospace << "-bit type", );
for(UnsignedInt i = 0; i != glyphCount; ++i) {
/* 2---3 2 3---5
| | |\ \ |
| | | \ \ |
| | | \ \|
0---1 0---1 4 */
const UnsignedInt i4 = (glyphOffset + i)*4;
const UnsignedInt i6 = i*6;
indices[i6 + 0] = i4 + 0;
indices[i6 + 1] = i4 + 1;
indices[i6 + 2] = i4 + 2;
indices[i6 + 3] = i4 + 2;
indices[i6 + 4] = i4 + 1;
indices[i6 + 5] = i4 + 3;
}
}
}
void renderGlyphQuadIndicesInto(UnsignedInt glyphOffset, const Containers::StridedArrayView1D<UnsignedInt>& indices) {
renderGlyphQuadIndicesIntoInternal(glyphOffset, indices);
}
void renderGlyphQuadIndicesInto(UnsignedInt glyphOffset, const Containers::StridedArrayView1D<UnsignedShort>& indices) {
renderGlyphQuadIndicesIntoInternal(glyphOffset, indices);
}
void renderGlyphQuadIndicesInto(UnsignedInt glyphOffset, const Containers::StridedArrayView1D<UnsignedByte>& indices) {
renderGlyphQuadIndicesIntoInternal(glyphOffset, indices);
}
#ifdef MAGNUM_TARGET_GL
namespace {
struct Vertex {
Vector2 position, textureCoordinates;
};
std::tuple<std::vector<Vertex>, Range2D> renderVerticesInternal(AbstractFont& font, const AbstractGlyphCache& cache, const Float size, const std::string& text, const Alignment alignment) {
/* This was originally added as a runtime error into plugin implementations
during the transition period for the new AbstractGlyphCache API, now
it's an assert in the transition period for the Renderer API. Shouldn't
get triggered by existing code that uses 2D caches. */
CORRADE_ASSERT(cache.size().z() == 1,
"Text::Renderer: array glyph caches are not supported", {});
/* Find this font in the cache and assert in the high-level API already to
avoid confusion */
CORRADE_ASSERT(cache.findFont(font),
"Text::Renderer: font not found among" << cache.fontCount() << "fonts in passed glyph cache", {});
/* Output data, reserve memory as when the text would be ASCII-only. In
reality the actual vertex count will be smaller, but allocating more at
once is better than reallocating many times later. */
std::vector<Vertex> vertices;
vertices.reserve(text.size()*4);
/* Scaling factor, line advance, total rendered bounds, initial line
position, last+1 vertex on previous line */
const Float scale = size/font.size();
const Vector2 lineAdvance = Vector2::yAxis(font.lineHeight()*scale);
Range2D rectangle;
Vector2 linePosition;
/* Temp buffer so we don't allocate for each new line */
/**
* @todo C++1z: use std::string_view to avoid the one allocation and all
* the copying altogether
*/
std::string line;
line.reserve(text.size());
/* Create a shaper */
/** @todo even with reusing a shaper this is all horrific, rework!! */
Containers::Pointer<AbstractShaper> shaper = font.createShaper();
/* Render each line separately and align it horizontally */
std::size_t pos, prevPos = 0;
do {
/* Empty line, nothing to do (the rest is done below in while expression) */
if((pos = text.find('\n', prevPos)) == prevPos) continue;
/* Copy the line into the temp buffer */
line.assign(text, prevPos, pos-prevPos);
/* Shape the line */
shaper->shape(line);
/* Verify that we don't reallocate anything. The only problem might
arise when the layouter decides to compose one character from more
than one glyph (i.e. accents). Will remove the asserts when this
issue arises. */
CORRADE_INTERNAL_ASSERT(vertices.size() + shaper->glyphCount()*4 <= vertices.capacity());
vertices.resize(vertices.size() + shaper->glyphCount()*4);
/* Retrieve glyph offsets and advances directly into the output array
to not have to allocate a temp buffer; the offsets then get
converted to absolute positions. The renderLineGlyphPositionsInto()
is aware of this and will make sure to read the input before writing
to it. Taking every fourth item as the positions are subsequently
in-place converted to quads by renderGlyphQuadsInto() below and
putting them just into a prefix would cause them to be overwritten
too early. */
const Containers::StridedArrayView1D<Vertex> lineVertices = Containers::stridedArrayView(vertices).exceptPrefix(vertices.size() - shaper->glyphCount()*4);
const Containers::StridedArrayView1D<Vector2> glyphOffsetsPositions = lineVertices.slice(&Vertex::position).every(4);
const Containers::StridedArrayView1D<Vector2> glyphAdvances = lineVertices.slice(&Vertex::textureCoordinates).every(4);
shaper->glyphOffsetsAdvancesInto(
glyphOffsetsPositions,
glyphAdvances);
Vector2 cursor = linePosition;
/* Render line glyph positions, aliasing the offsets */
const Range2D lineRectangle = renderLineGlyphPositionsInto(
font,
size,
/** @todo direction hardcoded here */
LayoutDirection::HorizontalTopToBottom,
glyphOffsetsPositions,
glyphAdvances,
cursor,
glyphOffsetsPositions);
/* Retrieve the glyph IDs directly into the output array, again to not
have to allocate a temp buffer. The place where IDs get stored is
where glyph advances were stored before and which were combined into
glyph positions, and ultimately this location is where texture
coordinates get written. Again the renderGlyphQuadsInto() is aware
of this and will make sure to read the IDs before writing the quads.
Again taking every fourth item as these are subsequently converted
to quads by the function and putting them just into a prefix would
cause them to be overwritten too early. */
const Containers::StridedArrayView1D<UnsignedInt> glyphIds = Containers::arrayCast<UnsignedInt>(glyphAdvances);
shaper->glyphIdsInto(glyphIds);
/* Create quads from the positions */
const Range2D lineQuadRectangle = renderGlyphQuadsInto(
font,
size,
cache,
glyphOffsetsPositions,
glyphIds,
lineVertices.slice(&Vertex::position),
lineVertices.slice(&Vertex::textureCoordinates));
/* Horizontally align the line, using either of the rectangles based on
which alignment is desired */
const Range2D alignedLineRectangle = alignRenderedLine(
UnsignedByte(alignment) & Implementation::AlignmentGlyphBounds ?
lineQuadRectangle : lineRectangle,
/** @todo direction hardcoded here */
LayoutDirection::HorizontalTopToBottom,
alignment,
lineVertices.slice(&Vertex::position));
/* Extend the rectangle with final line bounds */
rectangle = Math::join(rectangle, alignedLineRectangle);
/* Move to next line */
} while(prevPos = pos+1,
linePosition -= lineAdvance,
pos != std::string::npos);
const Range2D alignedRectangle = alignRenderedBlock(
rectangle,
/** @todo direction hardcoded here */
LayoutDirection::HorizontalTopToBottom,
alignment,
Containers::stridedArrayView(vertices).slice(&Vertex::position));
return std::make_tuple(Utility::move(vertices), alignedRectangle);
}
std::pair<Containers::Array<char>, MeshIndexType> renderIndicesInternal(const UnsignedInt glyphCount) {
const UnsignedInt vertexCount = glyphCount*4;
const UnsignedInt indexCount = glyphCount*6;
Containers::Array<char> indices;
MeshIndexType indexType;
if(vertexCount <= 256) {
indexType = MeshIndexType::UnsignedByte;
indices = Containers::Array<char>{NoInit, indexCount*sizeof(UnsignedByte)};
renderGlyphQuadIndicesInto(0, Containers::arrayCast<UnsignedByte>(indices));
} else if(vertexCount <= 65536) {
indexType = MeshIndexType::UnsignedShort;
indices = Containers::Array<char>{NoInit, indexCount*sizeof(UnsignedShort)};
renderGlyphQuadIndicesInto(0, Containers::arrayCast<UnsignedShort>(indices));
} else {
indexType = MeshIndexType::UnsignedInt;
indices = Containers::Array<char>{NoInit, indexCount*sizeof(UnsignedInt)};
renderGlyphQuadIndicesInto(0, Containers::arrayCast<UnsignedInt>(indices));
}
return {Utility::move(indices), indexType};
}
std::tuple<GL::Mesh, Range2D> renderInternal(AbstractFont& font, const AbstractGlyphCache& cache, Float size, const std::string& text, GL::Buffer& vertexBuffer, GL::Buffer& indexBuffer, GL::BufferUsage usage, Alignment alignment) {
/* Render vertices and upload them */
std::vector<Vertex> vertices;
Range2D rectangle;
std::tie(vertices, rectangle) = renderVerticesInternal(font, cache, size, text, alignment);
vertexBuffer.setData(vertices, usage);
const UnsignedInt glyphCount = vertices.size()/4;
const UnsignedInt indexCount = glyphCount*6;
/* Render indices and upload them */
Containers::Array<char> indices;
MeshIndexType indexType;
std::tie(indices, indexType) = renderIndicesInternal(glyphCount);
indexBuffer.setData(indices, usage);
/* Configure mesh except for vertex buffer (depends on dimension count, done
in subclass) */
GL::Mesh mesh;
mesh.setPrimitive(MeshPrimitive::Triangles)
.setCount(indexCount)
.setIndexBuffer(indexBuffer, 0, indexType, 0, vertices.size());
return std::make_tuple(Utility::move(mesh), rectangle);
}
}
std::tuple<std::vector<Vector2>, std::vector<Vector2>, std::vector<UnsignedInt>, Range2D> AbstractRenderer::render(AbstractFont& font, const AbstractGlyphCache& cache, Float size, const std::string& text, Alignment alignment) {
/* Render vertices */
std::vector<Vertex> vertices;
Range2D rectangle;
std::tie(vertices, rectangle) = renderVerticesInternal(font, cache, size, text, alignment);
/* Deinterleave the vertices */
std::vector<Vector2> positions, textureCoordinates;
positions.reserve(vertices.size());
positions.reserve(textureCoordinates.size());
for(const auto& v: vertices) {
positions.push_back(v.position);
textureCoordinates.push_back(v.textureCoordinates);
}
/* Render indices */
const UnsignedInt glyphCount = vertices.size()/4;
std::vector<UnsignedInt> indices(glyphCount*6);
renderGlyphQuadIndicesInto(0, indices);
return std::make_tuple(Utility::move(positions), Utility::move(textureCoordinates), Utility::move(indices), rectangle);
}
template<UnsignedInt dimensions> std::tuple<GL::Mesh, Range2D> Renderer<dimensions>::render(AbstractFont& font, const AbstractGlyphCache& cache, Float size, const std::string& text, GL::Buffer& vertexBuffer, GL::Buffer& indexBuffer, GL::BufferUsage usage, Alignment alignment) {
/* Finalize mesh configuration and return the result */
auto r = renderInternal(font, cache, size, text, vertexBuffer, indexBuffer, usage, alignment);
GL::Mesh& mesh = std::get<0>(r);
mesh.addVertexBuffer(vertexBuffer, 0,
typename Shaders::GenericGL<dimensions>::Position(
Shaders::GenericGL<dimensions>::Position::Components::Two),
typename Shaders::GenericGL<dimensions>::TextureCoordinates());
return r;
}
#if defined(MAGNUM_TARGET_GLES2) && !defined(CORRADE_TARGET_EMSCRIPTEN)
AbstractRenderer::BufferMapImplementation AbstractRenderer::bufferMapImplementation = &AbstractRenderer::bufferMapImplementationFull;
AbstractRenderer::BufferUnmapImplementation AbstractRenderer::bufferUnmapImplementation = &AbstractRenderer::bufferUnmapImplementationDefault;
void* AbstractRenderer::bufferMapImplementationFull(GL::Buffer& buffer, GLsizeiptr) {
return buffer.map(GL::Buffer::MapAccess::WriteOnly);
}
#endif
#if !defined(MAGNUM_TARGET_GLES2) || defined(CORRADE_TARGET_EMSCRIPTEN)
inline void* AbstractRenderer::bufferMapImplementation(GL::Buffer& buffer, GLsizeiptr length)
#else
void* AbstractRenderer::bufferMapImplementationRange(GL::Buffer& buffer, GLsizeiptr length)
#endif
{
#ifndef CORRADE_TARGET_EMSCRIPTEN
return buffer.map(0, length, GL::Buffer::MapFlag::InvalidateBuffer|GL::Buffer::MapFlag::Write);
#else
static_cast<void>(length);
return &buffer == &_indexBuffer ? _indexBufferData : _vertexBufferData;
#endif
}
#if !defined(MAGNUM_TARGET_GLES2) || defined(CORRADE_TARGET_EMSCRIPTEN)
inline void AbstractRenderer::bufferUnmapImplementation(GL::Buffer& buffer)
#else
void AbstractRenderer::bufferUnmapImplementationDefault(GL::Buffer& buffer)
#endif
{
#ifndef CORRADE_TARGET_EMSCRIPTEN
buffer.unmap();
#else
buffer.setSubData(0, &buffer == &_indexBuffer ? _indexBufferData : _vertexBufferData);
#endif
}
AbstractRenderer::AbstractRenderer(AbstractFont& font, const AbstractGlyphCache& cache, const Float size, const Alignment alignment): _vertexBuffer{GL::Buffer::TargetHint::Array}, _indexBuffer{GL::Buffer::TargetHint::ElementArray}, font(font), cache(cache), _fontSize{size}, _alignment(alignment), _capacity(0) {
#ifndef MAGNUM_TARGET_GLES
MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::map_buffer_range);
#elif defined(MAGNUM_TARGET_GLES2) && !defined(CORRADE_TARGET_EMSCRIPTEN)
if(GL::Context::current().isExtensionSupported<GL::Extensions::EXT::map_buffer_range>()) {
bufferMapImplementation = &AbstractRenderer::bufferMapImplementationRange;
} else {
MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::OES::mapbuffer);
Warning() << "Text::Renderer:" << GL::Extensions::EXT::map_buffer_range::string()
<< "is not supported, using inefficient" << GL::Extensions::OES::mapbuffer::string()
<< "instead";
}
#endif
/* Vertex buffer configuration depends on dimension count, done in subclass */
_mesh.setPrimitive(MeshPrimitive::Triangles);
}
9 years ago
AbstractRenderer::~AbstractRenderer() = default;
template<UnsignedInt dimensions> Renderer<dimensions>::Renderer(AbstractFont& font, const AbstractGlyphCache& cache, const Float size, const Alignment alignment): AbstractRenderer(font, cache, size, alignment) {
/* Finalize mesh configuration */
_mesh.addVertexBuffer(_vertexBuffer, 0,
typename Shaders::GenericGL<dimensions>::Position(
Shaders::GenericGL<dimensions>::Position::Components::Two),
typename Shaders::GenericGL<dimensions>::TextureCoordinates());
}
void AbstractRenderer::reserve(const uint32_t glyphCount, const GL::BufferUsage vertexBufferUsage, const GL::BufferUsage indexBufferUsage) {
_capacity = glyphCount;
const UnsignedInt vertexCount = glyphCount*4;
/* Allocate vertex buffer, reset vertex count */
_vertexBuffer.setData({nullptr, vertexCount*sizeof(Vertex)}, vertexBufferUsage);
#ifdef CORRADE_TARGET_EMSCRIPTEN
_vertexBufferData = Containers::Array<UnsignedByte>(vertexCount*sizeof(Vertex));
#endif
_mesh.setCount(0);
/* Render indices */
Containers::Array<char> indexData;
MeshIndexType indexType;
std::tie(indexData, indexType) = renderIndicesInternal(glyphCount);
/* Allocate index buffer, reset index count and reconfigure buffer binding */
_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);
13 years ago
/** @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, _fontSize, 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
#endif
}}