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Text: reworked TextRenderer internals.

* Common layouting code in separate non-templated class.
 * Direct creation of interleaved vertex array and compressed index
   buffer, saves some memory operations and removes MeshTools dependency.
 * Preparation for mutable TextRenderer implementation.
pull/7/head
Vladimír Vondruš 13 years ago
parent
commit
a2e21020aa
  1. 2
      src/Text/CMakeLists.txt
  2. 238
      src/Text/TextRenderer.cpp

2
src/Text/CMakeLists.txt

@ -17,7 +17,7 @@ set(MagnumText_HEADERS
add_library(MagnumText SHARED ${MagnumText_SRCS})
target_link_libraries(MagnumText Magnum MagnumMeshTools MagnumTextureTools ${FREETYPE_LIBRARIES} ${HARFBUZZ_LIBRARIES})
target_link_libraries(MagnumText Magnum MagnumTextureTools ${FREETYPE_LIBRARIES} ${HARFBUZZ_LIBRARIES})
install(TARGETS MagnumText DESTINATION ${MAGNUM_LIBRARY_INSTALL_DIR})
install(FILES ${MagnumText_HEADERS} DESTINATION ${MAGNUM_INCLUDE_INSTALL_DIR}/Text)

238
src/Text/TextRenderer.cpp

@ -20,9 +20,8 @@
#include "Math/Point2D.h"
#include "Math/Point3D.h"
#include "Mesh.h"
#include "Swizzle.h"
#include "MeshTools/CompressIndices.h"
#include "MeshTools/Interleave.h"
#include "Shaders/AbstractTextShader.h"
#include "Text/Font.h"
@ -30,9 +29,28 @@ namespace Magnum { namespace Text {
namespace {
std::tuple<std::vector<Vector2>, std::vector<Vector2>, std::vector<std::uint32_t>, Rectangle> renderInternal(Font& font, GLfloat size, const std::string& text) {
class TextLayouter {
public:
TextLayouter(Font& font, const GLfloat size, const std::string& text);
~TextLayouter();
inline std::uint32_t glyphCount() { return _glyphCount; }
std::tuple<Rectangle, Rectangle, Vector2> renderGlyph(const Vector2& cursorPosition, const std::uint32_t i);
private:
const Font& font;
const GLfloat size;
hb_buffer_t* buffer;
hb_glyph_info_t* glyphInfo;
hb_glyph_position_t* glyphPositions;
std::uint32_t _glyphCount;
};
TextLayouter::TextLayouter(Font& font, const GLfloat size, const std::string& text): font(font), size(size) {
/* Prepare HarfBuzz buffer */
hb_buffer_t *buffer = hb_buffer_create();
buffer = hb_buffer_create();
hb_buffer_set_unicode_funcs(buffer, hb_icu_get_unicode_funcs());
hb_buffer_set_direction(buffer, HB_DIRECTION_LTR);
hb_buffer_set_script(buffer, HB_SCRIPT_LATIN);
@ -42,58 +60,96 @@ std::tuple<std::vector<Vector2>, std::vector<Vector2>, std::vector<std::uint32_t
hb_buffer_add_utf8(buffer, text.c_str(), -1, 0, -1);
hb_shape(font.font(), buffer, nullptr, 0);
std::uint32_t glyphCount;
hb_glyph_info_t* glyphInfo = hb_buffer_get_glyph_infos(buffer, &glyphCount);
hb_glyph_position_t* glyphPositions = hb_buffer_get_glyph_positions(buffer, &glyphCount);
glyphInfo = hb_buffer_get_glyph_infos(buffer, &_glyphCount);
glyphPositions = hb_buffer_get_glyph_positions(buffer, &_glyphCount);
}
/* Output data */
std::vector<Vector2> positions, texcoords;
std::vector<std::uint32_t> indices;
positions.reserve(glyphCount*4);
texcoords.reserve(glyphCount*4);
indices.reserve(glyphCount*6);
TextLayouter::~TextLayouter() {
/* Destroy HarfBuzz buffer */
hb_buffer_destroy(buffer);
}
/* Starting cursor position */
Vector2 cursorPosition;
std::tuple<Rectangle, Rectangle, Vector2> TextLayouter::renderGlyph(const Vector2& cursorPosition, const std::uint32_t i) {
/* Position of the texture in the resulting glyph, texture coordinates */
Rectangle texturePosition, textureCoordinates;
std::tie(texturePosition, textureCoordinates) = font[glyphInfo[i].codepoint];
/* Create quads for all glyphs */
for(std::uint32_t i = 0; i != glyphCount; ++i) {
/* Position of the texture in the resulting glyph, texture coordinates */
Rectangle texturePosition, textureCoordinates;
std::tie(texturePosition, textureCoordinates) = font[glyphInfo[i].codepoint];
/* Glyph offset and advance to next glyph in normalized coordinates */
Vector2 offset = Vector2(glyphPositions[i].x_offset,
glyphPositions[i].y_offset)/(64*font.size());
Vector2 advance = Vector2(glyphPositions[i].x_advance,
glyphPositions[i].y_advance)/(64*font.size());
/* Glyph offset and advance to next glyph in normalized coordinates */
Vector2 offset = Vector2(glyphPositions[i].x_offset,
glyphPositions[i].y_offset)/(64*font.size());
Vector2 advance = Vector2(glyphPositions[i].x_advance,
glyphPositions[i].y_advance)/(64*font.size());
/* Absolute quad position, composed from cursor position, glyph offset
and texture position, denormalized to requested text size */
Rectangle quadPosition = Rectangle::fromSize(
(cursorPosition + offset + Vector2(texturePosition.left(), texturePosition.bottom()))*size,
texturePosition.size()*size);
/* Absolute quad position, composed from cursor position, glyph offset
and texture position, denormalized to requested text size */
Rectangle quadPosition = Rectangle::fromSize(
(cursorPosition + offset + Vector2(texturePosition.left(), texturePosition.bottom()))*size,
texturePosition.size()*size);
return std::make_tuple(quadPosition, textureCoordinates, advance);
}
template<class T> void createIndices(void* output, const std::uint32_t glyphCount) {
T* const out = reinterpret_cast<T*>(output);
for(std::uint32_t i = 0; i != glyphCount; ++i) {
/* 0---2 2
| / /|
| / / |
|/ / |
1 1---3 */
/* Quad with texture coordinates */
indices.insert(indices.end(), {
std::uint32_t(positions.size()),
std::uint32_t(positions.size()+1),
std::uint32_t(positions.size()+2),
std::uint32_t(positions.size()+1),
std::uint32_t(positions.size()+3),
std::uint32_t(positions.size()+2)
});
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;
}
}
template<std::uint8_t dimensions> typename DimensionTraits<dimensions>::PointType point(const Vector2& vec);
template<> inline Point2D point<2>(const Vector2& vec) {
return swizzle<'x', 'y', '1'>(vec);
}
template<> inline Point3D point<3>(const Vector2& vec) {
return swizzle<'x', 'y', '0', '1'>(vec);
}
template<std::uint8_t dimensions> struct Vertex {
typename DimensionTraits<dimensions>::PointType position;
Vector2 texcoords;
};
}
template<std::uint8_t dimensions> std::tuple<std::vector<typename DimensionTraits<dimensions>::PointType>, std::vector<Vector2>, std::vector<std::uint32_t>, Rectangle> TextRenderer<dimensions>::render(Font& font, GLfloat size, const std::string& text) {
TextLayouter layouter(font, size, text);
const std::uint32_t vertexCount = layouter.glyphCount()*4;
/* Output data */
std::vector<typename DimensionTraits<dimensions>::PointType> positions;
std::vector<Vector2> texcoords;
positions.reserve(vertexCount);
texcoords.reserve(vertexCount);
/* Render all glyphs */
Vector2 cursorPosition;
for(std::uint32_t 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(),
point<dimensions>(quadPosition.topLeft()),
point<dimensions>(quadPosition.bottomLeft()),
point<dimensions>(quadPosition.topRight()),
point<dimensions>(quadPosition.bottomRight()),
});
texcoords.insert(texcoords.end(), {
textureCoordinates.topLeft(),
@ -106,58 +162,82 @@ std::tuple<std::vector<Vector2>, std::vector<Vector2>, std::vector<std::uint32_t
cursorPosition += advance;
}
/* Create indices */
std::vector<std::uint32_t> indices(layouter.glyphCount()*6);
createIndices<std::uint32_t>(indices.data(), layouter.glyphCount());
/* Rendered rectangle */
Rectangle rectangle;
if(glyphCount) rectangle = {positions[1], positions[positions.size()-2]};
/* Destroy HarfBuzz buffer */
hb_buffer_destroy(buffer);
if(layouter.glyphCount()) rectangle = {positions[1].xy(), positions[positions.size()-2].xy()};
return std::make_tuple(std::move(positions), std::move(texcoords), std::move(indices), rectangle);
}
template<std::uint8_t dimensions> typename DimensionTraits<dimensions>::PointType point(const Vector2& vec);
template<> inline Point2D point<2>(const Vector2& vec) {
return swizzle<'x', 'y', '1'>(vec);
}
template<> inline Point3D point<3>(const Vector2& vec) {
return swizzle<'x', 'y', '0', '1'>(vec);
}
}
template<std::uint8_t dimensions> std::tuple<Mesh, Rectangle> TextRenderer<dimensions>::render(Font& font, GLfloat size, const std::string& text, Buffer* vertexBuffer, Buffer* indexBuffer, Buffer::Usage usage) {
TextLayouter layouter(font, size, text);
template<std::uint8_t dimensions> std::tuple<std::vector<typename DimensionTraits<dimensions>::PointType>, std::vector<Vector2>, std::vector<std::uint32_t>, Rectangle> TextRenderer<dimensions>::render(Font& font, GLfloat size, const std::string& text) {
std::vector<Vector2> positions, textureCoordinates;
std::vector<std::uint32_t> indices;
Rectangle rectangle;
std::tie(positions, textureCoordinates, indices, rectangle) = renderInternal(font, size, text);
const std::uint32_t vertexCount = layouter.glyphCount()*4;
const std::uint32_t indexCount = layouter.glyphCount()*6;
/* Create PointXD from Vector2 */
std::vector<typename DimensionTraits<dimensions>::PointType> positionsXD;
positionsXD.reserve(positions.size());
for(const Vector2& position: positions)
positionsXD.push_back(point<dimensions>(position));
/* Vertex buffer */
std::vector<Vertex<dimensions>> vertices;
vertices.reserve(vertexCount);
return std::make_tuple(std::move(positionsXD), std::move(textureCoordinates), std::move(indices), rectangle);
}
/* Render all glyphs */
Vector2 cursorPosition;
for(std::uint32_t 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(), {
{point<dimensions>(quadPosition.topLeft()), textureCoordinates.topLeft()},
{point<dimensions>(quadPosition.bottomLeft()), textureCoordinates.bottomLeft()},
{point<dimensions>(quadPosition.topRight()), textureCoordinates.topRight()},
{point<dimensions>(quadPosition.bottomRight()), textureCoordinates.bottomRight()}
});
template<std::uint8_t dimensions> std::tuple<Mesh, Rectangle> TextRenderer<dimensions>::render(Font& font, GLfloat size, const std::string& text, Buffer* vertexBuffer, Buffer* indexBuffer, Buffer::Usage usage) {
Mesh mesh;
/* 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(GLushort);
indices = new char[indicesSize];
createIndices<GLubyte>(indices, layouter.glyphCount());
} else if(vertexCount < 65535) {
indexType = Mesh::IndexType::UnsignedShort;
indicesSize = indexCount*sizeof(GLushort);
indices = new char[indicesSize];
createIndices<GLushort>(indices, layouter.glyphCount());
} else {
indexType = Mesh::IndexType::UnsignedInt;
indicesSize = indexCount*sizeof(GLuint);
indices = new char[indicesSize];
createIndices<GLuint>(indices, layouter.glyphCount());
}
indexBuffer->setData(indicesSize, indices, usage);
delete indices;
std::vector<typename DimensionTraits<dimensions>::PointType> positions;
std::vector<Vector2> textureCoordinates;
std::vector<std::uint32_t> indices;
/* Rendered rectangle */
Rectangle rectangle;
std::tie(positions, textureCoordinates, indices, rectangle) = render(font, size, text);
if(layouter.glyphCount()) rectangle = {vertices[1].position.xy(), vertices[vertices.size()-2].position.xy()};
MeshTools::interleave(&mesh, vertexBuffer, usage, positions, textureCoordinates);
MeshTools::compressIndices(&mesh, indexBuffer, usage, indices);
/* Configure mesh */
Mesh mesh;
mesh.setPrimitive(Mesh::Primitive::Triangles)
->setIndexCount(indexCount)
->addInterleavedVertexBuffer(vertexBuffer, 0,
typename Shaders::AbstractTextShader<dimensions>::Position(),
typename Shaders::AbstractTextShader<dimensions>::TextureCoordinates());
typename Shaders::AbstractTextShader<dimensions>::TextureCoordinates())
->setIndexBuffer(indexBuffer, 0, indexType, 0, vertexCount);
return std::make_tuple(std::move(mesh), rectangle);
}

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