@ -27,7 +27,7 @@
*/
*/
/** @file Text/Renderer.h
/** @file Text/Renderer.h
* @ brief Class @ ref Magnum : : Text : : AbstractRenderer , @ ref Magnum : : Text : : Renderer , typedef @ ref Magnum : : Text : : Renderer2D , @ ref Magnum : : Text : : Renderer3D , function @ ref Magnum : : Text : : renderLineGlyphPositionsInto ( ) , @ ref Magnum : : Text : : renderGlyphQuadsInto ( ) , @ ref Magnum : : Text : : alignRenderedLine ( ) , @ ref Magnum : : Text : : alignRenderedBlock ( ) , @ ref Magnum : : Text : : renderGlyphQuadIndicesInto ( )
* @ brief Class @ ref Magnum : : Text : : AbstractRenderer , typedef @ ref Magnum : : Text : : Renderer2D , @ ref Magnum : : Text : : Renderer3D , function @ ref Magnum : : Text : : renderLineGlyphPositionsInto ( ) , @ ref Magnum : : Text : : renderGlyphQuadsInto ( ) , @ ref Magnum : : Text : : alignRenderedLine ( ) , @ ref Magnum : : Text : : alignRenderedBlock ( ) , @ ref Magnum : : Text : : renderGlyphQuadIndicesInto ( )
*/
*/
# include "Magnum/Magnum.h"
# include "Magnum/Magnum.h"
@ -339,9 +339,9 @@ MAGNUM_TEXT_EXPORT Containers::Pair<UnsignedInt, UnsignedInt> glyphRangeForBytes
# ifdef MAGNUM_TARGET_GL
# ifdef MAGNUM_TARGET_GL
/**
/**
@ brief Base for text renderers
@ brief Base for OpenGL text renderers
Not meant to be used directly , see the @ ref Renderer class for more
Not meant to be used directly , see the @ ref Basic Renderer class for more
information .
information .
@ note This class is available only if Magnum is compiled with
@ note This class is available only if Magnum is compiled with
@ -470,19 +470,19 @@ class MAGNUM_TEXT_EXPORT AbstractRenderer {
} ;
} ;
/**
/**
@ brief T ext renderer
@ brief OpenGL t ext renderer
Lays out the text into mesh using given font . Use of ligatures , kerning etc .
Lays out the text into mesh using given font . Use of ligatures , kerning etc .
depends on features supported by particular font and its layouter .
depends on features supported by particular font and its layouter .
@ section Text - Renderer - usage Usage
@ section Text - Basic Renderer- usage Usage
Immutable text ( e . g . menu items , credits ) can be simply rendered using static
Immutable text ( e . g . menu items , credits ) can be simply rendered using static
methods , returning result either as data arrays or as fully configured mesh .
methods , returning result either as data arrays or as fully configured mesh .
The text can be then drawn as usual by configuring the shader and drawing the
The text can be then drawn as usual by configuring the shader and drawing the
mesh :
mesh :
@ snippet Text - gl . cpp Renderer - usage1
@ snippet Text - gl . cpp Basic Renderer- usage1
See @ ref render ( AbstractFont & , const AbstractGlyphCache & , Float , const std : : string & , Alignment )
See @ ref render ( AbstractFont & , const AbstractGlyphCache & , Float , const std : : string & , Alignment )
and @ ref render ( AbstractFont & , const AbstractGlyphCache & , Float , const std : : string & , GL : : Buffer & , GL : : Buffer & , GL : : BufferUsage , Alignment )
and @ ref render ( AbstractFont & , const AbstractGlyphCache & , Float , const std : : string & , GL : : Buffer & , GL : : Buffer & , GL : : BufferUsage , Alignment )
@ -492,17 +492,18 @@ While this method is sufficient for one-shot rendering of static texts, for
mutable texts ( e . g . FPS counters , chat messages ) there is another approach
mutable texts ( e . g . FPS counters , chat messages ) there is another approach
that doesn ' t recreate everything on each text change :
that doesn ' t recreate everything on each text change :
@ snippet Text - gl . cpp Renderer - usage2
@ snippet Text - gl . cpp Basic Renderer- usage2
@ subsection Text - Renderer - usage - font - size Font size
@ subsection Text - Basic Renderer- usage - font - size Font size
As mentioned in @ ref Text - AbstractFont - usage - font - size " AbstractFont class documentation " ,
As mentioned in @ ref Text - AbstractFont - usage - font - size " AbstractFont class documentation " ,
the size at which the font is loaded is decoupled from the size at which a
the size at which the font is loaded is decoupled from the size at which a
concrete text is rendered . In particular , with a concrete projection matrix ,
concrete text is rendered . In particular , with a concrete projection matrix ,
the size you pass to either @ ref render ( ) or to the @ ref Renderer ( ) constructor
the size you pass to either @ ref render ( ) or to the @ ref BasicRenderer ( )
will always result in the same size of the rendered text , independently of the
constructor will always result in the same size of the rendered text ,
size the font was loaded in . Size of the loaded font is the size at which the
independently of the size the font was loaded in . Size of the loaded font is
glyphs get prerendered into the glyph cache , affecting visual quality .
the size at which the glyphs get prerendered into the glyph cache , affecting
visual quality .
When rendering the text , there are two common approaches - - - either setting up
When rendering the text , there are two common approaches - - - either setting up
the size to match a global user interface scale , or having the text size
the size to match a global user interface scale , or having the text size
@ -514,7 +515,7 @@ If using the regular @ref GlyphCache, for best visual quality it should be
created with the @ ref AbstractFont loaded at the same size as the text to be
created with the @ ref AbstractFont loaded at the same size as the text to be
rendered , although often a double supersampling achieves a crisper result .
rendered , although often a double supersampling achieves a crisper result .
I . e . , loading the font with 24 pt , but rendering with 12 pt . See below for
I . e . , loading the font with 24 pt , but rendering with 12 pt . See below for
@ ref Text - Renderer - usage - font - size - dpi " additional considerations for proper DPI awareness " .
@ ref Text - Basic Renderer- usage - font - size - dpi " additional considerations for proper DPI awareness " .
The second approach , with text size being relative to the window size , is for
The second approach , with text size being relative to the window size , is for
cases where the text is meant to match surrounding art , such as in a game menu .
cases where the text is meant to match surrounding art , such as in a game menu .
@ -525,7 +526,7 @@ provide text at different sizes with minimal quality loss. See its
documentation for details about picking the right font size and other
documentation for details about picking the right font size and other
parameters for best results .
parameters for best results .
@ subsection Text - Renderer - usage - font - size - dpi DPI awareness
@ subsection Text - Basic Renderer- usage - font - size - dpi DPI awareness
To achieve crisp rendering and / or text size matching other applications on
To achieve crisp rendering and / or text size matching other applications on
HiDPI displays , additional steps need to be taken . There are two separate
HiDPI displays , additional steps need to be taken . There are two separate
@ -536,8 +537,8 @@ concepts for DPI-aware rendering:
units " , so a 12 pt font is still a 12 pt font independently of how the
units " , so a 12 pt font is still a 12 pt font independently of how the
interface is scaled compared to actual display properties ( for example by
interface is scaled compared to actual display properties ( for example by
setting a global 150 % scale in the desktop environment , or by zooming a
setting a global 150 % scale in the desktop environment , or by zooming a
browser window ) . The size used by the @ ref Renderer should match these
browser window ) . The size used by the @ ref BasicRenderer " Renderer*D "
virtual units .
should match these virtual units .
- Framebuffer size - - - how many pixels is actually there . If a 192 DPI
- Framebuffer size - - - how many pixels is actually there . If a 192 DPI
display has a 200 % interface scale , a 12 pt font would be 32 pixels . But if
display has a 200 % interface scale , a 12 pt font would be 32 pixels . But if
it only has a 150 % scale , all interface elements will be smaller , and a 12
it only has a 150 % scale , all interface elements will be smaller , and a 12
@ -554,14 +555,15 @@ documented thoroughly in @ref Platform-Sdl2Application-dpi, for this particular
case a scaled interface size , used instead of window size for the projection ,
case a scaled interface size , used instead of window size for the projection ,
would be calculated like this :
would be calculated like this :
@ snippet Text - gl . cpp Renderer - dpi - interface - size
@ snippet Text - gl . cpp Basic Renderer- dpi - interface - size
And a multiplier for the @ ref AbstractFont and @ ref GlyphCache font size like
And a multiplier for the @ ref AbstractFont and @ ref GlyphCache font size like
this . The @ ref Renderer keeps using the size without this multiplier .
this . The @ ref BasicRenderer " Renderer*D " keeps using the size without this
multiplier .
@ snippet Text - gl . cpp Renderer - dpi - size - multiplier
@ snippet Text - gl . cpp Basic Renderer- dpi - size - multiplier
@ section Text - Renderer - required - opengl - functionality Required OpenGL functionality
@ section Text - Basic Renderer- required - opengl - functionality Required OpenGL functionality
Mutable text rendering requires @ gl_extension { ARB , map_buffer_range } on desktop
Mutable text rendering requires @ gl_extension { ARB , map_buffer_range } on desktop
OpenGL ( also part of OpenGL ES 3.0 ) . If @ gl_extension { EXT , map_buffer_range } is not
OpenGL ( also part of OpenGL ES 3.0 ) . If @ gl_extension { EXT , map_buffer_range } is not
@ -576,7 +578,7 @@ asynchronous buffer updates. There is no similar extension in WebGL, thus plain
@ see @ ref Renderer2D , @ ref Renderer3D , @ ref AbstractFont ,
@ see @ ref Renderer2D , @ ref Renderer3D , @ ref AbstractFont ,
@ ref Shaders : : VectorGL , @ ref Shaders : : DistanceFieldVectorGL
@ ref Shaders : : VectorGL , @ ref Shaders : : DistanceFieldVectorGL
*/
*/
template < UnsignedInt dimensions > class MAGNUM_TEXT_EXPORT Renderer : public AbstractRenderer {
template < UnsignedInt dimensions > class MAGNUM_TEXT_EXPORT Basic Renderer: public AbstractRenderer {
public :
public :
/**
/**
* @ brief Render text
* @ brief Render text
@ -603,8 +605,8 @@ template<UnsignedInt dimensions> class MAGNUM_TEXT_EXPORT Renderer: public Abstr
* @ param size Font size
* @ param size Font size
* @ param alignment Text alignment
* @ param alignment Text alignment
*/
*/
explicit Renderer ( AbstractFont & font , const AbstractGlyphCache & cache , Float size , Alignment alignment = Alignment : : LineLeft ) ;
explicit Basic Renderer( AbstractFont & font , const AbstractGlyphCache & cache , Float size , Alignment alignment = Alignment : : LineLeft ) ;
Renderer ( AbstractFont & , AbstractGlyphCache & & , Float , Alignment alignment = Alignment : : LineLeft ) = delete ; /**< @overload */
Basic Renderer( AbstractFont & , AbstractGlyphCache & & , Float , Alignment alignment = Alignment : : LineLeft ) = delete ; /**< @overload */
# ifndef DOXYGEN_GENERATING_OUTPUT
# ifndef DOXYGEN_GENERATING_OUTPUT
using AbstractRenderer : : render ;
using AbstractRenderer : : render ;
@ -618,7 +620,7 @@ template<UnsignedInt dimensions> class MAGNUM_TEXT_EXPORT Renderer: public Abstr
@ ref MAGNUM_TARGET_GL enabled ( done by default ) . See @ ref building - features
@ ref MAGNUM_TARGET_GL enabled ( done by default ) . See @ ref building - features
for more information .
for more information .
*/
*/
typedef Renderer < 2 > Renderer2D ;
typedef Basic Renderer< 2 > Renderer2D ;
/**
/**
@ brief Three - dimensional text renderer
@ brief Three - dimensional text renderer
@ -627,7 +629,7 @@ typedef Renderer<2> Renderer2D;
@ ref MAGNUM_TARGET_GL enabled ( done by default ) . See @ ref building - features
@ ref MAGNUM_TARGET_GL enabled ( done by default ) . See @ ref building - features
for more information .
for more information .
*/
*/
typedef Renderer < 3 > Renderer3D ;
typedef Basic Renderer< 3 > Renderer3D ;
# endif
# endif
} }
} }