/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022, 2023 Vladimír Vondruš 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 #include /** @todo remove once Renderer is STL-free */ #include #include /** @todo remove once Renderer is STL-free */ #include #include "Magnum/Mesh.h" #include "Magnum/GL/Context.h" #include "Magnum/GL/Extensions.h" #include "Magnum/GL/Mesh.h" #include "Magnum/Math/Functions.h" #include "Magnum/Shaders/GenericGL.h" #include "Magnum/Text/AbstractFont.h" #include "Magnum/Text/AbstractGlyphCache.h" #include "Magnum/Text/AbstractShaper.h" namespace Magnum { namespace Text { namespace { template void createIndices(void* output, const UnsignedInt glyphCount) { T* const out = reinterpret_cast(output); for(UnsignedInt i = 0; i != glyphCount; ++i) { /* 0---2 0---2 5 | | | / /| | | | / / | | | |/ / | 1---3 1 3---4 */ const T vertex = T(i)*4; const UnsignedInt pos = T(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; } } struct Vertex { Vector2 position, textureCoordinates; }; std::tuple, 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. This is an assert again, as not having a font in the cache is a user error. */ Containers::Optional fontId = cache.findFont(&font); CORRADE_ASSERT(fontId, "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 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; std::size_t lastLineLastVertex = 0; /* 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()); struct Glyph { UnsignedInt id; Vector2 offset; Vector2 advance; }; Containers::Array glyphs{NoInit, text.size()}; /* Create a shaper */ /** @todo even with reusing a shaper this is all horrific, rework!! */ Containers::Pointer 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, get the results */ shaper->shape(line); const Containers::StridedArrayView1D lineGlyphs = glyphs.prefix(shaper->glyphCount()); shaper->glyphsInto(lineGlyphs.slice(&Glyph::id), lineGlyphs.slice(&Glyph::offset), lineGlyphs.slice(&Glyph::advance)); /* 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()); /* Bounds of rendered line */ Range2D lineRectangle; /* Create quads for all glyphs */ Vector2 cursorPosition(linePosition); for(UnsignedInt i = 0; i != lineGlyphs.size(); ++i) { /* Offset of the glyph rectangle relative to the cursor, layer, texture coordinates. We checked that the glyph cache is 2D above so the layer can be ignored. */ const Containers::Triple cacheGlyph = cache.glyph(*fontId, glyphs[i].id); CORRADE_INTERNAL_ASSERT(cacheGlyph.second() == 0); /* Quad rectangle, created from cache and shaper offset and the texture rectangle, scaled to requested text size and translated to current cursor */ const Range2D quadPosition = Range2D::fromSize( Vector2{cacheGlyph.first()} + glyphs[i].offset, Vector2{cacheGlyph.third().size()}) .scaled(Vector2{scale}) .translated(cursorPosition); /* Normalized texture coordinates */ const Range2D quadTextureCoordinates = Range2D{cacheGlyph.third()} .scaled(1.0f/Vector2{cache.size().xy()}); /* 0---2 | | | | | | 1---3 */ vertices.insert(vertices.end(), { {quadPosition.topLeft(), quadTextureCoordinates.topLeft()}, {quadPosition.bottomLeft(), quadTextureCoordinates.bottomLeft()}, {quadPosition.topRight(), quadTextureCoordinates.topRight()}, {quadPosition.bottomRight(), quadTextureCoordinates.bottomRight()} }); /* Extend the line rectangle with current quad bounds. If the original is zero size, it gets replaced. */ lineRectangle = Math::join(lineRectangle, quadPosition); /* Advance cursor position to next character, again scaled */ cursorPosition += glyphs[i].advance*scale; } /** @todo What about top-down text? */ /* Horizontally align the rendered line */ Float alignmentOffsetX = 0.0f; if((UnsignedByte(alignment) & Implementation::AlignmentHorizontal) == Implementation::AlignmentCenter) alignmentOffsetX = -lineRectangle.centerX(); else if((UnsignedByte(alignment) & Implementation::AlignmentHorizontal) == Implementation::AlignmentRight) alignmentOffsetX = -lineRectangle.right(); /* Integer alignment */ if(UnsignedByte(alignment) & Implementation::AlignmentIntegral) alignmentOffsetX = Math::round(alignmentOffsetX); /* Align positions and bounds on current line */ lineRectangle = lineRectangle.translated(Vector2::xAxis(alignmentOffsetX)); for(auto it = vertices.begin()+lastLineLastVertex; it != vertices.end(); ++it) it->position.x() += alignmentOffsetX; /* Extend the rectangle with final line bounds, similarly to what was done for each glyph above */ rectangle = Math::join(rectangle, lineRectangle); /* Move to next line */ } while(prevPos = pos+1, linePosition -= lineAdvance, lastLineLastVertex = vertices.size(), pos != std::string::npos); /* Vertically align the rendered text */ Float alignmentOffsetY = 0.0f; if((UnsignedByte(alignment) & Implementation::AlignmentVertical) == Implementation::AlignmentMiddle) alignmentOffsetY = -rectangle.centerY(); else if((UnsignedByte(alignment) & Implementation::AlignmentVertical) == Implementation::AlignmentTop) alignmentOffsetY = -rectangle.top(); /* Integer alignment */ if(UnsignedByte(alignment) & Implementation::AlignmentIntegral) alignmentOffsetY = Math::round(alignmentOffsetY); /* Align positions and bounds */ rectangle = rectangle.translated(Vector2::yAxis(alignmentOffsetY)); for(auto& v: vertices) v.position.y() += alignmentOffsetY; return std::make_tuple(Utility::move(vertices), rectangle); } std::pair, MeshIndexType> renderIndicesInternal(const UnsignedInt glyphCount) { const UnsignedInt vertexCount = glyphCount*4; const UnsignedInt indexCount = glyphCount*6; Containers::Array indices; MeshIndexType indexType; if(vertexCount <= 256) { indexType = MeshIndexType::UnsignedByte; indices = Containers::Array(indexCount*sizeof(UnsignedByte)); createIndices(indices, glyphCount); } else if(vertexCount <= 65536) { indexType = MeshIndexType::UnsignedShort; indices = Containers::Array(indexCount*sizeof(UnsignedShort)); createIndices(indices, glyphCount); } else { indexType = MeshIndexType::UnsignedInt; indices = Containers::Array(indexCount*sizeof(UnsignedInt)); createIndices(indices, glyphCount); } return {Utility::move(indices), indexType}; } std::tuple 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 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 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, std::vector, Range2D> AbstractRenderer::render(AbstractFont& font, const AbstractGlyphCache& cache, Float size, const std::string& text, Alignment alignment) { /* Render vertices */ std::vector vertices; Range2D rectangle; std::tie(vertices, rectangle) = renderVerticesInternal(font, cache, size, text, alignment); /* Deinterleave the vertices */ std::vector 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 indices(glyphCount*6); createIndices(indices.data(), glyphCount); return std::make_tuple(Utility::move(positions), Utility::move(textureCoordinates), Utility::move(indices), rectangle); } template std::tuple Renderer::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::Position( Shaders::GenericGL::Position::Components::Two), typename Shaders::GenericGL::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(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()) { 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); } AbstractRenderer::~AbstractRenderer() = default; template Renderer::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::Position( Shaders::GenericGL::Position::Components::Two), typename Shaders::GenericGL::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(vertexCount*sizeof(Vertex)); #endif _mesh.setCount(0); /* Render indices */ Containers::Array 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(indexData.size()); #endif _mesh.setCount(0) .setIndexBuffer(_indexBuffer, 0, indexType, 0, vertexCount); /* Prefill index buffer */ char* const indices = static_cast(bufferMapImplementation(_indexBuffer, indexData.size())); CORRADE_INTERNAL_ASSERT(indices); /** @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 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 vertices(static_cast(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 }}