/* 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 #include #include "Magnum/Math/Functions.h" #include "Magnum/Math/Range.h" #include "Magnum/Text/AbstractFont.h" #include "Magnum/Text/AbstractGlyphCache.h" #include "Magnum/Text/Alignment.h" #include "Magnum/Text/Direction.h" #ifdef MAGNUM_TARGET_GL #include #include /** @todo remove once Renderer is STL-free */ #include /** @todo remove once Renderer is STL-free */ #include "Magnum/Mesh.h" #include "Magnum/GL/Context.h" #include "Magnum/GL/Extensions.h" #include "Magnum/GL/Mesh.h" #include "Magnum/Shaders/GenericGL.h" #include "Magnum/Text/AbstractShaper.h" #endif namespace Magnum { namespace Text { Range2D renderLineGlyphPositionsInto(const AbstractFont& font, const Float size, const LayoutDirection direction, const Containers::StridedArrayView1D& glyphOffsets, const Containers::StridedArrayView1D& glyphAdvances, Vector2& cursor, const Containers::StridedArrayView1D& glyphPositions) { CORRADE_ASSERT(glyphAdvances.size() == glyphOffsets.size() && glyphPositions.size() == glyphOffsets.size(), "Text::renderLineGlyphPositionsInto(): expected glyphOffsets, glyphAdvances and output views to have the same size, got" << glyphOffsets.size() << Debug::nospace << "," << glyphAdvances.size() << "and" << glyphPositions.size(), {}); CORRADE_ASSERT(direction == LayoutDirection::HorizontalTopToBottom, "Text::renderLineGlyphPositionsInto(): only" << LayoutDirection::HorizontalTopToBottom << "is supported right now, got" << direction, {}); #ifdef CORRADE_NO_ASSERT static_cast(direction); /** @todo drop once implemented */ #endif CORRADE_ASSERT(font.isOpened(), "Text::renderLineGlyphPositionsInto(): no font opened", {}); const Float scale = size/font.size(); /* Combine the offsets and cursor advances and calculate the line rectangle along the way. Initially the cursor is at origin and rectangle is empty, with just the Y bounds from font metrics. */ Range2D rectangle{cursor + Vector2::yAxis(font.descent()*scale), cursor + Vector2::yAxis(font.ascent()*scale)}; for(UnsignedInt i = 0; i != glyphOffsets.size(); ++i) { /* The glyphOffsets and output are allowed to be aliased, so make sure the value isn't stomped on when writing the output */ glyphPositions[i] = cursor + glyphOffsets[i]*scale; cursor += glyphAdvances[i]*scale; /* Extend the line rectangle with the cursor range */ /** @todo this assumes left-to-right direction, update when vertical and LTR text is possible & testable */ rectangle.max() = Math::max(rectangle.max(), cursor); } return rectangle; } namespace { Range2D renderGlyphQuadsInto(const AbstractGlyphCache& cache, const Float scale, const Containers::StridedArrayView1D& glyphPositions, const Containers::StridedArrayView1D& glyphIds, const Containers::StridedArrayView1D& vertexPositions, const Containers::StridedArrayView1D& vertexTextureCoordinates, const Containers::StridedArrayView1D& vertexTextureLayers) { CORRADE_ASSERT(glyphIds.size() == glyphPositions.size(), "Text::renderGlyphQuadsInto(): expected glyphIds and glyphPositions views to have the same size, got" << glyphIds.size() << "and" << glyphPositions.size(), {}); CORRADE_ASSERT(vertexPositions.size() == glyphPositions.size()*4 && vertexTextureCoordinates.size() == glyphPositions.size()*4, "Text::renderGlyphQuadsInto(): expected vertexPositions and vertexTextureCoordinates views to have" << glyphPositions.size()*4 << "elements, got" << vertexPositions.size() << "and" << vertexTextureCoordinates.size(), {}); /* Should be ensured by the callers below */ CORRADE_INTERNAL_ASSERT(!vertexTextureLayers || vertexTextureLayers.size() == vertexTextureCoordinates.size()); /* Direct views on the cache data */ const Vector2 inverseCacheSize = 1.0f/Vector2{cache.size().xy()}; const Containers::StridedArrayView1D cacheGlyphOffsets = cache.glyphOffsets(); const Containers::StridedArrayView1D cacheGlyphLayers = cache.glyphLayers(); const Containers::StridedArrayView1D cacheGlyphRectangles = cache.glyphRectangles(); /* Create quads for each glyph and calculate the glyph bound rectangle along the way. */ Range2D rectangle; for(std::size_t i = 0; i != glyphIds.size(); ++i) { /* 2---3 | | | | | | 0---1 */ const UnsignedInt glyphId = glyphIds[i]; const Range2D quad = Range2D::fromSize( glyphPositions[i] + Vector2{cacheGlyphOffsets[glyphId]}*scale, Vector2{cacheGlyphRectangles[glyphId].size()}*scale); const Range2D texture = Range2D{cacheGlyphRectangles[glyphId]} .scaled(inverseCacheSize); const std::size_t i4 = i*4; for(UnsignedByte j = 0; j != 4; ++j) { /* ✨ */ vertexPositions[i4 + j] = Math::lerp(quad.min(), quad.max(), BitVector2{j}); vertexTextureCoordinates[i4 + j] = Math::lerp(texture.min(), texture.max(), BitVector2{j}); } /* Fill also a texture layer if desirable. For 2D output the caller already checked that the cache is 2D. */ if(vertexTextureLayers) for(std::size_t j = 0; j != 4; ++j) vertexTextureLayers[i4 + j] = cacheGlyphLayers[glyphId]; /* Extend the rectangle with current glyph bounds */ rectangle = Math::join(rectangle, quad); } return rectangle; } Range2D renderGlyphQuadsInto(const AbstractFont& font, const Float size, const AbstractGlyphCache& cache, const Containers::StridedArrayView1D& glyphPositions, const Containers::StridedArrayView1D& fontGlyphIds, const Containers::StridedArrayView1D& vertexPositions, const Containers::StridedArrayView1D& vertexTextureCoordinates, const Containers::StridedArrayView1D& vertexTextureLayers) { CORRADE_ASSERT(font.isOpened(), "Text::renderGlyphQuadsInto(): no font opened", {}); const Containers::Optional fontId = cache.findFont(&font); CORRADE_ASSERT(fontId, "Text::renderGlyphQuadsInto(): font not found among" << cache.fontCount() << "fonts in passed glyph cache", {}); /* First map the font-local glyph IDs to cache-global, abusing the texture coordinate output array as the storage. Not vertex positions, as those are allowed to be aliased with glyphPositions by the caller and this process would overwrite them. This also means we need to duplicate the size assertions here, to avoid asserting inside glyphIdsInto() instead and confusing the user. */ CORRADE_ASSERT(fontGlyphIds.size() == glyphPositions.size(), "Text::renderGlyphQuadsInto(): expected fontGlyphIds and glyphPositions views to have the same size, got" << fontGlyphIds.size() << "and" << glyphPositions.size(), {}); CORRADE_ASSERT(vertexPositions.size() == glyphPositions.size()*4 && vertexTextureCoordinates.size() == glyphPositions.size()*4, "Text::renderGlyphQuadsInto(): expected vertexPositions and vertexTextureCoordinates views to have" << glyphPositions.size()*4 << "elements, got" << vertexPositions.size() << "and" << vertexTextureCoordinates.size(), {}); const Containers::StridedArrayView1D glyphIds = Containers::arrayCast(vertexTextureCoordinates.every(4)); cache.glyphIdsInto(*fontId, fontGlyphIds, glyphIds); /* Delegate to the above */ return renderGlyphQuadsInto(cache, size/font.size(), glyphPositions, glyphIds, vertexPositions, vertexTextureCoordinates, vertexTextureLayers); } } Range2D renderGlyphQuadsInto(const AbstractFont& font, const Float size, const AbstractGlyphCache& cache, const Containers::StridedArrayView1D& glyphPositions, const Containers::StridedArrayView1D& glyphIds, const Containers::StridedArrayView1D& vertexPositions, const Containers::StridedArrayView1D& vertexTextureCoordinates) { return renderGlyphQuadsInto(font, size, cache, glyphPositions, glyphIds, vertexPositions, vertexTextureCoordinates.slice(&Vector3::xy), vertexTextureCoordinates.slice(&Vector3::z)); } Range2D renderGlyphQuadsInto(const AbstractFont& font, const Float size, const AbstractGlyphCache& cache, const Containers::StridedArrayView1D& glyphPositions, const Containers::StridedArrayView1D& glyphIds, const Containers::StridedArrayView1D& vertexPositions, const Containers::StridedArrayView1D& vertexTextureCoordinates) { CORRADE_ASSERT(cache.size().z() == 1, "Text::renderGlyphQuadsInto(): can't use this overload with an array glyph cache", {}); return renderGlyphQuadsInto(font, size, cache, glyphPositions, glyphIds, vertexPositions, vertexTextureCoordinates, nullptr); } Range2D renderGlyphQuadsInto(const AbstractGlyphCache& cache, const Float scale, const Containers::StridedArrayView1D& glyphPositions, const Containers::StridedArrayView1D& glyphIds, const Containers::StridedArrayView1D& vertexPositions, const Containers::StridedArrayView1D& vertexTextureCoordinates) { return renderGlyphQuadsInto(cache, scale, glyphPositions, glyphIds, vertexPositions, vertexTextureCoordinates.slice(&Vector3::xy), vertexTextureCoordinates.slice(&Vector3::z)); } Range2D renderGlyphQuadsInto(const AbstractGlyphCache& cache, const Float scale, const Containers::StridedArrayView1D& glyphPositions, const Containers::StridedArrayView1D& glyphIds, const Containers::StridedArrayView1D& vertexPositions, const Containers::StridedArrayView1D& vertexTextureCoordinates) { CORRADE_ASSERT(cache.size().z() == 1, "Text::renderGlyphQuadsInto(): can't use this overload with an array glyph cache", {}); return renderGlyphQuadsInto(cache, scale, glyphPositions, glyphIds, vertexPositions, vertexTextureCoordinates, nullptr); } Range2D alignRenderedLine(const Range2D& lineRectangle, const LayoutDirection direction, const Alignment alignment, const Containers::StridedArrayView1D& positions) { CORRADE_ASSERT(direction == LayoutDirection::HorizontalTopToBottom, "Text::alignRenderedLine(): only" << LayoutDirection::HorizontalTopToBottom << "is supported right now, got" << direction, {}); #ifdef CORRADE_NO_ASSERT static_cast(direction); /** @todo drop once implemented */ #endif /** @todo this again assumes horizontal direction, needs to be updated once vertical (and possibly mixed horizontal/vertical) text is possible */ Float alignmentOffsetX = 0.0f; if((UnsignedByte(alignment) & Implementation::AlignmentHorizontal) == Implementation::AlignmentLeft) alignmentOffsetX = -lineRectangle.left(); else if((UnsignedByte(alignment) & Implementation::AlignmentHorizontal) == Implementation::AlignmentCenter) { alignmentOffsetX = -lineRectangle.centerX(); /* Integer alignment */ if(UnsignedByte(alignment) & Implementation::AlignmentIntegral) alignmentOffsetX = Math::round(alignmentOffsetX); } else if((UnsignedByte(alignment) & Implementation::AlignmentHorizontal) == Implementation::AlignmentRight) alignmentOffsetX = -lineRectangle.right(); /* Shift all positions */ for(Vector2& i: positions) i.x() += alignmentOffsetX; return lineRectangle.translated(Vector2::xAxis(alignmentOffsetX)); } Range2D alignRenderedBlock(const Range2D& blockRectangle, const LayoutDirection direction, const Alignment alignment, const Containers::StridedArrayView1D& positions) { CORRADE_ASSERT(direction == LayoutDirection::HorizontalTopToBottom, "Text::alignRenderedBlock(): only" << LayoutDirection::HorizontalTopToBottom << "is supported right now, got" << direction, {}); #ifdef CORRADE_NO_ASSERT static_cast(direction); /** @todo drop once implemented */ #endif /** @todo this assumes vertical layout advance, needs to be updated once other directions are possible */ Float alignmentOffsetY = 0.0f; if((UnsignedByte(alignment) & Implementation::AlignmentVertical) == Implementation::AlignmentBottom) alignmentOffsetY = -blockRectangle.bottom(); else if((UnsignedByte(alignment) & Implementation::AlignmentVertical) == Implementation::AlignmentMiddle) { alignmentOffsetY = -blockRectangle.centerY(); /* Integer alignment */ if(UnsignedByte(alignment) & Implementation::AlignmentIntegral) alignmentOffsetY = Math::round(alignmentOffsetY); } else if((UnsignedByte(alignment) & Implementation::AlignmentVertical) == Implementation::AlignmentTop) alignmentOffsetY = -blockRectangle.top(); /* Shift all positions */ for(Vector2& i: positions) i.y() += alignmentOffsetY; return blockRectangle.translated(Vector2::yAxis(alignmentOffsetY)); } namespace { template void renderGlyphQuadIndicesIntoInternal(const UnsignedInt glyphOffset, const Containers::StridedArrayView1D& indices) { CORRADE_ASSERT(indices.size() % 6 == 0, "Text::renderGlyphQuadIndicesInto(): expected the indices view size to be divisible by 6, got" << indices.size(), ); const UnsignedInt glyphCount = indices.size()/6; #ifndef CORRADE_NO_ASSERT const UnsignedLong maxValue = UnsignedLong(glyphOffset)*4 + UnsignedLong(glyphCount)*4; #endif CORRADE_ASSERT(maxValue <= (1ull << 8*sizeof(T)), "Text::renderGlyphQuadIndicesInto(): max index value of" << maxValue - 1 << "cannot fit into a" << 8*sizeof(T) << Debug::nospace << "-bit type", ); for(UnsignedInt i = 0; i != glyphCount; ++i) { /* 2---3 2 3---5 | | |\ \ | | | | \ \ | | | | \ \| 0---1 0---1 4 */ const UnsignedInt i4 = (glyphOffset + i)*4; const UnsignedInt i6 = i*6; indices[i6 + 0] = i4 + 0; indices[i6 + 1] = i4 + 1; indices[i6 + 2] = i4 + 2; indices[i6 + 3] = i4 + 2; indices[i6 + 4] = i4 + 1; indices[i6 + 5] = i4 + 3; } } } void renderGlyphQuadIndicesInto(UnsignedInt glyphOffset, const Containers::StridedArrayView1D& indices) { renderGlyphQuadIndicesIntoInternal(glyphOffset, indices); } void renderGlyphQuadIndicesInto(UnsignedInt glyphOffset, const Containers::StridedArrayView1D& indices) { renderGlyphQuadIndicesIntoInternal(glyphOffset, indices); } void renderGlyphQuadIndicesInto(UnsignedInt glyphOffset, const Containers::StridedArrayView1D& indices) { renderGlyphQuadIndicesIntoInternal(glyphOffset, indices); } #ifdef MAGNUM_TARGET_GL namespace { 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 and assert in the high-level API already to avoid confusion */ CORRADE_ASSERT(cache.findFont(&font), "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; /* 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()); /* 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 */ shaper->shape(line); /* 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()); vertices.resize(vertices.size() + shaper->glyphCount()*4); /* Retrieve glyph offsets and advances directly into the output array to not have to allocate a temp buffer; the offsets then get converted to absolute positions. The renderLineGlyphPositionsInto() is aware of this and will make sure to read the input before writing to it. Taking every fourth item as the positions are subsequently in-place converted to quads by renderGlyphQuadsInto() below and putting them just into a prefix would cause them to be overwritten too early. */ const Containers::StridedArrayView1D lineVertices = Containers::stridedArrayView(vertices).exceptPrefix(vertices.size() - shaper->glyphCount()*4); const Containers::StridedArrayView1D glyphOffsetsPositions = lineVertices.slice(&Vertex::position).every(4); const Containers::StridedArrayView1D glyphAdvances = lineVertices.slice(&Vertex::textureCoordinates).every(4); shaper->glyphOffsetsAdvancesInto( glyphOffsetsPositions, glyphAdvances); Vector2 cursor = linePosition; /* Render line glyph positions, aliasing the offsets */ const Range2D lineRectangle = renderLineGlyphPositionsInto( font, size, /** @todo direction hardcoded here */ LayoutDirection::HorizontalTopToBottom, glyphOffsetsPositions, glyphAdvances, cursor, glyphOffsetsPositions); /* Retrieve the glyph IDs directly into the output array, again to not have to allocate a temp buffer. The place where IDs get stored is where glyph advances were stored before and which were combined into glyph positions, and ultimately this location is where texture coordinates get written. Again the renderGlyphQuadsInto() is aware of this and will make sure to read the IDs before writing the quads. Again taking every fourth item as these are subsequently converted to quads by the function and putting them just into a prefix would cause them to be overwritten too early. */ const Containers::StridedArrayView1D glyphIds = Containers::arrayCast(glyphAdvances); shaper->glyphIdsInto(glyphIds); /* Create quads from the positions */ const Range2D lineQuadRectangle = renderGlyphQuadsInto( font, size, cache, glyphOffsetsPositions, glyphIds, lineVertices.slice(&Vertex::position), lineVertices.slice(&Vertex::textureCoordinates)); /* Horizontally align the line, using either of the rectangles based on which alignment is desired */ const Range2D alignedLineRectangle = alignRenderedLine( UnsignedByte(alignment) & Implementation::AlignmentGlyphBounds ? lineQuadRectangle : lineRectangle, /** @todo direction hardcoded here */ LayoutDirection::HorizontalTopToBottom, alignment, lineVertices.slice(&Vertex::position)); /* Extend the rectangle with final line bounds */ rectangle = Math::join(rectangle, alignedLineRectangle); /* Move to next line */ } while(prevPos = pos+1, linePosition -= lineAdvance, pos != std::string::npos); const Range2D alignedRectangle = alignRenderedBlock( rectangle, /** @todo direction hardcoded here */ LayoutDirection::HorizontalTopToBottom, alignment, Containers::stridedArrayView(vertices).slice(&Vertex::position)); return std::make_tuple(Utility::move(vertices), alignedRectangle); } 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{NoInit, indexCount*sizeof(UnsignedByte)}; renderGlyphQuadIndicesInto(0, Containers::arrayCast(indices)); } else if(vertexCount <= 65536) { indexType = MeshIndexType::UnsignedShort; indices = Containers::Array{NoInit, indexCount*sizeof(UnsignedShort)}; renderGlyphQuadIndicesInto(0, Containers::arrayCast(indices)); } else { indexType = MeshIndexType::UnsignedInt; indices = Containers::Array{NoInit, indexCount*sizeof(UnsignedInt)}; renderGlyphQuadIndicesInto(0, Containers::arrayCast(indices)); } 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); renderGlyphQuadIndicesInto(0, indices); 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 #endif }}