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No redundant naming. Text::Renderer2D and Text::Renderer3D is typedef'd to old name, the typedefs are deprecated and will be removed in some future release.pull/34/head
10 changed files with 361 additions and 324 deletions
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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 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
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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 "Math/Geometry/Rectangle.h" |
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#include "Buffer.h" |
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#include "DimensionTraits.h" |
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#include "Mesh.h" |
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#include "Text/Text.h" |
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#include "magnumTextVisibility.h" |
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#include <string> |
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#include <tuple> |
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#include <vector> |
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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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* |
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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>, Rectangle> render(AbstractFont& font, const GlyphCache& cache, Float size, const std::string& text); |
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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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Rectangle 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, Buffer::Usage vertexBufferUsage, Buffer::Usage 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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protected: |
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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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*/ |
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explicit AbstractRenderer(AbstractFont& font, const GlyphCache& cache, Float size); |
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AbstractRenderer(AbstractFont&, GlyphCache&&, Float) = delete; /**< @overload */ |
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~AbstractRenderer(); |
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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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static std::tuple<Mesh, Rectangle> MAGNUM_LOCAL render(AbstractFont& font, const GlyphCache& cache, Float size, const std::string& text, Buffer& vertexBuffer, Buffer& indexBuffer, Buffer::Usage usage); |
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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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UnsignedInt _capacity; |
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Rectangle _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* bufferMapImplementationSub(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 void bufferUnmapImplementationSub(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 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 by configuring text shader, binding font texture |
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and drawing the mesh: |
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@code |
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Text::AbstractFont* font; |
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Text::GlyphCache cache; |
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Shaders::VectorShader2D shader; |
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Buffer vertexBuffer, indexBuffer; |
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Mesh mesh; |
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// Render the text
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Rectangle rectangle; |
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std::tie(mesh, rectangle) = Text::Renderer2D::render(*font, cache, 0.15f, |
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"Hello World!", vertexBuffer, indexBuffer, Buffer::Usage::StaticDraw); |
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// Draw white text centered on the screen
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shader.setTransformationProjectionMatrix(projection*Matrix3::translation(-rectangle.width()/2.0f)) |
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.setColor(Color3(1.0f)); |
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.use(); |
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glyphCache->texture()->bind(Shaders::VectorShader2D::FontTextureLayer); |
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mesh.draw(); |
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@endcode |
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See @ref render(AbstractFont&, const GlyphCache&, Float, const std::string&) and |
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@ref render(AbstractFont&, const GlyphCache&, Float, const std::string&, Buffer&, Buffer&, Buffer::Usage) |
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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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@code |
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Text::AbstractFont* font; |
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Text::GlyphCache cache; |
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Shaders::VectorShader2D shader; |
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// Initialize renderer and reserve memory for enough glyphs
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Text::Renderer2D renderer(*font, cache, 0.15f); |
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renderer.reserve(32, Buffer::Usage::DynamicDraw, Buffer::Usage::StaticDraw); |
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// Update the text occasionally
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renderer.render("Hello World Countdown: 10"); |
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// Draw the text centered on the screen
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shader.setTransformationProjectionMatrix(projection*Matrix3::translation(-renderer.rectangle().width()/2.0f)) |
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.setColor(Color3(1.0f)); |
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.use(); |
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glyphCache->texture()->bind(Shaders::VectorShader2D::FontTextureLayer); |
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renderer.mesh().draw(); |
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@endcode |
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@section Renderer-extensions 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 @es_extension{EXT,map_buffer_range} |
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nor @es_extension{CHROMIUM,map_sub} is not available in ES 2.0, at least |
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@es_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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* |
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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, Rectangle> render(AbstractFont& font, const GlyphCache& cache, Float size, const std::string& text, Buffer& vertexBuffer, Buffer& indexBuffer, Buffer::Usage usage); |
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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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*/ |
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explicit Renderer(AbstractFont& font, const GlyphCache& cache, Float size); |
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Renderer(AbstractFont&, GlyphCache&&, Float) = delete; /**< @overload */ |
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using AbstractRenderer::render; |
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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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