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Text: no need to explicitly specify Z coordinate in 3D text.

The coordinate is always 0 and Mesh can be configured to add it
implicitly. The code is now nearly the same for 2D and 3D, will redo it
without templates later.
pull/278/head
Vladimír Vondruš 13 years ago
parent
commit
0d7baef932
  1. 61
      src/Text/TextRenderer.cpp
  2. 2
      src/Text/TextRenderer.h

61
src/Text/TextRenderer.cpp

@ -26,7 +26,6 @@
#include "Context.h" #include "Context.h"
#include "Extensions.h" #include "Extensions.h"
#include "Mesh.h" #include "Mesh.h"
#include "Swizzle.h"
#include "Shaders/AbstractVectorShader.h" #include "Shaders/AbstractVectorShader.h"
#include "Text/Font.h" #include "Text/Font.h"
@ -149,31 +148,19 @@ template<class T> void createIndices(void* output, const UnsignedInt glyphCount)
} }
} }
template<UnsignedInt dimensions> typename DimensionTraits<dimensions>::VectorType point(const Vector2& vec); struct Vertex {
Vector2 position, texcoords;
template<> inline Vector2 point<2>(const Vector2& vec) {
return vec;
}
template<> inline Vector3 point<3>(const Vector2& vec) {
return {vec, 1.0f};
}
template<UnsignedInt dimensions> struct Vertex {
typename DimensionTraits<dimensions>::VectorType position;
Vector2 texcoords;
}; };
} }
template<UnsignedInt dimensions> std::tuple<std::vector<typename DimensionTraits<dimensions>::VectorType>, std::vector<Vector2>, std::vector<UnsignedInt>, Rectangle> TextRenderer<dimensions>::render(Font& font, Float size, const std::string& text) { template<UnsignedInt dimensions> std::tuple<std::vector<Vector2>, std::vector<Vector2>, std::vector<UnsignedInt>, Rectangle> TextRenderer<dimensions>::render(Font& font, Float size, const std::string& text) {
TextLayouter layouter(font, size, text); TextLayouter layouter(font, size, text);
const UnsignedInt vertexCount = layouter.glyphCount()*4; const UnsignedInt vertexCount = layouter.glyphCount()*4;
/* Output data */ /* Output data */
std::vector<typename DimensionTraits<dimensions>::VectorType> positions; std::vector<Vector2> positions, texcoords;
std::vector<Vector2> texcoords;
positions.reserve(vertexCount); positions.reserve(vertexCount);
texcoords.reserve(vertexCount); texcoords.reserve(vertexCount);
@ -186,10 +173,10 @@ template<UnsignedInt dimensions> std::tuple<std::vector<typename DimensionTraits
std::tie(quadPosition, textureCoordinates, advance) = layouter.renderGlyph(cursorPosition, i); std::tie(quadPosition, textureCoordinates, advance) = layouter.renderGlyph(cursorPosition, i);
positions.insert(positions.end(), { positions.insert(positions.end(), {
point<dimensions>(quadPosition.topLeft()), quadPosition.topLeft(),
point<dimensions>(quadPosition.bottomLeft()), quadPosition.bottomLeft(),
point<dimensions>(quadPosition.topRight()), quadPosition.topRight(),
point<dimensions>(quadPosition.bottomRight()), quadPosition.bottomRight(),
}); });
texcoords.insert(texcoords.end(), { texcoords.insert(texcoords.end(), {
textureCoordinates.topLeft(), textureCoordinates.topLeft(),
@ -208,8 +195,7 @@ template<UnsignedInt dimensions> std::tuple<std::vector<typename DimensionTraits
/* Rendered rectangle */ /* Rendered rectangle */
Rectangle rectangle; Rectangle rectangle;
if(layouter.glyphCount()) rectangle = if(layouter.glyphCount()) rectangle = {positions[1], positions[positions.size()-2]};
{swizzle<'x', 'y'>(positions[1]), swizzle<'x', 'y'>(positions[positions.size()-2])};
return std::make_tuple(std::move(positions), std::move(texcoords), std::move(indices), rectangle); return std::make_tuple(std::move(positions), std::move(texcoords), std::move(indices), rectangle);
} }
@ -221,7 +207,7 @@ template<UnsignedInt dimensions> std::tuple<Mesh, Rectangle> TextRenderer<dimens
const UnsignedInt indexCount = layouter.glyphCount()*6; const UnsignedInt indexCount = layouter.glyphCount()*6;
/* Vertex buffer */ /* Vertex buffer */
std::vector<Vertex<dimensions>> vertices; std::vector<Vertex> vertices;
vertices.reserve(vertexCount); vertices.reserve(vertexCount);
/* Render all glyphs */ /* Render all glyphs */
@ -233,10 +219,10 @@ template<UnsignedInt dimensions> std::tuple<Mesh, Rectangle> TextRenderer<dimens
std::tie(quadPosition, textureCoordinates, advance) = layouter.renderGlyph(cursorPosition, i); std::tie(quadPosition, textureCoordinates, advance) = layouter.renderGlyph(cursorPosition, i);
vertices.insert(vertices.end(), { vertices.insert(vertices.end(), {
{point<dimensions>(quadPosition.topLeft()), textureCoordinates.topLeft()}, {quadPosition.topLeft(), textureCoordinates.topLeft()},
{point<dimensions>(quadPosition.bottomLeft()), textureCoordinates.bottomLeft()}, {quadPosition.bottomLeft(), textureCoordinates.bottomLeft()},
{point<dimensions>(quadPosition.topRight()), textureCoordinates.topRight()}, {quadPosition.topRight(), textureCoordinates.topRight()},
{point<dimensions>(quadPosition.bottomRight()), textureCoordinates.bottomRight()} {quadPosition.bottomRight(), textureCoordinates.bottomRight()}
}); });
/* Advance cursor position to next character */ /* Advance cursor position to next character */
@ -269,15 +255,14 @@ template<UnsignedInt dimensions> std::tuple<Mesh, Rectangle> TextRenderer<dimens
/* Rendered rectangle */ /* Rendered rectangle */
Rectangle rectangle; Rectangle rectangle;
if(layouter.glyphCount()) rectangle = if(layouter.glyphCount()) rectangle = {vertices[1].position, vertices[vertices.size()-2].position};
{swizzle<'x', 'y'>(vertices[1].position), swizzle<'x', 'y'>(vertices[vertices.size()-2].position)};
/* Configure mesh */ /* Configure mesh */
Mesh mesh; Mesh mesh;
mesh.setPrimitive(Mesh::Primitive::Triangles) mesh.setPrimitive(Mesh::Primitive::Triangles)
->setIndexCount(indexCount) ->setIndexCount(indexCount)
->addInterleavedVertexBuffer(vertexBuffer, 0, ->addInterleavedVertexBuffer(vertexBuffer, 0,
typename Shaders::AbstractVectorShader<dimensions>::Position(), typename Shaders::AbstractVectorShader<dimensions>::Position(Shaders::AbstractVectorShader<dimensions>::Position::Components::Two),
typename Shaders::AbstractVectorShader<dimensions>::TextureCoordinates()) typename Shaders::AbstractVectorShader<dimensions>::TextureCoordinates())
->setIndexBuffer(indexBuffer, 0, indexType, 0, vertexCount); ->setIndexBuffer(indexBuffer, 0, indexType, 0, vertexCount);
@ -295,7 +280,7 @@ template<UnsignedInt dimensions> TextRenderer<dimensions>::TextRenderer(Font& fo
_mesh.setPrimitive(Mesh::Primitive::Triangles) _mesh.setPrimitive(Mesh::Primitive::Triangles)
->addInterleavedVertexBuffer(&vertexBuffer, 0, ->addInterleavedVertexBuffer(&vertexBuffer, 0,
typename Shaders::AbstractVectorShader<dimensions>::Position(), typename Shaders::AbstractVectorShader<dimensions>::Position(Shaders::AbstractVectorShader<dimensions>::Position::Components::Two),
typename Shaders::AbstractVectorShader<dimensions>::TextureCoordinates()); typename Shaders::AbstractVectorShader<dimensions>::TextureCoordinates());
} }
@ -306,7 +291,7 @@ template<UnsignedInt dimensions> void TextRenderer<dimensions>::reserve(const ui
const UnsignedInt indexCount = glyphCount*6; const UnsignedInt indexCount = glyphCount*6;
/* Allocate vertex buffer, reset vertex count */ /* Allocate vertex buffer, reset vertex count */
vertexBuffer.setData(vertexCount*sizeof(Vertex<dimensions>), nullptr, vertexBufferUsage); vertexBuffer.setData(vertexCount*sizeof(Vertex), nullptr, vertexBufferUsage);
_mesh.setVertexCount(0); _mesh.setVertexCount(0);
/* Allocate index buffer, reset index count and reconfigure buffer binding */ /* Allocate index buffer, reset index count and reconfigure buffer binding */
@ -343,7 +328,7 @@ template<UnsignedInt dimensions> void TextRenderer<dimensions>::render(const std
CORRADE_ASSERT(layouter.glyphCount() <= _capacity, "Text::TextRenderer::render(): capacity" << _capacity << "too small to render" << layouter.glyphCount() << "glyphs", ); CORRADE_ASSERT(layouter.glyphCount() <= _capacity, "Text::TextRenderer::render(): capacity" << _capacity << "too small to render" << layouter.glyphCount() << "glyphs", );
/* Render all glyphs */ /* Render all glyphs */
Vertex<dimensions>* const vertices = static_cast<Vertex<dimensions>*>(vertexBuffer.map(0, layouter.glyphCount()*4*sizeof(Vertex<dimensions>), Vertex* const vertices = static_cast<Vertex*>(vertexBuffer.map(0, layouter.glyphCount()*4*sizeof(Vertex),
Buffer::MapFlag::InvalidateBuffer|Buffer::MapFlag::Write)); Buffer::MapFlag::InvalidateBuffer|Buffer::MapFlag::Write));
Vector2 cursorPosition; Vector2 cursorPosition;
for(UnsignedInt i = 0; i != layouter.glyphCount(); ++i) { for(UnsignedInt i = 0; i != layouter.glyphCount(); ++i) {
@ -358,10 +343,10 @@ template<UnsignedInt dimensions> void TextRenderer<dimensions>::render(const std
_rectangle.topRight() = quadPosition.topRight(); _rectangle.topRight() = quadPosition.topRight();
const std::size_t vertex = i*4; const std::size_t vertex = i*4;
vertices[vertex] = {point<dimensions>(quadPosition.topLeft()), textureCoordinates.topLeft()}; vertices[vertex] = {quadPosition.topLeft(), textureCoordinates.topLeft()};
vertices[vertex+1] = {point<dimensions>(quadPosition.bottomLeft()), textureCoordinates.bottomLeft()}; vertices[vertex+1] = {quadPosition.bottomLeft(), textureCoordinates.bottomLeft()};
vertices[vertex+2] = {point<dimensions>(quadPosition.topRight()), textureCoordinates.topRight()}; vertices[vertex+2] = {quadPosition.topRight(), textureCoordinates.topRight()};
vertices[vertex+3] = {point<dimensions>(quadPosition.bottomRight()), textureCoordinates.bottomRight()}; vertices[vertex+3] = {quadPosition.bottomRight(), textureCoordinates.bottomRight()};
/* Advance cursor position to next character */ /* Advance cursor position to next character */
cursorPosition += advance; cursorPosition += advance;

2
src/Text/TextRenderer.h

@ -109,7 +109,7 @@ template<UnsignedInt dimensions> class MAGNUM_TEXT_EXPORT TextRenderer {
* Returns tuple with vertex positions, texture coordinates, indices * Returns tuple with vertex positions, texture coordinates, indices
* and rectangle spanning the rendered text. * and rectangle spanning the rendered text.
*/ */
static std::tuple<std::vector<typename DimensionTraits<dimensions>::VectorType>, std::vector<Vector2>, std::vector<UnsignedInt>, Rectangle> render(Font& font, Float size, const std::string& text); static std::tuple<std::vector<Vector2>, std::vector<Vector2>, std::vector<UnsignedInt>, Rectangle> render(Font& font, Float size, const std::string& text);
/** /**
* @brief Render text * @brief Render text

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